Apocalyptica Arcanum

Apocalyptica Arcanum

Topic: barnaby

Apocalyptica Arcanum is a tabletop RPG campaign setting — a steampunk alternate history Earth shaped by a catastrophic magical event called the Meteor. This corpus contains the complete text of the setting wiki, session recaps, in-world documents, factions, player characters, nations, entities, and lore. It is intended for AI retrieval and indexing.

The content is organized into several namespaces: campaigns contains session recaps for all actual play campaigns; homebrew_rules_reference contains world lore, factions, rules, nations, and named entities; copper_press contains in-world fiction; books contains text from in-world documents and props.

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Showing 21 pages — topics “barnaby”. View full corpus

Table of contents

campaigns
Apocalyptica Arcanum - First Modern Campaign
campaigns:apocalyptica_arcanum_-_first_modern_campaign:campaign_one_recaps
Session Eight Session Eighteen Session Five Session Four Session Fourteen Session Nine Session Nineteen Session Seven Session Ten Session Thirteen Session Three Session Twelve Session Twenty-four Session Twenty-one Session Twenty Session Two
copper_press
Volume 6 - Three True Norths Volume 9 - The Havana Run
homebrew_rules_reference:creatures_adversaries
Named Npcs
homebrew_rules_reference:player_characters
Mozaddha Theriska

Session Eight

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Session Eight Recap

The Opium Den Finale

  • Healing and Heroics: At the start of the fight, Khalid lies unconscious and is revived when Mickle administers a healing potion. Nebish kills one of the pirates with a brutal rapier thrust through the skull, an act that leaves Captain Barnaby visibly horrified.
  • Destruction of the archanotech Spider: Bruenor, newly active in the battle, channels divine power into his warhammer using Divine Smite and Channel Divinity. The blow strikes the mechanical spider drone with tremendous force, spraying molten metal and collapsing the machine with its legs splayed across the ground.
  • Technological Insight: Mickle examines the wreckage and, through a combination of historical knowledge and technical understanding, recognizes the spider as a hydraulic war machine originally used in The American Foreverwar, the major conflict between the two regional powers, before being repurposed for criminal use.

Looting and Revelations

After securing the compound, the party searches the building.

  • The Den as a Pawn Shop: The structure turns out to function partly as a pawn shop where addicts traded stolen valuables in exchange for drugs.
  • Loot Secured: The party collects one pound of powdered gold, saffron, fine silk, two books of poetry, a mithril gauntlet, and a sack of assorted gemstones including amethysts and tourmaline.
  • The Trapped Lockbox: Behind the counter they find a locked box protected by a poison gas trap. The trap triggers as it is opened, dealing minor poison damage. Inside they discover 675 gold pieces, two turquoise animal figurines, and a map of Caracas marked with several mysterious “X” symbols scattered through residential districts.
  • Potion Identification: Mickle identifies several liquids recovered from the raid: a Potion of Speed (pearlescent), a Potion of Fire Breath (red), and a vial of Serpent Venom (green).

Negotiation with The Baron

Returning to their inn, the party discovers their room already occupied by three goliath guards and a well-dressed halfling gazing out the window. The halfling introduces himself as The Baron, the ruler of Caracas.

The negotiation for the diamond’s sale resulted in a strategic compromise that secured the party's immediate future in Caracas. While the party initially hoped for 5,000 gold, they ultimately accepted the Baron’s firm offer of 2,500 gold pieces after asking him to “sweeten the pot”.

In addition to the cash payment, the Baron provided the party with luxurious, high-altitude accommodations in his personal tower, effectively relocating them from their previous “shithole” inn.

He also granted them access to his private equipment room to outfit themselves for future tasks, a privilege earned because the party had proven their honesty by returning his stolen goods from the opium den rather than keeping them.

This arrangement effectively transitioned the group from independent debt collectors into a favored strike team operating under the Baron's direct patronage—and his constant, threatening scrutiny.

Shopping at the Busted Knuckle

  • Selling the Gauntlet: The party visits a pawn shop called The Busted Knuckle, operated by a woman named Rorix. They sell the mithril gauntlet for 500 gold and trade part of the payment for a set of smithing tools.
  • Equipment Upgrades: Mickle receives a chain shirt recovered during earlier adventures in order to improve his dangerously low armor class.

Ambush in the Slums

  • The Path to the College: Following Captain Barnaby, the party travels toward the College of Arcana to have Nebish’s sword enchanted. The route leads them through a sprawling slum filled with shanty tents, refuse, and stagnant filth.
  • The Blockade: While climbing a narrow staircase, they are intercepted by a gang of six armed figures including a Tabaxi, a Half-Orc, and a Fire Genasi. A well-dressed leader emerges from an alley and demands a cut of the party’s recent earnings.

Battle Highlights

  • Psychic Devastation: The fight begins when Nebish fires on the Tabaxi. Khalid rises into the air and unleashes a massive Psychic Blast in a thirty-foot cone, causing several enemies to bleed from the ears and nose and knocking many of them prone.
  • The Fireball Retaliation: The enemy leader reveals himself to be a powerful spellcaster. After Bludarious destroys his protective magical shields with concentrated gunfire, the wizard retaliates by casting Fireball, dealing devastating damage and leaving Captain Barnaby barely alive with a single hit point remaining.
  • Conclusion of the Fight: Bruenor grapples the wizard and nearly beats him to death with his hammer, but the mage escapes by teleporting away before the killing blow lands.

Session Conclusion

During the chaos of the battle, Nebish is severely wounded and collapses unconscious, already failing one death saving throw. As the party regroups in the shattered slum corridor, eerie whispers begin echoing from nearby windows, suggesting unseen observers are watching the fight unfold.

Session Eighteen

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Session Eighteen Recap

The Shadow in the Crypt

Picking up from the aftermath of Session Seventeen, the party stands before the final chamber of the Petrolina cemetery crypt. Khalid’s body remains secured within Mickle Cobblelob’s Bag of Holding. As the massive marble doors groan open, the party is confronted by Remorso, a demon of the Legion and the source of the necrotic doom infesting the site. The demon is immediately shrouded in a ten-foot aura of magical darkness that imposes blindness on any who enter. Grundel flies into a barbarian rage and charges into the gloom with his “Thoughts” and “Prayers” brass knuckles, though his strikes initially find only empty air as the demon laughs from the shadows.

The Arrival of Amnon

As combat intensifies, a stranger named Amnon—a tiefling bounty hunter and sorcerer—approaches from the corridor. Amnon, also hired by Marshal Yasmin Santiago to eliminate the demonic threat, joins forces with the party. He demonstrates formidable arcane power, casting Blink to slip into the Ethereal Plane and is able to summon a spectral shadow dog to harry the demon. Meanwhile, Nebish discovers that the magic blade he recovered earlier in the crypt begins humming and vibrating, telepathically cursing at him in Abyssal as it seeks to be drawn into the fray.

The Infinite Cycle of Remorso

The battle reveals a horrific mechanic: whenever Remorso is wounded, pulses of wicked energy fly from his core to reanimate corpses in the adjacent foyer, creating a self-sustaining cycle of undead reinforcements. Bludarious de'Tempoon (Blu) identifies the tactical threat and rushes to a holy water fountain in the previous room. He spends a frantic minute dipping his bullets into the blessed water to craft makeshift holy rounds. These bullets prove decisive, cutting through the demon's darkness barrier and dealing permanent, non-regenerative damage that forces the fiend to howl in pain.

The Fall of the Demon

Mickle utilizes his homunculus, Lofta, to deliver a R.I.P. Bomb directly onto the demon, dealing massive shrapnel damage. Nebish and Grundel coordinate their strikes, with Grundel using a radiant blow from his “Prayers” knuckle to finally drop the demon’s shield. For the first time, the demon's physical form begins to crumble into what appears to be smoldering black cottage cheese. Amnon concludes the engagement by unleashing a Chaos Bolt that washes over the last lurching zombie, melting it into a smoking pile of bone with fluorescent green acid. With its hosts destroyed and its physical form reduced to a black ooze under a dousing of holy water, Remorso is banished from the Material Plane.

Loot and the Burial of Khalid

Following the battle, the party thoroughly scavenges the crypt’s burial urns and hidden alcoves, recovering a massive haul of treasures: * A Wizard's Spellbook containing five pages of scrawled magic. * A mithril-headed branding iron and an electrum house medallion bearing the sigil of the local Lanish farming family. * Four pairs of fairy wings, a gold baby rattle, and a bandolier of silver flasks containing brandy, acid, and gold dust. * A silver brooch depicting a mage’s tower, an abacus, and a set of silver shuriken. The party pays their final respects to Khalid. Eschewing a traditional return to the city, they place his body in a grand, unused sarcophagus within the crypt, sealing it as a permanent monument to their fallen comrade.

Return to Petrolina

The party returns to the capital at high noon, finding the city bustling with activity. They present the “chunky” remains of the demon to Marshal Yasmin Santiago at the Magistrate. Though she is appalled by the consistency of the evidence, she honors their contract, providing a 400 gold piece bounty. Amnon officially accepts an invitation to join the “band of degenerates” aboard the Sloop Dogg. Bludarious attempts to persuade the Marshal to restore his name to the city's monument of heroes, but his drunken state leads to a stern scowl and a refusal of further city resources.

Departure for Manticore

Returning to the docks, the party finds Ormus and Gil have made the Sloop Dogg functional, though she remains visually battered and covered in barnacles. Lofta attempts to wash her wig in the seawater, inadvertently making it filthier. After a round of stories and sad songs honoring Khalid's memory, the ship weighs anchor and rises from Petrolina. The session ends with the Sloop Dogg sailing east toward Manticore to reunite with Captain Barnaby Harrier and the Wind's Revenge.

Session Five

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Session Five Recap

The Execution of the First Werewolf

Picking up directly from the previous session's cliffhanger, the party finds themselves in a small room facing a terrifying half-man, half-wolf creature.

  • Combat: Captain Barnaby Harrier attempts to fire his double-barrel shotgun but suffers a critical failure. Khalid intervenes by successfully casting Hold Person, paralyzing the creature.
  • Execution: With the werewolf frozen in place, Bludarious De'Tempoon steps forward and executes it with his ornate revolver and silver bullets, delivering a devastating shot that tears through the beast’s brow and chest.
  • The Reversion: Upon death, the creature reverts to its original form: a shaggy-haired, naked human man unknown to the party.
  • The Infection Scare: While attempting to carve a tooth from the corpse as a trophy, Nebish accidentally cuts his finger. A failed medicine check leads to the grim suspicion that he may have contracted lycanthropy.

The Prison and Professor Clank

The party explores a northern corridor and discovers a small prison area containing two locked cells.

  • The Prisoner: One cell contains a haggard, filthy middle-aged man who identifies himself as Professor Clank. To ensure he is not infected with lycanthropy, the party pricks his skin with a normal dagger and confirms he bleeds normally.
  • The Kennel Room: A nearby chamber contains tapestries depicting wolves and several large crates of “Havana” brand dog kibble.
  • The Trapped Box: Khalid attempts to open a wooden box resting on a desk but triggers a lightning trap, suffering nine points of damage and becoming temporarily paralyzed.
  • The Severed Hand Solution: After Mage Hand fails to open the box safely, the party uses a severed werewolf hand to bypass the touch-sensitive mechanism. Inside they discover an iron key, which is used to free Professor Clank and recover his belongings.

Exploring the Lower Vaults

As the party regroups, Clank and Mickle Cobblelob—both artificers—enhance several weapons using Repeating Shot infusions. While examining the corpse of a slain troll, a hidden section of wall grinds open, revealing a staircase descending deeper into the mountain.

  • Discovery of Treasure: In the frozen chambers below, the party discovers a gold-and-brass gas mask mounted on a mannequin. In a nearby alcove they find a marble bust of a woman wearing a tiara set with a massive blue sapphire estimated to be worth approximately two hundred and fifty gold.

Combat with the Werewolf Pair

Descending further into an echoing chamber filled with skeletal remains, the party opens a set of heavy timber doors and inadvertently alerts two more werewolves.

  • The Battle: Mickle creates a slick zone of Grease to control the doorway. One werewolf lands a brutal critical bite on Vladimir Vladislav, nearly killing him and snapping his collarbone.
  • The Turret: Professor Clank deploys a mechanical flamethrower turret that spews burning fuel across the chamber.
  • Victory: Nebish uses Hunter's Mark and his silver rapier to deliver a devastating critical strike, impaling one of the beasts. Bludarious and Clank finish the second creature with concentrated firearm fire.
  • Body Disposal: The party discovers a rotating brass platform suspended above a pit of bubbling acid and uses it to dissolve the werewolf corpses.

The Final Boss: The Winter Wolf

The session culminates in a confrontation within a massive, pitch-black circular chamber.

  • The Beast: The party discovers a colossal Winter Wolf, standing roughly six feet tall at the shoulder, sleeping in the darkness. It awakens when Khalid and Mickle cast Cure Wounds on themselves.
  • The Breath Weapon: The creature exhales a freezing cone of frost that deals significant damage to the party.
  • The Retreat: Realizing the creature’s strength, the group retreats up a sixty-foot staircase. Clank deploys a turret behind them as a distraction, which the wolf quickly smashes.
  • The Explosion: Clank remotely detonates the turret, dealing force damage and creating a concussive blast that temporarily deafens several party members.
  • The Final Kill: As the wounded wolf charges up the staircase toward Clank, Nebish lunges forward, drives his bayonet into the creature’s neck, and fires. The shot destroys the wolf’s head and sends the massive carcass tumbling down the stairs.

Session Conclusion

The session ends with the party battered, exhausted, and victorious. With the final guardian slain, they prepare to search and loot the last chamber of the dungeon.

Session Four

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Session Four Recap

Return to Lobo Village and Investigation

The session begins with the party in a clearing following a battle with three direwolves. Exhausted and damaged, they decide to return to Lobo Village for a long rest rather than immediately pursuing the “big bad werewolf” they believe is nearby. Grundel, a goliath barbarian, decides to lug one of the six-hundred-pound direwolf carcasses back to the village to show the locals and eventually skin it for a new garment.

Upon arriving back at the village, the party conducts an investigation to determine whether the wolves they killed were responsible for the death of a resident named Raze.

  • Track Comparison: They compare the direwolf's massive paws (roughly the size of a human head) to the prints found near the attack site. The tracks are incomplete, leaving them unable to definitively confirm a match.
  • Fur Analysis: Fur taken from the original crime scene is compared with the direwolf carcass. While the coloration differs slightly, the texture is identical, confirming a wolfish attacker.
  • Wound Discrepancy: The village elder, Ozzy, shows them Raze’s body. The party notices a chunk of flesh missing from the wound that is significantly smaller than what a direwolf's massive snout would produce. This leads to the realization that their work is not finished and that a different creature—possibly a smaller wolf or a humanoid lycanthrope—is still at large.

Downtime and Preparations

The party spends the night and early morning in the village performing various tasks.

  • Gunsmithing: Bludarious uses his dagger and the village’s blacksmithing tools to attempt to modify a revolver into a long-range rifle using musket components. The village blacksmith, Tilda (a tabaxi), informs him that high-quality steel will be required to make the weapon durable and functional.
  • Tanning: Grundel skins the direwolf and begins tanning the hide using the wolf’s basketball-sized brain to create the traditional tanning slurry.
  • Negotiating Payment: Nebish speaks with the village elder, Remus, regarding compensation for their help. Remus explains that the village possesses no gold or silver but offers the party life-long friendship and access to their resources. Captain Barnaby ultimately accepts the offer as fair given their current circumstances.

The Trek to the Cavern

At dawn, the party heads back into the mountains, following a trail of blood from the clearing where the remaining wolf carcasses had been left. Something had dragged the heavy bodies through the snow toward a small cavern high on the mountainside.

Inside the cave they discover a direwolf sleeping near the entrance. To avoid a loud confrontation, the party coordinates a silent execution. Grundel sneaks up to the beast and delivers a coup de grace, driving a dagger through its ear canal and into the brain.

While searching the immediate area they discover three high-quality leather leashes and a bugbear hide coat, which Grundel claims for himself.

Deeper within the cavern the party encounters a thirty-foot-wide chasm crossed by a rickety, two-foot-wide stone bridge. Looking down, they see the pit below is filled with massive carrion worms resembling giant centipedes.

The crossing proves extremely dangerous.

  • The party ties the recovered leather leashes together to form a sixty-foot safety line.
  • Bludarious attempts to sprint across the bridge but trips, ending up dangling over the pit before being hauled back up by the others.
  • Using the leash rope as a guide line, the rest of the party—including a very fortunate Vladimir Vladislav—successfully crosses the bridge.

The Ice Troll Encounter

Beyond the bridge lies a chamber containing two doors: a stone door radiating unnatural cold and a wooden door radiating intense heat. After deducing that the doors react to opposing temperatures, Vladimir casts Sacred Flame on the frozen stone door, causing it to slide open.

Inside is a chamber completely coated in clear ice, inhabited by a hairy Ice Troll.

  • Combat: The troll is caught off guard but attacks immediately. Bludarious fires multiple gunshots while Grundel charges into battle with longsword and quarterstaff.
  • Regeneration: The party quickly notices the troll’s wounds seal themselves mid-fight, its flesh regenerating even as bullets tear through it.
  • Defeat: Realizing that fire is required to stop the creature’s regeneration, Vladimir uses Sacred Flame to ignite the troll after it is knocked down. The creature burns, carbonizes, and finally dies.

Cliffhanger

As the party recovers from the brutal fight, they hear heavy boot steps approaching from the far side of the chamber.

Suddenly, the wooden door explodes inward, blasting into splinters and filling the icy room with smoke and debris as a new threat enters.

Session Fourteen

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Session Fourteen Recap

Water Provisions at the Summit

The session begins with the Wind's Revenge hovering at the peak of the mountain range. The party identifies salvaged parts from the Caracas Gantry, including pulleys, gears, steel cable, and brass ingots. Upon spotting glacial ice, Captain Barnaby Harrier orders the ship to descend for harvesting. The party successfully fills seven barrels with melted ice; Mickle Cobblelob utilizes ritual casting to purify the water, ensuring the crew avoids dysentery during the long journey east.

The Skracken Attack

While traversing the mountain range above a thick layer of rolling clouds, Nebish and Grundel spot unnatural glints and ripples in the cloud cover. A massive Skracken (Sky Kraken) lunges from the mists, drawn to the ship to feed on its hydrogas fuel. The beast clamps onto the side of the hull, violently rocking the vessel. Khalid unleashes a psychic blast that ripples through the creature's gelatinous form, while Mickle deploys a Flaming Sphere directly onto the monster's face. Lofta, Mickle’s homunculus, successfully hurls a R.I.P. bomb into the sphere, causing a massive explosion that maims the creature's eye and hide.

The Fall and Rescue of Grundel

The Skracken retaliates with a jagged lightning bolt that knocks Mickle prone and grapples him, along with the ship's hydrogas engine, using its tentacles. Using a legendary action, the creature flings Grundel 40 feet backward into the open sky. In a desperate rescue effort, Lofta pitches a 100-foot coil of rope toward the falling Goliath. Nebish dives from the top of the balloon at dash speed to grab the rope and fly it to Grundel, embracing him in mid-air to arrest his lateral movement. The entire party—including Mickle and Bludarious—join a combined strength check to anchor the rope to the railing, eventually hauling Grundel back aboard via a rope ladder.

Victory and the Journey South

Bludarious mans the ship's brass cannon, dealing massive bludgeoning damage to the Skracken’s face. He follows up by taking aim with his hunting rifle, firing a precision shot into a gaping hole in the creature's head. The bullet ignites the creature's internal hydrogas, causing its head to explode in a violent burst of purple flame. They harvest a square foot of Kraken skin and a 100-foot spool of brass wire from the stomach of the dead carcass. During the remaining seven-day journey, Bludarious uses the ship's workshop to craft a professional-grade stock for his rifle, significantly improving its appearance.

Arrival and the Monument of Heroes

Captain Barnaby drops the party off at a peninsula on Suriname Bay at midnight, careful to avoid detection near the Amazonian capital of Petrolina. He bids them farewell to reprovision the ship in Manticore, promising to meet them there in a few days. While traveling north through the lush jungle coastline, the party discovers a marble monument overlooking the bay. The monument features statues of warriors and lists highly decorated officers; however, the party discovers that the name Bludarious de'Tempoon has been illegally crossed out of the stone.

The Cockatrice Ambush

Continuing their forced march through the night, the party is stalked by a group of Cockatrices (hybrid bat-lizard-chicken monstrosities capable of petrification). Combat breaks out in the tall grass as the creatures charge. Bludarious uses his pistols to deliver a series of lethal “cowboy style” shots, eliminating one creature. Nebish hacks another to pieces with his rapier and shortsword. Mickle concludes the fight by using a Firebolt to ignite the feet of the final Cockatrice; the creature's frantic “hot-foot dance” causes it to lose its balance and snap its own neck. The session ends as day breaks over the horizon of the bay.

Session Nine

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Session Nine Recap

The College of Arcana

The party traveled to the College of Arcana in Caracas to identify items and seek knowledge. The entrance was a magically sealed stone wall that only permitted those with magical gifts to pass.

  • The Entry: Party members cast various spells such as Firebolt, True Strike, and Speak with Animals to turn the wall transparent, allowing them to walk through it.
  • Item Identification: Inside they met a disheveled human diviner and traded a Potion of Fire Breathing for his services. He identified their woven metal gloves as Gloves of Swimming and Climbing.
  • Library Research: While the party studied biomechanics and legendary weapons in a magically silenced library, Curtis remained outside tinkering with his “Haggard Boomstick,” the homemade firearm hes been crafting during downtime. Successfully reducing its misfire score by one.

Captain Barnaby’s Backstory

During their downtime at the college, Captain Barnaby Harrier revealed much of his personal history.

  • He is originally from the island of Lemuria.
  • He contracted in a Lemurian mercenary company called “The Guardians”, working for the Hawaiian crown, before later becoming an officer in the Cordoban Expeditionary Force.
  • Eventually he led a mutiny alongside his wife Miranda, stole an airship, and became a notorious smuggler operating out of Havana. His former mutineer companions making up the majority of his crew.

The Baron’s Mission: The Hag Coven

After returning to the compound, The Baron gave the party a new and unpleasant task: travel three to four miles north along the coast to eliminate a hag coven and return with all six of their eyes.

He also provided the party with custom garments bearing his own face, which served as official identification for city guards.

The Bridge Guardian and the Water Elemental

Following a hunter’s trail toward the hags’ cave, the party encountered a middle-aged man fishing on a bridge.

  • The Confrontation: When the party attempted to intimidate him into letting them pass, he summoned a Water Elemental from the river.
  • Combat: Bludarious (Blue) quickly ended the threat from the guardian with a lethal headshot.
  • The Elemental: After its master’s death, the elemental entered a foaming frenzy and grappled both Mickle and Khalid.
  • The Kill: Bruenor destroyed the elemental with a powerful Divine Smite delivered through his warhammer.
  • Loot: The party recovered a sapphire worth 250 gold, along with a dead mouse and a comb from the guardian’s body.

The Trapped Cave

The entrance to the hag lair proved to be a gauntlet of magical traps and shifting terrain.

  • Fireball Glyph: Mickle accidentally triggered a Glyph of Warding (Fireball), dealing damage to himself, Blu, and Khalid. Khalid was knocked unconscious by the blast.
  • Wind Tunnel: A second rune activated a powerful Tunnel of Wind, buffeting the party as they attempted to advance.
  • Shifting Floors: As the group moved deeper, the ground tilted into a steep gradient, dropping Barnaby and Bruenor onto a lower ledge above the water.
  • Entangling Thorns: A final rune caused vines and thorns to erupt from the ground, entangling Grundel as he rushed toward the objective.

The Cliffhanger

The session concluded as the party finally reached a small shack at the back of the cave.

As they approached the door, it suddenly burst open, pushing them backward as a blinding white light filled the chamber.

Session Nineteen

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Session Nineteen Recap

Departure and Downtime on the Sloop Dogg

The session begins at sunset as the Sloop Dogg departs from Petrolina, rising into the skies for a three-day journey east toward Manticore. The ship remains in a state of disrepair, requiring the new deckhands, Ormus and Gil, to work double shifts to keep the vessel airworthy. During the transit, the party engages in several downtime activities:

  • Mickle Cobblelob utilizes his tinkering tools to craft “Lofta's Turd Collar,” a retractable wire-and-manacle leash system for his homunculus that can also be used to rig tripwires and bombs. He also uses fairy wings harvested from the Petrolina crypts to brew two Potions of Resilience and two Potions of Boldness.
  • Bludarious de'Tempoon and Amnon shadow Ormus to learn the finer points of airship sailing, though Gil remains shady and avoids all conversation.
  • Nebish maintains a constant scout perimeter a quarter-mile out from the ship.
  • Mickle crafts ten mechanical bird statuettes for Nebish to eventually animate with magic.

The Sleet Elemental Attack

On the second night of the journey, the Sloop Dogg is pulled into the currents of a massive, unnatural thunderhead. Nebish identifies the heart of the storm as a Sleet Elemental (a gargantuan magical creature born of storm) that is fixated on the ship. As the creature closes the distance, Amnon attempts to mask the ship's escape with a Globe of Darkness, but the elemental passes through it unfazed. The creature retaliates by firing “Sleet Mephits”—ice-crystalline forms—directly onto the deck, initiating a chaotic boarding action.

The Bombing of the Storm

Combat erupts across the deck as the party defends the ship:

  • Bludarious utilizes his Legion Armor gauntlets to punch the Mephits, later wrapping his hands in oil-soaked cloth and igniting them to deal fire and slashing damage.
  • Amnon drinks a Potion of Speed and utilizes his Skybinder Staff to flare a blinding light against the elemental, though the creature eventually slams into the ship, tangling the balloon rigging and sending the vessel into a controlled nosedive.
  • Mickle and Nebish coordinate a high-risk gambit: Mickle ties two R.I.P. Bombs and a jug of oil into a makeshift “sea urchin” mine. Lofta flies the device to Amnon, who hurls it into the elemental’s core at point-blank range.
  • The resulting explosion deals 50 damage, shattering the elemental's form but knocking Amnon unconscious from the blast. Nebish delivers the final blow with his hunter's rifle using Hail of Thorns, causing the elemental to dissipate into harmless sleet.

Arrival and the Broken Captain

After Mickle repairs the soot-charred hull with Mending and heals Amnon, the party arrives at Manticore—a lawless regional hub run by the Deep Crimson Syndicate. They moor the ship at a price-gouged local gantry and head to the Bell Tower Inn to locate their comrade. They find Captain Barnaby Harrier sobbing in a dark corner, completely broken. He reveals that in a drunken gambling stupor, he lost the Wind's Revenge at the tables to a powerful local figure named Abraham Wheeler.

The Watchdog Casino

Refusing to let the ship remain in Syndicate hands, the party travels to the Watchdog Casino, an opulent building distinguished by bright neon underglow. Mickle (disguised again as “Chubby Blu”) wins 300 gold at the blackjack tables to secure a stake. The party is eventually escorted to a high-stakes back room, where they are forced to surrender their weapons into a Briefcase of Holding before meeting Mr. Wheeler. Wheeler, guarded by six men with high-grade lever-action rifles, dismisses Barnaby but challenges the party to win the ship back via a game of Stud Poker. Amnon uses Thaumaturgy to make his eyes dance with fire, successfully unsettling the crime lord as the dealer begins to flick the cards.

Technical Notes

  • The party arrived in Manticore with approximately 20-25% fuel remaining.
  • Mickle utilized Flash of Genius to ensure his firebolt connected with the elemental during the storm fight.
  • Amnon successfully used Strength of the Grave in a previous encounter, but failed the DC 23 charisma save this time, dropping to 0 HP.
  • Nebish and Bludarious are nearing proficiency in airship sailing following their training with the crew.

Session Seven

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Session Seven Recap

Return to Lobo Village and Preparations

After defeating the wolf entity Shusiva and escaping the mountain cave, the party returns to Lobo Village to report their success. They inform Remus that the wolf threat has been eliminated, though they confirm the existence of werewolves, validating the fears that had plagued the village.

  • Upgraded Weaponry: The village blacksmith, Tilda, completes two projects for Bludarious. She provides a heavy sack of “carpet tacks” (mini-caltrops) designed for use as blunderbuss ammunition and constructs a custom five-shot rifle cobbled together from an old pistol and musket components.
  • The Shardisite Discovery: The party presents Tilda with a strange green-glowing crystal. She immediately identifies it as a fragment of shardisite and reacts with visible fear. She warns the party that wars have been fought over such objects and urges them never to reveal it to anyone, especially the authorities at the Great House.
  • Downtime and Resting: The party takes a long rest within the village. During this time Khalid grinds a silver coin into powder using a grindstone and mixes it into food to test the townspeople for lycanthropy. No villagers display signs of infection.

The Journey to Caracas

Leaving the forested hills behind, the party travels north toward the coast.

  • Military Patrols: As they descend from the foothills into open plains and desert terrain, they observe Amazonian and Cordoban military patrols marching in mirrored formations several miles to their east and west.
  • Entering the City: The party eventually arrives at Caracas, a neutral pirate-controlled city. The settlement is choked by caustic smog and surrounded by foul brackish water. The streets are unpaved, the air heavily polluted, and the overall atmosphere is one of decay and desperation.

Urban Activities and Reconnaissance

Once inside the city, the party conducts several errands and investigations.

  • Curing Lycanthropy: After previously being infected, Nebish and Khalid visit a temple in search of healing. An elderly priestess performs a ritual using Lesser Restoration. The process takes four hours and costs ten gold pieces each, successfully curing both of them.
  • The Gantry: The party visits the gantry, a massive airship docking facility featuring elevated orbital platforms used to moor vessels. They negotiate a deal to have the hydrogas engine repaired for two hundred and fifty gold pieces, leaving the device there for a day before retrieving it.
  • Identifying the Demon Armor: At a magical shop operated by Alara Windlass, the party identifies the dark spiked armor recovered from the acid pit in an earlier session. The item is revealed to be Legion Armor (+1 plate), which enhances unarmed strikes but carries a powerful curse. Once worn, the armor cannot be removed without high-level divine intervention.

Financial Deals

To cover the increasing cost of supplies and services, the party engages in several financial transactions.

  • They sell three muskets and two revolvers to a weapons dealer for fifty-five gold.
  • Mickle reluctantly sells his enchanted gold chain to a goblin jeweler named Boblin for seventy gold.
  • Through Boblin, the party schedules a meeting with The Baron, Harvey Proudbottom, the pirate ruler of Caracas, in order to sell a large diamond they discovered. Boblin negotiates a ten percent finder's fee.

Mission: The Opium Den Raid

  • The Job: Captain Barnaby secures employment from the Baron's agents to collect a five-hundred-gold debt from an opium den located on the Amazonian side of the city.
  • Infiltration and Combat: The party scouts the target location, a dilapidated farmhouse compound guarded by four large mastiffs and an inactive archanotech spider automaton. Khalid enters the building disguised as a customer to scout the interior while Mickle casts Silence on the dogs to begin the assault.

Battle Highlights

  • Nebish dive-bombs the compound and kills two of the mastiffs.
  • Grundel attacks the archanotech spider with his greataxe, but the machine proves extremely resistant to damage and attempts to trample him.
  • An enemy marksman shoots Khalid with a poisoned crossbow bolt, knocking him unconscious and forcing him to make death saving throws.
  • Bludarious unleashes a barrage of gunfire, killing the marksman and another fleeing guard with precise shots.

Session Conclusion

The session ends in the middle of the battle. Captain Barnaby finds himself in dire condition, severely wounded and grappled by a frenzied pirate wielding a hammer and sickle.

Session Ten

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Session Ten Recap

The Portal and the Bioluminescent Cavern

The session begins with the party successfully navigating a dungeon and stepping through a blinding white portal located inside a small shack. As they pass through, the characters experience the terrifying sensation of falling through empty space before crashing into a musty cavern filled with mold and yellow-green bioluminescent rock.

Several party members—including Mickle, Grundel, and Vladimir—become violently ill from the disorientation of the transition and begin retching.

Combat with the First Hag

While the party attempts to recover, they are ambushed in a chamber filled with a gaseous cloud of spores released by a hidden enemy.

  • Invisible Foe: The party initially struggles to locate an invisible enemy that taunts them with mocking laughter.
  • Cursed: Nebish is touched by an unseen hand, leaving the left side of his body numb. The attack permanently reduces his charisma and inflicts a curse that imposes disadvantage on attacks against the creature responsible.
  • Tactics: Khalid uses Faerie Fire and a wand of Web in an attempt to reveal the surroundings, though no targets are initially caught.
  • The Reveal: Eventually three identical figures emerge directly from the stone walls—later identified as Nepalese Hags.
  • Execution: After a chaotic exchange involving a blunderbuss loaded with pennies, Grundel kills the primary hag with a massive cleaving strike from his big-ass wrench, shattering her spine and nearly decapitating her.
  • Loot: The party harvests three three-inch claws from the corpse. Additional loot includes a copper ring, a handcrafted necklace made of bright green feathers, eight gold pieces, and various alchemical components.

The Wide Open Space and the Hall of Fears

The party continues into a vast echoing cavern separated by water that they must cross.

  • Manifestation of Fears: Each character is confronted by an illusion representing their greatest fear.
  • Nebish: A screeching rock radiating dust and spores.
  • Grundel: A baby version of himself.
  • Khalid: An emaciated version of himself stripped of jewelry and status.
  • Mickle: A deep black void leading into oblivion.
  • Barnaby: The corpse of Miranda.
  • Bludarious: An undead soldier he once ordered to die.
  • Vladimir: Himself stripped of all divine power.
  • Bruenor: A demonic possession

Aquatic Hag Battle

A second hag attacks the party from beneath the water.

  • Transformation: During the fight, the hag transforms Captain Barnaby into an infant, leaving him crying helplessly on the shore.
  • Fishing for Hags: Attempting to locate the creature, Mickle uses a Genasi finger as bait on a fishing line. The hag takes the bait and pulls the entire fishing pole into the water.
  • Death of the Second Hag: Bludarious eventually kills the creature with a precise gunshot that pierces her heart.
  • Loot: The party recovers a Potion of Fox's Cunning, a Potion of Cure Light Wounds, eighty-two gold pieces, and a black sapphire ring valued at roughly eight hundred gold. A glint beneath the water also reveals a hunting rifle, which the party retrieves.

The Final Confrontation: The Crystalline Hub

The party enters a final chamber where a Night Hag resides within a massive crystalline structure.

  • Ethereal Gateway: The room functions as a hub connecting the Material Plane and the Ethereal Plane. When the crystal is damaged, objects and individuals—including Grundel and even a keg of gunpowder—randomly flicker in and out of the Ethereal Plane.
  • Night Hag Tactics: The hag casts Sleep and incapacitates Khalid. Bruenor later revives him using Lesser Restoration.
  • Restraint and Victory: Khalid uses his wand to cast Web, pinning the hag to a wall twenty feet below the party's ledge. Bludarious delivers the killing blow with a gunshot that momentarily vanishes into the Ethereal Plane before snapping back into existence and tearing through the hag's body.

Session Conclusion

The party emerges victorious but exhausted after the deadly encounter. As a lingering comedic consequence of the hag's magic, the infant-transformed Captain Barnaby must now refer to Vladimir as “Mama.”

Session Thirteen

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Session Thirteen Recap

The party was attacked by the train soldiers and crew. The train got away, the crew did not. The party repaired the rest of the Spring wind and as it rose to the sky again, Barnaby rechristened it the Wind's Revenge. The made way back to Lobo Village. The party long rested in Lobo Village.

Nebish had Tilda and Hargrave Umfridus begin work on his Vrock Feather Sword. Grundel and Blu began training with Barnaby on airship sailing. Mickle began creating his C.R.A.P. hook and his R.I.P. bombs.

Barnaby refused to take the party to Petrolina as he has a bounty on his head there. Barnaby agreed to take them to the southern peninsula of Suriname Bay after their stop in Lobo Village. Grundel paid Remus 1 platinum for 150lbs of rice provisions. The party successfully went foraging and hunting for meat and vittles. Blu got mauled by a bear. Nebish ate it's guts. Needing water the party decided to harvest ice from the top of the mountain on their way out.

At the top of the mountain the party spotted the Amazonian Navy moving West out of Caracas

Session Three

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Session Three Recap

Arrival at Lobo Village

Following the combat with the armored constructs, Captain Barnaby Harrier urged the party to flee toward the foothills as more metallic screeching echoed from the hole the beasts had emerged from.

  • Scouting the Compound: Nebish scouted from an altitude of three hundred feet and spotted a steady gray trail of smoke inside a band of green trees roughly two miles away. He discovered a man-made palisade compound built on a raised stone pedestal featuring primitive Mongol-style huts.
  • Mickle’s Inventions: While waiting for Nebish to return, Mickle Cobblelob used his tinkerer's tools to forge an iron codpiece that doubled as an ear-horn listening device. He also successfully identified Grundel's new magical items as the Gloves of the Bear, which allow the wearer to pass a failed Strength saving throw once per day.
  • First Contact: The party entered the village, which was identified as Lobo Village. They were met by a hesitant older man and a sixteen-year-old youth named Embry, who bore a striking, deep-crevice scar running down his jawbone.

The Investigation of Raze’s Death

The village was in a state of mourning following the brutal death of a resident named Raze, who had been killed that morning.

  • The Crime Scene: Nebish and the party inspected the body inside a hut that functioned as a shop. Raze’s arm had been practically ripped clean off, and he suffered a monstrous gash from his neck to his chest. The wound appeared fresh, and a piece of his shoulder had been bitten out by a beast.
  • Clues Recovered: Nebish used his tracking skills (rolling a natural twenty) to find four-toed claw marks in the dirt floor. However, there were no landing or takeoff prints outside the hut, suggesting the attacker had leapt a great distance or flown. An older man named Ozzy produced a tuft of wiry hair found in the victim’s wounds that smelled distinctly like a dog.
  • The Lobo Connection: Grundel recognized the village name Lobo as the Wolf Clan, an ancient rival to his own Bear Clan. He realized the village likely had a lycan problem, as the locals admitted the name was inspired by the howls they heard at night.

The Midnight Ambush

As evening fell, the party tracked the creature into a thick brush clearing half a mile from the village.

  • The Howl and the Hunt: A loud, close-range howl signaled an attack, and a dire wolf wearing a crude leather collar lunged into the clearing. As the fight progressed, two more wolves emerged to support their injured pack-mate, utilizing pack tactics.
  • Combat Highlights:
    • Nebish deflected a lunge with his silver saber and later investigated the collars, finding them to be crude iron-buckle straps with no markings.
    • Mickle unleashed a Witch Bolt, connecting a sustained arc of lightning to one wolf, and later used a fire-based Chromatic Orb to ignite the hair of another.
    • Bludarious attempted to discipline a wolf with an empty leather pouch before shooting it in the neck with a silver bullet, nearly incapacitating it.
    • Khalid (who gave the villagers the name Khalid al-Mazouz Ibn Fazira) attempted to speak with the animals. In an act of compassion, he used Healing Word to close the wounds of a dying wolf, hoping to make a friend.

Conclusion: The Master’s Voice

Despite Khalid's attempts at domestication, the wolves remained hostile. They appeared to recognize the word Master but refused to comply. Khalid eventually ended the suffering of the most wounded wolf with a musket ball to the head.

The session ended with an ominous howl from deep in the distance. The party heard a voice, understood through magic, respond to the death of the wolf with the words: “Come to me, my son.” This suggested that a leader—perhaps an ascendant entity of some kind or the father of the pack—was aware of the party’s actions.

Session Twelve

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Session Twelve Recap

Chaos at the Compound

The session begins in the immediate aftermath of the Baron’s capture, with the party engaged in a violent barroom brawl within the dark, wind-shattered wreckage of the Baron’s compound. Mickle Cobblelob’s homunculus, Lofta, attempts to fly out of the compound while carrying the Bag of Holding containing the captured Baron. Captain Barnaby Harrier charges through the line of guards to create an escape route, successfully shoving several enemies prone. Khalid rises into the air and unleashes a massive psychic blast in a cone, knocking henchmen across the room and filling the area with a palpable sense of dread. Bludarious utilizes his modified musket and “violent shots” to methodically eliminate the remaining professional soldiers and criminal guards. Mickle executes a guard with a second-level Ray of Sickness, causing the target to fester and collapse in a scream of agony. Grundel, the Goliath barbarian, engages the Baron's Goliath bodyguard in a brutal exchange of blows involving a massive crescent wrench and a billy club.

The Execution and the Escape

As the room clears, the party surrounds a mesmerized Fire Genasi wizard who had been incapacitated by Khalid’s magic. Bludarious executes the wizard with a point-blank musket shot to the face, reducing the mage's head to a pink mist. Upon the wizard's death, his blood acts as a magical fuse that ignites his body, triggering a localized fireball that engulfs the room and leaves only a scorch mark behind. Meanwhile, Nebish takes to the air and intercepts the fleeing Lofta over the water, successfully securing the Bag of Holding. The party loots the compound, securing 800 gold pieces and several sets of scale armor from the fallen guards. As they prepare to leave, they observe the Amazonian Navy beginning a thunderous artillery bombardment of the western, Cordoban-controlled side of Caracas.

Handing Over the Baron

The party regroups outside the city to secure the Baron’s person and assets before the military arrives. Grundel hauls the Baron out of the Bag of Holding by his leg, and the party immediately threatens him with readied weapons. To prevent the Baron from using his magic rings to escape via Dimension Door, the party forces him into a large bear trap. The trap successfully clamps onto the Baron's neck and legs, leaving him in excruciating pain and unable to fight back. The party strips eight magical rings from his person, including the Ring of Lies and the Ring of Truth. After Bludarious fires a signaling flare, an Amazonian airship descends and deploys twenty-four soldiers. The high-ranking Colonel (Rear Admiral Annatar) takes custody of the trapped Baron and informs the party that a requisition for their reward—a private airship—has been placed at the administrative headquarters in Petrolina.

Recruitment and the Road South

Returning to the city's gantry, the party finds the facility deserted and manages to recover their hydrogas engine, which is now fully loaded and repaired. The party decides to travel south along the railroad tracks to reach the crash site of the Spring Wind. During their trek through a corridor of refugees, they encounter a group of weary travelers at a campfire. Among them is Hargrave Umfridus, a 60-year-old scholar and former intelligence advisor to Captain Dashan. After Khalid and Grundel present a rare Primordial book containing legends of elemental spirits, Hargrave is persuaded to join their crew. During a long rest, Bludarious utilizes his tinker’s tools to reattach a specialized telescopic sight to his rifle, granting him advantage on long-range attacks.

Reclaiming the Spring Wind

The party continues their march for several miles until they hear the rhythmic sound of tools striking steel. Nebish flies ahead and discovers a maintenance train and a squad of a dozen soldiers conducting repairs on the tracks. Further off the tracks, the party spots the wreck of the Spring Wind, which is being guarded and patched by a unit of the 18th Cordoban Light Infantry. Captain Barnaby Harrier, agitated by the sight of soldiers touching his vessel, charges toward the ship with authority. The Cordoban soldiers, caught off guard by Barnaby's sudden approach, level their rifles and order the party to halt in the name of the nation.

Session Twenty-four

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Session Twenty-Four Recap

The party began leaving the vault of the late Baron, Harvey Proudbottom, but was attacked by the four bronze statues Grundel had vandalized on their way in. Opting to run instead of fight, the party along with their new found riches, reemerged from the compound only to discover that Barnaby had stolen The Wind's Revenge leaving Ormus and Gil tied up on the deck of the Sloop Dogg. Having left the ア尺ムノ丂乇り 乃リ イん乇 ᄃんムᄊアノの刀丂 with Gil, Hargrave Umfridus and Rufus Massey appear to have left with Barnaby.

The following letter was left by Barnaby:

My compadres,
I have met you all at a tumultuous time in my life. As friends, you have learned a lot about me - the good and the bad - and as your friend, I have done the same. But the thing that I have not shared with you, has been what has occupied most of my thoughts and energy.
Miranda.
When Miranda was taken from me, I thought my life was over. If it weren’t for you guys it may have been. But lo and behold you boys found me and lifted my spirit back into the skies where it belongs. I am eternally grateful for that. Thank you.
But Miranda’s memory haunts me, every minute of every day. It consumes my thoughts and even my dreams. Now I know why. Now I know what I must do. I must find those who took her from me, and I must exact a swift and final retribution upon them.
I will not ask you to join me in this quest as it is my burden alone. But know that the times we have shared will be with me on my journey.
My apologies for liberating The Revenge from y’all but I will not leave the last remaining piece of Miranda that I have in Wheeler’s filthy hands.
I pray that when my task is complete you might perhaps consider taking to the skies with me again.
Your friend,
Captain Barnabus Harrier
PS: Please tell the new guys I said sorry.
PSS: Also please tell the crew of The Sanguine Saber I said thanks for the gas…

Seeing the city of Caracas still burning and crumbling around them, the party decided to go to the market district to check up on their old friend Alara. When they arrived, Alara was being attacked by mutated brigands seeking to pillage her store. Perhaps the only store still standing unharmed among the rubble of the city. Alara proved to be a very skilled mage utilizing some very dark magic to dispatch at least one of the would be looters. When the fight was over, the party had Alara identify some of the loot they acquired in the vault, bought some supplies, and decided to leave town towards Mana.

With fuel running short and piloting a ship without any armaments, the party decided it would be wise to follow a conservative route along the coastline in case they need to touch down in the water…

Session Twenty-one

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Session Twenty-One Recap

The Aerial Gambit and the Gully Descent

The session begins with the Wind's Revenge and the Sloop Dogg fleeing the massive Cordoban Navy galleon. Captain Barnaby Harrier, spurred by the impending combat, snaps out of his depressive stupor and begins shouting navigational orders to optimize the ships' speed. Despite the galleon being faster in a straight line, it lacks maneuverability. Bludarious de'Tempoon identifies a vast canyon system—a “gully”—that offers significant shelter from the galleon’s broadside cannons.

The party executes a rapid descent. The Sloop Dogg lands admirably, but the Wind's Revenge scrapes the sandy bottom in a wide arc, slamming Gil and the Tabaxi, Rufus Massey (Furball), into the handrails, causing them minor injuries. The Cordoban galleon, unable to match the sharp turn, lazily lists over the top of the canyon, training its cannons downward from 100 feet above.

The Sabotage and the Deception

The galleon's commander, acting under orders from Governor Scarborough of Cordoba, demands the party surrender their vessels for “crimes against the state”. While Amnon uses Thaumaturgy to amplify his voice and buy time by claiming the party is already his “bounty,” Nebish stealthily flies beneath the Cordoban warship.

Nebish discovers the galleon’s ballast systems are held by simple ropes and methodically cuts 18 counterweights. This sabotage prevents the galleon from descending to board and causes it to list and rise uncontrollably. As the Cordoban crew descends into confusion, Nebish is spotted and takes a “million-dollar wound” bullet to the butt cheek while fleeing back to the party's ships. Leveraging the chaos, both the Wind's Revenge and the Sloop Dogg rocket out of the gully and escape toward Caracas.

Downtime and the Ruined City

During the three-day journey east, the party engages in several activities:

  • The Scimitar's Contract: Hargrave Umfridus advises the party on the Abyssal-cursed scimitar, noting it likely requires a sacrifice or offering to fulfill a contract with a demon. He suggests seeking experts at the College of Arcana at Caracas.
  • Industrial Mishaps: Mickle Cobblelob attempts to bottle the explosive hydrogas from his Bag of Holding into jars. The attempt is mostly a failure; he loses half his fuel, shatters his jars, and accidentally poisons himself while attempting to “huff” the gas to see if it has recreational properties.
  • Tailoring: Mickle and Amnon successfully sew a secret pocket into Amnon’s ankle cuff to hide his thieves' tools.

Upon arrival, the party finds Caracas heavily scarred by the recent Amazonian naval bombardment, with entire districts smoldering and refugees living in tents. They dock at the damaged gantry, where Mickle and Grundel use their combined engineering and strength to repair a buried air compressor for the facility's young attendant.

The Baron’s End

The party travels to the Baron’s compound (now an Amazonian military outpost) to fulfill Abraham Wheeler's contract and open the Baron's vault. Bludarious successfully bluffs the Amazonian guards and Midshipman Royden, using his reputation and the name of Captain Dashan to gain “free rein” of the castle.

They find the captured Baron (Harvey Proudbottom) in a dark top-floor cell, mangled and beaten from interrogation. Under a Zone of Truth, the Baron reveals his vault is hidden beneath the private booth in his basement bar. After the interrogation, Grundel decisively ends the Baron’s life by using a massive crescent wrench to twist his head nearly 180 degrees. To prove the kill to Wheeler while leaving a dummy body for the Amazonians, the party harvests the Baron’s head and hands, stuffing the remains of a bedroll and a piton into a bag on the stump to mimic a hooded prisoner.

The Vault Gauntlet

In the ruins of the basement bar, the party finds a magical rune etched into the private booth’s oak table. After identifying it as an Arcane Lock of the school of abjuration, Grundel bypasses the puzzle by hacking the table into kindling with his great axe.

Descending the secret stairs, they navigate a gauntlet of traps:

  • The Statues: They vandalize four bronze statues of the Baron to prevent them from animating.
  • The Pillars: A hallway of color-coded pillars (Yellow, Red, Green, Purple) blasts the party with Thunder, Fire, Poison, and Psychic damage. They eventually solve the trap by hitting the pillars with matching magical damage types.
  • The Secret Office: They reach a furnished office and trigger several mechanisms, including a pitfall trap beneath the guest chairs and a hidden blade in a desk drawer.
  • The Bookshelf: By knocking books off the shelves in the correct order, they reveal a secret closet containing a “dollhouse” table. Lighting the four tiny candles on the miniature table triggers a mechanical stone-scraping sound, revealing a final chamber.

The session concludes as the party enters a room where five featureless stone statues sitting at a dining table spring to life and take up combat positions.

Session Twenty

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Session Twenty Recap

The High-Stakes Gamble

The session opens in the back room of the Watchdog Casino in Manticore, where Grundel and Bludarious de'Tempoon engage in a high-stakes game of three-card stud (using a three-die progression system) against the Deep Crimson Syndicate underboss, Abraham Wheeler. The primary objective is to win back the Wind's Revenge. Mickle Cobblelob, operating under his “chubby Bludarious” disguise and heavily intoxicated, attempts a reckless intimidation tactic by jumping on the table and shouting, “Check these nuts!” He is immediately pinned and dragged from the room by Wheeler’s bodyguards, leaving his companions to finish the game.

Despite the chaos, Grundel demonstrates surprising card skill. He wins a massive pot by revealing a “trip fives” hand, leveraging his gambling proficiency to adjust his dice rolls. The party concludes their gambling spree with a profit of over 5,000 gold pieces. Impressed by their card prowess, Wheeler eventually departs, leaving the remaining 16,000 gold pieces sitting on the table for the party to collect.

The Syndicate Job

Following the game, Wheeler offers the party a formal contract. He reveals that The Baron (Harvey Proudbottom) was also a Syndicate underboss, and his capture in Caracas has left a power vacuum that Wheeler intends to fill. Wheeler tasks the party with returning to Caracas to investigate the Baron's status; if he is still alive, Wheeler wants him eliminated to ensure he is no longer “in his hair.”

As a gesture of faith and payment, Wheeler returns the Wind's Revenge fully repaired, gassed, and provisioned. He also provides the party with a specialized key to the Baron’s vault—an ornate object cast in the likeness of the Baron’s own face—noting that whatever “nest egg” remains inside belongs to the party.

Siphoning and Sabotage

While the group prepares for departure, Mickle engages in several “industrial acquisitions.” He successfully steals 20 feet of copper piping from the casino’s unventilated bathroom. Later, at the city’s gantry, he attempts to siphon hydrogas fuel directly into his Bag of Holding. The attempt causes a massive leak of green neon gas that briefly poisons Mickle but successfully secures 40 cubic feet of explosive fuel. To cover his tracks, Bludarious alerts the facility's simple attendant, Henry, that a pipe has “come loose,” allowing the party to escape suspicion as the attendant rushes into the vapor to fix the valve.

To bolster their numbers, the party recruits a Tabaxi bard they caught counting cards on the casino floor. After the Tabaxi is beaten and evicted by Wheeler’s enforcer, Willis, the party hires him for 100 gold up front. The crew, now including the Tabaxi (nicknamed “Furball”), Hargrave Umfridus, and the visibly depressed Captain Barnaby Harrier, prepares to move out.

Departure and the Cordoban Shadow

At midnight, the party departs Manticore, maintaining two vessels: the Wind's Revenge and the Sloop Dogg. They tack against the wind, heading toward Lobo Village to drop off the Sloop Dogg as a hidden backup vessel before proceeding to Caracas. Amnon, Nebish, Bludarious, and Mickle crew the Wind's Revenge, while Grundel keeps a close watch on Barnaby and the new Tabaxi recruit aboard the Sloop Dogg.

As dawn breaks, Hargrave spots a shape on the horizon. Using his rifle's scope, Bludarious identifies a massive Cordoban Navy galleon tailing them from approximately half a mile away. Unlike the party's ships, the galleon utilizes magical propulsion rather than sails and is heavily armed with four cannons on each broadside. The crew members are standing at attention on deck, their spyglasses fixed on the party's vessels.

Strategic Deliberations

The session ends with the party preparing for an aerial confrontation. Realizing they cannot outrun the galleon while sailing against the wind, the group deliberates several tactical options:

  • The Suicide Lofta: Mickle proposes opening a Dimension Door portal to roll a barrel of explosives directly onto the enemy's deck.
  • Propulsion Sabotage: Nebish suggests a stealth flight to apply thermite to the enemy's propulsion units to “melt them shut.”
  • Grounding the Fight: The party considers landing on the ground to force the Cordoban ship into a ground-based bottleneck, potentially negating its broadside advantage.

With the warship gaining ground, the party prepares to roll initiative at the start of the next session.

Session Two

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Session Two Recap

The Cannon and the Train Trap

The session began with the party standing outside their disconnected train cars, debating how to assemble the massive brass cannon they had discovered. Mickle, the gnome artificer, successfully supervised the assembly process, which took approximately six minutes of heavy labor from Grundel and the others.

Simultaneously, Bludarious devised a plan to turn the remaining train cars—which were filled with crates of volatile gunpowder—into a massive bomb to attract attention or deter pursuers. He laid a seventy-foot trail of gunpowder leading away from the train. When he ignited the trail with his musket flint, the resulting explosion was catastrophic, completely destroying the cars and the tracks and sending a massive plume of black smoke into the sky. The shockwave was so intense it caused Mickle significant injury and temporarily deafened Grundel.

The Crash of the Spring Wind

While the party dealt with the train, Nebish flew into the air to scout an approaching glint in the sun. He observed a large airship engaged in a firefight with the engine of the train that had previously abandoned the party. The airship, eventually identified as the *Spring Wind*, took heavy damage from the battle with the train engine and Nebish assumed that the Spring Wind was an enemy, so he decided to puncture the Hydrogas envelope and it began a slow, unintentional descent, ultimately touching down roughly 1,500 yards away.

The party approached the wreckage cautiously at night. Nebish used a Minor Illusion of a gunshot to flush out any survivors, prompting a panicked volley of return fire from beneath the collapsed canvas of the ship's balloon. Eventually, the ship's captain, Barnaby Harrier, emerged.

The Funeral and Negotiations

The party discovered that the rest of the crew had perished, mostly upon impact. They learned that among the crew was Barnaby's partner and lover, Miranda. Despite their rough introduction, the group spent the night helping Captain Barnaby. Mickle utilized his Mending cantrip and a sewing kit to repair the twenty-foot tear in the airship's canvas, while the others dug seven ten-foot-deep graves for the fallen crew. Following a somber funeral ceremony, the party took a long rest.

In the morning, Captain Barnaby offered the party a place on his crew, explaining that his ship was a privateer vessel. He revealed they were roughly thirty miles from Caracas. The airship's hydrogas engine—a shardisite powered device—was damaged and needed a magister at a port to be repaired for approximately five hundred gold.

The Journey to the Mountains

The party decided to camouflage the *Spring Wind* with canvas and sand, detach the engine, and head toward the mountains to avoid Cordoban patrols along the rail line. Before departing, Barnaby distributed equipment to the party:

  • Bludarious: A double-barrel shotgun and thirty silver bullets.
  • Mickle: A long dagger (functioning as a short sword).
  • Grundel: A pair of magical leather gloves that made him feel stronger and more powerful.
  • Nebish: Recovered an ornate silver rapier from the initial crash site.

The Canyon Ambush

As the group navigated a canyon that bore a haunting resemblance to the site of their shared premonition, they were ambushed. Two massive, twenty-foot-long arcanotech beasts fused with metallic armor in the shape of ankylosaurs—burst from the rock face.

The ensuing combat was brutal:

  • Faerie Fire: Khalid cast a purple Faerie Fire, outlining the beasts and granting everyone advantage on attacks.
  • Bludarious: Used his revolvers and violent shots to shatter the metallic plating on the constructs' heads, eventually splitting one creature’s head open.
  • Nebish: Executed a dive attack, plunging his silver rapier deep into the back of one construct.
  • Grundel: In a display of raw barbarian rage, he used his daggers to pry and eventually rip the head off one construct and the tail off the other.

Upon the destruction of the beasts, a sickly, green necrotic smoke dissipated from their remains. Mickle and Grundel scavenged two stones of shardisite from the constructs' bodies.

The session ended as Captain Barnaby, hearing more metallic screeching coming from the hole the creatures had emerged from, urged the party to flee the area immediately.

Apocalyptica Arcanum - First Modern Campaign

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Apocalyptica Arcanum I

 Nebish, Bludarious De'Tempoon, Grundel, Mickle Cobblelob


Player Character Player Status
Bludarious De'Tempoon Curtis Renner Resolved
Nebish Nathan Gade Resolved
Mickle Cobblelob Michael Leyland Resolved
Grundel Dustin Hinrichs Resolved
Draven Gray Noah St. Michael Resolved
Khalid al-Mazouz Ibn Fazira Noah St. Michael Deceased
Amnon the Tormentor Noah St. Michael Deceased
Vladimir Vladislav Bjorn Pederson Retired
Sodster Scott Keeney Retired
Xilleth Joshua Hoffer Retired
Ark Todd Retired
Professor Clank Brian Klinnert Retired
Bruenor Silverhammer Jason Edwards Retired
Garbajio Colin Guare Retired
Drathus, the Arisen Gibb Sheets Retired
Toots Bagoots Amanda Retired

Set more than a millennium after the fall of The Meteor, this campaign explores a world where nations have reformed, magic has stabilized, and the scars of apocalypse have hardened into ambition. The age of survival is over; this is the Age of Conquest.

The journey begins in the devastated ruins of East America, the central battleground of the American Foreverwar. Here, the superpowers of Amazonia and Cordoba fight an attritional proxy war across shattered cities and poisoned skies, reducing the land to blood-soaked ash.

The Narrative Journey

Spanning 36 sessions, the campaign follows a group of conscripts who escaped a military mutiny to become one of the most notorious mercenary crews in the hemisphere. Their journey is defined by several major narrative arcs:

  • The Fugitive Arc (Sessions 0–2): Following a shared psychic vision known as the Panama Premonition, the party escapes a Cordoban prison train and salvages the crashed airship, the Spring Wind.
  • The Father of Werewolves (Sessions 3–7): The party investigates a lycanthrope outbreak in Lobo Village, culminating in a confrontation with Shusiva, the Father of all Werewolves.
  • The Pirate Lord of Caracas (Sessions 8–12): Operating out of the smog-choked city of Caracas, the party enters the service of The Baron (Harvey Proudbottom) before ultimately betraying him to the Amazonian Navy.
  • Voyage of the Sloop Dogg (Sessions 13–25): The crew renovates their own vessel, the Sloop Dogg, survives a Skracken attack, and navigates treacherous waters to slay a Dragon Turtle.
  • The Macabre Game (Sessions 26–29): Transported to a nightmare island, the party defeats the demon Makalo in a dark carnival and undergoes a spiritual trial by Brandi, the Angel of Relief.
  • The Gorgon Sewers (Sessions 30–35): After a Shard-surge transports them to Gorgon, Nepal, the party hunts a gargantuan, psychic Neolithid within the city’s narcotics-infested sewers.

Key Figures

Captain Barnabus “Barnaby” Harrier: A Lemurian privateer and former Cordoban officer who served as the party’s founding mentor and employer. Haunted by the death of his partner, Miranda, his personal quest for resolution drove much of his early guidance of the crew, culminating in his decision to reclaim the Wind's Revenge and depart on a solitary crusade of vengeance.

The Baron (Harvey Proudbottom): The halfling pirate lord and ruler of Caracas who initially employed the party as a strike team before being betrayed by them. His capture by the Amazonian Navy and eventual execution by the party in a prison cell fulfilled a contract for the Deep Crimson Syndicate and resolved the Caracas narrative arc.

Abraham Wheeler: An influential underboss of the Deep Crimson Syndicate operating out of Manticore. He served as a high-stakes antagonist at the gambling tables before becoming a primary employer, returning the Wind's Revenge to the party in exchange for the assassination of The Baron.

Marshal Yasmin Santiago: The Captain of the Guard in Petrolina whose contracts for cleaning out the city's infested cemetery granted the party official status as “Heroes of Caracas” and paved the way for their acquisition of the Sloop Dogg.

Shusiva: Known as the “Father of all Werewolves,” this telepathic entity served as the campaign's first major supernatural antagonist. His confrontation with the party in the mountain vaults established the high-lethality stakes of the world's emerging manifestations.

Makalo: A demonic entity of the Legion known as the “Demon of Surprise” or the “Ringmaster”. He subjected the party to a macabre “game” within an illusory carnival on a nightmare island, serving as the bridge between the Caribbean and Nepalese chapters of the campaign.

Brandi, the Angel of Relief: A powerful celestial entity of the Choir who intercepted the party following the defeat of Makalo. She conducted a spiritual trial of their souls within a willpower-based realm, ultimately providing the party with a meta-explanation for the setting’s theology and granting them celestial blessings.

Legacy and Meta-Context

As the first modern campaign in the setting, this story served as an experimental testing ground for the world's mechanics and lore. During active play, the theology of the Choir and the Legion was in flux, and many early details were later retconned in the recaps to align with finalized setting canon.

The campaign is characterized by its high lethality, “wildly out of balance” homebrew weapons, and a reliance on random tables that reflected the chaotic nature of a world still being reshaped by Shardisite.

Session Resources

Recorded sessions are available here.

Narrative session recaps are available here.

The Dungeon Master

André Palmier

Volume 6 - Three True Norths

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Three True Norths

Featured in The Copper Press, 18 October, 2095 A.M.

The dream always began the same way.

He is standing on the deck of the Spring Wind in the flat grey hour before the sun fully commits to ending the day, and everything is ordinary: the creak of the ropes against the envelope overhead, the smell of the gunpowder and the hydrogas and the dry desert air. The particular vibration of the deck plates that he has felt through the soles of his boots when the cannons fire. He has felt that quake so many thousands of times it has become a kind of second heartbeat. Miranda is below. He knows this without seeing her. He knows it the way you know things in dreams: completely, without evidence.

Then the light comes.

It rises fast and wrong, catching the underside of the envelope in a blaze of amber that has no business being that bright. He raises his arm against it. There is a sound. Not an explosion, not yet, just a sound, like a finger dragging across the skin of a drum and then the Spring Wind begins to dive.

He has had the dream a hundred times. Perhaps two hundred. He stopped counting in the second year after he buried her.

What he has never been able to see, in hundreds of dreams, is what moves against the light. There is a shape. There has always been a shape, hovering at the bright edge of the glare, but the dream will not resolve it. He wakes before it does. In some dreams he willfully stares directly into the sun to try an make the shape of it but he can't. He has come to believe this is simply the nature of trauma: that the mind protects itself by leaving certain frames dark.

He had stopped expecting the dream to tell him anything new.

I. Kyoto

Kyoto received him the way port cities receive men who arrive without explanation and ask no questions of anyone: with complete indifference. The city was old and layered, built on itself a dozen times over in the centuries since the Meteor. Its waterfront, the Lantern district, with piers stretching into the cold grey of the bay, had the permanent smell of fish oil and coal smoke and the particular human residue of a place where people have been passing through for so long that nobody expects anyone to stay.

He had intended to stay a month or two. That was almost three years ago.

The boarding house was on a lane called Kishi Row, three streets back from the water, above a chandler's shop. He had the corner room, which had a window that faced east and caught the morning light in a way he had not expected to find comforting. He was not a man who had historically placed value on windows.

Hanae lived in the building. She had been there first, had in fact been there for two years before he arrived, subletting the room below his while she worked contracts for the Manchurian aerostat fleet that came through the Kyoto basin on the northern trade runs. She was Ryukyuan, trained as a mechanic, and she had the particular competence of someone who has spent years working in conditions where incompetence kills people. She was also, he had discovered gradually and against his initial intentions, someone he could talk to.

Before he met Hanae he had not talked to anyone, really talked, not transacted, in a long time.

It had begun the way things begin when you are not paying attention: she had knocked on his door one evening to ask if he had a spanner of a particular size, and he had handed it over, and she had looked at it and then at him and said, very directly, “You have the eyes of a man chased by the devil.”, and he had said to her “That's an unusual thing to say to a stranger.”, and she had said “I'm a mechanic, I look at things and say what I see.”. And they laughed, actually laughed, which both surprised and scared him because he knew the last time he laughed from his belly like that was with her. So he invited Hanae in.

Miyake came 10 months later. Barnaby had been present for the birth, which was not something he had planned or anticipated being present for, and had stood in the corner of the room feeling entirely useless while the midwife worked. When Hanae finally held the child up and Miyake opened her eyes – dark, furious, already seeming to have opinions about the situation, something in his chest had moved that he had not felt move in a very long time.

He had not known what to do with that. He still didn't know.

Miyake was fourteen months old now. She was learning to walk which meant she had learned to walk toward things and reach for them, and what she reached for, most mornings, was Barnaby. He had developed the habit of sitting on the floor of the room while she pulled herself upright against his knee, and he would put his fingers within hers to steady her, and she would look up at him with an absolute divinity that he recognized from somewhere but couldn't place. He would feel two things at once: the warmth of her small weight against his hand and the familiar grey ache underneath it, He didn't know what to call either.

II. Sorn

Victor Sorn came on a Tuesday, in the rain.

Barnaby didn't recognize him at first. Sorn had aged in the way that military men age: rapidly and then apparently not at all. Like they've reached some plateau of weathered competence and then just remain there. He was sitting at the table in the downstairs tea room when Barnaby came in from the pier, and he looked up and said, simply, “You're harder to find than you used to be, Cap'n.”, and Barnaby sat down across from him without taking his coat off.

They had served together in the Guardians, before any of the rest of it. Sorn was Lemurian, like him, and had gone a different direction afterward. Deeper into the intelligence work, the kind that had no official name. They had not seen each other in six years. That Sorn had found him in Kyoto meant either that Sorn was very good, which Barnaby surmised he probably was, or that someone wanted to be found and had left enough thread to follow. He suspected both were true.

“You look like hell.”, Sorn said.

“You look like a man who wants something from me.”, Barnaby said.

Sorn ordered a sake. He didn't speak again until it came, which was a habit Barnaby remembered: the deliberate pause before anything consequential, a way of establishing that what followed had been considered.

“There is a man”, Sorn said. “A Cordoban internal affairs officer. His name is Castellan Voss. He has recently surfaced in Panama City running a black site for the Cordoban brass. Looks like he washes gold made outside of official military channels, going back twelve years. I have a contact who has seen the ledger. There are entries corresponding to dates I think you will find significant.”

Barnaby said nothing.

“The Spring Wind”, Sorn said.

The tea room was very quiet. Outside, rain tapped against the window glass.

“Voss didn't issue any orders. He processed the payment.”, Sorn continued. “And, a payment means there was a contract. A contract means there were boots on the ground. Whoever they brought in for that contract was there when your ship went down. The ledger is in Panama City. Voss is there with it. My contact can get you a meeting, but the window is short. Voss' exposure means he's going to be on the move soon and if he goes back into the interior we lose the thread.

Barnaby picked up his cup. He put it down without drinking from it.

“Why are you bringing this to me?”, he said.

Sorn looked at him steadily. “Because it's yours.”, he said. “And if I were in your shoes, I'd kill a man for not sharing it.”

III. Hanae

He didn't tell Hanae that night. He sat with Miyake on the floor of the corner room while the rain continued outside and the lamp burned low, and Miyake fell asleep against his leg with her fist wrapped around two of his fingers, and he looked at her sleeping face and felt the two things again – the warmth, the grey ache – and beneath both of them, something new and colder that he recognized as the specific gravity of a decision already made.

He told Hanae the next morning.

She was at the workbench she kept in her room, fitting a coupling on a valve housing, and she didn't stop working when he came in. He stood in the doorway and told her about Sorn, about Voss, about Panama City. About Miranda. Not all of it. She knew the shape of Miranda, the loss of her, but not the full weight of it, and he didn't try to give her the full weight now. He gave her the facts. He was good at giving people facts.

When he finished, Hanae set down the coupling and the wrench and turned to look at him. She had a smear of machine oil on her forearm. She looked at him the way she always looked at things. Directly, assessing, saying what she saw.

“You've already decided.”, she said.

“I..”, she cut him off.

“Barnaby.” Not unkindly. Just plainly.

He stopped.

“I know..”, she cleared her throat, “I've known for a while. There's been a part of you that was already gone when we met. I thought..”, she swallowed and looked at the work on her hands.

He understood that she was not going to perform the easier version of this. Not for his or anyone else's benefit. “I thought it might be something you could put down eventually. I don't think that anymore.”

“Hanae..”

“I'm not angry”, she said. He believed her, which was somehow worse than if she had been. “I'm not going to pretend it doesn't cost something. But I understood it when I first saw the hell in your eyes. She meant something I never will. Whatever happened to her, you were there, you survived it, and that kind of thing doesn't just”, she made a gesture with her hand, the way she moved when words ran out, “become something else.”

Miyake was in the corner, sitting on the floor, pulling herself upright against the leg of the workbench. She found her feet, wobbled, held. She looked at Barnaby with those luminously dark eyes.

He crossed the room and crouched down in front of her. She reached for him immediately, both hands, and he took her hands in his and she gripped his fingers with the absolute conviction of someone who has not yet learned that things can let go.

“I'll come back”, he said. He said it to Miyake. He was aware that he was saying it to Miyake because he could not say it to Hanae with the same certainty, and Miyake could not yet understand the difference.

He felt Hanae's hand rest briefly on the back of his head. Light, certain, the touch of someone who knows exactly what she's doing. Then she went back to the workbench and picked up the wrench, and the conversation was complete.

IV. The Pier

He left two days later.

He spent those two days in the ordinary business of departure. The Wind's Revenge was in the commercial gantry south of the Waning Lantern Pier. Hargrave and Rufus were aboard her and making ready. There were still provisions to check and charts to review and the dozen small logistical facts of a ship preparing to move. He did these things. He was good at these things. The doing of them kept the other things at a manageable distance.

On the last afternoon he walked Miyake along the pier while Hanae worked. He carried her against his shoulder and she looked at everything with the ravenous attention of a person for whom everything is still new. He told her the names of things: the bollard, the capstan, the stays of a moored brigantine, the particular birds that circled the fish market at the pier's end. He told her the names of things as though the naming were important, as though she would carry them for her lifetime.

She would not remember this. He knew she would not remember this. She was fourteen months old and the pier in Kyoto and the names of rigging and the weight of his hand on her back would be gone before she was old enough to know they had existed.

He knew this, and he kept telling her the names anyway.

V. The Dream but Different

That night he dreamed the dream again.

The Spring Wind. The grey hour. Miranda below. The tattoo of gunfire. The excitement of a ship that does not yet know it is about to die.

The light came. Amber and wrong and too fast. He raised his arm. The sound. The finger across the drum. The Spring Wind beginning to fall.

And then he was back on the pier. Miyake on his shoulder. The sun catching the water the way it had caught the water that afternoon, and then some guardsman walking the far gangway with his rifle slung barrel-up over his shoulder, and the morning light glinted off the bayonet. Glinting just so.. just at that angle.. just enough to make him squint and.. something in Barnaby's chest went completely still.

The memories of that day resolved all at once.

Not into faces. Not into names. Into a shape. Into the silhouette that had been blurred for four hundred repetitions, finally given definition by the glint of light off a bayonet blade: the particular way the wings caught the glare and held it.

A winged man. Hovering at the apex of the Spring Wind's envelope. Perfectly concealed by the amber blaze of the setting sun. Rifle raised, bayonet already descending.

He shot up in the dark of the corner room. His hands were shaking. The lamp had burned out and Kyoto was quiet outside the window.

He didn't sleep again that night.

He lay in the dark and turned the shape over in his mind. The wings, the rifle, the bayonet. He could not put a name to it because he had not been looking, he had been shielding his eyes, he had been in shock, and the man on the Kyoto dock had only been a soldier going about his morning. Barnaby had no name. No face. Nothing except the shape of a thing he had been trying to see for years.

It was enough. It was not enough. It was all he had.

He dressed in the dark. He picked up his coat and the document case with Sorn's information. He lingered in the doorway of Miyake's room for a long time. She was asleep on her back with her arms thrown wide in the absolute surrender of a sleeping child. He watched her breathe.

He didn't go in. He told himself it was because he didn't want to wake her. He knew that was only partially true.

VI. The Wind's Revenge

Hargrave was on watch when he came aboard. The big man looked at him once and said nothing, which was one of the things Barnaby had always valued about Hargrave. The seasoned old man understood when silence was the correct response. Rufus was below, asleep, and Barnaby didn't wake him. He cast off the forward line himself, then the aft, and the Wind's Revenge drifted out into the pre-dawn dark of the gantry under her own momentum while he went to the helm.

Panama City. Voss. The ledger. The shape of a winged man against the amber sun.

He didn't look back at Kyoto. He had looked back before. At Havana, at Lemuria, at Caracas, at every place that had briefly become something. It had never made the leaving easier. It had only made the image more precise, more available in the nights that followed.

He looked at the horizon. He set the course. He let the Wind's Revenge find herself in the cold, dark, stillness above the clouds.

Below him, somewhere in the wake, a city he had not meant to stay in was beginning its morning. A woman he had not meant to love was going to wake and find the other half of the bed empty. She may have known it was coming, but that didn't mean it wouldn't take is toll. He couldn't bring himself to hold both of those facts at once. His mind was too crowded. His heart too heavy. His thoughts turned to his daughter that he had not planned for, and could not stay for. How she was going to reach for him in the morning with her absolute certainty and find him gone. She would not understand it. She couldn't. She was young enough that she would eventually stop expecting him to be there, and that was the most honest accounting of what he was doing. He made himself hold the feelings that thought demanded: he was choosing to leave her. He was choosing. Again. The dead over the living. He was choosing Miranda's ghost over Hanae's warm and present hands. He was choosing the shape of a winged man in the glare over the shape of his daughter's sleeping face.

He knew in the cold precise way of a man who has been honest with himself long enough to know what that honesty costs. That the choice would follow him. That it would accumulate. That someday, somewhere, a young woman with darkly luminious eyes would find him. That she would have been carrying the weight of this morning for untold years without knowing exactly what it was. That she would not be kind about it.

He accepted that she would be right not to be.

The Wind's Revenge found her wind. The sails took it. Kyoto fell behind in the dark.

Captain Barnabus Harrier set his jaw and sailed toward the men who had taken his wife, and didn't look back.

Volume 9 - The Havana Run

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The Havana Run

Featured in The Copper Press, 14 July, 2077 A.M.

I.

I'll tell you what nobody tells you about the smuggling life: the paperwork is worse than the gunfire.

Not the kind of paperwork that sits on a desk – I haven't had a desk since I deserted – but the kind that lives in your head. The manifests you memorize because writing them down is a hanging offense. The patrol schedules you reconstruct from bribed harbor masters and nervous dockworkers and the way certain lights go dark at certain hours along the Cordoban coastal grid. The weight calculations, the fuel margins, the seventeen contingencies you run through before a job because the one you don't think of is always the one that tries to kill you.

Miranda does the real math. She always has. I fly the ship and talk our way out of trouble and make the decisions that need making in the half-second before thinking becomes a luxury. She runs the numbers that make those decisions possible, and she does it in her head, while doing three other things, while arguing with me about something else entirely. I have known this woman for eleven years. I have been married to her for seven. I am still not entirely sure how she works.

The job came through our usual channel – a fence in Havana's Corrales district who dealt in information the way other men dealt in spice, carefully and at considerable markup. The cargo: three crates of Cordoban arcanotech, specifically a batch of targeting arrays that had walked off a military logistics train somewhere in the East American interior and were now looking for new employment in the Quebec industrial market. The arrays were worth more than the Spring Wind on a good day. The risk was proportionate.

“Amazonian patrol density on the northern corridor has been up since the Caracas bombardment,” Miranda said, not looking up from her charts. We were in the captain's cabin, which is also the navigation room, which is also where we eat when the weather is bad, which in East America is most of the time. “I want to route through the mountain gap at Lobo rather than the coastal lane.”

“Lobo adds four hours.”

“Lobo does not add a Cordoban intercept frigate.”

I looked at the charts. She was right. She is usually right about the charts. “Lobo,” I agreed.

She made a small sound that was not quite satisfaction but was adjacent to it, and went back to her calculations, and I watched her for a moment in the lamplight the way I still did sometimes when she wasn't paying attention – the focused line of her jaw, the pencil moving across the paper in quick certain strokes – and thought, not for the first time, that I was an extraordinarily lucky man to have convinced this particular person to throw her lot in with mine.

II.

The Spring Wind lifted out of Havana on a warm evening with a full tank and a crew that had been together long enough to move around each other without speaking. We had seven aboard that night – me on the helm, Miranda on navigation and tactical, the others distributed across the envelope watch, the engine room, and the gun deck we technically weren't supposed to have. Nobody spoke much at departure. That was habit. Sound carries farther than you think over open water, and old habits are the ones that keep you breathing.

We ran dark through the Florida straits and picked up altitude over the interior, climbing into the cold air above the cloud layer where the stars were sharp and the war beneath us was invisible except for the occasional orange bloom of artillery along the eastern horizon. The Foreverwar has been burning so long that most people don't look at those blooms anymore. They're just weather. Part of the landscape. I grew up looking at them too, back in Lemuria, across the water – the distant glow of a conflict that had nothing to do with me and everything to do with the world I'd eventually have to live in.

I stopped looking at them the day I stopped wearing a Cordoban uniform. That was a different kind of paperwork.

Miranda came up to the helm around the second hour, two cups of coffee in hand, the battered tin ones we'd been using since Atlantis. She stood beside me and we didn't talk for a while, just watched the dark ahead and let the ship do what ships do when you leave them alone long enough to remember they know how to fly.

“Fuel margins are good,” she said eventually.

“You already told me the fuel margins.”

“I know. I like saying things that are true.”

I took the coffee. It was too strong, the way she always made it, the way I had long since stopped complaining about. Ahead, the first ridgeline of the Lobo range materialized out of the dark, black teeth against a slightly less black sky.

“We're going to be fine,” I said.

“I know,” she said. “I did the math.”

III.

We were not fine.

The Amazonian intercept came out of nowhere, which is to say it came out of the cloud layer to our west, which I should have watched more carefully, which Miranda did not say to me then or afterward because that is not who she is. A patrol cutter, fast and lean, running its own dark protocol – no lights, no hail, just the sudden hard lock of a targeting system painting the Spring Wind in frequencies that made the hull sensors scream.

“Contact west, two hundred yards, closing,” came from the envelope watch, with the particular calm of someone who has been in enough bad situations to know that panic is a luxury.

Miranda was already at the tactical board. “They haven't fired. They want the cargo, not a kill.”

“That's generous of them.”

“It means we have maybe ninety seconds to be somewhere they aren't.”

The Lobo gap was ahead and below – a narrow channel between two ridgelines that the Spring Wind could thread and a patrol cutter could not, not at speed, not without scraping hull on stone. I had threaded it twice before. Once in daylight. Once not entirely sober, which I do not recommend but which did teach me the line.

“Drop altitude,” I said. “Everyone brace.”

What followed was not elegant. Elegant is what happens when a plan works the way you drew it. This was the other kind – all instinct and noise and the particular sensation of a mountain passing close enough to a wingtip that you can hear the difference in the air. The cutter followed us down, which I hadn't expected, which meant their pilot was either very good or very angry, and the first ranging shot went wide and hit the ridgeline to our left in a cascade of rock and green fire that lit the gap like a photographer's flash.

Miranda's voice through the speaking tube, steady as a compass needle: “Fifteen degrees starboard, now.”

I gave her fifteen degrees starboard. The second shot went where we had been.

“Ten degrees port.”

Port. The gap narrowed. I could see individual rocks on the face of the left ridge.

“Hold.”

I held.

The Spring Wind came through the gap like a thread through a needle, and behind us the cutter pulled up hard and banked away rather than commit to the stone, and then there was just the open valley beyond Lobo and the sound of our own engines and seven people breathing again after a period of not particularly wanting to.

I became aware that my hands hurt. I had been gripping the helm with sufficient conviction to leave marks.

IV.

Miranda came up from the tactical board and stood beside me again. Neither of us said anything for a while. The valley opened ahead into the long dark approach to the northern corridor, and the stars were exactly where they were supposed to be, and the fuel margins were still good.

“Fifteen degrees starboard,” I said, eventually.

“That's what the gap needed.”

“How did you know the exact number?”

She looked at me the way she sometimes looked at me when she thought I was being deliberately obtuse for the entertainment value. “I did the math, Barnaby.”

I laughed. It came up from somewhere lower than I expected, the way relief does when it finally arrives, and she laughed too, and for a moment the Spring Wind just flew herself through the dark while the two of us stood at the helm and let the tension out of our bodies and into the cold air where it belonged.

This is what nobody tells you about the smuggling life. Not the manifests, not the patrol schedules, not the seventeen contingencies. The thing nobody tells you is that it can be like this. That you can be flying stolen arcanotech through a mountain gap in the dark with a Cordoban patrol somewhere behind you and an Amazonian cutter somewhere to your west, and the person beside you can say I did the math and you can believe her completely, and the whole enterprise can feel less like survival and more like living.

We delivered the cargo to the Quebec contact three hours ahead of schedule. The payment was good. The coffee on the way home was terrible, which was Miranda's fault, and I told her so at length, and she was entirely unrepentant about it, which was one of the ten thousand things I loved about her.

The Spring Wind put down in Havana at dawn, and I watched the light come up over the water, and I thought: I would do this every day for the rest of my life and never once want it to be different.

I thought that a lot, back then.

Named Npcs

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Named NPCs of Apocalyptica Arcanum

Below is a comprehensive list of named NPCs mentioned across established canon, categorized alphabetically, with divine and demonic entities from the Choir and Legion removed.

Last updated: 3/13/2026

A

  • A-09 “SIREN” [Copper Press Vol. 10]: An acoustic ordinance prototype automaton found at Verdigris Reef.
  • Abartach [Apocalyptica Arcanum II]: Known as the first vampire, a dynastic tyrant ruling in eastern Ireland since the early Age of Nations.
  • Admiral Pablo Martin [Campaign I]: An Amazonian naval officer mentioned by Khalid.
  • Alara Windlass [Campaign I]: Proprietor of a magic shop in Caracas who identifies arcane items for the party.
  • Father Alexei Krovic [Genesis]: A target for elimination aboard the VSS Dominion.
  • Al-Saqqâ [Copper Press Vol. 8]: Also known as the “Glass Jackal,” a shard-born cryptid that prowls the Crescent Dunes.
  • Rear Admiral Annatar [Campaign I]: The high-ranking Amazonian Colonel who takes custody of the captured Baron.
  • Anton Erekson [Genesis]: A high-ranking Field Officer for Viroc Industries and right-hand to Lucien Drekanov.
  • Anya [Genesis]: A tattoo artist in St. Petersgrad who specializes in magical ink.
  • Arthur Langdon [Apocalyptica Arcanum II]: The human officer commanding the warforged security force aboard the ESS Albacore.

B

  • Captain Barnabus “Barnaby” Harrier [Campaign I / Copper Press Vol. 6]: A Lemurian privateer and former Cordoban officer who serves as a founding mentor and employer.
  • Belos [Campaign I]: A halfling hunter encountered on a small island, capable of assuming a bugbear form.
  • Bill (8111) [Apocalyptica Arcanum II]: An Atlantean warforged guard whose dismantling aboard the ESS Albacore sparked a mutiny investigation.
  • Black Dog [Origins - Black Dog]: A corrupting tyrant of Lakota legend who devoured the hearts of his people.
  • Bobo, Bolo, Boo, Boss, and BB [Apocalyptica Arcanum II]: Designation monikers for the Atlantean warforged sentinels aboard the ESS Albacore.
  • Boblin [Campaign I]: A goblin jeweler in Caracas who negotiates meetings with the city's ruler.
  • Boom Boom the Juggler [Campaign I]: A larger-than-life clown and bomb-thrower in Makalo's dark carnival.

C

  • Calix Vargas [Copper Press Vol. 13]: A chartered bounty-man in Panama and owner of the steam skiff *Prudence*.
  • Caldwell Bitter [Copper Press Vol. 2]: A private detective operating in the city of Gibson.
  • Captain Dashan [Campaign I]: An Amazonian officer whose name is used by the party for leverage and credentials.
  • Captain Isaac Carver [Apocalyptica Arcanum II]: The stern commander of the submersible ESS Albacore.
  • Charles Mercier [Origins - Black Dog]: A talkative hermit, trader, and trapper encountered in the Badlands.
  • Chip [Origins - The Wendigo]: A soldier and friend of Josiah Reubenson who was killed by a shadowy beast.
  • Clara Aldecott [What the Stone Kept]: The deceased daughter of Maren and Thomas Aldecott.
  • Clem Torson [Genesis]: A Viroc foreman who was transformed into a shard-mutant during a mining blast.

D

  • Dimitri [Campaign I]: A criminal figure in the city of Gorgon.
  • Drax Trulia [Apocalyptica Arcanum II]: The First Officer of the ESS Albacore who led a violent mutiny.
  • Drigg Bronzefinger [Apocalyptica Arcanum II]: An Arctican mechanic aboard the ESS Albacore who was killed during a scavenging expedition.
  • Sergeant Dyrk [Copper Press Vol. 1]: A mercenary who vanished during the Hinterglass expedition.

E

  • Professor Elias Crane [Copper Press Vol. 14]: The Wizard Royal of the Cascadian Commonwealth who vanished in a temporal singularity.
  • Elias Duvall [Copper Press Vol. 2]: A runaway alchemist in Gibson who attempted to bottle pure emotion as ink.
  • Commander Ellard Crosse [Genesis]: An officer at Viroc Industries Headquarters.
  • Sister Elsbeth [Genesis]: An Atlantean network leader within the Cult of the Verdant Light.
  • Elyas ibn Harun [Copper Press Vol. 8]: A scholar of the unseen who inadvertently summoned the Glass Jackal in Al-Ramla.
  • Embry [Campaign I]: A scarred youth residing in Lobo Village.
  • Father Émile Redding [Copper Press Vol. 7]: A cleric who rededicated his faith to the Archangel Jasiri.
  • Ernst Drekanov [Genesis]: One of the brothers of the Drekanov dynasty.
  • Evgeni Karsov [Genesis]: A target for elimination aboard the VSS Dominion.

F

  • Lt. Colonel James William Forsyth [Origins - Black Dog]: A deformed mutant and former army officer turned militia leader in Bismarck.

G

  • Galina Tesk [Genesis]: A magical associate of Anton Erickson.
  • Gao Qirong [Copper Press Vol. 11]: A cruel alchemist to the Governor in Shanghai who operated the Mirror Kiln.
  • George [Origins - The Wendigo]: A lost child for whom a scam seance was performed in New York.
  • Georgie Hristo [Campaign I]: An exotic carcass dealer in Gorgon who employs the party to hunt a Neolithid.
  • Gil [Campaign I]: A lanky human wizard with a “knot” who serves as a deckhand for the *Sloop Dogg*.
  • Grigor (the Ghost) [Genesis]: A target in St. Petersgrad who owns Grigor’s Exchange beneath the Argent Spire.
  • Grinjack [Copper Press Vol. 2]: The wide-grinning owner of “The Soft Grin” club in Gibson.

H

  • Doctor Hale [Copper Press Vol. 12]: A cynical medical officer on the Red Plains Front of the Foreverwar.
  • Halvor [Copper Press Vol. 1]: An archivist who was consumed by Shardisite during the Hinterglass expedition.
  • Hargrave Umfridus [Campaign I]: A 60-year-old scholar and former intelligence advisor who joins the party's crew.
  • Harold [Genesis]: The Regent of Financial Affairs for Viroc Industries whose desiccated body was found in Drekanov Manor.
  • Harold Drekanov [Genesis]: The Regent of Continental Affairs who employs the party as his personal strike team in St. Petersgrad.
  • Lord Harrison Blackwood [Apocalyptica Arcanum II]: A wealthy and influential member of the Europan Council of Merchants in Dresden.
  • Harvey Proudbottom (The Baron) [Campaign I]: The halfling pirate ruler of Caracas who was betrayed and eventually executed.
  • Heinrich Voss [Campaign I]: A man with one green eye and a member of a criminal ring in Gorgon who stole the Shanghai Slicker.
  • Henry [Campaign I]: A simple attendant at the gantry facility in Manticore.
  • Hothud Copperhood [Apocalyptica Arcanum II]: An Arctican dwarf engineer and mutineer aboard the ESS Albacore.

I

  • Iktomi [Origins - Black Dog]: The trickster spirit of Lakota legend who corrupted the Black Dog.
  • Imogen [Copper Press Vol. 3]: A ten-year-old “Toywright” in Willowmere whose imagination was fueled by a shardisite corona.
  • Irina Talovska [Genesis]: The owner of the Shardveil Reading Room in St. Petersgrad who was eventually killed by the party.
  • Captain Isadora Nightingale [Apocalyptica Arcanum II]: The commander of the elite Nightingale secret police in Dresden.
  • Ishkode [Origins - The Wendigo]: A young man with fire magic who assisted meteor survivors before his death.

J

  • Jerome Crow Dog [Origins - Black Dog]: An individual who shares the Lakota “end of the world” legend with travelers in Fargo.
  • John Jacob Astor IV [Manifestations]: An aristocrat of the Age of Collapse who ascended to become the world's first true lich.

K

  • Kaz Vetrov [Genesis]: A terrified former VSS Dominion crewman who provided intelligence against the Drekanovs.

L

  • La Llorona [Copper Press Vol. 13]: The “Wailing Woman” of Panama, a manifestation of collective sorrow and regret.
  • Lenadra [Genesis]: The wife of Kaz Vetrov.
  • Lenora Bale [Copper Press Vol. 1]: A field correspondent and historian who was preserved in crystal during the Hinterglass expedition.
  • Corporal Lennox [Copper Press Vol. 12]: A soldier on the Red Plains Front who was killed during a shard-flux event.
  • Lucien Drekanov [Genesis]: The Executive Regent of Operations for Viroc Industries whose experiments led to the birth of the first dragon.

M

  • Mara [Copper Press Vol. 1]: A surveyor who was encased in jade during the Hinterglass expedition.
  • Maren Aldecott [What the Stone Kept]: A settler in Salt Lake City whose journal documented the “Evangelical Rapture”.
  • Marta Skelland [Genesis]: A woman in St. Petersgrad seeking a discreet investigator.
  • Mikhail Dren [Genesis]: A target for elimination aboard the VSS Dominion.
  • Dr. Minerva Sedgewick [Genesis]: The Regent of Arcane Affairs for Viroc Industries who attempted to assassinate Harold Drekanov.
  • Miranda Frostbead [Campaign I]: The deceased partner of Captain Barnaby whose death drives his quest for vengeance.
  • Miyake Harrier [Apocalyptica Arcanum II / Copper Press Vol. 6]: The daughter of Captain Barnaby and Nakajima Hanae.

N

  • Nakajima Hanae [Copper Press Vol. 6]: An aerostat mechanic in Kyoto and the mother of Miyake Harrier.
  • Nicola Cornelius [Apocalyptica Arcanum II]: A sailor and mutineer aboard the ESS Albacore.

O

  • Father Obregon [Copper Press Vol. 9]: A high-ranking Shard Warden abbot on the Caribbean coast.
  • Odette Duvall [Copper Press Vol. 2]: A wealthy client in Gibson searching for her missing brother.
  • Ormus [Campaign I]: A boisterous, bald dwarf deckhand who serves aboard the *Sloop Dogg*.
  • Gunnery Sergeant Orren [Copper Press Vol. 12]: A veteran soldier on the Red Plains Front.
  • Ozzy [Campaign I]: An elderly resident of Lobo Village.

P

  • Mr. Pallor [Copper Press Vol. 3]: A velvet-gloved merchant who attempted to steal Imogen's shard corona.
  • Petyr Sarnov [Genesis]: A rising figure in the Cult of the Verdant Light involved in illicit trade.
  • Field General Philander Bramwell Neckett [Apocalyptica Arcanum II]: A career officer who became a primary leader of the revolution in Dresden.
  • Pitch [Copper Press Vol. 10]: The ship dog of Riko Cardona.

R

  • Prince Rafael de Mayo [Campaign I]: An Amazonian prince residing in an opulent Gothic castle in Petrolina.
  • Emperor Razaq One-Eye [Bengal Isles]: A Tabaxi warlord and absolute ruler of the Bengal Empire.
  • Raze [Campaign I]: A resident of Lobo Village whose brutal death was investigated by the party.
  • Chief Red Crow [Origins - Black Dog]: The leader of the Brule Lakota who guides travelers on spirit journeys.
  • Red-Fang Zhen [Copper Press Vol. 11]: A lieutenant in the Black Lotus Syndicate in Shanghai.
  • Remus [Campaign I]: An elder of Lobo Village.
  • Ricky [Campaign I]: A Goliath bookie operating in the city of Gorgon.
  • Riko “Spitfire” Cardona [Copper Press Vol. 10]: The captain of the salvage cutter *Grackle* who recovered the Siren prototype.
  • Captain Roarke [Copper Press Vol. 1]: A mercenary commander on the Hinterglass expedition who lost his toes.
  • Rorix [Campaign I]: The operator of “The Busted Knuckle” pawn shop in Caracas.
  • Midshipman Royden [Campaign I]: An Amazonian guard stationed at the Baron's former compound.
  • Rufus [Campaign I]: The bartender at the Hedge Hall tavern in Petrolina.

S

  • Samira Zagant [Campaign I]: A merchant in Gorgon seeking his son who was sold to slavers.
  • Sampson Hornblower [Apocalyptica Arcanum II]: A halfling engineer and mutineer aboard the ESS Albacore.
  • Governor Scarborough [Campaign I]: The Cordoban governor whose galleon pursued the party.
  • Maya Serrano [Copper Press Vol. 13]: The Chief Coroner of the Canal Authority in Panama.
  • Seraphim Drekanov [Genesis]: The bedridden elder of the Drekanov dynasty.
  • Shambly [Apocalyptica Arcanum II]: An ancient, agonizingly slow undead goblin who became an archivist in Dresden.
  • Sheila [Campaign I]: A massive half-orc woman and champion brawler in the city of Gorgon.
  • Captain Shou Liang [Copper Press Vol. 11]: The commander of the Imperial Excise Guard in Shanghai.
  • Shusiva [Campaign I]: A telepathic wolf entity known as the “Father of all Werewolves”.
  • Sien [Copper Press Vol. 1]: A surveyor who was encased in jade during the Hinterglass expedition.
  • Silen Koresh [Genesis]: A target for elimination aboard the VSS Dominion.
  • Sir Reginald Sterling [Apocalyptica Arcanum II]: A wealthy member of the Europan Council of Merchants.
  • Vitaly Stepan [Campaign I]: A private investigator hired in Gorgon to find missing crewmen.

T

  • Captain Tariq [Copper Press Vol. 8]: The scarred leader of the Bronze Mamluks in Arabia.
  • Thomas Aldecott [Copper Press - What the Stone Kept]: A settler in Salt Lake City who disappeared during the equinox ritual.
  • Tilda [Campaign I]: A Tabaxi blacksmith in Lobo Village.
  • Tomasz Brenner [Genesis]: The Maitre'D at The Gilded Gull restaurant in Murmansk.

V

  • Dr. Vell [Copper Press Vol. 1]: A metaphysicist on the Hinterglass expedition who was crystallized.
  • Dr. Velka Noor [Copper Press Vol. 5]: An exiled Viroc alchemist in London who attempted to bridge the divine.
  • Victor Sorn [Copper Press Vol. 6 / Vol. 9]: A Lemurian spy who provided evidence against House Galaviz.

W

  • Warrick Drutha [Apocalyptica Arcanum II]: A Cascadian helmsman aboard the ESS Albacore who was killed during the mutiny.
  • Abraham Wheeler [Campaign I]: A powerful underboss of the Deep Crimson Syndicate.
  • Whitfield [Copper Press - What the Stone Kept]: A former railroad engineer who explained shardisite as a conductor of intention.
  • William [Origins - The Wendigo]: A spirit who died in 1858 and became a companion to John Wilson.
  • Willis [Campaign I]: An enforcer for Abraham Wheeler.
  • Wochikeye [Origins - Black Dog]: A Lakota Medicine Man who assists travelers in interpreting their journeys.

Y

  • Yue [Copper Press Vol. 6]: A mute picklock hired by Captain Barnaby for a heist in Kyoto.
  • Yuri Blackheart [Origins - The Wendigo]: The brother of Katya Blackheart who burned from the inside out.

Z

  • Emperor Zhu Long [Manchuria]: The “Son of Heaven” and absolute monarch of the Manchurian Empire.

Mozaddha Theriska

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Mozaddha Theriska

The Alchemist’s Gambit

Mozaddha Theriska was born into the soot-stained industrial docks of Nunavut, Cascadia, as the youngest of seven children in a household fractured by his father’s debilitating alcoholism. From a young age, Mozaddha displayed a natural talent for showmanship and minor arcane parlor tricks, which he utilized to swindle well-to-do travelers and support his struggling mother. His life took a desperate turn when he discovered a minute fragment of raw Shardisite while diving for scrap in the harbor sludge. Rather than selling the find, he attempted to parlay the crystal into a grander fortune by marketing a fraudulent “Shard Cure-All Elixir.” He promised desperate investors a miracle tonic for Shard-blight, but when the scam was eventually exposed by a disgruntled accountant, Mozaddha was forced to flee the region, sending his mother and sisters into hiding in Amazonia to escape the lethal reach of his creditors.

The Notorious Tall Tale

To mask his history as a fleeing con artist, Mozaddha crafted an elaborate and frequently inconsistent persona as a seasoned sailor and sky-pirate. He often regales companions with tales of his time in the Cascadian Navy aboard the Ivory Clemency out of Charlottetown in Dixie, claiming he was discharged only after punching a corrupt superior during a card game. His most prized—and highly dubious—claim to “street cred” involves a supposed stint as a key member of Barnaby Harrier’s crew aboard the Wind’s Revenge. While he speaks with practiced authority on the ship’s exploits, including a bizarre encounter involving a “war ostrich” in Petrolina, his details often remain suspiciously vague when pressed. Most who have navigated the criminal underworld suspect Mozaddha merely overheard these stories in a dockside tavern and adopted the “privateer” lifestyle to grant himself a veneer of formidable reputation.

Passage to Dresden

In the year 2101 A.M., with the law closing in on his various Cascadian aliases, Mozaddha secured passage aboard the submersible ESS Albacore bound for the Europan capital of Dresden. Operating under the guise of a rough-and-tumble traveler, he joined a disparate group of voyagers crossing the lightless Sea of Ghosts to escape his past once and for all. Though his primary goal was simple survival and the avoidance of Cascadian bounty hunters, the unfolding revolution in Europa forced him to navigate the thin line between his instinct for the con and his developing loyalty to his fellow travelers. Despite his colorful tall tales, Mozaddha remains a man defined by a sharp dichotomy: a pirate who may have never actually held a cutlass in anger before the voyage, and a swindler who found himself fighting for a genuine cause in the smoke-choked streets of Dresden.