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kelmaa

The Burning Darkness

Posted on July 28, 2016 in Iron Gods by dubtea

The Manticore spits outs at us – his saliva looks yellowish-green, a bit glow-y. What’s that odd word – rad-i-at-ion? Well, he’s vulnerable to electricity, and we make good use of that knowledge and vanquish this sickened foe. We heal up and head on.

There’s a cave behind the manticore nest, containing grizzled remains and a chest. Between the chest, the remains, and the cave in general we find loot – and I find a silver armband with inset pearls worth 700gp! It’s lovely – perhaps I can sell it and help others in Sarenrae‘s name – although I do admit I do wish to keep it for myself. On the other gear, I sense a few magical items: a +1 battleaxe, a Headband of Inspired Wisdom +4 (which went to Vayu me), and a Ring of the Ram (17 charges). There’s also a chest with 250gp.

Now being cleared of manticore, this cave seems like a safe and easily defend-able place to rest, so we decide to hole up and sleep. I take an uneventful first watch, and am relieved by Jacques.

*** HOUSE RULE ***

“Take 2” mechanic: if you can only fail on a 1, you can “take 2” once per three character levels per session.
It’s easy as 1-2-3!

Come morning, we head out and eventually come across an archway made out of shipping containers, stacked like Lego. We head in and once our eyes adjust to the dark, we see a series of stairs and catwalks. When I approach the stairs, I feel like I not so much hear but sense a voice, but almost as quickly as I felt the sensation, it dissipated. At the catwalk after the first set of stairs is a round door, closed by an iris. We try some of our “access cards” – the white card cases the “lock” to flash green twice, and it opens. Well, partially – it seizes up halfway open, leaving about a 2.5′ hole open in the middle. Aakpesh makes things easier for the rest of us and forces open the door much more.

That odd voice sensation floats by me again, and fades. Aakpesh though looks spooked, like a horse. A giant, muscled horse that can extend its arms a few extra feet. Well, onwards and inwards. Not far in is another door, but it doesn’t want to seem to want to open. When I get to it though, I decide to take a closer look. (NAT20!) Hrm, looks like a spring is misaligned. I re-align it, and have Aakpesh retry the keycard. Success! – the door hisses open to a room with desiccated ratfolk.

*** META ***

Paul asks me for Kelmaa’s top 3 fears:

  1. Darkness (the absence of the Light of Sarenrae)
  2. Trying to heal someone, but instead killing them.
  3. Actively, purposefully, taking a life. And, not as a mercy.

I am convinced for just a moment that Sarenrae has tuned her face from me. It is the worst thing I have ever felt. -1 WIS penalty.

*** META ***

Like a dumbass, I’ve been playing a cleric like my former Sorcelator, and sticking to the same spells. Time to rotate them out as I see fit each morning.

Session Date: 07/24/2016. Title Source: At the Gates – The Burning Darkness

Adv. Party: Iron Gods - Leave a comment
Tags: Headband of Inspired Wisdom, Iron Gods, Kelmaa, Lords of Rust, Manticore, Ring of the Ram

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  • Pathfinder RPG Core Rulebook
  • Pathfinder Role Playing Game: Iron Gods part 1
  • Pathfinder Role Playing Game: Iron Gods part 2
  • Pathfinder Role Playing Game: Iron Gods part 3

PCs:

  • aakpesh
  • kelmaa
  • tenlow
  • vayu
  • williamspreston