/q/ - Quest


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The party gets lost in Filchfire's wizard lair, discovering traps and tricks abound, and things that could place their very souls at stake.


If the Zebra is out of the battle, I'd like to try and stealth my way towards the donkey attacking our Buffalo to help get her some room and see if I can disable him. I'll let the spellcaster focus on the other spellcaster and let Gaeton back him up.


You drive the power of your faith into the Zebra, penetrating her with Luna's Love and Light. It reverberates through her body, seeming to burn away some impurity inside of her. She shrieks—the first real sound any of them have made, and with none of the taint on the Buffalo's voice—and she collapses, almost unconscious.


You anticipate the donkey's landing, sweeping his legs out from under him in a deft blow.
Bethany: 1/5


You gently separate Auvergne and the Zebra from Chester, placing yourself in position to protect the unicorn.


You take advantage of the opening Bethany created and quickly twirl the haft of a spear to sap the donkey fighter. He falls over with nary a sound or struggle.

With the Zebra subdued, you quickly retreat to the edges of the antechamber and are now in position to close in on the Buffalo.

The Buffalo raises his hooves to channel some kind of power. '1d10'


"Can you hear me, Zebra? Do you remember your name?"


A dark magic presence befouls the vicinity, even the golden light of the trapped fountain seeming to shrink away as vile energy draws itself into the Buffalo's form.

At the last moment, however, it seems to be too much for the creature to withstand, and he violently implodes in a mess of shapeless black goo. The entire chamber quakes and shudders as the splattered mess coagulates and seems to pull itself together.

Combat seems to have ended.

Roll to get through to her.


Keep a hoof on the Donkey, and try slapping him, maybe that will snap him out of it.

Roll #0 6 = 6


"Can you hear me? Answer, if you are able."

Roll #0 7 = 7


I still have a bit of rope from our adventure in the hallway, so I hope you don't mind if I try to bind him to prevent surprises.

Roll #0 9 = 9


The donkey wakes up and bites you. No lasting damage, but he's still apparently hostile.
Fortunately Auvergne is able to lasso him up something good. You'd think he was a regular rodeo rustler (though what self-respecting pegasus would turn to ground-pounding?).

The Zebra shivers and wakes with a start, flailing ineffectually. "GET IT OUT! GET IT—oh stars, it's not… Where am I?"


I shake my head, "thanks for the save there mate'" I say to Auvurgne.

I look over to the zebra. "Hey, what happened to you? "

Roll #0 6 = 6


"Currently, you're in one of Filchfire's chambers. We met your group at the trapped door below, and parted for a brief time before finding that your group had vanished through the door. I can only assume that the spell enslaved your minds, and turned your towards the defense of the tower."
Patting her head with a comforting hoof, I'll continue.
"Now, since I was able to help you, I should be able to help the others as well. Let's say we start with your itinerant Donkey friend there."
Rolling for comfort, and for the Cure spell on the Donkey.

Roll #0 6, 1 + 1 = 8


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One who knows the value of a decent meal and has come to understand and learn from those who grow the food.


"The trapped door! Oh gods, tell me you didn't look in there… The things I've—"

The Zebra lets out a ghastly sound as terror seizes her. While everypony was busy interrogating her and subduing the donkey, the black puddle of goo that is the Buffalo's remains has risen into a shapeless pillar of eyes.


>Eyes everywhere
>It has no back to strike it from
Truly this is a terrible foe. I prepare one of my kitchen knives to throw in case it comes at us. I've learned my lesson about letting living darkness anywhere near me.


"Moon and Stars above, what manner of abomination is that."
Moving between the Zebra and it, I'll tell her to make her way into the library, if she can still move under her own power.


Aw shit.. Well, nothing to do but fight it. Attack the shadow with my mace.

Roll #0 9 = 9


"Feel the wrath of Celestial, foul being of darkness!"
I charge my spear with the light of the sun and throw it at the pillar.

Roll #0 6 + 2 = 8


You try to make sense of the abomination, but staring at it does you no good. You can all feel something eating away at the edges of your minds, almost like an audible chewing and nibbling.

You strike out before it can do any damage to you, but this is no shadow; it is a solid, tangible thing made of shapeless flesh and nameless matter. You bash out a good lump of it, leaving an open, dumbly drooling mouth in the thing's side.

It lets out an alien moan, the very sound of it rattling your ribcages.

You are driven to eliminate the pure evil of this being, and your imbued spear cuts a vast, glowing gash of sunlight in the thing's midsection. The sunlight eats away at it from the inside, and it slowly evaporates into nothingness as the burning, hungry light consumes it entirely.

The zebra is scrambling backwards aimlessly across the floor, cowering after having seen the creature. She is taken by madness, repeating herself over and over, "Their bodies are no longer their own…"


I twitch a bit and back away. "What foul madness is this.." rolling to keep my cool with a prayer.

Roll #0 4 = 4


"Could you fellows keep the other two from getting into trouble? I'm going to try and calm her before she hurts herself."
Heading over to the Zebra, I'll attempt to comfort her.
"Here, now, it's alright. I helped you, I can help the others. You just need to have a little faith, alright?"
rolling for comforting.

Roll #0 9 = 9


"Don't waste time comforting her! Didn't you hear what she said? Drive the taint out of her companions like you did with her!"

Roll #0 9 + 2 = 11


You can't seem to give a name to that thing, and that makes your mental attempts to guard against it all that more difficult.

The Zebra is able to stop hyperventilating as she clings to you. "That room down there, something is being kept in there, it's in them now, it's everywhere, it's everywhere."


I'll shoot Klandin a glare.
"There there. You're fine."
I'll give her a little pat on the back, a hug, and then gently extricate myself.
"Now, I'm going to help your friends, alright? I'll be back in just a moment."
Starting with the donkey, I'll try the cure spell again.

Roll #0 5 + 1 = 6


"Can you give us some more information on what you saw? It might be similar to something we've dealt with."


I'll take a moment to heal myself, that should help my sanity..

Roll #0 7 = 7


I'm going to take a Power Attack '1d10' against the eye pillar.

((Sorry guys, family thing I'm being dragged into; just keep me on Protect every time it's off cooldown, and Power Attacks when it's not.

Roll #1 2 = 2


As your light sizzles over his body, the donkey retches and convulses, and then vomits a heaping glob of the vile black eyeflesh. It tries to crawl away before Gaeton has the good sense to crush it beneath his foot. It explodes with a sickly squish, leaving a black ink-like stain in the floor.

You feel at ease, knowing the light of the sun holds power over this aberrant thing.

"It's not of this world. It has eyes that do not see, it has skin that does not feel, flesh that has no blood, a mind without thoughts. It waits behind the walls. It's coming."

At this the Knight gets back up onto his hooves, head hanging off at an unnatural angle. Streams of the black flesh are bubbling up around the orifices in his head.


"Chester, hurry!"


"And one for you as well! Be cleansed of the taint."

Roll #0 8 + 1 = 9


Aiming to suppress this horse. Can't let him harm us or himself.

Roll #0 5 = 5


"Another one?!" Strike this black beast with the mace.

Roll #0 10 = 10


"It has enough in common with our kind. It can be killed. That is the important part."


Oh, I suppose its not actually out of his forehead yet.


The group's concerted efforts to restrain the Knight and exorcise him of the otherworldly filth go exactly as planned. The Knight and the Donkey are both unconscious.

The Zebra is still getting a hold of herself, and is quite dazed.

There is no trace of the Buffalo or what was left of him.


"What a shame. Looks like the Buffalo didn't leave a corpse."


"Alright, keep an eye on them. I'll see to them once I've gotten our friend here back on her hooves."
Heading back over to the Zebra, I'll help her onto one of the convenient chairs in the library.
"Here, rest for a moment."
After a moment's thought, Chester will turn back to the others.
"And could someone keep an eye on the Astrolabe Map? Last thing we need is another surprise.


"Yes. Even a worshiper of Discord deserved better than that."
I gather and clean my weapons while quietly praying.
I'm out for the night. Don't want to miss the horse show.


I'll untie the donkey. Last thing I need is to have him wake up and struggle needlessly and endanger himself. Is there anything I can use for a blanket to keep them warm?


I give a blank nod and move for the map.

"I am not very good at subduing things without killing them. My abilities are very imprecise. If you intend to keep them alive, I should probably manage the map."

I begin to search the astrolabe for other groups moving toward our location, or other red-marked groups.

I also scroll to the Golem Foundry and compare the color of the dots there against the color of the Griffin we singled out earlier.

Roll #0 6 = 6


"I'll go with you, maybe I remember how that thing works."


There are rugs in the antechamber.

You can focus on only one thing, that being patrolling the connected elevator sh aft for any sign of outside intruders (red dots). You find none so far; apparently it was only you and this group in the upper levels.


"Seems like I've been elected to keep an eye on our guests. I'll prepare some food for when they wake."

Let's keep them comfortable and warm. However, I'll take a moment to bind their weapons and put in on top of one of the book shelves. I don't want them attacking us when they wake.


"Well, we're the only ones here. " I'll head over to the astrolobe and turn it on.

Roll #0 2 = 2


Attempt to branch out on the map and find any other red in the facility.

"There could be other groups from the Guild… though maybe they didn't even make it as far as the entrance…"

Roll #0 5 = 5


This WAS supposed to be Filchfire's personal chambers, but you don't see much in the ways of cooking apart from the sinks in the restroom. You'd have to search for other things such as a firepit, or things that'd pass for such.

Your concerted efforts don't find any other red dots. You do recognize the swimming tides of green and blue matching the perfect lockstep of constructed golems. They seem to be pumping through the wizard's lair at a regular pace, dispensing to various depots and patrolling winding, aimless passages.


Assuming the Zebra Rogue has recovered enough, to be by herself for a moment, I'll head over to the unconscious Knight. He didn't look to great, so he could probably use this…
"Keep an eye on him. We don't want him to hurt himself.

Roll #0 2 + 1 = 3


"Well, it seems all clear. What do you want to do now?" look for something that looks like a main passage or a different colored dot, maybe the wizard is on this map?

Roll #0 3 = 3


He twitchs uncomfortably, as though being poked in the gut while sleeping off a bad night of drinking.

You don't find anything that says "WIZARD HERE" but an enlightened moment of curiosity does lead you to scour the shaft for the origin of Filchfire's illusory image. It came from many floors below, possibly the same room as the other mercs.

Midnight again, and after today I think I need to seriously consider sleeping (or attempting to sleep) at a sane(r) hour. Plus, new pony!

No game Saturday, will reconvene Sunday.


I'll frown and shake my head.
"Sorry about that. Once more."

Roll #0 7 + 1 = 8


Ah, alright. See you then.



Going to go see Cloud Atlas with my family, and then dinner, so I might be a bit late for tonight's session.


We questing tonight?


Well, I'm here now, if we are.


I'm here.


Boron was uncertain as of earlier posting in the metathread, but since the four of us are here, that means we could start if he's up to it when he gets here.


Thanksgiving broke me.

Can we quest tonight?


Don't know about everyone else, but I'm free.


I'm here.


I'm available


8:10 on my clock, who all is here?

Still getting some non-quest stuff together before starting, please hold.


Present and accounted for.



I'm here, I'm here!


Still alive.


Oh goooood this Quest has been going on way longer than I intended it to.

You're all in the library antechamber, recuperating from your supernatural encounter with whatever had taken hold of the other mercenary group.


I'll keep going around and bringing the Donkey and Earth pony back around. Heal spells going out.
First roll is for the earth pony, second for the donkey. Both at +1.

Roll #0 9, 6 + 2 = 17


Does there seem to be any place where Filchire enjoys his meals, like a table or something? I might as well leave something for the other party.

Alright team, shall we head to investigate the room the mercenaries came from?


As far as you can tell, there's this antechamber with the restroom and the grand library beyond. You surmise that the actual living quarters is hidden somewhere.

You have the Donkey and the Earth knight at the barest edge of consciousness. They seem deeply disoriented. For now, the Zebra is the only one lucid enough to hold conversation.


"Zebra, can you show us on the map where you and your group became infested?"


Lets kill a wizard


You show her to the astrolabe, but she shakes her head. "I don't know what I'm looking at."

Anyone can make a roll at DC 5 to explain the map to her. You've all spent enough time around it to get a gist of how it operates.


Are there enough chairs for the rest of them, or did I put the zebra in the only one?


I'll take a shot.

Roll #0 1 = 1


Information is important. Last thing I want to do is take the express elevator there.

Roll #0 9 = 9


You casually pull the zebra up to the display, but she'd rather you keep your claws to yourself and she pushes you away rather forcefully.
Your ego has 1/5 hits remaining.

As fellow rogues, you are able to exchange insight, mastery and knowledge between yourselves, even analyzing the architecture of the place as you scroll easily through the holographic display of the map.

"Last I remember, I woke up in that same storeroom down there. The cleric got impatient and tried to convince us to have a look in the trapped room again."

As the map moves down, you can see that the trash heap is in fact the lowest part of the facility, save for the unmarked "trapped room" where you found the other party. It seems to fade off into the depths as a long passageway.

"The thing that attacked me when I first went in… it came at us at full force this time. I tell you now, I don't think whatever is below there is part of Filchfire's experiments."


"He probably trapped it there to keep it out of his tower. Let's not go that way."

Gaeton looks to Chester. "You're a caster, right? If you made a tower, where would you hide in it?"

Roll #0 7 = 7


"Well, mates you seem to have it handled here, I'll go see how the others are doing." I'll go check on chester, the donkey and earth pony.


I'll chime in here.
"It may not be any longer, but at one point it was. We had the misfortune to run into a different variety of your demon. According to that book on the floor there, it's something called a 'Walker in Darkness,' and the construction of such things are ghastly."
As an after thought, I'll add, "but don't try to pick it up while it's on the fountain-side of the door. Magical trap that locks your mind inside the fountain until someone returns the book."


"You didn't close the door behind you, did you?"


"I am a Cleric of the Moon, not some heretic wizard. There is a difference."
After mulling over it for a moment, I'll answer the question.
"If I had to hazard a guess, he's probably near the roof, overseeing an experiment, or some other paltry activity. He was rather unconcerned with us."


I shutter. "that's mighty deceptive.. Damn wizards and their tricks.."


"I don't know. We went in and next thing I know we're here."


"Well then, who wants to call the elevator?"


There's an ominous boom from the bottom of the elevator shaft, and the entire room seems to lurch to the side. The bookshelves audibly creak from some deep-seated structural stress, like some ungodly guttural sound.


"What in all of Tartarus was that?"
Scurrying over to the Astrolabe map, I'll try and focus the map on the base of the tower.

Roll #0 2 = 2


"I don't think you did. If there really is more of what infected you and your friends down there we need to get out and bring help. A Paladin and two clerics will not cut it."


I get off the ground, hovering about five feet up.


You get a sinking feeling but cannot pinpoint its source. Maybe last night's chili.

The zebra thinks about it for a moment, a look of despair coming over her face as the room turns. "I… I hope we can get out. Getting in wasn't easy."

From midair you can see everything seems off… but without a level you honestly can't tell.


"I don't want to close myself in a tiny box if the tower is going to be shaking like that. Someone help me find another way out of here."
'1d10' to find a way out of here that doesn't use the elevator.

Roll #1 10 = 10


"We'll be fine. Do you think you can help me get your friends back on their feet? I've healed them up as best as I could for the moment, but we can't exactly drag them everywhere."


I'll help. Getting out, or in, to bad situations is one of my many specialties.

Roll #0 5 = 5


Your desperate search for a door other than the antechamber's leads you to a particularly large book sitting on the shelf. It doesn't budge, but you deduce that it must actually be a trick switch disguised as a tome.

Oldest trick in the book, as it were.

The floor encircling the astrolabe starts to shift, revealing a spiral staircase leading below.

The zebra shrugs; she's not a medic. But she agrees to help carry her comrades. You can take one and she'll take the other.


"Thank you. Gaeton or Klandin, if you could assist her?"
I'll try and bring the Earth Pony back around enough.

Roll #0 4 = 4


I draw one of my spears and step onto the first step.
"I'll take point. Gaeton, you take the rear."


"I'll help her. I'm the one who knocked her out, it's the least I can do."

Roll #0 8 = 8


"Sorry mate, but I'm the Knight here. I'll take point."


You can either pick him up and move him or spend more precious minutes trying to revive him.

You and the Zebra take the Donkey on your backs.

There is another loud boom echoing up from the elevator shaft, accompanied by a metallic twang as the lift itself goes off-kilter, no longer aligned with the doorway.


"Bethany, if you'd be a dear and give me a hoof?"
Rolling to lift the lug.

Roll #0 5 = 5


"We are fighting something made of pure evil. I am one of the most blessed among my paladin order, so I should take the lead."


"Then bless me, I'm the most alert member of the group and will be first able to react."

(Because Sentry, you know?)


"Very well. Hold still."
I place his head between my claws and murmur a prayer to bless whatever weapon he wields.

Roll #0 2 = 2


Bethany will help you. (NPC'd since Ande had to disappear)

You guys want to roll for who takes point before you go oily Greco-Roman wrestling on each other's asses?


>Greco-Roman wrestling on each other's asses
But Klandin is not like that I think


"I don't feel any different. Care to try again?"

Does this actually need a roll? It's a buff, in neutral circumstances.



I walk down the stairwell.


"Alright. Hold still."
I try again.

Roll #0 3 = 3



Roll #0 7 = 7


Eh, let's move on.

With Gaeton taking point with Tsvetkov and Klandin right behind him, and the rest of t he group carrying the unconscious down, you all find yourselves coming into a much cozier set of chambers with carpeting, diffuse lighting, and rather mundane wooden furniture. It's like a large cottage in here, replete with a blazing hearth and four post bed.


I suppose Beth and I will follow Tsetkov down the stairwell.
"We don't have all day, you two. This place is falling apart, if you hadn't noticed."


I conduct an extremely thorough search, given the circumstances, of the bed for hair.

Roll #0 1 = 1


"Cozy. Is this one of the wizard's bedrooms, then?"


You find no traces of recent or extended use in the bed. Perhaps the sheets were just changed out.


I'll toss a quick glance around the room for somewhere to set the Earth pony.
"I've got an idea of how to get that book out of the library, if the enchantment doesn't extend in this direction. Do you think you guys could look for a window or other exit while I see if I can't get that journal? It would be invaluable in fighting any more of those Walkers in Darkness."


"Be careful."
I start looking for any other ways out of here.

Roll #0 7 = 7


Suppose I should have rolled for that.

Roll #0 7 = 7


With a blank voice I state to no one in particular, "What a shame."



Considering the fact the lair was supposedly built into the deep earth of a volcano and hidden behind an altered space dimensional door, you're not surprised to find that this place is a dead-end. There is, however, an interesting looking mirror that doesn't seem to have any reflections at all in it.

The carpets and the bed all look serviceable places, though for sensibility's sake you probably shouldn't go sleeping in other folks' beds uninvited…


I was just looking for somewhere to safely put the Earth pony down while I try to knock the journal back into the library and then see if I can't abscond with it down the stairs beneath the astrolabe.
Of course, that's only if we've got the time for such chicanery. I will set the earth pony down on the carpeting though, until we're certain of where we're going.

Roll #0 6 = 6


I poke the mirror with my sword.


New note added to your DataVault.
It says: ur a faget

Do you think you have enough time for that? If you're going to do something, say so.

The mirror gives off a blaze of sparkling energy; harmless, but it doesn't seem to respond any differently. You notice there is a papyrus scroll here with a quill pen, just like the elevator.


"Looks like a magic portal, not unlike the dimensional doors at the entrance. Try writing 'Entrance', so we can get the wounded out."


Well, I've got until they figure out the mirror, so I should be able to make it if I hoof it.
"I'll be right back. I need to see if I'm right about something really quick."
I'll then book it back to the library, and grabbing a random book off the shelf, see if I can carry it down the stairwell.


You are unaffected.


Lacking someone else doing it, I do that myself.


Score. Now I just need to get that journal back into the library. I'll head back up and, carefully, start kicking the journal back towards the library.
Well, carefully enough so that it doesn't come to pieces, but I'm still hoping for a little distance. So, rolling for distance, I guess.

Roll #0 3 = 3


I follow him up, and check if I can use my sword to pick it up from outside the danger zone.


You can feel the magic overtaking you whenever you try to take the journal, but after some excruciating effort you're able to sneak it past the fountain and carry it back into the library.

The papyrus absorbs the ink and rewrites itself. "Which one?"

The entire lair shifts over to the other side, something shaking at its foundations… wherever those are.


"Please hurry, Tsvetkov."


Alright, I'll levitate the book into my possession once I pass back into the library, and see if I can't float it down the stairs with me. If the trap starts going off again, I'm dropping it, though.


"No time to take chances. We only know of one entrance."

I write "Caldera Overlook Entrance".


Chester is able to take the book with him into the bed chambers, suffering no ill effects. Makes sense, considering Filchfire might like a little bedtime reading material.

The mirror shimmers for a second, and in a flash it now holds the image of the balcony overlooking the caldera. You can feel hot volcanic air rushing out at you all. It's a way out.


I'll rejoin the others while tucking the journal into my saddlebags.


I'll make a last sweep of the room for stray hairs, searching with extra care under the bed and, if the room has one, the wash basin.

Roll #0 3 = 3


I stand by the portal. "Let's move, folks. I'll guard the rear, and I don't want to be stuck here so hurry up!"


There is a personal toilet area behind some screens, replete with plumbing. The sink is clear of debris, however.


I grab one of the wounded adventurers and go through the portal.


"Fine, fine. I'll get this lovely lady out of here."


Showing typical lack of capacity for disgust, I search the toilet area with increased urgency.

"Go ahead. I cannot leave without something."

Roll #0 8 = 8


Luckily you don't have to go fishing; you locate a hairbrush with some gray hairs in it.

The entire party vacates the bedchambers through the mirror portal and is now back on the caldera balcony. The mirror portal closes behind you, leaving no obvious means of reentry other than the gold portal you entered through earlier.


"Well, let's not waste time. Klandin, Gaeton, Auvergne, if you could fly down the wounded, the rest of us should be able to climb back down. We'll all meet back at the bar, if that's alright?"
I'll turn to the Zebra.
"And you and your friends are always welcome at the Church of Luna, if you ever need someone to talk to about this whole misadventure. Luna knows I'll need to be doing some talking about it with the brothers and sisters of the church…"


Prize gripped tightly in hand, I let loose a hollow laugh, wielding no emotion behind it at all. The sound is almost a mockery of the emotion of relief.

"I got what I came for. Did you?" I ask the group, pointedly.


"Of course."
I grab one of the wounded and fly the wounded to wherever the rest of the group is going.

Roll #0 2 = 2


"I got an adventure I can add to my journal. Can't wait to mail a copy home."


I grab another, and follow.


"Are we taking them back to town?"


"I wish I could offer them something more than a way out of here, that was quite the experience.. "


"That would likely be best, though we'll need to rig up a harness for you since you lack claws or hands. The bar will be a good meeting place, and make sure they get water to drink, and not ale."
I'll try and get a rope harness made between the remaining wounded and Auvergne.

Roll #0 8 = 8


I attempt to determine if I can work my way down the cliff by claw-climbing, as I did my way up.

Roll #0 2 = 2


"I will make sure they get a good meal to restore their spirits. And what better way to do so than by cooking it myself?"


"Why can't you let them have ale? They lost a comrade back there mate, they deserve a drink if they want one.."


(Sorry guys I kinda passed out again. Fucking holidays.)


"They've just gone through a form of possession that hasn't been seen in a very, VERY long time. I'm taking no chances with their recovery."


That pretty obviously failed so to save time I'm going to reroll.

I'm going to look for an alternate path to climb down, then.

Roll #0 7 = 7


"Same reason you can't have dessert first. They have to regain their strength. Afterwards, I can get some good beers that help the body recover."


I look a little bit sad for them "Well, you have a point it is best that they stay away from it for now.."


Needless to say your prompt return to the guild tavern is met with some raised eyebrows. Multiple friends of the rescued come to help you and offer rooms, though no one asks about what was in Filchfire's place that got you all so "spooked."

Do you guys want to end the whole thing here, keep going, or pick up again on Wednesday? I mean, I could make a fuller campaign out of this, but…


I was never a big part of this so I will go with whatever the group decides.

Roll #0 8 = 8


Well, Chester's going to be taking that journal to the Church of Luna, and they're going to start coming up with countermeasures for the Walkers, hopefully, while also preparing for the golem army.
The long and short of it is that Chester's going to try and start a crusade against Filchfire's tower, and whatever is living beneath it.
That alone would probably remove him from adventuring for a fairly long while, or at least until the rest of the Lunanites mobilize.




What do you think is best? I'm sure we could eventually get to Filchfire, maybe with back up once we tell them about what is going on inside that place?


I don't know how we can go back as just a group of murderhobos. That lake of darkness requires a large response, something we weren't capable of fixing.


Klandin was going to do much the same with the followers of Celestia.

Roll #0 1 = 1


I'd like to continue. Though I had sort of planned for my character to return to return to his homeland to give that clump of hair to his accursed dark master.

The return could always be postponed, or we could go our separate ways a la >>218276
and reconvene later, at full strength and full force.

Since >>218281
suggest we aren't strong enough in our current state, an assessment I'm inclined to agree with.


I think we will just have to pick up again on Wednesday, and effectively use a timeskip for the adventure. The lot of you have made a pact to return to Gloom and finish your business with Filchfire, hopefully before it's too late.

I'll give you all some kind of extra rewards for this next phase of the plot, to represent your time spent away and preparing for this event. Don't know what yet, but it would help if each of you made a wishlist. Very generally speaking you can ask for equipment and skill points.


Wishlist? Some kind of special armor, or an explanation of how damage is decided/dealt.


Skill points for me. The whole justification for my being in that tower was, as has probably become abundantly clear, to collect the hair of a powerful mage, for my master, in, as is probably significantly less obvious, payment for the apprenticeship.

I'll need to learn a few new tricks if I'm to be as useful as some crusading orders.


Blessed armor and maybe a skillpoint or two?


Probably skill points


I'd like to get that Blue Flame Aura to activate on command. Maybe enchant my mace with it if I can't use it as a spell-like ability. Since I brought that Journal out of the tower, the Lunanites have something to study to gain bonuses against the Walkers and their ilk, and that ability or enchantment could reflect this.


I'll take skillpoints. My character was mostly interested in the adventure than any other reward (though they are nice and never declined).


Haha, time for boss battle!


Report in! Still tuning up your rewards.


I'm totally here and stuff.


Ready to go.






Our unlikely band of heroes have sworn to return to Gloom, better armed and better prepared to rid the world of Filchfire and the vile corruption that slumbers beneath his extradimensional lair.

To reflect time and preparation, you have all been given rewards and upgrades. Please respond with your selected changes.

AUVERGNE spent more of his time on self-improvement, gaining a Multiclass and 3 Skill Points.

CHESTER took an oath of vigilance, becoming a beacon of Luna's will and able to summon cleansing Moonfire at will. You have been vested with authority, and have at your command a Lunar Apprentice. Your vestment lets you cast spells in light armor without penalty.
Moonfire: passive; all of your actions are enhanced with burning moonlight, the wrath and vigilance of Luna herself made manifest; your very presence lights the darkness and is painful to Evil and otherworldly abominations

GAETON's own ventures earned him not one, but two great artifacts of power. He now wears the Nymph's Heart and wields the Fang Of Fafnir.
Nymph's Heart: special armor; this armor is said to have been carved from the black carapace of a Changeling Queen, light enough to fly in yet granting damage reduction equivalent to superheavy armor (0/0/1/1)
Fang of Fafnir: great weapon; two fullblades joined at the hilt, you can attack with this Great Weapon as though Dual Wielding even while using Power Attack or Cleave (roll two attacks, a critical miss on either whiffs both)


So the Nymph's Heart is Heavy armor with Superheavy counterattack reduction?


KLANDIN devoted himself to becoming a stalwart warrior of Celestia, and was granted new vestments to represent his distinguished rank in the clergy. You have an additional 3 Skill Points.
Flarekiss:[b] special armor; despite its whimsical name, this brilliant gold armor is light enough to fly in while granting damage reduction equivalent to heavy armor (0/1/1/2) and gives off damaging sunlight and fire against any who damage you

BETHANY devoted herself to the Sun, and as a Lifebinder she now understands Pet Mastery (able to command two minions), and has 2 Skill Points. As you specialize in the command of minions, you must select one of the Minion Options detailed below.

TSVETKOV offered Filchfire's hair to his master and was rewarded justly with the knowledge of Pet Mastery (able to command two minions), and has 2 Skill Points. As you specialize in the command of minions, you must select one of the Minion Options detailed below.

Your minions stay close to you, defending you against attacks and granting passive bonuses.
Independent: Your minions act independently of you, and you make an additional roll for their action during your turn.
Overmind: Controlling your minions replaces your action, and you make an additional roll for their action during your turn.


I'll take a familiar it sounds fun to test out. what kind of bonus can I get?


Effectively, yes. It doesn't have an explicit armor class, though; a pegasus could wear it and suffer no penalties.

A note on damage reduction and my notation:
Damage from failed combat rolls goes from 1 hit to instantly Helpless. In my notation, I write down numbers as a/b/c/d representing the damage from a roll of 5/4/3/2.

So a DR notation of 0/1/1/2 means 0 damage on a roll of 5 and 2 damage on a roll of 2.

Addendum for Auvergne: Roll 1d10 to see how much of your apprentice's features you can specify.

'2d9' 'r2 1d100'

Roll #1 3, 4 = 7 / Roll #2 17 = 17


The most apparent Familiar bonus will be defense: your minions will take damage for you, serving as temporary hits. If a minion takes enough hits to go helpless, it disintegrates.


I'm guessing you meant me? Don't think Auvergne has an Apprentice.

Roll #0 7 = 7


>Spend forever trying to decide whether or not to become a rogue
>Now, another choice
Alright, time to get cracking.

Aren't you referring to our spellcasters? Either way, just in case.

Roll #0 2 = 2


Do either of you know Cure?


I do. I picked it at the start.


no I have heal/mend


I'll take Fervor and Improved Spellcasting.


Alright, that sound like what they already do.
I'll use it anyway unless you need me to try out overmind/ independent instead(since those were the most debated on)
For the two points i'll use them on transfix.


Oh, right, I meant Chester.

Chester, your Lunar Apprentice is a Neutral Good Female Unicorn Mage with '1d4+2' skill points. You can choose her skills. Further details to come once you have decided.

Roll #1 2 + 2 = 4


Do you want me to use the Mage changes that we need to test?


Addendum for Tsvetkov:
You now have a compass made from Filchfire's hair, purported to be able to pinpoint his exact physical location. However, up til now it's been spinning around and around nonstop.


Ooh, good idea. Do so.


What are these mage changes? I was looking into that class.


In short:

Elementalist: passive; choose element types to add to other spells — Fire incurs penalty to target if target becomes helpless — Ice reduces crit range for next attack — Lightning crit makes target helpless for one turn
Farsight: as standard
Magic Bolt: as standard, can use one Elementalist effect when casting

Energy Orb: spell; ranged Cleave, can use one Elementalist effect when casting
Teleport: standard

Spell Focus: standard


Alright, here she is. Four skills, as you rolled.

Lunar Apprentice: Cohort
Name: ???
Race: Unicorn
Gender: Female
Class: Mage
Cutie Mark: ???
Deity: Luna
Alignment: N. Good

Skills/Spells: Teleport (Spell, recharge 2. Warps you or target object up to about 100 meters in any direction. Critfail can result in telefrag), Elementalist: Ice (Passive, applied to spells. Attacks against foes hit with ice spells on a previous turn count partial successes as full succes and lower the DC for a crit by 1), Far Sight (Spell, instant cast. Peer into the distance without a spyglass, even through darkness.)


Actually, quick switch. Far sight for Magic Bolt.


Porin, the female NG Mage of Luna and Apprentice to Chester
Cutie Mark: a snowflake (+2 cold magic)
Elementalist (Ice), Magic Bolt, Teleport
This gangly female pony is a unicorn who is organized, studious, and boastful. Her coat is orange. She has a mane that is violet and white, and it reminds you of a shark's fin. Her round eyes are midnight black.

She wears cloth armor (DR 1/2/3/4) and takes 4 hits and 5 wounds.


That energy orb looks good. But I'll have to add scholar if I want to RP him properly. What do others think?

Mostly because I've been practicing with this guy:


Addendum for Gaeton and Klandin:
Nymph's Heart grants superheavy armor +2 hit bonus
Flarekiss grants heavy armor +1 hit bonus


Scholar is being moved to 2.0 perks IIRC since it is mostly for role play and not a good skill.


Looks like we're all settled save for Tsvetkov who is held up for reasons beyond control.

Your return to Gloom is markedly less ostentatious than you may have first expected. Apparently the kingdoms of the world care not for rumors of eldritch horror and absent otherworldly threats, but Princess Celestia of Equestria saw fit to deploy a small task force to accompany you to Gloom. The city is a neutral ground, and sending a large cadre would have sent the wrong signal.

As such, Chester is saddled with a young mare apprentice, and Klandin is in contact with a small group of inquisitors who are collaborating with your party and will rendezvous with you in the city proper.

But it's been an awfully long time since you've visited the city. Certainly it must have changed? You can choose to either have tracked rumors and news from Gloom during your away time, or having studied history about the city. Make a roll.


I'll have been studying the History of Gloom City, and anything pertaining to the grounds of Filchifire's Tower, including what lay beneath before it was built.

Roll #0 8 = 8


I'll go for history of the city, this wizard has surely been here a long time.






>one more time..

Roll #1 10 = 10



Roll #0 10 = 10


I'll move towards Arcane Blade. My character was hampered by magic and magic-based enemies, so he studied that to be prepared for next time.

I'll use my journal as my spell focus device, since It's where I kept my cooking and adventure notes as well. It'd be logical to keep my magic notes on there as well.

I think I'll take magic bolt and Energy Orb, if possible.

My character was both held up in books as well as hearing the rumors of all the people who stopped by to eat at whatever restaurant he was working at. Easy way for him to acquire information.

Roll #0 9 = 9


Your studies reveal that Gloom was based on a settlement dating back to the First Age. Legend is that three witches resided on the active volcano and summoned a destructive force the likes of which the world had never seen.

Filchfire himself is only a recent inhabitant of Gloom, though few recall when exactly he "came to power". Filchfire's "tower" isn't an actual place in Gloom, but an extradimensional space he must have constructed himself. He had used the underworld and black market culture of Gloom to gather resources and eliminate threats to his power, and none have actually met him in person.

More concerned with the modern goings-on of Gloom, you hear that the city has indeed fallen under seige from within. Metal golems have cordoned off a great swath of the city, oppressing the citizens trapped within and crushing any would-be trespassers. There are rumors of disappearances and arrests at night, and the prefects of Gloom have rallied together to hold back the tide of iron and arcana that threatens to overtake the city.

What most of the outside world regarded as the usual implosion of borderlands politics now seems to you a desperate bid for liberty. From a distance, even in the smoke-choked skies and burning horizons of the volcanic blight around Gloom, you can spot the flares of magic explosions and the sounds of fighting.

You are all on the road approaching Gloom's walls at the base of the mountain, having rendezvoused with each other at a trading post outside these lands. You have passed more than a few caravans of refugees leaving the city.


I'll take my two skillpoints to multiclass into Warlock (Necromancer/Mage), and since Beth is testing Familiars, I'll test Independent.

Since Tartarian Power grants my two pets autocrits, this should be a good test to see if it's OP.

Good to see I haven't missed much!

I give a toothy growl. "Good to see you, compatriots. I hope you made good use of your time. For my efforts, my Master has rewarded me thusly. This will help us track Filchfire."

I hold out the compass.

"Hair of the goat."

Let's see if I can get it to point straight for a change.

Roll #0 1 = 1


"Wouldn't it work better if we were in the right dimension?"


Gaeton's got a point. It's about as straight as two mares on moonshine.


"Good to see you again as well, Tsetkov. It seems we've walked into a war zone, though."


"How have all of you been?"


"Its nice to be back here with friends, the church is wonderful but Its not like the open world."


Since i messed up a bit on the catalyst, can it just be a crystal I embedded into it? To keep it hidden.

If there are more people passing by, let me ask them about the golems specifically. Size, weapons, their actions, anything that can be of use.

Also, warbaragarble, why won't it let me post?


Your personal "spellbook" is a fine catalyst, but if you insist.

Roll for streetwise.


I nod. "Good point."

"Never better. As collateral for my training, my Master, had originally drained me of all expression. An experiment, that his student would not stray from study if incapable of feeling emotion. To complete my training and restore my mind to its fullest state, I needed the hair of a powerful mage. Filchfire seems to have qualified. I apologize for any indiscretions or otherwise social faux pas from before."


"Ma'am, sorry to interrupt, but I have a you few questions to ask."

"Sir, excuse me, but I was hoping you could spare a minute?"

I think the QR box keeps messing me up. Let me try what happens if I use the regular reply mode.

Roll #0 10 = 10


You're able to stop a fellow mercenary who looks like he's taken a beating.

He gestures back at the city, pointing out great white spires forming a jagged barricade across the city. Like teeth, they've slowly been creeping across the citadels without regard for any structures, claiming territory for Filchfire and crushing any buildings in their way.

The Caldera is Filchfire's now, the center of his force's movements and the eye of regular arcane storms. Constructs of all sorts, walkers, fliers, jumpers, hunters… Innocents and resistance alike are snatched up in broad daylight, taken across the wall and never seen again.

"No way I'm going back there to fight those things. The borderlands are a big place, if he wants the city, he can have it."


"Don't think I've forgotten to prepare your favorite salad when we get back."

"What could he want with hostages? He's already got a golem army," I say. "Unless, I hope I'm wrong, but he might be using them to harness that lake of darkness."


"I would not be surprised if that was exactly what he is doing. We must find a way inside."


"The journal I 'liberated' from his library made mention of the vast amount of souls trapped within each Walker in Darkness. As you recall our encounter with one, even after both Bethany and I put it to rest, there were still untold numbers of souls trapped within the undying body of the host."


"So that leaves the question… an assault on the tower first, or try to save the town?"


"Sneaking into the tower at this point would likely be impossible, as he's most likely changed the locks."
Pondering for a moment, I'll ask the refugee mercenary, if he's still there.
"That thief who gave us the keys in the first place. Whatever happened to her?"


I jump in, "He's referring to Talia One-Ear."


"For such a powerful wizard to rise up so quickly too.. its truly frightenful.."


"Do we even have a way to get to that cursed tower? I'd say we need to help the town first.."


"Just in case, she's a donkey."

"And one other question, who hired you? For a job like this, they would've promised a fair bit of coin and treasure. Were there others who joined with you?"


"Save the town, the find volunteers to aid in the assault. There are also Inquisitors I must meet with here."


"Right. Let's get the help on the field."

I give a sharp gesture and rip open a portal to Tartarus, and try to tear two wretched corpses from its accursed depths.

Roll #0 10, 10 = 20


"Talia One-Ear? Oh, she disappeared once the war was on, like a proper cat burglar she is. I shoulda done the same, but I felt like I owed me comrades something. Now I got no comrades to owe anything to!" The old goat shrugs. "I didn't do it for the money. I live here, or used to, anyway."

He turns away from Gloom and continues towards the horizon.


"If we aid the townspeople, we can use it as a distraction to invade his fortress. He'll divert his forces from elsewhere to hopefully attack an empty city, while we can focus on infiltrating his facilities."


"It's unfortunate we didn't cause any harm to his Golem Foundry when we were here last. We might have been able to delay this, at least."


"I had hoped that whatever was shaking the tower when we left had wrecked it."


"Well, shall we find some ponies to aid then?" anything interesting going on in town?

Roll #0 10 = 10


"When we were there, we weren't prepared. We'd have ended up like the other party we met there, at best. We have a sizable force and experience in our arsenal now, two things I am more than grateful for."


"Yes. There is no way we could have been prepared for what was in there."


As you pass through the walls, you notice that the militia is largely absent from the borders save for a token patrol.

"You're those travelers I was told about. A bunch of Sun-worshipers passed through here a few nights ago, they've set up a base camp at the southern front." He hands you a seal of Celestia, unmistakably one of the inquisitors'.

"Though really, any side of the city's as good as any other, what with that wall coming down on us from the caldera. Even if we do push it back on one side it'll be moving up on the other. Hopeless business it is. I'm just here to make sure there's no looters and such coming to start trouble. The folks who are still staying here don't deserve no more trouble."


"Thank you for the information."
I go to meet the inquisitors.


I take the sun shaped seal, and nod. "Can you go into more detail? What is the state of your forces?"

Roll #0 1 = 1


"Understood," I tell to the Inquisitor. "Can you give us more details on what type of golems you've encountered and how they acted? Did it look like they were being led, or do they just attack at random?"

Roll #0 6 = 6


(sorry for late response)
You spot a macabre scene: a sort of mass gathering of bodies and corpses lined up for identification and collection. There's a pile to one side of the square where they're dumping unclaimed or unidentifiable bodies, to prevent spread of disease.

You wryly pluck two of these corpses from the heap, both in very good physical condition though stripped of any gear. These two ponies must have been mercenaries; one a male Earth and the other a female Pegasus. Just as well, you requisition some clothes from other nameless bodies to help make yours look the least bit presentable.

On top of getting your new followers up and running, you supercharge them with Tartarian Power. A subtle glow fills their darkened eyes and they are ready to give their all for you.

"They seem to attack at random—" Just at that moment a shrill foghorn sounds some blocks away. "Longlegs! Take cover—"

The milita guard is vaporized right before your eyes, a beam of hot light washing over him from high over the buildings. Citizens all around you scatter, a few freedom fighters erupting from hidden positions to take potshots at the Longlegs.

The Longlegs is a colossal construct with spindly legs like a harvestman and a vile pair of appendages hanging from its main body firing bursts of energy at the residents of Gloom far below. At this distance, even a skilled Tracker would have trouble hitting the tiny central body.


I activate Fervor and take to air.

Roll #0 1 = 1


One of its giant legs, slices straight through a house and slams you into against another, pinning you underneath its clawed foot and threatening to mash you into a fine paste. Flarekiss responds in kind, erupting in a blinding flash of white-hot fire that sets the metal foot ablaze.

For a sense of scale, that foot could crush a wagon that carried your entire party. The main body of the Longlegs is maybe eight stories off the ground.


"The legs are thin and weak! Take them!"

I send my pegasus up to strike at the core, and I leap atop my earth steed to ride for one of the legs.

Upon arriving, my steed rears up and kicks the legs, in parallel with my pegasus above. '1d10'

I, meanwhile, apply the Touch of Death to the leg, attempting to rust it off entirely, or at least weaken it enough for it to be smashed.


Roll #1 3 = 3


Guess I dunno how to make rolls work!


Roll #1 7 + 2 = 9


"Luna preserve us. Porin, see if you can't freeze one of its leg joints. Bring it down to us."
Assuming I roll for Porin's attacks, she'll use Ice Bolt on the Longlegs. '1d10+2' for the second shot.

Roll #0 8 + 2 = 10

Roll #1 1 + 2 = 3


"Celestia please be by my light..",
I'll try to raise some minions of my own, raise ancients.

Roll #0 4, 4 = 8


For subsequent rolls, you need to add r2, r3, etc inside the quotes.

But for simplicities sake just do 3d10 for you and two pets.


Am I helpless?


Oh, I thought I only made one roll for the group of pets. In that case, take this roll for my second pet.

Roll #0 9 = 9


Your Earth minion can't seem to break through the plating on the foot, but your Touch immediately crumbles away several bulkheads on it.

Klandin is freed!

Meanwhile your Pegasus minion groggily dodges the beams from the main body.

Magic Bolt rolls once to attack twice. So the first roll will take, and that's a hit!

"Yes, Sir!" With a flourish of her little wizard's cloak, Porin fires off a solid chunk of ice magic at one of the Longlegs' limbs and encases its joint in rigid frost. The construct visibly slows down as it tries to compensate for the stiffened joint. She jumps for joy. "Volcano nothing! Winter has come to Gloom! Did you see that, Sir?"

You manage to pull up only one minion, it's a horrible mish-mash of bones, like the creature it used to be was turned inside-out. Or, on second glance, maybe it was one creature eating another and you managed to pull up only a part of their unholy union.

Still, odd-shaped as it is, it's a worthy fossil, and looks plenty sturdy and spiky. This minion can deal damage to enemies when it takes a hit for you.


I charge my sword with the gloriously incandescent light of the sun and strike at the leg in the same place where Tsvetkov touched it.

Roll #0 9 + 2 = 11


I'll aim for the core alongside Tsetkov's minion. Using Magic Bolt.

Light armor penalty is -1, right?

Roll #0 10 - 1 = 9


"Yes, Porin, you did well. But further congratulations can wait until after it's destroyed. Overconfidence during a battle could end you."
I'll attempt to stagger the Longlegs by telekinetically shoving one of the unfrozen legs towards the center of itself. It's probably not balanced for bipedal movement, especially with a frozen joint.

Roll #0 6 = 6


"Take this one!"

I charge off for another leg and apply my Touch of Death ('1d10+2') to it before I order my minion to strike with Tartarian Might. My pegasus above continues to work her attack plan.

Roll #0 9, 3 = 12

Roll #1 10 + 2 = 12


Double Attack!

Oh fuck I'm so sorry I have no idea how I lost track of that much time.

Roll #0 8, 7 = 15


There is a horrendous creaking and gnashing of metal as you J-J-JAM IT IN and twist your blade through the molten steel of the Longlegs' foot. It starts to lose balance, its foot almost inoperable.

It still hits. You trust your inner force and land a bolt right in an open vent in the Longlegs' main body. That seems to do some serious internal damage!

That thing is heavier than it looks! You keep it from advancing, but not much else.

You open up another weak spot, in perfect sync with your Earth minion, completely severing a foot.

It's alright, I know you didn't plan on it
You leap over the alleyways, becoming a dervish of blades and completely shattering the frozen leg.

The Longlegs starts to keel over, having lost its balance completely. But by its shadow, you can tell it's going to crush a house or two, and civilians scramble for their lives.


I ride my earth minion to safety, and order my pegasus to fall back.



I look out for any civilians that might be crushed and will rush to get them out of the way.

Roll #0 7 = 7


I try to save any civilians that might get crushed.

Roll #0 9 = 9


I'll attempt to slow it's descent with telekinesis.
"Porin, assist me with slowing it down!"

Roll #0 7 = 7

Roll #1 4 = 4


The two of you swoop through the streets and rooftops, snatching up civilians and deposting them safely to the offsides.

You're left holding the construct up by yourself, and the feedback in your horn feels like you've got the weight of the entire thing on your head alone. Porin frets and pouts when she can't seem to contribute much lifting power, tiny sparks flying off her horn.

Between your concerted efforts, you manage to buy enough time for ponies and others to evacuate their soon-to-be-pancaked homes.


As you move out to the side, you find yourself amidst a crowd of refugees. A three-legged filly hobbles up to your Earth minion with a smile on her face.

"Daddy! What happened? You promised you'd come back!"


Almost tempted with this many corpses around to just walk away and order a corpse explosion. Alignment shifts be damned!

I puppet it into parroting, "I have to defend the town. Get to safety."





Roll #0 10 = 10


HOW. The amount of tens you're rolling is statistically improbable.


"There are several caravans leaving the area. Join them and make haste in leaving the area."


I'll walk up to the kid and zombie.

"Sorry kid, but we need your dad for an important mission. Get to the caravan with those other nice people so he can focus on helping us save Equestria. By the way, what's your name?"


I need to sleep soon so I can wake up in time for Lemon's quest.


I am the Chosen One.


I fly up, and divebomb for it's face and/or neck!

Roll #0 3 + 3 = 6


Your mastery of necromancy let you expertly manipulate the body's vocal cords and facial expression. For a wonderful moment, it's almost as though the pony actually has come back.

The filly doesn't realize she's looking at her late father, but she nods slowly. "O-okay… mommy said we should just leave…"

Before she goes, she moves up to hug the dead minion's leg, barely missing the unnaturally cold and rotting flesh underneath the clothes.

"A-and I'm sorry about what I said earlier. I don't hate you. I love you, daddy. Just come back for us soon, okay?" And she runs off.

I won't hold it against you if you're too distracted, you know…

Although the Longlegs has toppled, Gaeton finishes it off with a deft strike to the main body, rending metal and wire into fine ribbons. Bright arcane explosions fizzle off from the exposed machinery, and it gives off a low whine as its death knell.


We are stealing the good rolls from other questers.

If we are going to use the child's father as a meat shield, I personally feel like I have a duty to break the news to them. I'll write down a description of the child and the father. Can I yell out to get the child's name, at least?


You're going to have to take care of it on your own. It's almost out of alignment for me to even care that she knows I'm using her dad as a slave.

My cult doesn't train to treat the dead respectfully. Hence why I know corpse explosion instead of commune.


"Soft Step! Don't worry, my daddy is big and strong, he'll keep the town safe, and you'll be glad you had him at your side! You saw how he helped take down that big spider thing!"

She scrambles away as best as her three legs can take her.


Okay, it's past midnight here and we've got upgrades and our new setting in place. I think we can call it here til Friday. This was a good session!


"I do hope you're cooking up a story of his valorous end fighting the wizard, Auvergne."
I'll frown deeply while shaking my head.
"But what are the odds…"
Heading over to where the Militapony was vaporized, I'll say a quick prayer to Luna to guide his soul to peace.


>I won't hold it against you if you're too distracted, you know…
…Distracted by what? Did something come out recently?

Roll #0 8 + 3 = 11


That's kind of why I am taking the notes at least. My rogue is more of a nobleman than a street rat. Think of Wesley from the Princess Bride.

What can I do but smile and wave?

"Yes, I won't forget."





G'night then. Hopefully Porin will give the new mage rule a good run.


GloomQuest tonight at 20:00 PST, since the thing that's usually on my Saturday nights was postponed to Sunday night. Y/N?


Barring any unforeseen calamity, I'm up for it.


Early report in.


Still here.


I'm here…


So it's just you two for now?

I know Klandin was going to be in late tonight, possibly an hour from now at the earliest, but I've not heard word from others.


In any case, if we don't have enough people I can't rightly run the quest tonight.

Just rmemeber that we're off tomorrow, so next quest session is Monday.


Maaan, you know I show up late.



So that's four if Klandin shows up.


Guess I'm too late. I'll try to give notice when I'm going to be held up at work, sorry I didn't do so today.


Sorry, I should have figured today would be a mess. (Even my regular thing on Saturdays wants to move to another day because of how chaotic it usually is)


Quest on at 20:00 PST


I've got nothing else going on this time. No distractions.


Ready and waiting


I'm here.



Before we get started I'd like everyone to double-check their character sheets.


Looks good. Should we upgrade to 1.3?


Aside from a few things that are different on my sheet (specifically the numerical bonus of Porin's mark, and the spell allotment), is there anything I should be noting?


That means I have to get rid of armor. I originally wanted this quest to just be a plain old adventure, not a test run, and at th is point it'd be too much of a pain for me to "balance" everything…

Meanwhile, adopting 1.3 Mage skills, ARGH I SERIOUSLY DO NOT KNOW WHAT I AM DOING

Oh yeah, there are a few changes you made that… aren't on there. Weird. Just get me those and we should be fine?


You could do what I more or less plan on doing and run 1.3 with 1.2 armor rules.


Here's the shortlist:
Since Cure was folded into Heal for 1.3 (or at least that's the last I'd heard about it) I swapped it out for Improved Spellcasting, a 1pt skill. This is the only thing I changed for Chester, and it unlocks Mend for him.
For Porin:
I swapped out Farsight and Teleport for some combat casting so that we could test out the Elemental conditions. Gave her Magic Bolt and Improved Spellcasting.
Also, in my notes, I had it written down that her mark added +2 to Cold Magic, as opposed to +1.


Mine seems fine. But having the hammer and stake there makes me feel like Van Helsing.

I'm Knigh/tg/uy BTW, if you want to remove that question mark in the document.


That sounds good.

Porin had 4 SP, and under the new 1.3 skillset Farsight is only 1 pt (it's also the only skill you have room for) so I've given her Farsight with Astral Projection.
I've changed her cutie mark to +2

Noted. I should also tell you that the MC skill for Arcane Blade has changed:
Shadow Casting: passive; successful spellcasting does not break stealth


Sorry, did you want to take ISC for Mend or get the new Bolster spell? (+1 to recover from helpless)


not +1… auto success.


Ah, so Magic Bolt was changed to a 2pt skill? Nerts.
As for the spell, I'd probably get more use out of Mend, since I'd never remember to use Bolster. plus, I can use it to patch the others back together once that inevitably comes up.


>Magic Bolt
>2 Points
Should I pick new skills then? That and Energy Orb should put me at 4 points instead of the three you gave me.


No, Porin's skillset should have 4 1-pt skills in it. Magic Bolt is still 1-pt.


Ah, okay. Farsight might be useful, then.


You're clear


So ISC to unlock Mend. This also unlocks one of the following for Divine Wrath. Choose one.
Undoing: spell, recharge 2; stop enemy movements for 1 turn. Crit renders them all helpless and kills some.
Vengeance: spell, recharge 2; wreathes the cleric in divine flame, dealing damage when counterattacked


We'll go with Undoing. That sounds fun.


Can I get a link to the official 1.3 rules as they stand so far?



Everything looks good from where I sit.


Thanks. Looks like Klandin is ready to go.


Everything seems to be in order here.


Your first moments in the city are certainly memorable. When you aren't wading through crowds of refugees and stalwart diehards, you're looking to the skyline for any hint of another golem attack.

Having just downed a colossal "Longlegs" that towered over the city buildings, you find yourselves in a throng of battered and weary residents. From somewhere in the crowd, you can hear somepony calling Klandin's name.


While he's answering that, I'll look for any injured and see if they need help.

Roll #0 10 = 10


I tap Klandin on the shoulder. "You hear that?"


Some of the refugees surging past are actually freshly wounded, too terrified to seek aid or gather their belongings. You ease the suffering of four and twenty families, Luna's light becoming a beacon of rest and hope as they pass through Gloom's city gates one last time.


I'll fly up into the air, and try to get the ponies attention to get to us.


I look around.
"Yes? Who is it?"


A short way down the street you see a couple ponies slowly navigating the crowd. One holds up the banner of the Inquisition, though its authority has no sway with the citizens of Gloom. You can at least be slightly amused at its ineffectual bobbing and swaying as its bearer is bumped and jostled on his way over to you.

His companion is far more regal, decked out in ceremonial plate armor and gilded vestments. She flips up her visor to address the lot of you.

"Confessor Alabaster at your service, Sir Klandin. When I got word of another Longlegs takedown, I came to investigate. Looks like your motley crew is everything you say they are."


"That and more. Let us all get off the street so we may talk in peace."
I start making my way to a nearby abandoned looking building.


"Actually we should brief you all at the Inquisition's base of operations. We've taken it upon ourselves to volunteer with the resistance effort, at the southern end of Filchfire's expansion."

You're currently at the east side of town.


I fly ahead a bit, to scout the building and make sure it's actually empty.


>2 seconds

I guess I don't.


"How many can we count on from the resistance?"


You can all talk on the road, find a nearby shelter, or wait til you arrive at the base camp.


"What's preventing you from briefing us here? Every moment lost is another city block taken and more innocents sacrificed to whatever dark experiments that Heretic is cooking up."


"Very well. Lead the way."


I whisper to Klandin:
"We already have a full blown panic on our hooves, what do you think would happen if they overheard us talking about the lake? Let's get our bearings, plan how we're going to pound that magic user, and then do it. Sounds good?"


I mean to Chester


Glancing at Auvergne, I'll nod.
"I suppose I can concede that point."
Turning back to the Inquisitors, I'll ask them to lead on, then.


"A fair point, but there are some pressing matters I can't discuss out of doors. Vainglory, keep watch to the west." She dismisses her standard-carrying subordinate, who awkwardly stuffs the banner away and separates from the group.

Alabaster is all business, sternly and silently leading you through the rubble and rabble crowding Gloom's streets.


Roll #1 3 = 3


Churning metal hulks herald the wall's movement. Entire sections of the spined wall lift themselves from the ground and slowly creep another few meters forward, crushing buildings without pause.

A shrill foghorn sounds, followed by a loud whistling overhead. Vainglory shouts down at you from a rooftop. "Squad of Jumpers headed this way!"

Roll for initiative.


Jumpers, eh? That doesn't sound fun…

Roll #0 2 = 2


"What happens if I pin them to the floor?"
I get my knives ready.

Roll #0 4 = 4


Reminder, please attach an action to your initiative roll.


I draw a spear and fly up into the air.

Roll #0 8 = 8


Whoops. Well, I guess I'll draw weapons and prepare for combat, then. Porin will be at attention as well.


I pull out my goddamn sword, and ready myself.

Roll #0 fucking infinity because I'm a fucking sentry


The Jumpers are odd-looking golems, with curvilinear main bodies and pearly steel plating set atop reverse-joint legs. They're like the front half of a griffon, minus the head and still possessed of bladed talons. There's a half-dozen of them soaring through the air in an arc, having just launched themselves from some distant location and aimed at your general vicinity.

Klandin flies up and manages to intercept one midflight, the conflicting momentum of his spear thrusting it clean through the core of it.

Five make it to the ground around the rest of the group before you can react, their bladed feet causing Chester and Auvergne some slight lacerations. Gaeton skillfully beats another one aside before it can harm Porin.

Combat begins!


Let's give ourselves some breathing room. I'll use Divine Wrath to blow them away.

Roll #0 3 = 3


I let the jumpder fall and dive towards another one with my spear burning bright.
Rolling to blast it.

Roll #0 1 + 2 = 3


"To close!"
I'll strike with my knives and aim at it's joints.

Roll #0 6 = 6


"Oh that's just creepy." I stomp forward, putting all my might into a cleaving attack ['1d10'] at the closest two Jumpers.

Roll #1 6 = 6


(Oh wait, that should be two rolls shouldn't it.)


Roll #1 9 = 9


One Jumper starts thrashing its limbs in a circular motion, fast enough to send it careening towards Chester like a loose wagon wheel. He can't jump out of the way in time and gets torn up a little further.

Another Jumper meets your dive attack from below, talons up and crashing into you quite readily. The both of you fall into a helpless tangle on the ground.

Learning from the encounter with the Longlegs, you seek out the exposed mechanical servos controlling the legs. You're able to sever a wire or two but the thing stays standing.

You whirl your blade in a sweeping arc, following through with your attack to strike the two Jumpers attacking Chester and Porin.

Vainglory looks busy on the rooftop with his own opponent. Alabaster snaps her helmet visor shut and summons a radiant lance ex nihilo, pinning the Jumper that is next to Klandin.


"Porin, try to hit these five!"
And she'll cast Storm Bolt, rolling for five targets.

Roll #0 8 + 2 = 10


Can't let my dance partner get away. I'll use my fencing foil to try and jam it in to it's body through exposed areas.

Roll #0 7 = 7


I leap to Klandin's aid, bringing my sword across in a double Power Attack ['2d10'].

Roll #1 6, 1 = 7


(Aww, whiff…)


"Easy peasy, sir!" A blast of cold air washes over everyone in the area as she looses a barrage of freezing blades that impact each of the Jumpers. Vicious scars of frost and cracked metal form in each one's chassis.

You successfully jam your foil into the Jumper's innards, and leaving it there causes the Jumper to stumble haphazardly. It's lost a great deal of its range of motion in one leg. You won't have a weapon til you retrieve it.

The Jumper is awkwardly kicking around on its back, its bladed legs keeping you and Alabaster at bay. You take a good smack in the face from the flat of its foot.


I try to stand up.

Roll #0 4 = 4


I should note that all five Jumpers can now be critical-hit on a roll of 9+, thanks to Porin's Ice-imbued Storm Bolt.


"Good work!"
I'll take a swing at the Jumper that attacked me previously.

Roll #0 1 = 1


"Gah, sonofamule!" I lower my sword into a defensive position, and Protect Klandin.


Grasping my book, I focus on the words:
"Una espada que destruye todo alrededor. Energy ORB!"

I'll atack the one I was attacking and one closest to it.

Roll #0 5 = 5


The Jumper is thrashing like mad, and while you deflect its aimless attacks it's up to Alabaster to finish it off. She rams her conjured weapon straight through its core, and it lets off a sad whine before the lights inside its body go out.

The Jumper that had wheelied into you previously shrugs off the sheet of ice covering its one side and returns for another pass.

"Sir, look out!" Porin manages to push you out of the way and takes the hit for you, the vile blades and steel tangling up in her clothes and flesh and carrying her away in its mad spin. The Jumper discards her on the ground as it spins around to renew its assault.

Your feathers crackle with arcs of arcane energy as you kick up an ethereal wind. The compressed blast leaves a slight depression in the ground and disorients the Jumpers, but they don't seem to be severely damaged from the assault.


"You DARE!?"
I'll toss up Wrath again.

Roll #0 9 = 9


I try to get up again. If I'm already up I use Spellbiter on one of the Jumpers.

Roll #0 2 = 2


"So I have to work on my magic. Time to go back to Plan A."

I stab the jumper with my knife. The one that has my sword, because I want it back.

Roll #0 9 = 9


"Death is an inevitable part of war, but what kind of coward hides behind machines?" Keeping next to Klandin (because I have to), I swing a Double Power Attack ['2d10'] into a nearby jumper.

Roll #1 3, 1 = 4


(…I'm just going to protect and suppress from now on.)


I am played by Wf+6 and I know ISC [not commune!]

Will read to catch up to what I've missed, then join in.


Your body erupts with divine flame just as the Jumper's whirling blades meet you. The sheer force of your will shatters and rends the construct apart, reducing it to disconnected pieces and shredding its components down into unrecognizable bolts and dongles.

Porin is alive, but helpless and barely moving on the ground.

Spellbreaker, actually. Spellbiter is the passive upgrade to it.
You're still not up, but Alabaster takes a moment to pick you up and set you on your feet again. She's a lot stronger than she seems.

The Jumper is addled by the hoarfrost covering it, and you move around its weak side to land a deep, gouging stab in its mechanical bits. While the thing squeals and whirs, you leave your knife in its one side to deftly whip around and retrieve your blade on the other. Then, gripping both, you rip through the thing's back shell, finishing with a powerful hindleg buck to send the thing sailing away.

You're barely able to keep one of the remaining Jumpers at bay, resorting to parrying its vicious mechanical attacks instead of going for the weak points exposed by its frost-riven shell.


Noted your changes and added in the Improved versions of each spell.


"Thank you."
I try Spellbreaker again on one of the Jumpers.

Roll #0 3 = 3


I'll use my Telekinesis to grab one of the remaining Jumpers, and hurl it into a nearby wall.

Roll #0 3 = 3


I'll move to try and stab the next closest Jumper.

Roll #0 9 = 9


I order my two servants to engage, then strike at Gaeton's target myself with my Touch of Death ('1d10+2').

Roll #0 3, 8 = 11

Roll #1 8 + 2 = 10


"You know what? I've had enough of this." Since Protect has worn off, I fly high into the air, and divebomb the Jumper that had been assaulting me, the point of my sword spearheading my fall.


Roll #1 6 + 3 = 9


Although your efforts fizzle, they're enough to distract the Jumper…

…for Auvergne to leap in and land a killing blow. Its glowing eye dims and it crumples to the ground.

Your pegasus harries one of the remaining two Jumpers, while you go after the other with a paw burning with necrotic energy. The metal plating on its body rusts and crumbles under your touch.

The grinding joints in the mechanical thing keep it from evading Gaeton's mighty leap, and he lands with enough force to send his blade all the way through and lodge into the ground below.

Another wrecked construct is tossed down from the roof above, and Vainglory stands victorious. Just the one Jumper remaining now.

You hear another shrill foghorn, and the sound of more colossal mechanical movement from beyond the wall.


I stab it with a spear burning bright.

Roll #0 2 + 2 = 4


I'll hurry over to Porin and help her to her hooves.
"Are you wounded?"

Roll #0 6 = 6


"Sorry, but you'll be joining your brethren here."

Attacking with my foil, looking for weak spots.

Roll #0 5 = 5


I sprint over to my pegasus and latch on to its armor, "Fly! To the wall!" ('1d10')

As we take off, I command the earth-bound servant, "Deal with the leftover." ('r2 1d10')

Roll #1 8 = 8 / Roll #2 4 = 4


"I don't think he liked me…" Porin's breathing is a bit ragged. When you help her to her hooves you find a mysterious black shard embedded into her ribcage. Her other wounds will heal, but this thing emanates pure Evil.

The Jumper makes for its escape, still able to leap quite a way with only one leg at full functioning. It's not entirely out of your reach, though.

Your Earth minion stumbles after the last Jumper.

As you ride up over the rooftops, you can see something coming up over the wall. The foghorn sounds again, accompanied by a long, mournful whalesong. It's difficult to describe the flying beast that floats up over the creeping citadel, other than some kind of half-formed cetacean built from the abominable marriage of steel and sinew. Instead of baleen it has a wicked, emotionless metal grin, and in place of a belly it has a great seething mass of claws, tendrils, mandibles, and unspeakable devices of torment. It's easily the size of several buildings, and begins to disperse a swarm of flying spherical drones into the streets.

The screams of the citizens picks up and you all can hear distant blasts of magic and makeshift explosives as the Cetacean casts a shadow over you like some terrible dirigible.

Alabaster flips up her visor to get a look. "That's a new one."


I'll grimace.
"Porin, this is probably going to hurt quite a bit, but I need you to stay with me, alright? That thing in your chest needs to come out."
I'll attempt to remove the Black Shard with Telekinesis.

Roll #0 3 = 3


I don't want this mangled machine to spread rumours about hwo we weren't able to kill it it.

I'll use one of my knives to take it out.

Roll #0 5 = 5


My eyes go wide.
"Celestia help us."


I give Alabaster a very serious look.

"Don't let it in the city. I'm going to go kill it."

I order my pegasus to soar up above the Cetacean, avoiding any hostile tendrils, and try to get close enough to safely deposit me on the roof of the head. ('1d10')

Meanwhile, the earthie should continue to engage. ('r2 1d10')

Roll #1 2 = 2 / Roll #2 7 = 7


"We don't have time for this! Use your TK to try to prevent too much damage, I'll rip it out myself!"

I grasp the shard with my gauntleted claws, and pull back strong and steady.

'1d10', in case it needs a roll.

Roll #1 3 = 3


I try to follow him up.

Roll #1 1 = 1


(I hope that magic assist is really good, Chester…)


"Gaeton, no! This thing isn't just shrapnel!"
I'll attempt to offset any damage this will cause by attempting to Heal any wounds Porin's suffering at the moment.

Roll #0 6 + 1 = 7


Tsvetkov's minion catches up with the fleeing Jumper, weighing it down too much for it to leap away as Auvergne plunges a blade deep into its core.

Your emergency medical attention doesn't seem to do much for her, and she screams in pain. There's something not right about this thing, and as you look at it it seems to be very slowly sinking in deeper…
Save for this one black shard, Porin would be in good health.

The swarming drones impede your progress. A cluster of them latch onto Klandin, essentially pinning him. But instead of having him fall to the ground, they carry him to the Cetacean's belly, alongside all the other hapless victims being snatched up by the flying drones. You don't get a good look at what happens to them once they're inside the flying monstrosity, but judging by the sounds of gurgling, rumbling machinery and screaming, it's likely not pretty.

Alabaster casts off her cloak and several pieces of her armor so she can spread her wings and fly up to join the two of you in the air. '1d10'

Roll #1 10 = 10


I cast spellbreaker on the Drones to try and knock them out or destroy them.

Roll #0 4 = 4


Alabaster aims a lance of burning sunlight straight at Klandin, freeing one of his arms with a well-placed strike. "They used to abduct citizens in the night, but now I see he's just going to harvest the city."

Vainglory jumps down from the rooftops and rushes towards Chester and Gaeton. "What's wrong with her?"

You know there is magic driving these things but you can't seem to get a lock on one.


"The Jumper implanted some sort of… shard into Porin while it was tangling with her. It reeks of evil, and it seems to be working its way deeper."
Channeling the Moonfire with Telekinesis, I'll attempt to remove it once more.

Roll #0 10 = 10


"Then we have to stop it!"
I fly up above it and try to spot a weak point to attack. Maybe if I stick it just right with a spear I can steer it away from the city.

Roll #0 5 = 5


I'm going to try and approach that thing and get in range of my magic.

Roll #0 4 = 4


Your horn aura glows bright blue, an unusual color, and even more unusually it flares with blue fire. Your telekinetic aura does more than remove the shard, it completely vaporizes it. You can hear the disembodied shriek of a freed soul leaving the crumbling vessel, and the wound closes behind it.


Roll #1 5 = 5


"We need to get up, now! Up!" I order it to ascend once again. ('1d10')

While it works its wings, I busy my hands with something else: the channeled blackness of a Tartarian Blessing.

"When I land, I'll need far more than my own natural talents to leave a dent in that beast. I'll need the power condemned to the vile pits of Tartarus. From the depths, I call for your power as my own. JOIN ME IN WREAKING DESTRUCTION!" ('r2 1d10')

Roll #1 3 = 3 / Roll #2 4 = 4


I'll grimace further.
"Weaponizing souls! Does his heresy know no bounds? Come on then, Porin, to your hooves. We've not even started yet."
And I'll help her up.


Although you can't take a shot yourself, Alabaster helps free you from the drones and you now have a more or less clear shot. The Cetacean is a huge target.

The swarming drones are an ever-present danger to you, impeding your progress. You are barely in range of the Cetacean, and close by to Klandin and Tsvetkov.

The drones zip past you, slowing down your undead pegasus mount.

You hear the dark echoes of realms beyond, but the damned of Tartarus do not quite reach you. Much of the souls you do hear are from some unseen wellspring of great suffering and torment within Filchfire's domain, like he has built his own personal little hell.

Porin is back in the fight at 100%.
"That thing is huge, but we could probably take it down if we got past those drones, right?"

"We can't waste time. Not all of us can fly, and those drones are snatching up citizens!" Vainglory takes out a bow and readies a whistling signal arrow. "I can call out some of my brothers to help us with either task. Choose now."

Save the citizens or join the others in the air?


I'm heading with Klandin, as high above the whale flyer as I can get, to take a look at it. Are there any obvious control centers or ways in?


Too close for comfort, so I'm going to look for a vulnerability. Something that I can attack, like vents or wings or whatever it uses o see.

Roll #0 2 = 2


"… Take the whale. That will slow down the abductions. We will try and save as many as we can on the ground."


While I keep looking for a weakness on the thing I try to bless my sword.
'1d10' to bless.

Roll #0 1 = 1

Roll #1 3 = 3


My mount knows no defeat. By brute force, it continues to climb.

Meanwhile, I attempt to zero in on the powers-that-be of Tartarus.

My earth minion will begin to patrol and attempt to prevent abductions.



Roll #0 2, 5, 2 = 9


The only obvious entrance is its skeletal belly, teeming with sharp pointy things. That and the "head" at the front. The topside looks very featureless and unprotected, though. Whatever created this didn't expect to encounter air superiority.

Vainglory looses his signal arrow, the whistling sound echoing throughout the streets. "You take that side, I'll go this way. These things are everywhere!"

It's just you, Porin, and Tsvetkov's minion. From here you can see that the drones are just looking for exposed victims, so you'll need to distract them long enough for folks to get inside buildings or cover. There are some citizens on the ground struggling to escape or trying to ward off drones.

With drones and flight addling your concentration, your blessing is taking longer than usual.

You can only keep up with Gaeton and Auvergne as they survey the Cetacean. You can feel Tartarus' grip slowly drawing into you, but it's not quite there yet. Your Earth minion has reunited with Chester.


Time to take some chances. Going to attempt to Undo them. We don't have time for going one by one.

Roll #0 4 = 4


"How about a triple team!? Your two lovely swords make as big a cut on the head as possible, I'll follow it up with my magic?"

Roll #0 6 = 6


"Well Auvergne, we've cut through metal before. If I can hack a way through, follow me in and we'll see if we can wreak some havoc. If I can't… Well, whatever will be will be."

I dive at the unprotected top, silent, sword outstretched. ['1d10+3', Power Attack]

Roll #1 5 + 3 = 8


My earthie engages to draw attention from the crowds. '1d10'

I order my Pegasus to strike where Gaeton hit 'r2 1d10', then, after impact, follow it up with a Touch of Death on that spot. 'r3 1d10+2'

Roll #1 10 = 10 / Roll #2 6 = 6 / Roll #3 9 + 2 = 11


Hot damn! Natural crit, Tartarian Power crit, and talent crit. The trifecta.


I try to blast the head.

Roll #0 4 + 2 = 6


And here I am having to divebomb everything just to hit…


TEAMWORK! Gaeton and the pegasus open a hole in the unholy thing's armor, letting Auvergne reach in to detonate it with magic. When it's Tsvetkov's turn, he calmly reaches in with the Touch Of Death, and a ghastly, guttural groaning shakes your feet as you stand on the dying Cetacean. Suddenly it is in freefall, floating downward to the city below.

Alabaster lands near you, jamming her lance into the Cetacean's head and trying to pull it upwards. "Find out what happened to the ones who were taken inside, or help me keep this thing from crushing the city!"

On the ground, Chester and Porin are little more than bait for the drones, letting the undead Earth minion stomp the things into fine dust. A great shadow looms over you as the Cetacean descends at an alarmingly fast pace.


Wrapping up today's session after this encounter.


I briefly consider joining a religion, then fly next to Alabaster and put my claws on her lance to help her pull and try to direct the crash outside of the city.


"Oh, for the love of- Couldn't they make it fall somewhere else!?"
In a desperate gambit, I will direct Porin to assist me in turning the fall towards the emptier side of town. Or at least halt its forward momentum.
Porin's assist '1d10'

Roll #0 4 = 4

Roll #1 10 = 10


I try to help her get the thing away from the city.

Roll #0 4 = 4


Good plan (and good crit!), I'll follow along. '1d10'

Roll #1 7 = 7


I'll help with a controlled crash elsewhere. We need to save the people inside.

Roll #0 10 = 10


As I stand on, eh? Better get off that thing before impact.


Wind tearing at my fur, I reach out for my mount as it swoops down toward me. '1d10'

My earthie should flee ground zero.

Roll #1 7 = 7


The entire group (save for Tsvetkov) struggles to pull the Cetacean away from the occupied city blocks, directing it towards buildings that have already been ruined. The angle of descent is rough and uncalculated, the ground quaking for miles as it makes landfall.

Tsvetkov, as you make your escape, you notice the drones frantically circling with no direction. Apparently they were a hive mind directed by the Cetacean. You can barely see over the wall into Filchfire's domain, and you can see that in the ruins of the Gloom that have been trampled by the wall, honeycombs of steel and dark energy have replaced the once-grand metropolis.

You all reconvene at the Cetacean crash site a ways south, its smoking carcass showing no signs of motion.

… And end session for tonight. Sorry for the rough start.


Thanks for running it.

Roll #0 6 = 6


S'alright. Kept us on our toes. Tentative next session date?


Next session is going to have to be Sunday. Friday's getting tied up.


File: 1354782610148.png (11.45 KB, 657x283, rolls.png)

Roll analysis (for this session):

>We could have fought better. We failed more often than we succeeded.

>On the bright side, our greatest successes were more frequent than our greatest failures.



Remember to doublecheck your character sheets before we move on. Don't mind hit/wound counters!


Checked, and it seems to be in order.


Looks good.


Transfix has an improved version? An I do remember taking all those skills so it looks right to me.


Everything seems good.

I finally realized that Klandin was also Griffin. It makes the earlier argument he and Gaeton had more interesting to me.


I was tempted, for a while, to try to draw the "Infiltration Team", though I fortunately remembered that I can't draw before getting underway.


Transfix updated with Influence.

I like the idea of biological species not being culturally unified. That particular trope in fiction is bothersome to me.


The absolute worst is when every race is completely unified except humanity, which is split into factions.


To me, as a rogue, it just seemed like they were arguing about who was going to rush to their death first.

If you had mentioned that there was an enemy down there, it would have been like if two Kool-Aid men had rushed into it. There would be red liquid all over the place, and just a few more feathers than usual.


When we last left off, the party had just downed a Cetacean, a massive floating construct that was sewn together from both meat and machine. Its belly opened up into a mass of writhing bits and deployed swarms of drones that began capturing citizens, dragging them kicking and screaming back into the belly of the beast.

The Cetacean has crash-landed in the ground. Its head is a ruined, smoking hulk, and there are ponies and others still trapped inside its belly.

Tsvetkov, Gaeton, Auvergne and Klandin are assembled at the head, with Bethany and Chester (and Porin, too!) catching up from the streets.

Inquisitor Alabaster flies down near the open belly and signals for you all to gather, indicating the burning insides. "Help me rescue the ones captured inside!"

You can hear distant foghorns signaling more incursions. There is no helping the other districts under assault, but you can do your part here.


I've got careful hooves from my training, so I hope to be useful in getting people out.

Roll #0 5 = 5


"Porin, we're going inside. I'm going to need you to control the fires with your ice magic."

"Now, let's find a way in…"
'1d10' to spot an entrance

Roll #1 10 = 10


Can I make my way to the inquisitor?

Roll #0 4 = 4


It's a raging inferno, and though Gloom's environment is volcanic, this brings the heat up to unbearable levels.

You similarly have to shield your eyes and nose from the searing heat and smoke, until Porin rolls up her sleeves. "Leave it to the ice queen!"

A sheet of ice smothers a section of flame, opening a path into the Cetacean's belly. Above the din of the ruined hulk, you can hear the confused screams and shouts of captured citizens inside.

You're with the party and in range of Alabaster.

"You all seem to have a knack for taking these things down." Alabaster focuses, causing a bright shard of sunlight to fall from the sky and unfurl into the glorious banner of Celestia. "I'll stay out here and direct them to shelter."


"Alright everyone, your tour of the flying death whale is finished. Follow the glowing Glorious Banner of Celestia© to safety!"

I'll see if anyone is too injured to make it out on their own.

"And don't forget to thank our lovely little Apprentice as you make your way out!"

Roll #0 6 = 6


"Good work, there's our way in."
I'll head in.
Vaguely wonder if that title is self-proclaimed, or if she got that from the other acolytes.


I pick my way inside the Cetacean.

I check my compass once again both when outside and inside the beast to confirm Filchfire isn't on the plane.


"Praise the Sun." I follow the party inside.

Roll #0 5 = 5


Your entrance is cool enough to move through, but the fire has spread quickly through this thing's insides. Through the smoke you can barely make out cages and holding cells that look like they were repurposed ribcages. It seems the captured citizens brought in here by the drones were sealed away in these nefarious coffins. They all seem to be alive and conscious.

Foul ichor stains the ground and the footing around you, machine and meat smoldering and smoking as the flames eat away at the carcass.


"Porin, keep the fire under control!"
I'll attempt to burst the doors of the nearby cages with telekinesis. '1d10'

Roll #1 8 = 8


"My kitchen utensils always serve double duty. Let's see if I can liberate the people from their cage."

Can I use Escape Artist in reverse, to break into the coffins?

Roll #0 2 = 2


I'll need a minion in this place. Raise ancients.

Roll #0 1 = 1


The bones forming the cages are tougher than you first thought, and you put your mental weight into prying apart one cage. The citizen inside falls over, choking on smoke and ash and stumbling along the soft, ichor-ridden ground.

I'll allow it in this situation.
Some odd corner of your mind curses your being an herbivore. It would be helpful to have a boning knife to pick apart these ribcages.

If I recall correct, you actually still have a bone minion from earlier. Do you want a second?


Oh, that's right. It wouldn't hurt to try for a second right?

Roll #0 7 = 7


I'll go to help them, and direct them to the exit.
Porin will be on Fire Control. '1d10'

Roll #1 6 = 6


By the gods, it's full of corpses.
You focus your power and rip out one of the imprisoning ribcages, and it pulls along a macabre assortment of bones along with it to become its haphazard limbs. The captive inside is somewhat disoriented by this new happenstance but is more than glad to be carted towards the exit by his gothic palanquin.

Porin is at the entrance, keeping it open.


That's where I'll leave her for the moment then, and continue down the line of cages with Telekinesis.

Roll #1 2 = 2


Well that worked out. ".. are you okay?" I check over the newly released captive for injuries.

Roll #0 3 = 3


While the others busy themselves with freeing captives, I pick along to see if I can find if there was a cockpit, bridge, or brain directing this thing.


I may not have that specific knife, but I've got some re-purposed knives that I've been throwing. Mind If I use them and my hooves to the work and get people out?

Roll #0 5 = 5


These bones and metal struts may appear not to belong together but they are welded quite well. You are unable to free another captive just yet.

The donkey is disoriented and unable to move on his own. You'll have to drag or carry him out.

pls roll

You begin slicing into the meat and tendons holding one of the cages together. It'll take some time, but you can do it if you keep at it.



Roll #0 7 = 7


Do they have locks on them, or are they just welded bits of bone and sinew?
'1d10' searching for locks or anything similar.

Roll #1 1 = 1


I'm not risking magic inside a flying whale, so I'll keep stabbing/knifing/sawing until I can get some people out.

Roll #0 2 = 2


Maybe I can clear his head a bit. "My the light heal you." I cast heal on him.

Roll #0 3 = 3


Years of necromantic study have given you a good knowledge of anatomy and physiology, and while the others struggle with barbarically hacking away at the cages, you study the pulsing veins and curved musculatures in the walls. You wade through the smoke, headed towards the front of the Cetacean, and find a sphincter-like portal with large teeth and eyes encircling what should be its opening. It's still alive, by the looks of it, and watching you.

As far as you can tell, the ribcage isn't constructed like a traditional cage. It's… well, it's literally a ribcage, held together by sinew and muscle. Whatever impulse controls it originates elsewhere.

You accidentally hit a bone at the wrong angle and you nearly cut yourself as your knife slides right off. You'll have to try again.

You mistakenly take a lungful of acrid smoke and fumes. The gas given off by the burning, dying flesh all around you is unnaturally unpleasant.


Looks like I'm just going to have to keep popping them like a horrid collection of wishbones, then. Trying the nearest occupied cage, then. '1d10' with TK.

Roll #1 5 = 5


File: 1355115895465.png (169.99 KB, 500x399, cry[1].png)

"Why knives, why are you betraying me?"

Rolling to keep hacking. These people aren't going to save themselves.

Roll #0 5 = 5


Maybe I can just pull apart these cages with buffalo strength.

Roll #0 1 = 1


"Hello." I remark rather matter-of-factly.

"My master did not teach me to talk with the dead, so I guess talking to you probably isn't going to yield any results, either."

I pull out my scythe and trace the 'lips' of the opening with my blade. "What do you think would happen if I stabbed you until the blood stopped flowing? Do you think those cages might open up? Or maybe I would get a portal to Filchfire? I wonder if you can even comprehend what I'm saying, or if you're just some dumb fleshbeast…"


You slowly pry each rib pair apart. Laborious, but you'll eventually have it done if you keep at it and don't screw up horribly.

You finish your excision and begin to heave and push and pull to get the ribcage out of the wall.

Just as you make your charge, a sudden spasm ripples throughout the Cetacean's belly, knocking you off your hooves and sliding over the moist, supple fleshfloor.

It doesn't like that. Roll to dodge.


One more good "pull" should do it… '1d10'

Roll #1 9 = 9


ew, get off that foul floor right now miss buffalo.

Roll #0 9 = 9


I attempt a sidestep and audibly growl, commanding my two minions forward. '2d10'

Roll #0 10 = 10

Roll #1 8, 3 = 11


Moving them out. I'm a quick stabber type aof person, the long and slow process of getting them out of the cage I'll leave to the Inquisitor or others outside.

And I'll reassure the pony inside. Even a strangers voice would be helpful to the trapped individual.

Roll #0 9 = 9


You snap apart the ribcage and catch the weakened citizen inside as she falls forward onto you. Despite her weariness, the young mare is visibly grateful.

You regain your footing and push your whole weight onto one hoof, cracking through the ribcage and ignoring the sharp edges of bone to pull an elderly diamond dog from its maw.

Your necromantic intuition is warning you to some trouble at the anterior of the belly.

When you've pulled the ribcage out far enough, you deftly slice open the fleshy backside of it, creating a gaping wound wide enough to pull the captive out. You pay no mind to the black sludge pouring out around you, though you can't help but think you've seen this stuff elsewhere.

You anticipate the Sphincter Guardian's attack quite readily, moving out of the way of a vast swath of thick tendrils and tentacles shooting out of the rim surrounding the portal. Your Earth knight pins a few of them down for you to slice through them, and the long, spindly things flail and whip about ineffectually as they spill forth a familiar thick, black sludge.

The Sphincter Guardian retracts its spined tentacles, preparing to whip them out at you and your minions again.


Directing them to the exit, I will continue the long jailbreak process.
'1d10' on the next cage.

Roll #1 1 = 1


Taking advantage of their coursing Tartarian Power, I order my two minions to strike first to create an opening. '2d10'

Then, I follow it up by pushing my way through for a Touch of Death right at the core. 'r2 1d10+2'

Roll #1 7, 7 = 14 / Roll #2 5 + 2 = 7


"We should be careful here.. I've got a bad feeling.." open another cage to help the others get done faster.

Roll #0 9 = 9


I wonder to myself if this is where the food ends up. As a chef, I'm intrigued. As an adventurer inside a giant flaming whale, all that comes out of my mouth to the captive is:

"Let's go Let's go Let's go Let's go Let's go Let's go Let's go Let's go."

At the same time, I'll yell out to our healers if they are okay. We're going to need them with all these hurt people.

Roll #0 4 = 4


As you shatter another ribcage open, a flying shard of bone wedges itself in your left shoulder. It's a lot more painful than you expect, and looking down you can see the marrow seeping with some kind of black sludge.

Your minions each tear through the tentacles with little concern for their own safety, and you dash past the spraying ichor and lodge your paw deep into the humors of the largest eye. The flesh around it turns black and sloughs off as you tear it away. It has one healthy primary eye remaining (the rest are simple eyes with no apparent control structure behind them).

The Sphincter Guardian opens slightly, a great blast of hot air pushing you and your minions back towards the smoke as it retracts its injured tentacles. From its many pores and ventricles slide forth a new array of limbs, now pulsing with sparks of electricity.

You crack open another cage and help another captive to the exit. As you return to the ice sheet, you can hear the sounds of a struggle through the smoke clouds Tsvetkov disappeared through.

You lead the freed captive to safety but collapse just at the edge of the ice sheet. You're covered in the black sludge and can feel it weakening your resolve.


"Tsvestkov…" Go in after him, he might need help.

Roll #0 6 = 6


Oh no no, that must come out.
'1d10' to remove it.
moonfire is going to make this burn a bit if that's Evil goo…

Roll #1 8 = 8


"Team, we've got a new problem! We're going to have to move out!"

I'll try to get some attention to me. I may hide in the darkness, but I don't like it hiding on me.

Roll #0 7 = 7


"I'll be with you in a moment, Auvergne, but it seems these cages had a bone to pick with me."


"Electricity? Touching that is out of the question."

I indicate for my minions to strike at the core once again, knowing they won't fear its lash. '2d10'

Then, for good measure, as they clash with the monster.

"Corpse explosion."

Mine is actually Timebomb, since I have ISC, and it's Instant, so no roll.

Roll #1 2, 5 = 7


Oh, and give preference to the pegasus for exploding. I might as well keep the earthie intact, even if the pegasus is more convenient.

You know. Make things easier later on.


I was worried. Thanks for that.


As you break through the smokehead, you barely dodge the whipping electrified tentacles of the Sphincter Guardian.

It REALLY hurts. The Blue Fire eats away at the stuff, going so far as to enter your veins to eliminate what's entered your body. You can feel the left half of your body literally burning from the inside out as it happens. When it's over, you have a faintly glowing scar, the confidence of purity, and an unpleasant memory to show for it.

You're able to keep the captives moving through Porin's cold opening, but you can feel the black sludge creeping over your form. You feel frustrated. Why couldn't you do more?

Just give me the word if you want to trigger it.

The Earth minion's charge is stopped dead by an electric lash, the impulses locking its joints and muscles. The opening lets your Pegasus minion zip through and land a cruel bruise on the Sphincter Guardian's remaining core eye, but she is also batted away soon after.


Oh, sorry, what I meant is that I wanted to detonate the Pegasus as she was hitting the core eye, to maximize damage. Is it too late to do that?


Now that that's settled I'll go look and see what's got Auvergne so worried and upon seeing him covered in that black sludge, I'll attempt to wipe it clean from him.
"Auvergne, don't let any of it inside you!"

Roll #1 2 = 2



All I can do now is resist. Maybe some of my magic learning will help, or at least trying to get it off.


Holy shit. "Guys, we have a slight problem in here." I call out urgently. "Tsvetkov, are you okay in here?!" Get next to him and help fend off the sphincter tentacles..

Roll #0 5 = 5


It wasn't auto-filled, sorry.

Roll #0 9 = 9


Ah. Heck, you can do it this turn if she gets close enough. Shall we roll?


"I am the favored student of court necromancer of Baron Toronski! I am always alright. Mind your head."

I command my earth minion to restrain as many of the tendrils as possible '1d10', while the pegasus moves in for a finishing strike 'r2 1d10'. If she gets close enough, I let her get in her hit before triggering the detonation.

Roll #1 3 = 3 / Roll #2 1 = 1


Of course it fails the turn after I wanted it to detonate. Not like I said corpse explosion last post because I wanted it to happen then.


Are there still any prisoners that need saving?


Your scar hurts at the presence of the sludge, but you are able to get a few ineffectual flecks of it off of him.

You clear yourself of most of the sludge by casting off your armor and clothes, too stained and heavy with the stuff. As you look down you can see smaller patches of black sludge sticking to your skin and hairs, and you swear you can feel it creeping along your body.

You can't seem to find an opening as the electrified tentacles whip and snap at your hooves.

Your Earth minion takes another shocking hit as you have it run distraction. The smell of cooked flesh fills your nostrils. Your Pegasus charges forward, but a deft snap of the Guardian's voltaic tendrils sends a jolt of lightning coursing through its body.

The enchanted minion explodes in a shower of electrified bone and burning meat, obliterating your Earth minion and another swath of tentacles along with it.

Half a dozen.


Always are. Though they'll need a once over if they swallowed that goo.


It needs to be burnt away clean. First off of Auvergne, '1d10' and then off his equipment. 'r2 1d10'

Roll #1 5 = 5 / Roll #2 1 = 1


I try to hack apart one of the remaining cages with my sword to free the prisoner inside.

Roll #0 9 = 9


Try to rub it off, but I'll do my best to stay in one spot. I don't want to let this stuff get on anyone else.

Roll #0 1 = 1


With the tendrils out of the way, Touch of Death the core.

For clarity, I want to use Touch of Death on this turn.

Roll #0 3 + 2 = 5


"Naturally, but this is something strange indeed.."
I watch him work and try to cover him.

Roll #0 6 = 6


Chester sets to work burning away the impurities still on Auvergne, but as Auvergne stands by and tries to rub it off, he feels frustrated again. Worse, angry. Something dark is taking hold of you. And you hate that it's come to this. What, does that fool cleric think he can wipe out this evil with a magic blowtorch? Blasted unicorns always thinking they're better than the rest of us, the chosen magic-borne of the gods even i want to wipe that stupid smile off his pious little face i'm gonna put my hooves on his neeck and squeeze and im gonna strangl ehim and hwen im done ima dgon do the same to halske little bithc of apprenticed adnd fucklasd her

Auvergne begins to assault Chester, trying to strangle the breath out of him. Both of you must roll to resist.

You set your sword in a ribcage and deftly pry it open, finishing with a grand pull to break the bones apart and free the captive inside. The sounds of struggle towards the exit and the front area intensify, but you're the only one left to open these cages for now.

Through sheer force of will you muscle past the electrified tendrils, burning through them with your necrotic touch but not quite reaching the core until…
Bethany pushes you forward with a bold charge, and you bury yourself up to the shoulder in the wall, your black magic coursing through the flesh and steel, rotten and foul chunks coming out of it as the Sphincter Guardian silently expires. Its tentacles stop waving about and its awful stinking maw relaxes and opens.


"Auvergne, what in blue blazes are you trying to do!?"
'1d10' to resist
'r2 1d10' to restrain him with magic.

Roll #1 4 = 4 / Roll #2 3 = 3


Gotta keep my cool. This is just like the fountain. Exactly like the fountain. I beat that. I can beat this.

Roll #0 10 = 10


Is it really dead? Look around..

Roll #0 2 = 2


I point him towards the exit and move on to the next cage where I try to free that captive as well. A spear would be better for prying, I think. At least if it breaks I have more.

Roll #0 10 = 10


I wipe the slag off my arm and turn to Bethany.

"Thank you. That monster was no minor threat. It was powerful enough to rob me of my servants… it was quite bold of you to join me in this chamber. You didn't have to do that."

I appraise the Guardian to see if anything has come of it. Did either of my predictions come true? Anything of value on or around it?

Roll #0 4 = 4


Chester feels dizzy for only a split second when Auvergne is able to rip himself away, stumbling across the ice sheet. Porin saw the commotion through the exit and comes rushing to Chester's aid, her hoof burning with arcane energy as she pins Auvergne against a collapsed wall. "G-get away from him!"

The unattended ice sheets holding the exit open audibly crack and fracture under the weight of the massive carcass.

You wedge spears into each of the ribcages, confident of your strength and knowledge of simple levers to quickly and safely break each one open. As you progress down the belly towards the back, you spot more ribcages holding more captives. Even with your pace, it's going to take a bit longer to free all of them. If only you didn't have the feeling this whale was going to implode on you at any given moment…

The darkness beyond the opening reeks something horrible. You imagine it was there only to guard the door; the brain of the Cetacean must be further in.

There is only stinking flesh and bones and starmetal in the ruined opening left behind by the rotted sphincter.


"Porin, no! You need to maintain the fire control! I'm glad you're worried, but priorities! I should be able to help Auvergne, but he was covered in that black sludge for a little while. Once it's burned clean, he should be fine."
I'll attempt to cleanse Auvergne again. '1d10'
"Quickly now, Porin, you have to get back outside and reinforce the ice. You are all that allows the captives to escape this abomination."

Roll #1 3 = 3


I try to bless my spear to make things a bit easier then get back to work popping more cages open.
'1d10' for prisoner freeing.

Roll #0 2 = 2

Roll #1 3 = 3


Gotta keep calm. It's what I can do at the moment.

Roll #0 1 = 1


Gulp.. "I'll go tell the others this way is open now.."
I go back to you. "Here, let me then a hoof. " I pause. "There is a way to the brain of this beast open now.. "

Roll #0 10 = 10


I nod at her. "Your obligations to your God force you to answer the cry for help, yes? I will deal with the brain."

I carefully enter the hole and locate the brain. This time I'm not going to take chances with a chat. I study it carefully.

Roll #0 8 = 8


"And there are more prisoners that need freeing. Unless you know how to control its brain then help me crack some bones back here."


The black sludge burns against your skin, reflecting the smoldering and feral hatred filling your mind. Try as hard as you can, an eldritch force animates your fury. You shove Chester aside and ram Porin against the frozen wall and begin to draw a blade…

Thankfully your blessed spear imparts a powerful energy that counters the Evil in these half-formed cells, letting you pry away the ribs with some effort. Bethany's added weight on the leverage lets you free another captive and immediately start working on another.

You squeeze through orifices and meaty gristle. Obviously this "ship" was not meant for any kind of living crew. The brain is deep in the darkness, bathed in a glowing pool of slime. Its tub has partially emptied in the crash, bathing the entire room in phosphorescence. You can spot diseased nerves hanging down from a light in the ceiling from where you and your compatriots had struck from outside. It would seem you disabled its flight functions but not completely killed it, at least not until now…

There is a palpable, almost tangible air of animalistic hatred in the air as you approach the brain. It is a black mass of slime and sludge, shapeless and shifting, writhing in a thin clear sac. A vivid imagination would be able to make out faces in its twisted surface.


"Indeed, thank you for understanding."
"I will stay with you until we free them all, it won't take long together." how many more are there?


Klandin had freed the remaining half dozen in the front belly. In the back belly, there are about twenty remaining.


Drop it Drop it Drop it Drop it Drop it Drop it Drop it Drop it Drop it Drop it Drop it Drop it Drop it Drop it Drop it Drop it Drop it Drop it Drop it Drop it Drop it

Roll #0 3 = 3


I keep working to free more.


"Damnable thing, you WILL BURN CLEAN!"

Roll #1 7 = 7


The hell?

Roll #0 7 = 7


I gingerly outstrech a paw and touch the soft sac surrounding the core.

I consider the thing for a moment.

"Whatever you're powered by, you're not like that Walker. You're alive. I can feel it around me. And I can't make use of you while you're alive."

I withdraw my paw and slash through several times with my blade, until I feel the life seep from it.

Then I attempt to Raise the ship.

I can roll to kill the brain if it has defenses, but otherwise that would be pointless, right?

Roll #0 10 = 10


Well lets get cracking then. Open up the next cage.

Roll #0 1 = 1


Chester manages to best Auvergne at his own game, coming up from behind with a flare of Blue Fire square in his back. The holy flames envelop the both of you, and Porin stumbles away from the melee.

After a moment of intense searing pain, Auvergne is free of the blackness, no sign of it ever having been on him.

Between you and Bethany there is more than enough physical strength to break open more prisoners. There is another ungodly groan echoing throughout the belly, and the stomach walls twitch and spasm, throwing her to the ground once more.

You effortlessly pop the sac open, the brain silently dying as black sludge gushes across the chamber. You are at home now, surrounded by death.

Having killed the captain of the ship, you readily take its place, pulling at its invisible arcane bindings like one would a puppet. You can feel the fabric of reality twist and warp in your consciousness as you gain control of the Cetacean, your willpower driving its eldritch and unfamiliar machinations. Evil created this abomination, but it no longer controls it. It is absolutely nothing like controlling lesser minions; interfacing with this massive body requires almost becoming it, taking in its multifarious senses and functions. As you breath, so does the belly of this unholy vessel.


I try to help her up.

Roll #0 3 = 3


"Porin, are you alright? Auvergne, how about you?"


"Sorry about that, Miss Porin. I'll have to properly thank you and your master a bit later, though."

"Is it a bit chilly in here?"

Going to try and help get any people still stuck in cages out, or barring that, assist any injured captives.

Roll #0 7 = 7


I grin through the teeth of the monster.

"I live."

I flex my new, massive chest and open all the cages inside. Then, I send necrotic stimuli out to all my limbs. I take stock for a moment, and try to feel who is left inside the carcass.


As Tsvetkov takes control of the Cetacean, the ribcages all snap open, instantly freeing all the captives. The belly widens and yawns, keeping the exit open for them to escape.

Tsvetkov, as you search the body, you sense that the captives are all leaving. Your crew is still with you, and you also sense numerous additions to your control; apparently the capture drones were slaved to this thing's mind, and you're their new master. You also sense the flight-enabling components of this wondrous and marvelously complex construct are still working, just that the original brain's flight control structure had been damaged. There is heavy damage and bleeding from the crash, of course, and you sense the vessel won't remain operable indefinitely.


I draw my sword.
"What is this?"


try to get up and free the rest..

Roll #0 7 = 7


"This place is really full of surprises…"


"Don't worry, I'm in full control now."

I grab my knife and prepare myself for whatever comes..


I attempt to determine if I have any vocal capabilities. If so, I boom, "Tsvetkov commands this vessel. Chester, heal whatever damage you can to keep us aloft. I am taking us above."

Once the civilians are free of the ship, I shake it loose of the wreck site and bring it around in the skies, appraising the battlefield for targets, particularly the longlegs and any sign of other large monsters.


"What? No, you can't do that! The prisoners all have the Taint on them!"


Well, I am waiting for the civilians to get free. Now's your chance to get off. Better do it before MSOB posts, though.


You have A LOT of mouths to control and find it difficult to speak through them for the time being. Your voice, warped as it is, echoes within and without the Cetacean with a skull-rattling volume.


"By Celestia! More foul magic! Bethany, see to the prisoners well-being!"
I rush to the front of the whaleship.


Covering my ears at the cacophony, I'll gesture to the gaping wound that serves as our exit to Porin and the other prisoners.
"Outside! Everyone, outside!"


I'll assist in helping people get out. And keep an eye out for new, dark magic free armor.


If you pass the blasted opening to the helm, you'll find Tsvetkov in a half-trance state controlling the ship in what appears to be a holding area for the whale's former brain.

The captives all escape, having no wish to stay inside the Cetacean (especially after it started talking).

The ship is devoid of captives. Who all is outside the ship with the Inquisitor?


I'll be out there. Need to look over the prisoners and make certain they're free of that Black Sludge.

Roll #1 7 = 7


I'm no nobility, but I can't be without clothing, and there's no way I'm staying inside.

I need clothing or armor, anything I can find that isn't contaminated. I'll use my Disquise skill to acquire something wearable.

Roll #0 6 = 6


"Tsvetkov, is this your doing? Are you in control here?"


I take care to open another cage. "Are any of you able to open these with me?" I direct toward the prisoners.

Roll #0 8 = 8


Trance-like, I stare onward, still focused on the animation.

"I am not just in control. I am. Never have I felt more alive. Ten thousand tomes could not teach me what I've already learned in an instant from this beast. It operates on a completely different level. I hadn't even considered the elegance of its design. It's a marvel. And now it is mine… until it falls apart, anyway. Skilled though I may be, it has a hole in its side. I can't keep it together forever."


"Is it…safe…for you to be controlling it?"


After informing the Inquisitor, she helps round up and inspect each of the captives. You're able to gently, very gently, apply your Blue Fire to each one, even the vehement atheists.

Alabaster asks you, "What the hay is going on in there? Did I hear right, you took control of the… thing?"

Alabaster's fellow inquisitors made it to the site and were able to offer you some supplies. You are wearing the equivalent of your former armor, though you could now pass as a member of the inquisition.


"I killed the brain quite thoroughly."

I screw up my face, pupils still distant, focused on something else.

"It's like a puppet… no, that's a minion. This is more. It's like a suit… maybe that's not a good example either. It's hard to explain to you. But it's safe, I think."


"Tsetkov managed to, I don't know how. Or why. I don't much relish the idea of it flying around again, but it might just be our ticket into the Tower."


"Into the tower, huh…" Alabaster waves off the purified captives to be taken to safety by her colleagues.

"You're thinking of posing as a part of his army, flying this thing back to whence it came?"


"I'll stay here just in case."
I sit down and keep an eye on Tsvetkov while keeping a claw on my sword.


"Or ram it straight through the front door, whatever works."


"Whatever the case, your friend's just got us the first potential advantage we've ever had in this fight." Alabaster walks into the belly, saluting Porin on the way in. The young mage beams with pride.

"I'd like to speak with the captain, if you don't mind…"

Another harrowing encounter, another sluggishly paced quest. Let's hope this really does get you closer to Filchfire.


"We'll pretend to come back for repairs, and then ram it in into the door. We'll follow in the beast's wake, and sneak in under it. After that, I leave it to you. We can load it with enough explosive runes to make a new canyon and hope it takes down Filchire, but I need to remind you of that lake. Any plan we make should have a contingency to keep it placid."

Roll #0 8 = 8


Are we questing Monday? I won't be able to make it until 10pm.


Monday is my next open day. Unless you want another long break til Wednesday, I'll be questing tomorrow/this night.


We cancelled now?


So much for Monday quest, right?


Sort of a relief. I almost got out of work early, but got called back at the last second. Hopefully, we are still on for Wednesday.


Big apology for disappearing without notice. Stuff happens.

On the bright side, I can run Tuesday, Wednesday, and Thursday if you can make those nights. Not Friday or Saturday again, though.


Sure, I'm available those days and right now. Monday is the one that will be trouble for me because o my work schedule.


ETA ~30 minutes.


Um, ETA 20 minutes.


Red One, standing by.


Red Leader, standing by.


Red Two, ready to go.


Red Five, standing by.


Tsvetkov has just commandeered the Cetacean, and though it's in terrible condition it should be able to fly. The captives are being led to safety by the Inquisition, and Alabaster addresses the members of your party that have vacated the flying whale for the time being.

Chester and Auvergne have been discussing ideas to take the Cetacean back into Filchfire's base.

Tsvetkov is in the Cetacean's cranial cavity with Klandin watching over him.

"If you intend on using that whale to cross the wall, you best going ASAP. That thing doesn't look like it'll last long." Alabaster claps her hooves together and pulls out a magic scroll, handing it to Chester.

"I had hoped to give you a more detailed briefing at our base camp, but I guess some of my field notes will have to do. I don't know if any of it will be of help; no one's ever returned from across the wall. I know you all have seen Filchfire's lair before, but there's no telling how it's changed since."


"Well, Luna willing it will change quite heavily by the time we're done with it."


"Yes, we should finish our task as quickly as possible."


"We can figure out whether we are going to ram this thing into Filchire's base when we actually get there. They'll be expecting this thing to come in loaded with abductees, so they might just throw us a welcoming party when we get there."


I restlessly flex the muscles of the Cetacean, probing outward with the scavenger drones, getting used to the feeling of being the beast and commanding the swarm, as I await the return of Chester and Auvergne.

"Imagine I built one of these back home," I say to no one in particular. "We'd give our neighbors something to think about, I'd imagine. The Baron will be most interested in my report, I think, as will my Master."


"I'd suggest you don't tell anybody about this, actually. Look at what just one wizard can do; imagine an entire country's production capabilities geared towards creating these things. I don't think our world would survive."


"Well, if we can rig it to explode, we might be able to hop out before we get in too deep. So long as we don't completely close up that hole, anyway.


"So then, ready to go back into the belly of the beast? I think we can wing it, but I'm going to be honest, I'd have loved to get my hooves on one of Talia's keys. After our last job, I'm sure he switched out the locks."


"Do you know if any of your fellow Lunanites brought explosives with them? I may have added magic to my arsenal, but nothing quite that big."


I shrug, still focused on the mechanics of the beast.

"We have enough corpses for it, probably. My people traditionally hold a war every Spring. We could use the edge."

I then stop, and my eyes come into focus for the first time since taking control of the beast. I think for a moment.

"Not that I'd share the details of how to make one with the others… I'd lose my value. I am sure I would be called to serve in the court of the Mountain King. Perhaps even the chief court magister."

I go back to busying myself with the monster.



The Cetacean's fins and tail twitch errantly before making slow, lazy circles.

Alabaster looks towards the wall. "We've never seen the wall open, so you'll have to fly it over and into whatever Sun-forsaken bay this thing came from."

Luck Dice: '1d10'

Roll #1 4 = 4


"Unfortunately, sending too large a force into an unaligned area could have been taken as an act of aggression. Porin and I were all that could be sent, since Klandin called in the Inquisition.
"So, no, there are no explosives experts amongst us."


"Flying over sounds fine, if Tsvetkov can keep it moving."



You will need to make rolls to gain control of specific functions of the Cetacean outside of basic motion and flight. Make sure to declare such learning rolls.

Alabaster shakes her head. "I wish I could help in that department. We had already used up our explosive ink attempting to breach the wall. All you'll find in this city now is makeshift black powder, after a day or two of scavenging."


"We'll sneak in and use their supplies to light a rather large bonfire. Even if he relies on golems, especially since he relies on golems, he'll need a lot of finnicky materials to keep them going."

"However, we should get TO the base first. We don't have much supplies here from the sounds of it. We'll see if we can just get inside with what we have."


I study how to control the abduction drones.

What all skills do I get to unlock for this thing? I guess the drones and the weapon systems on the belly?

Roll #0 6 = 6


"Actually, there may be a way around that. Auvergne, do you remember when we first came here? When we first tried to enter the tower? Tsetkov had some sort of magic that detonated a corpse to some effect. What do you think would happen if he used it on the whale?"


Careful study on how to make use of all those sharp objects hanging out of the belly of the beast.

Roll #0 2 = 2


"We'll have to ask him when we get you up there. Something this big, this damaged, I'm not so sure of. Plus, if he's capable of it, how far away do we have to be to be safe?"


The Cetacean's complete list of functions are alien and unknown to you; searching for an index of them, you realize that and all the other memory must have been in the brain you just killed, but you may be able to feel them out naturally.

You have a very general sense of where the capture drones are and which way they're headed. The swarm that is linked to this Cetacean is inactive and scattered across the city blocks.

The belly machines are of unknown purpose to you, and you can't get them started. You're certain they serve some important function, seeing how close they were to the prisoners.


"I cannot answer that. We'd have to ask him."
Looking towards the tower for a moment, I'll continue.
"But there may be a chance that we cannot get to a safe distance, and must go down with the ship. Would you still be willing to risk that, Auvergne?"


Attempt to call the capture drones back in, now that they're under command. (?)

Then, work at the belly instruments again. '1d10'

Roll #1 5 = 5


"No, because this isn't about us anymore. We have to make sure the people here get out safely, the ponies that have been kidnapped are saved, and Filchire gets put down for good. Then we all come back heroes and have the biggest feast known throughout Equestria."

"We can die after we have numerous children and our tale is spoken of in places I can't even pronounce."


I study the metal grin of the monster, to see if it is capable of opening its mouth.

Roll #0 6 = 6


Feel around the exterior of the Cetacean for any defensive systems.

Roll #0 3 = 3


Attempt to determine the power source of the monster, starting with the gut.

Roll #0 5 = 5


One last, barely audible grumble: "We'll do what we must if it comes to it."

"But I'd rather live."


I'll smile at that.
"But, it is time we got going. Every second wasted is another innocent in peril."
I'll pat him on the back.
"I'd rather you live as well. You and Porin still have a long life ahead of you both, and I'd hate to see it cut short."


"Perhaps we should hire a bard when we return." I laugh a little. "Wouldn't that be something, mate?"


Everyone outside the ship notices a commotion in the streets as downed capture drones begin rolling, crawling, or hovering back to the Cetacean in a lazy and groggy fashion, as though each one had three mugs of hard cider.

Tsvetkov, you're able to start up the belly machines again, but just barely. Everyone near the ship or in the belly notices the tendrils, teeth, and spines twitching erratically, but to no effect.

The mouth does indeed open, and you get the inkling that this forward bay has a different purpose entirely. Everyone outside the ship can see the terrible metallic maw of the whale break apart in jagged lines.

"I… I want to have lots of babies!" Porin pipes up, trying to look proud and brave in the face of certain death.

"I wish I could go with you, fellow Solar, but my duties are on the ground here. We will try to secure the city, and I promise I will commission the very Canterlot Tabernacle to sing your praises when you return."

"We don't know how much time we have left. By the sounds of it the rest of the city is under heavy assault, so the gates to his fortres may yet be open still. Celestia's winds guide you all."


The belly is as you saw it, a huge gaping cavern filled with diabolical instruments and prison cells, but you sense there was some kind of cardiovascular system present in the Cetacean… just no heart, per se. Right now it's just your necromantic magic moving everything like one would a puppet, but you imagine there was some kind of internal, sustaining force that animated this construct before you killed its brain.


I'll smile a bit wider at Porin's input.
"And so would I. But the children come after we shove that whale back where it came from."
Saluting the Inquisitor, I'll start heading back into the gaping wound that we blew in the whale's side earlier.
"Tsetkov, was that you moving the drones outside?"


Are you talking to yourself, or to me? Because I'm in the brain room, and I think we established you can't even hear the sounds of explosions from the sphincter room if you're only in the prison bay. So specify you've entered the brain room if you want me to reply.


Well, since you've basically got a loud speaker system that we can hear elsewhere, I kinda thought the words would carry back. So I'm sorta talking to the air at the moment, assuming you'd hear.


Not totally sure I do.

I study the many mouths of the beast for communication. (roll 0)

Study the ears to hear outside. 'r2 1d10'

Study the belly again to determine what it does, and to master the tools there. 'r3 1d10'

Study the mouth to determine its purpose. 'r4 1d10'

Attempt to master control of the drones. 'r5 1d10'

Roll #0 6 = 6 / Roll #2 7 = 7 / Roll #3 4 = 4 / Roll #4 8 = 8 / Roll #5 10 = 10


"I'll see if I can find a cart I can use to get you up there. Might need to ask Gaeton for help."


"May Celestia bless you friend.." I wave goodbye to him and hop back in the ship if I am not already there.


"Let's do it."


Not only does this thing have mouths, it has ears, eyes, and other unknown sensory organs packed across its skin like so many pus-filled blisters. The sounds of battle and talk outside the hull are known to you, but the only ones you can make out in distinction are Chester's words.

You discover there is a… cannon of some kind in the mouth. It appears to be mechanical, not organic.

The drones pick up their pace and swirl about the Cetacean in an elegant spiral, deploying their capture arms and standing by to take orders.

The entire party is headed in to crew the Cetacean, yes?


Yep. Once everyone's in, I'm going to attempt to Mend the hole.
…don't quite know if it'll work, though.

Roll #0 4 + 1 = 5


Booming (hopefully less wretchingly) over the loudmouths, I reply, "Yes, I am at work in the brain. Try to fix the damage, if you can."


I don't have any healing magics, so I'll prepare myself and board.


Worse than won't, you get the feeling it can't. This thing was always dead, long before Tsvetkov took hold of it. Every living component here is like some kind of undead flesh, no more alive than the cold metal it grows around.

You suspect the black sludge you found in the blood and marrow could have something to do with it.


I'll shudder a bit at that.
"Tsetkov, this refuses to mend. It's been dead for far too long, and whatever that black goo is must have done something to it. You're not getting much mileage out of it."
Speaking of, I'm keeping an eye out for any more puddles of that stuff. We didn't exactly do a thorough cleaning job.

Roll #0 3 = 3


The best you can do is stay away from the open wounds and gashes you left while freeing the captives.

Everyone is safely on board the Cetacean. Note that the belly, while it does have flooring and footholds sufficient for you, wasn't meant to contain passengers aside from the prisoners being held in the ribcages. The drones crawl into ventral sacs, being sucked up into the sides of the beast with a most awful *schlorp* sound.


The goo seems like something we should recognize, maybe from that pool back before.


Roll #1 6 = 6


Time to fill Tsetkov in on my glorious plan.
"Tsetkov, was I correct in remembering that you could cause corpses to detonate?"


"Perhaps I can be of assistance?" I step forward and try to mend to hole

Roll #0 4 + 2 = 6


"Yes. It is one of the core techniques of my cult. We are siegemasters."


Yes, the black sludge is identical to the stuff that corrupted the other mercenary party you encountered. It drips and globs in the same way, and you should be thankful that what does bleed out of the Cetacean doesn't retain its own will, motion, or consciousness as that stuff did.

Though familar with necromantic arts, you are barely able to cobble together a patch for the side of the whale. This thing seems to have been originally sewn together by an alien, eldritch force.


"What sort of range do you suppose something of this thing's size would have?"


"I've never controlled something like this. I wasn't trained for it. However, a corpse detonation makes use of certain chemicals inside the body. If I knew the chemical makeup, I could determine how much potential explosive power it has. Big doesn't mean big explosion. A pile of branches and a pile of dynamite behave differently when lit."


"Well, try and figure it out, please. I'd rather this be a pile of dynamite than a pile of branches when we set it off inside the tower."


"It will have to do.."


"Preferably with us FAR, FAR AWAY! Like, say, where you come from Tsvetkov. That seems safely far away enough."


"Yes! I expect you'd all be welcome in our alehalls for celebration and festivities. And maybe Klandin and Gaeton could come, too!"

I study the chemical makeup of the Cetacean for explosive potential.

Roll #0 5 = 5


You're confident it can, and should, explode. You're not certain how, though.

All else fails, just set it to ramming speed and hope for the worst.


Over the loudmouths, as I shakily ascend upward, I respond, "I'm pretty confident it would have a pretty big explosion. Not that we'll have to worry about it. This thing won't explode without some prompting, and it's not like Filchfire has displayed an aptitude for corpse explosions. Who's going to set it off?"


The Cetacean slowly flaps its fins, some eldritch force propelling it upwards into the sky. It snaps some standing poles and lightposts as it shakily floats over the buildings.

Those staying in the belly, you can see the city down below your feet through the teeth and spines.

None of the other constructs seem to notice you just yet.


Roll #1 2 = 2


The Cetacean passes over a squad of constructs.

Tsvetkov, a piercing screeching and squealing cuts through your mind. It's some kind of request for repairs?


I do my best to mentally subvocalize in a method machines will understand, "No. Cargo bay at capacity."

Roll #0 4 = 4


Given the moderate damage in the ship's side and your general "negative" response, you'd think the dumb things would be able to get it, but they keep pestering you. It's getting to the point it's actually becoming a little distracting from maintaining your flight pattern. They seem to be triggering an override in the systems meant to respond to pickups, though without the main control (you) giving OK it isn't going off. It's like a zit in need of popping.


"Everything okay back there? "


"Some constructs trying to dock… Getting hard to focus… won't accept no for an answer…"

A lengthy pause, and a course correction from an awful veer, "Think you could handle it if I opened up?"


"How many are there? We might be able to use the coffins as cover, and ambush any that get too curious."


I attempt to get a headcount on the constructs that want to dock.

Roll #0 9 = 9


"You know, you've got drones of your own. Just because they dock doesn't mean the constructs get to leave."


Tsvetkov, you're picking up six pings.

Anyone in the belly can look down and spot the same number of constructs moving around on the rooftops, looking up expectantly at the Cetacean overhead. There are four Jumpers, one larger-looking Hulk, and an agile-looking biped Gunner. The Gunner looks to be missing an arm, while the Hulk has a gaping open section in its back. The Jumpers have heavy but mainly superficial damage to their armor plating.


I remember the status of the Cetacean as an overmind, and try to send a message to the constructs, roughly translating to, "Shift into neutral for docking procedures."

Roll #0 8 = 8


"We've got you covered."


The ground drones respond readily, moving into formation and waiting for pickup. You're still bothered by an intense pain, again, like a bloated pimple that's aching to burst, somewhere on your body—the Cetacean's body. That might be a part of the repair/pickup system waiting to activate.

If you forgo the pickup, you'll have to put some effort into overriding the signal while maintaining control. Or you could take the "easy" route and actually play your part.


"Either come up front, or pretend to be prisoners."

I open up the bay doors, and try to keep them mentally subdued as they coast in.


I'll head to the front and suggest we try to keep out of sight.
"Avoid the black sludge. Judging by what it did to Auvergne, it does things to your mind."

Roll #0 1 = 1


"I didn't forget my basics just because I spent more time with books."

Going to use stealth to hide myself away.

Roll #0 2 = 2


Go to the front. '1d10'

Roll #1 4 = 4


The "zits" burst open: coiled winch tendrils unspooling themselves from the inside of the belly and drooping down like slick ropes. They adhere quite easily to the heavy constructs below and pull them up into the belly…

As you make your way to the front, you trip and fall through the open belly.

You catch on one of the sticky ropes, not so much entangled as ensconced by the translucent gel. You can feel it pulsing and oozing around you as the Gunner attached to the end of it is pulled up. It hasn't noticed you yet…

The belly is pretty open, and you only manage to get yourself seated in an open (nonbleeding) ribcage. It provides cover but no concealment.

A critter of your size has trouble navigating the spines that serve as footholds here. You're still in plain sight as the constructs are pulled upwards.

A confused buzzing emanates from below, followed by a deep sounding like a large horn. The Hulk's red eye is trained on the belly, though you can't tell if it's spotted the lot of you or is just feeling chatty.
Tsvetkov, you are informed by the Hulk that your feeding chambers are damaged and your reconstruction materials have escaped containment.


Oh botheration.
I'll remain absolutely still until it carries me back inside the belly.
Once I'm back over "solid ground" I'll attempt to burst my way out of one side of the pseudopod, without severing it if possible.

Roll #0 8 = 8


Looks like we're playing it safe, so I'll have one of my trusty knives at the ready.

Roll #0 9 = 9


Well.. that's not good. '1d10' to scoot out of their sight.

Roll #1 3 = 3


I reply that feeding has already taken place, but replication systems are damaged, preventing repairs of the hull.

Further, I indicate that any remaining materials are being saved as critical reserve fuel and not to be harmed.

Roll #0 3 = 3


(Still around, for the record, just dead tired and not sure what I can even do here.)


Get your pounce thing ready. We might just have to ambush the repairbots.

Roll #0 3 = 3


All right, I'll hide ['1d10'] high up, weapon drawn.

Roll #1 4 = 4


The two of you remain "undetected". Chester is able to climb back into the belly once he reaches the top of the winch line.

The Hulk sounds a chirping siren when it sees Bethany clambering over the footholds, alerting the rest of its squad. Although all of them look up, only the Gunner has weaponry that can reach her at this range. It spins its one arm around, extending an autoloading crossbow from its shoulder and fires a spine—an actual spinal column fused together into a creepy sort of bone arrow—and it misses her.

The attack constructs are high up off the ground, just under the belly of the Cetacean. Anything that dropped from this height would have a really bad day…


Force release the constructs from the tendrils.

Roll #0 2 = 2


Right, severing the Gunner cable. It should be weakened since I broke out of it.

Roll #0 2 = 2


Well, that didn't take, so I'll get Porin to freeze it if she can.
The tow line, that is.

Roll #0 8 + 1 = 9


can I.. throw the bone arrow back at them?

Roll #0 3 = 3


I'll awaken from my Sarcophagus and let my blade feast on the nearest enemy.

Roll #0 9 = 9


You can see the Jumpers all eyeing you with their unblinking red cores.

The winch tendrils quiver and falter a bit, but the natural processes of the Cetacean are proving a little more difficult to suppress than you expected.

You try to snap the gel, but in a moment of clarity you signal to Porin and she freezes the line with some magic. The jelly becomes brittle, and you easily smash it.

The Gunner lets out a mournful squee as it falls to the city below, where it is dashed to pieces on a gabled roof.

The bone arrow is a bit out of your reach, and you're having enough trouble keeping a hold of your own footing. They're getting awfully close.

One more turn and the constructs will be inside the belly. Think fast!


Hulk next. Freeze the line, and then shatter it. '1d10'

Roll #0 2 + 1 = 3

Roll #1 7 = 7


Close the door with mend!

Roll #0 4 = 4


Considering their ability to interface with the Cetacean's systems and force it to open, I attempt to send a command to all of the bots to cease combat and convert back to neutral for safe docking with the rationale of avoiding further damage to the ship.

Roll #0 1 = 1


…Well shit. I skip the Jumpers, and fly down to help Bethany ['1d10' to make sure she doesn't fall], taking a swing at the nearest line on the way through ['1d10']

Roll #1 5 = 5


…Odd. '2d10', then, because I have no idea which roll that was.

Roll #1 10, 1 = 11


Did our griffin just collapse the universe?


No, I guaranteed Bethany's safety and simultaneously shattered my right hind femur against one of the lines.


Nah, he just probably tossed his sword into the wall or something.


Porin's ice blast misses just barely, smacking the necrotic flesh wall next to you. The Hulk ascends.

The strange flesh defies your magic. Its innate wrongness and abominable nature are anathema to your sun-worshiping mysticism.

The constructs start going into a frenzy, their eyes glowing red as they take hold of the tow lines and begin to climb up on their own. Their signals immediately cut you out of their band, the last lines you can make out being a repeating string of MURDER DEATH KILL

I'll take the second set of rolls.
You handily swoop over to carry Bethany to safety, but you misjudge your path and your wing clips one of the Jumper's tow lines. Bethany goes sailing through the air and safely into the forward hold towards Tsvetkov while you are left spinning around and struggling with the sticky winch tentacle. It's especially unkind to feathers and you seem to be getting entangled further and further; you can't bring your weapon around as the Jumper below you unfolds its bladed leg and prepares to attack.

The Hulk and the three other Jumpers are in the belly now. Despite the lack of footholds, they seem more at home in these environs, the Jumpers readily clinging to the walls with their clawed feet and the Hulk bridging the gap of the open belly with its four thick legs against either of the walls.

The Jumpers slowly claw their way over to attack you.

Tsvetkov can feel sharp pain on his insides, reflecting the sensation of the things crawling around inside the Cetacean.


"Bird's of a feather and all that."

I'll go assist Gaeton by dealing with his closest enemy with my blades.

Roll #0 2 = 2


Alrighty, then.
"Porin, if you could freeze the big one?"
She'll fire off a frosty magic bolt at the Hulk. '2d10+1'

Roll #1 8, 10 + 1 = 19


…"Gaeton?!" I call back to him.


Command the snatcher-bots to pull out a jumper and drop it to the ground.

Roll #0 10 = 10



"FUCKING SHIT SHITFUCK" I stick my hind legs to the tentacle, unsheathing my claws into the stick for a better grip, and hold my sword in a two-handed defensive position ['1d10'].

Roll #1 6 = 6


Auvergne bravely dives downward to protect Gaeton, taking some nasty cuts from the thrashing Jumper. In the nick of time Tsvetkov has released his capture drones and they swarm about the Jumper, weighing it down until the winch tentacle snaps off, sending the Jumper into freefall and shattering to pieces against the cobblestone streets.

Gaeton is still stuck in the line, barely able to fend off the attacks of another Jumper that attempts to bat at him as he hangs from the tether blister on the inside walls.

The cold shards breach a previously-invisible barrier surrounding the Hulk, lodging themselves in its plating before bursting into thick reams of permafrost. It tries to reactivate its shield, but the shimmering energy flickers ineffectually.

Two Jumpers are approaching Chester and Porin, ready to pounce.


"Thank you, Porin, good work."
And now, using telekinesis, I'll whack one of those Jumpers with my Mace('1d10'), hopefully knocking it loose and off the side.

Roll #1 8 = 8


"Thanks for the save, guys." I take a double-swing at the attacking Jumper, in far too compromising a position for a power attack. ['2d10']

Roll #1 6, 5 = 11


Strike at the Hulk with the Collector Drones.

Roll #0 5 = 5


Pull Gaeton up front with me.

Roll #0 3 = 3


I'll focus on the nearest jumper.

Roll #0 1 = 1


Your mace flies off like a missile, cracking the Jumper straight across its center of mass. Porin covers her side with a temporary ice sheet.

Despite your awkward position, you manage to strike a solid slice on the attacking Jumper, taking only a glancing hit on your armor in return.

You swarm the drones back into the belly, but they can't dislodge the Hulk's weight from inside the Cetacean.

The winch line is proving to be far stickier and more pliant than you expected.

Your blades awkwardly miss and you end up tackling the Jumper near Porin, taking it down with you into the open air below. It's got a solid hold on you and it's too heavy for you to fly away. You're spinning around in freefall, the ground coming up to greet you at an alarming rate.


All of the collectors go for Auvergne.

Roll #0 7 = 7


"Gaeton, you focus on the one still in here, I'll grab Auvergne!"
Bringing my mace back and holstering it, I'll attempt to grab Auvergne with Telekinesis to halt his descent. '1d10'

Roll #1 7 = 7


I'm going to try to stay calm and stab it. I've had experience against these in such close quarters. Try to get myself out of freefall.

Roll #0 10 = 10


I take another pair of swings ['2d10'], the corner of my eye on the falling comrade I can do nothing to assist.

Roll #1 9, 1 = 10


…pray for the aid of the sun..

Roll #0 2 = 2


Well at least Auvergne's safe.


Auvergne gets one hoof free and impales the Jumper with his blade, putting the lights out of its core. As it lets go, he's barely able to regain control, but with the aid of Tsvetkov's drones he's picked up and on his way back to catch up with the Cetacean. Chester's telekinesis guides them all back into the belly safely.

Porin is barely able to fend off the Jumper attacking Chester.

Your lose your footing, swinging around upside down as you try to fend off your attacker.

Not too far from you is an upside down griffon swinging a double sword at a biomechanical construct fueled by otherworldly forces. Is this really the right time for a psalm?


Alright, now that that's settled… Let's see how that Jumper likes being Undone. '1d10'

Roll #1 2 = 2


Well, I guess its time to help out then.. maybe I can tackle the unholy beast threatening my friends.

Roll #0 6 = 6


Given that the Hulk has been weakened by frost, I'll try to shake the bay oh-so-carefully to try to dislodge its now-slippery legs from the walls, sending it to a gravitational doom.

Roll #0 1 = 1


Man, we're just crit-fails all over today aren't we?

At least I can't fall. I take another double-swing. '2d10'

Roll #1 5, 8 = 13


(Sorry this is running into overtime.)

The dark magical void of the Cetacean's being reverberates unpleasantly, negating your channeled divine power for the moment. The Jumper slashes you, and Porin pushes it back with a wave of force before it can do severe damage.

You put your weight into a full charge, pushing the Jumper attacking Gaeton back towards the Hulk.

You misjudge the movement of the Cetacean, momentarily turning it belly up. You remain in place, stuck to the control room floor by eldritch force.

Everyone hits the "ceiling" of the belly cavity. Gaeton is still restrained. At least no one is going to fall out at the moment…

Taking advantage of the momentary confusion, you strike at the Jumper yourself, severing one of its legs.

The Cetacean is now upside down. Auvergne has rejoined everyone in the belly, but everyone in the belly now uses the ceiling as their floor.


Activate the feeding tools.

Turn all the nasty instruments on the hulk.

Roll #0 5 = 5


"Typical, I'm gone for a bit and the whole world goes tipsy turvy."


"Porin, are you alright?"
I'll take another swing at the Jumper that probably tumbled down with us with my mace. '1d10'

Roll #1 9 = 9


"Topsy Turvy, lightweight."

With so many others also going for the Jumper, I take some time to carefully extricate myself from the cable. '1d10', in case that needs a roll.

Roll #1 4 = 4


"What the… anyone hurt?" fend off any attacks while I regroup with the others.

Roll #0 5 = 5


I shrug that off and go help Gaeton.

Roll #0 2 = 2


The feeders being to whip and churn, trying to pry at the Hulk's mass. They're barely able to get a hold of it as it rights itself and shakes off the tiny teeth picking at its thick plating. It begins to crawl over towards the party.

You crack open the Jumper's armor plating, exposing its innards. It stumbles backwards before being utterly crushed and obliterated by the uncaring weight of the Hulk's mighty foot.

Your wing being caught in the mucus doesn't help you any, and you slap against the fleshy wall of the belly.

There's only the one-legged Jumper left, but it too is caught under the weight of the Hulk before you can even think of getting to it.

The Hulk is easily as big as a house, with four spider like legs covered in thick armor. Its magic barrier flickers back on, now fully visible as a shimmering geodesic sphere.

Tsvetkov, the weight of the Hulk pressing on the belly is like someone rolling a billiard ball around your stomach.


Right, well.
"Porin, see if you can't freeze it again! We'll need every edge against this thing."
Magic bolt going out '2d10+1'

Roll #1 8, 3 + 1 = 12


Obviously tell me if I can't do this, and I'll do something else.

Struck by the realization that I am one with the machine, I try something that even I consider a little bit crazy.

I select the largest sticky tendril in my arsenal, focus on it with all my concentration, visualizing it as my pointer finger, then jam it into the hulk.

Touch of death.

Roll #0 9 + 2 = 11


Even if you can't use the skill, with a roll like that you probably just flattened it.

Meanwhile I'll hope I'm not on the largest tendril, and keep trying to get off of it. '1d10'

Roll #1 4 = 4


get the hulk out of here. Tackle it away.

Roll #0 1 = 1


Porin's freezing bolts shatter agains the magic barrier, though it seems to change color and flicker a bit, getting weaker.

Shit, I'll give points for creativity.

The opening in its shield allows Tsvetkov to drive a tendril deep into the opening on the back of the Hulk, the translucent jelly shifting and seeping into its core.

A loud, mournful wail blasts the party with sonic force as the Hulk dies from the inside out. Its core turns from red to black to moldy black sludge, the entire heap crumpling and folding inwards on itself.

With the party relatively safe, they can take their time disposing of the construcst before the upside down whale ship continues over the ivory wall and towards the center of the Volcano of Gloom.

Tsvetkov, if you focus on your own body and surroundings, you'll realize that your feet and legs are now firmly bound to the floor by the same misshapen and diseased nerves that once bound the original brain.



I know that one ran on a bit long, but how are we feeling about the campaign?

Are we on for Wednesday and Thursday?


I'm up for it. Friday I'll be out of touch, though, since I've got a family member to pick up from college.


I can be present for both, but don't expect me earlier than midnight CST, worst case 12:30AM.

I'm totally free Friday and Sunday.

I've gotta talk to my boss about giving me less shitty hours.


whenever you run it is okay, its a little creepy with some alien looking things in it, wondering what made them.


is awesome, and I'll do my damndest to play whenever you run.


Who all is here?

Do we want to wait for Captain Tsvetkov to arrive? That will be a two-hour delay…


I think I'll delay it til at least Tsvetkov shows up.


m here


Working in the Bastion at the moment, but I'm ready and able.


Ho hum…


Posting while driving home from work.

If I don't show assume I crashed and died.


Don't forget to watch the episode


Thus taking the whole party with y—oh, you mean in the car.



Hey, Boron, I should have Improved Telekinesis on my sheet since I took Improved Casting, right? Because I may not have that written down…


Got it.


That was a painfully long drive! Ready to go.


did he died



Let's get on with it, shall we?
┬──┬ ノ( ゜-゜ノ)


The party is aboard the upside-down Cetacean after having just vanquished another party of attack constructs. Although you can't see it (save for Tsvetkov, who is hooked into the ship's sensory organs), you're passing over the wall and into the central parts of the Volcano Of Gloom, now taken over by Filchfire's constructs and self-replicating fortress.

There is a great plume of pitch and smoke rising from the caldera of the once-dormant volcano, certainly an ill omen.

The ruined Hulk and Jumpers lay in a heap in the upturned belly. It's suggested you all find a foothold or secure line before the Cetacean rights itself.

"Captain" Tsvetkov, you are bathed in a sea of noise and signals as you fly deeper into Filchfire's territory. Every part of the city here has been subsumed by some kind of structure, everything a different kind of construct and automaton, each one sending out its own signals.


I'm gonna see if I can't right myself and get free of this damn line. '1d10'

Roll #1 10 = 10


You're finally free of the sticky tow line, and with no damage to yourself or anyone else around you! Plus, with your unusually intimate knowledge of how it works, you wager you might be able to use it manually for a tether or security line.


I focus on righting the Cetacean once the others are secure, then directing the beast toward the Tower.


Since I'm a Pegasus, I'll just prepare to catch anyone who doesn't have a good hold.


Recalling that the "Tower" was more of an abstract construct during your last visit, you're glad to see that with the takeover of the city Filchfire has seen fit to craft a full-size base of operations firmly situated in the physical realm. A great ivory ring composed of hewed geometries and shifting crystalline structures embraces the summit, like some kind of bleak crown with spires reaching up over the rim and a shadow of a spire jutting upwards through the black plumes of the revived volcano.

You can spot other Cetaceans going back and forth across the wall, many of them docking at the summit ring. There is a strong signal aimed at you emanating from there.

Between you and the other winged members of this party, you have enough to secure everyone.


Forgot to add the dice roll. Here's hoping for sticky hooves.

Roll #0 8 = 8


I do the same.

Roll #1 10 = 10


Roll to interpret signals, and begin heading for the dock.

Roll #0 6 = 6


With everyone right-side up again, you head out to the summit ring. You can tell it's some kind of docking directions beacon, though if there were any further nuance to it you can't quite tell.

As you approach you see that the docks are actually great maws that interlock with the teeth of a Cetacean's open belly. There's no telling what's in them from out here.


"Ugh, it makes me feel like I'm eating zucchini for the first time."


Over the loudmouths:

"Docks ahead. Given that prisoners seem to be dealt with before docking, I'd guess that it probably opens to a repair bay. I don't think stealth will be possible after this point."


"Well, Tsetkov, there are going to be a lot more corpses in there, similar to this one. Though they'll have the benefit of that Black Sludge flowing through them. How many do you think you could detonate at once?"


"While I would sooner destroy a stained glass window than such a beautiful work of necromantic art, I suppose sometimes to make an omelet you have to break a few windows."

I pause. "I don't know if I can do more than one. I haven't had a chance to closely study the chemical makeup of the materials as much as I'd like to. If I had more time, I could maybe set off a chain explosion, but as it is, I could probably just ram this thing into the dock."


I'll frown at this.
"Ramming it will probably be the best option, then. Let's hope he left a spot weak enough for it to do some damage."


Tsvetkov, you recall sensing some kind of weaponry residing in the mouth.


"I am prepared."
I say a prayer while running my claws over my sword to bless it.

Roll #0 10 = 10


Let's try to get that running.

Roll #0 7 = 7


Your sword burns like a shard of pure sunlight itself. You could cut the very night sky with it.


As you turn straight for the open dock, you manage to open the mouth and get the mechanical motors churning. The signal in your head becomes a little clearer, along the lines of SAFETY PROTOCOL ALERT: MAIN CANNON ARMED

There is a tactile lurch throughout the ship as something massive clicks into place in the bow of the ship.


"Hah, could I get some of that?" I hold my Fang out to him.


"Of course."
I bless his too.

Roll #0 4 = 4


Since he got a crit I'll allow it to roll over. Both of your weapons are blessed with Celestia's radiant fury.


Are we docked, or is it something else?


You are not yet docked, but approaching the docks. And flying straight at them with your big gun thingy pointed at the docks.


Identify that, and keep on flyin' for the docks.

"Prepare for emergency evacuation of the ship."

Roll #0 10 = 10


"Leaving the exploding ship, now that is my idea of a plan."


"All right, I'll be there in a few seconds to pick you up." I head up to the fore of the Cetacean, and stand next to Tsvetkov, sword sheathed and ready to lift him off.

"…Hey Fido? Something odd is going on with your feet." Will I be able to get him loose without killing him?


I shake myself out of my reverie for a moment and look down.


A lengthy pause.

"I see. It looks like I answered Klandin incorrectly before. Maybe there was SOME risk. I've been so focused on staying as one with the mechanism… No… I need to focus right now."

I turn my attentions back to my work.


Are you shooting, ramming, exploding, or some combination of the three?
As Gaeton notes, while you've been bound with the ship, your legs have slowly become entwined—embedded, even—with the diseased nerves littering the control room. They're likely the reason you didn't fall over when you went upside-down, and probably part of your growing control over the Cetacean's faculties.

You are now physically one with the ship until further notice.


"…Well, that's lovely for those of us who can fly, Tsetkov. But there are four of us who can't, including you, and only three who can."
Grumbling a bit, I'll start tying a rope between myself and Porin.'1d10'
"Klandin, you'll take Bethany. Auvergne, you can support both myself and Porin, correct?"

Roll #1 2 = 2


Okay but seriously, will I be able to get him loose without killing him?


"It'll be more of a glide rather than flight, but I should be able to do so."

Roll #0 8 = 8


"Be careful that it does not overtake your mind as well."

"Carry a buffalo by myself? I'll do my best."


I'll test the rope. Can't be too careful at this point. '1d10'
"You'll be fine, Klandin."

Roll #1 2 = 2


The first.

"Blasting it all. Get inside safely. Prioritize yourselves. Come back for me. Do we want to be in the tower at all when it explodes?"


"Not a chance. I'm sticking right here with you until we get you to safety; you're basically defenseless while controlling this hulk."


Despite your combined telekinesis with Porin you can't seem to find a binding method that isn't entirely awkward nor insecure. After a moment's fumbling Porin insists she do it herself and she easily knots the two of you together.

You're no surgeon, but a cursory examination definitely shows that this stuff has gotten into Tsvetkov's body like a fungal infection, at least from the knees down. Your best bet would be to sever the nerves around his feet, though if you wanted to keep it all out of his system entirely you could definitely amputate if not extract the nerves..


"Thank you Porin. I swear I didn't have this much trouble with rope a few months ago…""


You scan the docks and find what you infer to be a weak point in the structure. You could easily blast a hole in the sides and drop the group there while you docked the Cetacean. Having them come through a sally port will be preferable to them having to go through the normal dock… whatever is in there.


"Tsvetkov, when you don't need to be in control of this thing anymore I'm going to cut the crap off around your feet. But if it keeps spreading after separated from the main body, I might have to amputate."


I perch on top of Bethany.
"Are we all ready?"


Cannons, fire!

"Making a hole. Get out, team A."

I nod. "If I don't make it out, send my corpse to the court of Baron Toronski, in my homeland."

Roll #0 1 = 1


>crit fail on main cannon firing

Oh god we're dead aren't we.


If I survive, I'll turn you into KFC. Do you want to be crispy, grilled, or original flavored?


As Tsvetkov drives the Cetacean forward and prepares to fire the main gun, a mental lash cracks across his consciousness.
At that a panel opens up above the docks and a beam of light hits the Cetacean, slicing it in twain, but not before Tsvetkov fires the main cannon. A massive shell shoots forward, obliterating the laser and much of the structure around it in a fiery blast that rocks the ship.

The Cetacean is cut in half now, none of you are injured, but it's falling apart in midair and you are high up over the summit of the volcano. There is a sally port in the summit ring for everyone to escape to if they leave the ship.

Tsvetkov is bound by his feet, with only Gaeton at his side. The sky is visible to the both of you as the ship comes apart.


I utter a prayer for strength as I grab onto Bethany and flap my wings as hard as I can.

Roll #0 6 = 6


Well, Porin and I are making our escape.
"Auvergne, catch us!"
And then out we go.


"Okay Auvergne, you only have to get them there. No heroics just yet. Nice and easy."

I'll try to keep the rope steady and get Chester and Porin in safely.

Roll #0 4 = 4


"Okay, we're getting out NOW." I pull my still-blessed sword out, and slide it along the ground with one paw while pulling Tsvetkov up with both claws, hoping the blessing will either kill or purge the nerves still inside him.


Roll #1 3 = 3


I grimace and tear into the nerves rooting my feet.

"What a rotten way to die."

Roll #0 6 = 6


That's a combined nine, that counts right?


With no small amount of struggle as you dodge the flying ichor and shattered bones, you make it to the opening in the wall.

The flying shrapnel and flaming bits of whalefat singe your feathers, and your glide starts to turn into falling with style. The three of you barely catch the edge of the blown-out wall and need to pull yourselves up.

What a shame.

With only the best intentions and the worst circumstances, Gaeton cuts away at the nerves surrounding Tsvetkov. Ironically, those were providing him a tenuous link to the ship's control systems, at least on the half he was standing on. The lurching weight of the deck throws the two of you off-balance, and only a last minute grab of claw and paw keeps you together.

As Gaeton pulls the ersatz captain away, a remaining nerve keeps Tsvetkov bound to the floor by one foot. There is a resounding crack as his knee dislocates before the nerve crumbles and gives way, allowing the two of you to fly to safety.

Tired, rattled, and lightly injured, the entire party is standing in the blown-out hole watching a massive corpse of steel and blubber explode against the mountainside. You appear to be in a grand hollow bulkhead, with a steel corridor following the ring in either direction.


Right, well, let's clamber on up then.
'2d10' for Porin and myself.

Roll #1 7, 7 = 14


Lightly injured? My leg's off!

"That could have gone better. There is an upside, though: They probably don't expect us to be alive… or if they do, definitely not at this entrance."


"Sorry, sorry."

Getting myself up top.

Roll #0 6 = 6


I draw my sword and try to spot any nearby dangers.

Roll #0 8 = 8


"It's alright, Auvergne, we're all in one piece…"
I'll trail off after looking at Tsetkov.
"Or most of us are, anyway. Give me a moment to untie myself and I'll be right over, Tsetkov."
'1d10' to untie myself.

Roll #1 7 = 7


You and Porin manage to scuttle up the side.

Dislocated, not severed. Be glad we haven't had to amputate.

You're on the ground with everyone else. Aside from an alarming lack of feathers, you're unhurt. You won't be good for full on flying, but can still get some lift for jumps and stunts.

Your glowing sword shines bright daylight down the corridors and you find nothing approaching you from either direction. There are blinking lights going down the path, seeming to go counterclockwise.

You're free! You're finally free!
Porin stows the rope away with extra tender care.


"The pain in my limb is nothing to the phantom pain I feel in my whole body. There is such a sense of loss. This form feels insectile."


"Now, let's see about that leg…"
I'll Mend it.

Roll #0 4 + 1 = 5


Having been ripped out of the Cetacean so suddenly, you do feel a bit… sad. More than power and amazing craftwork being at your fingertips, the depths to which the thing had melded with your body was at once frightening and wonderful.

In any case, you feel like you've lost a lot of weight. Moving around is a little awkward, your limbs lighter than you remember.

There are diseased nerves and sinews sticking out of his legs, and though you can't remove them you're able to set his bone back into its joint before any swelling and serious injury occurs. The eldritch nature of that mycelium will require much better conditions for work if you want any hope of extracting them.


Okay, sorry for the short session, but I didn't want our VIP captain missing for this session.

It's around midnight PST, our usual wrap-up time. We'll continue with the exploration tomorrow. It's OK if we start without Tsvetkov tomorrow because he's close to crippled, right? Right?


I'll frown mightily at that.
"Tsetkov, you might be taking a souvenir from that thing with you for a while until I get a cleaner area to remove it. Try not to attach yourself to anything else for a while, since I don't know what would happen if you did."
Under my breath, I'll add "and I would hate to have to kill you if you lose yourself."
Heading back over to Porin, I'll see how she's holding up.


I'll offer to help carry Tsvetkov to keep him off the leg. We have two attack griffons and a buffalo to cover the front. I can use magic or throwing knives to keep my distance.


S'fine by me. I'll join in at about the same time as tonight.


Alright, tomorrow it is. Here's hoping the RNG is with us.


Thanks for running this.


Starting at usual hour of 20:00 PST tonight, about 5 hours from now. Tsvetkov will be absent for the first half of the session.


45 Minutes.


Ready and waiting


Role call.








Oh god I have no idea what I'm doing.


Well, that's an auspicious beginning of the session.


Drawing porn?


Can we plug Tsvetkov feet first into undead enemies to control them?


After an admirable performance from Tsvetkov and a nearly catastrophic landing, you're all inside the summit ring, mostly in one piece. Tsvetkov is too exhausted to be of much use right now and is being kept off an injured leg by Auvergne.

The tunnel goes in either direction, following the curve of the superstructure. There are lights blinking in sequence, going in a counterclockwise pulse. There don't appear to be any approaching patrols… yet. The walls are smooth metal, like the nicer parts of Filchfire's lair and his golem foundry.


You're just going to have to find out on your own, but he's too drained to do anything useful until his player returns.


I follow the lights down the tunnel.


"Come on guys, we didn't make an exactly quiet entrance. We should get moving before anything comes our way."

I wait for the rest of the group to fall in step behind him, and if they do, take up rearguard.


Let's follow the lights for now.
I'll ask if everyone's in good condition to go, though. Last thing we need is to go off half-cocked.


can I mend Tsvetkov's leg even though he's not here?


"My wings could use some work, but they'll hold for now. Let's focus on finding out where we are and what we'll do."


"Right, we're probably short on time now."


You can mend his leg but you can't mend the hole in his heart.

Heading counterclockwise with Klandin on point and Gaeton sweep, you come upon the next dock, or what should be the inside of it. It's a ghastly scene, with bulbous pores and sinews stretching across the hallway, married to metal and steel. Pulsing valves spew forth closed ribcages being carried away on the backs of spider-like drones while more of the combat constructs crawl out of the black intestine. They all seem to be traveling across the hallway into an opposite doorway leading towards the caldera. None of them have noticed you, and there is a floating Sentry that looks like a dolphin crossed with a dragonfly. Its back is turned to you.


…well its a start anyway.. '1d10+2' to mend his leg.

Roll #1 9 + 2 = 11


Do the cages have captives in them?


Well, now we know what they're doing with the captives.
Should we try and sneak by the Sentry, and hope it doesn't spot us? Or do we go for a surprise attack and hope we kill it fast enough so that it can't raise the alarm?


"What does Gaeton and Klandin think? We can't risk magic right now, their swords and spears are out best bet."


"I think we should kill it."
I take out a spear and bless it.

Roll #0 1 = 1


"I'd rather not attack them just yet, they might have a way to alert others"


Isn't it still blessed from before, along with my sword?


I thought I only blessed my sword.


Tsvetkov is able to walk on his own, which takes a load off of Auvergne. He's still weakened by the sudden severing from the Cetacean.

Your weapons are still blessed.



Huh, he had gotten a 10 last time he blessed his swords. Maybe it was too charged up?


The scene is busy and the tunnel is dark. You need to get closer to find out.


I wave to Auvergne, make a cage with one claw, and point to my eyes with the other, then sweep the second claw out behind the sentry.


I grip my spear and get into a throwing stance.
"Is everyone ready? I plan on overcharging this spear with Celestia's power before throwing, so tell me now if anyone has a better idea."


"Wait just a moment."
I'll attempt to bless the spear with Moonfire to work in tandem with Celestia's light.

Roll #0 2 = 2


My eyes widen by I nod. "go ahead.."


I use my wings to point to Tsvetko, point back at Gaeton, then with wing emphasis, point at the sentry.


…You're supposed to be checking what's in the cages, though.


Want to try again or should I throw it now?


I suppose I can do that. '1d10' to check out the cages quietly.

Roll #1 3 = 3


Frowning a little at that failure, I'll give it one more shot before letting Klandin toss it.

Roll #0 10 = 10


I thought the cages were on the floor below.

And I'm carrying the Diamond Dog.

I'll use my Pegasus brand sight to check out the area and the cages.

Roll #0 2 = 2


He's walking on his own, actually, just too tired to join in combat. You're the sneaky one, remember?


she should be on his own now I think. I mended his leg


I call upon the power of the sun once more to charge it with explosive light, then throw it at the Sentry.

Roll #0 7 + 2 = 9


The phrase "like day and night" comes to mind.

Tsvetkov is mobile, but can't join combat. Just say he goes and hides in a corner like a traditional fantasy RPG spellcaster should.

Unfortunately you can't make out much cover from the outcroppings and pipes lining the inner wall, and your hooves make an odd clang off a rounded edge.

But just as the Sentry turns around to check the noise, Klandin's spear of pure sunlight jams straight through its side. The tunnel is lit up with daylight and everything in the vicinity becomes clear.

The Sentry is essentially ded, hanging in the air as sunlight courses off of it to light the area.

There is about a dozen damaged combat constructs crawling across the hallway. Though alerted, they seem more interested in going wherever they're supposed to go and hurry on a little faster than before. They exchange worried beeps and whirs between themselves, as though passing along some kind of alert.


Can we see the cages at all?


I throw another blessed spear at the one in front of the group in the hopes of interrupting the message.

Roll #0 7 = 7


It's much brighter now and you can see the cages. They're closed tight, but obviously occupied. Judging by how the spider drones are carrying them, the occupants don't appear to be struggling.


"Ataque que no se onde vaya a pegar!"
Energy Orb in the middle of the group to cause a disruption.

Should I add another modifier to hit numerous people, or keep it as is since I'm just throwing it at the group?

Roll #0 10 - 1 = 9


Using improved telekinesis, I'll attempt to lift the cages from the spiderbots and move them over to us.

Roll #0 2 = 2


"The sun shines even in this place.." I smile encouraged and try to break open a cell

Roll #0 2 = 2


Your spear downs a half-ruined Gunner, and its unmoving hulk tips over, blocking the lineup. The constructs seem vastly annoyed and chirp loudly, trying to get a signal out to whatever will listen to them.

Normally, you should specify targets for Energy Orb since it works like Cleave and has a modified crit range. But since you got a natural crit it doesn't matter.

You only succeed in knocking the spiderbots about and disloding the ribcages, though none of them are closer to you than before, blocked by fleshy webbings strung across the hall.

You dash forward and try to open up a cell, but it's closed too tightly, far tighter than the ribcages inside the Cetacean though it appears to be of the same structure and design. They must turn into these cocoons for transport.


I draw my sword and charge into the group of wounded warrior constructs.

Roll #0 1 = 1


"Porin, give him some support! Freeze some of them!"
Magic bolt going out.

Roll #0 5, 2 + 1 = 8


I'll do the same, but more successfully with a double attack.

Roll #0 4, 9 = 13


>Energy Orb = Dark Hole
>Magic Bolt = Hadouken
Got it.

And I'd forgotten I had shadow casting instead of magic knife.

This time, I'll stay out of the way of the two angry griffins and use my thowing knives to attack.

Roll #0 10 = 10


Come on, just got a pull a little harder. "Can you move in there? Help me free you."

Roll #0 2 = 2


You're similarly confounded by the alien structures winding through the corridor and get tripped up on some odd bones sticking out at a wrong angle. Your sword's blade lodges itself in a fleshy wall, and you're prone on the ground amidst a lot of angry robots.

Porin immobilizes one with her freezing bolts before it can get to you.

Gaeton, you avoid getting caught in the webs and lodge one blade directly into one of the damaged constructs, putting it out for good.

In the thick of it, Auvergne's magic spell crushes half of your opponents here, thankfully leaving the bonecells apparently unharmed even as the spiderdrones under them go limp. A second flurry of knives cuts the wounded constructs down to four remaining.

You still can't seem to crack open the ribcage amongst all the commotion, but thankfully none of the damaged constructs are in any shape to attack you while you try.

There is an awful sound coming from the great mouth on the outer wall. The other end of that should be attached to a Cetacean… is there something else coming off the ship?


Two-target double-cleave! ['2d10+-1']

Roll #0 8, 7 = 15

Roll #1 3, 6 - 1 = 8


I try to get back up and pull my sword out of the wall.

Roll #0 6 = 6


…So that's two hits on the first target, two misses on the second, right?

Roll #0 10, 8 = 18


Hope that it isn't another hulk. One was bad enough…
I'll move forward to engage the frozen target and whack it with my mace.

Roll #0 9 = 9


I'll stay out of the feather fest and keep my knives going at the nearest targets.

Roll #0 9 = 9


That's 2 and 1. You shred one Thing That Used To Be A Jumper and lop a good chunk off of a one-armed Gunner.

You crawl, roll and dive out of harm's way, deftly retrieving your sword and ready to meet what comes out of the docking bay.

You shatter the thing entirely, chunks of metal flying apart amidst chunks of ice.

The remaining constructs are pinned down by your throwing knives and unable to engage in the melee.

A blast of hot air issues forth from the docking orifice. Long, sinewy legs with clawed feet slip out with eerily deliberate speed, the main body and weapons of a Longlegs emerging from the outer wall. It sounds its shrill foghorn as its shell unfolds to reveal an array of barrels, guns, and devices of unknown-but-likely-weaponized function.

In this corridor it's a sitting target, but you also have little to no cover from its heavy weaponry.


I fly in before it has a chance to react and plunge my blessed sword deep into its underbelly.

Roll #0 2 + 2 = 4


I follow him in, and take a double power attack on the thing from above.

Roll #0 5, 10 = 15


…Huh. It's on the same side as a really big hole, right? Since the Cetacean has to be able to fly away?
"Porin, let's shove it off the side."
Improved TK from Porin, and I'll attempt to Undo it. '1d10'

Roll #0 8 = 8

Roll #1 1 = 1


"Un rayo de magia!"
No point in shadow casting first against something like this, Magic Bolt against it.

I've used up my crits for the day, I don't even want to post. I'm so afraid.

Roll #0 6 = 6


I think I took the bullet for you there…


Well, might as well try attacking the thing.

Roll #0 8 = 8


File: 1355462916681.jpg (40.94 KB, 600x230, mcbain__index[1].jpg)


I was only three days away from retirement. And was gonna get married. Dang.


You're pushing it back through the dock, am I correct in assuming this?


Well, over the side into the yawning abyss, preferably. But if that's the only place it can go, then yes I'm shoving it back in there.


Your initial attacks bounce off a previously-invisible energy barrier, but Gaeton follows through with a second slash that guts the joint of one the thing's legs. Black sludge pours out of the gaping wound.

You channel a stream of magic energy into the barrier, and it seems to shimmer and crack under the pressure but has not given way.

Your attack sends the magic barrier past its breaking point, shattering it like so much glass.

The Longlegs opens fire with its full arsenal. Thankfully the vaporizing beams aren't among them—likely deactivated to avoid wrecking the base—but everything else is a horrid mess to deal with. The hallway is covered in a hail of burning hot metal slugs, actual living gastropod slugs that ravenously eat through and corrode anything they land on, and needles formed from broken splints of bone and crystal shards.

As Porin begins channeling her telekinetic force, Chester is gored by a large harpoon and stuck to the opposite wall, unable to move. Porin almost loses her focus but returns to pushing the Longlegs back through the docking orifice. It slowly and painfully starts moving back, and by the pulsing of the opening you can guess that it's being squeezed from the other side by whatever unnatural instincts drive this biomechanical creation.


"Chester!" I immediately abandon the beast, leaving it to my allies in my haste to rush to his side and Protect him.

"You're gonna be fine, mate, I swear it."

((How badly injured is he? Where's the harpoon going through?

Roll #0 4, 6 = 10


Oh sweet merciful Luna that hurts.
rolling to recover myself. If that harpoon is hooked, I'll have to just keep pushing it completely through, and that's not gonna be fun…
Porin needs to keep up the pressure, though. Since she can't fire off another heavy TK push, she'll freeze it. Magic bolts going out. '2d10+1'

Roll #0 1 = 1

Roll #1 4, 8 + 1 = 13


what the.. "I'll get you mate, don't worry." I rush over to his side and pull out the harpoon so I can heal his wound.

Roll #0 4 = 4


I grimace at the sight of Chester. There's nothing I can do though, so I try to crack open the cocoons imprisoning the prisoners.

Roll #0 5 = 5


Isn't the beast still alive?
I'll use energy orb on it, trying to damage its weapons and whatever extra damage I can do to it.

Roll #0 5 - 1 = 4


Yes, it is. I have no idea what everybody else is doing over here with Chester when I'm guaranteed to keep him safe while you guys kill it.

Roll #0 4, 5 = 9


I don't think my soup will help in this situation, so I'll focus on attacking.

And this feels oddly ominous now: >>250490


Taking your first roll. The hail of gunfire is a lot for you to evade, and purposefully putting yourself in harm's way is no easier. At this range the never-ending curtains of bullets could soon prove fatal.

Chester has taken 1 wound. The harpoon has gone clean through his barrel but doesn't seem to have snagged any vitals… yet.

Taking first roll. (Magic Bolt is supposed to be a gimped Power Attack, not a dual-wielding attack)
Porin's attacks hardly damage the Longlegs, though the freezing sheets cover some of its weapons, easing up the endless volleys for precious seconds.

Unfortunately this is one of the barbed kinds of harpoons. It'll take a bit more work to get it out of him.

You can't open another cocoon, forced to take cover behind one of the wrecked constructs. You can do little more than drag the cocoons out of harm's way.

Your magical blast obliterates a swath of bullets but does little to stymie the war machine.

The remaining constructs are torn apart by the Longlegs' curtain fire. With Porin no longer pushing on it, it resumes emerging from the docking orifice as muscles squeeze it out through whatever awful tube it crawled through.


The roll was accidental. I'm fairly certain Protect doesn't actually need a roll, I just take all hits that would land against him for the next two turns.


Well, Porin's still on cooldown for telekinesis, so I'll have her take cover.
I'll attempt to free myself either from the wall or the harpoon, which ever comes loose first.

Roll #0 3 = 3


trying to get him back up in battle, I really only have support skills, and a mace
Yeah, that's not fun. "This might hurt.." I pull it out of him with a firm yank.

Roll #0 6 = 6


I try to use Spellbreaker to either permanently or temporarily disable it.

Roll #0 1 = 1


I had to double-check 1.2 and 1.3. Protect isn't instant… hm.


Oh god no you don't pull barbed things! Haven't you ever had to get a fishhook out of something before? Oh my poor organs…


((Oh, shit. Guess I'll try again, then.

Gaeton continues to try to get to Chester and shield him from the hailstorm of death. ['1d10']

Roll #1 1 = 1


I can fix those!


I'd be able to use Magic Bolt now, wouldn't I?

I'll keep trying to damage any vitals or its weapons while keeping my distance. I don't want to know what happens if it gets close.

Roll #0 3 - 1 = 2


…So of course we use up every single success when the stuff that was around wasn't likely to murder us horribly.

Do we have save points?


Have faith. We'll live.


I'm an atheist.


No such thing as an atheist in a foxhole. But at least have faith in your party members.


The power of the Celestia is real, she granted her blessing on the weapon.


>No such thing as an atheist in a foxhole
Eat shit.


Believe in me who believes in you!

You were right, this thing is barbed, so yanking it out the wrong way could mean the end for you. In your state it's more than a little hard to focus on a careful task like this.

Chester is at 2/5 wounds.

After some panicked instruction from Chester, Bethany gets the point, slowly pushing it through Chester's body to avoid any further damage.

Gaeton and Klandin are hit by detonating bone shrapnel and knocked to the floor to nurse sizzling scorch marks in their plumage.

Auvergne channels his fury into magic bolts to meet the Longlegs' gatling hellfire, but shooting into the blinding storm throws off his aim and gets him nicked and grazed by gunfire.

The Longlegs' fire suddenly stops, and its top pops open to spit out a few ribcage cells, smoking and dripping with gore. Long tendrils reach out, feeling around other cells to pull into its ammo chambers.


2/5 left, or 2/5 taken?


Okay.. time for a healing touch.

Roll #0 4 = 4


Alright, now that Porin's TK has recharged, she's gonna toss it around some more. Back into the Cetacean's mouth if there's nowhere else to toss it. '1d10'
Also I'm rolling mend my insides.

Roll #0 3 + 1 = 4

Roll #1 3 = 3


I try to get up.

Roll #0 7 = 7


We can't just stand up? It's not like we're missing legs.


I'm assuming I'm Helpless thanks to my 1.


Okay, guess I'll do the same then.

Roll #0 10 = 10


File: 1355465745131.gif (11.63 KB, 206x135, Marco_grenades[1].gif)

>Opening exposed!
"Cambia el cerebro en liquido!"
Energy Orb where all the tendrils are connected. I won't let it reload.

Roll #0 4 - 1 = 3


Chester has 3 wounds remaining til death.

The bleeding is profuse and you can do little more than to stop it from pooling around you. There's a wealth of internal damage you'll have to put together yet.

Porin can only hold the Longlegs in place as it feeds. She's visibly upset and yelling incoherently.

Klandin immediately jumps back into action. Gaeton skill rolls into his fall, recovering immediately and springing forward to chop off one of the reloading tentacles.

This creates an opening for Auvergne's haphazardly aimed energy orb, and he manages to disrupt their movement and prevent the Longlegs from feeding.

Without its fuel, the Longlegs can't fire its weapons.


I go for another joint; double attack!

Roll #0 5, 8 = 13


"Porin! Relax, and focus! I'm not going to die so easily."
Improved TK from Chester to shove the Longlegs back inside the Cetacean, and Magic Bolts from Porin. '2d10+1'

Roll #0 6 = 6

Roll #1 6, 7 + 1 = 14


Oh bother, I keep forgetting it's only 1d10 and not two.


I fly up above it and try to blast its insides with my sword.

Roll #0 3 + 2 = 5


Right, this calls for a mend.

Roll #0 5 + 2 = 7


File: 1355466485674.gif (16.11 KB, 175x38, Eri_super_laser.gif)

Since I don't have to worry about retaliation anymore, I'll stick with Magic Bolt and help back up Porin. I'm not getting anywhere near it.

Roll #0 7 - 1 = 6


Gaeton slices into another joint, not quite disabling the leg but gouging it deep.

Without its legs to fully pull it back in, the Longlegs visibly begins to move back into the docking hole. This is clearly not to its advantage, as forces on the other side continue to push it back out. One can only imagine what's happening to its other legs in there.

Porin regains her focus and shunts burning arcane bolts into the thing's side, leaving scalding, smoldering holes.

Auvergne's magic bolts also keep the pressure on the Longlegs, especially its tentacles.

The large opening and largely immobile target make it easy for Klandin to dive straight in with his blessed blade, an eruption of fire and light filling the corridor.

The Longlegs explodes in a ball of searing flame and blinding radiance, flailing about and struggling to free itself, shaking and denting the corridor as its flesh sloughs off in burning slabs, leaving behind cavernous bone and metal.

Chester is no longer see-through.

You're all in a brightly lit corridor with a steaming, acrid hunk of meat being puked up by the docking orifice. There four cocoons unopened here. The doorway to the inner rings is closed, and you can now hear ringing klaxons alerting the base to your intrusion.


"Get those cocoons open, hurry!"
I try to open one.

Roll #0 2 = 2


I cover my eyes a bit at the light, even for a sun lover its getting bright in here. "Well, they know we're here, and the cocoons are tough. Can we come back for them after we find flitch, or can we afford to sped the time to save them? "

Roll #0 9 = 9


"Alright, let's get out of here while we can. As much as I wish to, we can't help the captives as we are now. There's nowhere to run with them. It's time to go deeper into the tower."


"I know it's bright, but that shouldn't affect your hearing. If we don't get out of here, we're going to have a lot more to deal with than some folks in cocoons."


So since he's still not here, does that mean we're going until at least two AM?


Do you guys feel comfortable moving on without Tsvetkov?


"They were being moved elsewhere, they should have a ways to go to their next destination. Let's go and take down the pony running this operation, and end it for good."


I can go either way.


I'd be all right with hitting the sack now. Been sleepy all day.


We could maybe do it, but Tsetkov would make things easier.


I have the day off tomorrow, so I am okay.

I think an extra dice roll would have definitely saved us a good deal of hassle.


Well, the thing is I can't quest again til Sunday. We're coming up on a finale and I'd love for everyone to be present.

I think we should call the session short here, assuming everyone will be present Sunday.


sleep is fine


Alright, calling this an hour early and see you all again Sunday.

Feedback always welcome.


Actually, I'd like to ask you what you think of our RP'ing?


>Get here at last
>Just in time for it to end

I told you about the Thursdays, man.


Well you were three hours late instead of two, we figured we should wrap it up so you wouldn't miss as much.


Despite my dramatic prose I realize I don't leave many points for social interaction. It's a shortcoming in my GM style, and I appreciate that you take the time to nonetheless inject some personality into your characters.

Shit happens. How's Sunday looking? Didn't want you missing out on any finale content.


Finale already?

Sunday is better for me. I should be on time.


I might have Monday off. Any other day and there is a good chance I'll be late.


Ready to go.


Boron said he's gonna start a little late today.




Apologies for my lateness; I got conscripted into helping my sister move into her new apartment, and it went longer than we'd expected.


Apologies for slight delay, 20 min to start.


After defeating a patrol and a returned combat squad of constructs, and suvrviving a close encounter with the full brunt of a Longlegs' might, the party continues investigating the summit ring.

Tsvetkov is recovering from his severance quickly, but Chester is still grievously injured though no longer impaled or punctured. Bethany tends to the cleric's wounds while his apprentice, Porin, keeps getting in the way.

Klandin stands over the ruined hulk while Gaeton and Auvergne keep watch on the corridor. The Longlegs lies half-in and half-out of a great fleshy mouth that is presumably the egress of the docking tubule. The party entered from a blown-out hole a short ways clockwise, and the corridor continues counterclockwise (with the blinking lights pulsing in that direction as well). There is a door towards the caldera here, though it is sealed.

There are four closed ribcage cells here with no sign of activity coming from within.


Well, first off I'm going to Heal myself while telling Porin to relax. "I'm glad you're concerned, but I'll be fine. I'm not that easy to kill."

Roll #0 6 + 1 = 7


I'll check if I can determine what might be in those coffins. I'd rather not be surprisedl

Did 4chan freeze for anyone else?

Roll #0 7 = 7


"Ha, just as long as ya don't die on me mate' " cast a heal on him to be sure.

Roll #0 7 = 7


It takes a good bit of effort, but your wound seals up nicely. It, too, leaves a blackened scar just like when the marrow seeped into your blood. Just as your Moonfire is anathema to these constructs' fleshy bits, so too is their blood to your mortal being.

"I'm sorry, I-I've never… if it went through your heart, I—" Porin looks to be on the verge of heaving.

These are the same ribcage cells you had seen in the Cetacean; these must have been removed from a returned transport and contain captive citizens.

Judging by the two that popped out of the Longlegs midfight, those captured are being used as… fuel. The raw material for these constructs must be coming from creatures and citizens Filchfire had abducted.

You finish healing Chester up, getting his backside where the harpoon exited. There is a blackened scar there, now, also.


I surface from behind some rubble, gingerly stepping forward.

"I think I can handle a fight again. We should keep moving. A moving target is harder to hit."


Yeah, frozen here too.

So these ones are empty, spent. "We need to get moving, before more people are used by these monstrosities."


"What do you mean?"
I try to open one of the ones the drones were carrying.

Roll #0 2 = 2


"But it didn't, Porin. And even if it had, I wouldn't have blamed you for anything. Now, come on. We've got to keep it together for the sake of the ones we wish to save."


"Good thinkin' " I go examine the door.

Roll #0 5 = 5


I follow, casually grabbing for corpses to raise while I walk.

Roll #0 10, 8 = 18


The door doesn't appear to have controls or seals, though earlier you did notice it slid in from the side. It may be possible to wedge it open or break it down.

You carefully pick up two of the dead drones, which are actually in usable condition compared to the damaged combat constructs. They're four-legged spiderlike things with wide bodies used for carrying loads, but you may be able to make use of them.

You crack it open like a rotten egg. And boy does it smell like one!

The moment Klandin splits open the ribcage, black sludge shoots up and tears at him. It does no damage but pulls with an awesome force. It is sticky, gooey, flowing and viscous, some kind of demonic tongue pulling him into a needle-filled maw.


Was it really not clear I wanted to actually cast the spell there?


Bugger all.
I'll send out a burst of Moonfire to try and clean that crap off of him.

Roll #0 6 = 6


Blast it!

Roll #0 5 + 2 = 7


"You're not getting anyone else, sludge!"

I'll cut it with my foil.

Roll #0 9 = 9


Try forcing it to slide.

Roll #0 6 = 6


I faceclaw.

"Did you forget the part where hundreds of civilians were being kidnapped and put into these things, or the part where the longlegs stopped firing long enough to eject them and start grasping for more?"


"I had to check. Just in case."


I need to work on that. Remember to include a skill name if you're using it.

You have two Very Visible Servants, or Legged Nonfloating Load-Bearing Discs, depending on how you want to look at them. Although not as complex or vast as the Cetacean, they're still quite unique in construction.

Quick reactions all around burn the hand away, letting Klandin escape. As the thing burns up inside its shell, you all realize it may be too late for the captives in these cages…

The door budges just a sliver. Blasts of hot volcanic air greet you; it seems to open up to a passageway that leads directly into the active caldera.


"This is… unfortunate."
Glowering, I'll turn towards the doors.
"Bethany, you might want to stand back in case this goes badly."
I'll open the doors via Telekinesis. If they're heavy enough, I'll fire up Improved TK instead of the base.

Roll #0 9 = 9


I scowl.
"If only we had come in with enough of a force the first time we were here."


I'm going to search around the rest of the room for other doors.

Roll #0 5 = 5


File: 1355723012900.jpg (14.46 KB, 337x250, yugioh friendship.jpg)

"You have us, isn't that enough?"

Roll #0 2 = 2


I wasn't supposed to roll there.

And I don't like the result.


A 2 now is a non-2 later.


Pushing yourself this hard immediately after recovering from a gorey wound sends pain through your body, but you're able to grab a hold of the door and overpower its mechanisms, slowly sliding it to the side enough for larger party members like Klandin or Bethany to walk through unimpeded.

The entire party is awash in hot air.

Apart from the docking orifice and the caldera door, the corridor goes in two directions.

Your drones skitter about the wall near the door, climbing up along the pipes and knocking on a small hatch. It's big enough only for them to pass through, and it'd be a challenge to have anyone in the party climb up there anyways.


>He thinks there are a finite supply of 2s


>What is Gambler's Fallacy?


"Lets not go that way.." I look around for another path.

Roll #0