Reclaiming the Reclamation

The members of the Salvation Times returned to Salvation Outpost. Having parted ways with Sky Blue, who left to uncover the truth of her father’s disappearance, they found themselves faced with a new quest. 

1. Seaside Hot Springs

SIMPLE, who was the acting sheriff in Elynvashir’s absence, reported that a number of changelings in town had gone missing, including the changeling Jai. The party learned that each of the missing changelings had received a mysterious invitation to the Seaside Hot Springs, an upscale resort in the ruined town of Seaside on the eastern coast of the Mournland. As Elynvashir resumed her duties as the sheriff of Salvation, SIMPLE accompanied the journalists of the Salvation Times, led by Lanfear who feared for the life of her estranged friend Jai, on an expedition to unravel this latest mystery. 

They made their way to the location of the hot springs, but they could not find the hidden entrance. They sought the aid of a malfunctioning warforged that called itself Guide. Guide was being guarded by a steam mephit whom the heroes soon befriended. The mephit was amused by SIMPLE’s sense of humor and gave up the warforged Guide without protest. In turn, Guide showed the heroes the way into the  hot springs where they made a startling discovery.

The heroes learned that the missing changelings had been lured to the Seaside Hot Springs by an Elder Oblex that had taken hold of the ruins of the resort. The oblex was feasting on their memories and slowly devouring them one after another until only a single survivor remained. But the changeling survivor reported that Lanfear’s friend Jai had not come to the resort at all.

 

2. The Valley of the Races

After rescuing the surviving changeling from the Seaside Hot Springs, the heroes were informed by their friends Myrnas and Brynhildr that the Reclamation of Lhazaar had been stolen by a band of warforged. These warforged appeared to be suffering from madness and believed themselves to be human sailors from the former nation of Cyre. They called the vessel by its original name, Queen Mishann’s Revenge, and were bent on sailing against all those who had taken Cyran treasures and relics from the Mournland. The Salvation Times team had to reach Seaside, where their stolen vessel was moored, before the warforged sailed away from the port.

On the way to Seaside, the heroes passed through a valley where they stumbled upon the ruins of an elemental land carriage. They were soon ambushed by mutated salvagers in the service of a sahuagin baron who had once been a human noble, but the strange magic of the Mournland had transformed him into a hideous fish-like creature. The Baron invited the heroes to partake in a tournament race by riding a chariot drawn by flying sharks. The heroes handily won the contest handily and reached Seaside in good time.

 

3. Queen Mishann’s Revenge

Upon their arrival, the heroes snuck aboard the vessel and blended in with the crew, who appeared to be possessed by spirits of Cyran sailors that went “missing in action” during the Last War. These warforged received the heroes as members of their crew so long as the heroes played the part of sailors. Gerkin, being a necromancer from Karrnathi, remained on the shore, being mindful of the animosity between Cyrans and Karrns and being fearful that his presence might endanger his companions and their mission.

When nightfall came, the Reclamation came under attack by a ghostly warship that appeared suddenly off the shore of Seaside. The ghost ship was manned entirely by undead Karrnathi forces and bearing a sail with the emblem of a wolf crushing a crown in its jaws. The ghostly warship was called the Regicide, and its captain appeared to be a royal vampire lord of Karrnath. The Reclamation was under threat of destruction as volley after volley from the Regicide’s arcane cannons struck its hull.

The heroes turned the tide of battle by boarding the Regicide and bringing the fight to its captain. Meanwhile, Gerkin commanded his skeletal soldiers to man their own siege weaponry, a massive scorpion brought all the way from the offices of the Salvation Times, from the port of Seaside. With the swords, spells, and explosive ballista bolts, the heroes repelled the Karrnathi ghost ship and saved the Reclamation. When the battle had been won, the spirits that had possessed the warforged departed, returning them to their senses. These warforged, having gathered in the Mournland because they had no sense of purpose and nowhere to go after the Last War had ended, agreed to stay aboard the Reclamation and join its crew.