Kovax Exner |
"Care Whiskifiss, Redtooth sent us to rescue you. Marrow and the smilers are all dead or fled. You are safe."
-Posted with Wayfinder
Kovax Exner |
What's the loot in Marrow"s locker?
-Posted with Wayfinder
DM Fflash |
The ratling relaxes visibly but his snout is bound with cord and he is grievously wounded (5/38 hp) and obviously malnourished.
Razorend does notice human bones in the stew pot as he departs the barracks and spies a poorly made secret door that leads to a small tunnel that connects to Marrow's lab. [ooc](and one the DM completely overlooked else you all might have been flanked!)
Loot added to spreadsheet, you also receive 200xp for freeing Whiskifiss alive
Urgeon Porpentine |
Urgeon cuts the cord binding the ratling's snout and provides it some food. "You're lucky to be alive rat. Why were the smilers holding you prisoner?"
Kovax Exner |
We decided to try and get a meeting with the ratlings and saved some of them from Smilers, they in turn brought us to their leader, Redtooth. She said she had heard of us and that she would be willing to help us if we rescued one of her own who had been captured by the Smilers. It's the whole reason we decided to raid their base in the first place was to save him
Urgeon Porpentine |
Thanks.
Urgeon helps pack up Whiskifiss and follows the others back to Redtooth.
DM Fflash |
The party is able to extract the gear and Whiskifiss from the Smiler compound, leaving by the same route they entered, sneaking back around the city and returning to the Raider's camp.
Whiskifiss is grateful for his rescue but does request the return of his gear (studded leather, magic crossbow, sword and bolts found next to Marrow's locker) before you head back out.
Redtooth is equally relieved and impressed that you were able to rescue her brother.
"You've proven yourself worthy of my advice and aid. I encourage you to look into some of the other pressing concerns in Scrapwall to see if you can bring some solidarity to those remaining gangs or even the gangless to unite against the Lords of Rust"
After your audience you return to the Clockwork Chapel to rest, train and touch base with the eccentric Brigh priestess. (You may level up and repost memorized spells as well)
You may continue to engage with Redtooth in flex time. Post level ups in Discussion and any identifying spellcraft or knowledge engineering rolls
Kovax Exner |
Kovax will agree to giving him back his gear, really we need allies more than we need gear that none of us will really use.
Redtooth
Kovax will smile at the reunion and wait for any excitement to calm down before speaking "We are glad we could assist and that you gave us a good reason to clean out the Smilers, vile creatures, all of them" Looking at Redtooth, "Can we count on your support against the Lords?"
"Any reccomendations on next steps? Which gangs do you feel would be most likely to join us? Or any of the gangless for that matter
Kovax Exner |
"Could you and your people help us lure the Manticore out into the open during the day? We had an opportunity to fight it but we were on the way to rescue Whiskifiss and we didn't want to risk any injuries that would have prevented us from saving him"
DM Fflash |
Killing the creature, which you still have no idea what it might be, the party finds the rest of the compound safe. You find some indication that something heavy and square once was in the southwest room and has now been drug out and moved off somewhere else. You also find the bizarre remnants of a fragmented statue of a monstrous clawed hand, now assembled into some sort of man sized nest.
Urgeon Porpentine |
Urgeon rubs his chin and studies the remnants of the claw hand and tries to determine what sort of creature it came from.
knowledge, dungeoneering?: 1d20 + 7 ⇒ (16) + 7 = 23
He also studies the southwest room for any track marks where the heavy thing was dragged out.
Perception: 1d20 + 7 ⇒ (12) + 7 = 19
DM Fflash |
Urgeon finds the drag mark tracks, but cannot follow them. He doesn't think the claw hand came from a specific creature, but rather was manufactured to resemble Hellion's holy symbol.
Razorend searches the nest thoroughly and finds nothing but remnants of some unidentifiable and rotting organic matter.
ANything else you wish to do here?
Urgeon Porpentine |
I think we're done here.
Urgeon turns to the others."Redtooth is right, we need to do something big to prove our selves. Shall we try to kill that manticore?"
Urgeon Porpentine |
Urgeon nods while thinking about the haunted canyon. "Yes, let's rest and prepare for what's next."
DM Fflash |
The party heals up (with the wand I assume, so please roll those and use the charges, based on the votes above ... if you change your mind, let me know and I'll adjudicate the longer traveler ) and heads past the receiver and on to the Haunted Canyon.
The people get sparser and the air gets colder as you continue to move until you pass a sign that states ...
Mists ahead, enter at your own risk
Whiskerfiss bids you adieu at this moment and then you head forward. Just past the sign, you see the fog enshrouded canyon up ahead, tendrils of fog spilling over the edges of the outer wall in places, but for the most part contained in that canyon. Approaching it, the fog seems to beckon at you and when you enter, it swallows you quickly, allowing you just enough visibility to see each other and the ground, but not much more than that.
Inching forward carefully, you hear sounds of crashing metal here and there as if something fell nearby. The mist is clammy and hangs on you until you dampen slightly and a soft moan in the air tugs at your soul.
The canyon is narrow enough that you can't really lose your way and you don't note any side passages. Eventually you stumble upon a pile of rubble in the middle of the canyon with an awkward angled glaucite wall laying under it, a door hanging open the western end notably lower than the eastern end.
You glance into the 8 foot ceiling area beyond the door and find there is absolutely no light, but you feel an unnaturally cold air blow out.
Your eyes adjust to the empty atrium. Metal doorways yawn to the north and south, and the slanted floor is strewn with strange bits of rubble and twisted lengths of metal. The ceiling is badly damaged here, its gray metal shell shattered in numerous places, exposing coils of rusty, mold-covered cables and wires.
1st hour: 1d100 ⇒ 99
2nd hour: 1d100 ⇒ 48
3rd hour, if necessary: 1d100 ⇒ 28
4th hour, if necessary: 1d100 ⇒ 93
Urgeon Porpentine |
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Urgeon searches the rubbled area outside of the door before casting a light spell and following the others inside. He will also cast mage armor on himself.
Perception: 1d20 + 7 ⇒ (17) + 7 = 24
Razorend |
Razor took the most damage in the basilisk fight... currently 11 / 35.
CLW wand: 1d8 + 1 ⇒ (5) + 1 = 6
CLW wand: 1d8 + 1 ⇒ (8) + 1 = 9
CLW wand: 1d8 + 1 ⇒ (6) + 1 = 7 ... 33 / 35 now!
"Some doors ahead," Razorend describes, all becoming clear once Urgeon summons his light. Razorend spends a minute centering, mentally reciting his combat maneuvers before proceeding. He crouches into body of the night and leads the way, scouting ahead at the edge of Urgeon's light.
Stealth: 1d20 + 18 ⇒ (20) + 18 = 38
Kovax Exner |
How much time are we really talking about to swing by Danya and have her heal us? It's like 10 AM or something and this town isn't that big, I don't know why we are willing to use the wand with a finite amount of charges when we are not strapped for time, I would rather save those for when we have to have it not when it's saving us 30 minutes.
DM Fflash |
No market in Scrapwall ... it's a take what you can kind of place.
She will heal you for free as long as she has spells, but she has nothing to sell you.
Returning to Dinvaya to check in and get healed she burst heals you a couple times taking care of the entire party.
Channel: 4d6 ⇒ (3, 5, 5, 4) = 17
Channel: 4d6 ⇒ (3, 3, 6, 6) = 18
"You are beginning to make a name for yourself ... folks have been talking. Won't be long before you get an invite to fight in the Arena. Should give you a chance to get close to Helskarg and then maybe figure out what weapon Hellion found under the Arena," she says the last bit like it's common knowledge, although it's the first time she's mentioned it to you.
You ask her about the Haunted Canyon and she replies simply with, "Not much for me out that way. I hear its haunted ... spirits and the like. More likely that people walk into the mists and fall into a hole."
DMFflash |
I rolled a third one ... it was 22. Unnecessary though, so deleted it
"I have no idea. The people that come here don't find much scrap that way and I don't ask questions about local legends. Ghost stories dont interest me. Similarly, I have no interest in going out there. I like my solitude and am content here."
-Posted with Wayfinder
Urgeon Porpentine |
Urgeon thanks Dinvaya for the healing and then prepares for the journey. Let's head out!"
Urgeon Porpentine |
Urgeon will follow the others in and will then listen at each of the three doors at the end of hall. If he doesn't hear any obvious threats he will open each door in turn. He has his wands out and ready.
Perception: 1d20 + 7 ⇒ (9) + 7 = 16
Perception: 1d20 + 7 ⇒ (9) + 7 = 16
Perception: 1d20 + 7 ⇒ (15) + 7 = 22