Post by shaungamer on Sept 6, 2006 1:35:41 GMT -5
This is a continuation of the Adventure started under the "Dice Chucker & Mythic" Topic in Rules Discussion.
The saga continues:
A good Chaos roll means nothing changes for the next scene with Loco.
Scene 12
The next morning Loco is awake and starting to recover. They question him in the med bay and discovered that his Battle pod had malfunctioned and he had ejected too high in the atmosphere.
He had two broken legs and some internal injuries that the med-kits had diagnosed and were treating.
Unfortunately in his highly drugged state, when he saw what looked like an unfriendly salvage party heading his way, his only thought was of defence.
He had seen no-one else during his time on planet, but thought he heard an explosion 5 days ago.
Tim then entered and said that in the morning light, he knows exactly where they are. That they are less than two days travel away from the garrison. Because of the explosion the Loco heard, they decide to send a scouting party ahead to avoid walking into a trap. Darla and Carlin are designated as the scout force, because of the camouflaged hunting Mechs, they pilot.
I was hoping to have some more information from Loco but Mythic denied it, although the explosion was a nice diversion, and Tim used his area knowledge successfully. This was going to come in handy!
The next scene also remained unchanged. I was asking a lot of questions and rolling plenty of Piloting rolls to play out the next scene. I will explain it a bit better after the next two scenes.
Scene 13
The Scouts are cautiously moving 5 miles ahead of the rest of the party. They didn’t encounter anything yesterday, but estimate they are almost at the garrison when they spot something.
A small construct which seems to be attended by a gigantic mechanical spider, is situated in front of a large crater. Ruins are visible on the edges of the crater. It is obviously the remains of the garrison. They decide to wait and see if they can get more information. The spider seems to travel away from the construct, as if searching for something. It returns at midday and then in the late afternoon.
Carlin signals to Darla to retreat and they will head back to the rest of the Party before nightfall.
Although I didn't really need to i constructed the stats for the spider straight away. That way Carlin would have a good chance at guessing how powerful the enemy is!
Spider
Piloting (3)
Shooting (4)
Pool (5)
Spider Mech:
DP: 15, AL: 4, Move: 25 yds
Weapon: 1X Big Machine Gun
DL: 3, Range: 100/200/300
1x Death Beam
DL: 9, Range 50/100/150
Right when I didn’t want an interrupt, I got one “Neutral & Willpower”. After seeing the devastation I decided to go with something simple, seeing it wasn’t meant to have an effect on the game.
Carlin’s difficulty with women sometimes gets in the way. A great revelation will now have to wait until the following scene!!
Scene 14
Darla cannot believe the destruction she has just witnessed. It is obvious by the large single crater that the Garrison was destroyed from orbit. She wants to give in. Just return back to town and surrender to whatever comes.
Carlin catching her mood change, states that all is not as bad as it seems. Unfortunately he just seems to say the wrong things at the wrong time!
As they approach the others, Darla seems to gather herself together, ready to give the bad news.
We now go back to the original scene of giving a report to the rest of the party
Scene 15
When Carlin and Darla give their report, the party seems to lose all hope. It is now that Carlin finally states that all is not lost.
Although the main fortress has been destroyed, there are usually weapon caches stored outside the fort. The caches are very cleverly concealed and may require a bit of luck to find. But they will be there!
They just need to get rid of that spider so they can have the chance to look around. Carlin suspects that the spider is on a similar mission to themselves.
I can now reveal all the results of questioning in scene 13. I checked to see if we would encounter the enemy and got a yes. I then rolled for piloting (to see how stealthy the characters were). They did well and I determined that they would remain undetected. I used various questions to determine how many enemy there were and what they looked like.
I then tried to find out about the Garrison, which resulted in conflicting results, we were there, but it wasn’t visible and wasn’t hidden. I then got a definite yes for "is it destroyed?" I then got a definite no when I asked should we leave. A hidden weapon cache became the reason. We just need to work out how to get rid of the Spider, which is an enemy Mech, without alerting the cruiser, which is in contact via the ship (the construct!)
The saga continues:
A good Chaos roll means nothing changes for the next scene with Loco.
Scene 12
The next morning Loco is awake and starting to recover. They question him in the med bay and discovered that his Battle pod had malfunctioned and he had ejected too high in the atmosphere.
He had two broken legs and some internal injuries that the med-kits had diagnosed and were treating.
Unfortunately in his highly drugged state, when he saw what looked like an unfriendly salvage party heading his way, his only thought was of defence.
He had seen no-one else during his time on planet, but thought he heard an explosion 5 days ago.
Tim then entered and said that in the morning light, he knows exactly where they are. That they are less than two days travel away from the garrison. Because of the explosion the Loco heard, they decide to send a scouting party ahead to avoid walking into a trap. Darla and Carlin are designated as the scout force, because of the camouflaged hunting Mechs, they pilot.
I was hoping to have some more information from Loco but Mythic denied it, although the explosion was a nice diversion, and Tim used his area knowledge successfully. This was going to come in handy!
The next scene also remained unchanged. I was asking a lot of questions and rolling plenty of Piloting rolls to play out the next scene. I will explain it a bit better after the next two scenes.
Scene 13
The Scouts are cautiously moving 5 miles ahead of the rest of the party. They didn’t encounter anything yesterday, but estimate they are almost at the garrison when they spot something.
A small construct which seems to be attended by a gigantic mechanical spider, is situated in front of a large crater. Ruins are visible on the edges of the crater. It is obviously the remains of the garrison. They decide to wait and see if they can get more information. The spider seems to travel away from the construct, as if searching for something. It returns at midday and then in the late afternoon.
Carlin signals to Darla to retreat and they will head back to the rest of the Party before nightfall.
Although I didn't really need to i constructed the stats for the spider straight away. That way Carlin would have a good chance at guessing how powerful the enemy is!
Spider
Piloting (3)
Shooting (4)
Pool (5)
Spider Mech:
DP: 15, AL: 4, Move: 25 yds
Weapon: 1X Big Machine Gun
DL: 3, Range: 100/200/300
1x Death Beam
DL: 9, Range 50/100/150
Right when I didn’t want an interrupt, I got one “Neutral & Willpower”. After seeing the devastation I decided to go with something simple, seeing it wasn’t meant to have an effect on the game.
Carlin’s difficulty with women sometimes gets in the way. A great revelation will now have to wait until the following scene!!
Scene 14
Darla cannot believe the destruction she has just witnessed. It is obvious by the large single crater that the Garrison was destroyed from orbit. She wants to give in. Just return back to town and surrender to whatever comes.
Carlin catching her mood change, states that all is not as bad as it seems. Unfortunately he just seems to say the wrong things at the wrong time!
As they approach the others, Darla seems to gather herself together, ready to give the bad news.
We now go back to the original scene of giving a report to the rest of the party
Scene 15
When Carlin and Darla give their report, the party seems to lose all hope. It is now that Carlin finally states that all is not lost.
Although the main fortress has been destroyed, there are usually weapon caches stored outside the fort. The caches are very cleverly concealed and may require a bit of luck to find. But they will be there!
They just need to get rid of that spider so they can have the chance to look around. Carlin suspects that the spider is on a similar mission to themselves.
I can now reveal all the results of questioning in scene 13. I checked to see if we would encounter the enemy and got a yes. I then rolled for piloting (to see how stealthy the characters were). They did well and I determined that they would remain undetected. I used various questions to determine how many enemy there were and what they looked like.
I then tried to find out about the Garrison, which resulted in conflicting results, we were there, but it wasn’t visible and wasn’t hidden. I then got a definite yes for "is it destroyed?" I then got a definite no when I asked should we leave. A hidden weapon cache became the reason. We just need to work out how to get rid of the Spider, which is an enemy Mech, without alerting the cruiser, which is in contact via the ship (the construct!)