P'Reena |
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P'Reena politely declines the offer to join. With regards to the Purists, she scowls. "The Knights are the basest level of scum. They deserve nothing more than death!" Her tone leaves no doubt as to her feeling on the matter.
GMEDWIN |
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Artemus looks at P'reena and says, "To be fair they are no better nor worse than the Zoopremecists or the Iron Society. Because all three of these Cryptic Alliances are extremely radical and are looking to rid Meriga of the other genotypes. I am of the opinion that all can be redeemed."
Amongst the belongings of the devolved hissers you find two revolvers fully loaded and another 13 rounds of ammunitions as well as a whip.
Artemus then says, "It has been a delight speaking with you. I would like to thank you again for trying to help and if you need my assistance, I should be in Jainus for the next month or so until I can put together another triad or quad."
GMEDWIN |
You leave the hisser village area and you make your way in the direction of the Enstoot. The afternoon goes by and by dusk you make it to a hill which reminds you of the one on the map and that Justinian told you about. Light is starting to dim and the area is becoming alive with the sounds of strange noises off in the forest.
Do you camp or explore?
Zera |
Zera gives one of the revolvers, fully loaded, to Tintoretto, along with another 6 rounds of ammo, saving the other rounds in case someone else wants one. She takes the whip and puts it in her inventory, thinking that it might come in handy.
I think we should camp, then explore in the morning. What say the rest of you? Also, another revolver up for grabs if anyone wants it.
Zera |
Zera nods, Okay, I'll take middle watch. I usually have to get up in the middle of the night at least once anyway. Two nice long naps will work.
Once Vigan has found them a good campsite, she hollows out a soft place for her bedroll, burrows in, and gets to sleeping.
GMEDWIN |
GM Rolls
After the party goes to bed, Tinteretto is on first watch and Vigan has put her roots into the ground to lap up all of the beautiful nutrients and water that she needs to keep planty but she is not resting. Off in the brush, you hear what seems to be a pidgin of the Common tongue and canine barking.
Zera |
Assuming the waking up works, but let me know if I need to roll something.
Zera wakes and gathers up her longbow. Silent was better for these sorts of things. She camouflages her skin so that it is as dark as her armor and she won't stand out in the night.
She looks at Tintoretto and signals, asking which direction.
GMEDWIN |
While Preena is checking to make sure her pistol is fully loaded, weapons of ancient times can be somewhat confusing. The rest of the party slip into the forest in the direction of where the speaking was coming. You see 11 3 meter tall man dogs wearing heavy leather armor and an assortment of normal weapons and half are wearing shields. Their fur ranges from yellow to white to red to brown and one is spotted. Their shields have a green dog's head on a shoulder which looks to be flexing showing off its biceps.
Zera |
Zera examines the situation, deciding whether to attack immediately or coordinate an ambush.
Are they relaxed and talking, with weapons around them but not in hand, or are they armed and expecting a fight?
Zera |
Oh, they are just walking, not camping near us. I just had the wrong scenario in mind.
Zera whispers to the others
Do we want to attack them, or just let them walk away? There are a lot of sentient-eaters in the world. Evil, but not perhaps a particular danger we have to solve today. And there are a lot of them. If they were camped maybe we could steal from them or take a few out by surprise, but I don't really like our chances here.
If we do fight them... let's see, there are 11 of them and my Radiating Eyes Mutation Power is 23 (rolled it twice, so it is high) with intensity 11 (5 + MP modifier) only for the first hit, then the intensity builds back up slowly, 1 per round). Intensity 11 on the radiation chart is 3d6 damage, so if I understand the way the DM said that it should work, I have to divide the mutation power between the foes and lessen the intensity accordingly? So ... not sure, but does that mean that my MP modifier would go down to zero and so the intensity of that first shot would be 5 flat with no bonus (intensity 1-5 is 1d6 damage and intensity 6-10 is 2d6). So, I can hit one person for 3d6 or all 11 for 1d6? Just making sure before we get into it.
GMEDWIN |
Your group decides that letting the Man-dogs go, seems like the safest ploy. So you make your way back to your campsite and take back up your guard shifts.
GM rolls
The rest of the evening goes by without a hitch and you wake up the next morning and eat breakfast and scour the area looking for finding the moss and ivy covered stone as told to you by Justinian in Ascension.
Can everyone give me a Senses roll
GMEDWIN |
Your group spends about four hours following the instructions that Justinian had given you regarding finding Sagow Enstoot, you find some similar locations and after a few near misses you find the right one: a moss covered stone, hidden in a dense thick of trees. Next to it is a hole about two meters deep which looks to have been recently dug up in comparison the rest of the area.
GMEDWIN |
From Zera's vantage point she sees that it goes down two meters and then you see an opening off to the side, inside the openning made by the stone door there is a glass eye pointing upward. Moving off to an angle you see the glass eye is connected to a metal cylinder that goes into the further darkness below.
Zera |
Looks like this is the way in.
She is a little worried about the glass eye, and asks if someone has something sticky that they can obstruct it with before they go down.
GMEDWIN |
So you climb into the hole for two meters. Once you get in you see through the hole in the stone the huge glass eye which is as wide as a man is tall and it rests on a gigantic machine that reaches all the way to the floor many many meters below. In the murky gloom of this home of the ancients you see vague shapes of machines and live metal line the walls and shadowy corners.
Zera |
Zera uses her Sonar ability to get more detail about what is around here. She also calls up
Pretty dark down here. Anyone have a light?
I can navigate by sonar, but light would probably help us see more detail, like if something is labeled or there are instructions. Looks like I overlooked the need in my equipment list. Hope someone else remembered. :)
GMEDWIN |
GM Rolls
Zera