Felikeries
First Post
ILLFORGE LAKE RESERVE
The canyon way leading to this lake,is cluttered with bones,both human,
alien and beast,and the high cliffs at the sides of the path infer that bandits
often make their runs.A storm approaches at the lat 2 miles and with a crackle of thunder…
|1d8 flying foes attack party,1 sttrange treasure gem is found
(this happens to be a piece of a Bemesh item related to the inquiry)
|if party wins with less than ½ E. damage a band of 4 humans returning to city approach
Band
“there isn’t much there anymore,scince the Cosmos fluxuation,most folks are
scared to leave the city,but I think we saw a distortion in the water,don’t know what it is really,oh and watch for a pack of hienas(1d6),they took our food last night and that’s why we’re leaving”
|party asks one of the following
~was there anybody else there
“no definitely not,but a Inter-Council recon craft passed over us twice”
~did the water distortion seem like a magic,a bulding,a creature
“it could be any,but if it was a structure it must be able to move through water”
~do you know what this ‘gem’ or ‘scanner item’ is
“that scanner is for taking readings of Ceilopieshe,though it could be for
more maybe even Cosmos,and Isiotopal fluxuations,strange looking though
I think whoever used this before must be in some sort of Chaos Sect”
“this gem is strange,very ‘alien’,for the right price I might tell you my hunch”
(150 Exeine ‘it is definitely from an uncommon alien,world,I’d say rare even’)
1.Lakeshore
After 1d10 minutes a distortion in the water 100 ft off shore,is noticed,
it looks like a wave from underwater movement then a burst of spray occurs.
|this is a Lake Beast,if party enters water,immediate attack
[1 player will be mauled first defense loss,1/2 E,this should tell them to leave water in order to do so,each player must make an attack on group turn,player mualed will then be dropped to 1d20 Energy,and released from grip,every group turn failure to leave will add 3d20 to claw or mauling attack on 1 player]
2.Strange Ground Scuffs
At the far side of the lake a series of scuffs and faint prints are found at a large tree,winning a search check at the tree shows a secret switch inside a panel burrowed into the tree.if activated,this shows the stairwell in ground 10 ft away that leads to Bemesh Compound
3.Fight the heinas and send a corpse adrift into water
The creature makes upper body visible (200 ft totall) eats the corpse then wealps and is seen going to far corner of lake away from the area.
|if a makeshift raft is made,or water recon performed at this time a crate is
found,that contains 2 suits of +5 Mechiaze Armour,and special enact,and
a map showing the switch for Bemesh Compound and 1d10 sections of first floor
4.Stay overnight clueless
The next morning,a Inter-Council recon passes over,and the beast shows itself wether played yet or not,now it will exit water and slowly make after party leading to the tree(beast attack-1d10 3d20 dmg claw,flurry rules),iether player or creature will make panel open,to stairway
|distance may preclude 1d6,1d8,1d10 attacks before tree
II. Bemesh Compound
GM will have a 3 level map made,with the following criteria
~1 camera at significant rooms(1d6)
~3 beasts,and 5 Kelyui sects warriors(limited magic) each level
~1 Item of the fluxtuation cause and effect
~Bemesh gaurded by 5 Assasins(look similar to Militia’s that attacked)
at third level,behind 4 force fileds that require 4d10 Cosmos dmg each
(cosmos spell require 2d8 Bemusement cost,and –10 to cast,each 1d6
attempts at fields,assasin gain +5 initiative,and +1d6 dmg fist 1d4 sword
strikes)
~Bemesh if taken
“there are stranger powers at work than you know,nobody is innocent,if
you think that some group of weakling fools like you can make good of
this you’re wrong,look I’ll let you have 2 items,for you inquiry and we’ll call
it even,if not you don’t know who works with me….eh..uhm…you’ll be
killed is all”
|players get items return to City
~must leave within 1d4 hours or Militia tries to arrest(flurry combat)
[odds favor party,find Merc who will take them to Merridian 10,or
make to own craft]
|players kill Bemesh,-1d6 items can be purchsed city rest of campaign
|players arrest Bemesh and take to Costaple Devrithyuoji
[a tracker placed on their transport to Merridian 10,which will lead
some problems,however a ‘fake’ reward of 1000 Exeine made]
MERRIDIAN 10
The canyon way leading to this lake,is cluttered with bones,both human,
alien and beast,and the high cliffs at the sides of the path infer that bandits
often make their runs.A storm approaches at the lat 2 miles and with a crackle of thunder…
|1d8 flying foes attack party,1 sttrange treasure gem is found
(this happens to be a piece of a Bemesh item related to the inquiry)
|if party wins with less than ½ E. damage a band of 4 humans returning to city approach
Band
“there isn’t much there anymore,scince the Cosmos fluxuation,most folks are
scared to leave the city,but I think we saw a distortion in the water,don’t know what it is really,oh and watch for a pack of hienas(1d6),they took our food last night and that’s why we’re leaving”
|party asks one of the following
~was there anybody else there
“no definitely not,but a Inter-Council recon craft passed over us twice”
~did the water distortion seem like a magic,a bulding,a creature
“it could be any,but if it was a structure it must be able to move through water”
~do you know what this ‘gem’ or ‘scanner item’ is
“that scanner is for taking readings of Ceilopieshe,though it could be for
more maybe even Cosmos,and Isiotopal fluxuations,strange looking though
I think whoever used this before must be in some sort of Chaos Sect”
“this gem is strange,very ‘alien’,for the right price I might tell you my hunch”
(150 Exeine ‘it is definitely from an uncommon alien,world,I’d say rare even’)
1.Lakeshore
After 1d10 minutes a distortion in the water 100 ft off shore,is noticed,
it looks like a wave from underwater movement then a burst of spray occurs.
|this is a Lake Beast,if party enters water,immediate attack
[1 player will be mauled first defense loss,1/2 E,this should tell them to leave water in order to do so,each player must make an attack on group turn,player mualed will then be dropped to 1d20 Energy,and released from grip,every group turn failure to leave will add 3d20 to claw or mauling attack on 1 player]
2.Strange Ground Scuffs
At the far side of the lake a series of scuffs and faint prints are found at a large tree,winning a search check at the tree shows a secret switch inside a panel burrowed into the tree.if activated,this shows the stairwell in ground 10 ft away that leads to Bemesh Compound
3.Fight the heinas and send a corpse adrift into water
The creature makes upper body visible (200 ft totall) eats the corpse then wealps and is seen going to far corner of lake away from the area.
|if a makeshift raft is made,or water recon performed at this time a crate is
found,that contains 2 suits of +5 Mechiaze Armour,and special enact,and
a map showing the switch for Bemesh Compound and 1d10 sections of first floor
4.Stay overnight clueless
The next morning,a Inter-Council recon passes over,and the beast shows itself wether played yet or not,now it will exit water and slowly make after party leading to the tree(beast attack-1d10 3d20 dmg claw,flurry rules),iether player or creature will make panel open,to stairway
|distance may preclude 1d6,1d8,1d10 attacks before tree
II. Bemesh Compound
GM will have a 3 level map made,with the following criteria
~1 camera at significant rooms(1d6)
~3 beasts,and 5 Kelyui sects warriors(limited magic) each level
~1 Item of the fluxtuation cause and effect
~Bemesh gaurded by 5 Assasins(look similar to Militia’s that attacked)
at third level,behind 4 force fileds that require 4d10 Cosmos dmg each
(cosmos spell require 2d8 Bemusement cost,and –10 to cast,each 1d6
attempts at fields,assasin gain +5 initiative,and +1d6 dmg fist 1d4 sword
strikes)
~Bemesh if taken
“there are stranger powers at work than you know,nobody is innocent,if
you think that some group of weakling fools like you can make good of
this you’re wrong,look I’ll let you have 2 items,for you inquiry and we’ll call
it even,if not you don’t know who works with me….eh..uhm…you’ll be
killed is all”
|players get items return to City
~must leave within 1d4 hours or Militia tries to arrest(flurry combat)
[odds favor party,find Merc who will take them to Merridian 10,or
make to own craft]
|players kill Bemesh,-1d6 items can be purchsed city rest of campaign
|players arrest Bemesh and take to Costaple Devrithyuoji
[a tracker placed on their transport to Merridian 10,which will lead
some problems,however a ‘fake’ reward of 1000 Exeine made]
MERRIDIAN 10