AX&X: The Sky-Anchor of Aethelgard

A fantasy adventure for AX&X, for 4 to 6 characters of levels 4 to 5

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The Hook

A frantic gnome named Pipkin, Archivist of Oakhaven, hires the party on the strength of a torn star-chart. It points to the Cloud-Spires, a range of floating peaks that broke from the mainland during the Great Sundering and drifted off centuries ago. Pipkin is sure the Sovereign of the Zephyr, a gnomish airship that once crossed oceans in days, still sits docked at the highest spire, held in an old stasis field. He offers 1,000 GP for its safe return, and first claim on whatever else the party can carry off.

Act I: The Ascent

The party starts at the foot of the Cloud-Spires and has to reach the floating islands.

Act II: The Spire of Whispers

The lift reaches a jagged island of obsidian and marble, overgrown with glowing flora. The way to the airship runs up through the Spire of Whispers, a vertical dungeon of crumbling libraries and floating stairs.

Act III: The Sovereign of the Zephyr

Beyond the doors waits the Sovereign of the Zephyr, a ship of brass and mahogany. It is not empty.

The Choice

The Navigator opens its eyes and asks whose orders it follows now. The party has three ways to go.

  1. Keep the Sovereign. It answers to the party, but Pipkin’s claim and the approaching fleet both come due.
  2. Hand the ship to Pipkin and Oakhaven. Collect the pay and a standing welcome in the gnome-halls.
  3. Let the Navigator steer its own course. It grants the party one voyage anywhere in thanks, then lifts off alone.

Rewards

Pipkin pays the promised 1,000 GP the moment the chart proves true. Keep the Sovereign and the party holds a ship that crosses oceans in days, though its Aether-Engine wants a gnomish wright’s care after every long haul.

Either way, a fleet of hired blades now knows the ship was found, and the open sky ahead is not empty.

Threats

HD Hit Dice, AC Armor Class, Atk attack bonus and damage. Attack bonus equals HD.