[IC] Mutant Future: Beware the Goat

SunstrandSunstrand Registered User regular
edited March 2009 in Critical Failures
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,".

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Sunstrand on
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Posts

  • El SkidEl Skid The frozen white northRegistered User regular
    edited February 2009
    Rolf quickly takes a look at the postings, and comes to a near immediate decision.

    "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.

    El Skid on
  • PapillonPapillon Registered User regular
    edited February 2009
    Mark III walked up to Rolf.

    "Which pays more?"

    Papillon on
  • El SkidEl Skid The frozen white northRegistered User regular
    edited February 2009
    Rolf's left head finished a point in the argument and looked over at Mark III, rolling its eyes.

    "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!"

    El Skid on
  • PapillonPapillon Registered User regular
    edited February 2009
    "If the salaries aren't posted, then Mark III thinks our job is to go to each of the employers and inquire. If what you say is true, then this group should offer its services to the caravan master."

    Papillon on
  • El SkidEl Skid The frozen white northRegistered User regular
    edited February 2009
    "You see!" said Rolf's right head enthusiastically, "Here is a ...err...man that thinks clearly! We should consider all of our options before we make a hasty decision. Besides, there are benefits other than monetary to rescuing young maidens, if you know what I mean..."

    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."

    El Skid on
  • ReynoldsReynolds Gone Fishin'Registered User regular
    edited February 2009
    Sunny's blonde hair swayed as she turned her head quickly to keep up with the conversation, most of it between Rolf's two heads. "But...I bet a job working for the official guards will be a bit safer. We just poke about and look for a couple of girls...the worse that could happen is we give up and don't find them. If things look too tough for the pay."

    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..."

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  • Jam WarriorJam Warrior Registered User regular
    edited February 2009
    Thorgo ignored the conversation and checked the contents of his backpack were all in place.

    "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?"

    Jam Warrior on
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  • ReynoldsReynolds Gone Fishin'Registered User regular
    edited February 2009
    "It'd be nice to not have to kill anything, for a change." She let out another sigh. "I bet Thorgo would be pretty good at tracking those girls down, if we have to actually go search for them." Sunny just shrugged and couldn't exactly remember how they'd decided to head to this town.

    Reynolds on
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  • El SkidEl Skid The frozen white northRegistered User regular
    edited February 2009
    "Let us be orderly about this, then. It seems there is support for both of these choices- let us go and visit both of these employers and discern which one is overall the best. I believe the Oft Notched Bedpost is closest, let us start there." said Rolf's right head, in a reasonable tone of voice.

    "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.

    El Skid on
  • PapillonPapillon Registered User regular
    edited February 2009
    "Sounds like a good plan," replied Mark III. "Rolf, you seem to know where you're going. Why don't you lead the way?"

    Papillon on
  • SunstrandSunstrand Registered User regular
    edited February 2009
    With a decision made your motley group of adventures sets out to find the man named Noggin. Several passerby's give you instructions on how to get to the inn, it seems to have a reputation as a place of ill refute. As you press through the crowds you become aware that they seem to be made up of mutants and androids, almost no pure bloods at all. Each street you cross you notice that there are two Red Gaurd posted on every corner, the crowds flow around them but never close enough to touch or be touched by the gaurds.

    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,".

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  • El SkidEl Skid The frozen white northRegistered User regular
    edited February 2009
    Rolf wrinkles both his noses at the bar and the various scents therin. "I suppose I had best ask a few...questions before we take our leave of this place. Does the payment include food on the journey? Also, if we do successfully...guard this caravan from attack, do we have rights to the possessions, pelts or other valuables of whatever attackers we fell?"

    El Skid on
  • SunstrandSunstrand Registered User regular
    edited February 2009
    Noggin rolls his head over, keeping it on the bar but now facing you, "I guess I could supply the rations, I'll only feed one of those heads though,". With a grunt he adds, "probably lose some weight if only one head ate,". Slowly he lifts his head from the bar, " as for spoils, you can keep what you kill,". " Hell if you get me to Millsburg in one piece I might even by you guys a round and the Drunken Willow,". Looking at Rolf he adds, "don't go thinkin' you get double due to your affliction, or sibling, or whatever the heck that is,".

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  • SunstrandSunstrand Registered User regular
    edited February 2009
    After the brief discussion with Noggin the party sets out to the north end of the city to find this Lt. Clotter of the Red Gaurd. The journey takes the group past the massive white walls of Heart, the closed community of the pure blooded humans who inhabit Delta City, only people with invites from powerful men and women will get into Heart. As the party approaches the North gate a massive stone building comes into view, the North End gaurd station. When the group gets to the enterance to the station a sentry stops you. "What, can the Red Gaurd do for you today travelers?", he says in a brisk military tone.

    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?".

    Sunstrand on
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  • PapillonPapillon Registered User regular
    edited February 2009
    "This one has no questions," replied Mark III. Turning to his companions he added, "Since the other offer pays almost double and includes expenses, the Mark III believes the group should take that offer."

    Papillon on
  • Jam WarriorJam Warrior Registered User regular
    edited February 2009
    "How far away is this Grahamston?" asked Thorgo. "There ain't a man alive I can't find out in those wilds, so let's hope those kids are still breathing."

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  • ReynoldsReynolds Gone Fishin'Registered User regular
    edited February 2009
    Sunny had enjoyed the trip through town, smiling as she took in the sights. Her attitude had quickly soured when they moved inside the bar, however, sulking while they were in the dark, smokey place. Her spirits lifted as they headed to their next stop, looking positively cheery as they approached the North End guard station. Thankfully, the stone building was both better lit and free of smoke, so she managed to keep a smile on her face.

    "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.

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  • El SkidEl Skid The frozen white northRegistered User regular
    edited February 2009
    "I have a question!" said Rolf's left head. "Could you quantify the bonus now for us? Like... if we bring em back in 2 weeks, it'd be an extra 50 gold, or whatever? 'Cause like...figuring out the bonus after we give you what you want would be totally lame."

    El Skid on
  • SunstrandSunstrand Registered User regular
    edited February 2009
    Leaning back in her chair the lieutenant says, "some fine questions, some silly ones, " she pointedly looks at Thorgo, "I like people who want to know what they are getting themselves into,". Her tone changes to on more suited to a classroom, "As I said before, Grahamston is a lttle over a hundred miles North of here, it takes about four days to get there, if you set a decent pace and stick to the roads,". "You could wait and hitch a ride North on one of the trade ships, but they don't usally leave until the winds change, now that spring is here that won't be for a couple months at least, and they very much dislike rowing,". "Horses would be quicker, but they are rare here in the South and I'm not sure I could cover the expense with my superiors, I can't just give out horses to anyone who walks through the doors,".

    "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,".

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  • PapillonPapillon Registered User regular
    edited February 2009
    "Even so, a guaranteed 50% extra is better than maybe 50% bonus if the Governor is feeling generous. There are two many ifs, ands and buts with getting paid on this job. It is this unit's opinion that the group should take the other job."

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  • El SkidEl Skid The frozen white northRegistered User regular
    edited February 2009
    "Yessss! running around in a forest is for saps!" exclaimed Rolf's left head in triumph.

    "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."

    El Skid on
  • PapillonPapillon Registered User regular
    edited February 2009
    Mark III waited for a few moments for others to respond. When no one did, he replied simply, "The information is inconclusive as to the relative chance of getting paid. Although the guard is seen by the populace as more reliable, this group is unlikely to be able to extract its pay from them by force. Since the promised pay for the caravan job is better, this one believes the group should take that job."

    Papillon on
  • ReynoldsReynolds Gone Fishin'Registered User regular
    edited February 2009
    Sunny took in all the information, nodding...then following the others to a corner to discuss their options. She frowned at all the arguing, although she was staring to become accustomed to it. "I was just hoping for a nice, quiet trip to the next town. Then a little snooping around the forest, help out some friendly people..." She fidgeted as they continued to talk.

    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.

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  • Jam WarriorJam Warrior Registered User regular
    edited February 2009
    Thorgo mused for a while,

    "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."

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  • SunstrandSunstrand Registered User regular
    edited February 2009
    Interupting your conversation the leuitenant says, "Not to be rude but I haven't got all day. If you're going to take the job, great, if not I have things I need to tend to,".

    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.
    You can shop and trade or talk to citizens if you want, once everone is ready I'll fast forward to the morning and set you on your way. Just give me a !ready and when everyone is good to go we'll be on our way

    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.

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  • ReynoldsReynolds Gone Fishin'Registered User regular
    edited February 2009
    Sunny is a simple creature, and - with her lack of hunger - her needs are even simpler. She takes the paper, handling it like a treasure. With this, they could stay someplace nice for a change! Somewhere comfortable and airy. She seems a little distracted from the rest of the negotiations, letting the others take command of the extra items.

    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.

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  • Jam WarriorJam Warrior Registered User regular
    edited February 2009
    Being a sullen bugger at the best of times, Thorgo quickly retired to his room at the accommodation that Sunny chose.
    Unless there's anything available in town that wasn't in the rulebook shopping list, I think it's safe to say we're already kitted out as needed. So !Ready I guess.

    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.

    Jam Warrior on
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  • PapillonPapillon Registered User regular
    edited February 2009
    Mark III had nothing to do; he was of course already prepared for a trip. He headed to his lodging and entered a "rest" state, preparing for the next day.

    Papillon on
  • El SkidEl Skid The frozen white northRegistered User regular
    edited February 2009
    Gloating gleefully at himself that common sense and decency had prevailed, Rolf followed the others to Sunny's inn, where he enjoyed a very large meal. He DID have two mouths to feed, after all.
    I'm ready.

    El Skid on
  • PapillonPapillon Registered User regular
    edited February 2009
    Mark III sat cross-legged in his room, resting. Synthetics still required rest, although it took a somewhat different form than it did in biologicals. A resting synthetic remains fully conscious, but cutoff from his senses so he can focus entirely on cataloguing and analysing his waking period.

    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.

    Papillon on
  • SunstrandSunstrand Registered User regular
    edited February 2009
    Sorry I didn't update today, I had a super busy day and then my sister came into town for awhile so I had to entertain.

    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
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    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.
    Roll for inititave, and whoever is at the front roll a poison check. I'm not trying to screw anyone on the poison check but I rolled randomly for the encounter and it seems whatever you're facing lays in wait then releases a poison, more details soon.
    Here is the Invisable castle rolls on suprise, Burrow Encounter Suprise Rolls, first monster second party (1d6=2, 1d6=3), seems you have suprised the monsters, you will all get one free round. Also please pick a spot in the highlighted red area, this will be the encounter map.
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  • ReynoldsReynolds Gone Fishin'Registered User regular
    edited February 2009

    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?"

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  • Jam WarriorJam Warrior Registered User regular
    edited February 2009
    Jam Warrior on
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  • El SkidEl Skid The frozen white northRegistered User regular
    edited February 2009
    Initiative 1d6+1=3
    Square F-15

    El Skid on
  • PapillonPapillon Registered User regular
    edited February 2009
    Papillon on
  • SunstrandSunstrand Registered User regular
    edited February 2009
    After the pop you all hear a series of hissing sounds coming from newly formed mounds of earth near the road. A pollen like substance gathers into a cloud around the mounds and spreads out. Thorgo gets caught in the cloud and before he loses all control he blurts out "poison!". All while this is happening you see three Pre Humans, or Homo Erectus as you later learn is their proper name, running into the cloud towards you. Luckily for you they have underestimated the poisons strength and two of the pre human men loose all control over themselves, the third pre human male stops in his tracks waiting for the poison to release it's control on his comrades.

    Encounter Map
    The red area is the cloud of poison, it's only in the air for the first round so if you move into it you need to make a poison check.
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    Inititive Order
    (Tie Breaker for Thorgo and Mark III - Tie breaker for init. 1 = Thorgo, 2 = Mark 3. (1d2=2))
    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
    Willpower Rolls (T1) Burrow Tuber 1 = 4hp, no ac, Saves as L1 (L8) WIL 5
    (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
    Mark III 50hp (F-13)
    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
    Everyones to hit was wrong on the chart because I made them for level 0 characters, they are all fixed now.
    Sunny is first to act.
    Everyone should be able to tell what each token is, if not let me know.

    Sunstrand on
    BorderlandsClaptraps.jpg
  • ReynoldsReynolds Gone Fishin'Registered User regular
    edited February 2009
    "Oh no, an ambush! Those awful cavemen probably want to eat those cute little plants." She glazes over the fact that they're poisonous. She's sure Thorgo will be okay. Moving off the side of the road to get a clear shot, she clicked the crossbow bolt the final notch as she got into position. Lifting the heavy weapon, she fired at the one humanoid that seemed unaffected.
    http://invisiblecastle.com/roller/view/1957822/
    Square : O-14; To hit : 16; Damage : 7

    Reynolds on
    uyvfOQy.png
  • El SkidEl Skid The frozen white northRegistered User regular
    edited February 2009
    Rolf walks over to the cloud of poison and sniffs gently, trying not to actually inhale any significant quantity of the stuff.

    "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.
    Moving to N13 and waiting for the poison cloud to disperse.

    El Skid on
  • SunstrandSunstrand Registered User regular
    edited February 2009
    The "caveman" grunted as the bolt pierced his thigh, he took a half step forward but decided he had better wait for his companions to finish their impromptu meal. When they were done he would deal with that "flower".

    Updated Encounter Map
    Poisoncloudsomemovemen.jpg
    Make sure you guys drop your packs to get your full 40', eight squares, of movement. If you need to drop weight anyway.

    Sunstrand on
    BorderlandsClaptraps.jpg
  • PapillonPapillon Registered User regular
    edited February 2009
    Mark III could feel the life force of the strange lifeforms by the side of the road, ready to be absorbed.

    "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.
    Move diagonlly forward 1 square to G12, then forward 35' to G5. No poison roll, since I'm immune to poison. Activating Vampiric Field (1d20=19) (sorry Thorgo). Does 2d4 damage to everyone in the field, which I believe is all 8 tubers, HE1, and Thorgo. Rolling damage in that order Vampiric Field damage (2d4=3, 2d4=6, 2d4=4, 2d4=8, 2d4=7, 2d4=3, 2d4=6, 2d4=6, 2d4=3, 2d4=6).

    6 tubers are toast, T1 and T5 are at 1HP, and HE1 loses 3HP, Thorgo loses 6HP. I gain 39 temporary HP.

    Papillon on
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