Fate of Steam & Sorcery

I See Red! Part 1

*Previously . . . *
Ash (Orc thug) had forced a local shop owner to hand over a treasured Orc artifact. Though Ash had lost it for a while (due to a thief), he regains it after a brief encounter with the PC’s. The PC’s find out where Ash has gone and have an encounter with Ash, his boss and their minions. The PC’s discover that the artifact was a Soul Jar of a famous Orc Warrior Greeshnash. It was stolen from the Orc Hall of Heroes Memorial. Ash had delivered it to someone (Nagmor). This person (Nagmor) had sent Ash back to his boss with a message in the artifact (Nagmor has transferred Greeshnash into a Moranta).
There are indications that the soul of Greeshnash was going to be used in some sort of ritual (which will destroy Greeshnash). Precise details of what the ritual is to be for are not known, only that it involves “opening a gate” (Nagmor plans to summon a Gothorog . .)

Act 1 Scene 1: “Tea fort Two?”
PC’s receive an invitation to meet with a “benefactor” by the name of Morgan (Nagmor) at his house for tea. The note mentions that he is aware of their recent valiant efforts and wishes to provide some further info. Upon arrival, the PC’s are met by the housemaid. She will escort them into the main parlor and serve them tea and sandwiches. She will explain that her master will join them shortly. She will then excuse herself and leave to “attend to her duties”. Several minutes later 2 (or more) Clay Golems come crashing in through the front door.

Scenes Aspects: Hot tea. Typical English parlor: Fireplace, oil lamps, furniture. BUT, Hhhhmmmm . . . (Assessment) No books, papers, pictures or magazines (unusual for a parlor). Zone = Living Room. Golem speed is mediocre.

Golem(s): Stress = 00000 Might = Great (4) Toughness = Good(3) vs. Blunt and Sharp weapons. Susceptible to extreme heat, cold and heavy rain/water. Fists = Mediocre. Grapple = Average. Created using Thaumaturgy at an enchantment of Epic(+7) for dispel purposes. The Golem(s) has an enchanted parchment placed within that is the power source for their continued animation. Should the PC’s find this, it has the symbol of the 4 Square Red Tower.

Act 1 Scene 2: “Four Square Round-A-Bout”
If one of the PC’s is injured and needs re-coup time, others may investigate the mysterious symbol (Assessment). Housemaid could be tracked down. She was hire through a temp agency. She never actually never met “Mr. Morgan”, she received her instructions direct from the agency. It was just to be a “one-day thing”. The temp agency administrator had only met Mr. Morgan once. Investigations into the ownership of the house shows that it is owned by a local bank. The bank was preparing to put it back on the market for rent and it has been vacant for the last three months and has not been rented.

There are no red towers in town or nearby. Investigation into F.S.R.T. will result in the following info (DC: 2)
< 0: Wild goose chase.
0: Huh???
+1: Private mysterious organization. “Not sure where. I’d be careful if I was you!”
+2: F.S.R.T.is known to the Legionnaires, Order of Culdees and Knights as a dangerous, malevolent group. Current where-abouts of F.S.R.T. main location is unknown. It is suspected that they may have a “gated location”.
+3: Some suspected members have been seen in and around the Octavia district.

Any investigation with a shift of +1 or more will result with a run-in with F.S.R.T. thugs when the PC are out and about on the streets.

F.S.R.T. Thugs: Average (1) minions. Stress= 00
Knife Weapon:1
, club weap: 1, Gun Weap: 2+
As the thugs start to loose the battle, one of them will run away. If the PC’s follow, the thug will run into Octavia Park and will disappear. Or, if thug is caught, there will be a note or info gained that points the PC’s in the direction of the park. Once the PC’s figure out to look in the park, this is what they will find:

A: Fountain/Pool. Center piece is a model of a small, red tower.

B: Secluded garden area surrounded by shrubs. Red tower can be seen through clearing marked by “C”. The four diamond shapes are squares aligned on their points. Standing in the center while looking at the tower activates a port gate.

Comments

Our trio decide to go to the invite, though they are suspicious about this “Morgan” character.
They arrive on time and are escorted in. It is not long before they pick up on the scene aspect that there are no books and the decor is rather sparse. Just then 3 Clay Golems break in. Clarice lets loose with a Spirit (Force) attack only to find that it puts a big dent in the Golem. Loshes throws a steel poker at the other golem and manages to take out one of it’s legs. It falls, but continues to crawl. Clerice then uses the pot of hot tea water and turns it into a gusher that takes out the golem she attacked earlier. Arwen then releases and wind blast that takes out the 3rd golem. The trio finds the enchantment scroll in the mouth of the golem that was “watered down” (Yes, I got the idea for the golems and the paper-in-the-mouth from the Nicholas Flamel Immortal series . . .).
The symbol on the paper is of the 4 Square Red tower society.
For follow-up, the trio track down the maid who has let them in. They find that she was just hired for that one day and was told to leave after she had served tea. The house had been available for rent, but the management team had not leased or rented it to anyone.
There is no record of a “Mr. Morgan” in their files.

I See Red! Part 1
 

The trio investigates for information on the FourSquare Red Tower Society. They find that it is a malevolent group with nefarious purposes. However, nothing is known of where their “headquarters” may be. There are no “Red Towers” of any sort in the city nor in the surrounding country side.
During the course of their investigations, the trio notices they are being shadowed. They confront the miscreants. The battle does not go well for the spies. 2 are defeated and one spy flees. They follow the spy but loose his trail when he flees into Octavia Garden. The spy manages to get the drop on Clerice, but Loshes and Arwen get the drop on the spy. (Loshes gains a .32 caliber pistol). Curious as to why the spy would flee to the garden, they scout out the area. After a short while the trio finds the secluded area with the port gate.
They figure out how to activate the port gate and . . . (continued in Part 2)

I See Red! Part 1
 
. . . wind-up in the middle of a cemetery. Somewhere. Except now it’s now late afternoon, it is early morning. It’s cold. it’s foggy and wet, sort of like home. But then again not.

The “scent” is different, somehow. The trio notices that the tell-tale signs of city lights and sounds is not too far off. They find a main road (mostly dirt) and follow it. They arrive in town just at the first light of day. Careful investigation brings them the discovery that they are now in the Northern California town of Eureka.

I See Red! Part 1
Wol_Ulchabhan Wol_Ulchabhan

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.