You are able to track the Technic League members with ease, they arrive at the building where your group dumped the Acolyte and they knock at the door.
The Deputy who answers screams an draws his weapon, "You lousy bastards! Yer all under arrest!"
The lead League members places his hands up, "We are Diplomats. Official Diplomats of the Technic League. Rest assured, we are credentialed. Shoot us and there will be repercussions..."
The Deputy keeps his weapon raised as he continues to eye each one suspiciously, "What do you want?"
"We have come to collect the criminal Acolyte Kharzess".
As you head away from Emma's workshop, the hour has grown late. Hopefully the others have already locked up and agreement and the two of you will merely be walking into the celebration.
Townsfolk, the few who are not at the town square fair, nod to you as they pass by. The town is uncommonly festive considering how dour the townsfolk generally are.
As you close in on the Tavern where the rest of the group is currently located you see three figures who stand out. They wear heavy cloaks draped across their bodies and hoods over their heads. They are not locals, perhaps they are from the Freedom delegation? They head away from the Sinkhole though.
Perception DC 13:
Both have small but recognizable symbols of the Technic League! The very same one that Acolyte Kharzess served.
The Last Stand - the Sinkhole - Herman, OZ, Mira, Erissa, and Alexandr
Before Herman can respond to Alexandr's offer one the guards around the Outlanders' table approaches yours, "The Mayor has asked that you come by the table of the Freedom delegation? Will you join them?"
Mira's drink is brought around as Herman stands to ask of the barkeep the question regarding the Sheriff.
Erissa shrugs at OZ and A-23's discussion, "I agree with OZ. Why before we captured our bounty, none of us knew each other either. That seems to have turned out well so far. We have some minor celebrity for having done so. It would look bad if the Magnificent Seven show up with just six no?"
--
The barkeep points to a table, from this angle, you can see that the Sheriff is with the large group in the middle of the room. With several bodyguards around, it won't be easy to reach him. "He's a meeting with those folk from Freedom. They're payin' big money to get some locals to help them. Got to be lots round here'd do it to. Big pay and it'd be a way outta this hell hole of a town! Wish I could swing a sword so well!"
The two smiths work with the Doc to produce more rounds for their journey. A wise decision, after all, if the Charter is to explore unexplored territory, there won't be any places readily available to reload!
Feel free to RP between yourselves as the others bring the M7 to employment at the Sinkhole!
The Sinkhole caters to everyone, unlike the Oasis which seems to keep a slightly higher class of clientele. Still, the Sinkhole is cheaper and more readily available so this is where the caravan from Freedom will remain, after all, they plan to have recruited and been gone by then.
You can see the representatives clearly as their tables are pushed together in the middle of the room and they are surrounded by bodyguards to keep the worst of the local element away.
The place is raucous bawdy music, intense gambling and drinking give this place an edge to be sure. None seem over eager to say hello to you all, after all your reputation is more word of mouth than by sight alone considering your celebrity has been abrupt and only a few hours old!
You also all know that your seven has been reduced to six. Now where could a suitable seventh member of your "team" be found?
Beside the barkeep is a small desk manned by a man with half of his face masked, you imagine that this may be the gent you wish to see to get rooms if clean up is the short term goal.
OK, you have a copy of the Notice that a band of brave heroes is needed, now you just need to get hired as those heroes!
I heard from Erissa's player that he is overseas and still interested in playing but availability is limited. As we are moving at the speed of slug, I've opted to keep that PC around at least until I start getting more consistent with posting.
If we are in the heart of the AP and there is still no posting from Erissa, I'll bring in a replacement PC.
You wander a bit around town, considering what your option are. So many and yet so few opportunities here in the Wastes.
You see a few Deputies at another Inn in the city, the Sinkhole. Several people mill about on the streets and the front porch. A piano can be heard from inside and it's clear that the place is full of travelers, there's a lightness in their demeanor that the hardy folk of the Wastes can't afford to have.
As you consider whether to approach and ask if they know where the Sheriff is, you see a trio approach the Inn.
Mira, Alexandr and Erissa
They've a look of people who can take care of themselves.
Mira, along with Alexandr and Erissa, head to the Inn that the Deputy stated the Caravan from Freedom was staying at. Indeed, the place is a bit of a dump but then it's the Waste. A handful of Deputies are on hand, it seems that something took place somewhere in town for law enforcement to be here on duty and carrying sidearms.
Several people mill about on the streets and the front porch. A piano can be heard from inside and it's clear that the place is full of Caravan members, there's a lightness in their demeanor that the hardy folk of the Wastes can't afford to have.
"The pleasure is mine! Nice to meet someone who speaks my language".
She listens to the requests, "Well now, I can make ya' whatcha' need but I've nothin' on hand. Mind you, the bigger the order the more time I'll need. Now, give me some specifics".
So far, she can make whatever you have requested but it'll take a bit of time.
She turns to Johnny, "I've a handful of older models on hand, I can sell 'em to ya' for a discount".
I'll be holding Duke's spot for a while but I've a 7th who should be joining by mid next week. I am thinking that by Thanksgiving with a bit of a jolt in the posting rate we can get out of the Waste and heading in the direction of the area where the first Module of Kingmaker will begin ;-)
A female gnome, covered head to toe in soot stumbles out the front door! Her soot darkened hair is going is 1.21 thousand directions "That... that was a great success! Why, I've managed to make that powder non-lethal. Now it can used for other stuff, stuff you wouldn't believe possible.
Howdy folks I'm Doc Brown, Emma to my friends, well, if I had friends I bet that's what they'd call me. What can I do you for?"
The Seven, now Six, make their way to the building that is supposedly owned by Doc Brown. On the way, the few townspeople not involved in the town center activity all point towards your group as it passes by. All looks are ones of admiration at least as far as any of you can tell.
You arrive at the building that seems more barn then building and before you can reach the doors a loud, "BOOM!!!!" erupts from within. The doors are flung open by the pressure and smoke rushes out as well as the sound of coughing.
Reflex saves DC 10 to avoid being blinded by the sudden rush of smoke right at your faces so unexpectedly!
The Deputy nods, "Doc Brown the Gnome's got all sortsa' wacky inventions includin' ammunition of the type yer lookin' fer I'd wager.
Ah the Caravan, I'll give ya' what they handed ta' me ta' post. They're lookin' fer a group ta' help wit' problems. Based on yer performance out there, I would imagine some woods'ed be little trouble for you folks! From what I understand, only the original has force o' law an this is a magicked up copy
The passage back ta' the east is fer free.
They're stayin' at an Inn called the sinkhole. Not tha' nicest place but then no place is nice in this town!
A courier service eh? Truth be old, none I trust enough with the kinda' coin yer lookin' ta' hand over" He chuckles at his own joke.
The Tower stands three stories high making it the tallest building in the town. As you get closer you see a handful of guards on the battlements, instead of watching the city proper though, they watch the horizon with spyglasses. As you recently saw with that desert worm, few dangers in town can rival what the Waste can blow in with the wind. Thus, the greatest vigilance is reserved for the known unknowns.
The Tower has several doors on the lower level reinforced by steel gates. In and of itself, it is a marvel of architecture and defense. Milling about outside is Deputy Dunstin, second in command to the Sheriff. He and one of his subordinates see your group approach. He tips his cap, "Well, that's something I've never seen before and reckon I'll never see again. We send out seven bounty hunters and all seven come back an with the same quarry!
Come on in folks. Merv, you take the Acolyte here to the finest room we've got!" The under deputy nods and removes a pair of manacles from his belt slapping them on Kharzess and leads her away into the building. Dunstin smiles, "Follow me".
He leads and you all follow while Jeremy tends to your horses trying them all up to the available posts. The inside of the complex is spartan though the various gears and winches to lift and lower the gates that protect the wide open architecture of the tower are interesting to look at, even in passing.
To the second floor he leads you up a spiral staircase where several small rooms are separated by doors from the open layout of the second floor. He takes out a set of keys and opens a door. This room has several chests scattered around the room along with odd works of art. He grins, "This is the vault. We'll pay ya' in what currency ya want or objects if that suits yer fancy.
The reward if I was not mistaken was 1,000 gold dead and 2,000 gold alive right? Well, as there's seven of you, looks like you'll have to split it yourselves. Truly, that was a Magnificent feat. Did uh, she put up much resistance?"
Mandrake whoops as you all pass through the gates, "Jeremy, show these folk to the Tower. The Mayor'll be pleased as punch to see 'em and the Sheriff can take this criminal off o' their hands".
Jeremy leads you all, on foot, to the Tower. The stronghold at the center of the Last Stand where the Mayor and the Garrison are both located. Dust is being kicked up a bit from the wind as you make your way through the modest homes within the city gates.
The dirt streets are lit up with torches on sticks and it seems the town has some liveliness to it early in the evening, as many townsfolk are out and about. The center of town is certainly lively as you pass by it to the tower as that is where everyone seems to be headed. Some do stop and point and stare at your prisoner who remains incredibly stoic having said nothing all afternoon.
Jeremy explains, "A caravan came on into town today, all the way from Freedom. Seems they're lookin' for some brave folk to head back east with 'em. Not sure what it's all about as I've been at the gate most of the afternoon.
Sorry for the delay there, got sick as all hell that last week or so and it hurt my board productivity!
Took us some time BUT as I have no intention of having this particular group back in the Wastes until MAYBE the Adventure Paths are over, I figured a little ride around would not hurt.
Now that you are here, and have received your catchy name from a guy whose opinion holds some water around here, we can start to move the plot of the AP's forward. Time to collect your reward, roll Joseph OUT of the group and our new PC into the group. After all, you are not the Magnificent Six.
Verra fires a shot at the things and it seems to strike the massive bulk of the creature but it does not register that it has been hit!
The group almost as one unite to ride and ride fast in the other direction, luckily, the other direction is in the direction they intended to go. The Acolyte thrown over Oz's saddle is secure. Joseph takes Mira's hand as the rest of the horses have been spooked and scattered.
Percentage chance they are headed the way of the Seven 70% yes, 30% no - 1d100 ⇒ 28
All non-essential gear is lost but that is a small price to pay for ones life. Luckily, the group is able to catch up to the fleeing horses and most of the gear taken from the Acolyte's men is still with you. 33% of the gear though was swallowed whole. Blankets, bedrolls and other mundanes have been lost.
As the mid-day sun bakes the group and their waterskins begin to run dry, the familiar sight of the swinging, creaking sign that reads Last Stop beckons you all. The city is walled in with patchwork fencing, nothing that can stop a determined army but as there are none nearby its ability to keep out the denizens that wander the wastes means that is serves it purpose.
The guard towers, well buildings, at each gate control the flow in and out. Obviously the gate into the Wastes are more heavily manned. One of the guards is a very familiar figure to you all. Mandrake. The man lost an arm and a leg fighting to defend this town and with Prosthetics he continues to do just that.
The gates are opened as you approach, you know he has known of your presence for sometime through prodigious use of spyglasses. He calls out, "Well whaddya ya know. Looks like all y'all ended up findin' that no good killer together! All Seven of you. That's Magnificent!".
There is jockeying for interest in the final watch of the night but the 7 make things work as Joseph seems amenable to taking the first.
The night wears on with no incidents and the silence of the wastes is broken by the 7 beginning to question the Acolyte as to her reasons for heading into the Waste.
The Acolyte replies, "The League believes there are many things of value in the Waste as do many other nations. With no government what better place to dig? How was I to know that the local villages would send someone out to arrest us for slaying those foolish enough to live in such a hellhole. Would you arrest a purple worm for eating? I think not. Those who live here are at risk every day, what is the difference if they die as meals or because they impede progress?"
Before any of you can respond, the earth begins to shake and rattle!
Everyone wakes up to that and the horses begin to neigh in fear.
Give me Handle Animal checks DC 13 to settle the mounts.
Give me Ride checks DC 13 if you wish to simply mount up and ride.
If you choose to simply ride, you will leave behind any supplies which you utilized to camp. Note that it WILL take some time to get the Acolyte on a horse unless one of you just pulls her over the side of a mount. To do so will increase the DC of the Ride check by 2.
Luckily the spooked horses rode away from the quicksand and towards solid ground allowing the Seven to round them up in short order.
The Acolyte remains silent as the group moves towards the Last Stop.
No further encounters take place, there is nothing in sight but miles and miles of blasted sand.
The Waste - Night 2
As the day begins to draw to a close it is clear that the sinkhole will force them outside for another night. The group is rather beat up as a hardy lot there is no doubt they will be up to the challenge of roughing it another night.
Erissa, Johnny, and Alexandr have the timing down now, each manages to roll out of the way of the worst of the weapon with Alex and Erissa quickly getting back to their feet and firing.
Their shots bring the last of the mutants down!
Combat Over!
The Acolyte calls out, "I would clap for your performance but I fear my hands are tied..."
Breath Weapon - Fly 1 - HP = 4/16 - Breath Weapon - Johnny & A-23 1d6 ⇒ 3 Acid.
His shot drops one more!
The last comes down for one more strife with its breath weapon, targeting Johnny, the most wounded. Unfortunately, Alexandr & Erissa are right next to him and receive part of the acidic cloud as well.
Reflex Save DC 13 for 1/2 rounded up of 3 Acid damage.
Fly 1 - Attack Erissa - HP = 6/16
Fly 2 - Johnny & A-231d6 - HP = 2/16
Fly 3 - Verra - HP = 10/16
Fly 4 - Mira & OZ - HP = -4/16
Round 3
Mira's shot hits but the bullet bounces off of the mutant doing much less damage than it should have!
Oz shoots the same fly Mira whose shot went wide. His round hits the last round he fired and it causes an explosion of gun powder, bringing the first of the winged foes to the ground!
Erissa charges at the nearest mutant with Starfall and despite solid connections with both attacks the mutant resists most of her efforts.
Alexandr tries to down the fly harrying Johnny but both shots miss.
Round 4
Joseph too recognizes Johnny's plight and also aims for that mutant.
Verra's strike is much weaker than she anticipated, though the strike was solid, the damage is minimal.
Mira's mount bolts away from the fighting.
OZ gets thrown and manages to land on his feet. The fall though sends his shot wide as well.
Round 3
Joseph's arm cannon discharges an electric spark at the flying creatures once more this time aiming for and striking the creature troubling Erissa. Ranged Attack - 1d20 + 6 ⇒ (19) + 6 = 25 - Damage 3d4 ⇒ (3, 4, 2) = 9.
GM MG ONLY:
Fly 1 - Attack Erissa - HP = 7/16
Fly 2 - Johnny & A-231d6 - HP = 2/16
Fly 3 - Verra - HP = 10/16
Fly 4 - Mira & OZ - HP = 14/16
Alexander Ride Check DC 15 - 1d20 + 2 ⇒ (18) + 2 = 20
Alexander manages to retain his seat on his mount but the wild bucking prevents his shots from ending up anywhere near the intended targets.
Verra, no sorry, you still have a Round 2 Action, Knowledge check are free actions RAW. Go ahead and take it!
Acolyte Kharzess utters, "Release me and I shall aid you!"
Both Mira and Oz have a difficult time maintaining their holds on their mounts.
---
Mira & Oz, give me Ride checks DC 15 to stop from being thrown off of your mounts!
Round 2 - Verra GO!
Round 3 - Joseph GO! if someone wishes to BOT him feel free as I have yet to hear anything back from him. Otherwise I'll resolve his action once Verra goes.
The Foes!
The Balance of the M7!
Johnny,I'll resolve that action as part of my next update.
Playing in 20+ games and running 26 (soon to be 27) is time consuming. Outside of the boards I have a fairly busy work schedule and of course a life!
Often I find that if I fall behind in updates, I need to make time to simply update a Discussion Thread to inform the PCs of a particular game that I am either going to be posting later in the day or week or will be on a break form the boards for one reason or another.
To save time updating so many damn threads I am going to open this thread and link all of my DM aliases (and PC aliases) to this thread to inform people as to status.
Of course if people feel the need to ask other questions outside of PbP feel free to do so but mainly this will be a thread dedicated to ensuring that my PCs know my status and to assure everyone that even though I may have some absences away from the boards (or particular games) that new thread will always be up to date with my status.
No, the spray is aimed high on purpose so as to miss the horse. These flies prefer man-flesh, won't they be surprise when they kill you all and its just a bunch of robots!
Joseph fires his arm cannon once more at the flying creatures. Ranged Attack - 1d20 + 6 ⇒ (15) + 6 = 21 - Damage 3d4 ⇒ (1, 1, 2) = 4. Instead of projectiles, this time electrical sparks explode out fro the barrel striking the fly buzzing around Johnny and A-23. The creature appears to dodge at least part of the discharge and the Mutants attack once more!
DM MG ONLY:
Fly 1 - Attack Erissa - HP = 16/16
Fly 2 - Johnny & A-231d6 - HP = 10/16
Fly 3 - Verra - HP = 11/16
Fly 4 - Mira & OZ - HP = 14/16
The flies near Erissa and Verra open their mouths and loose their breath weapons upon the slingers.
Erissa & Verra make Reflex saving throws DC 13 or take 4 and 2 damage respectively. The save cuts that damage in half.
In the meantime, Johnny's foe dives at him and bites him in the shoulder. Johnny, take 4 damage.
Mira's foe attempts the same but her chain shirt absorbs the brunt of the hideous jaws. It does not protect her though from the awful smell that assault her nose!
Verra keeps her mount under control but is forced to dodge as the caustic breath of the mutant comes streaming towards her.
Johnny's bomb throw is errant partially because his foe closed into melee range and partially due to its powerful bite chomping at his shoulder.
The closeness of the creature and the roar of the guns causes Johnny's mount to buck and rear. Johnny, make a Ride check DC 15 or fall prone on the ground taking 1d6 ⇒ 6 damage.
Erissa's horse cannot catch the creatures in flight though she dopes manage to get her weapon functioning properly once more.
Remember those Handle Animal checks!
Round 2 -
Mira, OZ, Alexandr - GO!
Round 3!
Joseph - GO!
Flies (4)
Mira, OZ, Verra, Alexandr, Erissa, & Johnny
Gobo has not posted I/C in over 5 weeks and has not responded to my PM. Due to the board fritz of June and my own extended absence of early July, for now I will bot him. At least until we arrive at the next town. If he does not return by then (whenever then is) I will remove him from the game. I do not see the need to Recruit as we have 6 even with his departure and the Players that were interested in this idea that did not get picked are having their own adventures in the Sandbox that is the Weird West Wastes of Golarion.
Generally, I remove PCs after two weeks of no contact and a failure to respond to a PM.
Verra's blade slices into the fly cleanly but the damn thing still does not go down.
A-23's shots are accurate but his projectiles appear to do little damage to the mutated foe.
Mira holds herself in check as she sees the reaction of the horses to the gunfire erupting around them.
OZ's shot hits the flier that attacked him but his rounds also do very little in the way of bringing the creature to heel.
Erissa's horse misses the mark, her one handed use of the rifle is masterful. Unfortunately, the gun jams at the worst possible moment.
Not a critical miss but a botch, the rifle is jammed and no shot is released from the chamber. This is considered a misfire per the rules and it has acquired the broken condition.
The M7 recognize quite quickly that these mutant flies have tough hide, resistant to their weapons.
Knowledge Dungeoneering DC 13:
Cold Iron is the substance that fully injures Mutants.
As the guns begin to fire the mounts begin to become unsettled...
Everyone (except Erissa) make a Ride of Handle Animal check DC 10 to control your Mount.
GM MG:
Fly 1 - Attack Erissa - HP = 16/16
Fly 2 - Johnny & A-231d6 - HP = 14/16
Fly 3 - Verra - HP = 11/16
Fly 4 - Mira & OZ - HP = 14/16
Initiative - Round 2!
Joseph - GO!
Flies (4)
Mira, OZ, Verra, Alexandr, Erissa, & Johnny