
c02s02e03 - Desert Fun Day 37 Having cleared the undead out of the crab cave, The team now has 100 crabs ready to hatch. Heading back to the cragwood fortress, they tport to the South Valley Lab and finally defeat the acid door... finding a power switch in what's essentially a trapped closet, they can render the teleport circile active or inactive with a toggle. They've got one more coordinate they haven't visited yet, but it's powered down.. so if the team can get to the location overland, maybe they can dig it up and reactiveate it for a quck jaunt back home? South Valley is still buried, but there's the spider hole that's been left unattended... Traveling down the hole, the rock has a sulfuric, chalky texture to it that THX finds to be not-so-tastey. They find webbing that accumulates-- The team burns out as much as they can. After the smoke clears, they find some very heavily bone-plated skeletons, scorched spiders and eggs, as well as a coupe elf corpses squeezed into cracks in the walls-- some black daggers and empty glass vials is the only real interesting items found there. There's also a beetle-man husk that THX takes the head for fun-- would be a great helmet though it is also not so flavorful to the construct's habitual gnawing. Not all the spiders are dead.. they creep back in from passages further in. Easily killed, but they have nice slowing poison that Frank fills the 7 vials with for future production / use. Clearing the monstrosities, Dhraksis senses there are MANY more further downward into the darkness. this cave is a nook in the side of a VERY large cliff face plunging deep underground-- the Underdark. Webbing sretches along the wallin all directions-- further down there are thick, expansive web strands tethered to the wall. One of Tug's fireballs snaps the nearby tether, sending unseen hordes of spiders into the darkness below. .. Not an afternoon lark, this subterranean realm. The team withdraws to pursue more pressing issues. Wolf Pack is still MIA, and the admins at the Golden Catch are eager for help, but reluctant to inform Cragwar authorities that things are amiss to prevent a bad review at month's end.. so they spell out the flight paths to the team and ask them to be discreet. Flying into athasian terrain is off-limits for any Thrane craft not commissioned to do so... that would be Thrane Military and Wolf Pack.. Raskal isn't contracted to enter the territory and he won't be keeen on risking his ship to a scenario that already has 3 ships MIA. They can't turn to Cragwar to borrow a ship because they may risk losing salvage rights if the ships are downed without crew. Laila will be back in 2 days from Aruldusk-- she's got a ship that will serve their needs with no complaints... so they're gonna go play with baby crabs until she comes around. Turns out those crabs will eat anything--literally anything organic is fine, and they are pretty damn cute. The team keeps a dozen of them and have the 'forged clean up the rest, cave in the cave and fill in the undergound tunnel. Two days of downtime... more cleansing rituals, Ed talks, and tinkering in the labs. IT's been a few weeks of Raskal's crew helping with clearing the cragwar facility and there's some interesting stuff that's been uncovered... (see tug's page for reference: <a href="https://app.roll20.net/forum/permalink/4434375/" rel="nofollow">https://app.roll20.net/forum/permalink/4434375/</a>) Day 39 Laila's team returns with news of the Passage Slaughter Platoon They're currently stationed on a gunboat off shore northwest of THrane between Kurn and Aundair. Theyll be in port at Lathleer in 19 days for a 5 day shore leave-- Frank and Rogar may be able to get some additional answers about where Linda and the Hound have gone to or are expected to be... But the immediate goal is finding the missing Wolf Pack ships in the Great Ivory Plain... two days of searching and no wolf pack-- but they do find a caravan of mekillot towing an Aundair airship way out of it's normal flight area. An unknown emblem marks the mekillots as well as the turrets and shade sheets covering the howdahs and war rigs. They are heading westward towards the southern mekillot mountains... >>> End of session. Day 41 mid day Time spent in game: 4 days 2/3 to level 7 Loot acquired: 12 cute baby custard crabs Warmek equipment --scout frame augments- -3 hover packs (fly spell 1 hour / day base, scales req conc) -5 damaged hover packs (need repair..currently can levitate for 1 minute req conc) --bruiser frame augments- -3 mobile shield (req conc allows shield + 2hw use no penalties has docent nodule for self-controlled) -8 force blades (treated as magic 2 hand sword with docent nodule for reach & Force+slashig damage) --goliath frame- -1 goliath size large 2 docent crew -- 250hp AC 22 move 30 `1=pilot (normal functionality + size huge 2d10 force+slash forceblade) `1=augment (pick from bruiser or titan seige) --ed209 "Titan Seige" frame- -1 ed209 size huge 3 docent crew -- 500hp AC 24 subject to seige damage `1=pilot(move 40 trample 2d10) `1=weapons(2 attack/round 2d20 each) `1=augment(1 augment "slot".. 3 options provided) -2 ed209 augment - communications (10 mile messenger req conc) -3 ed209 augment - pin-point barrier system (as per monk reaction req conc) -3 ed209 augment - psychokinetic hammer (30 foot reach 2d10 force + blunt damage 7 vials of slow spider poison 2 elvin black daggers 1 spider corpse Loot expended: none