|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
"We call this planet Dusk. We are a simple people and will remain so. Come with us if you wish."
He turns with his men and they walk away.
That concludes the Haarlock's Legacy. 3 years later we finally finish the story line. You stopped Haarlock from returning but are now stranded on the planet Dusk (a primitive planet with zero technology). What fates await your characters you will never know (or will you?).
Lets start gearing up for Black Crusade. Get characters ready and get rolling on the dark side!
You all wait around for something to happen but nothing does. It eventually beings to rain as the clouds move in and your left on the hill top alone with the destroyed mirror door.
After some time the tribesmen you met earlier move up to the hill once again and their leader speaks.
"It seems you have done what you came to do. The old lady vanished after the face vanished from the skies and wondered if you survived or not."
He takes in his surroundings. "It appears you are now stranded here with us. Your welcome to stay with our tribe."
You all realize that any electronic equipment you were carrying is now fried and you have no way of communicating with the outside world.
Sister takes a hit from the explosion but her armor absorbs most of the damage and still lives.
Moments later, as the eclipse arrives and Dusk is plunged into cold darkness, the image of the black sun forms with the furious outline of a contorted human face with blazing white eyes. A howl of rage and frustration echoes across the surface of Dusk as hurricane-force winds rip through the swamps and forests, scattering the witnesses to the ground with the force of the turbulence in the air. The face fades and the eclipse passes as lighting and thunder break on the horizon.
It appears Haarlock has been thwarted and his Legacy ended...
Your faith in the Emperor allows you to keep going without any fatigue.
Finally your able to dig deep enough to topple one of the pillars. As it falls the mirror door is torn apart in a spectacular haze of silver light and a thunderclap of noise, and the posts shatter explosively, showering the area with fragments.
damage: 2d10 ⇒ (5, 8) = 13
You should be doing 2 bullets for semi-auto
Damage 2: 1d10 + 4 + 2d10 ⇒ (5) + 4 + (7, 5) = 21
Greel Dodge: 1d100 ⇒ 72
The hellfire rounds tear into Greel like a knife through hot butter as his body explodes into a million pieces!
The man with the Herron mask fires a semi-auto blast at Arauxis.
attack: 1d100 ⇒ 78
Graki is up!
As sister Revanche approaches the door with her gun drawn a man suddenly appears out of thin air. He is talk dressed in a black robe holding a long staff. Auaxis recognizes him as Greel from the House of Dust and Ash.
Another appears next to him wearing a Herron Mask holding a bolt pistol.
And a third appears on the other side of him wearing a Jackal Mask holding a bolt pistol.
Greel speaks. "I do not think you will be doing any such thing sister. It is time for Haarlock to return and no one shall stop it from happening."
On the hill you have the mirror-door. One imprisoned between two rough posts of deep black stone that jut from the hill's crest. The mirror-door shivers and fluxes angrily, pale arcs of ghostly force rippling across its surface. Beyond it you can faintly make ou tthe shape of the Blind Tesseract and the Iron Daughter. Unlike the other places where it disappeared this one remains.
The witch rubs her chin examine the three of you.
"You will each give me something in return for your answers."
She looks to Sister Revanche first.
She turns to look at Auraxis.
Lastly she turns to Graki and scrunches her nose.
"Do we have a deal?"
She laughs menacingly for a while while watching you all as if she was looking into your souls.
"He came to me when everything else he tried failed, and even then, his pride would not let him beg. No, not that one. Will of iron enough to overturn the universe if he could, heh! He’d walked the past and found he could change ‘nuthin, walked the future and found nothing that wouldn’t turn to dust in his hands.
‘What can I do?’ he asked me ‘Where can I fi nd the power?’ Hah! ‘Hag tell me!’ he demanded!
"He paid my price," she says, tapping the canister beneath her nails before carrying on, "So I told him. I told him the only place that would end his desires would be the black star, and that’s where he went and that’s where he’s reckon’ to return from. Only what’ll walk back wearing his face, not even I knows."
"But he needed someone on this side you see, needed a link of blood and desire to turn the key of his machine, a beacon to light his way across the abyss beyond the Warp, to come back where no-one had come back from before, and you lit that beacon up for him! You an’ the others with your murderin’ and your lying and struggle, all callin’ him back across."
"Now the dark star is rising over this world, blotting out its own sun, just as it did the day he walked into its embrace, and on that hill his foot’s gonna fall again."
Your team follows Ephraim and the party and after a few short twists and turns through the mist-shrouded swamp land the tangled swamp opens before you into a moss-strewn clearing centred around what appears to be the ancient wreck of a space craft. Its belly is torn open and a strange dwelling bedecked in all manner of hanging totems and trinkets has been created within. The shadows of this place are utterly impenetrable, like a rip torn open in the world to an abyss beyond, and a heavy silence rests upon the place.
At the centre of the open-fronted dwelling on a rickety chair sits an immeasurably old woman of imperious bearing, her withered skin the colour of dirty ivory and her hair wild and matted. Under one hand lays a broken servo-skull and a narrow steel canister which she is caressing absently with her long black fingernails, while behind her chair something reddish-black and sinewy coils too deep in the shadows to make out.
"We brought them as you asked Ol’Lady." Ephraim calls out nervously.
The old woman nods slowly and pronounces in a voice that sounds like broken glass over a tombstone, "So you did, Ephraim Ryder, so you did, now go back to your kin."
"So," the old woman speaks "That blind fool Haarlock finally found himself some more fools to walk in his path, eh? Well congratulations, you made it through the corridors of time alive, and ahead oh’him coming back, the choice is yours now."
As you rest above you the ominous shadow behind the clouds is slowly moving ever closer to the sun.
After about an hour passes a lantern light appears at the edge of the forest and a party of a dozen men and one woman enter the clearing at the foot of the hill. They all appear to be tribal people but are well armed. As they approach they do not appear to be aggressive.
A man walks forward who appears to be their leader.
"My name is Ephraim and we have been asked by the Ol' Lady to bring you to her."
Sister Revanche picks up the bolt pistol and extra bullets reloading and the three of you head through the mirror door once again.
As you walk through the shimmering gate, you know something is different immediately. You shudder at your core as if something has trodden on your grave, and the hot air hits you like a gust from a furnace. Your find yourself on a blasted, withered hilltop where nothing grows, while at the hill’s foot is a dense forested swamp that goes on as far as the eye can see through the dim hazy light. In the heavily clouded sky above you, a sun burns faintly as if setting, although it is clearly at the height of noon on another world, while nearby it lurks a deeper and unsettling shadow.
Behind you, you realise with a shock that the mirror-door has not disappeared but now remains imprisoned between two rough posts of deep black stone that jut from the hill’s crest. The mirror-door shivers and fluxes angrily, pale arcs of ghostly force rippling across its surface. Beyond it you can faintly make out the shape of the Blind Tesseract, Haarlock’s machine, and the Iron Daughter, her hands covering her face as if she were weeping.
You all realize once again are fully real. Tiredness washes over you (everyone gains a level of Fatigue) and you become acutely aware that
All objects you may have taken from your travels quickly begin to rust and tarnish and then turn to dust in the wind. (Bolt pistol, ammo and that cylinder that Auraxis took).
You can hear ominous animal sounds from the swampland below the hill.
Fihad shoots at Graki again before he can engage in melee.
attack: 1d100 ⇒ 16
Graki please dodge and then your up in melee range if you survive :)
Auraxis bolter goes click click but can't seem to unjam the bullet.
Graki is up! You won't make it to Fihad this round but you can start your journey to him and by next round you will be upon him.
Auraxis you may attempt to unjam again or do another action.
You need to make BS test to unjam.
Graki finishes off the one that was on him!
Revache attempts to finish off the one on her.
attack: 1d100 ⇒ 37
The last stalker is cut in half by the sisters wrath!
Fihad growls and turns his direction toward Graki and shoots a semi-auto burst at him.
Please dodge Graki
Revache will attempt a swift attack on the creature in front of her again.
stalker dodge: 1d100 ⇒ 17
Fihad takes a shot at Auraxis again semi-auto even though he got some cover now (-20 attack)
Stalker4 attacks Revache again.
sister dodge: 1d100 ⇒ 48
Graki is up!
stalker1 dodge: 1d100 ⇒ 29
Stalker1 lunges at Graki again
Auraxis and Revanche up. Auraxis you need to take full round BS test to unjam gun or you can run for cover. There are some suitable spots where it would be harder for him to shoot you but won't be unjamming your gun this round.
Auraxis is able to step aside as the bullets nearly turn him to shredded meat.
Stalker3 swings at Revanche again!
stalker3 dodge: 1d100 ⇒ 14
Fahid growls a bit and shoots another semi-auto volley at Auraxis.
damage1: 1d10 + 5 ⇒ (10) + 5 = 15 pen 4
Auraixs please dodge.