For Profit and Glory!

Betrayal in Corvis
The start of adventure

Our heroes are interrupted from their evening repast by an urgent summons from Lieutenant Morton Rorke. Strapping on their assortment of gear they step out into a light mist of rain and smoke as night begins to settle over the city.
When they reach Lieutenant Rorke, the mission he outlines seems straightforward. He tells the heroes that his family has been kidnapped by Thamarites. The kidnappers are demanding that Lieutenant Rorke use his position to acquire a box from a local alchemist by the name of Jorvis Torm. Being that Lieutenant Rorke has the final say over the approval of their mercenary charter, the group agree to help Lieutenant Rorke, but not before Toryn and Loomis get Rorke to agree to putting through their charter quickly. As they leave, Lieutenant Rorke reminds them not to let anyone know of what they are doing, and that he will help them with any legal troubles they might encounter during their mission.
With that, Toryn leads the group to the industrial district, where Torm is located. When they get close to Torm’s workshop, the group stops and lets Gretchen sneak forward in an attempt to retrieve the box with a minimal amount of force and confrontation. Unfortunately, as Gretchen sneaks up and peeks around the corner toward the workshop, she sees two Crucible Guards standing as sentries outside of the workshop.
With this new information, the group decides on a new course of action. Kolt finds an abandoned crate on the street filled with scraps. Picking it up, he approaches the guards and attempts to bluff his way in to the workshop, claiming that this is a shipment of supplies that was ordered by Torm. The Crucible Guards tell him roughly to get lost, they have no idea what he is talking about. Kolt continues to argue with the guards until they are all caught in an explosion that engulfs the workshop.
Before Kolt has a chance to pick himself up, a man in the robes of the Golden Crucible stumbles out of the building and cries out “They’ve taken it!” before falling over dead.
Loomus, Toryn, Gretchen, and Kreoss manage to make it inside the burning building. Everyone sees a dead body of a man in alchemists leathers lying in the back of the workshop. Quickly searching the room, they fail to find a box matching the description of the one they are looking for. They do however find several clues as to what happened here.
Piecing together clues found in the workshop before the fire traps them in the building, the group goes to Pier 16, the headquarters of the Bloody Skiffs, a local gang. Once again they send Gretchen forward first, unaware that they have already been spotted from the ship that they are trying to board. Once Gretchen makes it on the ship, she sees that the Crucible Guards from earlier are bound and about to be executed. Thinking quickly, she pulls out her crossbow and shoots one of the crewmen threatening the Crucible Guards.
With this, a bloody fight breaks out on the ship. The guards are forgotten as the crew of the ship try to hold back the heroes. Two of them charge Gretchen and wound her badly before reinforcements make it on to the ship to help. As the full power of ‘Jacks of All Trades is brought to bear, the crewmen quickly fall, with only a handful of injuries received by the group.
As the last of the crewmen falls, a bloodcurdling roar comes from the rear of the ship and a towering ogrun that Kreoss recognizes as Brak Seabreaker, a notorious river pirate with a bounty on his head, charges toward Loomus. Behind Brak comes a short, unhealthy looking female in black robes.
Brak hits Loomus with his cruel looking blade, nearly disabling the Arcanist outright. Seeing his friend in trouble, Toryn charges the ogrun, with Kreoss following right on his heels, trying to draw attention away from Loomus. Most of their strikes bounce off of Brak’s thick armor, barely slowing him at all. Loomus uses this opportunity to break away from the combat and blast the black robed necromancer, killing her quickly. With the death of the necromancer, it doesn’t take long for the rest of the group to overhwhelm the ogrun, although Brak does get in a few good hits before he falls.
Freeing the Golden Crucible Guards, the group is privy to a startling revelation. The guards explain that the reason they were so hostile towards the party earlier is that they were afraid they were subordinates of Lieutenant Rorke. Lieutenant Rorke was after the contents of the box for himself. Apparently, agents of Cryx had contacted Torm, having him build a ‘Jack cortex using the soul poison necrotite.
The group quickly finds the box and takes the crucible guards up on their offer to go back to their local chapter house with the cortex. Once at the chapter house, Sergei and Loomus enter negotiation with Commander Alexander, eventually taking on the commander’s offer of further work. In exchange for escorting the cortex down to Caspia, the commander is willing to pay the mercenaries well, in addition with helping them set up their charter and smoothing over the legal troubles that would certainly be facing the characters in the morning when Rorke could bring the full watch to bear against the group.
Taking an opportunity to rest and make sure they are properly supplied, the group goes about their business, eating a meal provided by the Order. Commander Alexander quickly rouses his men and prepares a local Order ship for departure. Rushing the group there while it is still night out, Commander Alexander leaves them in the capable hands of Captain Horus. The riverboat sets out as the everyone settles into their cabins.

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Flight to Caspia

The riverboat Crux sets out to Caspia, and the ’Jacks of All Trades fall into a comfortable routine. Gretchin learns what she can about the ship, Loomis tries to learn as much about the ship and some of its specialized improvements as he can, while Kolt sticks to his cabin suffering from motion sickness on the fast paced river. Kreoss spends a lot of time by himself, and Lord Lord Toryn tries to become better acquainted with Captain Horus. Sergei spends his time telling tales of his great adventures to anyone who will listen.

After a few weeks of a very pleasant cruise down the river, the ship is attacked by what at first appears to be just another river barge. Soon, fights have broken out on every deck, and the ’Jacks of All Trades find themselves embroiled in a battle with Satyxis raiders. They set up around the steering house to defend the ship and their precious cargo, being carried by Loomus.

After a quick but bloody battle, the raider ship has been held off and the Crux is back on course, but not before the raiders were able to sabotage the engines. Putting in to the nearby town of Dragons Fang, Captain Horus tells the group that they will be better off traveling on foot from here, as the repairs could take quite some time.

After re-provisioning, the group decides on a simple plan. Everyone spends their time in the local inn, providing misdirection as to their goal and destination and then sneak out in the middle of the night on a carefully planned route that Sergei had come up with previously.

After a week on the road of seeing nearly no one, the group runs into a gypsy camp one night. After a long night of song and story sharing (with Toryn making a contact of the gypsy leader), the group is once again on the road by themselves.

Sergei’s route, with the exception of a pair of wild Thrullgs, is quiet for the rest of the way to Caspia, although it takes them longer than they had originally projected to get there. Once they reach Caspia, the ’Jacks of All Trades quickly make their way to the Golden Crucible chapter house and deliver the necrotite cortex.

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The Wrath of Menoth

Lord Toryn is interrupted from an evening stroll back to the ’Jacks of All Trades place of business by a man claiming to work for the Llaelese resistance. Toryn is told that his Uncle Agean is being hounded by a Protectorate Scrutator. Wasting no time, Toryn rounds up the ’Jacks of All Trades and heads out for the Llael / Protectorate border.

Upon arriving at the border, the ’Jacks meet up with two locals that are there to serve as guides. They are lead to a cave that also serves as a secret stash for the Resistance members. As they are stocking up on supplies they are ambushed by a patrol of Protectorate soldiers. After dispatching of the patrol quickly the ’Jacks loot (including a Flameguard cleansers purifier) and hide the bodies. Sergei sits down with their guides and quickly sketches out the best route for them to follow to quickly pick up on the trail of Lord Agean.

After riding around the villages chasing rumors, it becomes apparent the toll the Protectorate occupation is having on the previously free Llael. The people seem downtrodden and wary of strangers. Despite that, with the help of the guides, the ’Jacks manage to find people to help them, keeping them on the trail of Agean and out of the way of Protectorate patrols.

Before they are able to reach Lord Agean, the Scrutator manages to catch him. The ’Jacks are forced to ambush a Protectorate patrol to get information on the Protectorate camp in the area. In addition to the information they need, they manage to pick up a rumor on a relic that was found recently being kept in the camp.

The ’Jacks go to the camp with the intent of retrieving a map with the Protectorate routes on it, hoping that will tell them how to track the Scrutator before he gets back to a Protectorate stronghold and out of reach of the ’Jacks and Resistance.

Loomis and Gretchin sneak in first, Loomis in a stolen uniform and Gretchin as a gobber worker. Shortly after they walk into the camp, Toryn sneaks in behind them with the purifier in hand and sets fire to the coal reserves in the camp, before turning the purifier on the tents. Meanwhile, Sergei sneaks into another part of the camp and starts cutting horses free of the hitching post and making them bolt through the camp. Kolt starts making his way in to the camp now, attacking the sentries near Toryn to give Toryn room to work with his Magelock pistol.

Meanwhile, Gretchin has managed to sneak up to the commanders tent, using the distraction by the rest of the camp to sneak in to the tent and steal the map they need. Loomis is able to sneak into the back of the treasury tent. There, he finds a small locked chest that stands out from the rest and grabs it, along with a chest of jewels.

With their objectives in hand, the ‘Jacks escape the camp and begin pursuit of their quarry. Sergei is able to map out a route that will put them ahead of the Scrutator and in a position to set up an ambush. Once they arrive, the ’Jacks waste no time in setting up an ambush. Gretchen expertly places some snares along the road, hoping they might be able to slow down some of the troops, while Kr’ogg went to work blocking the road with some trees. They ‘Jacks didn’t have long to wait until they heard the familiar sound of a giant boiler and loud thuds of a Warjack. Hiding in the brush, they watch as the Scrutator and his retinue turn the corneer and come into sight of the blocked road. Toryn spots his uncle, bloody and bruised, chained up to one of the infernal wracks that the Protectorate favor.

With a roar of effort, Kr’ogg pushes another tree over, separating the Protectorate forces and wounding the warjack in the process. With that, the ‘Jacks engage the Scrutator in battle. With the aid of their preparations, they are able to handily defeat the Scrutator and his forces, Kr’ogg taking on the wounded Warjack himself while the rest of the company begin taking out the exemplars and Scrutator.

After rescuing Carlton Agean, the ‘Jacks return to Five Fingers with whatever loot they manage to find on the dead Protectorate soldiers. Kr’ogg rips out the cortex of the Warjack he defeated, rendering it useless, but he enjoys how shiny it looks.

After they had settled their affairs, the ‘Jacks meet back up at their headquarters and open the box that Loomis had found. Opening it, they find a scroll with strange runes written all over it that seem to glow with power. To Toryn and Kolt don’t recognize them as the standard runes someone might find, and Loomis doesn’t have any knowledge of them from his personal studies.

A new mystery awaits!

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The Longest Night

The ’Jacks of All Trades are finishing up a contract to escort a caravan to Corvis when they are ambushed by swamp gobbers. After quickly driving off the would be raiders, the ’Jacks find themselves meeting Prelate Dumas, an important man in the local church of Morrow hierarchy.

Father Dumas, as he likes to be called, tells the ’Jacks that he had heard good things about them from Gunner, the leader of the caravan, and would like to hire them. He explains that there have been a series of grave robberies lately. Father Dumas gives the ’Jacks a list of the names and graves that had been dug up.

The group splits up to go investigate. G’Warr and Gretchen go and to investigate the two of the graveyards where they hear tales of a lovely young girl in white being seen there on the night of the disappearances. G’Warr also meets Watch Captain Julian Helstrom, who was at one of the graveyards leaving flowers for his deceased wife.

Meanwhile, The GreatSergei Yanderhall goes to check out one of the farms where a body had been taken from. He speaks with the wife of the deceased and now missing body. She informs him that she believes that this is probably something to do with dark magic and the upcoming Longest Night festival. He also learns that her husband and others on the list were all jurors in the infamous Corvis Witch Trials nearly a decade before.

Kolt and Lumis go to the estates of a local minor noble. They are received poorly, which doesn’t improve Kolts mood. This leads to a very unproductive back and forth between the two where Lumis and Kolt don’t learn much.

Sergei takes his information and goes to the public records office to find more information on the Witch Trials. After making notes on the information he finds, he takes it back to the church where he and the other members of the ’Jacks compare information. With the information that Sergei had learned, and the some advice from Father Dumas, the ’Jacks head out to explore the area where the witches from the trial had been executed and their bodies were put to rest.

After arriving at the ancient site, the ’Jacks discover that the site was also an ancient Orgoth prison facility. After searching the fort, the group discovers a lone gobber who tells them of a young girl that had been to the fort a few days ahead of them, had raised some skeletons and cleared the area of the gobber tribe that had taken residence there, and finally gone to the back of the facility where she raised four zombies before leaving.

The ‘Jacks rush back to Corvis with this new knowledge. They tell Father Dumas, and start guarding the tomb where the last member of the witches coven is buried. After doing some more research, the ’Jacks learn that Alexia, Father Dumas’ ward, is the daughter of the leader of the witches coven, and Father Dumas’ niece. Deciding they need to keep an eye on her, they set Gretchen to watching her, while the rest of the group splits up to look for clues.

G’Warr is approached by Watch Captain Helstrom while he is out. Helstrom informs him that his men had indeed seen Alexia out near the ancient Orgoth site a few days ago, and later had seen her heading deeper into the woods with four zombies. His men had also spotted her more recently sneaking around a spot in the church grounds where she had disappeared.

G’Warr, Sergei, and one of Helstrom’s men, Rench, found the spot she had disappeared at and found a hidden entrance into an old sewer system. After following it for a bit, they discover Alexia’s hideout. After they start searching the room for clues, Alexia shows up and confronts them. She tells them her mother was framed, and that Corvis would pay for what had been done to her. With that, she collapses the tunnel that the ’Jacks had entered from, leaving them to find their own way out of the catacombs.

After several run ins with thralls that Alexia had kept down there, the ’Jacks manage to find their way out. They gather their party, leaving Gretchen behind to help look over the tomb, and start to leave to go check out an abandoned Fort Rhyker in the direction Alexia and the zombies had been seen heading.

On their way out of the city, near a major intersection, Sergei notices a glint coming from atop one of the buildings. Crying out in alarm, he is able to warn the party of hidden snipers right before they are ambushed. After a harrowing combat, the ’Jacks manage to finish off almost the entire gang that had ambushed them, with one escaping into the crowded city streets.

Searching the bodies, they notice that each of the men has a tattoo of an eye over a lightning bolt on their right hand. This, along with a note they had found in Alexia’s lair talking about Magistrate Borloch’s “friend of the lightning eye” has the ’Jacks questioning what is really going on.

After some brief research before they continue out to the fort, Lumis and Father Dumas discover that the lightning eye is actually a symbol associated with the old regime’s inquisition. Not knowing what this might mean, the group resumes its course for the abandoned fort.

When they get to the fort, they discover an army of thralls outside the gates, digging up bones and taking them into the fort. Sneaking into the fort, they discover more thralls sorting through the bones and putting them into piles. Finally, they find Alexia and her four zombies, raising new thralls.

G’Warr and Rench go to the bridge they had used to cross into the fort and set it up with explosives. Meanwhile, Kolt calls down to Alexia. When she sees them, she immediately gives them a choice, they can leave now, or she will kill them. Kolt, however, sees an opportunity for profit and negotiates the ’Jacks services in exchange for looting privileges after she destroys the city.

She agreees, and Kolt, Lumis, and Sergei are brought down into the middle of her thrall army, where they spend the night. Rench and G’Warr manage to escape notice and keep watch over the group for the rest of the night.

Early in the morning, Alexia tells the group to go to Corvis and prepare to the tomb to help her with her plans. The group leaves, and behind them Rench sets off the prepared explosives, in hopes of delaying Alexia and her army of thralls.

Reaching the city shortly before the festival begins, the group warns Helstrom of the impending invasion. Then they split up.

Kolt and Sergei find themselves back at the tomb of Lexaria Ciannor, Alexia’s mother. They explain to Father Dumas that they want to destroy the body in the tomb and the sword within. He begins helping them unravel the wards guarding the tomb, leaving Kolt and Sergei to beat through the tomb itself.

Meanwhile, Lumis and G’Warr go to confront Borloch, who expresses alarm that Alexia might be after him for his role in her mothers death. After he leaves for the festivities, G’Warr and Lumis break into his office to search for any clues, being suspicious of his role in events. They don’t find anything, but do manage to make the break in look like vandalism from the party of the Longest Night festival.

Kolt and Sergei finally manage to break through the tomb shortly after the festivities begin. Alexia arrives right after with some of her thralls and her four zombie sorceresses to assist her. When Father Dumas challenges her, she tells him to stay out her way. Sergei knocks the Prelate out when it becomes clear he won’t back down.

After she picks up the sword, a man suddenly appears behind her and stabs her in the back. The sword is dropped and lands at the feet of Kolt, who picks it up. Struggling with the sword, Kolt feels like he is weakening as he holds it. Alexia and the strange man both demand that he hands the sword over to him. Alexia promises that she will dismantle her army if Kolt gives her the sword.

Kolt finally decides to give the sword to Alexia, as per their deal. When she has the sword in hand, her army collapses to the ground, lifeless once more, and she and her zombies magically disappear. The man who had asked for the sword curses and then disappears as well. Leaving the ’Jacks with a lot to ponder.

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Fool's Errand

After the events of the longest night, the ’Jacks received word from Toryn that he is on his way with several new members of the ’Jacks finishing off another contract. The ’Jacks help Father Dumas clear away the debris from the Thrall attack over the next few days.

After Toryn shows up, Father Dumas sends some of the ‘Jacks out to get some supplies to help rebuild and repair the damage. The ’Jacks go out and gear up, becoming acquainted with Corvis’ Quad, a famous market district along the river that is bustling with trade, despite the recent attacks.

Sergei picks up a fancy hat he had commissioned for his horse, Mikhael, while G’Warr goes and gets fitted for some custom armor, and Gretchen finds a contact to pick up some lockpicking tools.

After they return, Father Dumas hands them a note which had been dropped off for them during their absence.

Opening the note, all it said was to meet the writer at " ", a tavern near the docks. With this information, the ’Jacks spend the rest of the day helping Father Dumas with repairs. Lumis and Gretchen also prepare disguises for themselves and head to the docks early in case this is a trap.

After nightfall, the ’Jacks meet the man who had left the note, a dangerous looking man named Draegar. He explains that his employer had heard of their exploits and wants them to return some stolen property that a few thugs had stolen. All he was able to tell them was that it was named “Thunderwicket” and they would know it when they saw it.

The ’Jacks agree to the terms and prices, and so set off to where they were told it was located. They find it in an abandoned factory deep in a seedy part of the city where thugs and gangs rule the night.

Sneaking into the factory, they split up and begin searching for the mysterious “Thunderwicket”. After a short while, they make their way to the middle of the factory, where a large furnace takes up nearly half the room. When they approach, they hear whirring and clanking as a jack starts up and meets them. They soon find themselves surrounded by a large gang, who also have a large steamjack at their side!

The ‘Jacks find themselves in a fight for their lives. After a few minutes have passed, several of them are wounded, and G’Warr is down for the count. Suddenly, when the steamjack Thunderwicket is battling Kilgore, it rips some chains from the ceiling, and a large, old piece of machinery that had been chained to the ceiling rips free and falls to the floor, crashing through it.

Most of the ’Jacks fall through the opening in the floor and wind up in an old sewer line below. Gretchen and Sergei manage to stay up in the warehouse with most of the gang. Meanwhile, the gang leader yells at Thunderwicket, which also fell, to get up and attack Kilgore.

After a few moments, combatants from both sides have regained their feet, and the fighting commences again. Suddenly, the water churns, and two large Thrullgs appear and begin attacking people from both sides. Deciding that this has turned into more than they can handle, the ‘Jacks decide to retreat. Lumis grabs G’Warr after he checks and stabilizes him, and they start to head down one of the sewer tunnels, with Kilgore following behind.

They eventually clear the fighting and make their way down to a large open area, where they find what appear to be some old abandoned buildings built under the sewer. Investigating one of the buildings while they search for a way out, Lumis finds an amulet with an engraving "".

Soon after, they begin to hear voices coming from the tunnel they had just exited and decide to continue their search for an exit. Following a tunnel they find, they start to wade through the sewer water. When they come to a grate, Kilgore and G’Warr work together to rip it out of the wall, and then the team plunge into the sewage water, hoping this is a viable exit.

Meanwhile, Sergei and Gretchen make their way from the upper levels of the warehouse to the back exit while the gang is still battling the thrullgs. After hopping on the horses they’d left outside, they start to ride back to the church they’ve been staying at.

They eventually meet up with their team from the sewers there. After they get washed up, Gretchen, Sergei, and Kilgore go back to the Falling Star to confront Draegar. When they get there, Bull (the bartender) leads them up to where they find Draegar.

Laughing, he tells them that he didn’t actually expect them to survive, and pays them 300 gold crowns. He also hands them some vouchers, and tells them that they did his boss a big favor tonight.

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