Proto-Shoggoth

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224 posts. Alias of Nethru.


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Guys i'm really sorry I havn't gotten back to you sooner. Things have just been crazy with family stuff and work. I'm going to put all my forum posting on halt for some time as life outside of gaming has taken up most of my time lately :(

If things change I'll try to reach out.


Sorry guys my Grandmother been ill and just passed away. I'll try to post sometime soon.


As Rose leads the villagers on a wild goose chase the rest of the group is able to stock up fill the cart with all the supplies that was requested from Dry Fort. Rose eventually is able to loose the villagers some how and meets the group back on the road back.

Please make spot checks.

hide: 1d20 + 10 ⇒ (13) + 10 = 23


The villagers look a little surprised by Rose interrupting their sacrificing ritual but then grin wide at the thought a quest.

"Lead up traveler" the lead one shouts at Rose!


You head down to the bomb bay while the villagers are distracted.

This part of the wreckage appears to be the focus of the scavenging efforts of the scrap miners of Dry Fort.

There is ample room here for the characters to pull up the cart and begin work immediately. Extracting steel from the wreckage is a difficult and time-consuming process that involves prying off the bent and twisted plating of the plane’s fuselage, hauling it to the cart, and securing it.

The effort should take three hours for four reasonably strong characters working non-stop. Keep in mind that activity here is likely to draw the attention of the villagers.


The closest piece of the plane is a huge metal object, almost as large as a house, sits here exposed to the elements. The metal casing of the thing is torn and battered, and the heat of some ancient fire seems to have burned it black. Twisted debris extends from this point on; the growth of grass and wild flowers throughout seems to indicate that this wreckage has been here for generations.

It looks like there are 2 ways into the bigger part of the thing that is probably where they wanted you to go to get scraps. (Bomb Bay and Front Section)

While you observe the area the villagers place your sacrifice inside the bowl on the altar and begin to light kindle on fire around it not paying to much attention to you as they worship their sky god.

Scarp Mine


The villagers look at the trinket in amazement as Rose presents it.

"This good sacrifice to sky god! Give me and we go see sky god!"

Assuming you will hand over the swiss army knife

Up ahead a cairn of stones stacked one on top of the other seems to mark the spot of the scrap mine. You find its presence a bit odd, since Captain Ulz never mentioned a cairn…

Beyond the cairn the forest dwindles into a broad clearing bathed by the sun, wherein rests an enormous metallic hulk, longer than any metal structure you have ever seen, left bare and naked to the elements by the lack of trees. Rusted over in many parts, and much of its surface overgrown with dry vegetation, it is a truly impressive sight.

Atop the carin rests a small wooden bowl.

The giant metallic hulk is a modern day air plane that must of crashed here many many many years ago


"What you have to give to the sky god as tribute?"

The warriors stand down a bit as Rose speaks.


Sorry guys things been crazy at work and home with holiday season.

The villagers do not look to impressed when Navarre takes to the sky. In face they appear to become more irritated.

"You leave now else we sacrifice you to the winged sky god!"


They villages look a bit taken aback.

"You no defile our sacred winged god! You should leave now!"

There appear to be 12 able bodied men and 2 giant beasts nearby.


The villager eyes Rose cautiously.

"You no take our sacred shrine. It's holy place."

You guys can try diplomacy checks.


The villagers look a bit surprised when you approach them from out of the woods. Most back away from your group with a few of the older men moving fowrard with their farm tools in hand.

"Who you? Wy you here?" one speaks in a broken Unislang dialect.


As you approach cautiously you see the occupants of the village in the various huts or around the dwindling fires, cleaning the carcass of unidentifiable animals, making twine and leather from the same, or using stone tools to create spears, spikes for their pits, etc.


The “scrap mine” used by the people of Dry Fort is located some distance from that settlement, high up in the crag country that leads to more monumental peaks further north. The “mine” itself is located deep within the Dry Forest, an ancient hinterland of a unique kind in this part of the world for its trees and animal life.

The broken crag country you have traveled through finally ends at a wall of trees. Dry and naked, the trees resemble stands of kindling waiting to catch fire during the next lightning storm. Fallen husks of tree trunks vanish into tall stands of golden grass, and weird fungi of white and orange colors sprout all over the upper branches of many of the trees. The distant calls of birds echo through the dry woods, but beyond these odd sights and sounds the forest seems eerily…dead.

Captain Ulz of Dry Fort said the scrap mine is to be found at the heart of this ancient woodland. Though there are trees everywhere, enough distance between each withered trunk means your wagon can pass easily into the forest. On your guard, you proceed with caution.

Further in there is evidence that someone has been building some kind of wall, digging holes in the forest floor and placing fallen tree trunks upright to create a makeshift barrier.

The forest thins as it approaches a clearing, where apparently some primitive tribe of people has created a village motley huts and lean-tos made from fallen tree limbs, trunks, and leaves. The smoking remains of campfires offer evidence that the village was recently occupied…


Ulz’s nods. "We can spare little ammunition, not much enough for 1 clip each if you have shooters. Most of my men only use Axes and such and prefer to up close and personal!"

He points in direction of the cart with a single horse strapped to it's front.

"Get going and bring back materials to help us defeat enemies!"


Captain Ulz strokes his chin.

"You scags learn much in short time. This device…what purpose for it? What good I ask you? Nothing. Spilunk wastes time figuring it out. It junk, like other junk of Ancients. Worthless. Bah. And Bazaar’s busy counting its beans. They traders, not warriors. We are warriors. But we not ready. Storm season has done much damage to Dry Fort. What, we supposed to fight whole war by ourselves?!?"

"Now they send you to us. What good can you do? You little more than pups..."

He continues to rub his chin, apparently very disappointed at the state of affairs in the alliance.

"There may be something you scags can do. Maybe. We need our warriors here to build and keep lookout. If Wastelords attack, we need all our warriors here. But we need more iron to build up defenses. The scrap mine a day away in the dry forest. We go once each year to fetch scrap, but this year we cannot spare warriors to make trip.”

Ulz’s eyes glimmer.

"You will do this. You will take cart to dry forest, retrieve enough scrap metal, and bring back. Then defenses will be complete.

"Do this, and maybe you will earn respect as warriors of Dry Fort."


The guards look to each other and nod.

"Come with me" one of them says. The others go back to the gate after you enter.

Inside, Dry Fort is made up of another ring much like the outer wall. The only entrance is at the opposite side as the front gate, making any assault difficult, as the same shutters circumnavigate the inner wall, allowing the defenders to attack any trespassers with short bows kept on hand. This inner ring opens up into a central courtyard where the day-to-day life of the village occurs. The folk of Dry Fort live communally, with a large central fire pit. The inner ring is pierced on the inside with the curtained off arches leading into the private residences of the natives.

Your escorted into the central yard, where Captain Ulz is overseeing the construction plans for his commander, the warlord of Dry Fort. Ulz, who some of you met at the meeting of the Council of Three Towns, is surprised to see you, but will reluctantly set aside time to hear what they have to say...


As you approach a group of guards comes out to meet you with weapons drawn.

"Who are you and why are you here travelers?"


Sorry for delay work and family stuff brutal this week.

Turgo, you know the Wastelords have recently been attacking these villages and enslaving people. Yout not really sure why but when you got to Ebb you saw the Wastelords destroying the town that killing most people without compassion. You traveled to Bazaar and there you were informed if you wish to help with the fight head to Dry Fort. Traveling was hard but you made it...

The village of “Dry Fort” rests on a small steep-sided rise in a wide-open area, allowing the residents to clearly see for a great distance in any direction. A low-rounded wall completely encircles the settlement; this wall is made of dried mud reinforced with thick wood and steel bar, or any other material that lends strength to the structure. Windows with upward-swinging slats provide ventilation and observation areas. A steep ramp leads up to the gates, which are crafted of old rusted iron bars.

As you near the compound of Dry Fort, it is clear that news of the Wastelords’ destruction of Ebb and Sandyville has reached every corner of the desert. The warrior people of Dry Fort are busy preparing their defenses, repairing the damage to the stonework caused by last year’s sandstorms. As you approach, a few humorless faces turn from their solemn work to stare down at you. Watchmen, standing atop the walls, stare without any sign of hospitality as you ascend, breathless, to the gate to their village.

But at least they’re not shooting at you…


While it appears that the room is a vast repository of useless junk, there are in fact a few useful items lying around that Tomas is able to find. The piles contain (a rusted harmonica (worth perhaps 15 cp at Bazaar), a grimy one-liter plastic bottle containing three salt pills, a capsule of hercurin (one dose, in pill form), and a fully functional Colt M1911A1 with three rounds remaining in the magazine!

After the search is completed, which takes about 20 minutes you head to the last area. This area is a steeply rising ramp, which emerges onto the surface through a sand-covered trapdoor. This exit must be the one used by the dwellers below when setting their lures, and provides you with your only escape.

Still nursing wounds from your terrible encounter with the sandmen of the haunted gorge, you have descended from that high country into what can only be described as true badlands of sand, cliffs, and ravines. Following your map you have finally come to the shadow of Dry Fort – a rough fortress made from brick, dry mud, and freestone worked from the sparse elements of this land. Though simple and savage, the citadel of Dry Fort is an impressive sight in this otherwise desolate wasteland, standing high on a promontory of solid rock.

######

Turgo you spot 3 individual making their way toward Dry Fort not to far from you. They look a little worn and beaten, probably from the harsh wastelands, but they look like a group on a serious mission.

The three of you also spot the same individual making his way toward the Fort. There are no others on the road at this time.


It's a brutal world!


Together shooting from range your able to put the poor abomination of a creature out of it's misery and collect up your bolts/arrows utilized.

Make Search checks if you wish to check the area DC 15.


He should have same things you have in terms of juju potions minus 1 he used, no armor, not that it would fit any of you anyhow and a giant weapon none of you can use properly.

Your group deciding to clear out the area head toward the noise...

The stench of this den is overpowering. A simple curtain of cloth, formed of captured garments in many styles stitched together with the sinew and tendon of numerous victims, covers the entrance. Within, a ghastly sight awaits you; as a dank and dusty room filled with old garbage and worthless items rise from the ankle deep refuse. Within the piles of trash can be seen barrels, metal-spoked wheels, a broken clock, and other such trash.

A long procession of skulls lie on the floor here left behind as some offering to whatever dwells here. The skulls are easily identifiable as those of surface-dwellers and their like, although a few animal skulls are scattered amongst the others.

As you investigate deeper into the caverns, you discover that the large cave has a natural rise in the center, piled high with the skins of many animals and even sentient creatures. Atop this bed lies a horrible thing, screaming in alarm and outrage upon detecting intruders into its domain. This thing is composed of two females of the sandmen, somehow fused together side-by-side; conjoined twins. These females are filthy, bloody and swollen, in a double pregnancy, the weight of which has immobilized the composite beast. The weak pale blue skin of the creatures’ abdomens move with the excited movements of the unborn within.

The thing appears to not be mobile...

What do you want to do? If you wish to move up on it to attack roll init.


Correct i'll put up maps for certain areas but no battle maps.


The shot heard round the world! Tomas blows off the last Sandmans head with his gun!

Panting from the exciting and loss of an ally you quickly take in the area around you. You spot a small stash of items on one side of the room. Inside you find a Flashlight (no batteries), a surgeon's scalpel (caked in gore), a broken Ruger Service-Six (looks repairable but no ammo here).

There are 2 exits from this room besides the one you came in. From one you hear shuffling the other nothing...


Can Tomas finish off the last one before it can act...


yep. These only got 11 Def so extra 1d6 may get you a hit on a roll of a 9 :)


Sandman3 does a wild all out attack on Rose when Tomas shot goes wide!
bite: 1d20 + 2 ⇒ (4) + 2 = 6
claw: 1d20 ⇒ 15
claw: 1d20 ⇒ 6
All attacks miss the swordsman!

Sandman2 does similar and attempts to ravage Tomas!
bite: 1d20 + 2 ⇒ (14) + 2 = 16
damage: 1d4 + 1 ⇒ (3) + 1 = 4
claw: 1d20 ⇒ 16
damage: 1d3 + 1 ⇒ (3) + 1 = 4
claw: 1d20 ⇒ 3
The bite and claw attack strike but missing the last drawing blood!

Navarre's shot hits the sandman does not take the raging beast down and it attacks Navarre again!
bite: 1d20 + 2 ⇒ (6) + 2 = 8
claw: 1d20 ⇒ 11
claw: 1d20 ⇒ 20
All attacks miss!

Round 3
Rose: 19
Tomas: 19
sandman3: 16
sandman2: 15
xoknus: 14
Navarre: 10
sandman1: 6 (injured)


The big one's eyes go wide as the katana strike him and he slumps over un-moving!

3 more regular ones to go!


Sandman4 drops from Navarre's shot!

Sandman1 charges at Navarre seeing his ally drop!
attack: 1d20 + 2 ⇒ (18) + 2 = 20
Just misses!

Round 2
sandman chief: 22
Rose: 19
Tomas: 19
sandman3: 16
sandman2: 15
xoknus: 14
Navarre: 10
sandman1: 6

The big one howls in pain and makes a flurry of attacks at Xoknus again!
attack bite: 1d20 + 6 ⇒ (15) + 6 = 21
damage: 1d4 + 5 ⇒ (4) + 5 = 9
attack claw: 1d20 + 4 ⇒ (15) + 4 = 19
damage: 1d3 + 5 ⇒ (1) + 5 = 6
attack claw: 1d20 + 4 ⇒ (18) + 4 = 22
damage: 1d3 + 5 ⇒ (2) + 5 = 7
rend damage: 2d3 + 4 ⇒ (1, 3) + 4 = 8
The big one bites deep into Xoknus neck, planting both his claws into his chest and rips the giant nearly in half gore and guts flying all over those near them!

And here Xoknus rests in peace(s).

Rose and Thomas up!


The shot draws blood from the big one!

Sandman3 charges at Rose with it's claws!
attack: 1d20 + 2 ⇒ (14) + 2 = 16
damage: 1d3 + 1 ⇒ (2) + 1 = 3
Blood is drawn!

Sandman4 charges at Navarre with it's claws!
attack: 1d20 + 2 ⇒ (17) + 2 = 19
Miss damn that high AC!

Sandman2 charges at Tomas with it's claws!
attack: 1d20 + 2 ⇒ (3) + 2 = 5
Big miss!

Xoknus raises his giant weapon to try to strike down the big one!
attack: 1d20 + 6 ⇒ (7) + 6 = 13
action point: 1d6 ⇒ 4
damage: 3d6 + 8 ⇒ (2, 5, 3) + 8 = 18
Xoknus slides deep but the big one still stands but barely it seems!

Navarre up!


tomas init: 1d20 + 2 ⇒ (17) + 2 = 19

Round 1
sandman chief: 22
Rose: 19
Tomas: 19
sandman3: 16
sandman4: 16
sandman2: 15
xoknus: 14
Navarre: 10
sandman1: 6

The biggest one charges toward Xoknus raging wildly!
bite attack: 1d20 + 8 ⇒ (8) + 8 = 16
damage: 1d4 + 5 ⇒ (3) + 5 = 8
The big ones teeth sink deep into Xoknus and he cries out in pain!

Rose/Thomas up!


Question to the group. Would you prefer I just roll init for everyone in my initial combat posts and then you can just act on your turn that way no need to wait for init and then action posts? Would always do enemies first and then your group in specific order. Thoughts?


Not high enough to get out of arms reach.


This chamber is ankle deep in detritus and filth, a hellish hovel even in this grim domain. Hides of humans and mutants decorate the walls, and a pile of softer children’s skins marks a bed. Makeshift wooden frames hold stretched faces, decorating this place in a way that chills you to the bone.

It seems here the sandmen will make their final stand, as four large warriors and one particularly strong and scarred individual wait for you to enter before attacking with great fury.

sandman chief: 1d20 + 6 ⇒ (16) + 6 = 22 Def 14
sandman1: 1d20 + 5 ⇒ (1) + 5 = 6 Def 11
sandman2: 1d20 + 5 ⇒ (10) + 5 = 15 Def 11
sandman3: 1d20 + 5 ⇒ (11) + 5 = 16 Def 11
sandman4: 1d20 + 5 ⇒ (11) + 5 = 16 Def 11
xoknus: 1d20 + 3 ⇒ (11) + 3 = 14


Yes sir! You will be in shortly Turgo! I'll send you a PM!


The holy swiss knife! :)


The corpse’s clothing earns you 65 corium pieces from various pockets, and a Swiss-army knife (feature include a knife blade, spoon/fork, nail clippers, nail file, and corkscrew; worth perhaps 50 cp back at Bazaar) tucked into a torn and gnawed boot.

After scavenging the corpses you move out to the other path that was laid before you.

This chamber is curiously bare and devoid of all trace of the sandmen. No garbage litters the floor, no food is store; nothing at all indicates the use for this cave.

There are no other exits so you8 must return to the portrait room from which you came and head out the only other direction available to you...


This grim room is decorated with corpses in varying degrees of decomposition. All hang from stone hooks, carved from the walls to hold the sandmen’s meat until consumption. The most recent victim is hideously mangled, his limbs all twisted and snapped. He is long dead, but the look of pain on his face indicates he died slowly and deliberately at the hands of his captors.

There is no other exit from this room besides the one you came in. Do you wish to search the bodies?


Qstor when your ready post in discussion with your avatar and character.


The passage way forks into two different directions. Which do you choose (left or right?)


Navarre's arrow strikes true stepping away from the one on him and drops it!

Tomas shot goes a bit wide.

Round 1
sandman2: 23
sandman4: 23
Navarre: 16
xoknus: 12
Rose: 7
Tomas: 7

Sandman2 attacks Rose!
attack: 1d20 ⇒ 15
Miss!

Xoknus attack: 1d20 + 6 ⇒ (11) + 6 = 17
damage: 3d6 + 8 ⇒ (4, 5, 6) + 8 = 23
The big guy finishes off the last one!

There is nothing else in this area except the portraits. 2 exists are seen one to the east and one to the west.


str check: 1d20 + 2 ⇒ (4) + 2 = 6
The creature is flung into the chasm by an invisible force and you hear it scream as it plummets to wherever it may lead!


Round 1
sandman1: 25 (Dead)
sandman2: 23
sandman4: 23
sandman3: 22
Navarre: 16
xoknus: 12
Rose: 7
Tomas: 7

Sandman1 Charges Xoknus!
attack: 1d20 + 2 ⇒ (14) + 2 = 16
damage: 1d3 + 2 ⇒ (2) + 2 = 4

Sandman2 Charges Rose!
attack: 1d20 + 2 ⇒ (2) + 2 = 4
Miss!

Sandman4 Charges Navarre!
attack: 1d20 + 2 ⇒ (9) + 2 = 11
Miss!

Sandman3 Charges Tomas!
attack: 1d20 + 2 ⇒ (1) + 2 = 3
Miss!

Xoknus rages as he gets struck and swings his giant weapon!
attack: 1d20 + 6 ⇒ (6) + 6 = 12
damage: 3d6 + 8 ⇒ (4, 5, 5) + 8 = 22

Your all up!


Holy High Init rolls for the enemies!


When you make it across you see a large poster on a wooden backboard dominates this chamber. Thick rusty nails secure it in place, and this piece of “art” dominates the chamber. Small bowls and indentations in the rock hold rotting meat and small bits of bone, primitive offerings before this icon holy to the sandmen.

Upon closer inspection, the poster offers a look into the past, before the fall. The picture depicts a family of four; father, mother, son, and daughter, all sharing a sumptuous meal at a stout table in a well-furnished room. The rest of the poster effectively portrays an underground shelter, which seems to reassure the family as explosions and symbols of death, disease, and radiation indicate the surface.

Four sandmen stand before the posters and charge at you as soon as you notice them!

sandman1: 1d20 + 5 ⇒ (20) + 5 = 25
sandman2: 1d20 + 5 ⇒ (18) + 5 = 23
sandman3: 1d20 + 5 ⇒ (17) + 5 = 22
sandman4: 1d20 + 5 ⇒ (18) + 5 = 23
xoknus: 1d20 + 3 ⇒ (9) + 3 = 12


Qstor have you been posting on the DW yahoo group? Message me if you need anything i know the RPGObjects is shut down now.

Character looks fine!

Thanks.


Xoknus starts leading the way. He takes one weary step on the rope bridge to test it's stability and then another and another. He bounces a bit and looks back.

"This thing is a lot more study than it looks!"

He starts making his way across all the way.


The sandmen do not appear to approach the bridge. You can see just past where the bridge ends from the edge of the chasm but they could still be heard in the distance. They sound like they are on possible the far end of this big open area.

Xoknus grunts. "Perhaps we should cross cautiously seems they don't want to come to us?"


Yes all the books are available for use. You new guys will be starting at Dry Fort preparing for what you believe to be a battle with the Wastelords. The current players are making their way to that location now through some evil vile sand place :)