Category Archives: Genesys

Session 4a – Marlowe’s Available Curiosities

Marlowe’s Menagerie: Available Curiosities

Thaddeus slides a leather-bound catalog across the workbench, its brass corners gleaming in the lamplight. As you open it, a subtle scent of machine oil and parchment wafts up. Inside, meticulous handwriting details items currently available for selection with your tokens.

Mechanical Marvels

Resonance Locket

Appearance: A silver locket with intricate gear patterns etched on its surface. When opened, it reveals a miniature brass mechanism surrounding a small blue crystal.

Properties: When two or more of these lockets are attuned (requiring them to be held together during a full moon), they create a telepathic bond between wearers. Each locket can sustain one telepathic message per day, transmitted instantaneously regardless of distance.

Warning: Messages occasionally pick up “echoes” from other dimensions. Speakers should avoid unnecessarily cryptic phrasing, as the locket has an unfortunate tendency to interpret ambiguous statements in the most troubling way possible.

Chrono-Compass

Appearance: A brass pocket compass with multiple nested dials and a crystal face that occasionally ripples like water. The needle glows faintly blue in darkness.

Properties: Rather than pointing north, the needle indicates the direction of the nearest temporal anomaly—places where time flows differently, objects displaced from their proper time, or beings existing outside normal temporal constraints.

Warning: Prolonged physical contact may cause the user to experience brief glimpses of possible futures or echoes of the past. These visions are not necessarily accurate predictions but rather fragments of probability.

Mechanical Familiar (Assorted Models)

Appearance: Small constructs resembling animals or insects, crafted from brass, copper, and silver components. Each has crystalline eyes that glow with a soft light matching its primary function.

Properties: These autonomous companions serve specific purposes based on their design. Available models include:

  • Clockwork Owl: Enhanced perception and night vision, can record and replay sounds
  • Brass Spider: Climbs walls, spins copper wire, detects vibrations
  • Silver Fox: Tracks scents, disarms simple traps, delivers small items
  • Copper Songbird: Mimics voices, creates distracting sounds, alerts to danger

Warning: Mechanical familiars develop distinct personalities over time. They require regular maintenance and occasionally develop quirks ranging from charming (collecting shiny objects) to troublesome (activating at inopportune moments).

Ætheric Spyglass

Appearance: An extendable brass spyglass with multiple lenses that can be rotated into position. The main lens is ringed with small sapphires and etched with arcane symbols.

Properties: Reveals invisible entities, magical auras, and enchantments when viewed through. Different lens combinations allow for various detection specialties:

  • Blue lens: Reveals illusions and disguises
  • Red lens: Shows sources of magical energy
  • Yellow lens: Highlights hidden mechanisms and traps
  • Green lens: Detects life energy and distinguishes the living from undead

Warning: Prolonged use in areas of intense magic may cause temporary synesthesia—experiencing one sense as another (seeing sounds, hearing colors, etc.).

Magical Implements

Bottled Starlight

Appearance: A crystal vial sealed with silver wire, containing what appears to be liquid light that shifts between pure white and pale blue.

Properties: When uncorked, releases true starlight that illuminates a 60-foot radius for 1 hour. This light reveals all invisible objects and beings, negates magical darkness, and causes fey creatures to become entranced for 1d4 rounds.

Warning: DO NOT OPEN INDOORS. The light will seek the highest point in any enclosed space, potentially damaging ceilings or roofs as it attempts to reach the sky.

Whisperwind Scarf

Appearance: A finely woven silk scarf that seems to float as if in a gentle breeze, even in still air. The fabric shimmers with subtle patterns resembling wind currents.

Properties: When worn around the neck or head, allows the wearer to send whispered messages on the wind to anyone they’ve met previously, so long as the recipient is outdoors and within 1 mile. Also grants advantage on saves against inhaled toxins and can capture and store a single sung note for release later.

Warning: The scarf sometimes carries back whispers not intended for the wearer—secrets spoken to the wind by strangers within its range.

Folding Sanctuary

Appearance: A small, ornate tent made of shimmersilk that fits in a pouch when collapsed. Intricate protection symbols are embroidered along the seams with silver thread.

Properties: When set up, creates a 10-foot diameter space that is:

  • Temperature controlled regardless of external conditions
  • Soundproof from outside to inside (but not vice versa)
  • Protected from scrying and detection magic
  • Slightly displaced from the material plane, making it difficult to notice

Warning: Time passes unpredictably inside—sometimes faster, sometimes slower than the outside world. Users should not plan precise exit times.

Empathic Gemstone

Appearance: A smooth, oval-shaped stone that changes color based on the emotions of whoever holds it. In its neutral state, it appears as cloudy quartz.

Properties: Absorbs and stores emotional energy, allowing the user to:

  • Sense the emotional state of others within 30 feet
  • Project stored emotions in a 15-foot radius
  • Temporarily suppress their own emotional responses for clarity in crisis
  • Communicate basic feelings to creatures that don’t share a language

Warning: The gemstone retains emotional imprints from powerful experiences and may spontaneously project these when in environments similar to where they were absorbed.

Arcane Artifacts

Synchronicity Dial

Appearance: A pocket-sized brass device resembling an astrolabe with multiple rotating rings and a central crystal that pulses with a soft rhythm.

Properties: When activated, creates a field of enhanced probability in a 10-foot radius for 1 minute. Within this field, coincidences become more common—dropped items land where needed, missed attacks might trigger favorable environmental effects, and seemingly random events tend to connect in meaningful ways.

Warning: The mathematical principles underlying synchronicity are complex; for every beneficial coincidence generated, an equally improbable (but not necessarily negative) event will occur within 24 hours.

Arcane Lexicon Lens

Appearance: A monocle with a frame made of intertwined silver and copper, the lens itself appearing to contain swirling text that becomes readable when held to the eye.

Properties: Allows the wearer to comprehend any written language they encounter. For magical texts, it provides a basic understanding of content without granting the ability to cast spells from them. Also highlights hidden messages, coded text, and magically concealed writing.

Warning: Occasionally causes the wearer to unconsciously speak in random languages, particularly when startled or emotional.

Phase Cloak

Appearance: A cloak made of fabric that seems to ripple and flow like water, its color constantly shifting between deep blue and purple. Silver threads create constellations across its surface.

Properties: Allows the wearer to become partially ethereal for short periods (1-2 rounds), enabling them to:

  • Pass through solid objects no thicker than 1 foot
  • Temporarily become immune to physical damage
  • See into the Ethereal Plane
  • Touch incorporeal beings and objects

Warning: While phased, the wearer is visible on the Ethereal Plane and may attract the attention of entities dwelling there.

Sympathetic Sigil Stones

Appearance: A pair of smooth, palm-sized stones with matching symbols carved into their surfaces. The symbols glow faintly when the stones are within 1 mile of each other.

Properties: Creates a magical link between locations where the stones are placed, allowing:

  • Sound to pass between the locations
  • Small objects (no larger than the stone itself) to be transferred from one stone to the other once per day
  • Awareness of general conditions surrounding the paired stone (temperature, light level, presence of life)

Warning: If one stone is destroyed, the other becomes unstable and may create a temporary portal to a random location before crumbling to dust.

Curious Commodities

Ever-Burning Coal

Appearance: A piece of coal that glows with a constant inner heat, radiating warmth without consuming itself or requiring oxygen.

Properties: Provides heat equivalent to a small campfire without smoke, flame, or fuel. Can be used to:

  • Warm a small room or tent indefinitely
  • Cook food when placed in a suitable container
  • Keep water from freezing in cold environments
  • Provide comfort in extreme cold

Warning: If submerged in water or other liquids for more than 1 minute, creates intense steam that can cause minor burns to nearby creatures.

Traveler’s Walking Stick

Appearance: A wooden staff with metal bands at intervals and various small mechanical components that can extend from its surface. The wood appears to change grain patterns subtly over time.

Properties: Adapts to different terrains and situations, providing:

  • Superior balance on uneven ground
  • The ability to test depth of water or quicksand
  • Extension to up to twice its length for reaching or crossing gaps
  • Conversion into a makeshift shelter support, fishing rod, or defensive tool

Warning: The staff develops preferences for certain types of terrain over time and may become difficult to use in environments it “dislikes.”

Weather Worker’s Barometer

Appearance: A complex glass and brass instrument with multiple indicators, small weather vanes, and a central chamber containing what appears to be a miniature storm system.

Properties: Provides perfect weather predictions for the local area up to 48 hours in advance. Advanced features include:

  • Detection of unnatural weather patterns
  • Warning of elemental influences
  • Identification of weather-controlling magic
  • Limited influence over minor weather conditions (can clear fog in a small area, briefly delay rain, etc.)

Warning: The device is sensitive to the user’s mood and may occasionally create small weather effects in its immediate vicinity that reflect emotional states.

Esoteric Oddities

Whispering Liar’s Coin

Appearance: A silver coin with an animated face on one side that subtly changes expression. The reverse side bears the symbol of a tongue tied in a knot.

Properties: When flipped during a conversation where deception is present, lands on:

  • Face side: If the last statement was true
  • Reverse side: If the last statement contained falsehood
  • Edge (rare): If the statement was technically true but intentionally misleading

Warning: The coin occasionally whispers the truths and lies it has detected to nearby listeners when stored with other coins.

Nightmare Lantern

Appearance: A dark metal lantern with red crystal panels that cast shadows seeming to move independently of light sources. Small crystals hang from chains around its rim.

Properties: Absorbs negative energy from dreams, protecting sleepers within 20 feet from nightmares. The lantern gradually darkens as it fills with captured nightmare essence and requires periodic cleansing by exposure to sunlight.

Warning: If not cleansed before becoming completely dark, may release all captured nightmares at once during the next sleep cycle of nearby creatures.

Serendipity Snuffbox

Appearance: A small silver box with intricate patterns that seem to rearrange themselves when not directly observed. Inside is a sparkling powder with an ever-changing color.

Properties: A pinch of powder, when scattered, creates a brief moment of favorable coincidence:

  • Lost items appear in obvious places
  • Needed tools become immediately available
  • Minor obstacles resolve themselves
  • Brief environmental advantages appear in conflicts

Warning: The universe maintains balance—for each instance of good fortune, an equal measure of coincidental bad luck will affect the user within the next 1d4 days.

A final note in Thaddeus’s precise handwriting appears at the bottom of the last page:

Present your tokens to me when you have made your selections. Choose wisely, as each item has both benefits and consequences. Additional maintenance instructions will be provided upon selection.

Session 4 – Hogs Dogs

Celestiah, Lupin and Felric stop by “Threads of Fate” at 33 Weaver’s Court in the Artisan Alley. It just happens to be open this late at night, thankfully. Lupin talks with her and explains that we are in a bind, and need clothing for an appointment early tomorrow morning. She seems to have stock in what we need and all 3 of us buy more subdued outfits for 75 gold each.

After changing, we head to a nearby pub called the Drunken Dragon. This is in the Temple District with the museums and academy are located. This is on the way to the Merchant’s Quarter where the Menagerie is.

The ork and dwarf are at the Hog’s Dogs pub, which is a total dive bar.

We have noticed that mechanical birds have been following us. Lupin snatches one and takes it apart — it appears to have some of the same parts as the birds we saw in the Menagerie. Clearly Marlowe has been spying on us, however this is slightly relieving that we aren’t being followed from the venue.

We go back to the Menagerie and Thaddeus is in his study. He looks like he hasn’t slept all night. He is eager to see that we have found the pendulum. Lupin tosses him the bird and says “a little bird told me that we were being followed.” He apologizes for startling us, but says that we are an expensive endeavor and he wants to keep track of his investment.

He checks out the gear and is delighted in what he sees. He gives us each a token that could be exchanged for one of the items in his shop.

He begins filling us in on our next item: The Crystalline Heart of Mistwood. It was created by a forgotten civilization that inhabited Mistwood, which is north of the Veil’s End. The Heart serves as an emotional conduit, which can capture and preserve emotional states. He gives us a map. The Heart is in a temple ruin overgrown by the forest near a village called Willowbrook. Here your emotions can be reflected back at you, which can be very dangerous.

For retrieval of the heart, he offers 500 gold per person now and on successful delivery. Also any 2 items from the Uncommon Curiosities, as well as access to his network of collectors and scholars in the region. This could give us access to information and artifacts. He also says that he has some Dwarven medical texts to give to Gordon.

We make our choices of what items we want:

  • Celestiah takes the Etheric Spyglass
  • Kargrath takes the Serendipity Snuffbox
  • Gordon takes the Silver Fox Mechanical Familiar
  • Felric takes the Arcane Lexicon Lens
  • Lupin takes the Phase Cloak

Thaddeus gets a shard of something off of a shelf. He gives it to us and says that it’s a shard of the heart that will glow if we get nearer to the heart. He says that Willowbrook is 3 days from here on foot, and the temple is 2 more days north. We can get help from the people of the village to guide us. Also, we need to be careful because the trees are rumored to move.

He expects us to be back within 2 weeks, or the heart might be useless to him. We decide to get passage on a stagecoach to take us, which will be much faster. We would pay 75-100 gold one way, and the coach leaves tomorrow morning. However, the trip from the village to the temple will be on foot as it’s impassable.

We do some shopping at the local vendors to get gear for the trip before departing.

Session 3 – The Pendulum Heist

Celestiah researches and finds out more about the Star’s Return Blades. The master who made them was Lyra Stellarum. He collaborated with an astromancer from the Etherian Academy. The noble who commissioned them was Lord Deverus. This was meant to protect his daughter from the Shadowtech Consortium. They were trying to recruit her for her natural talents in celestial magic. Lyra forged the blades under a meteor shower. The astromancer then built the blades under 3 different celestial events so they are bound to the cycles of the stars.

Lupin greases some palms and finds out some information from Xavier Copperhand, a halfling. He says that the security is extremely tight. At the Rusty Nail Tavern, after the fourth ale he says that the wards flicker momentarily when the sound changes. Prof. Helena Vale carries the key to the wards. The champaign toast at 8:30 is a good time to strike; most of the guards will be in the main hall during this time. The exhibit runs until 11pm.

Gordon goes to the Dwarves’ Guild and talks with his people. Unfortunately he doesn’t find anything.

Felric goes to the city archives and finds the building’s blueprints. The 7 main areas are the Grand Foyer, the Central Atrium (with glass dome), East Wing (pendulum is here), West Wing (manuscripts archive), North Gallery, South Gallery, and Staff Corridors. There doesn’t seem to be any sort of a second exit but we could look into the sewer layout. He tries to look into the main city’s drainage system but is not successful.

Korgrath snatches a servant and finds out that the servants will be freshening the flowers at 5:30. The shift changes every 30 minutes.

We aren’t sure that we have a plan, but we will try our best. We head to the event right on time. There are many academics here in fashionable attire, and aspiring students.

Lupin recognizes Orla Brightgear, she has a shop with precious instruments. He chats her up and she says she’s interested in the device but doesn’t know much about it. She says that the hostess was here earlier but she hasn’t seen her in a bit.

When we go by the pendulum, it creates a sense of calm here. We notice that we are feeling others’ emotions and also their thoughts. Celestiah assenses the item and the wards. She thinks that she would be able to remove them with her abilities. She sets up an illusion that makes the room look like everything is normal at the threshold of the door. She then removes the ward from around the main pedestal, and then puts a sack over the device.

Korgrath and Gordon start a brawl and draw the attention of the four guards. One of them runs out to get more help. Felric tries to stop him but fails. The dwarf and ork try to leave through the servant’s wing.

Celestiah and Lupin hoof it out of there.

Session 2 – The Harmonic Pendulum

Lupin purchases a sword cane for defense.

Felric purchases a set of knives called “The Stars Return Blades.” These were made by a weaponsmith who worked with an astromancer to create the weapons. I’ve heard rumors that the blades dissolve into light after thrown and then rematerialize in their case. Felric negotiates and brings the price down to 60 from the original 70.

Gordon the Dwarf looks for a handaxe that will help him as a healer. He considers a couple of options and settles on the Life Mender’s Hatchet, which leeches the life force from a downed foe and captures the energy as a healing spell for later. Gordon negotiates as well and pays 110 gold.

We head back to the Menagerie and speak the password “teapot” again. Celestiah shows Marlowe the item and he is able to see through the illusion. He inspects it and is extremely pleased. Celestiah asks Marlowe what he intends to do with it, and he says that it is one of the most powerful and useful magical items in existence, and that he would never sell it; it will be kept here so it is safe and can be used for our adventures.

Marlowe goes to the register and gets us the rest of our money — 600 gold each!

We see several more curious things in the room. One is a “temporal stabilizer”. There is also a clockwork songbird, musical mechanical flowers, focusing lenses, and a consciousness vessel. We see some blueprints that say “experimental device” and it looks like he was working on something to do with memory capture. He explains that the sphere it’s a consciousness vessel that can hold parts of personality for preservation. He shows us a crystal that can capture more of a mind and preserve it.

Felric asks him why this is important to him. He says it’s his life work. He gets more serious and asks if we’ve ever lost someone. Lupin says yes. He says that he lost his sister Evelyn, and it’s her song that is playing on one of the other devices. He wants to bring her consciousness back, as a final end goal.

He goes to a spider-looking device with a crystal on it. He activates it a holographic map appears. The Thaumaturgical Society event tonight is hosting an item called the “Harmonic Pendulum” that can help to hold consciousness patterns. He says that he has tickets for us, and our job is to retrieve this item. The pendulum will be in the east wing under moderate guard. He gives us a small bag of mechanical scarabs that could provide a distraction for us.

The pendulum is encased in a hexagonal crystal display. It is brass and silver alloy and emits a humming sound that changes pitch every 3 minutes. The exhibit will close tomorrow, so this is time sensitive. He gives us 250 gold each as a down payment, and says that we can choose an “uncommon” item from his collection once the pendulum has been collected.

We decide to go to Lupin’s haberdasher, Madame Lillian’s Emporium. Marlowe says that he has arranged for reasonable pricing for us. After we get fancy clothing that would fit in during the event, we head back to our homes and get to sleep for the night.

Session 1 – The Chronologist

We sit down, and suddenly Gordon knocks over a small item. It crashes to the floor and a strange liquid splashes everywhere. In an instant, we are outside and about to knock on the door again. All of us remember being inside, but it appears that time has rewound somehow. Celestiah probes the magic with her senses and it seems that this was a charm that was imbued with magical power and made us believe through an illusion that we were actually inside.

Felric, instead of knocking, speaks the password “teapot” as we were previously instructed. The door slides open of its own accord. Inside it’s dark and noticeably more sparse than what we just saw. Venturing inside, we hear someone shuffling down the stairs. It is the same man, but he looks older and less glamorous.

He says “Let’s have tea for real this time.” We do introductions and he offers us 4500 gold with 1500 up front (300 apiece) for retrieval of the first magical item that he wants us to find. Then, a percentage of the sale price of the items.

We need to seek out the Chronologist to find the item. He has an item called a Chronometric Resonator that could help us. He is in the Shadow District, in the Shifting Market part of the city. The way we find him is using an item that the man hands us. It looks like a pocket watch with 3 hands, gold, silver and copper. They all spin at different speeds, but when we’re close to the Chronologist, they will all come together and point toward him. The marketplace randomly appears in one of the districts of the city, during the 3 nights of the New Moon. Day 1 is actually today, and it will be in the Shadow District.

The item we’re looking for is a compass, but rather than pointing north, it points toward important things. This will help us to find other items that have magical potential.

He gives us all contracts to sign. We look them over and find that there are several binding runes and hidden sections that can only be seen if the paper is held up at an angle. One says that we are bound by the agreement across timelines. Celestiah negotiates with him about several of the items. He takes a moment but then he agrees, and the contracts are magically changed. We sign and take a moment to enjoy drinks before we leave.

It is about a 30 minute walk to the market from here. When we arrive, the street doesn’t look any different than normal, but as we enter we see that the market is made up of many spheres — cobblestones, or sand, or grass. Each of them is from a different area of the world and each is easily accessible to us. The market is very active with many people buying and selling.

We ask some of the merchants where the Chronologist may be, but they seem to either not hear us or get distracted with another customer rather than answering us. Celestiah uses her “Star Sight” to find out where we will need to be to find them. Apparently in 17 minutes, when a star aligns with the spire of a building, the Chronologist will be revealed.

We wait for the appointed time, and the nearby clocks all align as reality seems to twist. The compass hands all point toward the door. Passersby go around this space and don’t seem to know it exists. A door appears. Celestiah checks it magically to see if it is dangerous. She gets a bad headache but apparently it’s not a threat. We go in and see a strange room with impossible geometry and shelves lined with many items. We see on a throne a young boy with white hair and clock faces in his teeth.

Felric helps Celestiah up and walks her into the room. He feels a strange catlike kinship as he gets near to her. Peering into her magical amulet, he sees an avatar of a cat.

The boy remarks “Ah, Marlowe’s associates. And on time, this time!” Maximillian asks him if he can help us. He responds cryptically saying that we need to help him deal with Helena Vale first. Suddenly a woman comes into the room. She has jet black hair with a streak of copper in it. She is nearly 6 feet tall and in her early 40s. She has a stiff posture and looks almost militaristic. We see others who dressed like her come in as well, in total there are 2 men and 2 women.

Lupin introduces himself to the woman. She responds with her name and says that she is with the Thaumaturgical Society. He says that we are here looking for a “Time Turner” that will allow a person to go back and fix one mistake. She finds this interesting, but will not reveal what her group is looking for at first. He charms her a bit and she mentions that they are trying to find a compass.

Celestiah looks around the room for the compass and, using her magical ability, she’s able to find a small box. The Chronomancer looks up with surprise and mutters “An astromancer with star-sight, fascinating.” He gestures and the box floats over to the counter. He calls it the Chronometric Compass, crafted by Captain Elias Timewell during the convergence of the spheres when the barriers between universes were at their thinnest. It has rings on the outside with a shining crystal inside. It has runes that shift when not observed.

Lupin introduces the woman to Felric and says that he is an expert who may be able to help her find the compass. Felric bluffs and starts helping her, though in truth he has no idea what he’s talking about.

Celestiah asks the Chronomancer what he would trade for something like this. He says that he deals in memories. She suggests a memory of when she was much younger living in the forest, gazing at the stars with her best friend. He accepts the trade. After the purchase, Celestiah enchants the box so anyone looking at it will see a sextant rather than a compass.

We exit the building and as we do, the place ceases to exist. No time has passed since we entered.

Lupin looks for a magical cane for himself.

Session 0 – The Curious Case of Marlowe’s Menagerie

(aka Women’s Linens)

A peculiar invitation arrives, penned in flowing script that occasionally sparkles with traces of arcane residue:

Dearest Potential Associates,

Perhaps you’ve noticed the recent changes at 73 Silversmith’s Row in the Merchant’s Quarter—the old Blackhaven Trading Post has shed its decades of dust and cobwebs. The creaking sign that once announced “CLOSED INDEFINITELY” has been replaced with a gleaming brass placard reading “Marlowe’s Menagerie: Curios, Curiosities, & Commodities Most Peculiar.”

I, Thaddeus Marlowe, formerly of the Collegiate Arcanum’s Department of Paranatural Procurement (and yes, that rather dramatic departure involving the Dean’s prized singing crystal was greatly exaggerated), have invested my life’s savings in this establishment. The previous owner, poor old Maurice Blackhaven, disappeared under rather mysterious circumstances involving a cursed music box and what witnesses describe as “an unfortunate incident with time itself.” The Merchant’s Guild assured me that after seven years, the property rights default to new ownership, and any temporal anomalies are strictly the previous owner’s responsibility.

But I digress! The shop itself is a marvel—three stories of aged oak and weathered stone, with windows that seem to peek into impossible angles and a cellar that, I’m quite certain, occasionally rearranges itself. The previous inventory is… well, let’s call it “eclectic.” Thus far I’ve catalogued:

  • Seventeen empty bottles labeled “Bottled Starlight (DO NOT OPEN INDOORS)”
  • One seemingly ordinary sock that keeps trying to hop back to its original owner
  • A collection of maps to places that may or may not exist yet
  • And a rather insistent cheese wheel that whispers stock market advice

While fascinating, these curiosities alone won’t sustain a proper business. This is where you come in, my enterprising friends. I require individuals of particular talent and discretion who can help me acquire inventory of a more… specialized nature. The Merchant’s Quarter is experiencing unprecedented growth, and the nobility’s appetite for the exotic and arcane has never been greater.

I offer generous commission rates, access to my network of collectors, and the protection of my various licenses and permits (most of which are even legitimate). More importantly, I offer adventure—the chance to seek out the extraordinary and bring it back to eager customers who possess more gold than common sense.

If interested, please present yourself at the shop’s rear entrance tomorrow at sunset. Knock thrice, wait for the door to finish its riddle (the answer is always “teapot,” regardless of the question), and enter prepared for a discussion of terms. Do mind the umbrella stand—it’s not actually an umbrella stand, and we’re still not entirely sure what it is.

With Anticipation,
Thaddeus Marlowe
Proprietor, Procurer, & Occasional Problem-Solver

P.S. If you happen to encounter a sock hopping down Guild Street, do be a dear and catch it. Its original owner has been quite persistent about a reunion.

Local rumors whispered in taverns and alleyways:

“That Marlowe fellow? Odd sort, but honest enough. Saw him talk down an angry ghost with nothing but a tea service and some compliments about its hat.”

“The shop’s got a reputation. Old Blackhaven was collecting things that shouldn’t exist. Some say the whole building’s like a puzzle box, with rooms that only appear on certain days of the week.”

“My cousin’s friend swears she saw Marlowe haggling with a dragon over the price of its shed scales. Used a pie chart and everything. The dragon apparently found his accounting methods quite persuasive.”

The strange note is received by the five of us. We are:

  • Celestiah Elunthiel, a High Elf Wizard
  • Korgrath, an Ork Fighter
  • Felric Ashfur, a Catfolk Scholar
  • Maximillian Lupin, a Human Thief
  • Gordon, a Dwarvish Healer

After receiving our cryptic invitations, which were addressed to each of us personally, we all gather at the appointed time at Marlowe’s shop.

This is the city of Vale’s End. It is a huge city, and we are in the bustling merchant’s corner, on Silversmith Row. There is a rich artifact trade here. It is twilight and the lanterns are glowing. There are strong scents of ozone, coffee and embers.

In the past there were 3 magical disasters here, so magic is restricted. The most recent one was the Brass Plague, which nearly destroyed the infrastructure of the city.

The future party members pleasantly exchange names. Most are just here for a job, but Celestiah and Felric seem to be here for arcane knowledge of some kind. Maximillian says that he wishes to employ his “particular skills” with this job. We are left to guess what that may mean.

Marlowe’s building is made of wood and stone, and the windows are in odd places. Felric notices that they shift when not observed. There is a humming sound within and frequent dlashes of light. There are enchantments and barriers throughout, which Celestiah senses keenly. We know nothing of the owner except what he related in his letter.

The door opens and a man with a false eye answers. The eye is mechanical and it quickly scans us all. He breaks into a friendly smile and welcomes us in.

There is tea set out for us. We sit down and partake, ready to hear what our potential employer has to say.

Session 4 – The Wheel

As Kuma, Zach and Quentin get back to the ship, they consult with Ten and decide that the three will go and meet up with the Twi’lek to make sure that the droid is transferred to our ship safely.

They head through the corridors of the Wheel and suddenly see ahead of them some dead mercenaries and behind them a group of Rodians who have the droid we were expecting on a grav sled and are speeding away with it through the center of the space station and through crowds of people.

Zach takes shots with both of his pistols and takes out the driver of the sled, and it grinds to a halt, seemingly broken. The Rodians grab the droid and try to drag it away. Kuma sees the leader and yells at him to stop, but it doesn’t seem to have any effect.

The Rodians fire back and disable Zach’s arm, and then Quentin’s leg. We grab the droid and bring it back to the ship. Over the loudspeakers we hear MasterCom, the station security, telling everyone to stop and surrender themselves. The Rodians do no such thing and neither do we.

In the meantime, Ten Je has found a strange device interfering with the ship’s long-range sensors. He is in the process of removing it when the others come back. Kuma yells to him asking why he is doing that now, but doesn’t elaborate on their situation.

The droid is stowed in the hold along with Zach, then Kuma coms Ten Je and lets him know that they were caught in a firefight and that we need to leave. He lets Kuma know about the strange device and it’s agreed that we get it off the ship before we go.

Kuma goes to the cockpit and mans the sensors, and Quentin goes down to the engine room. At that time we realize that Zach did in fact murder someone, so station security will be their way. Before we can take any action, the security arrives and demand that we come with them.

Kuma gives an impassioned speech about how they work for IsoTech and the Yiyar clan had stolen our property and shot our employees, but they seem unmoved. They ask us to come with them. Kuma coms Ten Je and lets him know what is happening. Ten Je preps to take the ship out of the station so he can defend it better.

The rest of us contemplate how we can get out of this, perhaps by contacting Reom and getting IsoTech (or a third party) to help.

Session 3 – The Wheel

We come out of hyperspace and see the Wheel. It is a large spoked space station. It is considered a neutral space station, and there is no Imperial presence which makes it attractive to people who want to do business and not be tracked. It also has several popular casinos.

We get a docking berth for our larger ship and pack up to begin boarding. Viddako and Zach stay with the ship, and the rest of us go onto the station to have a meeting with the cybertech firm. A dock manager greets us and asks if we need any repairs, we don’t have any cash right now so we say that we’ll contact them later. The docking fee is 150 credits which we’ll also have to figure out how to pay.

We make our way to IsoTech which is on the cargo ring. A protocol droid named CZ-13 asks us to give our identities. The doors lock and Kuma is a bit spooked. After about 10 minutes a Twi-lek man comes out and addresses us. He says he is the president of IsoTech and his name is Reome. We follow him and see all of the projects they are working on in their shop. He takes us to a conference room with chairs. Ten says that he wants the payment in hard currency and to include docking fees and fuel costs. The man agrees.

He offers us future jobs if this one goes well, especially for salvaging operations. We speak for a few minutes. The droid comes in and gives us the payment. There are some Imperial credits and some are from CorSec, and some from Hutt currency. It is 5300 credits total.

They work in replacement limbs, eyes and other things to replace human parts. They also do droid parts but doesn’t say much about that. Quentin asks about medical supplies and he points us to the place that he normally uses.

We comm the ship and let them know they will be picking up the delivery. They do the transfer and Zach goes along with them. Quentin goes to look around for the med supplies and also tries to find a buyer for the gundark pups.

The exchange is completed and we get paid. Ten Je wants to take 20% off the top for the ship repairs and upgrades.

The population of the wheel is mostly human. The station is controlled by an AI called MasterCom that controls most of everything.

Quentin does a tour of the promenade and has found a couple of interesting shops, but no one who can deal with the gundarks. He found a clothing shop, a droid repair and sale shop, and the Farlander Outfitters that have general merchandise and they are also a pawn shop. He also saw casinos and Hal’s which does ship parts.

Quentin tries to assess the damage on the shop with Ten Je’s help. It looks like we can fix the ship ourselves with about 4 hours of work.

Ten Je gives each of us 848 credits as our cut. He and Quentin stay with the ship to begin repairs and the others go out to get supplies. We first stop to get a drink at the Blasted Asteroid and talk with the bartender. We also talk with a man from Corellia who may have a lead on where to sell our gundark pups.

We head over to Farlander Outfitters and Viddako buys the medical supplies.

Next we go to the TapCaf and see that they have Alderaanian cuisine. Kuma picks up the tab and sends food over to Quentin and Ten Je. We overhear some people talking about the Sah Dalohar. Kumah remembers that the Sah Dalohar was a fabled treasure supply ship with tons of separatist credits. It was heavily damaged and lost into space. Treasure hunters theorize that it has gone missing in this region of space so many have been looking for it.

Zach purchases his blaster and we head back to the ship. The repairs are complete and we get cleaned up and then go to dinner with Reome.

Reom wastes no time and asks us if we’ve heard of the Sah Dalohar. The pod that we recovered was from the ship and has its last known location in it. He says that he will hire us to find it for him for 10,000 credits. We ask for more and he agrees to do 12,000 with 10% up front. He then gets a menacing look and threatens to hunt us down if we betray him. He has apparently found out interesting things about our pasts and will leak the information to interested parties (meaning the Empire, naturally). He says that a droid will come with us that will allow us to access the ship. Ten bristles and doesn’t want to allow a droid to come on our ship, but Reome says that their people haven’t been able to extract the data from the droid for fear that it would self destruct.

Reom tells us that the existence of the pod has leaked and this is why he has increased security here. There are several other groups that are looking for the ship and we may have opposition. Also the Empire is still looking for it. He gives us a datachip of plans of the ship, data on the captain of the ship and how to find the Raxus Prime facility where we can deliver any cargo that we find. We bid him farewell and head back to the ship.

As we’re leaving a Rodian runs away from the door, obviously having spied on our conversation with Reom. Ten chases him and Kuma calls security, but they are slow to respond. Ten loses him after a while unfortunately.

We head back to the ship and Kuma searches for the insignia on the holonet and finds that it is for Yiyar Clan Salvage, a rival company to IsoTech and in the past they’ve been fighting over salvage sometimes with combat. They are also housed on the Wheel and are mostly Rodians. After the computer search, Kuma heads to the bacta tanks to get his wounds healed.

Ten tries to shop for someone who might want the gundark pups, and doesn’t find anyone, but gets a good contact in a Nautolan ship equipment dealer. He also feels like he is being watched. He finds out that the Yiyar clan is looking to take out one of the IsoTech satellites.

Early in the morning a comm comes through from IsoTech. Reom shows up as a hologram and he is bandaged. He says that the Yiyar clan broke into their offices and found out about the droid. Ten tells him about the satellite attack as an act of good faith.

Quentin goes to the healing center to get Kuma and Zach. They come out of the pods early, and Kuma has only been in for 6 hours and Zach has been in for 8. We stop by the store to pick up more stimpacks.

We get a com from a Twi’lek that says she is Reom’s sister. She has the droid IT3 and will meet us. We await them in the hangar.

Session 2 – Sigmentus

Quentin quickly takes out his medkit and heals Kuma and Zach of their wounds from the gundark fight. While this is going on, Ten goes inside one of the ships and finds the matching grade 6 power coupling that we need to fix our hyperdrive.

We all take another look around for parts and Zach gets a shock from a panel he is looking at. Kuma finds a repulsor sled that could be used to haul some things back. We fix it and it hums to life.

Ten puts together a pen for the gundark pups. Zach cuts up some of the nerf meat for them to eat, using a vibroknife that he conveniently had.

It is getting late, so we are faced with the choice of returning to our ship for several hours and traveling in the dark, or staying here. We decide to stay with the other ships and look for more equipment while we’re here. Kuma finds some old MREs, enough for the whole group, but they are pretty disgusting.

We get one of the ships setup for staying overnight, and Zach puts the gundark pups in an adjacent room. He then takes first watch while the rest of us bed down. Ten takes the second watch, and realizes that the gundarks haven’t eaten any of the food that was cut for them.

Quentin wakes up next and devises a plan to cut up the meat to a smaller size and funnel it into the gundarks’ mouths, just like their mother would have. They stop their mewling finally.

The next morning, Zach grills up some of the nerf meat and he and Kuma eat it. We also feed the pups again.

We see fresh tracks around where the gundark would have been. They are catlike, which may mean that the Nexu has been around. We quickly pack everything up and set off toward our ship. We need to feed the gundarks again and it uses up all of the meat from the nerf.

We make it back to the ship in quick order and Ten starts fixing the hyperdrive. Zach and Kuma decide to go hunting for some nerf meat to feed the gundarks. We find tracks pretty quickly and come upon a herd. Zach climbs a tree to get a better shot and Kuma tries to hide. Kuma remembers that nerfs will tend to stampede if they are distrurbed and realizes that they are looking at him. He takes off through the forest.

Zach shoots one of them but it is still alive and runs further away, outside of his blaster range. He takes another shot and misses but scares the her toward him.

Kuma, running through the forest, feels something in his back and falls down unconscious. He wakes up a while later and realizes that he has fallen into a hole between some rocks. He notices noise above him and sees the great paw of a nexu trying to hit him. It does look smaller than the pawprint we saw before, however. He takes out his holdout blaster and tries to shoot its paw but misses and gets a faceful of dirt on top of him. That being the case, he grabs his comlink and calls the others. He explains about the nexu and says that he is about 100 meters away from Zach.

Zach continues shooting and brings down two of the nerfs. He then runs over to Kuma and takes a shot at the nexu. It turns and attacks him, biting him savagely. Zach shoots it again and Kuma climbs up from the crevice and shoots it from behind. It decides to run away like a shot through the forest. Kuma helps Zach get away from the area and after a moment they meet up with the rest of the crew coming to get us with the repulsor sled. We head over to the fallen nerfs and grab them up. We then return to the ship.

We get ready to leave but Kuma spies a Z-95 circling ahead. The sensors can’t see the bigger ship but it could be out there waiting for us. We take off and leave atmo but we’re still close to the Z-95. It may not be able to see us at the current range, though.

Ten makes the calculations for the jump to hyperspace. As we are moving away we see the corvette off in the distance. During our flight we hit a small asteroid that we didn’t see and it takes out our front shields. Ten finishes the calculations and we jump to lightspeed. He is also able to shorten our trip to the Wheel so we get there sooner.

Session 1 – Sigmentus

We are a group of misfits and malcontents aboard the Corona, a medium freighter vessel that is headed toward the space station The Wheel to deliver a package to a company called IsoTech, are contacts are brother and sister Twi’leks named Riom and Shari. Suddenly we are knocked out of hyperspace.

Ten Je (Paul) is a Cerean pilot who has spoken of having an obligation to an organization which gives him jobs and also multiple families back home. He doesn’t seem to have any love of the Empire.

Vidakko (John) is a female Twi’lek who came from an upper-class family, educated and has some medical and martial arts training. She doesn’t like to be pigeonholed and escaped from her planet to go her own way.

Kuma Vanroh (Jon) is a Bothan former diplomat who has been exiled from the Core Worlds, and has been helping mid- and outer-rim people and worlds against the Empire.

Zach (Bill) is a Corellian gambler who is trying to restore his family’s company from the Empire.

Quentin (Steve) is an unkempt human who tends to keep to himself. He has tech and medical skills and likes to help those in need.

As we come out of hyperspace, Ten Je, Vidakko, Zach and Kuma come to the cockpit and see that we are in an asteroid field. The asteroids are fairly far apart but we are nearing some. Ten Je makes a piloting maneuver to go around them. He runs a sensor scan and sees that there are several small starfighters in medium range to us. He also sees a star and a nearby planet.

Zach runs to man the cannons. Kuma turns on the ship shields, tells Zach to not shoot them yet, and goes over the radios to the ships and tells them to identify themselves. A Zabrak who calls himself Capt. Malice of the Marauder and is wearing pirate clothing comes over the coms and tells us to power down and prepare to be boarded. Kuma tells them that he is a diplomat on a diplomatic mission. They tell him to send his diplomatic credentials.

Ten sees that we are in the Sigmentus system, which has dangerous wildlife. He tries to plot a hyperdrive jump out of here but the drive is not working. Quentin checks the hyperdrive and tells us that the motivator is shot, but he may have some parts. He looks and finds something but it won’t work.

We are now seeing six small ships, Z-95 Headhunters, and a corvette that could be holding up to 200 people. We decide to go toward the planet since they aren’t shooting us, but it may be their goal all along. They continue to follow us as we go toward the planet.

As we get closer we see that this is a mostly temperate world with polar caps. It should support life, and gravity is just a bit more than standard. On the night side, there is a storm system near the equator. Ten Je flies straight toward it, and Kuma asks him if he’s actually going to do that. He says yes, and takes us in. Amazingly there are only a few bumps as we go directly into the storm and we come out below and find somewhere to hide.

As we descend and see forest below us, Zach notices an area that might fit the ship. Ten Je lands it perfectly so there is cover. As we were flying, Zach noticed on the sensors that he saw weak power readings coming from the planet.

We think about venturing out in the storm toward one of the power readings, and find that we do have some protective gear but it is dark and we don’t have a way to navigate.

Ten goes down to the engine room to look at the hyperdrive damage and speaks with Quentin. Kuma stays in the cockpit and researches the planet. There appear to be Gundark (vicious four-armed apes) and Nexu (catlike things) as well as some Nerfs here. He also tries to research the pirate captain, but can’t find anything.

Ten attempts to hide the cargo, as it’s quite large. He uses a grav sled to hide it in the smuggling hold.

The next morning the storm has mostly passed and it is daylight. We decide to head out. Quentin and Kuma work together to navigate us to the nearest power source. We think that we are on track but it is taking a long time to get there and the terrain is difficult. The other three keep a lookout for threats. Ten Je hears gundark calls in the distance which are to the right and also behind and to the left.

We keep moving forward but don’t seem to be getting any closer to our goal. However we are moving to potentially evade the gundarks. They don’t seem to see us right now. Zach shimmies up a tree to look around the area but falls and hurts his ankle a bit.

We continue on and see our objective in the distance. Checking through binoculars, we see several crashed ships that look like freighters. Kuma trips and also hurts himself a bit.

The group stealths toward the ships. We see five of them: a Hawk-290, a Zavatar-Class Heavy Transport, a Barlaz Freighter and various Corellian YT models.

Zach notices some mewling sounds coming from one of the Corellian transports, and we decide to stay away from them. Ten, Vidakko and Quentin go inside the Hawk to search out parts. He sees a lot of carbon scoring inside and outside the ship. The doors have all been forced open so it’s easy to get in. In the engineering section Ten sees several deceased Duros. He takes the transponder off the ship.

Outside, Zach hears a rumbling noise of something large approaching. Kuma radios back to the rest of the group and lets them know. Zach and Kuma see a huge gundark approaching. Kuma runs and hides, and Zach moves to engage it. The gundark closes with Zach and slams him with a huge fist, he drops him to the ground and disorients him.

Vidakko tries to shoot but her gun goes dead, and she notices that the gundark is female. We continue to try to fight the gundark but it is undaunted. Ten moves toward the ship that had the sounds coming through it, understanding that it might be her young there. Kuma tries to get toward Ten but the gundark closes and knocks him down, causing a lot of damage.

Quentin and Zach fire on the gundark and kill it. We decide what to do, with a couple of us needing medical attention, the two gundark babies perhaps being something we could take with us to sell, and the nerf meat that the mother gundark had may be useful for food.

We get 20xp.