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[IC] Mutant Future: Beware the Goat
Posts
Monster Condition
Homo Erectus WIL (3d6=6, 3d6=9, 3d6=9)
(T2) Burrow Tuber 2 = 0hp, no ac, Saves as L1 (K7) WIL 5 Dead
(T3) Burrow Tuber 3 = 0hp, no ac, Saves as L1 (K6) WIL 8 Dead
(T4) Burrow Tuber 4 = 0hp, no ac, Saves as L1 (J5) WIL 4 Dead
(T5) Burrow Tuber 5 = 1/4hp, no ac, Saves as L1 (A7) WIL 3
(T6) Burrow Tuber 6 = 0hp, no ac, Saves as L1 (A6) WIL 8 Dead
(T7) Burrow Tuber 7 = 0hp, no ac, Saves as L1 (B6) WIL 4 Dead
(T8) Burrow Tuber 8 = 0hp, no ac, Saves as L1 (B5) WIL 5 Dead
(HE1) Homo Erectus 1 = 22/25hp, ac8, saves as L2 (poisoned) (M3) WIL 6
(HE2) Homo Erectus 2 = 25/25hp, ac8, saves as L2 (poisoned) (N2) WIL 9
(HE3) Homo Erectus 3 = 18/25hp, ac8, saves as L2 (O3) WIL 9
Party Condition
Rolf 38/38hp (F-15)
Sunny Blume 27/27hp (G-14)
Thorgo 39/45hp (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)
Thorgo is next to act.
Updated Encounter Map
Inititive Order
Rolf
Mark III
Thorgo
Monsters Monster Initive (1d6=1)
Monster Condition
Homo Erectus WIL (3d6=6, 3d6=9, 3d6=9)
(T2) Burrow Tuber 2 = 0hp, no ac, Saves as L1 (K7) WIL 5 Dead
(T3) Burrow Tuber 3 = 0hp, no ac, Saves as L1 (K6) WIL 8 Dead
(T4) Burrow Tuber 4 = 0hp, no ac, Saves as L1 (J5) WIL 4 Dead
(T5) Burrow Tuber 5 = 0/4hp, no ac, Saves as L1 (A7) WIL 3 Dead
(T6) Burrow Tuber 6 = 0hp, no ac, Saves as L1 (A6) WIL 8 Dead
(T7) Burrow Tuber 7 = 0hp, no ac, Saves as L1 (B6) WIL 4 Dead
(T8) Burrow Tuber 8 = 0hp, no ac, Saves as L1 (B5) WIL 5 Dead
(HE1) Homo Erectus 1 = 22/25hp, ac8, saves as L2 (poisoned) (M3) WIL 6
(HE2) Homo Erectus 2 = 25/25hp, ac8, saves as L2 (poisoned) (N2) WIL 9
(HE3) Homo Erectus 3 = 18/25hp, ac8, saves as L2 (O3) WIL 9
Party Condition
Rolf 38/38hp (N-13)
Sunny Blume 27/27hp (O-14)
Thorgo 39/45hp (B-8)
Pack Mule ac=7 13/13hp WIL 6 Saves as Level 0 (E-14)
Sunny Blume is next to act, it doesn't look well for the monsters.
To-hit : 21; Damage : 7; Square : N-14
He gets up close and personal with two of them, and gives them each a solid slice with his longsword.
Attack H1: Attack: 1d20+3=14 , Damage roll: 1d8+3=4
Attack H2: Attack: 1d20+3=19 , Damage roll: 1d8+3=7
(rolls)
Two hits!
"What the hell? Why did I...? Freaky bloody vegetables!"
Accompanied by much spitting, he vigorously wiped the remains of the plant from his mouth. And after taking a second to prepare, headed determinedly in the direction of the remaining tuber.
It's a good job Thorgo was out of it when he got hit by the vampiric embrace or he wouldn't be happy about it at all :P
How do you see that power physically appearing?
The other caveman reacted like a junkie who didn't get his fix and swung wildly at Rolf missing completely. As Rolf easily sidestepped that swing, he somehow managed to dodge an unseen blow from the caveman that had a viscous wound on his thigh and another bolt sticking out of his upper arm.
With their trap back firing and their inability to even land a single hit on these travelers the cavemen started looking for the best way to escape with thier lives. Morale Roll:
Inititive Order
Rolf
Mark III
Thorgo
Monsters Monster Initive (1d6=1)
Monster Condition
(T2) Burrow Tuber 2 = 0hp, no ac, Saves as L1 (K7) WIL 5 Dead
(T3) Burrow Tuber 3 = 0hp, no ac, Saves as L1 (K6) WIL 8 Dead
(T4) Burrow Tuber 4 = 0hp, no ac, Saves as L1 (J5) WIL 4 Dead
(T5) Burrow Tuber 5 = 0/4hp, no ac, Saves as L1 (A7) WIL 3 Dead
(T6) Burrow Tuber 6 = 0hp, no ac, Saves as L1 (A6) WIL 8 Dead
(T7) Burrow Tuber 7 = 0hp, no ac, Saves as L1 (B6) WIL 4 Dead
(T8) Burrow Tuber 8 = 0hp, no ac, Saves as L1 (B5) WIL 5 Dead
(HE1) Homo Erectus 1 = 11/25hp, ac8, saves as L2 (M8) WIL 6
(HE2) Homo Erectus 2 = 18/25hp, ac8, saves as L2 (poisoned) (N2) WIL 9
(HE3) Homo Erectus 3 = 11/25hp, ac8, saves as L2 (L3) WIL 9
Party Condition
Rolf 38/38hp (M-2)
Sunny Blume 27/27hp (N-14)
Thorgo 39/45hp (J-8)
Pack Mule ac=7 13/13hp WIL 6 Saves as Level 0 (E-14)
Sunny Blume is up next.
Square : O-11; Target : HE1; To-hit : 15; Damage : 3
Rolls:
VS HE2: 1d20+3=23, damage 1d8+3=6
VS HE3: 1d20+3=14, damage 1d8+3=6
Apparently there are no critical hits, so Rolf's 20 on HE2 is just a regular hit
With their plan backfiring, except in the case of the ape, the caveman in front of Mark III drops to his knees. With a grunt the other two drop aswell, their battle is over for today. The first caveman starts to grunt and make throaty noises that make no sense to anyone in the group, but with Mark III's mind still reaching out a flood of images hit him like a wave. Mark III sees a vast network of caves, slaves digging with their hands, a tentacle faced monster lashing out at chained cavemen, and lastly a yellow circle surrounded by three blades of yellow.
The cavemen have no weapons or coins, but as the group searches them you find a small box shaped object, it has two silver tabs on one side with a line printed near one and a cross printed near the other.
Ecounter over, good job. You have found a piece of tech and each recieve a total of 272 experiance points.
With that, he brought his mule over towards the cavemen, and after fishing around in the bags for a while brought out a length of rope, with which he began to tie the hands of the nearest caveman.
"Well good" replied the left head. "Some of us have better things to do with their time than watch some stinky cavepeople."
"What the hell do we want with these degenerates?" he spat, "Just kick them out into the wilderness and be rid of them."
"You hear that!" he yelled at the nearest caveman, depsite being fully aware that it had no clue what he was saying, "Bugger off and tell your mates we're not to be messed with!"
Seems that you might as well assume we're always foraging as we go, and we've got plenty of rations to eat if we don't find anything. No need to stop to hunt.
With that he finished tying up the last of the cavemen. Once he was done, Mark III glanced around for some food. Near the path, he saw a small bush with some berries on it, which he picked and put in one of the sacks on the back of his mule. It was always nice to find free food.
I assume the party is going to continue on until nightfall and then make camp. If anyone wants to do something else I'm going to update in a couple of hours.
Also I was thinking last night that to keep moving at a good pace that instead of only healing if you rest all day, I'll add the rule that if you have an extended rest (8 hours) you heal the standard 1d3.
Before anyone has a chance to stop them a cavemen and Thorgo drop to their knees and start shoveling dirt into their gaping mouths. After swallowing a good amount of dirt, the rumbling stops and they both regain composure. Turns are taken to watch the prisoners but the cavemen seem to be broken, they seem to have accepted their fate, whatever that may be. The rest of the night is without incident.
In the morning just before sunup the rumbling starts again and like the previous night Thorgo and the afflicted cavemen eat their meal of dirt and return to normal.
Damage Roll for Homo Erectus #1
Homoerectus 1 Damage Roll (1d4=2) so HE1 is back down to 8/25hp
Thorgo takes 1d4 damage aswell.
If I'm going too quick or too slow let me know. Any other concerns are cool too, seeings how this is my first pbp game.
At this point you can talk, forage, investigate the tech you found, or pretty much anything else you want to do. We'll say that you still make good time on your journey though and will once again put 30 miles behind you.
When everyone is ready I'll advance some more.
Mark III walked up to Thorgo.
"Thorgo, what are you doing?"
"Well, feel free to look at it, but I need our left hand for brushing my hair. It's such a mess!" replied the left. Looking at the frazzled mess, you'd have to agree with the statement... It just doesn't seem like it could really get much better, regardless of the amount of care they put into it.
Then I need another 1d100 and then a 1d20 to determine it's condition. And lastly a 1d10 for something else if you figure out what it is.
1d100=9 Success!
1d100=18
1d20=19
1d10=5
A minifusion cell can power weapons and devices from the past that have become extremely rare. One one side of the cell it has a small display that seems to indicate that the cell has 50% of it's charge remaining, and on the other it has a picture of what seem to be waves that have a red "X" over them.
Turning toward Rolf, he added "These men have shown this one the symbol on that box, but with insufficient data to interpret its meaning. The device may be important, so this group may stand to gain a sum for its recovery."
"However, the reputation of this group will not improve if we do not complete the task it has been given. It is therefore suggested that we continue towards the city where these women were last seen."
"OooOOoooh" Thorgo moaned, clutching at his stomach, "My guts feel like they're trying to kick their way out of my goddamn fur."
He shrugs off any concerns his compatriots may have however.
"I'll be fine in time, had worse from that river rat 'stew' the other month. Let's just get the hell to Grahamstown and some home comforts."
His concern for his health leaves him with little to no interest in the loot ("Broken, typical") or the prisoners ("Stinking poisoners!") at this time.
Assuming his guts let him sleep, Overnight Heal (1d3=1)
Plus the vampiric bite of Mark III, that leaves Thorgo on 37/45 HP
With a slight breeze coming from the North and the crescent moon hanging overhead, Mark's mule and the cavemen start to act restless. With his fine sense of smell and no doubt his ability to see into the infrared spectrum, Thorgo is the first to spot the animals to the North of the campsite. The pack of four are over a hundred feet away and seem content with the fact that you have spotted them. They start to spread out creating an arc and start to appraoch the party.
Encounter Map
If anything is too hard to see or spot let me know and I'll adjust the map.
Rolls
Night Goat inititive (1d6=5) = monsters have 5 for inititive
When deciding on where to place your token please keep them inside the ring of light from the camp fire.
Roll for inititive!.
Battle Music to get you in the right mindset.
"Head's up. There's something out there, in the dark. Four of them whatever they are."
Square R31
Square 0-29
If Reynolds does get a chance to post, I'll update as soon as I see the post.
Square : I-34; Init : 9
Didn't notice the fourth page until I posted. Didn't know I was holding things up, whoops.
sunny Blume Inititve Roll (1d6+1=3)
Inititive tie breaker 1 for Thorgo 2 For Sunny (1d2=2)
Inititive Order
Monsters
Mark III
Sunny Blume
Thorgo
NPC's
Monster Condition
(U-2) Nightgoat 2 34/34 HP, AC 6, Saves as L2, WIL 5
(Y-3) Nightgoat 3 34/34 HP, AC 6, Saves as L2, WIL 5
(AA-5) Nightgoat 4 34/34 HP, AC 6, Saves as L2, WIL 5
Party Condition
(O-29) Rolf 38/38 HP
(I-34) Sunny Blume 27/27 HP
(R-31) Thorgo 37/45 HP
NPC condition
(R-35) Homo Erectus 2 15/25hp, AC 8, saves as L2, WIL 9
(T-34) Homo Erectus 3 6/25hp, AC 8, saves as L2, WIL 9
(U-32) Mule 13/13HP, AC 7, Saves as L0, WIL 6
Rolf is first to act!
[strike]Rolls
1d20+3=15 1d8+3=6 hits HE1
1d20+3=11 misses HE2[/strike]
(Moving 80' to S13 instead)
Gah. I read the map wrong. I thought the goats were running up at us from the south, but those are the homo erecti. Thats what I get for quickly glancing at the map and posting on my way out the door. Sorry!
You can edit your post to adjust your movement, remember each square is 5' x 5'.