Monthly Archives: October 2008

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…

Turn 15

Phallon sidesteps to his right, and fires his pistol at the shroom (col 8): 80 3 = green hit.  BD14-4AC = 10×2 = 20 points of damage.  It looks not well.

Zeebo readies his bow, and uses telekinesis (col 12): 2 3 = white result.

Arvak smashes it with his hammer (16): 9 5 = orange hit.  BD14-4AC = 10×4 = 40 points of damage.  It is dead and crushed to a pulp.

Ragnor blasts its carcass with his shotgun (col 20): 30 6 = green.  BD18-4AC = 14×2 = 28 points.  Its remains are blown all over the floor and wall.

The hall is full of smoke and your ears are ringing.

Combat is over (for the moment).  Your move…

Turn 14

Ragnor fires his shotgun at shroom #1 Col 20 (rank 7 x2 for shotgun skill +1 for skill level, +2 DX mod, +3 for general shotgun bonus): 90 2 = orange hit.  Damage is BD18 – 4AC = 14 x 4 = 56 points of damage.  The stoo shroom is dead beyond a doubt, chunks of it are sprayed down the hallway.

The surviving shroom #2 attacks Arvak with its spinning blades (col 11): 70 6 = green hit, +1RF up to a yellow.  Damage is BD10 – 4AC = 6 x3 = 18.  Arvak’s kinetic negation (12): 5 5 = blue so -3 hp.  Damage is 15hp.  He is down to 60 hp.

Phallon, unfortunately fires his pistol a second late into the already dead shroom #1 (col 8): 70 3 = blue result.  BD14 – 4AC = 10 more hp it didn’t really have.  Oh the carnage!

Arvak strikes shroom #2 with his hammer (col 16): 6 2 = green.  BD14 – 4AC = 10 x  2 = 20 points of damage.  Save vs. slam (10) 50 9 = blue.  Shroom is knocked into the floor (central stalk bends and bounces off ground), stunning it.  It will lose initiative next round and be at 1/2 columns for actions.

The laser defense system opens fire on something outside the base.   Dr. Zeebo comes rolling/diving through the front door, his coat smoking from a new burn hole.   (Yes, the whole party is finally together!)

Initiatives

  • Phallon: 0 (automatic win)
  • Zeebo: 9 + 2 = 11
  • Arvak: 4 + 1 = 5
  • shroom: (automatic loss), tie-breaker 4
  • Ragnor: 1  (automatic loss), tie-breaker 2

What do you do?