Chapter 5: The Valley of Frozen Tears

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Venatus Vinco
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Chapter 5: The Valley of Frozen Tears

Post by Venatus Vinco »

The Valley of Frozen Tears

Searching the rim of the chasm the group uncovers a series of markers left hidden by Angelo's people. The markers lead to a somewhat safe path that descends down to the canyon floor. The massive vehicles struggle on the narrow track but eventually the team slides to the icy floor of the chasm. The high ice walls block out any sun coming in, making it nearly pitch black despite it being nearly midday. Not doubt once the temperate drops this icy chasm will be even colder than the surface.

Shining lights on the walls causes many reflections and shadows, but also shows the outline of frozen oblong shapes that look like beads of water that froze on the canyon wall. Angelo whispers quietly to himself at the sight of these frozen tear drops, "The valley of frozen tears."

Not wanting to find out what makes people cry down here the group presses on, following markers etched into the ice wall and eventually finding the entrance to a massive cavern on the opposite wall of the canyon that looks like a tunnel under the ice. It's pretty clear Angelo's people went this way, and it explains their sudden disappearing act.

Wind howls down the canyon and what little light begins to fade. The cavern is easily large enough for the vehicles, but its hard to penetrate its inky blackness.
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Bryan
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Re: Chapter 5: The Valley of Frozen Tears

Post by Bryan »

Bryan peers into the chasm and lets out a low whistle. "I can jetpack down there and scout ahead, if you'd like? Anyone know if there are any kind of predators down there?" he glances toward the russkie.

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steelbrok
Posts: 76
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 5: The Valley of Frozen Tears

Post by steelbrok »

Hey Angelo," Steelbrok quietly asks, "Is this somewhere your people ever spoke of? Been before? Planned on coming to? You seem to know something about this place"

In the meantime he keeps a sharp lookout, glad to be unimpeded by the darkness
Steelbrok
Steel's Vital Statistics
Bennies 5 (+1 from Palach's Joker 7/9/20)
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2!
'Velma' the Vibro Longsword d12+d10+2 AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 3 bursts each Ignore Sloped Armour
Credits 1300
Valuable nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)

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steelbrok
Posts: 76
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 5: The Valley of Frozen Tears

Post by steelbrok »

Steelbrok looks around. He realises he's been enjoying himself too much in this strange new world and just letting himself being carried along by events. It's about time he got a grip of himself and the situation.

"Listen up!" Warrant-Lieutenant Paris of His Majesty's Army barked, "Maks, give these tracks a good look over, see if they're consistent with what Angelo think's his family would leave. Par! Give Makenna a hand and rest up those arcane powers of yours.
Thursday! Get high and keep your eyes open. Don't forget to look up as well as each way along this crevasse.
Palach! Make sure the vehicles are in go condition and are positioned to roll. Could be into this cave or back the way we came. Either way we want to be able to do it quickly.
Bryan! I want you just inside that cave mouth. Make sure you use your scope. You're on overwatch for the scouting party.
Damien! You and I are going to take a little walk into this cave, you want to have a gun or a sword to hand? If you go ranged I'll have Vlad to hand, you prefer hand to hand and I'll keep Vera out."
Steelbrok
Steel's Vital Statistics
Bennies 5 (+1 from Palach's Joker 7/9/20)
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2!
'Velma' the Vibro Longsword d12+d10+2 AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 3 bursts each Ignore Sloped Armour
Credits 1300
Valuable nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)

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steelbrok
Posts: 76
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 5: The Valley of Frozen Tears

Post by steelbrok »

OOC Comments
Assumes people are happy with the above plan and Damien prefers melee weapons
Steelbrok advances cautiously into the cave, keeping as clear as possible of Bryan's arc of fire and looking to not get too far away from Damien. Vera swings lightly in his hands with Violet and Velma on his belt and Vlad in a back/shoulder carry. He scans the cave as they carefully move forward

General observation: Notice 1d6!!+4: [5]+4 = 9 360 degrees, no lighting penalties
Wild die 1d6!!+4: [4]+4 = 8

Danger Sense (if needed)
Notice 1d6!!+4: [4]+4 = 8 -2 for Danger Sense (sorry, forgot) = 6
Wild die 1d6!!+4: [5]+4 = 9 -2 = 7

Steelbrok
Steel's Vital Statistics
Bennies 5 (+1 from Palach's Joker 7/9/20)
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2!
'Velma' the Vibro Longsword d12+d10+2 AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 3 bursts each Ignore Sloped Armour
Credits 1300
Valuable nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)

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Par
Posts: 48
Joined: Mon Mar 30, 2020 2:43 pm

Re: Chapter 5: The Valley of Frozen Tears

Post by Par »

+1 Support to Makenna Griggs
Zen 1d10!! or Wild 1d6!!: [1]+[5] = 6
Survival to support Makenna Griggs 1d4!! or Wild 1d6!! (Was tempted to use ridiculous notice, but that felt cheesy.): [5!!]+[1] = 6
Par starts looking around the area for other more subtle signs. Something here must be relevant and show information they did not expect to leave. As he clears his mind he realizes scratches in the ice, small forgotten items or even stains such as from food or wounds could all be significant. As he begins noticing details he points them out to @Makenna Griggs to see if any of them make sense to her. "Perhaps this is relevant?"
Partum Artifex
Bennies: 1
-1 reroll scouting
-1 reroll lower driving

PPE: 11 / 35
ISP: 10 / 20
STAFF: 10/10


Partum Artifex
Rank: 1 Advances Left: 0
Race: Wood Golem
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Pace: 6; Parry: 2; Toughness: 14 (7)
Skills:
  • Athletics d4
  • Common Knowledge d4
  • Faith d10
  • Notice d10+2/+4 (Danger Sense, Sixth Sense, Ignore illumination)
  • Occult d10
  • Persuasion d10
  • Psionics d10
  • Stealth d4
Sentient Wood Golems
Are created by transferring a living soul into a prepared plant based elemental body. They come in a variety of forms, however usually humanoid forms are preferred. Once inhabited the plants retain their living nature, but are able to animate and sustain through the magic in them.

Iconic Abilities
  • Arcane Duality: Two arcane backgrounds do not overlap with edges.
  • Cybernetics: Like all else.
  • Enemies: Lots of people hate the awesome.
  • Higher Standard - Code of Honor: Par is a true believer in what is right and his mother's teachings influence him to his core.
  • Power Activators: Mystics must have hands free and power of speech to use Miracles.
  • Arcane Background (Miracles): 10 PPE, 3 spells and d6 Faith
  • Master of Magic: Access to mega power modifiers for Miracles
  • Power Points (Miracles): +5 PPE
  • Arcane Background (Psionics): 10 ISP, 3 powers, Psionics d6
  • Major Psionic: May spend ISP to enhance Psionics and Doubles ISP
  • Cosmic Confluence: May convert PPE and ISP on a 1 to 1 basis.
  • Mystic Senses - Alertness: +2 to Notice rolls
  • Mystic Sense - Danger Sense: +2 to detect danger, or roll on uncontested danger
  • Spiritual Awareness: May use Detect/Conceal Arcana as innate with the range self and aspect limitations.
  • Spiritual Awareness: Can sense supernatural, evil, ethereal, and energy beings, and any beings using invisibility within line of sight with Notice.
  • Spiritual Channel: May use divination without spending PPE/ISP. But must make a vigor check for this the stupidest of all powers.
Hindrances
  • Vow (minor): To feel his father’s love
  • Pacifist (minor): Will only harm in self defence
  • Heroic (Major): Par is a true believer and will help those in need whenever he can.
  • Loyal (minor): He loyal to his allies and friends
Selected Edges & Source
  • New Powers (Racial Adaptable): The character gains two new powers
  • Master Psionic (Hindrance): Gains access to mega modifiers for Psionics. Mind reading and elemental manipulation added to the available power list.
  • Sixth Sense (Hindrance): Enhanced Danger Sense, normal success starts on hold and on a raise may perform immediate defensive action.
  • Zen - (Hero’s Journey, retrapped Jack of All Trades): May make a smarts roll success gains d4 skill, raise gains d6.
  • Adept (Hero’s Journey): May activate select miracles as an innate self only ability.
  • Power Points (Nov 1): +10 ISP

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Venatus Vinco
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Re: Chapter 5: The Valley of Frozen Tears

Post by Venatus Vinco »

Into the Darkness
It doesn't take long for the group to find more markings from Angelo's people. They are cleverly hidden but once you know what to look for it is much easier. The temperature warms as the group descends further into the massive cave. There is some sort of geothermal heating going on. The massive vehicles scrape along the sidewalls and navigate the steep inclines.

After a long while in pitch blackness a massive cavern opens up to reveal an underground shanty town. It's warm and lit by any number of torches and modern lights, casting long eerie shadows. Angelo is quickly able to talk his way past the guards, whom he seems to know, and the group is allowed to enter on foot.

Image

"Welcome to my home. It isn't much but it is warm and hidden from the warlords. We will find babushka and ask about your thief but first, perhaps some eating and dancing!"

OOC: The cavern is your oyster. What would you like to do?
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Makenna Griggs
Posts: 55
Joined: Thu Apr 02, 2020 11:57 am

Re: Chapter 5: The Valley of Frozen Tears

Post by Makenna Griggs »

OOC Comments
Holding this spot for any rolls.
Makenna considers Angelo's question, then takes a look at her party members and takes note of a few of them. Steelbrok, Par, Thursday... They all have amazing abilities, and probably more than one way to see farther than her normal eyes could. Considering the vast terrain they had to travel to get here, she considers how likely it would be for enemies to find them before she ever saw them coming. "Does this place sell any cybernetics?" She asks.
Makenna Griggs
Makenna Griggs

Pace: d10 (10); Parry: 7; Toughness: 15(6); Strain: 0

Wounds: 0/3; Fatigue: 0/2; Bennies: 4/3

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Par
Posts: 48
Joined: Mon Mar 30, 2020 2:43 pm

Re: Chapter 5: The Valley of Frozen Tears

Post by Par »

Parlux around fascinated by the display. That something like this could exist hidden away is exactly the reason why he wanted to be able to travel. Although he always wanted to follow in his father's footsteps and to impress his father. Being so atracted to exploration and such a strong wanderlust was something that he had inherited and it remained long after he died. Looking over at Angelo Par says. "I would love to dance and eat and join your friends this is amazing."

His heart set on learning all he could Par heads down into the cavern to learn all he could of these wonderful people.
Partum Artifex
Bennies: 1
-1 reroll scouting
-1 reroll lower driving

PPE: 11 / 35
ISP: 10 / 20
STAFF: 10/10


Partum Artifex
Rank: 1 Advances Left: 0
Race: Wood Golem
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Pace: 6; Parry: 2; Toughness: 14 (7)
Skills:
  • Athletics d4
  • Common Knowledge d4
  • Faith d10
  • Notice d10+2/+4 (Danger Sense, Sixth Sense, Ignore illumination)
  • Occult d10
  • Persuasion d10
  • Psionics d10
  • Stealth d4
Sentient Wood Golems
Are created by transferring a living soul into a prepared plant based elemental body. They come in a variety of forms, however usually humanoid forms are preferred. Once inhabited the plants retain their living nature, but are able to animate and sustain through the magic in them.

Iconic Abilities
  • Arcane Duality: Two arcane backgrounds do not overlap with edges.
  • Cybernetics: Like all else.
  • Enemies: Lots of people hate the awesome.
  • Higher Standard - Code of Honor: Par is a true believer in what is right and his mother's teachings influence him to his core.
  • Power Activators: Mystics must have hands free and power of speech to use Miracles.
  • Arcane Background (Miracles): 10 PPE, 3 spells and d6 Faith
  • Master of Magic: Access to mega power modifiers for Miracles
  • Power Points (Miracles): +5 PPE
  • Arcane Background (Psionics): 10 ISP, 3 powers, Psionics d6
  • Major Psionic: May spend ISP to enhance Psionics and Doubles ISP
  • Cosmic Confluence: May convert PPE and ISP on a 1 to 1 basis.
  • Mystic Senses - Alertness: +2 to Notice rolls
  • Mystic Sense - Danger Sense: +2 to detect danger, or roll on uncontested danger
  • Spiritual Awareness: May use Detect/Conceal Arcana as innate with the range self and aspect limitations.
  • Spiritual Awareness: Can sense supernatural, evil, ethereal, and energy beings, and any beings using invisibility within line of sight with Notice.
  • Spiritual Channel: May use divination without spending PPE/ISP. But must make a vigor check for this the stupidest of all powers.
Hindrances
  • Vow (minor): To feel his father’s love
  • Pacifist (minor): Will only harm in self defence
  • Heroic (Major): Par is a true believer and will help those in need whenever he can.
  • Loyal (minor): He loyal to his allies and friends
Selected Edges & Source
  • New Powers (Racial Adaptable): The character gains two new powers
  • Master Psionic (Hindrance): Gains access to mega modifiers for Psionics. Mind reading and elemental manipulation added to the available power list.
  • Sixth Sense (Hindrance): Enhanced Danger Sense, normal success starts on hold and on a raise may perform immediate defensive action.
  • Zen - (Hero’s Journey, retrapped Jack of All Trades): May make a smarts roll success gains d4 skill, raise gains d6.
  • Adept (Hero’s Journey): May activate select miracles as an innate self only ability.
  • Power Points (Nov 1): +10 ISP

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steelbrok
Posts: 76
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 5: The Valley of Frozen Tears

Post by steelbrok »

Looks around, fascinating place. He can't help thinking it reminds him of somewhere.

With a few hand gestures and some miming he is invited to eat. He's quite happy to
immune to poisons but only needs 1/5 nutrition
whatever is placed in front of him but quickly fills up.

And then there is
Performance d4!!-2: [10!!]-2 = 8 , Wild die 1d6!!-2: [5]-2 = 3
. Turns out this cyborg can be pretty groovy and he thoroughly enjoys showing off his moves!
Steelbrok
Steel's Vital Statistics
Bennies 5 (+1 from Palach's Joker 7/9/20)
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2!
'Velma' the Vibro Longsword d12+d10+2 AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 3 bursts each Ignore Sloped Armour
Credits 1300
Valuable nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)

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Thursday
Posts: 34
Joined: Sun Mar 29, 2020 4:55 pm
Location: OH

Re: Chapter 5: The Valley of Frozen Tears

Post by Thursday »

Thursday peers around, amazed that there are hidden underground cities sprawling with people.

"It's like a hoard, but with a bunch of people instead of a dragon."

Thursday sniffs around and hears the word 'eat.'

"Eat? Now that you mention it, it has been a while since I've last eaten. I'm hungry!"

I don't need food, I just want to eat for the simple fact of wanting to taste things. None of these creatures would know about that, though... right? I don't see any dragon experts in the group... unless one's undercover!

Thursday finds something to munch on (
Don't need to eat, but eat for the pleasure of tasting food. Also, immune to the Hazards of cold, heat, hunger, thirst, disease, poison, drowning, electricity, and radiation
). Thursday follows the walking metal man, Steelbrok to eat with him. When Steelbrok grooves, Thursday looks very concerned while watching him and then

Performance: 1d4-2!!: [4]-2 = 2
Explosion! : 1d4!!: [3] = 3
A total of (4+3-2=) 5
Wild Die: 1d6!!: [2] = 2
along with him.

How does he eat? Does he need to eat? What is he even doing? Is this a battle stance? I don't know, but it's a bit neat. I'll give it a try.

Thursday is not sure about dancing, or even what he is doing, but he's vibin' and going through the motions.
Thursday is always on vacation trips
Thursday the Unique Dragon
Thursday

Bennies: 7

Wounds: 0/4 Fatigue: 0/2

Attributes: Agility d6, Smarts d10, Spirit d4, Strength d12+3, Vigor d10

Pace: 6 Walk / 12 Fly; Parry: 7; Toughness: 35 (16 of which is Armor); Strain: 0

PPE: 30/30 ISP: 20/20

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steelbrok
Posts: 76
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 5: The Valley of Frozen Tears

Post by steelbrok »

Emboldened by the positive reception of his killer dance moves, Steelbrok is moved to song:

Friday night and the lights are low
Found a real nice place to go
Where they play the right music
Getting in the swing
You looking at a king
No-one else can be this borg
Night is young and the music's high
With a bit of rock music
Everything is fine
I'm in the mood to dance
And when I get my chance

I am the dancing borg,
sleek and steel
Only Seasoned 1
Dancing borg
Feel the beat from the tambourine, oh yeah
I can dance
I can jive
Having the time of my life
Ooh, see this borg
Watch this scene
Digging the dancing borg .
Digging the dancing borg ..
Digging the dancing borg ...
Steelbrok
Steel's Vital Statistics
Bennies 5 (+1 from Palach's Joker 7/9/20)
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2!
'Velma' the Vibro Longsword d12+d10+2 AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 3 bursts each Ignore Sloped Armour
Credits 1300
Valuable nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)

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