IronTithe
Unmarked Travels — Campaign Chronicle & GM Reference
Current Situation
The Breach of Khugron's Lower Forge ★ Current Arc · Session 04
Active

It is whispered in the taverns of Havenspire, and recorded in the shadowed ledgers of the Church of the Radiant Compact, that the Lower Forges of Khugron were never meant to be walked by mortal boots. Yet, the company that descended the great elemental-shaft — fleeing the rifles of the Birn Uluhm on the level above — were not entirely mortal in their ambition. Led by the heavily plated vanguard known as FightnKilling, and guided by the arcane sight of the Wizard Leorlian, they dropped two hundred feet into the sweltering, smoke-choked dark. Before them stood the true terror of the deep: a Golden Juggernaut, an unliving sentry forged of cursed iron, silently guarding a monolithic vault of black stone. Recognizing the brutal arithmetic of survival, the company chose not to strike the anvil, but to slip past it, seeking a lateral breach into the adjoining armory.

It was Dresin, a male Elf attuned to Druidism, who unmade the armory's threshold. Speaking words of decay, he turned the heavy iron hinges to rust in a single, devastating exhalation. The breach was violent and immediate, startling a champion of the Birn Uluhm and his elite guard. What followed was not a clean skirmish, but a grinding war of attrition. Encumbered by his own newly forged plate, FightnKilling struggled to find his rhythm, his strikes clumsy in the claustrophobic dark. The line would have surely broken were it not for the divine intercession of Leon Firebeard. Invoking a blinding Cleric's Ward, the priest wrapped the vanguard in an impenetrable shell of holy Wound Mitigation, rendering the relentless axes of the Chaos Dwarves functionally useless against his flesh.

The armory dissolved into absolute chaos. Dresin called down a searing Sunburst, scorching friend and foe alike, before weaving Entangling Vines to quarantine the doorway and choke off arriving reinforcements. From the rear, the marksman Bannon loosed arrows with lethal, clinical precision, dropping the fleeing guards before they could alert the Juggernaut outside. Leorlian, attempting to step through the very fabric of space to flank the enemy, initially met the cold reality of the mountain's stone — a miscalculation that nearly cost him his life. Yet, recovering his focus, the Wizard blinked down the corridor and unleashed a catastrophic Ethereal Strike, hurling the Birn Uluhm champion violently against the masonry. Empowered by Leon Firebeard's Blessing of the Crusader, FightnKilling stepped forward and delivered a flurry of kinetic blows that pulverized the commander's unnatural armor, ending his reign and securing the room. From the commander's ruined stores, the company claimed treasures of ancient myth: a ring of nine lives and a chalice of endless remedy, artifacts with the power to buy kingdoms.

Yet, their greatest — and most terrifying — accomplishment lay not in the slaughter, but in the silence that followed. Approaching the black vault the Juggernaut had guarded, the company faced a lock of corrupted organic mechanics that demanded a harmony of mind, matter, and blood. Moving as one, Leorlian manipulated the hissing pneumatic steam valves, Leon Firebeard steadied the corrupted lithomantic runes, and FightnKilling — without hesitation — drove his bare hands onto the vault's rusted spikes. As the vanguard's blood fueled the mechanism, the solid stone liquefied into a portal of viscous, glowing red mist. They had not opened a door to a treasury, but a gateway to the realm of the Vraxxal. Staring into the abyss of an alien dimension, the company made their wisest choice of the descent. They pulled their hands away. The portal hardened back to inert stone, leaving the horrors of the Vraxxal trapped behind the veil, and the company standing victorious in the dark.

Session Log
Khugron — The Gateway to the Deep Session 03
Resolved

The air inside Khugron was a choking fog of rancid grease and the metal tang of raw meat. The party stood in the aftermath of their own ambush, the garrison's mess hall gone quiet around the ruined dead — an Ogre that had served as the butcher, a handful of Hobgoblin guards, and a Chaos Dwarf bearing the industrial hallmarks of Birn Uluhm. The long tables were scarred from years of cleaving, and beneath the grime someone had scratched a crude map into the wood: a deep shaft, marked with the crest of Birn Uluhm. Beside it sat a detail that asked an uglier question — the dented pewter bowls were stamped with the house marks of SunsReach. Somewhere in that distant port, a merchant was provisioning this place for coin.

The quiet broke before they could hold it. A lone Hobgoblin, seeing what had been done to the hall, bolted from the shadows and ran to wake the mountain. The party split on instinct — Leon planting himself in the barracks archway while Dresin tore off down the corridor after the runner.

At the archway, javelins came out of the dark and sparked uselessly off Leon's armour. Bannon answered from behind him: his first arrow went wide, but the second found the gap in a Hobgoblin's iron and dropped it where it stood, breaking the shield wall. Leorlian spoke a single word and a wave of sleep rolled over the formation, leaving the last Hobgoblin slumped on the stone and the armoured Chaos Dwarf alone and exposed. The Lava-Forged thing stepped over the sleeping goblin and came on hard, and Fight n Killin met it — his flail crashing past the iron shield, breaking the warrior's guard, then coming around in two more arcs that left nothing of the sleeping goblin to wake.

Down the corridor, Dresin's pursuit ended at a pair of double doors and the Hobgoblins guarding them. He took a javelin for it, then flung up a wall of thorned vines across the threshold to keep whatever waited inside from spilling out. One Hobgoblin tore free; the vines took the other. Bleeding, Dresin drew on the deep stone beneath him and knitted his own wounds closed, then loosed a blinding light that punched through the survivor's guard and left it groping at nothing.

Then the room at the end of the hall emptied into them. A Hobgoblin Champion — a scarred brute with a serrated greatsword — pushed through the vines with two more of its kind at its back, and for a moment the fight turned against the party. Leorlian was caught in the open and cut down twice, dropped to the stone and brought back each time by Dresin's healing, the old druidic mending reaching across the press just fast enough to keep the Wizard's heart going. Bannon emptied his quiver into the rear of the press to clear it, and Fight n Killin forced his way to the front of the chokepoint to crack the Champion's bones with his flail. When the corridor threatened to break open entirely, Dresin reached down into the mountain and called up an Earth Elemental, dropping it into the passage as a living wall of stone and soil between the party and everything still trying to reach them.

The Champion's quarters gave up their secrets grudgingly, and meanly. A throne built from the scavenged armour of the dead concealed a ring of hidden vents, and it scalded both Fight n Killin and Dresin with geysers of superheated steam before Dresin found the lever to kill it; behind the cooled plates, a hidden compartment held five hundred gold. More telling than the coin was a wax-sealed scroll tube bearing the command insignia of Kel Thurum — the uncorrupted dwarven capital. Inside was a field order: an eight-man scouting party sent to look at Khugron's newly carved maw, with explicit instructions not to press deep. The tally marks gouged into the walls told the rest. They had pressed deep. Among the spoils, Fight n Killin found and drained two draughts of fortitude, a locked chest gave up rations and silver and a letter in Hobgoblin script none of them could read, and buried in an Ogre-sized cutting board was a great axe that hummed with old enchantment.

The stair beyond the hall fell away into a colossal vertical shaft, and the thing working the mountain's elevator confirmed how far the rot had gone: a massive Earth Elemental, bound in glowing brass runes and chained to the winch, made to haul the platform up and down against its will. The party had little time to weigh it — Dresin threw open the wrong door and found three Chaos Dwarves at their weapons, one swinging a blunderbuss toward the gap. As a hidden Overseer bellowed the alarm, Dresin tore a wall of mud and earth out of the floor and brought it down on the advancing dwarves, crushing them back and sealing the corridor behind a barrier they would be a long while digging through. Then the party rode the platform down, hundreds of feet into rising heat, the cold subterranean air giving way to a sweltering orange glow.

The lower hall held twin armouries of newly forged weapons, clean and gleaming and untouched by the rust of the garrison above. But the makers' marks came from smiths scattered across the continent, and a shipment manifest by the door carried logistics codes that matched Kel Thurum itself — proof of a supply chain reaching into, or out of, the dwarven capital. Deeper among the racks lay finer things: dwarven plate, great hammers, another enchanted axe, heavy shields, all of it waiting. Further on, the corridor narrowed to a fortified chokepoint, and at its end stood an Ogre-sized mechanised construct — a Dreadnought, motionless, guarding whatever lay in the vault behind it. The party looked at it, weighed it against the dwarven voices still echoing from the locked rooms behind them, and chose not to wake it.

The eastern tunnel offered no better welcome. It opened onto a magma-lit hellscape of veined fire and soot-black stone, the roar of liquid rock broken only by the crack of whips and the cries of labourers far below. They had found the heart of the operation at last — the Chaos Forge of Birn Uluhm, a full-scale slaving works carved into the mountain's gut. Battered, burned, and running short on everything, the party held at the threshold rather than throw themselves into it. The Forge, and the choice of what to do about it, would keep until they were ready.

The Sunken Archive Session 02
Resolved

The party infiltrated the Sunken Archive — a submerged complex of pentagon-shaped chambers sealed by a Lizardman Shamanic lock.


Key Events:
  • The Trance: Dresin heard Spirit-Echo broadcasts escalating through progressive Resist tests (7, 8, then 12 at the door). Enthralled, he spoke the anti-magical counter-lock and the Vraxxal resonant language. The gateway opened.
  • The Emergence: Ten sets of green glowing eyes. Four Vraxxal stepped forward defensively, speaking: "For your sacrifice we shall now let you take this moment to leave these chambers for we cannot further protect you from the others once they arrive."
  • The Split: Six Vraxxal divided into two groups of three, moving east and west into the deeper complex with evident purpose.
  • The Confrontation: 20 Lizardmen, 40 Skinks, 1 Skink High Priest surrounding the entrance. Pirate ship sailing off. One pirate dead, filled with darts. A Lizardman bone-ship offshore.
  • The High Priest: "Your ignorance and weak will has unleashed a great evil upon these lands." Delivered the scroll. Threatened death if the party refuses the mission.
The Mountain Dungeon: Earth's Core Session 01
Resolved The party descended into the mountain complex, navigating the alchemy lab and ancient ritual remnants before reaching the inner sanctum. Fiercely territorial earth elementals defended the shrine.

Full notes pending post-session transcription.
Arrival at SunsReach Earlier Arc
Resolved

The party arrived at SunsReach at dawn after a five-day journey aboard a Lizardman bone-ship — the fastest vessel any of them have encountered. Deposited 100 feet from the docks by skink oarsmen, they carry a sealed scroll from the Lizardman High Priest addressed to High Cleric Thaddeus of the SunsReach temple.


What just happened — the Sunken Archive:
  • Dresin (Druid, player character) was enthralled by the Vraxxal Spirit-Echo broadcast and compelled to open the sealed gateway.
  • Ten Vraxxal emerged. Four escorted the party out defensively. Six split east and west with clear purpose into the deep complex.
  • The Lizardman High Priest was furious. He gave the scroll and an ultimatum rather than killing the party outright.
  • The pirate who fled was found dead outside — full of Skink darts. The party's hidden raft was untouched.

Next steps: SunsReach guards at the docks will escort the party to the temple on presentation of the scroll. The city is a decent-sized port — extent unknown to the party. Within the past ten days: the cemetery was desecrated, an artifact stolen from a sealed grave, the head groundsman killed along with two of his men.
The Fall of Ogruk Bonezbreaker Archived Session
Resolved Gregar enlisted the party to eliminate Ogruk after a wounded Dwarf Slayer (Ironhammer) revealed his warband had been wiped out. The party ambushed Beastmen at dawn, fought through the mountain pass, and survived a Goblin Shaman's Firewall, Ogruk's mammoth-bone hammer, and a near-total frontline collapse. Erik Rose ended it with a perfect arrow to Ogruk's chest. The Goblin Shaman escaped into the World's Edge Mountains.

Aftermath: 50 Gold reward. Erik looted magical Knuckledusters + Degeneration Flail. Tom & Kyle reached Level 3 Wizards and acquired light warhorses. Open: +1 AP Ring quest (4 Large Wolf Pelts required).
Open Threads
⚠ The Vraxxal Awakening
Gateway open. Six Vraxxal moving east/west in the Archive with purpose. Kazamas Pikari stole the fragment from the SunsReach cemetery — its removal escalated the Spirit-Echo that enthralled Dresin. Thaddeus buried the fragment 32 years ago. His intake record has been removed from the temple archive.
⚠ Kazamas Pikari — At Large
Fragment thief. Killed three at the cemetery. Sailed east on a false-registry vessel. Unknown patron. Zulrich (Thaddeus's right hand) may recognize the operational network.
The Goblin Shaman
Escaped the Ogruk battle. Last known: World's Edge Mountains, high tunnels. Skullsmasherz survivors reportedly consolidating around this figure.
Wolf Pelt Quest
Altdorf merchant: +1 AP Ring (50g with 4 Large Wolf Pelts from Grey Mountains, normally 110g). Not yet fulfilled — party moved on before completing.
The Party
Bannon Kervarsha
Archer — Human (Hindo)
A bowman of Hindo lineage who brings his people's lethal precision to the dark. From the far edges of the fray, his arrows find the seams in unnatural armour with terrifying consistency.
Dresin
Druid — Elf
A male Elf who hears the deep, vibrating pulse of the world. He commands both the searing wrath of the sun and the quiet, inevitable rot of decay, reshaping the earth to swallow enemies whole.
Fight-n-Killin
Vanguard — Human
A mountain of a man whose moniker was earned in blood and shattered iron. The anchor of the line — a force of nature who meets the horrors of the world head-on, offering his own flesh so those behind him survive.
Leon Firebeard
Crusader — Dwarf
A Dwarven crusader whose presence radiates the unyielding light of Faith. A battle-healer of the old traditions, balancing martial duty with the divine investiture that keeps the company's souls tethered to their bodies.
Leorlian
Wizard — Elf
An Elven practitioner of Wizardry who steps through the fabric of reality itself. He wields the cold, calculating science of arcane formula to dismantle enemy lines and break the geometry of the battlefield.
Currently docked at SunsReach — dawn arrival. Lizardman escort departed.
Active Threats
The Vraxxal Collective
Status: Awakening — gateway open.
Known active: 10 emerged. 4 gone. 6 moving east/west with purpose.
Key threat: Spirit-Echo enthralls Shamanic practitioners through stone. Engaging one Warrior informs all others. Crypt Priests direct the swarm.
Fragment: Kazamas Pikari has it — heading east.
Kazamas Pikari
Status: At large — east, false registry.
Professional infiltrator. Did not mask himself — wanted the theft found fast. Unknown patron.
Skullsmasherz Tribe
Regrouping in World's Edge Mountains around the escaped Goblin Shaman. Stolen heirloom still unrecovered.
Defeated
Ogruk Bonezbreaker
Slain by Erik Rose. Ogre/Goblin warband, World's Edge Mountains. Goblin Shaman escaped.
Key NPCs — SunsReach
Thaddeus — High Cleric
32-year tenure. Classified the fragment burial himself. His intake record is gone — he removed it personally 15 years ago. Will receive the scroll with unnatural stillness. Will ask about the six who split east and west before anything else. He already knew.
Zulrich — Right Hand
Former city guard captain. Saw Thaddeus remove the intake record. Knows the network Kazamas used. Will approach the party separately — quietly, without Thaddeus knowing.
Active Factions
The Lizardmen
Contain the Vraxxal. Bone-ship fleet in harbor. Sending inquiries to the temple through unusual channels. Hostile but pragmatic toward the party.
The Pyreborn
Rysahm Ashlands. Guarded by Vulkan-Kahn. Hunted by Birn Uluhm for verath. Ashen Mouth (eldest) walking east toward Birn — deliberately. Susceptible to cold. Melee strikes leave burning condition.
Birn Uluhm
Triumvirate: Thrunn / Varkhas / Korvax. Harvesting verath. Building soul-bound army. Varkhas wants to resurrect the Terra-Titan as a weapon. Vraxxal awakening affecting deep-earth readings.
Notable Locations
SunsReach
Subtropical port. Human Church / Witchhunters / Scaled Embassy three-way tension. Cemetery desecrated 10 days ago. Party arriving now.
The Sunken Archive
Vraxxal gateway site. Pentagon chambers. Seal broken. 20 Vraxxal released. Six still in the complex, moving east/west.
Birn Uluhm
Vertical metropolis in the Terra-Titan's ribcage. Geothermal forge. Soul-binding rituals. Korvax building army upward toward Kel Thurum.