Ghosts of Fallen Stars (Iron Gods)

A False Accusation
Session 1 (February/21/2017)


In-Game Date: 4711, Calistril 16

Things Done

We spent the majority of the session solving technical problems with the Roll20 app as well as learning how to use it and then speaking about the campaign, expectations, the rules, etc. Finally, we started the game with an initial combat encounter where the PCs were wrongly arrested.

Highlights
  • Framed and Arrested: Our player characters Gorim, Remiliano, Daemaer, Clarence, and Eladrion were attending their everyday chores in the town of Torch when many Ropefist gang members showed up to arrest them. According to the Ropefists, they were following a bounty and arrest warrant that indicated that the PCs were responsible for the supposed murder of Torch’s beloved councilor Konir Blaine, who went missing 2 days ago.
    The PCs resisted and the Ropefist thugs used force to subdue them. When apprehended, one thug put a paper in Daemaer’s pocket with scribbles speaking of steps to harm the councilor.
    Then the PCs were taken to the town hall for interrogation.
Mysteries and Loose Ends (some more important than others)

1. Why the PCs are being framed for a supposed crime that they did not commit?
2. Who is councilor Konir and why he went missing 2 days ago?
3. There was a man named Garmeth that the Ropefist thugs referred to, and who was in the town hall speaking with other councilors about the arrest. Who is him and why did he participate in the arrest?
4. The town’s important and eponymous violet flame went off 8 days ago. Why?

Awards

XP:
200 xp were given to Gorim, Remiliano, Clarence, and Daemaer

Misc:
The maximum Conviction points were raised by 1 for Gorim, Remiliano, Clarence, and Daemaer, due to their cooperation in creating their characters by way of sharing backgrounds.

GM Commentaries

The session was not the best due to technical problems and so many things discussed before playing. Also, the combat encounter was slow and dull at several times.


The paper that was planted in one of the PCs’ pockets:

False_Plan.png

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The Black Hill Caves
Session 2 (February/28/2017)


In-Game Date: 4711, Calistril 16 to Calistril 17

Things Done

The session started with a brief interrogation of the PCs carried out by the dwarven councilor Dolga and other town councilors. Then the PCs were taken to the Weeping Pond accompanied by the merchant Silveron, to enter some caves where Dolga suspected that the missing councilor Konir could be. The PCs searched the caves, encountering vermin and other cave denizens, and finally came upon a group of skulks with whom they struck a bargain in exchange for information on Konir.

Highlights
  • Dolga’s Interrogation: After being apprehended by the Ropefist thugs, the PCs were taken to the town hall where Torch’s four councilors interrogated the PCs to see if they were responsible for Konir’s disappearance. Dolga gauges the knowledge that they have about Konir and also reprimands Barlundi for aiding in the questionable arrest carried out by the Ropefists. She then takes the opportunity to force the PCs to explore some caves where she alone suspects Konir might be, and this might provide evidence for the PCs’ innocence. The rest of the councilors are a bit surprised to see that Dolga seems to have information that nobody else does. Dolga then appoints Silveron Troval to escort the PCs to the Black Hill Caves.
  • Silveron and the Weeping Pond: After spending the night sleeping in offices and lobbies of the town hall, closely watched by guards, the PCs headed for the entrance to the caves near the foul Weeping Pond. Silveron accompanies them and talks more about Konir. Then he tells his guards to wait at a distance and then imparts some instructions and warnings to the PCs about anything they find in the Black Hill Caves. The PCs finally enter the contaminated pond and swim toward the caves.
  • Of Beetles, Slimes, Molds, and Corpses: Inside the damp and musty caves, the PCs battled the usual cave vermin – slimes and giant beetles – before finding the corpses of two explorers that went into the caves as part of previous secret expeditions. They investigated the corpses, one which was killed by freezing brown mold, and decided to take them to the surface for identification and burial.
  • The Skulks’ Bargain: Further into the caves, they encountered a small party of skulks: humanoids from the Darklands with the natural ability to camouflage with the cave rock. They were stranded here for many days and already set up improvised dwellings with bizarre junk – metal panels, wires, consoles – that they took from somewhere in the caves.
    The skulks were desperate to return to the Darklands and struck a bargain with the PCs: if they go and fetch some ropes stolen by some cave gremlins, then the skulks could provide plenty of info besides other goods. The PCs agreed to that, and one of the skulk, Luepel, served as a guide.
  • The Metal Door: In the rooms where they found the skulks, the PCs also found a big sturdy metal door, about ten feet wide, with a strange interface panel on it. Nobody has seen something like that before and the skulks talked about a strange place beyond the door, where they went before a party of humans passed through and sealed the door. The skulks made some rudimentary cave art depicting what they saw beyond the door, but only Gorim noticed this.
  • Pesky Gremlins: In the last rooms of the small cave system, the PCs battled some gremlins and disposed of them quickly, taking back the stolen ropes to the skulks so they could descend to the Darklands.
Mysteries and Loose Ends (some more important than others)

1. Why Dolga kept to herself the secret that there were some caves below Torch and apparently, Konir went there? Why Silveron also maintained some secrecy when escorting the PCs to the caves?
2. Who were the two persons found dead in the caves?
3. What is that big metal door and to where it leads?
4. Who were the team that passed through the door and sealed it behind?

Awards

XP:
800 xp were given to Clarence, Daemer, Eladrion, Gorim, and Remiliano. An additional 100 xp were given to Daemer and Gorim for providing a written background.

Treasure:
For Gorim only: 7 silverdisks and several parts of technological items he found in the cave junk (wires, bolts, a few metal plates, etc.)

Misc:
For Remiliano only: He got one replenished Conviction point due to bargaining with Dolga and providing arguments for the absurdness of the framing paper.

GM Commentaries

This session moved smoother and better than the first. There was some role-playing, quite some exploration, and a couple of combats. Everyone played nice. But, the party forgot to use stealth except at the end of the session: don’t forget next time! :)

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Investigations and Errands in Torch, Part I
Session 3 (March/14/2017)


In-Game Date: 4711, Calistril 17 to Calistril 20

Things Done

The PCs concluded their mission in the Black Hill Caves and returned to Torch. Then a downtime began and they took part in several investigations and interactions with NPCs.

Highlights
  • The Skulks’ Revelation: After bringing the much-needed ropes to the skulks, they completed the bargain by telling the PCs of strange things beyond the big metal door when it was open: of a big cavern with desert sand in it and skeletons with four arms that rose from the sand. They also told of strange things made of metal that they have never seen.
    The skulks spoke of how a human party passed through the door twice, sealing it on the second time. The skulks were able to get their hands on a journal which they used a bit for campfire fuel. They gave the journal to the PCs, along with other treasures, and it happened to belong to Konir, telling his accounts on strange tracks he found near the Weeping Pond which led to the discovery of the caves and to subsequent expeditions.
    Finally, Gorim and Daemer spent some time trying to open the door, but it was quite hard and they did not have the needed tools. The skulks in turn used the ropes to descend through a hole into the Darklands.
  • Return to the Town Hall: The PCs swam back to Torch, carrying the two corpses they found in the caves. The waters were freezing and contaminated; Daemer got fatigue from the cold and others got sickened due to the contamination. Once outside, Silveron interviewed them about their findings and asked to be taken back to the door, where he was awestruck by the unusual metal door.
    They all went back to the townhall, where the four councilors examined Konir’s diary while continuing to throw blames among themselves for how they were dealing with all of this. Then they cast votes and declared the PCs innocent. Dolga encouraged them to keep looking for Konir and for a way to re-ignite the violet flame, offering bounties for these two tasks (4,000 gp each) and some help. Seranna in turn suggested sealing the pit in the cave leading to the Darklands.
  • Returning the Bodies: The two bodies found in the caves were returned to Torch and Daemer and Gorim sought to identify them. The female half-orc corpse was of a Brigh disciple named Parda and Joram Kester prepared a funeral for her with the help of gravedigger Mylan.
    The other body was of Gerrol, a mercenary that wanted to marry a blacksmith’s daughter named Emelia.
  • A Visit to the Foundry Tavern: Gorim and Daemer went to Konir’s home and tavern after exiting the townhall, looking for more clues that could help them open the door. Approaching the place, they heard female screams asking for help and so Gorim and Daemer broke into Konir’s home, finding his daughter Valaris locked in a room and a small humanoid-like robotic construct speaking in Androffan about repairing everything it encountered, but turning violent to Gorim, who had to take out his crossbow and disable it.
    Now safe, Valaris helped the two PCs search for clues about Konir and the metal door, finding some papers talking about the humanoid construct. She also told them that she has been having strange headaches and dreams since several days.
    Gorim took the construct to his home and spent the next three days trying to repair it, failing twice, but finally managing thanks to the help of Silveron and Joram. The robot restarted with a blank memory and software and called itself Unit X1402, but Gorim renamed it to “Remi 2.0” in honor of his friend.
  • Investigating the False Accusation: Daemer took the chance to investigate more of Garmeth and the Ropefists, learning that Garmeth has a home somewhere in the small warehouse district and he owns the Silverdisk Hall. He also learned of a Ropefist thug found drowned in the river, and when he saw the corpse, he recognized him as the man that planted false evidence on him. The dead thug had rope marks in the wrists, neck, and ankles.
  • Common Headaches: One rumor that the PCs learned was that quite enough citizens have been suffering from strong headaches. Daemer did some diagnostics on Valaris and concluded that the headaches are not caused by poison or illness, but from some sort of external yet intangible effect.
Mysteries and Loose Ends (some more important than others)

1. What are those things mentioned by the skulks that lie beyond the metal door: a big cave with desert sand, four-armed animated skeletons that arose from it, and bizarre things of metal?
2. What are those tracks that Konir mentioned in his journal that led him to discover the caves and do secret expeditions to it?
3. Are there any unusual causes for the headaches that Torch’s population is having? Gorim suspected that the headaches might be caused by the violet flame going out.
4. Why a Ropefist thug was drowned in the river with rope marks in his ankles and wrists?

Awards

XP:
300 xp were given to Daemer and Gorim. An additional 200 xp were given to Daemer and Gorim for investigating the identity of Parda and Gerrol’s corpses.

Treasure:

  • Sef, the skulk leader, gave the following things to the PCs for helping with the gremlins and the ropes:
    • 9 silverdisks (worth 10 gp each) to each PC, except for Gorim and Daemer, which get 11 silverdisks instead.
    • 8 gp and 4 sp to each PC
    • 1 flashlight and 1 battery for Daemer (but Silveron took back his own flashlight)
    • 1 unknown-type grenade for Gorim
  • Gerrol’s body contained some gear, and he has no relatives in Torch, so the gear has no owner. These are: masterwork chain shirt, masterwork thieves’ tools, a masterwork hand crossbow, and 75 gp.
  • For bringing Gerrol’s body, her fianceé Emelia asks her father to fashion a masterwork weapon to each PC, as they choose (this will take some days).

Misc:

  • Bringing Parda’s body to the temple of Brigh earns each PC a +2 circumstance bonus on Persuasion checks made in town (for a week), as word of their good deed remains fresh in the locals’ minds.
  • Valaris offers the PCs free meals and lodging, should they wish, for as long as they are searching for Konir.
  • Dolga and other town councilors give the PCs some papers ordering a discount of 20% for all merchants in Torch while they are looking for Konir. This is also a way to repay the PCs for the mistreatment in the false arrest.
  • If Konir is brought alive, Joram Kester will spend some materials he reserved for resurrecting Konir but for resurrecting any PC that dies.
  • There is 1 replenished conviction to all PCs (mostly for how they dealt with the skulks).

Remember that Dolga is offering 4,000 gp overall for rescuing Konir and 4,000 gp overall for re-igniting the violet flame.

GM Commentaries

Too bad that only two players played in this game session (other 2 excused themselves and 1 had too much technical problems, for which he can ask the GM again for help). Still, we had a good game. The investigations on Daemer’s part were quite nice. But, the players should keep notes on certain details and loose ends, as they forgot them sometimes.

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Investigations and Errands in Torch, Part II
Session 4 (March/21/2017)


In-Game Date: 4711, Calistril 21

Things Done

Thc PCs continued their investigations in Torch and discovered a secret warehouse where Garmeth and the Ropefists gang are hiding something. They surrounded the house with the help of some guards but then a battle broke out.

Highlights
  • Tremors and Headaches: The PCs awoke on Calistril 21 to the vibrations of a small tremor that shook their houses. Remiliano also woke up with a strong splitting headache. They looked for more information and rumors regarding these things and found that there have been at least three more tremors since the day the flame went out. Most tremors happened around the Black Hill.
  • A Visit to Black Hill: Clarence decided to climb up the Black Hill to the place where the violet flame burned. The area where the flame danced is now a small collapsed hole of charred rock and a black goo. Clarence took a sample of this goo to Gorim and then Silveron and he discovered that it is called ‘Numerian fluids’: hazardous liquids seeping from strange places in Numeria.
  • Other Torch Problems and Rumors: Talking with Dolga, Remiliano learned that the town has a new problem: with the violet flame gone, the town citizens are now dumping refuse and waste to the Seven Tears River (instead of burning them in the fire). Dolga believes that the common headaches could be caused by that.
    Other things that they discovered were: that a woman with violet hair has been seen wandering around the area of Black Hill; and that the footprints that Konir reported in his journal were eroded and gone.
  • Invitation to Silverdisk Hall: As an act of reconciliation and apology, Garmeth sent a letter to the PCs inviting them to his business: the Silverdisk Hall gambling den, with 100 gp of paid expenses each. Clarence, Gorim, and Remiliano gambled but wasted all their complimentary money (except for Gorim who had a bit of luck), while Daemer discovered some peep holes in the walls of the gaming area. However, Clarence was found to be cheating, using telekinesis to move the roulette, and an altercation happened with a Ropefist thug. Remiliano took advantage of this distraction and silently entered Garmeth’s office and stole some important papers.
  • Garmeth’s Stolen Papers: The following papers that Remiliano stole were among other papers with mundane, routine stuff:
    • A letter for Wenny Dalrom of the Merrymaid Bordello, telling her to pay her monthly contribution in order for Garmeth to provide his protection. He threatened to tell everyone about a ‘secret’ if she did not pay.
    • Another was a short note saying that: “we must now protect the warehouse at all cost”.
    • There was a letter addressed to Garmeth and written from somebody in Scrapwall, warning about ratfolk bandits increasing their activity in the region between Torch and Scrapwall.
    • Another letter written by Garmeth, describing some problems happening in Torch: some gremlins stealing stuff from the citizens, the councilor Konir having gone missing, the violet flame going out, and also asking if there is a way to deactivate an android, just in case as there could be some in Torch. Finally Garmeth asked if the person has seen a woman with violet hair in Scrapwall.
    • A paper with a badly-drawn sketch of Silveron saying: “This is Silveron. Investigate him”.
  • Assault on the Ropefists Warehouse: After learning of a warehouse where the Ropefists could be hiding a secret, the PCs went there to scout it and wait for some guards they called, to surround it. When the guards came, the PCs opened the back door and an assault began with the Ropefists thugs. Sadly, it did not start well for the PCs, as Gorim’s little robot was destroyed.
Mysteries and Loose Ends (some more important than others)

1. What could be waiting inside Garmeth’s secret warehouse? Is it a hideout for the Ropefists gang or a place to hide another secret, or both?
2. What are the meanings behind the papers that Remiliano stole from Garmeth?
3. Who is the violet-haired woman that a citizen mentioned, and Garmeth too in one of his papers?
4. Could there be a connection among the violet flame going out, the Ropefists, the tremors, the headaches, and other things?

Awards

XP:
300 xp were given to Clarence, Daemer, Gorim, and Remiliano. An additional 200 xp was given to Remiliano for succeeding with the audacity of stealing Garmeth’s paper, thus learning his secrets and leaping the campaign a bit forward.

Treasure:
Gorim gained 20 gp while playing in Garmeth’s Silverdisk Hall, while Clarence lost 25 gp.
The loot from Gerrol (the mercenary who perished in the Black Hill caves) was sold and 56 gp was awarded to each one of: Clarence, Daemer, Gorim, and Remiliano.

GM Commentaries

This is the end of the downtime and now some heavy battles and other encounters could follow. This session ran a bit slow in the first half, mostly because of low Investigation checks. Still, I was not going to give the information for free as a consolation prize because of low die rolls.
Next time, if you think that you are having a bad night of bad rolls, use the Take 10 or Take 20 rules more often.

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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.

Highlights
  • 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?

Awards

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

Treasure:

  • 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).

Misc:
+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.

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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.

Highlights
  • 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?

Awards

XP:
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.

Treasure:

  • 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.

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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.

Highlights
  • 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?

Awards

XP:
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.

Treasure:

  • 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).

Misc:
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.

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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.

Highlights
  • 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?

Awards

XP:
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.

Treasure:

  • 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.

Misc:
+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.

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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.

Highlights
  • 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?

Awards

XP:
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.

Treasure:

  • 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.

Misc:
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.

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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.

Highlights
  • 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?

Awards

XP:
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.

Treasure:

  • 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).

Misc:
+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.

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