GM Edwin's Gamma Far-Go campaign

Game Master Insnare

Far-Go is dying...the people are afraid...the animals are wasting away...the crops are withering in the fields. No one, not even the
powerful high priest, Arx Skystone, knows what has caused Far-Go's misfortune.
You are part of a group of young adventurers about to embark on the mysterious and perilous Rite of Adulthood. As you travel
through the savage wilderness, all you have to guide you are your wits...your strength...and your dreams!!

FAR-GO

Warrens

Chickens Exterior

Chicken Interior


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Shot Putter Funkmeister

Well the armor is designed to fit a slender biped. Which is why Adney couldn't wear it. There is not a map the characters recently got their equipment back have been following the tunnel. Most of the tunnels are dark.


Shot Putter Funkmeister

Baarnabas finds his equipment on one of the dead Badders.

Do you want to continue to explore into the southern tunnel where the party hasn't been yet or leave the cave and continue on your mission and try to figure out where you are.


Male Human Bard 5 flame dancer 46 hp max, F 3, R 5, W 5 AC 19

southern tunnel


Shot Putter Funkmeister

The group marches through the southern tunnel to the south, shining your torches and after about 20 meters you come what would be best described as an X-intersection,there are two tunnels going to the mostly south but one slightly southwest and southeast and then another tunnel going northeast.

Which way?


Shot Putter Funkmeister

I posted the warren map.


Male Mutant Sentient Animal Examiner 1 | HP 27/46

Ba-a-a-arnabas looks around at the floor and the walls.
Which way looks the most traveled?

He examines the area for tracks and other signs of wear and use, trying to get an idea of which passages are most frequently used and possibly any hints to what they contain.

My Perception is +16 but I don't know what that means in game terms.


Sparky

Keep right, so southwest.


Female Gren Scout 1 | 23/56 hp | AC 11 | MHAC 10 | Health 13 | Perception +2 | Stealth +2 | Remain Unseen +4
Skills:
Read/Write 25%, Swim 100%, Ride 50%, Detect Ambush/Trap +4, Hunting +4, Navigate +4, Tracking +4

Deyemi:
This way ia out, Kalina "says," indicating the entrance tunnel.


Shot Putter Funkmeister

Ba-a-a-arnabas

Spoiler:
It the trail to the Southeast has only slightly more wear than the one to the southwest.


Male Mutant Animal THAC0 Melee +6, THAC0 Ranged +6, AC 16, HP 89, Health 16, Speed 35, Damage Claw 1d6+6, 1d6+6; bite 1d6+6 Enforcer

Kalina

Spoiler:
others stay, Deyemi stay
Deyemi continues to follow the group


Male Human Bard 5 flame dancer 46 hp max, F 3, R 5, W 5 AC 19

southwest it is as Adney holds a crossbow at the ready


Male Mutant Sentient Animal Examiner 1 | HP 27/46
Adney de Montchele wrote:
southwest it is as Adney holds a crossbow at the ready

"The pa-a-a-ath to the southwest is less well travelled tha-a-a-an the other. Is that good?"

Brathas will stick with the group.


Sparky

I'm all for getting out of here with the haul we already have. But I've also heard enough children's stories to know better than splitting up. That never ends well.


Female Gren Scout 1 | 23/56 hp | AC 11 | MHAC 10 | Health 13 | Perception +2 | Stealth +2 | Remain Unseen +4
Skills:
Read/Write 25%, Swim 100%, Ride 50%, Detect Ambush/Trap +4, Hunting +4, Navigate +4, Tracking +4

A look of concern crosses Kalina's face, but she stays with the group.


Shot Putter Funkmeister

You travel as a group southwest according to Maeve and Adney's lead for about 12 meters until you see an alcove to your right. Or you can continue following the main path southwest.

Map updated


Male Mutant Sentient Animal Examiner 1 | HP 27/46

Are we meant to be able to see all those other areas of the map? It looks like I can see more than half the map, including areas A, B, E, F, G, H, and K.

"I wonder why this is here? Wha-a-a-at do you think is down there?"

If we are generally exploring then I'd like to check out the alcove.


Shot Putter Funkmeister

Well, those are all of the sections the party has already been. Your character hasn't seen the them. I guess the logic is the chit chat while you guys walk, they would mention them to you.


Male Human Bard 5 flame dancer 46 hp max, F 3, R 5, W 5 AC 19

Check the alcove


Shot Putter Funkmeister

You walk into the alcove.

Can everyone give me a DX roll please on a D20


Male Mutant Sentient Animal Examiner 1 | HP 27/46

My DX is 16 and the bonus is +2. So I add +2 to the roll?

1d20 + 2 ⇒ (19) + 2 = 21


Female Gren Scout 1 | 23/56 hp | AC 11 | MHAC 10 | Health 13 | Perception +2 | Stealth +2 | Remain Unseen +4
Skills:
Read/Write 25%, Swim 100%, Ride 50%, Detect Ambush/Trap +4, Hunting +4, Navigate +4, Tracking +4

DX roll: 1d20 + 1 ⇒ (14) + 1 = 15


Male Human Bard 5 flame dancer 46 hp max, F 3, R 5, W 5 AC 19

dx roll: 1d20 + 4 ⇒ (14) + 4 = 18


Male Mutant Animal THAC0 Melee +6, THAC0 Ranged +6, AC 16, HP 89, Health 16, Speed 35, Damage Claw 1d6+6, 1d6+6; bite 1d6+6 Enforcer

dx roll: 1d20 + 5 ⇒ (3) + 5 = 8

ouch


My most sincere apologies! I read that as "someone" saw that a dex roll was there and moved on.

1d20 ⇒ 13


Shot Putter Funkmeister

As zou walk in the alcove, Deyemis tail catches on a vine. everyone except Deyemi is able to aVOID THE falling debris as he is buried in rocks and dirt neck high taking 2d6 ⇒ (1, 1) = 2


Sparky

Deyemi, you really know how to bring the place down. Maeve pushes a rock aside and offers a hand to Deyemi.


Male Mutant Animal THAC0 Melee +6, THAC0 Ranged +6, AC 16, HP 89, Health 16, Speed 35, Damage Claw 1d6+6, 1d6+6; bite 1d6+6 Enforcer

After a bit of help cleaning off debris Deyemi shakes off and has a toothy grin and will help to inspect the area and clean it away


Shot Putter Funkmeister

After clearing the debris, you find nothing of import. You continue in the general direction of the tunnel. You follow the tunnel as it winds in southerly direction. As the room opens up in front of you, you can see that this room is lit by two torches and has a ceiling height of almost 3 meters.Located in this chamber are 4 cloth dummies of human type figures on stands, a dozen or so large, flat pieces of wood
with hack marks in them, some medium-sized rocks, and a 3
meter circular roped off area in the northwest corner. In the northeast corner you see a badder practicing with his battleaxe on a dummy. Cutting chunks of cloth with swing after swing.


Male Mutant Animal THAC0 Melee +6, THAC0 Ranged +6, AC 16, HP 89, Health 16, Speed 35, Damage Claw 1d6+6, 1d6+6; bite 1d6+6 Enforcer

Deyemi will use size up opponent (6) and then telepathy to each member of the party motioning them quietly back and telling them what he learns before attck


Shot Putter Funkmeister

Deyemi will have to roll for sizing up the opponent


Male Mutant Animal THAC0 Melee +6, THAC0 Ranged +6, AC 16, HP 89, Health 16, Speed 35, Damage Claw 1d6+6, 1d6+6; bite 1d6+6 Enforcer

size opponent: 1d20 + 6 ⇒ (10) + 6 = 16


Shot Putter Funkmeister

Deyemi

Spoiler:
You are able to discern that this badder by himself should represent no challenge to your group.


Sparky

Maeve peeks around the corner and decides to get things started with a mental blast.

mental blast MP 16: 1d20 + 2 ⇒ (4) + 2 = 6

Then again, maybe she'll just stare at rocks for a few seconds...


Male Mutant Sentient Animal Examiner 1 | HP 27/46

Ba-a-a-arnabas turns back from the corner, having spotted the badder.

I am assuming Maeve's psi attack is invisible, and I don't know she's done it?

He says quietly, "Whatever we do, we don't want this one to raise the alarm."


Male Mutant Animal THAC0 Melee +6, THAC0 Ranged +6, AC 16, HP 89, Health 16, Speed 35, Damage Claw 1d6+6, 1d6+6; bite 1d6+6 Enforcer

Deyemi charges the badder using increased speed to close the distance in the blink of an eye jumping on the guy and biting and clawing him
claw one: 1d20 + 6 ⇒ (7) + 6 = 13
claw two: 1d20 + 6 ⇒ (6) + 6 = 12
bite: 1d20 + 6 ⇒ (17) + 6 = 23

damage one: 1d6 + 6 ⇒ (5) + 6 = 11
damage two: 1d6 + 6 ⇒ (5) + 6 = 11
bite: 1d6 + 6 ⇒ (5) + 6 = 11


Male Human Bard 5 flame dancer 46 hp max, F 3, R 5, W 5 AC 19

Adney startles seeing deyemi rush across the room and snaps up his crossbow aiming and firing at the badder high
Crossbow: 1d20 + 4 ⇒ (19) + 4 = 23
damage: 1d10 ⇒ 4

He drops that one and brings up the second loaded heavy crossbow to bear


Female Gren Scout 1 | 23/56 hp | AC 11 | MHAC 10 | Health 13 | Perception +2 | Stealth +2 | Remain Unseen +4
Skills:
Read/Write 25%, Swim 100%, Ride 50%, Detect Ambush/Trap +4, Hunting +4, Navigate +4, Tracking +4

Kalina watches with wonder as the team moves to the attack. The weapons and tactics they used were foreign to her, but the intent was clear. She swiftly brings her spear to bear and charges the badger-man, trying to flank with one of her allies.

Attack: 1d20 + 2 ⇒ (18) + 2 = 20 (assuming the flank was successful)
Damage: 1d6 ⇒ 2


Shot Putter Funkmeister

Deyemi moves to attack is only successful on his bite and Adney scores a hit with his crossbow.

Kalina also hit it with her spear.

The badder turns and swings out of reflex at Deyemi 1d20 + 6 ⇒ (4) + 6 = 10 miss

INitiative PCs 1d10 ⇒ 1, Badder 1d10 ⇒ 9

The badder swings his axe at deyemi 1d20 + 6 ⇒ (1) + 6 = 7 miss
and also bites him 1d20 + 6 ⇒ (4) + 6 = 10 miss

Pcs


Male Mutant Animal THAC0 Melee +6, THAC0 Ranged +6, AC 16, HP 89, Health 16, Speed 35, Damage Claw 1d6+6, 1d6+6; bite 1d6+6 Enforcer

Deyemi continues his savage attack!

claw one: 1d20 + 6 ⇒ (1) + 6 = 7
claw two: 1d20 + 6 ⇒ (16) + 6 = 22
bite: 1d20 + 6 ⇒ (15) + 6 = 21

one damage: 1d6 + 6 ⇒ (3) + 6 = 9
two damage: 1d6 + 6 ⇒ (3) + 6 = 9
bite damage: 1d6 + 6 ⇒ (4) + 6 = 10


Male Human Bard 5 flame dancer 46 hp max, F 3, R 5, W 5 AC 19

Adney pulls the second crossbow aiming at the badder trying to get a clear shot and fires when its there!

crossbow two: 1d20 + 3 ⇒ (9) + 3 = 12

damage: 1d10 ⇒ 4


Female Gren Scout 1 | 23/56 hp | AC 11 | MHAC 10 | Health 13 | Perception +2 | Stealth +2 | Remain Unseen +4
Skills:
Read/Write 25%, Swim 100%, Ride 50%, Detect Ambush/Trap +4, Hunting +4, Navigate +4, Tracking +4

Kalina stabs again with her spear, again maneuvering to flank if possible.

Attack: 1d20 + 2 ⇒ (14) + 2 = 16 (assuming the flank is successful) Damage: 1d6 ⇒ 1


Male Mutant Sentient Animal Examiner 1 | HP 27/46

Ba-a-a-arnabas is startled by the ferocity of Deyemi's attack. His eyes go wide.

"Uh..."

These people rescued you! The least you could do is contribute! He thinks.

He tries to maneuver to a spot where the Badder cannot see him coming.

Stealth: 1d20 + 4 ⇒ (4) + 4 = 8
Not sure if there is such a thing as flat-footed in Gamma World but if there is I can use all the help I can get.

He grits his teeth, and lowers his head. His cloven feet dig in for a moment, and he calls on an ancient god of bravery and death-defying feats:

"JERRONIMOE!!!"

Head down, he charges at the badder the moment he sees he has a clear run at him.

Head Butt (charge) Attack: 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12
Head Butt (charge) Damage: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6

OK, I think I did that right... my THAC melee is +2 and I have a racial +2 bonus for a charging headbutt. And I add my PS to the damage, correct?


Sparky

With the others running in to engage, Maeve stands back against a wall and keeps an eye on any other entrance to the room.

That's using your head!


Shot Putter Funkmeister

Deyemi savagely attacks himself not getting his other claw out of the way. But inspite of this he connects on the badder twice.

Kalina hits the badder.

Baarnaabbaas charges and misses the target but luckily stops before smacking into the wall.

Adney whiffs almost striking Deyemi in the process.

Round 2

At this point a group of 7 badders walk into the room

Initiative PCs 1d10 ⇒ 5, Badders 1d10 ⇒ 9

The large one donning a plaid kilt with metal armor with a big W on it puts his right claw to his temple and MHAC 1d20 + 8 ⇒ (20) + 8 = 28 on the whole group in melee, you take 2d6 ⇒ (5, 1) = 6 cold damage so Deyemi, Baranabas and Kalina

The badder on Deyemi attacks him 1d20 + 6 ⇒ (20) + 6 = 26 hitting for 2d8 + 4 ⇒ (8, 8) + 4 = 20 damage

Another wearing a tartan and leather armor moves to attack Maeve 1d20 + 5 ⇒ (7) + 5 = 12 miss

And one moves to attack Adney 1d20 + 4 ⇒ (9) + 4 = 13 hit 1d6 + 3 ⇒ (6) + 3 = 9

The other two throw spears at Kalina and Barnaba 1d20 + 4 ⇒ (8) + 4 = 12 hit 1d6 + 3 ⇒ (3) + 3 = 6
1d20 + 4 ⇒ (20) + 4 = 24 hit 2d6 + 6 ⇒ (4, 5) + 6 = 15
The two are standing in a way where you couldn't melee the leader without killing them first.

PCs


Male Mutant Animal THAC0 Melee +6, THAC0 Ranged +6, AC 16, HP 89, Health 16, Speed 35, Damage Claw 1d6+6, 1d6+6; bite 1d6+6 Enforcer

Deyemi growls fiercely at the crowd and takes some damage thinking hey you made me bleed my own blood!

He continues to attack axe man
claw one: 1d20 + 6 ⇒ (12) + 6 = 18
claw two: 1d20 + 6 ⇒ (3) + 6 = 9
bite: 1d20 + 6 ⇒ (13) + 6 = 19

dam one: 1d6 + 6 ⇒ (6) + 6 = 12
dam two: 1d6 + 6 ⇒ (5) + 6 = 11
bite dam: 1d6 + 6 ⇒ (6) + 6 = 12


Shot Putter Funkmeister

Deyemi, hasn't put on his Kinetic Absorption power. so Deyemi should take the full 20 from the battleax and the 9 from his own attack. None of you have healed since the last time you voluntarily slept. Thanks!


Sparky

I told you we should have left.

Maeve attacks the one in front of her. First she activates her force field, before swinging with both weapons at the badder that had the sheer audacity to attack her!


Dissimilar 1: Forcefield 25/pts, recharge 5/round duration 5 rounds
Dissimilar 2: Halbred 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d10 + 2 ⇒ (7) + 2 = 9 electrical gen 1d6 ⇒ 3
Similar 2: Longsword 1d20 + 2 ⇒ (7) + 2 = 9
stats: AC 16, HP 29/49


Female Gren Scout 1 | 23/56 hp | AC 11 | MHAC 10 | Health 13 | Perception +2 | Stealth +2 | Remain Unseen +4
Skills:
Read/Write 25%, Swim 100%, Ride 50%, Detect Ambush/Trap +4, Hunting +4, Navigate +4, Tracking +4

Kalina reels with the impact of the spear, stabbing at the badder nearest her with her own weapon.

Attack: 1d20 ⇒ 19 (+2 if flanked) Damage: 1d6 ⇒ 5


Male Mutant Sentient Animal Examiner 1 | HP 27/46

Looks like I just took 21 damage. I thought 46 was a lot of HP, but maybe not!

Ba-a-a-arnabas' mouth twists into a snarl.

"Na-a-a-a-a..."

An easy fight just turned into a hard one. No sense holding back now!

He reaches into his knapsack and pulls out a strange-looking object. It is made from grey metal and is pitted with age. It seems to be comprised of two parallel cylinders with a larger cylindrical casing in the middle and a handle at one end.

"Here's a bla-a-a-ast from the pa-a-a-ast!"

His right hand goes to the handle and the other pulls the casing back and forth with a heavy *click!* He pulls the trigger, points the tubes at the nearest standing badder, and...

BOOM!

1d20 ⇒ 13
GM: Okay, I have no idea what to roll here. I assume that a d20 is involved. My THAC ranged is +2, my use artifacts is +5, and I'm not sure if the shotgun spread affects hit chance or what the damage is. You'll need to help me out here.


Shot Putter Funkmeister

Ok, so you went with the double barrel. Did you give him both barrels or just one? Please roll me four attacks please.

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