Post by hubertbartels on Aug 5, 2018 15:26:07 GMT -5
The caravan was getting ready to leave for Torch. Five wagons loaded with skymetal for the forges of Torch and one wagon as support. Each wagon had four stout ponies, a ratfolk driver and one or two ratfolk guards. The caravan master, a ratfolk called Squee, checked one more time before giving the signal to depart.
On board the support wagon was the party – Erasmus, Astrovel, Obin, Grigorio and his pet squirrel. Aromil Turninglelf had left to the party for reasons. But mounted on his horse alongside the wagons was a sturdy fighter named Istovar Longacre.
Squee gave the word and the caravan set out across the barren Numeria plains. A cold wind blew and frost covered the ground.
The first few nights, the caravan was able to stop in one or another Crusader forts, built along the Sellen River. But then, the caravan had to ford the river.
By lifting a strong rope from the river bed, the ratfolk ferried the wagon beds across the flooded river. The ponies were swum across. As the second-to-last wagon was about to be pushed into the raging waters, a group of Ghost Wolves charged from ambush, hoping to capture the skymetal. Istovar charged against the leader while Astrovel unloaded lightning bolts into the oncoming mass.
In seconds, their ambush had fallen apart; a few survivors ran back up the rocky gorge, leaving their leader, many of the horses and most of their men, lying on the ground. The party took the raiders horses and rode much of the way back to Torch.
Once in Torch, the party sold some stuff, bought some other stuff, dropped off Dinvaya with Father Joram and made a report of their actions in Scrapwall. Meyanda was also present at the meeting – she repeated what the party needed to know. About 500 years ago, an android named Cassandalee ran away from Unity in the Silver Mount. With her, Cassandalee brought a neurocrown. Both had a lot of information about Unity, its defenses and weakness. Hellion, a few years ago, sought this information and sent agents to track down the missing android. They tracked her to the current location of Iadenveigh but from there, she seemed to disappear.
A few days later, the party arrived in Iadenveigh. It was warmer than the highlands of Numeria. As they rode up to the wooden walls of Iadenveigh, they noticed the stakes set on the road, each bearing the weathered remains of a gearsman, robot or few androids. Astrovel studied the weathered remains of one android closely before noticing that it was slightly deformed – as if not correctly assembled.
Each of the party members hid their technological devices before entering the town of 2,300 people – they had been advised that Iadenveigh feared and hated high technology. A helpful driver pointed them to the High House and Redfang. A bearded man in his 40s was preparing to go out hunting when the party rode up. He introduced himself as Redfang and seeing as the party was going to stay a few days, looking for someone, offered to put them up in rooms at High House.
Redfang did have a request of the party – he needed to check on a farmer named Jevik who had a spread on the north side of Iadenveigh. Would the party help him? Everyone agreed and went out to the farm.
At Jevik’s farm, they discovered that a large monstrosity had killed Jervik and his pigs and moved into the orchard. Going underneath the trees of the orchard, they found the monstrosity sleeping and killed it.
Back at the High House, they reported their success to Redfang. Redfang mentioned that he would miss Jervik’s apple-fed pork and sausages before taking the party to meet Ivik Gunnet. Gunnet is the town head and leader of the Deadeye Council – the ruling council of Iadenviegh. Gunnet brought up the second problem that is facing Iadenveigh.
Gunnet suspects that somewhere in Iadenveigh, there is a spy for the Technic League. He has traveled to Torch in the last month and recognized the party members and their problems with the Technic League. He has two clues – the first being a letter to Captain Ghartone recovered from a robotic bird shot down a few days ago – and second, there are few strangers in Iadenveigh. The letter mentions the area of Badwater – a place where the locals no longer go after learning the water produces mutations in people. Gunnet suggests that the party talk to the Bardleighs – the stone cutters closest to Badwater.
The party split up. Some go to Heddick’s lumberyard. He has been known to giver travelers a place to set up camp before they move on. At Heddick’s lumberyard, they learn the only visitors have been a group of Varisians. Although unfriendly at first, the Varisians warm up to Eramus after he offers to return to them and sit in on them in a jam session. The elder Varisian is looking forward to that and will have Ilarris dance for them.
At the quarry, talking to the Bardeighs brings up no new information. One of the granddaughters shows a finger cymbal that she found at the edge of the quarry. Astrovel is unable to identify it but waits until he can show it to the party as a whole.
Eramus identifies it as a Varisian finger cymbal as used by one of their dancers. The party decides to return to Heddick’s lumberyard, looking for the dancer, Ilarris. The party finds her painting – but it is an illusion. Ilarris is running across Iadenveigh - heading for Badwater.
Quick reactions and a hold person spell later, the Varisan dancer is captured. She is brought to Gunnet who takes her and locks her into a cell underneath his house. Then he tells the party that the full Deadeye Council will meet in the morning.
At the Deadeye Council meeting the next day, the matter is discussed. The conclusion is that the source of the mutations and the interest of the Technic League is the presence of a Androffen ruin buried deep under Badwater. The council agrees to let the party have a look and if they solve the problem of the mutations – to pay them 500 gp and a +2 longbow of construct bane. The entrance to the underground facility might be on Old Skelton’s farm where the old man died while trying to dig a well. The council placed a large stone over the well and put a glyph on the stone. When the party is ready, the glyph will be dispelled.
On board the support wagon was the party – Erasmus, Astrovel, Obin, Grigorio and his pet squirrel. Aromil Turninglelf had left to the party for reasons. But mounted on his horse alongside the wagons was a sturdy fighter named Istovar Longacre.
Squee gave the word and the caravan set out across the barren Numeria plains. A cold wind blew and frost covered the ground.
The first few nights, the caravan was able to stop in one or another Crusader forts, built along the Sellen River. But then, the caravan had to ford the river.
By lifting a strong rope from the river bed, the ratfolk ferried the wagon beds across the flooded river. The ponies were swum across. As the second-to-last wagon was about to be pushed into the raging waters, a group of Ghost Wolves charged from ambush, hoping to capture the skymetal. Istovar charged against the leader while Astrovel unloaded lightning bolts into the oncoming mass.
In seconds, their ambush had fallen apart; a few survivors ran back up the rocky gorge, leaving their leader, many of the horses and most of their men, lying on the ground. The party took the raiders horses and rode much of the way back to Torch.
Once in Torch, the party sold some stuff, bought some other stuff, dropped off Dinvaya with Father Joram and made a report of their actions in Scrapwall. Meyanda was also present at the meeting – she repeated what the party needed to know. About 500 years ago, an android named Cassandalee ran away from Unity in the Silver Mount. With her, Cassandalee brought a neurocrown. Both had a lot of information about Unity, its defenses and weakness. Hellion, a few years ago, sought this information and sent agents to track down the missing android. They tracked her to the current location of Iadenveigh but from there, she seemed to disappear.
A few days later, the party arrived in Iadenveigh. It was warmer than the highlands of Numeria. As they rode up to the wooden walls of Iadenveigh, they noticed the stakes set on the road, each bearing the weathered remains of a gearsman, robot or few androids. Astrovel studied the weathered remains of one android closely before noticing that it was slightly deformed – as if not correctly assembled.
Each of the party members hid their technological devices before entering the town of 2,300 people – they had been advised that Iadenveigh feared and hated high technology. A helpful driver pointed them to the High House and Redfang. A bearded man in his 40s was preparing to go out hunting when the party rode up. He introduced himself as Redfang and seeing as the party was going to stay a few days, looking for someone, offered to put them up in rooms at High House.
Redfang did have a request of the party – he needed to check on a farmer named Jevik who had a spread on the north side of Iadenveigh. Would the party help him? Everyone agreed and went out to the farm.
At Jevik’s farm, they discovered that a large monstrosity had killed Jervik and his pigs and moved into the orchard. Going underneath the trees of the orchard, they found the monstrosity sleeping and killed it.
Back at the High House, they reported their success to Redfang. Redfang mentioned that he would miss Jervik’s apple-fed pork and sausages before taking the party to meet Ivik Gunnet. Gunnet is the town head and leader of the Deadeye Council – the ruling council of Iadenviegh. Gunnet brought up the second problem that is facing Iadenveigh.
Gunnet suspects that somewhere in Iadenveigh, there is a spy for the Technic League. He has traveled to Torch in the last month and recognized the party members and their problems with the Technic League. He has two clues – the first being a letter to Captain Ghartone recovered from a robotic bird shot down a few days ago – and second, there are few strangers in Iadenveigh. The letter mentions the area of Badwater – a place where the locals no longer go after learning the water produces mutations in people. Gunnet suggests that the party talk to the Bardleighs – the stone cutters closest to Badwater.
The party split up. Some go to Heddick’s lumberyard. He has been known to giver travelers a place to set up camp before they move on. At Heddick’s lumberyard, they learn the only visitors have been a group of Varisians. Although unfriendly at first, the Varisians warm up to Eramus after he offers to return to them and sit in on them in a jam session. The elder Varisian is looking forward to that and will have Ilarris dance for them.
At the quarry, talking to the Bardeighs brings up no new information. One of the granddaughters shows a finger cymbal that she found at the edge of the quarry. Astrovel is unable to identify it but waits until he can show it to the party as a whole.
Eramus identifies it as a Varisian finger cymbal as used by one of their dancers. The party decides to return to Heddick’s lumberyard, looking for the dancer, Ilarris. The party finds her painting – but it is an illusion. Ilarris is running across Iadenveigh - heading for Badwater.
Quick reactions and a hold person spell later, the Varisan dancer is captured. She is brought to Gunnet who takes her and locks her into a cell underneath his house. Then he tells the party that the full Deadeye Council will meet in the morning.
At the Deadeye Council meeting the next day, the matter is discussed. The conclusion is that the source of the mutations and the interest of the Technic League is the presence of a Androffen ruin buried deep under Badwater. The council agrees to let the party have a look and if they solve the problem of the mutations – to pay them 500 gp and a +2 longbow of construct bane. The entrance to the underground facility might be on Old Skelton’s farm where the old man died while trying to dig a well. The council placed a large stone over the well and put a glyph on the stone. When the party is ready, the glyph will be dispelled.