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    Ettin in the Playground
     
    Telok's Avatar

    Join Date
    Mar 2005
    Location
    61.2° N, 149.9° W
    Gender
    Male

    Default Return to Dungeons the Dragoning 40k 7e

    More of a game log than anything.

    Summer stuff has hit, the other GM has a 6 week job a thousand miles away, other people may or may not be able to make any given session, and we're looking at the end of a d&d 5e campaign soon. So I'm running prequels to my Dungeons the Dragoning 40k 7e game. Trying for shorter 'drop in, drop out' mini-adventures. First up is a converted OD&D adventure, The Devil's Quagmire, copyright 1980.

    Spoilers for length and copy pasta from my log text file.
    Spoiler
    Show

    ---- PC SECTION ----

    Mission:
    A tourist went and got lost in a swamp on Remanec, part of a "haunted places fright tour" package offered by a local small business. Its a new attraction by a small tour group; go into a swamp with high magical flux levels to visit a haunted temple. You're looking for our tourist, the owner/operator, assistant tour guide, and four other people went in. They're two days overdue back.

    Locale:
    A wonderfully overgrown swamp a 230 km hike from the nearest settlement. Average 80 to 110 meter tall trees, thick canopy, heavy underbrush where it isn't stagnant water, known quicksand, short lines of sight, extremely dimly lit at ground level, high temperatures and humidity. Its the bad part of the local jungle and -18% advanced technology on the VanHelsing-Hammer scale. There are several clearings in the jungle near the swamp where VTOL craft can set down, one of which has the tour air-raft in it. Within the swamp proper the local mana flux levels mess a bit with gravity sometimes and screw up non-visual sensors, those are blocked by the canopy anyways. Long range teleportation will be thrown off by up to 2% per target per teleport (low orbit 200km -> 200000m x 0.02 = 1000m possible displacement = d1000). You will be dropped off or teleported to any of the clearings you like and can return to any of them for shuttle or teleport pickup.

    OOC: FLYING & VEHICLE COMPLICATIONS CUT FOR LENGTH

    People:
    * Biffo Wang-Handy - our tourist, squat, male, slim build (for a squat), large scar across his nose, last seen with fanny pack (asthma inhaler, wallet, holdout bolter), comm-bead, heavy flashlight, bag of cookies, yellow shirt & brown pants.
    * Tour owner - elf, male, slightly stocky, habitually wears red bandannas and says "y'all" a lot. Last seen with a laser pistol, high power electric lantern, bug repellant, map, light tan clothing.
    * Assistant guide, gnome, nongender, muscular, wears lots of colored plastic bead strings, has an annoying laugh. Last seen with a shotgun, flashlight, backpack (med-kit, flare gun, bug repellent, maps, radio, water purifier, spare batteries, ammo, emergency rations), 3.2 meter long pole, dark green clothing.
    * Other tourists - elf male, halfling female, elf female, ork yes-gender, all with assorted personal effects, flashlights, and red tour group shirts with inverted swoosh badges on the left shoulder.

    Places:
    * Ruined Fort - Marked as point #1 on the map. It is a clearing in the swamp, made of crumbling white stone with half smashed walls. It is possibly inhabited but shaows no signs of civilization, rebuilding, energy signatures, or fires. Square and about 30 meters on a side, with 10 meter tall corner towers (one partially collapsed). The front wall is completely collapsed and there are three intact buildings along the remaining walls. Among several other collapsed buildings inside is a central 13 meter tall tower (last reported to be very unstable).
    * 3-sided obelisk - Marked as point #2 on the map. It stands in a very small clearing, worked obsidian, 2.3 meters across base sides, 8 meters high, old carvings, very high magical flux readings and definitely enchanted, undecipherable. Pre-colonization magical relic.
    * Ruins of Keeper House - Marked as point #5 on the map. At the edge of the swamp, it used to be an enchanted brick house that trapped some people in it in exchange for giving others magically enhanced safety on the swamp trails. Blown up 23 years ago as an uninsurable health hazard.
    * Black Rock Hill - Marked as point #6 on the map. An overgrown outcropping of dark stone with above average (even for the swamp) magical flux levels, +13% variability on the VanHelsing-Hammer scale. It is known to have several caves and will have a high probability of local wildlife lairing in it.
    * Web Patch - Marked as point #7 on the map. A large dark dome of webbing reported at the intersection of several trails. Known to be the lair of giant spiders. See the Wildlife section.
    * Haunted Battlefield - Marked as point #8 on the map. A large narrow clearing, above average magical flux levels, +6% creepy on the VanHelsing-Hammer scale, one of the tour destinations.
    * The Pole - Marked as point #9 on the map. A 6 meter high by 1.12 meter diameter enchanted iron pole attached to an enchanted iron chain trapping a minor daemon. See the Locals section.
    * Temple Gateway - Marked as point #11 on the map. This is the destination of the tour as it leads to a partially extra-dimensional path to the haunted temple ruin. There is a guardian daemon within the gate dimension that can allow or reject travelers. You can lie to it and say you're a pilgrim like the tour does or you can slog through the swamp to the temple.
    * Haunted Temple - Marked as point #12 on the map. The main destination of the tour, you should be able to see the 5 meter tall humanoid statue on the hill from the Temple Gateway. The exit gateway from the Temple Gateway is right in front of it and a doorway leads into the hill where the haunted temple ruin is. The tour's building map has been provided. One quicksand trap was disabled, several additional supports were installed, and a heavy grating was placed over the Chaos Pit to prevent people from falling in.

    Wildlife:
    * Giant spiders - at point #7, green, hairless, about 3m across with the legs and a 1.5 meter body, possibly intelligent, known to be attracted to shiny objects, estimated 4 to 8 creatures.
    * Giant frogs, toads, lizards, and leeches
    * Poison toads and large spiders
    * Animate plant masses

    Locals:
    * Criminal Gang - a small gang of criminals is believed to be inhabiting the swamp, possibly at the ruined fort or the temple. They possess small arms and have occasionally made trouble for nearby farms. Believed to be 4 to 8 people strong and ex-farm workers.
    * Primitive lizard-folk - a small village near point #3, 40-50 individuals, stone age tech with spears and clubs, hostile but not stupid.
    * Primitive frog-folk - a small village, uncertain location but on the east side of the swamp, reportedly worship a large ugly stone idol, stone age tech with spears and scavenged metal hand weapons, very hostile and rather stupid.
    * Chained Daemon - on the path at point #9, almost 3 meters tall, can create magical darkness, totally hostile and completely insane, gibbers and babbles, immune to bullets, lasers, and other ranged attacks. It can't get free and can't reach the edges of its clearing.
    * Haunted Temple Ghosts - at point #11, several intermittent and angry but weak ghosts of cultists and their sacrificial victims can appear in the temple. The tour operator figured out a way to trick or annoy them into reenacting a sacrifice scene. They have a psychological aversion to symbols of Order gods and can be frightened off with a good show and a souvenir light-up Pelor charm.

    Weather Forecast:
    25°C to 35°C, dropping to 20°C at night. Daily rain showers, 95% chance, likely in the mornings and evenings. No major storms expected by Weather Control for the next week.

    ---- CURRENT SYSTEM ----

    *** Sphere: Agra (1,1) ***

    Agra is a binary star tourism sphere with some modest resource, industrial, and agricultural exports, high technology imports, and a bunch of wealthy tourists. The Warp Gate and trade route mean its easy and safe to get to while the freeport and proximity to both the Illithid Dominion and the Core spheres means it sees a lot of mixed traffic. Mershemu is a small, lightly populated, desert planet roughly 5-6 days in at high speed and has the freeport for all your no-questions-asked trading. Khiishpur is a cold, toxic, lifeless, brew of chemicals not far from Mershemu that's "mined" for liquid minerals. That's the hotspot of employment opportunities these days. Remanec is the regular tourist resort, nice beaches and sunrises, a few other excursions and only 3-6 days in from the shell. Like many touristy worlds its good to be rich here and kind of a nuisance if you aren't. Salpinx is the weird extreme tourism & biologist destination 3-7 days in, you already know if that's where you're going or not. Ansithrama is the outer asteroid belt with a thri-kreen mining & manufacturing business that'll be a week or two in at regular speeds or you can reach the opposite end at high speed in about 8 days. The sphere is the usual coalition government of the local planets with varying degrees of representation and responsibility for the defense budget. Local space police are all running around in system defense boats and they do a decent job at keeping the overt piracy down.

    *** Planet 1: Mershemu ***

    Iron Fist Freeport or the starship graveyards are your destinations. I guess you could be someone wanting to play with the desert nomads, tiny subsistence farmers, or try starting up a little mine somewhere, but that's unlikely. Iron Fist is a Azhanti High Lightning Class ship-of-the-line that was damaged in combat, bought as scrap, and grounded to be the control tower of the freeport. It's run by a branch of the Tiao’Ohelot Cabal that left (or got kicked out of) the Webways and decided to settle down instead of going onto piracy. Respect orbital traffic control because they've got anti-meson cannons and photon torpedoes. Pay any fees they tell you to because they still have a couple of the the aerospace fighter bays and some decent pilots. The fees are pretty nominal anyways unless you're scrapping or salvaging a ship in the graveyards, then it's just 10% market value.

    Local laws important to PCs:
    * Not too many. Avoid random murder or theft. Don't stand next to people throwing **** at folks with guns. Pay the Tiao’Ohelot Cabal their cut and don't snark about the practically non-existent anyways landing fees. Bounty hunters, monetary rewards, and lynch mobs are the main "law enforcement" outside the physical port boundaries. If the Cabal feels the need to get involved in a ground fight they'll launch a couple drop pods with fellows in night-black hard armor, give everyone a single warning, then typically kill anyone who doesn't stop shooting. Once the shooting is over everyone troops back to the Iron Fist, spends a night in lockup, and faces a military-style tribunal interrogation-trial the next day. Refusing truth drugs or magic verification is considered an admission of guilt and the only outcomes are fines, exile, or death administered in the courtroom. It's all surprisingly fair and very efficient.

    Shopping:
    * Weapons, Armor, Drugs, Vehicles: Practically anything if you can find it. That'll depend on who brought what to the bazaar this week.
    * Information: The local data-net isn't. You have to actually talk to people like a primitive barbarian.
    * Services: Protection is gotten by hiring a bodyguard (there's a public jobs board) or renting storage space by the square meter in the Iron Fist's holds for a week or month at a time. Accommodations at the Iron Fist are anything from a naval bunk room bed & footlocker (cheap) to an up-furnished high officer's stateroom (pricy). Medical treatment is quite good, as the Fist's medbay wasn't stripped before being sold for salvage. The doctors are competent and the rates are reasonable, but there's no hospital rooms (see Accommodations) and they don't take insurance. Restocking facilities and a completely open market are available all the time. The Fist still needs everything a regular starship needs and without the engines they have lots of extra storage room. Installation and repairs however, are completely DIY.

    *** Planet 2: Khiishpur ***

    Owned and operated by <<TODO RESOURCE EXTRACTION CORP>>, this is a sealed work environment. On the harvester ships, in the refining domes, or at the docking orbital, it's a corporate working town. The wages aren't too bad, the rules aren't too nasty, and they always need more chemists or engineers. The planet itself is a dense atmosphere of hella-nasty and 90%-ish ocean of also-hella-nasty.

    Local laws important to PCs:
    * No guns, no swords, no armor, no fighting, no talking bad about the corp, no skipping work shifts without permission, no nuttin'. Don't break any rules in the employee handbook and you'll be fine. Punishment is having all your money and stuff taken away then being shipped to Mershemu with literally just the clothes on your back. For visitors it's illegal to import anything.

    Shopping:
    * You can pick up refined chemicals and liquid ceramics at the orbiting company station. They'll sell you fuel while you're at it. Do not try to sell anything to the employees or 'off the books'.

    *** Planet 3: Remanec ***

    Remanec is a nice tourist and agricultural planet. You're visiting for the "tourist" part.

    Local laws important to PCs:
    * No lethal ranged weaponry. No explosives. No vehicular weaponry.
    * Permits are required to import/export more than a few liters of chemicals, hunt or export any animals, and everything about vehicles. Importing animals & plants requires a 2 day quarantine, a vet check, and an official possible ecological impact assessment.
    * No large scale screwing around with addictive drugs or generally any illegal-type drugs at all.
    * No sonic booms are allowed under 20km of altitude. Air travel within 100km of town and over 50m of local altitude requires a call-in to the local traffic control station or a filed flight plan.
    * Outside of towns law enforcement has a free-fire shoot to disable policy. In towns law enforcement has a strictly nonlethal policy unless the perp uses lethal force. Dueling, registered bounty hunting, and non-enchantment magic use are allowed.
    * There are standard style local and regional jails of all sizes, criminal punishment is fines, imprisonment, and psych-adjustment unless you intentionally critically injured or killed people (then its just life in prison).
    * No large scale pollution or destruction of scenery is allowed. Environmental disasters & industrial accidents will incur life in prison unless you fully pay for the clean-up and rehabilitation.
    * Only Common drugs, bio-foam, & tranq are legal to purchase, possess, or transport outside of licensed medical facilities.

    Shopping:
    * Weapons: neelders, webbers, hunting rifles, shotguns, las rifles, assorted pistols, non-lethal weapons, generic basic melee weapons.
    * Armor: light & plastic man, flack with military and law enforcement contacts.
    * Drugs: Commons, bio-foam, & tranq all normally available.
    * Vehicles: All regular civilian vehicles, although hover & wheel modes are common while winged aircraft & walkers are kind of rare. Vans & Cargo Lorries are available in all modes. Bikes and bicycles of all forms are available, and air-rafts are popular. There are used amphibious walker/submersibles available from a fad about 20 years ago (no rentals).
    * Services: Good medical with a little magical healing available. Moderate cargo & shipping ($v.com per ton container). Tour and sightseeing guides & packages costing $uncommon and up.
    * Transport: No public transportation. Taxis are common, air, ground, and water.

    *** Planet 4: Salpinx ***

    Salpinx is not due to pass between the twin suns for a few more months so the resort is mostly shut down. The pretty-but-dangerous exploding the tube-trees are all dead and their seeds are just waiting for the temperature to rise enough to sprout. So you're either working the resort or on your way to one of the science bunkers to study bacterial mats.

    Local laws important to PCs:
    * Traffic authority at the starport is to be obeyed very carefully. Land here with a nice, hot, radioactive fusion torch drive and the surrounding countryside will come alive; hope your drive tubes cool down before the tube-trees gather enough energy to reproduce, because their explosively dispersed seeds will go through hull-metal at a hundred meters.
    * There isn't technically any other form of law here. The resort has a 'no fighting and no open carry' policy for guests and the scientists are more worried about having their research publications scooped than anything else. You'll most likely get kicked out if nobody murders you for whatever criminal breach of etiquette you committed.

    Shopping: Uh, not really except for resort stuff like meals and lodging at the resort. I guess you could try to interest someone in selling you a used armored vaccsuit or something.

    *** Planet 5: Ansithrama ***

    Ansithrama is an old exploded planet that's now an asteroid belt. The Ansithrama Industries corporation is a thri-kreen co-op of member-owners who mine, refine, and manufacture stuff from the asteroids. You're here as a buyer of metals and goods, seller of foodstuffs and high tech bits, a hired expert they can't provide themselves, or a loose archaeologist try to find and study one of the occasional fragments of ruins. All the general rules of asteroid belts apply; don't hit the one rock in the nearest hundred trillion cubic kilometers, respect other ships, report any high velocity debris you find or create, and no claim jumping.

    Local laws important to PCs:
    * Keep ship transponders on at all times, stay at regular maneuver speeds while within the belt, register any mining claim you want to make, no claim jumping, etc., etc. Just standard asteroid belt stuff.
    * No open carry in pressurized habitats and nothing armor piercing. No explosives.
    * No large scale screwing around with addictive drugs or generally any illegal-type drugs at all.
    * Bounty hunters, monetary rewards, and lynch mobs are the local law. Punishment is paying reparations or getting shoved out an airlock without a space suit.
    * You can keep anything you drag out of a ruin but you'll want hard documentation, like full continual video of the entire exploration, if it looks like a modern gee-gaw or chunk of metal from an asteroid.

    Shopping:
    * Weapons: Ansithrama Industries shatter guns, any personal stuff people might want to sell,
    * Armor: Sealed space-type armors are fairly common. Storm carapace used as a mining hardsuit and powered exoskeletons are readily available.
    * Drugs: If you aren't trying to deal in the nasty stuff then it's potentially available, although quantities may be small for anything but the common medical and recreational stuff.
    * Vehicles: Jetpacks of all sorts are available, as well as various short distance space haul vehicles. Used shuttles and space fighters might be available depending on who you know and how nice you talk. Space mining rigs are all over the place and available for rent.
    * Services: Ansithrama Industries will sell you crates of guns, spare parts, and metals, no problem. Medical services are mostly emergency care until you can be shipped to a planetary hospital, although they're dang good at treating space injures and insect-folk over anything else. Bulk cargo shipping is cheap but only orbit-to-orbit is available. A few scholars and retired relic hunters are available for hire if you have any questions on a ruin you found.

    ---- UNIVERSAL WIKI DATA ----

    1,1 Agra

    CUT FOR LENGTH

    ---- GM SECTION ----

    ** tower/fort **
    NW tower (hole) - Large Wild Dog, Large predator: L3, size 6 (3m), str con 4, int 1, else 2, init +4, acrobat sense 3k2, athletic 7k5, brawl 6k3
    hp 7, resil 6, ap 1, def 9, dodge 3k2, speed 12/70, mdef 15, resolve 4, dev 10, bite/trample 6k3 @ 7k3 R p1, IronJaw(con v 10+5/stun), Danger Sense
    E wall building - Ork Nob: level 3, size 5, str 5, con cha wis will 3, else 2, init +4, weapon command 7k4, shoot brawl 6k3
    athlete 10k5[10k6 lift hold jump ], scrut 4k2, intimidate 8k4, cleave (on down opp +free basic atk in reach)
    fearless[angry], power attack, save con v 10+5/r stun , heal 3hp @ roll initiative phy & social combat
    hp 12, resil 6, ap 3 bod & 5 limbs(cyber-bleed->disable), def 16, dodge 2k2, speed 7/42, mdef 15, rsv 5, dev 8
    1-hand choppa: 7k4/4k4 @ 9k2/10k3 R p4 :: SAW: 8k4 @ 3k2 I p5 120m -/10 30a 2f
    SS:IH @ aim + standard & no repeat 4k4 @ 10k5 R p4 :: gear: gun & 2 belts, choppa, patch clothes, Luna charm
    6 orcs - threat 3(20) & damage 10 minions, knives & pistols
    2 tieflings - Thug: size 5, level 1, STR&CON 3, else 2, init +4, perception 3k2, intimidate 5k2, scrutiny 3k2, fight 3k2
    hp 5, resil 4, ap 2 leathers(not head), def 14, dodge 2k2, speed 5/30, mdef 15, rsv 4, dev 5
    KNIFE 3k2 @ 4k2+R1 R p0 + throw 5m, autopistol 3k2/5k3 @ 2k2+R1 I p0 30m s/6 12a 1f :: 2 clips, stolen wallet, chrono
    NE tower - warg, Large predator: L3, size 6 (3m), str con 4, int 1, else 2, init +4, acrobat senses 3k2, athletic 7k5, brawl 6k3
    hp 7, resil 6, ap 1, def 9, dodge 3k2, speed 12/70, mdef 15, resolve 4, dev 10, bite 6k3 @ 7k3 I/R p1, Danger Sense
    loot boot (360) under str TN 20 rock
    NE wall building - mold: on entry disturbs & spores burst 2k1 + toxic, no armor, air filters OK
    NW wall building - 6 giant rats, threat 1(15) damage 5 minions
    center tower - 12 stirges, threat 3(20) & damage 5 minions, special if hit by 10+ bleed instead of damage
    center tower 4x10% stair collapse getting to top

    ** cavern **
    island 2 cross by hacking through for 12 hours & 4x25% quicksand + 4x20% encounter or tunnels (auto-find)
    66 meter tunnel down 22 meters, cavern 30x13 meters & 17 meters high & 8 meter deep water, 4x4 meter island w/hut
    gajaan size 4, level 1, STR+CON+WIS+INT 3, else 2, init +2, perception 4k3 DARKSIGHT, fight 3k2
    ALL lore 7k3, politic & first aid 4k3, scrutiny deceive persuade 3k2
    hp 7, resil 4, ap 0, def 17, dodge 2k2, speed 4/24, mdef 15, resolve 4, dev 6
    hand cannon 3k2 @ 3k2 I p3 35m s/- 6a 2f, officer cutlass 5k2 @ 5k2 R p0 +1k0parry +shockOnWound
    CASTER - 4k3 0&1=fail, 2=16 1%, 3=17 2%, 4=19 5%, 5=17 2%, 6=19 2%, 7=20 3%, 8=21 5%, 9=25 8%
    armoring aura : 10 Hf S,touch scene : 1+1/r max L*3
    command : 15 Hf V,atk,mind,lang,hearing nextAction : one word act, Will save, no suicide
    high knowledge, books, grimorie(0), greedy bastard & for more than gold, pervert
    loot boot (1475), healing salve, enchanted wood boat responds to singing (see end of file)
    in water - 3 giant eels, Large predator: L3, size 7 (4m), str con 4, int 1, else 2, init +4, acrobat sense 3k2, athletic 7k5 ,DARKSIGHT
    hp 7, resil 6, ap 1, def 9, dodge 3k2, speed SWIM 9/54, mdef 15, resolve 4, dev 10, bite 6k3 @ 7k3 R p1, StepAside(+1 dodge/turn)

    ** pillar of tests **
    test 1: empty 7m x 7m room must defeat giant spider = healing potion)
    Med predator: L2, size 3, phys+wis 3, int 1, else 2, init +5, acrobat athletic sense 4k3, brawl 4k2
    hp 6, resil 4, ap 2, def 18, dodge 4k3, speed CRAWL 3/20, mdef 15, resolve 4, dev 10, bite 4k2 @ 3k2 R+TOX
    Danger Sense, no difficult terr & auto-climb, WEB 6k3 no-warp: 0=15, 2=20, 4=23, 6=27, 7=30, 8=33
    half action, 25m, BLAST[5], dex vs immobile, 2 rounds, str/size check to move, may called shot
    test 2: 7m x 28m room w/ 7m x 5m x 5m pit center &exit door opposite - 3 crocs = best quality spear (+1k0 atk +2 dmg)
    Large predator: L3, size 7 (4m), str con 4, int 1, else 2, init +4, acrobat percept 3k2, athletic 7k5, brawl 6k3
    hp 7, resil 6, ap 1, def 9, dodge 2k2, speed 6/36, mdef 15, resolve 4, dev 10, bite/trample 6k3 @ 7k3 I/R p1
    IronJaw(con v 10+5/stun), amphib = swim
    test 3: empty 10m x 10m room must defeat - frog-man same hits & skill level + best spear = carved shell pendant
    size 5, level 2, phy 3, else 2, init +5, fight 5k3, perception 3k2 + DARKSIGHT
    athlete acrobat 5k3, animal scrutiny intimidate 4k2, FEARLESS[angry]
    hp **AS PC**, resil 4, ap 2(scaly), def 15, dodge 5k3+R1, speed SWIM 6/36, mdef 15, resolve 6, dev 8
    TWF CLAWS **AS PC** @ 5k2+R1 R :: magic (best) SPEAR **AS PC +1k0** @ 5k2+2+R1 p3 +reach(2-hands)

    ** lizard-folk **
    PRIMITIVE WEAPON -1k0 & -2 pen & PRIMITIVE ARMOR 1/2 ap
    ambush: 2 sets of 8 bracket party ambush if possible
    2x8 warriors - size 4, L1, STR&CON 3, else 2, init +4, intimidate 4k2, scrutiny senses fight 3k2
    hp 6, resil 4, ap 1 leathers(not head), def 14, dodge 2k2, speed 5/30, mdef 15, rsv 4, dev 5
    BITE 3k2 @ 4k2 R :: SPEAR 4k2 @ 4k2 R pen1 & throw 9m base :: SHIELD 5k2 parry
    village: 4 warriors <as above>
    11 female, threat 2(20) & damage 5 minions
    4 young, threat 1(15) & damage 0 minions
    chief - size 5, level 3, str 4, dex con com 3, else 2, init +6, JADED, acrobat athletic 4k3, percept 4k2
    fight 6k3 intimidate 3k2, command 3k2 :: MANEUVER charge + target moved + no repeat + allies +5k0 to hit SONT
    hp 11, resil 6, ap 2 hv leather(not head), def 12, dodge 4k3, speed 7/42, mdef 20, resolve 5, devotion 7
    LANCE 8k3/5k3 @ 6k2/9k2 p2 +reach +2hand -1k0parry :: Throw SPEAR 8k3 @ 5k2 R pen1 & throw 12m base
    chief mate - size 4, level 2, phy 3, else 2, init +5, athletic acrobat 4k3, senses scrutiny 3k2, fight 4k2,
    intimidate 3k2, command 3k2, :: MANEUVER charge + spear + no penetration + 2k0 damage
    hp 9, resil 5, ap 1 leathers(not head), def 17, dodge 4k3, speed 6/36, mdef 15, resolve 4, dev 6
    BITE 4k2 @ 4k2 R :: SPEAR 6k2 @ 4k2 R pen1 & throw 9m base :: SHIELD 6k2 parry
    loot boot (1860)

    ** black rock hill **
    B =giant snake, Huge predator: L4, size 12 (6m), str con 5, int 1, else 2, init +4, sense 4k2, athletic 10k6, brawl 7k3
    hp 10, resil 9, ap 4, def 1, dodge 2k2, speed CRAWL 3/18, mdef 15, resolve 4, dev 10, maiming 7k3 @ 8k3+2 I p3
    IronJaw(con v 10+5/stun), Danger Sense, no difficult terr & auto-climb, TRY GRAPPLE IF 1-2 else bite
    [between snake & monster] loot boot (460) + best quality pump shotgun (4/8a & 16 loose) + scroll(fireball) + scroll(knock/lock)
    D =tentacle trash monster, L3, size 8 (3m across blob), str con 5, soc 1, else 2, init+3, sense stealth & swamp lore @ 4k2
    hp 14, resil 7, ap 3(blubber), def 6, dodge 2k2, speed 3/18 @ no difficult, mdef 15, resolve 3, devotion 6
    immune tox environ & non-killing crits unless spell-magic-power, STUN save con v 10+5/rounds to ignore
    TENTACLE (TWF) 5k2 @ 5k2 I p0 +reach +infect, BITE 6k2 @ 6k3 R p3 +snare +infect,
    infect: CON v 10 per hit or v 20 per bite, daily re-save @ 20 v temp lose 1 STR/CON(rand), beat 3-in-a-row & cured
    F =12 vamp bats, threat 2(20) & damage 5 minions, special if hit by 10+ bleed instead of damage
    H =8 giant frogs Med predator: L2, size 3, phy 3, int 1, else 2, init +5, acrobat athletic sense 4k3, brawl 3k2
    hp 5, resil 4, ap 0, def 17, dodge 4k3, speed 6/36+SWIM, mdef 15, resolve 4, dev 10, bite 3k2 @ 3k2 R, StepAside(+1 dodge/turn)
    loot = 5+1d10 @ 50%/1d10 minutes crystals $150 each

    ** spider colony **
    #1-#3 =10 giant spiders, Med predator: L2, size 3, phys+wis 3, int 1, else 2, init +5, acrobat athletic sense 4k3, brawl 4k2
    hp 6, resil 4, ap 2, def 18, dodge 4k3, speed CRAWL 3/20, mdef 15, resolve 4, dev 10, bite 4k2 @ 3k2 R+TOX
    Danger Sense, no difficult terr & auto-climb, WEB 6k3 no-warp: 0=15, 2=20, 4=23, 6=27, 7=30, 8=33
    half action, 25m, BLAST[5], dex vs immobile, 2 rounds, str/size check to move, may called shot
    #3 =4 youth spiders, small, threat 1(15) & damage 5 minions
    #4 =5 female spiders, med, threat 2(20) & damage 5 minions
    #4 =7 child spiders, small, threat 1(15) & damage 0 minions
    #5&#7 =4 guard spiders, Med predator: L2, size 4, phys+wis 3, int 1, else 2, init +5, acrobat athletic sense 5k3, brawl 5k3
    hp 7, resil 5, ap 3, def 16, dodge 5k3, speed CRAWL 3/20, mdef 15, resolve 4, dev 10, bite 5k3 @ 4k2 R pen1 +TOX
    Danger Sense, no difficult terr & auto-climb, WEB 6k3 no-warp: 0=15, 2=20, 4=23, 6=27, 7=30, 8=33
    half action, 25m, BLAST[5], dex vs immobile, 2 rounds, str/size check to move, may called shot
    #9 =king spider, Large predator: L3, size 7 (3m), str con 4, else 3, init +6, acrobat percept 4k3, athletic 7k5, brawl 6k3
    hp 9, resil 6, ap 4, def 9, dodge 4k3, speed CRAWL 3/20, mdef 20, resolve 5, dev 10, bite 6k3 @ 7k3 R p1 +TOX
    Danger Sense, no difficult terr & auto-climb, WEB 6k3 no-warp: 0=15, 2=20, 4=23, 6=27, 7=30, 8=33
    half action, 25m, BLAST[5], dex vs immobile, 2 rounds, str/size check to move, may called shot
    CASTER: 6k3 no-warp: 0=15, 2=20, 4=23, 6=27, 7=30, 8=33
    illusion image : 15 Fl S,subtle,10m conc(Hf) : 3x3x3m visual, conc(Fl) = animate until start next turn
    stun : 20 Hf S,atk,save,10m: Comp vs Stun to end of next turn & -1 HfAct/check on save
    loot boot (1150) + magic pillar key + pot(Str) + pot(invis) +scroll(fireball)

    ** charnel house **
    hell hound - L3, size 3, cha 5, str con wil 4, dex cmp 3, else 2, command intimidate 7k5, brawl 5k2
    fight 6k3, athletic 6k4, acrobat 5k3, perception 6k2 HALF DAMAGE FROM ENERGY THAT ISN'T ACID/COLD
    hp 9, resil 4, ap 5, def 21, dodge 5k3, mdef 20, resolve 7, devotion 8
    BITE: 6k3 @ 6k2 R p0 +tearing :: Breath 2/scene: dex v 15 20m x 10m cone @ 3k2 E p6 +!fire!
    possessed bear - size 6, L2, str con 5, dex will 3, wis 2, int socials -, init +3
    fight 5k3, perception 4k1, +MINDLESS +FEARLESS
    hp 16, resil 4, ap 10, def 13, dodge 2k2, speed 6/36
    CLAWS: 5k3 @ 6k2 R p0 +snare :: TWF 3k3 @ 6k2 R p0 +snage
    immune = fatigue toxic disease breath eat environment bleed mental (not stun immune)
    Evil Elemental: L2, size 4, phys 3, will cmp 3, int fel 1, wis 2 cha 4, init +6, perception brawl 5k2,
    scrutiny 4k3, stealth 6k3, intimidate 8k4, SEE IN ALL DARKNESS, FEARLESS
    hp 12, resil 4, ap 4 !(spell/arti/power), def 17, dodge 6k3, speed 6/36, mdef 20, rsv 6, dev 8
    elemental: NO HIT LOCS ALL BODY, immune tox eat breathe sleep stun bleed & non-killing crits !(spell/arti/power)
    CLAWS: 5k2 @ 5k2 R p2 +tearing +toxic, fear[1](15), dodge 6k3,
    demon - L3, size 6 (3m), phy 3, int+fel 1, wil+cmp 3, wis 4 cha 5, init+6, speed 6/36 + levitate
    Arcana 3K1. Medic 6K4. Sense 5K4. Fight 6K3. Stealth 4K3. Dodge 3k3. DARKSIGHT
    hp 11, resil 6, ap 9, def 19, dodge 3k3, parry(brawl) 6k3, mDef 15, rsv 6 dev 10, RP 14
    * Bite/Claws, 6K3, 5K2 R, p0, +Tearing +RP=wounds
    * Recovers RP 3K3 vs 10+2/spent free action (fail gains 1 RP and 1 E dmg body wound).
    May spend 1 Resource to add +3 magic school ranks for the current spell cast.
    * Fearless(Angry)[immune + 3K3 vs 15 to not fight].
    * Transmutation at 7k4: 0=20, 1=23 1%, 2=26 5%, 3=28 11%, 4=25, 5=26, 6=27, 7=28 8=30, 9=35
    Blood Wind: TN 15, Self Half Act VS: natural atk gain 10m reach for rest of scene.
    Animal Power: TN 20, Touch Half Act VS: target +1 str/dex/con +1/2raise for rest of scene.
    May shapechange into any sort of attractive humanoid (loses daemon attacks during the shift).
    Sees through all darkness. Fear Caster: Fear(2) to 38 meters, TN 20.
    doors ac2 hit16 -->> barrier @ 9
    walls ac0 hit50 -->> barrier @ 14
    stomach acid (turn=dmg) 1=1d10-1, 2-3=2k1, 4-5=3k2, 6-7=4k3, 8-9=5k4, 10+=6k5
    heart gem 3k & brain gem 5k -->> as summoning trap gems @ $Uncommon & $Rare
    loot boot (2600) + silver good quality officer's cutlass (+1k0 & balance & shock) + misc. damaged metal armor & weapons

    ** frog-folk **
    within 3 hex of isles increase to 10% encounter = 70% hunters/30% normal
    hunters - size 5, level 2, phy 3, else 2, init +5, fight 5k3, perception 3k2 + DARKSIGHT
    athlete acrobat 5k3, animal scrutiny intimidate 4k2, FEARLESS[angry]
    hp 8, resil 4, ap 2(scaly), def 15, dodge 5k3+R1, speed SWIM 6/36, mdef 15, resolve 6, dev 8
    TWF CLAWS 4k3 @ 5k2+R1 R :: primitive-magic (best quality) SPEAR 6k3 @ 5k2+2+R1 p3 +reach
    wary - almost afraid - of fire
    1+1d5 hunting party & 1 with spear
    14 at village
    4 w/spear + chief - size 6, level 3, str+con 5, dex 3, else 2, init +5, fight 6k3, perception 3k2 + DARKSIGHT
    athlete acrobat 5k3, animal scrutiny intimidate 4k2, FEARLESS[angry]
    hp 12, resil 6, ap 6(scaly), def 13, dodge 3k3, speed SWIM 8/48, mdef 15, rsv 8, dev 10
    TWF CLAWS 5k3 @ 7k2+R1 R :: primitive-magic (best quality) SPEAR 7k3 @ 7k2+2+R1 p3 +reach
    multi-attack + -2k0 attack + -2k0 damage + no penetration + 16 armor(all) to SONT
    charge + target must have moved since last turn + no repeat + allies +5k0 to hit target to your SONT
    max @ 54-19 in village=35 hunters
    demon status eyes $800 & will vs 15 else frenzy (20 charges)
    dinner table trash loot scavenge boot (1000)

    ** pillar **
    daemon (5m tall) ac1 hit44 9hd 2d8 + darkness + immune ranged atk
    concealed 2m deep side pits TN 15 spot
    buried loot boot (2000) + permanent enchanted shield(2 aura & 2 mage armor) + Slaught drugs(see end) + scroll(fire wall)

    L3, Size 6(3m), S3 D5 C3 I1 Ws3 Wl2 Ch3 F1 Cm3, Init+: 8, speed: 8 + Levitate
    Arcana 3K1. Senses 6K3. Shoot 5K2. Melee 7K4. Command 4K3. Stealth: 5K5. DARKSIGHT
    hp 12, resil 7, ap 9, def 22, dodge 5k5, parry 7k4+R1, mDef 15, rsv 7, dev 10, RP 11
    BITE 7k4 @ 5K2 R p0 +Tearing +RP=wounds :: LONG ARM CLAWS 7k4 @ 6k2 R p4 +Tearing +Reach
    TWF BITE & CLAW @ NO PENALTY
    1: all out attack + no reactions to SONT + no repeat = 9k4 @ 9k2 p4 +T +R
    2: all out + no reactions to SONT + on miss fall prone = 7k4 @ 6k2 R p4 +Tearing +Reach + hit by 10+ PEN=8
    3: standard + BITE & 2x CLAWS (bite dmg 6k2 & claw dmg 7k2)
    Fearless(Angry)[immune + 2K2 vs 15 to not fight].
    Fear Caster: Fear(2) to 41 meters, TN 20. Darkness (BURST[5] in 10m 2/scene) & See Through All Darkness

    ** gateway **
    daemon - adding: if defeat fade-out & rematerializes at midnight

    L3, Size 4(2m), Int+Fel 1, Cha 5, else 3, init+8, speed 6 + levitate
    Arcana 3K1. Perception 4K3. Ballistics 5K2. Brawling 7K4. Command 4K3. Stealth 3k3. DARKSIGHT
    hp 10, resil 5, ap 8, def 20, dodge 3k3+FREE, parry(brawl) 7k4, mDef 15, rsv 8, RP 12
    Immune to poison, drugs, disease, breathing, environments, bleeding, fear, stun, non-death crits from normal weapons.
    BITE 7k4+R1 @ 5K2 R, p0, +Tearing +RP=wounds
    1/2 fall dmg and land on feet, never surprised, on Dodge safe shift 3m, 1/scene re-roll init, 1/round extra free dodge.
    Recovers RP by 3K3 vs 10+2/spent as a free action (fail gains 1 RP and 1 E dmg body wound).
    May spend 1 Resource to add +2 magic school ranks for the current spell cast.
    Evocation at 5k3 (cha),
    Magic missile: TN 15 Half act, S, atk, 30m: 2k1+3 E dmg, +1 shot/raise max=4
    Defenestration: TN 20, 100m Full Act VS: throw target at barrier/opening in 5m for 4k2 I damage + hole through if AP < 15.
    Lightning ring : TN 25 Full Act, V, rangedAtk/save, self, scene/expend : melee dmg aura on end of turn
    (3+raises)k2 E dmg & half act 40m shoot 5k2_OR_Dex save @ 5k3 E + reduce rolled aura dmg by 1
    Stuff of Nightmares: Extra Feats: Catfall, Danger Sense, Evasion, Fast Reflexes, Step Aside
    Sees through all darkness. Fear Caster: Fear(1) to 33 meters, TN 15.

    ** temple **
    undead giant lizard - Large undead: L2, size 7 (3.5m), str 6, con 3, dex+int 1, else 2, init +4,
    hp 9, resil 6, ap 2, def 4, dodge 3k2, speed 8/48, no-fatigue, no-bleed, no-stun
    BITE 4k2 @ 6k3 R p0, acrobat percept 3k2, athletic 7k5, brawl 4k2
    trap: far (fake) door w/ runes, TN 10 arcana+wis decipher 'treasure' & 'magic' from entrance
    one touch fake door the floor hinges down 3m to quicksand hole, takes 5 rounds to close
    gargoyle - size 5, level 2, str con 4, dex mental 2, socials 1, init +3, tech craft brawl 3k2
    hp 6, resil 5, ap 6, def 10, dodge 2k2, speed 6/36 + FLY, mdef 10, resolve 3, devotion 5
    immune fatigue toxic disease bleed :: TWF CLAWS: 4k2 @ 5k2 p0 R

    magic lock prisoner cells open at touch of high priest
    pit: ANY look = save v magic blindness (until exit temple) -law -good +chaos +evil
    6 ghouls - threat 2 & damage 10 minions + TOXIC(fatigue) + no-fatigue, no-bleed, no-stun
    3 ghasts - Angry Ghost: L2, size 4, cha 4, fel 1, else 2, init +4, perception arcana Flore brawl 4k2, intimidate 7k4
    phased out: mv through solid, stealth 2k2+10, immune normal damage, spell/artifact/power to hit
    possession : touch 1/2act, inhabit mind-affect 6k4 v 25 & arcana+will save @ +5 if vs nature & +10 if harmful
    high priest - Cult Leader: size 4, level 3, will 5, social con 4, else 3, init +6, CHOSEN CASTER, arcana 5k3, lores 5k3
    perception 5k3, scrutiny deceive charm persuade intimidate command 6k4, fight 6k3, FEARLESS
    hp 12, resil 5, ap 8 all(plate), aura 6, def 16, dodge 2k2, speed 6/36, mdef 25, resolve 9, devotion 9
    Favor: 12 @ 1/day & 3/round, 1rp = 1 die = 9, burn faith>hero pt, +3 align checks, 3 prayer strip RP
    first in round crit damage d10 on 8- no crit, halve crit damage, 1/day -1 fatigue & +1d5 HP
    1/2 act touch spend RP to +/-target hp, followers 3(d10x100), wealth 3, mentor 2 (daemon)
    Dire flail 6k3 @ 5k3 I p3 +2hand +flexible +no parry
    Hand Flamer 10m*5m Dex 15 cone @ 3k2 E p4 3a 2f +Dex 15 on fire & jams after dmg rolls 9s
    gear: clothes, armor, weapons, 1 fuel tank, charm, heretical writings, implement, grimoire[2]
    NECRO 6K3 (+5 if success): 0=15, 1=18 2=20 2%, 3=22 5%, 4=23 9%, 5=20, 6=21, 7=22, 8=23, 9=25
    1 false life : 15 Hf VS,self,24hour : temp HP 1+1/2r (15-25-35-45)
    2 burning blood : 20 Hf S,atk,save10m/L rnd/necroDot : targ w/blood Con vs 1wound @ end of turn
    3 horrid wilt : 25 Hf VS,atk,0m now : 20m radius, not caster, w/fluids, +fatigue, kills minor plant life
    loot boot (1500) + scroll(sleep) + scroll(fireball) + magic dagger -->> see LOG
    amulet pentagram absorbs 10 drain attacks before breaking

    ** quicksand **
    not on islands
    5% too wide to go around (on path)
    save v fear TN 10, if panic then not help save self (no other negative effect)
    unencumbered sink 1 size per 2 round
    med armor/gear sink 1 size per round
    heavy metal sink 2 size per round

    no/light armor can swim out (con+ath) TN 15
    light pull out rounds = assist str/size
    med weight pull out = str+ath TN 15 test until total of 10xSize
    heavy pull out = str+ath TN 25 until total 15xsize

    +5 TN for power armor, +5 TN & +1 sz for exoskeleton
    +5 TN & +2 sz for promethian (just ****ing walk out 5+1d10x5 minutes)

    kobold/halfling sz 2 -> 20/30
    elf/gnome sz 3 -> 30/45
    human/thri-kreen sz 4 -> 40/60
    assimar/tiefling sz 5 -> 50/75

    ** random enc**
    per 3 hexes (~1km)
    good trail @ 10 min per hex - quicksand 10%, encounter 5%
    old trail @ 20 min per hex - quicksand 20%, encounter 3%
    off road @ 60 min per hex - quicksand 30%, encounter 15% (amphibious only)

    D100
    01-12 = 1d5 giant frog - Med predator: L2, size 3, phy 3, int 1, else 2, init +5, acrobat athletic sense 4k3, brawl 3k2
    hp 5, resil 4, ap 0, def 17, dodge 4k3+R1, speed 6/36+SWIM, mdef 15, rsv 4, dev 10, bite 3k2 @ 3k2 R, StepAside(+1 dodge/turn)

    13-24 = 1d5 giant leech - Med predator: L2, size 3, phy 3, int 1, else 2, init +5, acrobat athletic sense 4k3, brawl 3k2
    hp 5, resil 4, ap 0, def 17, dodge 4k3, speed 6/36+SWIM, mdef 15, resolve 4, dev 10, bite 3k2 @ 3k2 R +BLEED FOR GRAPPLE DMG

    25-36 = 1d5 giant toad - Med predator: L2, size 3, phy 3, int 1, else 2, init +5, acrobat athletic sense 4k3, brawl 3k2
    hp 5, resil 4, ap 0, def 17, dodge 4k3, speed 6/36+SWIM, mdef 15, resolve 4, dev 10, bite 3k2+R1 @ 3k2+R1

    37-48 = 1d5+2 lizard-folk - size 4, L1, STR&CON 3, else 2, init +4, intimidate 4k2, scrutiny senses fight 3k2
    hp 6, resil 4, ap 1 leathers(not head), def 14, dodge 2k2, speed 5/30, mdef 15, rsv 4, dev 5
    BITE 3k2 @ 4k2 R :: SPEAR 4k2 @ 4k2 R pen1 & throw 9m base :: SHIELD 5k2 parry

    49-62 = 1d2 giant lizard - Huge herbivore: L3, size 12(7m), str 6, con 4, int 1, else 2, init +4, sense 4k2, athletic 10k7, brawl 5k2
    hp 10, resil 9, ap 3, def 1, dodge 2k2, speed 8/50, mdef 15, resolve 4, dev 10, crush 4k2 @ 7k2+2 I p0

    63-72 = 1d5+2 frog-folk - size 5, level 2, phy 3, else 2, init +5, fight 5k3, perception 3k2 + DARKSIGHT
    athlete acrobat 5k3, animal scrutiny intimidate 4k2, FEARLESS[angry]
    hp 8, resil 4, ap 2(scaly), def 15, dodge 5k3+R1, speed SWIM 6/36, mdef 15, resolve 6, dev 8
    TWF CLAWS 4k3 @ 5k2+R1 R :: magic (best) SPEAR 6k3 @ 5k2+2+R1 p3 +reach

    73-82 = 1d2 poison toads - Small predator: Level 1, size 0-1, dex 4, wis 3, int 1, else 2, init +5, acrobat 5k4, athletic sense 5k3, brawl 3k2
    hp 4, resil 2, ap 0, def 30, dodge 5k4, speed 6/36+SWIM, mdef 15, rsv 4, dev 10, bite/claw 3k2 @ 3k1 R+TOXIC, StepAside(+1 dodge/turn)

    83-90 = 1d2 spiders - Med predator: L2, size 3, phys+wis 3, int 1, else 2, init +5, acrobat athletic sense 4k3, brawl 4k2
    hp 6, resil 4, ap 2, def 18, dodge 4k3, speed CRAWL 3/20, mdef 15, resolve 4, dev 10, bite 4k2 @ 3k2 R+TOXIC
    Danger Sense, no difficult terr & auto-climb, WEB 6k3 no-warp: 0=15, 2=20, 4=23, 6=27, 7=30, 8=33
    half action, 25m, BLAST[5], dex vs immobile, 2 rounds, str/size check to move, may called shot

    91-96 = marsh hag - level 3, size 3, str con cmp 2, wis 3, else 4,init+6+reroll, acrobat lores arcana deceive 7k4
    scrutiny weapon shoot 5k2, sense 6k3, DANGER SENSE, 2/scene TP 7m LoS , 1/scene reroll will vs magic
    hp 6, resil 4, ap 2 no-head(leather), def 25|30 v opAtk, dodge 7k4, speed 6/36, mdef 15, resolve 6, dev 7
    CLAWS 5k2 @ 4k2 R p0 +(on wnd con 15 v stun[1])
    CASTER tested, Div-4 @ 9k4 @ 1=20, 2=25, 4=30, 8=35, 9=40 & 1/1000 warp
    whisper : 15 Fr V, subtle, sight, scene : LoS secure comm, 1 person, each way 1 message +1/r
    luck : 20 Hf, S ,subtle, self, scene&expend : 1+1/r extra rolled dice, use up to 3 on one roll
    precognition : 25 S, subtle, self, scene&expend : 1+1/r rerolls, use up to 3 on one test
    foresight : 30 Fl, VS, noncombat , self, expend : prep for future, no Surprise, win Init
    Illus-3 @ 8k4 @ 2=20, 4=25, 8=30, 5/10,000 warp
    blur : 15 Hf S, self, conc(Re) : defense +3+2/r & -2k1 to ID caster
    disguise : 5 Hf SM, noncombat, self, conc(Re) : disguise TN = casting
    imp image : 25 Fl S ,subtle, 10m, conc(Hf) : 5x5x5m full animation+sound, conc may move 20m within 200
    Ench-2 @ 7k4 @ 2=20, 5=25, 9=30, 2/1000 warp
    shock & awe : 15 Hf VS, atk, 20m : all in 10m radius get -5 init, no double actions
    confuse : 20 Fl V, atk, mind, save, hear: Int vs d10= 1-4 self one wound, 5-6 do nothing, 7-9 normal, 10 ends
    Evoke-2 @ 7k4 @ 2=20, 5=25, 9=30, 2/1000 warp & (MM @ 1=1 & 2=2 & 5=3 & 9=4 @ 2k1+3)
    magic missile : 15 Hf S, atk, 30m, now : 2k1+2 E dmg, +1 shot/raise max=3
    defenestrate : 20 Hf VS, atk, 100m : throw 5m to required wall, 4k2+2dmg/raise, dmg 2xAP = through+hole

    97-99 = will-o-wisp - level 2, size 4, phys 3, will cmp 3, int 4, fel 1, wis cha 2, init +6,
    perception brawl 4k2, scrutiny 4k3, deceive 8k4, stealth dodge 6k3,
    hp 6, resil 4, ap 0, def 21, dodge 3k3, speed 6/36, mdef 20, resolve 6, devotion 8,
    ZOT: melee 4k2 E p8 +shock :: ILLUSION CASTER @ 6k4 NO WARPS : 2=15, 6=20, 9=25
    15 Fl S, subtle, 10m, conc(Hf) : 3x3x3m visual|audio, conc(Fl) = animate|alter until start next turn

    00 = shambling mound - Giant herb: L 4, size 20 (12m), str con 8, will 3, dex int 1, else 2, init +4
    sense 4k2, athletic 10k8, brawl 6k2, stealth 3k1+10, amorph - only body hit loc
    hp 32, resil 14, ap 11, def 0, dodge 1k1, speed SWIM & NO-DIFF 5/25, mdef 15, resolve 4, dev 10,
    CRUSH 6k2 @ 10k3+2 I/R p0 :: TRUE GRIT(halve crit wounds) :: HALF DAMAGE FROM ENERGY

    ---- MAGIC BOAT ----
    Size: 7, Size Remaining: 2, Cost: 47, Price: Common, HP: 5, Resilience: 5, Length: ~3.5m
    Static Defense @ M=0:0, @ M=1-5:2, @ M=6-9:3, @ M=10+:4
    Maneuver: 1, Acceleration: 1, Base Speed: 1, Total Speed: 1, Speed: 3m/momentum, 1.08 kph/momentum
    Drive: Naval (x3) May not leave the water without crashing, Ramming: TN: 4+mom, Damage:5k(mom) +4
    Magic AI (does simple Maintain Control driving), Size: 1, Cost: 20.
    Modular Cargo/Passenger Space: 10 m^3 or 2 passengers or any reasonable split , Size: 4, Cost: 10.
    Flaws: Inefficient Controls, Cost: -10, Effect: Requires an extra action to maintain control (owner has to keep singing).
    Feature: Only responds to the owner (1 week exclusive access) singing ballads while in the boat, Cost: 5.

    ---- SCROLLS & POTIONS ----

    made via wards & enchantments rules
    assume usually minimum rolls to achieve & average time
    creators with minimum reasonable stats & skills
    using fettered (100% safe) casting (1.5x to 2x time taken)

    SCROLLS
    fireball -> arcana + ballistics, within 30m, blast 10, 6k3 E magic spell dmg (aura not armor), 570 hours work
    haste -> 3 doses Slaught (drug, stimpack), +1 dex (+3 defense & +1 speed), +10 perception, twitchy, bright color sweat, lasta 1 scene & +2 fatigue when wears off, $Rare & often illegal, Will 15 vs addiction & dose/3 days or else withdrawal
    sleep -> gas grenades, $Unc, thrown, base range 3x Str, 3d10 meters diameter, 3d10 rounds, breathe = con 15 vs +1 fatigue, is visible
    fire wall -> for scene, 10m long x 5m high, within 20m start, 4k2+20 E magic spell dmg (aura not armor), -10 perception across, +10 static defense across, 610 hours work
    knock/lock -> unlock normal only, magic lock any (knock tn 30 to break), "sushi-me" ends lock spell

    POTIONS
    healing -> 3 hit points, 560 hours work
    strength -> animal power(str), +1 str (+1 speed & +1k0 melee dmg) for scene, 530 hours work
    invis -> invis TN 20 for 3 minutes or until attack, 600 hours work

    *** LOG ***

    peeps:
    JF - Doc Nobs, ork atlantean(heal) wizard apprentice & doctor, backing-5 O.R.K. Inc., vtol bugatti veryon, artifact knives
    BJ -
    CJ - Fulgurite gnome daemonhost(trans) chief security officer & EMT, shooty & can pilot, backing & mentor 2s ancient yellow dragon
    BZ -

    1. Start as troubleshooters on the ODW. Mission 1: A tourist went and got lost in a swamp on Remanec, part of a "haunted places fright tour" package offered by a local small business. Have a copy of the tour guide map and decide to parachute in direct to the temple knowing they'll get hung up in the trees. On target piloting rolls although Ful ended up hanging upside down & tangles. No random encounters on landing. They talk a bit, Doc checks for tracks, talk more, Doc re-checks for clawed tracks while Ful opens the door and get a face full of bite attack. The zombie giant lizard heard them on a good roll and surprised them. Don't think it ever actually hit them. Ful brawled while Doc put two revolver rounds in it then stunt flip onto its back for a decapitation. Gargoyle heard the shots (tn 10 @ 2 km-> 15 for bend corridor -> 30 for closed doors -> 30-80 = -50 for distance) and set for surprise. Ful opens door to a face full of claws, they end up bracketing it in melee, armor hide & taking crits means this takes a bit. Doc gets both legs clawed down to crit-3 (does not lose feet) & fatigue KO before Ful steps back to pulse rifle full auto it to death. Ful med-kit rolls > 25 & stims Doc awake, bandages feet but boots are a total loss, plus the medical attention restores him back to full speed from 1/4th. Find the prisoners [assistant, tourist, , 2 red shirts], talkies, wizard locked cell doors, Ful hears approaching ghouls at far door (stealth 14 -> 24 for closed door, -> 34 for distance beat by 8k5 rolled high. No surprise & Ful goes overwatch full auto pulse rifle on the door, open + high roll = 6 dead minions. Talk more with assistant tour guide, sprint across the altar & adjoining room, ghosts miss opportunity attacks, get through door and into short hall. Ful opens door to face full of hand flamer blast by the high priest, a fairly disappointing shot. Doc enters the room, Ful tosses a stun grenade in and closes the door, Doc is stunned but the priest isn't. Ful opens the door to another face full of hand flamer blast and the melee is joined. Doc un-stuns and they bracket the priest, slow going as the priest can't hit them much, can't get off the horrid wilting spell, and they have a hard time hurting him through the plate armor, some grapples and bull rushed failed on both sides.

    Game end: All local opponents dead (well OK, three ghosts still around but they're trapped in three rooms and won't do much if they can't tag & possess someone when the PCs keep running past them), 4/7 civilians rescued. Doc has no boots and cut up feet (3 weeks healing time), plus 6/2 fatigue & will collapse in about 45 minutes to sleep for 12 hours (at least eh should, could medic vs 35 to keep him up).

    * Loot table
    High priest room: sz-4 plate armor, sz-4 fancy robes, sz-4 normal clothes, 1500 thrones assorted jewelry from victims, 3x gas grenades, scroll of fireball, amulet of dispel (next spell successfully affecting the wearer up to TN 25 @ 430 hours work for high priest), hand flamer (1a & 7 more in a 15 liter gas can), magic ritual silver knife (as poor unwieldy quality & toxic = -1k0 to attack & -2k0 parry & on wound con 10 v pain for +1 fatigue @ 600 hours work for high priest)
    Ghoul Room: nests/beds, people stuff, laser pistol (18a & 1 e-clip), high power electric lantern

    RESCUED PEEPS STATS CUT FOR LENGTH

    TODO: KILL ASSISTANT GUIDE ASAP

  2. - Top - End - #2
    Ettin in the Playground
     
    Telok's Avatar

    Join Date
    Mar 2005
    Location
    61.2° N, 149.9° W
    Gender
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    Default Re: Return to Dungeons the Dragoning 40k 7e

    New character: Char, assimar paragon, fearless heavy weapons guy with surprising larceny & tech skills plus a custom minigun.

    Char got inserted via "parachuted down with them but he landed off target and was delayed by walking through the swamp". XP from last session has Fulg actually using his magic now to 15m reach magic fang mouth things. Creepy. So they drive off the ghosts for a while, 'Weekend at Bernies' the priest corpse to open the cell doors, dump the bodies in the Chaos Well, and walk out with their rescued peoples. Lie to the gatekeeper daemon and safe path to the next island, then talk to the assistant guide. They decide to fastest way out past the daemon chained to a pillar. No random encounters over 4 or 5 checks along old & new paths. Arrive at daemon [** pillar **, up doc] and test ranged attack invulnerability a bit. Guide suggests going full off-road through swamp bypass, PCs want to try fighting it. At 20m Char is immune to fear, Fulg makes the fear check, Doc fails by 10 & goes full wild attack panic mode (will spend rest of encounter emptying various guns into the melee and not hitting anything). C & F split to flank, daemon chews off 2/3 of F's hit points in a single turn, F ails to hit, C tries an absolute point blank called shot at the head to one last test the ranged attack auto-missing. Next round the daemon drops an 10m dismater darkness on the melee, tears through the rest of F's hit points, and rips his left arm off. The arm flies past C and out of the darkness, everyone retreats, medical attention is provided to stop the bleeding and stabilize Fulg. They swamp trek around the daemon, two random encounter checks get only quicksand, Char in front falls in the second, Fulg is not helping to pull him out, but three rounds of tugging and its all OK. One last random encounter check back on the path and then they're out of the swamp with the rescued people.

    Two weeks downtime: Some rolls to get Fulg a regen spell for the arm, he and Doc spend the time in a hospital getting the crits healed up. Char buys a 3.3 meter pole. They all get backpacks, trail bars, water canteens. Return to the swamp for fun-n-profit murderizing. They did not hire or contact the assistant guide for any more advice or assistance. Plus I didn't have anything else prepped and it was still early. Walked up to the ruined fort, confront & Char mows down the minions with one burst, tiefling thugs show up and one falls over from a Doc stab plus a 10m away bite on the well-thats-not-a-face-anymore head crit by Fulg. The Ork Nob (ogre replacement) appears, trades full auto bursts with Char (Char gets nicked the ork nob loses 1/3rd hit points), Doc slices the remaining thug's leg off, Fulg runs up to melee the ork nob. Last turn the nob misses Fulg with a power attack, Fulg rips most of the rest of the nob's hit points off, Char bursts again and shreds the nob's leg off (cyber so no bleeding out but still a fatigue K.O.). Minor exploration of everything but the towers, dogs can't open doors, tricorder scan nopes the yellow mold, didn't bother rolling for the giant rat minions since by this point it's obvious a single set of minions isn't a threat. Center tower Fulg went to look at the top, topmost stairs fell away & stirges attacked, some humor as people shot up through darkness & top of the tower with Fulg up there, turns out that even two squads of minions aren't a threat, last 3 stirges fly away and they let them go. Doc & Char loot the ork nob's 3 remaining cyberlimbs, ignore the dog treats, Fulg takes the machine gun, Doc picks up random pistols.

    Plan for next session: checking the towers then heading out towards the lizard men, pillar of trials, old battle field, and haunted (charnel) house. I fully expect them to 100% exterminate the lizardman tribe just because there's nobody around to stop them and they tend to get all scorched-earth kill-em-all once a fight starts because of the last two decades of D&D mental conditioning.

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    Default Re: Return to Dungeons the Dragoning 40k 7e

    Third session. Party alignment is totally "Deadpool".


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    peeps:
    JF - Doc Nobs, ork atlantean(heal) wizard apprentice & doctor, backing-5 O.O.R.C. Inc., vtol bugatti veryon, artifact knives
    BJ - Char, assimar paragon heavy weapons guy, shooty & impatient, good dex & larceny skill, custom heavy Aliens-style smartgun
    CJ - Fulgurite, gnome daemonhost(trans) chief security officer & EMT, shooty & can pilot, backing & mentor 2s ancient yellow dragon
    BZ - Grinder, squat promethian hwg?, spelljammer + crew + wealth + contacts + backstory

    OORC - Orphan Ork Rehabilitation Coalition Incorporated. A non-profit was orphan rescue cooperative effort between Nurgle Hospitalers, the Cocaine Wizards Guild, and Doc Nobs.

    3. Char walks off to take a piss and doesn't come back. Grinder (squat promethian), another ODW troubleshooter, walks in admiring the "decorations". Also, 4 sentences of backstory! SQUEE! I have very low expectations and am easily pleased. Grinder: precise class uncertain pending post 1st session respec (minor 1-2 points in skill/stat changes & no feat changes), darksteel (adamantite) construction, spelljammer & crew & wealth & contacts (spent starter points on backgrounds).

    They clear the ruined fort towers, shanked the worg in three turns (it got a surprise bite on Grinder, snapped at Fulgurite, then tried to run only to get gunned down), wild swamp wolf decided to bug out. D&D loot whoring instinct is still strong as they glom onto several more stolen wallets and some cheap jewelry. Wander up towards the pillar of testing, Grinder sinks in quicksand and walks out. Doc nukes a target 20 arcana check on the pillar with a 55 result so I tell mostly all, its a personal worth testing that shunts you into an extra dimension if you do <thing>, which Doc does and zorps into the first test, spiders. Grinder and Fulgerite zorp in on subsequent rounds and between them they defeat three spiders. They reappear with little clay bottles of tapioca in front of them, Fulg uses resource points to heal then drinks a potion of healing, identifying it for them. They do test #2: Grinder blasts the crocs in the pit with ammo then discovers the jumping rules and clears the pit by nearly twice its length. Doc jumps the pit, barely. Fulg blasts the crocs, falls in the pit, and takes fifteen minutes to get out. It was a test for teenage frog people with spears, not heroes with pulse rifles. They got best quality spears for it. Third test like the first but with lizard people who have spears and the same HP & combat skills the PCs have. Which is hilarious because suddenly they're all incompetent at spears but pretty good with their claws. Eh, everyone survived and got pretty-but-generally-useless carved shells on leather thongs. Although Doc did throw a shield spell to block an attack and triggered warpy jank, just -1 to fellowship stat for 13 hours on self & -2k0 on social rolls for Grinder for 14 hours or such (one of the frog folk testing spirit constructs got something too but it wasn't immediately active and then large-savage-Kermit died).

    They spot the lizardman ambush well ahead of time, Doc sprays random ammo in the air as a 'hello' and the lizardmen (not fearless/idiots) bug out. The party gets confused by a trail that's not in the tourist brochure and head on up to the spider lair. Doc uses up the hand flamer they found burning up some of the outer webbing, then uses the party's only flashlight to light the rest of the way in. The spiders, fully alerted, gather in the central room of the lair. The party reaches them and there's discussion. After a two or so minute I have the king spider cast an illusion of a neon sign that says "U GIV SHINYS NAOW", so Doc reads off the scroll of fireball. The 'females & children' spiders all die, the normal (OK so normal for 1.5 meter long body swamp spiders) are all reduced to 1 hp, the king's guards are at 4/7 and the king spider is at 7/9, central chamber gets slightly bigger & small spot fires start. Karma is a bitch, the spiders all roll hot on initiative, king first, who overcasts a stun spell tagging Doc out for 2 turns but also does warpy crap that stuns most spiders, KOs the king for 5 turns, knocks down all + Grinder & Doc, then drops warp lightning on 5 spiders (4 normal & 1 guard, killing them) plus grinder. The 3 remaining guard spiders 1: web Doc & Grinder, 2: bite Doc, 3: bite Doc in the head for 45 damage (explody dice) which outs him at "burn a hero point or it just tore off your head and ate it" territory. Automatic weapons fire, more webs, a people dodging bites, and eventually the last guard spider goes down the same time the king spider wakes up. GM rolls like crap and the big guy misses several bites while Grinder and Fulg take it down. Doc burns a hero point, the two remaining healing potions plus all the antitoxin in the med kits are poured into the fang holes going through Doc's head, bandages applied, fires extinguished, travois rigged, the room searched (loot was in another room they didn't check) and they left.

    Tromp back through the swamp, off trail through the night, finally roll some encounters but they're all giant lizards. They just try to wander up, 1d2 at a time, maybe bite someone, get half 2/3 their HP blasted off, and run off. The party returns to civilization with Doc Comatose. Several weeks, Grinder buys a blaster (Star Wars storm trooper style, high damage, low ammo, utterly **** range that explains all the missing), Doc gets a cortex implant that restores cerebral functions and he now qualifies as a cyborg.

    Last edited by Telok; 2023-09-04 at 03:26 AM.

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    Default Re: Return to Dungeons the Dragoning 40k 7e

    Just Fulgurite & Doc Nobs this week. They flew back, landed outside the swamp east of the old 'haunted' battlefield. Poked around in there a bit. Wandered up to the now abandoned spider lair, bit a giant leech in half, poked around until they found the spider king's pile of strings of plastic beads and actual loot. I oopsed and put the fine silver officer's sword in there by reading the wrong loot line on my notes. So that just swapped with a couple potions/scrolls to/from the charnel house kidneys. They did correctly guess that the magic key was to the demon chained to the post and put that on their to-do list. They walked over to the charnel house, looked at it, and spent five RL minutes being extremely suspicious. Walked in, no stealth, boomed around the first two rooms, walked the long hall to the stomach, wandered in the south passage, doors slammed closed, they started dealing with acid, then busted out. Turns out that breaking through walls is way easier when you've got a SAW and spare ammo. The house walls are armored up like starship bulkheads but their dice were hot. After this they dismantle & destroy all doors, no exceptions.

    Some healing later (daemonhost & atlantean have among the easiest resource recovery and Doc has access to the skill based magic systems' low end healing spell) and short of their hair & boots (they don't wear helmets, dripping acid blobs rolling hit locations, good times) they re-arrive back at the front porch. This time they hit up the mutant possessed bear and evil elemental (replaced carrion crawler). The bear was a mindless brute, but the EE kept trying to disarm Fulgurite's flashlight. It managed that towards the end, Doc used prestidigitation to set Ful's clothes on fire for light (put them out after a single partial turn), then set his own clothes on fire (damage + fatigue but enough light to beat the evil elemental). Doc got out the spare flashlight and changed into a spare set of clothes. Then they went to play with the daemon, failed to beat its stealth and it got a free surprise grab at Fulg as he opened the door. The dice said "no", the rolls were ****. It managed to break the last flashlight early on and there was a 19 round brawl, half in total darkness with people shooting off guns for flashes of light, the demon floating around the ceiling do the 10-meter-long-tentacle-mouth thing at them. The dice were... indecisive. Lots of successful parries and dodges, even with the demon getting +5s and the PCs at -3k1 dice (darkness sucks, NVG FTW). Around 12th-13th round Fulg and Doc were in low single digits of HP while the demon still had 8/11 (although demon toughness also gave it 9 armor like plate/carapace and 3 meters tall gave it mass to absorb blows a little better too) so Doc managed to book it back outside in 2-3 turns of running and Fulg blasted a hole in the wall. Fulg took a light ctir to the arm and dropped the SAW inside, there was a bit of grappling and bashing/slashing around outside the hole, then the demon bull rushed him back into the darkness. Well, there was some mutual retreating after that. The demon (mostly I really) was tired of indecisive fighting and the PCs were short HP & resource points. There's talk of coming back with lots of TNT or gasoline.

    They walked back out, kicked around a giant lizard on the way out too. Bought new clothes & flashlights, returned the next morning. They started at the other eend of the swamp to visit the demon chained to the immune-to-ranged-attacks pillar. This is like an additional 800 to 1200 years after the traditional sword & sorcery era of this planet, so its completely insane and just spouts gibberish. It also formerly ripped Fulgurite's arm off. They yelled at it a little from outside its fear aura radius, then chucked the key in to it. After a minute of frothing & screaming it picked up the key and set itself free. Enter the chase scene rules as it tried to catch someone to kill. That was over quick as I was randomizing its tactics and rolled the "duck under cover" hide action. Fulg, perception whore that he is, beat the pants off even the demon's pretty good roll. He didn't stop running anyways until he was out of the swamp, back in the aircar and 200 meters up in the air. Doc however circled around, decent stealthed, barely spotted the pits before falling in, and managed to find the treasure. He then took a several hour walk out of the swamp by a cross-country route while the random quicksand & encounter tables completely failed me. Too many people out next week. I expect them to wrap up week after.

    TODO: 1) Figure out what the charnel house re-stocks with. 2) There's an insane daemon of Khorn wandering the swamp now

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    Default Re: Return to Dungeons the Dragoning 40k 7e

    So.... did they have a specific reason for freeing the Khorne daemon? Did they have a specific goal in mind that freeing it would accomplish? It doesn't sound like they were able to make a deal with it. Or did they just say "We have a key. What's there even to think about?"
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    Thri-Kreen Ranger/Psionicist by me, based off of Rich's A Monster for Every Season

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    Default Re: Return to Dungeons the Dragoning 40k 7e

    Quote Originally Posted by Lord Torath View Post
    So.... did they have a specific reason for freeing the Khorne daemon? Did they have a specific goal in mind that freeing it would accomplish? It doesn't sound like they were able to make a deal with it. Or did they just say "We have a key. What's there even to think about?"
    Loot. And the fact that it tore off Fulg's arm on the third attack when they first played with it.

    What's funny is every week I mention this is an old OD&D module (mid-80s if I recall without checking). They went through enough of the house to know that theres two room-size spots with no doors leading to them. I'm sure they'll be back, although it may take one of the players who missed this week to get the clue.

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    Welp, last installment related to this module. Character-wise Doc & Fulg flaked (ok Fulg's player flakes, Doc's player was 3500 miles away for family stuff) but we had Char & Grinder.
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    Backstories filled in a bit more. Char is a waahed out assimar space marine (read: stole a experimental gun & deserted) heavy weapons guy from the Shining Expanse (Mt. Celestia centered polity) whose mentor is a don of one of the halfling mafia families. That nicely explains his paragon exaltation as a space marine super soldier serum thingy too. Grinder, squat promethian(robot) sword-mage with adamantium construction, was part of a citadel mobile-asteroid base that mysteriously vanished. He gathered ip some of the diaspora, snagged a ship, and now alternates being a small merc company with looking for clues.

    So Doc & Fulg get back to the hotel, fairly beat up, acid burns, claw marks, no hair, lost some gear. Char & Grinder get a quick debriefing, rent an air car, then hike out to see what the fuss was about.

    The mutant demon-possessed bear is now a zombie. Easier to hit, more immunities, a couple more hit points, diseased bite. They cut it in half in three rounds. Two demon possessed spiders get a surprise action to web them, fail, get taken down in four rounds. The demon is faking being a scantily clad female ork in distress, with comically large boobs and a bad cover story (lesser daemons are generally significantly dumber than regular people). This does get it within melee of them, but to no avail, it goes down in six rounds. It managed to break one flashlight, the tactic that worked so well last time, but these guys brought backups.

    Nothing laid a hand... well claw I guess, on them. Doc & Fulg are competent in combat, but not combat primary characters. Char & Grinder are combat primary with competent non-combat stuff. So most of the monsters, perfectly capable of murderizing a squad of soldiers before going down, kept getting their attacks dodged or parried. Then Mr. Custom Hi-Power Machine Gun was mowing through their hit points. In melee.

    Anyways, they figured out there was a secret roon and chopped through the wall, secret doors be damned. Figured out the house's brain was magical & demonic but didn't have the skills & rolls to get more info. They left it and explored more. Got to play in the stomach acid a bit, lost a trivial few hit points. The doors in the house just don't withstand machine gun fire and a properly strong & athletic body slam very well. They found & looted the kidneys, search - detect magic - search again.

    Noticed the second secret room and repeated the "secret doors be damned" entry method. Dodged hell-hound breath and murderized the poor dog in two turns. Char blew more holes in walls (and ran out of ammo finally) and they tried a simultaneous "break the orbs off by pure force" apporach. They did manage that and killed the house, but without turning the orbs into freaking huge gems. The "gratuitous hole in walls" approach to home remodeling let them escape the collapsing house by moving at a leisurely jogging pace for ten seconds.

    The trip out of the swamp was uneventful even with doubled chances of wandering encounters. They returned to the hotel and asked Doc & Fulg what all the fuss was about.

    They have their next mission and get to take a high speed in-system ship to the asteroid belt in about another 20 hours. In theory Doc & Fulg could rip back to the swamp for a nighttime romp and meet the now-free insane demon of Khorne but that's unlikely.

    Places not explored include the black rock/meteorite, the weird dwarf sage cave, lizardman & frog-man villages. Just random exploration for the sake of discovering what's out there isn't something that most of this group grew up gaming with or doing IRL. Its "goal-go-done" with them most of the time except for the occasional "ooh shiney!" distraction.

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    Default Re: Return to Dungeons the Dragoning 40k 7e

    Mission: Check out anomalous sensor readings at asteroid JM-3279-N8-8209-A. Determine the nature and origin of the readings. Desired information: type of emissions, number of emission sources, precise location (including depth if any), status of emission source. Report back for further instructions.

    Locale: The Ansithrama asteroid belt, zone K-820, asteroid JM-3279-N8-8209-A. The nearest population center is Asteroid Processing Facility 521-A-984-34. You will be sent on a commercial fast in-system ship to APF-521-A (200mkm=transit time 80 hours) where you will pick up a rented exploratory shuttle outfitted for larmalstone prospecting. Spare vacc-suits, five storm carapace suits, and seven jetpacks have been rented and will be in the shuttle, along with an industrial air recycler and two weeks worth of water & emergency food bars. Asteroid JM-3279-N8-8209-A is about 27 hours (437,000 km) one-way from APF-521-A at maximum shuttle speed. You should have around 200 hours on-site to investigate the anomalous sensor readings.

    Communications: We have arranged with Shmorgo Vaffler, a local fixer, to relay information to the Ostentatious Display of Wealth using the Asteroid Processing Facility 521-A-984-34 ansible. Use the shuttle's long range communicator to send encrypted information packets to Shmorgo at APF-521-A on the normal local personal data transmission channels. Shmorgo will send any responses back on the same channel. Use the standard ODW troubleshooter encryption protocols issued with your official ODW troubleshooter gear package.

    Retrieval: The Ostentatious Display of Wealth will pass with teleportarium range of Asteroid Processing Facility 521-A-984-34 approximately 256 hours after your scheduled arrival at APF-521-A, and will be in range for about 22 minutes. Please establish communicator contact on the usual ODW external troubleshooter channels at that time.

    ANSITHRAMA
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    Ansithrama is an old exploded planet that's now an asteroid belt. The Ansithrama Industries corporation is a thri-kreen co-op of member-owners who mine, refine, and manufacture stuff from the asteroids. You're here as a buyer of metals and goods, seller of foodstuffs and high tech bits, a hired expert they can't provide themselves, or a loose archaeologist try to find and study one of the occasional fragments of ruins. All the general rules of asteroid belts apply; don't hit the one rock in the nearest hundred trillion cubic kilometers, respect other ships, report any high velocity debris you find or create, and no claim jumping.

    Local laws important to PCs:
    * Keep ship transponders on at all times, stay at regular maneuver speeds while within the belt, register any mining claim you want to make, no claim jumping, etc., etc. Just standard asteroid belt stuff.
    * No open carry in pressurized habitats and nothing armor piercing. No explosives.
    * No large scale screwing around with addictive drugs or generally any illegal-type drugs at all.
    * Bounty hunters, monetary rewards, and lynch mobs are the local law. Punishment is paying reparations or getting shoved out an airlock without a space suit.
    * You can keep anything you drag out of a ruin but you'll want hard documentation, like full continual video of the entire exploration, if it looks like a modern gee-gaw or chunk of metal from an asteroid.

    Shopping:
    * Weapons: Ansithrama Industries shatter guns, any personal stuff people might want to sell,
    * Armor: Sealed space-type armors are fairly common. Storm carapace used as a mining hardsuit and powered exoskeletons are readily available.
    * Drugs: If you aren't trying to deal in the nasty stuff then it's potentially available, although quantities may be small for anything but the common medical and recreational stuff.
    * Vehicles: Jetpacks of all sorts are available, as well as various short distance space haul vehicles. Used shuttles and space fighters might be available depending on who you know and how nice you talk. Space mining rigs are all over the place and available for rent.
    * Services: Ansithrama Industries will sell you crates of guns, spare parts, and metals, no problem. Medical services are mostly emergency care until you can be shipped to a planetary hospital, although they're dang good at treating space injures and insect-folk over anything else. Bulk cargo shipping is cheap but only orbit-to-orbit is available. A few scholars and retired relic hunters are available for hire if you have any questions on a ruin you found.

    FLASHLIGHTS:
    For a Lantern increase the TN by one step, 2x mass, DOUBLE one rating and HALVE the other two
    range >> ID/'something's out there' -> 10m/40m, 30m/120m, 75m/300m, 125m/500m
    battery life >> in hours -> 4h, 10h, 24h, 60h
    toughness >> damage+armor -> 2d+2a, 4d+3a, 8d+4a, 12d+5a
    rarity(TN): range-battery-toughness (for funky options +up the rarity TN by one step but don't change the stats)

    #-1: Shmorgo Vaffler
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    is a fixer(as wealth/backing 3k3) but $ @ +2 TN for his cut, or can Common Lore + Wisdom to find one your own in minimum time IFF he says he can get it. Local computer networks are personal/small business (value = difficulty but info is location of resources & personal & favors) or corporate (med-center 20 records & billing, bank 25 local branch records, Ansithrama Ind. 15 local mining refining warehousing shipping).

    #0: Asteroid
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    is carbon-silicon rocks & low metal content, scan rolls 1/hour, 15= larmalstone deposits, 20= metal deposits, 25 = unusual density/gravity fluctuations. Found entry @ 2/10 on larmalstone, 5/10 metal, 10/10 density/gravity. Shuttle has a anchor-drill setup to keep it grounded in the microgravity. No rolls unless people are in a big hurry/being shot at, then TN 10 safely land & jetpack, TN 15 emergency takeoff (1 minute to retract anchors) or climbing without jetpacks or towing someone (rope), TN 20+ takeoff without retracting anchors or jetting around dodging (+half result to defense as usual). Fail= not taking off (try override safeties) or pilot/dex vs speed moved else crash/ram, checks = takeoff but 1 HP + 1/check damage to shuttle (ergo crash chart roll) or personal crash (distance = half the move attempted) & 1/check wounds & 45%+5%/check suit breach.

    #1: entrance - natural looking crevice on the asteroid's surface, has a small larmalstone deposit on the outer rim, standard keypad & keycard(RFID) security airlock door, oval iris-type opening. Code 1-2-3-4 opens (yes is stupid), Tech 20 with auspex+data-slate keycard hack, Tech 15 with dismantle & hotwire the keypad but then needs Tech 5 or Int 15 each time thereafter unless PCs install a switch. Inner has dim emergency LED lighting & standard icon-label controls. On inner door activation (outer must be closed first) weak cloaking field activates (active in-hand auspex detects odd flux & academic_OR_forbidden 15 OR tech 20 to ID), 1 minute air comes in & glow-paint ceiling light on & old-style pusher grav-plate on ceiling activates (craft/tech 15 style not used in ~1200 years). In case it matters, above plates in ceiling is radio beacon transmitter, not broadcasting.

    ALL FURTHER AREAS IN SECTION 1:
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    glow-paint ceiling light on & old-style pusher grav-plate on ceiling, edge-to-edge power transmission (like USB M-F plugs on ends) - parenthesis indicates number of ceiling plates, if any damaged then dash & number still working & details. Gravity overlaps enough to not worry unless more than half are out in an area. Doors are motion/light/RFID-officer-tags sensor above the door, keycards(credit-swipe) at left side on locked doors. All rock walls were sprayed with 5cm thick clear plastic sealant foam that acts as insulator & airtight (barrier 6 then barrier 8 per 10cm rock behind it). Rock walls typically 2m thick at minimum. Armorplas wall cover is starship bulkhead grade, barrier 32 on top of spray & rock. Magical background count low-medium, probably 5-10 % on VanHelsing/Hammer scale but specifics unknown without lab style research.

    Dramatis npc personae
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    GOBBO: slightly glowing red/IR eyes, twisted, emaciated, warty, grey-green, small fangs, mid-size (human/tau/thri-kreen), dirty leather clothing from animals, rusty but sharp knife, small filthy bag, speak gobbo(corrupted ancient elf Int 15/exchange) & 1 of morlock/trog {GM: see in the dark, smell soap/booze @ 30 meters, no honor, 1/10 minor mutation, stats as Thug +craft 3k2} ++PERMANENTLY DISORGANIZED BUT IF HARD ATTACKED IN LAIR DEPLOY SPIDER FROM rm.35

    MORLOCK: slightly glowing purple/UV eyes, twisted, emaciated, wrinkled, grey-brown, needle teeth, mid-size (human/tau/thri-kreen), dirty leather clothing from people, club or metal/stone lump on a stick, small filthy bag, speak morlock(corrupted ancient elf @ Int 15/exchange) & 1 of gobbo/trog/necromancy(arcana 10 ID & 25 understand) {GM: see in the dark, smell soap/booze @ 30 meters, no honor, 1/10 minor mutation, stats as Thug but +1k1 attack & +2 damage & +craft&TECH 3k2} ++LAZY & NO GUARDS/WATCHES AT START BUT WILL ORGANIZE AFTER SECOND INTRUSION/EVENT

    SCREECH MAN: blind, naked, hairy, filthy, bat-head person, scream to see, excellent scent & hearing, smell soap/booze @ 60 meters, NO LANGUAGE LEFT, ALWAYS MORE FROM SOMEWHERE

    TROGLODYTES: degenerate mutant scrawny dargonborn with claws & fangs, glowing dark green eyes, dark green-olive drab scales, smell bad, flint tipped javelins (3k3 @ 5k2 R, pen -3 IFF armor, 20m[10-40-60-80]), filthy leather bag on a belt, speak trog(corrupted ancient dragon Int 15/exchange) & 1 of morlock/gobbo/painted-man {GM: see in the dark, clean people smell them at 30 meters, smell soap/booze @ 30 meters, combat honor, 2/10 minor mutation, stats as Lesser Automata w/ +3 defense, swim speed, 2k2 dodge, optional TWF claws 3k3 @ 4k2}

    TRAPS (paranoia applies): separate perception for trigger & device 20 if looking for or know from local info, 30 for random luck spotting, disarm by talk=yes or Craft+Int/Wis 15, reset 15 minutes & repaired 12 hours

    SECRET DOORS: find (Per+Wis) & trigger (Per+Int) separate rolls, perception TN 35 random spotting or 25 if general searching or 15 if clued in/right spot, reset 15 minutes & repaired 12 hours

    DOORS: wood = barrier 6 & force 15, stone = barrier 10 & force 20, metal = barrier 12 & force 25, secret = barrier 8 & force 20, reset 15 minutes & repaired 12 hours

    SPECIES (replace 'human'): elf & gnome original scientists else 1=elf 2=gnome 3=dragonborn 4=assimar 5=tiefling 6=squat 7=mutant 8=halfling 8=eldarin(can't tell if dark from remains) 9=kobold 10=unknown

    COINS: cp @ 100/kg, ep @ 150/kg, sp & gp @ 125/kg, pp & 250/kg

    REMOVE CURSE: remove with dispel 10+(spell levels x 10) or RITUAL (assists OK with arcana+stat 15 check or auto w/ correct spell school) abjuration (sometimes healing or other) @ 2d10 hr per: DESIGN arcana+intelligence vs 10 + (spell levels x 5) & next step +1/raise -> RITUAL magic school + willpower vs greater of design or 0+(spell levels x 10) -> DEBUG arcana+wisdom vs lesser of design or ritual & apply -5 TN to higher of DCs & repeat. precalc TNs: SL 3= design 25, ritual 30, debug 25. SL 6= design 40, ritual 60, debug 40. SL 10= design 60, ritual 100, debug 60

  9. - Top - End - #9
    Ettin in the Playground
     
    Telok's Avatar

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    Default Re: Return to Dungeons the Dragoning 40k 7e

    ROUND 1!
    Spoiler
    Show

    Char & Doc Nobs. Did some ordering on the way to the asteroid processing facility. Did nothing of note there. Bopped off to the asteroid. Char nailed the tn25 first try to find the entrance. landed & anchored 500m away from the cave. Both chose to wear storm carapace despite non-proficiency, dropping their defense into the low teens buy giving 8 armor. Entered by disassembling outer controls & hotwiring the outer door. Entered, got info, nobody speaks elf so taking pics of doors with labels. Walked entire east side of the map. fought a couple of radioactive stirges, heard noises (room 22 & abomination several times), made one try at opening the secret door in the generator control room. Hacked the door controls & blasted statues in room 25/training simulator, then put the gold painted brick back face down & let it all reset.

    Ended up in room 30 / 15 junk lesser automata, bad reaction roll go combat, suppressing fire from Char in a small room is harsh. Two JLA got to melee & got good hits before being murderized, four or five others went down in the bullet storm (they're slow and not all could get to cover soon enough). Room 31 junk greater automata investigate, got caught in suppressing fire, 1 badly damaged & other destroyed by a suppression hit & Doc shooting it once. Al automata retreat & JGA tries communicating surrender & sacrifice of some JLA assuming they're automata with guns looking for parts. Recognizing binary language Char uses a data-slate to do translation, slowly. Truce & information about the abomination (automata assumed they'd killed it). We realized that using binary you can actually send '???' as a "word" as well as ASCII art.

    Plans were planned, they took a JLA 'corpse' and stuck two breaching charges inside it. Doc concealed himself under junk in the hallway outside the abomination room, lay the 'corpse' on top of his arm to reach the timers of the blasting charges. Char worked up a (tech+charisma rolled 20) insult in binary, played it at the (opened it first) door and ran around a corner to hide. Abomination came out, assimilated the defunct robot and got blasted in half straight into the second phase where its two half strength lesser abominations. Three full auto blasts & some stabbing by Doc and they went down doing barely a bruise to Doc.

    Back to the automata, talks with Sarge, tech use to download celestial language into Private (the remaining junk greater automaton). Got way more info and will now go looking in the west side of officer pips in order to get back in from the dungeon below. They did NOT pull the activation lever or try to do anything with the hatch in room 19. They also didn't bother trying to loot anything ever at all.

    Current Status: 8/198 hours elapsed, allied with remaining 9 east side JLA, escort with remaining & friendly JGL who speaks celestial+elf+gnome+binary, at 3/6 & self repairing 4k3 v 15 1/hour. Know age of the facility, 'safe' (no automata fighting allowed) rooms.

    ROUND 2!
    Spoiler
    Show

    Doc Nobs + Grinder + Fulgurite. Wandered around checking out the west half of the entrance facility (+1 h). Killed the SW sector automata but didn't search anything. Got the officer tags out of the locked box, but not the pair in the toilet. Didn't try to do anything with the nanite mirror secret passage (+1 h). Fulg got swarmed by radioactive stirges and picked up radiation poisoning that'll last the rest of this mini-adventure unless Doc gets extra creative to improvise some gear and transfusion stuff then gets a 30+ roll (actually totally doable with his really high medical skills). Grinder picked up the ancient blasters & e-clips without checking them over, also snagged the empty battery force shield but didn't do anything with it. Fought dust ghosts, people stunted (YAY!). Figured out to run something like a mass pushover or rush through attack, treat it like suppressing fire with TN 20 & each hit affecting another person. They found the ancient incident reports but no native elf speakers and nobody has forbidden lore so they put them back to return for later (+1 h). In the reactor room the stirges popped when Doc went down the ladder but he and Grinder jetpacked over to an exit and Fulg got swarmed again, then Grinder scroll of fireball nuked half the place. Enough damage to take out six stirges and seriously wound Fulg bit not enough to damage the place more than it already is. Took the oldest automaton head which is 1887 years old thus 3729-1887=1842 years of memory and thus has the 'what this place is for' info if the roll on repair is high enough. Ignored room #23 secret door stuff. Doc let Grinder get pranked by the fake gold bar in the training simulator room #25, double funny because the room title "Training Simulator" was on the bloody map because its printed on the door. Chatted with Sarge-bot a bit (gnome language via Fulg) and PULLED THE LEVER (+1 h).

    Went down, turned on the lanterns when the darkness started. Will now start tracking since they have 5-15 hours of light depending on what have backup-wise. They went "left hand search pattern" and skipped straight into the bone hall (room #9) with the screamers (rooms #10 & #11), which they fought. Forgot to double screamer encounter numbers but that turned out to be OK. Grinder did quite well after overcasting a Blur spell that (random rolled high) apparently also works vs echolocation. Most of the screamers mostly dodged past Grinder (though he did kill 2 with opportunity attacks, they're dodgy but fragile) and swarmed 'Worf Effect' Fulgerite. Fulg went down to fatigue from a leg crit that also shredded his foot (needs replacement), Doc rescued him and got a levitation warps off a heal, lifting them up. Then Doc grabbed a stun grenade off Fulg and tossed it down into the melee around Grinder. By this time 12 screamers were down to 4 & 2 got stunned. Doc healed again and warped again, this time displacing everyone within 15 meters (everyone) 18 meters away. One screamer went out of the fight, two plus Grinder went north into the hallway from #10 to #11, Doc and Fulg (lucky) went south into room #90, on went into another part of room #10, then the screamers from room #11 piled in. Grinder ended up killing all but 2 screamers and arcane marked one of the escapees, but took some damage. He found the 80kg silver coins but left them & may or may not have told the others about them. Doc healed & stimmed Fulg awake, then exited out #14 -> #12 -> #9 (all empty rooms) without checking or investigating or opening any other doors. (+1 h)

    Stopped for the night there, they regrouped in the bone yard, clacking & crunching all the way.

    Current Status: 12/198 hours elapsed & 1 hour light used (DOC: 15m/60m - 1/12h - 24d+10a, GRIND: 60m/250m - 1/5h - 16d+8a, DEFAULT/BACKUP: 30m/120m - 0/10h - 2d+2a)

    ENTRY: friendly JGL speaks celestial+elf+gnome+binary, killed all stirges, generator room now half flooded & lower doors have sealed, officer tags found (Doc has them), ALT ENTRANCES ARE OPEN AND BROADCASTING!

    ADD DEMON GOOSE NEXT ENCOUNTER
    ROUND 3!
    Spoiler
    Show

    Doc Nobs + Fulgurite. Went back up to the shuttle. Found out that the cloaking field at the entrance was off and their radios were overwhelmed. Got a bit away & tuned half the dial away to discover the place was broadcasting, quite loudly, a message roughly translating as "The Anomalous Subsurface Environment Facility is Open for Business". Back at the shuttle the comm was lit up with the fixer wanting to know WTF, as well as some other mining people & traffic control demanding info stuff. Answer: "We found a 4000 year old facility and turned the power back on. Why? What's up?". Turned out that there were 4 other rocks in their sector of the belt that had also lit up with radio beacons. People are now in route to both this rock and those other locations. They did medical stuff, rigged a prosthetic foot for Fulgurite, tried some deciphering of the incident reports from Level 1 (roll=20), good a good nap in, then returned. They went 'right' this time, hitting room 1 with the skeleton & note. Found the first dart trap room. Got a random encounter with 10 jawheads. The JH were looking & stalking but not aggressive, Doc opened up with a blast of magic. About half of the JH escaped with half or less hit points. A goose spontaneously generated from the corpse of one of the jawheads. Da Goose now follows Fulgurite around, hissing, honking and being a bit of a nuisance. They triggered the 8 corpse jellies from the face-room trap and defeated them, but we were out of time and they haven't dome anything else. There was some warpy crap with Doc recharging his resource points, a 100 meter 'scare all animals' and a 60 meter frost & chill. The trogs in room 99 are the only sapiens to have noticed.

    Current Status: 23/198 hours elapsed & 1 hour light used (DOC: 15m/60m - 1/12h - 24d+10a, FULG: 30m/120m - 1/10h - 2d+2a, DEFAULT/BACKUP: 30m/120m - 0/10h - 2d+2a)

    ENTRANCES:
    1- ASE facility (current location, 27h return), @ t=35 thri-kreen local sheriff deputies (8 GUARDS) + archeologist EXPERT arrive, will not interfere but scholar will bug them about artifacts & local sapiens. @ t=47 mixed party adventurers arrives, will enter via hatch with troglodytes, begin clearing rooms at about 2/hour. @ t=66 mixed party of adventurers arrives, will buy mapping if possible (yes from 1st party $UC) & beeline for lower levels or else explore unmapped areas.

    3- (25h away, 44h return) mixed miners, @ t=28 they enter L3 and replace the moktar entries, stats as ELITE SOLDIERS for leader types, 1 standard SOLDIER & 1 MINION squad per 3 moktars, replacing all grenades with blasting charges (as krak missiles but place & timer w/ no throwing), 2 INDUSTRIAL ROBOTs, use plastic-man (ap4 dex2) instead of flak in pressurized environments. @ t=55 mixed party of adventurers arrives, will buy mapping & entry (yes $UC) & beeline for lower levels or else explore unmapped areas.

  10. - Top - End - #10
    Ettin in the Playground
     
    Telok's Avatar

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    Default Re: Return to Dungeons the Dragoning 40k 7e

    ROUND 4!
    Spoiler
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    Everybody present (Doc, Fulgurite, Char, Grinder). They hit the throne room, Grinder sat on the throne and said 'ouch', they opened the secret passage, then decided on a 'right hand search' pattern that's ****ed them over. They fought assorted bugs, the silver spheres in #22, and some vagabond mushrooms, and the screamer swarms from the balcony room (#17). An assassin from Grinder's enemy showed up, did a bit of damage, and then bugged out. They finally found him in #8 and ganked him, but not before he managed to stick the glue-on mining charge to Grinder and last long enough for it to go off (lousy damage roll though for only 3 wounds). Fed one of the ichor samples to the daemon goose but gave up when it didn't appear to do anything. Then they: A) bypassed the trogs & crystal skull in #96-#99, B) took pictures but didn't interact with #100 (healing potions), C) went the other way from #101, D) looked at but did not go into the main hallway thus missing the art gallery & the entire morlock section (who will be sending out a patrol to see what all the shooting was about), E) and if they continue with it they'll end up in #94 & then #88.

    Current Status: 30/198 hours elapsed & 8 hour light used (DOC: 15m/60m - 8/12h - 24d+10a, FULG: 30m/120m - 8/10h - 2d+2a, CHAR (gun mount): 75m/300m - 7/60h - 2d+2a, GRINDER: 15m/60m - 7/12h - 24d+10a, DEFAULT/BACKUP flashlights: 30m/120m - 0/10h - 2d+2a)

    ENTRANCE #1 soon to be visited by deputies

    thri-kreen +1 acrobat, +1 perception, halve reload time & 1/turn free ready action
    EXPERT thri-kreen: size 4, level 1, int wis 3, else 2, init +4, ELF & TRADE, common arcana tech academic 4k3
    hp 4, resilience 4, ap 0, def 17, dodge 3k2, speed 4/24, mdef 15, resolve 4, devotion 6, brawl 1d10-1
    gear: nice clothes, chrono, comm-bead, data slate, auspex, credit card, charm

    DEPUTIES thri-kreen: size 4, level 1, CON&WIS 3, else 2, init +2,
    perception 5k3, brawl 2k1, shoot 3k2, common politic acrobat scrutiny persuade 3k2, first aid 4k3
    hp 6, resil 4, ap 5 chest (armor vest), def 17, dodge 3k2, speed 4/24, mdef 15, resolve 4, dev 6
    brawl 2k1 @ grapple 6k2 v sz+str,
    hand cannon 3k2 @ 3k2 I p3 35m s/- 6a 2f,
    K.O spray: dodge tn 15, 4m*2m cone, con 15 inhale vs +fatigue, 2 ammo, 2 full reload
    gear: armor vest, comm-bead, spray reload, hand cannon & 2 clips, handcuffs, badge, donut, torch

    ENTRANCE #3 occupied by MOKTAR Mining Co. (small time mining outfit)

    thri-kreen: halve reload time & 1/turn free ready action
    ELITE: size 4, level 3, str 4, dex con com 3, else 2, init +6, JADED, acrobat 5k3, athletic 4k3, percept 5k2
    shoot 6k3, weapon 5k2, intimidate 3k2, drive 4k3, craft 3k2
    hp 8, resil 5, ap 8-all (storm carapace), def 14, dodge 4k3, speed 7/42, mdef 20, resolve 5, devotion 5 or 7
    pulse rifle 6k3/8k4 @ 2k2 E p2 100m s/2 40a 1f reliable,
    2x frag grenades 3k3[+8] @ 12m 4k2 X p0 blast[4]
    cbt knife 5k2 @ 4k3 R p0,
    gear: 3 e-clips, comm-bead, chrono, torch, snack, extra dry socks

    INDUSTRIAL ROBOT: size 5, level 1, str con 4, dex mental 2, socials 1, init +3, tech craft brawl 3k2
    hp 6, resil 4, ap 4 all(machine), def 10, dodge 2k2, speed 6/36, mdef(hacking) 10, resolve 3
    immune fatigue toxic disease breath eat environment bleed mental biology (NOT STUN IMMUNE)
    arc welder: dex 10 v 10m x 5m cone @ 3k2 E p4 s/- (+rechargeAmmo) +dex vs 15 on fire && +jam on dmg 9s
    clobber: 3k2 @ 5k2 p0 I
    gear: bright hazard paint & stickers or grease & grime

    thri-kreen: halve reload time & 1/turn free ready action
    SOLDIER: size 4, level 2, phy 3, else 2, init +5, athletic 4k3, acrobat 5k3, perception 4k2, weapon 4k2,
    shoot 4k2, scrutiny 3k2, intimidate 3k2, 50% drive 4k3, craft 3k2
    hp 7, resil 5, ap 4-all (plastic man), def 17, dodge 3k2, speed 6/36, mdef 15, resolve 4, dev 6
    knife 4k2 @ 4k2 R p0 throw 5m @ 2k2,
    lasgun 4k2/6k3 @ 3k2 E p0 60m s/3 60a 1f reliable
    gear: 2 e-clip, comm-bead, chrono, torch, collapsible shovel

    MINIONS: #6, quality 2, damage 10 (pistols 30m & knives), init +4, def 10

    ROUND 5!
    Spoiler
    Show


    Doc Nobs & Fulgurite. The AFK people (Char & Grinder) continued the "right hand search", got a couple fights with bugs & evil balloons & garden gnomes, fooled around with empty rooms. Rooms #94, #88, #89, #15, #13 cleared, and 9kg gold coins + 2kg flawed garnets recovered. No random encounters rolled for them.

    Doc & Fulg hit room #101, obvious trap is obvious, tricorders ID acid, magic bang bang damages gold foil multiple times & in about 90 hours (t=120) it will be drained. Then they Doc exploded the coin pile to see what happened and they watched the trap foozle around. The explode put about 4/6 kg of gold on the bottom of the pool. The foil+submerged coins= 5kg, pressure plate with 2kg & retriggers every 10 minutes until repaired & reset with another gold pile at about t=60, but fixing the pool will have to wait until the acid has drained. Wandering back they tried almost everything with the healing goop in room #100 EXCEPT drinking it, and Doc missed the arcana check by one point to quick-n-dirty ID the magic school of it. They let it be again. Room #99 the parleyed with the troglodytes, Fulg knowing draconic language and making the Intelligence check for language drift. Healing, "hey we killed stuff back that-away that's made of meat", and Fulg's gift of one of the best quality spears from the Devil's Quagmire adventure. They got limited info about crystal skulls and the second level, notable the clown doctor & circus (high interest by players noted), mentioned hinge headed, they now know there's at least 5 levels and they're on the first. The trog leader gave them "Fred" as life-debit & guide. Fought the treasure mollusks in #96, Fred throwing a flint tipped javelin 5k3 for 30+ freaking damage and almost one-shotting one of them. Fulg got grappled but they offed the $clam before it bit him. Fred showed them how to shuck & eat it (they cooked their bit), one clam had a pearl (regular 6cm diameter pearl), everyone including the GM is a little weirded out by the deformed baby-like thing in the clams. Made 3 clamshell sleds tied together with clam tentacles. Kept 19kg silver coins in one sled, added mummified elf researcher from #97 to sled 2, found the blue crystal skull and intend to use it on the elf.

    They checked the blue crystal skull in the room #9 & #16 niches, random encounters of far off screaming & gunfire. Proceeded to #18 & #19, Fulg touched the God's Eys & was dominated but the "against ethos" bonus for the kill-your-buddies command broke it. The dismounted the nearby door & leaned it up over the Eye. The first and only torch bracket in the module at #23 got pulled, obvious secret door trigger is obvious. Fry-o-lated the slime in #28 from range, engaged goblin patrol in #26 although about 1/3 ran off. Doc triggered the trap in #27 but sealed environment storm carapace, so no effect. Shown a flashlight around #31 but didn't enter or look over the edge. Fought through 20 or so goblin minion squads, about 3 worth ran away by the end. Good stunt by Doc; ripping off a door, exploding a energy blast behind him to launch a powered bull rush & body surfing down the full-o-gobbo hall from #24-d to #35/36, killing about 10, panicking a squad, and then next turn blasting the door with a burst to scythe it through the remaining 6-8 or so gobbo in the hall. Though a warp effect did translocate him to room #25. Fulg basically dodge-tanked a bunch, slowly killing his way through, although some of the squads came close to grappling him and several did land some minor hits. They got a good look at the E-W hall of #24, triggered the skeleton in #24-j but one shot it by dropping the sarcophagus lid on it, "meh" on small gems after the pearl & aquamarine. Called it for the night there.

    "Fred" - loyal allied troglodyte
    Spoiler
    Show
    (fem but they haven't asked) in awe of the 'strong shaman' she's life-debited to. Now knows to stay a bit further back from them in a fight now that Doc is willing to freaking explode himself for a stunt (came within 1 damage of killing her). Degenerate mutant scrawny dargonborn with claws & fangs, glowing dark green eyes, dark green-olive drab scales, smell bad (musk glands). Scouting/hunting party came up NW well in L1 #24.
    Level 2, Sz 4, str & con 3, mental & dex, socials 1, init +3, SEE IN THE DARK TO 20m-25m
    brawl 4k2, weapon 4k2, perception 3k2, athlete 5k3, craft 3k2, AMBIDEXTEROUS
    hp 6, resil 4, ap 2-all (crocodile-like hide), def 14, dodge 2k2, speed 5/30, mdef 10, rsv 3, dev 5
    flint tipped javelins 3x: 4k2 (~16) @ 5k2 R, pen 0, 20m[10-40-60-80])
    best quality stone spear: 5k2 (~17) @ 5k2+2 R pen 2, reach, 2-hands, 'magical'
    TWF claws & bite: 2x 3k2 (~14) @ 5k2 R pen 0,

    filthy leather bag on a belt, 30 $sp, clean people smell her at 30 meters, she can smell soap/booze @ 30 meters
    LANG: degenerate draconic speech (int 15/scene until success), painted-man (degenerate elven), wpThrow & M2
    combat honor, knows: Dr Giggles, necro midgets, blade zombies, gobbo egg sacks, gobbo big-heads,
    Caves of tribe by the giant mushroom, about 40-50 of them, don't really ever go north past river, west wall three pipes water into pool then out through crack downward in east wall, south to cavern #121, 3m tall yellow ferns, white grass-fungus, soil, ceiling red bio-luminescent microorganisms that occasionally cloud drift, giant mushrooms, cave corals, cave corals, dim violet glow thorn bushes, vines, giant 1m dia puffball clusters, slimy blue-stalks (2.5m tall), thorny red tree w/ basketball size putrid fruit, blue/yellow stipe spike plant, fan-o-pedes (1m long, fast, poison, lock-jaws, swarming, good eating but dangerous), void bats (grey, flickery, like a ragged leaf, bites that never heal & bleed grey ooze & always get infected), locusts (1m long bugs, good eats), glowing yellow-green polyps (immobile, stingy, paralytic), aerial jellyfish (soft, floaty, stingy, paralytic, not good eating), pill bugs (1m long, tough but good eats), morlocks occasionally come down by rope (rough to fight but good meat on them), giant snails (2.5m tall, tough, bad bite, super nasty taste). Southern cavern has in middle-ish has Temple of Eater of Woe (god-thing, don't like much but OK if you're really sad), Void Pit from which void bats come, near north wall is shaft to L1 NE #24 well 38m to ceiling & 27m hole = 65m total, on east wall rockfall to avoid because fang-o-pede nest. SW exit is evil shaman midgets with blade zombies. But SE exit is weird people sculpture hall then lightning trap room (just don't touch) then into painted-man caverns on left or Fat Grundle & Dr. Giggles the prisoner exchange gong if keep right.

    GM DECISION: There are no stairs or ramps in the levels except as required for rooms or level transitions. Thus the only vertical alterations are the ramp in from above by #1, ladders in #99 & #21, the holes in #24, pit & ramps to level 2 in #31. Things are sill above/below as normal though, so #92 still has the E-W passage with the pit trap above the N-S passage with the grate in the ceiling. This is unlikely to be noticed by anyone.

    Current Status: 38/198 hours elapsed & 8 hour light used (DOC: 15m/60m - 4/12h - 24d+10a, FULG: 30m/120m - 4/10h - 2d+2a, CHAR (gun mount): 75m/300m - 14/60h - 2d+2a, GRINDER (on loan to fulgurite?): 15m/60m - 4/12h - 24d+10a, DEFAULT/BACKUP flashlights: 30m/120m - 0/10h - 2d+2a)

    TODO: grab ASE-3 & ASE-4 PDFs to see what other crap might happen if the party starts skipping levels.

    1- ASE facility, @ X+3 hours thri-kreen local sheriff deputies (8 GUARDS) + archeologist EXPERT
    3- MOKTAR Mining Co., @ X+10 on level THREE and replace the moktar entries
    5- Buried Entrance, @ X+0 an archeology expedition (EXPERTS) begins excavating the location

    1- @ t=66 mixed party of adventurers arrives, consults expert, enters, explore or go lower immediately based on info about PCs
    3- @ t=55 mixed party of adventurers arrives, consult moktar, beeline for unexplored zones
    5- @ t=77 mixed adventurers arrive & ally, @ t= 110 mixed double strength band of cowboys arrives & deep dives for trouble
    7- @ t=59 dragonborn cultists arrive & fortify & enter @ t=71, @ t=102 miners enter & get shot up, @ t=140 local space navy arrives
    Last edited by Telok; 2023-10-31 at 06:48 PM.

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