The storm calms almost as suddenly as it arose, leaving a buzzing in the team’s ears from the abrupt silence after so much tumult.
The night has brought a bit of cool with it (though not much), and a bit of a breeze. The waters themselves are still roiling from the tempest just passed, but with far less intensity.
Even without the cloud cover of the storm, night has fallen fully, imposing a -4 obscurement penalty on relevant rolls (unless offset by powers, visual enhancements, racial abilities, etc.).
The Scrappiest Place on Earth
The team gets across, but it’s a close thing. The combined martial prowess of Deezy, Sierra, Corad, Jameson, and the mysterious pilot of the Predator Power Armor, Miguel, keep the beasts at bay. White Castle’s encyclopedic knowledge of the world comes in handy as he actually managers to charm one of the summoned creatures, while Norona and Toshiro provide support to their companions, calling out weaknesses and directions. Kuikku gets a bit wet in the action, but does not get eaten, so that’s a solid win all around.
The Mountaineer, unfortunately, comes out worse for the wear, as its missile launcher suffered serious damage from the jaws of a deinosuchus.
The vehicles’ wheels touch solid ground, though the water is far from gone. It sits about waist-high, making movement difficult outside of the vehicles, but far from impossible. Terrain counts as difficult ground due to the water.
The vegetation thins out, leaving you with decent sight lines for the first time in hours. Less than a mile or so away, you see the outline of a medieval-style castle jutting out of the water against the night sky. The first floor or two appear completely submerged, and the remainder of the structure stretches up hundreds of feet into the sky.
The terrain slopes downwards in the general direction of the castle, with the water getting deeper as you get closer. Off to the party’s right about a hundred yards away is a sharp rise in the ground and what looks like a man-made opening leading underground. The entrance is only partially submerged, and it’s more than wide enough for both vehicles to enter side-by-side.
Off to your left, perhaps 40 yards (20 game inches) distant, six human figures arise from the water. It’s hard to make out, given the darkness and their distance, but two of the figures blow on horns, each of which emits the roar of a separate dinosaur, and then throws something into the water. The other four figures stand protectively near the two horn-blowers, hefting shields and axes or swords.
Another roar splits the air, and the waters begin to swirl as a dinosaur bursts out of the ground! A moment later, another follows.
Where there had been nothing but undisturbed water, now two massive dinosaurs stand. As with the crocodile creatures, wisps of darkness leak from these dinosaurs eyes and mouths, and tendrils of it rise from their backs like steam.
One, a Tyrannosaur, and the other, a Triceratops, each roar and begin charging towards the team, closing the distance quickly! (Like this, except in a swamp and the T-Rex and Tri-Top are friends and want to eat/stomp/gore you guys.)
Action!
Action Cards:
- Norona: 7S
- Toshiro: 10H
- Sierra: 5C
- Deezy: KD
- White Castle: 7D
- Conrad/Jameson: 6H
- Miguel: 5S, 6S
- Kuikku: Red Joker!
Kuikku drew the red joker, so everyone gets a Benny and Kukku adds +2 to Trait and damage rolls this round.
You may choose to have your characters start any distance from the dinos; they are running towards you, so just narrate how close you’d like to be.
The players will all go first (in any order they choose) and then the bad guys.