Monthly Archives: June 2010

Adventure Two, Thirty Fourth Turn

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

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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.

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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)

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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.

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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.

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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.

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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.

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Adventure Two, Thirtieth Turn

Boztun Badlands, Klos 15th, 350AC, 16:30  (dusk, 31 degrees, new moon)

The four of you step out of a shimmering portal, and into a hall of stone and ceramic.  Its high ceiling is supported by four columns.  The center of the room is slightly depressed from the edges, like a shallow pit.  Metal chains hang from the ceiling and attach to a platform just ahead of you and to your right.  The room is lit by several silvery glow plants in pots.

In the center of the ‘pit’ is a young man wearing duralloy plate armor (no helmet).  He is armed with a long metal staff, each end covered with a smooth dark material.  As you step through, the man’s back is to you and he appears to be guarding an entrance on the far side of the room.  However he quickly pivots to face you and stands at the ready.  He has dark eyes and tightly curled hair.  “Ohh!  Uhh, have you sick or wounded?”

A young true woman, of average height, overmuscled (for the average woman), is sitting on the edge of the platform.  She wears a short sleeved shirt and pants made of a fine light blue material, and wears a canvis pack on a belt.   As you enter, she quickly stands to her feet and looks at your group.  (Arvak, see your private post)

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Adventure Two, Twenty Ninth Turn

Boztun Badlands, Klos 15th, 350AC, 16:20  (dusk, 31 degrees, new moon)

Grullhar puts his hand to his waist and adjusts a pack that had slid behind him (like a giant fanny pack) to his hip.  He opens it, and stashes the necklace, swiss army knife and domars inside.

Zeebo looks at his stuff.  The backpack has bits of hay stuck to it.  It is missing the rations, packet of seeds, and matches.  The chemistry set is now minus one of its small bottles, 3 syringes (broken glass remains, no sign of the needles), and the spray bottle (missing).  Your equipment is updated.  Your microscope is safe back at Akton.

Grullhar motions to the chowzers, and the group walks off into the darkness.

What now?

Adventure Two, Twenty Eighth Turn

Boztun Badlands, Klos 15th, 350AC, 16:00  (dusk, 31 degrees, new moon)

Sir Cyr makes another growling noise, and he and his 3 chowzers retreat northwards.  Grulhar starts talking loudly with Cyr, while gesturing wildly and shaking his ax.  Cyr looks cooly up at him and speaks in soft snarls.  Grulhar glares at your group with his red eyes, and says, “Badder king wait to talk.  You walk my lands this moon, we gnaw you to bone!  Weeekee che kraa ep!

The entire group of rodents start to leave.

Experience – post turn 2 to turn 27.  I’ll detail the points here.

Arvak = 12 XP.  7 for exposing chowzers hidden in snow, 2 for glow cube use, 6 for grenade damage, -3 for not contributing to turns (not including when KO’d).

Phallon = 39 XP.  2 for interactions with Silas, 13 for fear generations/astral walk and reclaiming hammer (get +1 for 00 roll), 10 for loyalty touch (which turned the tide of battle from certain defeat to victory), 5 for stimdose use, 2 for parlay with enemy and Zeebo, 8 for damage in combat (mostly laser blast to choo wug), -1 for not contributing to a turn.

Ragnor = 50 XP.  5 for military training concept with Middex survivors, 12 for diplomacy (both to Middex and Ukrul), 2 for spotting bridge ambush, 5 for life leech use (without it you and then your friends would have fallen like cut wheat), 1 for 00 roll when defending, 2 for regeneration use (esp healing your arm), 1 for awareness of encumbrance, 24 for combat (killed a choo wug, and did lions share of damage on a chowzer slain by the other chowzer), -2 for not contributing (reduced from -4 as posted late on a few turns).

Zeebo = 20 XP.  5 for concept of integration of Programmers, 5 for deconite trial, 8 for combat (arrow damage to chowzers, hoops), 2 for consistent role-playing of pain in the ass character.