Well, finally decided to share some of my campaign's story. Keep in mind it's not as fancy or well-written as Dhak's, but perhaps in time I'll feel up to really fleshing it out. Some details WILL be withheld just in case some of my players that shouldn't know 'em actually turn up to read this.
Also, this was not kept from day 1, so the earlier posts are much less detailed because my memory SUCKS.
If there are any holes or questions, I'll do my best to fill them in/answer them.
THE YEAR 100 POST-APOCALYPSE
- January 1st, 100 P.A : Klem [a New West gunslinger] and Halco [Lyn'Srial Skyknight] meet, have some minor bandit trouble, and finally meet Trafalgar Law [gunfighter].
- January 4th: The trio meet up with Jase Taggart [Native Mystic Warrior] in Clarkdale County, and he decides to join up with them on their travels.
- January 10th: The group arrives in Ciudad Juarez and meets up with Justice, a Justice Ranger who takes a bit of a shine to Law [who feels the same way towards her], and she ends up traveling with the group as they head south to fight the vampires of Mexico.
- January 18th: The group arrives at Fort Reid in Mexico after many days of traveling through the hot sun and cold nights, suffering several vampire attacks on the way. On their first night settling in, a Rift deposits Cloud Eris into their company, and she decides to stick with them until she can figure out how to get home.
- January 19th: The group sees just how effective Doc Reid's “training” is, making Eris and Justice so outraged they decide to take matters into their own hands. They decide that for the next 5 weeks, while the recruits are being trained, they will teach the recruits proper vampire-hunting technique, in the hopes of stemming the flow of pointless deaths due to their inexperience and poor training.
- During the 5 weeks, Halco goes on an expedition and encounters a ley line storm, and tries to fly over the Yucatan Peninsula, and is consequently trapped in a magical slumber inside a limbo dimension for 1D6x100 years. Only one of his escorts survives the trip.- February 22nd: Their five week training over with, the group is brought before Doc Reid himself, who expresses how displeased he is with what he perceives as their “undermining” of his authority. Eris and Justice in particular are furious with the man, and it nearly comes to blows. Instead, Doc Reid demands they leave his office, and informs them he will be giving them a mission in the near future.
- February 23rd: The “mission” is handed down: to travel to a small farming community 30 miles from Ixzotz and capture it to secure a forward position in the war against the vampires. The group is not aware that Ixzotz is the capital city of the Ixzotz Vampire Kingdom. They leave before noon and make good time, seeing several signs of shanty-towns or camps burned to the ground, but with peculiar tracks leading away before disappearing. They make camp at nightfall.
- February 24th: The group wakes up and moves on, stopping atop a hill overlooking the farming community at about noon to survey their target. Moving into town, they met the locals, and after some initial nit-picking over details, they informed the villagers that they were working with Reid's Rangers, and they were quickly accepted with open arms. After some concern over faithful villagers, the group was led to a doorway leading down to the supposed vampire lair. A small boy ran down before them, looking haunted, and when Eris tried to catch him, a pair of Ghouls [proper Hades ones] burst forth, but were quickly dispatched. As they proceeded through the doorway they found stairs, and proceeding down those they found an Alu Demon Hound laying in wait. After a short but intense battle, climaxing in Eris stopping the beast's charge cold with her shoulder [with some odd happenings surrounding Law contributing]. The monster defeated, they headed further down and found the vampires' sleeping arrangements. After some...imaginative thinking on the part of Eris [Fire Blasting a hole in the ceiling] the vampires were quickly destroyed. Law then helped organize the villagers into teams, and a great scavenger hunt was undertaken. In four short hours, they found a sizeable amount of wood, piping [previously used for irrigation] and barbed wire, and constructed large crosses to help ward off the vampire's inevitable counter-attack after dark.
The attack: Begins only an hour or so after dark, several dozen wild vampires and several dozen more secondaries, as well as 6 ghouls and a pair of Alu Demon Hounds assault from the front, which were engaged by Klem, Eris and Jase. Justice and Law found a secret way for the vampires to get in, and fought them head on, Justice getting bitten and Law going berserk. As the dust settled, Justice was found with a bite on her neck, and Law had to be dug out of the stairway leading to the secret passage. Eris also discovered some interesting things about the party's resident Gunfighter. How will this change the party's reactions to each other? We'll have to see. The Master vampire and demon familiar to the intelligence also made an appearance, both of which were defeated, the familiar's death resulting in a chain reaction that also destroyed the vampire intelligence. Justice also had a vision of the intelligence's destruction, showing that a third party had been fighting the intelligence itself, a skeleton cloaked in shadows.
- February 25th: The group slept in to about 2 P.M to rest up from last night and to prepare for Reid's arrival. Law and Justice gave in to their feelings and consummated their relationship, with Eris walking in on them somewhere near the climax. They had a conversation following this on the matter of Law's origin and Eris' home dimension, and left it off as Eris went to wake Jase with some cold water. She ultimately decides not to splash the sleeping warrior, however, and the rest of the day is spent with the group taking care of their personal business. Eris and Jase spend some quality time working out, Wren and Klem got slightly better acquainted, and Law could be seen making trips to and from town.
Unknown to [most of] the rest of the group, just that morning Law and Justice had consummated their relationship in a most passionate manner. While Justice recovered from the ordeal Law was out and about looking for an ideal spot for a plan he had in mind. He found it, and with a great amount of luck he managed to locate a suitable stone, a diamond in fact. Later that evening, with Eris and Jase on watch, Law woke the sleeping Justice and the two snuck off to the location Law had found earlier. Once there, he revealed his true intentions, a heartfelt proposal on bent knee, asking Imala to be his wife. Initially quite stunned, Imala accepted his proposal with all her heart.- February 26th: The group was roused by Doctor Reid arguing with Cyrus, a painter in his employ. Jase was the first to come face to face with the Doc, but the rest of the group soon emerged, and a VERY heated discussion was soon well under way. In mere minutes the “good” Doctor was sufficiently enraged to begin making
barely veiled threats. In a shocking turn, Grizzly Carter, Vyurr Kly, Meetal the Butcher and Mii-Tar the Destroyer, all loyal members of Reid' Rangers, declared they would have NO part in Reid's budding madness. They left at the same time as the player group, and the two groups departed on good terms after Justice presented him with a letter of recommendation as a Justice Ranger. Continuing on, Law, Eris and Justice talked in secret about the possibility of Reid ambushing them later, a concern brought up by a small glimpse into Reid's thoughts by Law during the argument. That night, Reid attacked, along with Planktal-Nakton, Raoul Lazarious and Carlotta the White. Eris and Law faced the corrupt Cyber-Knight and his lady love in secret, while Reid, Planktal-Nakton and Wilding attacked the remainder of the group under cover of darkness.
Justice snuck after Law and Eris and assisted at range with an energy rifle, and when the pair returned she had words for her newly engaged fiance. She was very upset with him for leaving her behind, and while she understood his desire to keep her safe, she did not agree with his logic. It is her steadfast belief that when the Great Spirit desires you to join him, you shall, regardless of the circumstances, and as a warrior she would much prefer to die standing and in combat. Law apologized and promised to do his best to keep this in mind in the future. On her return from assisting them, she also saved the rest of the group from Planktal-Nakton's minions by sniping the necromancer himself with some well-placed shots, using Law's laser-rifle.The group managed to repel the attack, and Reid, Planktal and Wilding were all slain, along with Raoul and Carlotta. After the fight, Eris went out to investigate a fallen object from space, and discovered a lone alien robot. The robot identified itself as “Geth”, and Eris quickly determined that the robot was not hostile. After learning of its 1000+ programs making up its A.I, she remembered a biblical quote and named the robot “Legion”, which it accepted.
- February 27th: The group met up with Eris and Legion, and proceeded to head north, there destination Silvereno and the Ironhorse train system.
Law and Justice split off from the group to visit Justice's tribe, fully intending to get married as soon as possible. They planned to meet up with the rest of the group at Lazlo as soon as they could.- March 1st to 3rd: Reached Silvereno, boarded the #15 Ironhorse. Travelled to Kingsdale before transferring to the #12, which brought them to a station just outside of Lazlo. The group split up for the evening, Jase and Klem crashing in the backseat of Cyrus' jeep for the time being. Wren camped out in one of the greener areas, and Eris went out to see what parts of 'her' Lazlo remained. She was sadly disappointed, however, to find that other than the established government locations she knew, many of her favourite haunts did not exist.
- March 4th: Eris and Legion went ahead to a cafe at the Eaton's Center [partly rebuilt and refurbished as a market district], and waited for the others to arrive. Law and Justice arrived at Lazlo and met up with Wren, and Cyrus bumped into them as well. Moving inside, they sat down to hear Eris' news on the status of Lazlo, and did their best to comfort her. Law and Justice of course pledged their support with a smile. Councillor Dominus Maeryth overheard part of their conversation and wandered over to poke his nose into it, freaking Eris out. [
Dominus = very bad guy from her world.] After a brief conversation, Dominus went about his business. Eris then proceeded to lay down the group's objectives. First: Secure some finances. Second: Try to find some gear and supplies. Third: Establish connections with the powers that be. The group pulled together [mostly] and set up a bank account of over 2 and a half million credits, and Cyrus' contacts at the Crystal Rose set him up with an unused warehouse. Legion got his weapons working once more, and the Justice recalled Raphael's interest in moving to a big city, as well as a contact the Chief mentioned to her, Bethesda Mercenary Enterprises. She and Law went to contact their friend and this contact while the others got to work on the warehouse.
- March 5th: The group woke up and were introduced to Ratoncito [or “Young Rat” in Spanish], a City Rat that had been busted for stealing a bottle of brandy. Klem volunteered to be her probation officer, and is responsible for her while she is in his custody. After that was settled, the group got started on their preparations. Cyrus went to deliver a painting to his benefactors at the Crystal Rose. Jase found some stabling for the horses near to their warehouse. Klem and Rat went and located an electronics store to compare prices on cooking ranges and refrigerators. Law and Justice accompanied Eris to meet with Plato. The meeting went well, with Eris pledging her allegiance to Plato/Lazlo, and requesting three things: Permission to recruit members, two letters of of recommendation to the Guilds of Magi, and a long-term lease on the warehouse. Plato agreed to help with her requests, and as they left he asked to speak with Law, alone, but Justice refused to leave without him. Eris met up with Jase outside, and the pair headed back to the warehouse to see what was happening.
- March 12th: After attending to their various business over the course of a week, such as Klem's Warlock training, Eris working on her TW construction skills, and the arrival of Raphael, the group is approached by an envoy of Plato with a letter for Eris. In preparation for their trip to Dweomer, Eris takes Justice and Law and heads to the Relic House to collect the shipment that was sent from her home dimension, containing weapons, armor, ammunition and a flying bike...thing. Eris also found her I-Beam sword, and stored it in a D-locker for the time being. Once back at the warehouse the group talked about their plans, only to have Cyrus attract their attention outside. Dashing to see what was the matter, they found the Shadowman dangling the hapless painter by the leg, 25 feet in the air. After screwing with them for a while, the demonic aberration flew off to do who-knows-what someplace else. The group turned in for the night, and Rat snuck off to recharge some of the clips for the guns they found, which were inexplicably drained of juice.
- March 13th: Waking the next day, the group set off for Dweomer after making some preparations. Cyrus was in a foul mood and would not let Mouse [a recently renamed Rat] ride with him, so Law swapped the hovercycle he 'acquired' from a Mystic Knight for a Wastelander motorcycle for their newest companion to ride. Traveling to Dweomer didn't take long, and they soon arrive in the woods surrounding the city's supposed location. Initially unable to find their way in, the group were eventually met by a group of Battle Magi who led them into Dweomer, though at a rapid pace that made it clear that they did not take kindly to their assignment. Once in the city proper, Cyrus nearly got himself shot down as he hovered into the city 20 feet in the air. Eris managed to diffuse the situation, and the group then split up to explore and do the “tourist” bit. Justice went to the library to do some research, Law and Eris went to find the Brotherhood of Battle, and Legion, Klem and Mouse went to the pet store to get Legion a kitten so he could study “the attachment organics feel towards the smaller organics classified as pets.” Continuing on, Legion and Co. discover Cyrus' jeep being vandalized, and confronted the thugs responsible. A minor scuffle broke out, and by the time all was said and done 3 of the thugs had been killed, and a Gallu Bull's crotch booted. The authorities finally arrived and escorted the group to a waiting room/holding area, where they met a Lord Magus and were brought to trial. In a stunning move of corrupt law and politics, the Lord Magus tried to ignore the group's evidence and push for conviction, simply because Klem accepted responsibility for what had happened and the Lord Magus used his word for word statement as a technicality. Fortunately, Law and Jase managed to find Lady Varjiniat, Head of the High Magi, and she accompanied them to the courtroom to doll out some justice, along with Lord Verkot, Head of the Battle Magi. The trial was brought to an abrupt end, and the Lord Magus was harshly scolded. The group then assisted Mouse, who had been a hostage in the earlier conflict, refuel her motorcycle and then went for a well-deserved meal and then rest.
- March 14th: Mouse's very early morning mission: Mouse, at Eris' request, set out to discover what she could about yesterday's encounter with the thugs. She returned to the scene and investigated as best she could, finding little at the scene in terms of evidence. She did however, using her memory, track the Gallu demon bull back to his hiding place prior to his appearance at the scene: an abandoned workshop/garage. Inside had a dirt floor, and she noticed that one of the Gallu's hooves left the imprint of a strange insignia in the dirt. Following the hoof-prints, she discovered a rough-looking building, and, upon hearing voices, crept closer for a better listening point. Her eavesdropping reveals that the thugs from yesterday are most upset at losing 3 of their pals, and are complaining to a broker type individual, who assures them he is going to meet with the client to discuss remuneration. Mouse tails the man for a time, finally arriving at a bench discreetly tucked away in an alley, where he sat down to wait. Much to Mouse's surprise, and alarm, the gentleman was soon joined by a Lord Magus, literally appearing from nowhere. They spoke for a time, and the Lord Magus agreed to compensate the broker and the thugs for their loss. The gent was relieved at this, and asked for his best to be conveyed to the Lord Magus' master, before setting off back in the direction of the rough-looking building. Mouse resumed tailing him from a distance, and she was considering stealing the man's briefcase for information when the Lord Magus suddenly reappeared, proclaiming that the gent was “no longer required”, and promptly plunging a vibro-knife into the man's throat. Mouse bolted for help, drawing two Battle Magi to the scene as quickly as possible, but the Lord Magus has already vanished. She explained to them what she heard [more or less. She didn't want to let on she had been following the gent.] and bolted for the hotel. Along the way, the Lord Magus appeared briefly in an alley, clutching the man's briefcase, spurring her to ever greater speed. Finally reaching the [supposed] safety of the hotel, she stopped to catch her breath and dash up the stairs. Law was awake and keeping watch and reassured her he would make sure the Lord Magus would stay away. Mouse spilled the beans of what she had learned in a great hurry, and Law told her to be sure to inform Eris of her findings, and then sent her to sleep before her nerves snapped. As she curled up and began to jitter, he crouched down and muttered a few words that she couldn't catch, before she drifted off into a peaceful sleep.The group awoke and prepared for the day, when Mouse presented her findings to the group. Eris immediately ordered the group to begin packing to leave, when a messenger arrived to convey Lady Varjiniat's desire to meet with them. Eris asked for the messenger to wait an hour so they could prepare. During this hour, Justice lost contact with Law and when the messenger returned flatly refused to go without him. The messenger's panic was assuaged with the sudden appearance of said Law-man, but Justice's suspicions grew as she interacted with him. Growing certain of her doubts, she drew her weapons and proclaimed Law to be an imposter! After a feeble attempt at maintaining the disguise, the false Law expressed its displeasure at being foiled and promptly disappeared, leaving an increasingly irate Justice [and Co.] behind. Lady V and Lord Verkot insisted on meeting to discuss the situation before acting, and Justice complied on the condition of it taking no more than 5 minutes. They learned that a cult was likely involved, one 'Order of the Taunting Smile', and that many Lord Magi were either joining it or being replaced by its members, including the HEAD of the Brotherhood of Magic, Shyom Kloit. Verkot also agreed to assist, and the group [sans Mouse, who is non-combat] struck out for the Brotherhood of Magic. En route, Justice's connection to Law began to resurface, and she struck out in another direction. Using her intuition as a guide, the group made good time, and after dealing with a gauntlet of illusions found their way to Law, and the ritual-chanting cultists who had him bound. Mouse also snuck her way onto the scene, cutting Law's bonds and dragging him away while the cultists weren't looking. Justice experienced her first “Limit Break” and slew the cult leader, Shyom Kloit, with a single bullet before terrifying the cultists into submission. A large group of Battle Magi arrived accompanied by Lord Coran the Battler, and took the cultists away to prison. Verkot told the group that they had been invited to stay in the Castle of the Three for a two week stay, and the group accepted, finding their rooms and getting some well-deserved rest.
- March 29th: The group heads back to Lazlo, and Law/Justice throw a housewarming party, giving the entire group a pleasant bit of R+R.
- March 30th: Plato comes knocking to do some talking. D.A.R.T is proposed by Eris, and he agrees to put it before the Security Council and the Congress.
- April 2nd: The group is informed that the Security Council is open to the idea of D.A.R.T. but that Dominus has deadlocked the Congress in a stalemate with technicalities and similar political mumbo-jumbo. The group is very frustrated by this information, but pull together. Legion listens to the recording of a part of Dominus' speech [see below] and formulated a plan to put together a dossier on the team's identities to silence parts of his argument. Justice went to speak to Head Councilor Thomm, and won him over to their cause, clinched by Dominus phoning him and being less than polite. Mouse put Eris in contact with Borris Reeve, the local Black Market kingpin, and the two talked business. They reached a mutually beneficial agreement, with Reeve pulling strings in the Congress and striking a business deal in return.
- April 3rd: With three separate parties working towards the same goal, the vote was finally pushed into a majority decision IN favor of D.A.R.T. which makes the team's day for sure. Budget and the like to be worked out. Borris was also due to inspect a 'sample' that Eris promised him from the crates delivered by the General and co. back in her home dimension.
The Agreement with the Black Market- BM gets first dibs on new tech/toys.
- D.A.R.T. gets 15% of the sale on said tech/toys.
-OR- a 10% discount and first dibs on buying the tech once reverse engineered and mass-marketed.
FINAL STANDINGPlato - pro-DART
Dominus - anti-DART, will whisper into people's ears to point out flaws, plant suspicions concerning resources, threats, etc. Ultimately foiled in his attempt to deadlock the vote using his political influence. Recording of his speech fragment is presented here:
“At this time it would be unwise to vote on a matter concerning a group of individuals we know little, or nothing, about. They are strangers to us, and are asking us to share the bounty of our fair city. And why? To begin an organization that could very well provoke other regional powers, such as the Coalition at Iron Heart, Free Quebec or Chitown, into destroying us. And so I call for a pause in the proceedings, to give our Congress ample time to examine the truth of the matter from every angle, as well as the willingness of these strangers to co-operate, and make themselves known to us.”Head Councilor Thomm - Pro-DART
Borris Reeve - Pro-Dart, business dealings initiated
- April 6th: Dominus came visiting, eliciting great suspicion from the group [except for Klem]. Mouse ran to fetch Law and Justice, and Eris and Jase returned. Some hooligans were reported in Lazlo, and after a brief but intense chase scene, crashed into the warehouse and exploded. [The group very much blames Dominus, but no evidence has yet been found.] Eris had a bit of a pet project in mind, Casa-Loma [a castle] and the group agreed to move in there, once it was fixed up, in about 6 weeks.
- May 11th: The group receives a message from General Xarl as well as a mission dossier detailing the specifics of a large Gallery that appeared about five miles outside of Lazlo. They go to see Xarl who has a letter for them which turns out to be an invitation to the gallery from “The Quintet of Artists.” Xarl also shows them a video detailing a village [to the south-west, west of Dweomer] being destroyed as a strange shadowy figure passes through, burning a line in the ground. It is speculated that it COULD be the Shadowman, and he appears to be drawing an enormous circle in the ground. Eris decides that, with her team effectively down to Legion and Mouse at present, they would be better suited to investigating the gallery, leaving the circle-drawer to his business for the time being. Upon arrival at the gallery, they are greeted by a medieval-dressed messenger on a balcony, who gives them a sort of welcome speech.
"Welcome to our gallery, honoured guests! Today you are critic, spectator and participant in this, our gala premier! The sights and sounds we have prepared for you will dazzle your eyes, serenade your ears and baffle your minds! So come on in, don't be shy, and above all...try not to die too quickly."Understandably, the trio are less than thrilled with this address, but decide to take the Quintet's challenge. [They had little choice, the doors had turned into 2D images and slid across the floor to become the doors leading INTO the gallery.] They narrowly avoided a tripwire activated bomb attached to the door [which Eris disarmed], and were very clearly given the impression that this challenge was indeed a matter of life or death. They proceeded very cautiously, and thanks to Eris' sharp eyes and steady thinking they found the correct statue to place on a pressure-sensitive plate to open the door to move on. The other statues in the room also came to life and began pursuing them, but they managed to escape through the door. The next challenge was that of the Geirmeister, but first they saw and stepped over another tripwire. Unfortunately, the wire was a fake, and the pressure-sensitive plate on the other side of it was the real trap, triggering a small army of clockwork automatons to appear to confront the trio. Mouse, however, spotted a weak point in their construction, a master gear that could be targeted. Armed with this knowledge, the three made a strong stand and managed to identify the clockwork automaton that possessed the key to the room, and again Mouse proved her worth by stealing the key from the steampunk soldier's neck. Moving on, they entered The Hallway of the Painter and Puppeteer. With sharp eyes and sharper wit, the group managed to navigate the Hallway, with Eris using the rafters to get a bird's eye view of the challenge and guide the others through the illusion-confusion, as well as saving Mouse from burning in a fire lit by a vengeful puppeeter. Clearing that challenge, they were confronted by 3 puppets in the next room, which were beaten soundly. [Mouse took their mace, Legion a sword.]
May 14th: Leaving, the gallery simply vanished behind them. A messenger arrived in short order, informing them that they had been gone for THREE DAYS. Eris and Legion quickly gave General Xarl the run down of their experiences in the gallery. Xarl agreed that posting the Gallery's description, as well as that of the automatons within it, to the patrols and scouts was a good course of action, and plans made to counter them should they return. They then received a live video feed from a scout sent to check out the Shadowman's circle drawing to the south-west, and found him activating it. Eris was rather ashen-faced at the display of magical power, and suggested that Xarl convene the Council. The wolfen readily agreed, giving Eris and Co. a 48 hour guaranteed rest-period to gather the team and organize while the Council debates what to do and the likely outcomes of the Shadowman's vast circle spell.
A letter for Eris was also received:
*The letter is a simple envelope, sealed with...a sticker. The sticker reads "Do not open before Christmas", and just below it is a tiny, printed note reading "Today's only the 23rd." There is no return address, as you may expect.*May 16th: The group [everyone but Klem] are shunted to an alternate world and begin trying to decide what to do. Plato and roughly 100 of Lazlo's citizens join them, having also been shunted to this new place. As things progress, Law becomes transparent and nearly fades out when Justice and Eris get too far from him, and it is decided that they must function as his anchors in this world, keeping him from being dragged away. Eris receives the prophecy via the Christmas letter [mentioned previously] and the group and Plato begin trying to puzzle it out. They decide to get some rest, and move towards the large energy signature beneath the cloud of darkness to the west. [The realm of the damned?] Plato puts out a broadcast for those from their world to meet with them.
The ProphecyRead and understand, lest you proceed in ignorance to your own destruction.
And lo, the Wild-Shadow did ascend through the heavens and strike for the crimson celestial, hearing the distant roar of St. George's foe. Whilst the awakening goes unfulfilled, neither shade nor nemesis shall spare an eye for Terra. And so, let begin the upheaval, trial to the chosen whom memory serves. None may sit idly while aspirations of attaining their world remain. The King shall be cast down from his gilded hall, made to stand beside the common he professes to love, a revealed Conqueror to those who see, striving to reclaim his lost throne and all within his sight. The Puppet dances on its strings, prancing and twirling to the whims of its master, awaiting chance to deliver opportunity into its reach so favor may similarly be heaped upon it, through cunning going unseen 'til the last. The Elder speaks wisdom to masses unled, wary to mirror the Conqueror-King, moored to the path deemed best by free thinking. Unled and without guardian or champion, the masses will perish in darkly reflected lands half-known as theirs, lest found be the Source and the mirror reflect the ideals of the victor.
The Paradox Engine awaits in the realm of the damned.May 17th: Plato's radio message has been responded to, and Eris and Co. are sent to rendezvous with those who responded. Along the way they pass a demon-controlled town and see that the monsters have dozens of human slaves. Unable to ignore the thought of humans under demonic oppression, they decide to help. Mouse goes back first, intending to scout, while Eris holds a brief pow-wow with Law and Justice, deciding to sneak back and help. Legion gets in contact with the approaching allies [as of yet unknown] before circling around on the grav-bike and raining an 8 missile salvo down upon the demons, which had been clumped together to investigate a flash of light caused by a spell from Eris. Moving into action the group quickly put down the remaining guards and freed the slaves, rendezvoused with their allies, who turned out to be Verkot and the remains of Dweomer, and returned to camp.