Duncan Stone |
Soolam strikes at the guard's back.
The guard? O.O
Duncan notices the Modrons, but ignores them, thinking that this was a normal event and rushes to try to aid Zan, putting pressure on her wounds and attempting to bandage them with strips ripped from his tunic.Medicine check: 1d20 + 1 ⇒ (18) + 1 = 19
Soolam |
Soolam wrote:Soolam strikes at the guard's back.The guard? O.O
Oops, thanks for catching back. Old habits from evil games die hard.
Aerin Whispersson |
Aerin slumps against a wall, trying to catch his breath while doing what he can to staunch the various slashing and puncture wounds. He'd take the technical victory of the Council of Anarchy retreating, those he felt certain they hadn't been driven off by his magics.
From his half bent over position he looked up at Heiron from under his brow. "So what do these Anarchy folks have against you anyway?"
Duncan Stone |
Duncan Stone wrote:Oops, thanks for catching back. Old habits from evil games die hard.Soolam wrote:Soolam strikes at the guard's back.The guard? O.O
Was about to say, Soolam has gone crazy lol
GM Bookrat |
Technically, the thugs stayed right where they were in the building, but with Zethaya's comment "chasing" them, I'm going to roll with it.
Round 3 continued, Inside the building.
Aerin books it back around the for safety, right as Zethaya chases the anarchists down the hallways. The spies and thugs both head for the exist with Zethaya hot on their heals.
Going past the receptionist's desk and out the door, Zethaya nearly slams into the back of one of the thugs. He's just standing there dumbfounded, staring out at what looks like a brigade of modrons marching out of the Gate from Mechanus.
Back inside the building, Heiron replies to Aerin, They're extortionists. They demand exuberant prices for fake protection. But sometimes they are the only option for getting materials in or out of the town. The last time, they decided to charge more than we agreed halfway through the delivery. I felt like it wasn't worth it, so I canceled. They've been hounding me since claiming that I costs them a lot for canceling and they wanted the pay. They're jerks.
Combat is officially over. Wyaph had some more death saves to make, unless someone makes a DC 10 Medicine check, healing kit, or healing magic on him. Zethaya can make one last attack against the thugs or spies before they bolt into the crowds gathering around to see the modrons.
The Modron March has begun, 157 years too early! Everyone who knows anything about the planes or the modrons knows they go on a great march around the ring of planes every 289 years. But they weren't scheduled for another 157 years.
As you watch, the number of modrons goes from hundreds to thousands to tens of thousands to hundreds of thousands. There may even be millions. You'd starve to death by the time they all came through if you did nothing but watch.
Over the next few days, life in Automata grows accustomed to having the modrons constantly marching out the Gate, exit town, and turn upward towards the gate town to Arcadia. Before that time, the town became utterly barmy - people predicting doom or the end times, others salvation.
To the observant cutter, even the modrons themselves look a little out of sorts.
Heiron is very grateful for the return of the book, particularly towards Jysson. He's also grateful to Aerin and Zethaya for their help against the Anarchists. He doesn't seem to concerned about anyone else.
GM Bookrat |
True to his word, Heiron presents some gifts to the party in payment and thanks for what they've done. These may seem small, but they have a bit of power in them all. Each of you may pick one.
There is only one of each item.
Requires attunement
Whenever the bearer takes a dodge action, they may move an additional 5 feet.
Once per day, the bearer may use their reaction to reduce fall damage by 1d6 until the end of turn.
Requires attunement
The bearer gains +1 bonus to Intelligence saving throws.
The bearer may cast Thaumaturgy once per day.
Requires attunement
The bearer can use an action to amplify their voice so that it clearly carries for up to 300 feet.
The bearer gains a +1 bonus to Charisma (Deception) checks.
Requires attunement
The bearer gains +1 to Dexterity (Sleight of Hand) checks.
The bearer may cast Blade Ward once per day.
Requires attunement
When on the plane of The Beastlands, the bearer has advantage on saving throws vs. Beast Transformation (DMG p. 60)
Once per day, the bearer may roll a saving throw with advantage.
Requires attunement
The bearer has advantage on death saving throws.
The item floats on water or other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.
Requires attunement
The bearer may cast Vicious Mockery once per day.
Once per day, the bearer may gain +1 to any skill check.
Requires attunement
When the bearer takes a long rest, they gain back one additional hit die.
The bearer gains a +1 bonus to Wisdom (Medicine) checks.
Requires attunement
Whenever bearer of this item receives divine healing, they gain an additional 1d4 hit points.
the bearer gains +1 to Charisma (Performance) checks.
Requires attunement
The bearer has advantage on saving throws vs. fear.
The bearer may cast Dancing Lights once per day.
Requires attunement
the bearer gains +1 to Charisma (Performance) checks.
The bearer always knows the direction to the closest alcoholic beverage.
1d8 bludgeoning; . Requires attunement.
The bearer has advantage on death saving throws.
As long as it is on the same plane, the bearer can hear through this weapon as if they were present.
1d12 slashing; Heavy, two-handed . Requires attunement.
Whenever the bearer is casting a spell as a ritual, they have advantage to maintain concentration during the ritual.
The bearer rarely feels hungry, and only needs to consume one-fifth the usual amount of food.
1d4 bludgeoning; Light . Requires attunement.
The bearer has +1 to Charisma saving throws.
Treat this as a +1 weapon during the day when attuned to a good aligned character.
1d6 bludgeoning; . Requires attunement.
Treat this as a +1 weapon if it is attuned to a Chaotic aligned character and the attack roll was an even number.
While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.
Light Armor. AC: 11 + Dex modifier, Requirements: None, Stealth Modifier: None
The bearer gains a +1 bonus to Charisma (Intimidation) checks if their armor is visible.
The bearer suffers no harm in temperature as cold as -20 degrees Fahrenheit.
Medium Armor. AC: 14 + Dex modifier (max 2), Requirements: None, Stealth Modifier: Disadvantage
This armor never gets dirty and remains odorless, even in the most filthy dungeon.
Once worn, this armor turns invisible (although not the wearer).
Heavy Armor. AC: 14, Requirements: , Stealth Modifier: Disadvantage
The bearer may treat this as +1 armor if they have taken damage since the beginning of their last turn. This effect ends at the beginning of their next turn.
The bearer can clearly see twice as far and gains advantage on Wisdom (perception) checks that use sight.
Requires attunement
The bearer gains a +1 bonus to Dexterity (Acrobatics) checks.
The bearer may cast True Strike once per day.
1d8 piercing; . Requires attunement.
Whenever the bearer kills a creature with this weapon, they gain temporary hit points equal to the creature's CR.
The item is indestructible.
Meanwhile, The Book helps draft up the paperwork for transfer of ownership from Jysson to... Who? Only one name can be on it, but if you all want a party name, then the owner can be an organization.
Jysson |
Jysson also informs you of the hidden stash of coin in the building.
It's located in a secret compartment under the upstairs bed.
Soolam |
"Thank you." Soolam says, taking the Defensive medallion of safety. "You have been a great help."
At the mention of coin, he runs up to the bed and opens the compartment.
Duncan Stone |
Just to make sure that Wyaph isn't left bleeding in the streets lol
After Duncan stabilizes Zan, he will attempt to stabilize Wyaph, calling for anyone with healing ability.
Medicine: 1d20 + 1 ⇒ (4) + 1 = 5
Clearly starting to feel the fatigue from his wounds, he fumbles with his makeshift bandages and can't quite locate Wyaph's wounds to keep him from bleeding out.
If in the next round Wyaph hasn't stabilized, Duncan will try again, continuing to call for help.
Medicine 2: 1d20 + 1 ⇒ (17) + 1 = 18
After hopefully Wyaph and Zan are stabilized and healed, Duncan will take the Victorious Warpick of Adamantine, thanking Heiron.
Wyaph Cloudrunner |
Just seeing how close I got
Death save during Duncan's first attempt: 1d20 ⇒ 18
Death save during Duncan's second attempt: 1d20 ⇒ 18
So Wyaph would stabilize same round as Duncan makes the check. I forget which had higher initiative but it doesn't matter.
And checking number of hours if he has to wake up on his own (although I do have an amusing image of after Wyaph's first unsuccessful fight, he winds up UNDER the great modron march! :)
Wake up: 1d4 ⇒ 4
When and however he wakes up...
Wyaph groggily starts to awaken. His vision is blurred and he shakes his head, trying to clear the haze, but winces at the sudden pain. "Enh... what? Did... did I die?" He blinks his eyes open and sees...
Modrons. An endless marching sea of modrons.
"I died and was reborn as a modron?!!"
He quickly looks down at his hands and bloody chest, and then nervously reaches up to feel his bariaur horns before letting out a sigh of relief.
Painfully, he gets to his hooves and looks around a bit embarrassed. "Well, I guess I have a longer journey than I thought to achieve godhood. Say," he points to the thousands upon thousands of modrons, "how long was I out?"
Since Wyaph both wasn't part of the original deal with Jysson and was unconscious, I will let others pick first.
Duncan Stone |
Duncan will keep calling out for healing, and if no one comes, Duncan will take his fallen allies over each shoulder and start looking for someone to heal his allies
Aerin Whispersson |
If Aerin has a 1st level spell slot left he could heal easily enough, but no such luck at the moment.
Medicine check using Jack-of-all-trades to stabilize Zan?
stabilize: 1d20 + 1 ⇒ (6) + 1 = 7
Well, hopefully that didn't kill her
Aerin Whispersson |
Dancing cloak of truth, I s'pose!
Is there more than one? Because if not it is Mine! Mine! Mine! I tell you. If Zan ever wishes to wake up again...;)
GM Bookrat |
It's clear that no one seems to be able to answer Duncans call for help. Even so, Heiron does his best to ignore it, focusing on bringing out his lot of magical trinkets it watching the modrons continue to march out of the Gate. Heiron is generally not a giving man.
Eventually, as Duncan continues to awk anyone for help, he gives in. He sighs and pulls out a small wand. Here. Let me help, he says.
Zan Healing: 1d8 + 1 ⇒ (5) + 1 = 6
Wyaph Healing: 1d8 + 1 ⇒ (5) + 1 = 6
It looks like you'll need this more than I will. So here. Take it.
Someone can take a Wand of Cure Wounds. It has 7 charges. One charge allows you to cast Cure Wounds at first level, with a +1 modifier. Each additional charge adds an additional 1d8. When you use the last charge, roll a d20. On a one, the wand crumbles. Each day at dawn, the wand regains 1d6+1 charges.
The wand is on top of the trinket reward you each get.
Wyaph Cloudrunner |
Wyaph will take the Reaper's Flail of Eavesdropping, and is not interested in the wand. Magical healing is for the weak... and apparently Wyaph a few minutes ago. :)
Wyaph will make sure the modron path out of town is generally clear and that people are alright. Most of it would have been settled before he awoke, but he stills feels the need to make sure everyone is ok and safe as the bizarre procession continues... and continues...
"Friends, I joined you late, but unless one of has a valid claim on this building, perhaps a group name would be most fitting? Besides, two of us nearly died in this battle, and if our paths remain crossed, future deaths likely lie ahead. With those deaths, we will be reincarnated in new lives, so no single name defines any one of us. For example, tomorrow Duncan may perish and be reborn...Dancun!... or something." He waves his hands about, "You surely know what I mean. If we band together, our group transcends any one of our lives, what say you?!"
AKA Wyaph votes for putting down a group name. If you want suggestions, I'm sure he could come up with some *attempts* at glorious names.
Aerin Whispersson |
Aerin was fascinated by the continuous and apparently infinite stream of modrons issuing from the gate and stood and stared from a safe distance for some time—a day, or two at most—before reuniting with the rest of the group. He thanked Heiron for the wondrous cloak (more impressed with the cloak itself than the magic abilities) and then went to find The Cat.
”Jysson, look here: I believe you said there would be some jink to be had by returning this book to Heiron. Not to put too fine a point on it, but, so, this jink…where is it?” he asked, folding his arms across his chest. I don’t think Aerin is aware that Soolam was given the location and key, nor do I think we know what was found?
The genasi was also mildly disconcerted with Wyaph’s seeming ambivalence-at-best-eagerness-at-worse outlook on dying. He really had no desire to die and come back as Airon…or Heiron. Hmmmmmm…
At the discussion about the deed, the bard waived his hand airily. ”I have no desire for a permanent residence here. As interesting as this gate town may be, Automata is but one location in the multiverse; I believe I will soon be moving on. You may all do with it as you wish.” Besides, after the years of the unfettered freedom and open spaces of Ysgard, houses are more than a bit claustrophobia inducing.
”Say,” he said to the group in general,”where do you think all these modrons are going? Or perhaps I should say, why are all these modrons going?”
Aerin can cast a healing spell (when a slot is available) so the wand might be better with someone else so as to spread out our meager healing capabilities.
GM Bookrat |
anyone from the planes can roll an int check to knoe about the March. 5+ you've heard of it. 8+ you know that they march around the planes to collect info. 12+ you know it's supposed to be every 300 years. 16+ you know the last one was roughly 160 years ago. 20+ you know the rough path they take around the planes.
You can also have more info based on any questions you ask.
Aerin Whispersson |
What does Aerin know about these marching modron dudes?: 1d20 + 1 ⇒ (8) + 1 = 9
Duncan Stone |
Since no one else seems to be particularly interested in the wand, Duncan will take it and thank Heiron again. I'll post later today.
Duncan Stone |
Duncan will use his newly acquired wand to alleviate his companions wounds.
Zan Healing: 1d8 + 1 ⇒ (1) + 1 = 2
Wyaph Healing: 1d8 + 1 ⇒ (7) + 1 = 8
Soolam Healing: 1d8 + 1 ⇒ (1) + 1 = 2
Aerin Healing 1: 1d8 + 1 ⇒ (4) + 1 = 5
Aerin Healing 2: 1d8 + 1 ⇒ (3) + 1 = 4
2 charges remain for the day
Duncan chuckles at Wyaph's suggestion of his reincarnated name.
"I am only here because I was answering a calling, I don't know where this calling will take me, so I don't believe I have a right to the building. I will likely take the 'jink' I was promised and go, unless I feel my calling is to stay with the group"
Seeing that some of the creatures pouring out from the gate are bearing arms, he asks Heiron "What are those creatures, and why do they appear to be marching for war? Should we be concerned?"
Duncan appears to be on edge, readying himself for fight against overwhelming odds, and likely to to meet his ancestors if it came to fighting against the Modrons.
Zethaya |
"Modrons." Zethaya answers "They march from mechanus every 300 years to collect information from throughout the planes. I couldn't tell you what about, however."
Wyaph Cloudrunner |
Wyaph declines the healing. "Thank you, but best save the uses of that wand for the others. My wounds will heal well enough on their own. If not, I will start the cycle again sooner rather than later, friend."
GM Bookrat |
Heiron answers the unasked question, "No one knows why they march. Well, we know they do it to collect information for Primus, but no one knows why. It's been a mystery as far as anyone can remember. And why they're marching now, a century and a half early, that's another mystery, indeed. This place is going to be crazy for a while.
"And thanks to you, I'm probably free from the Anarchists now."
The Book writes in the name of the owner for your new house, "The Guild of the Book and Cat." Take this to any Fraternity of Order guild house to make it official," The Book says. "Until then, this document will serve as temporary proof."
I'm going to assume no one else has anything to do in Automata.
Jysson leads you back to the portal you came through. This time, there's no guards to question your presence, as they're all busy with the uproar caused by the march. You make your way back to Sigil, and still back to the house you first met Jysson and the Book.
Inside, there are 734 GP upstairs, located in a hidden compartment underneath the bed. After dropping you off, Jysson says his goodbyes and makes his way back to the Beastlands, his new home. The building itself comprises of two stories, with the downstairs skinny and long, full of bookshelves, themselves full of books and papers on accounting and mathematics. The upstairs is a single bedroom.
Here ends Chapter 1: The March Begins. Everyone please level up to 3.
Chapter 2: The Unswerving Path will start in several months (for your characters).
Before we move on to Chapter 2, please make a post finalizing chapter 1 for your character. In addition, please describe what your character is doing during the period between Chapters 1 and 2, including any Downtime Activities (see chapter 8 of the PHB). You can even start some training if you're looking to get a new proficiency, or start crafting something. This includes describing where you're living (at the very least, your lifestyle - see Chapter 5 of PHB), how you're paying for it, and what's going on in your character's life. If you're doing any sort of research, let me know so I can get information to you. There are additional downtime activities in the DMG if you want to use one of those.
Oh, and if you decided to stay in Jysson's old home and clean it up a bit, you may find something special.
Duncan Stone |
Did anyone ever loot the anarchists or at least the leader? I figure Duncan would be too caught up trying to get his allies patched up to bother with loot. Also, is 7 the maximum amount of charges the wand has, or are there more?
Duncan will be staying at a nearby tavern (if there are any), and spend his nights drinking and listening to rumors, pertaining to either the progress of the Modrons, towns and villages possibly being leveled by the Modrons (as Duncan isn't convinced that they aren't marching for war), or just general strange happenings.
During the days, he will seek work as a city guard, bouncer, or bodyguard. With his military service, he shouldn't have a hard time finding work. In his spare time, he will pick up painting. painting mostly scenes of battles from his past, the sights of the past month or so, and a few of the Modrons marching from the portal from his perspective.
Soolam |
Soolam spends the next few months living in Jysson's old home. He spends his nights stealing from people just far away enough to not raise suspicion against him, and comes back to work around the house during the day. He buys himself some nice clothing, and uses the papers and accounting books as kindling while he buys some better furniture for the place.
Spending 25 gp to buy a set of thieves' tools, 25 more to buy a rapier, 6 to buy 3 more daggers, and then buying some stuff to make the house more easily livable, and fill up the downstairs (probably about another 20 gp for furniture.) Lifestyle is modest, easily paid for by nighttime excursions.
Zethaya |
Zethaya stays in some low-income housing somewhere in the lower ward, over the next months, she pays for her expenses working on and off, at teaching and librarian jobs. In her freetime, she reads up what she can on Modrons and continues her usual delving in lore on hell and devils. At one point she attempts a new ritual, summoning and binding to her service the imp she calls Sinjin.
I'll also buy a set of studded leather armor, which will set me back 45 gp. As for the research I'm doing, here's my researcher background trait again:
Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Aerin Whispersson |
Apologies for the delay. I'll either get to this tonight or tomorrow night.
Drawback of only having a hardcopy of 5e materials-- I can only reference them at home, and lately every night is being devoured by kids sports.
Aerin Whispersson |
The first days after returning to Sigil found Aerin wandering the streets, gawking at the huge variety of sights like the most Clueless Prime. The Lower Ward was an endless string of fascinating sights, and the tales told about the ongoing Blood War by the participants themselves were enthralling.
Eventually, however, as the newness of the place began to wear off, Aerin could typically be found in one of three places: at the Hollow Fountain in the Lady’s Ward, where he struck up an ongoing conversation with a mist mephit named Frizal that was attached to the place; at the Drunken Dabus in the Market Ward where he told tales of Ysgard (mere recitation of facts in his opinion, yet people were willing to pay some coin for them it seemed) and recited some of his father’s poems; or back at the house where he paged through the journals on accounting, looking for any topics that might be more interesting than financial equations. More than once Soolam returned to the house to find the genasi asleep at the table, his face resting on the open pages of a dry text on mathematics.
With the jink earned delivering the book to Heiron, Aerin upgraded to a set of studded leather armor, paying extra to have a design of swirling winds tooled in along the edges, and invested in a length of silken rope that the proprietor that sold it swore was crafted from giant cutlass spiders from the Beastlands. He considered silvering his rapier, but decided that his coin was beginning to run a bit low for that luxury at the moment.
He did not, at any time during his stay in Sigil, miss The Cat.
Aerin lives a comfortable lifestyle, offset somewhat by the coin he earns “performing” at the Drunken Dabus. Also making a thorough if rather intermittent search through all the books in the house.
GM Bookrat |
To the Honorable and the Witness.
You are cordially invited to join our host on the eve of Revolvis the 1st. Please attend for dinner and conversation.
To attend, please visit Papaur's Bakery, located next to the Great Gymnasium. Enter the shop, purchase something sweet, and exit with kind thoughts of your mother. You shall arrive just outside the estate.
Alziel
Sword Archon of Mount Celestia
Hearts Faith
=================================
Last night a letter was delivered to you by a small floating ball of light. The being was no more than a foot wide, and asked for you by name. Upon meeting you, it said, [b]"Excuse me, noble traveller. I have be sent to deliver this letter to you. If you would be so kind as to accept it, I would be greatful."