Really Wild West “Doomstone” Campaign — After-Action Report (Game Session 5, Pt. 2)
If you don’t recognize a reference, it may (or may not) be in a previous session, or at the updated campaign notes page.
Session Five (Part Two)
Still Day 13
The characters see that the heaviest traffic out of the Big Cavern is through the left-hand tunnel, which was clearly made by the Embanking Machine. This also shows signs of the svirfneblin-drawn sled they saw bring green ore out of the mine when observing the camp outside. This is the route the take.
- There is a breach in the tunnel that clips some underground complex that was already there. (The players later learn this is the Svirfneblin Vault)
- The end of that tunnel opens up beyond the breach
- The centaur paladin, in the lead (with her darkvision) is attacked by monsters disguised as rocks at the entrance. They’re grick!
- The grick don’t seem to take electrical damage, fire damage either
- The human soldier criminal grabs the Warhammer the Chimera Kid was using and uses that on the grick – bounces off. The magic fusion that was on the warhammer has already been moved to the mechanic robotisit’s drone’s bite attack (her drone looks like a mechanical dog).
- The grick don’t do a lot of damage, but anyone near them has to make a Reflex save or take some damage from their flailing tentacles, on top of their bites or acid spit. And the grick are reducing every attack that hits them by 10 points of damage, so seem nearly invulnerable.
- There are two Sverfneblin here. They speak some kind of old German. It takes Culture checks for people who know German to understand them.
- The centaur paladin and fenrin operative work to asks the Svirfneblin to call off the beasts – the svirfneblin explain they do not control the gricks
- The human soldier criminal called out the name Drungeldan Smyreonot – the name of one of the ‘neblins we talked to after death
- Bullets don’t work against the gricks either
- The half-orc technomancer cartographer makes a Mysticism check, and says it takes magic damage to hurt the grick. He then casts overcharge weapon on the paladin centaur’s lance.
- The lance kills one. The human soldier has an automatic pistol with a magic rune on it, and he easily kills the other one.
- The centaur paladin casts a spell that allows her to speak to the Svirfneblin
- They need to get to their Headman
- He is being held hostage in the back
- We will have to bypass the serpentfolk and some pact guardians
- The Pact Guardians are varied – some mechanical, some monsters. They protect the svirfneblin, but also obey the pact, and thus don’t currently attack the serpent people who took over the pact by stealing blood of pact scion – Dwargus. Thus as long as Dwargus does not elave the area, the serpent people can come and go in the Svirfneblin Vault. (PCs realize this is why the manticore kept killing off Dwargus’s cattle–so he couln’t retire and leave).
- Only the authority of the pact scion can get us to bypass the pact guardians
- The PCs try the writ given to them by Dwargus allowing them to investigate the area on the door in this room, which is a Pact Guardian itself.
- It works!
- There are serpentfolk on the other side of the door!!
- There is a gorgeous small green snake, a serpentfolk with a gun and serrated jawbone of an ass sword, and a human carpetbagger with a staff and wearing a beautiful green operacloak
- The two ‘neblin cast spells to aid the PCs
- When the pretty cobra dies, it turns into a pool and evaporates
- The soulstaff dissolves
LOOT: Sharpened jawbone of an ass that is bane vs humanoids (5,000- 10,000-year-old artifact); Who’s Who in Montana 1890; guardian greatcloak (Goes to the technomancer cartographer, and changes from venomous green to midnight blue with silver nautical symbols, route lines, and compass roses when he puts it on).)
Guardian Greatcloak (magic item, level 5): If you take an action that provokes an attack of opportunity, you may expend a Resolve Point without taking an action and not provoke the attack of opportunity
LOOT: One shotgun
PCs move through the rest of the Vault to get to the headman, using the Writ from Dwargus to bypass traps and guardians of the Pact. Final room. Locked and trapped door. The mechanic roboticist bypasses it, and recognizes the handiwork/design skills of Professor Barkane Adrameliche, whose handiwork was also found in the Martian Embanking machine.
- The Svirfneblin Headman is inside
- He asks if he can close the vault, using their authority with the Writ from Dwargus – PCs all say yes
- The Headman explains Professor Barkane Adrameliche IS the Venom King (“Toxin Krieger”to the Sverneblin)
- The Professor found the idea of a “Venom King” while studying Martian Black Gas, and began to hear whispers. As he experimented with and perfected ways to use the Black gas, the whispers grew louder and louder, and eventually the Professor became the Venom King as much as he is Barkane Adrameliche.
- The Professor/Venom King is a Darkling — a human who has embraced the darkness so totally he is a native outsider, and on his way to becoming a demigod. He is one of six “Dread Fates,” six unspeakable ways to die.
- The Professor had six Lts.
- Dathaca (who was the Chimera Kid)
- Gaotma – (the only one with a Doomstone)
- Venomancer (the spellcasters the PCs *just* killed)
- Female serpentfolk in the other tunnel. Called “Her” in fearful tones by other serpent people.
- One Unknown
- The Professor and his six lts are the only ones who will ascend, becoming demigods
- None of the other six Dread Fates currently has a physical body. The Professor is trying to bring about one of them, his closest ally, the Dread Fate of Torture (who has a drop of blood as his icon, like the blood cultists encountered earlier on Neblin Ridge).
- The Professor is currently in Montana.
- Sverfhaim is a Hollow World– a place that is as much a concept and planar pocket as it is a material place. So is the Serpent People home. Also, the serpentfolk seek another “Hollow World“
- Headman offers PC hospitality for the night
- Sends his folk to watch the upper caverns
- PCs need to get into the serpentfolk city, set up a mystical “door” (a device the Neblin headman can create), go through it, close the door
- Then the serpent city will cease to have access to our world and we would be on Neblin Ridge
End of session. XPs: 2650
LEVEL UP to 6th!!
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Posted on October 7, 2020, in Adventure Design, Adventure Sketch, Microsetting, Starfinder Development and tagged Doomstone, Game Session Notes, Gamemastering Advice, gaming, Really Wild West, Starfinder. Bookmark the permalink. Leave a comment.