Adventure Two, One Hundred Forty Eighth Turn

Fort Akton, Klos 20th, 350AC, 1:00 (45 degrees, half moon)

[audio:https://gwevolution.netfarious.net/wp-content/uploads/2012/07/adventureend.mp3|autostart=yes]

Your work here is done!  Your group returns to the safety of Akton (likely via Arvak’s planar portal, unless you’d like to hike back through snow and mud, possibly with badders in tow).

The Presidents debrief you, and are impressed with the amount of information you have gathered, as well as making a deal that should prevent further attacks by a warlike society with lots and lots of soldiers.  They are a little wary of having a badder force in town, but hope the continual contact will create good allies, rather than lead to trouble.

In the coming weeks, you will have many tasks to keep you busy: dealing with the arriving badders and trying to integrate and train with them, recording the mushroom varieties, attempting to grow some of your own, and working on your private projects if possible.  I’m sure at some point in the future,  there will be another adventure in gamma terra.  For now, the final experience for a job well done in Adventure Two!

Experience

Arvak gets (6 for storytelling, 5 for roleplaying, and 40 for completing the quest) 51XP.  Total is now up to 121.

Phallon gets (5 for CH rolls, 9 for economics, 6 for roleplaying, and 40 for completing the quest) 60XP.  Total is now up to 84.

Ragnor gets (2 for heightened hearing, 6 for regenerations, 20 for speech/proposals to king, 10 for roleplaying, and 40 for completing the quest) 78XP.  Total is now up to 355.  He can use it to purchase a skill, although perhaps I will allow him to use it to improve his shapechanging ability…

Zeebo gets (5 for espionage, 3 for CH rolls, 8 for roleplaying, and 40 for completing the quest) 56XP.  Total is now up to 627.  He can use it to go up to Rank 7!

Adventure Two, One Hundred Forty Seventh Turn

Sarka, The Royal Court, Klos 20th, 350AC, 11:45 (underground, 72 degrees, half moon)

[audio:https://gwevolution.netfarious.net/wp-content/uploads/2012/06/baddertheme01.mp3|autostart=yes]

OK, looks like I have audio editing back again! 

The negotiations continue!  As noted at the end of last turn, the badders have been quite cantankerous throughout this bargaining process. Ragnor used his diplomacy with great skill to keep their demands from being unfair. It was tricky to insist upon the various points without angering them and losing the deal. The badders are fine with leaders and VIPs from Akton visiting their garrison, but they do not want anyone being able to just come in without invitation.  Besides, when leaders visit, they often bring their aides, guards, and other entourage, and they don’t want all these folks wandering in whenever they please.  The badders insist upon respecting the sovereignty of their outpost (and therefore mutually respecting the sovereignty of Fort Akton).  Thus neither side is able to just enter unannounced.  Part of the agreement mandates meetings between the badders and Akton each month, so each side has to meet this minimum requirement.

As also noted at the end of last turn:  Phallon makes a bargaining roll (16): 30 6 = white (so close to a blue)! The king will grant Arvak permission to arrange for the construction and purchase of a duralloy shield, in exchange for 1000 domars or an equivalent value of duralloy ingots, or the dead cyborg. Note that you would still have to pay the smith for the actual shield.

Any further actions here in Ukrul before returning to Akton?

Adventure Two, One Hundred Forty Sixth Turn

Sarka, The Royal Court, Klos 20th, 350AC, 10:30 (underground, 72 degrees, half moon)

Your declared actions can be split into two groups:  Those done here in Sarka, and those done once returning to Akton.  I will deal with the former in this turn.

Zeebo tries to see if he can get a dictionary of the badder language.  He first rolls his anti-charisma defect while talking to the king.  What could go wrong here??  (9): 9 2 = yellow.  He makes a CH roll (5): 6 8 = blue.  The badders do not have (or at least do not admit to) a dictionary.  They could allow you to learn their language from a teacher in exchange for a fee.  That fee would be higher if the teacher was to travel with you to Akton.  If interested, you can bargain on the price….

Phallon tries to learn the badders’ trade routes and how Akton can join or benefit from them.  He makes two economic genius rolls (11): 60 6 = blue60 6 = blue.  He also makes a bargaining/bartering/dipolmacy roll (16): 30 4 = white.  Phallon learns that Ukrul doesn’t really trade with outside groups.  Rather, it uses a system of tribute, where the communities within its area of influence send treasure, valuables, and/or soldiers to Ukrul in exhange for some level of survival or autonomy.  Sarka tries to be self sufficient in that they harvest and gather food from the byllka forest to support their population (which is impressively high for the badlands).  Almost everything in the market is badder made or locally scavenged.  The badders do not seem to want to change this system and don’t seem interested in any of your proposals at present.

Arvak tries to get a duralloy shield.  He makes a general CH roll (7): 1 5 = white.  He makes a bargaining roll (7): 6 3 = blue.  The badders prize their duralloy and seem reluctant to give it to one that recently fought against them.  They will agree to give you the right to order and purchase a shield for a fee, OR if you can kill and return the body of the floating half-metal man that prowls around the ruins of Ack.  You can make a bargaining roll if you wish…

Ragnor’s actions were specifically dealing with his return to Akton.  However he makes an awareness roll (16): 60 8 = green.  He notices that no one has written down the specifics of the deal that was just made.

Problemsville, or The Turn that Wasn’t

5 days without being able to run the game.  And during the weekend, where I usually ONLY have some time to run  it.  ARgh!!!  Screw you, Windows Internet Explorer 9!

Apparently reverting back to Internet Explorer 8 lets this all work.  I wonder if the most recent updates of WordPress are configured to let the most recent internet browsers work on it.  I think before I start to work on the Star Wars game, I will update that site to the most recent (unless that is already done – I’m not even looking at the site until gamma world is over).

Two, One Hundred Forty Fifth Turn

Sarka, The Royal Court, Klos 20th, 350AC, 9:55  (underground, 72 degrees, half moon)

Congratulations!  Your group has achieved its goal and prevented a war between Akton and Ukrul, while learning a lot more about the badder society!  Your characters will likely wrap up things here, then travel home.

Is there anything else you would like to do, either now or between adventures?  I will award experience and end the adventure shortly.

(We are changing over to a new computer, so I don’t have access to my usual photo and music editors.  Thus this turn is fairly basic, but better than stalled forever.)

Adventure Two, One Hundred Forty Fourth Turn

Sarka, The Royal Court, Klos 20th, 350AC, 9:45  (underground, 72 degrees, half moon)

[audio:https://gwevolution.netfarious.net/wp-content/uploads/2012/05/redoctober2.mp3|autostart=yes]

The badders seem to be seated in a hierarchy, with the most influential or powerful towards the southern end of the court.  The very southern end seats the king and the major nobles who have very ornate carved wooden thrones.

King Rrullka is a powerful looking badder, although with greying fur around his face.  He is missing his left eye: in its place is simply fur.  He wears a cloak of deep purple.  A duralloy septure (it looks like an ornate mace) sticks upright out of a slot in the floor next to his right hand.  He sits back in his throne and looks upon you with a steady narrowed eye.  Sir Cyr, fully armed and armored, stands behind the king to his left.

To the king’s right sits a younger badder, who is leaning forward and looking restless.  He has shoulder plates and gauntlets made of silvery blue duralloy.  Even further right sits Lord Frall, who sneers at your group with yellowed fangs.  Mortiere the skunk stands behind them.

To the king’s left sits a heavyset badder who wears clothing made of green suede and cloth and a brown leather tricorn hat.  To his left sits a strange looking badder: He wears a simple robe of white cloth upon which many runes have been written in black and red.  He has tarnished gold bracers and a torc around his neck.  His eyes are an eerie milky white.

(See turn 2-27, May 2010 for a good summary of the issues at hand)  The king speaks:  “Aktonites!  Sir Cyr brought you my demands a moon ago.  They have not changed.  What is your response to the treachery you showed Lord Frall and his brave warriors?”

Adventure Two, One Hundred Forty Third Turn

Sarka, transit from Sir Cyr’s den to The Royal Court, Klos 20th, 350AC, 9:20  (underground, 65/72 degrees, half moon)

[audio:https://gwevolution.netfarious.net/wp-content/uploads/2012/05/anthem01b.mp3|autostart=yes]

Like many times before, your group is surrounded, and led through Sarka.  You march back across the bridge to the central keep, then through the keep and along a new bridge that heads toward the south wall, above Sarka’s main cavern.  The bridge ends at a solid looking 3 meter high metal gate.  Arrow slits are cut into the stone wall next to and above it, and you can see badder archers peering down at you.  As your host approaches with beating drums and blaring horns, the gates swing open smoothly and silently, and you are marched through.

The gatehouse contains another garrison of badder soldiers.  Hoplites are lined up shield to shield, 1 row on either side of the passage, forcing your group to walk between them.  Archers sit on fortified balconies and aim down at you.  Looking down the tunnels to the west and east, you think they are probably used for barracks, and/or to operate and defend the gate.

You are marched into a large chamber and immediately sense it is warmer and muskier than outside.  Large metal lanterns, fashioned into chandeliers, hang from chains above, making this room brighter than most.  The stone walls and support columns are decorated by tapestries, flags, and shields.  Badders, dressed in finery (colored cloth, leather, and jewelry), stand or sit in carved shruden chairs around the periphery of the chamber.  Several servants (plainly clothed badders) are carrying mushroom cap tables out of the room into a side chamber.  You can smell that food was recently served.

Part of your escort moves through the room and reinforces the soldiers already here.  The rest of them, along with the robed yellow-eyed badder, bring you to the center of the room where you finally halt.  The robed one kneels, and says, “My king, here are the Aktonites, as you demanded!”

Along the southern part of the room sit the nobles of Ukrul, including King Rrullka and Lord Frall.  I will start a new turn and describe them in more detail, hopefully by the end of the holiday weekend (no time now).

Any fruit to declare?  ANY FRUIT??!!

Adventure Two, One Hundred Forty Second Turn

Sarka, Sir Cyr’s guest quarters, Klos 20th, 350AC, 9:05  (underground, 65 degrees, half moon)

[audio:https://gwevolution.netfarious.net/wp-content/uploads/2012/05/cromtheme.mp3|autostart=yes]

Ragnor opens the door and sees an impressive amount of duralloy armor, glittering in the lantern light.  A host of badder hoplite warriors in their red cloaks are lined up outside.  They have well armed and armored infantry support staff, who seem to be holding the lanterns, pounding on drums with their powerful paws, and blowing metal horns.  The yellow eyed robed badder is standing just outside the door flanked by two hoplites.  He grins in a wicked show of sharp teeth.

“Rrullka, king of Ukrul, defender of Sarka, conqueror of the northern wastes, demands your presence.  You will come with us now.  All of you.”

Ozzul makes a hand motion, and Yorva and Nevlok pick up the chest containing the offerings.  Zarr’s eyes dart about as his hand rests on his knife sheath.  Bren stands with clenched fists.

Adventure Two, One Hundred Forty First Turn

Sarka, Sir Cyr’s guest quarters, Klos 20th, 350AC, 9:00  (underground, 65 degrees, half moon)

[audio:https://gwevolution.netfarious.net/wp-content/uploads/2012/05/morgenbangen.mp3|autostart=yes]

You eat the food, clean up, and settle in for the night.  Corporal Ozzul, who still seems a bit paranoid from the recent events, has each soldier take a shift on watch, leaving your wounded group to sleep.

Arvak gains another 38 hit points due to the yert ep oil he applied (50% used), plus 5 for natural healing.  He is at 131 hit points out of 151.  All mutations available again.  The metal spike he threw during the combat is officially gone.  All of his mutations are available for use.

Zeebo gains 4 hit points due to natural healing.  He is at 67 hit points out of 102.  All of his mutations are available for use.

Phallon gains 5 hit points due to natural healing.  He is at 51 hit points out of 148.  His loyalty touch mutation is now available, along with the rest of his mutations.

Ragnor gains 4 hit points due to natural healing.  He is at 40 hit points out of 117.  His life leech and regeneration mutations are now available along with the rest of his mutations.  (Let me know if you want to use any of the 4 regenerations available for the day!  Also, are you still in wolf form?)

After a long period of rest and sleep, Grerah returns with a new platter of food: various multi-colored mushrooms, a mound of yellow paste, and assorted steamed white chunks (probably bug, looks like pieces of lobster meat).  Those of you not very enthusiastic about the meal are happy to see what looks like a half dozen small roasted birds.  If only there were more…

About an hour after the meal arrives, you hear the rhythmic pounding of drums out in the hallway.  Then a blast from what sounds like horns.  There is a pounding on the main door.

Adventure Two, One Hundred Fortieth Turn

Sarka, Sir Cyr’s guest quarters, Klos 19th, 350AC, 16:30  (underground, 65 degrees, half moon)

Phallon looks over himself and his equipment.  His plate vest has a large gouge in the center (it will be at -1AC at the start of next adventure if it doesn’t get repaired, which can happen between adventures).  And of course his worst wound is in the center of his chest.  He is at 46 out of 148 hit points.  His other equipment, which mostly remained behind, is fine.  Nothing seems to be missing.  Now he has a badder mace and crossbow, so even more choices!

Ragnor regenerates as much as he can.  He gets two more rolls today, white results will be re-rolled until success or absolute failure.  (11): 40 9 = blue50 0 = blue.  12 hit points regenerated, up to 48.

Sir Cyr’s servant, Grerah, returns with a tray of food.  A handwritten note on the tray, in trade tongue, says:  ‘You were invited to eat with me tonight, but now king forbids.  He will summon you in the morning, rest well and good luck.  -Cyr’

Any other actions tonight before going to sleep?