| Draught |
My wife and I are in the process of moving into a new house, and today and tomorrow are our big moving days, so I won't be posting much until Sunday evening or even Monday morning. This'll probably be my last post until at least Sunday morning.
| DM Bloodgargler |
The guard is the only enemy who is a threat at the moment.
The four others are undead lizardfolk which are restrained by harnesses and chain.
If the trapdoor had been pried open (and the first lever had not been pulled), the undead would not have been winched back to the wall.
The undead are not in cages. Each pair have one "wall" of iron bars bolted in front of them for a couple reasons. As a guideline of how far they can reach, and so they don't get their chains tangled up with each other.
| Draught |
Okay so I think I've somehow completely lost track of what's happening in this campaign, and it's causing me to be less invested in it, and I don't want to be a non-invested player, cuz those guys suck. LOL.
Bloodgargler, can you give me a quick recap of what is happening? I think I'm getting confused by the way Alynthar is being introduced. Are we still in the trashyard? Are we in the ratfolks' home tunnels? Where was Alynthar imprisoned, and by who?
| DM Bloodgargler |
Sure no problem.
I will start with what you've learned from the well-dressed man Ervin.
You are under the junkyard. This site has been a remote underground research facility somehow related to alien technology. Meteors crashed to earth decades ago. One was an enormous ball of skymetals - the area where it fell is the corporate mining settlement of Drossberg. This facility was built around another meteor.
Three days ago one of the lead scientists made a distress call which was cut short by gunfire. (Ervin picked up the scrambled signal which allowed him to triangulate to here.) The descrambled message was received by corporate forces at Hirogdin Bunker while the militia from Okorn was there to pick up supplies. They were not meant to know of the facility's existence. On their way back to Okorn Spring, the militia and supply wagons were ambushed - apparently by those who'd given the scientist the need to call for help, and ended his transmission with gunfire.
Bergen Lachlan of Okorn Spring hired you to discover what happened to the supply caravan, and return it if possible. You found the ambush spot, and tracked the wagon to the junkyard. Within the junkyard there was a communications building with bulletholes in the equipment, a hatch with a keycard lock, and a device to grant entry to the facility by way of 15'x15' trapdoor and ramp. The winch mechanism for this entry's security doors have been repurposed as retractable leashes on lizardfolk zombies - used as guard dogs.
The wagon you'd been tracking is here - though nearly empty, but the horses are not. A guard heard the door opening and came to check it out - he'd assumed it was ratkin coming to pilfer some supplies. (The ratkin who were here when you arrived mentioned you had some of the "boss boys" gear, and the guard you fought made it sound as if they'd had some agreement.)
The guard was in communication by way of walkie-talkie with at least one other guard - who was asking him to grab a laser cutter from the supply room. The guard you knocked out called for help the other said he'd "call it in". That other guard (you've only heard his voice) was just taken out by Alynthar - who has been locked in the bedroom of an office suite within the facility for three days.
So. These guards (who are wearing the same vests as the human-supremicists of Fort Windscar) took over an alien tech research facility three days ago led by a pyrokineticist named Sarge Kurstein. (The one you'd interrogated said they'd been in charge of scaring people away from the area - which they did in costume like Scooby Doo villains.)
You have two missions
1)Original mission - What happened to supply caravan - end threat if it is something that could happen again. Bonus: return what you can if possible.
2)Ervin - He is concerned about the fate of the science team. Find Dr Harkleburn, and make sure he is safe or brought to safety. Bonus: Help any other of the science team if in danger.
| DM Bloodgargler |
Alynthar - forgot to respond...
When I started DMing here I had a job which allowed me to be on all day. I have a deskless job now, and have been trying to adjust.
Up until this past week I had a lot of physical work to make up for a maintenance guy they'd lost last month - soreness made it harder to post. I do have a cabin trip at the end of this week, but after that I should be good.
I also think the players were at a "now what?" moment. You are not far in game from things becoming clearer - which should help player posting.
| Draught |
I'll be out of town starting on Friday (going to PaizoCon! WOO!!) and will likely not be updating much until I get back on Tuesday night. Tomorrow will be my last day of full-day posting. Players or GMs, please feel free to bot my characters until I get back.
| DM Bloodgargler |
To clarify... The underground "facility" surrounds the meteor/spacecraft/cache, and apparently is referred to as the outer ring. Alynthar knows, and you will soon as well, that the offices are on the inner part of the outer ring - looking over the meteor like loges in a stadium.
The scientists, workers, and security lived and did some work in the outer ring. They fled into the meteor when the security forces "went nuts". Most of the security forces then went after them, and are now forcing them to work and craft within the meteor - though some are still in hiding.
My expectation is that your group will...
- Rescue scientists and workers.
- Help the scientists in their work to build labs and other necessary structures outside of the meteor.
- Fight against the security forces, living dead, and alien constructs within the meteor - allowing the scientists to grow their knowledge (which would make new tech available).
- Prepare for the incoming alien invasion - perhaps with further conflict against home-worlders who want to plunder or destroy the cache.
| DM Bloodgargler |
I'll give you a hint... where were you when you were petrified?
My plan is to level at plot points up to level 5... though if I feel you are gaining more XP than I expected, you could level higher.
Also if and by the time we reach the end of the storyline, I may have something else in mind to continue.
| DM Bloodgargler |
Sorry, I've been very busy working on a side job... finishing up tomorrow. Will post tonight or tomorrow.
can't find the guard stats I was using, but this should be about right. I'll let you know if some stats should be higher when I find their stat block (I think I have them secreted away on one of my aliases)
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +0
AC 15, touch 12, flat-footed 14 (+1 armor, +2 Dex, +2 natural)
hp 12 (3d8)
Fort +1, Ref +3, Will +2
DR 5/bludgeoning; Immune cold, undead traits
Speed 30 ft.
Melee weapon +2 (1d?+1), claw –3 (1d4+0) or 2 claws +2 (1d4+1)
Str 13, Dex 15, Con —, Int —, Wis 10, Cha 10
Base Atk +1; CMB +2; CMD 14
Feats Improved Initiative
| Alynthar42 |
New other question- why did the scientists imprison me, and how was I treated? Was it a fairly cordial "We just have to make sure you aren't a threat to all of humanity" kinda thing, or a more sinister situation? Basically, I'm trying to find out if Alynthar would react by shooting Harkleburn.
| DM Bloodgargler |
Alynthar - You were petrified (by someone from the background you'd submitted) somewhere around where this meteor hit a few thousand years ago. You were discovered when the facility was built, and somehow the scientists found a way to restore you. You were held for recuperation and also (as you've guessed) to be sure you were not a threat.
Ta'mas - no, not yet. Another 1750 XP or reach next plot point whichever comes first.
| DM Bloodgargler |
You will need to scavenge the meteor/alien craft (known by the scientists as the Niobium Cache) for tech, and the wastelands for materials and maybe allies.
The scientists, engineers, and laborers will build as they have access to both... providing you a base with growing options for tech crafting. Kingdom building minus control DCs, loyalty, economy, etc. With the addition of tech labs. Most of this will be behind-the-scenes... mostly providing a growing list of structures from which you may pick your next build project.
Before the scientists, engineers, and laborers can do that, the area must be secured, and they must be rescued. They are within the Niobium Cache being hunted, and forced to work for a cadre of mutinous security forces and whoever is leading them. Also within the Niobium Cache is an advanced AI "constructor" robot which creates tiny robot which clamp onto the brain stems of dead lifeforms and control them.
| DM Bloodgargler |
>Facility Map (reposted from gameplay)<
The alien craft "sits" in the underground facility like an egg in a nest.
X is where party is. O is the objective (the storeroom). A is Harkleburn's office where Alynthar saw the group first attempt to cross the catwalk into the alien craft.
| Ta'mas Dune-Runner |
A note to all my active games: I'm in the process of preparing for my candidacy exam for the next few weeks, and I've decided to make a commitment to check my PbPs at most 1/day. I'll probably still be somewhat active, just, not as manic about it as usual.
| Tomin Mesor |
Which map are we using? Is it this one? If so, where are we? I just reread through the last 3 pages of gameplay and didn't see anything else.