Slate Terrapin Azimuth Session I

- Make sure everyone grabs figurines from the box.

>>Paracelsus Description

- Start in Arena >Describe Arena >>Talentstone, describe >>>Large Grotesque Figure behind the general.

- Grand Master Whu. >Describe and declare position. >>Once a year the Oni nation attacks. >>>It is time to put a stop to this national threat. >>>>A group of you will be selected to assist with the task. >>>>>Go out and bring back the greatest trophy you can to prove your aptitude for the mission. >>>>>>Many around the world are watching your exploits. Powerful and influental people who wish to observe the most talented in the realm. Each of them is choosing one of you to observe and feel safe in assuming that many see you as their avatar in a the game about to unfold before you. >>>>>>>With four exits to the arena, an android and a vishka feel compelled to head North >>>>>>>>A Goblin Slave Dice is hurled towards the stone floor making fragments fly in all directions. A triangular face opens and a goblin climbs out.

- Head North to Stalforge Discipline >Describe: A Large facure of a mountain that levels out onto a grey plateau. Calcified stalactite chimneys can be seen rising into the sky that billow black smoke into the atmosphere. >>A Large lake sits in the centre of the community that is used to quench the ingots of damascus steel and while it does run a barely milky white as it runs down the mountainside around the chimneys, it bubbles as it takes on heat, letting off a steam that turns the lake into a large hotspring. >>>A large chimney sends off one giant plume of smoke. Perception check shows that manyartificial holes have been drilled in that make it let out an industrial whistle. This whistle signifies that the day's work has finished and many workers pour out of the caves and go to the lake to soak away their hard work and muscle pains. >>>>A Young Aloxa sits within the pool ready to quiz and question the workers about what they do down to extreme detail. This is a nuisance to many of the workers who just want to relax. >>>>Some workers bypass the spring altogether and head straight for the waterside tavern, some sitting at springside bar and some heading in to the land side.

- Tavern >Describe the Tavern, lava flow cooks satay style food, drink vessels are washed by the stream and contribute to making warm beverages with supplies from Ahli'jinan, note that not all drinks are available as supplies are not as forthcoming. >>A Bounty Hunter is gathering some info about the local area and trying to enquire about the forge >>>Adventurers can get food, drink, only fresh. Barkeep is called Steely-澸

- Export Office >Manages the logistics of sending off ingots and raw steel castings to other Disciplines. >>A Hunter is in the works of requesting some steel for casting into bullets. The Logistics Master Jxao Ironschlep is of Formcaste descent but has made his home here enamoured by the pure quality of this steel. He is hard of mind, not desiring to relinquish this steel to an outsider who would not craft with it to its full potential like those of generational tradition would. >>>He mentions of the loss of workers in the smelting caves. it is unexplained where they have disappeared to. He would maybe let some steel go if answers could be found. He does not control access to the mountain however and couldn't let you in to help if you wanted to.

- The Young Axola knows that there is an underwater entrance into the Slagmite caves from the lake. - The Blood Hunter knows that the tracks within the cave are of warewolf origin and that there are flecks of his blood around. It seems corrupted by something he has never seen before. - The Bounty Hunter knows that the creature is under the process of A'lgamation and must be put down.

Room 1

Puzzle Vents >An attempt has been made to turn this room into a machine room utilizing the naturally forming gas vents as a fuel source. >>You can see a large vent at least 10 feet fall protruding from the rear wall that could be walked through like a tunnel. It must lead deeper into the cavern but is spewing fourth a hot gas. >>>The heat of the room is not impossible to exist in but is making everyone sweat profusely. Anyone not immune to heat takes one damage a turn if they fail a constitution saving throw that starts at 10 and increases every time more gas enters the room by one. >>>>In the center of the room, five calcified stacklacmites are each billowing forth a coloured Gas. and five more are not emenating anything all arranged in a circle. This Gas would be recognised by those with Formcaste Hailitage and who pass a check of +14 investigation, +12 Nature, +12 Medicine. Add +5 requirement for anyone not of Formcaste Hailitage. >>>>>Five rubber tubing lengths lie about with one connecting the yellow tube to an empty tube. Tube Rules Pink>1>+1 Healing on failed check Blue>2>Rage>-3 to attack, +3 to damage Green>3>Will assist before attacking Orange>4>Will open vents and shalecrabs will attack. Yellow>5>The room smells like mustard. -2 health on each failed check.

Second Room has one worker that have been bitten and is frantically wanting to bite others. There also four were rats. They can be quizzed. They are not likely to be of much help.

Wererat

Medium humanoid (human, shapechanger), lawful evil

Armor Class 12

Hit Points 33 (6d8 + 6)

Speed 30 ft.

STR

10 (+0)

DEX

15 (+2)

CON

12 (+1)

INT

11 (+0)

WIS

10 (+0)

CHA

8 (-1)

Skills Perception +2, Stealth +4

Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered

Senses Darkvision 60 ft., Passive Perception 12

Languages Common (can't speak in rat form)

Challenge 2 (450 XP)

Shapechanger. The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Keen Smell. The wererat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack (Humanoid or Hybrid Form Only). The wererat makes two attacks, only one of which can be a bite.

Bite (Rat or Hybrid Form Only). Melee Weapon Attack:  +4 to hit, reach 5 ft., one target. Hit:  4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.

Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack:  +4 to hit, reach 5 ft., one target. Hit:  5 (1d6 + 2) piercing damage.

Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack:  +4 to hit, range 30/120 ft., one target. Hit:  5 (1d6 + 2) piercing damage.

Werewolf

Medium humanoid (human, shapechanger), chaotic evil

Armor Class 11 In Humanoid Form, 12 In Wolf Or Hybrid Form

Hit Points 58 (9d8 + 18)

Speed 30 ft., 40 ft. in wolf form

STR

15 (+2)

DEX

13 (+1)

CON

14 (+2)

INT

10 (+0)

WIS

11 (+0)

CHA

10 (+0)

Skills Perception +4, Stealth +3

Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered

Senses Passive Perception 14

Languages Common (can't speak in wolf form)

Challenge 3 (700 XP)

Shapechanger. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Multiattack. (Humanoid or Hybrid Form Only). The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack:  +4 to hit, reach 5 ft., one target. Hit:  6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.

Claws. (Hybrid Form Only). Melee Weapon Attack:  +4 to hit, reach 5 ft., one creature. Hit:  7 (2d4 + 2) slashing damage.

Spear (Humanoid Form Only). Melee or  Ranged Weapon Attack:  +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit:  5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.