Welcome once more to Xaxa River Valley. Last session, the party secured the unearthed war-machine and bolstered their forces with prisoners from the solar church.

Between sessions, we also added a detail to the war machine — a deck of cryopods that allow absent PCs to “sleep” between sessions if they aren’t able to make it. I expected to have four players for this session, but we started with only two: Murazir the Alchemist & Dog-Hide Kobek. Let's dive in.

Priestly Interrogation

First they decided to question Lord Solamon, asking about his relation to the church, his motivation to claim the machine, and what spells he had access to. Solamon, his tongue loosened by Murazir’s charm spells, explained that he was one of many ecclesiarchs in the solar order, and that their scrolls showed where many such war machines were buried. Sun church prophecies claim that “scions of fire” were to ride the holy relics of war in opposition to the Earth-Eater, a darkness hidden behind the dying sun. Praise Nucleos!

He further explained that a blast from their sun shrine was responsible for unearthing the war machine in the first place. This blast was charged with radiance, causing the titan’s weapon systems to go critical on impact (and this is why the ground smoldered so). As far as magic, Solamon was equipped with spells of cleansing to purge the charred earth. Finally, he told them he and his acolytes were a vanguard force tasked with digging out the holy relic. The main host would be arriving in less than two weeks.

How was Solamon going to dig out the machine? The great mirror he wore upon his back (now lashed to a party camel) functioned to focus the sun into a beam of light capable of melting rock. The party discussed this new information for a bit before setting Solamon and his acolytes to work. With their mirrored laser, it would take six days to dig out the titan.

A black and red sun motif on a black background.
The followers of Nucleos cannot fathom a reality without Her light.

Kobek also took this opportunity to try to convert some of the acolytes to his jackal religion by questioning their philosophy surrounding the darkening of the sun. These probings failed and they remained fervent in their beliefs, unable to fathom a reality without the light of Nucleos.

Roiling Deep

Murazir and Kobek turned their focus to the damaged blast ray. After studying a diagnostic in the ring-shaped control center, the Alchemist surmised that three cooling pylons must be reengaged in the rear of the weapon to wrangle the meltdown. Donning a priestly protective vestment, Kobek passed into the west hall beyond the tri-path junction room (Room 2 → 5). Condensation ran in rivulets down the metallic walls, evidence of the overheating Blast Ray. He then approached a double bulkhead to the north.

Hand-drawn war machine buried under the earth on a grid of graph paper.
Each square represents roughly 10ft (though we don't measure distance).

Steaming, boiling waters roiled in the deep of the pit, and without warning would surge up to flood the room. Sensing immense danger, Kobek went back to retrieve sleeping Altair’s boots of levitation. He slipped them on his feet, then returned to the boiling room. Clicking the heels together, Kobek floated up, then pulled himself along the cabling and metal in the ceiling. Each time, he dropped down to the platforms and made a STR check to flip the latches. Before any scalding water could burn him, he’d float back up to the ceiling. Three successes later, the waters of the deep swirled in a harmonious whirlpool flowing through the blast ray. It was fixed and ready to fire!

Caravan Confluence

Kobek and Murazir headed up and out of the war-machine head cave. While climbing over the ridge, they could see for miles across Xaxa River Valley, and spotted several caravans converging on their position in the hills.

There were convoys of many people coming from three directions. Dead east marched a solar procession more vast than the first, spoken of by Solamon. They bore many gifts for the titan. The great host was a hundred acolytes strong, each ten led by a solar ecclesiarch. Twelve camels were lashed together sled-like, dragging behind them some vast machine which left gouges in the sand. More power cells for the boarding axe and a mighty artifact to upgrade the titan! It was a boon that interested both Murazir and Kobek greatly. The solar host would arrive in 12 days.

From the north, a war levy 80 camel-riders strong rode in formation two by two along the river. These were the banner men of the kingdom of Capricose, and were led by a man called Bashir. They were only six days away.

Southward marched a throng so large it would take two days to walk its entire length. All manner of merchants, holy saints, pilgrims, farmers, and cityfolk alike were making the journey north from Torance to worship the war machine and the scions who rode it. It would take the multitudes nine days walking.

A hand drawn map with a grid of Xaxa River Valley.
People came from all across Xaxa River Valley to see the war-machine.

Let Your PCs Be Messengers

Side note, I was going to have Redhawk bring them all this information. He missed last session but was planning on being here this time, so I thought it would be really cool for the wasteland ranger to pop back in with a warning of three caravans marching on their position. Something came up for Redhawks’ player, so instead I had to deliver my “game content” through another medium— looking out from the head of the war machine across the valley.

If a player is absent in a session, you have their character go off-screen. Work 1-on-1 with them and still have the PC interact with the world. Even though it didn’t work out this time, the same technique can be used to deliver info to your players. Use absent characters as story vehicles. Adventurers aren’t stagnant, especially if they weren’t at the last session! This cranks up the immersion and helps your world feel alive.

So, back to the session. At this point, Altair joined. The party discussed hiring additional help in Pern to speed up the titan’s excavation (they wanted it out of the ground before anyone arrived). The thief forked over some gold and suggested purchasing some riding lizards from the stables. Murazir opted to go and took a camel. It was two days to Pern; he collected his silver reward from the elders who fell to their faces at his feet singing, “Hail, Hail O’ Scions of Radiant Fire!”

Quintessa of Capricose

Murazir hired a fair number of laborers, bought two riding lizards, then took them back north to the foothills. As he and his mount were running along the river, he saw a fair maiden, disheveled and clearly on the run stumbling at the banks. The beautiful girl bore dark markings on her skin and kept looking over her shoulder as if hunted. She spotted Murazir and stumbled toward him, shouting for help.

Watercolor painting of a desert princess adorned in silver and rubies.
The Capricosian crest is a twin-headed heron backed by a blue banner.

She introduced herself as an escaped slave, but Murazir easily saw through the facade. Her high cheek bones spoke of noble blood and the tatters she wore were obviously of rich quality. Sensing his perception, she finally spoke the truth. “I am Princess Quintessa of Capricose. My evil uncle Bashir killed my father the King and took the crown for himself. He has raised my banner-men to capture me under false claims so he might sell me in Torance to the south!”

Murazir took her upon his mount, though inwardly discussed her value as a bargaining chip. Onward they rode into the hills. The laborers were brought and set to work. Quintessa was spoken with further. Someone asked if she had any spells. She explained that all in the Capricose bloodline had magic. Darts of fire could spring forth from her fingers in moments of desperation. This was supposedly a boon from Nucleos, whom she praised. They decided to keep her safe inside the war machine.

A Lord's Offer

Murazir, Kobek, and Altair set to conspiring. The Capricosian war-host would reach the war machine just as the digging completed so the party decided to ride out and meet them prematurely. Bashir and his sorcerer rode to meet them mounted upon camels, with the 80 spearmen holding behind. The party claimed to be prospectors digging in the hills for buried machines. “I too have an interest in buried machines! Most interesting. And yet I speak to you now asking if you’ve seen my daughter, princess of my noble house Capricose? I wish to see her returned to safety so we might go home.”

Watercolor painting spattered of a middle eastern man with a beard and light skin.
Bashir held a most valuable prize, and was willing to trade it for Quintessa.

Bashir pulled out one of the golden time orbs and held it out saying, “I’m willing to exchange this mighty artifact for her safe return.” The party paused and truly discussed turning her in for the orb. They needed to secure orbs for each character before the darkening of days. Finally they chose the high ground and instead claimed she joined the solar host east of the river. Bashir seemed to believe this and offered that they march together to meet this procession.

He also sent ten of his camel riders into the foothills to “aid” in the search for buried machines, which will surely be a problem for the party. The session ended with Murazir, Kobek, and Altair riding with Bashir and the Capricosian levy to meet the priests on Xaxa River.

We played for less than two hours, and no weapons were drawn, yet it was a packed session! We’ll be picking back up for session 4 early next year. Our party hopes to turn Bashir and the solar host against each other, claiming both of their boons in the ensuing chaos. The pieces move in XAXA RIVER VALLEY, and the clock ticks ever down..