
The
Crew: The Crew of The Kraken , a squidship, consists
of an unlikely adventuring band of castaways and hired officers composed
of numerous races and professions. Despite recent turnover, the crew is
getting along relatively well. Their home port lies at The Rock of Bral
in Bralspace.
"Timmy" , Helmsman (Rastipede): Nicknamed because no one is able to pronounce his name. This Insectoid enjoys the pay he receives to sit around and pilot the ship.
Gwar (Lizardman 7 Bar): One of the ship's original officers, this highly superstitious reptilian humanoid is a source of admiration amongst the crew due to his fighting prowess and drinking binges. He has a strange mixture of respect/fear for Myrian the Necromancer. He tends to eat on his own, as swallowing whole small mammals seems to upset his troops.
Myrian, (Human 7 Nec): Despite his cold demeanor, this gray necromancer has some fans amongst the crew due to his generosity towards their bar tabs. However, his talk of making the crew "more efficient" and his desire to "experiment" with fallen crew is quite unnerving. His recent possession by the Necromancer known as "Manta"(1) has affirmed his desire to master the necromantic arts. In addition, Myrian has recently pledged himself in service to Prince Bruin.
Noyen, Navigator (Elven 5/6 Bladesinger): This recent addition to the crew was found held hostage by the pirate ship, The Barracuda (1), with fellow crew member "Stumpy." She is quickly becoming a crew favorite as she is brutally honest and does not keep secrets from the sailors.
Erakee aka "Stumpy" (Dwarf 6 War): At under 3' tall. this dour and ornery recent addition is aptly nicknamed. His connection (and good relations) with the elf, Noyen, remain a mystery to all. Due to his lack of bathing habits, many of the crew call him "Stinky," albeit under their breath in light of the recent valor he demonstrated in nearly-single-handedly defeating two flowfiends in battle. Stumpy has recently made his nickname a duo-nomer due to an unfortunate run-in with Space Berserkers where he lost two of his fingers.
Captain Thalen (Human 6 Invoker): This native of Toril has recently become a captain after having a fall-out with his former employer. He now leads his fellow adventures through Wildspace and beyond. The captain is fair, but reserved and never talks about his past.
Winchester, Ship's Doctor (Human 6 SpPr - Zilchus): This devout follower of the Merchant's God has left Oerth to practice his art of surgery in the vastness of space - For a Price! He recently joined the crew in a recruiting stop in the town of Bonanza on Greela. (6) He is stuffy and condescending. In his relaxing moments he sniffs bandy and tends to his pet mastiff.
Prince Bruin Shambrath of GreatSpace (2): This patron of the Ship's current mission hopes to restore tranquility to his home sphere from the clutches of his father's advisor, T'Lann.
The Crew's Alter Egos
(Names withheld to protect the innocent.)
Mission Log:
Mission 1:
The Eurhythmic was commissioned
by Gaspar's Reclamations (3) to retrieve an ancient Olman artifact,
The Cloak of One Feather (4) from the Lost Shrine of Tamoachan(5)
in the Amedio Jungle on the planet Oerth in Greyspace. Once inside Greyspace,
they had a brash encounter with an Astereater that nearly claimed one of
the former officer's lives. In route there, they were stopped by an Elvish
Imperial Navy (EIN) blockade. The elves feared that A drow Navy was amassing
in nearby space. Luckily they were able to pass and make it to the jungle.
The actual search for the ruins took many weeks. After enduring many strange
monsters and devious traps, they found the bounty of their search and looted
some nice things for themselves as well. Unfortunately, Gwar became very
"attached" to a cursed battle ax he found.
On their way back to its home port, the ship encountered
The
Barracuda (1) attacking The Hummingbird (2). The pirates after
sundering the bird-craft, rammed our heroes, and melee commenced.
As lives were lost on both sides, Captain Edgar challenged the pirate captain
to single combat for first blood, the loser withdrawing and surrendering
spoils to the winner. THe gods looked kindly upon our captain and he won
the battle.
In the pirate's under decks, they were attacked
by the Necromancer "Manta" who disobeyed her captain's commands to not
molest the heroes. Upon entering her cabin, she unleashed a lightning bolt
nearly killing our heroes and laying her own captain to rest. In the confusion
that resulted, The Eurhythmic quickly looted the pirate ship's stores,
saved Noyen and Stumpy from their brig, and disabled their helm so as to
set it adrift. Soon after Bruin Shambrath was saved from the wreckage of
the Hummingbird, its lone survivor.
As the crew recovered, they continued to The Rock
for some R&R and to collect their reward for recovering the cloak.
Mission 2:
Whilst
the crew was gallivanting, dark forces were at work. Secretly, "Manta" had possessed
Myrian after a night out drinking with the crew. The Captain meanwhile questioned
Bruin and agreed to take up his cause, learning that Bruin's homeworld was in
trouble and being promised great rewards for help. He asked that the officer's
be briefed after leaving port. THe captain hired Thalen as a new officer, and
after the crew returned from leave and cashing in on the loot he gained adventuring
(and paid off the loan on his ship), departed.
The briefing began as Bruin explained
how his father's reign had been corrupted by a foreigner advisor named T'Lann(2),
and how after he challenged the leadership and intentions of his father's confidant,
he became an outlaw of the state. At this point, the briefing, Myrian let loose
with a lightning bolt on his fellow officers. So began a battle with the possessed
Myrian and the other officers. Myrian was subdued and put in the brig. Soon
thereafter, "Manta" possessed one of the sailor's and another reign of terror
began - which ended after a number of the crew lay dead on the decks, and the
first mate was also possessed for a short period. The crew eventually figured
out how the necromancer managed these feats and destroyed the vessel that she
retreated to after a mortal form was destroyed. This series of events confused
and demoralized the crew. Although an explanation was given many of the sailors
believe the vessel is now cursed.
After the craziness was done, Bruin
was able to finish his briefing. He believed the party's best bet to figure
out why T'Lann has such an influence lies with his old tutor Keriacus(2). Not
knowing his exact whereabouts he suspects that he now resides in HeroSpace based
upon a manuscript
he found.
Their navigator has plotted a course
to Herospace, but first they must travel the Flow through Greyspace and Krynnspace.
While in the Flow, they found the mute tiefling who they call "Dastewart," a
strange castaway who is adjusting to the new crew. A few weeks later they had
a brutal encounter with a pack of flowfiends. These recent events are cementing
the sailors' beliefs that the ship sails under an ill omen and desire to make
port soon . . .
Upon entering Greyspace they headed
for the nearby planet of Greela. On the way they stumbled upon a asteroid
field that was being used as breeding grounds by a tribe of evil lizardmen.
Although The Eurhythmic was able to outmaneuver most of their forces,
one of the attacking squidships managed to successfully ram them. This led to
a bloody melee which none of the lizardmen and few of the heroes' crew lived
through.
In the aftermath of this slaughter,
many of the crew disobeyed Captain Sheridan. When they finally put in at port,
many arguments occurred and the captain granted the captured Squidship to Thalen
and fired all crew and officers. Thalen offered the others to form an adventuring
band with each having an equal interest in the proceeds of the ship. This seemed
to appeal to everyone's individualistic natures, although Noyen continued to
be commissioned as Navigator.
While on Greela, Noyen attempted to
make an alliance on behalf of Bruin with EIN located at Cenbreadine. Partly
due to their current conflict with Drow forces in the area and partly due to
lack of belief of Bruin's position, they reluctantly agreed to allow 10 commissioned
elven marines to join their crew. Dastewart in addition made some political
contacts in the area, gathering what information he could.
Later, Myrian , Dastewart, and Gwar
took a transport to the Frontier town of Bonanza. Stopping in a saloon, they
became acquainted with Dr. Winchester. As Gwar sampled the local booze he was
accosted by a yokel - leading to an all-out bar brawl. Winchester and Dastewart
stepped out while the reptilian and the death-mage began mopping the floor with
old coots and wildmen. Just when it looked like the tables might be turned upon
them, "Stumpy" arrived and raised some hell himself. Then they all boogied before
the posse arrived.
Disappointed with his fellow's recruiting
efforts, Thalen commissioned Winchester to help him fill the ship. This led
to a late night deal in a bordello with an old sea dog (& Galley Master)
by the name of "Cookie." After some brief negotiations, he promised a crew of
28 sailors would be present on deck the day of their departure. Under the guidance
of Gwar & "Stumpy" the crew hired workmen to finish repairing their ship
aand prepared for departure.
After christening the new ship, "The
Kraken," our band of unlikely heroes soon made their way into the cold void
of Krynnspace(7) . . .
Elsewhere, the GIN (Gnomish Imperial
Navy) Destro-wheeler Class IV Ship, aka "The Masher," (8) was on maneuvers in
the outer realms of the space. They were training with their new Spudnik
fighters and their Hot butter Spreaders(9). After a long day, they ate their
dinner (spaham and chips). Unbeknownst to the minoi, their jettisoned peelings
would be a grave insult to a new enemy, for the potato refuse hurtled through
Wildspace until it came in contact with the air envelope of a Clipper Ship commanded
by a scout crew from the Minotaur League(10). Upon enterin said atmospheric
envelope, the garbage rained by the Minotaur officers to their disgust and disgrace.
The response was swift and violent. The mighty bombards roared against the more
maneuverable gnomish contraptions, smokepowder launched deck-recking munition
whilst potato-powered fighters dog-fighted with the Clipper's personnel - sometimes
leading to kamikaze ramming attempts after the potato guns jammed. At one point,
the mighty minotaur captain lost his head to a well-aimed potato and the gnomish
mothership was held together by its own guideposts . . . Both ships saw another
vessel's form against the background of the sun . . . and both ships signaled
for aid.
. . . One of Cookie's boys reported
the two distress calls and the flags of the ships sending them. Suddenly the
captain was faced by a conodrum, which ship to help - the chaotic and possibly
dangerous tinker gnomes ("Good forbid they should get on our ship"), or the
lawful and societally evil minotaurs("Captain the men loading their cannons
look enslaved, let me at them!"). In the end, passions felt most for the gnomes.
The minotaur ship was allowed to withdraw peacefully, and our heroes escorted
The Masher to its home port.
While in , Winchester decided to try
to make some extra cash in exchange for lessons in the arts of surgery. The
Gnomish Council of Guilds warmly welcomed the opportunity, and the entire Council
convened for the observance of his techniques. Winchester smirked, after filling
his tillbox (after Zilchus took his cut), the silly gnomes had paid him in steel
- he would clean up in this sphere the next time he came through.
Meanwhile, the captain brokered a deal
to have a gnomimsh sweeper installed in exchange for his ship's assitance. The
rest of the crew guarded and otherwise monitored the ship during the stay to
insure that the gnomes did not "improve" anything else.
After this diversion, the ship restocked
and made the long voyage to Herospace(2). They were immediately beset
by a squadron of "peacekeeper" hammerships. They were hailed by Jolep, the "Office
Manager" and apparently another Priest of Zilchus (and Unfriendly acquaintance
of Winchester). Eventually, the party made it through the security clearances
(and fees) to arrive on the surface of Cumberland, where they hoped to meet
the scribe Keriacus(2).
The surface was pleasant and they teleported
in near a small town where they received directions to the scribe's cottage.
The place was ill-kept and loaded with half-read or half-wriiten volumes. Bruin
tenderly embraced his mentor and the group updated him as to the recent strife
in Greatspace. The scribe was able to unearth some lore on their nemesis, but
not enough, eventually they decided to try to scry the scoundrel.
Dark forces must have been watching
our heroes, as T'Lann detected the sorcery and unleashed a spell that brought
foul undead into the sage's home. The abominations destroyed the crystal ball
and broke Keriacus himself as they overwhelmed our heroes. A misfire fire
arrow soon set the entire scene ablaze and the heroes ran for cover. Outside
they came upon a strange neighbor who with a possessed look in her eyes, told
the group to get the fireseeds from Alivere in Faeriespace(2).
Fearing the inevitable arrival of a militia force, they quickly left.
On a quick-paced flight through Herospace,
they dipped into the atmosphere of Chaostromme due to a navigational error and
were beset by a drakkar full of berserkers. After some out-maneuvering and missile
barrages, The Kraken boarded and made good work of the unrelenting ferocity
(Stumpy lost some fingers) of the unyielding warriors sending many to the valkyries
and a deserved rest. - in the process garnering some much needed funds.
The party soon shuffled off to Faeriespace
-and were in awe by its majestic beauty. They eventually landed the ship in
a lake in a fay forest. Stumpy was teased by a band of curious nixies and forced
to "take a bath." The faeries evntually set them of the direction of Alivere's
palace. On the way they got a kite out of a treant's branches and shared
some pie with human villagers. Even Myrian was impressed with how the various
races got along . . . although stumpy nearly threw a fit when he saw dwarves
sharing guard duty with goblins. The said guards granted the heroes an entrance
because said-rescued kite belonged to Alivere.
They were led through a mansion of
unworldly design and impossible dimensions and presented to Alivere, a creature
of remarkable beauty but indeterminable race. He grreted them, but spoke no
more. Finally the party asked for the seeds and he agreed to give them to him
on the condition that they find the source of an "imbalance" to shrakma and
the worlds-tree.
The party so agreed and scouted the
lower regions of the world-tree discovering a breach in its bark. There they
discovered a warren of Termite-men . . . and an extermination begins . The party
battled through the warrens of the termite-men. After two forays they managed
to slay the Queen and finally end the imbalance of the Life Tree. After again
speaking to Alivere, they gained the Sun Seeds and were directed to return
to Herospace to fullfill their destiny.