Getting the Band Back Together

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Campaigns: Slaadi Invasion | Northern Strife | Heroes & Traitors | Hollows | Black as Pitch | Air Islands of Nack | BUFD Wars | Weapon of the Gods | Couatlán | Getting the Band Back Together Getting the Band Back Together (DMed by David W., Jesse T., M. Vos, Dillon, D. Ventura) Starting in February of 2022.

Fourty years ago, a legendary group of bards gathered together, each bringing a unique instrument and talent, to prevent the mysterious Dreamer, an entity that allegedly dreams the world up into existence, from awakening and thus collapsing the universe in on itself. They played a song so epic and legendary that it succeeded in lulling the Dreamer back to sleep before it could truly awaken, thus saving the world from catastrophe.

Now, many have forgotten of the epicness of these bards, all of whom have gone their own ways and spread out far and wide across the archipelago. And strange happenings have caused a few to believe that the Dreamer is once again about to awaken. One such individual, Lachlan Smith is determined to get the band back together to once again save the world from obliteration.

For character information, go here.

For non-player character information, go here.

Session 1: "The Journal and the Lute"
(DM'd by Jesse T., M. Vos & David W.) -- played on March 5th, 2022
 * The group gathered from near and far in the metropolitan city of Tradewind Cove, in the Sloppy Deckhand Tavern. There, they met with Lachlan Smith, an academic in search of musical artifacts.
 * They boarded Lach’s ship, the Abercrombie & Fish, and set sail for the island known locally as the Burnt Chalice.
 * The adventurers arrived at the island the next dawn and split into three groups:
 * The Jungle Group. Sent into a jungled area of the island in search of either a magical lute or a journal.
 * The Volcano Group. Sent into the heart of the volcano in search of either a magical lute or a journal.
 * The Ship Group. Tasked to stay aboard the Abercrombie & Fish as guardians while the others went ashore.


 * The Jungle. (DM'd by Jesse T.)
 * Mei (Kalashtar Druid), Oogway (Tortle Bard), Naruto (Air Genasi Monk), and Surge (Water Genasi Wizard) bushwhacked through the jungle toward a ruin. On the way they (mostly) avoid Violet Fungi, which they suspected didn’t belong in this jungle.
 * They arrived at the ruin and traced a strange humming to a hidden basement, where they were attacked by vaguely humanoid fungi. After killing the fungi, they uncovered a shrine to a fungal demon lord, later determined by Scrimshaw to be Zuggtmoy.
 * They also found a small earthenware cup with a portal at the bottom through which sky could be seen, and Mei took several mushrooms from the growth around the shrine.
 * A strange nude man named Barfshed ‘Billy’ Williams approached them and asked them to help him clear his camp of intruders in exchange for a peek at his treasure: the Journal of Everard Wesley.
 * The party followed Billy to his camp, where they quickly dispatched some cultists.
 * Oogway played an epic song, convincing Billy that he was worthy of the journal. Billy handed it over willingly.
 * Billy remained in his camp and the party made their way back to the Abercrombie & Fish, where they debriefed with Lachlan and the other teams.


 * The Volcano. (DM'd by David W.)
 * Yera Bashfulson (Earth Genasi Cleric), Cyr (Fairy Bloodhunter) and Beautillion Peacemillion (Grung Barbarian) rowed ashore on the southern portion of the island, near the base of the steep volcano.
 * They made their way into a small entrance halfway up the volcano and followed a tunnel that wound its way into the core.
 * Along the way, they saw boot prints of individuals who passed through not long before. They could also hear a distant voice grumbling in Dwarven.
 * Following a ochre glow, they came upon a lake of lava in the heart of the volcano, and confronted Jurgen Doomhammer, a duergar armored in black plate with a great eye being yanked open by a large hand emblazoned in a reddish glow upon it.
 * Jurgen was accompanied by several other cultists who were working to solidify parts of the lava lake in order to get to the magical lute resting in the middle of it.
 * A desperate fight broke out in which Yera nearly died. But alas they succeeded and obtained the magical lute, later discovered to be the Lute of the Fiery Anthem, which belonged to Everard Wesley.
 * Afterward, they made their way back to the Abercrombie & Fish in their dinghy, where they shared their backstories with one another.


 * The Ship. (DM'd by M. Vos)
 * Jack Aarons (Half-Elf Sorcerer), Beam (Changeling Rogue) and Arathòrn (Water Genasi Ranger) stayed on the ship to ensure that the party had a ride back to the city and defend Lachlan.
 * The party salvaged 2 crates with Black Anchor Shipping industry logos on them that had unidentified experimental gunpowder and cannonballs.
 * Made a related history check to identify Black Anchor as a big shipping company that has been in the news under fire for dealing with known criminals and dealing with unscrupulous business partners.
 * Fought off a group of cultists who were trying to take the ship.
 * Lost 3 unnamed crew members
 * Retrieved a letter from the Cultists that is written in Celestial and is coded.
 * Tried to swindle the 4 crew members out of their share of the the salvaged loot, charmed, gambled and drank with Dansby the large bulky crew mate who helped them and was identified as the dumbest and easiest to swindle.
 * Beam bonded with Quartermaster Hawke over old war stories.


 * The three groups reconvened on the Abercrombie & Fish, where they discussed their findings and worked out what their next plans were.
 * Lach paid all the adventurers 100gp for accomplishing their goals, and another 250gp as an upfront cost for joining him on further adventures listed out for them in the journal they found.
 * They are to seek out a disparate group of bards who once banded together as The Mellotones and played an epic song 40 years ago to put a mysterious universal entity back to sleep, keeping it from awakening and effectively destroying the world it continuously dreams up -- the same world in which all the adventurers live.
 * After learning about their overarching mission to prevent The Dreamer from waking again, the group has decided to return to Tradewind Cove to seek out leads on any of these missing bards, their instruments, or the fabled sheet music needed to once again lull the Dreamer back to sleep.

Sections: Main | Campaigns | Characters | NPCs | Locales | Culture | History | Artifacts | Maps

Campaigns: Slaadi Invasion | Northern Strife | Heroes & Traitors | Hollows | Black as Pitch | Air Islands of Nack | BUFD Wars | Weapon of the Gods | Couatlán | Getting the Band Back Together