Session Timeline
Bam & Co

Race: Dwarf
Class: Monk
Role: Urchin
Affiliation: Faction
Location: Location

“WAAAGH!”

StatusAlive
ConditionBloodied
Base

Description

Ideals

People. I help the people who help me—that’s what keeps us alive. (Neutral)

Bonds

Flaws

Gold seems like a lot of money to me, and I’ll do just about anything for more of it.

Personality Traits

I hide scraps of food and trinkets away in my pockets.

I eat like a pig and have bad manners.

Motivations

Backstory

Relationships

  • Strunk — Fellow party member on the deep-delve expedition into the tunnels beneath Malachite
  • Grunk — Fellow party member
  • Schinsharo — Fellow party member
  • Kazaman — Fellow party member

Notes

  • Part of deep-delve group 710, tasked with investigating tremors beneath Malachite alongside Strunk, Grunk, Schinsharo, and Kazaman.
  • Established a business in Malachite’s Docks Ward: a copper ward dynamite/explosives shop, employing 4–5 workers (see Copper Town Malachite — “Bam’s Bangers and Boomers”).
  • Has 16 Strength normally, per session notes.
  • During the deep-delve, survived an encounter with a shadow while the party explored the area around The Sarcophagus.
  • Had a notable Charisma downtime roll of 1, resulting in the Dwarves Union finding staff for his business that met his hiring requirements regardless (DM-favored outcome).

Character Name Character Sheet

Race: Warforged
Class: Paladin
Role: Outlander
Affiliation: Faction
Location: Location

“Quote goes here.”

StatusAlive
Condition
Base

Description

Dnd Warforge

Name Schinsharo

Class paladin

Age uknown

From: uknown

motivasjon: who am i, where am i from, where was i built

Old warrior from a old war that has been abanndon and forgotten about.

he is just waiting for his end cuz he has none at all.

Ideals

Bonds

Flaws

Personality Traits

Motivations

  • Discover who he is, where he is from, and where he was built

Backstory

  • A member of the deep-delve party (group number 710) sent to investigate the tremors and strange sounds beneath Malachite, alongside Bam, Strunk, Grunk, and Kazaman.
  • During the delve the party found warforged prototypes deactivated in the ruins of the Buried City, and later The Sarcophagus — Schinsharo’s hand was found to match a handprint discovered at the site, suggesting a deeper connection to whatever lies down there.
  • He is referred to by the party and townsfolk in Malachite as “superrobotten” after helping out around the city during downtime.

Relationships

  • Bam — Fellow party member on the deep-delve expedition
  • Strunk — Fellow party member; also Grunk’s “trial subject” for the body Grunk hopes to build for his god Big Boomz
  • Grunk — Has chosen Schinsharo as his first major test subject for crafting a body for his god Big Boomz’s avatar
  • Kazaman — Fellow party member on the deep-delve expedition

Notes

  • Worth noting: there is a separate NPC named Schinsharo The Preserver in the lore — an artificial intelligence built by the old civilization to oversee the Preservation Project, who has “given up” believing himself not the “REAL” Schinsharo. The relationship between this PC and that AI (shared name, both warforged-adjacent in theme) is an open thread worth exploring or clarifying — possibly the PC is connected to or modeled after the original Schinsharo.
  • The PC’s own confusion about his identity and origins directly echoes the AI Schinsharo’s situation, which may be intentional foreshadowing.

Character Name Character Sheet

Players:

Notes:

  • The party assembles as delving group #710, tasked with exploring eastward into uncharted tunnels beneath Malachite
  • They pass by Myconid colonies, which could serve as rest spots
  • During their long rest watches: Schinsharo has a flawless watch, Kazaman hears a quadruped pass by, and Grunk befriends a giant lizard
  • Bam sobers up. Strunk buries himself partially in the ground to sleep. Kazaman takes on map-reading duty

Players:

Notes:

  • Skipped breakfast, immediately back into the dark
  • A Flumph encounter blasts Kazaman. Strunk and Bam argue
  • Kazaman rolls poorly on navigation, so Bam takes the lead
  • They loot a coffin — full plate and a great axe
  • A shadow encounter where Bam barely survives
  • They find a fountain of clean water
  • Schinsharo physically holds Bam back while Grunk and Strunk argue, with Kazaman on his way
  • The party discovers the Sarcophagus — an ancient medical preservation device — and begin speculating whether it’s an energy source

Players:

Notes:

  • The party examines the Sarcophagus further — Schinsharo senses something off about Bam
  • The Sarcophagus has a handprint panel that matches Schinsharo’s hand
  • An earthquake hits, and their cart companion Øgg reacts
  • Strunk secures some sulfur

Players:

Notes:

  • The party levels up
  • A mine tunnel leads them into a metal corridor resembling Facility 37, coated in black crystals with a metallic, iron smell
  • The door ahead is gone — they find crystallized/vitrified dwarves and elves inside
  • They encounter and fight the Dragon Swan, a creature that can vitrify enemies, sing them to sleep, and create undead
  • Giant spiders also appear during the encounter
  • The party manages to seal all the afflicted dwarves and elves back into their sarcophagi
  • The Dragon Swan is defeated

Race: Dwarf
Class: Smith
Role: Speaker of Malachite Forges
Affiliation: Malachite Forges, Dwarves Union
Location: Malachite (Town)

“If there is heavy duty work to be done, we’ve got the equipment.”

StatusAlive — deteriorating
ConditionOripathy Stage 3–4
BaseCopper Ward, Malachite

Description

Dwargon is an elderly dwarf with an orange beard and hair, smithing clothes, and a hammer always close at hand. Parts of his skin have turned completely black from advanced oripathy. Despite this, he continues working at his forge in Copper Ward — a large originium crystal sits on display beside his workstation, its forms refined into a spike, a d12, and a sphere.

Motivations

  • Find a worthy successor to inherit his forge and secret smithing techniques before his condition takes him
  • Protect Malachite Forges’ reputation amid growing public fear about originium and the crystalline disease
  • Quietly investigate the true dangers of originium without causing panic or political damage to the forges

Role in the Campaign

Dwargon serves as an early quest giver in Malachite, asking the party to investigate the goblin camp to the north and question farmer Robert on the western outskirts. He is one of the few people on Terra openly living with advanced oripathy, making him a living reminder of what the disease actually looks like up close.

He is aware that Chrysalis Labs has been keeping research findings close to their chest, and he distrusts the rumors swirling around the city — but he also can’t afford to ignore them.

Relationships

  • Martin Fallward — Current High Priest of Boldrei; Dwargon has a relationship with the church through years of community ties
  • Morlock Fallward — Retired High Priest, one of the few in Malachite capable of high-level restoration magic; a potential last resort for Dwargon’s condition
  • Elis Kulf — Speaker of Chrysalis Labs; uneasy collaboration over the originium smelting breakthrough
  • Grothor Morain — Speaker of Dragon Logistics; fellow Oligarchy figure, more trusted than the labs

Notes

  • His oripathy is visibly advanced — the party can see it the moment they meet him
  • His “secret techniques” for originium-enhanced smelting are a potential plot thread: who inherits them, and could they be dangerous?
  • Chrysalis Labs achieved a breakthrough in ore processing with Dwargon’s help — the nature of that collaboration is worth exploring
  • He may be aware that mining tremors have stirred something below Malachite but is staying quiet about it

Dwargon Malachite Character Sheet

The air carries the sharp tang of smelted metal and sea salt. Dwarven smiths hammer at their forges while dock workers haul crates of black crystal—originium—from the mines below. Malachite stands as a testament to industrial ambition, where ancient traditions meet dangerous innovation.


Town Overview

Malachite is a coastal settlement of approximately 200 years, built upon rich deposits of the mineral that gives it its name. Green-shingled copper roofs gleam in the sunlight, while smoke from countless forges fills portions of the sky. The town is primarily populated by dwarves, who have transformed this once-modest port into Terra’s industrial heart.

The discovery of Originium twenty years ago changed everything. What began as cautious experimentation has become the foundation of Malachite’s prosperity—and perhaps its doom. The black crystals fuel the forges with unprecedented efficiency, but whispers of a crystalline disease have begun to spread through the population.

Population: ~2,000 (65% dwarf, 20% human, 10% goliath, 5% other races)

Government: Grothor Morain serves as mayor, though the Oligarchy of Terra’s major factions holds true power here. Malachite Forges and the Dwarves Union maintain their headquarters within the town.

Defense: Town militia supplemented by Malachite Forges security forces. The outer districts are prone to tsunamis and earthquakes, but the main facilities have been reinforced against natural disasters.

Commerce: Industrial metalwork, ore refinement, shipping. Malachite exports refined metals and originium throughout Terra and beyond.

Town Districts


Districts

Notable Locations

Pearl Hill

Copper Ward

The Docks

Old District

Background

Starting the Adventure

Player characters can become involved in Malachite’s troubles through several entry points:

Rumors and Information

Public findings released by Rhine Labs, based on an expedition originally financed by Dragon Logistics.

What Was Found


Deep beneath Terra, in an ancient buried city sealed under crystal and cooled magma from Titania’s last great eruption, an expedition backed by Dragon Logistics uncovered a structure unlike anything built by current hands: a Sarcophagus.

The Sarcophagus is a machine left behind by the civilization that occupied Terra long before the current settlements were founded. It appears to be a form of medical preservation device — a chamber built to keep the sick or injured safe until a cure could be found. Its walls carry murals apparently meant for visitors: long-eared elves and bearded dwarves standing before great sealed coffins, a dragon wreathed in mushrooms, another wreathed in forest greenery, and something vast and many-legged rising from below.

Inside, the expedition found the sealed remains of the old civilization’s people, still resting where they were placed — along with a handprint panel that responded to at least one member of the party, hinting that the mechanism inside may recognize certain individuals in ways not yet understood.

The site is powered by an energy source far beyond anything currently produced on Terra. Rhine Labs has confirmed the installation is genuine, ancient, and still — in part — active.

The Beast Within


Sealed deeper inside the same complex, the expedition encountered a hostile creature the party has taken to calling the Dragon Swan — a crystallized, serpentine horror capable of turning flesh to glass-like stone with a touch, lulling its victims into a helpless sleep, and raising the vitrified dead to fight at its command. Several dwarves and elves trapped within the facility had already fallen to it, entombed in crystal alongside the ancient dead.

The expedition fought the creature off and resealed the afflicted remains it had raised. The Dragon Swan itself was subdued rather than destroyed, and has since been handed over to Rhine Labs, where researchers are now studying it under controlled conditions — hoping to understand both the creature itself and the process that created it.

Why Rhine Labs Is Talking About It

Rhine Labs has chosen to make these findings public rather than keep them quiet, consistent with the institute’s reputation for openly publishing its research. Officially, the announcement is framed as a demonstration of Rhine Labs’ scientific leadership: proof that Terra’s ancient past still holds discoveries worth investing in, and that Rhine Labs is the institute equipped to make sense of them.

Players:

Notes:

  • Bam, Strunk, and Kazaman are now deaf as a result of the previous encounter
  • Strunk uses Alter Self (with Wolverine fangs, naturally) to restore his hearing
  • Grunk tries writing instructions to Bam — Bam rolls a 1 on Intelligence
  • The Sarcophagus rewards the party with awakened Tinker’s Tools (Lesser Restoration, Enhance Ability, Awaken on constructs)
  • Schinsharo locks down “Velvet” so no one else can enter
  • The Myconids and Flumphs warn the party of a Mind Flayer on the loose
  • Saria the Vouivre (Speaker of Rhine Lab) wants to see their map to verify its quality
  • The party levels up again
  • Next threat flagged: the Mind Flayer below, and Saria is understaffed

Something down there is howling, and the mining has stopped because of it.


Small quakes have been rattling Malachite and Chrysalis City alike, and the dwarven miners swear they’ve heard howls echoing up from far below. Work in the tunnels has ground to a halt as a precaution, and the Dwarven Union wants to know exactly what’s down there before anyone goes back to the pickaxe.

Where to start

Dwarven Union office, Old District, Malachite. You’ll be assigned to exploration group 710 and given a sector of the eastern tunnels to investigate.

Hooks

  • The tunnels run deep — expect mushroom forests, crystal caverns thick with originium, and the ruins of something far older than Malachite itself
  • Strange creatures linger in the dark: oozes, shadows, dormant elementals, and remnants of constructs nobody built recently
  • The howls and tremors trace back toward something still active far below — whatever it is, it isn’t natural
  • A good map of the tunnels might be worth more to certain interested parties than the Union’s reward alone

Rewards

500gp upfront, 500gp on completion — substantial pay for a substantial risk.


Some details are left for the table to discover.

Race: Goblin
Class: Artificer
Role: Clan Crafter
Affiliation: Faction
Location: Location

“Quote goes here.”

StatusAlive
Condition
Base

Description

Ideals

Bonds

Flaws

Personality Traits

Motivations

  • Build a physical body that the god Big Boomz can take as an avatar in the world — the greatest form of worship Grunk can offer

Backstory

Fra: Ethull (Ienskogen)
Oppvokst: Stor oppfinnerkonkeranser for sin gud Big Boomz
Mål: Lage kroppen for Big Boomz sin avatar
Motivasjon: Største tilbedelsen han kan gi til Big Boomz
Forhold: Strunk - Bror, Schinsharo - Prøvekanin

Grunk kommer fra bygda Ethull som ligger ute Ienskogen. Hvilken skog? Det vet ikke noen fra Ethull heller. Grunk vokste opp i et utrolig kompetitiv kultur hvor alle skal finne opp det store neste for å ære The Big Boomz. The Big Boomz er guden av ild, eksposjon og oppfinsomhet, en stor æret gud blant goblins som alle ønsker å ære The Big Boomz med en større og større eksplosjon. Grunk har siden lenge ønsket å lage en kropp for The Big Boomz til å ta som sin avatar i verden, det støre form for tilbedelse han kan gi. Sin bror Strunk har blitt med i et sammarbeid for å oppnå begge sine mål. Warforgen Schinsharo har han nylig valgt som sitt første store prøvekanin for å lage The Big Boomz avatar’s kropp.

Relationships

  • Strunk — Brother, fellow party member, business partner in Alchemy and Alcheyou
  • Schinsharo — “Prøvekanin” (test subject) for crafting Big Boomz’s avatar body
  • Bam — Fellow party member on the deep-delve expedition
  • Kazaman — Fellow party member

Notes

  • Part of deep-delve group 710, investigating tremors beneath Malachite alongside Bam, Strunk, Schinsharo, and Kazaman.
  • Successfully tamed a giant lizard during a long rest watch in the tunnels beneath Malachite.
  • Negotiated property with the Dwarves Union in the Docks Ward, attempting to start up an explosives operation alongside Strunk and Schinsharo — purchased barrels of gunpowder (20lb barrel + 6lb extra for himself, 420gp; another 20lb barrel for Strunk, 250gp).
  • Worked on a prototype (referenced as becoming lighter) using Smithing tools during a downtime week — implied connection to armor or device crafting (possibly the body for Big Boomz).

Character Name Character Sheet

Race: Tiefling
Class: Warlock
Role: Far Traveler
Affiliation: Faction
Location: Location

“Quote goes here.”

StatusAlive
Condition
Base

Description

Ideals

Bonds

Flaws

Personality Traits

I’m a born gambler who can’t resist taking a risk for a potential payoff.

Motivations

  • To one day become strong enough to destroy the devil who slaughtered his village and forced his pact

Backstory

Born and raised in a valley between mountain ranges, Kazaman’s village was cold and harsh, conditioning its people to withstand the harshest punishment and building an impenetrable mental fortress. The village was meant to guard a devil of the nine hells — and guard him they did, until, by means unknown to Kazaman, the fiend escaped, slaughtering everyone Kazaman knew. With his hands around Kazaman’s throat, the devil offered a bargain: live and kill, or die.

An hourglass and a long pact appeared before his eyes. With no time to read it fully, Kazaman signed it. Now he must live and kill to one day become strong enough to destroy that devil’s soul. He traveled the coast taking occasional requests to eliminate what he perceived as the scum of the earth, until he heard of a ship bound for a specific island — Terra. The fiend spoke of some plan for him there.

He arrived on Terra alongside two goblins, a warforged, and a dwarf — “a beginning of a bad joke, if i ever heard one” — as part of the deep-delve party (group 710) investigating the tremors beneath Malachite. Patron: Asmodeus, Lord of the Nine Hells.

Relationships

  • Bam — Fellow party member on the deep-delve expedition
  • Strunk — Fellow party member
  • Grunk — Fellow party member
  • Schinsharo — Fellow party member (the “warforged” referenced in his backstory)
  • Morlock Fallward — Asmodeus delivered Kazaman a message during downtime: that “Morlock is the key” and that the elves from the underdark are planning to “darken the sky” via a project with Rhine Labs

Notes

  • Charisma roll of 25 during a downtime activity prompted Asmodeus to speak directly to him, delivering cryptic information about the Al’ar/Rhine Labs Horizon Arc Project and instructing him to tell Morlock that “Asmodeus hilser” (sends greetings).
  • Spent time imprisoned after a confrontation with Sean the Goblin vendor in Malachite’s street market — used the time productively, improving his Constitution score (+1 con) per Asmodeus’ downtime rules.
  • Once flew over Iris Tavern (manner/method unclear from notes — possibly via a granted ability or spell).

Character Name Character Sheet

Race: Goblin
Class: Artificer
Role: Hermit
Affiliation: Faction
Location: Location

“Quote goes here.”

StatusAlive
Condition
Base

Description

Hvor kommer du fra?
En hull i skogen.

Hvordan var oppveksten din?
En kamp om å overbevise at sopp er bra for helsa.

Hva er målet ditt?
Finne det perfekte brygg.

Hva er motivasjonen din for å nå målet ditt?
Finne mer sopp.

Hva er ditt forhold til de andre i gruppen?
Er i familie med Gronk som er litt mer eventyrlysten of liker å mekke stuff.

Ideals

Bonds

Flaws

Personality Traits

Motivations

  • Find the perfect brew
  • Find more mushrooms

Backstory

Relationships

  • Grunk — Family (brother)
  • Bam — Fellow party member on the deep-delve expedition
  • Schinsharo — Fellow party member
  • Kazaman — Fellow party member

Notes

  • Part of deep-delve group 710, investigating tremors beneath Malachite alongside Bam, Grunk, Schinsharo, and Kazaman.
  • Co-owns the potion shop Alchemy and Alcheyou with Grunk in Malachite’s Old District — faces some prejudice in town for goblin-brewed concoctions, but has found moderate success. As of the most recent accounting: 59 potions crafted, 16 sold for 1,000gp revenue, with 500gp spent on the property itself.
  • Found sulfur during the deep-delve expedition.
  • Used Alter Self during a session to cure deafness (afflicting himself and others at the time) and, for fun, gave himself wolverine-style fangs for an hour.
  • Partially buried himself to sleep during a long rest watch underground.

Character Name Character Sheet

Players:

Notes:

  • The party returns to Malachite and takes some well-earned downtime at the Iris Tavern, where they meet Morlock, the retired High Bishop of Boldrei
  • Kazaman locks and barricades the tavern door. Bam finds a good bed
  • Downtime activities (one week time skip):
    • Bam tries to set up a dynamite/explosives shop in the Copper Ward — the Dwarves Union finds him staff, but his charisma roll is a 1
    • Kazaman gets into a confrontation with goblin shopkeeper Sean and ends up arrested. In prison, Asmodeus speaks to him: “Morlock is the key — tell him Asmodeus says hello. The underdark elves plan to blot out the sky. They have begun a project with Rhine Labs.” Kazaman uses the jail time productively and gains +1 CON
    • Strunk brews 59 potions, sells 16 for 1000 gp, and buys a local property for 500 gp
    • Grunk lightens his armor prototype (and eyes full plate materials for 1000 gp)
    • Schinsharo helps around town and earns the nickname “the super robot”, picking up 39 gp

Race: White Dragonborn (Vouivre)
Class:
Role: Head Researcher · Speaker · Director of Defense
Affiliation: Rhine Lab
Location:

“I have a… colleague. Brilliant, but prone to tunnel vision.”

StatusAlive
Condition
BaseRhine Lab

Description

Saria the Vouivre is a middle-aged white dragonborn and the Head Researcher of Rhine Lab. She is the current Speaker of Rhine Lab within Terra’s Oligarchy and serves simultaneously as Director of Defense — the department responsible for security, laboratory emergencies, and classified information.

She graduated from Chrysalis University before co-founding Rhine Lab together with Kristen Wright, with the shared goal of creating a company dedicated solely to scientific advancement.

Rhine Labs Key Figure

Co-founder and Head Researcher of Rhine Labs, Director of Defense. The more grounded of the two founders — her motivations are to find a way to limit the spread of originium and to persuade Kristen not to waste her talent on weapons of mass destruction. She is the honest heart of Rhine Labs: she suspects something is wrong with the direction the Horizon Arc Project has taken but can’t yet prove the scale of it. Her partnership with Kristen has grown strained as Rhine Lab’s priorities shift.

Motivations

  • Find a way to limit the spread of Originium and the crystalline disease across Terra.
  • Persuade Kristen Wright not to waste her talent on weapons of mass destruction.

Role in the Campaign

Saria is the honest moral counterweight within Rhine Lab. She suspects something is deeply wrong with the scale and direction of Kristen’s ambitions but lacks the proof to confront her directly. She may recruit the party as her eyes inside the Horizon Arc project, framing the introduction carefully:

“She needs people who can handle themselves, not just technicians. I told her you were capable.”

She is encountered by the deep-delve group during their time beneath Malachite, where Rhine Lab is actively underresourced and stretched thin.

Her official liaison role on the Wright Commission — the Rhine Lab document authorising operations around the Sarcophagus site — places her formally between Kristen’s ambitions and the outside world.

Relationships

  • Kristen Wright — Co-founder of Rhine Lab and longtime colleague. Their partnership has grown strained as Kristen’s priorities shift toward the Horizon Arc Project. Saria is loyal but increasingly alarmed.
  • Rhine Lab — Leads the institution day-to-day as Speaker and Head Researcher. Her authority is genuine, though Kristen operates outside normal oversight.
  • Ambystoma — Ambystoma was created through Rhine Lab’s Guardian Project, which falls under Saria’s research umbrella.
  • Melusine — Fellow Rhine Lab researcher. Melusine has received an offer to join Kristen’s Pioneer Project; Saria’s position on this is unconfirmed.

Notes

  • The Wright Commission lists her title as Director of Defense rather than Head Researcher — this may reflect a dual role or a cover designation used in classified documents.
  • Pronunciation: Sa-ri-a Vo-e-v-re.

Saria the Vouivre Character Sheet

Copper Ward

Proprietor: Strunk & Grunk (player character establishment)

A potion shop that has found moderate success despite some prejudice against goblin-brewed concoctions. The establishment produces a variety of potions using both traditional recipes and experimental techniques.

Services:

  • Healing potions
  • Specialty brews
  • Custom alchemical requests
  • Rare ingredient procurement

Monthly Operating Costs: 300gp Recent Production: 59 potions crafted, 16 sold (1,000gp revenue, 500gp property costs)

The Docks

Proprietor: Bam (Dwarf, player character establishment)

A recently established explosives and pyrotechnics shop that has quickly gained a reputation—both for its products and its proprietor’s enthusiastic approach to demonstrations. The shop processes and sells various explosive materials, from mining charges to celebratory fireworks.

Services:

  • Custom explosive charges
  • Fireworks
  • Mining supplies
  • Specialized detonation equipment

Employees: 4-5 workers, including one shop manager Monthly Operating Costs: 250gp

Old District, Western Malachite

An hour by foot from central Malachite (or half an hour by wagon), this establishment sits near the agricultural fields. The Iris Tavern has passed from William Iris to his brother Oscar, though Oscar’s seafaring lifestyle means he’s rarely present to manage it. The Hartmann family holds the keys and maintains the property.

The tavern features comfortable lodgings and a cellar with mysterious connections to the tunnel systems below Malachite. Recent disturbances suggest something stirs in those depths.

Services: Lodging (5sp/night), Meals (1sp), Local information Proprietor: Oscar Iris (absent), managed by associates Notable Features: Cellar entrance to underground tunnels