Author Archives: Nate

Adventure Two, Thirty Ninth Turn

Boztun Badlands, Klos 17th, 350AC, 9:02  (overcast, 37 degrees, crescent moon)

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[audio:https://gwevolution.netfarious.net/wp-content/uploads/2010/07/ds2sound.mp3|autostart=yes]

The worm-like creature contracts down, then launches itself airborne (like a spring) at Zeebo.  Zeebo dodges.  Phallon must win initiative by 2 to fire before it hits Zeebo (since he can’t see it until its already airborne = hardly any reaction time).  Phallon = 8 + 2 = 10.  Zeebo = 9, tiebreaker 9.  Worm = 9, tiebreaker 8.

Zeebo dodges (13): 8 2 = yellow.  The worm attacks (11): 50 3 = blue so misses.  Phallon tries to shoot it out of the air.  -1CS due to its small size (7): 80 6 = green hit.  BD 14 -7ac = 7 x 2RF = 14 points of damage.  Small bits of tough fibrous worm pop into the air.  There is some black slime discharge, but not actual blood.  It hits the ground near where Zeebo was just standing and shakes.  Zeebo can see it has small appendages like a salamander and its still alive, its energy disk continues to glow.  The snow around Zeebo starts to glow an eerie blue, and two more of the worm creatures burrow up from beneath.

The rest of the group sees the worm attack, but when it lands its obscured by the man’s body.  However, they all see the general blue glow from the snow (again, mostly on the far side of the body).  Bren yells out “Ice Worms!  They’re tough bastards and’ll melt yer flesh just like it was snow.  Zarr, flank.”  Bren hefts his crossbow and starts heading around to the left of the body.  Zarr nocks an arrow into his short bow and trudges off to the right.  The other soldiers grip their melee weapons and Ozzul glances at Ragnor and Arvak.  “Go in, or pull out the doctor?”

Initiative

  • Phallon 8 + 2 = 10
  • Zeebo    5 + 2 = 7
  • Ragnor  3 + 2 = 5
  • Iceworms 1 = automatic loss, tie breaker 8
  • Shadow Squad 1 = automatic loss, tie breaker 4
  • Arvak 1 = automatic loss, tie breaker 3

2-39

Declare your actions.

Adventure Two, Thirty Eighth Turn

Boztun Badlands, Klos 17th, 350AC, 9:00  (overcast, 37 degrees, crescent moon)

[audio:https://gwevolution.netfarious.net/wp-content/uploads/2010/07/x-files.mp3|autostart=yes] 

Zeebo crunches up through the snow towards the humanoid as everyone else watches quietly.  Phallon covers him with his heavy pistol.  As Zeebo nears the being, he can see that it appears to be a slender true man (as far as he can tell), lying on its side with its back facing Zeebo.  Its legs are spread like a pair of scissors, but both arms are stretched out in front of it (away from Zeebo).  It appears to be wearing tattered furs, with the fur on the inside and the leather on the outside.  Its hair is medium length and brown, and gathered up in some sort of ponytail behind its head.  Powdery snow has blown up onto parts of the body.  Nearby is some sort of complex twisted metal object maybe 2 to 2.5 meters long and less than a meter wide.  Its lying flat and half covered over by snow.

Zeebo is now about 5 meters from the being.

 

2-38

Adventure Two, Thirty Seventh Turn

Boztun Badlands, Klos 17th, 350AC, 7:30  (overcast, 35 degrees, crescent moon)

[audio:https://gwevolution.netfarious.net/wp-content/uploads/2010/07/deathstalker.mp3|autostart=yes]

The current proposal is to travel between Middex and Ack, then if nothing happens to head towards one of the badder towers, thus avoiding the area of Big Ax.  Bren wipes some sweat off his brow, highlighting his thin ratty hair and stubble (plus he sweats at 35 degrees?) and says, “Yeah, that makes alotta sense, no use gettin’ near the pissed off chowzers.”  He looks at Zarr, who nods.  They fist bump.

With no other options proposed, your group heads out of Fort Akton (through the gatehouse watched by the High Plains Drifters who cheer, and wish good luck, especially at Yorva who was taken from their squad for this mission).  In a deja-vu moment, you head back down the path in the early morning, just like you did two days ago.  The difference:  you break off from the path and head north-northeast along the river towards Middex.

Bren and Zarr walk a bit ahead of the rest of the group.  Yorva and Nevlok carry the chest of ‘booty’, each holding onto one of its metal handles.  Your group is probably about halfway to Middex when the scouts abruptly stop, and Zarr holds his fist up into the air.  Bren hunkers down and creeps back to the main group.  “A humanoid is lyin’ down a bit ahead of us.  I think its either restin’ or dead.  Its not movin’, not hidin’ real well, and a bunch of stuff is scattered ’round it.  So our move.”

 ukrulmap21

Your party is at the blue X on the map above.

Adventure Two, Thirty Sixth Turn

Boztun Badlands, Klos 17th, 350AC, 7:00  (overcast, 35 degrees, crescent moon)

[audio:https://gwevolution.netfarious.net/wp-content/uploads/2010/07/missionimp2.mp3|autostart=yes]
 
The next morning you gather on the grounds of Fort Akton near the flagpole.  Five akton soldiers have been pulled from various squads and are now assigned to your group.  The only true man of the group steps up to Ragnor and salutes, “Corporal Ozzul reporting for duty, ambassador!  Shadow squad is assembled and ready.  We have orders to follow your commands as if you were our sergeant for the remainder of this mission.”

Shadow Squad

Corporal Ozzul             true man, age 24, homeland: lillmore

AC 3, 69 hp, HD 12, Mv 24   

studded leather armor, spiked club (10), crossbow (10) w/ 20 bolts

 

Yorva                           sleeth female, age 18, homeland: nash

AC 3, 65 hp, HD 18, Mv 24, plant control 4, precognition 7, telepathy 9,

            total healing 5, cloak, combat rifle (15), 3 clips (24 rounds), broad sword (10)

 

Nevlok                         alzwellian male, age 18

AC 3 (sonics ½, -1RF vs blunt, +1RS vs slam/stun)

82 hp, HD 14, Mv 20, poison immunity 10, slow metabolism 6 (-3 init),

ceramic armor, orlen saber (10)

 

Bren   (scout)                altered one male, age 27, homeland: lex

AC 2, 41 hp, HD 8, Mv 25, current control 11

beta cloth, broad sword (9), crossbow (11), 12 bolts, choking/blinding

powder packet

 

Zarr     (scout)               altered one male, age 20, homeland: wachu

AC 2, 35 hp, HD 10, Mv 26, empathy 11

            beta cloth, short bow (10), 20 arrows, knife (5)

 

 

“We have the supplies here for the badder king.”  He gestures to yorva and nevlok, who carry over a chest.  The chest is made of dried popple stems (it looks like a cross between wood and wicker) with metal hinges and latches.  They open the chest to reveal:

  • the official proposal to the badder king inked on papyrus-like fibers, rolled and sealed with wax (written by presidents and Ragnor)
  • 125 domars
  • 5 duralloy ingots
  • a pair of “presidential goblets” 1 metal with a ceramic akton stamp, 1 ceramic with a metal stamp (picked by Phallon)
  • a 10cm high acrylic pyramid with metal edges that can glow via LED lights (picked by Zeebo)
  • a pendant made of ceramic and colored glass

Bren and Zarr walk over.  Bren gives a sneer-like smile of crooked teeth, “No sense gawkin’ at what’s not ours.  Too bad you guys gotta carry it, but that’s why you’re the brawn.  Zarr, the map.”  Zarr silently shrugs, opens his pale fur coat (showing off some beta cloth underneath) and pulls out a square of paper.  He unfolds it, points to the spot marked ‘Fort Akton’ and looks at everyone.  Then he slides his finger north along the map.  Bren: “That’s approximately where we’re goin’.  The area is thick with badders and their ilk, plus some potential badlands critters wakin’ up from a long winter’s sleep.  The shlack won’t be active and stabby (Zarr points to the shlack fields on the map) but its still sharp if you walk into it.  Which way ma cap-ee-tahnz?”

 ukrulmap8

Adventure Two, Thirty Fifth Turn

Boztun Badlands, Klos 16th, 350AC, 9:00  (clear, 28 degrees, crescent moon)

[audio:https://gwevolution.netfarious.net/wp-content/uploads/2010/07/missionimp.mp3|autostart=yes]

After eating breakfast, Norman glides up to your table.  “The Presidents will see you now.  Please follow me.”  You are led back to the presidents’ meeting room and settle around the table.  Both Gaal Lont and Ramil are present, sitting across from each other at the far end of the table.

Gaal Lont gives a tight smile, and slowly taps his fingers on the table, “Gentlemen, looks like you had a quick trip, but not a quiet one.  I’m afraid your original mission will have to be postponed.”

Ramil stands, and paces a bit as he speaks, “We don’t know enough about the badders.  Between reports from the Lex and Klintok tribes, and from what our scouts have seen, the badders are based out of a shroom forest to our northeast.  But their communities are below ground, and thus hidden.  I’m not going to take those burrowing jerks at their word and surrender to an imaginary army.”

Gaal Lont: “What we propose is this:  your group will journey into Ukrul and seek audience with the king or his representatives.  Ragnor, you will present the idea of having the king visit here, instead of our group going there.  Just as you suggested.  We can draft up an official proposal with the proper wording he would want to hear.”

Ramil: “But the real mission is to find out everything you can about the badders.  Where they live, how many, how their society functions, what goods they produce, their true military power.  We can send a few of our scouts with you to help map what you find.”

Gaal Lont: “So that’s our initial plan.  Do you have any input or suggestions?”

Adventure Two, Thirty Fourth Turn

Boztun Badlands, Klos 16th, 350AC, 8:30  (clear, 28 degrees, crescent moon)

[audio:https://gwevolution.netfarious.net/wp-content/uploads/2010/06/blackadder1.mp3|autostart=yes]

 

Arvak and Zeebo head out of the Champion’s Tower and back to the Bunker.  Phallon (no input last turn) stays at the tower, perhaps resting as per healer’s orders.

The armored doors are now open, and guarded by Akton soldiers.  They let you pass, and you soon find yourselves in the Great Hall.  It looks like you are at the tail end of a large meal: servants scuttle around picking up plates and utensils.  Eating some breakfast at the large communal tables are various servants, Crazy Dave in his wheelchair, and Ragnor.  A clunky robot stands behind Dave, twitching occasionally.  There is a big serving bowl of some sort of porridge on the table with clean plates and spoons.

webbunker1

Two soldiers guard the northern door into the senate chamber and presidential offices.  One is an altered one in studded leather armor, the other is an alzwellian wearing ceramic armor.  Both are armed with two handed orlen sabers.

Ragnor’s Thirty Third Turn

Boztun Badlands, Klos 16th, 350AC, 7:30  (clear, 28 degrees, crescent moon)

Ragnor quietly heads out of the Champion’s Tower while the Healers start to prepare the tissprot elixir.  Arvak and Phallon await their treatment, while Zeebo is watching the Healers and taking notes.

You head to the Bunker, and this time the metal doors are open.  The guards there obviously recognize you and let you pass with a nod.  You enter the grand hall and find most of the bunker citizens (including many senators, President Gaal Lont, and a few army squads) having breakfast.  Gaal Lont seems suprised to see you, thinking you had left a day before.  With all the random people around, you request to speak to the government officials in private.

Not long after, you find yourself in the senate chamber, briefing President Gaal Lont and about half of the Senators.  President Ramil is away from Akton right now, but will be briefed upon his return.  According to the Constitution (written by Cal), the Presidents can decide on the details of any treaty or dealings with foreign powers.  The Senate would step in if the two Presidents cannot agree or compromise.  Also, the Senate manage the budget, so they can yea or nay funds that may be needed for payments, etc.

The basic info:  Akton’s official representatives (probably you as the ambassador, and other heros) need to visit the court of the badder king of Ukrul in one months time.   If not, or if an arrangement cannot be made, the badder army will invade.

Questions:  1.  What does Rrullka the badder king want?

                        2.  Do you propose any solutions?

Adventure Two, Thirty Third Turn

Boztun Badlands, Klos 16th, 350AC, 8:00  (clear, 28 degrees, crescent moon)

[audio:https://gwevolution.netfarious.net/wp-content/uploads/2010/06/mash.mp3|autostart=yes]

You sleep through the night.  Due to the previous days events, you sleep like logs and awaken after dawn.  Hit points and mutations have been updated.  Rations have been removed (Ragnor already had one removed, Zeebo realistically ate most of one before the chowzer stole his).

The healers have Phallon and Arvak return to the treatment area.  Apparently the tissprot elixir has to be activated before use.  Healer John Trapper and Moto remove a thick liquid from some sort of fruit or pod, then heat it for awhile.  Then they add some liquids and a powder to it, mix it, and heat it some more.  Finally it is allowed to cool.  They pour it into a glass flask, measure the amount, then divide it into four doses.  Each dose is taken to its patient, and small amounts are injected into the scar tissue where the serious burn damage occured.  Finally the remainder is swabbed onto the surface of the wounds and allowed to absorb into the body.

erlenmeyer-flask

It feels very warm, and the tissues are tingling, with a bit of dull pain.  (the tissues will re-grow and the hit points regained over the course of the morning, but I’ve already given them back on your character sheets)

What now?

Adventure Two, Thirty Second Turn

Boztun Badlands, Klos 15th, 350AC, 18:00  (dark, 30 degrees, new moon)

Your group heads back into the Champion’s Tower and seeks SANCTUARY!!  After looking at your wounds, the healers assistant brings you all up to the next level on the lift.  Then she goes to get Healer John Trapper.

webtowerpic

You spend the next few hours having your wounds tended to.  Phallon has a lot of arrow damage.  Ragnor has some substantial blunt trauma, although his regeneration makes it look like the damage was done last week.  Arvak has a pretty good shiner on his head (which caused the blackout).  Zeebo is the only one untouched.

Healer’s efforts on Arvak:  medicine roll (16): 9 3 = orange.  First aid (18): 8 7 = orange.  Arvak gains 20 hit points now, will heal 10 overnight.  If he rests for the next day, then he gains an additional 20.  Hit points up to 112.

Healer’s efforts on Phallon: medicine roll (16): 7 6 = yellow.  First aid (18): 4 5 = blue.  Phallon gains 26 hit points now, will heal 10 overnight.  If he rests for the next day, then he gains an additional 26.  Hit points up to 70.

Healer’s efforts on Rangor: medicine roll (16): 2 5 = white.  First aid (18): 4 6 = blue.  Ragnor gains 8 hit points overnight.

While Trapper John is cleaning and suturing wounds, his assistant Moto waddles up to Arvak.  The kooth (4′ tall bipedal ground hog) looks at him with his blue eyes, glances down at his clipboard and says, “Ahh ra-memba when you whas lookin’ fa somethin’ ta heal the tissue that burned awhile back.  That tissprot elixa is real expensive, ’bout 2000 domas a dose!  Howeva, that dose has tha powa ta grow back a seva’d ahm.  For what ya need, ya don’t need a full dose, nawp!  A fraction of it may do what ya want it ta!”

Basically, a 1/4 dose will heal 10hp of disintegration damage for 500 domars, a 1/2 dose will do 20 hp for 1000.  And a 3/4 dose will do 30 hp for 1500.  A full dose would regenerate whole limbs, organs, and all the hp you would need (up to GM decision, although at a certain point someone shouldn’t be able to live anymore with that much permanent damage!).

“Ahh could get’cha a dose and we could split it up, accordin’ ta whatcha need…”

Zeebo and Ragnor can stay in the overnight room.  There are three bunks there, with Moto sleeping in one of them.

webchampiontower

 

Is anyone going to do anything specific tonight?  Tomorrow AM?  Whats the plan…

Adventure Two, Thirty First Turn

Boztun Badlands, Klos 15th, 350AC, 16:40  (dusk, 31 degrees, new moon)

Your party strides forth across the room, exiting the the Champions Tower.  You head down a set of stairs, and continue downhill along a path into the center of Fort Akton.  Zeebo seems determined to be at the head of the group, followed closely by Arvak, then Ragnor, then Phallon.  It is very dark out (although Arvak may illuminate your way with his glowcube).  No one seems to be walking around, although a few people are up in the gatehouse, you assume they are soldiers standing guard.  You all head up to the main door of The Bunker, a pair of metal doors set into a large alcove carved from the side of Bunker Hill.  The doors are closed.

webfortofakton