1-004.4: Invasion
After defeating the Prime Servitor and the Archon, the ketch becomes a non-hostile area and the party will learn that Eraksis has launched an invasion force to the Tangled Shore. The party will need to commandeer a skiff to get there since their jumpships would still be docked at The Farm. The coordinates would be available either through terminals in the boss zone or in the skiff.
The invasion force should be a Deadly encounter for the party. High Plains is a Light zone, so no permadeath, but the weather effects in play can cause additional damage if precautions are not taken. The Minion and Soldier creatures move on group initiative within their same enemy type.
Dust storm effects: Sandstorms and dust storms occur when a strong wind carries clouds of sand or dust, respectively, across an area. Tracks are automatically covered by the sand or dust seconds after they are made, and creatures cannot see farther than 15 feet ahead of themselves. Creatures who can blend in with the sand or dust are always considered heavily obscured in a sandstorm or duststorm, respectively. Creatures who do not protect their method of respiration (for example, wearing a scarf as a human) begin suffocating and take 1d4 damage at the end of their turn in a sandstorm or duststorm.
The dust storm's presence is determined at the start of a round with a coin flip, making it intermittently present throughout the battle. Eraksis and other Elite/Major enemies will not be affected by the conditions, but the Minions and Soldiers will. At the same time, the Spider will supply the party with backup in the form of a Fallen Jumper and 3 Vandals. The party will control Vandals and the DM will control the Jumper. The Jumper is unaffected by weather conditions.
If the party fails to kill Eraksis, the invasion succeeds and Eraksis becomes the new ruler of the Tangled Shore. The Spider relocates to the House of Wolves village and remains there until Eraksis is killed.
The invasion force should be a Deadly encounter for the party. High Plains is a Light zone, so no permadeath, but the weather effects in play can cause additional damage if precautions are not taken. The Minion and Soldier creatures move on group initiative within their same enemy type.
Dust storm effects: Sandstorms and dust storms occur when a strong wind carries clouds of sand or dust, respectively, across an area. Tracks are automatically covered by the sand or dust seconds after they are made, and creatures cannot see farther than 15 feet ahead of themselves. Creatures who can blend in with the sand or dust are always considered heavily obscured in a sandstorm or duststorm, respectively. Creatures who do not protect their method of respiration (for example, wearing a scarf as a human) begin suffocating and take 1d4 damage at the end of their turn in a sandstorm or duststorm.
The dust storm's presence is determined at the start of a round with a coin flip, making it intermittently present throughout the battle. Eraksis and other Elite/Major enemies will not be affected by the conditions, but the Minions and Soldiers will. At the same time, the Spider will supply the party with backup in the form of a Fallen Jumper and 3 Vandals. The party will control Vandals and the DM will control the Jumper. The Jumper is unaffected by weather conditions.
If the party fails to kill Eraksis, the invasion succeeds and Eraksis becomes the new ruler of the Tangled Shore. The Spider relocates to the House of Wolves village and remains there until Eraksis is killed.
Plot points/Scenes
Eraksis would spend the start of his turns verbally berating Cloak about his place in the world.
"I worked so hard. I fought for so long. I shouldered the name Honored by None because I knew that it would bring change for my people. I die as a martyr for my cause. [pause for player response] You may say that, but my resolve stands. A reckoning is nigh, I have seen it. I die so that it may come to life. And while I will not live to see the chaos, be assured that you will. Riis is reborn, Machine-spawn. Your City will know its own Whirlwind, and you will finally see the true nature of the Great Machine as it is shattered and stamped to dust."
Then ask the player with the killing blow, How Do You Want To Do It.
- By standing against us, you have abandoned us. Mithrax may tell you otherwise, but House Light dooms the Eliksni to subservience and disgraces our proud heritage. Subservience to the Great Machine cost us Riis, and now Mithrax wishes to return to it?
- Mithrax is a hopeless zealot. Following him makes you complicit in further hurting our people. The Eliksni need to unite for the benefit of their own, not splinter off into more houses still clinging to dead gods.
- Arms regrown from negligence are not spared from docking. So too the Great Machine will prune you from its service. The Eliksni were punished by the Great Machine and you are no different.
- I die for my beliefs, and that means something. You die for yours, and you return to life. What impression does that leave? You will never punctuate your legacy for our people so how will they ever know you as part of it?
- (if attacked by someone other than Cloak) The Machine-spawn do not respect the Eliksni way and interfere with a proper honor duel between Barons. They will never respect you either. Our people and theirs are at war and ideologically should be at war forever. The ignorance of their inevitable demise as the Great Machine's chosen is pitiable.
"I worked so hard. I fought for so long. I shouldered the name Honored by None because I knew that it would bring change for my people. I die as a martyr for my cause. [pause for player response] You may say that, but my resolve stands. A reckoning is nigh, I have seen it. I die so that it may come to life. And while I will not live to see the chaos, be assured that you will. Riis is reborn, Machine-spawn. Your City will know its own Whirlwind, and you will finally see the true nature of the Great Machine as it is shattered and stamped to dust."
Then ask the player with the killing blow, How Do You Want To Do It.
REWARDS
Glimmer | Materials | Exotics |
---|---|---|
6d8 x 1000 | 3d6 250 gl resources | 1d4 Fine Exotic Engrams |
2,500 glimmer | 12 genuine leather | 2 Fine Exotic Engrams |
Plot type
Scene: 1-004
Parent Plot
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