Grey Maiden

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22 posts. Alias of Taco Unicorn.


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The turn leads into a small, well-lit room with tables and machinery, almost like a small workstation. It looks like something was being built, scraps in piles around the room. Other than the scrap, there doesn't appear to be anything of actual value.


The attachments and tools appear not only detachable but replaceable, able to be rearranged fairly easily. Pulling the sword off, Arendyl marks the brass coloring and lack of handle. It would be incredibly hard to wield, but the blade seems sharp enough to kill if needed.

Looking at other tools on the Metal, such as a strange claw with some kind of track inside of it, perhaps for nuts, Arendyl concludes right away that perhaps this Metal is some kind of multitool, its arms and tools able to be replaced quickly for different jobs.


Looking the treasure up and down and detecting no magic, Arendyl concludes there're probably no traps, and takes the pile of gold for herself. 40 Gold.

The swords appear to be longswords, three plus a broken fourth. The metal has a cylindrical base, taller than each of you. It has ten arms and dozens of small legs, which would likely move it slowly across the floor if it were still active.

Each arm has a tool attached to it, such as a sword, hammer, sawblade, and other such hazards. It appears to be made of, or at least encased in, some form of brass. An interesting and rare Metal.


Leaning into the turn, Ricard spots down the corridor a hunched over, deactivated Metal surrounded by old swords and gold. before that is a turn right, with no door.


The metal corridor is dimly lit with torches, the air hot and dry. Ricard looks down the left corridor, and after a distance, the corridor turns right. Behind the party, the other corridor turns left. There are no signs, and there don't seem to be any mechanisms or tripwires, but then again, the light isn't great.


With every step, the corridor creaks, louder and louder. Upon reaching the door, scanning it quickly reveals not a single mechanism, simply a hole in the door where a handle would go. It sways slightly, completely unlocked and open. Behind the door is a dimly lit corridor, leading both left and right. Kearra's light would still be useful, but navigating is much easier, now.

The corridors are small, five feet wide at best. As such, once you choose a direction, I'd like you to establish a party marching order.


Arendyl's eyes scan the small corridor, the rusting metal and poorly fitting door, finding nothing looking like a mechanism or trigger.


The piece of wood falls out of view of even low light, but hits what sounds like another hollow metal floor below soon after. Likely... 100 feet down. Kearra quickly races down the ladder after the piece of wood, ending up in a small, dark corridor, with a door at the end. The metal walls and floor are rusted and creaking with every movement, as if it is suspended in the air.


Squinting up into the darkness, Arendyl can't see anything above the group besides hanging, incomplete Metals. The group notices a lack of any wildlife whatsoever in the factory, not even a rat. Besides Gimpy, of course.


Arendyl looks down the ladder as far as she can see in the darkness and sees no traps. However, she doesn't even see the trigger mechanism for the first trap... What could've caused it, then?


Out of the darkness, a large wooden pole, like a large branch, swings into view, tied with a rope to somewhere above. It swings past Kearra, hitting Ricard with enough force to leave a hefty bruise, but nothing more. It quickly slows and stops swinging, hanging above the trapdoor.

1 damage, sorry I'm in a bit of a rush


Opening the trapdoor reveals a ladder, leading down further than you can see. Almost immediately after opening, the entire group can hear the sound of something unlatching from far above their heads.

Roll reflex, Kearra and Ricard.


Ricard approaches the trap door, leaning down and inspecting it. It is a simple handle, and from what he can tell, there seems to be no locks.


Sniffing around, Gimpy smells rust and other less than appetizing odors, but nothing that smells human, besides his allies. Kearra and Ricard advance together, lighting up more of the dark, abandoned factory.

Walking further in, more machinery and incomplete Metals come into view..... as well as a small, closed trapdoor between two assembly lines.


Peering past the glow of Kearra's armor, Resalth doesn't see much but the same, and the factory is too large to see the ceiling or opposite wall, even with Resalth's eyesight in the dark.


With the darkness, and hard, iron floor, any kinds of tracks made are invisible, and impossible to see or track. The blood is a dark, crusty crimson color, likely humanoid. The blood may be from a former factory worker, based on how old these stains are, and the location. The cause, however, is too difficult to tell.


Kearra's armor glows brightly, casting light deep into the large factory. Workstations, saws, cogs, and other large machines scatter the room, and hanging above are half finished Metals on racks, waiting in vain to one day be completed.

Dull bloodstains on the walls and floor catch your attention, and appear to have been lazily cleaned long ago. The sheer emptiness and hollowness of the factory leaves a low, near silent ringing in your ears, immediately broken by Kearra's shouting, which echoes loudly within the dark walls.

Ahead of you, beyond the glow of Kearra's armor, is pure darkness.


Gimpy could you please capitalize and use quotation marks? I'm picky sorry...

The metal door falls off its old, rusted hinges with a loud, echoing BANG as it hits the hollow iron floor. Inside is a deep darkness, and only now do you notice the strange lack of windows. Birds in the distance fly away from the noise, and afterwards, the eerie silence of the town creeps back in...


I'm unsure if you know where we are, Gimpy. Could you please elaborate or reread my opening post?


The sun sits directly above your heads as you all meet together in the eerily silent town. Several deactivated Metals litter the streets, burgled of all their inner machinations and workings, rusted over and never getting back up.


VADNA. NEW VADNA, TWO WEEKS PRIOR.
Grimy, dirty, loud, with the air smelling of burning and rust. Gears grind and turn beneath the stone streets, and your ears ring and shake to the sounds of massive Metals stomping about in the distance. A row of factories, at least ten, interconnected in front of Lake Aurol, stand before you. You stand amongst a crowd of warriors, wizards, adventurers like you who have answered the call. Behind you is the thick, soupy lake, small enough to see the other side, if it weren't for the smoke and steam. The light of the sun barely reaches your eyes through the smog, just rising above the factories ahead of you.

A old man with a sharp chin and even sharper nose steps to the front of the crowd, standing on a small podium. He has large goggles on, as well as a black suit and large top hat. He looks into his hands, at small pieces of paper. He seems to have a hard time seeing them, but clears his throat and looks out at the crowd. As he speaks, each of you can hear him as clearly as if her were right beside you.

"Men and women of faith, warriors, scholars, please. You all know why you are here today. Our paths have crossed, and crossed here, betwixt machinations, for a purpose beyond each of you, for reward unfathomable, for justice, for vengeance, for... for the people of this kingdom! Yesterday morning, Neox vanished, and shut down his factories as well! This would mean disaster for Vadna's economic structure and safety! Though you may not all agree with the reasons, you must have some cause, some... er.... reason for yourself! Else not would you have come here after hearing such news, correct?"

The old gentleman clears his throat again, straightening his hat.

"To find him, you need to work together and explore, investigate what you can! When found, Neox will be sentenced and punished for his crimes! Evenf he is no longer with us, his belongings, and land, will belong to the Council, and, erm... Manufacturing will begin once more!"

Several members of the crowd boo and throw garbage.

"There is a reward of one hundred thousand gold to those that find this man! You may speak to my associates for leads and take flyers! Good day!!!"

CHOLTENTOWN, NEW VADNA, NOW.
An empty, quiet and abandoned town sits in the middle of nowhere, no walls to protect it, and no Metals. A large, empty factory sits in the middle of this small settlement, surrounding by wooden houses, half burnt to ash, the other half rotted and decaying. Five small dirt paths connect to the town, and you're on one of them. At the gathering you were told that this town held one of Neox's many homes, and that he visited this factory occasionally through his travels.

On the other four paths, as fate would have it, were four other adventurers like you, to investigate the same house, the same factory, at the same time.


The campaign will be starting soon. Please dot with your character. Once everyone has dotted, I will post the start!