Reign of Winter (Inactive)

Game Master Just a Mort

ROW Book 6

Days on Triaxius - 20


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Strange Aeons Grp 2 |

"I might be able to get to them. But I'd need to fly. I am NOT wading through thick snow. They can't shoot what they can't see."Zorka suggests.

Hut also works. And this is actually the time to use the Hut as a tank lol!


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

Shaking his head, Mr. Whiskers says "Much of the damage I took was from little things flying out in a huge area!" Shrapnel, if only he knew the word.

So I wonder, can you trample a tank?


Strange Aeons Grp 2 |

You can, but you'd aim to rupture the fuel tank. Otherwise dismantling it would take forever. Also, you'd better get Einar, Geist and Crummock out of the way before you start charging fortifications


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

Alright, save friends first. Will do.


Female Human Cleric 13 | HP 94/94 | AC 12 Tch 12 Fl 10 | CMB +6 CMD 19 | F +13 R +9 W +20,| Init +2| Perc +24

Spellcraft: 1d20 + 17 ⇒ (19) + 17 = 36
Guess Seraphine knows that Mr Whisker's used Dimension Door, but doesn't know if he is coming back.

Seraphine walks up and channels to heal.

Channel: 7d6 ⇒ (4, 3, 2, 3, 3, 2, 4) = 21

C'est la vie


Strange Aeons Grp 2 |

The first group of humans react, and start throwing mortars and shooting at Seraphine.
Mortar: 6d6 ⇒ (4, 1, 2, 2, 6, 2) = 17
Seraphine’s reflex save: 1d20 + 9 ⇒ (7) + 9 = 16
Rifle: 6d10 + 6 ⇒ (10, 7, 5, 3, 10, 3) + 6 = 44
Seraphine’s reflex save: 1d20 + 9 ⇒ (4) + 9 = 13
Rifle: 6d10 + 6 ⇒ (2, 3, 6, 5, 10, 9) + 6 = 41
Seraphine’s reflex save: 1d20 + 9 ⇒ (11) + 9 = 20

102 pts of dmg to Seraphine

Seeing Seraphine down, they proceed to mow down Greta.
Rifle: 6d10 + 6 ⇒ (8, 7, 9, 4, 3, 8) + 6 = 45
Greta reflex save: 1d20 + 15 ⇒ (18) + 15 = 33
Rifle: 6d10 + 6 ⇒ (8, 7, 1, 6, 1, 9) + 6 = 38
Greta reflex save: 1d20 + 15 ⇒ (6) + 15 = 21

60 pts of dmg to Greta.

Greta tries to retreat back to the hut as quickly as she can.

Crummock and Einar, you're up


Male Bleachling (Gnome) Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)

Seeing that Mr Whiskers is gone, Seraphine is down, and Geist is dead, Crummock frowns, swallows hard, and casts Breath of Life on Geist.

Breath of Life: 5d8 + 13 ⇒ (2, 6, 4, 6, 1) + 13 = 32.


Retired to Triaxius

’Blast’ Lifting the round metal trap from the ground Einar sets it aside just as his world explodes. Small explosions followed by whistling sound and then larger nearer explosion dirt, rock and steel flying every-where. Smaller explosions followed by projectiles flying through the air, piercing his armor, skin and bone. Looking up in enough time to see men and machines pointing smoking barreled things at his war band. He drops into unconsciousness ever so briefly, then feeling the healing touch from Seraphina, seeing Crummock, as injured as he reach over and heal Geist, Einar shakes his head.

”I could run, but we’d lose both Crummock and Seraphina, and we can’t raise anyone without them. I hope to blazes Mister Whiskers has a plan.’ Making a difficult decision Einar, bleeding from multiple bullet and shrapnel wounds. stands slowly. Raising his right hand where all can see as he slowly draws the scabbarded sword out of his belt. Tossing it on the ground with his left hand and then raising it above his head also. He calls out in broken Russian. ” Davayte obsudim usloviya kapitulyatsii. My ostorozhno dvigalis' cherez zapertoye pole k vam, vy napali na nas nesprovotsirovannym obrazom.”

Russian:
Let us discuss terms of surrender. We were cautiously moving through the trapped field to your location, you attacked us unprovoked.

earlier he had moved all his weapons to the haversack, but I did say that he placed the ‘sword of the planes' in his belt, I’ll assume it’s still there and that is the weapon he drew out and threw on the ground.


Strange Aeons Grp 2 |

"Nam skazali, chtoby kto-to vyshel iz khizhiny nashemu Messiyu, Rasputinu, mertvomu ili zhivomu." One of them states indifferently. "Zhivoy budet delat' tak zhe khorosho, kak i lyuboy. Shag vpravo - vy bol'she ne khotite otklyuchat' miny."

"I nikakikh tryukov, ili my KIL VAM." And both platoons turn their faces covered with alien looking gas masks at him. "I etot tozhe." And Greta is pointed out.

You sort of want to look at 1.38

Crumock realizes from the tone of the voice, and their body language, both platoons are under influence of an enchantment effect.

Russian:

We were told by our great Messiah Rasputin, to bring anything that came out from the hut to him, dead or alive. Alive will do as well as any. Bring your wounded and dead and step to the right - you don't want to trip those mines off."

And no tricks, or we KEEL YOU. And that one as well.


Strange Aeons Grp 2 |

Moved you one move action as a group - following the directions of the men, and Greta as well.

Greta was hoping to take the opportunity to retreat back to the Hut...but on being pointed out, nervously shuffles along with the party, but not before pulling out a potion.

Mr Whiskers and the Hut Party up


Retired to Triaxius

’Well that explains a lot, now to just give Mister Whiskers time.’ Looking from Crummock to Seraphina, then back to the soldier who had spoken. ” Moi druz'ya ochen' raneny, mne nuzhno pomoch' im, mogu li ya opustit' ruki i pomoch' im?”

Waiting for the officer to nod, or respond somehow, he slowly moves to Crummock, speaking softly in common as he helps his friend off of the ground. ”Easy, take it slow, hopefully Mister Whiskers has a plan.”

Russian:
My friends are terribly injured, I need to help them, may I put my hands down and assist them?

yeah, Jeff is really funny I’ve seen one of his standup routines on HBO


Strange Aeons Grp 2 |

The officer nods his head but all eyes are still trained on Einar and his group.


Male Bleachling (Gnome) Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)

Note: Once a distraction is created, Crummock will Plane Shift the party into the Hut.


Strange Aeons Grp 2 |

Seraphine stabilize: 1d20 - 7 ⇒ (17) - 7 = 10

Greta carries Seraphine's limp body and sullenly follows along with the party, as Mr Whiskers tries to get the Hut to work.

Mr Whiskers UMD: 1d20 + 23 ⇒ (6) + 23 = 29
Mr Whiskers UMD: 1d20 + 23 ⇒ (4) + 23 = 27
Mr Whiskers UMD: 1d20 + 23 ⇒ (9) + 23 = 32

On third try, he finally gets it, and the battalions start in alarm as the Hut dimension doors right into their midst. Time slows as Crummock sees a rain of mortars fly towards the party, but he manages to get the planeshift off, and everyone transported inside the Hut, in the now ruined candy room.

The troops open fire on the Hut, and this time lob grenades, while firing with their rifles. And the world explodes into chaos once more.

Grenade dmg: 12d6 ⇒ (6, 2, 5, 1, 3, 3, 1, 1, 2, 4, 3, 2) = 33
Hut reflex save: 1d20 + 21 ⇒ (9) + 21 = 30
dmg: 6d10 + 6 ⇒ (7, 8, 5, 8, 9, 7) + 6 = 50
Hut reflex save: 1d20 + 21 ⇒ (6) + 21 = 27
dmg: 6d10 + 6 ⇒ (7, 2, 7, 5, 2, 10) + 6 = 39
Hut reflex save: 1d20 + 21 ⇒ (3) + 21 = 24
dmg: 6d10 + 6 ⇒ (4, 6, 3, 8, 1, 4) + 6 = 32
Hut reflex save: 1d20 + 21 ⇒ (10) + 21 = 31

Grenade dmg: 12d6 ⇒ (3, 3, 6, 4, 2, 5, 2, 4, 4, 1, 2, 3) = 39
Hut reflex save: 1d20 + 21 ⇒ (19) + 21 = 40
dmg: 6d10 + 6 ⇒ (7, 9, 8, 4, 8, 7) + 6 = 49
Hut reflex save: 1d20 + 21 ⇒ (1) + 21 = 22
dmg: 6d10 + 6 ⇒ (2, 10, 9, 3, 2, 9) + 6 = 41
Hut reflex save: 1d20 + 21 ⇒ (15) + 21 = 36
dmg: 6d10 + 6 ⇒ (2, 7, 9, 2, 6, 2) + 6 = 34
Hut reflex save: 1d20 + 21 ⇒ (4) + 21 = 25

Hut takes 34 points of damage

Tank cannon hit touch ac 5: 1d20 + 10 ⇒ (18) + 10 = 28
dmg: 8d6 + 1 ⇒ (2, 6, 1, 2, 6, 3, 5, 4) + 1 = 30
Hut reflex save: 1d20 + 21 ⇒ (6) + 21 = 27
Tank cannon hit touch ac 5: 1d20 + 5 ⇒ (15) + 5 = 20
dmg: 8d6 + 1 ⇒ (2, 3, 5, 3, 2, 4, 3, 6) + 1 = 29
Hut reflex save: 1d20 + 21 ⇒ (2) + 21 = 23

Machine gun v touch ac: 1d20 + 11 ⇒ (19) + 11 = 30
dmg: 2d8 + 6 ⇒ (3, 4) + 6 = 13
Machine gun v touch ac: 1d20 + 6 ⇒ (10) + 6 = 16
dmg: 2d8 + 6 ⇒ (5, 6) + 6 = 17

The machine guns from the tank hits, but does not damage the Hut.
Yay for DR 15/adamantine

The Hut briefly shakes for a moment when a lucky burst of rifle shots catch it, but otherwise stands as steady as a mountain before the howling winds, then takes matters into its own hands.

incendiary cloud damage: 6d6 ⇒ (5, 6, 4, 5, 1, 3) = 24
reflex save: 1d20 + 13 ⇒ (2) + 13 = 15

troops will v Frightful presence: 1d20 + 8 ⇒ (8) + 8 = 16
troops will v Frightful presence: 1d20 + 8 ⇒ (2) + 8 = 10

frightened duration: 5d6 ⇒ (4, 1, 3, 2, 4) = 14

And then the battalion of humans start running away, screaming from the giant chicken legged hut that just appeared in their midst. The flames seem to be particularly effective against the battalion of troops.

Throughout the entire commotion, a slim man with an unkempt beard and a long black cassock stares calculatingly at the Hut, his blue eyes piercing the haze like chips of chiseled Hut.

"So you have learnt to use the Hut. But it is too late. Her Thrice-Tenth Kingdom will soon be mine. And there's nothing you can do to stop me." He taunts the party as he vanishes, like he was never there.

The Hut, as if sensing something, makes a headlong dash into the woods, trampling trees and the like along the way, with the tank firing on it, totally ignored. Soon it leaves the ruined village, and the tank behind.


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

Mr. Whiskers tells Zorka "The only way I could make you fly is changing you into a different type of creature, in which case you couldn't turn invisible."

Alright, figures got moved before I had a chance to compose this. Where is Seraphine and is anyone right there beside her?

I've got a game to attend, so I'll give my immediate thoughts. I can prevent Seraphine from bleeding out. Not sure how quickly I can do this. Options include:
Cast MP II (form of Mothman?) on Nivean, have them take Ointment, then cast Vanish with Spell Tinkerer on them to have them go apply ointment. I could also have them cause Seraphine to Vanish via Deliver Touch Spells Through Familiar.
As above, but give Form of Dragon I as touch so she could burrow away.
Cast MP II on Zorka, vanish, ointment. Keep going.

I still need healing. I think there is a potion of CSW?

Breakout ideas:
Message to communicate with group that got rounded up.
Wall of Stone, pump CL+2, wall all my friends in under a stone dome. Follow up with Confusion on troops since the masks probably prevent gas attacks. Hope I win initiative, pop Heightened to try and do so.
Nivean is in position near 'wagon'. Form of Dragon I plus Vanish, needs to take care of "wagon" -- ask Coffin Man if the wagon is construct, find out it is driven, probably go for fire breath weapon.

Since I would know of the plan to plane shift (which could go wrong in so many ways...) I would follow up by putting wall of stone around tank. Ramp in both directions, wall around and in front of barrel.

The other option is a stealthy casting of Getaway under Vanish and then wait for them to travel half an hour. Another vanish and activate Getaway.

If you are too impatient to wait until my game is over (around 4 hours) someone better bot me good.


Strange Aeons Grp 2 |

The forest ends abruptly at a muddy field riddled with snow-rimmed craters and punctuated by gnarled trees, twisted coils of barbed wire and deep trenches. Beyond a high fence, cracked and blackened onion domes hint of a ruined temple reaching for the stormy sky, where dark clouds churn and boil. Eerie gray shadows dance and writhe across the dusky landscape, giving it the appearance of a maggot-riddled corpse. The Hut stops and refuses to go any further, making scratching motions in the direction of the coils of barbed wire, as if waiting for the party to bring something from there.

hmmm what: 1d8 ⇒ 5
hmmm what: 1d7 ⇒ 7
hmmm what: 1d6 ⇒ 4

Searching the woods, Einar manages to find a cache of army supplies, there are 6 Nagant 1891 rifles, 10 gas masks with relevant suits, 1 assaen mortar, and 100 steel cartridges.

Slide 6

All guns have automatic weapon quality.

A weapon with the automatic weapon quality fires a burst of bullets with a single pull of the trigger, attacking all creatures in a line.
This line starts from any corner of your space and extends to the limit of the weapon’s range or until it strikes a barrier it cannot penetrate. When an automatic weapon attacks all creatures in a line, it makes a separate attack roll against each creature in the line. Each creature in the line can only be attacked with one bullet from each burst. Each attack roll takes a –2 penalty to account for recoil, and its attack damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not foil an automatic weapon’s line attack. If any of the attack rolls threaten a
critical hit, confirm the critical for that attack roll alone.
An automatic weapon misfires only if all of the attack rolls made misfire. A single attack with an automatic weapon fires 10 bullets. An automatic weapon cannot fire single bullets that target one creature. When taking a full-attack action with an automatic weapon, you can fire as many bursts in a round as you have attacks.

Nagant M1891 Rifle

This bolt-action rifle is the mainstay of Russian military forces. It is similar to the advanced firearms rif le with the following differences. It uses the same 7.62x54mmR ammunition as the Madsen machine gun, and is fed from a 5-round internal, nondetachable magazine that is typically loaded with 5-round stripper clips (loading it is a move action). Without stripper clips, you may only reload up to 2 rounds of ammunition as a move action. Ammunition is typically sold in groups
of 5 rounds. The first range increment is 120 ft.

Aasen mortar

The Aasen mortar is an indirect-fire advanced siege firearm,consisting of a heavy steel barrel, a loading mechanism, and a folding bipod stand, and is used to launch explosives to penetrate enemy defensive lines. Aiming the mortar is part of the standard action required to fire it. Reloading the mortar is a full-round action, and the user loads a grenade-like projectile into the breech of the weapon’s steel barrel, along with a blank rifle round that propels the bomb when triggered. The weapon uses indirect fire to lob bombs in slow-moving, high arcs, and the user targets a specific square.Mortars can also
be fired as direct-fire siege engines. When used for direct fire, they take a –4 penalty on attack rolls and their range increment is halved, but they do not have a minimum range. After the point of impact is determined, the shell explodes and deals 6d6 points of bludgeoning, piercing, and slashing damage to all creatures in a 30-foot radius (Reflex DC 20 for half ).

Gas masks and suits
Gas masks are rubberized-cloth masks fitted with thick glass eyepieces and a charcoal-dust filter in a rectangular canister that screws in near the mouthpiece. A gas mask is worn tightly around the head and face, allowing the user to breathe in hazardous environments. A gas mask grants immunity to inhaled poisons and other nonmagical airborne attacks that require you to breathe them, and a +2 bonus on saving throws against magical cloud or magical gas attacks. Using a gas mask imposes a –2 penalty on hearing- and sight-based Perception checks. A gas mask’s filter canister can be used for 8 hours before needing to be replaced.


Male Bleachling (Gnome) Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)

Crummock regards the complex in the distance critically.

"Well, after what we just encountered, I think it be best if we do a little scoutin'..."

He then casts Summon Totem Creature to produce a Small Earth Elemental, and directs it to scout the periphery (predominantly using earth glide and tremor sense), before reporting back to him (paying particular attention to the trenches).


Strange Aeons Grp 2 |

Terran:

"Feel 2 big heavy things above me. They move in circles. Then another 2 come. Feel things sticking into the Earth. Feel many smaller things in holes in the ground. Feel many things being pushed into the ground. Ground smells wrong. Like it's sick. Want me to go look above ground, master?"


Male Bleachling (Gnome) Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)

Crummock translates for the others.

"It sounds like there are a total o' four big things, movin' in circles around the site. The trenches also have lots o' people inside them. It sounds like there is a bunch more o' those same traps we encountered before scattered throughout the area, as well."

He then frowns.

"My ally also says the ground smells wrong, like it is sick..."

Crummock then turns to Seraphine.

"Shall we punch our way through the defenses? I figure a bushel o' Fire Seeds should do the trick for each o' the trenches...."

Basically, I am planning to have the elemental drop two sets of Fire Seeds into each trench. Seraphine? Would you like to donate some to the cause, as well? I can deal with two trenches that way, following which I can mop-up any stragglers with Fireballs.


Female Human Cleric 13 | HP 94/94 | AC 12 Tch 12 Fl 10 | CMB +6 CMD 19 | F +13 R +9 W +20,| Init +2| Perc +24

Love to, I have several Intensified Maximized Fireballs I can drop, or a couple of Maximized empowered Fireballs, or a maximized Fire Seed(s). Let me know any preferences and I'll respond in character.


Male Bleachling (Gnome) Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)

Hmmm... I forgot about your use of Incense!

In that case, I revise my estimate. I dump a total of two Fire Seeds into each of the trenches C1a and C1c to the east, and you dump a maximised one into each of C1c east, C1a north, and C1b south.

We then use long-range Fireballs to mop-up. Taking out half the peripheral defenders should work to create enough confusion to let us in...


Strange Aeons Grp 2 |

As the party moves closer, they see strange machines run caterpillar-like through the snow, patrolling the grounds. Coils of barbed wire line the perimeter of the camp, and the trenches beyond them hold alert soldiers armed with sophisticated modern weaponry. Behind the trenches, a tall electrified fence bounds the camp, and there are 4 watchtowers cackling with purple lightning and another 7 with white light spacing the fence over the no man’s-land. Metal tubes point out of the watch towers.

900 ft


Female Human Cleric 13 | HP 94/94 | AC 12 Tch 12 Fl 10 | CMB +6 CMD 19 | F +13 R +9 W +20,| Init +2| Perc +24

Seraphine nods in agreement with Crummock. "You have an excellent grasp of tactics. I can cast my own Fire Seed if you like, I only have one, but its stronger than usual, and should also cause destruction. I can also follow up with a number of fireballs if you like, assuming we want to go for Shock and Awe. I think it is time to show them the power of our weapons."

I'm not without mercy, they can always surrender =]


Strange Aeons Grp 2 |

From the trees they hear a voice, "Ey, syuda!YA ne prichinyu tebe vreda."The voice belongs to a haggard looking man wrapped up in tattered overcoat. His eyes are sunken-in and weary, and he is shivering with cold. He raises his arms in the air showing that he is unarmed. "Ukhodite iz lagerya Akuvskoy tyur'my - vy ne khotite byt' tam. Mne yedva udalos' sbezhat'."

Russian:

Hey, over here. I mean you no harm. Get away from the Akuvskaya Prison camp - you don't want to be there. I barely managed to escape.

He's telling the truth - since you'd sense motive any stranger who came out of the woods, and rightly so


Female Human Cleric 13 | HP 94/94 | AC 12 Tch 12 Fl 10 | CMB +6 CMD 19 | F +13 R +9 W +20,| Init +2| Perc +24

Nothing he has said doesn't make him a spy, just saying.


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

Remember the share language should still be active.

Has any healing been done, or did you leave Mr. Whsikers at 2 hp?

Seeing the man and having Crummock confirm that he is telling the truth, Mr. Whiskers asks Zorka to get a bowl of food from the caldron for the man. He then calls out to the man "Idi syuda! Vy skazali, chto sbezhali iz etogo mesta? Chto vy mozhete skazat' nam ob etom?"

Russian:
Come over here! You said you escaped from that place? What can you tell us of it?

Although Mr. Whiskers is much worse for wear, his disguise as a child should still be intact.

Mr. Whiskers comes to the door, holding the bowl of food and a spoon.


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

Earlier with the scouting elemental

Looking to Crummock, Mr. Whiskers asks "Do you mind if I talk to it a bit?"

If allowed, Mr. Whiskers asks it some more detailed questions about the ground to try and get an idea of what might be wrong. Then he turns to Crummock and asks "Could you ask it to get a sample of the bad soil? I could examine it with my alchemy lab, try to determine what is wrong."


Strange Aeons Grp 2 |

"Menya zovut Dimitriy. Tam, vnizu, posle Velikoy voyny ya byl zdes', i vot odnazhdy etot stroynyy chelovek s nechesanoy borodoy i dlinnoy chernoy sutanoy podoshel k lageryu, nazyvaya sebya Rasputinym, trebuyushchim nashey sdachi. Ne mozhet byt'! Sumasshedshiy monakh Rasputin byl ubit svoimi politicheskimi sopernikami 3 goda nazad."

Russian:

My name is Dimitri. It’s hell down there – after the Great War I was posted here – and then one day this slim man with an unkempt beard and a long black cassock walked up to the camp, calling himself Rasputin demanded our surrender. It couldn’t be! The mad monk Rasputin was murdered by his political rivals 3 years back.

"My smeyalis' i strelyali v nego patronami, brosali v nego granaty, no NICHEGO ne proizoshlo! Oni proshli cherez nego, kak privideniye! Zatem on podnyal ruki, i sama zemlya nachala tryastis'. On skazal, chto yesli my budem nastaivat' na nashem uporstve, on slomayet ves' lager', i, kak on skazal, chasovnya i mnogiye zdaniya upali na zemlyu, sokrushiv vsekh vnutri. Zatem v okopakh nachali otkryvat'sya treshchiny, pogloshchaya bol'she moikh tovarishchey po vzvodu. Uvidev, chto my byli protiv chego-to, s chem u nas byl shans vyzhit' protiv krys, my ustupili."

Russian:

We laughed, and shot at him with bullets, threw grenades at him but NOTHING happened! They passed through him like he was a ghost! Then he raised his hands and the earth itself began to shake. He said that if we persisted with our stubbornness, he would bring the entire camp to the ground, and as he said that, the chapel and many buildings tumbled to the ground, crushing everyone inside. Then fissures started opening in the trenches, swallowing up more of my platoon mates. Seeing we were up against something we had a rats chance of survival against, we yielded.

"On osvobodil vsekh opasnykh zaklyuchennykh i brosil nas vsekh v kamery. I vot odnazhdy on voshel i skazal, chto u nego yest' spetsial'nyy plan dlya nas. Nas soprovodili v kazarmy, gde on derzhal etu shtuku v kassu pravoslavnogo svyashchennika, daruya nam yego «Blagosloveniye». Eto byl ne svyashchennik, ya nikogda ne videl svyashchennika s vypuchennymi glazami, seroy kozhey, ostrymi ushami i reztsami, poka moy Palets!"

Russian:

He released all the dangerous prisoners and threw us all in cells. Then one day, he came in, and said he had a special plan for us. We were escorted to the barracks where he had this thing in an Orthodox priest’s Cassock grant us his “Blessing.” That was no priest, I’ve never seen a priest with bulging eyes, grey skin, pointed ears and incisors as long as my finger!

"No bol'shinstvo moikh tovarishchey po vzvodu, kazhetsya, chuvstvovali sebya inache, oni smotreli na svoyego svyashchennika, kak na svoyego Spasitelya. Kak budto eta veshch' kakim-to obrazom zakhvatila ikh soznaniye ..."

Russian:

But most of my platoon mates seem to have felt otherwise, they looked at their priest like he was their Saviour. As if that thing had somehow taken control of their minds…

"Kogda delo doshlo do menya, ya pochuvstvoval, chto on pytayetsya pereubedit' menya, i ya srazhalsya s etim kovarnym prisutstviyem. Rasputin pokachal golovoy i zastavil menya vydelit' neskol'ko chelovek, kotoryye takzhe soprotivlyalis' prikosnoveniyu etoy veshchi. Zatem menya vernuli v tyur'mu, a tekh, kto popal pod gospodstvo tvarey, byli postavleny okhranyat' lager'. YA malo znal, chto u menya byla yeshche odna sud'ba. Kazhduyu noch' sushchestvo prinosilo dvukh drugikh sushchestv, podobnykh yemu, chtoby nakormit' nas. Da, ya skazal, pitaytes' nami, i ne zastavlyayte menya zapirat'sya v psikhiatricheskoy bol'nitse, ya ne sumasshedshiy. Eto sushchestvo pitalos' nashey krov'yu!" His eyes are open wide, desperate and hoping that the party won't think he's crazy.

Russian:

When it came for me, I felt it try to take over my mind as well and I fought that insidious presence. Rasputin shook his head and had me singled out with a bunch of others who also resisted that thing’s touch. Then I was brought back to prison while those that had fallen under the creatures domination were set to guard the camp. Little did I know that I had another fate in store for me. Every night the creature would bring two other creatures like itself to feed on us. Yes, I said feed on us, and no don’t get me locked up in an asylum, I am NOT crazy. That creature was feeding on our blood!

He shows off teeth marks on his neck. "Nekotoryye iz nas umerli ot krovopoteri, i tela byli unichtozheny. Poetomu ya sygral mertvym i sumel vybrat'sya iz lagerya. Mne udalos' nayti koye-chto iz etogo potrepannogo pal'to ot togo, kto zastyl na meste, i otpravilsya syuda. Pozhaluysta, skazhi mne, chto ty ne poydesh' v etu adskuyu dyru...YA uzhe poteryal vsekh svoikh tovarishchey po vzvodu etomu monstru, ya ne khochu, chtoby bol'she lyudey popadali v ruki etogo d'yavola."

Russian:

Some of us died from the bloodloss and the bodies were disposed off. So I played dead and managed to get thrown out of the camp. I managed to find some this tattered overcoat from someone who froze to death out there, and made my way here. Please tell me you’re not going into that hellhole..I’ve already lost all my platoon mates to that monster, I don’t want more people falling into that fiend’s hands.

He gratefully eats the food that Mr Whiskers offers him.


Strange Aeons Grp 2 |

The small earth elemental gets some soil for Mr Whiskers. Mr Whiskers detects that someone is trying to call Baba Yaga's Thrice Tenth Kingdom to the world, making the place very unstable, and probably a bloody big astral beacon to supernatural horrors.


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

As Dimitri eats, Mr. Whiskers assures him that he isn't crazy.

Looking to Zorka, he asks "Are there any clothes in the hut that might fit Dimitri?" gesturing towards the fellow.

Permanent See Invisibility. I'm assuming Zorka is actually invisible at this point.

He then asks permission before casting share language on Dimitri so that everyone can more easily communicate.

"We are from a place that has such creatures. I am not quite sure what sort of creature it was that dominated you -- it sounds like it may have been a vampire?" At this, he looks to Seraphine for confirmation. "We would like to ask you a few more questions about it."

"The good news is that we should be able to break the hold that they have over your comrade's minds. The bad news is we need some way to stop what this Rasputin person is doing."

He asks a few more questions about what the man knows, trying to judge if he has used illusions for the initial contact or something else. He is also very interested in anything Dimitri can tell them about the camp.


Strange Aeons Grp 2 |

Dimitri is what he is. Dimitri doesn't know what you're about to do to him, but consents anyway, since you gave him some food.

Zorka is invisible and she gleefully pulls clothes out of the cupboard for Dimitri, just to see his eyes nearly pop out of his head when he sees clothes popping out from no where.

Dimitri tells you about the dangerous prisoners that Rasputin released - there was a tribe of Zemlmers(Yetis) - which were from Siberia, that were incarcerated here because they enjoyed hunting people down just for the fun of it. Rasputin offered them positions to hunt any intruders down and they all signed up happily. They were given a building to stay in.D8 when you get to see it

Next - was the bear hunter, some crazed woman who went around keeping large polarbears. That she'd sic on people, for the fun of seeing people torn apart. She was so attracted by Rasputin's charisma, that she offered to join him and was given a barn in the outer camp. Presumably she managed to get new bears... C7 when you get to see it

Perhaps the most dangerous prisoner he released was Viktor Miloslav - who was locked up for his dangerous inventions. Dimitri is pretty positive that those large things patrolling the grounds - tanks - they are called, are part of Viktor Miloslav's inventions, since they weren't originally there. And the standard tanks he saw in the Great war have super long range on their guns. AKA first range increment of 300 ft, hit touch ac up to 1500 ft

So are the purple lightning towers - he was calling them world anchors. And he heard Viktor brag about a special light that would reveal all invisible creatures, besides providing sizable illumination. However, once the deed was done, Dimitri heard him plead before Rasputin to spare his life, then heard him scream. And he was never seen or heard from again...

I guess you could say its a bad case of Alcatraz breakout

The ruined chapel is occasionally bathed with the same purple light that comes from the watch tower and sporadic appearances of the restored monastery building can be seen.

Dimitri has heard Rasputin parade the heirs of the Romanov Dynasty, Anastasia and Alexei, but is beginning to wonder if his ears are playing tricks on him, since they were both brutally murdered by the firing squad 3 years back.

The procedure to get into camp has not changed. Upon approaching the gate is to stop approximately 80 feet from the gate and give a signal—a military salute with the right hand brought palm-down to nearly touch the right temple, and the shouted phrase (in Russian), “Patrol returning!"

Of course trying to pass of as Russians while having horns is a bad idea, he tells Einar, still touching Einar's horns for reassurance that they are real, but if there was a full body suit...

He has seen none of his dominated comrades enter the inner courtyard - he suspects they're too scared of the strange things walk and wander about.


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

"So the patrols are the former guardsmen?"

Looking to his friends, Mr. Whiskers comments "Considering the towers are called world anchors, it would be prudent to destroy them. I'm not sure how right now, but we will want to keep that in mind."

Does Mr. Whiskers understand the basic theory here, or should he spend some time in the library?


Strange Aeons Grp 2 |

"Yes." Dimitri answers.

6 tanks patrol the perimeter of the camp. They patrol in twos.

Through the arcane eye, Mr Whiskers sees two humans carrying metal tubes in the watchtowers, and two humans carrying different tubes in the purple lightning towers.

Dimitri identfies the tubes by those carried in the watchtowers as being M1891 Rifles(first range increment 120 ft). And those in the purple lightning towers as Madsen Light Machine Guns(first range increment 100 ft).

BTW modern firearms hit touch ac within 5 range increments and have maximum range of 10 range increments

Each trench has a troop in it. He is unsure of the deployments exactly but there are 4 machine gun troops, 4 mortar troops and 2 rifle troops. And he doesn't know how many are patrolling out there.

Machine Gun Burst (Ex): A machine gun troop can attempt a machine gun attack as a swift action. This attack takes the form of a 300-foot-long line and deals 4d8 points of bludgeoning and piercing damage (Reflex Halves)

Mortar Barrage (Ex): As a swift action, a mortar troop can target a single square up to 400 feet away with mortar shells (minimum range of 50 feet). This attack deals 6d6 points of bludgeoning, piercing, and slashing damage to all creatures in a 30-foot-radius burst (Reflex halves)

Rifle troops are just troops that you faced earlier, without the Mortar barrage ability.

He also sees the patrol returning, and doing the procedures that Dimitri described. Some patrols consist of more men then others, up to 20. They are told in Russian to go straight to the barracks and not wander about until next posting. But the officer at the watchtower does not seem interested in seeing that they actually do that, and instead are more interested in looking at people entering the camp.

As the sensor gets closer(360ft), it suddenly becomes visible, and Mr Whiskers sees a bullet fly at it and then the sensor is no more.

Baba Yaga's library does not have any information on the subject.


Retired to Triaxius

earlier
’At least were back in the hut.’ finding Mister Whiskers, Einar snarls, ”I hope you have a plan to use this hut to eviscerate them!”[/i] Moving to the window, Einar watches as the hut rends the defenses of their attackers.

Once the hut turns and heads the other direction, Einar points out his mutilated armor and the blood running through it. [b]”Could someone magically repair my armor? I don’t know how affective it would be with all these little holes in if.” Then he smiles a toothy smile. ”Of course I don’t know how affective I’m going to be with all of these little holes in me either.”

Once the hut stops Einar recovers a few of the locals implements. Holding up the rifles ”These tubes look like what they had pointed at us,” Then holding up the gasmasks he adds ”And these look like what they had on their faces,”

now
’May as well ask him’ As Mister Whiskers talks to the man, Einar goes back into the hut and grabbing one rifle, one gasmask and an extra cup, he returns outside with them up. When there is a break in the conversation. Einar sets down the gear and hands the man the cup. Pouring him some plum wine. ”Here drink this, then you can show me what these are for and how to use them. Once we are done I will give you these to take with you, along with some food.” Einar then sips some of the wind himself to show the man it is safe to drink.

As the man drinks the plum wine Einar asks. ”So is it a prison or a fort? Do most of the weapons point out or in? Would all of the weapons be able to be brought to bear on a single location in the prison or could we hit a tower at a time, if we needed to?”


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank
GM Mort wrote:
As the sensor gets closer(360ft), it suddenly becomes visible, and Mr Whiskers...

I was warned of the invisibility purging towers. Could we please have a stealth and guards perception check. Remember the -36 perception for range unless there is something technological that modifies that.


Male Bleachling (Gnome) Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)

Also, Arcane Eye can be created at any point that the caster can *see*... so at the top of one of the walls, and then quickly moved down and inside, seems like a good idea to me, rather than crossing the open expanse outside...


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

I was assuming it did that. Rereading what Mort wrote, it seems you're correct and he assumed something else. Yes, starting the Eye inside the camp as they open the gate is much better than wasting duration trying to get close to the camp.

Between Dimitri's description and the Eye, we should get to see more off slide 6 than a massive area of black.


Strange Aeons Grp 2 |

Revealed part of map

Putting his eye on top of the wall, Mr Whiskers realizes that the outer courtyard is surprisingly empty. He sees a little creature is dressed in the garb of an undertaker and resembles a tiny gargoyle. It has tiny black close set eyes, and its skin is slate gray, in a field of headstones and wooden crosses at the northwest corner of the prison camp. Upturned bone from centuries of burials crunch underfoot, hidden beneath the packed snow.


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

Thank you!


Strange Aeons Grp 2 |

knowledge nature: 1d20 + 13 ⇒ (19) + 13 = 32

Mr Whiskers recognizes it as a tombstone faery


Strange Aeons Grp 2 |

The eye is visible, but no one bothers it as it goes into the camp. Right until it starts going past the inner gates, which seems to be covered with a strange purple light (just fluff, nothing)

Mr Whiskers sees 2 tanks and 6 grim, headless riders with ragged black robes and tarnished armor, speaking to the shadow demons that ran off earlier. Then one of them takes out a revolver and shoots the eye out.


Strange Aeons Grp 2 |

knowledge religion: 1d20 + 13 ⇒ (2) + 13 = 15

Mr Whiskers can't remember what those headless riders are.


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

Having seen the shadow demons, Mr. Whiskers wonders aloud "It seems that the shadow demons who took are shadows are aligned with Rasputin. I wonder what use they have with our shadows?"

I have no idea what sort of roll that would be.

"Would anyone like to help me research that in the library?"

Mr. Whiskers then checks the library to see what can be done with a stolen shadow and how a victim can reclaim their shadows.


Strange Aeons Grp 2 |

Mr Whiskers finds out that when shadow demons steal shadows, they also gain knowledge on the person they stole. Killing the shadow demon in question gets you your shadow back. He also finds a spellbook containing Emergency Force Sphere.

Aka - Rasputin knows your abilities

Zorka starts pulling out gear out of the wardrobe, to outfit Dimitri, and comes up with the following items:

Belt of Incredible Dexterity +6
Cloak of Resistance +5
Eyes of the Eagle
Handy Haversack
Endless Bandolier

The party turns in for the night, and as they step out of the hut, a large wormhole appears next to them. Despite their best efforts, everyone is sucked into the void. Crummock, Dimitri, Einar, Geist, Greta and Mr Whiskers manage to grab onto each other, but Seraphine is pulled away from them, to destination unknown. After what seems like an eternity in cold and darkness(which leaves Mr Whiskers magically drained - but also the party with a strange connection to the Hut), with a wave of disorientating nausea, Crummock, Dimitri, Einar, Geist and Greta are spat into a compound fenced with barbed wire, with many damaged buildings all around them. Seraphine is nowhere to be seen. The compound is strangely free of soldiers.

Mr Whiskers recognises the place immediately from his earlier attempts at arcane eye - the wormhole somehow spit them within the prison camp itself! One thing however is markedly different - the front trenches are clear of any troops. There is a whole swarth of footprints in the snow, as if the troops just decided to march off into the snow on their own...

Mr Whiskees determines there is nothing stopping the party from teleporting in and out anytime they wish to, nor anything barring dimensional travel.

Deduct 3 level 6 spells for the journey through the wormhole Mr Whiskers. Getaway is up, for in the Hut, and all regular daily buffs are up


Strange Aeons Grp 2 |

"If that's the way you travel..." Dimitri makes a face. His eyes light up as he spots a familiar building. "That's the weapon shed. " He points to one of the buildings. "They might be keeping Maggie in there, after they confiscated her from me."He raises a cautionary finger, "You need to key in the right passcode to get access or you get electrocuted. I bet they changed the passcode, it was previously 12345.Not to mention there is an officer in there that will take note of everything you requisition. We might be able to bluff him we're part of the perimeter defences if we put on those suits." He takes out a gas mask and a suit.

Einar goes to the door, and realizes that, like Dimitri says, is trapped. It would discharge a massive electric charge if the right code was not keyed in. (Chain lightning trap). Einar disables the trap, then peers through the door using the ring. He sees a palid bulky creature with dead, vacant eyes, in a trench coat. The trenchcoat seems to be covering armor. At its belt is a revolver and a b@stard sword. Stange metal tubes mouned onto something and large spotlights are stacked in the chamber beyond.

How do you all want to enter the building?

The weapons shed is slide 7, you're all on slide 6 atm


Retired to Triaxius

’Wish I had opened that wardrobe.’ Slightly jealous Einar watches as Zorka pulls gear out of a closet for the soldier. Shrugging his shoulders, he goes to bed. In the morning, after breakfast, when they step out of the hut Einar is drawn in to the worm hole with the warband. Grabbing hold of Dimitri’s arm with one hand and Geist’s tail with the other, he screams above the chaos, ”We must stick together!”

Once they are dumped back on the ground, Einar loses his breakfast in the mud. ”Aaauuuurrrrggghhhh” wiping his mouth, he stands upright, ”I don’t care that much for porridge anyway.” Looking around quickly, having a gift for stating the obvious. ”It looks like we lost Saraphine in the magical doorway.”

’weapons shed, that should be someplace we look around in.’ Seeing Dimitri point out the weapons shed, Einar heads over to it. After quickly disabling the very unusual trap, he uses the ring to ‘peer’ inside. Turning to the warband ”It is as he says, one guard.” Einar smiles a toothy smile and opens the door.

may I assume we roll init?


Male Bleachling (Gnome) Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)

Earlier:

As soon as he has recovered from the wormhole ride, Crummock casts Cultural Adaptation(Russian).

Following through with Dimitri's suggestion, he puts on an outfit.

Now:

Crummock puts a restraining hand on Einar's shoulder.

"Just a wee moment."

He then rips off a salute, and addresses the officer in perfect Russian, with a Slavic accent:

"Приветствую вас, товарищ. Мы здесь, чтобы забрать новое оружие для этого солдата."

Russian:
"Greetings, Comrade. We are here to pick-up a new weapon for this soldier.", he says, gesturing at Dimitri.

Bluff: 1d20 + 17 ⇒ (8) + 17 = 25.


Strange Aeons Grp 2 |

The "officer" waves Cumnock and Dmitri on. Peeking from the corner of his eye, Mr Whiskers realised the officer isn't what he seems to be.

knowledge religion: 1d20 + 13 ⇒ (15) + 13 = 28

Mr Whiskers realised the officer is actually a fext, and is unkillable unless a glass or obsidian weapon is used.

Unkillable

When reduced to 0 hit points by anything other than a glass weapon or an obsidian weapon, a fext is not destroyed,but instead becomes unconscious. Additionally, 1d4 minutes after falling unconscious, a fext gains fast healing 1. To be completely destroyed, a fext must be reduced to 0 hit points by a glass or obsidian weapon, or once it is rendered unconscious, its head must be severed and anointed with holy water. Once destroyed, a fext dissolves into fine ash.

Also DR10/glass or obsidian


Retired to Triaxius

I assume the hammer would work on it.... I was thinking about using it just to get it out of the way ;) Of course Einar want's it's gear, so we may have to compromise.


Strange Aeons Grp 2 |

Dmitri gratefully reclaims "Maggie" and helps himself to 1000 cartridges with the officer busily marking with an exasperated expression what was taken, as well as the name tag on the suit Dmitri is wearing, spelt as 'Anatoly'.

Maggie is a +1 Reliable, Holy Mosin
Nagant 1891 rifle

Mr Whiskers detects 7 faint auras of evocation and divination, and 4 strong auras of conjugation from the items stored in the shed. After getting Maggie back, the party examines the other buildings, one that emits a growling noise, and the other, the sound of boots. Einar uses the ring to peek into both.

C6

The barracks is full of Russian soldiers. Aka a troop of them.

C7

Einar finds himself looking at an enormous, purple polar bear.

Now what?

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