Wednesday, November 30, 2016

Iron Gods - The Choking Tower 4

We continue with our Iron Gods campaign - spoilers ahead.

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


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

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

-Rognar-

Monday, November 14, 2016

Review: Numenéra Character Options 2

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

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

-Rognar-

Saturday, November 12, 2016

Iron Gods - The Choking Tower 3

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

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


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

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

-Rognar-

Sunday, November 06, 2016

Iron Gods - The Choking Tower 2

We continue with our Iron Gods campaign, expect spoilers.

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

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

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

-Rognar-