Hot Springs Island - Session 9
Players attend Svarku's New Moon Party in a volcanic palace and learn about his "ogre problem". The Acid Arrows attempt to steal an Astral Ship. Chaos ensues as players free prisoners and escape on the ship. Svarku teleports aboard, enraged, as the session ends dramatically.

Players
Joe: Hagar (Wizard)- Jon: Gretta (Fighter)
- Sam: Jacques (Thief)
- Ethan: Golman (Druid)
- Brendan: Silvar (Ranger)
Nonplayer Characters
- Svarku
- Penelope Jane and the Acid Arrows: Mitsy, Red Rosalyn, Isabelle, Zara, Cleo, Lucia, Sasha, and Quinta
- The Rival Party: Eunice, Baxter, Jack, and Audrey
- Fuegonauts (Salamanders) and Combustarinos (Imps)
- Obsidian Guards and Miners
Plot Points
Harold the Barber
The players kick things off by getting dressed for the party, bathing, light tailoring, and general fashion advice. The Penelope Jane and Acid Arrow’s head is there early to “scout ahead”.
The Four Aspects of Svarku
The players head to the volcano and find 50-foot-tall statues of Svarku made of solid gold, each with a different aspect of his persona or ego. They head into the Volcano itself and to the New Moon Party.
Volcano Entrance
Braziers with dancing women made of fire welcome them to Svarku’s Palace, before the doors wait Penelope Jane and the Acid Arrows. They head inside.
Svarku’s Palace (New Moon Party)
Inside the volcano’s crater, they find the gold and ebony glass place bustling with Salamanders and Fire Imps, behind Svarku’s palace is a floating airship. The main doors of the palace are wide open and Svarku sits like a god; he doesn’t remember the players at all, but he does remember inviting humans, these must be them.
- Penelope and her gang work the crowd, they’re going to steal the ship (being pirates after all) and that is an Astral Ship, which they need.
- The players spread out: Golman plays the introverted wallflower, while Jacques and Gretta head straight into Svarku’s throne room (more of a nightclub). Silvar finds himself in a pit of Imps fighting for everyone’s amusement.
- Golman is coaxed (pressganged) by Misty, one of the Acid Arrows, to investigate the lower area with loose security. They quickly find out it’s a dungeon and Eunice and her party are all suspended from cages over volcanic lava. They escape back to the party itself.
- Jacques and Gretta talk to Svarku, who doesn’t remember them breaking into his office a few days ago, but plays it off like he does. He has the Elvish forge they’re after, but it’s currently used as a table to hold a party mug with his face on it. He laughs about it “Other humans tried to steal it from me a few days ago; why does everyone want this thing?” He then offers it up if they can solve his problem, but that’s later he demands they enjoy the party first.
- Silvar is pushed into a pit of fire imps and forced to fight in their little arena for everyone’s amusement. The imps here are all sporting black leather jackets and gang-level weaponry: knives and brass knuckles. The imp he’s facing has Yakuza-styled tattoos and a pair of ebony spectacles. Silvar deftly outmaneuvers him and ends the fight with his bow at short-range. Stunned, the imps throw a branded leather jacket and switchblade at him, his prize for winning.
- Penelope seduces Svarku and they disappear up the steps of his palace to show off his incredible wealth to this enchanting woman.
- Jacques and Gretta play cards with the imps, more for information than winning coins and find out that Svarku has an “Ogre problem” on the island that’s hurting the Red Stone mining operation. The card game loses steam and they leave.
- The Salamanders are setting up a fireworks show for later as the players meet back up, share information, and investigate the Red Stone mines east of the volcano. Red miasma blocks them from going deeper into Svarku’s operation, and they don’t learn much more. They head back to the party.
- They can see Penelope Jane and Svarku flirting on the top level of his palace when hell breaks loose.
- The Acid Arrows have rigged the fireworks to explode and fire a grappling hook to the airship simultaneously to cover the noise and begin to climb. The party is ruined.
- Svarku teleports to his throne room and as the players are
- Jacques and Golman sprint to the dungeons to spring Eunice and her group out of lava jail and escape with the Acid Arrows while Gretta and Silvar distract Svarku.
- They bullrush up his palace through three flights of stairs and into his private chambers, where a haram of water women shriek. Svarku teleports to their aid.
- Silvar’s hawk, Scraps, flies into Svarku’s face scratching his perfect features and buying them time. His haram flock to him; their champion has been damaged.
- Gretta and Silvar flee through the side door leading to a bridge and jump onto the airship with Penelope as it’s maneuvering to pick them up. They escape.
- They clear the Volcano and breathe relief. But the main cabin doors slam open. Svarku has teleported to his pleasure barge. He. Is. Pissed.
Major Decisions and Actions
- Stealing an Astral Ship, but not by choice.
Treasure
- Silvar won a fire switchblade—swish!
- One of a kind Astral Ship
- Anti-Fire Necklace
- Finder Looking Glass
Character Development Moments
- Golman is personally disgusted by Misty and her “advances”.
- Silvar, turned out to be a pit fighting Chad.
- Jacques’ excellent job gathering information.
- Gretta, bull-rushing up the stairs.
- Hagar is with Isla working on a magic item.
Unresolved Plot Threads
- Who or what are the obsidian constructs or golems mining the Red Stone, and what is its value?
- The harem of water women looked like that painting in Svarku’s office, but who is she?
- Who are the ogres that Svarku has a problem with?
Next Session Setup
Battle with Svarku on an airship.
Discussion