18. The Storm

Adventures of the Legion's 32nd Special Exploratory Team.
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Pursuit
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18. The Storm

Post by Pursuit » Thu Aug 15, 2019 9:52 am

Conditions
Still air, intense heat, and sickening humidity permeate the swamp. No breeze nor waves break the stillness of the scene. It is afternoon.

Scouting Report
Norona and Sierra head out over the water, scouting ahead for any potential dangers. Thanks to some tricky flying, Sierra avoids causing any collateral damage with her fiery wings, and Norona easily speeds over the water with his hover bike.

As he moves out on the water, Norona is hit with a nauseating feeling of wrongness deep in his soul, where his connection with the swamp is strongest, but he pushes through.

The water remains unnaturally quiet, and neither Norona or Sierra see anything of note in the murky water itself. However, they do notice some etchings scratched into the trunks of certain trees accompanied by dinosaur teeth and bones affixed to the bark.
Identifying Marks
K/Arcana to identify these markings. Other knowledge skills (k/history, k/local, etc.) may be rolled instead at a -2. Greater detect arcana would also work. If cast, please deduct power points as usual.

Both Sierra and Norona get an uneasy feeling about the crossing, their instincts screaming that something is wrong, and it seems likely to be tied to the odd markings.

Placement
For the crossing, I am assuming:
  • Norona is out front ranging on his hovercycle.
  • Sierra is airborne, more or less out front with Norona. Matthew, if you would prefer that Sierra be inside one of the vehicles for this part instead, please just put that in your post along with which vehicle she’s in.
  • The Mountaineer is next in line. It is piloted by Conrad, with Toshiro and Kuikku along as passengers.
  • The Mark IX Klattatech Mobile HQ brings up the rear. It is piloted by Deezy with Jameson and White Castle as passengers.

A Dramatic Crossing
Crossing this portion of the swamp will take hours, as the submerged landscape stretches on for miles ahead of you and the trees will prevent you from really opening up the engines of your vehicles.

This will be treated as a three-round dramatic task using the rules from SWADE (page 122). Thanks to Norona and Sierra’s excellent scouting, (1) the total number of success tokens you need to accumulate is reduced by one, and (2) the first round can be focused on racking up Driving/Boating/Piloting successes instead of other challenges. Good tactical thinking (in this case, choosing to scout ahead) yields benefits.

Over the course of 3 rounds, you will need to accumulate a total of 8 success tokens in Driving, Boating or (for the hover cycle) Piloting. Please note that Driving rolls will be made at -2 due to the amphibious nature of the task. Each success and raise yields 1 success token, while each critical failure (if any) subtracts 1 success token from your total.

Anyone not operating a vehicle may instead choose to support the operators using any appropriate skill they choose (Notice to spot marked trees, Survival to identify dangerous plants or difficult passages, Spellcasting to heighten an operator’s senses, Electronics to use vehicle sensors to scan for dangers, etc.) adding +1 to an operator’s roll for each success and raise (up to a maximum of +4). If you use an arcane skill to support in this fashion, just narrate your results, but do not deduct Power Points from your character sheet. If your character is supporting, please declare who you are intending to support when you make your post. A critical failure on a support roll does not cause an automatic failure, but does subtract 1 from Driving/Boating/Piloting roll being supported.

As a result of Toshiro’s preparations in making the Mountaineer run quieter, Conrad will get an automatic +1 to his Driving roll this round only, which does not count against the total +4 he may get from support rolls.

At the beginning of your post, roll a d4. On a 4, you have run into a complication, and your roll must be made at -2. Please narrate what your complication is (wheel snagged on underwater vines, an electronic sensor malfunctioning, etc.). Anyone rolling to support a character who drew clubs must make their support roll at -2, as well.

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Sierra Mackenzie
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Re: 18. The Storm

Post by Sierra Mackenzie » Fri Aug 16, 2019 2:37 am

K. Arcana 9
K. Arcana 1d4-2 = -1: 1
Wild 1d6-2 = 4: 6
Ace 1d6+4 = 9: 5
Complication? 1d4 = 3: 3
Support Deezy 4; +1, unless she gets a complication
-1 Wound
Notice 1d6-1 = 1: 2
Wild 1d6-1 = 4: 5
Dinosaur Swamp/Jungle Castle
Morning
Hot, humid, buggy, everything difficult terrain (knee deep water)
Round 0

Sierra wasn’t used to needing to be so careful when flying, but she was managing. She even picked up the markers on the trees. She called back to the others, indicating where there was solid ground and where they would need the amphibious aspect of the vehicles. Conrad, Sierra knew, was an experienced driver, so she gave a bit more help and instruction to Deezy, who brought up the rear.
Everything Burns
1d10 = 8: 8
3-10: Anything highly flammable burns.
6-10: Anything flammable burns.
8-9: Water boils away over 2d6 = 5: 4, 1 rounds.
10: Anything not flammable burns or melts (metal, stone, ceramic, etc) and water superheats and evaporates immediately.
***

(1 Wound, no penalties)(Day 2)
Liquid Courage: Vigor d10, Toughness: 14 (6), ignore 1 point of Wounds (1 hour)
Injury: Guts, Broken: Agility reduced to d4 (goes away when healed)
Character Tracker
Sierra Character Sheet
Parry: 5; Toughness: 13(6)
Encumbrance: 25/28
Battle Hardened (armor): +2 to Soak
Combat Reflexes (armor): +2 to Unshake
Danger Sense: Notice to avoid surprise
Improved Nerves of Steel (armor): Ignore 2 points of Wound penalties
Liquid Courage: Vigor d10, Toughness: 14 (6), ignore 1 point of Wounds (1 hour)
Read the Flames
Respect: +2 Charisma bonus when dealing with residents of Avanzada Seca
SLOOT Suit: Armor can become transparent.
ISP: 26/40
Bennies: 5/3
Adventure Card
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc."
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Rally: Play to cause all allies in sight and/or hearing to immediately lose their Shaken status.
Character Tracker
Sierra Character Sheet
Parry: 5; Toughness: 13(6)
Encumbrance: 25/28
Battle Hardened (armor): +2 to Soak
Combat Reflexes (armor): +2 to Unshake
Danger Sense: Notice to avoid surprise
Improved Nerves of Steel (armor): Ignore 2 points of Wound penalties
Liquid Courage: Vigor d10, Toughness: 8, ignore 1 point of Wounds (1 hour)
Read the Flames
Respect: +2 Charisma bonus when dealing with residents of Avanzada Seca
SLOOT Suit: Armor can become transparent.
ISP: 35/40 (5 locked for armor)
Bennies: 3/3
Adventure Card
  • Tale Teller: Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.
  • Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

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Pursuit
Game Master
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Joined: Thu Jan 04, 2018 9:21 am

Re: 18. The Storm

Post by Pursuit » Fri Aug 16, 2019 5:50 am

@Sierra Mackenzie gets a good look at one of the tree markings, and she recognizes symbols for proximity, weather, and summoning. From what she can tell, the marks are similar to proximity alarms, or maybe proximity booby traps. It’s unclear exactly how sensitive the marks are, but she can tell that the team should stay clear of them if they want to avoid some kind of nasty response (which would apparently involve weather effects and some variation on summon ally).

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