The Glorious Deep

Rift Tide

With two hours before they need to go on patrol, Spyra reviews as much of the materials as she can before her, Brandyn, and Raish have to leave.

They report in to go topside. Raish explains why Spyra, now "Julia", is taking the place of the other male soldier who is supposed to be going topside. They head up top and start the walk. They pass by the guy wires that are still covered in the Thermite that Brandyn placed earlier. The force is unaware of any tampering so their are still lvery lackadaisical.

Brandyn, Spyra, and Raish continue the path and get to Checkpoint Bravo which is on the South side of the compound. This is where a railroad pulled up to the edge of the crater and delivered materials for the construction of The Spire. The fence itself has been chained up and locked and all electronic observation devices seem to have been powered down. They run across an outbuilding that used to be a warehouse, but has now been repurposed as a vehicle hangar.

From the building runs some wires to a smaller version of The Spire. The prototype looks roughly built, but has all the same mechanizations. There are power cables running from it to the outbuilding. The building itself has a card reader that's glowing red. Power cables run along the back of the building and drop into the crater, being supported by to legged power poles that the wires are draped over.

Brandyn makes a plan to divert attention. He disables his radio so it doesn't appear on the sensor array. He sends Raish and Spyra ahead to the next point while he runs over to the chained gate at Checkpoint Bravo, slices open the chains with a vibro-knife and lets them fall open. He then runs back to the outbuilding, cuts the power conduits to the prototype, then cuts the power conduits that drop from the building into the crater. No alarms sound, but his vibro-knife's battery is shorted in the process. He then runs to meet up with Spyra and Raish and they start to wrap up their patrol.

Dalanar, the eight foot Cyborg, sneaks out of the barracks and finds the stairways that lead down to the second level where the Dee-bees are rumored to be held. Through the shadows, he sees three heavily armed and armored Coalition Specialists, they are unaware of his presence. He sees that the ceiling above is made of a sturdy metal. Up top, it is covered with dirt. It would be hard to know that anything was below here if he hadn't heard it from Spyra's research as well as rumors among the human civilians.

There are cages lining parts of the walls and there's a stench of death, sweat, and fear coming from those cages. There is a rancid Dee-bee hanging from the lower level command tower. A wooden plank with illegible words scrawled across it hang around the creatures distended neck. This is a lot different than the human facing presentation up above.

They are all in constant communication, and decide to initiate the plan early. On their way down into the crater, Brandyn gets line of sight on the tower and teleports himself, Raish, and Spyra in with guns drawn and ready. There are two Coalition grunts and an officer in the room. Two were unaware, while the Officier immediately began pulling his sidearm. Brandyn shouts them down and the two unaware Coalition soldiers put their hands above their head in surrender. The Officer doesn't get the gun up before Raish grabs him by the arm and presses him to the floor until he yields. It takes a few minutes to disarm them and remove their armor so they become soft targets.

Spyra settles in and starts getting herself familiar with the computer console. She uses the username and password she received earlier to elevate permissions, but it isn't quite high enough for all access. She can lock and unlock doors through different areas, but not cell doors on the level below. At Brandyn's command and with Spyra's help, Raish uses comms to send the remaining patrols to the South gate to investigate a disturbance in the power conduits.

Zigax becomes invisible using his abilities and slips through the door while the rest of the Coalition force climbs up the North side of the crater following Raish's command. Spyra watches through different cameras, following Zigax's invisibility cloak with infrared and watching Dalanar's back in the underground level.

Brandyn shouts at the officer, threatening his family and his position by explaining the this is a Coalition coup, and he's just another casualty in a power struggle borne of Chi-town elite.

"Give me your username and password, or I start to take a piece of you at a time." Brandyn shouts.

Raish looks at him hungrily, waiting for blood to spill. It takes only a moment more before he breaks and surrenders the information. Spyra uses it to immediately elevate her permissions and begins to shut down the alarm systems.

Zigax joins Dalanar down below, putting a spell of Smite on one of the Cyborgs fists. Dalanar gets ready to run in and beat down the three standing Coalition Specialists, but Zigax beats him to the punch by launching off four bolts that tear through the three soldiers, putting them to the ground.

The cells unlock by Spyra's command and a series of Dee-bees tentatively approach the gate.

"You're free to go. Coalition is in disarray and are heading South to an unknown threat. The way North is clear!" He shouts.

The Dee-bees start to make a break for the spiral staircase heading out. Some of them are in bad shape and a number of the dead and dying still dot the floor of the cell as they leave.

Zigax and Dalanar move into the lower level tower. Zigax looks for the geothermal generator finding maintenance shafts that lead that way. Dalanar leaps up the stairs to the command center and hears commotion from behind the door. He punches through the door then holds it up to act as another layer of armor, deflecting the hail of laser rifle fire that blasts through. He throws the door, hitting two, but only minorly. The third, a blond haired man, gets a robotic fist empowered with smite to the face. It punches clean through.

Dalarnar tells the remaining two to cease fire. One is determine to continue the fight while the other gets another round of fire off while he's trying to drop the laser assault rifle. Dalanar steps forward and rips the gun from the remaining soldier's grasp, nearly taking his fingers along with it. He reports that he has control of the tower.

Zigax finds the maintenance shafts leading to the top of the geothermal turbines and looks at the mechanism that powers it. He breaks off the padlocked and chained lever and moves it in time with the gears to reverse the piston direction, it slowly stops and starts spinning the other way. He leaves the area, radioing in that the gears have been reversed. He then jams the door so it won't open.

Brandyn sets up another broadcast and Raish says it over the comms. He triggers the Thermite on the two pylons and hope that it worked.

"We are being controlled remotely by an unknown assailant to the South, all units, move South, find them, and destroy whatever they're using to control The Spire."

A few of the grunts see that the grand flywheel of The Spire is starting to turn. Only one of them notices that the flywheel is turning the wrong way, but no alarms have sounded. It takes a while for the flywheel to get up to speed. Dalanar, Chris, and Zigax meet up in the main control tower and watch the stream of Dee-bee's leaving the crater.

"We're up to speed. Are you sure you want to do this?" Spyra asked Brandyn.

"Hit it, and we'll teleport out of here." Brandyn said.

Spyra engages the generator and it begins to fill magic energy into the faintly existing ley line. Both Zigax and Brandyn have this overwhelming feeling of power, similar to walking on a ley line. Brandyn gathers his will and teleports nearly a half mile with the focus. Zigax and Brandyn marvel at the bright glow of magical energy that doesn't reflect of cast shadows. To the others, it's still four in the morning and besides warping the night sky above, there isn't anything obvious about what is going on.

This is when they notice that one of the massive guy wires is bouncing off flywheel, creating a great shuddering twang with each time it falls against it. The second guy wire is still smoldering, but it hasn't broken yet.

They move toward Bluster on the road, trying to get back to the ADAM transport so they can get out of there. The magic users continue to watch as a second ley line forms over the first and a nexus of energy starts to emerge. It boils out in waves peeling back reality like petals off of a flower. The normals in the group are now taking notice. A wall of force pushes past them and it becomes harder to breathe from either a weight on their lungs or the air around them has grown thinner.

The dimensional bubble moves on ahead of them knocking over debris and the standing grasses and pushing out over the town of Bluster.

The second guy wire fails and swings back to The Spire, it catches hold of the flywheel and binds up instantly wrapping around the tower in a spiral for a brief second before unceremoniously tearing it straight down.

Just before the crashing sounds roll over the group, there's an overwhelming pop, like ears equalizing to pressure, and the bubble surrounding them disappeared showing high jagged walls. In the sky is a large green hued moon casting an eerie glow over the whole landscape. Deep shadows surround them with the looming walls. The walls crumble in places, falling from the overhang above them. Other parts of the walls around them begin to collapse spectacularly.

The entire fleeing force stops, taking a moment to look at the alien sky and realize how incredibly screwed they all are.

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Session Six
Making Plans, part 2

When sunset comes, Brandyn retrieves the Thermite from Pops and makes his way to the Eastern cable supports. He teleports right up to the huge cement placement puts the multiple charges he bought from Pops into the first four bricks and creates a glob that he hopes will cut the thick cable. Spyra guides him to where the radios are pinging against the ADAM's radar.

He moves to the next guy-wire placement, which is much closer to the fence, where patrols may see it. He positions the Thermite to obscure it from observation. He teleports out and returns back to the ADAM to wait for what's coming next.

Down in the pit, they are all called into the courtyard and a daily debrief is done. This is done under the floodlights that hang off the central control room that acts like an observation tower.

Dalanar has seen a large tunnel that isn't part of the Coalition construction. It was something that was exposed from the ancient blast. It was cleared of rubble when The Spire was first being built, but it is guarded with numerous horror stories about how it came to be. He describes the place to others so they know what to expect. He tries twice and guards call out to him to return to his quarters.

Raish chimes in that she can explain what the tunnel is when she gets topside and away from her Patrolmates.

Raish begins to take her break, coming to the surface with her two patrolmates while they hit the bar and she talks with the others. She doesn't have much new information, but explains the tunnel and that he people are not Dee-bees, but scientific anomalies meant to withstand a desperate future. What's under there was her home… but it's far too dangerous now with the madness The Spire created. Those who still had their senses about them, fled to the abandoned city under the cover of darkness nearly a year ago. They've haunted it ever since.

The players decide to attempt to understand what reversing the spire would result in after numerous conversations about taking a sky cycle and crashing it into The Spire itself. Another plan was to blow the guy-wires, then damage the flywheel's rail system to make the spire wobble, and send it into a catastrophic tumble. But only when it is moving at high speeds would this do the most damage, so they chose to reverse it instead.

Raish draws out the two other patrollers by using the ADAM as an ambush point. Spyra holds a gun on the clearly dee-bee Zixaks. And Raish leads them in. Brandyn assaults from behind, bringing the engagement close quarters and closing off the cargo hatch as they fall in. Zixaks puts a massive bolt through one of the patrollers and the other patroller surrenders after a lot of shouting.

He is convinced by the players (using an Adventure Card) to sounds alarms at the beginning of tomorrow night. He is allowed to stay in the ADAM, but Spyra locks it all down. Raish disposes of the body, in a way, and the armor and equipment is handed off to Spyra who now has a tight hole through her armor and has to deal with the blood soaked inside.

They move down to base, Raish taking the lead and being a flirt to one of the guards as she goes. She uses her chameleon skin to appear as the woman and does a good enough job that it keeps all three patrollers distracted while Spyra, Brandyn, and the invisible Zixaks move through the gate and make their way down.

They move their way through the bright spotlights and Raish raises a hand to a fellow deadboy and makes her way into the central command tower. She leads the team into the personal bunkers and they settle in.

Brandyn tells them he wants to investigate the Central Command tower itself to see if he can find what it would take to reverse the flywheel and, thus, the generator.

Raish comes up and begins talking with the officer on deck, asking about anything she should be looking at for patrols. She does a great job and sounding formal, but interested in the officer to the point where he's feeling good about giving orders.

Brandyn settles in with the bored looking Coalition Deadboy who is looking at a 3D holograph of the surrounding area. Red lights flash to show where Coalition radios are tracking to check on patrols and the grunts at the gate.

He asks how he can "get ahead" with and make a name for himself. The guy starts giving him some tips and he starts asking about alerts and warnings. "How did you get to know all of them?" "Well, you have to have access to them. And they've got to trust you." A few more well placed words and Brandyn gets a username and password that unlocks a second layer of more critical information, one of which is the operating manuals for The Spire.

They return to their bunks. Spyra gets the username and password from Brandyn and begins to research on her personal terminal before they have to go out for Graveyard patrols.

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Session Five
Making Plans

The girl is the Dark One from the night before. She says her name is Raish.

She explains that she left the ruins the night before and sped down here on the hovercycle. She was able to "jump" the woman who's armor she is now wearing when the two men she was with went into the bar and she slunk off alone.  She gives some insight into what is going on here and that The Spire itself is a magical siphon that is driving magic users insane. Tamara said as much, saying a patron of her's head exploded when it went off the night before.

Before the bed down, They all regroup  at the ADAM and Spyra uses the radio that Raish got with the armor to find the encryption keys that she now has programmed into the ADAM. They establish an encrypted secondary channel to be able to talk among each other. Raish gets a call from the two other men she's assigned to patrol with. They come out of the bar and she joins them, imitating the girl's aloof distance that made her a perfect target.

The encrypted keys also give the ADAM access to the wireless network that is part of the facility's network. There are public drives that have basic information for the grunts and Spyra begins to farm all sorts of information from the system while the others sleep.

The next morning, after meals, Spyra briefs everyone on many different things, including patrol schedules for Samus operatiors, Sky Cycle operators, and foot soldiers that patrol along the five mile long fence. The communications are muddy and often disrupted by the radiation emanating from the craters, which is now assumed to be the result of a nuclear explosion.

There is a go live date for The Spire and it is coming in three days time. They have a map of the area, too, which is a survey map that was taken from a drone almost a year, when the project was first started. There are different emergency scenarios and preparedness guides that are publicly on the network explaining what one should do during those alarms. One of those alarms was a reversal of The Spire's generator. It is unclear as to what would happen, but they appear to be very worried about it.

Dalanar and Chris, going by the names Cramtane and Janji, head back to the front gate. They have been accepted as "workers" and are allowed to go throught he gate with an escort and head down into the crater. In the crater, there are numerous Dead Boys, but it isn't a prison camp. They feel like armed foremen with their weapons never drawn, but close enough for action.

Dalanar and Chris investigate the area. It is much bigger up close. They see the main control center with an overlook on a patch of ground below. There are flood lights dotting the locations beneath and a built up barracks on the spire itself. Steam hisses from the geothermal vents.

There are no Dee-bees working in their shift, but they know there are some down here due to some of the documentation that Spyra found with inventory of deviants and daily deaths.

Up top, Chris and Zixaks have to create a backstory to purchase explosives with the intention of taking down the spire. They plan to hit the support wires first. They talk with Baltar about the explosives who gets incredibly testy as he puts two and two together.

They then talk to Tamara who gets a whiff of what they're doing and explains how to go about getting weaponized explosives.

Tamara points them to Rustin, who then sells them a mining claim. He thinks it's laughable, since there isn't really anything out there, but the players seem convinced enough and he's find with taking their money. He gets a flexible contract with them and then points them to "Pops" who created the shaped charges that were locked to Dalanar in the bar.

After some negotiation, Pops creates eight bricks of Thermite with their "requirements for mining". He doesn't think twice about it, he just enjoys what he does.

After setting up the transaction, they head over to the bar, which happens just after noon. They wait for nightfall.

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Session Four
The Morning After

Late last night, the magic user's no longer experience the pain inducing draw that wracked them. The noises on the wind died down, though they couldn't hear much through the storm and the thick walls of the ADAM.

The next morning, Dalanar and Chris get the ADAM back on all four wheels. They return to where the vehicles are and find that all the dead Dark One creatures that killed during the previous night have disappeared. There's almost no sign of a struggle outside of the bandit fight from both the player's and Reynard's initial encounters. The hovercycle that was with the two Legionnaire buggies is now missing.

Brandyn, and Zixaks formulate some opinions on what is occurring, with the generator being a potential factor. It has been disabled, but during the chaos, it got so hot that it scorched the floor of the ADAM.

Reynard and his remaining man take the pilgrims in the buggy and head back to Beacon. For some reason, you think he'd rather have died. Knutson goes with him, seeming to take charge of the way home and Spyra stays on with the players to help them figure out what's going on.

There is no sign of the Dark One girl who helped during the onslaught, but they do find the body of the other soldier who "got lucky". Blood is drained and some of his flesh was consumed.

They travel south for most of the day, coming into a series of canyons that slows progress for a bit. When they emerge, there are signals that Spyra begins to pick up in the ADAM's communications array. All of it is scrambled, but she can see many blips on the radar from active radion signals.

It becomes obvious that there's a large spire that splits the East and West, and it looks ahead of them. Just shy of a mile tall is a massive black spire with guy wires holding it up in four opposing directions. It isn't clear what it belongs to until they approach a very tall fence with three Coalition Dead Boys, sans helmets, sitting at a quaint little cement bunker with the words "RPRTR JOB SIGNUP".

They look nervous, exposed. There are camera lenses glittering all over the gate, pointing in different directions. They give the players a test that looks like it was designed for a 2nd grader. Dalanar and Chris take the test to get a job, while Zixaks, Brandyn, and Spyra stay in the vehicle away from observation.

Dalanar notices that the tablet has a camera and likely has taken a picture of them.

They head into town, find a place to park their behemoth, and visit the bar, The Blusterin' Tavern. They meet Baltar, the Law. He tricks Dalanar and puts an explosive on Dalanar to ward him off of doing anything dangerous. He takes everyone else's weapons.

From there, they meet Tamara who points them to the Inn that is tacked on to the back. They exit, Baltar apologizing, and taking the explosive, then head to the back where a rickety set of buildings offers a place to stay out of the heat or rain, neither of which are a problem right now.

When they get there, a woman in Dead Boy armor look at them and her eyes flash red.

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Session Three
Sunset

Winds have hit a crescendo and lightning dances across the sky. The players look around in an attempt to seek refuge. One of the buildings, just to the right of the entrance of ths building's box canyon, shows signs of traffic. Inside, Reynard and two of his guards are taking up positions to fight back, but hold fire when they see the players.

There have taken shelter and are "protecting" a group of pilgrims turned vagrants. They have little more than scraps of clothes on their bodies and those things they carried by hand. Reynard has all but given up, the supplies they brought have run dry.

The players ask Reynard a battery of questions, but it appears that he avoided most of the fight as bandits collapsed in on their position. After he ducked into this building, the bandits were torn to pieces by something else. He didn't know this, though, he thought they just took what they wanted and left. He's happy to find that his vehicle is in working order out there, and that the transponder on the vehicle is still in working order.

The winds continue to howl and lightning sends sparks of lights all around. As the group begins to settle and while questions are being asked, a girl from the pilgrim's group tentatively interacts with one of the soldiers. It isn't long before he makes a bold move and takes her upstairs.

The magic users in the party begin to feel an extreme change in the environment. Their heads swim and a drawing aches seems to be siphoning their strength. One perceives that there is something far to the South drawing their energy from them. The others who are not magically inclined, including the Cyberknight, doesn't experience this.

There's a howl that erupts simultaneously from outside and deep below the buildings. There is a writing mass of magic energy below and it begins to boil to the surface. The magic users push back against the draw on their power. A woman with a coal-like skin comes from the stairs above. She's wearing the same scraps of clothes, the pilgrim girl was, but she stalks like a predator, now. Her face has blood on it, but it blends with her matte skin.

"They're coming. Prepare yourselves for a fight." She says, non-chalantly to the others.

Then positions herself at the top of the stairs, ready to attack. Dalanar stands behind and to the side of her, warily keeping his gun in a position where he could use it on her or whatever is coming up the central stairs.

Zixaks begins to run out into the storm to retrieve the ADAM. Beings like the girl begin to swarm around. They're all buzzing with different elemental energies: lightning, fire, cold. She begins to attack her own people that come at her and Dalanar cuts down others that approach.

Reynard and the remaining soldier, who wasn't eaten by the Dark One girl, stand the remaining pilgrims up. Preparing everyone to run, if necessary. Waves upon waves come from below and Zixaks brings the truck around and drops the cargo door. They all pile in with Dalanar and the Dark One girl holding her own.

She takes a hit and nearly goes down, but Dalanar blasts the remaining Dark Ones. Dalanar moves into the back of the vehicle and the Dark One girl tells him to blow the stairs once she's gone. She runs up the stairs and he collapses the central staircase before the doors raise and they disappear.

They begin to drive, with Zixaks trying to pick a path. They get high centered away from the heart of the action and see that there is no pursuit. They sit down and wait the storm out, resting until morning.

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Session Two
To Parts South

The next morning, she seems much better off with her wounds considerably less obvious. She offers her compatriots, Spyra and Knutson, to be by your side, if you are interested. Again, if the players aren’t willing to go, she’ll barter for it. Keep going South under you can investigate what the Coalition are up to. Knutson and Spyra are “unpledged”, as it were, but she trusts them implicitly.

One of the radiomen pull you aside on the way out and tell you that something more happened to the force moving South, he wasn’t sure what but there was likely a Bandit ambush in the Sunken City or a very unfortunate accident. If they don’t take the vehicle he hands them a Signal Catcher. If they do take the vehicle, it has a sensor array that allows them to key in a transponder handshake code.

The way South takes hours with the lumbering vehicle. The flatlands surrounding Beacon give way to rocky hills. Picking a path through the hills can take a long time. Anyone who takes a hoverbike can help navigate it so they can get to the sunken city by late afternoon. Otherwise, they might get there closer to sunset or dusk. They can make about 40 miles of progress that day with 80 if they scout ahead successfully.

They pick up the transponder in the hills. Only a direction and a sullen, continual beep.

On the other side of the mountains is another flat plain with layered and cracked mud. Their tracks are obvious with the FAT ADAM and the other tracks are obvious, too. This place is dry as dry can be and the winds whip up fiercely as the clouds dance, and form lightning storms, but it never rains. There are eddies of a ley line nearby but it seems subdued and lacks the character that allows one to draw directly from it. Magic users will feel this phenomenon.

The Sunken City looks ahead, crumbling edifices standing straight up toward the sky. Rebar and chunks of cement lay around the giants like shed skin. The ancient monoliths are hollow and gaping with clear signs that many have travelled through them, perhaps even made them a home. Inspection reveals that these are buried another one hundred feet below, and below that, who knows what else.

The sight comes up as the transponder’s lone beeps start to pick up in strength. The antennas on the vehicle triangulate it quickly, but the handheld sensor unit will take some effort to narrow down.

Several tracks converge on the most obvious route to a shadowy interior formed from some taller buildings with a fallen building, creating an acute slash across the skyline. The building husks aren’t that tall, but they’re a bit of a wonder in comparison to what the group is used to seeing. Chi-town likely has something formidable (and anyone who has been to Chi-town would think so).

Spyra and Knutson have been past this before, but never in it. It is considered haunted, if not just extremely unlucky, but the leader of the group who came here never had any credence in luck or the supernatural. It looks like he led his forces right to the heart of it.

Whether cautiously approached or not, the group sees something of a blood bath. If they look around and investigate close enough, they will see that the Legionnaires came in and camped, like Knutson mentions, but bandits came up on them at night.

There seems to be potential survivors. Footprints, some bare, some booted that are moving around the area. At some point, the fallen building the frames this artificial box canyon has a figure, what looks like a woman in Legionnaire garb with very long hair standing high above them, but deeply silhouetted.

Besides the bullet and energy weapons wounds on the Legionnaires. There are few bandits that lay in the mess while some have clear weapon wounds, some are slashed open. Heads with surprised faces are left or a torso without legs and arms. These are few and far between, but there are a number of working vehicles sitting in this hollow. There are signs of a struggle, but besides the dead Legionnaire’s and a few dead bandits, there’s no sign of others.

Investigative leads with raised notices would lead the group to realize that there is a third party involved in the slaughter.

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Session One
Attack on Beacon

The bandit attack on Beacon rushed from two different angles. The angle the players took was put down before it started and the big boss that rode in the back of one of the light trucks with tacked on armor was dead before he made it out.

The vehicles were both wrecked. And everything stopped moving, but the sound of battle continues across a few of the shantytown scrap piles.

The bandits approaching from West, South-west met with Harriet’s team with a much larger force. The bulk of the force came in with a large vehicle backed by two additional vehicles. It was also heavily armored, allowing for a much more robust defense as it stormed the entrance. The massive FAT ADAM crushed a series of shanties and two vehicles, like the overland convoy cruises that the group faced flanked and then drove into the open fray leaving little time for Harriet’s forces to act.

They overcame, but Harriet is wounded with an unfortunate amount of both civilians and Legionnaires dead.

Harriet flags to the South, South-west where the forces came from. She states that the Coalition is doing something down that way and she came to investigate it by talking with others from the surrounding towns, the townspeople didn’t really trust her until she provided supplies without question or requirement. This event happened on her watch, but she has no idea if it is connected.

Review of the materials at hand would incline her to think that Coalition is acting very strange in supporting the surrounding populace that haven’t committed to the Coalition forces or rule. It’s not clear what the goal is and she asks, fervently for the group to investigate what’s going on.

There was a force of hers that was sent South that had a similar mission, but they’ve been radio silent for almost a week now. She sees that you’re formidable and would likely handle yourselves more appropriately. Plus, Legionnaire guidelines are less about meddling and more about observing and protecting. This might cross a line that may instigate more action by Coalition forces.

If they are willing to go, she offers to refit that large FAT ADAM MCU to help along the way. “You’ll have to find a way to explain where you got it if you run into Coalition forces. This isn’t something that would be easily attained in its current condition”.

She offers the players a night, living expenses paid in Beacon. The resources she’s brought to supply the city seem to be working a twofold job of paying for her liquor and maybe a little edgy fun.

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Tales from the Deep
Various musing from The Glorious Deep

The Scene

Players were drawn to Beacon by smoke coming from the large building in the center. Beacon's namesake. An alabaster white building that glows brightly on the flatlands. It seemed the target of the attack was a generator that was given to a resident of Beacon after work on The Coalitions geothermal wireless power generator to the South.

Something is going on and someone needs to take care of it.

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