Hook:
Local artificer hears of a forge that’s always alight and whispers to any who would listen.
017 - 250403 - Hearts of Fires - Eternal Forge I
Date:
446 PC, Dawnrise 49
Players:
Loot:
A rusted crowbar and broken lantern
12 feet of tarnished copper wire (usable)
A partially melted coil of binding chain
1d4 usable alchemical components (player's choice with DM approval)
A cracked magnifying lens in a leather case [Ragnum]
13 silver pieces tucked in a scorched belt pouch
Greaves of the Last Shift
(Wondrous Item, Uncommon, Incomplete) Recovered from a half-buried scavenger’s cart outside Heartforge Central. These soot-stained greaves once belonged to a forge crew stationed at Emberreach Edge, a site abandoned after a planar tremor collapsed the district. Faintly etched on the inner band is a nameplate: Shift 6 – Emberreach.
While worn, when you fall prone, you may stand up without using movement once per day.
Gain +1 to Initiative rolls in areas with fire or active machinery.
Moltenlace Vest
(Medium Armor, Uncommon, Incomplete) Discovered beneath a heap of fused slag and collapsed scaffolding on the main level of Heartforge Central. This heavy chain vest radiates faint warmth, with blackened links warped by old magic. Thin strands of fused chain hang from the shoulders giving this item its name.
While worn, once per long rest, you can automatically succeed on a concentration check to maintain a spell when damaged.
In cold or damp environments, the vest passively radiates low warmth, providing narrative resistance to chill and discomfort.
Smokechannel Pauldron*
(Wondrous Item, Common, Attunement)
A single shoulder plate etched with narrow grooves and blackened vents. Once part of a flame-suppressant rig used by refinery overseers. It feels oddly cool to the touch.While worn, grants advantage on saving throws against being blinded by smoke, ash, or flash effects.
Can be attached to any Light or Medium armor (takes up one attunement slot).
After Actions:
Odett Verbor’s journal:
Dawnrise 49
Today was….fun. Interesting? I’m not quite sure how to put it into words.I was sitting with Raven earlier. It was nice to hear her talk about her bugs, even if I don’t quite get it. Then again, there’s a lot people don’t get about me. I think I might be making a friend, finally. I might have ruined it by licking that Baja blood off her hand though…but I’ve never experienced such flavor in my life. New life? Rebirth? I don’t even know what to call this. Anyway, she was talking about this new bug she found when I heard the word. forge. It’s been a while since I’ve seen one of those.
Sorrel heard a rumor about this ever-burning forge, and I just could not pass that up. To feel that warmth again….Helm, it felt like home.
We headed around the city gate on our adventure out. We fought these emberlings, which have the most delicious blood I’ve ever tasted. I should try to hunt around the city. The animal blood from cook’s tent isn’t my favorite, and it’s quite hard to get a willing donor - people don’t really like it when you bite them. But sometimes I’ll get a taste if I trade in my drink tickets.
Going on, we found this incredible forge that hadn’t been touched for years. We had to get it working. I haven’t felt anything this strongly since…it happened. Suddenly, it was like I was sweating over an anvil with Apa all over again. I could almost hear his voice, telling me “great job, Odi!” Béla always hated when Apa would try to teach him to smith. He was always wrapped up in Mama’s work. Helm, I miss her. I miss them all.
It took work, but we got the forge back up and running. Fight Self-defense club takes up some of my time, but I’ll be back to the forge. I need to make something that would make Apa proud. I feel like I have finally found a little bit of home since joining the Banner…maybe things aren’t so bad.
O
Dawnrise 49, Hearts of Fire
To Steve, Report on our initial exploration of the Smeltpoint Quarter, Lot 47B
Our ad hoc group successfully explored and was able to restore function to the ever-burning forge in the Smeltpoint quarter, the area immediately west of the west-gate. Details to follow, but more urgently, an announcement should be made to anyone traveling south or west of town to watch out for “fire bugs,” we have decided to call Emberlings.
These arthropods seem to be from or connected to the plane of fire, and they are dangerous. These animals aggressively attacked us when exploring a wrecked wagon on the way to the forge. They had a tendency to explode after being injured. We brought the carcass back for either the scholars to check out or for Cook to try his skill on. I’m told the creature's blood tastes like a taco; it must be some sort of human food. Not much was left of the wagon wreck, but we recovered a journal from the wagon wreck that appears to contain entries dated after The Solaen Collapse (post-1400 LCC). There is a reference to the city being sealed and Barrowood having been gone for 50 years (c1405)—apparently, the well dried up. We also found evidence of a vent/tunnel network under the Smeltpoint Quarter and a map of the connecting tunnels. On one of the vent covers was a scribbled note: “Bronny didn’t make it back.” I’ll cross reference this map with the other maps in the scholar’s tents
The main forge was apparently named “Hearth Point Central.” On the main floor, we found some interesting items that appeared magical as they were in excellent condition despite having been abandoned to time (but have yet to take the time to identify them) and some typical smithing workstations. Of greatest interest was a hidden stairway that led into the main heat source for the forge (apparently planar in nature). We were able to restore the forge to normal functioning and uncovered an elevator to a lower level, which we did not explore because of fear of being caught in the expected storm during the return trip. We recommend sending people with smithing knowhow to determine if the expedition can put the forge to good use. Odett would be likely to volunteer to be part or coordinate such a group.
We are discussing a second expedition to explore the elevator and the steam vent system once the maps have been properly researched.
P.S. Enjoy the sourdough loaf Sorrel cooked in the forge. It should be in the tent now and might even still be warm.
022 - 250505 - The Emberline Opens - Eternal Forge II
Date:
446 PC, Brightwane 2
Players:
Draylor (Raph)
Odett
Ragnum
Raven
Sorrel
Loot:
Tinker tools
metal punch card (used in P1 puzzle)
2 magic scrap components (U10 [Sorrel]
Partly complete weapon grip (U1, magical)
Minor alchemical vials (resist potion, type and number TBD)
Scrap of writing (matches journal from the attacked wagon found on previous trip to the forge) Describes failed attempt to disable a lifts left lower brake
5 components (T2) [Sorrel]
loop of copper and silver thread, reroll failed crafting roll, on failure heal hps (T2, magical)
Miscellaneous basic crafting materials
After Actions:
Brightwine 2, The Emberline Opens
To Steve, Report on sub-level 2 of “Hearth Point Central,” the Smeltpoint Quarter, Lot 47B
Our exploration of the forge did not disappoint. We continued to uncover evidence of a complex operation to utilize planar magic to mass produce metal goods. The Funicular to subfloor 2, took us to an area of honeycomb chambers that we eventually realized could be reconfigured for various purposes. We were almost immediately surprised by a magma-covered skeleton that was digging in one of the chamber walls; it appeared to be undead-like but with a connection to the plane of fire. We were able to eventually destsaroy the creature, but only after Raven was seriously injured. The rest of the level contained various supplies for alchemical and artifice work and several rooms to enable these activities (acid bath, workshops) as well as several viewing chambers into magma pools that the facility apparently surrounds or moves through. We also found a scrap of writing that matches the journal from the attacked wagon found on our previous trip to the forge. It describes failed attempt to disable a lifts left lower brake. We think it might be the funicular that we discovered descending to sub level 3…there is not indication on how big or small the complex is…
027 - 250609 - Thermal Backdraft - Eternal Forge III
Date:
446 PC, Brightwane 11
Players:
Loot:
Hexagon plate with ID #
Cluster of gears magnetic
Glowing warm marble
Wrench (cog w/ a W) – artisan/tinkers tools
Cooled ingot, not magnetic
Schematic: long sword (Nadia)
Schematic: Delorean (Die-anna)
Glassware (finely crafted alchemist set)
Large syringe with needle
Liquid fill specimen jars
Vial of living ooze among them
50 gp core plates (bronze like alloy)
Sandwich-sized dial with display and antenna
*Rune covered (glows cyan) codex – attunement, 1/day timestop for 1 turn (Ragnum)
After Actions:
Brightwine 11, Eternal Forge – the threequel
To Steve, Report on the Third level of the forge.
Our (Raven, Odett, Die-Anna) progress exploring the third level of the forge was slowed by the Sorrel being laid low in camp with the flux; we found several mysterious devices (puzzles) which would have benefited from an artificer’s skills.
For the very start, our progress was interrupted by ancient automated machinery that appears to be continuously reprocessing scrap metal into ingots of non-magnetic metal. We brought back a sample to determine the type. We were then attacked by a horde of emberlings that had nested in a pile of rusted metal scrap. Next, we found a room filled with what appears to contain schematics for wonderous items, but they are protected by individual force fields, and we were only able to liberate a few of these plans. From here, there appeared to be a divergence of paths, but we quickly ran into a force field that appeared to have sealed off the rest of the rooms from some sort of danger. In the other direction, I found room after room specialized for mysterious and esoteric uses. Wesasa were able to disarm a trap that had fallen other previous explorers, but subsequent rooms contained colored vents of an unclear function (a puzzle), the funicular to the next level which could not be used in its current state due to sabotaged, a deep well surrounded by large amethysts containing some sort of crystal ball, and a terrible room restraining what appeared to be an ooze made of blood and industrial wastes.
We will need to return better equipped to make sense of these machines. Like the level above, this level of the forge also appeared to have rooms that could be moved, and it is unclear if they are static now or what could cause them to be rearranged. Anyone else exploring the area should keep this in mind as new challenges could be encountered on any level in the future.
032 - 250707 - Clot and Cable - Eternal Forge IV -
Hook:
Something stirs beneath the forge. As repairs to the Emberline begin, a pulsing mass of blood and heat waits deeper in the dark.
Date:
446 PC, Brightwane 26-27
Players:
Loot:
NA
After Actions:
A low level of anxiety is spreading through the camp, as people are starting to be concerned about productivity. The support network contingent of the camp has gotten crafting going, and Sarna is now able to provide health potions (and possibly other magic consumables, with advance requests.)
Odett has been talking about the Forge, and piqued my curiosity by mentioning an “unsolvable” puzzle that prevented the group from proceeding the last time she went. She’s getting a group together to go back to continue exploring it.
I decided to join Odett, Die-Anna, Draylor and Donk the next morning to head out to the Forge. The inside is toasty, but not uncomfortably warm as we make our way to the hub.
The first door we try opens on a room with noisy machinery, with conveyor belts and other contraptions blocking the way to the other side. We try another door the opens on a hallway. A third door opens on a steam room. A fourth door leads to a dead end.
We proceed down the hallway, and find a room filled with rubbish where some members of the group had previously fought emberlings. Draylor found something in the rubble.Moving on further, we found a material locker. Odett and Die-Anna both found some material for projects they are working on.
The next room will live in my nightmares for the rest of my life. It was , humid, and slimy. If you’ve ever imagined stepping into something’s giant mouth? This room was just like that, only worse than you’re imagining it.
In the center of the room, there was a colossal blob of blood and corrosive grime. If you had the misfortune to look too close? You could see bones floating around inside of it.So what does Odett do? She runs through the door and tries to pet it. The blob starts to “hug” her back with its tendrils. For a second, it’s almost sweet. And then we realized the blob was swallowing Odett.
Odett managed to “swim” out of the blob, but she did not look good. Donk and Draylor attempted to engage it at close range, but they weren’t having a lot of luck. The blob had Donk down, and then it made an acid attack against Odett and Die-Anna.
A jet of acid knocked Odett and Die-Anna backwards, into the wall. Thunk.
Their bodies hit the floor with a wet squish. Only their bones and a few bits of flesh remained.I’ve seen people die before, and I know that we can bring them back here in this weird pocket dimension. But not like that. Thunk. Squish.
I ran.I heard a loud explosion just before I made it back to the rubbish room.
Suddenly I heard a bear calling my name as he was dragging Donk out of the nightmare room. I almost didn’t stop, but though Donk looked very disoriented, he didn’t seem afraid of the bear… and eventually it clicked that Draylor could shift into animal forms, although this was my first time seeing the bear.Nothing else seemed to be following them, so I stopped. Draylor poked his bear head back into the room and decided it was safe to try to retrieve Die-Anna and Odett’s remains. We had to get out of here and go to the Tower to revive them.
Thunk. Squish.
Draylor, being the kid that he is, kept making these un-bear-able puns as we traveled to the Tower.
Thunk. Squish.
Donk clearly wasn’t in the mood, and managed to stay well in front of us no matter how fast Draylor went. There was no way I was outrunning a bear, though, and I didn’t really want to. I did not want to be alone with my thoughts.Thunk. Squish.
When Draylor offered to let me ride him in bear form, I almost smiled. And I said yes. But the trip was still too long, and offered too much time to think.
Thunk. Squish.
When we finally got to the tower, we saw that Rector-9 had set up guards by the entrance to the second floor. Fortunately, we didn’t need to go that way. They stared down at us and seemed to be having some sort of conversation about us, but they didn’t stop us from going to the revivification room.
Thunk. Squish.
Donk put Die-Anna’s and Odett’s bodies in two of the revivification chambers, and I went to the plinth to start the process. Donk and I kept watch, hoping that Rector-9 would not interfere. Draylor sent his squirrel friend out on reconnaissance, it just saw the guards watching the entrance.
Thunk. Squish.
When the process finished, Die-Anna seemed fine. I asked her how much she remembered. Before she could answer, Odett grabbed her and dragged her off to one of the rooms off of the revivification room. I waited for a while, but their conversation didn’t seem like it was going to end anytime soon. And when I say “conversation,” mostly what I heard sounded like Odett sobbing.Thunk. Squish.
Donk was willing to stay and stand watch, and I had little illusion over how much I could actually do if Rector-9 decided to intervene. I decided to head back to camp.
Thunk. Squish.