Book One: The Fires of Creation
Book Two: The Lords of Rust
Book Three: (Not Yet)
Session 1: Exploring Torch
The heroes gather in the town of Torch, some on a job, some at the request of friends, and some passing through. They all find themselves speaking with Dolga Freddert, an eldery dwarf woman who is one of the founders of Torch and now a Councilor. She repeats the standing offer of 4,000 GP if anyone can find Khonnir Baine, along with a Scroll of Resurection if he is found alive. Dolga also offers them a writ for 20% of the price of goods in the town, and contact with a local cleric who can cast Water Breathing on the heroes so they can explore the caves beyond the Weaping Pond, where Khonnir Baine was last seen.
The party heads to Khonnir's laboratory/tavern/home, where they find his adopted daughter, Val, being attacked by a steel automaton that Khonnir recovered from the caves beneath the Black Hill. After stopping the threat, Val offers to let the group stay in the tavern, where she will provide them food, if they are looking for her adopted father.
Next, the group heads to the top of the Black Hill to investigate the dissapearance of Torch's namesake flame, and Blue Tusk and Micah get into trouble as they attempt to sample the strange fluids pooling in the burnt-out crater. Blue Tusk's fingers grow larger and armored, but he is rendered unconcisous when he slips and falls into the puddle, while Micah takes a sample in a glass vial and gains telepathy from second-hand contact with Blue Tusk.
The party ends by taking the unconsious half-orc to Joram Kyte, the cleric mentioned by Dolga.
Session 2: The Black Hill Caves
After the cleric Joram Kyte restores Blue Tusk to conciousness and casts water breathing on the adventurers, they enter the Weeping Pond in Torch and find their way through a submerged tunnel into the Black Hill Caves. Exploring the caves, they first find the remains of some of the group of halfling adventurers, killed by fire beatles near the entrance.
Exploring the cave further, the party finds evidence of gremlins - bolt and portcullis traps with no obvious mechanism, likely triggered by the gremlin's Prestidigitation. Dovin and Tusk scare off the waiting gremlins with a combination of strength and intimidation. Investigating the crude camp, the party finds several silverdisks - valuable baubles of Androffan technology, along with mundane adventuring gear and the remains of several more halflings. They also find crude drawings of 4-armed beings, which Micah is able to identify as aliens - kasathas.
Exploring further, the party finds a metal door that has been opened, and also another passageway emanating intense cold. Exploring the passage, the party finds another corpse, covered in a strange brown fungus. Investigating further, the party throws in a torch, which is quickly extinguished and causes the brown mold to explode in size, apparently feeding off the heat, becoming a brown ooze. The party attacks, though Micah spawns another brown ooze when he attacks the original with his fire bolt. The ooze's attacks also degrade the weapons and armor of those that attack it or are attacked, though Dovin is the only one affected.
Defeating the ooze, the party begins to squabble over the possesions of the corpse, which include a masterwork chain shirt, masterwork thieve's tools, a masterwork hand crossbow with 5 bolts, several empty vials, and one vial with of Minor Healing, and 75gp.
Session 3: Gremlins and Dungeons
Bickering over the loot from another fallen explorer, the party (except for Elias) is surprised by the gremlins inhabiting the Black Hill Caves. After defeating the gremlins, including their leader, the party takes the loot and continues further, investigating the strange metal dungeon beyond the skymetal door. They come upon another automaton in better shape, rooms full of debris and wreckage, and finally a cave that opens up into a massive cavern of sand.
Session 4: Requiesce in Pace
Exploring the apparent desert wasteland, the party follows the tracks of the previous expedition, coming upon a couple of corpses from the Brigh worshippers, and are surprised by the undead remains of a half-dozen kasatha hidden under the sand. Defeating the undead, the party makes their way across the rest of the desert, coming to a cave with a malfunctionion illusionary wall, which leads them into more metal corridors.
Exploring the corridors, they come across several rooms, one of which has "Habitat Controls" that control the weather, lighting, and allow for observation of the vast desert chamber. The next has a more intelligent and dangerous Kasatha - the leader of the tribe, who speaks of being stolen away from his homeworld after seeing a fiery omen in the night sky. His people were mostly killed in the turbelent earthquakes and darkenss that followed, and he called out, only to have Zyphus, the god of accidental death respond, and turn him and his followers into undead until they once again saw the sun. (Which Schlomo accomplished by reseting the Habitat Controls.) After defeating the last Kasatha and his construct bodyguards, the party makes their way through the next door with a black keycard they found to another section of rooms on the ship.
Session 5: Of Robots & Russet Mold
Exploring the strange technologic dungeon, the party first finds a small supply cache overlooked by the previous expedition, including a metal stick that produces light, and a half-dozen roughly spherical devices with a waffle-print exterior, along with a supply of charged silverdisks, armor and a weapon that fires sonic energy.
Exploring further, the party comes across a tribe of vegepygmies, spawned from the russet-mold infected corpses of the deceased Brigh expedition, and bargain with their leader. In exchange for helping the vegepygmies escape the dungeon, they are granted his +1 Warhammer.
Returning to the ship, the party continues their investigation, finding some sort of sleeping quarters, with one fully enclosed container from which they can hear faint knocking and yelling. Fighting their way past the automaton guardians, the party rescues the prison, who turns out to be Khonnir Baine!
Session 6: Flowerpots and Walnuts?
Resuing Khonnir Baine from the robots, the party immediately finds a problem: Khonnir's speech has been scrambled, perhaps as a side effect of his treatment by the robots who captured him. Micah is able to restore his speech with magic, though apparently something is still damaging it, as it reverts to damaged by the next day.
While in town resting, the party is introduced to Sanvil Trett, a tech-savvy merchant who offers his assistance in selling any uneeded spoils from the ruins below Torch. They are also invited to Silverdisk Hall, a gambling hall/brothel run by Garmen Ulreth. Micah and Dovin manage to win a fair amount of money at poker before being escorted out by Garmen's thugs, the Ropefists.
Returning to the ruins below Torch, the party fights off another group of automatons assembled to defend the level where they found Khonnir.
Session 7: Going Up!
Continuing their exploration of the science deck, the party finds a strange alien creature in the geology lab, suspended in a containment field. Reaching out to the party telepathically, it begs for food, having apparently eaten some of the blood spilled by Khonnir and his party members as they were dragged through the room by the robots. Micah feeds it some rations, which satisfy's the strange creature's hunger, and the group continues their exploration.
Next, they come to a medical lab, which Khonnir vaguely remembers. One of his friends is dead, dissected on the table, in a fruitless search by the machines for the explanation behind magic. Looking over the notes, Khonnir finds documentation of this process that injected nanobots into his mind, attempting to map his brain and decipher the secret of his spellcasting. Working with Elias, Khonnir is able to reverse-engineer the process and destroy the nanobots.
Continuing their exploration, the party finds several more odd rooms, including one filled with low washbasins filled with clean water, and a room with a dozen different kinds of flavored, nutritious goo. Finally, they come to a octagonal room that Khonnir identifies as an elevator, which is malfunctioning, but eventually they repair enough to get to the "Engineering" deck.
Exiting the elevator at Engineering, the party is immediately confronted by half-feral wolves. Retreating into the elevator, before long the party is questioned by an orc, who has come to investigate the racket. Coming out fighting, the party manages to defeat the wolves, and the chain-sword wielding orcs, as well as scare of a group of Ratfolk. The only clue they gain is the name "Meyanda" who sounds like the leader of this group.
Session 8: What are all these monsters doing in my Techno-Dungeon?
Resuming their exploration of the Engineering deck, the party finds another murder-bot in a locked room with some dead orcs. Quickly closing the door, they find a half-destroyed robot repair/construction room, with a glitching glowing screen. Resetting the screen reboots all the robots in the dungeon, taking them offline for 24 hours.
However, the escaped ratfolk have gotten reinforcements, and attack the party, alongside more chainsaw-wielding orcs, a minotaur, and a goblin. The party manages to defeat all but one Ratfolk, who escapes, and activates an electricity trap, from which the party narrowly escapes. Micah and Dovin recognize a name (Meyanda) that the monsters shout, and after hearing the name, Micah heals the recently-downed Minotaur and tries to talk to the Ratfolk, who scurries off after activating the trap.
Session 9: The Reactor Core
Pushing forward into the dungeon, the party finally uncovers the truth behind Torch's foundry fire: a massive, half-malfunctioning fusion reactor, guarded by the android abolitionist Meyanda and a bevy of servants, including ratfolk scrapper, chainsaw-wielding orcs, and ogre, and one just-reactivated robot.
The party enters combat through one half-opened metal door, struggling against Meyanda and her forces, and are almost killed when Meyanda sabotages the power relay she is using to beam energy from the reactor somewhere, but Shlomo is able to (literally) defuse the situation with his mastery of science, and Micah is able to short-circuit the last robot and disable it with a lucky shot from his sling.
Session 10: Consequences Smonsequences
Having defeated Meyanda and stabilized the fusion reactor, thus saving Torch and returning things to business as usual, the party interrogates Meyanda before turning her over to the city garrison. Garmen Ulreth invites the heroes back to Silverdisk Hall for a celebration in honor of their victory. Micah and Dovin, having completed their bounty by capturing Meyanda, accept, but the rest of the group decides to see if they can track down the power transmitter in Torch.
Before heading to Silverdisk Hall to rendevous with Dovin, Micah stops by the garrison and slips Meyanda a lockpick kit, having been swayed by her stories of the newly-risen fledgeling divinity Hellion, and Meyanda encourages him to seek her out in Scrapwall and learn more about saving androids from the Technic League with the Lords of Rust. Silverdisk Hall is packed and rowdy, with a noticeable lack of Garmen's Ropefist Thugs.
Meanwhile, the rest of the party finds the warehouse with the power transmitter, guarded by a few obvious sentries on the roof. With Schlomo's magic, the party scales the wall and quickly takes out the sentries, but not before they can warn their compatriots inside, who set the power transmitter to self-destruct. Quickly escaping the warehouse, the party just manages to avoid the explosion, which draws the attention of the garrison and some of the townsfolk to stop the explosion from setting fire to the entire warehouse district.
Distracted by the explosion, and with the aid of Micah's lockpick, Meyanda escapes from the garrison and flees Torch with her surviving gang members.