Menu Close

From the diary of Rikku Yufina Kyius: Iron Gods Session 3

Two players couldn’t make this session again, however, the remaining players decided they did not want to take Val again.  She was way to energitic for their liking and more a liability than an asset.  Which means I played her pitch perfect. 

Our Brave Band of Adventurers:

  • Charisma, a “human” -mutant- sorceress whose power source is Gamma Radiation which she was exposed to as a child.  As a child of the Atom her hair goes green in the presence of radiation and she progressively gets greener the more powerful spells she casts (and as she gets angry).  She has no love for the Technic League.
  • Heidt, a ranger who has traded an affinity for nature for an affinity for machines.  This android has mastered cybertheurgy as well as the lasgun.  Has chosen the mechromancer archetype (blog post at some later point!).  Seeking to learn more about his history he has become an archaeological expert on all things related to the Rain of Stars.
  • Rikku, an elven rogue who was adopted by Khonnir Baine when he found her wandering the wasteland near Torch more than a decade ago.  She claims to be a blood elf from a far-away land.  Her history is tied up with a nearby ruin.
  • Sanvill, a technology obsessed mage with a secret – he is a Technic League spy.


Fires of Creation

Session 3

By Rikku Yuffina Kyrus

Tufast, Sylvanus, Brocktha are still doing something, so we are alone again. We inform Val that she can’t come and go to Sanvill Trett. We ask him to come for a share of the loot and he accepts. Next we go to Old Mylan Radli, the city’s burier and funeral organizer. He is also a worshiper of Pharasma, god of death.

He used to be an adventurer and spends the next hour talking about his heroism. And seems to like the tale of the fall of Badrad a chaotic wizard. We ask him if he would like to come with us and he says if he could get out of his chair he would (for he is 92). We ask him if he knows anything about the metal caves or the light going out in Torch. He never knew of the caves until recently and he knows that the light is what gives people money. Without money the people of Torch can’t pay their taxes to the Technic League. And the Technic League is coming here, or so he heard. We ask him if he knows anything of a Captain Braug Wolf. There is no sea for miles from Torch, he says, but there is a river called the Selen river, where people sail. But those who sail just call themselves captains but aren’t really; they just have boats not huge ships. We thank him and leave, get a breathing spell, and go to the caves.

The Drow don’t attack. We are the beginning of the desert area and as soon as we get 30ft from the entrance bones animate into seven four armed skellies and one has green eyes. We attack the leader and when he collapses (dies) we feel something move and the skeleton closest to the dead one has green eyes and is more intelligent. This happens until six of them are killed. When the seventh one collapses the source moves somewhere else. We explore the whole desert area and find only one other entrance. We go into the new area. This is a medium sized room with rotten camp stuff like plates and blankets. Another passage is opposite to us. We go to this room and find another, old cluttered camp. But this one has a cave painting on the opposite wall.

There is an oval shaped “sun” in the sky with four figures bowing to it. A rock shaped thing is in the middle of the camp and as soon as we step into the room we get stuck in the sand. After we try to shoot the rock, tentacles come out and Sanvill identifies the alien creature a Gelarn. It is the same kind of alien as the dead one at the entrance of this desert area but much bigger. We shoot and sap comes out and leeching tentacles suck my blood. Hiedt and Charisma now un-stuck kill it.

Hiedt and I are badly hurt and Sanvill offers to use some of his serum. The serum as he tells us has different settings. Blue means it will give us strength, green means it will give us dexterity, and red, constitution. All of them come with healing. Sanvill injects me with the green setting and Hiedt the blue. We search and find lots of abandoned junk. Though Charisma finds a necklace. The string is plain but the pendant is made of dried amber sap with unknown alien bugs dried into it. It is not time worn so we think it is magical. We exit and make our way back to the nozzles/electric trap. We don’t want to sacrifice another card so Hiedt uses the grippers to hold open the ajar door, I run in with a brown access card and swipe it and run back. Hiedt removes the grippers then electricity fills the room.

Both doors open, but ahead of us and blocking our way is the chief of the skellies a four armed zombie we had defeated previously which had reanimated

We use the grippers to block the door and kill it for the second time. We leave the grippers and I take the chiefs worn weapons. We have a short rest in the red access room. After we rest we go to the black access door and open it.

This leads to a large room with four pillars supporting the ceiling. To our right are a couple of steps leading to a desk. Behind the desk is a small black striped access door. On our left is a brown access door with bloodstains like someone being dragged through it? Straight ahead are double doors which are also brown access.

We search the desk and find a flashlight which Sanvill identifies and explains how to use – a type of magical torch. On the desk is a screen that is flashing pictures and garbled words in gothic. It shows various rooms like the sterilization room and where we first found the chief zombie. After watching it for a while it shows a room with a whip like plant and a desert; but this desert has skinned, clothed, and armed four hand creatures.

After watching for a while we check the black access door behind the desk. It is a small room with metal cupboards (lockers) along the walls. We open these lockers and most are full of junk but in one we find a charged battery and a metal box with a white stripe access point. I try to e-Pick it but I fail.

We make a note of this and then move on. We investigate the blood stained floor; and Hiedt tells us that the blood is relatively fresh. We open the door to a corridor that makes a sharp curve right. The walls and floor and scorched with some kind of fiery or energy blasts and the floor is stained with blood. Four piles of junk are on the floor along the corridor. Hiedt says each pile is a destroyed repair drone. A trail of blood goes around the corner. We follow it and see two doors; one on our left is a plain metal door but straight ahead is a brown access. The blood trail leads into the brown access door.

We take a short rest.

Posted in Dungeons & Dragons, Game Log, Iron Gods


  1. Eric B Kiser

    I’m really enjoying reading your game reports, Rikku. The site makes it a bit difficult to get around to reading the stories in order. I almost gave up because of that. I’m glad I didn’t. I ended up having to use the search tool to find them. If Mr. Lazy DM could create a specific tag for them or a page with links to all of them, that would be great. Also, I’m having trouble visualizing exactly what the ‘grippers’ are in modern terms.

Leave a Reply