Checkov Character in Baoria | World Anvil

Checkov

Warforged Artificer Artillerist

View Character Profile
Children

12

Picking up where we ended with 11. We run around in a corridor heavy maze and fight elves. It's very fun. We rescue three Warforged and parts. We search the place right before the end and find two notes, and letter and a list of codewords in three columns.   We also find two memory cartirges pulled out of the guy on the table and we find out how to plug them into us (if we wants(but we have to commit first). This is closer to ROM than an HDD. we both take it and it gives us the skilled feat. I taske stealth persuasion and decption.

11

We followed bad directions and killed an innocent Koboild, but the others pointed us towards a wall that can be breached to access. We went in and Ken had just stabbed someone when Kyle's internet went down.

10

We rescued Robbie the robot from the caravan last time. We found Sherpa and are helping him. Robbie joined us in our fight against the collectors. We sent sherpa to Krazmere and we're continuing our pursuit.

9

We make our way down the road for a while before we see the light from a medium fire and hear screaming. An owlbear and giant spiders are attacking some merchants and their wagon is on fire. We fight and kill the creatures(including a second owlbear that comes in halfway through.   There was another cart there that was armored. We break in and find a deactivated warforged (Robbie) who starts to come around. The inside of the cart seems to be trapped with fireballs, but only against Warforged(one of the human merchants went in to get him for us).   Break for next time.

8

We begin at the gamg leaders house Aafter we killed the last gag member who didbn't escape. We find 18 gold and 85 silver. We find notes on a score that the boss was interested in anther town like two weeks ago.   We short rest at the hotel to heal and then head to Kellum's house. On the way we notice we're being followed and stop off at the guard station to inform them. After a rather unhelpful discussion with the guards we head to Kellum's.   We search hisplace and find some coded notes that we alert RAW to. They send us after the caravan that was going tobe ambushed. We doubt we can make it there first but we head off immidiately on horses.

7

The rescues all went according to plan and we pick back up about a week later at the Chapel Street headquarters.   Tailor comes to bring us to meet with Fiddler. We go to a meeting room where F advs that the dagger is magical and Ken/Haakar takes it since he's more melee than I am.   They're fine with us burning down the enemy facility we raided and would like to hire us to full times for 1ga day/30G a month with hazard pay available. They do ask that we turn in all money and items found(we'll get a cut). There will be zone of truth interviews and they'll provide the gear. Freelancing will be available as well.   We agree to take the job.   They need us to go check in with an agent "Sherpa"(IRL 'Kellum") who hasn't checked in for a few weeks. He has been working in "Krazmere" for about a year now but hasn't checked in for about three weeks. We're going to teleport in to a nearbye town and ride in on horses.   The aurtermaster gives us a few potions of healing each, maps, and some perdiem.   We also get an uncomoon item of 500GP price or less. I take a cloak of protection. They also give both of us a scroll of "message".   We check in in at the Gold Bar Inn and ask around about Sherpa. We talk to some guys who were friendly with him but they don't know where he is.   We se some thugs eying us and follow them around town for a bit until we fight and kill all but one of them. The last we interrogate for info and then kill in his bosses house. We end the session in the boss's house and plan on searching it next time.

6

In looting the bodies after the fight I find 21 +1 bolts and some money. We fight and eventually barely escape with a total of 9 warforged. We set the place on fire and make our escape. We find an abandoned warehouse and drop of the warforged there with our NPCs while our mains teleport back to base to heal up and share intel.   I give the dagger to Tailer to be identified and they start working on plans to rescue the remaining warforged.

5

Last time we payed off the help to leave, so only combatants and captured Warforged should be left inside with us.   We go to the second flor and explore. We find an active meeting and kill everyone there. We get 66 silver and 96 copper and I find a super shiny, well maintained, (magic?) dagger in a bedroom. Ken finds coded logbooks and such and takes them with him.   We hear enemies coming down from the third floor and meet them on the second floor in battle. We fight them and it's a much harder fight than the previous ones.   Afterwe kill them we end the session. Next time we plan on going to the third floor and loot. I took a lot of damage and will need to rely on "Shield" if we hit combat again. My cannon is still out for the rest of the hour.

4

On the other side of the hedge illusion is a manor home. 3 stories tall. We sneak in through a gazeebo and kill two guards. We find some Warforged and rescue them. They had been collected but not wiped yet. We free them and they come with us (3 of therm) we also find 4 that seem "off" and don't free them for the moment although we plan on coming back for them. We kill another couple guards and make our way back up through the building.   I find an old dagger and certificate of authenticity. We also find some potions. We pay the help to leave the building rather than kill them. We're about to go to the second floor and as far as we know all the help has left now.

3

We get to the city, pay the silver to get in, and secure our weapons with the Sheffif's office. Our max HP is temp lowered by 1 due to the magical nature of the weapon's storage.   Garret Barris at the Sherriff's office recommends the owl and bear for our stay.   We go to the OWl and the BEar and find out about a small stone building magically f\growing in town.There's also other strangers in town that peoplehave noticed. We sus out that the nearewst town to the south is Redleaf.   We pass some folks who note us on the road.   The cub is inside an invisible sphere barrier that kills all the grass inside. We can get inside the barrier but when we appoarch the cube we get an overwhelming sense of dread.   I try to "shatter" the cube. Nothing happens.   We go back to the city and talk to people the next day. There are warforged who left their weapons at the sherrif's office and who have not come back for them, also their record are missing.   We learn more about the weird outsider elves in town that people are suspicious of(that were seen with the warforged who are missing). Rigth before the end of the session we wereinvestigsating an alley people weere seen by when we notice somethignweird. Using the spyglass we locate an illusion and walk throughb it to the other side of the real alley. A local kid may have been spying on us as we did that.

2

We arrive in some kind of secondary base in a cave after using the teleporter.   Marcus joins us and brings ours followers. We journey through the cave. There are hard to notice/see runes in the walls of the caves. Only Ken and I can see them. No one else cans see them, even once pointed out so far (one human and two warforged could not see them). Marcus reports to, "Fiddler", who brings us onboard with our followers to join RAW. He assigns us to work with "Tailor". Marcus only knows him by reputation as a trainer. Marcus is "The Engieneer."   Tailor is a halfelf who looks more like a human than elf. He will be our cell's handler.   A lof of recent recon temas have been ambushed by The Collectors.   Our first mission is to locate a safehouse in Blackstone village and find out if they have any captured warforged. There may be control magic in play. Gather info: don't get caught.   The Safehouse is expected to be found in an old barn that's inside the walled city.   There's an in called "Reaver's Rest" that RAW has used before. There's a tavern called The Happy Hunter where we might get intel. Raw wants: location of safehouse and if/how it's being used.   We're given: exnpandable spyglasses (one each) The can see through illusions (once each), afterwards theyre just spyglases. Recording devices that look like small rocks. They have two hours of recording time. Also some larger ones that can record for about 8 hours. 4 small, two large. Large bags of holding with shoe salesmen stuff. Money (keeps books). 1g 20s 15C for each of us. Emergency recall scrolls (one each) to return to base. (Chaple Strret)   We get our asses kicked by some brigands and other travelers that don't trust us.One gets away. WE all survive though I take all the shoes and we head to the city.        

1

  Typed very quickly,please forgive the typoes.   We wake up in a buncker with some Warforged and Humans. The humans rescued us from :the colloectors" the great war ended about ten years ago, the coollectors stated a coupe years afeter that and we were under their control for probably a couple years.   We teleport to a secure location once the Collectors attack. We were awoken by Marcus and who represent "RAW". ?   We have followers, mine is a barbarian reaver warforged named Khan.