Ghosts of Fallen Stars (Iron Gods)

Of Reunions and Meetings
Session 15 (June/20/2017)

In-Game Date: 4711, Pharast 8 to Pharast 9

Things Done

Having rescued some ratfolk, the Torch Bearers (the PCs) followed them to meet their leader: the ratfolk Redtooth, from the Redtooth’s Raiders gang. They spoke of several things about Scrapwall, investigating things further and making some plans. Then the Torch Bearers went to the Clockwork Chapel to seek a place to rest, and met quite an interesting character.

  • Reunion with Redtooth: After rescuing some ratfolk from Smilers gangmembers, they led the PCs to their den, where they were interviewed by Redtooth: a female ratfolk who commands the Redtooth Raiders. She explained the history of her gang and how Scrapwall’s power balance got destroyed with the rise of the supposed demigod Hellion, the Ladies of Rust gang, and the Smilers. These power-hungry gangs are now organizing parties to eventually raid nearby settlements including Torch.
    Redtooth agreed with the PCs to join forces with the Steel Hawks gang, but only if they rescue her ratfolk brother Whiskfiss from the Smilers’ headquarters. She wants too to get rid of the Ladies of Rust and expose Hellion as a fraud, and she has further plans for this, if the PCs come back with Whiskfiss.
    Finally, Redtooth told them some things about Cherai (see next section further below).
  • Meeting Divanya: Looking for some refuge, the PCs learned of the Clockwork Chapel where a priest of Brigh could be able to host them for the night. They went to a small temple built among the junk walls of Scrapwall, decorated with huge moving clockwork gears. They had to force their way in because nobody responded, and then were attacked by a sentinel junk golem. After Gorim fought almost one-on-one with the golem while the rest of the party assisted him, an elf woman appeared to interrogate them. The woman feared that the PCs were Technic League agents and was on the defensive, but Konir convinced them they weren’t and showed her the holy symbol that Joram gave them when he asked to look for a woman named Divanya.
    Thus, Divanya began to talk about Joram, and how the two were lovers decades ago when they adventured together but got into trouble with the Technic League. The two separated and never heard of each other. Divanya also told them about possible places to recruit people against the Technic League: Chesed, Iadenveigh, Hajoth Hakados, and more.
    Divanya told of the Scrapwall Stalker (see next section), about Meyanda, of the big satellite dish that was collecting energies from the southwest, about a secret weapon or artifact that the Ladies of Rust are hiding in their underground base, and how Hellion might be a demigod indeed, for he has granted magic to some of his followers.
    The Torch Bearers then went to sleep.
Mysteries and Loose Ends (some more important than others)

1. Mystery of Cherai: The missing person Cherai is now becoming quite a mystery. Meyanda said via a messenger that the PCs should seek Cherai if they wanted to know more of Hellion and possibly gain access to the Ladies of Rust. But nobody knows for sure who Cherai is. Redtooth told that her brother Whiskfiss was a friend of Cherai. According to a surviving ratfolk, the two were together, along with two other ratfolk, the night that a Smiler assassin ambushed them and captured Whiskfiss. Apparently Cherai got away. Divanya then later mentioned that the surviving ratfolk went to her for healing, and told the story in broken Common, and Divanya assumed that such assassin might be the Scrapwall Stalker.
2. Why an assassin was hunting Whiskfiss or Cherai anyway?
3. Mystery of Scrapwall Stalker: Not much is known about this figure. According to Divanya, the assassin that attacked Whiskfiss and other ratfolk could be the Scrapwall Stalker. This, however, was not confirmed by Redtooth. Also, they learned from denizens of Scrapwall that the Scrapwall Stalker kills people at night and the victims appear partially devoured.


700 xp were given to Daemer and Gorim. 500 xp was given to Clarence. The reason for less XP for Clarence is because his player had to leave mid session and wasn’t used much in the final battle.

(Just to track something; not really an award: Gorim spent 200 gp repairing his robot).

Current Scrapworth: 2

Having an audience with Redtooth and bargaining with her earns the PCs 1 scrapworth point.

GM Commentaries

The gaming session was indeed affected by low player assistance; real life got in the way of some of us. So I had to run the last half of the session with only two players, and I decided to put mostly role-play with NPCs. Let’s catch up again in the next session.

Of Gangs and Junkyards
Session 14 (June/13/2017)

In-Game Date: 4711, Pharast 8

Things Done

Our brave adventurers arrive to the junkyard settlement known as Scrapwall. They meet gangmember Sevroth and learn more about the settlement, its rules, its people, and more. Then they set forth to tackle several problems and slowly learn who is Hellion and what are his motives.

  • Interview with Sevroth: Upon arriving to Scrapwall, some members of a gang called the Steel Hawks, led by a woman called Sevroth, interviewed the PCs as to who they are and why they came to the junkyard town. Sevroth bluntly asks them to help her get rid of a Smiler named Birdfood who overtook the Steel Hawk gang’s leadership with the help of the Ladies of Rust. They also conversed of several things: the gangs of Scrapwall, the Ladies of Rust, how to survive in the junkyard, and someone known as the “Scrapwall Stalker”. Finally, when the PCs asked for a woman with violet hair (Meyanda), Sevroth recognized her as a good friend and told that she sent a messenger to Sevroth to warn the PCs to seek a person named Cherai if they want to know more of Hellion.
  • Lay of the Land: Daemer climbed one of the trash walls to inspect the sprawling junkyard that spans near 3 miles. He saw several landmarks: a tall mountain of trash (where a manticore is rumored to live), a dish-shaped metal circle of probably 20-something feet in diameter, pointing to the horizon, and a big circular building further ahead in the settlement.
  • Defending the Ratfolk: Wandering further within the place, the PCs encountered a band of Smilers fighting a small group of ratfolk. Thinking that Cherai might be one of the ratfolk, they defended the beleaguered ratfolk. With arrows and magic, they defeated the Smilers again and the ratfolk told them if they could join their gang: the Redtooth Raiders.
Mysteries and Loose Ends (some more important than others)

1. How the Steel Hawks gang or the Redtooth Raiders can help the PCs?
2. Who or what is the “Scrapwall Stalker”?
3. Who is Cherai and why Meyanda sent a message saying that he knows more of Hellion?
4. What are the landmarks that Daemer saw?


1,110 given to Daemer, Gorim and Remiliano. 940 given to Clarence and Eladrion. The reason for less XP for these last two characters is because their players had to leave mid session and they weren’t used much in the final battle.

The loot from the defeated Smilers: 2 vials of soothe, 7 MW studded leather armor, 4 light steel shields, 3 pistols, 18 silverdisks, 90 gp. The surviving ratfolk took some crossbows and daggers from the Smilers.
Also, they got robbed a bit and Clarence lost –32 gp and Remliano lost –37 gp.

Current Scrapworth: 1

Scrapworth Explained: Sevroth explained them what Scrapworth is: the notoriety that a person or group has in Scrapwall, to earn respect from others. They can rise their Scrapworth through several deeds. Eliminating Birdfood and recovering the Steel Hawk Palace is an example of one of such deeds. Also, vanquishing the Smilers or a pesky manticore. They could also lend a hand to Redtooth and her raiders, who can increase their notoriety indeed. She mentions another benefit of getting Scrapworth: it might tell the gangs here in Scrapwall who is the upcoming new power, and many can defect the Ladies of Rust if their leadership is weakened. The Ladies of Rust will hire them without doubt to prevent a split of power. Finally, there are other benefits for Scrapworth: gangs might harass, rob, or pickpocket less the PCs, and the amount/value of goods they are willing to trade can increase.

GM Commentaries

This was a somewhat slow session. There were several factors contributing to that: we started half an hour late, there was a lot of information shared by Sevroth, combat took a long time, and communication via typing rather than voice-chat is robbing of some time especially during combat.
As another comment: Scrapwall will be mostly a ‘detective’ adventure, and the routes are more open-ended. Keep attention to the mysteries outlines in these logs to not lose track.

Of Bandits and Knights
Session 13 (June/6/2017)

In-Game Date: 4711, Pharast 7

Things Done

The Torch Bearers and Konir arrived to the fort “Aldronard’s Grave” to reunite with Valaris but found it under attack by a band of Scrapwall bandits known as the Smilers. They helped the fort’s Sarenite knights to repel the bandits and then spoke with the fort captain of several situations happening in Numeria.

  • Entering the Fort: The fort’s gate was closed as the bandits were inside attacking the Sarenite knights. Gorim and Daemer attempted to climb the walls with much difficulty, but Remiliano opted to squeeze through the holes of the gate, being a gnome of smaller size. With luck or expertise, he manages to accomplish that and thus reaches the gate’s level on the other side.
  • Skirmish: Once inside the fort, what ensued was a battle where a lot of shots were fired: arrows and bolts from the PCs rained down the walls, bullets from archaic guns held by the Smilers counterattacked, grenades were thrown by bandits on the walls (even temporarily blinding Konir and Gorim), and big harpoon-like weapons were fired at Remiliano and Gorim. The leader of the Smilers group attacked them without mercy, but Remiliano through his will and a magical card from Zellara, dealt a fatal blow to the bandit leader that virtually brought him down in a second. The bandit was finished later by Konir.
  • Reunion of Survivors: Captain Andaleen greeted the PCs and Konir once the battle was over, as Konir and him are long-time friends. Also, Valaris got reunited with Konir in a emotional moment. Then Andaleen spoke of several things happening: the Smilers getting bold and attacking the fort when the bulk of Sarenites left for Chesed to escort pilgrims, as well as how Scrapwall’s gang are becoming more powerful and organized.
  • Interrogating a Smiler: Eladrion interrogated a Smiler and was told of different gangs in Scrapwall: how the Smilers and the Ladies of Rust are the most powerful ones, with the latter being the strongest thanks to Hellion‘s magic and patronage. He also spoke about the leadership of the Ladies of Rust, about Hellion’s supremacy, and how they plan to conquer all of Numeria.
  • Ceremony to Sarenrae: A religious ceremony to Sarenrae was briefly held by the Sarenites, during which they spoke about several rumors, including that a crusader from Lastwall told a Sarenite that a group of Iomedaean followers detached itself from the Knights of Ozem and are looking for ways to resurrect the god Aroden, looking for clues on Aroden’s remnants along the Sellen River and even in Numeria.
    Then the ceremony concluded with the arrival of the bulk of Sarenites that belong to the fort.
  • Reunion between Zellara and Marlow: The ghost Zellara told Eladrion and the PCs to reunite with someone who arrived with the Sarenites: a halfling named Captain Marlow Bramblefoot, from the Lucky Bastards. Zellara explained what happened in Torch with the other Lucky Bastards and informed Marlow that she would now continue her mission in Scrapwall with the help of the PCs. She also told him to return to Korvosa and send reinforcements.
  • Concluding: Andaleen asked them to take the corpse of a Smiler to Scrapwall with a message saying: “Do not attack the fort again”. He then offered the outpost as a place to rest anytime. Finally, Valaris asked the PCs to train her more in combat. Then they all departed to Scrapwall.
Mysteries and Loose Ends (some more important than others)

1. The questions on Scrapwall still remain. Who is Hellion? What is his true nature and plans? Who are the Ladies of Rust? How all of this is related to Torch? And more.
2. What was that rumor about Iomedaean followers looking for remnants of Aroden in Numeria and wanting to resurrect him?
3. What is exactly Zellara’s mission?


820 xp were given to Clarence, Daemer, Eladrion, Gorim, and Remiliano.

GM Commentaries

This session was mostly a break. It included a long battle because the past session didn’t include much combat. And it also was a break from all the current main plotlines.
You guys keep playing very well. However, battles are getting more complex and the composition of the party has increased a bit, so I need that some players become faster in deciding and resolving what to do.

Silveron's Betrayal
Session 12 (May/30/2017 and May/31/2017)

In-Game Date: 4711, Pharast 4 to Pharast 7

Things Done

Finishing some errands in Torch, the Torch Bearers joined Konir, Valaris, and Silveron on their route to Scrapwall to investigate the threat that is Hellion. But while camping in a cave on their route, Silveron brought Technic League agents and together they ambushed the PCs, wanting to capture Konir Blaine and Valaris Blaine. The PCs and the Blaine duo escaped and fled to the fort “Aldronard’s Grave”.

  • Last Errands in Torch: While preparing for departing, Daemer found a discarded wanted poster that showed him as a fugitive with a bounty for murdering a noble back in Brevoy. Meanwhile, Remiliano asked Konir to trust him about his past. Konir told him that he had a brother named Roan who was killed by Technic League agents for knowing some secrets, and because Roan passed those secrets onto Konir, he fled Starfall and hid in Torch. Then the group finished preparations for travelling to Scrapwall.
  • Silveron’s Betrayal: On the first night of their travel, Silveron suggested to the group to spend the night in a small cave. Little did they know that Silveron is an agent of the Technic League, who tipped the League about the starship buried below Torch and now tipped them about him taking fugitives Konir and Valaris to the cave. So, while sleeping, Silveron ambushed them with bang grenades and spells, and told that he did not want to hurt the Torch Bearers and that Konir and Valaris should surrender to the Technic League for things to go smoothly and peacefully. A small detachment of Technic League agents (part of the group that went to Torch days earlier) was waiting outside the cave to make sure everything went as they wished.
  • Konir, an Agent Too: During Silveron’s taunting to the group, he spilled the beans on Konir being an ex-agent of the Technic League, who attempted to murder the captain Content Not Found: garthone in Starfall and who stole some property from the captain: the woman Valaris. Konir admitted all of this and also mentioned that his story about Roan was a lie.
  • Escaping Silveron and the Technic League: Appalled by the turn of events, Konir felt very sad but used a scroll of teleport to send Valaris away to the Aldronard’s Grave fortress, and decided to surrender. Yet the Torch Bearers invented an ingenious plan disguise Konir with magic and sneak stealthily, and in this way they smuggled Konir out of the cave. Silveron and the Technic League agents noticed the ruse a brief while thereafter, and pursued the PCs firing at them, but the PCs managed to escape.
  • The Truth of Valaris: The Torch Bearers stopped the next day to ask Konir about the truth of his life. He mentioned how he regretted his past in the Technic League and decided to escape them due to their cruelty. And while escaping, he took Valaris with him and set Content Not Found: garthone_ ’s laboratory on fire. Turns out, as Konir explained, that Valaris is really an android of a special and experimental variety made to blend better with humans. For some reason, Valaris was found without memory of her past and _Content Not Found: garthone was trying to force her memories out, even with cruel methods. Konir noted that Valaris is of great importance to the Technic League and that is why they are hunting them.
  • Continuing to Scrapwall: The Torch Bearers continued to the fort Aldronard’s Grave to seek Valaris there, but found that the fort was under attack.
Mysteries and Loose Ends (some more important than others)

1. Who is seeking Daemer and why?
2. What other consequences could be of Silveron being a Technic League agent all this time?
3. What other things could mean that Valaris is truly an android? Why is she so important for the Technic League?


800 xp were given to Clarence, Daemer, Eladrion, Gorim, and Remiliano, mostly for their great plan of smuggling Konir out of Silveron’s ambush.

+1 replenished Conviction point to Remiliano for more forum role-play.

GM Commentaries

I have been waiting a lot for this session! It was a great honor and pleasure to give you all several plot twists with Silveron, Konir, and Valaris. I hope you all enjoyed them and let’s continue with the drama! Also, I was quite impressed with the plan to smuggle out Konir.

The Flame Rekindled
Session 11 (May/23/2017)

In-Game Date: 4711, Calistril 23 to Pharast 4

Things Done

Emerging from the starship ruins, the Torch Bearers are greeted with celebrations but also with tasks to improve the town. Then they take several days to attend some personal matters. After a week, a contingent of Technic League agents pays an unpleasant surprise visit to Torch, collecting their taxes and threatening the town council about keeping the starship ruins secret.

  • Celebration of Heroes: The Torch Bearers (our PCs) emerged from the starship ruins after battling the android Meyanda and found that the citizens of Torch, while beleaguered by the destruction from the small earthquake, were really happy to see the violet flame shinning again. Days later, the town councilors organized some festivities to honor the PCs and award them the title of ‘Saviors of Torch’. The councilors and the PCs gave several speeches to the crowd.
  • Torch’s Recovering: Not only did the PCs celebrated their success, but they helped the town recover from its destruction by coordinating rebuilding efforts and giving money to those who were in need.
  • Personal Matters: While the PCs helped Torch, they got involved in a few personal matters, like crafting magical items and buying gear, or in issues with some NPCs:
    • Escorting Silveron: The wandering merchant Silveron asked them to be escorted to the starship ruins for assessing the monetary value of things inside and seeing if they could be sold in the black market, obviously giving most of the profits to Torch.
    • Prophetic Dreams of Eladrion: For the second time Eladrion dreamed of a nosoi psychopomp (messengers of Pharasma) accompanying him in a desert with huge meteors slowly falling onto it. This time, however, he saw the ghost Zellara in his dream, who sat down with him and asked a very important question: “if there were a person who you and your fellow citizens loved the most, who brought prosperity to your city or world, but that person died for the sake of others and the future, and then you and your countrymen discovered a way to resurrect him so he could repair some problems in the present, would you do it?”. Eladrion responded “no” and explained the sanctity of the cycle of life and death. Zellara in turn commended him for his good answer and explained that her superiors want to prevent a similar resurrection, and Eladrion could help in that. For now, he should go to Scrapwall and investigate who Hellion is and from where he is drawing its supposed “divine” powers.
    • Mystery of Clarence’s Sword: One afternoon, while Clarence was having lunch at the Evercandle Inn, a group of thugs started to harass a Mendevian crusader named Osric who was hunting down deserters along the Sellen River, but stopped in Torch to rest. The crusader started to fight them back. Clarence suddenly saw that his sword was shinning blue and becoming warm, and felt an uncontrollable urge to defend the crusader. He ended up joining Osric along with Eladrion, and the thugs fled. Osric gave him thanks and told Clarence where he could find more crusaders to join: Castle Urion.
    • More Investigations by Remiliano: The bleached gnome Remiliano woke one of these days looking slightly less ‘bleached’ and more vibrant (almost unnoticeable for everyone else except himself). He consulted the junkmaster Garin Burwadle, another bleached gnome, about this. Then he went to Joram‘s temple to confirm his findings in the science deck about the nanites being injected to Konir: that these nanites were experimental in nature and they attempted to extract memories from someone, but apparently the nanites were malfunctioning and didn’t extract anything from Konir. Remiliano also investigated about Hellion, Ladies of Rust, Kulgara, and Sevroth.
    • Gorim, Remi 2.0, and Valaris: Gorim went to The Foundry Tavern to seek the help of Konir and Valaris with repairing his robot known as “Remi 2.0”. He also discovered that Valaris’ repeating dream hasn’t faded and that Konir dismissed it as trauma from her childhood as an orphan, which she cannot remember entirely. Gorim will research ways to bring Valaris’ memories back.
  • Plan for Scrapwall and Torch’s Defense: Dolga, Joram, and Konir summoned the PCs to have a meeting regarding future plans. Konir said that he would go to Scrapwall so he is hiring the PCs as well as Silveron for that. He also will be taking Valaris with him. Then Joram asked for a favor: if the PCs stumbled upon someone named Divanya in Scrapwall, he wanted her to know that the Technic League stopped looking for her and she could safely return to Torch, where Joram awaited her. Finally, Dolga granted Silverdisk Hall to the Torch Bearers and mentioned the idea of them establishing a base and helping Torch against future threats.
  • Trial of Garmeth: Outside the Town Hall, Konir talked privately with the PCs. He said that the town council was deciding the punishment for Garmeth for aiding the enemy in stealing Torch’s resources. Konir was to become the tie-breaking vote. After some deliberation, the PCs recommended what Dolga and Seranna suggested: to incarcerate and force him to labor around the violet flame.
  • The Technic League Visits: On Pharast 2, a contingent of Technic League agents arrived to Torch. It consisted of 11 agents, 8 gearsmen, a big ‘warden robot’ with a gnome and a rocket launcher, three wagons with a dozen slaves, and a Technic League lieutenant named Zaitev. This lieutenant came to collect taxes from Torch, but also told the town council in an intimidating manner that the Technic League heard rumors of a starship that was discovered below Torch, and so he came to investigate it. He sent two agents with the PCs to survey the starship ruins, but they did not discover the fusion reactor because Clarence successfully hid the door to it with illusion. They also withheld information about Meyanda and her plans.
    Once the survey was finished, lieutenant Zaitev told Dolga to avoid holding secrets such as the starship ruin and the exploration that the PCs did, and threatened the town council to send attack groups to capture Torch and the councilors if that ‘treason’ ever happened again. Zaitev left the two agents living in Torch to keep monitoring, and the rest left.
Mysteries and Loose Ends (some more important than others)

1. What could mean the second prophetic dream of Eladrion?
2. Why Clarence’s sword shined blue light and became warm when he saw a battle between a Mendevian crusade and thugs?
3. Why Valaris’ dream continues? What about her amnesia?
4. What were the medical drones attempting to extract from Konir’s memories using nanites?
5. Who is the woman named Divanya that Joram mentioned?


600 xp were given to Clarence, Eladrion, Gorim, and Remiliano, for helping with repairs, giving grandiose speeches, good roleplay, and investigating more info. An additional 100 xp were given to Clarence for coming up with the excellent idea of using his Illusion power to hide Torch’s fusion reactor from the eyes of the Technic League.


  • Items from Zellara: As promised, Zellara handed some PCs a few items that belonged to the dead Lucky Bastards, as repayment for bringing the surviving members back to Torch and burying the dead ones. These items are: for Clarence: a Belt of Tumbling (800 gp), for Eladrion: a Quick Runner’s Shirt (1000 gp), for Gorim: one minor Blessed Potion with the holy symbol of Cayden Cailean (300 gp) and a Screaming Bolt (267 gp).

+1 replenished Conviction point to Remiliano for the forum role-play with Joram and Silveron regarding the nanites.

GM Commentaries

This was a slow session without much action, but after the past 4 or 5 sessions of action, I think this was a good break to do investigations, personal errands, interactions with NPCs, and introduce some new information.

The Engineering Deck
Session 9-10 (April/25/2017, May/9/2017)

In-Game Date: 4711, Calistril 23

Things Done

After several hours of recovering from the small earthquake and planning their next moves, the PCs went to the engineering deck of the starship ruins, hoping to find whatever caused the earthquake. There, they fought several orcs and ratfolk from Scrapwall and finally defeated the android Meyanda, who was in charge of an operation to steal the ‘violet flame’ energy of Torch. The PCs then stabilized the reactor producing such energies and tremors.

  • Final Meeting: Dolga, Joram, Konir, Valaris, and the PCs got together to discuss the final exploration of the starship, to find whatever is causing the tremors and the flame disappearing. Valaris and Konir were rejoiced to see each other and Konir mentioned that if he ever dies, he wants the PCs to take care of her. Konir also talked about something the robots were saying, about “finding Unity and assimilating everyone”. He also gave the PCs something to fix the elevator that would take them to the last level.
    Zellara appeared a while after to give some fortunetelling to the PCs, talking about the peril that Torch still faces from another town, the attention that they will attract from otherworldly beings, and the eventual conflict with many different organizations.
  • Of Ratfolk, Orcs, and More: With the elevator now working, the PCs descended to the engineering deck, which was badly damaged from the crash and recent tremors, and there was a constant humming sound in the entire deck. There, they fought a pack of dog-like thylacines which alerted other enemies with their barks. Shortly afterwards, they were ambushed by a big group of orcs fanatics and ratfolk scavengers from Scrapwall. A long battle ensued where many blows were traded between both groups, and the orcs and ratfolk were killed.
  • Strange Shrine: The PCs continued to another room where they found an improvised statue, made of metal tubes and plates, that resembled a claw. Nobody in the group could determined who or what the statue represented, but some theorized that it could be a new entity or a fictional one. They also found a map of the entire starship module.
  • Robotics Labs: In two other rooms, the PCs found some maintenance robots still attending broken machinery. However, there was another robot, big and military-looking, who had two dead orcs lying around him. The big robot detected the presence of the PCs, mentioned “Unity” again, and went to attack, but Remiliano disabled it with some magic and the robot was destroyed thereafter.
  • Against Meyanda: In the last room of the engineering deck, the PCs encountered a big reactor and the woman with violet hair (of which they had only heard rumors and turned out to be an android). The woman began persuading the PCs to turn back and leave her to complete her mission. The PCs were reluctant and tried to counter-negotiate with her, and Eladrion approached her diplomatically. Meyanda, however, was tired of this and did not see another way out, so she attacked the PCs.
    What ensued was the toughest combat that the PCs ever had. Meyanda attacked them with mind-controlling magic, with big blasts of electricity, with a fire-spewing pistol, and other environmental magic. There were also two robots and a gargoyle bodyguard with her, who dished out some pain to the PCs. The two groups kept exchanging magic, blows, and arrows, until the PCs killed everyone except Meyanda. She fought hard but ultimately recognized she was outnumbered, and thus surrendered.
  • Meyanda Interrogated: The PCs negotiated once again with Meyanda. In return of allowing her to flee Torch alive, the PCs demanded information and an explanation on how to stabilize the reactor. Meyanda explained that she was sent here by Hellion, a mysterious ‘demigod’ in Scrapwall, to steal the energies of the reactor (and the violet flame) so Hellion could power a secret weapon in Scrapwall and thus conquer Starfall and Numeria. She also said that she could not return to Scrapwall, as the ‘Ladies of Rust’ (a cabal to which she belonged) and their leader, Kulgara, would not allow her because of her failed mission in Torch.
    Meyanda left the facilities, and the PCs stabilized the reactor. They also configured the room’s door to be opened only with a white access card (which they already got one).
Mysteries and Loose Ends (some more important than others)

1. Who is Hellion? Is he really a demigod? What secret weapon does he has? What are his true motives?
2. Who are the Ladies of Rust?
3. Again, who is Unity?
4. What will be of Meyanda?


2,450 were given to Clarence, Eladrion, Gorim, and Remiliano, for so many enemies, including Meyanda and her gargoyle bodyguard Gruethur. An additional 60 xp was given to Clarence for providing a background for the ‘Hans One-Eye’ NPC.


  • 300 gp were given to Clarence as substitution for the ‘masterwork weapon’ reward given in the previous session, because his weapon (from the Arcane Item Bond feat) was already masterwork.
  • Found in First Room: timeworn autographnel, timeworn panic suit, timeworn emergency beacon, 2 batteries, 24 silverdisks
  • Loot from Orcs and Ratfolk: 8 silverdisks, 52 gp
  • From Second Room: white access card, timeworn chemalyzer
  • From Third Room: 48 silverdisks, timeworn veemod goggles (with black veemod), timeworn medlance
  • Loot from other enemies: neural inhibitor (4 charges used), inferno pistol (3 charges used).
  • Given by Meyanda: 3 batteries, 1 nanite canister, 11 silverdisks, 62 gp
  • Bounty from Dolga for rekindling the flame: 1,000 gp
  • Items in the metal box opened with white card: bang grenade, flash grenade, neraplast armor, timeworn stun gun
  • Gorim salvaged mechanical parts from the killed ‘gearsman’. This saves him 100 gp in costs for repairing or upgrading his construct companion.

Zellara appeared and gifted some swashbuckling cards to Eladrion: 69 and 67

GM Commentaries

What intense two sessions! A lot of combat happened in which I planned to deliver a lot of damage, and even wished to kill a PC or two, but you guys managed to survive (albeit after much damage and several PCs going unconscious). I’m very satisfied with how things have been progressing over the last three or four sessions.

Recovering Konir
Session 8 (April/18/2017)

In-Game Date: 4711, Calistril 22

Things Done

The PCs continued their exploration of the science deck and discovered Konir being held by several medical robots for experimentation. They destroyed the robots and took back an injured Konir to Torch, where they healed him. Then several surprising events happened: the capture of a ratfolk from Scrapwall and a sudden earthquake.

  • Discovering Konir: In a room inside the science deck, the PCs fought three robots that served medical purposes. They combined their efforts and used good strategy to destroy them. Past the robots, they discovered Konir lying on a stretcher, some blood splattered around, and several needles and tubes injected into his head. He was very malnourished, emaciated, and almost in a vegetative state apparently because of the chemicals injected into his head. The PCs took and carried him back to Torch, stopping to also recover Flink and Nayana, the surviving Lucky Bastards.
  • Another Hapless Person: In an adjacent room, the PCs discovered another human who went through a dire fate at the hands of the medical robots, although much more gruesome and cruel. The man, recognized by Clarence as Hans, had his two legs and one arm amputated and replaced by crude tubes shoved into the stumps. The man was barely conscious but begged to be put out of his misery. Clarence went ahead with that, while Eladrion said a prayer, and both felt sadness and remorse afterwards. Then they carried Hans’ body to Torch.
  • Healing Konir: Once back to Torch, they took Konir towards Joram, who cast magic to dissipate any sickness or toxin in his body. Konir recovered after a while and thanked the PCs and everyone else. However, he still had to rest more. Meanwhile, the PCs took the other survivors, as well as the corpses found in the ruins, to Mylan’s temple for healing and burial.
  • Captured Ratfolk: As the PCs went to prepare for another incursion to the underground starship ruins, the citizens of Torch were drawn toward some guards that were carrying a dead ratfolk. The guard captain Aaronlu Langer told the PCs to follow her to the temple of Brigh. Once there, she explained that she discovered the ratfolk sneaking into Garmeth’s house. She chased the ratfolk but he climbed to the roof. Cornered, the ratfolk jumped from the roof, smashing his head on the ground.
    Eladrion, having learned some new magic from the priest Mylan, interrogated the corpse of the ratfolk, who spoke that he was looking for a machine in the warehouse, that he works for Meyanda who is still in the underground ruins, and that Meyanda has no weaknesses, for she serves Hellion.
  • An Earthquake and the Violet Flame: Shortly after they were done interrogating the ratfolk’s corpse, the ground shook violently for some seconds and bits of stone started to fall from the roof of Brigh’s temple. An earthquake struck Torch for several seconds and people started to panic, running through the streets or seeking cover, and guards were yelling everywhere trying to maintain order and coordination. Eladrion decided to climb to the roof of the temple of Brigh, and he saw many buildings with partially collapsed roofs or walls.
    Then suddenly, atop Black Hill, the famous but long-gone violet flame erupted into a pillar of fire that extended high in the sky, then shined for 5 minutes and disappeared again.
Mysteries and Loose Ends (some more important than others)

1. What is the thing called “Unity” that some robots in the underground starship ruins have mentioned several times?
2. What caused such an earthquake and why the violet flame shined again for 5 minutes?


840 xp were given to Clarence, Daemer, Eladrion, Gorim, and Remiliano, for battling the three robots and recovering Konir. An additional 100 xp was given to Clarence for providing a written background. An additional 100 xp was given to Clarence for dealing with the mutilated explorer named Hans and bringing him back to Torch.


  • Loot in Sick Bay: The room where Konir was found also had the following items: 1 timeworn radiation detector, 1 medlance, 1 timeworn brown nanite hypogun (1 charge left, cannot be recharged), 1 nanite canister.
  • Masterwork Weapons: As promised by Emelia’s father (in session 3), each PC got one weapon upgraded to masterwork quality.
  • Dolga’s First Bounty: For rescuing Konir, Dolga gave each PC 1,000 gp.

+1 replenished Conviction point to Clarence, Daemer, Eladrion, Gorim, and Remiliano.
Joram reserved material components for resurrecting Konir if that was needed. Not having to do that, he then promised the PCs that he could resurrect one of them instead, should that ever is needed.

GM Commentaries

I also enjoyed this session. The players were well organized in combat. Clarence’s player did a good job during the session.

Into the Science Deck
Session 7 (April/11/2017)

In-Game Date: 4711, Calistril 22

Things Done

The PCs continued exploring the habitat module buried under Torch, fighting an advanced zombie kasatha. Then they went to another level of the metal dungeon: a ‘science deck’ where strange things awaited. Finally, they encountered a small group of Lucky Bastard mercenaries who died battling powerful robots, and the ghost of a fortune-teller appeared to warn them about the place and to indicate where Konir could be.

  • Battling the undead Kasatha Leader: After exploring the room with the holograms, the PCs ventured forth into a room where another four-armed kasatha awaited, but this one was a zombie with great combat capabilities. He dashed forward and with two blades struck Daemer to the ground, almost dead. But the PCs planned some strategy and pinned the kasatha’s cloak to the wall. Stuck, he tried to deal more damage but the PCs counterattacked and vanquished it. This kasatha zombie then collapsed with a smile of satisfaction as he looked upwards in a religious manner.
    The PCs looted the room and found that the kasatha leader did some drawings on the wall. Remiliano interpreted them as a retelling of the kasathas’ history: when the starship crashed, they died, and by some force, they were resurrected as undead.
  • Into the Science Deck: The PCs crossed a door into another level: a ‘science deck’. The level was completely made of metal, with scattered metal furniture, sliding doors, painted labels on the walls indicating a variety of things, and a lot of trash and rubble everywhere. It was also cold and almost-silent, with faint noises of static coming from damaged crystal panels (computers) and buzzing light panels on the ceiling.
    Exploring this place, the PCs found and followed a trail of old dried blood, apparently from a battle two weeks ago. They found an alien denizen inside a laboratory with more holograms: a fungus-like bulbous creature with a big toothed maw that communicated telepathically. He wanted nothing more than food, although he seemed lost in that place, and the PCs tricked and locked him.
  • Decimated Lucky Bastards: Continuing the blood trail, the PCs found the signs of another battle: a big military-type robot was inactive, choking a now-dead man by the neck while the man held a sword driven through the robot’s head. Other persons were lying down on the floor with splatters of blood. The PCs found two of them still alive and healed them.
    Then, a ghostly middle-age woman named Zellara appeared and told the story of these dead people. They were a small unit of relatively-new Lucky Bastard mercenaries that came all the way from Korvosa to do some missions in Torch and Numeria. But three of them, Cadel, Kofar, and Valentia, found their demise in the metal dungeon while exploring these ruins. Only Flink and Nayana survived. The ghost then told them that the Lucky Bastards would need more recruits and extended an offer to them for joining. She also promised to help, pointing out to where she found human bodies (possibly Konir among them) and distributed some magical cards to the PCs to help them in their quest. She then gave the rest of the deck of cards to Remiliano.
Mysteries and Loose Ends (some more important than others)

1. Who are exactly the Lucky Bastards mercenaries and what are they doing here in Numeria?
2. Who was exactly the ghostly woman named Zellara, and what did she mean when she said that the starships that crashed in Numeria were creating ripples that would affect the entire world?


600 xp were given to Clarence, Daemer, Gorim, and Remiliano for battling the undead kasatha, cleverly bypassing the encounter with the ‘cerebric fungus’, and saving the Lucky Bastards mercenaries Flink and Nayana.


  • Loot from Hetuath (kasatha leader): 2 masterwork shortswords, cloak of resistance +1, 4 silverdisks, black access card (for Torch’s starship), black e-pick, and two batteries.
  • Supply Room: flashlight, three batteries, and 26 silverdisks. Also, a small safebox with a white-access lock.
  • Zellara’s Special Harrow Deck (allows for the distribution of the ‘swashbuckling cards’ gaming aid, and other things).

Swashbuckling Cards: Two cards of this special gaming aid were distributed among the PCs:

  • Gorim: #37 (“How not to be seen”), #40 (“I see your Schwartz is as big as mine…”)
  • Daemer: #38 (“Zippit! Zip! Zippy‐Zippahhh”), #3 (“Riposte”)
  • Alex: #57 (“Multipass!”), #50 (“I..have had…enough of…you!”)
  • Clarence: #36 (“I meant to do that…”), #44 (“Of course you know, this means war”)
GM Commentaries

This session ran much better than the one before. Combat and exploration of the dungeon were smoother. Also, you used the system very well in order to get tactical advantages in combat.

The Buried World
Session 6 (April/4/2017)

In-Game Date: 4711, Calistril 22

Things Done

The PCs investigated a few more things in Torch before descending again into the Black Hill caves and going beyond the metal door. There, they found a strange, contained ‘micro world’ of desert sand and rocky crags, with adjacent rooms made of solid metal that harbored otherworldly technology and traces of past inhabitants and incidents.

  • Quick Investigations and Valaris’ Dream: Remiliano and others investigated more information on Scrapwall. They learned that the usual chaos of that settlement got a bit more under control, that they are now importing a lot of raw materials (either bought or stolen), and that possibly there is a new lord of Scrapwall.
    The PCs also headed to Valaris’ home to see how she was doing after the strange big device (the power relay) was shut off. She told them that her headaches improved but her dream continued: “where she is in a valley among steep hills, with plenty of vegetation, and a swamp. There is a giant metal spider incessantly crawling on the edges of the valley in the distance.
  • Fresh Tracks in the Black Hill Caves: The PCs then decided to go back to the Black Hill Caves and go beyond the metal door. Much to their surprise, they discovered that the door was open and that there were fresh tracks done in that direction, possibly by a group of 4 to 6 humanoid creatures.
  • Beyond the Metal Door: Once they passed the metal door, the PCs found a cold and dark place of metal walls, floor, and ceiling, with painted letters and marks in Androffan saying “Habitat A”. There was a lot of rubble and rocks, apparently from ancient cave-ins. Further inside, they encountered a metal creature with three tentacles and a flashing light (a robot), who attacked the party but they quickly disposed of it.
  • The Buried World: Further along those metal corridors, the environment changed to a huge chamber with porous rocky walls and pristine desert sand. They went inside but were immediately trapped in some viscous slime spread in the sand. Then two tentacles sprang up and attacked the PCs. A creature with a rocky shell and more tentacles emerged and kept slamming the stuck PCs, while four-armed skeletons unearthed themselves from the sand and attacked the PCs with picks made of bones. They were sustaining some damage, delivering back some blows, until Remiliano killed the remaining skeletons with his magic. Puzzled as to what was that place and creatures they encountered, the PCs marched forth along a freshly-made trail in the sands.
  • The Control Room and Holograms: The huge cavernous chamber gave way to more metal corridors, where Eladrion got electrocuted by some malfunctioning metal arms fastened to the walls. Gorim repaired them and the PCs continued to a room where crystal panels in the walls displayed letters in Androffan, and a huge and thick crystal metal table displayed an illusion-like image (a hologram) of a crystal dome with rocky hills and desert sand inside. The PCs then turned on some controls that reset the system.
    On the crystal panels, they were able to activate four more holograms that retold some story of the place:
    • 1) A male human with a white coat appeared and told in a scared and urgent voice: “Sindre, Sindre, this module won’t survive atmospheric entrance while tied to the Divinity! I will need to detach… …Good luck and I hope we survive and finish with Unity soon”.
    • 2) The same man appeared and said in a sad voice: “The Divinity crashed into an unknown planet, having deviated from our main route when we found some powerful monsters near sector FD-100. In this module, only a few of us survived. The whole crew deck was destroyed. We will be in the science deck surviving with the supplies there”.
    • 3) The same man again: “Half of the kasathas we brought from planet CX-335 died. And with the holograms in the habitat gone, they have discovered the truth of their habitat. They are crying and they are desperate as if their world ended. Their leader, who is called Hetuath, seems to want to explore the tunnels that lead to other rooms. We will need to contain them or else they can kill us”.
    • 4) The man again: “The creatures called ghelarns, which we also brought from planet CX-335, burrowed into the sand and went into hibernation as if they sensed the drastic change in the environment. I understand they can last for centuries when hibernating”.
Mysteries and Loose Ends (some more important than others)

1. Is there any relevance to the rumors about Scrapwall?
2. What does Valaris’ dream means, if anything?
3. Who went inside the Black Hill Caves and opened the metal door and continued beyond?
4. What more (if anything) could mean the strange things found inside the metal door, especially the holograms?


500 xp were given to Daemer, Eladrion, Gorim, and Remiliano. An additional 40 xp was given to Daemer as the reward he chose for participating in forum role-play. An additional 100 xp was given to Remiliano for completing his written character background.


  • Not much, except for Eladrion who took from the kasathas’ skeletons a crude light pick made of bones representing the holy symbol of Zyphus.
GM Commentaries

I’m not really satisfied with this session. We started late, and the rest of the session was slow mostly because of low dice rolls in combat and me not managing well the progression of the dungeon. I have already identified solutions and techniques to avoid (or lessen) those problems in the future.

Capturing Garmeth
Session 5 (March/28/2017)

In-Game Date: 4711, Calistril 21 (near midnight)

Things Done

Our adventurers continued the battle inside Garmeth’s secret warehouse, bringing down many Ropefist thugs until eventually capturing Garmeth. Then they interrogated him and discovered more clues and mysteries. Finally, an unknown man approached the PCs and invited them to negotiate.

  • Against the Ropefists: The battle inside the warehouse was a constant exchange of arrows between the Ropefists thugs taking cover behind crates, and the PCs smashing their way in. The thugs managed to destroy Gorim’s robot companion and to drop Clarence unconscious, but Remiliano healed him. Then the tables turned on the thugs and they got a lot of damage, dropping one by one, as the PCs kept firing arrows and delivering blows with both swords and magic.
  • Figthting Garmeth: Eladrion decided to burst into a smaller room in the warehouse and got surprise-attacked by a thug and Garmeth, who was invisible. Garmeth’s blow with a heavy flail was so hard that Eladrion instantly dropped to negative hit points, but Clarence restored him back to action. Then Eladrion took pains to protect his allies, getting in the way of Gorim to deflect arrows shot at the dwarf. But finally, Gorim went after Garmeth and exchanged damage with him, dropping almost to 0 hit points but debilitating Garmeth. Remiliano then delivered the finishing hit and brought down Garmeth.
  • The Strange Big Device: Inside the warehouse, the PCs felt a strange humming that caused a strong headache to Eladrion (and almost to others). Searching the warehouse after the battle with Garmeth, they discovered a big machine hidden in a crate that had illuminated buttons and crystal panels with strange, glowing writings in Androffan. Gorim inspected it for some minutes and learned how to operate it, turning it off and also discovering that the device was transmitting some sort of energy to a place 105 miles to the northeast. Remi deducted that the settlement of Scrapwall is what lies in that direction.
  • Garmeth’s Interrogation: The PCs took a captured Garmeth to Gorim’s house for interrogation, to where some guards and Dolga also went. At first he resisted and promised to withstand a long interrogation, but Eladrion intimidated him by promising to kill him and manipulate his corpse to speak, as they do in his native nation of Geb. Garmeth then started cooperating.
    They asked for the woman of the Merrymaid bordello and he told that her name was Wenny and he simply was blackmailing her for money. When asked about why he captured the PCs, he confessed that he wanted to divert attention from the Black Hill caves and attempted to do so by trying to close the case on Konir after framing some persons of murdering him.
    Then the PCs asked him about the strange device found inside his warehouse. He admitted to not knowing what it does, but confessed that on Calistril 4, a woman with violet hair (of which he suspected to be an android) offered Garmeth a deal to hide such device and then departed to the Black Hill caves with a group of orcs and ratfolk from Scrapwall.
    Once the PCs finished interrogating Garmeth, he and some of his Ropefist thugs were taken to the town garrison.
  • Strange Man’s Invitation: When the PCs were heading to their houses, a strange bearded man intercepted Clarence and Daemer and invited them to visit the man’s group on the next morning, as they wanted to discuss business with the PCs.
Mysteries and Loose Ends (some more important than others)

1. What else could be asked of the strange device being hidden in Garmeth’s warehouse? From where it came? Why it was transmitting energy over 105 miles to Scrapwall?
2. Who exactly is the woman with violet hair named Meyanda and what she wants from Torch? Is she truly an android?
3. Why there were orcs and ratfolk from Scrapwall?


1,040 xp were given to Clarence, Daemer, Eladrion, Gorim, and Remiliano.


  • 108 gp to each one of: Clarence, Daemer, Eladrion, Gorim, and Remiliano. This was gained after selling all the mundane equipment that the defeated Ropefist Thugs had, as well as Garmeth.
  • Expensive equipment looted from Garmeth (this has not been assigned to anyone): timeworn bang grenade, potion of cure wounds (1d6 + 2), potion of invisibility, ring of protection +1, flash powder, smoke pellet
  • A treasure box found inside Garmeth’s warehouse contained these things: 50 silverdisks (worth 500 gp), 50 extra silverdisks (worth 500 gp), 1 black pearl (worth 500 gp), 1 golden yellow topaz (worth 500 gp), and a silver chalice with jade stones (worth 500 gp).

+1 replenished Conviction point to Remiliano for asking vital questions when interrogating Garmeth.

GM Commentaries

I liked this session a lot. It was mostly an intense combat where almost everyone got their decent share of damage. The PCs fought well and managed their actions correctly. And I liked the interrogation done to Garmeth. Well done everyone.


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.