Session Date: 07/13/2026

I missed the past few sessions.

Catch-up Information

We are at Point Chasm together. To explain Faylen’s absence, he was trying to find a library in this place, and managed to find a post office that counts as the closest thing. The group has gone to Emer Kaine’s home and found a lab within, and an creature assassin abomination with very well trained eels. The assassin - Blackjack Davion - was smart enough to end the battle and lost his head (but lived) after telling us his employer is Grayrazor, a dragon. The party agrees to find the information he seeks, but we will not bring Emer Kaine to him.

Note: We cannot just leave Point Chasm. There is an enormous elevator that goes up and down every couple of days - while it’s up, we cannot leave and must wait for the elevator to come back down.

Blackjack and Akker have issues between each other. In part because Blackjack is a professional and Akker is a maniac, but also Akker saw that Blackjack would hurt his friends and we managed to convince him not to throw Blackjack into The Howl.

While away, Faylen learns that a lot of communication has been stopped. There are piles upon piles of official looking letters and packages - the research, for example - have not left the building yet. It’s clear that it’s not being put on the elevator. Faylen figures out that it’s business as usual - everyone is fighting creatures living in The Howl, there’s always an attempt to eat one and it never goes well. There’s a group of people in Point Chasm that want to escape, but they wind up working on the trawlers since the researchers can pay them.

Mary Mara Tabby Reginald Bosch Murgo Smallbarrow Faylen Naktu

Session Begins

We make it to The Deep Dragonfruit - Gurt’s bar down here in Point Chasm. He’s upset that he fled so quickly because he wouldn’t have had to come here of all places, but we are glad that he’s here so that we have a friendly face and solid enough food. We chat a little bit about this and then Blackjack Davion comes and sits down with us - he’s surprised we’re still alive.

Blackjack explains that Emer Kaine does not work as a researcher - his research is his own, private. If he were hiding out here, he might be working on the trawlers, which Mary points out would give him the opportunity to find a lead on whatever it is he’s researching. We agree that this is as good a lead as any and head out to The Howl to see if we can perhaps find Emer Kaine over here.

Bosch leans over The Howl as we approach and he has a moment of realization as there is nothing in there. It is the loneliest he’s ever been. He suggests that he changes his mind and we should go somewhere else. Bosch starts to back up and grabs onto whoever is nearest and he doesn’t want to go down, actually. Tabby peeks over the side and comes to the same conclusion - the absence of laughter that is just empty, it’s too little. Faylen suggests that we spend some time near the staging area (the kind of harbor) and spend some time watching who comes and goes from the trawlers.

A dwarven man with a pipe comments that there should be a plaque to say not to look down into the abyss. He’s wearing some kind of nightvision goggles and looks almost like a sailor. He comments that the fear will pass, everyone gets one. Bosch greets him and comments it’s nice to see a person, and Tabby asks if he has a sense of humor (yes, or he’s crazy, or both!). The dwarf asks if he heard correctly and if we are looking for someone - Mary says yes, Emer Kaine, and the dwarf says the prof? We confirm, and the dwarf says he will do his best to forget the real name since people come down here to reinvent themselves.

The dwarf says that the trawler that he was supposed to come back a few days ago, though the dwarf says that it doesn’t mean they’re all dead. Faylen sighs and comments that we will likely need to go down and see if we can find them and Bosch and Tabby say we can always wait, but Faylen points out that they were supposed to be here days ago, so we likely need to go and rescue them. The dwarf

The dwarf is Tyld Ironbough, The Artificer* *not actually the Artificer, but he takes care of the Trawlers

We introduce ourselves and he says he can either charter all of this for us (very expensive) or we can go to talk to the cop. We decide to go to the cop and head toward what was at one time a wizard tower, but is now just the prison. We know for a fact that the Warden isn’t here, which is good.

We approach the guards and they tell us to go talk to the inspector. The guard gives us a piece of paper saying that we are guests. We head to the barracks and wander around lost until a voice comments that there are new people here, and we see a Doggerman come out. His name is Wulfgang van Hond and we explain to him that we need to charter a trawler. He talks to us and tries to decide if we are actually adventurer’s, and he ultimately decides that we are and he will go with us.

Wulfgang will go with us to be a pilot. He will need to definitely get things together and get his boss to sign off on everything, but he’ll get it done and meet us where we want to meet him (we choose The Deep Dragonfruit).

We all notice that Wulfgang is a fastidious man that

  1. There is definitely an official building and he’s not bunking with the officials (like his boss)
  2. Wulfgang has a cane (likely a sword cane) and a gun (dragon mouth pistol - smaller blunderbuss)
  3. His jaws could be a pretty potent weapon

There are notes on his desk and Faylen has instructions on how to pilot a trawler, but also notes with what he would have to have with him if he were to have to go alone - he was going to go anyway, but now we are joining him.

We go to The Deep Dragonfruit and Gurt tells us to be careful and to also remember to pay our debts, to which Bosch returns Gurt’s crowbar and a few other things that are of some amount of value. Faylen and Tabby both insist that we will be fine, with Tabby giving the one-liner that we’ve escaped death so much that we have a restraining order.

We sit around chatting and eventually Akker comes up and asks what we’re up to and we explain we are going down into The Howl in a trawler, and that the inspector is going to be our pilot. Mary does her best to talk Akker out of going with us, but Bosch finally strikes a deal where Akker can come as someone other than Akker, and Akker realizes he knows what he needs to do. After Akker leaves, Wulfgang comes and we explain that we found a researcher to go with us and he’s not thrilled. Akker does come back up and introduces himself as Doctor Zingar, Litt.D and talks science with Faylen, and does a very solid conversation after introducing himself to Wulfgang.

We all head over to the trawler that Wulfgang has put together and it’s a smaller, aerodynamic submarine-type vehicle. We have all the supplies we need - food and the like, and parts that will help with repair should it be easier to convince them to repair the trawler rather than abandon ship.

The trawler disembarks and we begin to go down into the deep. Wulfgang has a map with where the trawler with the professor likely last was and heads that way.