This group hasn't had any activity so I'm moving posts to General Discussion and deleting this group. If you get folks over here and they become more active I can setup another discussion specific to Battletech should you need it.
Issac log date 1
after the long day of getting this dumb orcs who can't counted, thinking that 4 is the same as 8 that help us by our party member that teifling sorcerer that I just had to work with before this quest, with the spell friends controlling that orc. when we hiding for what feeler like cleaning the Great Church of Lord Apollo during my youth the wait was almost painful, and then the halfing killed that orc. after that fight a short rest out of the cave a Purple worm of all thing, with a great fear of our live we ran but The Great Green Dragonborn, with the bravery to fight such beast who just had to die and get eaten by it. I try ed to kill it by crushing it with it next to the cave when we where out of the cave, however my plan failed and we just have to run passed this Druid and 4 humans trying not to panic then just said what came to mind after what the danger is gone, I I want to sleep. But was waked up by the Druid because this goblins. I hate goblins I think there evil because my last party made me go to this cursed land becoming a goblin in this spot or be eaten by fairy. So when I see a goblin after waking up burning them with scorching ray burning only one hit to death and guiding bolt the other. Then after we sleep to night our wizard summon a owl and learn of a another band of goblins with Lord Apollo help we crush them but one lived and beg for it live my revenged agent goblins for having to be one for a minuted but I cant kill if it cant fight back. So I let it life and learned where it fortress is no doubted it boss is a fairy because it evil, I cant wait to we go the fortress and burn them to the ground and make it a church for Lord Apollo.
Goesil will seek out universities, libraries, and independent sages as unconnected with the Despot as possible, beginning to form a list of potential buyers for future discoveries. He'll use his connections within the church of Asana as a springboard.
Goesil finishes reading the codex offered by The Seekers in exchange for access to the security of the FOBs and information about the secret door south of the ORC on The Reservoir level.
The codex is called Rise of the Great Ancients. Using the codex to answer the first question is worth 5,000 gp.
1.3. The Great Ancients were not Telluria’s first civilization. In fact, they were not even native to it. The Great Ancients originated on a distant planet, one that had been devastated by the hateful aliens known as the Thelidu. Leaving behind their ruined home world, the Great Ancients crossed the black gulfs of the Astral Plane in a great astral ship and came to Telluria in hopes of rebuilding a civilization founded on Law, reason, and science, far from their Thelidu enemy.
1.4. When the Great Ancients arrived, Telluria was a primitive world in the grip of Chaos. Goblins ruled its surface, dwelling in shallow warrens and crude hovels and endlessly warring amongst themselves. The Ranine ruled the underground waterways and dark places, and carried out unspeakable rites to demons. And the Dragons roamed from the upper air to the world’s crust, lords above all.
1.5. Though far more advanced in learning than the natives of Telluria, the Great Ancients were few in number and could not afford confrontation. In secret, they teleported their city into a vast cave they had detected deep below a mountain. There, in precise alignment with countless ley lines, they hewed a great dome to draw power from the Astral Plane. The action of the astral dome began to draw the liquid metal they called azoth down from the quintessence of space, where it condensed between the city and the mountain’s peak. Azoth was the key to many of their ancient technologies, and as they mined it from the caverns above, they used it to rebuild.
1.6. The Great Ancients sought to live in peace, but peace was denied to them. Their ancient foes, the Thelidu, detected the action of their astral dome and materialized one of their own crystal hemispheres beneath the surface of Telluria. The Thelidu enslaved thralls among the Ranine, whose subterranean rivers and canals provided avenues for attacking the stronghold of the Great Ancients. On the surface, the Demons of Chaos found new allies among the Goblins and sent them tunneling down toward what would later become the ninth level of Dwimmermount. And so war came to the Great Ancients.
1.7. Though they had grown greatly in numbers since coming to Telluria, the Great Ancients were vastly outnumbered by the Goblins and Ranine. After first establishing an arcane barrier to keep out aggressors, the Great Ancients initiated a scheme to supplement their numbers: the creation of artificial life from Dwimmermount’s azoth-infused rock. First they “fathered” the Dwarves and taught them how to make “sons” in their own image. Together the Dwarves and their Makers (as the dwarves called the Ancients) then built Golems from azoth-infused metal, as weapons to fight the enemies assaulting their underground city.
1.8. The most advanced Golems were imbued with artificial minds capable of autonomous action. In the course of creating these golems, the Makers learned that artificial minds, sapient but not living, could tap the power of Law. The Great Ancients had long known that living minds, like their own, could call on Law to manipulate reality in formulaic ways. But, calling on the power of Law was like staring into the light of the sun; dangerous if done too long or too frequently. Artificial minds did not suffer from these dangers. The startling realization that artificial minds could safely tap the power of Law paved the way for the greatest creation of the Ancients: the Servitors.
2.1. Aided by the Servitors, the Great Ancients drove the Goblins, Dragons, Ranine, Thelidu, and Demons back to the dark places of Telluria. They began to spread across its surface and flourish. Guided by the superhuman intellects of the Servitors, the Great Ancient’s civilization ascended to further heights of knowledge, with Dwimmermount as the fountainhead of learning.
Since no one else may have experience given the silence, I figured I'd share my experience on my first night where we just worked on characters for the Middarmark game.
The interface was pretty intuitive and the connection to video and voice, which I was most nervous about having to sort out just sort of happened. Super easy!
However, the audio did have some issues and the other players said that's not new or uncommon with Roll20 so we had Skype on the ready and shifted audio to that.
Otherwise, it seemed like a pretty cool way of playing with people online. I wish the forums and game search engines were more customizable (like in searching the forum for keywords like the game you're searching for, you can't sort the results by date) but so it goes. Might be worth checking out if you're looking to remote game.
Zeph playing Muad’dib, lvl 6 human barbarian urchin. Would rather kill enemies in their sleep than in a fair fight. AC20.
Jayne playing Sanity, lvl 6 tiefling warlock acolyte. Obsessive. AC15.
Elliott playing Bastion, lvl 6 dwarf cleric of Sumi. Fanatical in devotion to Sumi. AC21.
Felicia playing Noonie, lvl 5 human rogue charlatan. Too greedy for own good. AC15.
Chandler playing Chargrim, lvl 4 dwarf fighter mercenary. Doesn’t like to admit he’s wrong. AC17.
Micah playing Dehli, lvl 5 halfling rogue criminal. Money first! AC18.
There have not been any raids against the borderlands since the last expedition of the heroes. This is probably because the humanoid denizens of the Caves of Chaos are eating their own dead.
The heroes restock their supplies, then depart the Keep on the Borderlands in the morning. As they follow the well-worn path to the Caves, Maud’dib uses his spyglass to discover a hobgoblin sentry in a tree far up ahead. Chargrim goes alone to try to sneak up on the sentry. Unfortunately, he is spotted. The hobgoblin sounds an alarm: “Bree Yark!” The other heroes hurry up to assist Chargrim. They kill the sentry and hide near the base of the tree. Two more hobgoblins come to investigate, and the heroes kill them as well, but a fourth sentry makes it back to the Caves of Chaos to alert the denizens.
The heroes approach the valley of the caves from above. They observe that the goblins, hobgoblins, and gnolls appear to be on high alert, with multiple vigilant sentries. The heroes enter the same orc cave that they explored in the last expedition, sneaking in through the chimney. Maud’dib tries to sneak down the hillside to observe the orc cave entrance from outside, but is observed by the hobgoblins from across the valley. The hobgoblins sound an alarm, and soon a phalanx of hobgoblins starts double-timing across the valley towards the orc cave. Maud’dib falls down the chimney into the orc cave in his haste to warn the others.
The heroes find the orc cave to be empty and thoroughly cleared. All valuables have been removed, and only bloodstains and worthless debris remain. They journey further into the cave, finding a secret door that links the cave to the adjoining cave of another orc band. The heroes had already killed the chief and leaders of this neighboring orc band on the previous expedition, but several orc warriors remain.
The heroes are ambushed by orc warriors as they open the secret door. Soon the heroes find themselves surrounded, with orcs in front of them, and the phalanx of hobgoblins behind them. The orcs flee to a side room along the main passage, and a large group of bugbears enters the cave complex in front of the heroes. An enemy wizard darts around the corner to cast spells at the heroes. He casts a fireball on them, and then blocks their progress with a web. They remove the web with fire. Bastion summons spirit guardians that drive the hobgoblins away.
Eventually the heroes attrit their way to victory, slaying the remaining bugbears and orc warriors. The wizard has disappeared. They find the remaining noncombatant members of the orc tribe- mothers and children, which they slaughter for scalps. There is also some loot for them to claim, including a scroll of the fireball spell. The heroes then put up barricades to block both cave entrances and rest.
After their nap, the heroes set off for the Temple of Cthulhu. Sanity uses the newly-found scroll to cast a fireball into the intersection beyond the entrance. This is where twenty goblins and six hobgoblins were laying an ambush. The fireball spell kills them all. A group of eight zombies stagger towards the heroes, but Bastion channels divinity to explode them. The wizard attempts to snipe at them again, but this time they have attacks readied. The wizard is slain! The heroes decapitate the wizard and then animate his corpse to question him. He is not helpful for some reason. The heroes claim his ring of protection, spellbook, and other trinkets, notably an ancient map of the surrounding lands.
According to the map, the towering ruins across the bay were once known as “San Francisco.” LINK
The heroes explore further into the Temple of Cthulhu. They find a shrine with a giant statue of Cthulhu. The Status animates and starts to lumber towards them. The heroes flee the statue, going further into the caves. They easily slay several cultists who attack them scimitars. As the statue lumbers closer, they are confronted by the High Priest, who blasts them with an Ice Storm. Once they slay the High Priest, the statue of Cthulhu becomes lifeless.
The heroes thoroughly loot the Temple of Cthulhu and claim the scalps of all their humanoid victims. They have ended the threat from the Caves of Chaos and return to the Keep on the Borderlands victorious.