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Chat log started at 12.3.2014 / 16:56:42

Savage Worlds Deluxe for Fantasy Grounds II. (c) 2011 Pinnacle Entertainment Group.
Hat Trick: yo
GM: yo
GM: Back in 4d4-2 minutes.
Hat Trick: -2 [4d4-2 = 8]
Hat Trick: That gives you eight minutes.
GM: Hello? Good Bye?
Hat Trick: I got booted
So previously, in the campaign, there was some gunfire, explosives, encounters with self-destructing mosquito-like aliens filled with acidic blood, and a couple Minion NPCs were injured.
The Agents find themselves on the third floor of the ancient human cliff dwelling, while the rest of the Marines, and Miranda Smith, are in the first floor. Somewhere between them, another one of the snake creatures is lurking.
ETOG Marine Sergeant Apone: All clear down here sirs, we are tending to the wounded.
Agent P: Well I say we work our way down. I ask Miranda if there is any need to try to capture one alinve? Or should we just exterminate?
Miranda Smith: We always prefer live specimens, but only if the situation warrants it. In other words, in this situation, only if in your judgment it can be captured without loss of ETOG operative lives.
ETOG Marine Corporal Hudson: I like that idea. I'm pretty sure that means we should just roll in canisters of nerve gas and call it good.
Miranda Smith: These creatures are immune to most airborne weapon agents like that.
Agent P: No, don't roll in cannisters of Nerve gas, as we are about to make our way down thgrough the tunnels, I'd rather not be nerve gased.
ETOG Marine Corporal Hudson: Bummer.
There are two corridors leading down.
Agent P: I try to make out any kind of markings or tracks for either one.
Agent P looks at both sets of tunnels, and tells you that the first one has a downward incline of 4.5%, the walls and ceilings are made of flaked gypsum that were expanded from natural runoff. It looks like two creatures have recently come up and down from this tunnel, both of them have booted feet, in different sizes. This is the tunnel that the recently slain serpent warrior came up, indicating that he likely returned from here.
The second tunnel has a 5% downward incline, the walls and ceilings are made of flaked gypsum that was expanded by use of precision laser cutting equipment, and it angles away from the other tunnel and heads farther back into the cliff than the first one.
Asset 1101: so...
The air from the first tunnel indicates a less musty odor, while the other tunnel has a more stagnant odor.
Agent P: Hmm, well I think the other alien is probably down the first tunnel, but something about this second tunnel I find much more intesting. I vote for the second one.
Agent R: I know nothing of tunnels I will go with agent P
ETOG Marine Corporal Hudson: You should split up - nothing bad ever happens.
Asset 1101: second is good for me
Hat Trick: I do not recognize this place.
Agent P: should you?
Hat Trick: But I'll go with the laser cut tunnel
Heading down the laser cut tunnel, it bends at a 90 degree angle to the left after a distance of 30m.
Somehow sunlight filters in above you, creating a strange pearlescent glow above your heads that flecks of dust dance through as your walk disturbs them.
Asset 1101: shiny
The tunnel is exactly 3m wide.
GM: Whoever has a tape measure verifies that the width does not change.
Agent P: Okay I'm in front.
Agent P: Shotgun out and ready
After another 45m, the tunnel turns 45 degrees to the right and slopes down at a 4.5 degree angle.
ETOG Marine Sergeant Apone: ...sir..<zzzzzz>....Your signals are....<zzzz>....up.
Agent P: Okay, if you don't hear reports from us in 15 minutes intervals, come and rescue us.
Hat Trick: How's the geiger meter doing?
Agent R has a bad feeling about the tunnels and likes it..
ETOG Marine Sergeant Apone: Roger <zzzz>....Don't hear <zzzz> in 15 minutes <zzzz> assume you are dead.
Agent P, with the last of his amazing awareness, looks at the dust in the ground and notice it has been disturbed, it looks like five human shaped things have been dragged through here recently.
Agent P: Egads! I think something has been dragged this way.
Asset 1101: hmmm
Hat Trick: Maybe some missing scientists?
Hat Trick looks at Agent P's geiger meter
Geiger Counter: Hello sir, your strong grip reassures me that when I drop below 20% you will plug me in to recharge me. In the meantime, radiation levels are at a nice ambient level and I am at a 91% battery charge.
Agent R: Notice [1d8 = 10]
After another 45m, the tunnel turns 45 degrees to the right and slopes down at a 4.5 degree angle.
Agent R looks done the tunne;
Hat Trick: Notice [1d6 = 3]
Agent P: Perhaps we should all approach quiet also...
Asset 1101 looking rearward
No one notices anything not already mentioned.
Asset 1101: Notice [Trait roll was a natural 1] [1d6 = 2]
Asset 1101 notices that there are some people behind him, they sound like his colleagues.
Agent P: Onward! Quietly!
The overhead "natural sunlight" suddenly turns red.
Hat Trick: Crap... Creepy red light mode.
Geiger Counter: Hello sir, while I normally don't talk to thermals like this, I'm pretty sure that the nearby walls have increased in temperature by 10 degrees Celsius in the last minute.
Agent P: Did the entire tempature change, or just that our new locations is warmer.
The crystalline walls have developed an oddly reddish hue. Agent P does note that the bodies were dragged farther down the tunnel.
Agent P: Can Agent R move back up the tunnel a few feet and see if that is still the same?
Asset 1101: hmm, maybe we should leave?
Geiger Counter: The walls appear to be increasing in temperature.
Looking back up the way you came, it seems that the red glow starts about 3m up from where you are and goes down. Further up the tunnel is unchanged.
Agent P: Well duly noted, I saw we keep going. Obviously something human has been drug down here.
Asset 1101: strange
Asset 1101: maybe they like it read and warm, its their AC...
After another 45m, the tunnel turns 45 degrees to the right and slopes down at a 4.5 degree angle.
Hat Trick: If they're snakes, that would make sense
Hat Trick: Being endothermic and all.
After another 45m, the tunnel turns 45 degrees to the right and slopes down at a 4.5 degree angle.
Agent P: But are they repitilian? Or insectiod?
The walls of the tunnel are about 20 degrees Celsius warmer than they were, but the temperature does not increase beyond that.
Agent P: I can't tell... Anyway I chip away a sample of the wall and put in my pack for later analasys.
GM: However, if you are using nightvision or infrared, those are not working very well right now.
Hat Trick: I thought that last one was reptilian
Agent R: my NVGs aren't working... cheat crap
After another 45m, the tunnel turns 45 degrees to the right and slopes down at a 4.5 degree angle.
Asset 1101: interesting
Agent P: So we are sort of spiraling downard still? About how far down does it seem like we have come?
Looking ahead, it seems that the tunnel goes about another 45m, then opens up into a larger room. At this point it would seem like you have gone about 15m down.
'Marcus Davidian' reconnected
Agent R: So how far are we walking before we decided this is the wrong tunnel?
Hat Trick: We're finding the scientists. Isn't that our mission?
Asset 1101: staying alive is our msision. finding the scientists is bonus, i think
Agent P: So when we get to this room, make sure we cover all the corners and exits straight away. I'll go left.
Asset 1101: and we see, dunt dunt dum...
Nessie (Agent R): so everyother guy goes the same direction and the others go the other way?
Hat Trick: how many exits to this room?
Upon entering the room, there is a sharp beam of light that stabs from one corner of the room and bores a hole into the wall next to Agent P's head.
Agent R: Notice [1d8 = 4]
Nessie (Agent R): for the room when we get in it
Agent P: duck and roll!
Agent R is pretty sure that Agent P was just shot at by a human with a laser rifle.
Hat Trick: Notice [1d6 = 4]
Agent R
Hat Trick
Asset 1101
Marcus Davidian
Hat Trick: What?
Round 1
Dealing cards...
Hat Trick
Hat Trick: Can I see what shot us?
Asset 1101: HEY?!? We are on your side, you blind rat lovers!
Agent R: so anyone that can detect heat signatures can you see the basters?
Hat Trick: And is this a completely open room or is there furniture/rocks/bodies/other cover?
You see a group of five humans shuffling towards you with an odd gait. It appears that the tops of their skulls have been removed and now that they are coming towards you, lightning is arcing from their brains and they are making odd, stuttering comments while they aim "approximately" in your direction.
Agent P: Anyone have an EMP grenade?
Asset 1101: Every day they shufflin...
It looks like this used to be some sort of common gathering area, there are actually carved stone chairs and tables. The chairs look like they were ideally sized for the serpent fellow you recently shot.
Hat Trick: I move to cover and fire a double tap at the closest wal-mart shopper
A few rocks have tumbled from the ceiling over the millennia, but nothing that is an appreciable amount of cover.
Hat Trick dives behind a table and opens fire.
Asset 1101: how far are they? grenade range?
Asher (Hat Trick): It bothers me that the short range for a grenade is five feet. That is well within blast radius.
Agent R: I have grenades..
The glowy humans are currently at a range of 10 for your weapons.
Asset 1101: feet?
GM: (I believe that is m - i.e. 12/24/48 is 12m/24m/48m - if not it is now.)
Agent R: I wish I brought a saw (machine gun)
Asset 1101: k
Hat Trick: Shooting: Colt 1911 (.45) (+1) [1d8+1 = 7]
Hat Trick: Colt 1911 (.45) damage (+2) [2d6+3 = 9]
The bullet smashes into the man's chest and causes him to stop. He looks down at the sucking chest wound vacantly and mutters, "Ouch" before resuming his shuffle along after the others.
Agent P
Agent P: Toss a smoke greande into the mix of them.
Agent P: Throwing [1d6 = 7]
A smoke grenade rolls into the group and spews smoke.
Geiger Counter: WARNING: ETOG Smoke Grenades contain chemicals that have been found to cause cancer in laboratory lawyers.
Geiger Counter: Please refrain from inhaling the fumes without proper protection.
Asset 1101
Asset 1101: Throwing: Mk67 Pineapple (US) [Trait roll was a natural 1] [1d6 = 2]
Asset 1101 is using a benny
Asset 1101: Throwing: Mk67 Pineapple (US) [1d4 = 7]
The Grenade lands exactly where Asset 1101 wants it, which is probably about a foot behind the shambling mass of humans.
Asset 1101: Mk67 Pineapple (US) damage [3d6 = 14]
Legs and arms go flying! The humans have several surprised expressions on their faces, one of them you get quite a close up of, as the head goes sailing past the group and smacks into the wall with a sickening thud.
Agent R looks happy about the body parts
Hat Trick: That was... messy.
The other four (non-decapitated) ones attempt to crawl towards you, continuing to point their weapons in a menacing fashion.
Asset 1101: Toi? strelya ! Toi? belezhi!
Agent R
Asset 1101: Toi? strelya ! Toi? belezhi!
Hat Trick: I think we need to make sure to acquire some of those weapons.
Hat Trick: For... research.
Agent R: Shooting: H&K G3 (.308) (+2) [1d8+2 = 7]
Agent R: H&K G3 (.308) damage (+2) [2d8+2 = 10]
Agent R shoots one in the now brightly exposed glowing brain pain. It twitches and flops around a lot before spasming and pulling the trigger as the brain stops sending it signals.
Zombie Scientist: Shooting (4 rolls)
Shooting (1) [1d8 = 7]
Shooting (2) [1d8 = 14]
Shooting (3) [1d8 = 6]
Shooting (4) [1d8 = 7]
GM: [1d4 = 3]
Zombie Scientist Blaster damage [2d8 = 7]
Agent P gets shot in the butt (he must not have noticed it sticking out from his hiding space) by an errant shot from one of the corpses. The rest of their shots manage to make nice scorch marks on the wall.
Marcus Davidian
Asset 1101: nice. Maybe he can have the not doc patch it up!
Marcus Davidian: MP40 (9mm) damage [2d6 = 5]
Marcus Davidian: Shooting [Trait roll was a natural 1] [1d6 = 5]
Marcus opens fire with his MP40 and peppers one of the glowy humans. It twitches and convulses a bunch, but does not appear to be out of the battle yet.
Round 2
Dealing cards...
Agent P (shaken)
Agent P: Spirit [Trait roll was a natural 1] [1d6 = 8]
Agent P plugs his Sat phone into his laptop and furiously types.
Agent P: I'm trying to 1. See if I can hack whatever is controlling these guys, or 2. Distrupt the brain sparks.
Asset 1101: must you really order a pizza at this moment?
Hat Trick: I want mine with green olives, anchovies and jalepenos!
Asset 1101: sounds good, with extra cheese!
The one that Agent R shot and appeared to be dead rolls over, brings both of its arms upward, and flips Agent P the bird with both middle fingers, then the arms lock in that position.
Asset 1101
Asset 1101: shoot at closest crawler
Asset 1101: Shooting [1d6 = 5]
Asset 1101: AK47 (7.62) damage [2d8+1 = 9]
Asset 1101 nails one in the exposed glowy brain bits, and it convulses and you think you hear it mutter, "One more level of Angry Birds...just one more level" before it stops moving.
Agent R
Agent R: Shooting: H&K G3 (.308) [1d8 = 3]
Agent R: Shooting: H&K G3 (.308) [1d8 = 3]
Agent R: H&K G3 (.308) damage (+2) [2d8+2 = 10]
Agent R: H&K G3 (.308) damage [2d8 = 13]
Agent R shoots another one and it ceases to move and glow.
Marcus Davidian
Marcus Davidian: Shooting [Trait roll was a natural 1] [1d6 = 4]
There is one remaining glowy creature still moving. Marcus shoots it.
Marcus Davidian: MP40 (9mm) damage [2d6 = 6]
Marcus missing the brain but manages to shoot the weapon, causing it to spark and malfunction.
Hat Trick
Hat Trick: I'll shoot the last one
Agent R: baby...
Hat Trick: Shooting {+1 Double Tap}: Colt 1911 (.45) (Colt 1911 (Semi)) [1d6+1 = 9]
Hat Trick: Colt 1911 (.45) (Colt 1911 (Semi)) damage [2d6+2 = 7]
Hat Trick shoots the last one and it stops moving. The rooms is bereft of hostile forces.
Agent P: We should get Miranda down here to check these things out. And get the grunts to pull the bodies out.
Agent P: Also I look around and see if there are any more exits.
Agent P: Also, how long have we been out of contact with the marines.
Hat Trick: I look to see if I can find "snake tracks"
Hat Trick: Tracking: Woods {+1 DI} [Trait roll was a natural 1] [1d6+1 = 3]
Hat Trick: Tracking [1d4 = 5]
Asher (Hat Trick): This isn't woods. I was trying to modify things.
Asset 1101: grabs the cool guns, yes?
Asset 1101: and search the room
Nessie (Agent R): iqghftyfrersedfgtryrr
Hat Trick is pretty sure that the humans shambled out of a southern tunnel that slopes further down. There are also tunnels that go to the east (opposite where you entered) and north. The tunnels to the north and east are level.
There is nothing of interest in the room, other than the stone tables and chairs.
Asset 1101 collects up four guns and one broken version.
Agent R checks the bodies for ammo... and looks excited
The bodies do not have any form of ammo on them.
You do notice that their teeth have been removed, in addition to the tops of their skulls.
Hat Trick: Shall we head in the direction of the southern tunnel? I don't see any slither tracks.
Agent R: Notice [1d8 = 5]
Agent P: Is somthing plugged into their skulls?
Agent R looks fo anything of use in the room
Asset 1101: hmmm
Asset 1101: yes
Agent P is pretty sure the thing that was arcing and glowing blue is a large electronic gizmo that is embedded between the two hemispheres of their brain.
Agent R: we have come this far as long as everyone is not low on ammo, I say we see what procedure they did to these people... maybe I can learn something.
Agent R has a happy grin
Agent P: Well that will have to be examined closer. Should I pop up the tunnel real quick and make a quick report? And then head down?
Hat Trick: That will work. I'll go with you. We don't know where that snake thingy is.
Agent P: Okay we'll be back in just a minute.
Asset 1101: lets get out of here, and check out the other tunnel
Agent R looks at the bodies like Hannibal Lector....
Agent R is itching for a disection...
GM: It's then Hat Trick notices the "Vegeterian Cooking" book in Agent R's back pocket.
Hat Trick: Ummmm.... R.... no... nevermind.
Agent R: Yes? (looks normal)
Agent R: Hat Trick need something?
Agent P and Hat Trick head back up the tunnel and radio in to Apone, who tells you that nothing exciting is happening out here, and the injured have all be sedated. The camp is secured. Also, Pilot Jimmy will be back on location in a while, he was looking for a fax machine while the Avenger was refueled.
Hat Trick and Agent P return to the group to find that NO ONE is dead in their absence.
Agent P: okay if they have the extra personell they should bring osmeone to extract these dead expirmented on humans. If not then wait. We are continuing on.
GM: Okay, heading North (level), West (level), or South (sloping down)?
Hat Trick: South
Agent P: I'm good with south
Hat Trick: Wait... no-one? Not even the zombie people?
GM: NO ONE who was alive when they left is now dead.
You head south, after a short walk you come across a tunnel to your right that slopes up and the current path you are on continues to slope down.
Asset 1101: yes, keep going
Hat Trick: I check to see if I can find tracks.
Hat Trick: Tracking [1d4 = 3]
The tunnel slopes down and continues on its path. Hat Trick sees no signs of tracks. After about 10 minutes or so of walking, the tunnel splits into a wide and open room that was obviously a widened natural cave. You see floodlights pouring in from the distance and believe you see some Marines.
ETOG Marine Sergeant Apone: Sir, can you read?
ETOG Marine Sergeant Apone: ...let me rephrase that, as I am pretty sure you are literate...Sir, can you receive this?
Hat Trick: Yes
Agent P: Yes, we can sere you.
ETOG Marine Corporal Hudson: Don't you mean "are you receiving this" - I liked how you axed him a question.
ETOG Marine Sergeant Apone: Shut up Hudson.
ETOG Marine Sergeant Apone: Oh good sir, glad to know you are not dead. Did you find a way down?
Agent R looks bored
Hat Trick: Down to here at least.
Agent P: Hmm, well peraps we should turn back and take that side passage we missed.
Hat Trick: Sounds like a plan.
Asset 1101: sure
Agent P: And Sergeant, if you go straight back up this way you'll get to the room with the people we had to kill.
Agent P: They need to be retieved and studied.
ETOG Marine Sergeant Apone: Roger that.
ETOG Marine Sergeant Apone orders four marines to accompany Ms. Smith up to the room to recover said bodies and bring them back out to the camp.
The encountered side passage slopes up a ways, then branches four different directions, one continuing to slope up while the others continue on a more level path.
Your choices are: WSW, SSW, SSE, ESE.
Or Up, or back the way you came.
Asset 1101: one each!
Asset 1101: alien roulette
Agent P: One sec let me consult the scan I did of the place?
Agent P: Man, looking at this scan, this place is full of tunnels and caves... it would take a week to fully explore this place.
Agent P: Perhaps now that we found the scientist, we should just secure all exits until the larger team arrives?
Agent R: anyone have a coin?
Agent P: Unless anyone can spot any tracks or signs of tech? Lets all go 5 feet in and look around and come back here.
Nessie (Agent R): or we can label then left to right 1-4 and roll a d6?
Asset 1101: i can step in, i can step out...
Asset 1101: dosie do, and away we go
Asset 1101: alien roulette
Agent R: Notice [1d6 = 4]
Asset 1101: Notice [1d6 = 3]
Hat Trick: Tracking [1d6 = 3]
No one notices anything unusual, but it does look like the other serpent warrior went through here a while back and headed up the slope. It does not look like much else has explored or done anything in this area. (At least in the 5' of each tunnel you explore.)
Agent R: DI Analytical Planner {+1 } [1d8+1 = 7]
Agent P: Lets head in the direction it appears the sserpent warrior may have gone.
Nessie (Agent R): I was asking my brian (gm) which path would be best
Asset 1101: yes, follow the serpent
Agent R: do anyone tunnel smell like blood?
You follow the path up after the serpent, and after a nice walk, end up in a familiar looking room that has some dead buzzers in it.
Agent P: Ah, so we sort of circled around. Is everything in this room as we left it?
GM: Yes
Agent P: I look around again for any trace of the serpent.
Agent R looks at the buzzers like yesterday's news
Hat Trick: Tracking [1d4 = 11]
Hat Trick: I do the same
If the serpent warrior was here, and it is not the dead one you previously shot, then it has moved on...and seems to be following you in a circle, as Hat Trick is now aware that there are tracks going down the other tunnel when earlier there were none.
Hat Trick: Follow the tracks!
Asset 1101: cool, hunter/hunted...
Asset 1101: lets set up an ambush!
Hat Trick: maybe we should set some traps?
Asset 1101: or, protect our marines and doctor...
GM: If only you had split up...nothing bad would have happened, I'm sure.
Agent P: I say we send two people after the tracks and hide two people in this room and wait to see if those get followed?
ETOG Marine Sergeant Apone: Sir, we have retrieved the...headless people from the strange alien cafeteria thing.
Asset 1101: how about we just reverse direction...
ETOG Marine Sergeant Apone: Did you copy sir?
Agent R: um... we have been here before..
Agent P: sure I'm good with that as well
Agent P: yes we copy
ETOG Marine Sergeant Apone: Okay, good.
Agent R: alien cafeteria>
ETOG Marine Sergeant Apone: It's getting really dark out here sir. I've sent second squad to camp out and get some rest. The main excavation party will be here in the morning.
Hat Trick: Shall we follow the tracks or rendevous with the marines and set up camp?
Agent R: Sure!
Agent P: backward... if make it all the way back down with no encounter then we'll regroup with the marines
Asset 1101: k
Agent R twitches a little
You head back down the way you came, and return all the way to the marine camp without incident.
Agent P: Make sure the marines are covering all exits with their flood lights
Asset 1101: watch the booby traps
The Marines are covered the exits (even the one up top that you went in) with floodlights.
Thanks to Asset 1101s timely reminder, no one dies in the booby trap that was previous placed by the party.
Agent R shuts one eye to preserve his night vision
Asset 1101: Eye R
Agent R: So what happen while we were away?
Agent R start playing with his survival knife itching to cut something up
ETOG Marine Sergeant Apone: Not much sir, we took care of the wounded, I sent half the squad to camp out and rest so we can switch over in a few hours and everyone gets some rest. Miranda is over fiddling with the corpses she brought back from the alien cafeteria thing.
Agent R draws a heart (with all the chambers) in the ground waiting for the GM to type.
Agent R at the word of corses has a strong urge to "help" with the dead
Agent P: Well I say we rest and take shifts covering these exits
Asset 1101 quetly plays some music
Agent R runs over to see what Miranda is up to and notices something mighty peculiar about the five humans recovered earlier.
Their heads have been removed at the neck, by something that immediately cauterized the wound. (i.e. think decapitation by lightsaber)
Hat Trick: So not the grenades?
GM: Okay, the one that had the head blown off looks like you left it. Good point.
Asset 1101: creepy
GM: The other four have gone with lightsaber decapitation.
Agent R looks intrigued and dives into dissection
Agent R: DI Autopsies {+1 } [1d8+1 = 4]
Agent R: DI Researcher {+1 } [1d6+1 = 6]
GM: The corpses look like they were bludgeoned, blown up, shot, and maimed. Not necessarily in that order.
Asset 1101: oh. bummer
Asset 1101: they stole the gizmos?!?
Agent R: Tells everyone that we could be fighting heads at any moment...
Agent R and look excite
Miranda Smith (southern twang): So, what ya'all do with the heads?
Agent R: they rolled away, I guess
Hat Trick: We left them attached
Asset 1101 tries hard not to make any jokes...
Hat Trick: well, all but the one there
Agent R: probaly eating before the kill us...
Agent P: I think the snake thingy probably didn't want us looking at the gizmos they had into their brains.
Agent R: like a bomb... that is what I would do...
Miranda Smith: I see.
Agent R: roll in the head and blow up everyone... and hello breakfast
Miranda Smith looks at Agent R.
Miranda Smith: You are a strange man.
Campaign saved.