Deep within the Forbidden Armory of the Falling Star Homeforge, Scout the Bastard and Grim the Bastard were in a situation neither of them had experienced since the K’ias Wars, aeons before. They were surrounded by Broken Reavers, created by a Nightmare Lord’s fell fleshweaving, and there were no reinforcements coming. So they fought their way back towards the defended areas. Along the way they picked up a pair of Yagogi Karovians, a Brezan with a big axe, and a colonial. Grim lead the motley crew to Glinta Hammerfall’s Feast Hall, where he had a pair of rooms.
Glog of Or’Lur had escaped from the Homeforge with the weapon that caused the outbreak and returned to Tla’loc’al with no-one being the wiser.
Dubbed Reaver slime, a greenish liquid had begun dripping from the walls of the Homeforge (once the hammer was taken from its protective alcove). It had already turned five hundred of the Homeforge’s inhabitants into dangerous Reavers. The Homeforge was reeling from the unexpected and overwhelming situation, and their defenses were down.
For a conniving tribe, this would be the perfect time to raid the Homeforge for metal weapons and armor.
For an honorable tribe, this would be a time to act as the cavalry, coming to the aid of the Homeforge.
In either case, how do you counter the K’iou Reavers? Do you kill them or disable them? (they will not respond to diplomatic entreaties)
How do you handle the K’iou defenders you come across? Diplomatically or violently?
How do you protect your troops from the curse of the Reaver slime? (note the Reavers do not spread the slime, they are simply created from any sentient who touches the slime)
No one has maps of the Falling Star Homeforge, and burrowing Reavers have created enough new tunnels that even an old salt like Grim might struggle to figure out which tunnels lead where.
Threats
500 Reavers currently in a tunnel fight with the K’iou defenders
1000 Slavebeasts currently cowering in the lower tunnels but will attack lone travelers.
The Slave beasts travel in groups of three to seven. The Reavers will travel as a mob but will split off to hunt down “interesting” prey. (interesting prey is prey that evaded them)
See Reavers & Slavebeasts page 147 DR Core book
Mission Rules
First player to post gets a repost when all other players have finished posting to the mission in response to all other actions.
All other players may only make 1 posting.
Other players may only act as if they have seen the action of the first player who posts.
All other actions are compressed together by the DR team with a focus on storyline, so do not worry about paradoxes between different action posts.
Not every aspect of every action will be shown. This is especially true of actions that exceed two paragraphs.
Special Challenges: The city center of the Falling Star Homeforge is split into four major sections (for this mission).
- The Mercantile Exchanges (where caravan leaders and other foreign reps trade goods for the precious metals, tools and armor created here). It is busy all day and night, with crowds of young K’iou roving around. It is only about a third infested with Reavers.
- The Mining Tunnels (extending out for miles in all directions, going both deep and dark). It is dark and quiet, footsteps echo giving away positions. The K’iou will instantly be alerted by tunneling using the Leyas or other methods in this section. Very easy to get lost. This section only has roving Reavers.
- The Commons (a group of large underground halls where the K’iou gather for social events). Here are the locations of the Temple of Falos in the Falling Star, and all energy bridges to their reinforcements on other dimensions. This section has been cut off from the others and is fully defended.
- The Forbidden Armory of the MagAuf ( a section of trapped halls where the weapons built by the MagAuf and traded to the K’iou are held). Pit traps, crushing stones, spike traps, acid traps, poison dart launchers, and pits full of Nightmares. This section is almost completely overwhelmed by the Reavers and Slavebeasts (some of the slave beasts have been taking weapons from their alcoves)
General Challenges: Entrances to any of the four sections are warded against Light, Shadow, Fire and Earth (wards cannot be stopped). Each entrance is guarded by team of four K’iou Greslarion (Homeforge guardians, F.S. 7, attacks 4, Earth 4, Fire 4, General 2. Armed with K’iou Mining Mail & Forgemaster Hammers). Patrols of 3 Greslarion are also common in all regions.
Special Challenges: Reaver Slime…yeah don’t touch it or fall in it if you get near it.
Open to all tribes and all mercs
This mission ends on Friday 28th February at 8.PM. E.S.T.