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Ember: The Dead Sun


Morph3us

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Journey

It's time.

About a third of a the genie's crew remains on the station to ensure it keeps running and start a long list of less critical repairs. The others embark on the Pyroclastic Flow. Its hold is laden with similar supplies to those used in fixing this side of the gate, in case the other side also proves unreliable.

The Meridian and Claw Hammer take point through the gate, probably at Bhalgurn's insistence. The two ships separate for agility just in case any automated defenses on the other side turn hostile.

Fortunately, their passage goes unaccosted. That said, the moment of truth is unpleasant. Crossing the ripple in space brings a lurch in one's stomach coupled with a spell of vertigo. A small price to pay for crossing vast swathes of the galaxy in the blink of an eye.

The ships emerge into a dazzling vault of stars. A new ring station drifts behind them, very much but not exactly like the one they just inhabited. This one is in better shape than they found the last. It has no blown-out section and much less flicker in its power system.

That said, if it were to falter, the journey back will be much, much longer. So, when Pyroclastic Flow arrives, it immediately sets about dispersing workers to make sure the station is stable.

The genie's crew will be occupied for the time being. That gives the adventurers a chance to check out the sole surviving world in this system.

Arrival

Ember is small and dull at a distance. That said, even a "dead" star can be fairly bright up close. Very close. The ships re-dock and zoom in to have a look at its planet, which is a bit larger than most habitable ones. The parent star is noticeably smaller and near enough to be mistaken for a strange moon.

That wasn't always the case. This world was once distant enough to survive the star's gigantic red giant phase. It then spiraled down due to drag from the cast off layers of the dying star as the latter shrank down to a white dwarf.

Now it is close enough to be locked with one side always facing the star. The subsolar surface is obviously arid and bleak even from a high orbit. Then there is a gradual transition to a stormy terminator in eternal dawn and dusk.

The night side is endlessly lit by the galactic core stars. They are collectively far brighter than the largest moons of habitable worlds. Because that's still much dimmer than a true day, the plant life there has turned black to absorb as much light as possible.

"That's creepy." Ross comments when the group makes this discovery.

"I have a bad feeling that is the side we end up on." Tara grimaces. "I would rather be on the arid day half, personally. But it depends on what we find and where."

"We ought to look for structures on whichever part we focus on first." Segun suggests. "Any other opinions on where to begin that search?"

 

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Grommash Dwarf Artificer


AC: 16 | HP: 59/59 | HD: 7/7d8 | Initiative: +1 | PP: 10 | Magical Tinkering: 2/2 | Flash of Genius: 3/3 | Bullets: 40/40 | DM Inspiration: 0/1


Grommash's gruff exterior belied the sense of wonder that washed over him as he gazed upon the stark, barren landscape of this new, desolate planet. The celestial dichotomy of eternal day on one side and perpetual night on the other captured his attention, and he found himself darting from one window to another, his eyes transfixed by the cosmic spectacle.

His thoughts raced as he mulled over the myriad possibilities that this dying world held. With a fervent curiosity, he began to analyze the data displayed on various computer screens, eager to uncover the secrets that lay hidden beneath the planet's desolation. "Signs of water," he muttered to himself, his voice tinged with anticipation. "Perhaps following the old river beds or searching for remnants of lakes. We might discover ancient structures, clues to this world's history."

However, Grommash's attention flitted between the screens and the mesmerizing view outside. It was a good thing that Gundin, his unwavering mechanical companion, remained diligently focused on the task at hand, picking up where Grommash's wandering mind left off.

"Mmmm, Must watch for storms. In a climate like this, one can never predict what fury nature might unleash." 

 

 

Mechanics

Main Hand: Radiant Musket

Off Hand: None


Spell DC: 15, Spell Attack: +7

Level 1 Spells: 4/4

Level 2: 3/3


Action: None

Bonus Action: None

Move: None

Manipulate: None.

Free: Speech.

 

 

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        Kutaeg Lightbrow Dwarf Bard- College of Lore token_1(1).png.8cb129d7fd5fe19fb5675b23aa3b4375.png


        AC: 13 | HP: 65/65 | HD: 7/7d8 | Initiative: +1 | PP: 10 | Bardic Inspiration: 4/4d8 | DM Inspiration: 0/1 | 


Kutaeg, who was strumming some sort of ambient melody of space mystery, held his hands over his frets as soon as he saw the view before him. Silent, for once, his jaw dropped. But then he heard his crew planning and nodded, "Grommash is on to something. Look for rivers, coast lines. The most developed and established civilizations would have started there before venturing inland. Yes, structures. I wonder how they communicated. What kind of art, symbols we'll find.....:

       
               

                       

                                Mechanics                        

               

       
       
               

                       

                                Main Hand: Longsword                        

                       

                                Off Hand: shield  

                                Level 1 Spells: 4/4                        

                       

                                Level 2: 3/3                        

 

                                Level 3 3/3                        

 

                                Level 4: 1/1                        

 

                                Spell DC: 15                        

                                Spell Attack: +7                        

                       


                       

                                Action: None
                                Bonus Action: None
                                Move: None
                                Manipulate: None.                        

                       

                                Free: Speech.                        

                       

                                                         

               

       

       

Edited by andersone81 (see edit history)
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"Start with the twilight ring then?" Ross asks. "Dry rivers are harder to see than extant water." He says of the sunlight half. "And the night side... I agree with Tara. Best stay away from it if we can."

"A smaller region to search and liquid signposts for what we are looking for." Segun nods. "Although, the storms might obscure some of it. Still--I am inclined to agree. Any objection?"

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Bhalgurn Frostmead Dwarf BarbarianTOzYWz8.png.ddd7d07cf18086c753c41cb63e7a05e2.png


AC: 15/17 (Heedless/shield) | HP: 68/68 | HD: 7/7d12 | Initiative: +1 | PP: 14 | Rages: 4/4 | DM Inspiration: 0/1 | Javelins: 2/10


The queasy feeling after crossing the portal threshold began to abate quickly for Bhalgurn, likely do to his excitement at exploration. He focused hard as they began their overflight of the dead planet and discussed search strategies. He thought Grommash's idea of searching along waterways was a great idea.

"I too am wary of the dark side of the planet," Bhalgurn said to the others. "I wonder what sort of life could thrive in such conditions. They must be hearty and resilient. The twilight band would be best, despite the storms."

Mechanics

Main Hand: Adamantine Axe

Off Hand: shield


Action: None
Bonus Action: None
Move: None
Manipulate: None.

Free: Speech.

 

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The crew sets their plan in motion. The combined ships plunge towards the planet and begin to track along the ring of twilight. If they do find a site worth checking out, they can undock the ships and investigate while Meridian continues the search.

Ross and Tara head back to work the engine. Segun takes detailed notes down into the star chart for this system. He also stays in contact with the new gate station. It sounds like evaluation of that is proceeding smoothly so far.

OOC:

Time to give a couple of our skill edits a test drive. I'm thinking:

  • Piloting (Bhalgurn?) to balance covering ground quickly with giving good views of less stormy areas on the twilight ring.
  • Computers (Kutaeg?) to optimize sensor scans in a ship that isn't really meant for this kind of search.
  • Nature (Grommash?) to help find the most likely sites for settlements.
  • Perception (Branek?) to be on the lookout for signs of construction.
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Grommash Dwarf Artificer


AC: 16 | HP: 59/59 | HD: 7/7d8 | Initiative: +1 | PP: 10 | Magical Tinkering: 2/2 | Flash of Genius: 3/3 | Bullets: 40/40 | DM Inspiration: 0/1


Amid the confines of their ship, Grommash was a whirlwind of activity, his aging but agile frame moving with the grace of a practiced artificer. His teleporting boots allowed him to traverse the ship with ease, while Gundin's extra appendages proved invaluable in managing multiple tasks simultaneously. To an outsider, it might have seemed as though Grommash was performing four jobs at once, his hands deftly operating various controls and sensors, his eyes darting between windows that offered glimpses of the dying planet below.

As the ship cruised through the planet's atmosphere, the rest of the crew could hear Grommash's voice, a constant stream of muttered calculations and observations. He was like a conductor orchestrating a complex symphony of data, melding what he saw from the sky with the readings from the ship's sensors. 

Occasionally, Grommash's excitement or frustration bubbled over, causing his fellow crew members to jump in surprise. He'd shout in triumph when a particularly promising location was identified, or he'd grumble in irritation when his logical calculations hit a snag that needed further refinement. The fusion of science and intuition in Grommash's work was a testament to his skill and dedication, and as he worked tirelessly to find the most suitable place to establish their settlement on this enigmatic, dying planet, his comrades couldn't help but admire his unwavering commitment to the task at hand. In the face of the unknown, Grommash was the steady hand guiding them towards a new beginning.

 

 

Mechanics

Main Hand: Radiant Musket

Off Hand: None


Spell DC: 15, Spell Attack: +7

Level 1 Spells: 4/4

Level 2: 3/3


Action: None

Bonus Action: None

Move: None

Manipulate: None.

Free: Speech.

 

 

Name
Nature
12
1d20+4 8
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        Kutaeg Lightbrow Dwarf Bard- College of Lore


        AC: 13 | HP: 65/65 | HD: 7/7d8 | Initiative: +1 | PP: 10 | Bardic Inspiration: 4/4d8 | DM Inspiration: 0/1 | 


Kutaeg knew the sensors responded to vibrations. He looked at the monitor...still kind of foreign to the bard, but he could see a toggle to adjust sensitivity. "Of course! This is like when we sent down canary wire to test depth of new mines back with the Fellaxe Clan." he said as he wheeled the monitor over to the satellite launcher. With on hand, he clicked the sensitivity up, while he tapped on the nearby satellite with his free hand. He listened carefully for the right balance as the satellite's sensor wound tighter, but the tapping echoed within the satellite like a plucked string. "Now if I recall this satellite needs to be heavier, if it's gonna explore below sea level." Once he thought he found the perfect balance, he loaded the satellite and launched it towards the ground, "If my calculations are correct, this should send us back anything of interest that on that surface, or even below."

       
               

                       

                                Mechanics                        

               

       
       
               

                       

                                Main Hand: Longsword                        

                       

                                Off Hand: shield  

                                Level 1 Spells: 4/4                        

                       

                                Level 2: 3/3                        

 

                                Level 3 3/3                        

 

                                Level 4: 1/1                        

 

                                Spell DC: 15                        

                                Spell Attack: +7                        

                       


                       

                                Action: History
                                Bonus Action: None
                                Move: None
                                Manipulate: None.                        

                       

                                Free: Speech.                        

                       

                                                         

               

       

       

Edited by andersone81 (see edit history)
Name
History
18
1d20+7 11
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Bhalgurn Frostmead Dwarf BarbarianTOzYWz8.png.ddd7d07cf18086c753c41cb63e7a05e2.png


AC: 15/17 (Heedless/shield) | HP: 68/68 | HD: 7/7d12 | Initiative: +1 | PP: 14 | Rages: 4/4 | DM Inspiration: 0/1 | Javelins: 2/10


Bhalgurn takes the stick, joyous at the first opportunity to really put the Claw Hammer through her paces. He take her down where Grommash suggests, trying to balance giving an optimal view for the crew, while maintaining sufficient sensor coverage. He got a little too into the task, seeing how close the ship could get to the terrain before the cautions began to go off, trying to get a feel for the controls.

Mechanics

Main Hand: Adamantine Axe

Off Hand: shield


Action: None
Bonus Action: None
Move: None
Manipulate: None.

Free: Speech.

 

Name
Piloting
13
1d20+4 9
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Grommash Dwarf Artificer


AC: 16 | HP: 59/59 | HD: 7/7d8 | Initiative: +1 | PP: 10 | Magical Tinkering: 2/2 | Flash of Genius: 3/3 | Bullets: 40/40 | DM Inspiration: 0/1


Grommash's eyes grew wide with a mixture of awe and trepidation as he watched Bhalgurn take the controls of the ship, guiding it on an aggressive descent through the planet's turbulent atmosphere. Deep down, he knew that this daring maneuver was far from the most efficient or optimal way to navigate their craft, but a sense of curiosity and adventure burned within him. He yearned to push the limits of their vessel, to see just how far it could go, and to test the boundaries of their collective ingenuity.

As the ship hurtled through the atmosphere, a tension hung in the air, and Grommash's anticipation grew. But just as the first alarm was about to flash, Gundin, the ever-vigilant mechanical companion, acted without command. With swift precision, it silenced the warning, and a thin, mischievous grin began to creep over Grommash's weathered face.

For a moment, he reveled in the thrill of the risky descent, the exhilaration of pushing their craft to its limits. However, his reverie was short-lived as other cautionary warnings began to sound. The reality of their situation quickly sobered him, and he refocused his attention on the task at hand, knowing that in this fantastical journey through the unknown, a balance had to be struck between daring exploration and responsible caution.

 

 

Mechanics

Main Hand: Radiant Musket

Off Hand: None


Spell DC: 15, Spell Attack: +7

Level 1 Spells: 4/4

Level 2: 3/3


Action: None

Bonus Action: None

Move: None

Manipulate: None.

Free: Speech.

 

 

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  • 3 weeks later...

Even after restricting their search to the twilight ring, it takes multiple hours and a few orbits to prepare and conduct.

The Claw Hammer is geared more towards detecting threats than conducting planetary surveys. It's Kutaeg who shines today by reconfiguring sensors in numerous ways, including repurposing an early warning probe as a scanning satellite.

Even so, the shifting clouds make searching the new planet a challenge. Meridian stays high to get a wider view of them. Her crew remain in contact to advise Bhalgurn on paths to take for avoiding storm systems. They are also taking extensive notes on the exploration so far, all while keeping in touch with the gate station in case of any trouble there.

Down on the gunship, the dwarves find Kutaeg's work has honed its senses. Its broad alertness narrows and focuses into a piercing gaze. Bhalgurn has mixed success guiding the Claw Hammer over gaps in the storms where it can be put to good use.

Grommash tries to identify rivers and coastlines during sporadic glimpses of the surface. The unfamiliar terrain makes it a challenge. His only real candidate is a narrow sea or gigantic lake which meanders along the sliver of twilight. He doesn't spy any settlements or ruins. But they could dive down below the clouds for a closer look to see where rivers pour into it.

If so, the dwarves can expect a fearsome view: a stormy sea with opposite shores bracketed by a grim, sterile dawn and an endless night.

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Bhalgurn Frostmead Dwarf BarbarianTOzYWz8.png.ddd7d07cf18086c753c41cb63e7a05e2.png


AC: 15/17 (Heedless/shield) | HP: 68/68 | HD: 7/7d12 | Initiative: +1 | PP: 14 | Rages: 4/4 | DM Inspiration: 0/1 | Javelins: 2/10


Bhalgurn is a bit preoccupied with piloting to comment on the matter, but he is very impressed with Kutaeg. Utilizing a space probe as a scanner was a stroke of genius. Grommash's (or was it Gundin?) silencing of the alarms was appreciated, but Bhalgurn knew he had to focus. When the large large lake (or small sea) was identified by Grommash, Bhalgurn tried his best to bring the Claw Hammer in for a closer look, even with the ship being buffeted by the storms.

This time, Bhalgurn was prepared for the chaos of the storm, treating it much like the heat of a battle. He had to be flexible, he had to adapt to the situation, not force his own will over a whole planet's weather systems. He swung the ship beneath the clouds, hugging the sheer wind cliffs that ride the front of a storm, allowing the ship to be pushed along, rather than fighting through it. He hoped it would offer him an opening to drop lower and get a good look along the coast of this unique body of water. "You all still with meh?" he asked through a smile, knowing it was an impressive bit of flying. "We aren't done yet, not by a mile!"

Mechanics

Main Hand: Adamantine Axe

Off Hand: shield


Action: None
Bonus Action: None
Move: None
Manipulate: None.

Free: Speech.

 

Edited by foxtrot636 (see edit history)
Name
Piloting
24
1d20+4 20
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image.png.f5d0441b3f92de658faa4cab42af0093.pngBhalgurn steels himself for a fight. Then he rides the edge of a storm for a while before seizing an opportunity to pitch the Claw Hammer down towards the water.

It's a different experience compared to flying Meridian. That retrofitted luxury shuttle is fond of showing off the raw power of its aftermarket engine. One challenge of piloting it is managing its eclectic systems in tandem with those in the engineering room. Its actual flying is more graceful than agile.

This gunship, on the other hand, is snappy, responsive, and straightforward to operate. The trick here is to maintain fast reflexes and a subtle hand. It would be easy to "overfly" it and swerve into trouble.

Now that he's had some more practice, Bhalgurn manages it well. Even the most violent wind shear is reduced to a mere shudder with a deft flick of his wrist. With this stability, the others have a chance to look around...


This new world is quite a sight. The ship swoops out of its dive and away from a bleak dawn frozen in time. Now it zooms below the cloud ceiling and over storm-churned water.

The most obvious artificial landmark is a lighthouse on a cluster of wave-battered rocks. The light has long since gone out but the structure stands proud against the endless series of raging storms. Bhalgurn can skillfully nestle the Claw Hammer on a nearby flat prominence for the group to disembark and check it out.

It seems unlikely this place will have clues on where to find the Dawnbringer. But it's clearly a sign of the dead civilization they are looking for to find them. Maybe something inside will help get their bearings.

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Bhalgurn Frostmead Dwarf BarbarianTOzYWz8.png.ddd7d07cf18086c753c41cb63e7a05e2.png


AC: 15/17 (Heedless/shield) | HP: 68/68 | HD: 7/7d12 | Initiative: +1 | PP: 14 | Rages: 4/4 | DM Inspiration: 0/1 | Javelins: 2/10


Bhalgurn was beginning to really enjoy the flight when they saw the lighthouse materialize out of the storms. Without much else to go on, he thought they should land and explore a bit. He saw a nice flat outcropping of rock and came in for a smooth landing. As he completed the post flight checks, he nodded to the others. Then he placed a loving hand on a bulkhead and muttered, "That'll do, gal. That'll do."

Bhalgrun then looked at the others. "Who knows what'll be lingerin' in a place like tha'," he said, sounding a bit to excited. "We'll have ta go with caution. I usually go first when explorin' dangerous locals, but, yer friend there, is he a capable scout?" he asked, looking at Gundin. "I mean, I'm willin' ta go first, o'course, but don't want ta step in his toes, as it were."

Mechanics

Main Hand: Adamantine Axe

Off Hand: shield


Action: None
Bonus Action: None
Move: None
Manipulate: None.

Free: Speech.

 

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        Kutaeg Lightbrow Dwarf Bard- College of Lore


        AC: 13 | HP: 65/65 | HD: 7/7d8 | Initiative: +1 | PP: 10 | Bardic Inspiration: 4/4d8 | DM Inspiration: 0/1 | 


Kutaegs eyes widened as they saw the lighthouse. He looked at the alien architecture towering above the crashing waves. Kutaeg looked at Grommash, "You ever made anything like that, new friend?"

       
               

                       

                                Mechanics                        

               

       
       
               

                       

                                Main Hand: Longsword                        

                       

                                Off Hand: shield  

                                Level 1 Spells: 4/4                        

                       

                                Level 2: 3/3                        

 

                                Level 3 3/3                        

 

                                Level 4: 1/1                        

 

                                Spell DC: 15                        

                                Spell Attack: +7                        

                       


                       

                                Action: Intelligence
                                Bonus Action: None
                                Move: None
                                Manipulate: None.                        

                       

                                Free: Speech.                        

                       

                                                         

               

       

         

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