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[D&D 4E - IC] zephyr : "[Game Activity Related Tagline Here]"
Posts
Active Perception to find the hider: Active Perception: 1d20+14 26
CURRENTLY PLAYING:
X-Wing Minis, Magic, Android:Netrunner
5 dmg
Save vs Enervate: 1d20 6
Minor: Vexing Flanker: I gain CA against BKEA until the start of my next turn.
Standard: Sly Flourish vs. BKEA: 1d20+16 35 1d6r1+11 17 2d6 8 Hit! 25 damage, which should be enough to killificate him.
Also, Perception (looking for more black knights): 1d20+9 18
Farsiac, Farsiac Mines
Post Merkaban-Highborne War. Ceasefire Day 22
Round 5
Map:
Previous Round (4)
—Action: Assassin's Strike (Enc:Aet) [Target Ewan - *20* vs AC 22: Critical 27 Damage (+6 Sneak, +3 Wounded -36 Total) | *Bloodied*, Teleport (14,16 -> ??,??) | Invisible]
—Buffs/Debuffs: Invisible (24)
26 - Vandel: (10,15) HP: 43/52
—Action: Whistle of Warning (D) [CB5 (9,15) {FA Ewan: Shift (13,16 -> 13,15)}, {FA Eron: Shift (10,15 -> 9,14)}, {FA Keegan: Shift (10,15 -> 9,15)}], Shift (9,15 -> 10,15), Lead the Attack (D) [Target BKSY - 22 vs AC 20: Hit 21 Damage | *Bloodied*, Target Self: Lead the Attack (Aura 5, Allies: +5 ATTK vs BKSY ENT)]
—Buffs/Debuffs: Pike Hedge ({OA Vandel <Enemy Enters Adj Sq, Linked>: Hedge [Target <Triggering Enemy>: Str Mod Damage]}), Lead the Attack (Aura 5, Allies: +5 ATTK vs BKSY ENT)
22 - Ewan: (13,15) HP: 18/67
—Action: Claws of the Griffon (Enc) [Target BSKY - 34 vs AC 20: Hit 19 Damage (+3 Quarry - 22 Total), Target BKSY - 23 vs AC 20: Hit 9 Damage], Second Wind [-1 HS, +16 HP, +2 DEF SNT]
—Buffs/Debuffs: *Bloodied*, Second Wind (+2 DEF SNT)
22 - Eron: (6,13) HP: 36/50
—Action: Cloud of Daggers [AB0W10 (11,15), Target BKSY - 38 vs REF 20: Hit 8 Force Damage (-4 Weakened - 4 Total), Cloud of Daggers], Move (9,14 -> 6,13), Save [Enervation: Failure]
—Buffs/Debuffs: Fire Shield (Resist 10 Fire, Resist 10 Cold, {NA <On Attack>: Fire Shield [Target Attacker: <2d6+6 Fire Damage>]}), Enervation (Weakened SE <AE: Weakened ENT:BKSY>), Cloud of Daggers [(11,15) Target <Creature ST, Enter>: 3 Force Damage ENT]
18 - Keegan: (9,15) HP: 34/54
—Action: Move (9,15 -> 12,10), Sly Flourish [Target BKER - 25 vs AC 22: Hit 16 Damage (+6 Sneak - 22 Damage)], ACTION POINT, Sly Flourish [Target BKER - 42 vs AC 22: Hit 13 Damage (+8 Sneak - 21 Damage) | *BKER KO'd*]
—Buffs/Debuffs:
18 - Saurin: (10,16) HP: 73/73
—Action: Charge [(10,12 -> 10,16) Target BKEA - 28 vs AC 22: Hit 10 Damage (+3 Vanguard - 13 Total) {NA BKEA: Overdrive [Target Self: +2 ATTK, +1 DMG DIE]} | Marked]
—Buffs/Debuffs:
18 - Black Knight Marauder (BKEA): (9,17) HP: 46/92
—Action: Recharge [Aetherics: ??], Aether Strike (Enc:Aet) [Target Saurin - 24 vs AC 26: Miss]
—Buffs/Debuffs: Marked (Saurin), *Bloodied* Overdrive (+2 ATTK, +1 DMG DIE)
15 - Black Knight Marauder (BKER): (11,11) HP: -7/92
—Action: *DEAD*
—Buffs/Debuffs: *DEAD*
12 - Black Knight Devastator (BKSY): (14,15) HP: 0/110
—Action: {NA Eron: Cloud of Daggers [Target BKSY: Hit 3 Damage *BKSY KO'd*]}
—Buffs/Debuffs: *DEAD*
Zones and Other
Sunrod (9,14): Keegan - Bright 20
Template (X,Y): Who
Current Round (5)
30 - Black Knight Spectre (BKOV): (?,?) HP: 184/184
—Action: ??
—Buffs/Debuffs: *Fled*
26 - Vandel: (10,15) HP: 43/52
—Action: Move (10,15 -> 8,19), Commander's Strike [Target Saurin: {NA Saurin: MBA [Target __- 24 vs AC 22: Hit 19 Damage]
—Buffs/Debuffs: Pike Hedge ({OA Vandel <Enemy Enters Adj Sq, Linked>: Hedge [Target <Triggering Enemy>: Str Mod Damage]}), Lead the Attack (Aura 5, Allies: +5 ATTK vs BKSY ENT)
22 - Ewan: (13,15) HP: 18/67
—Action: Move (13,15 -> 16,12), Perception (26)
—Buffs/Debuffs: *Bloodied*, Second Wind (+2 DEF SNT)
22 - Eron: (6,13) HP: 36/50
—Action: Illusory Ambush [Target BKEA - 26 vs WILL 20: Hit 10 Psychic Damage (-5 Weakened 5 Total)]
—Buffs/Debuffs: Fire Shield (Resist 10 Fire, Resist 10 Cold, {NA <On Attack>: Fire Shield [Target Attacker: <2d6+6 Fire Damage>]}), Enervation (Weakened SE <AE: Weakened ENT:BKSY>), Cloud of Daggers [(11,15) Target <Creature ST, Enter>: 3 Force Damage ENT]
18 - Keegan: (9,15) HP: 34/54
—Action: Move (9,15 -> TBD), Sly Flourish [Target BKEA - 35 vs AC 22: Hit 17 Damage (+8 Sneak - 25 Total *BKEA KO'd*)]
—Buffs/Debuffs:
18 - Saurin: (10,16) HP: 73/73
—Action:
—Buffs/Debuffs:
18 - Black Knight Marauder (BKEA): (9,17) HP: -3/92
—Action: *DEAD*
—Buffs/Debuffs: *DEAD*
15 - Black Knight Marauder (BKER): (11,11) HP: -7/92
—Action: *DEAD*
—Buffs/Debuffs: *DEAD*
12 - Black Knight Devastator (BKSY): (14,15) HP: 0/110
—Action: *DEAD*
—Buffs/Debuffs: *DEAD*
Zones and Other
Sunrod (9,14): Keegan - Bright 20
Template (X,Y): Who
Unit Details
—Status:
Ewan HP: 67/67 AC: 22 F/R/W: 20/20/18 HS: 8/9 AP: 0
—Status: *Wounded (Moderate - Vulnerable 3 Damage)*
Keegan HP: 59/59 AC: 23 F/R/W: 18/23/20 HS: 7/7 AP: 1
—Status:
Saurin HP: 73/73 AC: 26 F/R/W: 21/19/17 HS: 12/12 AP: 1
—Status:
Vandel HP: 52/52 AC: 23 F/R/W: 21/20/20 HS: 7/7 AP: 1
—Status:
Black Knight Spectre: AC: 24 F/R/W: 21/21/20
—Note: Immune sleep; Reach 2; {NA <First Bloodied> Overdrive [Target Self: +2 ATTK, +1 DMG DIE]}
Black Knight Marauder: AC: 22 F/R/W: 21/21/20
—Note: Immune sleep; Reach 2; {IR <First Adjacent Enemy> Counter Strike (Enc) [Target <First Enemy Entering Adjacent Space>: Make a Basic Attack}, {NA <First Bloodied> Overdrive [Target Self: +2 ATTK, +1 DMG DIE]}
Black Knight Devastator: AC: 20 F/R/W: 21/20/20
—Note: Immune sleep; Reach 2; {IR <On Critical> Counter Surge (Enc) [Target <Attacking Creature>: Make a Basic Attack | Push 1]}, {NA <First Bloodied> Overdrive [Target Self: +2 ATTK, +1 DMG DIE]}
Notes, Hints, and Tips
Black Knights are very smart, and will use tactics to ambush, split and otherwise isolate enemies, while locking down the strongest of the group.
E11R05XP
As Ewan breaks off to attempt to seek out the Spectre, the others engage in a massive coordinated attack against the last visible Marauder. It shudders and crumples to the ground, the blow from Keegan being the last nail in the coffin. How these wonders posed such a threat during the war seemed to be even more of a mystery now.
While tendrils of energy sputter out of the shattered remnants, Ewan feels somewhat relaxed. It seemed that the wonder that only seconds ago nearly tore his back open was nowhere to be found. The ranger knew well the reason. A smart predator backs away when it knows it doesn't have the advantage. But when would it return? As a breeze blows by the mine entrance seems to howl, lending to the tense atmosphere in the area.
With nothing trying to kill you, you're able to briefly survey the area. Several landing pads lay empty directly ahead of you. Just beside the entrance of the mining compound there was of course a building, and near it was a shelter where a lone lift lay on the ground.
(Encounter Clear! +XP)
Spend surges, etc! the updated XP image will be put on here when I get a chance, no tablet atm. To save time too, decide on charging into the mines or checking that building before charging into the mines too! both of these can be done ICly or in the OOC ;p
"I'd like to check that building out. Something's still around here, and there's no sense turning our backs on it."
CURRENTLY PLAYING:
X-Wing Minis, Magic, Android:Netrunner
Farsiac, Farsiac Mines
Post Merkaban-Highborne War. Ceasefire Day 22
Never a group to leave a seemingly innocuous abandoned building unentered, you all head inside. The first thing you notice once you enter the building is that there is an old trail of blood on the floor. The trail leads into a corner of the room, vanishing under an overturned bookcase. Also in its wake lie a path of disheveled papers, books and miscellaneous tubes and glasses that at one point were on top of the tables lining the wall. A closer glance at the surfaces shows that the sheen of dust where the materials once were is thinner. This, coupled with the lack of a horrid stench despite the humidity and temperature suggested this building—and its current tenant—had left this way for some time.
Floorboards creak as you move throughout the structure. It seems likely that anything of value had been removed from the premises already. Although, you do notice a map on the wall opposite the bookcase. The scene felt oddly familiar to you. Shaking off the deja vu, you take the time to review the map, which seems to show the layout of the mine. It looks like there are at least two levels below with a fairly long road leading down to the last level. The first of them is marked "Residential" while the lowest is aptly marked "Secure Zone." An overhead sketch of the mine also indicates that the primary road follows a slight spiral, though it turns hard in some places. Either way, there would be a lot of ground to cover. You also find another journal.
Entries!
Entry
The entry then begins to break down into mundane details about expeditions and exploration of the mountains. It seems that most of the holes are lined with fatal amounts of deadstone. From what information is given in the journal, the path carved into the mine attempts to avoid these spots.
Entry
The mining operations are going smoothly, though many of the miners beginning to show signs of deadstone poisoning. I guess as a regrettable necessity to ensure our success we now have the honor of one of Thom Huxby's men overseeing the operation. I don't trust him at all, or anybody that works for him. Under his instruction, the workers have been ordered to keep working...
This situation would likely account for many of the civilian Merkabans at the town being in such advanced stages of deadstone poisoning. But the town seemed to house many more people, and the mention of a "residential" section on the map leads one to wonder just how many people were exposed. Other entries mention rotations between the town and mines too.
Entry
This is the only mention of the Caretakers in the log. If the writer never got around to asking or simply stopped caring, he makes no more mention of it in the journal.
The other entries talk about the writer's massive collection of sports memorabilia.
Don't forget to spend surges!
Game Information
—Action:
—Status:
Ewan HP: 18/67 AC: 22 F/R/W: 20/20/18 HS: 8/9 AP: 0
—Action:
—Status: *Wounded (Moderate - Vulnerable 3 Damage)*, *Bloodied*
Keegan HP: 34/59 AC: 23 F/R/W: 18/23/20 HS: 7/7 AP: 1
—Action:
—Status:
Saurin HP: 73/73 AC: 26 F/R/W: 21/19/17 HS: 12/12 AP: 1
—Action:
—Status:
Vandel HP: 43/52 AC: 22 F/R/W: 20/19/17 HS: 7/7 AP: 1
—Action:
—Status:
Current Objectives
Secondary
Though he has the tools of the Gods on his side, you have Justice on yours! Even his wife the First Lady of of Merkaba has sided with the Caretakers to help your efforts to stop him. The current location of the Premier is unknown, although you have been provided with the locations of several projects of much interest to the madman. It is believed that the destruction of these sites will ultimately force the Premier out of hiding, at which point you will be able to stop him once and for all…
[5/18/10] After retrieving and reviewing the packets, you've made the decision to head to the Farsaic mines first.
Known to the Caretakers as "raw aether", this hazardous substance is said to be used as the source of energy for Wonders. Nestled deep within the mine's interior is a Wonder that may be able to process the material. Take this out, and you will limit his ability to power ancient devices.
[5/18/10] Concerned about the safety of the workers in the mines, you've decided to attack the mines first.
[5/24/10] You've begun to travel to the mines, arriving at the first destination along the way: underwater ruins.
[6/11/10] Having escaped some unknown horror of the deep, you've arrived at Surant. Prior to going to the next gate, you stopped to investigate a fire at a civilian settlement...
[7/21/10] …only to find that a group of monsters or worse had brutally slain the settlement's inhabitants, the trauma and brutality of the affair causing their bodies to animate into the form of a Lament. Through a a hard fight, you managed to overcome the monstrosity. But would you put it to rest?
[7/28/10] You took the time to perform the rituals necessary to bring the creature to rest. Having done that, you've ventured forward. To your surprise though, it seems that the next waypoint you've reached may just be in the Lands Above…
[9/23/10] You've arrived in the forest of the Farsiac Region.
[10/12/10] After a turbulent detour, you cautiously moved through the forest. Your deft maneuvers have allowed you to get to a village near the mines. Perhaps the elves there can provide more information.
[11/01/10] Exausted from your travels, you spend the night in the village. Nothing was better than hitting the trail with a fresh start, after all.
[12/14/10] You've arrived at the mining town that was mentioned by Katell's spy. Things here have evidently gone to hell.
[02/07/11] Realizing that the town was in ruins and the inhabitants were all dying from deadstone poisoning, you help a pilot repair his airship so that they can evacuate. Now it was time to move on.
[02/25/11] Immediately upon arrival at the mines entrance, a welcoming party has come to greet you: Black Knights
Unable to reproduce the process which the Black Knight Wonders were created, Huxby did the next best thing; he made his own. You've already encountered the results of one of his projects in his armored kruthik. Though Lady Merkaba attempted to have his operations shut down, Premier Vacchana has provided him with his own private playground. You must put a permanent stop to his experimentation.
If Pharun were to get his hands on another legion of them, the results could be disastrous. Fortunately it seems that the Vault is incapable of activating its payload. As such during the past few months there has been a large scale excavation project going on. To supplement this, the Merkaban Forces had also began to build several heavy-duty warships capable of towing the Vault to an unknown location. Even though excavation and preparation for transit is nearly finished, there is still time to destroy the contents of the Vault before he can make use of it.
Template
[6/04/10] You've discovered the corpse of what may be one of the people who lived at the settlement. Another person seems to have ran off back in its general direction. The corpse seems to be about a day old, but conditions and weather on the Lands Below make it hard to determine this for sure.
[6/11/10] Things didn't appear to be any better in the settlement. In order to investigate the area faster, you've split into groups of two.
[7/21/10] You ran into the settlers, who appeared to have been murdered in a horrid enough way to cause their tortured flesh to rise and attack, forcing you to kill them a second time… but who would do such a thing? The visions of their demise will linger in your minds along with that question for some time.
[7/28/10] Having pacified the Lament, you've moved on in your quest, though the question still remains…
[12/28/10] Moved with pity toward the dying Merkabans, you have decided to help the Lieutenant repair his downed airship.
[01/26/11] You've found the solenoid and returned to the town.
[02/07/11] With the airship repaired, the Lieutenant is able to carry the civilians to safety.
[02/25/11] As you traveled you discovered the corpse of a miner that may have fell from the airship. Hopefully the others made it.
"We should find our ally if possible. Whoever they were, they did an excellent job, and I don't think we should leave them to die. They probably would have sought refuge in the residential section I imagine..."
And also, why does this feel so familiar? Insight or Intelligence?: 1d20+4 17
Before any of that I'll spend 2 surges to get back to full.
Farsiac, Farsiac Mines
Post Merkaban-Highborne War. Ceasefire Day 22
"If it's the same ones, I don't think sinister really fits them at all," Saurin says to Keegan as the halfling moves toward the bookcase. He watches out of the windows, not absolutely certain that the other Black Knight was gone. "Though, something about them does strike me as unusual."
"What could possibly be sinister about a group of people who can't speak like normal people, dress alike and apparently spend all their time watching over you?" Arlen pings. "That and they talk into your heads.
"Aren't you doing the same thing now?" You all feel Mari's response. "Anyway, We will be in position to get you very soon. Hopefully before you get done what you need to do. The only thing is once you get inside the mines I think it may be hard to get through to you. So I'll let you know what to do now. Just- Mari's voice suddenly cuts out.
With the distraction gone, Keegan returns to investigating what's under the bookcase. The deep crimson stain on the floor is a telltale sign that there is a body there, but what's even more telling is the pair of legs sticking out. It was almost like an old children's tale. Although the pants on the legs look to be in poor shape, the Dead Man's Greaves that did little to help its wearer look to be in nearly pristine condition, albeit dusty. Their texture resembled dragon scale, but seemed softer. It was almost like they were made of dragonborn hide.
"You saw those people back in that village. I think we need to look and be certain," Saurin looks at Eron. "Some of those men could barely move."
The greaves are as follows:
Game Information
—Action:
—Status:
Ewan HP: 45/67 AC: 22 F/R/W: 20/20/18 HS: 7/9 AP: 0
—Action:
—Status: *Wounded (Moderate - Vulnerable 3 Damage)*, *Bloodied*
Keegan HP: 59/59 AC: 23 F/R/W: 18/23/20 HS: 5/7 AP: 1
—Action: Healing Surge [-2 HS, +28 HP]
—Status:
Saurin HP: 73/73 AC: 26 F/R/W: 21/19/17 HS: 12/12 AP: 1
—Action:
—Status:
Vandel HP: 52/52 AC: 22 F/R/W: 20/19/17 HS: 7/7 AP: 1
—Action: Healing Surge [-1 HS, +13 HP], Inspiring Word [Target Ewan: -1 HS, +27 HP]
—Status:
Current Objectives
Secondary
Though he has the tools of the Gods on his side, you have Justice on yours! Even his wife the First Lady of of Merkaba has sided with the Caretakers to help your efforts to stop him. The current location of the Premier is unknown, although you have been provided with the locations of several projects of much interest to the madman. It is believed that the destruction of these sites will ultimately force the Premier out of hiding, at which point you will be able to stop him once and for all…
[5/18/10] After retrieving and reviewing the packets, you've made the decision to head to the Farsaic mines first.
Known to the Caretakers as "raw aether", this hazardous substance is said to be used as the source of energy for Wonders. Nestled deep within the mine's interior is a Wonder that may be able to process the material. Take this out, and you will limit his ability to power ancient devices.
[5/18/10] Concerned about the safety of the workers in the mines, you've decided to attack the mines first.
[5/24/10] You've begun to travel to the mines, arriving at the first destination along the way: underwater ruins.
[6/11/10] Having escaped some unknown horror of the deep, you've arrived at Surant. Prior to going to the next gate, you stopped to investigate a fire at a civilian settlement...
[7/21/10] …only to find that a group of monsters or worse had brutally slain the settlement's inhabitants, the trauma and brutality of the affair causing their bodies to animate into the form of a Lament. Through a a hard fight, you managed to overcome the monstrosity. But would you put it to rest?
[7/28/10] You took the time to perform the rituals necessary to bring the creature to rest. Having done that, you've ventured forward. To your surprise though, it seems that the next waypoint you've reached may just be in the Lands Above…
[9/23/10] You've arrived in the forest of the Farsiac Region.
[10/12/10] After a turbulent detour, you cautiously moved through the forest. Your deft maneuvers have allowed you to get to a village near the mines. Perhaps the elves there can provide more information.
[11/01/10] Exausted from your travels, you spend the night in the village. Nothing was better than hitting the trail with a fresh start, after all.
[12/14/10] You've arrived at the mining town that was mentioned by Katell's spy. Things here have evidently gone to hell.
[02/07/11] Realizing that the town was in ruins and the inhabitants were all dying from deadstone poisoning, you help a pilot repair his airship so that they can evacuate. Now it was time to move on.
[02/25/11] Immediately upon arrival at the mines entrance, a welcoming party has come to greet you: Black Knights
Unable to reproduce the process which the Black Knight Wonders were created, Huxby did the next best thing; he made his own. You've already encountered the results of one of his projects in his armored kruthik. Though Lady Merkaba attempted to have his operations shut down, Premier Vacchana has provided him with his own private playground. You must put a permanent stop to his experimentation.
If Pharun were to get his hands on another legion of them, the results could be disastrous. Fortunately it seems that the Vault is incapable of activating its payload. As such during the past few months there has been a large scale excavation project going on. To supplement this, the Merkaban Forces had also began to build several heavy-duty warships capable of towing the Vault to an unknown location. Even though excavation and preparation for transit is nearly finished, there is still time to destroy the contents of the Vault before he can make use of it.
Template
[6/04/10] You've discovered the corpse of what may be one of the people who lived at the settlement. Another person seems to have ran off back in its general direction. The corpse seems to be about a day old, but conditions and weather on the Lands Below make it hard to determine this for sure.
[6/11/10] Things didn't appear to be any better in the settlement. In order to investigate the area faster, you've split into groups of two.
[7/21/10] You ran into the settlers, who appeared to have been murdered in a horrid enough way to cause their tortured flesh to rise and attack, forcing you to kill them a second time… but who would do such a thing? The visions of their demise will linger in your minds along with that question for some time.
[7/28/10] Having pacified the Lament, you've moved on in your quest, though the question still remains…
[12/28/10] Moved with pity toward the dying Merkabans, you have decided to help the Lieutenant repair his downed airship.
[01/26/11] You've found the solenoid and returned to the town.
[02/07/11] With the airship repaired, the Lieutenant is able to carry the civilians to safety.
[02/25/11] As you traveled you discovered the corpse of a miner that may have fell from the airship. Hopefully the others made it.
Those greaves seem perfect for Ewan, in just about every way.
If Saurin wouldn't mind lifting the bookcase, I'll stand ready to chop the head off of whatever jumps out at us, provided it has a head and isn't another kitten or something.
Farsiac, Farsiac Mines
Post Merkaban-Highborne War. Ceasefire Day 22
Saurin looks at Keegan, who stands kukri at the ready, then nods in understanding. First setting the "package" aside, Saurin moves into a better position to lift the bookcase. Before he begins, he also mutters a brief prayer to the Raven Queen for disturbing yet another's rest. There is the sound of clothing tearing coming from beneath the bookcase among other sounds as the contents begin to move. With a sharp exhalation he pushes the case upright completely, and the bookcase righting itself with a loud noise. When the dust in finally clears, you see that the weight of the bookcase and has caused the body to become stuck to the shelving. Though heavily stained by blood and whatever liquids were in the bookcase, the man's clothing sort of resembles a Merkaban officer or some other non-fighting staff. Its legs and greaves dangle freely, ripe for the taking. Saurin shakes his head at the sight and moves away.
"Hurry and grab them and let's be on with it," the fighter says while strapping on the "package" again.
Let me know in the OOC who takes the greaves, I'm going to assume that you return outside with this post to keep things going.
Back outside, you take a look around. If the map inside was accurate the mines were rather large. There would be much distance to cover even from the entrance to the "residential" sector. (PPerception - Ewan, Keegan or APerception 17) A little bit closer to the entrance of the mine you notice a corestone powered minecart in a carport*. The craft would surely be able to carry all of you a lot faster than walking or running it. The exterior area has also grown much darker. Surely, night was coming.
*Bleh, this is the closest thing I can think of to describe that area. I HAVE OUT THIS NOTE HERE BECAUSE IT BUGS ME. SO MUCH. TO USE THAT WORD. I don't know why. RUININ YOUR IMMERSHUNS!!@!
Farsiac, Farsiac Mines
Post Merkaban-Highborne War. Ceasefire Day 22
After standing around for several minutes, you eventually get into the cart. It does not move at first, but Eron eventually opens a control console up and, with the help of the others, is able to solve a complex and tangentially related word problem to make the cart go again. Powered by these words, the group is able to venture into the tunnel on the cart, which seems to be following its own set path.
The ride is smooth, but dark. Not wanting to telegraph your arrival any more than you already have, you continue in near darkness. (PPerception - Ewan, Keegan -OR- LLV + Active Perception DC 17) The shape of the tunnel itself is round and there is plenty of room for the cart to move. Its height is easily tall enough for you to be able to stand with headroom while riding the cart, which itself hovers at least a foot off the ground. There is also no excess debris on the ground. Every quarter of a mile, you notice there is a hole in the left wall, from which a breeze flows in. The holes don't seem to be wide enough to practically traverse. There are no audible signs of life in the tunnels and other than your breathing and the noise the cart makes as it moves. Finally, in the distance you see light ahead. The cart itself seems to slow down in anticipation of this…
(The cart has been winding its way down the mines for a few hours).
"That was ingenious how you solved that word puzzle, Eron. I'm always impressed at the solutions you manage to dream up!"
He peers ahead, but can't see much in the gloom.
Perception: 1d20+4 13
Farsiac, Farsiac Mines
Post Merkaban-Highborne War. Ceasefire Day 22
Vandel attempts to peer into the lighted area ahead. It looks to be an opening. If the map in the building was correct, they were already fairly deep into the mountain, and this was residential section they were about to enter. There doesn't seem to be any signs of activity up ahead though. As the warlord stares intently into the distance, he notices something unusual. Every now and then, flashes of bright light flit across his field of vision. (PArcana - Vandel) The realization that he was beginning to show symptoms of deadstone poisoning sets in rather easily for the Warlord.
(Everyone - Roll Endurance!)
(Vandel, with his Constitution score of 10, is the canary for the group. ;p)
Endurance: 1d20+4 15
After a few moments of thoughtful silence, Keegan sifts through one of his pouches and starts gnawing on a piece of jerky. "This sure is a long tunnel."
Endurance. (1d20+5=23)
Parakeet: 1d20+5 11
Farsiac, Farsiac Mines (Residential)
Post Merkaban-Highborne War. Ceasefire Day 22
"If a farmer and a mage were both exposed to the same amount of deadstone, who would show symptoms faster?"
At the front of the class the guildmage paced, waiting for a student to respond. The sun beamed in through the guildhall's vaulted windows and another drift slowly floated by in the distance.
"Mages. Knowledge, is our enemy…"
Eron's memories of his earlier years return to him as the cart continues toward the opening. It was hard not to think about what would happen to him. He'd already seen how the "farmers" had turned, and here he was going into the fire.
"...this corrupting last well beyond initial exposures to the deadstone. A granule just the size of an acorn seed is capable of self-sustaining malignancy. The utmost care must be taken when dealing with this dangerous arcana…"
It seemed there were Merkabans at that lecture. The crazy bastards had been shipping this stuff out by the cart, if the assorted wrecks the group had observed earlier were any indicator. But that would be fixed soon. The cylinder on the ground by Saurin's feet would bring that conclusion. A few minutes more of silence pass, and the cart finally enters into the light ahead.
The tunnel opens into a fairly large and open cave. At the far end there is a massive and rugged vault door. Snaking between stalactites a good forty feet above you is a catwalk that leads to structure that hangs from the ceiling. The windows suggest it's some kind of control tower, but the way the catwalk gates look give the the appearance of a prison guard tower. Merkaban banners grace both sides of the wall nearest the vault door. As the cart nears the center of the chamber, you notice a similar vault door is closing behind you.
Crates of various sizes are haphazardly stacked all around and form a "T" shaped path. The cart stops at a junction with multiple arcane circles etched into the ground: a staging area. At the end of the other path made, there is a smaller but still rather secure looking door. The catwalk above also snakes in that direction, suggesting that the actual residential quarter was that way.
(Sub-objective Added: Open the vault door to the mines.)
Game Information
—Action: Deadstone Poisoning [Endurance - 11 vs DC 15: Failure | Deadstone Poisoning (Stage 1: -2 HS)]
—Status: Deadstone Poisoning (Stage 1: -2 HS)
Ewan HP: 45/67 AC: 22 F/R/W: 20/20/18 HS: 7/9 AP: 0
—Action: Deadstone Poisoning [Endurance - *PENDING* vs DC 15: *PENDING*]
—Status: *Wounded (Moderate - Vulnerable 3 Damage)*, *Bloodied*
Keegan HP: 59/59 AC: 23 F/R/W: 18/23/20 HS: 5/7 AP: 1
—Action: Deadstone Poisoning [Endurance - 18 vs DC 15: Success]
—Status:
Saurin HP: 73/73 AC: 26 F/R/W: 21/19/17 HS: 12/12 AP: 1
—Action: Deadstone Poisoning [Endurance - 18 vs DC 15: Success]
—Status:
Vandel HP: 52/52 AC: 22 F/R/W: 20/19/17 HS: 7/7 AP: 1
—Action: Healing Surge [-1 HS, +13 HP], Inspiring Word [Target Ewan: -1 HS, +27 HP]
—Status:
Current Objectives
Secondary
Though he has the tools of the Gods on his side, you have Justice on yours! Even his wife the First Lady of of Merkaba has sided with the Caretakers to help your efforts to stop him. The current location of the Premier is unknown, although you have been provided with the locations of several projects of much interest to the madman. It is believed that the destruction of these sites will ultimately force the Premier out of hiding, at which point you will be able to stop him once and for all…
[5/18/10] After retrieving and reviewing the packets, you've made the decision to head to the Farsaic mines first.
Known to the Caretakers as "raw aether", this hazardous substance is said to be used as the source of energy for Wonders. Nestled deep within the mine's interior is a Wonder that may be able to process the material. Take this out, and you will limit his ability to power ancient devices.
[5/18/10] Concerned about the safety of the workers in the mines, you've decided to attack the mines first.
[5/24/10] You've begun to travel to the mines, arriving at the first destination along the way: underwater ruins.
[6/11/10] Having escaped some unknown horror of the deep, you've arrived at Surant. Prior to going to the next gate, you stopped to investigate a fire at a civilian settlement...
[7/21/10] …only to find that a group of monsters or worse had brutally slain the settlement's inhabitants, the trauma and brutality of the affair causing their bodies to animate into the form of a Lament. Through a a hard fight, you managed to overcome the monstrosity. But would you put it to rest?
[7/28/10] You took the time to perform the rituals necessary to bring the creature to rest. Having done that, you've ventured forward. To your surprise though, it seems that the next way-point you've reached may just be in the Lands Above…
[9/23/10] You've arrived in the forest of the Farsiac Region.
[10/12/10] After a turbulent detour, you cautiously moved through the forest. Your deft maneuvers have allowed you to get to a village near the mines. Perhaps the elves there can provide more information.
[11/01/10] Exausted from your travels, you spend the night in the village. Nothing was better than hitting the trail with a fresh start, after all.
[12/14/10] You've arrived at the mining town that was mentioned by Katell's spy. Things here have evidently gone to hell.
[02/07/11] Realizing that the town was in ruins and the inhabitants were all dying from deadstone poisoning, you help a pilot repair his airship so that they can evacuate. Now it was time to move on.
[02/25/11] Immediately upon arrival at the mines entrance, a welcoming party has come to greet you: Black Knights
[06/07/11] You've arrived in the "Residential" level of the mines.
Template
[6/04/10] You've discovered the corpse of what may be one of the people who lived at the settlement. Another person seems to have ran off back in its general direction. The corpse seems to be about a day old, but conditions and weather on the Lands Below make it hard to determine this for sure.
[6/11/10] Things didn't appear to be any better in the settlement. In order to investigate the area faster, you've split into groups of two.
[7/21/10] You ran into the settlers, who appeared to have been murdered in a horrid enough way to cause their tortured flesh to rise and attack, forcing you to kill them a second time… but who would do such a thing? The visions of their demise will linger in your minds along with that question for some time.
[7/28/10] Having pacified the Lament, you've moved on in your quest, though the question still remains…
[12/28/10] Moved with pity toward the dying Merkabans, you have decided to help the Lieutenant repair his downed airship.
[01/26/11] You've found the solenoid and returned to the town.
[02/07/11] With the airship repaired, the Lieutenant is able to carry the civilians to safety.
[02/25/11] As you traveled you discovered the corpse of a miner that may have fell from the airship. Hopefully the others made it.
Add 5 to that if Dungeoneering would be more appropriate.
Perception and Thievery (1d20+9=11, 1d20+16=20)
Farsiac, Farsiac Mines (Residential)
Post Merkaban-Highborne War. Ceasefire Day 22
The cart settles into the center of one of the arcane circles as you disembark and take a look around. The air was surprisingly dry considering how deep underground you were.
Saurin steps off of the cart and looks back at the vault door you'd entered from. "…And fast," he adds to Keegan's remark. With that both he and Ewan stay by the cart as Eron and Keegan go to investigate the security door. As they walk toward the door their footsteps echo. Orbs of light nestled between the stalactites provide some illumination, though the arrangement of the containers makes it difficult to see much beyond the path.
While the vault door isn't a Wonder, it has been impressively built. Nightbird's experience with similar smaller structures told him that it was at least a foot thick and heavily reinforced. There were no exposed portions of the locking mechanism within visible. He does however notice curious markings etched into the vault's surface. They almost looked like claw marks. As the curious halfling moves closer to inspect this, Eron reaches out to grab him. (APerception/PArcana - Eron) Although his senses were somewhat overwhelmed by the residual deadstone all around him, Eron notices etchings along the inner frame of the vault. This is all the sorcerer needs to notice the slight visual distortion from a fairly powerful magical barrier that has been put onto the door. It was probably a bad idea to enter the threshold.
Looking back toward the control tower that hung from the ceiling, you get the succinct feeling that you would have to go there to open the gate.
Forgot that last sentence.
Farsiac, The Ranstead
Post Merkaban-Highborne War. Ceasefire Day 22
"You know, that kitten was pretty lucky to have survived all that," Mari says as the Ranstead continues to fly toward its destination. It looks up at her her with its cute eyes and button nose and purrs as Ceeteedee looks hungrily at it. Nothing bad ever happens to kittens. "Maybe we should give it a name?"
"What?" Arlen's voice booms out across the Ranstead's speakers, frightening the kitten. "A name?"
Mari's lips furl as she tries to settle the poor thing's nerves again. "Yes, a name. It can be our mascot."
"I thought the goblin was the mascot. It's not like it's done anything useful since they decided to drag it along."
Ceeteedee lets out a sob in his harness-chair as Mari shakes her head. Petting goblins? Not a chance.
"Well, there was that one time? Anyway what are you thinking of naming it?
"That's the thing, there's so many names to choose from. When they finish up maybe we can have them—" Mari stops midsentence and silence fills the cockpit as scenery continues fly by on the ship's screens. The Wonder's enhanced "vision" makes out the details of the tunnel just as clear as if it were day.
"I see. Don't worry about them. I'm sure they'll pull through just fine," Arlen pings instead of using the vessel as his voice-box. "Imagine getting a consoling pat on the back or something right about now.
"Thanks…" Mari smiles.
"You know, that kitten was pretty lucky to have survived all that," Mari says as the Ranstead continues to fly toward its destination. It looks up at her her with its cute eyes and button nose and purrs as Ceeteedee looks hungrily at it. Nothing bad ever happens to kittens. "Maybe we should give it a name?"
"Wait, Didn't you just say that?"
"No. Are you pushing yourself too hard? Maybe we should slow down," Mari says.
"I could have sworn you did. Must have been deja vu," Arlen responds. "Either that or something changed."
"Changed?"
"Nevermind," he says. "There's not too much farther to go…"
... And back
Farsiac, Mountain Path
Post Merkaban-Highborne War. Ceasefire Day 22
"So we need to get into there then?" Saurin says to Eron. Pointing at the path the connecting catwalk takes through the stalactites he adds, "the entrance must be beyond the door over there. I don't like this one bit."
"Kyut, let's get it over with!" Ewan draws his swords and begins to creep down the path leading to the second door.
The vault doors that dramatically closed when you passed through them into the cave originally are open as they should not have closed. See OOC.
Farsiac, Mountain Path
Post Merkaban-Highborne War. Ceasefire Day 22
Ewan makes his way down the corridor of containers, stopping just before he gets to the door. A mirrored glass window was to the left of the entrance, likely a security room of some sort. (PArcana - Eron) Though the entire area pulsed with magical energies, there seemed to be no energy focused upon the door way as there was on the larger one.
"I'm sure if somebody was in there we'd have run into guards or more Knights by now," Saurin whispers.
Ewan moves closer to the window, attempting to peer inside to no avail. It seemed that there was no light on the other side. Turning his attention back to the door, he notices two plates riveted in place on both sides of the door…
Farsiac, Farsiac Mines (Residential)
Post Merkaban-Highborne War. Ceasefire Day 22
Eron peers into the mirrored glass, and sees his own dark reflection. He doesn't sense the energy of form of warding or protective measures in the area. It seemed that to the Merkabans, it was far more important to keep what was in this quarter here, rather than going deeper into the mountain or escaping to the surface. When he thought back to the miners with deadstone poisoning, and the mutated plants it almost made sense. Perhaps even more dangerous creatures had been birthed out of this environment. And here he was heading trying to head deeper into the heart of the mountain. But he couldn't feed into that thought. Only by staying focused on getting the job done and getting out alive would he succeed here.
To focus on something else Eron e looks over the door frame and window's frame for any clues as to its construction. (ADungeoneering - Eron)Even though this particular section of the cave looked to be of natural origin. The hole for the window has been cut out of the rock. The even lines in the rock are also indicative that what lay beyond the door wasn't a natural section of the cave. With that in mind, Eron was certain that there would be little room (Two squares wide) for them to maneuver around in.
Meanwhile, the halfling unfurls his tools of the trade and begins to work a plate off one side of the base of the plates. Behind it he saw that they used a Bayneswith torque leverager. Opening the door was as easy as pulling the release cogs. Closing the door, on the other hand would be a little more bothersome from here. Warning the others to be ready for anything, he pulls the releases on both sides.
At first the door rapidly descends into the ground a few a inches but as other mechanisms inside catch, it slows into a controlled descent. Ahead of you lies a long hallway, with several doors on both sides. Signs hang above each of the doorways, labeling them wings "A" through "F", while others are labelled Mess, Offices. In between the doors Merkaban flags adorn the walls. At the far end an upwards pointing diagonal arrow is painted on the wall. It was likely that was were the stairs that lead to the catwalk were. The restrooms were up there too.
Farsiac, Farsiac Mines (Residential)
Post Merkaban-Highborne War. Ceasefire Day 22
"Kyut, let's get moving."
Ewan slides along the wall toward the door that lead off to the "A" wing. It was a sturdy security door with a thick window set into it. Peering through, he could see nothing but darkness. On the right side of the door was a lever. It doesn't budge at all when he tries to pull it down. "They're probably unlocked from a control room," Ewan says as the others catch up.
"Kind of reminds me of a prison," Saurin whispers.
"We don't need to waste any time with this," Eron says. The tingling sensation under skin had grown worse. Or maybe he just thought it did. It was hard to tell. Ewan nodded at Eron, and the others began to move forward once again. While the others move forward Keegan lingers near the levered door opposite the first.
(PPerception - Ewan) As Ewan moves by one of the doors, he notices a flicker of light out of the corner of his eye. As he jerks his body out sight of the window he uses a few hand signals to let Vandel know that he'd spotted lights moving inside the door he'd just walked by. Instinct causes the Knights and mercenary to crouch alongside the nearest wall, with Eron following a second after.
"He saw something in there," Vandel quietly informs Eron. Even without training as a Knight, the gestures were pretty self explanatory, but the Wizard thinks.
"Deadstone poisoning attacks the eyes first. It was probably just that."
"You feel it too?"
Eron nodded as Saurin stood again, ready to continue on. Going full alert for every little thing that happened wasn't going to get them in and out any faster.
Kla-clack! Hissssssss.
The fighter spins with his tratnyr at hand, the others turning too.
Behind them they find Keegan standing by an open door. "Like my Uncle Lineswalt used to say, sometimes you just have to open the door to find the way. Or was it keep away from the door…"
Saurin walks up to the halfling who continued to speak, and has around look inside. This was Wing B, he noted to himself. The interior hallway was dimly lit, but from what he could see it looked almost residential in nature. Simple wooden doors lined both sides of the hallway, with room numbered with brass lettering. The fighter silently watches the halfling pad his way across the carpeted floor, and place his ear against one of the doors. At the far end of the hallway, miscellaneous furniture is stacked and organized.
"It can't hurt at this point," Vandel says while filing by Saurin. Ewan remains crouched at the other door, unphased by the distraction.
As Ewan remains posted as a sentry, Keegan lets himself in to one of the apartments. Swiping the touchstone inset in the wall by the door illuminates the room. The thin sheen of dust on the bed and furnishings of an otherwise orderly room suggests to the halfling that nobody's used this room. The empty drawers only confirm this. The halfling continues to search the room for any hidden safes or caches, as Eron moves toward the end of the hallway.
He feels his heart begin to beat faster the further away from the other he goes but he pushes his anxiety aside. Activating the touchstone for the lights in the last room confirms that the furniture outside belongs to it. The floor is bare but what really catches the wizard's attention is a square tile inset in the center of the room. There are 3 similar tiles along the floor.
Maybe that's where the armored kruthik jigglers with force dagger eyes hide? He imagines Keegan saying. With practiced ease Eron summons forth magical energies in the shape of a 'hand', and removes the plating. After waiting a few seconds for something to rush out or explode, he enters the room. Behind the tile there looks to be some kind of device. (PArcana - Eron) It looks like an arcane floor heater, but the dank, mild environment hardly warranted its addition. Removing the plate that would house the firestone, Eron notes that it is empty. He drops the plate to the ground immediately after inspecting the inner side. The crystallized irregularities on the back panel were from deadstone warping. But that would mean—
"Hey!" A voice from behind him causes Eron springs to his feet and nearly pulls his back out as he turns to the door. There he finds Keegan, who continues to speak while ignoring the wizard's rattled nerves and curses. "I found, oh. There's one in here too."
A few moments Regrouping back at the entrance of the wing, they decide that perhaps they should at least check out the office…
So this is the first auto-update. Expect another installation soon.
The Lands Above, Zephyr Knights Flagship Conqueror
Post Merkaban-Highborne War. Ceasefire Day 23
"Where are my men?" Andrei's voice echoed through the room. If the man was a hurricane, the woman who sat across from him would be his calm center. Her facial expression remained unchanged as the two now sat in silence. Finally, she spoke.
"The Knights that you sent into this service did not perish. The burden of the task set upon them proved to be too much for their conscience. The Wonders must be thoroughly destroyed," Sveta's voice was even, "in spite of collateral damage."
"I read the report. That tsunami destroyed three villages! What if the Merkabans retaliate?"
"Yes. The explosion was larger than intended. But there was no loss of life and the Wonder was previously damaged. The explosion could easily be attributed to that."
"How do you know this?"
"You will have to trust us," Sveta replied, then stood. "On this and that the Merkabans are in no position to retaliate. The task set before your people has grown to be greater than just Highborne. We only want one of your number to replace those who have left the task…"
Three days ago
Farsiac, Ruins
Post Merkaban-Highborne War. Ceasefire Day 25
The sounds of distant thunder ring out in the distance and the ocean churns just beneath the Merkaban transport vessel Claymore. Staring into the depths below, Commmodore Parnassus lets out a sigh as he straightened out a map of the region. He then begins to double check the calibrations of his sextant. According to the map, there should have been an entire island where his vessel was now hovering. There should have been an entire miltiary base here. Instead, there was nothing but softly glowing patches of light deep within the depths of the ocean.
"Sir the mage just passed out, and he's not waking up this time. And the other one's screaming on and on about 'deadstone poisoning' or something." One of his men approached from behind. "What do you think could have done this? The Premier won't be happy at all."
"He's not," Parnassus answered. "And I think we may just have a problem here. Have the captain plot a course for Nirvana, I need to have a talk with an old friend"
"Yes Sir," the man turns to walk away, but then stops. "…What's deadstone poisoning?"
Keegan, Eron (Present Day)
The Lands Above, Duncan
Post Merkaban-Highborne War. Ceasefire Day 27
It had been five days since your successful destruction of the Farsiac Mines, and five days since you last saw Sveta. By her order, Arlen took the Ranstead to a neutral drift, Duncan. A high population drift with neutral ties with the Zephyr Coalition, it was home to both former Lowborne and Highborne alike. This influx of refugees made it rather easy for you to blend in, and you've spent the last few days hanging around in a small house whose basement was connected to the ruins.
Word the of spectacle that was the destruction of Farsiac has spread far and wide, the belief that the Merkabans had the power to destroying even islands on the surface adding to the general atmosphere of fear. There were so many questions, but no answers. The sound of children running and playing around did serve to provide some distraction, among other things. There was a small library, and so Eron begun to research anything he could. Keegan went on assorted 'sightseeing' adventures, though these were mostly for sport, not prize. Mariposa busied herself with aiding some of the sick and injured at the local hospital, while Arlen did nothing but loaf around the house. Some days you would hear tales of a scary man terrorizing children though.
Introducing the new people sequentially rather than just plopping them down with you suddenly. If you want you can research at the library (lemme know what you're seeking), gather information, etc.
Endaren Cloudbinder (Two days ago)
The Lands Above, Wellington
Post Merkaban-Highborne War. Ceasefire Day 25
It all happened so fast. One minute you were doing guard duty on a drift that had been running into problems with sky pirates, thanks to the crippling of thes Knight's armada on R-day, and then you were ushered to the new headquarters for the Knights, the Conquerer. Built to end Merkaban-Highborne war the vessel almost seemed like a mockery of Highborne hubris now.
Your meeting with the Admiral was short, but it the job given to you was of the utmost importance. The Caretakers, had decided to offer some assistance in truly ending the Merkaban threat. You were going to be part of the group that would accomplish this task. The rumours you'd heard about an island being destroyed were true; and what happened there was just one part of this endeavor. Success in this mission would truly mean peace.
The briefing you were given was short and to the point, and from the Conqueror you were sent to the Wellington drift. Not the most well-off place to be, but then again given the situation the people here were getting along quite well. A brisk walk through the town led you to the outside of one of the mansions. The help would guide you through the estate and into the owner's rather exquisite lounge room. Seated at table was a woman dressed in a white clothing; a Caretaker.
The severity of the warning in Admiral Vaughn's voice seemed to conflict with demure appearance of the woman that you'd just met. But behind her small frame and childlike appearance lay the power of the Caretakers. That power is what staved off the complete destruction of of the Coalition's forces at Foehn and only by working with or through them would you be able to stop the Merkabans. The reports of what happened at Farsiac demonstrated just that power; an entire island destroyed.
"You are Endaren Cloudbinder?" She asks, the exactness of her enunciation indicating that it wasn't her first language. "I am Voice of the Caretakers. You may call me Sveta."
Finnian Goswick and Rais will be intro'd soon too. You don't have to talk to her in RP'd form, of course.
The Lands Above, Wellington
Post Merkaban-Highborne War. Ceasefire Day 25
She smiles politely at you as you perform this gesture. When she speaks again, her tone remains the same.
"The cause you fight for is not ours. You fight for the survival of your own people. Without the Wonders your enemy will fall. We have merely provided the means." Moving away from you, she continues to speak. "This journey will be difficult and you are not the first Knight sent to us. You will need more than your sword to succeed. I will tell you what the others know,"
She begins, and then provides you with an overview of the mission's objectives...
The gist of what she said is described here.
Leveche Research Facility
Unable to reproduce the process which the Black Knight Wonders were created, Huxby did the next best thing; he made his own. You've already encountered the results of one of his projects in his armored kruthik. Though Lady Merkaba attempted to have his operations shut down, Premier Vacchana has provided him with his own private playground. You must put a permanent stop to his experimentation.
Vault Excavation
If Pharun were to get his hands on another legion of them, the results could be disastrous. Fortunately it seems that the Vault is incapable of activating its payload. As such during the past few months there has been a large scale excavation project going on. To supplement this, the Merkaban Forces had also began to build several heavy-duty warships capable of towing the Vault to an unknown location. Even though excavation and preparation for transit is nearly finished, there is still time to destroy the contents of the Vault before he can make use of it.
"So where in your estimation, would you strike next?" She asks.
When he isn't engrossed in his studies, he spends some time in the local shops finding useful odds and ends.
I'm gonna go buy some rituals (you know like Knock, which was not terribly subtly hinted at earlier.
And maybe some other stuff. I have no idea our money situation, between Orokos and new CB problems, and leveling up and such. Do we still have our old equipment to sell or did it magically poof into our new stuff?
Wrong game. Ignore this post.
The Lands Above, Duncan
Post Merkaban-Highborne War. Ceasefire Day 27
You are able to find a rare copy of Huxby's published thesis on transcendence, entitled "Unlocking True Nature of Man" If ever there was a sign that the magician was clearly out of his mind, it could be found here. The notes here suggest that much of his work in hybridization was built off the theories established in his early study, including that of the "Jigglers." However, what really catches your attention though is the his commentary on the nature of transcendentalism and deadstone:
What you had learned of the Caretakers and seen at Farsiac indicated his continued effort to pursue this research. It also made it very clear why and how he was so readily accepted into such a high position within the Premier Vacchana's ranks.
In your library adventures, you also happen upon a series of surveys taken by Levanche Expeditionary Group. What is interesting about this writing is that it provides information on one of the later, less published trips to the region. It seems that some of the group from Naro's first expedition wound up staying behind on the island. Why anybody would want to stay in such an inhospitable region was a mystery, but there it was.
You were also able to find a little piece of information on the other thing that Pharun ranted about, his "Kingdom that spanned the heavens." A collection of notes written by an unknown author described the ruins of a Citadel. The author described his journey through these remains, and noted the many similarities between its architecture and that of what was found in certain ruins. His notes posit the possibily of some kind of weapon capable of punching large holes into the ground, and even mentions that a sufficiently powerful or focused application of such weapon could even destroy a drift or island. Knowing that both an island and a drift had been destroyed by Wonders very recently, this information doesn't sit too well. In his writings the author assumes that he had found the remains of the Alabaster Citadel though, and given the presence of the Caretakers and a very functional Wonder, it does give some validity to Premier's statements.
Assume you have sufficient funds to buy a reasonable amount of rituals.
Rais Saif, (Three days ago)
Merkaban Airspace, Nymphaea Alba
Post Merkaban-Highborne War. Ceasefire Day 24
You had come a long way to get to where you were. Immediately before you stood Bhavak Khzaram, Grand General of the Merkaban armies. As a fellow dragonborn, you were able to make out the hidden signs of stress and fatigue that other races couldn't detect. It was understandable, given the hellish war that the Merkaban forces had fought, both against the Highborne and now the separatist faction lead by Premier Vacchana. The nation was at its weakest, a fact that should have been apparent to the Highborne, yet they did not attack. Behind him sat Katell Merkaba, wife of the Premier and leader in her own right.
She bestows upon you the honor of directly addressing you.
"Greetings Knight, I have called you here today because I have a request to make of you. Our nation needs a Hero. Can you do what must be done to save our land?" She asks.
Lowering his head and averting his eyes the dragonborn speaks in what he hopes is a respectful tone, "Yes M'lady, I am willing to do whatever it takes to protect these lands. What is it that you wish of me to do"
Tzeentch in CitOW Game 53
The Lands Above, Wellington
Post Merkaban-Highborne War. Ceasefire Day 25
As she looks at you the expression on her face seems to suggest that she is having a conversation with someone else. Turning her attention to you she answers.
"Yes. The others have encountered some of his beasts and they are formidable. But to discount the power of Wonders is foolhardy, Highborne," she steps lightly across the room, stopping somewhere behind you. "What of the Merkabans. How do you feel about them?" she asks.
Rais Saif, (Three days ago)
Merkaban Airspace, Nymphaea Alba
Post Merkaban-Highborne War. Ceasefire Day 24
"Bhavak told me as much, Knight." As she says this, the dragonborn nods in approval. "For us to survive, we must stop Pharun. If only we had seen sooner what he was plotting."
"Neither you nor your Father could not have known what lay within his heart," Bhavak responds. It was an oft repeated rumour that Pharun Vacchana's sudden and meteoric rise to power lay not in his experience, but through the power of his charisma and presentation of Wonders to the Elder Merkaban. Wonderlust, as some of his many once-vocal detractors called it. His sudden illness shortly after giving Katell to Pharun was one of many warning signs missed.
"I know," she shakes off the past and looks at you. "If we wage open war against the Separatists, then we will all fall. There are reports that even the Etesians have mobilized in various ways. To put a stop to Pharun, we have. No, I have provided what little information I know of his activities to the Caretakers."
The Caretakers, keepers of the Alabaster Citadel and its many Wonders had long been isolated from the rest of the world since the day the goddess went away, you knew. It was their intervention when Pharun used his "Red Stars" against Foehn that saved many lives. Perhaps that they didn't use whatever Wondrous weapons they had against Merkaba or sided solely against you was a blesssing? Whatever the case, Katell moves the subject along quickly.
"They've asked for one of ours to represent us, to put a stop to Pharun's ambitions. So, Rais, are you willing to turn your sword against your fellow countryman, to save our nation?"