Arcane Empire II

Part 14: The Last Round-Up (June-2)
Going out with a bang

Some of the characters have considered retirement seeing limited increase in the future rewards and significant increases in the number of powerful beings who now consider them enemies.             

Part 13: We Meet Again (May-2)
More fun with Demons

The team was hired to recover the White Dove, an artifact reputed to end or prevent wars. They travelled to the kingdom of Ramenestes XIII where they attempted to gain access to the library for lore, then going to the Pharoe's court battled the queen killing her and then forced their way into the library killing her spider-children. In the library they found the Dove was hidden in the tower of night protected by the Spider Queen, the mother of the queen they had killed. After that they decided to raid the Pharoe's treasury and found that it was under the protection of Amarubicus, who killed Shamrock and his Familiar after the others gated away.

Discovering the temple of dawn they fought through to the portals of the sun and moon and eventually made their way to the thornworld of the spider asteroids, but decided to use a Miracle to bypass the other realms and reach the Dove.

Hammer plane shifted away with the Dove, Boondock was killed by the spider queen and then Shamrock who had been resurrected plane shifted away.        

Part 12: A Call to War 2 (April - 2)
Something of Ominous Evil

The Armies of Furyondy need the Abyssal gate of the Tower of Malachi shut down and are offering 10 million credits to the mercenary team that can get the job done on top of the bounties for any demons slain in the process.        

Part 11: A Call to War (March - 2)
Old friends on the move

The forces of Iuz are marching on The Kingdom of Furyondi, on a planet the characters haven't yet visited, but the call has gone out in desperation for help and the team has a reputation for taking on the forces of Iuz and surviving. The vast majority of Iuz's forces are orcs, but he also employs demons, goblins, giants, and even drow with the added problem that he seems to have no trouble supplying his infernal forces with modern weapons and armor.

Furyondi is in a desperate bind and is paying mercenaries from all over bounties on Iuz forces taken out and better premiums for objective raids and rescues. 

The team arrived in Greyhawk City and then flew to Chendl to get briefed on the work and bounty rates. After stopping over they found a local half elf ranger who had escaped Highfolk and took him along as a guide. They dropped five miles outside the town in a clearing and were set upon by orcs with light assault rifles. While cleaning up after the first fight a group of Dretches arrived to press the attack. Once all was settled their they started for the town, but their guide fell into a punji pit set by goblins who ambushed the team, with 4 managing to escape. Pressing towards the town they ran into Orc mechs and while still there had to fight more mechs and goblin missile trucks. Eventually they reached the town and hid out in a magnificent mansion to recuperate and then used stealth to scout and sabotage the enemy defense mechs.

A battle broke out at the marketplace, but as it was being mopped up they found the humanoids were fleeing with the townsfolk as human shields. The team caught the orcs and goblins and managed to save most of the townsfolk, but learned sixty goblins and a couple nabasu had escaped.

The Team elected to remain in Highfolk until Furyondi forces could arrive and were awarded 4 million for liberating and securing the town as well as 303,600 in bounty fees.


5 skill points

1 hero point

537,950 credits                  

Part 10: The Saint's Hat (February - 2)
Style is in the eye of the Beholder

The Order of Ilmatar asked the characters to retrieve a Chapeaux from a long dead saint, it is considered a holy artifact although it wields no special powers (it is to be used to dedicate a new chapel). The temple offered 100,000 credits since the artifact was in a destroyed church on the southern shores of Tazos, although they did have a map from 500 years ago when the saint was alive.

The team flew over in a summoned van, but Tango and Shamrock got out in their power armor when they spotted four wyverns approaching. The wyverns were very aggressive and all four had to be bloodied to drive them off. As one was flying low over the channel it was eaten by a dragon turtle. 

On the shore the characters couldn't find the temple, but could see 200 lesser undead using a mix of modern and primitive weapons as well as a scouting party of demons which included one mech and one power armor. After studying the map it was determined the shore line had shifted six miles in the 500 years since the map was made and the team found the remains of the temple.

In the catacombs the encountered 5 ogres, 5 hook horrors, 3 ropers, and a beholder all working together. The nasty occupants of the catacombs left few other surprises, so after dealing with them the team returned the hat to Ilmatar for their reward


Skill Points: 5

Hero Points: 1

Credits: 19,000             

Part 9: In Search of The Orb 4 (January - 2)
New year, new demons

The team has recovered all the elemental power gems from the temple of elemental evil and is trying to discern the powers and means of destruction of the orb before finding it and turning it over for the final payoff.

The team burned a wish to take them to the artifact then decided to escape without exploring more of the temple. Using Discern Location they discovered the Gems were located at The Dark Tower of Malachi on the 4th layer of The Abyss and with a little research determined Malachi is the son of Iuz and wishes to depose him from his pantheon. The group decided to turn over the skull figuring evil fighting evil was okay as long as it didn't spill over to the prime material plane. Tango dropped a few hooks to potential employers about going after Malachi or destroying the orb, but didn't find any takers yet.


Character Points: 5

Hero Points: 1

Credits: 636,500   

Part 8: In Search of The Orb 3 (December - 1)
Into the elemental nodes

After recovering the first gem of the set the characters took a little time to recover and plan their approach. They know from past experience the temple changes based upon their previous ventures and someone is actively supplying the temple inhabitants with modern weaponry.

The team returned using a mirror of mental prowess to access the portal rooms and ambush the portal guardians. After a few forays they managed to capture the remaining stones and then decided to do more research on the powers and means of destruction for the artifact.


1,559,968 credits

1 hero point

5 character points 

Part 7: In Search of The Orb 2 (November - 1)
Back into the depths of depravity

The characters used a Mussorny Aist Aerodyne van to make travel to the temple easier on their last visit. This time they are well aware someone has been supplying the monsters active in the temple with modern weapons and armor.

The Team will likely transport back to a hidden shrine deep in the dungeon hoping it hasn't been discovered yet.

Upon returning the team started mapping to better track their movements and found the temple had been upping its defenses. Defenders in mechs and power armor proved to be a challenge, but in the end the team recovered the giant emerald and was able to make a tidy profit.


5 skill points

1 hero point

519,300 credits each after taxes    

Part 6: In Search of The Orb 1 (October - 1)
Descent into Elemental Evil

Coming off a lower paying mission characters hear there is a high paying contract available and it is near a familiar location. Thirty miles outside Barovia there is rumored to be an abandoned temple where a powerful set of artifacts were secured, a golden orb and four gems. A collector has gathered information on the location, but would rather pay someone else to retrieve the treasures than venture off planet themselves They are offering 1 million credits each for the five artifacts, a total of 5 million credits (before taxes, but after Firm fees).

The employer agreed to pay 4 million for each piece of 21 million if all the parts could be provided together. The team made it to the third level and rescued a paladin prince from Ilmatar. They left the dungeon and returned the prince home where they were knighted and rewarded before taking a rest and preparing to return to the evil temple . . .


5 Skill Points

1 Hero Point

Noble Title (Knight of Ilmatar's Holy Order)

Dungeon loot plus 20,000 and a magic item from the prince (before taxes).     

Part 5: Down in Dixie 2 (September - 1)
Into the swamps - again

The characters spent the night in Mississipi after freeing the remaining townsfolk from the control of the Naga and the Evil Priest, but intend to set out the next morning to eliminate the naga and any free or kill any remaining followers she has. The townsfolk have explained it is about an hour drive through the woods to the swamp, and another hour or so walk into the swamp to the naga's lair.

After ensuring the townsfolk were secure Boondock and Shamrock entered the dungeon using primarily sleep grenades and stun attacks to subdue the human cultists and then blasting the troglodytes and Naga. Shamrock took a bonesnapper and some mud viper eggs to seed his realm and the team returned the remaining prisoners and the stolen treasures and identifications.

After dividing the remaining spoils and pay for the job they netted 50,000 credits each after taxes. Boondock planned to stick around to hallow and fix the church as well as assisting in identifying the numerous remains they recovered from the dungeon.      


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