The team discussed welcoming a new player and addressed the aftermath of an explosion, including examining bodies and finding unusual items. They explored a warehouse, discovering various rooms and magical locks, while also finding a ledger of cargo movements that stopped abruptly six months ago. The group found a refined shardisite stone that required special handling, and after preparing for potential combat, they engaged in a series of intense battles against various enemies, ultimately emerging victorious with new weapons in tow.

The team discussed the aftermath of the attack on the guards, examining bodies and finding some plus one ammunition. They entered the warehouse where they sensed a strong presence of raw magic in the air. The group explored the warehouse, discovering it had functional windows and a catwalk that wasn't visible from outside. They found disturbed cargo and a large bone in a crate of straw, which Lews failed to identify with a nature check. Meek and others attempted to pick locks on various doors, with limited success, leading to suggestions of using brute force or magic to open them. The team discussed the possibility of using detect magic to reveal hidden items but decided to explore further first, considering the potential for combat.

The group explored the warehouse, discovering a series of offices and a hidden cache of glowing powder-filled jars. They encountered a magical lock on one door, which Lews was able to open with a successful knock spell. In another office, Lews found a complete ledger of cargo movements that stopped abruptly six months ago. The team discussed whether to investigate the green-lit door or continue searching the building, ultimately deciding to prioritize the green door due to a perceived time constraint. They also noted movement outside in the city, suggesting they may have attracted attention to their investigation.

The group discovered a warehouse containing specialized tools and a large piece of refined shardisite stone, which was glowing with a green light. They attempted to secure the stone but encountered difficulties due to its raw magical properties. After some discussion, they considered contacting Dr. Sedgewick to safely transport the stone away but decided against it. Meanwhile, they continued gathering jars and preparing for an impending threat from a mob approaching outside.

Thorun was affected by handling the shardisite such that time had slowed slightly for him while their friends appeared to be moving faster from his point of view. They encountered 8 ununiformed and unbadged figures emerging from shadowy streets outside, with 4 moving in robotic lockstep and 4 following behind. The group decided to bar the warehouse doors and prepare for combat. They assigned initiative roles to team members, with Meek taking the first action. The group planned their strategy, considering window positions and potential escape routes, as a feminine-voiced person outside threatened an “easy” or “hard” way.

The group discussed a tactical situation involving an armed confrontation. Silas fired his rifle through a broken window pane, but the shot missed and the woman showed no reaction. The team then debated whether to stay put and ready a fireball or move upstairs, ultimately deciding to move to a catwalk. Bogdan used a thunder step ability to attack the automatons, causing damage and temporarily locking the door. The group also noted that the building was unstable, with a girder falling from the ceiling.

The group engaged in a detailed role-playing session involving a combat scenario where characters used various weapons and abilities against multiple enemies. André narrated the action, describing how characters moved, attacked, and used spells, including a dramatic fireball that partially destroyed several automaton enemies and caused significant damage to others. With the building unstable, and spells flying in all directions, Lews found himself restrained beneath a fallen steel girder, and Meek and Bogdan incapacitated. The team encountered automatons, a breacher, and a mysterious woman who cast spells that incapacitated some members. Silas was hit repeatedly by a magically focused sniper.

They used tactics like smoke bombs, sneak attacks, and healing to overcome their enemies. The combat was intense, with close calls and strategic decisions made on the fly. The players faced illusions and had to determine which targets were real. André clarified the rules for certain abilities and spells, such as Hunter's Mark and magic missile. The fight progressed with the group working together to defeat their opponents, though some confusion arose about the effectiveness of certain actions. They successfully defeated most of their opponents but the shadowy woman and the ranged attacker escaped mostly unharmed. Meek then picked up the breacher’s shotgun and the session ended.

  • campaigns/genesis_campaign_session_recaps/session_4_recap.txt
  • Last modified: 10 hours ago
  • by drefizzle