Snow filled Mountains and Plains: Heading to Logmire ( on the way to Captain Claude)

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Pender Lumkiss
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Snow filled Mountains and Plains: Heading to Logmire ( on the way to Captain Claude)

Post by Pender Lumkiss » Sat Oct 12, 2019 2:44 pm


Logmire 9 miles east
Claude 94 miles east
Shamlin -6 miles west
Dweomer 55 miles North

Conditions: snow, snow flurries, rough wind, ice
Leyline: parallel to the heroes about 2 miles away.
Time of day: tskes place during the day, but the events at the end of each post are about sunset.

The team had gotten smaller. It seemed Jones was going to provide security for Pender and Dismond Clad. Holly had never made it out of the vortex. Maybe Tsume too...
Pender's and Diamond clad waved goodbye to the 77th. They had the box that @Wittsen Dolgon had given them which held the night terror secured and had finally packed all their equipment. Pender’s eyes seemed sad at a farewell. After the team had saved his life he had worked tirelessly to bring them back, and now they were off again. He offered one last peice of information partly responding to Luke’s private conversation. “You should know, After Captain Claude Visted Shamlin in an effort help bring you back... He and Dahara had words. The legion cut him off, no more funding for his project. Claude was obsessed and the support personnel for the 77th were loyal as they come. Even without Tomorrow Legion support he the support staff finished the current tower he was working on, and built one more. The one 100 hundred miles east from here is supposedly the last.” Pender pulled his jacket tight around his colar trying to keep out the biting cold, “Last thing he told me was he had until the end of January to complete it.” He faltered for a moment as if wracked by a painful memory. As a note the end of January was about seven weeks away.

Diamomd Clad stepped in, warmly saying good bye. “ It was a simple pleasure to have met ye. We’ll get this box to saftey. If ye are ever in Gloom stop by the mayor’s office.” He lowered his voice as Pender got into one of the two vans. “Poor lad, Pender just was never the same after his assistant Mrs Dee died. A few month’s ago an assassin assulted Castle Refuge and planted bombs all over. A few folks lost their lives, including her. Nasty business.” He shook everyone’s hand and got in the driver seat and the van pulled out heading south its red rear brake lights the last anyone would see of it.
Mrs. Dee
anyone that knew of Pender Lumkiss knew he was always with his sharp witted no nonsense assistant Mrs Dee. Pender had always been a bit of a bumbling fool, and Mrs Dee had always been on hand to clarify things. It was little wonder he had changed, perhaps growing up to some extent without his partner.
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Ms. Dee
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The paint peeling Powder Blue VW van awaited the legions best. Its rear bumper was all but missing and the side door only latched shut if jammed by dragon strength. But at least it started and was just big enough to accommodate the team. The trunk had a few can’s of fuel called diesel and that was it. Its heater barely worked, and suspension made it feel like you were on a swaying ship. It handled like it looked... Poorly. If conditions were far from perfect it looked like it would be two days to the nearest village that promised a hot bath, and then about 10-12 days to reach Claude’s supposed location. The Key was in the ignition, and the van started, and snow started to fall. This was going to be a fun road trip.
Special Agent Smith
Deep cover assignments were the best. The freedom to do what you needed in the name of the tomorrow legion was where you excelled. Lets face it, the 77th just slowed you down. Two months in the super secret CS base Echo had given you a treasure trove of invaluable data. You tried to warn the legion and dweomer of the second hammer strike against Shamlin, but your warning was deemed to little too late. Maybe that was true, your mission was to work your way to the top and kill Llyboc. The legion did not often sanction assasinations, last time you knew was when they were up in arms about a Merc outfit called Black Company. Killing Llyboc would be your second time on a murder mission for them. So you had to be careful... Sometimes that meant letting good folks... well die. But sometimes not.

From your vantage point at the field officer desk, you saw some CS commandos bring in a prisoner. Last week they had brought in a pair of psi stalkers, but this one looked like a raven haired woman. They dropped her at your desk with a thud. Commando Warren grumbled, “ Found her lollygagging out east of Dweomer. Her equipment self destructed. Put up a good fight...” The commando stroked his jaw and slapped her across the face with an armored gauntlet. She stumbled into the desk, and Smith got a good look at her face. Mrs. Dee of the tomorrow legion. Personal attache to Captain Pender Lumkiss. Mrs. Dee was even one of the folks that had reccomended Smith for the deep cover assignments. On more than one occasion Mrs. Dee had been part of the recovery team sent to retrive Smith out of some tricky tight spots.

The CS commano laughed and muttered dragging Mrs. Dee behind him heading to what passed as the stockade, “This one won’t last a week eh?”

It took about a week and Smith found himself dodging guards on the way out of the secret coalition base along with with Mrs. Dee, and two psi stalkers that he could not have made the escaped with otherwise. From the reports he had been able to gather from his position at echo base he knew the Tomorrow Legion had for some reason set up a small outpost in the ruins of Shamlin. Seemed like a long shot but it was the only one you had, so out into the snowy lands the four of you traveled. That was until the foursome was assaulted by a large harry beast. In the confusion, the psi stalkers got separated and it was just Smith and Dee in the snowy wilds.

Mrs Dee’s lips were chapped with frost, the clothing she wore was barely better than braving the snow naked. It was too bad Smith could not have gotten a second set of dead boy armor. She stumbled in the snow drifts calling to Smith, “Smith... I... Its too cold Smith.” She tried to warm her hands with her breath shivering. The sound of something coming towards them could be faintly heard. Her dark eyes darted toward’s the horizon, “There Smith... I can see head lights.”

Feel free to jump in maybe with a support roll on any of the below tasks. Welcome back to the adventure!

Forshadowing, +1 benny. Need a badguy?
Feel free to sprinkle elements of the below into your posts. +1 benny if you do so. I definitely hint at some kind of Wendigo creature, that might just be more like ambiance than fact. Please leave the actual determination to if there Really is a wendigo up to the GM narrative (Feel free to couch your suspicions with doubt and maybes). If you need some interesting bad guy stuff to toss into your post feel free to use any of the below for a benny.
  • Large 20ft sized robot prints in the snow
  • Sets of boot prints in the snow.
  • An abandoned campsite ( maybe about 10-12 people sized)
  • An all terrain vehicle burnt out and destroyed by what looks like a high powered laser blast
Common kn, kn politics
Anyone who liked looking at legion field reports would recall a group of former Tundra Rangers gone bad operating in this area. They are lead by a leyline walker, Countess Marygold Haute who is rumored to desire a return to her Poutine making home in the north. Second in command is Maverick Hightower, a mega juicer who is rumored to have led a revolt against Julian during the juicer uprising. He is ambitious as they come. Also the group is supected to have purchased a Titan Robot Armor from the blackmarket.
Day 1 Travel: Each of the below checks need a player to take the lead roll and tell the story of how they are accomplishing the task. In a way we are all telling the story of how this day 1 of travel went. Each part needs a lead roll If all the rolls have a lead player any other players can roll support ( choose any skill roll at the same negatives as the lead roll, and each success and raise adds a +1 to the lead roll up to a max of +4).
  • Work together IC or in hangouts to figure who takes lead
  • Make lead rolls and support rolls, tell us the tale of how to venture towards Captain Claude and Logmire inside the Van. How do do approach your task?
  • Each character can only roll once!
GM note
Hi folks, I am going to try and use the TLFG travel rules. I am treating the VW bug as a mount/horse because it is not all terrain. Also the snow and icy road conditions (no roads) make it slow going. Still going by foot would add about a week’s worth of travel. Basically I am going to layout some narrative for a few tasks. Each member of the team can take one task, some tasks will give bonuses to other tasks. In the end the tasks all will affect a card draw to see if an encounter happens. You are supposed to do this each day. I might not do it each day necessarily. We will have to see how it goes.
NAVIGATOR (Typically made first, Required)
One character please make a Survival Check at -2 due to the snow and ice, as well as lack of patrols and limited amount of other Travlers, and Xanders guidance.
Rules
Each day of travel the Navigator makes a Survival check to guide the party. This critical task informs the following Quick Encounter checks (see Turn Order & Critical Actions under Quick Encounters in Savage Worlds).
  • „
  • Success: The party is headed in the right direction, no extra effect.
  • Raise: The following Lookout, Pilot, and Scout rolls are all made at a +1 bonus.
    Failure: The party wastes time traveling in circles or doubling back, making no meaningful headway.
  • Critical Failure: The group heads in the wrong direction and becomes lost. The Navigator must make a successful Survival roll at a −2 penalty to reorient the party at a subsequent date (checked once per day of Travel as usual, only if they realize they are lost—GM's discretion).
Ice... Snow... Lightly patrolled roads and few travlers made conditions far less than ideal. As you head east a pair psi stalkers pass the van with a slight wave. They are bundled from head to toe in furs trying to keep warm. As you pass one of them yells something at you. It sounded like, “Watch out for the Canadians. Something else too... We had to leave half our party behind. There is a Wendigo...”

The so called road was little more than an ancient game trail that over the years folks wanting to get from Shamlin to Logmire was icy and treacherous. The snow and wind picked up as the group headed out making following any kind of path more difficult. Fortunately the group had Xander, the little AI inside Luke’s suit. At one particular junction about halfway through the 1st days travel to Logmire the snow had wiped out any sign of the path and the group found themselves traveling across snow drifted crags and deadly drop offs. Fortunately the AI had some timely advice, ”Please make a left in 200 ft at the Hangman’s Noose... Go straight for 3 miles until you find yourself at the edge of a frozen lake. Stay on the switchback path and in 1000 feet prepare to stop...”
LOOKOUT (Required)
The Lookout makes a Notice roll at -3 (lack of patrols and few travelers, and storm conditions)
Rules for Look Out
  • Success: You keep a good watch. Draw for Encounters as normal.
  • Raise: The party cannot be ambushed by a random encounter (see Surprise in Savage Worlds).
  • Failure: Failure means each member of the party must check Agility or suffer a level of Fatigue from Bumps and Bruises (or Vehicle Fatigue for those driving vehicles). In an area with a Horror Factor of −2 or –3 a Wound is suffered instead (d4 Wounds at Horror Factor –4 or worse).
  • Critical Failure: As a failure, but the Agility checks are made at a –2 penalty and always result in Wounds.
Its pretty bleak out in the snow. A few travelers, and the blue moon Dweomer scouting party pass by. A wagon drawn horse and carriage pass near the van providing the look out a glimpse into their covered wagon. A human man was lying down with most likely his wife kneeling down beside him. The man looked torn up but still alive. His face had a huge claw mark racked across it. Their son, most likely, was driving the wagon, and tipped his hat trying to keep his warm parka tight to his body.

A bit in to the journey a four man scout team from Dweomer hailed the van. Their leader Miles Turner a friendly warm faced blue eyes sandy brown haired male human have you all a friendly hello, “Ello there.” He kept his warm knitted cap on and looked out into the snowy crags and ranges the van was headed towards, “Looks like ye hedin to Hangman’s noose... Be carful out there boys and girllies...” He laughed but contunued with some advice, “Its not a pleasent stretch, ice filled turns, blind barges, places all manner of evil can sneak up on ye. We’ve had some ports about a large beasty roaming, a Wendigo... Plus some odd tracks... We are not alone ye know?”

The patrol trudges away after some pleasantries and Hangman’s Noose beckons. A watchful eye indeed would need to be peeled. As the sun travers the sky the snow goes from white to blinding making picking out any kind of movement almost impossible. Then when you could see, the snow flurries renew providing a different kind of frosty impediment. Something in the snow moves!
PILOTS (Required for the Van)
This where you get to choose just how far you go. You can make two piloting checks representing six hours of travel each. Note: if you want to only travel six hours just make one check.
  • First six hours( half way to Logmire): make a driving check at -3 ( the path is barely marked, and the snow flurries, drifts, and ice make traveling that much harder.
  • Optional: another six hours of driving (All the way to Logmire): -6( the path is barely traveled, snow, and darkness)
Rules for Pilots
For every six hours of travel, Pilots must check Boating, Driving, or Piloting. This roll is made at no penalty for the first six hours of travel, and a cumulative −1 penalty per six hours of travel thereafter, see Vehicle Fatigue in the Tomorrow Legion Player's Guide for the ramifications of failing these rolls. Power armor clad characters must check Piloting at the Game Master's discretion (determined by the propulsion systems (i.e. flight, underwater, etc.) used during a journey).
The van handled like you were driving through mud on top of one of those old earth carnival whirly gigs. It was slippery and the snow seemed to cake the tires giving you almost no traction. Fortunately the path was lightly traveled. There was the occasional Jeep or ATV heading south. It seemed as if the storm was a clear indicator to most folks that travel was ill advisable.

One of the Jeeps that you drove passed had a dent in the front as if it had struck something large warping its front fender. Given how smokey the engine on the jeep was running whatever it had hit might have done more than just warp the font fender. Front seat was a woman cradling a baby wrapped in a blanket. A burley man was in the driver seat. He had wide wild eyes as if he had seen something. The two passed each other as the van made it to a stretch commonly called Hangman’s noose. Charitably called a road that went in between to mountains, it was filled with twists and turns dangerous in the summer, and lethal in the winter. The snow picked up as the van drove in, at one of these switchbacks where if you did not make the turn you would go into a gully something struck the van hard from the side! Out of the corner of the side mirror you thought you saw grey wild fur!
SCOUT (Optional)
Make a Stealth check at -3 (Path less traveled, snow flurries) to reconnoiter the path ahead of a traveling party.
Scout Rules
  • Success: The party is forewarned of what lies ahead. Draw for Encounters as normal.
  • Raise: the party may draw two encounter cards from the Action Deck and choose the result (see Encounters under Travel in Savage Worlds).
  • Failure: The GM draws two encounter cards from the Action Deck and chooses the result (see Encounters under Travel in Savage Worlds).
  • Critical Failure: The GM rolls on the Trouble table, complicated by a roll of If Things Weren't Bad Enough and The Plot Thickens per the Rifts® Game Master's Handbook.
With so much snow and blinding flurries it made sense to have someone go out ahead of the Van to scout the way. But something wasn’t right. The few people the group passed seemed to have encountered something, some kind of trouble. That is what needed to be scouted.

Hours in it was cold, colder than it had any right to be. The snow was a good two feet deep, and maybe only 10 feet of visibility at the worst of the flurries. As the sun began to set the shadows around made it seem as if creatures were abound. The nearby trees stretched out their limbs as if alive and hungry. The wind was howling so hard as the group approached the downward path known as Hangman’s Noose. You thought perhaps on the wind were also howls of animals. Caught in the fading sunlight a shadow eclipsed you unexpectedly... Something large could be behind you, but perhaps from your perch it had not yet seen you!”
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Luke
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Re: Snow filled Mountains and Plains: Heading to Logmire ( on the way to Captain Claude)

Post by Luke » Sun Oct 13, 2019 4:01 pm

Just once more in a long lifetime of wanting and trying to master ley lines, Luke wished he had the mean to travel their destinations quickly. No luck on this trip either and it was going to be a cold one. Sometime he wished he had been able to do more for the Gemini Demon Shifter Slave in the Splynn Dimensional Market, something more than introduce him to key elements of the Liberation Force. He would need to find a means to follow up with Vrothuss and his sister Leonea.

Back tot he task at hand. The transport out of Shamlin would do its job or just barely do it to the next town. Luke had a challenge ahead of him. While the others were getting themsleves organized he began tinkering with what he could find and salvage from the wreckage of Shamlin.
  • First was spare parts.
  • Second was acquainting himself with the vehicle.
  • Third was milking it so the team got the most of this old beater.
Luke said his peace to @Pender Lumkiss and promised Diamond that there would be a visit to Gloom, soon. There really was not time to say more. It was just too cold for it.
Luke _
Luke
Pace: d4 [d8]; Parry: 5 Toughness: 6 (0) [18 (3)]
Combat-Relevant Edges & Abilities:
  • List of Abilities
  • Elan & Brave
Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP/PPE: N/A
Bennies: 4 / 4
Adventure Cards:
  • [2] Peace:
    Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • [25] Hidden Stash:
    Your hero scrounges up a generic type of item of your choosing, such as food and water, shelter, a box of ammo, enough money for a room, etc.
Luke
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Luke
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Re: Snow filled Mountains and Plains: Heading to Logmire ( on the way to Captain Claude)

Post by Luke » Sun Oct 13, 2019 4:26 pm

The arduous task of searching begins. The CS were thorough deathly thorough.

Notice 12 _
[*] Notice (1d10) 1d10 = 10: 10
[*] Aced! Notice (1d10+10) 1d10+10 = 12: 2
[*] Wild (1d6) 1d6 = 2: 2
No bodies remained and every building was leveled to the ground and then some. Huge craters littered the landscape and finding the former buildings and their respective makes and models was a serious challenge. Thank the Forge for Xander.

Scrounger 4 _
Scene Modifer -2
Investigator +2
[*] Streetwise (1d8) 1d8 = 2: 2
[*] Wild (1d6) 1d6 = 4: 4
Luke _
Luke
Pace: d4 [d8]; Parry: 5 Toughness: 6 (0) [18 (3)]
Combat-Relevant Edges & Abilities:
  • List of Abilities
  • Elan & Brave
Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP/PPE: N/A
Bennies: 4 / 4
Adventure Cards:
  • [2] Peace:
    Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • [25] Hidden Stash:
    Your hero scrounges up a generic type of item of your choosing, such as food and water, shelter, a box of ammo, enough money for a room, etc.
Luke
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Pender Lumkiss
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Re: Snow filled Mountains and Plains: Heading to Logmire ( on the way to Captain Claude)

Post by Pender Lumkiss » Sun Oct 13, 2019 4:59 pm

Sgt results: you find enough good spare parts to do two minor repairs or one moderate repair on the vehicle. The van is in bad shape, you seriously wonder as Pender snd Diamond drive off if someone is playing a cruel joke on you. As you inspect and become more familiar with the deathtrap you find a small box hidden inside one of the hub caps. Opening it... The Infinity Sphere twinkles and off camera so does Diamond Clad’s eye.
13th GM bennies GM Bennies
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Vampire Kingdoms GM Bennies
6/7
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Luke
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Re: Snow filled Mountains and Plains: Heading to Logmire ( on the way to Captain Claude)

Post by Luke » Sun Oct 13, 2019 5:29 pm

<<Xander, patch me a freq to only Diamond. Hijack his Techno-ware if you have to.>>

Luke pulls @Antipas and @Cassiopeia aside and displays the orb. "If you can soup up this ride, you might be able to use this for power."

One moderate upgrade, Luke goes after the suspension.
Luke _
Luke
Pace: d4 [d8]; Parry: 5 Toughness: 6 (0) [18 (3)]
Combat-Relevant Edges & Abilities:
  • List of Abilities
  • Elan & Brave
Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP/PPE: N/A
Bennies: 4 / 4
Adventure Cards:
  • [2] Peace:
    Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • [25] Hidden Stash:
    Your hero scrounges up a generic type of item of your choosing, such as food and water, shelter, a box of ammo, enough money for a room, etc.
Luke
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Wittsen Dolgon
Posts: 21
Joined: Wed May 29, 2019 11:36 am

Re: Snow filled Mountains and Plains: Heading to Logmire ( on the way to Captain Claude)

Post by Wittsen Dolgon » Mon Oct 14, 2019 9:19 pm

OOC Comments
Notice 1d8 = 2: 2
wild 1d6 = 4: 4
Politics 1d6 = 2: 2
Wild 1d6 = 2: 2
The journey so far had not been as Wittsen imagined it would be. It was cold. It was uncomfortable. Not a lay line in site for him to study. He busied himself in the back seat routinely commenting on the surround landscape. Something about the area was vaguely familiar as if he was supposed to remember something important about this region.... But nevermind if it was important he was sure it'd come up sooner or later.

But the most annoying thing of all was he kept thinking he could hear a thumping sound. Sometimes it was coming from the east and sometimes from west. Every time he wiped his head around to look he couldn't see anything. Blasted snow!
Parry: 2
Toughness: 8
Bennies: 2
PPE 20
Greater Armor +10 MDC round 2

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Alenysturathe
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Re: Snow filled Mountains and Plains: Heading to Logmire ( on the way to Captain Claude)

Post by Alenysturathe » Wed Oct 16, 2019 11:30 pm

Driving 7
-3 difficulty
Driving 1d4-5 = -3: 2
Wild 1d6-5 = 1: 6
Ace 1d6+1 = 2: 1
Bennie for Extra Effort and Elan 1d6+4 = 7: 3
Road to Logmire
Night
Round 0

Alenysturathe saw the van and squealed. “Oh! It’s so cute!” she said. “I call driver!” she insisted, shrinking down to human form. She jumped behind the wheel and studied the dashboard. “What’s this do?” She turned the key, and the van engine coughed to life. “Yay! I got it to start!”
OOC Comments
Alenys can only stay human for 8 hours, so she can only do half the driving. As a dragon,she’s pretty useless in these challenges except as lookout. Sorry.
Mission
Find Captain Claude
Code word: Pomegranate
***
Character Tracker
Alenysturathe Character Sheet
Parry: 6; Toughness: Dragon: 34 (16 MDC); Human: 14 (6)
ISP: 6/10; PPE: 6/10
Psionic Powers: Boost/Lower, Clairvoyance, Invisibility
Rifle: 20/20 shots
Grenades: 0/8
Anti-tank laser: 4 eclips, 0 empty, 1/shot
Metamorphosis: 8/8 hours
Bennies: 4/3
Common Bond
Elan: +2 to benny rolls
Fear
I Know a Guy
Impervious to Fire, Poison, Disease
Low Light Vision: Ignore Dim and Dark penalties
Powers: Boost/Lower, Clairvoyance, Intangibility (Armor, Superpower), Invisibility
Slow Regeneration: Natural healing once per day
  • Regeneration (charm): Natural healing once per hour
Character Tracker
Alenysturathe Character Sheet
Parry: 6; Toughness: Dragon: 34 (16 MDC); Human: 14 (6)
ISP: 4/10; PPE: 10/10
Psionic Powers: Boost/Lower, Clairvoyance, Invisibility
Rifle: 0/20 shots
Grenades: 0/8
Anti-tank laser: 3 eclips, 1/shot
Metamorphosis: 6/6 hours
Bennies: 2/3
Common Bond
Elan: +2 to benny rolls
Fear
I Know a Guy
Impervious to Fire, Poison, Disease
Low Light Vision: Ignore Dim and Dark penalties
Powers: Boost/Lower, Clairvoyance, Intangibility (Armor, Superpower), Invisibility
Slow Regeneration: Natural healing once per day
  • Regeneration (charm): Natural healing once per hour
Adventure Card:
  • Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.

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Antipas
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Re: Snow filled Mountains and Plains: Heading to Logmire ( on the way to Captain Claude)

Post by Antipas » Thu Oct 17, 2019 4:34 pm

Luke wrote:
Sun Oct 13, 2019 5:29 pm
Luke pulls @Antipas and @Cassiopeia aside and displays the orb. "If you can soup up this ride, you might be able to use this for power."
Antipas can't believe his eyes, an Infinity sphere! "Didn't some friend of yours d-shift a major research station to parts unknown with one of those? Should we try to hook it up to some near stone-age internal combustion garbage?"

FUCK!Shit that could warp space time made the undead slayer very uncomfortable. Even in the best of hands they were a trouble magnet. "Where did...? Eh! " Actually flustered by the revelation he has to take a moment to regain his composure.

"So... now we also have to find somewhere safe to put that huh? Damn the Fates."

Alenysturathe wrote:
Wed Oct 16, 2019 11:30 pm
Alenysturathe saw the van and squealed. “Oh! It’s so cute!” she said. “I call driver!” she insisted, shrinking down to human form. She jumped behind the wheel and studied the dashboard. “What’s this do?” She turned the key, and the van engine coughed to life. “Yay! I got it to start!”
Scout challenge lead 8
Modifiers: scene -3
Stealth 1d6-3 = 3: 6 Ace 1d6+3 = 8: 5
Wild 1d6-3 = 1: 4
Surprise and relief pass over the Atlanteans face. "I'm glad one of us knows how to operate this primitive shitbox. I'll range ahead and scout for trouble." If the weather discomfited him in any way, Antipas didn't show it, pushing out into the snow and ahead of the van like it was a summer day. Moving into the woods he is like a ghost in the snow storm.

It's not long before he comes on something of interest, two figures moving towards the van. He slips up on them activating the arcane detection in his glasses to gage their threat and is surprised to recognize ones aura. Smith? Well that's a sur.. the thought trails off, it really wasn't a surprise given the "day" the team had had.

Approaching them he clears his throat loudly before breaking cover. Smith cool as ever turns, sees Antipas, and nods as if he too should have expected this. Ms. Dee's reaction however is less cool, despite the throat clearing she reacts with a startled, but accurate, center mass shot with her laser pistol.

Pas looks down at the new hole in his jacket and the unmarked flesh beneath then back up at Ms. Dee. "Rude way to ask for a ride Ms. Dee." Then he talks over his comm, "Team we have a couple of friendlies that need a lift." Then to @Smith he gives the briefest sitrep of all time. "Two months in a fade dimension, still on our way to Claude."
Antipas
Antipas, True Atlantean Undead Slayer
Pace: 12(6) Parry:8 Toughness:13 base, 14 in coat, Current 19 (5 MDC)
Wounds: Fatigue
PPE: 0/35
Constant Effects:Apocalypse Now: Antipas receives +1 benny per session and enemy agents in direct confrontation with him crit fail on 1 or 2, even extras!
Powers on:
Combat Edges:Level Headed (draw two init cards use the better), Combat Reflexes (+2 to remove shaken), Elan, Counter Attack
Bennies: 5/4
Adventure Cards:
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Characters Seswarick (main acc), Barinthasheer, Antipas

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Cassiopeia
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Re: Snow filled Mountains and Plains: Heading to Logmire ( on the way to Captain Claude)

Post by Cassiopeia » Thu Oct 17, 2019 8:04 pm

Antipas wrote:
Thu Oct 17, 2019 4:34 pm
Luke wrote:
Sun Oct 13, 2019 5:29 pm
Luke pulls @Antipas and @Cassiopeia aside and displays the orb. "If you can soup up this ride, you might be able to use this for power."
Antipas can't believe his eyes, an Infinity sphere! "Didn't some friend of yours d-shift a major research station to parts unknown with one of those? Should we try to hook it up to some near stone-age internal combustion garbage?"

FUCK!Shit that could warp space time made the undead slayer very uncomfortable. Even in the best of hands they were a trouble magnet. "Where did...? Eh! " Actually flustered by the revelation he has to take a moment to regain his composure.

"So... now we also have to find somewhere safe to put that huh? Damn the Fates."
”Yeah Luke, I’m not sure that vehicle has enough structural integrity to handle a fraction of the power that thing probably puts out. I’m all for keeping it around, but I’m not sure this hunk of junk is the best use for it.”
Pender Lumkiss wrote:
Sat Oct 12, 2019 2:44 pm
The paint peeling Powder Blue VW van awaited the legions best. Its rear bumper was all but missing and the side door only latched shut if jammed by dragon strength. But at least it started and was just big enough to accommodate the team. The trunk had a few can’s of fuel called diesel and that was it. Its heater barely worked, and suspension made it feel like you were on a swaying ship. It handled like it looked... Poorly. If conditions were far from perfect it looked like it would be two days to the nearest village that promised a hot bath, and then about 10-12 days to reach Claude’s supposed location. The Key was in the ignition, and the van started, and snow started to fall. This was going to be a fun road trip.
Alenysturathe wrote:
Wed Oct 16, 2019 11:30 pm
Alenysturathe saw the van and squealed. “Oh! It’s so cute!” she said. “I call driver!” she insisted, shrinking down to human form. She jumped behind the wheel and studied the dashboard. “What’s this do?” She turned the key, and the van engine coughed to life. “Yay! I got it to start!”
Cass watches Alenys bounce into the driver’s seat with a smile on her own weary face. Oh to have such excitement.

”SHOTGUN!” she cries out, remembering an old vid she used to watch. She climbs in the front passenger seat and leans forward to see the ground right on the other side of the windshield. It’s been a while since she’s been in a transport without some sort of nose cone.

She straps on the seatbelt, not that it’ll add much protection from the rusting exterior if they roll or hit something, but the snug bands are comforting. At the very least, it’ll keep in her in her seat as the van sways and bumps down the road ... and she uses that term loosely.

”You keep us moving, Red and I’ll keep an eye out for monsters and roadside attractions.”

Lead on Lookout Task
Notice 1d8-3 1d8-3 = -2: 1
Wild 1d6-3 1d6-3 = 0: 3
Crit Fail.
It doesn't take long for the events of the day and the gentle swaying of the van to begin to lull Cass into a relaxed, sleepy state. She notices a covered wagon pass them... which considering they have more than 2 horsepower with their combustion engine, really says something about Al's driving. She thought she saw an injured man in the back of the wagon, but her eyelids felt so heavy. In practically no time at all, Cass is fast asleep, her face smashed up against the window glass, drooling slightly and snoring.
Cass__
Cassiopeia Stormforge, True Atlantean Techno Wizard
Pace: 6 Parry:6 Toughness: 6
Wounds: None
PPE: 11/20
Constant Effects:
Combat Edges: Right behind me, Master of Magic, Marks of Heritage
Bennies: 1/3
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