Delta City, named for the massive delta created by the lumbering Ordano river meeting the Gulf of Shadows, a hub of activity for the Southern lands. Over ten thousand souls call this place home, a medaly of mutants and pure humans living together in a strained peace. The mutants living in the outlying burrows while the pure bred humans call the gated community of Sanctity in the city centre home. The Council of Seven and the Red Gaurd have made the city the eye of the storm that is the southern lands. The Red Gaurd have even made the surronding area somewhat safe, with watchtowers and lookouts speckling the land for miles around the city.
Your party and you step onto solid ground for the first time in what seems to be an age. The trip from the North was dangerous and long, the Great Ordano may be emmense but you're sure you could have walked faster. The small ship's captain appears at the railing, tossing several kits over the side onto the jetty, "there's your shit, hope you ain't missing nuthin',". He point's over to a annoucment board, "If you need work, that's where you'll find it,". Before any of you can say anything he dissappears back into the hold of the ship yelling orders to his crew.
You gather around the job board searching through the tattered mess of classifieds, job's ranging from basic farm work to the most disturbing supposed sex acts ever imagined. After and hour of reading and joking about some of the more outlandish "jobs" the party comes up with only two somewhat worthy posts.
The first reads, " Needed: A compliment of gaurds for a trade run to Milsburg. Talk to Noggin at the Oft Knotched Bedpost for more info,".
The second states, "Looking for trackers to help find a pair of missing girls near Grahamston. Talk to 2nd Lt. Nacy Clotter at the North End Gaurd post,".
Posts
"We should like totally go for the guard job." says his left head, the deep voice accompanied by a surprisingly feminine inflection." Guard duty is easy, lots of time for eating and goofing off. And if we're lucky, something'll attack the caravan and we can take their stuff."
Rolf's right head looks over and raises his eyebrows in surprise. "We should help out those missing girls. Helping damsels in distress is a very rewarding and prestigious line of work. We would be hard pressed to find a more noble cause!" His right head's voice booms out with a decidedly more masculine tone.
"Nuh-uh!" pipes up his left head, "That'll mean riding around in the rain and lookin' for footsteps and running around and stuff. Lets stay with the caravan and like chillax and stuff. It's totally gonna be easier work, and besides, damsels don't pay too well- it's like... a well known fact!"
The two start gesturing an arm each in grandiose fashion, once in a while sending a pedestrian nearby diving to avoid the flailing ham-fists... Those who have been traveling with Rolf on the boat are unsurprised at this apparently frequent turn of events.
"Which pays more?"
"I totally didn't see any salary. But everyone knows that people who can...like...afford to run caravans and sell stuff totally pay better than people who lose damsels. I mean...duh!"
Oh, no! interjected the left head, "I already have two heads to think with...no need to go bringing the third one into things again! I mean... I guess we can take all the time and effort and stuff to go and track down both of these job guys, but we should totally take the one that offers the most money. And makes us do the least work. And that feeds us the most."
She nodded to herself, giving the others a big, beaming smile. "I'd trust the guards more than a merchant. Besides, we just got here...we can't leave so fast! We should do some shopping, meet some nice people..."
"Let me know you when you sons of spider goats have decided who's paying us to kill stuff. Feels like we've been an age on that damn tub and I'm getting rusty from lack of action."
Despite his talk the rest of the party could sense his immense relief at being back on dry land. The way his inner spark could occasionally escape his control, naturally leading Thorgo to very wary of spending extended periods of time in a metal box floating on water. Sunny sighed as she remembered the amount of drink that had been required to finally get him on board after the 'I Ain't Getting On No Boat!' debate.
Thorgo never felt comfortable in crowds and glanced around looking for a nice quiet bar to escape the hubub.
"The sooner we get on a job and out of town the better. Who's damn fool idea was it to come all this way down river to seek our fortune at the 'shining beacon of civilization' anyway?"
"You want to walk to both places?? That's so like.... far" Rolf's left head looked at the rest of the group, and noting the support the notion was likely to get, sighed resignedly. "Fine, we'll walk there. But I'm gonna go to sleep on the way."
"Another benefit to this plan herefore undiscovered! We get a little peace on the way!" said the right head, with a grin.
With that, Rolf's left hand went sailing across his massive body, middle and index finger extended to poke the right head in the eye. Just as quickly the right hand flew out with its fingers extended vertically, catching the eyepoke before it could land. "A valiant effort, I'm sure...but a little too slow!" guffawed the right head, while the left sulked.
As the Oft Knotched Bedpost comes into view you can understand why it would have a seedy reputation, the windows that aren't boarded up will soon be due to broken panes of glass. A throng of "ladies" orbit the doorway looking for suiters, they split apart when the party gets closer, sensing only trouble would come from impeeding you group's movement. Some of the ladies make cat call's but none overtly make an offer to accompany the party inside.
A thick haze of stale beer and tobbaco smoke hangs in the air, only a few patrons look up from their drinks to steal a glance of the new comers, and just as quickly as they look they return their gaze to the bottom of their mugs. The bartender beckons you over to the bar, "what can I do for you, er, folks?". Non chalantly he picks up a mug, "I bet you, er, ah, guys is here to see old Noggin, don't look like the type to be into the ladies outside,". He makes a deep throatly noise and spits into the mug, and begins to wipe it down, "Hey Noggin, these here, er, people is looking for you,".
A large and wrinkled head lifts itself off the bar and looks over at the party, the body belonging to the head is no bigger than a child's. Picking off a copper coin stuck to his cheek Noggin examins the group, "you here about the job?". " Pays 70 gold a head, well not him," pointing at Roth, "he only gets one share,". " The deal is we're heading to Millsburg it'll take 'bout a week, other than that no questions asked, and none will be answered anyway,". Putting his giant head back on the bar he explains," If you want to come be here at sunrise, Polk here can set you up with rooms if you want a cheap place to bed down,".
You inquire about the lieutenant and that you wish to ask about the task of tracking down the missing girls.
He scans the party, as if trying to assess your worth, "alright, follow me I'll take you to the lieutenant, she'll probably want to talk to you,". He opens the heavy wooden door with ease, and beckons you to follow him. He leads you up a flight of stairs and down a short hallway to a large office, military paraphernalia is scattered around leaving almost no standing room. A square jawed woman, tough looking but still feminine, looks up from the mass of paper that sits atop the large desk.
"Sergant, who have you brought me today?", sharply she continues "more rebels for me to interagate, or are they con men fleecing our citizens?". The emphasis on rebels is clearly understood, there is spite behind that word.
"No ma'am,", the sergant responds quickly, "these people inquired about the Grahamston job,".
"Very well, sergant you may go back to your post,". She waits for the sergant to leave before resuming, "so, you're here about the job. It's simple really. Up in Grahamston two girls, twins actually, have gone missing,". Before anyone can get a word in edgewise she continues, "Grahamston is a town about a hundred miles North of here, they keep to themselves mostly,". She stands up from behind the desk and walks over to huge map hanging from the wall, " there's plenty of things that could have dragged them off, if they were out in the forest, but they weren't, they were in town, in their fenced garden actually,".
Sighing, "and that's about all I know about it,". In a more assertive, buisness-like tone she says "the pay is a resonable sum of two hundred gold and a bonus is dependent on how quickly you resolve the situation, anything found in the course of your investigation you have the right to claim,". "The Gaurd will arrange for your lodging in Grahamston, but you will have to take care of all other expenses,".
Sitting back in her chair she adds, " I know what you're thinking, why isn't the gaurd taking care of this themselves?". Leaning forward and lowering her voice to a whisper, "we have been having trouble with rebels, the Council wants us to maintain a constant precence on the streets to curb a full fledged revolt,". She adjusts her posture to command a more assertive voice, "any questions?".
"That far away? Wow...these twins must be pretty important, if you're recruiting people here. The people of Grahamston haven't had any luck searching for them?" She seemed interested, smiling to the seated woman as she moved slightly closer to the desk. "Like my friend said, I'm sure we could find them. It'd be no problem! We're the people for the job...especially if you want it done fast. Except..."
She chewed her lip, trying to lead the Lieutenant along. "...well, the sooner we get started, the faster we can find those girls. If we had some way to get out there faster..." She trails off, hoping the woman would suggest some alternative transport. Hopefully something the guard would supply for free.
"As for how much the bonus will be, that is up to the mayor of Grahamston, I would guess at something around a fifty percent bonus if you find the girls alive and well. Hell he may give you more to eliminate whomever or whatever took his daughter...". She stops abruptly, "yes, that is why it's important to find them, the mayor doesn't like the Red Gaurd too much, but he knows we are his only hope of finding his daughters. And let us not forget that if you honor the contract and don't cause any trouble with the townspeople, maybe change their outlook on what the Red Gaurd can do for them, I might be willing to hire your group as independant contractors,". Lowering her voice again, "I have needs that don't exactly fit in with the official "Red Gaurd" playbook,".
"Excuse us, ma'am- would you mind if we found a quiet corner to discuss our choices?" said Rolf's right head, rolling his eyes.
Once they were in a corner, Rolf's right head won initiative. "I still believe we should go with the guards. They are MUCH more likely to keep to their side of the bargain than that strange-headed...thing in the whorehouse. And even if we get paid less for this job, we'll have the potential of future employment with them. If nothing else, we can try to negotiate with the watch to at least get the same amount of money we would guarding the caravan."
"Pfft." spat his left head "You just wanted to get to know the missing girls, you sicko. But that's okay, I'll even let you have a few of the fine ladies at the inn back there. I am like soooo nice to you, even though you really don't deserve it."
Things seemed to be split...two for either side of things. If you counted each of Rolf's heads separately. She looked over at Thorgo, in hopes he'd cast the decisive vote.
"Seems to me that caravan guarding will always be around, but this situation with the girls is the kind of job we came to this stink hole for in the first place. Something to build a name from, make some contacts, make our mark on the area."
Sunny, seemingly the most charasmatic of the group, explains that while this job is indeed interesting you have another job offer that pays slighty more.
"Well I can't offer you more money, but I can set you up with a travel pack that has some items that may make your trip North a little easier,".
The offer seems to sway the rest of your party into accepting the Leiutenant's employment.
"Great!", the officers says, and hands Sunnny a piece of paper, "this decree will allow you to stay in any inn within the city walls and anywhere else the Red Gaurd is known. It will only take care of your room costs, you need to feed yourselves,". Moving to the door she yells, "Corporal!".
Within moments a young woman appears at the door, "yes ma'am,".
"Corporal, I want you to ready a travel kit for these people, and send word to Major Hauptamon, let him know I have sent a party to Grahamston,". The lieutanant ushers you to the door, "Corporal Vaughn will take care of you, if there is nothing else I need to get back to my duties,".
Upon leaving the gaurd station the Corporal hands you a small sack, "this should help your journey,". Upon opening the sack you find two full waterskins, a detailed map of the area, six trail rations, a set of torches and a length of silk rope.
After a short discussion your group decides to leave at sunrise, due to the fact only an hour or two of sunlight is left.
Also I am thinking of combining the threads to make it easier to follow, if you want to post something OOC use spoilers please.
Also if you guys give me a marching order that would be cool too.
I'll also update the map with more info later tonight and post it for you guys.
Clutching the decree to her chest, she seems more than happy to rest for the night. With the help of their new map and the trip through the city they just made, she does her best to find the Inn best fitting her simple desires. Sunny doesn't seem interested in shopping for anything else, unless the others want her help. She's pretty sure they won't need to chat with anyone until they reach the next town.
Thorgo is fine to to take the lead in the march, what with his echolocation and pyschic radar. Thermal vision only works in the dark unfortunately.
Mark III considered his day. On a whole, his objectives had been accomplished; they had found work. However there were points of concern: Rolf alpha and Rolf beta's constant bickering, and his companion's irrationality in choosing the job with more risk of getting payed without a correspondingly larger upside. Still, he judged his chances of surviving with the group larger than his chances alone. Perhaps he could influence his companions towards more logical thought; he would have to analyze how to speak more persuasively.
There isn't any tech that you can use or afford right now, it's very rare so people hold it in high regard.
With everyone gathered in The Wandering Burrow, a decent inn catering to traders and travellers due to it's close proximity to the North gate, you all examine the map that was packed in with the Red Gaurd travel kit. It marks a couple of towns you haven't heard about before, it also marks areas populated by factions that you've never heard of before coming South. The little that people in the Inn can tell you is that they are all dangerous, some more overt than others about their hatred of "civilized beings".
Area Map After a short meeting about when to leave in the morning everyone retires to thier respective rooms.
The morning is cool and a low fog hangs in the air when the party leaves the city. The ancient road has seen better days, there are ruts and potholes scattered about. The first ten miles of your journey pass quickly, you pass by a gaurd outpost warning you that you are about to leave the safety of the Red Gaurd patrols. By midday the fog has burned off leaving, save for the sun, an empty blue sky. You continue on steadly but not to fast that you would be unable to maintain the pace.
It is early afternoon when you all hear several pop's coming from nearby the road. Nobody can immediately tell what made the sounds but something doesn't feel quite right.
Init = 7
Square = G-14
Sunny had quite enjoyed the restful night in the Inn. The fog, however, wasn't very pleasant. She moped until they pushed through it, then cheerfully plodded ahead. "Hey, what was that?"
Initiative (1d6+1=2)
Posion Save (Target 12) (1d20=9) Fail
Woo!
Square F-15
Square F-13
Encounter Map
Sunny Blume
Rolf
Mark III
Thorgo
Monsters Monster Initive (1d6=1), since you suprised the monsters the cannot act for they first round.
Monster Condition
Homo Erectus WIL (3d6=6, 3d6=9, 3d6=9)
(T2) Burrow Tuber 2 = 4hp, no ac, Saves as L1 (K7) WIL 5
(T3) Burrow Tuber 3 = 4hp, no ac, Saves as L1 (K6) WIL 8
(T4) Burrow Tuber 4 = 4hp, no ac, Saves as L1 (J5) WIL 4
(T5) Burrow Tuber 5 = 4hp, no ac, Saves as L1 (A7) WIL 3
(T6) Burrow Tuber 6 = 4hp, no ac, Saves as L1 (A6) WIL 8
(T7) Burrow Tuber 7 = 4hp, no ac, Saves as L1 (B6) WIL 4
(T8) Burrow Tuber 8 = 4hp, no ac, Saves as L1 (B5) WIL 5
(HE1) Homo Erectus 1 = 25hp, ac8, saves as L2 (poisoned) (M3) WIL 6
(HE2) Homo Erectus 2 = 25hp, ac8, saves as L2 (poisoned) (N2) WIL 9
(HE3) Homo Erectus 3 = 25hp, ac8, saves as L2 (O3) WIL 9
Party Condition
Rolf 28hp (F-15)
Sunny Blume 27hp (G-14)
Thorgo 45hp (poisoned) (F-11)
Pack Mule ac=7 ??hp - (Papillon could you role me some specs on the mule, 2d8 for hp and 1d6+2 for WIL) (E-14)
Other Stuff
Sunny is first to act.
Everyone should be able to tell what each token is, if not let me know.
Square : O-14; To hit : 16; Damage : 7
"Come on! Let's go get em!" says his left head.
"I don't think it prudent to go in there. Look- it's almost dispersed. Let's just wait a few moments, and we can charge in!" responded the right.
"You're totally no fun, you know that?" came the sulking reply, as they skirted around the poison, waiting for it to disperse.
Updated Encounter Map
"Everyone get back!" he yelled as he charged down the road. Reaching inside himself, he began to leech the lifeforce of the surrounding beings into himself.
6 tubers are toast, T1 and T5 are at 1HP, and HE1 loses 3HP, Thorgo loses 6HP. I gain 39 temporary HP.