Fragments of the Starstone

Recapping - part 1
Starting from Kassen

Otoniel, Emris, and Pehar, along with Alk Ironhame, a dwarf paladin, live in the small town of Kassen in Galt. During a harvest festival, several skeletons attack the town and are defeated by the young heroes. Pip, a travelling gnome summoner, arrives in town shortly thereafter, as does Chimon Pindroch, a halfling slaver, who is arrested and his slave, Korred, a half-orc barbarian, is rescued by Pehar and Otoniel. Mayor Jonark Uptal commissions the group to investigate the source of the attack, and follow up on an archaeological find nearby. On the way they are ambushed by a group of orcs, but defeat them handily. The group discovers the forgotten tomb of Ekat Kassen, the founder of the town. They rescue some of the lost archaeologists and defeat the risen skeleton of Asar, Kassen’s former friend.
Evidence suggest that someone has beaten them to the punch and has broken in to the tomb first, stealing pieces of an amulet from the caskets of Kassen and Asar but overlooking the seemingly mundane eternal flame, which is in fact a grain of the Starstone comet. They interact with the ghost of Kassen, who points them on a bigger quest and gives them some background of Iramine, the third member of his old party and the one who sent the grave-robbers.
The group parts way with Korred before touching base with Cygar, a member of the Pathfinder organization of historians, geographers, and investigators who are behind-the-scenes players pulling string behind much of the activity in the Inner Sea region. Cygar puts them on a river barge with Captain Walren, a dwarf who buys what he believes is a magical crocodile corpse from the group.
Later Alk parts ways with the group. Shortly after they rescue another half-orc named Fink, one strangely enough shaved bald and practicing the martial arts of a monk. There are several more skirmishes with orc forces, all bearing the same symbol, and rumors suggest that they can be traced back to the same leader, a warlord named Ragnus gathering power in the region. They transfer boats at Riverton, a tiny little backwater village run by Brother Naerel Twice-Born, a sketchy firebrand zealot preaching about Hanspur, the Water-Rat, a local but legit minor god.
Eventually the group makes it to Gralton, a city-state made up of exiled former nobles from Galt who fled after the numerous revolutions in the country. There they meet Reginar, the Pathfinder contact named by Cygar.
Reginar gives them some more information about the grave-robbers and Iramine, and says that they are involved in a new branch of the “Church” of Razmir, a cult with spreading influence in the region. Reginar asks them to infiltrate the cult by posing as new recruits. Fink, being somewhat naive and easily influenced, soaks it up and is lost to the rest of his traveling companions. It also appears that Emris may have fallen to the brainwashing techniques after initially resisting and being met with rather severe torture. However, the rest of the group discretely gathers evidence one night and finds some secret rooms in the basement, along with a paper trail of the cult’s illegal activities and corpses of other missing persons who had previously joined the cult. They sneak out a hidden tunnel and present their findings to Reginar, who turns them over to trustworthy authority figures.
The gang sneaks back in, killing guards and eventually storming and looting the entire temple. They reconnect with Emris, who rescues her familiar, Arvel. They fight and kill several high-ranking members of the cult, including the second-in-command, Egarthis, who is apparently Iramine’s lover, and find, in the upper floor, several additional bits of evidence, including plans for future expansion and information about a detachment of high-ranking members and proven supporters to pursue something of great importance. Faced with this information, Reginar asks them to pursue, and sends them to Obidan, another Pathfinder contact with a lead to their opponent’s next destination.

Off the island and on to new options

So, in the aboleth’s underwater lair, which was marked with a superior
buoy that you were also able to salvage, was a blue and white egg
about the size of a basketball. A knowledge arcana or knowledge
nature might be able to identify it. (Made the check – it’s a dragon egg.)
Additionally, the other items in the captured ship included an
astrolabe, sextant, and compass with the navigational stuff, a signal
horn, periscope and swim fins. In the sailors’ cabin was a butterfly
knife, fifteen doses of alchemist’s kindness, twenty doses of bachelor
snuff, and a barrel of grog, which would be about two weeks for the
sailors or 150 servings. In the lock box from Iramine’s cabin there
was also a skeleton key.
In Iramine’s journal, assuming one of you takes a little more time to
read it while you’re on the ship, there is a reference to a female
agent named Circu who had last checked in from Greengold (the city
from which you left on the boat to get to the island). It says that
she infiltrated a mercenary party some time earlier under the cover of
simply being another adventurer. It names her as a Mask of the 12th
Step (which you would all recognize as the official term for a blue
robe, same rank as Iramine).
Her primary contact in Razmiran was a male named Huodatha, referred to
as a Herald of the Eighth Step (black robe). She met with him on a
number of days in Thronestep, the capital of Razmiran. It appears
that Huodatha is a clerk or assistant to a more powerful figure named
Orrisroth. It is unclear whether Orrisroth is male or female, as it
seems possible that Iramine does not know – in any event, she makes no
reference in these writings. She met with Orrisroth only once while
in Thronestep, but dealt again almost entirely with Huodatha.
Orrisroth is referred to as a Vision of the 15th Step, with which you
are not familiar.
It seems that Iramine is tracking a number of leads for a number of
items she refers to as “fragments,” one of which was clearly her Isle
of Terror mission. Another refers to an orc stronghold in the River
Kingdoms and some preliminary negotiations with its leader, Ragnus,
whose name you recognize from your early travels. The agent in the
area now for the cult is referred to as “Pindroch,” which you would
probably recognize as the same last name as the halfling who had shown
up in Kassen with Russ’s character Korred. There was also a rumor
that the dwarves in the Five Kings Mountains may have an heirloom
artifact containing a fragment in some capacity. There are notes
about some unexplained magical effects in an isolated primitive
culture somewhere in the hills of northern Andoran of a race referred
to as “goliaths.” On top of that, there is a list labeled
“Possibilities” in the beginning – some of these are elaborated into
the previous details, some are crossed off entirely (including
Kassen’s crypt), but a few others are as yet unresolved. Among them:
“Osirian pyramids?” “something about a temple in Jalmeray” and “deep
jungle in the Mwangi Expanse.”

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


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