Numeria has a long history of mystery and wonder buried under its rugged landscape, for on that one fateful night thousands of years ago, the Rain of Stars scarred the land. The fragmented remnants of a ship from beyond the stars fell from the sky, scattering strange technological ruins and deadly perils across the land. Today, these sites are feared by the barbaric tribes and coveted by the sinister spellcasters of the Technic League. Yet something worse than brutish berserker or super-science wizards has risen to power in these hidden technological ruins.
Something stirs in the shadows of Numeria and unless someone figures it out the whole world could be in danger.
Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.
Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception
Sense Motive.
if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.
Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.
Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...
Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most importat part is: You are villains. Villains are smart, resourceful and have style! Have you ever seen a memorable villain that could just swing his sword and do nothing more?
Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).
Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."
The marshal goes to check on the woman and confirms that she is alive and seems unharmed. She is just unconscious.
"I thank you for your help with this, I may not have been able to take this machine down myself. Any help I can give you with your task is yours." he says
"She is still unconscious, it seems the machine did something to her. She doesn't appear to be injured however so she should be alright. I'm going to bring her to a healer. Feel free to visit her a little later."
The woman remains unconscious but the marshal thanks you anyway and he picks her up and leaves to go to the temple.
The construct's weapon seems interesting and is still intact although it looks old and rusted. There are several buttons along the shaft. It seems capable of carrying an electric current and also appears to be able to extend and retract a bit.
M Dhampir Bloodrager/3 hp: 23/35| AC 18 T 15 FF 13| Fort +5 Ref +5 Will +1; Init +4 Per +8
Alvoise nods at the sheriff. ”It’s usually good to be owed a favor,” he says with a smile. He starts to ask members of the crowd what started the incident, where the metal construct came from. He also will inspect the machine to see the skill and craftsmanship used in creating it. ”It’s so heavy, we’re lucky it didn’t break the floorboards.” He taps a floor board with the toe of his boot.
”While we wait for the girl to recover, do you think we should try investigating the Bloodhands or the metal construct? Both? My choice is the Bloodhands.”
If the chair he was using to hit the robot broke, he’ll apologize to the inn’s owner and offer to pay for the damages.
Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
Raskir reverts to human form, rubbing his jaw. I'm not sure I should have bitten that thing.
"A curious creature, does it have a spirit or is it just a machine?" Raskir looks over Alvoise's shoulder wondering how it works, but it is beyond his comprehension.
F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3
Jayla had seemingly succeeded in getting the item loose from the construct. She was turning and observing it closely.
"This could be a striking weapon.", she somehow pressed some release switch as it extended.
"Interesting, a staff as well. I suggest we keep this with us."
M Dhampir Bloodrager/3 hp: 23/35| AC 18 T 15 FF 13| Fort +5 Ref +5 Will +1; Init +4 Per +8
Alvoise looks skeptically at the new weapon. It’s too complicated, he thinks, hand coming to rest on his rapier’s hilt as he continues pondering the situation. The missing councilor’s daughter. Seems to be connected.
Alvoise asks the patrons and locals if they have seen a construct like that before. He also will search the area to understand where the construct came from. Plus getting a better understanding of this place may help finding the Bloodhands.Looking for tracks, destruction, etc. to trace it through the town.
Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
Raskir replies to Xaikon, "Sometimes I get caught up in the battle fury. But teeth and claws were meant to fight natural creatures, not these constructed beings."
Seeing Alvoise looking for a trail, Raskir begins looking for clues as well.
The construct was recovered by the councilor on his first expedition to relight the torch. He brought it here for storage but it was inactive at the time.
M Dhampir Bloodrager/3 hp: 23/35| AC 18 T 15 FF 13| Fort +5 Ref +5 Will +1; Init +4 Per +8
”Is that strange? Alvoise asks. When given a chance, he peers into their fallen adversary. ”I’ve never opened up any type of construct before. They could all be like this. Maybe that cylinder is a well of concentrated magic.” He shrugs, suggesting he doubts his own ideas. He runs his hands along the arm of the construct then raps his knuckles on its chest. ”Is this normal steel?” he asks.
Giving way to let another person inspect it, he turns his attentions to the inn’s owner. ”Somebody want to help me carry her to a bed so she can rest?”
She was carried away by the marshal earlier. He is bringing her to the church so the clerics can have a look at her. Also I misunderstood I thought you were checking for the weapon's power source. The construct is a bit more complicated. You are unable to find the power source for the gearsmen but a close examination reveals that it is self repairing although very slowly (4 hp per hour).
Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
"It is repairing itself. I am not sure what can restrain it but without its weapon perhaps it won't be so dangerous. Still, someone should keep a watch on it." Raskir will report this to the marshal.
Xaikon speaks out loudly in Strix, to those nearby, it is clearly from tone of her voice it is an indication of surprise, dread and anger as she looks directly at the construct.
She holds up her long sword towards the construct. Seeing Raskir leaving to inform the marshal, she shouts "Better bring some help back to deal with this thing."
F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3
...."That will delay it's recovery, though i suggest we destroy its core when we have time.
With 2 options for attendance, splitting up for inquiring and reconvening at a set location and time, we can weigh off our options better."
HP:46/59, AC:20:13:20, CMD:22Saves:7:4:5Skills:Appraise: +9, Dip: +12, Per +10, Sense +10, Stealth +8,
"Given our limited time to finish some tasks, I have to agree that we should split up to cover as many as possible.
But we should assign who does what based on what they can do and how well."
M Dhampir Bloodrager/3 hp: 23/35| AC 18 T 15 FF 13| Fort +5 Ref +5 Will +1; Init +4 Per +8
”Well, I can go talk to the council. I can’t guarantee any results, but I’ll be on my best behavior. One of them might know some rumors about the Bloodhands too.”
Alvoise doesn’t have Diplomacy as a trained skill, but has Cha 15.
You go to see the council and met with councilor Dolga Freddert and old dwarven woman who still carries a runed and most likely enchanted Adamantine warhammer on her belt.
She can confirm that the lost councilor entered the black hill caves to the north in order to enter the ancient facility under the town so he could try to relight the torch. She also confirms that there is a 4000 gold reward for the return of the councilor and she will even give you the towns only scroll of resurrection if he is still alive. She also mentions there is a separate 4000 gold reward if you can relight the torch because the town's economy is doomed without it.
She tells you that during the first expedition the councilor encountered some large vermin, and some scavengers in the caves. He was able to fight past then thanks to his escort and eventually found a metal wall with a door made of glaucite. It was near this door that he found the automaton and he brought it back. None of the other expeditions have returned so they have no more intel than that.
At the local temple of Abadar you find the sherif and the girl at the tavern seems to have been awoken. They can confirm that the machine was able to knock her unconscious without doing her any harm using it's staff.
She introduces herself as Val Blaine, Daughter of councilor Khonnir Blaine. She unfortunately knows nothing of the machine or anything else that can be of much use but offers to let you stay at the Tavern as long as your in town. It doesn't have any spare bedrooms but you can sleep in the dining room in some spare bedrolls and she will happily give you free meals and drinks.
Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
Raskir thanks Val for the hospitality. He confers with the others to decide on a course of action. "The rewards for visiting the torch are great, but we must delay that until we rescue the girl. What if we rent a small craft and pose as merchants sailing along the river? Hopefully we can lure the pirates into attacking us."
Is it upstream or down where the attacks usually occur? Some of us can serve as oarsmen if necessary.
Xaikon smiles at the offer by the tavern owner Val Blaine, "Do you have a secured you where we can store our stuff while we investigate the various cases we working on?"
Hearing what others had to say from visiting the councillors, "Well the cave to the torch is north of here. The missing girl was taken north from here. Seems all is in the same direction we be travelling. Maybe we should just see what happens as we travel."
M Dhampir Bloodrager/3 hp: 23/35| AC 18 T 15 FF 13| Fort +5 Ref +5 Will +1; Init +4 Per +8
Alvoise nods, ”That’s highly generous of you. We’ll need to discuss any plans with our other companions. These black hills...are they near the river? Could they be a possible hiding place for the blood hands?”
"Well my father did mention having to fight some armed thugs. He called them scavengers but they could have been pirates. There is a section of the black hills were they could be hiding but one would need to be able to travel underwater for a long time to reach it." says Val
M Dhampir Bloodrager/3 hp: 23/35| AC 18 T 15 FF 13| Fort +5 Ref +5 Will +1; Init +4 Per +8
Alvoise was with the city council, not the daughter. That’s my fault for not setting the scene properly concerning who Alvoise was speaking with and where he was. Let’s just say he went to visit the daughter after all. ”Underwater? These aren’t just your average pirates and smugglers then, if they are based there,” Alvoise takes a puff from his cigarette. ”Do you need assistance returning to your inn?” He smiles and gives a half bow. Then he looks at the companions with him. ”Any other questions? I’d like to get back to the inn, go over our supplies, and prepare for the journey.”
Thinking aloud, "Missing girl smuggled by bloodhands. Bloodhands are definitely smugglers that operate from a cave in black hills. Missing councillor encountered the bloodhands while at the black hills caves that goes to facility related to the torch." She lets outs a smile, "I guess our destination will be the black hills caves, where we find all: the missing girl, the missing councillor, where the construct came from, and reason for the torch going out. The question is, which cave do we go in?"
M Dhampir Bloodrager/3 hp: 23/35| AC 18 T 15 FF 13| Fort +5 Ref +5 Will +1; Init +4 Per +8
”That makes sense Xaikon and Raskir. Sounds like we have the beginning of a plan. Should we go back to the inn and wait for the others to return from the council chamber?”
"I have no hassle to scout from above. Well lets return to the tavern and see what the others discovered, and plan our next action, most likely to the black hills."