Fate of Steam & Sorcery

I See Red! Part 2

ACT 2 “Way Out West and Not a Drop o’ Tea”

PC’s will find themselves transported to what appears to be a cemetery. The area will be totally unfamiliar to all of them. To the North (if at night) can be seen some faint light (the town of Eureka, CA). Nearby is a dirt road that goes north and south. Investigation will lead to the info that the PC’s are in the Humboldt region of Northern California.
Their presence will be a item of curiosity, and the locals will be suspicious of them, especially that “weird lookin’ one called Loshes”. Most folks have not seen a Goblin as they are not native to America. While there are similar creatures in North America (cousins, so to speak) they are not as common. (Potential conflicts could arise, but must not detract from main goal.) Eventually enough info can be gathered to reveal the following:
PC’s arrived in the “common” graveyard in the Bucksport area. There has been some “skullduggery” going on in the graveyard. The locals are convinced that it is the work of some of the natives and “their dark practices” (Which it is not. The majority of the towns folk are prejudiced against the natives, who for the most part just want to live a peaceful life.) Fort Humboldt, which is located nearby, has been abandoned for the last 30 years and has fallen into decay and ruin. The local folk, including the natives, steer clear of the old Fort as there is an eerie presence about the place.

Nagmor has set-up “camp” at the old Fort because it is un-occupied, has a chapel and is near the graveyard. The F.S.R.T. is working on infiltrating the PC’s hometown, but it was too risky doing the rituals to create a zombie army there as the Legionnaires and other opposing factions could detect such a powerful concentration. So the decision was made to create such an army “off-site” and then gate them in, small groups at a time. After that, then it was just a matter of logistics and timing . . .

Scene Aspects: Fort Humboldt
Bits-n-pieces of horse tack, shovels (recently used!), rubble. Footprints (recent).
Old barn nearby (closed-up) has zombies “in storage”. Chapel has been desecrated by Nagmor with evil symbols. This is were his acolytes are continuing the on-going ritual leading up to the summoning of the Gothorog. The old fort hospital has been used by Nagmor for the “building” of his zombies (Gurneys, chains, ropes . . . cadavers . . .)

Nagmor has placed sets of runes at different locations on the site of the old fort.
The ones at the old hospital will set off a “silent alarm” and alert Nagmor to the presence of intruders. Another set near the old barn will do the same as well as release several zombies (5? 10? More!?!?!) The sets of runes near the hospital and barn are fairly easy to detect by anyone with “The Sight” or skill in Lore (DC to detect is Average). DC to dispel is Good (3).
The third set, which are more complicated, are near the old chapel. DC to detect is Fair (
2). DC to Dispel is Epic (+7). Failure to dispel the runes or just blundering into them will cause them to explode, doing weapon:3 damage.

Finally, inside the old chapel, Nagmor has set-up a set of runes thathe can activate. They act as a magical barrier and cover the entire zone as a Great (+4) level block. Duration is 4 rounds (Barrier is fed/maintained by the runes).

While his acolytes continue the ritual (will complete in _____ # of rounds), Nagmor will summon his zombies to attack the PC’s.

Zombies: Minions = Fair(2). Slow & dumb. Fair Strength, Grapple = Fair. Once they grapple someone, they will Rend and Bite for Average (1) damage, increasing this by 1 for each round. There is an average (1) chance for each round that the PC will be infected with zombie rot disease. Zombies have poor resistance to fire. Any damage to the zombie’s head (DC to target = 3) greater than average is an instant kill.

Acolytes are “Focused Practitioners” Thaumaturgists with a Adjusted Refresh of 1.

Nagmor (Thaumaturgist Necromancer)
Great (4) Conviction
Good (
3) Discipline, Lore
Fair (2) Staff [Melee]
Average (
1) Guns
Phys: 00 Mental: 0000 Presence: 00
Adjusted Refresh = 3
(-3) Evocation; +1 Conviction Force(Spirit)
(-3) Thaumaturgy; +1 Discipline Necromancy
(-3) refinements: +1 Conv. Veils, +1 Conv. Wards
Staff( Focused Item) +2 Conv. Evocation Force, +1 Disc. Evocation Force
Staff does damage at weapon:1

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.

Galoshes Galore!
The First Adventure

Galoshes Galore!

Local store advertises new items in; Galoshes!
Previously: Thief steals artifact, disappears into shopping district. Thief caught bit item not found . . . (artifact is a small jeweled “ornament” that has secret compartment. The compartment contains info that someone wants . . .)

Orc henchmen (average quality minions). In conflict, if things get to looking bad for the Orcs, one of them will use a gizmo (Superb) that will “dazzle” all (except the user) in order to escape with the artifact.

Boss Ogre
Physical: OOOOO
Mental: OO
Social: O
Skills: Fists [Good]; Guns [Fair] Cantrips [Avg]
.32 Revolver [Dmg = Fair/Lethal]
Talisman: Ward (+1 Defense)

Lair Minions: Orcs (Average) 0 0 0 0 0 0


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