Thursday, June 15, 2017

Iron Gods - Palace of Fallen Stars 2

We continue with our Iron Gods adventure path - spoilers ahead.

Having already struck a blow against the Technic League, the party knew they would have to keep the pressure on. If the League had time to prepare, they would become too formidable to attack. The Mockery suggested striking at the Black Sovereign. The Technic League kept the king docile and easily manipulated by supplying him with intoxicants produced from various chemicals collected from Silver Mount. The rebels had learned that an alchemist named Doc Hellbroth had been hired by the League to concoct the drugs. Doc Hellbroth operated a drug den called the Red Reaver which posed a tempting target. If the party could take out Doc Hellbroth, it would disrupt the drug supply. The Black Sovereign would be become uncontrollable until the Technic League could secure a new supplier, a great distraction to be sure.

The party arrived at the Red Reaver the following day. A Tian women named Saoria greeted them and offered a variety of intoxicants for their pleasure. They requested a tour of the place which she willingly provided. She soon suspected they had not come for drugs, but cared little for her employer and allowed them to go about their business without raising an alarm. Eventually they made their way to the lab where Doc Hellbroth was hard at work. He had a clockwork golem standing at the ready to deal with intruders. Hellbroth satred lobbing bombs at the party while the golem slashed away. For a short while, the alchemist inflicted some damage on the party, but Augusto was able to gain control of the golem temporarily and the tide of battle turned. With the defeat of Doc Hellbroth, the party was able to interrupt the drug supply to the Black Sovereign and gain control of his alchemy and cybernetics labs as a bonus.

The next day, they got a call from the Technic League.

-Rognar-

Monday, May 29, 2017

Iron Gods - Palace of Fallen Stars 1

We continue our Iron Gods campaign - as always, spoilers ahead.

The party now had Casandalee. The device they had recovered contained her consciousness and allowed her to communicate. She implored the company to make haste for the hateful AI called Unity grew stronger with each day. It intended to achieve godhood and bring about the end of all biological life on Golarion.  They decide to head back to Torch to plan their move.

After consulting with their old friend, Khonnir Baine and gleaning everything they could from Casandalee and Therace, they decided that they would need to take on the Technic League in order to get access to Silver Mount and bring the fight to Unity. It would not be easy and some preparation was in order. The last few adventures had netted them quite a horde and it was time to liquidate it. Most of the group headed south to Absalom, the one place outside of Numeria where they could sell high-tech items, thereby avoiding the eye of the League. Smangtooth, however, had other ideas. She had selected a number of cybernetic devices to be her share of the loot and desired to find someone willing and able to install them. That meant heading to Starfall alone.


Smangtooth sought to make contact with black marketeers as she was sure the Technic League would seize her cybernetics if they found out about them. Unfortunately, Smangtooth is not skilled such activities, preferring to pound on problems until they stop moving. A treacherous innkeeper and an encounter with a couple of gearsmen later and Smangtooth found herself on the run and forced to lay low.

Luckily, Smangtooth's confrontation with the Technic League came to the attention of the Mockery, a rebel movement working to oppose the League and restore the throne of the Black Sovereign to a suitable ruler. Smangooth spent some time with the rebels. They provided access to a cyberneticist who installed her components and provided time for the rest of the party to conclude their business and meet up in Starfall. With the party reunited, they were ready to start harassing the Technic League. The Mockery leader mentioned that a particularly powerful technology was going on auction at the next Night Market, an illegal black market that meets at random locations to avoid League spies. He had go information to suggest the League knew about and would make an attempt to recover the item. The League would probably send a pretty high-ranking agent on the mission, a tempting target for the party.

The party laid in wait when a man named Baron Drund arrived with a collection of items for sale, including something in a locked box. Within minutes, a hooded figure with a pair of bodyguards arrived. The figure approached Baron Drund and requested to look in the box. As the party members approached from the shadows, a negotiation proceeded between the hooded figure and the Baron. As they got closer, they could hear the exchange. The musical cadence of the hooded figure's voice indicated that she was a bard using her abilities to convince the Baron to surrender the item for free. The bodyguards noticed the party members and the battle was on. As the various merchants scattered, the party engaged the bodyguards. The hooded figure revealed herself. Her eyes glowed with a weird internal light as she moved about, using her inspire courage ability and swinging her monowhip. She and her bodyguards fought hard, but they were unprepared for such an onslaught. She was cut down before she could dimension door away. Inside the box was a Mk II cortex gun, a potent item indeed. The party returned it to the Baron as a show of good faith and the Technic League was deprived of a powerful lieutenant. The dogs of war have been unleashed.

-Rognar-

Monday, May 22, 2017

DINOSAURS!!

An hour and a half east of Calgary is a town called Drumheller in the Alberta Badlands. It has a long history of coal mining, but today it is known mainly for dinosaur fossils and the absolutely awesome Royal Tyrrell Museum.


With the pleasant weather (rare for the May long weekend in Alberta), we joined the throngs taking in the museum today.


Although many of the visitors were probably out-of-town tourists seeing the museum for the first time, for locals like us, the real draw was a new exhibit.


Featured in an article in National Geographic, the museum has a new nodosaur with a remarkable degree of preservation.


As you can see, the surface scales and spikes have been preserved.


The detail is amazing.


Some fun facts; this guy lived about 110 million years ago, making him the oldest dinosaur fossil ever found in Alberta. He was over five metres in length and would have weighed about 1300 kg. This particular nodosaur represents a new, as yet unnamed, genus and species.

-Rognar-

Sunday, May 07, 2017

Sabaton in Calgary

Sabaton is, without a doubt, one of my favourite bands. In fact, I would say it is probably my favourite to come on the scene in the post-NWBHM (New Wave of British Heavy Metal for the woefully uninformed). I and a couple of the lads had the opportunity to see them live last night and what a blast it was. But first, the preliminaries; there were two opening acts. The show started with the Norwegian-German Goth metal band Leaves' Eyes. Their set was solid, starting off with Halvdane the Black, probably my favourite of their hits. The band is known for their "Beauty and the Beast" vocals, contrasting the clean soprano of the new lead vocalist Elina Siirala with the deep growls of Alexander Krull. The highlight of their set was Krull in Viking armour, waving a longsword while belting out Blazing Waters.


Next up was the Finnish power metal group, Battle Beast. I didn't know much about this band before last night, but I am now a real fan. They turned up the energy to 11 and never let up. The mosh pit really came to life with Familiar Hell and Black Ninja, but the highlight for me was King for a Day. These songs will definitely be added to my personal playlist.


Finally, it was time for the headliners and they did not disappoint (like there was any chance of that). Starting off with Ghost Division, about the German 7th Panzer Division in WWII, they ripped through a 90 minute set that leaned heavily on their most recent album, The Last Stand, but included classics from all their previous albums. Many of my most favourite Sabaton songs were performed, including Carolus Rex, Attero Dominatus, Primo Victoria, The Art of War, Resist and Bite and Winged Hussars. There was even a brief, impromptu riff of Michael Jackson's Beat It in a rare display of Joakim Broden guitar playing. These guys were clearly having fun and the crowd was loving every minute of it. Awesome show!


-Rognar-

Thursday, May 04, 2017

Iron Gods - Valley of the Brain Collectors 4

We continue our Iron Gods AP with the conclusion of Valley of the Brain Collectors - spoilers ahead.

The party prepared to assault the Dominion hive. After uncovering the entrance, they proceeded in and promptly found themselves facing the other annihilator robot. Though damaged by the blast that destroyed the other annihilator, it was still formidable. The combination of chain gun and plasma lance took a toll on the party, but by this point, they were well-versed in robot fighting. The annihilator was soon a mass of smoking ruin.

Moving on, they battled their way past a swarm of ugothokras and the corpses of Isuma's fellow Kasathans, who were occupied by intellect devourers. It was all Isuma could do to retain her composure as here former friends-turned-meat-puppets were cut down. She vowed to see them laid to rest in the proper way of her people when the battle against the Dominion was over.


Continuing on, they came upon the lair of Maukui, who by all outward appearances, was a young void dragon. Now admittedly, the party members were not experts on dragonkind. Nonetheless, there were learned fellows among their number and the behaviour displayed by Maukui seemed out of character with what they knew of void dragons. It seemed willing to parley and offered what information it could. It told them of a yah-thelgaad named Dweller-in Dark-Places who ruled the hive. It explained that a yah-thelgaad is a sort of advanced neh-thalggu and this particular one was a hated enemy. Maukui would be happy to see it destroyed. It also mentioned a kyton named Paajgat who it considered a friend. Maukui asked the party to spare her if possible.

The company agreed to Maukui's terms and continued on. Many more ugothokras and neh-thalggus were vanquished until they arrived at the chamber of horrors that was Paajgat's "lab". She did not attack, but offered the party exquisite sensations the likes of which they have never known before. The blood-soaked operating tables and various body parts strewn about gave ample reason for the group to reject her offer. Shrugging off the rejection, she allowed them to pass, indicating that she had grown bored anyway and was off to seek pleasures elsewhere.

Sensing that they were getting close to their final destination, the party pressed on. Eventually they came upon a chamber containing a circular platform which they correctly surmised to be a teleportation circle. As they inspected it, a party of neh-thalggus entered the room, led by a similar, but clearly distinct creature. Dweller-in-Dark-Places had found them. The battle was fierce. The potent strength-sapping poison of the yah-thelgaad's claws proved especially dangerous. Though none of the party was felled in the melee, Hala's healing arts were much appreciated when it was over.

Once renewed, the party still had a problem. They had been unable to activate the teleportation circle. They decided to enlist the aid of Maukui. The void dragon agreed to help, asking for only one thing in return, a small device which he claimed was stolen from him by the yah-thelgaad. The description seemed like it might refer to the device that contained Casandalee, but the party agreed anyway (of course, they had no intention of fulfilling their end of the bargain). Maukui removed a limb from the dead yah-thelgaad and touch it to the platform which activated the circle. Smangtooth and Nils passed through. At that point, Maukui, realizing the party's intent to betray him, attacked Hala and Targus, while Smangtooth and Nils found themselves in another chamber facing a fossil golem. Smangtooth's adamantine chainsaw and Nils' laser rifle proved an ideal combination for battling golemkind and the battle was short. However, Targus and Hala were in far greater peril. The stealthy dragon had positioned itself to make a quick and sudden attack, catching both by surprise. Maukui first tore into Targus and he was gravely wounded. It then turned its attention to Hala. With gnashing teeth and ripping claws, it shredded the cleric, bringing down the party's best healer in a whirlwind attack. Smangtooth and Nils, sensing something was wrong, went back through the portal. Targus, badly-wounded, stood over the prone body of Hala, fighting off the blood-stained dragon. Smangtooth charged forth to engage in melee, while Nils blasted away with his laser rifle. The battle was tough. The dragon proved immune to Nils' laser rifle and quite resistant to his arc rifle also. Nevertheless, it could not stand up to Smangtooth's chainsaw for long. As it died, a hideous, brain-like abomination squeezed out of the dragon's body, an intellect devourer. It fought briefly, but realizing it was outmatched, the beast escaped by casting dimension door. It was gone for now, but they feared they had not seen the last of it.

-Rognar-

Sunday, April 23, 2017

A trip to the mountains

This year is the 150th anniversary of the birth of the Canadian confederation. To celebrate, all of Canada's national parks are open for free. Here in Calgary, we are fortunate to live less than an hour's drive from the crown jewel of the Canadian national park system, Banff. I usually take the family to the park a couple of times a year, but it is normally pretty expensive for a day trip, especially since the nearby provincial park, Kananaskis, is free all the time. So, this year, we are getting an early start to take advantage of the free access.

Rocky Mountain Bighorn Sheep near Exshaw



Elk (aka Wapiti) wandering through the Tunnel Mtn. campground


Mount Rundle from Tunnel Mtn.


The Cave at Cave and Basin National Historic Site



-Rognar-

Friday, April 14, 2017

Iron Gods - Valley of the Brain Collectors 3

Continuing with our Iron Gods campaign, as always, expect spoilers.

Upon further consideration, the company concluded that the robojack was probably not worth the effort of retrieval and decided to continue on directly to the Dominion hive. On the way, they were once again met by the tiefling bounty hunter, Hyrsek Caio. Using all his "well-learned politesse", he questioned the party on their findings within the Fungal Cave, and whether they had found any evidence of the rogue Technic League mage Therace. The party denied finding anything beyond a few minor baubles. Being a fairly perceptive individual, Caio was certain they were withholding the truth from him. Nonetheless, they were clearly more than he could handle. The reckoning would have to wait and Caio helplessly watched as the party went on its way.

As the company continued to the hive, they encountered an enormous, foul-smelling mass of scaly flesh. They were able to determine that it was, in fact, the decomposing remains of the organic dropship used by the Dominion to land on Golarion. Braving the stench, the party entered the ship from a rotted hole in the collapsing roof. They quickly encountered a guardian of the dying vessel, a lunarma sorcerer. The weird, hovering, tentacled creature engaged the party with magic and a mindrender. It fought with ferocity, but was ultimately defeated. Moving on, the party made its way to the front of the ship where, they assumed, the control centre would found. Access to the deck was barred by three neh-thalggus, the dreaded brain collectors.


They battled hard, with claw and spell, but the potent strength-sapping venom of their bite attacks proved the most debilitating attack. Fortunately, no brains were collected on this day.

Finally, the party arrived on the bridge of the ship. The ceiling was quite high. Suspended from it was an immense steel and glass cauldron containing a huge green ooze that sloshed about within its container.


The ooze began to communicate with party telepathically. It called itself The-Stars-Whisper and claimed to be the shipmind of the dropship. Though its demeanor was initially hostile, it became friendlier upon realizing the party sought a confrontation with the Dominion. Like the ship itself, the shipmind was dying and it grew to hate the Dominion, and especially the neh-thalggus, blaming them for its inevitable demise. It offered the party a cache of useful items it had stored which could aid in the fight against the Dominion. The shipmind revealed a number of magical and technological items, including an ingenuity facet, a special device similar to the inhibitor facet they had used against Hellion back in Scrapwall. However, unlike that device, the ingenuity facet is intended to strengthen, rather than weaken an artificial intelligence. The cache also included a dozen scent glands which could be used to obscure the party from the internal sensors within the hive.

As the group prepared to collect the treasure and depart, the demeanor of the shipmind suddenly shifted again. It decided that it needed to test the party, reasoning that if they could not defeat it, they would be no match for the Dominion. It attacked immediately, using its potent plasma bolt and thought disruption attacks. The battle was hard-fought and more than one party felt his mind nearly shattered by the psychic attacks. Still, the company prevailed and the shipmind died, content that its vengeance would be delivered. The Dominion awaits.

-Rognar-

Saturday, February 25, 2017

Iron Gods - Valley of the Brain Collectors 2

We continue with our Iron Gods campaign - spoilers ahead.

As the party made their way to the Fungal Cave, they came across a campsite across the river. A lone individual occupied the site. They approached cautiously and, although the individual clearly noticed their approach, he did not assume a hostile stance. He introduced himself as Hyrsek Caio and as the company got closer, they could see he was a tiefling. Though reticent at first, Caio eventually revealed that he was a bounty hunter in the employ of the Technic League (although not a member of the organization). He was pursuing a renegade Technic League wizard by the name of Therace. When the party indicated they were heading to the Fungal Cave, Caio offered to accompany them. They politely declined, but told him they would report back to him if they found any evidence of Therace and with that, they headed on their way.

The Fungal Cave was choked with green mould. Two shambling mounds guarded the entrance.After dispatching the sentries, the party entered the swampy cavern. Green slime and humanoid bones adorned the walls. Deeper they went until they were set upon by a group of Mi-Go, the dreaded alien fungus creatures from the void. The Mi-Go proved challenging, but were eventually destroyed. More Mi-Go and the gug allies were encountered. The company came upon a surgical theatre where Mi-Go performed their grisly experiments and a shrine to Shub-Niggurath tended to by three chaos beast clerics of the Black Goat of the Woods with a Thousand Young.

Eventually, they came upon Lrrhech, a Mi-Go cleric of Shub-Niggurath and its bodyguards. The Mi-Go fought hard, but were ultimately defeated. The party was just too strong. Among its possessions, they found the disembodied brain of the renegade wizard, Therace, encased in a metal canister. Although his grip on sanity was tenuous, he was able to tell them of the events that led to his capture and eventual vivisection. Of particular importance to the party, he mentioned that he had sent part of his expedition to another cave to explore. He said they had a robojack with them, which he intended to use should he encounter the annihilator robots of which he had heard reports. Knowing that at least one such robot still remained somewhere in the valley, the party decided to seek out this device. Until next time...

-Rognar-

Thursday, January 19, 2017

Iron Gods - Valley of the Brain Collectors 1

Once again, we continue with our Iron Gods campaign...spoilers ahead.

After tying up some loose ends in Iadenveigh and Torch, and making a quick trip to Starfall to surreptitiously unload some treasure (and Grendal), the party, which now included a priestess of Brigh called Hala, made its way to the Scar of the Spider. At the entrance to the valley, they found the smoking ruin of a massive robot. A large crater indicated that the robot had been crippled by a major explosion, possibly caused by a planted mine. As the party examined the robot, they noticed a large net slung under it. Within contained several human bodies, most likely local barbarians. They had been killed by the explosion, but sometime later, the tops of their skulls had been surgically removed and their brains extracted. As the party examined the scene, the robot exploded, of course.

After patching themselves up, the party began following the tracks of a second large robot which had apparently also been damaged by the blast, but survived and made its way back down into the valley. On the way, they came upon a large cave full of reddish fungus. The fungus turned out to be radioactive, but flammable, The party was able to burn it away, destroy several giant spiders that occupied the cave and recover a sizeable treasure trove. Continuing on their way, they encountered a ragged man with many scars and some high-tech prosthetics. The man, who called himself Paetyr, was clearly mentally disturbed, but not hostile. Hala was able to cure the man of his insanity and he proved to be a valuable source of information. He turned out to be a druid who had been tortured by a group he called the Butchers who inhabit the valley. He was able to provide information on other denizens of the Scar of the Spider, notably a four-armed female being who used high technology. He said she was the one who destroyed the giant robot. The company was interested in making contact with this person. Paetyr said she could be found in a place he called the Machine Caves and told them how to get there.

The Machine Caves turned out to be natural caves, but parts of the interior were clad in metal with glaucite doors and robotic guards. There was no immediate sign of the four-armed creature, but the party members found themselves in the throne room/laboratory of a particularly bombastic robot called Binox. After a predictably unsuccessful effort at diplomacy, a surprisingly difficult battle ensued. Binox proved quite formidable, with integrated laser rifles, a force field and the unexpected ability to rapidly climb out of pit spells (a party mainstay). Nonetheless, the would-be robot king was defeated. They explored a little more and realized the room they were in was a fully functional military and production lab powered by a geothermal reactor, a find worth a king's ransom. As the party healed up, the four-armed female appeared. She spoke in Androffan and said her name was Isuma. She said she was of a race called the Kasathans and that she was from a distant world. She said she was brought to this world on the ship that crashed in Numeria thousands of years ago. She and several fellow Kasathans had been preserved in stasis pods until recently. They had run afoul of a group of Dominion agents and only she had been able to escape. Since then, she has been fighting a guerrilla war against the Dominion. When the party informed her that they were looking to cause some trouble for the Dominion as well, she asked to join them. She also told them of another group of aliens who lived in a place she called the Fungal Cave. She said they were also worshippers of the elder gods of the Dark Tapestry, just like the Dominion, but that the two groups were mutually hostile. She figured this other group might be a bit easier to take on and that they may have some useful technology or information to use against the Dominion. It was agreed to check out the Fungal Cave first and off the went with Isuma tagging along.

-Rognar-

Wednesday, November 30, 2016

Iron Gods - The Choking Tower 4

We continue with our Iron Gods campaign - spoilers ahead.

The company returned the next day after a night of rest at the lair of the star monarch. By once again using the secret stairwell, they bypass a couple of floors, arriving eventually at the private bed chamber of Furkas Xoud. Though in his current state, he had little need for sleep, his spellbooks were in the room and their loss would be devastating to him. He arrived immediately to destroy the intruders for good. Starting off once again with a fireball, followed by a spectral miasma, Xoud did some damage, but the party was fresh and Xoud had no allies. Grendal was gravely weakened by the effects of an irradiate spell, but the party prevailed nonetheless. Furkas Xoud was vanquished a second time and this time, there would be no return.


With Xoud defeated, the remaining hazards and minions, including Xoud's two remaining robotic apprentices and a large, animated crane, proved only minor inconveniences. The most dangerous threat turned out to be a haunt in one of Xoud's private study rooms. Among the depraved technomancer's more diabolical research interests was suffocation. He had a vacuum chamber in which he would place test subjects to study their deaths as they gasped for breath. The cruelty of their deaths created a haunt which sought to destroy the living by drawing the air from their lungs. This malevolent entity attacked Smangtooth and the party had little success in figuring out how to destroy it. They eventually left the area and the haunt did not follow as it was attached to that one room.They would later realize that destroying the vacuum pump would lay the haunt to rest.

With his minions slain and his treasures plundered, the ghost of Furkas Xoud was laid to rest and the party had the Choking Tower to call their own. It was a find of extraordinary value for it had both a medical lab and a military lab, as well as the smoke furnace to provide power. The party was further able to remove enough equipment from the buried module at Iadenveigh to also set up a production lab. Let us hope the Technic League does not learn of it.

-Rognar-

Monday, November 14, 2016

Review: Numenéra Character Options 2

The newest expansion for the Numenéra game from Monte Cook Games is the Numenéra Character Options 2. Those familiar with the game or other games that use the Cypher System will know that character concepts are presented using the formula "I am a adjective noun that verbs." The "noun" in this case is the character type. In Numenéra, the are three character types, the glaive (fighter), the nano (mage) and the jack (rogue). The "adjective" is the character descriptor, a single word that best describes the characters strongest attribute, such as tough or charming. The "verb" is the character focus, a word or phrase that describes what the character does such as "masters weaponry" or "controls beasts". For example, a typical archer would be described as "a graceful glaive that carries a quiver". Each of the three components of the character concept formula adds a set of characteristics and abilities to whole character build. So one could create "a clever nano who talks to machines" or "a clever jack who talks to machines", two smart characters with an affinity for technology, but with different abilities.

Obviously, this is the second expansion to add new character design options. The first included a bunch of new descriptors and foci, as well as options for customizing the three character types. This book takes it a step further by introducing two entirely new character types, the glint and the seeker. The glint can best be described as the party "face". This character type is the master of social situations, skilled in the arts of diplomacy and deception. The seeker is an explorer, adept in survival and extremely resilient, almost as good in combat as the glaive, but with skills to boot. NCO2 also introduces a bunch of new character races with a strong emphasis on aquatic and amphibian species, as well as regional descriptors for humans such as the nature-loving Gaians, bloodthirsty Vralkans or seafaring Rayskelans. All in all, some pretty useful stuff, well presented and much of it easily adaptable to other Cypher system campaigns. Highly recommended.

-Rognar-

Saturday, November 12, 2016

Iron Gods - The Choking Tower 3

We continue with our Iron Gods campaign - as always, expect spoilers.

Having discovered a secret stairway, the party decided to head down instead of continuing up the tower. They uncovered a hidden dungeon beneath the tower. The first room they entered had a small desk with a journal written by Furkas Xoud describing various creatures he had summoned and studied. The last entry described a leukodaemon. Sure enough, in the next room was a large glowing summoning circle with a very angry leukodaemon trapped inside. The fiend was clearly contained so the party felt confident they could approach. However, when they entered, a cackling, ghostly figure entered through the wall. It cast a spell and the circle stopped glowing. The ghostly figure then fled and the leukodaemon attacked the party with a hideous breath weapon made up of biting flies.


The battle was difficult, but the party vanquished the leukodaemon. They went on to battle some belkers in a strange wind tunnel built by Xoud to study air creatures, then found a shrine to Zyphus, the god of accidental death. Eventually, they came to Xoud's holding cells. They found a lone occupant, a worm that walks named Nargin Haruvex. Nargin was imprisoned by Xoud as a study subject and was anxious to be freed. He agreed to aid the party against Xoud in exchange for his freedom.

Eventually, they arrived at Xoud's most important research lab. They found his smoke furnace, a power generator combining magic and technology and a room called "Lab Zero: Mnemotechnic Recovery". The lab had a very sophisticated locking mechanism, but Nils was able to defeat it. They entered to find the corpse of Casandalee laid out on a table with a strange robot guarding it. The robot, which the party would later determine to be a thought harvester, attacked the party. Just as they were engaged with it, the ghost of Furkas Xoud arrived and caught them all in a spectral miasma. Unable to see and being drained of life energy, the party fought on bravely. Eventually, they destroyed the robot by causing it to fall into a magical pit and forced Xoud to retreat. Searching the lab, they found some useful information, most notably, the location where Casandalee hid her neurocam, a valley to the northeast called the Scar of the Spider. Before pursuing their new lead, the company decided to finish exploring the tower and hopefully find a way to put Furkas Xoud to rest permanently.

-Rognar-

Sunday, November 06, 2016

Iron Gods - The Choking Tower 2

We continue with our Iron Gods campaign, expect spoilers.

The party realized that the next chamber contained some sort of nanite canisters, which were probably leaking and causing the mutations to the local plants and animals. They figured they could neutralize the nanites by activating the nanotech lab and programming it to neutralize the nanites. Using one of their precious batteries, they were able to briefly power the lab through the exposed conduit and neutralize the mutagenic nanites.

With nothing more to do in Iadenveigh for now, the party prepared to pursue their newest lead. The learned Augusto figured Master Xoud was the Technic League turncoat, Furkas Xoud. A little research led them to learn about the Choking Tower, a strange keep in a distant forest thought to be the last known residence of Xoud. After a week of travel through the Numerian hinterland, the party arrived at the Smokewood, where the Choking Tower was located. They battled a couple of hill giants and a warden robot, before encountering an unearthly creature called a star monarch. The giant butterfly-like creature, sacred to Desna worshippers (such as Nils), had been monitoring the dreams of the inhabitants of the tower for some time. There was only one dreaming creature active at the time, indicating that most of the inhabitants were probably undead or constructs, valuable information indeed.

The next morning they entered the tower. Initial resistance was light. A couple of riot suppression robots guarded the first floor. They proved fairly easy to defeat. In one room, they found an old spellbook belonging to Xoud. It had a collection of fairly common first and second level spells. The second level of the tower was made up of servants' quarters. They had clearly been abandoned years earlier, but a few traps and a trio of gearghosts remained. In one room, they found a small metal pod attached to a wall. They figured out it was a nanite cocoon. Upon removing it, they uncovered a small crack in the wall and a hidden stairwell behind it. More to come...

-Rognar-

Friday, October 21, 2016

Iron Gods - The Choking Tower 1

We continue with our Iron Gods campaign - spoilers ahead.

Following their successful defeat of Hellion at Scrapwall, the party headed back to Torch before deciding what to do next. They had heard about another Iron God called Unity which Hellion sought to destroy. They also heard about Casandalee which Hellion thought of as a sister and who may have escaped from Unity with useful information on how to defeat him. Casandalee was believed to be an android and was last reported to be in what is now the town of Iadenveigh. Although Casandalee most likely died many decades ago, she was said to have a device called a neurocam which can record thoughts and might contain vital information about Unity.

The people of Iadenveigh were rather insular and particularly hostile to high technology. Still, the company was able to earn the cooperation of the town's self-appointed guardian, Iadrin "Redfang" Ashworth and Ivek Gunnett, a member of the town council. Gunnet had reason to believe a spy from the Technic League was in his town and requested that the party investigate. They uncovered clues that led them to a group of Varisian merchants. Rather than presenting their suspicions openly, the party decided to befriend the Varisians. After a couple of nights of interaction, they learned that one among the troupe, a dancer by the name of Ilarris Zeleshi, was a very recent addition. A dancer fit with the information they had and the party realized they had unmasked the spy. Zeleshi soon realized she'd been made and fled at the earliest opportunity. Nonetheless, Nils was able to follow her to a well that had been covered with a capstone. She entered the well, but not before setting off some sort of glyph. The party followed after her, but had to fight through a cloud of nanites.

At the bottom of the well, they found an opening that led into another part of the spaceship buried underground. They came upon a room with computer terminal that still had some power. After some experimentation, they were able to get a video playback of the room on the monitor. It showed a human leaning over the computer. He mentioned something about having charged the computer with a magic spell, but that he couldn't learn anything useful. The man seemed to be talking to an invisible companion whom he called Sahasho. The companion, in return, called the man Master Xoud. The video ended as the man exited the room. The party explored further and battled several deformed androids. They determined that the section of the ship they were in was an android foundry, although the damage it had sustained degraded the androids produced. They also caught up with Ilarris Zeleshi. She was wounded from the glyph and the nanites and they were able to subdue her without killing her. They tied her up for later retrieval.

Moving on, the party pushed its way through a collapsed and trapped section of the ship. Once across, they encountered a group of gearsmen who demanded the immediate surrender of Casandalee. Unsatisfied with the inability of the party to produce her, the gearsmen attacked. Fighting through the gearsmen, the party uncovers a nanotech lab. The lab showed evidence of recent activity including a section of floor tile that had been lifted, exposing what appeared to be a power conduit. The company is addressed by a disembodied voice, which they recognized as that of the invisible companion in the video playback they saw earlier. The creature, which they identified as an invisible stalker, asked if there was any news from Master Xoud and if they had come to release it from its service. When it became clear the party did not come to free it, the invisible stalker attacked. It proved a formidable foe, but the party prevailed. Casandalee may have been here at one time, but it appeared Master Xoud may have left with her remains some time ago. Deciding to move on, the party noticed another door with a sign saying "Canister Access" in Androffan and a bright orange sigil displayed prominently upon it. Until next time...

-Rognar-

Monday, October 03, 2016

Iron Gods - Lords of Rust 3

We continue with our Iron Gods campaign - spoilers ahead.

The time had come for the final confrontation with Hellion. Nalakai came before the group who had decided to occupy the abandoned ratfolk warren and informed them that Hellion demanded their presence for the final initiation into the Lords of Rust. Smangtooth, Targus and Grendel answered the call, accompanied by two members of Redtooth's Raiders. The new members, a pair of ratfolk rogues named Kodo and Podo, were brothers who were highly skilled in robot fighting tactics. The five gathered at the arena and were led to an underground temple. Awaiting them were Nalakai's acolytes. They gathered before a large holographic projector which suddenly sprang to life revealing a hideous demonic figure - Hellion. The image spoke, ordering the group to kneel and prepare for the final test of faith. As the party knelt, Hellion cast an unholy blight upon them. Their agonized response revealed they were not evil and, therefore, not worthy followers. Hellion ordered Nalakai and the acolytes to attack. Though fanatical, Hellion's priests were no match for the group and were quickly dispatched. Nalakai joined Helskrag, Meyanda and Kulgara on the list of deceased Lords of Rust.

The party descended further into the structure beneath the arena. They battled other followers of Hellion, notably dark folk, orcs and another member of the Lords of Rust, the ettin, Draigs. She put up a respectable fight, but at this point, the company was not intimidated by the Lords and they slew her as ruthlessly as they had the others. After some exploration, the party realized they were exploring a huge, buried vehicle. They located another holographic projector which displayed the vehicle in its entirety, revealing it to be an enormous excavator. They also located the central processor and were able to install the inhibitor facet they had acquired earlier. This caused Hellion to terminate its connection with the central processor, but the damage was done. The AI was infected by the disruptive program, weakening it for the final battle to come.

The company exited the excavator and entered the caves around it. They came upon a cave with a pile of fairly fresh orc, ratfolk and human corpses with their torsos burst open. A crude painting of a red, four-armed demonic figure adorned the wall of the cave. Continuing on, they entered another chamber occupied by a figure appearing very much like the painting. The creature, a xill, introduced herself as Zagmaander, At last, the mysterious final member of the Lords of Rust was found. Zagmaander did not immediately attack. She indicated that she knew they were there to destroy Hellion and that she could assist them if they could help her. She was cursed to spend eternity in her cave unless someone could remove the curse. The party discussed it among themselves, but in fact, none of them had the ability to cast the remove curse spell. The xill reasoned that if she could not be freed, she would use them to implant more of her offspring, the same fate as that suffered by the corpses in the previous cave. Zagmaander swung her swords, fired her laser torch and even employed her paralyzing bite, but outnumbered 5-to-1, she didn't last long. She welcomed the release of death.

Finally, the company came upon their ultimate foe. At the far end of excavator, the giant bucket wheel protruded into a large cavern. Plenty of debris and partially-constructed robots lay about. A large scorpion-like robot rose up before them. Hellion had retreated to an arachnid robot chassis.


It opened fire on Smangtooth with its plasma beam as the ratfolk charged up to engage. Using its claws to fight the ratfolk and its plasma gun to strafe Smangtooth, Hellion fought hard. It concentrated its attacks on Smangtooth and being a divine creature with mythic power, it had many attacks. Smangtooth struck repeatedly with her chainsword, while Kodo and Podo teamed up, stabbing with their adamantine rapiers. Grendel and Targus followed up, surrounding the 'bot. Weakening quickly and still confused by the inhibitor facet, Hellion directed all its mythic attacks at Smangtooth. The orc barbarian was hideously battered, but still barely held on through sheer force of will as Podo drove home the killing blow. Unfortunately for Smangtooth, Hellion's robot chassis exploded. Everyone was caught in the blast, but for Smangtooth, it was too much. Her scorched body fell to the floor. Smangtooth was dead.

Good thing they still had that scroll of resurrection.

-Rognar-

Monday, September 19, 2016

Iron Gods - Lords of Rust 2

We continue with our Iron Gods campaign, spoilers ahead.

After defeating the Smilers and rescuing Whiskifiss, the company paid a visit to the hangout of Redtooth's Raiders. Redtooth was greatly relieved to have her brother returned safe. The party learned that Redtooth and her gang were fighting a small-scale insurgency against the Lords of Rust. The party agreed to help and Redtooth told them she believed there were some explosives in a wreck of a small vessel in a fog-shrouded canyon at the far end of Scrapwall. She wanted to use the explosives to destroy the arena and the receiver array, two structures that were important to the Lords of Rust. The party agreed to retrieve the explosives.

To avoid the eyes of agents of the Lords, the party took an unwatched route guarded by a mutant manticore. They defeated the monster, but Smangtooth suffered a nasty radioactive bite resulting in a serious bout of radiation poisoning. Although she was weakened, Smangtooth and the rest of the party pushed on. The small ship was suffused in necromantic energy. The group fought shadows and skeletal champions before a final battle against a wraith. They acquired a number of useful items including three explosive charges and an inhibitor facet, a valuable weapon to use against artificial intelligences.

The party's exploits had finally attracted the attention of the Lords of Rust. Nalakai, a half-orc cleric of Hellion, came before them with an invitation from the Lords of Rust. Helskrag, the troll master of the arena, offered them a chance to join the gang in a trial by combat. They agreed to battle the following day only to find out they would be fighting Helskrag herself. Riding an enormous chariot pulled by two ogres, Helskrag charged toward them. As she closed on Smangtooth, she fired her autograpnel at Targus, embedding in his chest. Nils and Fact opened up on one of the ogres with laser rifle and alchemical bomb respectively. It proved too much for the ogre who staggered. The chariot crashed into Smangtooth, who was thrown twenty feet in the air, while Grendel moved up to engage in melee. A short, but bloody battle ensued. Nils concentrated his laser fire on the troll, knowing she could not regenerate the damage, while Smangtooth got to her feet and proceeded to dispatch the remaining ogre. Targus got mauled pretty good by Helskrag, but gave a good accounting of himself. In the end, they were battered, but victorious and offered membership in the Lords of Rust.

Fresh off their victory over Helskrag, the company was feeling confident. They had now slain two members of the Lords of Rust and were keen to collect another trophy. In accordance with the rules of the arena, they called out Kulgara, orc barbarian and leader of the gang.


She accepted the challenge and the next day, the group found themselves facing off in the arena against the orc leader and her elite ogrish bodyguards.The roar of the crowd and the rumbling of Kulgara's chainsaw was deafening as she started off by lobbing an inferno grenade. The group scattered to avoid the blast and the melee was on. Blood splattered everywhere as Kulgara's chainsword chewed into Smangtooth's flesh, but she gave as good as she got. Grendel battled two ogres, while Targus fought the other two. Fact and Nils concentrated their ranged attacks on Kulgara. Things looked bleak as Grendel went down from a massive strike by one of the ogres, but luck would smile upon the company at just the right time. A well-aimed blow from Smangtooth slipped past Kulgara's parry, crushing her skull and killing her instantly. Silence settled upon the crowd as Smangtooth picked up the chainsword, checked its heft, then slung it over her shoulder and walked away, leaving the orc warchief's ruin upon the field. Hellion awaits.

-Rognar-

Wednesday, September 14, 2016

Is the Mythos becoming cool again?

I recently bought the first issue of the new Strange Aeons AP. It isn't the first Pathfinder AP to incorporate elements of the Cthulhu Mythos, but it is the first to use it as the central theme of the campaign. When I first became interested in tabletop rpgs back in the early 80s, Lovecraft's work was obscure and only the nerdiest among us knew of it, either through Chaosium's Call of Cthulhu game or the much sought after 1980 edition of the AD&D Deities & Demigods (which I have seen, but do not own). Sometime since then, Lovecraft and the Cthulhu Mythos became widely known. Old Squidface himself eventually became this:
 Not exactly the epitome of cosmic horror Lovecraft intended.

Lately though, things seem to be turning around, although perhaps not for Cthulhu himself (besides, with Trump in the race, Cthulhu may actually be the lesser of two evils). The new star of the show seems to be Hastur; The Unspeakable One, Him Who Is Not To Be Named, The King in Yellow. I've always been a fan of Hastur, brooding in his cyclopean citadel of Carcosa on the shore of the Lake of Hali on a distant world in the Hyades star cluster, infiltrating the dreams of artists and poets with his dark visions.

The first mention of Hastur dates back to a short story by Ambrose Bierce called "Haïta the Shepherd" from 1893, although he was a benign god of shepherds back then. Hastur became much more menacing in Robert W. Chambers' 1895 anthology "The King in Yellow", a series of short stories in which a play of the same name appears in each story. The play is a source of great scandal, having the power to drive men mad. In this work, Hastur still wasn't fully developed and, in fact, the name seemed to refer more to a place than a creature. The next step in Hastur's evolution involved Lovecraft, who mentioned Hastur in his 1931 story "The Whisperer in Darkness". Although it was only a passing reference, it established Hastur as part of the Cthulhu Mythos. Finally, it was several stories by August Derleth, a contemporary of Lovecraft, which developed Hastur as he is thought of today, a Great Old One, spawn of Yog-Sothoth, half-brother of Cthulhu, the King in Yellow.



Along the shore the cloud waves break,
The twin suns sink behind the lake,
The shadows lengthen
In Carcosa.
Strange is the night where black stars rise,
And strange moons circle through the skies,
But stranger still is
Lost Carcosa.
Songs that the Hyades shall sing,
Where flap the tatters of the King,
Must die unheard in
Dim Carcosa.
Song of my soul, my voice is dead,
Die thou, unsung, as tears unshed
Shall dry and die in
Lost Carcosa.
—"Cassilda's Song" in The King in Yellow Act 1, Scene 2

My first inkling of Hastur as the new hotness was the first season of the HBO series "True Detective". Woody Harrelson and Matthew McConaughey play Louisiana detectives investigating several murders of women and children. They uncover a cult of prominent local citizens engaged in child abuse and murder. Throughout the series, there are repeated mentions of the Yellow King and a place called Carcosa.

Which brings me back to Pathfinder. In the Golarion campaign setting, the Cthulhu Mythos is called the Dark Tapestry which exists in the Void beyond the stars. In the Iron Gods AP, we learn more about the Dominion of the Black, an organization of emissaries who represent or serve the Dark Tapestry in some fashion. It was a confrontation with the Dominion that caused the alien ship to crash in Numeria. Next year, Paizo will be releasing a new space fantasy game called Starfinder and early indications are that the Dominion of the Black will be a major antagonist. I am eagerly awaiting this game to see what role the Cthulhu Mythos will play. Given Hastur's somewhat more cosmic fantasy horror style and new popularity, I hope and expect the Yellow King will figure prominently.

Hastur! Hastur! Hastur!

-Rognar-

Sunday, September 04, 2016

Iron Gods - Lords of Rust 1

We begin the next chapter in our Iron Gods campaign; Lords of Rust. As always, spoilers follow.

The plans of the android cleric had been thwarted and the forge of Torch had been relit, but the city council were concerned that the danger to the city had only been temporarily defeated. So they summoned the company once again to offer them another commission. The offered 8,000 gp to remove the threat to Torch permanently. The party countered with a proposal of 10,000 gp, which was accepted. As the party left to prepare for their journey to Scrapwall, the Brigh cleric Jorum Kyte pulled them aside and asked a favour. He mentioned a friend named Dinvaya Lanalei, another cleric of Brigh who had been hiding in Scrapwall after running afoul of the Technic League. He requested that they make contact with her and let her know that the Technic League has lost interest in her and that she can come to Torch. In exchange for this communication (or a report of her death), Jorum offered his lesser rod of extend as reward. The party accepted the offer. They were off the next day.

It took several days of travel to reach Scrapwall. On the way, the party came upon a ruined keep known as Aldronard's Grave, a common stopover for crusaders heading north to the Worldwound. Expecting to find crusaders, instead they found horrors. A gang of cannibalistic thugs known as the Smilers had set up camp in the ruin. Named for the horrific facial disfigurements they inflict upon themselves, the Smilers had captured several followers of Saranrae and had already butchered and eaten some of the prisoners. Disgusted by what they witnessed, the party slaughtered the Smilers and freed the remaining prisoners, a paladin and three acolytes. Fortunately, the prisoners had overheard their captors' conversations. They had learned that a new gang called the Lords of Rust had taken over in Scrapwall. The Smilers and many of the other gangs had allied themselves with this new group. They also found out that one of the members of the Lords of Rust had recently been killed while on a mission which has proven a major setback to the plans of the group. In an effort to find out what happened, the Lords of Rust have started pushing their members to leave Scrapwall and investigate. That is why the Smilers were occupying Aldronard's Grave.

The next day, the company arrived at the main gate of Scrapwall. It was controlled by a gang called the Steel Hawks. They peacefully negotiated their entry and made contact with the leader of the group, a human named Sevroth Slaid. After satisfying herself that the party were not crusaders looking to cause trouble or Technic League spies, Sevroth warmed to the group and saw them as a way to deal with a problem she had. The Lords of Rust had installed a Smiler to lead the Steel Hawks. They were ruffians to be sure, but the Steel Hawks weren't cannibals and they wanted no part of Smiler depravity. If the company could destroy the Smiler leader, a ranger named Birdfood and his orcish lieutenants, Sevroth could resume control of the Steel Hawks and aid the party in any way she could.

The company devised an elaborate plan to provide poisoned ale to Birdfood's orcs, but it proved difficult to manage and in the end, just decided to have Fact pose as a capo of the Smilers and drop off a keg of ale to the orcs in hope that they would be too inebriated to resist. After much hilarity as an android posing as a gangster convinced a bunch of orcs to accept the keg as a gift from Marrow, the head of the Smilers, the orcs accepted and as expected, got drunk. The next morning, the company showed up again with another keg. This time the orcs eagerly let them in without much scrutiny and were promptly massacred. Birdfood was also killed in the melee and the company earned some respect among the gangs, "scrap-worth" as it is referred to by the people of Scrapwall.

After making contact with Dinvaya Lanalei and passing along Jorum's message, the party decided to reveal to Sevroth that they were in Scrapwall to investigate the events that occurred in Torch and it seemed the Lords of Rust were involved. They asked how they could find the Lords of Rust. Sevroth suggested that if they earned enough scrap-worth, the Lords of Rust would seek them out. She went on to suggest taking out Marrow, the necromancer boss of the Smilers, as one way to earn some. So, without hesitation, they headed off to take out the cannibal Smilers once and for all. The front door, chained from the inside and covered by a mounted laser rifle proved one of the biggest challenges. Eventually Smangtooth, aided by Targus and an enlarge person spell from Augusto, was able to break through but not before several party members got scorched. The party then mowed through more than two dozen of Marrow's minions including Smiler gang members and various weird zombie-like creations, some living, some undead.


Finally, Marrow herself, was slain and a great deal of loot was recovered. The company also released a prisoner, a ratfolk named Whiskifiss. He said he was the brother of Redtooth, leader of Redtooth's Raiders, a ratfolk gang of some repute in Scrapwall. It seemed another useful ally had just been acquired.

-Rognar-

Wednesday, August 24, 2016

Iron Gods - Fires of Creation 5

Continuing with our Iron Gods campaign, as always, there will be spoilers.

The next day, the company headed out to Garmen Ulreth's warehouse to confront him on his activities. They decided to use the direct approach, walking right up to the door and knocking. One of Ulreth's men answered the door, but refused to allow them in and told them to go away. Smangtooth took umbrage at that and proceeded to smash in the door. This led to a brief battle between the group and Ulreth and his men. Ulreth proved to be little challenge. The party then searched the building, uncovering the item they sought. It wasn't a magic item at all, rather it was a power relay, taking energy from a source somewhere inside Black Hill, amplifying it and transmitting it to a location somewhere off to the northeast. Further examination revealed the destination to be Scrapwall, a lawless region several days travel from Torch. Targus decided to shut down the power relay, assuming this would be necessary to restart the forge.

The company then headed back to the caves. With the coupling for the elevator repaired, they were able to activate it. Only one destination was available, the engineering deck, so that is where they went. The encountered a group of orcs and ratfolk who battled hard, but ultimately proved little threat to the group. Moving on, they came to a large domed chamber. A machine with a large holographic projection showing the habitat section of the ship shared the room with some bizarre statue of an upraised claw made of broken bits of technology. The statue has the appearance of a crudely-built altar to some unknown deity. As they examined the room, a hulking gargoyle entered. The gargoyle was covered in bits of broken technology. Despite its fearsome appearance, the gargoyle was defeated easily. The reactor core and a final confrontation awaited beyond a pair of immense black metal doors.

At the heart of the room was two huge cylinders pulsing with violet light. Hovering around them was a collector robot which moved down to attack, while the purple-haired woman fired some sort of crude laser pistol from a platform above. A tough battle followed. The purple-haired woman was revealed to be an android and a cleric. As she died, she called out to a god she called Hellion.


With the defeat of the android cleric, the company was able to disable the power transmitter that was feeding energy to the relay in Ulreth's warehouse. This re-engaged a fail-safe venting system that provided the fire to the forge. Torch was saved...for now.

-Rognar-

Monday, August 22, 2016

Iron Gods - Fires of Creation 4

We proceed with the next chapter of our Iron Gods campaign, spoilers ahead.

It took some effort getting Khonnir Baine and Sanvil Trett back up to the surface, but eventually they managed. The Brigh cleric, Joram Kyte, examined Baine. With healing magic, he was able to cure Baine's wounds and temporarily recover his faculties, but some sort of infection continued to ravage his body and mind. The infection resisted Kyte's magic, suggesting it was some sort of nanite disease requiring a technological cure. Thinking back over their time in the ship, the party recalled that each of the passageways into the habitat dome had a small room with some sort of spray apparatus, which could have been a decontamination chamber.

The next day, with Joram's help, they got Khonnir into sufficiently good shape to make the journey back into the caves. They took him to the room which, they hoped, would heal him. Targus and Smangtooth were able to get the machine working and Khonnir was sprayed. They promptly returned to the surface to wait and see if the nanite infection was removed.

Meanwhile, Sanvil Trett had regained consciousness and was willing to talk in exchange for leniency. He indicated that he had once worked for the Technic League, but had fallen into disfavour and was hoping to find something here in Torch that he could present to his former employers to get him back in their good graces. He said before the company had come along and started bringing technological artifacts out of the caves, he had actually been more interested in Garmen Ulreth, a prominent local businessman and owner of Silverdisk Hall, a gambling house. Trett mentioned that he had been spying on Ulreth and overheard mention of a new business partner and the arrival of a valuable magic item which would be stored in his warehouse until a buyer could be arranged. Trett was fairly certain whatever Ulreth was up to had something to do with the extinguishing of the torch.

That night, as he slept in preparation for the next day and a confrontation with Garmen Ulreth, Targus had a vivid dream. Great battles fought on distant worlds, flying ships, titanic war machines, powerful magic and advanced technology, men in armour fighting horrific monsters and hatred of an ancient enemy known simply as the Dominion of the Black. Targus snapped awake and instinctively reached for his sword. The strange black blade he had carried for years, indeed, he could not clearly recall a time when he did not have it, nor could he recall where he got it. The sword now displayed a string of dimly-glowing red runes along the whole length of the blade. Targus could sense its consciousness at the edge of his own. Two had become one.



-Rognar-