The name makes sense at the end... no, I promise, it will.
So, it occurs to me that - whilst I mentioned Sergei's death last time, I never actually got round to mentioning his replacement... Quite rude, and I'll have to apologise now to Orthan - the happy-go-lucky Menite. He's a priest/warcaster who mostly focusses on fire magic, and running away if anyone gets to close. So far, he lacks his own warjack, and has a habit of telling Menite jokes whenever possible. Apparently, he'd been sent off to investigate a prophecy... but, really the other priests were just sick of him.
I love him already.
So, yes - we return to the wonderful land of rural Northern Khador, just in time to wake up, in a drunken heap, with strange metal collars about our throats. After several minutes of groans, "could you talk a little quieter"s and several bruises from Tiny, we manage to sober up enough to realise that we had far less bling when we went to bed...
So, obviously, something's not right. Especially since Tiny somehow ended up passing out - not easy when you're a trollkin - and the collars look worryingly similar to the technology Professor Finnean was working on. Cara - being our tech-spert decided to have a brief look at them. Whilst she couldn't puzzle out all of the the working of it, she discovered three important things: a) she couldn't remove them (at least, not without a full workshop, and even with would be 50/50 at best), b) that they were siphoning energy from us, and c) they did not possess any form of internal battery. So, at present, we were just bleeding energy... how much energy was debatable, but something we were quite interested in.
So, we decided to go and have a 'chat' with our landlord, and see what he new about it. His door was locked, but Tiny quickly remedied this...
... and smashed in the door to an empty room. The window had been smashed in, and there was obviously a struggle, but the innkeeper was nowhere to be seen. This was a bad sign, and pretty compelling evidence that he was not part of this conspiracy.
... Not that it stopped Lunexa and Tiny from stealing a couple Crowns.
So, downstairs we found the same situation - i.e. an empty bar - and decided to go outside... after Tiny stole a keg. As soon as we stepped outside, we knew something was wrong... mostly because of the dishevelled old man sprinting at us yelling "Run!"
As he approached, we realised that he, too, was wearing a collar, and more importantly was being chased by more of the Servitors... and, as we were soon to learn, they'd had an upgrade. Cara fired up her 'jacks, and the rest of us took cover behind a wall.
The fight started well - with Tiny screaming four to death, before a minor question lead to a startling discovery... you can only use the offensive shout once per turn... oh, balls. Flying, metal balls that fire spikes to be precise. They quickly surrounded Tiny and punctured him to concussion... somehow.
On the other hand, Spartan and Smiter did very well at killing off the servitors - well, Smiter did, but mostly due to having Electrocution cast on him. Spartan took a ton of damage - no really, he ended up with around 4-5 boxes left by the end of the fight. Smiter escaped with pretty minimal damage, and managed to kill off a few enemies besides. Lunexa came to regret only carrying assassin blades due to their penalty to hit - to be fair, it was mostly just poor luck - and Cara stuck to cover whenever possible, and Orthan threw out several
and, Elyas proved to worth of a weapon with a 19" range, and discovered the fun of trick shot - saving Spartan from an ignoble death.
As the battle came to a close, Lunexa woke Tiny, Cara went off to start her repairs on Spartan, Elyas went off to scout out where the enemies had come from, and Orthan decided to question the runaway slave.
Alright, so, from here, I'm gonna separate it down in "The Group's Story" and "Elyas' Story", because we have zero interaction until the final moment... plus, Elyas' part is shorter and mostly boring.
So, imagine it sorta like the latter half of the LoTR books... except, you know, not as good.
So, the main group joined Orthan to interroga- chat with the elderly gent. From it, they learnt that he was part of a Cult of Cyriss, which had once been the usual deal - do equations, stargaze, invent awesome robots... you know, standard Cyriss stuff. But, then their leader had been replaced by a very different individual - Vladoslav; the Khadoran from Southshield! Cara, quite self-assuredly, declared he'd been dealt with... to which the man replied that Vladislav was alive and kicking when he'd fled.
So, following this rabbit-hole as it went, we discovered the extent of Vladoslav's plotting; he'd become as a dictator - intent on attaining immortality for himself and his lieutenants at the expense of their fellow cultists. The collars, it transpired, were designed to siphon off an individual's life-force to power the soul-transference process - allowing a slave to be worked to death without waste... sorta. In essence, he'd stopped caring about his methods, and was willing to follow any line of enquiry - Cyriss, necromancy or mechanikal - if it led to the expansion of his power.
So, with that, my partners decided that they could not wait long enough to fix Cara's jacks - Smiter could follow us, whilst Spartan must be abandoned for the present. We'd pick him up later, if all went well. They told the man to hide out in the inn, and left just after he told them the combination for unlocking the door. So, they set off - pausing just long enough to beat down some more of the 'badgers' from the first session - and rejoined me as the session ended.
... And, as for Elyas - he followed the tracks through the woods, leaving marks so that the group could follow him. Passing a chapel, he eventually found himself before some remarkably familiar rocks amid a forest. A quick search later, he'd found the entrance - this one in excellent repair... damn. Next to it stood a keypad, but I worried a wrong combination would set off an alarm. So, I did what any good assassin would do - I waited. Found myself a good hiding spot, with a great view of the keypad, and waited.
So, eventually, the door opens, and out steps a young girl - maybe early teens or so - carrying a water bucket. The door closed too quickly for me to dart in, and frankly, I wouldn't want to find myself locked inside... But, a short while later she returned, and headed towards the door.
... Which she knocked. No keypad, she just knocked on it, declared something in Khadoran, and the door opened. Inside stood a guard, holding the door, and she stepped towards him.
Now, here comes the choice, which me GM quite sadistically laid out for me: do I allow them to close the door on me, and risk loosing the element of surprise - after all, Elyas could likely sneak his way quite well into the heart of the facility - certainly better than with two Menites and a Fellcaller as back-up. Or, do I shoot. I have the ability to strike them both with a single silenced shot from my rifle... then I could dump the bodies, and sneak in, hopefully unnoticed... But, I'd have to kill a child.
I was offered this choice at the start of the combat with the badgers, and I still didn't have an answer by the end. It really was a difficult choice for Elyas - a defining moment as it were. One that would very much affect his entire characterisation from then on... A true Morrowan would not do it - but, well, she was Khadoran. And her kin had killed mine...
... The door slammed shut, as Elyas dropped his rifle. He is, in many ways, a bad man. But, that's a line he won't cross.
... Lets see how that works out for him, shall we? Tune in next time - and thanks for reading this far. Volodanti out.