Iron GM: A Journey Home
The GM: Claus
The Characters:
Game System: D&D
Game Type: Campaign JonCon08 Iron DM
Related Games:
Iron GM Advice given to Players
- 10th Level
- 32k Gold
- Veteran Soldiers, Human, Work Together
Synopsis:
In a world where the elves control the waterways, the Human solders on campaign are at their mercy crossing the sea home. The elves, accepting the human's money, but barely accepting their presence shut them down below deck, and hurl insults at them any chance they get. A third of the way into their journey, a storm rapidly closes on the boat, and the destructive force of nature and the intolerance of the elves cause the boat to be destroyed.
The soldiers wake up on a white sandy beach of an unknown island. As they gather their supplies, they spot a human moving along the tree line, gathering ingredients for magical potions. He introduces himself as Adaen, and offers the solders a place to rest. He claims no knowledge of elves, or the gods of the soldier’s home, and says they are on an island in the southern sea in the kingdom of Clairmont.
Returning to the Adaen's home, they discover he is an Alchemist of some power, having a golem made of clay serving as his protector. As they discuss, Adaen becomes more and more intrigued about the origins of these shipwrecked soldiers, and begins to research the matter. After the soldiers get more of a lay of the land, Adaen finds them to explain that he believes that they may be from another world entirely, or a different plane of existence.
After more research, the alchemist explains that there is a temple near the mines where the villagers get their trading goods. It seems to be a mine to an ancient race of snake people, though no evidence has been seen of them other than the temple. A door within the temple leads to a room which without magical protection would drive a person mad with its illusions and enchantments. He believes that there may be knowledge within that room that may help these wayward soldiers find the way home. He offers to make a salve to protect them from the madness, but he lacks the magical ingredient to finish the job.
It is at this point, as Adaen talks about the magical ingredient, that Karik notices that the alchemist seems to be getting excited, like an addict getting closer and closer to his fix. This puts the soldiers on edge, as Adaen says that the magical ingredient for the salve is found in the spine of a Hydra, explaining that there is a hydra on this very island.
After more discussion, they discover that while the spine does offer the ingredient that he needs, apparently Adaen is addicted to a drug made from the powdered bone of a hydra as well. Accepting that while this alchemist wasn't telling the whole truth, he was only hurting himself, and they accepted the mission to slay the Hydra.
After a long battle, the hydra finally slain, the soldiers return, and as promised, the salve is made. The following day, they journey into the temple, and find the door mentioned by the alchemist. Beyond they find a maze, with a room in the center which houses a large stone arch with a glowing portal inside. It is guarded by two large snakemen. After an attempt to parlay their way through the gate, the party moves to plan b, and slays them as well. Travelling through the gate un-opposed, they find themselves in a cave-city full of the snake men.
Did they succeed, or have they just begun their Journey Home?
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