NOTE: Straight transcript of my notes – sorry no embellishments this time. PS: I also missed a name – can’t read my…

NOTE: Straight transcript of my notes – sorry no embellishments this time. PS: I also missed a name – can’t read my own writting!

Session 86: AND SO IT CONTINUES

After dealing with the Mechanical Monkeys and speaking with Luppa – informing her of the discoveries the Starchy Company made – the company make their way back to the surface for Edan to get some additional training and gather some extra supplies.

Emerging from the underground complex to an unusually sunny day, Thorfus (after reviewing the upper city with his FarViewing Mask) is hailed by one of the dwarven guards stationed at the entrance and is informed that the Marchmane would like a word with him as soon as possible. 

Since the team was already heading in that direction to sel some MechMonkey’s, Thorfus leads the group to Marchmane’s manor while Chuck takes a “stroll” to the Startchy Boy’s encampment in the Adventurers’ Quarter. 

At Marchmain’s, the company is made to wait a short time and are ushered into the meeting room where we’re met by Marchmane and Guard Captain (?).

Without fanfare the StarchyBoys are informed by the Guard Captain (?) that the deal regarding the exclusive rights to the UnderCity with the goal of hunting down the Naga has been unilaterally canceled. To ad further insult to injury, not only with their attempts resume that afternoon, but we would be “escorted” on any and all future descents into the UnderCity. 

As the various members of the team begin their protests the Guard Captain explained the Marchmane (who has been quiet throughout the exchange) fought the council on this but lost.

Guard Captain (?) ends the meeting with a snide remark aimed at Thorfus. Thorfus tosses the bag of Mechanical Monkeys on the table and walks out.

Marchmane apologizes for not being able to sway the council, and further pushed that Thorfus file an official complaint. 

Despite the change and obvious political hit, Marchmane was still interested in buying the Monkeys for the remaining Starchy Boys and learning about the gears the monkeys seemed to be collecting. 

While the negotiations continued, Thorfus went directly to Idvin’s tower in order to speak to Finklemur (a former Starchy Boy) about a plan and write a few letters.

The rest of the team arrive soon, after selling the Monkeys, and listen in on the plan. 

Thorfus’ plan had him being made invisible by Finklemur (who has agreed to rejoin the company) along with at least 5 weeks of iron rations (shrunk for easy carry) in order for him to get back to Luppa and the Ancients – provision them and warn them about what was happening. He hoped to have them move to a more secure location.

While Thorfus headed down the rest of the company headed to their Manor to wait his return and fill Finklemur in with details they weren’t able to share with him earlier. 

Thorfus made his way down without incident and informs Luppa and the others about the change and gets them to move to the newly discovered area near the workshops by following the chalk marks (which were then erased). Thorfus then instructs the Mechanical Monkeys under his control to guard against non-Starchy Boys from getting near the workshops by distracting them or leading them away.

On his way back, Thorfus encounters a group of dwarves heading down to explore, but he manages to use his invisibility and deep voice to scare them to retreat.

Once out – he makes his way to the Manor, as he does this, he “collects” the remaining Mechanical Monkeys in the upper city.

Edan trains and the team digs – re-opening an entry to the Under City. 

-30-

Session 80 – The ‘I Bet You Thought I’d Forgotten Again’ Edition

Session 80 – The ‘I Bet You Thought I’d Forgotten Again’ Edition

Having spoken to Lupaa, and gotten her support should we choose to return the overrun bioforge facility, the party considers what to do next. The task of retaking the area is a tall order, especially with our suspicions of what dwarven technology they possess, in addition to the literal horde of Undying at their disposal. Our best method of attack would be to replicate the crown-stealing-shadow-step-assault trick, but the surprise of that method may have been spent if the crowns were truly connected in a hierarchy.

We also learn what the event of ‘Heaven’s Fall’ actually constituted. The name seems to be bit of a misnomer, as it wasn’t just the Crystal Tower that fell, but the very land, forming the archipelago we know today. This admission puts the entire party in shock, as the forces required to such a thing seem unimaginable. The power the Dragon Emperor’s Consort must’ve had, as it was her plan are frightening.

Lupaa reveals that her and her sisters were installed as guardians here by a large number of people, including the leaders of the rebellion, the Dragon Emperor, and if her glance at Kottar meant what I think it did, the Devilfish. That final one might go a way to explaining the effects of Heaven’s Fall at least.

Turning back to more immediate concerns, we address the problem of the monkey-automatons running around the place. Lupaa has been able to hunt down and kill several, but confesses that there a more in place she simply can’t access, and apparently often hears machinery working in the distance. We encourage her to continue her hunts for now, but Chuq suggests she should be careful not to give away her lair, especially since we’re also leaving the Derich’s people with her.

We pile-up most of our pilfered magical weapons in Lupaa’s chamber, as we don’t feel like selling them to the Silver Throne for obvious reasons, only taking a few to appease them and prove we’re still working towards the goal. We also leave all of our rations for Derich’s group, as they’re likely going to be in the Lower City a while. As usual, I also leave my Power Armour in the chamber, as well as the new suit we’ve found.

As we head back to the surface, we see an Automonkey dragging a gear as big as himself cross our path. Before Thorfus can suggest following it, I throw an axe at it, which is swiftly followed by Chuq’s daggers. It’s damaged, and drops the gear and turns to run. Chuq runs after it. Thorfus attempts to follow, partially for mapping concerns, but loses them quickly as they leave the civic area on a general south-western heading. Realising he is getting far beyond the party, Chuq makes one final attack with his spear, mananging to kill the thing.

Retrieving its body, he returns to the rest of party, spotting another shape at the edge of his light at one point. He meets Thorfus and Belroar part way, and they chalk-mark the tunnels so we can follow them later.

The rest of the trip to the surface is uneventful outside of some distant hammering. At the top, we’re once again greeted by the dwarven guards. They ask after the naga, but we wave them off by saying we’ve come to blows with automatons, which is a distraction. The guards send a runner, a decide to lead us right to Marchmain to report in.

Chuq slinks off in the meantime to avoid Marchmain. Edan seems to be trying to hide amongst the party for now. We are shown in with respect as normal, ushered into the meeting room and offered drinks.

When Marchmain enters, he takes a moment to scan our party, remarking on Chuq’s absence and noticing Edan. Thorfus smoothly feeds the dwarf our cover story, which details a rescue from automatons that also caused the deaths of several of our number. This handily covers why we still hadn’t slain the naga. He does little to hide his disappointment though. They do act in shock when they realise Talon was amongst those slain, reportedly being fans of the books.

We turn to selling our artifacts, and begin with the magical and elven items to start big. They note the oddity of the manufacture of the elven gear, being similar to adamantine, but wish to confer with a smith, so one is bought in. From this it’s just a case of showcasing our various items and haggling, but all in all the party comes out with yet another huge number of gold and gems.

With our transactions complete, we decide to take our time on the surface to get in some more training, especially as it will be a few days before Marchmain can gather all the funds. Before we leave however, he asks if he can talk to the group alone.

He admits to having not been totally forthcoming, and explains that he didn’t know if he could trust us, as there are many forces arrayed against the dwarves and Curabel as a whole. Apparently he was even aware of our dealings with Talessin and Desric Threehorn. There are ongoing skirmishes between the Empire and the Silver Throne Company, where the former are subverting, sabotaging and stealing from the latter, and he brings up our own dealings with an Imperial Dervish and Inquisitor Jardin, although he thought there could be a chance we were working for the Empire, which is why he didn’t initially trust us.

He confirms our suspicions that the leader of the Empire is the same shapeshifting dragon that led the rebellion against the Ancient Dwarves, and explains that the Emperor’s war on Curabel is no longer just. It is believed that the Emperor is suffering from some homicidal madness from the war. Marchmain explains that this is why he wants our help, to find the sphere, free Xen’Tellar and put an end to the Dragon Emperor. To continue Bryce’s task.

I’m sure that the rest of the party mirrors my wariness in what Marchmain is telling us. Whilst everything the dwarf is saying is true, in at least interpretation, there is no telling how much he is omitting in talking to us, even with this odd amount of transparency. It’s clear that he in unaware of at least some of knowledge, namely that we have been talking to Lupaa, and the true identity of the entity trapped within the sphere he seeks.

Thorfus questions Marchmain about the Silver Throne’s other operations, who passes off the slavery ring as ‘unsanctioned’ and working with Imperial Agents. The company’s relationships with the two dwarven churches is uncovered as being only minor, due to poor information sharing, and again is blamed on Imperial influence, this time because of potential mind control to explain their amazing persuasiveness.

Marchmain is being quite persuasive here, saying that the end goal is to ensure Curabel remains free forever. Quite the politician, as obviously we cannot disagree that repelling the Imperial invasion is a good thing. Marchmain’s plan as a whole is to cut the Dragon Emperor off from ‘whatever he put in place of our God’ and reduce his power so they can then cut off the head, hopefully ending thier obsession with the islands.

We learn that Marchmain’s group, specifically focused on Ancient Dwarven technology was initially just a small faction of the Silver Throne, took over the company when they began to learn more about the old empires. They believe they’re currently excavating the base of the Crystal Tower on the Lonely Isle. Marchmain also confirms the existence of an ancestor with the same name as his, who was noted as not being very nice.

We bring up Alain Grell’s current piracy in the bay, and urge him to do something about it. Marchmain explains that he already has a bounty on his head, and the Midmark Navy is gunning for him.

When we make note of the growing Automonkey activity around Vargen, he wonders if they’re connected to the growing activity of the Dark King to the north, but says he doesn’t know much more, although agents are working on it.

During this whole thing, he inquires repeatedly after Chuq, our ‘monk friend’. We tell him he had things to take care of, but he seems dismayed by that, planning to mention something to the guards.

The meeting leaves us with much to think about, with how long we can keep putting off the tasks he put to us, the Silver Throne’s intentions and the ever looming Imperial threat. We all leave to find our seperate trainers.

Session 85 – The Actually On Time Edition

Session 85 – The Actually On Time Edition

2:40AM, 2nd of Faurilden

The party is stood around the now motionless worm-automaton, in a huge cavern filled with countless gears. Edan and Boris are waiting at the northern exit to the cavern, and reporting back that they can see the rear of one of the huge collosi holding up the bridges of the Upper City.

For the first time in a while, we can feel wind, and even for us dwarves, its nice to be close to the outside after fighting in the tunnels for so long. Belroar is pretty beat up, so we look to Derich to patch him up

Six automonkeys appear in the eastern corridor to the east, almost imediately after we posted guard, so I run over to meet them whilst Thorfus tries the circlet again. This time, he manages to not pass out, and at his command, five of the stop. A second command stops the now group of eight, As a test, Chuq suggests to have them hop. A ninth is still three, and Edan report a further two appear from a door in the collosus.

Three of them to the east start moving again, and yet another halt stops them once more. I feeling quite antsy to start smashing, but Chuq suggests we can distract their partial autonomy by commanding the group to sort the gears in the cavern.

(Thorfus feels some happiness in this moment, and also learns that he can only command eight at a time. He also feels some presence within the worm.)

(Chuq’s own empathy picks up a desire to been in this room, along with curiosity and some sadness.)

We begin looking at the worm, wondering about the presence within it, especially as a lot of the worm could still be buried deep within the piiles of gears. Thorfus attempts to command the worm, wondering about the presence within it, small commands that won’t disturb the room too much, without success.

One of the automonkeys starts moving again, and steps around me as I try to block it. I call a warning, and Thorfus tries the sort command. The monkey pauses, looking at the worm, but heading towards the gears. After a moment, he commands the rest of them to the east to help, and they all pause for a moment to look at the worm.

Thorfus tries to question the monkey, but it just looks at him. When I wonder out loud if it wants to fix or dismantle the worm, the monkey seems to repsond to the word ‘fix’. Thorfus commands it to repair the worm, and it instantky scurries over and starts working, After a while of working on the external parts of the worm, it begins scavenging for parts around the room.

Chuq scans the east for further company, but notices nothing, so we merely watch the automonkeys.

Myself Chuq and Edan decide to scout out the collosi, and I decide to lead the way. The interior is full of machinery, including a lot of spare parts, and even the floor itself was metal, and I could see far below and above myself. Everything is pristine within, some of it apparently quite new, at least within a few months for some of it by my reckoning.

Stepping forwards reveals railings to either side, open to cavernous spaces either side, and the only means of exiting to others parts of the collosus seems to be automonkey-sized tunnels. Looking over the edge of one side just shows more machinery, pistons and motors. I can tell this isn’t the entire breadth of the collosus, and wonder if there are rooms we aren’t seeing, and ask Edan to look around. The half-elf is pretty certain that there aren’t any hidden compartments.

Chuq begins to consider climbing, so I help him out by letting him read my mind whilst I look around to the edges of my vision, but it seems as if the machinery closes in around 30 feet away both up and down, with only maybe spaces enough for automonkeys to pass through.

Chuq begins climbing up the northern wall, heading upwards, and scales the first 30 feet fairly easily, securing the rope there. He reports potential energy in the machinery, much like what we felt in the bioforge. Above, the top is a tangle of cables and pipes, and though there is space he could possibly crawl through, it doesn’t seem to be an intended access point.

Unfortunately, he falls at this point, though he manages to slow himself and stop just short of the platform the rest of us are standing on. He climbs back up, and squeezes through into another 30 by 30 chamber, centered by a 15 foot hexagonal platform. Two windows are in the northern wall, so it’s easy to presume this room is within the head. The holes reveal the canyon beyond. A large crystal is mounted on a pedestal in the centre, with plenty of tubes running off of it. The crystalt itself is almost as big as Chuq himself, and actually appears to have been broken off of something else. As he looks at it, bursts of light appears within it.

Seeing it’s relatively safe, he invites us too join him. I decline as I don’t fancy the climb, but Edan takes the rope up to join him. This room seems to be as functionless and unmarked  as below. Chuq tries his helm, and picks up a presence within the crystal, multiple in fact. speaking in many languages. The voices seem to be timed with the flashes,

Recognising some Ancient Dwarven phrases, Chuq shouts down to me to see if we can discern anything from them, but all I can make out is mentions of pain and injury of all things.

Chuq keeps Edan from touching the crystal, and instead tries the silver key he possesses. A light grows in response, but to Edans point of view, he freezes, only to snap out of it when Edan taps his shoulder. The glow fades away, though Chuq apparently didn’t see it. Oddly, Chuq can smell flowers and fresh grass, which nobody else does.

Back in the worm room, Thorfus notes that the monkey repairing the worm is incredibly happy. He tries asking one the monkey’s a location to recharge batteries, but it just stares blankly back at him.

In the mean time, I decide to climb up and help out. The copper key garners no reaction but a glowing grows again, and Chuq picks up a burst of thought, hearing more voices. Questions of ‘who are you’ and what sounds like Brice’s voice. More complaints of pain and injury, this time centered on the ‘left side’. Passing the key again only repeats the message of pain and damage once more.

Edan decides to check out the left side of the statue, and I lower him down to see, but nothing of obvious note jumps out at him. He returns to the lower platform, and ties his own rope off to lower himelf down to check out the lower left interior.

Misfortune befalls him however, and he falls, snapping the rope in the process. In desperation, he casts web below himself, narrowly managing to catch himself within what we believed to be in the left leg, seventy feet down, and close to what would’ve been certain death. Down here at least, he sees the first signs of wear and tear, the machinery not as clean and repaired as the rest of the collossus.

We look down at the sounds of the scream, and Boris reports what happened to his master to Chuq, so we climb down so we can help him back up, where he reports his findings to us. Once he has gotten over his near-death experience, we lower him down the right side to ascertain if this side was in a similar state of disrepair, but it appears to have been worked on, lending credence to the idea that the ‘injury’ is that of the collosus’ rather than anything else.

Meanwhile, the worm-repairing monkey wanders over to Thorfus and looks at him pointedly. Ordering it to repair the worm is met blankly, so Thorfus assumes it is done, amd instead sends it to sort gears with its companions. He instead looks to the worm, ordering it to straighten up, which elicits a shudder from the worm. Stepping closer to inspect the worm causes the harness to begin sluggishly reaching for him, so he steps back quickly.

At a loss, we regroup with him in the cavern, trying to decide what to do. There is a big chance that the crystal is connected to Xena’Tel in some way, given Chuq’s reaction and the mention of Brice.

We also need to decide what to do with the automonleys, even if they’re currently distracted. Thorfus also considers repairing the broken automonkeys we had collected earlier. Chuq suggests setting them long-term tasks, such as searching for treasure, though the gear sorting will definitely distract them a while.

During our talk, a monkey takes my hand and tries to lead me towards the worm. When I don’t move, it reaches up behind the backplace of my armour and causes the whole suit to open up. Thorfus sends it back to work, but a little while later, another monkey tries to get Thorfus to the same.

We realise the worm’s residual intelligence may be affecting the monkeys, but even attempting to get it to stop only causes the harness to reach for Thorfus more. Instead, he reinforces the sorting command on all the monkeys but one, which he gets to follow us, and we decide to finsh exploring this level.

Whilst we pass, the two dwarves steering well clear of the worm, Edan steps closer to the worm. The appendages momentarily pause, seemingly parting to let him pass. Unknown to the half-elf. the presence within the worm starts asking him if he wants to join, though only Thorfus can hear it through the circlet. Edan continues curiously deeper into the worm, stopping where it’s body goes vertical below the ground, but only sees the internal crushing mechanisms.

We decide to head north first, as its the closest unexplored passage, and learn here that the monkeys can sing in groups by modulating hisses and rumblings between them. After that, Thorfus sends the one ahead to scout for us, but the passage is just cut across by the chasm. Instead, we head back down across the rope bridge to check the unexplored door to the west.

An open room holds an inactive forge and a gorilla machince, as well as the ends to two of the confirmed monkey tunnels we had previously blocked. Chuq hears nothing on the other side of the door, so Thorfus has the automonkey open it. The room seems to be another forge room, similarly inactive with another gorilla.

We leave it, and decide to head east now, making for the junction with the pillar. Past that, we see the ledges Edan had previously seen, still in shadow, but there is sunlight here, as it is morning. The final junction here runs north and south, with the southern route sloping down and north merely linking to the caved in tunnels previously explored.

We head south to an area where the tunnel widens, checking the doors there. There is noise behind the eastern one, an odd type of breathing, which Thorfus reveals to be a pair of monkeys working some belows. The room is merely another forge room however, so Thorfus merely commands the monkeys to follow. The western room is much the same but for an extra monkey tunnel.

Passed the rooms, it slopes back up, and we find another intersection. The south and east tunnels are collapsed, so we go west, passed another blocked south tunnel. The tunnel west ends in another forge room down some stairs, with another tunnel going north. Thorfus collects the three monkeys from this room as well. North merely returns us to the pillared intersection, and its clear we’ve explored everything we can in this area.

We take some time to decide what to do next. We think about stopping off at the surface, dropping off a sack of monkeys to Marchmain to keep him happy. Leaving a bunch sorting gears, Thorfus decides to keep a small troop of automonkeys with us to do various tasks. We consider testing whether they can do anything for our deactivated power armour and batteries back in Lupaa’s lair.

In the end, we decide to head back to Lupaa to hopefully get answers about the crystal in the collosus. We reset our trap as we pass, and follow the long tunnel back.

At Lupaa’s lair, we fill her in on our exploits. She hisses her displeasure at the mention of Brice, but tells us the purpose of the crystals was as the collossuses brains, as part of the mechanism to move the bridges, sabotaged during the rebeillion. She purports that Brice’s name would have either come from Chuq himself or a higher power. Neither seems exactly good.

She tells us what she knows of the worm, explaining that typically the controllers would be a goblin rather than a dwarf, as building was thier role in Ancient Dwarven society.

After that, we leave the ancients with Lupaa again, and make to head back to the surface. Before we leave, Thorfus sends off a monkey with a dead battery to charge it, instructed the rest to fix the three suits of power armour and also the fountain. Edan makes sure to stow his boots and cloak as well.

Session 84 November 25, 2015

Session 84 November 25, 2015

After healing we have Deric rest so that he can do another round of healing. 

During our first watch, Edan decides to scout to the north and is surprised to see a flaming cart hurdling south. A monkey rides above the flames with something clutched between it’s legs. As it rushes by him, the monkey drops into the flames within the cart’s bucket. Upon striking our barricade, Belroar is close enough to reach into the cart but only fumbles futilely after the object the monkey had held in its legs. A roaring explosion occurs. Belroar and part of our barricade are damaged by the blast. 

Badly damaged, we do our best to patch up Belroar. Thorfus prepares for the next monkey incursion by changing the nearest track switch to send a cart away from our camp site. We also move our barricade further north lay a derailing pole across the tracks even further north. Edan continues to scout north as Chuq stands guard nearer the barricade. 

After Edan returns to report his findings, we use a heal potion on Belroar then wait for Deric to rest & memorize his spells. After healing up, we explore the first forge room to the north. A single gorilla autonotom is still in this room. He doesn’t respond to our explorations. After some debate we decide to leave him after we have stuffed material into the monkey bolt hole in the east wall. For good measure, we spike the connecting trapdoor to the west of this room. 

While we move our barricade north, we decide to secure a ladder bridge spanning an underground chasm to our north guarded by two monkeys. Chuq shadow steps with Edan and Thorfus behind the monkeys, attacking with surprise. When these two are defeated, a hidden pair of monkeys ascend the southern chasm wall then sever the bridge tie downs on that side. 

The three Boyz “stranded” to the north watch as Axel and Belroar confront those two. Edan and Thorfus try to help with several missiles with mixed success. Actually little success if one asks Axel the hedgehogs side of the story! Belroar repairs the ladders bridge’s southern connection after the second pair of monkeys are defeated. 

Shortly after, a third pair of monkeys enter stage right, pushing an empty mine cart along the tracks directly towards the Boyz south of the ladder bridge. A fight ensues, Sturloc is laid low by this third pair. A quick group shadow step outflanks them, allowing us to render aid soon enough to save his life. 

While we recover from the mayhem, Belroar and Edan successfully activate the mining cart’s drive motors and decide to go for a ride. They disappear to the east. When next we see them, their cart is hurtling westward along the cart tracks to our north. A short round to the north over a vast open space brings their ride to a halt at a terminus guarded by – you guessed it – another pair of Monkeys! Bathed in moon light from a short tunnel to the north, they duel blades versus fists. 

The mountain shakes, a rumble surrounds us, the floor shakes and dust rains from above. Something BIG is happening.

Valiantly, Thorfus pursues the Thugee cart at his best sprint speed. Running along the elevated cart tracks, he joins the melee as one of the monkeys scampers over the edge near the terminus. Thorfus scurries after the Monkey, descending down to a floor carpeted with various metal gears, cogs and machine parts. The other Boyz collect themselves and follow northward.

As both monkeys are slain, another deafening thunder shakes the mountain. A giant shape burst from the gear strewn floor, casting a lunar sized shadow over the gawking Thorfus. The shape rises, rises and rises. Through the dust we can all see from our different places a undulating giant mechanical tower swaying over the tiny Thorfus. The immense snake like machine is capped with three arms tipped with spinning giant spiked wheels. Behind the spinning rock crushing wheels, we can see what look like an ancient dwarf fused into the mechanic. An abomination similar to the Bioforge research chief engineer. We can see a control circlet on the head of the ancient dwarf! 

From the north and the east, the Boyz array themselves for the struggle to come. Thorfus does the same by pressing our favorite button. Cheers reverb about the chamber as we see twenty different versions of our leader slash or lunge or thrust the construct’s flailing head. A head that has flailed it’s last this day. 

As is our way, we swarm about the construct trying to divine its secrets. Belroar extricates the ancient dwarven fused into the machine. Curious, no one bothers to offer the corpse any last rights. The machine itself is made of the same special metal as the portal control chairs and library cube pedestals. We consider dismantling some pieces to sell to Marchmain but decide against it. We’d rather find a way to use the construct ourselves. Hoping to do so, Thorfus dons the control circlet the corpse had worn. He immediately faints!

He recovers quickly after we remove it from his brow. Belroar offers to give it a try. Variously, we remind Belroar that the dwarves have first, second and only access to ancient dwarven artifacts. Demurely, he acquiesces. 

Edan explores the moonlight to the north and discovers the cavern exits at the southern Colossi supporting the western Xen Khel stone bridge.

Session 82

Session 82 

After having finished speaking with Lupa, the Starchy Boys (TM) decided to investigate the sounds reverberating through the halls and hopefully deal with the mechanical monkeys. 

Without much difficulty the team began to follow the sounds towards the west – towards the ancient dwarven workshops. Belroar confirms that tracks are leading that way. 

Edan volunteers to scout ahead wearing a recuperated Elven Cloak and his cat Boris. Following the sound, Edan eventually comes to an intersection where the sounds seem to be equal – Boris and Edan split up to investigate. However Boris quickly locates a mechanical monkey dragging a rather large piece of metal – making it rather easy for the team to follow. 

Following the mechanical monkey leads the team to a damaged corridor with a large hole in the floor, from which the hammering noise is coming from. There the mechanical monkey is joined by 2 others and together they seem to argue about where to place the piece of metal. The undamaged parts of the corridor are filled with piles of various metal parts and pieces organized into neat piles. 

While the team debated their next move, Edan continues to scout down the hole in the floor.

The hole is nearly perfectly round, and not of dwarven construction – Axel and Thorfus confirm that the tunnel is not ancient, likely only a decade or two old. The tunnel headed north-south underneath the Lower City’s main level.

While Edan scouts further into the tunnel, the monkeys notice the rest of the party as they approach and attack. The party makes short work of them and one trying to escape get cut down by Edan in the tunnel. 

The party follows the tunnel for a good long while until its end where the tunnel opens into another dwarven corridor, but this time the way is somewhat blocked by a vertical shaft directly below the opening and guarded by 3 mechanical monkeys. 2 of which attack Edan, while the 3d ran off.

After dispatching the monkeys, the team moves into a corridor – a dwarven corridor much like those they left below on the other side of the cricular tunnel.

Edan continued to scout ahead, eventually finding a partially collapsed tunnel leading to what looks like a mine – complete with cart tracks, but within well carved dwarven corridors.

When moving to the end of the corridor to take a peak, Edan is surprised by 2 mechanical monkeys and badly injured. The rest of the team comes to the rescue but Chuq triggers the trap Edan did not find or trigger while scouting – becoming partially buried.

After the battle the team regroups, heals and plans their next move. 

SESSION 83 – 17 Nov 2015

SESSION 83 – 17 Nov 2015

We press on into the ruins and encountered more monkeys, this time, two pushing a mine cart. We slew one and the other got away.

We checked out the other side of a door and found the first of three forge rooms, each with 5 monkeys and a gorilla bolted in place. The gorillas had huge hammers for arms. They were making and refurbishing, gears, springs, and metal plates.

Some monkeys fled. Of the ones we “killed” we stuffed in large sacks, and are up to 19 monkeys in 4 large sacks.

The monkeys ran away into the 2.5′ x 2.5 ‘ tunnels they have elsewhere in the city.

The tracks periodically have trap doors, that are more like hatches on a ship that drop down 5 feet into  more 2.5 x 2.5 tunnels.

Of the three rooms we cleared of monkeys, we plugged up the bolt holes and jammed the doors of two rooms.

We now have two mine carts and have pulled back to rest and let the spellcasters recover their spells, and heal up.

The carts are off the tracks with some metal plates to give us cover from the hallway to the north.

This is grim business, but at least it doesn’t seem to be full of damnable undead. 

How long until we find an overseer and can put a stop to these monkeys wreaking havoc?

Perhaps we can find a way to re-charge our batteries here?

We also think that the passages to the south might lead to the Hall of Pillars.

I hope mother is satisfied with my letter.

Session 81 11/03/15

Session 81 11/03/15 

6:00 pm 16th of Galrilden

The Boyz have wrapped up the loot auction with Marchmain and have cautiously listened to his private dissertation with unspoken suspicion. They are dismissed along with Idony after the level training details are settled. 

Once outside, Idony obviously has something she wants to discuss. Chuq notices their pause and slinks close enough to hear the conversation over the light rain. After inviting Edan to return the next day for training, Thorfus prompts her and she opens up. She explains that her former Master, the Wizard/Illusionist (??) Jagger (aka Mick to the Boyz) has sent a letter inviting her to return to his employ. For more privacy, we all agree to retire to her “Tower” before discussing anything further.

Within the Tower, she explains that Jagger is a Gnomish Imperial expatriate who holds domain to the north. She left his tutelage because his human experiments revolted her. Jagger is trying to recreate the ancient Dwarven bioforge efforts but his work has yet to succeed. As the deaths from his failures continued, she fled from the madness to Xen Khel where she sold her skills to the adventurers that used to reside here. Since the adventurers have left, Marchmain has retained her services and it appears notified Jagger of her current situation. By her account and the letter from Jagger, we learn that not only do Jagger and Marchmain correspond but Silver Throne supplies his lab rats (read people or Grell’s Lambs) from the throngs of laborers that they move through his domain to the Glavnone mines. The same mines that Suttung the Fire Giant resides. Jagger’s letter also mentions ST has asked him to research the same unique metal unearthed from the Lonely Isle (Crystal Tower dig) that Suttung also works with. Disinterested, it seems he hasn’t researched the metal at all. 

Jagger thinks that since the new subjects are willing, or at least pliable, she would be more comfortable returning. Sounds like the new ST subjects might be modern undying horde? Jagger’s letter also mentions he dealt with the Bagemen’s Guild at the time when Idony separated. After much deliberation, we suggest Idony politely decline Jagger’s offer and continue in Marchmain’s service. 

The next fortnight is very eventful. Between training with Idony during the first week, Edan consults with Finkelmur and learns many new skills. The most exciting of which is finding his first familiar, Boris, a playful Russian (whatever that is…) blue cat! Belroar completes all of his ongoing projects. Axel and Thorfus become fixtures in the Sleeping Colossus, quickly becoming local celebrates due to the countless rounds on the house put on Thorfus’ tab.

Rumor mill tells of strange metal creatures west of Vargen driving away the local people into the port city. We hear of the former Xen Khel adventurers employed by Peter Thorell in a series of fortification improvements for Vargen, no doubt funded by the Dragon hoard he seized from Rotho Waterman. It seems the Brother’s of the World Forge and ecclesiastes of Murender in Newton are being overwhelmed by undead and their days are numbered. There is more news of Devil Fish harassing shipping in the bay of Midmark causing the overland route between Vargen and Midmark to thrive. The Mercer’s coffers are growing. Alain Grell’s has become 2nd most wanted by the Midmark Navy. Ogres and Goblins have devastated Seahill village. Hill Giants have extorted the Town of Scale, but no one has heard from Scale since!

In popular culture, eager fans are anxious to learn if valiant Militia Captain Talon can rescue his damsel Lady Em from the clutches of the Dragon Emperor! 

Chuq spends his time alone, trying his best to learn the techniques of a Master of the Order of the Celestial Dragon. That is until the evening of the 22nd, when the venerable Master Dain walks through the door of the Sleeping Colossus. After quick introductions and drinks are served he gets right to it. 

Caton Elerio was found by the MidMark navy adrift right outside the harbor of Midmark. Her ship, the Bawdy Bachelor, was apparently beset by Devil Fish with her as the only survivor. The rub is that signs of armed conflict were noticed by the rescuers as well as an abandoned launch from the Bawdy Bachelor discovered south of MidMark city. When these happenings came to light, Lord Thorton commissioned Master Dain to investigate. Knowing the Bawdy Bachelor was hired by Peter Thorell of the Bargeman’s Guild of Vargen to transport Caton, he started in Vargen. Thorell claimed ignorance and sent Dain north to Xen Khel to consult with us. 

We explained Caton left Xen Khel with Immaculate Rostrom’s aged head, the letters of introductions from Marchmain to Thorell implicating Thorell’s connection with ST slavers and in the company of our former Mercer allies from Vargen. Considering the Mercers are currently openly allied with the Bargeman’s Guild, their treachery is obvious. Thinking her safe, we sent Caton away in the hands of death! He agrees to complete Chuq’s advancement to Master. 

Over the the next four days, Chuq’s tells him of our adventures here in Xen Khel and of our quest to interfere with ST’s plans to resurrect Xeno Tel. Learning of the Dark King’s Undying Hordes, the Imperial Gnome Jagger’s experiments, ST’s lonely isle Crystal Tower restoration then magically scrying with Thorfus’ mask, Master Dain sets off to report our findings directly to Lord Thorton. Finkelmur agrees to make him invisible before leaving (with 7,500 gp in precious gems from Chuq’s share of the loot auction and a year’s worth of rent for the Boys Townhouse from Thorfus’ purse), hopefully it will keep him safe. Before parting, Master Dain tells of the missing Grand Master Brum Langiston, last known to sail off to investigate a prospective new location for our Order’s Monastery. He commissions Chuq to return any news of the GM to our leadership in MidMark City. 

By the last day of Galrilden, Axel is once again a Mymidon, Chuq is a Master, Edan is a Conjurer and Thorfus is a Champion. We have had a second interview with Marchmain to better understand his expectations of us now that we are aware of the SilverThrone’s struggle with Imperial agents in Curasor. Our gear, provisions and adventuring tools have been replenished. Belroar has bagged three jaguars, a mated pair and their soon to be orphan. Since the cub was too feral, it’s orphanage is mercifully short…

On the 1st of Faurilden, our party marches through the Dwarven held districts on the mountain top until they meet a band of SilverThrone badged warriors loitering on the far end of the bridge nearest the Sister’s Temple. Lionet and Finnin briefly speak with Thorfus while Belroar pricks their ire. Irritated at his insolence, they walk off as Belroar taunts them further. After a quick exchange with the Temple guard, we descend the spiral ramp to the Hall of Pillars.

Curses! Our boots and cloaks of elvenkind have lost their enchantment while on the surface! Belroar’s inspection tells us that no others have entered under city since our last foray. Past the Hall of Pillars we can hear a rhythmic banging of metal on metal. Belroar notices recent monkey autonatom tracks. Temporarily ignoring this, we head to Lupa’s lair to report on our time above. Axel dons his power armor while we speak with her about Marchmain and other happenings during the last two weeks. She continues to encourage us to secure the under city to keep the evil within. Understanding we feel threatened by the machinations of the Monkeys, she agrees we should address them before we return to the Ancient Dwarven research bases. 

Before heading west to Hunt the Monkey, Hey Hey Hey!, we lean our load by leaving a stockpile with Lupa. 

Session 79 – October 21, 2015

Session 79 – October 21, 2015

Regroup!

After quickly dispatching the envoys of the “Dark king” and taking control of 40 “undying” zombies the Starchy Boys thought they had some time to consider their next steps. 

However fate had other plans. Not long after the battle ended, and after confirming those that ran down into the lower levels perished a load familiar noise echoed down the halls and another message was issued by the “Dark King” directly offering Thorfus by name a chance to join forces with the “Dark King” – he had until sundown to decide.

Edan and Chuq answered by severely maiming two heralds before they passed through the portal back to the jungle where another host of undying and their supporters waited. Thorfus then ordered his undying into position in front of that same portal with Edan watching over them while the rest of the Starchy Boys began to pack for a strategic retreat and Chuq scouted the opponents. Chuq soon found that they were much more powerful than the previous group and after a brief skirmish had them retreat into the jungle out of range of our missile weapons. Roughly 180 visible opponents, including the undying and a trio priests: one with eyes, one with a mouth and last with only ears (I think I got that wrong).  

During the planning, Thorfus began to have difficulty understanding those around him and after removing and Derich explaining that the circlets were often used in hierarchical groups it was deduced that our opponents were reading Thorfus’ mind gaining valuable information. 

With that realization Thorfus removed the circlet and the party began to pack to retreat through the portal to another area accessible to them, but with a bit of sabotage unreachable by our opponents. 

As the packing was complete Edan began to notice that their undying “army” had begun to speak and whisper, when Axel and Chuq came to have the undying remove the corpse of the dinosaur, they turned on the party. Prompting a quick retreat of the three towards the central portal where the others had already begun crossing to the Mechanical & Engineering area.

Once through, a quick sweep of Thorfus’ amulet ensured that were safe from the “Dark King” for now. 

After a quick scan of the surrounding areas by Chuq and needed rest – it was decided to make a return trip to the lower city of ZelKel.

There the Starchy Boys explained much to Edan about the current situation the party finds itself in while on their way to meet one of their few allies – a Naga. 

With Naga – Thorfus explain what happened and what they discovered, Naga confirmed and added more information as follows:

1. Surprised that there was another entrance to the complex, wasn’t thrilled that the party was not able to defeat them, but confirmed that the circlet was a liability and retreat was the best option. Hopes we’ll be able to re-take it.

2. Doesn’t know who the “Dark King” is, but was startled to learn that he had the eyes, ears and mouth of the dwarven god. 

3. Confirmed that there was more than one Grand Marshal (but only one at a time), and that every one of them had a probability sword.

4. Confirmed that the Dragon princess was never captured but perished during the last battle of the rebellion. Noted that another dragon in the area may be able to shed light on this as it was old when the naga was young. 

*I may have missed some other details, feel free to add them in the comments.

We left off as our conversation ended with the Naga. 

Session 76 Summary

Session 76 Summary

*This would’ve been a lot quicker, but I wasted a whole bunch of time typing out Session 74 again cos I’m a fool*

We were in the thick of things yet again. After entering the Calculation and Processing room,  the shadow creatures had ambushed us, ringing myself, Thorfus, Chuq and Edan and putting our backs to the wall. After a brief exchange of blows, they dematerialise however, wailing the entire time in what apparently is Ancient Dwarven, though only Chuq can hear them. It seems they don’t like the sheer amount of magical light we’re carrying.

The lights seem to flicker in thier passing, and the gasps of shock alert us to their reappearance amongst the hirelings. Chuq quickly grabs Edan and shadow-steps into the melee, right on top of one of them. Myself and Thorfus have to hoof it the old-fashioned way. We clash briefly, and whilst we land a few blows, four of them gang up on Apolline, wounding him and dragging him down through the floor.

It’s a difficult fight, shadows aren’t exactly easy to hit, but in the middle of a crowd, mixed in amongst our own shadows and with a significant number of glowing weapons swinging around we were lucky we even knew where they were. I was lucky I had my suit, the odd visor helped immensely in identifying them. Oddly enough, they are still vulnerable to electricity as well, as Zelena uses up her stun stick’s charge in bringing one down.

The shadows are cowardly creatures it seems, as they swiftly disappear away from us again, going after the fleeing Fulbert. Four of them descend on the old man, whose only defence is Pons, who is looking to the south, and Sumnah, who is oddly brave but lacking the means to hurt them. The ancient elf launches a pair of arrows into the shadows, but succeeds only in hitting Fulbert in the eye. A mercy kill I’m sure, as he was seconds from becoming one of the foul creatures.

Two more appear behind Owyn and Guarinus, so myself and Thorfus run into save them whilst everyone else head to the octagonal portal room. Thankfully we pinned the doors open. I gulp down a healing potion as we charge in, only to be greeted by two more suddenly appearing in front of us.

We clear the room as quick as we can. The shadows seem to explode after a fashion when they die, but even with that we can’t be sure none escaped. I bring down the last visible, and we rush back out into the corridor. The shadows continue to assault anyone vulnerable or alone, leading us on a merry chase and seemingly avoiding Chuq especially. Slowly, we gather the entire party together in the portal room however, making things easier on us.

While we assess what to do, they strike again enmasse, several jumping on the weakened Owyn. We counter-attack as best we can, trying to bring the magically armed to the front and protect the others, who retreat through the northern airlock. In the scuffle, Zelena is dragged through the floor and Owyn narrowly avoids a similar fate. We banish three only to have another two appear from nowhere, but eventually we are able to bring them all down.

I’m quite proud to say I got the final blow.

The party as a whole heads north. The cell area is relatively safe from the shadows thanks to the airlock and Desric’s protections, and with a couple of rooms being open, we have a decent number of beds and space for people to rest a night.

Chuq however, has other ideas. There is no saving thier lives, much to Belroar’s dismay, but the monk believes he can at least retrieve some of thier equipment and perhaps thier bodies. Whilst me and Thorfus keeping an eye out from the observation room, Chuq returns to the portal room and shifts into the shadows.

After several long, tense moments he returns, carrying Zelena’s body and a bundle of ancient dwarven robes. He looks exhausted, no doubt people aren’t supposed to live in the shadows, and tells tales of the shadows being dead dwarven acolytes.  Disturbingly, Zelena has suffered additional injuries, and it seems as if we had fought and killed her shadow as well.

We’re happy for his success, and take the time to lay Zelena and Fulbert to rest. After, we set a customary watch from within the observation room, but go for a longer twelve hours due to the number of injuries. I take a bit of time to talk to Sturloc during our watch. The hireling has been finding it tough, especially now with Talon gone too.

By morning, we set Edan up with some of the Elven gear we’d recovered, recovered our strength, and healed a few of the injuries. We eat breakfast, finishing off most of out water,  and Thorfus starts fiddling with the pedestals, hoping the platinum key gives us access to something more. He gets three options, which seems to be no different to before, except for acknowledging the key’s presence. He activates the sonic deterrent, which merely sets of an ear-splitting noise below, evidently the signal the dwarven captors used to send thier prisoners back to cells.

We decide to test the key with the portal to the north, and discover a broken key scattered around the pedestal there. Our key doesn’t seem to work. Checking the shards, we discover the key was similar to ours, but with an extra option of an ‘x’.

We spend some more time going through the bio-forge cubes, reading through the cryptic notes, learning what the dwarves thought of humans, elves, orcs, kobolds, ogres and lizardmen from thier studies. Several addendums note the potential uses of the various species for the dwarven empire, such as the orcs possibly making good ‘undying berserkers’.

The reptilian cubes are next, and we learn about how they tried to subvert the dragon species for war, including the creation of wingless drakes. The larger reptiles were deemed deadly, but unintelligent, and nowhere near strong enough to combat a dragon. The raptors were considered useful as ‘attack dogs’, being deployed through the portal system, though the council overruled this decision. Apparently, experiments were underway to compine the raptor’s intelligence with the larger lizard’s strength.

(John, have you been watching Jurassic World? xD )

Attempting to close the southern portal from here ends with failure, causing a flicker of power throughout the facility. It seems the power system in the southern room has been damaged, locking the portal open.

The party then plans to head back west, and collect the cubes from the calculation room. We leave behind most of the rescued prisoners and some of the injured, mostly taking anybody with a magical weapon. Chuq picks up mental activity to the east, but the west seems clear, so we gather up the cubes from both rooms in the east wing.

Unfortunately, we get jumped by a pair of shadows in the right-hand room. Naturally it was quite the ambush, as they managed to land two hits on me. TWO! I feel my strength get sapped yet again, the lucky gits. If they’d come at me honourably it’d have been a different story!

This time, with there only being two and us not needing to protect anybody, they quickly fall to our superior numbers.

The next task is to set up an area in order to combat the zombie horde to the east. We decide to fall back on our old ‘net across the door’ trick, adding the carts in as additional fall-back points and shooting platforms. Letting them come to us is the easiest method, especially since they’ll bottle neck in the airlock. Setting this up also give me time to get over the effects of the shadow’s touch.

Chuq goes ahead and pins the doors open, which prompts a reaction from the north, like the sound of a bunch of chairs scraping back and footsteps approaching. Chuq retreats and we prepare to fight. As the undead dwarves round the corner, they are met with a hail of arrows and bolts. A couple fall, but no less than sixteen charge down the corridor towards us. The net comes in handy, as me and Thorfus hack at the front ranks supported by Chuq and Beloar, more ranged fire flies over our heads to drop the rear ranks.

It’s a fairly easy fight, though I need a heal from Derich to keep going due to my earlier injuries. Even Sturloc and Kottar get in on the killing, scoring a few good hits with thier crossbows, it seems fish in the barrel style fights help them out quite nicely. Jaegar punctuates the end of the fight, pretty much exploding the skeleton’s skull.

After this fight, our spoils are becoming rather too many with the addition of the undead’s weapons, a small pile of platinum cutlery. We start piling loot in the corner of the room, since there is far too much even for the carts at this point. After Derich expends a few more heals on the party, we prepare to head east, though we’ll need to find water soon.

Session 78 – October 14, 2015

Session 78 – October 14, 2015

After dispatching the plant-infested undead from the previous session and a short rest. Our heroes magically explore the ruins above for unusual activity.

Finding nothing out of the ordinary, Edan (silently and nearly invisibly) headed out to ensure no other undead were around and explore the area just beyond the recreation room from which the plant-infested undead came from.

The area, divided into two tiled areas equipped with water spouts, was obviously some kind of bath-house. Both areas were covered with a thick layer of moss and fungus while the locker lining one wall were completely free of such vegetation.

Upon closer inspection, Edan noticed movement among the vegetation. Specifically from cocoons along the walls of the first and second areas – the longer he lingered the more agitated they seemed. Edan quickly headed back to the others who were already on their way to join him, clearly not worried about any remaining undead – and dashing Edan’s hope to gather some choice objects from the gaming table.

After Edan explained what he found, the party quickly devised a plan to cover the vegetation with oil and light it on fire. Using a spear onto which they lashed oil flasks – they covered as much as the vegetation and cocoons with oil as possible.

During that time Edan rummaged and searched through the metal lockers – finding some valuable clothes, cards and a silver armband that he found intriguing. Chuq locked a door to another room – just in case.  

Once the oil was spread and Edan had completed his search of the lockers, Chuq lit the oil on fire and retreated back into the recreational room. The fire spread quickly consuming the vegetation and filling the upper half of the room with smoke. As soon as the fire reached the cocoons they burned away revealing the skeletons of dwarves long dead and forcing plodding fungal creatures to begin to move towards the party. 

With bow, fire and sword – the tenacious plodding creatures were dispatched. Their lack of speed their obvious downfall.

While the team waited for the room to slowly clear of smoke, the party collected the platinum coins, gold amulet and various other knickknacks strewn over the floor and tables of the room. Meanwhile – the dwarves busied themselves testing the information cubes which turned out to contain various entertaining games. 

It was getting very late and the party decided to return to the dormitory area in order to sleep and recuperate for a while. After setting a guard – many retired to sleep.

The party’s rest was interrupted early in the morning – around 6am – by a thunderous sound followed by a message in both ancient dwarf and the common tongue demanding our surrender to a “Dark King.”

Edan, knowing full well that he couldn’t be easily heard or seen, quickly moved into the octagonal room to look towards the entry area of the complex. There he saw row upon row of motionless warriors being tended to by other normal looking people.

Upon that discovery Chuq quickly devised a plan to lock access to the complex beyond the octagonal room using his shadow walk ability. However, the sounds of the closing and locking doors alerted the “army” and had them rush into the octagonal room – but the task was done, the doors were locked and the “army” knew the party had done it.

Then, all at once, the “army” then began to destroy the walls separating them from the party – as if commanded by an unseen force.

Soon, an imposing female warrior asked us again to surrender. After convincing the leader to stop the destruction of the walls, Chuq and Belroar soon deduced that her silver circlet was controlling the “army” and a plan was hatched to use Chuq’s shadow step ability to attempt to steal the circlet from her head while she was distracted by Belroar’s rambling discussion and Edan’s arrows. 

The plan worked (with help from some divine intervention) and Thorfus placed the circlet onto his head and gained control of the “army” while Edan’s arrows felled a spell caster. Upon returning to the hallway, Thorfus promptly ordered to destroy the non-zombies. 

The ensuing battle nearly killed Belroar as the now furious leader stabbed at him through an arrow slit, but the tables turned quickly when Thorfus and his probability sword killed the leader and crushed the moral of the remaining foes.

It wasn’t long before the party defeated the remaining foes dead, or drove them down into the elevator shaft where the undead await. One almost fled – but Chuq managed to get to him and kill him. 

The party, now with an army of mind-controlled zombie warriors, must decide their next steps.