Scrapwall and beyond. (Inactive)

Game Master Azih

Numeria
Iadenveigh Map
Iadenveigh Approach
Loot tracker

Book three started


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Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

"Any time you want to knock this thing down would be just fine!" Criek says to the cat as he continues to shy back away from the bot in front of him, maintaining his barrage on Hellion!

frost bomb @ Hellion, point blank, heroism, favored: 1d20 + 10 + 1 + 4 + 2 ⇒ (10) + 10 + 1 + 4 + 2 = 27 for: 3d6 + 5 + 1 + 4 ⇒ (4, 5, 3) + 5 + 1 + 4 = 22
frost bomb @ Hellion, point blank, heroism, favored: 1d20 + 5 + 1 + 4 + 2 ⇒ (7) + 5 + 1 + 4 + 2 = 19 for: 3d6 + 5 + 1 + 4 ⇒ (1, 6, 4) + 5 + 1 + 4 = 21
and 2x DC 18 Fort saves or staggered 1 round


GM screen:

1d20 + 6 - 4 ⇒ (2) + 6 - 4 = 4
1d20 + 6 - 4 ⇒ (8) + 6 - 4 = 10
1d20 + 4 ⇒ (14) + 4 = 18
1d20 + 9 ⇒ (7) + 9 = 16

Sharae: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

1d20 + 13 ⇒ (2) + 13 = 15
1d20 + 8 ⇒ (15) + 8 = 23
2d10 + 2 ⇒ (1, 5) + 2 = 8
1d20 + 16 - 4 - 1 ⇒ (9) + 16 - 4 - 1 = 20
1d20 + 16 - 4 - 1 ⇒ (17) + 16 - 4 - 1 = 28
1d8 + 8 ⇒ (7) + 8 = 15
1d20 + 15 ⇒ (17) + 15 = 32
1d8 + 6 ⇒ (8) + 6 = 14

1d100 ⇒ 27
1d20 + 8 ⇒ (6) + 8 = 14


Pinki mrowls at Criek and tries again to bring down the robot, but again, while he's able to sink his teeth into the robot, the robot refuses to go down no matter how hard Pinki twists to try and get it to fall.

Sharae switches targets to the bot that is actively threatening Criek and fires a blast of cold that seems to singe the robot a little bit.

The dog continues to not be able to get away from the massive scorpion robot that has landed on it.

Zagmaander continues to slash away with fire at Hellion while Criek pelts him with bombs.

A piercing metal scream emnates from the would be god as the damage on its internal circuitry starts to mount higher and higher. It is obvious that it is now scared and fearful. It focuses on trying to get Zagmaaander away from it.

And one of its claws manage to land on the Xill again. And again the Xill is hoisted into the air and waved around like a toy as it screams.

The blind robot stays still.

The confused robot suddenly spurts out a metallic screech and takes no other action

The last robot steps towards Criek swings its rusty metal saw at Criek who dodges it neatly.

Setup There's one robot next to Criek. It's pretty undamaged. Pinki is there as well. One robot is unmoving and looks bad, the other is 10 feet away from Criek and just screeched. It looks damaged. Sharae is flying. Zagmaander is next to Hellion. Dog is still under Hellion. Hellion looks bad, like really really bad. Round 7 party up!


Damage Tracker
Anody 8 damage
Criek 12 damage
Sharae 9 damage
Dog 11 damage pinned
Zagmaander 26 damage + 29 damage
Hellion 86 damage inhibited dazzled 1 rounds staggered+ 23 Criek +8 zagmaander
Bot 1 24 damage blinded
Bot 2 16 damage confused
Bot 3 3 damage +3


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

Criek weighs his final two bombs in his hands, thinking, Khonnir always said, 'With repetition comes mastery.' This seems to be working -- but I'm about ready for the mastery to kick in!

Stepping back once more from the trash bot in front of him, he takes careful aim at the giant shrieking metal scorpion and lets loose --

frost bomb @ Hellion, point blank, heroism, favored: 1d20 + 10 + 1 + 4 + 2 ⇒ (7) + 10 + 1 + 4 + 2 = 24for: 3d6 + 5 + 1 + 4 ⇒ (2, 2, 2) + 5 + 1 + 4 = 16
frost bomb @ Hellion, point blank, heroism, favored: 1d20 + 5 + 1 + 4 + 2 ⇒ (3) + 5 + 1 + 4 + 2 = 15for: 3d6 + 5 + 1 + 4 ⇒ (6, 5, 3) + 5 + 1 + 4 = 24
and 2x DC 18 Fort save or staggered 1 round

if by chance the first bomb takes Hellion out, switch second bomb to a shock bomb on the nearest trash bot


Damage:

Sharae: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
3d6 ⇒ (6, 5, 4) = 15

Criek's first bomb causes Hellion to writhe on its back and utter a digital scream that is even higher pitched than before. Its legs spasm and jerk and its claws loosen enough for Zagmaaander to wriggle free.

The Xill takes the opportunity to vengefully slash down again and again with her laser torch until, finally, amidst the smell of signed star metal and other technological materials, Hellion goes still. The lights on the metal crapace it inhabited go dim and there is, for a moment silence.

The writhing also allows the robot dog to pull itself out of harms way. Its back legs drag uselessly on the ground. Hellion's weight seems to have made the poor construct almost completely immobile.

Then the Xill screams in triumph. My bondage is ended. All ties to this accursed place GONE! I GO HOME! and starts to fade away.

Criek's second bomb is redirected towards the mostly undamaged bot that has been hounding it. The shock bomb hits it hard and showers of sparks blossom out of it. It manages to hold itself together, but barely.

Pinki dances out of the way of the sparks and looks at Criek quizzically.

Actions?


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Swooping downwards to the least damaged of the robots, and noting the demise of Hellion in her peripheral vision, Sharae attacks...

Sharae, Rapier vs Robot (Two Weapon Fighting, Heroism): 1d20 + 10 + 2 - 4 ⇒ (2) + 10 + 2 - 4 = 10 for 1d6 + 1 ⇒ (6) + 1 = 7

Sharae, Rapier vs Robot (Two Weapon Fighting, Heroism): 1d20 + 5 + 2 - 4 ⇒ (14) + 5 + 2 - 4 = 17 for 1d6 + 1 ⇒ (2) + 1 = 3

Sharae, Zero Pistol vs Robot (Two Weapon Fighting, Heroism, Point Blank Shot, Ranged Touch): 1d20 + 10 + 2 - 4 ⇒ (10) + 10 + 2 - 4 = 18 for 1d8 + 1 ⇒ (7) + 1 = 8

Melee Shooter: At 1st level, as a swift action when wielding both a light or one-handed piercing melee weapon and a one-handed firearm, the picaroon can spend 1 panache point to avoid provoking attacks of opportunity with the first ranged attack she makes with the firearm during her turn.


Zagmaaander vanishes and the weapons she had wielded clatter to the ground as the Xill bids farewell and good riddance to the Material Plane. Meanwhile Sharae and Criek easily dispatch the last of the junk robots that Hellion had summoned.

Silence comes back to the cavern as the last of the robots collapse into piles of rusty shards. Pinki, completely unhurt through the madness, sits down and starts to wash himself to try and get rid of all the dust that was kicked up by the fight and is now sticking to his fur. The clockwork dog drags itself close to you.

Anody coughs before looking towards the giant metal robot that had until recently housed the being responsible for what had happened to Torch. My word. he breathes. I need to look this over!

Combat over. Level up!


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Slowly descending to the floor but not yet sliding her pistol back into her belt Sharae stands beside the professor as he suggests examining the remains of Hellion, "Quite the thing isn't it professor... what was it do you think? It seemed more 'alive' than any of the other moving machines of this place... and what do you believe it wanted? Other than our subservience and praise that is..."

And, as if she had finally got used to the idea that clockwork and metal can have persona, Sharae reaches down to comfort the damaged hound.

plus... Sharae, Wand of Make Whole on the Hound: 5d6 ⇒ (5, 4, 5, 2, 1) = 17 - or maximum healing outside of combat :)


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

"Our subservience and praise -- and that of everyone else in its reach, it seemed?"

Criek moves to join Anody in examining the twisted metal of the giant robot. "Think we could crack it open? Might be able to get at some of its secrets -- or at least figure out how the thing worked!"


Sharae's use of the wand brings the dog back to full health and it stands up straight and looks straight ahead. Pinki jumps up onto its back and curls up to go to sleep. He seems to prefer the cool touch of the metal to the dusty ground of the cavern.

Ah Sharae, you're raising some quite difficult questions on what it means to be 'alive'. One that I have been wondering about since I started studying and learning about Numenera. Anody says with a smile. The gnome seems far more happy now that the violence has subsided and they are left with something to study. Certainly everything that has been happening in Scrapwall, and what happened to Torch, all seem to have been orchestrated by it.

Criek and Anody are able to use their combined engineering knowledge to figure out how to slide open the head of the robot that housed the mad being that had been responsible for the Torch going and the near destruction of the town of the same name built around it.

Oh my Anody says as they discover two small crystals the size of a human thumb very much like the one they had discovered in the depths of the former dead valley. I believe these to be enhancement modules for artificial intelligences, but these are to bolster them rather than hamper them.

Gain an ego facet and an aggression facet.

Aggression Facet: This memory facet enhances an AI’s offensive protocols, imparting a +2 bonus on all attack rolls and weapon damage rolls, and granting Deadly Aim and Power Attack as bonus feats when the AI is controlling a robot.

Ego Facet: An ego facet bolsters an AI’s sense of selfesteem and sense of worth, imparting a +2 bonus on all Fortitude saving throws and a +4 bonus on Intimidate checks, as well as granting Toughness as a bonus feat when the AI is controlling a robot.

While Criek and Anody work on Hellion, finding nothing more in the giant robot that is of any real use, Sharae examines the area where Zagamaander vanished. She discovers a lasertorch, two masterwork longswords and two mithral bracers that seem to be quite valuable.


The group trace their steps back away from the underground cavern that was Hellion's lair and back up towards the surface of Scrapwall. The evidence of their passage is all around them in the form of corpses, smears of blood, and the rank smell of death. The corridor right outside the control room especially, slick with gore, seems even more terrible as they clamber over the Ettin.

Anody insists on swinging by the control room to get the Inhibitor facet back. He secrets the three technological crystals away as they ascend up through Hellion's temple and back up to the arena that makes up a large part of Scrapwall.

It's been a full day since they first descended into the stronhold of the Lords of Rust and even Criek, who is used to underground warrens, is glad to feel the dusty dry warmth of Scrapwall as they come back up, blinking in its harsh sunlight.

A few humans and ratfolk, keeping a wary distance from each other seem to be watching for you and a few of them rush away, persumably to carry the message of your survival back to their leaders. A clockwork construct that looks like a bronze eyeball on spider legs scampers away as well.

The humans cluster around Sharae as the ratfolk swarm Criek, wanting to know everything. They offer you pats on the back and skeins of water. A precious commodity in Scrapwall.

Sevroth of the Steel Hawks and Redtooth of the Raiders show up pretty quickly, as does Dinvaya alongwith the behooded Constance. They glance at each other before turning to you.

So... Sevroth begins

Is the deed done? Redtooth ends Severoth's unspoken question.


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

"Done -- yes. I believe we've destroyed Hellion in both physical form and, er, presence, and have...dispatched...his servants," Criek replies, reflexively grooming his fur a bit at the memory of the chainsaw.

"The threat from Hellion is no more, though we found indications of other threats. We'll need to research further, but it looks as though," -- with a rueful glance to Redtooth -- "our travels are not done."


There is a cheer and much backslapping from the crowd gathered around the group as the news of Hellion's demise spreads. Dinvaya breaks in though Other threats? Under Scrapwall?


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

"Scrapwall is released from the yoke of Hellion's rule... you are, once more, masters of your own fate", Sharae smiles as the enormity of what they have done here starts to sink in... but she is tired - much as her friends must be - so tired...

"For now, I think sleep... and some sunlight upon my skin..."

She feels almost as if she is sleep-walking, but she is astute enough to clarify for Dinvaya and to give a warning, "The threats of which my friend speaks, I do not believe they are here in Scrapwall - there is talk in a journal we found deep within of a place called Iadenveigh... is this somewhere you know? But... there may be other residual dangers yet in Hellion's domain... I would advise against travelling alone within..."


The signs of relief are obvious on everyone's faces when they realize that Scrapwall at least is no longer under the dominion of an evil godling or any other terror.

Slad grins Yeah you've earned your rest I suppose, but the Hawks are goin' to celebrate. Hey Redtooth your people are welcome to come along and tear down every lost gods damned loudspeaker in this town with us. Then tomorrow when my hangover wears off maybe we'll have a little chat 'bout how we can work together. There's a lot of good scrap we got access too now and maybe we don't have to scrap over it.

Redtooth for her part sighs and leans on her brother for support. It's been a hard few months. I don't even want to think for a little while. But yes, tomorrow we'll figure out how to share the wealth. I'm bone tired of fighting.

Dinvaya doesn't smile like the rest of the crowd but the stoic cleric's lips do twitch upwards as the celebration spreads with Hawks and Raiders and Scavengers running into Scrapwall to spread the good news of Hellion's demise. She turns in the direction of her chapel.

Come then if you wish to rest. We have some things to discuss perhaps before you rest or revel.


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

Glad to hear the prospect to an end of the place's apparently incessant infighting, Criek smiles wearily. "Yes, I'm ready to sleep for a long, long time, but I'm sure you'll still be at the celebrations when we awake. ...and I'm looking forward to joining you," he finishes, looking to Redtooth.

Following Dinvaya, he glances at his companions and responds -- "We've certainly found some information we could use your help deciphering...and figuring out how best to act on."


Iadenveigh? Dinvaya queries as she leads the way back to her chapel with the dog and Constance in tow. A town built a scant sixty years or so ago by exiles from Molthun. Followers of Erastile and technophobes that are known to destroy anything more complicated than a crossbow. Why would you go there? the cleric of the clocowrk goddess glances at Constance Neither of us would be welcome there and neither would you Alchemist-Criek. And you will find naught to research there Professor Anody. What news did you unearth that would lead you there?

But I have another matter to discuss. she says before listening to your answer. I have been in Scrapwall for a very long time. Perhaps you remember how I reacted to you when I thought you were agents of the Technic League? I have been hiding from them here and I thought it fulfilling taking the scraps of this place and turning them into gear-works dedicated to Brigh. She looks around at the mounds of trash and the swirls of dust kicked up by crowds of excited scavengers celebrating the devestation of the Lords of Rust. But the last few days have been... inspiring. I believe it would be good for me to be around people again. And this is no place for Constance. Would you by chance be heading back to Torch? Would you be willing to take us along on your journey? It is quite on the way to Iadenveigh so it would not be a detour for you.


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Sharae smiles, "It would be a pleasure to have you accompany us... the journey is not the most inspiring and your company would brighten things somewhat. And I am sure you and the professor have much to talk about!!!"

...there is a practical matter though, and making sure that Constance is not listening to the conversation, "The soul that inhabited Constance's body before she did... she worked actively against Torch - if we had not prevented her from completing her plans, the town would have been destroyed. We must be careful that people do not associate her with the transgressions of her ancestor"


How obvious was... that woman... in her actions in Torch? Dinvaya wants to know She struck me as someone cunning enough to be circumspect in hostile territory.


Sharae and Criek do not have much energy to discuss anything in depth and they fall dead asleep in the safe haven of Dinvaya's chapel as the rest of Scrapwall celebrates. When they awake the celebration is going strong and the two heroes and their retinue of a gnome and a cat are exhorted to visit both the Raiders and the Hawks. The boldest of the scavengers push their way to the two to grasp and shake their hands while others just watch.

The rule of the Lords of Rust weighed heavy on all the residents of Scrapwall and their removal brings a lightness and sense of hope that the place probably has never had and the attempts at revelry have a naive and stilted quality that is quite endearing.

Sevroth and Redtooth carve out time to interrogate Sharae and Criek pretty thoroughly on what was found underneath the Arena. Tales of Iandeveigh and Hellion's goal of attacking other Hellion type creatures elsewhere in Numeria are too large for them to even grapple with mentally as they, unlike Sharae and Criek, were unable to deal with even Hellion's minions let alone Hellion's equals in places they've barely heard of.

The time comes finally for them to travel back to Torch. Dinvaya gathers up a few of her tools and the choicest bits of scrap to load onto her clockwork cart and locks her chapel up with locks that she spent the last night crafting.

There she says with satisfaction tapping the two prominent locks she's placed on her former home. The top one is meant for human fingers, the lower one for ratfolk paws. Quite simple, but anyone who can solve them has the capacity to be capable worshippers of Birgh. I imagine some of the scavengers are worthy of it. Inside they'll find what they need to continue their studies and not much else of value. If Birgh wishes it then her touch will remain here.

She turns to the rest, Sharae, Criek, Anody, Pinki, and Constance. Shall we be off?


Traveling back to Torch in a makeshift caravan is fairly uneventful. The various mutated aberrations and malfunctioning pieces of technology that attack are summarily dispatched by the quite potent collection of magical, alchemical, clockwork, and technological arsenal your group has access to. Any Kellid barbarian tribes that might be in the area avoid the strangers as well.

By the time you get to torch the ramshackle caravan is also running a lot more smoothly thanks to Dinvayay's incessent repairs and improvements. Anody's suggestions are roundly ignored by the cleric of Bright.

The inhabitants of Torch greet your return with cheers. Life has settled back to normal after the Torch was re-lit. The casino and all the wealth contained in it had been rapidly confiscated by the town council as punishment for the owner's involvment in the conspiracy against the Town. This had allowed the town to make their back dated tax payments to Silver Mount and the threat of a Techic League takeover has subsided.

It turns out Dinvaya and Khonnair actually have a shared history and the two meet as old friends. Khonnair is more than happy to let the cleric set up a workshop and sleeping area in the basement of his own buildings.

He is less happy with the appearance of Constance. He remembers her predecessor all to well from his tortures after he was captured underneath Torch. When her new state is explained Khonnair calms down some but he still avoids the android as much as he can. His adopted daughter though does her best to make Constance comfortable, a gesture which the newbord andorid seems to appreciate greatly.

The Town Council gathers to hear your report and is glad to know that the villians responsible for the attack on the Town's livelihood and then existence, the mad AI Hellion, has been destroyed in his own lair under the scavenging community of Scrapwall. They seem to be completely uninterested in your warnings of a possible greater threat though. The Torch is re-lit, the people responsible for extinguishing it have been brought to justice, and that is the end of that.

Khonnair and Dinvaya do encourage you seperately to continue your investigations. If Hellion was scared of them, then we should be too. Khonnair says. But please take Meyanda with you, I do not know how long I can keep her hidden here.


From the town of Torch, the most direct route to Iadenveigh is via a dusty road leading west toward the Gorum Pots at the headwaters of the Dagger River, and then down along the river’s banks. A trip of approximately 140 miles.

Along the way Criek, one day, finds Pinki missing, the ratfolk tracks his cat companion and finds him lying on his side yowling in pain next to a puddle of water. Criek realizes that the seemingly pure water is actually radioactive waste! The travel pauses to try and help Pinki but nothing seems to help the pain. Finally the group camps for the night exhausted.

The next day however, Pinki seems fine again, except he seems to have shot up in size overnight. There seems to be no negative repurcussions to this unexpected occurrence. Pinki himself seems to be fairly pleased at his additional strength.

Needs to be fed more though.

A couple of weeks travel later the town itself comes into view. It does not look like it is in Numeria at all. In fact it remeinds Sharae of settlements in the River Kingdoms far more than the savage wilds and ramshackle communities of Numeria.

You have access to quite a lot of knowledgeable people and so you know Iadenveigh is a large town populated primarily by lawful good worshipers of Erastil. The rustic, pious townsfolk hate and fear technology, as they have seen technological artifacts produce disastrous explosions and terrible mutations.


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

It is with pangs of sadness that Criek sets off from Torch, "I should like to stay and show Khonnair some of what I've learned--and I must imagine whatever he and Dinvaya cook up together would be worth seeing!" the ever-eager student explains to Sharae when she catches him sighing. And I envy the cleric, getting to stay home safe in Torch and learn from Khonnair, he thinks to himself.

----

Worried at Pinki's sudden growth--and admittedly somewhat peeved by the cat's apparent lack of distress at the change--Criek worries over the beast for several days before accepting his apparent health and vigor as a new normal.

"Certainly are pleased with yourself," he grumbles as the cat drags its second deer in as many weeks into camp.

----

Overlooking Iadenveigh from the hillside, the ratfolk looks to his companions, "Does it strike anyone else as a bit...ironic? That we're traveling to the most technophobic town for hundreds of leagues around in order to find one of the most advanced technological intelligences we've ever heard of? What do we even intend to do? Ask them for the worst place in the area and look there?"


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

After so long, and all that has passed, in Torch and within Scrapwall... Sharae thought she knew Numeria - a place where technology, the magicks that cannot be understood, is king. But this place, Iadenveigh, it feels unlike all that has come before. If anything, it reminds her of the more civilised parts of the River Kingdoms... and, with a pang of strange familiarity, she relaxes.

"The first thing we do Criek... is we hide away anything that makes the townfolk uncomfortable. Weapons, tech, anything we salvaged from Hellion's lair". Sliding her pistols beneath her crystal white robes, "For now, we are travellers... nothing more..."


The group makes their way in to the town from the south east approach. Constance has her hood drawn up around her to hide her android heritage while Anody fiddles with his glasses nervously.

You don't think they'll frown on spectacles will they? Oh dear. I don't know what a place as dull as this could have to do with what Hellion was jabbering on about. he says as they get close though he does fall silent when they pass the gates.

They don't get stopped and in fact people nod and duck their heads at the group. Thankfully Pinki's change just makes him seem like a large cat rather than some sort of mutated monstrosity and so having him pad alongwith Criek actually seems to warm relations with the town a considerable degree. Friendly Shouts of Hail, Druid. are directed to him along with

Are ya lot comin' from Deadbridge way? Erastil Bless! We like River Kingdoms folks we do.\

How's travel friends? Hope ya didn't run across the nasty tekthings and muties too much on the way

Redfang at HighHome will want to meet ya friends. I can show ya the way if ya want.

Follow them as they get deeper into the town.

Sharae and Anody know that Iavendeigh is right on the border of Numeria and the River Kingdoms and Deadbridge is a town that is known to be used as a last common last port of call for people travelling the Dagger River north into Numeria.


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

Criek will try not to say too much, lest he get himself in trouble, but smile and nod politely where he can't come up with a "safe" answer.

"Came across a couple of pieces of hostile tech, yes, but we took care of them," he says to the one, gesturing slightly with his bow.


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Sharae is also rather circumspect answering any questions relating to where they have come from - indeed, if anyone asks, she makes a number of noncommittal observations about the state of politics within the Kingdoms and how, from first hand experience, it has affected river life... but were anyone to pay true attention they would realise she never truly states that is where she and her companions originate from. Instead she attempts to steer the conversation around to 'Redfang' and 'High Home'... and when someone graciously offers to show them the way, she thanks them for their kindness and follows their lead.


Criek's mild boast gets a laugh and a cheer though it does earn a sharp jerk of the head from Constance.

It turns out that 'HighHome' is a combination of a tavern and a community centre, perched near the top of a hillock named the Brow in the center of town. It's a sprawling wooden lodge and one of the largest building in Iadenveigh

The building's interior is smoky and dark, with high ceilings and large windows protected by stout shutters. Shed antlers, a sign of Erastil, are the decoration of choice in many places in town and the same is true of High Home.

Criek does get asked if Pinki will behave himself when they enter before the group is shown to a group of comfortable stuffed chairs

Redfang it turns out is an accomplished ranger and a member of the Deadeye council which is the governing authority of the place. He's apparently taken on the task of greeting and keeping tabs on any outlanders that come to Iadenveigh and quite quickly he comes out of a side door and ushers them into a small room that apparently serves as his office.

Pinki decides not to follow the group as it would make the map strewen office quite crowded and instead slumps in front of the door and proceeds to wash himself.

Inside Redfang, a large man with bushy red hair and a worn and lined face though he looks quite fit otherwise. scrutinizes the group, his gaze lingering longer on Anody and the hooded Constance than the others before speaking in a rough and ready voice.

Well, outlanders, ya look like ya can take of yerselves right enough, wouldn't have made it here otherwise. So what brings you to our humble town in the middle of blasted nowhere?.

As he speaks the group glimpses the most striking thing about him which is his teeth. They are colored a bright crimson!


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Again not wishing to be overtly deceitful Sharae is particularly bland in her response to this peculiar man... inwardly shrugging, she smiles at the simplicity of a man who takes the name 'Redfang' and then elects to illustrate the point by dyeing the contents of his mouth... "For the moment, we would thank you for your hospitality... as my companion has already told some of your townsfolk, our travels within Numeria have been beset by technological affronts - and we seek respite. It may be that, once we are suitably recovered from our journey, you may be able to find some work for us? The protection afforded us by being in your town is worth payment in deeds as well as it maybe coin..."

So, being rather circumspect (but hopefully not so far as needing a Bluff check), Sharae is trying to set the group up as being nothing more than 'travellers'... and, alluding to being 'problem solvers', is trying to determine if there is anything that Redfang needs done in the town that he wouldn't necessarily want his own citizens to do... because 'danger'.


Redfang nods at what Sharae says and seems to consider the matter.

Adventurers looking for fortune then? Well ya can find trouble if you're looking for it anywhere but you won't find it inside our walls. He says abruptly before passing his fingers through his beard wearily.

Look. It's always been hard to trust outlanders. We take care of our own and are self-sufficient. Considering the monstrosities that patrol much of this land it's just safer that way ya ken? But there i something you could help with, though I'd ask ya not to rest too long before getting to it.

If Sharae and Criek seem willing to listen Redfang continues The problem's Jevik. Ornery old coot that lives on a farm north edge of town. Don't have many friends and he's been coming to the council for years raving about some nonsense or the other ruining his crops or bothering his animals. Well five days ago he was back up to his old tricks but... I don't know.. he seemed different.. more scared. I've been meaning to check on him but haven't got the chance yet. If the four of you, and your fine cat, could go see what's been going on around there then we'd be in yer debt. And it might lead to another job fer ya.


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

"I think we could give Jevik our attention, let him feel his concerns are being heard, and look into anything that might be troubling him." Criek shrugs and gives a rueful smile, "From what you say, sounds like he has an active imagination, but showing him some kindness is small price to pay for a night's rest in town?"


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Sharae, smiling as Redfang offers up the kind of information she was digging for, is quick to take up the offer. Nodding in agreement with Criek, she tries to reassure this town spokesperson that "This Jevik fellow's probably just got himself spooked by something... you tell yourself the shadows are dangerous for long enough then eventually one'll bite you. Metaphorically speaking of course!!!"

"If we can maybe grab some food and leave our travelling clothes somewhere then we'll go and check on your farmer..."


Redfang nods pleased at the outlander's agreement with his proposal.

Don't got an inn in town, but there's rooms here in High Home that I'll let ya stay in. Don't worry 'bout payment. Both of ya are our guests and I'll take care of the first meal also.

The two rooms Redfang shows you too aren't luxurious by any means, but they're comfortable and have enough space for the group to store their things. The larger women get one room while the smaller men take the other.

Am I a nasty tekthing? Constance suddenly asks Sharae once the door is closed and she can take off her hood. The young android's expression is as smooth as over but Sharae thinks she might be able to detect a bit of.. fragility.. in her deadpan tone.

Well this place is quite... rustic Anody comments to Criek as they are getting ready to head downstairs. I'm afraid I'll turn white as a blizzard out of boredom if I stay here so I'm going to go with you if you don't mind.

After a quick meal, hearty and generous and a welcome change from the hard trail rations they had gotten used to, the group sets out. Redfang accompanies them to the northern gate before giving instructions on how to find Jevik's farm. It ain't far. Just a ten minute walk that way. The man's godless and a pain in the backside but he stays close enough that we can keep an eye on him and keep the worst of the muties away.

Criek has no trouble following the direction and pretty soon they're approaching a break in hedge beyond which is a red roofed farm house. To the west are two humble outbuildings and the rest of the about 50 x 100 feet property is dominated by neat rows of green crops.


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

"Can't say I'm thrilled with the local flavor of zealotry," Criek says to his companions as they walk. "Hopefully we can get some leads that take us away from this place, fast."

Pausing at the hedge, he calls out, "Hallo Jevik! We're here from town to see what help you need?"


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

There is a kindness in Sharae's voice as she replies to Constance, "You will need to be cautious my dear... we know you for what you are, and not one of us would label you as either a 'Tekthing' nor 'Nasty', but the folks of Iadenveigh they won't see it that way... it isn't right, it isn't fair - but it's not for us to change their view - at least, not yet".

...and when they make their way to Jevik's farmstead, Sharae makes sure that Constance is always close.


There's no response to Criek's call. The firt thing the group notices is the odor of pigs. THe second is that the farm home is well cared for and recently painted. The third thing they notice is that fencing that seperate the two outbuildings from the rest of the farm has been splintered and the earth churned up.

Pinki starts to growl as well and it only takes a few steps closer to realize what has unnerved the cat.

There is the smell of blood mixed in with the smells of the farm and even from about forty feet away the rest of the group can see a great amount of blood is splattered on the front porch of the farmhouse.

Oh my. Anody says.


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

"I fear... we may be too late."

Criek quickly checks to make sure his extracts are in place before nocking an arrow and stepping cautiously towards the house, scanning building and yard for any sign of life.


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

It is the smell that Sharae notices first. Far more than she had ever experienced in other agricultural settings, even with their perpetual cycle of life and death, the scent of blood hangs heavy in the air. Still unsure as to whether she might be observed, she leaves her pistols holstered upon her belt... and hefts, with a comforting sense of familiarity, a starknife in her hand.

Listening for signs of life, she follows Criek...


As the group closes in they see deep furrows and clawed tracks the size of a large shield mar the ground. The tracks are a few days old. But even so Criek has no trouble tracking the prints to the northeast, into the orchard behind the farmhouse...


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

"I'm...I'm not sure technology is the biggest problem the village should be worrying about?" Criek says, trying to keep his gorge down while surveying the scene.

He cautiously approaches the front door, attempting to glean more information about the nature of the tracks, as well as any...bits...he can see among the blood, hoping to find a bit of wool, or hoof, that would show the victim to be other than a person.

survival (tracks): 1d20 + 8 ⇒ (15) + 8 = 23 +4 vs constructs
heal? - crime scene: 1d20 + 5 ⇒ (4) + 5 = 9

is the front door open?


The front door is closed

Sadly Criek's hope is dashed. He does not find anything that would suggest that the blood is from anything other than a human source.

Some of the bushes to the northeast, where the tracks lead, seem disturbed, as if something heavy was dragged through them.


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Sharae's heart sinks... what she had feared would be here, or more pertinently, what - or who - she feared would not be here, "Criek, this blood - it is human yes? I worry for our friend Jevik... and we need to be cautious"

Beckoning to her companions, she leads them onwards - towards the bushes... towards answers... towards danger.


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

Criek follows closely behind Sharae as she approaches the bushes, watching for any sign of life, friend or foe.


Screen:
6d20 ⇒ (7, 15, 16, 16, 5, 4) = 63
1d20 ⇒ 3
6d20 ⇒ (10, 20, 10, 19, 20, 9) = 88

The entire group creeps forward, all of them are unnerved by the stink of the dried blood and the massive tracks that they are following.

They peek beyond to see a truly terrifying creature. It seems to be a mishmash of random animal parts stuck together into a horrifying whole. There is a vaugely lupine head, tentacles tipped with razor sharp claws where there should be forelegs, and hind legs that are elephantine in nature.

And it is massive. Huge.

The only gratifying thing is that the bizzare unnatural animal is slumbering with snorts and snores in a massive nest it has carved into the middle of the once neatly kept hedges of the farm.

It hasn't noticed any of you approaching.

My word Anody breathes. I have no idea what that thing is!

You guys are 20 feet away from a circular crude nest like strucutre in the middle of which is a huge monster. It's sleeping. You guys won initiative as well so there's a surprise round and a full round of actions from you guys. Anody's usually encyclopedic knowledge has failed him this time around.


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

Criek glances wordlessly as his companions before quietly pulling his bandolier of bomb-making reagents from his pack.

We're probably in more danger from facing this thing half-armed than we are from villages investigating our methods. Besides which, perhaps this is itself a link to our quarry?

is the wolf-spider-thing an animal/beast in nature, or construct?


Magical Beast this one. For knowledge checks just roll a d20 and I'll add the appropriate bonus if you have it and tell you the results.


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

mostly was a flavor and potential favored enemy question -- but: knowledge: 1d20 ⇒ 1 ...clearly nothing


Well you guys are in initiative. What are your actions?


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Knowledge Check (don't think this'll work but giving it a go): 1d20 ⇒ 13

Edit: could be worse but probably not!!!

Silently as she can, Sharae pulls a pistol from beneath her robes... and, quickly checking its charge, she smiles at her companions, "It's never simple is it?"

Actions: Draw Pistol and move


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

welp...

Criek opens fire on the sleeping monstrosity, starting with his bow on the off chance it isn't as tough as it looks:

longbow, point-blank, rapid shot, tangling attack: 1d20 + 11 + 1 - 2 ⇒ (17) + 11 + 1 - 2 = 27for: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6 and entangled for 1 round
longbow, point-blank, rapid shot: 1d20 + 6 + 1 - 2 ⇒ (1) + 6 + 1 - 2 = 6for: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5
longbow, point-blank, rapid shot: 1d20 + 11 + 1 - 2 ⇒ (19) + 11 + 1 - 2 = 29for: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6


One of Criek's arrows bounces off the hide of the beast but two others stick. To the group's horror though the arrows that did penetrate the beast's armor pop out as the flesh beneath it seems to regenerate.

The pin pricks did enough to wake the beast though. It comes out of it's slumber with a screeching roar and focuses its malforemd eyes at the group.

Oh dear. Anody says as he waves a hand to settle Grease under the monster. and then casts Heroism on Sharae.

Constance stands motionless unsure what to do as Pinki's low growl turns into a loud snarl and it leaps at the monster at the same time that Criek lets his arrows fly.

Full attack: 1d20 + 8 ⇒ (2) + 8 = 101d20 + 3 ⇒ (8) + 3 = 111d20 + 3 ⇒ (8) + 3 = 11

Pinki's bite and claw attacks don't seem to get through the beast's hide either even though it's prone which causes the cat to let out a frustrated yowl.

One standard action to go for Criek and Sharae

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