Rathdar doesn’t hesitate to start shopping his grandfather’s map around, asking (in the name of Vardor, of course) if anyone knows the Admiral that Tiernan said made it. The admiral is well known and he is soon pointed to a house made from an galleon. It is the house that children in the village attribute scary rumor to. Bilbil and Amhran are familiar with these rumors, but being relatively new to the town didn’t grow up with them.
- Rathdar (ByW): Level 2 Human (18) Cleric of Vardor
- Bilbil (RiH): Level 2 Harpy (16) Thief/Roboticist
- Amhran (BiW): Level 2 Human (10) Cleric of Emedia
- Clarence: Level 3 Skeleton with Revolvers
They all head over to the Admiral’s ship in the twilight and knock on his door. The Admiral’s First Mate, Furgus, answers and invites them in, setting them up with chocolate milk and cookies. He informs them that the Admiral is napping, but should be up soon, as he spends much of the night awake. Furgus leaves them alone in the hold, now a sitting room, to see to helping the Admiral up.
While they’re alone, Rathdar takes to singing Vardor hymns he is making up on the fly and Amhran starts search the room full of old military paraphernalia and adventuring trophies. She gets distracted by the cookies and trinkets and doesn’t learn anything of note before they hear creaking on the stairs coming their way. She rushes back to her seat and grabs another cookie.
The Admiral is an aged and grandfatherly elf who is happy to relive his adventuring days by helping them. Though they invite him to join them, he has to admit that he is no longer in adventuring shape. Just the same, he is happy to help them interpret the map he lost betting so long ago now that it has finally come back to him. He opens up an old desk and uses it to reveal new writing on the map.
With some misgivings about traveling from Raven’s Roost through the low lands even farther North than the crashed ship they sought out last time, they plan on going in the morning to find the Plenteous Temple. Rathdar and Amhran accept the Admiral’s offer to spend the night there, it being so late, but Bilbil flies down the street to his host family’s home.
In the morning, they head down and make their way through familiar territory safely to the crashed ship, which they find pretty much as they left it. As they approach, Bilbil hears chatter inside that reminds him of Goblin technicians he’s overheard, but he doesn’t speak the language. When they don’t respond to hails, he flies up onto the ship leaving Rathdar and Amhran at the ramp when suddenly Amhran takes off running, saying they are going to eat them.
Two humanoids emerge, but from above Bilbil can see they are really writhing clusters of smaller things. As they pursue Rathdar and Amhran, Bilbil drops rocks on them and Clarence fires back with his pistols. Eventually, Amhran gathers herself and stops to cast a death spell that knocks the last one to pieces. Bilbil investigates to find they were made up of dozens of tiny goblins riding vehicles suited to their size.
They sleep in the ship, but are awakened by Clarence’s gunfire to find a few of the tiny golbinoids have returned to avenge their fallen. The battle is short and decisive. They return to sleep and in the morning prepare to continue North looking for the Iron Lines.
The Primordial Frontier Campaign is set in the Perenia world of the Tyranny of Mundanity and Stormguard campaigns, but in a future where the world is characterized by wild magic below a mile above sea level. Sea level is the new underdark, and, well, I don’t suspect we’ll be seeing the underdark at all.
If you enjoy these play reports, please share!