The hole drops you onto the top floor of the crystal tower into a central room with a ramp leading down. Illuminated pulses in the translucent crystal walls beckon you down the ramp. A message is repeating for all to hear. Each one of you hears this in your character's native language:
We are lost, crushed by the savage world of the Living Land. Its warlord, Baruk Kaah, is a Possibility Raider, a dreadful High Lord who invades other realities and sucks the Possibility Energy from his victims and their lands. We do not know what end these invasions serve. All we gleaned was a single word: Torg.
This spire is the last remnant of Ukhaan, a world of great scientific advancement, reason, and peace. We were invaded by the Living Land. This outpost is where we made our last stand.
If you are hearing this message, then we have failed, as our projections predicted. We have used what we learned of Possibility Energy to transmit what we could of our knowledge, our art, and the very essence of our people away from the Living Land. So little could be saved. We hope someday, after the storm, explorers will hear our message and find our remains below.
If a Possibility Raider hears these words, beware. All our power now courses through our last guardian. While the storms still rage, this guardian will destroy any intruder. If you oppose the Raiders, remember Ukhaan, for our daughters and sons can do so no longer.
As you descend, you see rooms on the other side of the walls of the staircase. The exit doors leading to them have the same red and blue crystal growth as the outside of the tower, making side trips a tedious process you don't have time for now. As you descend, the feeling of Possibility Energy from below you grows.
Your descent ends at a large chamber with a platform overlooking a central gallery. Debris from cracked Ukhaan crystal and broken concrete and furniture litters the floor. Directly across the chamber is a similar platform connected to yours, with access to the outside blocked by a translucent mineral wall. On the other side of that wall are more edeinos than you wish to count. One of them, with a single yellowish eye, sees your group and attacks the wall angrily, causing a small crack to form. The other edeinos, seeing an opportunity, begin furiously attacking it with their spears in an attempt to widen the crack into an opening for them to pour through.
A set of stairs on your right and on your left lead to a lower chamber with an exit into the Manhattan underground. It is located on just below the platform the edeinos are trying to access and is blocked by a mineral wall. This exit could be to the subway or the sewers, but your map of the subways shows sewer access tunnels, so either way it would get you out without having to brave the crowd. However, 4-meter tall crystal automaton stands in front of that path, animated in response to your arrival. It is mostly clear with a red and blue "heart" pumping lighted pulses throughout its body. This heart is clearly the Eternity Shard you were sent to retrieve, and this guardian is not about to surrender it willingly.
Round 1 Drama Card
Title: | You Spot a Weakness! | Dramatic Skill Resolution | A, B, D |
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Standard: | V Stymied/H - | Dramatic: | H Surge/V - |
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Approved Action: | Maneuver/Taunt | Additional?: | |
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The scene is Dramatic, so you get to go first. Prior to your action, you need to make a Disconnection check. This is a d20 roll that only fails on a roll of 1 (unless you have gear that is outside your own reality, then it fails on a 1-4). If you fail, you can't spend Possibilities (including cards that act as Possibilities) and can only use interactions or Living Land approved tools until you reconnect in a future turn.
This message was last edited by the GM at 14:30, Thu 14 Oct 2021.