The Badlands
The ground is covered in an orange sand, a small group of about 5 goblins are standing around a broken cart as two of them are currently attaching a wheel to the rear of the cart. As the party gets closer they hear a loud flapping sound as a shadow looms over the party as they look up about 300ft in the air a large red bird swoops over the party mid dive as it crashes to the ground in a swift movement takes back to the sky once again they can see in one of it’s claws a small figure.
Goblin travelers
A small group of Goblins are traveling to Fuselight a large trading town about half a days ride from the current location they have cart of machine parts for, mechs, guns and any other goblin inventions, they are willing to pay the party 120 gold to take them safely towards the town.Fexmis - A older boblin with greying hair, and blue eyes a raspy voice, wearing tattered leather overalls
Broxm - A middle aged muscular goblin trying to repair the wheel currently.
Neqis
Jel
Geeldo - Dead.
Fuselight
Heading up a slope a town can be seen sitting atop a large hill, the wind starts to pick up the higher and higher the party, each dust carrying large clumps of sand, as they get a creamy/ brown clay walls start to block out the wind, a metal gate opens up at the top, goblin sharpshooters stand in lookout towers, while one the ground the guards have batons in their hands with a wire running to a backpack which has dials and coils on it.They are taken into a courtyard where they see what looks like a DMV style set up, a series of booths are set up each one has a goblin sitting behind a metal barred booth. The cart is pulled aside to be searched. They are told to get in line and get a visa slip to enter the city. There are about 8 booths with roughly 20 people in different queues. They end up with Pamela a Goblin female, she has a long nose, with sharp claws that have been painted red, she has very red blusher on, and drawn on eyebrows, her purple hair is tied up into a bun, she has a pair of glasses that sit on the end of her nose. She will ask the party where they are from and what they are looking for in town. She explains how there are no weapons allowed in the town, an Ogre will collect their weapons and put them in safe storage. Anyone who hides a weapon that is discovered will be put in jail with a 400 gold bail, and stand trial.
Heading inside the walls the party sees a town with a similar architecture to tatooine, a building sits fairly high with a comically big telescope looking upwards into the sky, the streets are busy filled with mostly goblins but people from all walks of life, there are guns smiths, armour, weapons, explosives, rams. They walk past a few massive warehouses inside and repairs are being performed on Sky Ships. As soon as the sun goes down the town becomes a party town.
Locations
The Brass Yeti - 20 Silver per nightA massive inn with rows and rows of tables as if it’s set up for a feast, as soon as the sun goes down the inn fills up and a party along with a feast starts, the rooms are downstairs in the ground with small rooms that have pod like beds set up on the walls, a room has room for 8.
Sally Gearwell - A female Boblin who is the tavern owner, she has blue pigtails and a white dress on.
Ol’Gran - A Male orc who serves drinks and foods.
After a short while Sally jumps on a table, “Ok, ok… We all know what you’re here for the drink off who is wanted to challenge Ibs’ party for a shot at the golden tankered” She holds up a large golden tankered “last week, no one was able to win the challenge so Ibs & I decided to up the ante, we've got… Special cocktails for tonight”.
Gashna - An Orc male, with brown skin. +2 to save.
The drink of choice is just a regular beer con save off.
Barkley - A Human Male, light blonde hair, a pair of glasses, kinda nervous looking. - 1 to save.
The drink is an LSD laced sambuca shot. Con save, plus Wisdom Save DC 14.
Napzy - A female Goblin with light pink hair kinda young looking, +5 to save, - 3 to chilli.
The drink is a firework ale, a warm ale that has a chilli lace, it makes the player taken 1d4 fire DMG save con DC 12.
Oree - A Gnome male with a bald head. +2 to save.
A regular beer but a failed save makes the player pass out.
Bonush - An Orge male, light brown skin with red tattoos on his arms -3 to save.
A drink that looks like stars inside it, like a galaxy in a cup when they drink they blackout and are presented with a riddle.
A face appears formed from the stars in the cup The more you take, the more you leave behind. What am I?
*Footsteps*
Jovia - A female Void Elf, with light purple skin a dark blue hair. +1 to save
*Footsteps*
A drink that has an orange glitter effect, drinking it causes the player to see visions of their past, wisdom save DC 12.
Ibs - A male goblin, got a beer belly, he’s wearing burnt leathers, as if he’s been weidling all day, with goggle marks on his eyes as they are the only part on his face that doesn’t have dirt on them +6 to save.
Traders Row
A large street set up with loads of shops set up all of them are just under a canvas cover to keep the sun off the workers.
Gunsmiths
Fritz - A male Goblin selling guns.
Blacksmiths
Artie - A male goblin doing light works and blacksmith repairs.
There is an explosive shop, magic shop with just light components, rocket cars, which can travel really fast however only good for 3 uses or int check DC 12 or it blows up.
Quests
Tomb of the Watcher - 250gThe party will need to find the archaeology guild who are looking for people to devel into the Tomb of the Watcher and retrieve a tablet detailing how to make golems. Inside they party will have an encounter with The Warden.
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Next the party enters a room…
The room is a standard sized room with a beautiful, intricate braided pattern engraved into left and right walls. On the wall, opposite to the entrance is a blank iron door that is behind a portcullis door with iron bars. In front of those bars is what appears to be a steel mesh door that is activated on a pulley system. The floors are stone and the room is barren except for three statues in the middle, sitting on pedestals. They are all life-sized, and very well crafted by the artisan.
1. Left is a gnome holding a set of unbalanced scales with two large plates.
2. Middle is an elven archer with her bow drawn towards the entrance of the room.
3. Right is a dwarf holding a very beaten up, and even seemingly eroded, battle axe.
When enough weight is placed on the scales of the gnome, the first steel mesh door will rise, and the elf will fire its arrow across the room into a small slit in the stone, a clicking sound will be heard from the dwarf statue.
The dwarf statue can now be rotated, and if faced towards the exit wall, a mechanism will be triggered to cause the portcullis bars to fall into the ground, and cause a portion of the floor to fall several inches downward, and slide inward, revealing a relatively large and short gaping hole at the foot of the exit door.
This hole is a key hole that can be picked (DEX DC20 Thieves’ tools), but is meant to be inserted with the dwarf’s axe, which is not beaten up as originally described and likely assumed; It’s a large key.
The Orc and the Human - 200g
While in the bar and divided the party will be approached by an Orc who is looking for help taking out a human camp that have been causing problems for his mercenaries who protect wagons, someone else in the party will be approached by a human male who is asking for help attacking an Orc bandit camp that has been killing merchants parties for their goods.
Siding with the Orcs will result in them killing and finding evidence of the Humans stealing goods off slayn merchants.
Siding with the humans will result in them finding documents with protection contracts, including Bram. then they will be attacked by humans.
The Roc
As a side mission out and about they find a massive tree standing about 200ft tall, atop the tree is the Roc.
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