Domo Arigato Mr Roboto

this place is a (space) wreck
or...do i smell a rat?

On the way to the haunted spaceship wreck, the party encounters rat folk of the gang Redtooth, fighting some straggler Smiley Gang members. Jumping to the aid of the ratfolk, the party is invited back to meet Redtooth, the leader of the gang, who offers an alliance with the party to defeat the Hellions, and the party is tasked with retrieving some explosives from the shipwreck, to be used in a dual attack on the Hellions. Arriving at the spaceship, the party navigates through a misty area with fear inducing poltergeists. Fortunately for the rogue and magus androids in the party, they are immune to fear effects. Making their way into the ship, the party finds 3 Silex cannisters of explosives in a cargo hold, while dodging poltergeist fear and thrown attacks. Defeating a will o wisp, and two skeletons in spacesuits, they make their way to the bridge, where the captain awaits…now a wraith, he attacks, damaging and draining constitution, while taking half damage and having a 50% miss chance. After many misses, the party defeats him, and heads back to Redtooth, taking various tech items with them.

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Mutated Manticores and More
or...why am i glowing at night?

Following the lead on Dawana the missing person sought by the Torch townsfolk, leads the party to a clockwork facility. Figuring out the intricate clockwork lock to enter the facility, the party is confronted by security, a Junk Golem. A protracted battle with the golem, who is immune to magic, has damage resistance, and can assume swarm form, eventually ends with the party victorious. Turns out it was Dawana’s pet, but she doesn’t hold grudges, and agrees to return to Torch once the main baddies, the Hellions, in the current town are dispatched/fired. The party needs to accumulate enough street cred to displace these dudes. ON that path, the party takes on a radioactive, mutated manticore that has been plaguing the area. Buffed to the hilt, with delay poison able to delay the effects of the radiation attacks of the beast, and surviving the obscurement/concealment from the dust cloud stirred up the by the flying nuclear reactor, the party eventually drives him off.

Exploring a haunted spaceship wreck, awaits the party next.

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Necros and Zombies and Tech...oh my!
Necros and zombies and tech

Defeating three cybertech borg-ish undead, with drills for hands, the party moves into the final encounter, with a necromancer with three zombies. The party quickly dispatches the zombies, and surrounds the necromancer. Surviving a hold person spell on CLO E, and a negative energy emanation, the party drops the necro, wiping out the Smileys, hopefully once and for all. Having completed their mission, they get a line on their missing person they’ve been looking for, supposedly in a Clockwork gang facility. Tempus Fugit !

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Smiley Stalking
Smiley Stalking

The next gang task for the party is to take out the remnants of the Smileys, the gang they fought with at the crusader outpost. Going to the gang’s HQ, the party gets blasted by an automated laser rifle, until managing to gain entry and throw the switch to deactivate the robotic arm firing the laser rifle. A big orckin, wielding a greatclub, is in the lounge area of the HQ. The baddie lands some solid blows, but is felled as four other gang members join in the fun. Defeating them, the party moves on to an area where 8 lobotomites are in tanks, and one froggish fish man is tied up. After much dithering, the party takes out the lobotomites, and untiles the fish dude, who heads further into the complex.

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Steel Hawks and Birdfood
Steel Hawks and Birdfood

Arriving at the scrap wall after much consideration of the world and its warcraft, the party, now named the Iron Rods, interfaces with a woman named Sevroth at the gate, who wants some wetwork done. The ranger Birdfood, and his three trained hawks, are in her way for a promotion in the Steel Hawks gang, and she doesn’t like it. The party agrees to redress her grievance. The party finds Birdfood on the catwalk (yeah, on the catwalk), and they shake his little toosh on the catwalk. Flynn flies Q up to the catwalk (yeah, to the catwalk) for a first strike, then in the second round, CLO-E is flown up in time to land a critical hit. On the third round, Q hits again, flanking Birdfood as he is grappled by the flying Flynn. It is enough to drop him, as the hawks take one last tear at the flying Flynn before flying off. The party offers mercy to Birdfood’s low level orc thugs, who accept it but promise that the Lords of Rust will hear of this transgression. Sevroth is quite pleased with the outcome, allowing the party to gorge themselves on the available loot.

The party’s mission remains to determine the destination of the siphoned energy from Torch, and figure out who is behind it, as well as see if they can recover the missing person Dawana.

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on the road to the Scrap Wall
on the road to the Scrap Wall

Konner determines that the power redirection was to the Scrap Wall. The party travels north to investigate, but comes upon a suspicious old crusader fort on the way. Suspecting the occupiers are posers, not really crusaders, the party is attacked, but manages to defeat the Smilers, a gang with distinctive facial designs. Rescuing four crusaders, they offer to let the party use the fort as a base of operations as they interface with the Scrap Wall. They also ask the party to do something about an old crusader ghost haunting the chapel. The party cleric Flynn, disguises himself to look like the ghost’s father in law, and forgives the ghost for the death of the ghost’s beloved wife, claiming a bout of diabolical constipation prevented the father in law from defending his own daughter. It’s enough for the ghost to move on. And, thankfully, enough for the gaming session to end!

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What came before
what came before...

The first adventures in the techno magic area of Numeria, centered around the town of Torch. Seeking the missing Jon Konner Bain, the party traveled under the mountain where the flame that had given the town its name and livelihood had burned eternal, until recently winking out. Eventually finding Konner Bain, he was ill with some malady that could only be cured through a technological means. Adventuring back under the mountain, a techno area/complex/ship was found, and eventually the cure was obtained. Konner was cured. The power from the ship was being diverted north. The purple lady was defeated and the power redirection corrected, causing the Torch to reignite.

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