Category Archives: Old Calendar Events

Turn 25

Ragnor and Arvak advance into the room, and head to the left of the door.  Phallon follows them slowly, pistol at the ready.  Zeebo stands at the east side of the doorway, bow ready.  The shrooms have not shown themselves, yet.

Next move?

Turn 24

Middex Armory: Klos 4th, 350AC, 0940.

Ragnor reloads a shell into his shotgun (clack), and aims at the doorway.

Arvak moves up next to him, hefting a metal spike.

Phallon hops over the desk, and moves up into the doorway.  The two shrooms are no longer in view (must be behind all the desks and garbage).  None of them are spinning their blades, so the room is now fairly quiet.  Most of the heros hear the ringing sound that remains after being close to gunfire.

Zeebo (no action declared) continues to aim his bow at the doorway.

What now?

Turn 23

 

Ragnor fires his shotgun at shroom 1 (-2CS for partial cover so at col 18): 40 0 = blue.  BD 18-4AC = 14 points of damage.  Its peppered with shot, and some chunks of it pop off into the air.  Ragnor advances to the desk.  This side is too high to casually step up.  He would have to spend a turn climbing (without being able to use the shotgun), although he can also now aim his weapon over the top of the desk without penalty.

Arvak and Zeebo wait for the shrooms.

Phallon sidesteps and mental blasts shroom 1 (10): 60 2 = blue5 points of damage.  That shroom doesn’t look so good.  He realizes its the same one he burned with hands of power previously, thanks to the scorches on its “wheelcaps”.

The shrooms both zoom off to the east and out of the doorway.

What now?

 

Turn 22

Phallon moves up next to Arvak.  Ragnor holds his ground.  Zeebo moves back into the room.  The two shrooms are waiting near the doorway and charge him.

Initiative:  Zeebo 6 + 2 = 8, Shrooms 9.   Zeebo attempts to dodge (13-1 nausea = 12): 7 1 = green.

Shrooms try to slam Zeebo between them.  Shroom 1 (11): 10 0 = white.  Shroom 3 (11): 80 2 = green.   Zeebo just dodges out of the way, back into the room and towards the end of the desk.  Shroom 3 has to make a second attack roll against Shroom 1 (11): 10 4 = white, so doesn’t slam the other shroom by accident.

The shrooms come to a dead stop near the doorway (see map).  Arvak cannot see them at his current position.  Phallon can see just a crack into the room and saw shroom 1 move by.  He could sidestep and probably see it fine.  Ragnor is lined up nicely.  The shrooms are about 10 meters away from him, but partially obscured from his view by the metal desk.

Rest of PC’s initiatives for the turn:

  • Zeebo would go first, only for speaking or a mental action (due to Dual Brain)
  • Ragnor: 8 +2 = 10
  • Arvak: 8 +1 = 9
  • Phallon: 6 +2 = 8

What now?

Turn 21

Zeebo advances into the north room.  The foul smell gets worse and he gags a little (still at -1CS).  He cannot see the shrooms but knows from the noise they are making that there are several.  One of them must be behind some desks to his left (closest and loudest sound).  He uses life leech:

Shroom 1 in range (col 9-1 for nausea = 8): 4 1 = white

Shroom 3 in range (col 8): 2 5 = white

Phallon also in range (col 8): 3 3 = white.  Phallon can feel a cold tingle from the attempted “attack”

Arvak would be in range, but the attack is blocked by the solid wall between them.

Shroom 1 and 3 come wheeling out from behind cover, heading at Zeebo.  Zeebo turns and runs/dodges back into the security room (dodge 12): 6 8 = green.  Everyone else gets ready to attack, but the shrooms do not advance into the doorway (again, no one can see them presently).

What now?

Turn 20

Ragnor moves up to the entry of the next room and looks inside.  This room was once some sort of office, but now the furniture (desks, computers, office supplies) has been knocked around, knocked over, and broken up into pieces.  A pool/puddle of clotted blood and shredded bodies oozes from a doorway on the room’s west wall.  Bloody wheel tracks lead from this puddle to all parts of the room.  The foul odor of death is getting much stronger here.  Ragnor sees three stoo shrooms waiting along the walls of the room.  Their eyestalks are looking around and many of them now focus upon him.  All of them are behind partial cover.  #’s 1 and 3 are about 8m away.  #2 is about 15m away.

Phallon moves around to the far side of the desk.   There are no people, creatures, or bodies on the other side.  Just a knocked over chair, and blood all over the keyboard and a computer monitor that is built into the desk (its turned on but obscured by blood).  There are also a number of broken ceramic pieces on the desk.

Arvak puts his keycard into the slot.  DING the red light turns green.  He retains the card.  As previously stated there is an open button and a close button at the control panel for the door.

Zeebo does nothing.

 

What do you do?

Turn 19

Phallon moves up to the desk (and is joined by Dr. Zeebo a few moments later): It looks very sturdy.  There is a counter (about a foot deep) running along the outer edge (your side) of the desk.  You look over this counter at the lower desk space.  A control panel is set into the desk (Dr. Zeebo recognizes it as a computer keyboard, Phallon may not have seen/used one before?).  It looks like there are some panels in front of it which you can’t really see from your side.  Drops of blood are splattered over the keyboard and desk top.  A few chairs have been knocked over on the far side of the desk.

The room to the north looks like it was an office, but the desks and their contents have been knocked all over the room.  Very chaotic, no more details available this turn.

Ragnor checks the door:  The door is metal and is constructed to slide open to the side.  The control panel has an open button, a close button, the card slot, and a light panel.  He remembers that the panel glows green if a door is “unlocked”, but glows red if it requires a security card.  It is glowing red = “locked” unless you insert the appropriate card.

Arvak stands guard.  The smell is much reduced with the piece of cape over his nose, although he still feels a little “off”.  It occurs to him that he must look like a masked hero or villian now.  He probably wouldn’t be able to hide his identity this way, unless there are other nearly 8′ tall bipedal horse new animals running around.

What do you do?

Turn 18

Ragnor creeps up the east wall (followed by Phallon and Arvak) as Zeebo aims his bow down the hallway.  Ragnor peers around the corner (awareness roll).  The room is about 8 meters wide, and there is a door in the south wall with a security card slot on its right hand side.  There are a few blood-streaks on the door.  On the floor, the thin streaks of blood continue around the metal counter (which you can see is some sort of desk), but the footprints become jumbled and are arranged all about the room.

The further you move down the hallway, the more you can smell an odor of decaying flesh.  For Arvak, Phallon, and Zeebo, this smell is too familiar.  It triggers an especially powerful gag reflex in Arvak and Zeebo, who need to make MS saves.  Arvak (col 10): 0 9 = white.  Zeebo (col 8): 1 6 = white.  Both feel a bit nauseous and are at -1CS to actions.

What do you do?

Turn 17

Ragnor moves up the hall.  His stealth roll (col 9): 10 4 = white result.  Looking around the corner, you see the hall continues north about 8 meters, then opens into a room.  The bloody streaks and footprints lead into the doorway and to the right.  A sturdy looking metal counter sits in the room and is about 1.3 meters tall.  There is a doorway behind it leading into another room, although the counter blocks most of your view.

Zeebo and Phallon are moving up the hall.  Arvak stays where he is.

Nothing else moving in sight.  No noises other than your footsteps on the hard floor.

What do you do?

Turn 16

Ragnor loads a few shells into his shotgun, and everyone moves forward into position.  Ragnor and Phallon look around the corner and down a 10 meter hallway that then turns to the left.  It is lit by glow panels in the ceiling.  (Awareness rolls) There are some bloody streaks on the floor, as well as some bloody humanoid boot prints.  Phallon can see that whoever made them was walking down the hall, heading deeper into the base.  Arvak stands just next to Phallon with his hammer ready to strike.  Zeebo (unable to get to the corner and not wanting to walk into the arc of Arvak’s hammer swing) moves up the center, bow ready to fire.

The planar portal is gone.  Arvak’s precognition will now be functional.

What do you do?  It may be helpful to give me a default marching order for halls & what you do at the next corner…