deathbymanga
2015-11-06, 07:55 PM
So, I'm running a space-themed campaign and I'm trying to figure out how to finish up this current adventure before I lend the reigns a little to the players. Party consists of a lvl 3 Human Awakened Mystic, a lv 2 Wood Elf Rogue/Monk, a lvl 3 Warforged Fighter, a lvl 3 human Technomancer wizard (using the Modern Magic Wizard archetype), and a lvl 2 Human Sorcerer (they're joining for the first time this coming session and their character is still being drawn up for now)
The plot so far is. Wizard, Monk, and Mystic broke out of prison and got in touch with a Dwarven Mafia family known as the Ironbeards. The Ironbeards got the party to go find out what's going on with one of their gemstone carvers, who's been doing business with someone else.
They go about trying to figure out what to do to find this out without getting in trouble, and the Monk/Mystic survey the Gemstone guy's house, while the Wizard decides to check out the docks to see if there's anyone who'd be buying those gemstones. Instead he spots a strange crate that was just left in the cargo hold by Wells International, delivered from Vermire, the Gnome's home planet, which has been long-since abandoned after it was taken over by the Warforged. He spends that day putting a tracker in the crate for later, and reconvenes with the party. The gang pull off a successful mid-night heist where they sneak into the Gemstone carver's house and find invoices and payment forms linking the guy to Wells International.
Just then, the Wizard's tracker pings and he and the gang make their way to the docks, only to find a trio of robots escorting the package to a docked Ship. they attack the robots, and awaken the package inside. Our Warforged fighter, and the four kick the robots' butts. The Ship blasts its way out the airlock and the gang makes a last minute save to have the Technomancer activate the blast doors so that they don't get sucked into space.
Afterwards, they reconvene with the Ironbeards, who are furious they brought a Warforged with them. Warforged and other robots are feared by the entire United Federation after the Gnomes lost their home to machines. However, the Ironbeards can't just hand over the warforged over as any connection to the warforged can be seen as suspicion, so they arrange a plan. The Ironbeards trace the paper work to Fermere, a Tiefling Colony, about a week's travel from their current location. They then tell the gang to get out of the city using their sewer network, however they can't make them look in anyway complient, so their guards will treat them as hostiles (insert stealth mission that was insanely fun). The gang sneaks through the sewers and makes their way out of there.
After a short encounter and some lore-building, the players are now heading to Fermere to figure out what's going on.
What I have so far is that the branch of Wells International on Fermere is actually secretly run by a Machine cleric who worships their God called the Observer, who disappeared a thousand years ago. They believe they have tracked their god to Fermere, and are using Wells Internation as a front to dig into the planet to try and find the hidden tomb.
However, it's not going to find anything and is going to be very pissed, so, after its identity has been revealed to the party, it's going to vent its rage on the party and try to kill them.
I expect the party to be lvls 4/3 by the time they fight the cleric robot, but I need to figure out what kind of clues I should leave for the party to pick up to find out what's going on. Also I need help with coming up with any mini-encounters the party should find on their way to the robot cleric
Also, if any of my players are listening in, please stop :P
The plot so far is. Wizard, Monk, and Mystic broke out of prison and got in touch with a Dwarven Mafia family known as the Ironbeards. The Ironbeards got the party to go find out what's going on with one of their gemstone carvers, who's been doing business with someone else.
They go about trying to figure out what to do to find this out without getting in trouble, and the Monk/Mystic survey the Gemstone guy's house, while the Wizard decides to check out the docks to see if there's anyone who'd be buying those gemstones. Instead he spots a strange crate that was just left in the cargo hold by Wells International, delivered from Vermire, the Gnome's home planet, which has been long-since abandoned after it was taken over by the Warforged. He spends that day putting a tracker in the crate for later, and reconvenes with the party. The gang pull off a successful mid-night heist where they sneak into the Gemstone carver's house and find invoices and payment forms linking the guy to Wells International.
Just then, the Wizard's tracker pings and he and the gang make their way to the docks, only to find a trio of robots escorting the package to a docked Ship. they attack the robots, and awaken the package inside. Our Warforged fighter, and the four kick the robots' butts. The Ship blasts its way out the airlock and the gang makes a last minute save to have the Technomancer activate the blast doors so that they don't get sucked into space.
Afterwards, they reconvene with the Ironbeards, who are furious they brought a Warforged with them. Warforged and other robots are feared by the entire United Federation after the Gnomes lost their home to machines. However, the Ironbeards can't just hand over the warforged over as any connection to the warforged can be seen as suspicion, so they arrange a plan. The Ironbeards trace the paper work to Fermere, a Tiefling Colony, about a week's travel from their current location. They then tell the gang to get out of the city using their sewer network, however they can't make them look in anyway complient, so their guards will treat them as hostiles (insert stealth mission that was insanely fun). The gang sneaks through the sewers and makes their way out of there.
After a short encounter and some lore-building, the players are now heading to Fermere to figure out what's going on.
What I have so far is that the branch of Wells International on Fermere is actually secretly run by a Machine cleric who worships their God called the Observer, who disappeared a thousand years ago. They believe they have tracked their god to Fermere, and are using Wells Internation as a front to dig into the planet to try and find the hidden tomb.
However, it's not going to find anything and is going to be very pissed, so, after its identity has been revealed to the party, it's going to vent its rage on the party and try to kill them.
I expect the party to be lvls 4/3 by the time they fight the cleric robot, but I need to figure out what kind of clues I should leave for the party to pick up to find out what's going on. Also I need help with coming up with any mini-encounters the party should find on their way to the robot cleric
Also, if any of my players are listening in, please stop :P