Category Archives: Old Calendar Events

Turn 8

The stoo shroom, now surrounded, picks it next target. 

  • 1-2: Phallon
  • 3-4: Arvak
  • 5-6: Wilhem (Bompa didn’t hit it, and is further away due to his very long arms, so not a target yet)

4, so attacks Arvak (col 11): 20 2 = white.

Arvak attacks with his hammer (col 16 -2 due to nausea = 14): 4 8 = blue hit.  14 – 4AC = 10 hit points of damage.  Shroom saves vs. slam (11): 00 5 = white.  The shroom is slammed backwards into the wall, and will be stunned 1 round.  Looks really unhealthy now.

Phallon uses mental blast (10): 40 4 = white.

Bompa and Wilhem both attack with their sabers.  Bompa (12): 80 4 = yellow +1RF to orange24 points of damage.  Wilhem (12): 40 2 = white, 80 4 = yellow18 points of damage.  The Shroom is hacked into multiple pieces and goes still.

In a calm yet urgent voice, Ramil says “Nelson, call in a cleaning crew.  Wilhem, help them dispose of that.  Arvak, Phallon, what do you know.  What are the facts?”

Turn 7

Phallon attempts Projective Time Distortion on the upper part of the room (col 10): 90 5 = orange result.  Stoo Shrooms 1,2, and 4 are slowed down to 1/4 their normal speed (until they leave that area).

Arvak steps over to Phallon, and both of them move quickly through the planar portal.  The slowed shrooms cannot follow, but shroom 3 is right behind you both, and through the portal.  It attacks Phallon from behind (col 11): 50 7 = blue result.  Base damage is 10 – 4 for armor = 6, attack is at +1 RF so 12 hp of damage done.  (now at 129 hp)

The two of you and the shroom pop out of the portal, back in the presidents’ meeting room.  The long table has been moved to the back wall.  President Ramil stands behind it, aiming his pistol towards the portal.  His assistant Nelson is also behind the table.  Wilhem and Bompa stand at each side of the portal with sabers posed to strike.  After you enter, they step forward and attack the shroom.

Bompa (col 12): 10 7 = white

Wilhem (col 12): 80 9 = yellow, 30 6 = white

saber hits for 18 points of damage, looks like that hurt it pretty bad

Ramil doesn’t have a shot on the shroom, he covers the rest of the portal and yells “What’s the situation!!”  The planar portal winks out of existance.

Initiatives

  • stoo shroom 6, then 0 tie breaker
  • Arvak: 5 + 1 = 6, then 2 tie breaker
  • Phallon: 3 + 2 = 5
  • soldiers: 4

What do you do?

(I’ll continue the post for the usual 5 day limit, but if we reach the end without everyone’s input, I’ll keep extending it through the rest of the month)

Turn 6

As the Stoo Shrooms attack, Phallon uses his sun ray hands on the first one entering the room.  Column 12: 70 2 = green.  A brillant cone of yellow light flashes from his hands, toasting the shroom for 24 points of damage.  It is charred all over, but still active.

Zeebo vomits all over his chin and chest as he tries to dodge.  His telekinesis (6 column due to vomiting): 2 6 = white.  His dodge (7 column due to vomiting): 0 2 = black.  The result?

  • 1-2: slips and falls into the muck
  • 3: injures self on something in the muck
  • 4: slips and slides through planar portal
  • 5: jumps into arvaks harpoon throw
  • 6: just looks like an idiot with bad dance moves

1 so he tries to dodge, slips and falls sprawling into the muck.  While retching.

The first two stoo shrooms roll up to Zeebo and try to shred him as he lies on the floor.  They get a +3CS to hit due to his being prone.  Shroom One (14 column): 60 4 = green.  Zeebo rolls displacement (column 9): 0 0 = red.  He disappears from the room with a nasty sucking sound.  (Todd, see your private post)

Shroom Three zooms through the room towards Arvak, its wheel-like mushroom caps sending guts flying (like a tire without mud flaps).  It tries to ram him at top speed (Column 11): 10  7 = white.  One of its “tires” must hit somthing in the muck, and it pops into the air, sending the shroom wide of its mark.

Shroom Four tries to turn a sharp bend and smack into Phallon.  (Col 11): 40 7 = white.  It skids up next to him.

Arvak, tracking the first shroom, lets the harpoon fly.  (Col 13 -2 for sickness = 11): 2 5 = white.  The harpoon clank-splats off the wall.  Your planar portal has 10 seconds left.

Combat turn 2  Initiatives:

  • Phallon: 0 = automatic win
  • Arvak: 7 + 1 = 8
  • Stoo shrooms: 3

Declare your actions (Todd, declare Zeebo’s on your private post).

Turn 5

Arvak, scarlet cloak wrapped around his nose, arms his harpoon.  His planar portal still has about 20 seconds left.

Phallon gets up.  He was able to keep his gun-hand clean, so the pistol is fine.  He uses his dirty hand to pick up what he tripped on.  Its a 1 and a half meter long heavy object, feels like metal, but you can’t see what it is this turn, as its coated in clot and tissue.  (IN check: 00 9 = white)

Dr. Zeebo tries to move quietly towards the door.  You can see some of the next room.  It’s some sort of office, but the desks are tipped over or askew.  Your CN save: 1 4 = white.  You start to puke, and will have to spend the next round vomiting like-this.  If you have to act, actions will be at 1/2 columns, and you’ll likely get vomit all over yourself.  Your stealth roll (which includes vomiting quietly): 1 5 = white.

Suddenly, a group of creatures come rolling into the room at fairly high speed.  Arvak recognizes them as Stoo Shrooms (Zeebo likely knows of them via description as the edible and poisonous mushrooms came from their cave.  Todd was using Skaane during that adventure).  Phallon has never seen them before.  They roll on wheel-like mushroom caps, which are fairly quiet until they splash into the muck.  They have long serrated blades attached to the central axle, which now start to spin like a lawn mower, creating a high-pitched humming noise.

Combat Begins  Initiatives are:

  • Phallon 9 +2 = 11
  • Zeebo 6 + 2 = 8
  • Stoo Shrooms = 7
  • Arvak 5 + 1 = 6

Declare your actions!

Turn 4

Dr. Zeebo will need to make a successful CN save each round to avoid immediately vomiting.  A black roll may be quite unpleasant.  gagging and choking back bile, he sidesteps into position.  As he does, he steps on something under the muck, which slides.  He has to make a DX check to avoid falling (reflexes – 2CS for nausea = 11 column): 7 3 = green result.

Phallon is pulling out his pistol and moving forward towards the door, when he trips on something heavy but also hidden within the mess.  His DX check is (column 8): 40 + 3 = white result.  He falls, his non-gun hand and knees spatting down into the tissue soup.  And it feels really warm.  And the smell is no better close up.

Arvak wraps his cloak around his face.  The planar portal still shimmers behind you all.  It will last another 30 seconds or so.  See private post for further information…

What do you plan to do this turn?

Turn 3

The three of you step through the portal, and into a room of horror.  You are standing in a 5 x 4 meter room that reeks of rotten decaying bodies.  You can’t see your feet, as you are standing in a shredded ooze of what used to be living beings.  It looks like a pulpy red, brown, gray and black mass of tissue braising in fluids and clotted blood.  The walls and ceiling are splattered with streaks of blood and dried chunks of tissue.  Blood is even coating the overhead glow panels, so the room is lit by an evil red light.  Normal white light is coming from the adjacent room (see map below).

office2

You all have to make willpower rolls to keep it together.  Arvak (MS save on col 10): 2 1 = white.  Zeebo (MS save on col 8): 5 0 = white.  Phallon (willpower talent so col 14): 40 5 = blue.

Phallon can manage to function ok, Arvak makes a CN save to keep from getting physically sick (col 8):  4 3 = white.  He is at -2CS due to nausea and is about to toss his cookies.  Zeebo (col 7): 5 0 = white.  Same goes for Dr. Zeebo.

So, what do you do now?

Turn 2

Arvak, Phallon, and Dr. Zeebo are preparing to quickly go to Middex via planar portal.  Apparently Ragnor did not show up to the meeting.  He has been having a bad week, as the full moon was only a few days ago, and perhaps decided not to go.  Having to meet with ones presidential successor, after only a month, could envoke hostility and rage.  It is possible he may show up at the last minute, hopefully before the portal closes.

What do you, the PC’s do?  Arvak, if you trigger your planar portal, let me know where it opens up.  My understanding of your order through it is Arvak first, Zeebo second (w/ arrow nocked & ready to fly), and Phallon third (although trying astral projection through it first)…

Adventure 1, Turn 1

Fort Akton: Klos 4th, 350 AC, 0900.  overcast.  cold.  moon is gibbous and waning.

 

The four of you (Ragnor, Arvak, Dr. Zeebo, and Phallon) are contacted telepathically by Nelson, the presidents’ aid.  In his high pitched creepy voice, he tells you that President Ramil requests your presence in his bunker office immediately.

 

You make your way to the main hall.  (Dr. Zeebo and Ragnor likely arrive from their rooms, Arvak and Phallon likely from outside the bunker, some of you might have already been here, lingering after a morning meal).  The hall is lit by a few smokey flickering lanterns.  Altered one servants are gathering up dirty ceramic plates and cups from breakfast.  The northern door leads to the Senate chamber and beyond to the Presidents’ offices.  Two soldiers stand guard here.  One is Wilhem, a four armed altered one.  The other is Bompa, who is 9′ tall.  Both are in studded leather armor and carry wicked looking two handed sabers, and pistols.  Nelson is awaiting you here.  He is a 4′ tall slim/slender altered one wearing pale fiber pants and a long ancient navy suit jacket.  When you are all present, he leads you into the Presidents office, signaling to a servant to follow.  Nelson seems to walk in an odd kind of glide, he doesn’t swing his arms and his body doesn’t rise or fall like most people.  Wilhem also enters and quietly stays to one side, his two sets of arms crossed in front of him.

 

You are brought to a meeting room with a long rectangular table made of alzwellian ceramic with the akton seal marked in the center.  President Ramil sits at one end.  There are various chairs (a hodge-podge of ancient ones) around the rest of the table.  The room is lit by a silvery glow from the white flowers of several potted plants.  The servant is pouring a type of mint tea (hot water weakly flavored with a type of dried mint grown in Conquered).

 

President Ramil is a 30 year old true man, who looks kind of like Paul Newman from Cool Hand Luke, except for some large scars marring his looks.  He wears a blue unmarked military-style tabard over a plastic armored vest.  Those sitting nearest him notice he is carrying several weapons on his belt.

 

Ramil says:  “Good.  You’re here.  Middex Armory is in some sort of crisis.  Our scouts found a starving and delirious Programmer crawling outside in the cold, near Conquered.  He’s being tended to.  He was weak and hard to understand, but apparently he was sent from Middex because they are hungry and have been attacked by monsters.  He’s unconscious now, so we won’t be getting any more info from him for awhile.  X-Squad is currently guarding the armory door, and our scouts are patrolling the area.  I’d like you four to investigate.  Your skills in scouting, combat, and ancient technology are top-notch.  Some of you have been inside Middex, and are known and trusted by the Programmers.” 

 

“Your mission would be to secure the installation from hostile beings, rescue the programmers, and preserve the ancient equipment within.  If the facility is fatally compromised, or uninhabitable, then the remaining population and equipment is to be transferred to Conquered.”

 

“Do you accept this mission?”

 

PLAYERS RESPONSES

 

GM proposal:  once a player is satisfied with his actions, conversation, etc, and is ready to move on to the next turn, he should end his message or send a new message containing the symbol: **.

 

If all players have done so prior to the timed end of the turn, it ends right then.  I can then begin the next turn.  If player A marks a message ** but then other players continue the round, then player A can jump back in, if the actions are conversation, untimed actions, etc.  This sort of thing will not work in combat or short action sequences.  What you declare there, is what you do regardless…