Monday, December 22, 2014

#71 Nxla Battle Minute 3


Ancient Ice Worm by JoseArias on DeviantArt



Order of battle:

The 3rd minute of battle with NXLA...

Drago senses 2 rifts opening nearby to the south...and to the north!



 ...then

Radio messages go back and forth:

Ban Gunter of Guntersville Armed Forces is radioed by
Elder Bo: "rescue me!  im in the jet!  "
Ban: "I'm sorry sir by my ground forces are still 5 minutes out youll have to hold off for at least 3 until we can setup artillery and get our spotters in the field, until then all I can offer is air support from the 1st fighter squadron.  Also tell your pilot we got some of his soldiers with us."


LT Misty Gunter to Ban Gunter offering air support to Sparticus "seem that bombers in a bind, we didn't finish it on our first missile run by, out of missiles but we still got 20mm rounds in our auto cannons so giving you air support in 15"


-=-=-=
Game update

drago is in angel form wearing mainbook tw power armor
sparticus is wearing mainbook tw powerarmor
nxla petrified by dragon

nxla kills biowizard parasite in caldor
nxla summons 6 demon locusts
sparticus zaps two demon locusts with neural strike who fight him in melee
1 demon locust killed by merl using the jets autocannons
1 demon locust killed by herman
1 demon locust chased jet with fleeing bo guntersville and destroyed the wing, crashing the jet
caldors power armor is destroyed by earthquake magic from the demon locusts
hermans robot is destroyed by earthquake magic from demon locusts
hermans power armor is down to 500sdc from earthquake magic from demon locusts


drago spends time in 4d transformation, speeding up the time it takes to complete petrifying nxla, uses send foward in time to send the remaining demon locusts out of the area saving caldor and herman.

drago loots while nxlas rift to his home dimention treasure wavers open only for 120 seconds, this is written by the player of Drago:
"
After the last locust leaves Drago seizes the opportunity to start cashing in on the the virtually defenseless loot (since he teleports at will).

Omniscient Drago is currently imbued with:

- Clairvoyance
- Object Read
- Presence Sense
- Sense Magic
- Sense Evil
- & more psionic abilities & powers

Drago picks the most powerful radiations (greatest rune level?) of non-evil magic in the mountain of epic loot then scoops two magic nets' worth (6 people can fit inside each net) of the most potent magic items w/random other non-evil loot in the bag and take the 1st huge haul to Huntersville. (roughly 3 seconds to scan, 3 seconds to scoop, and 3 seconds to teleport out = roughly 9 seconds)

Scooping up the pile that radiates the strongest drago drops this at Sparticus's base in Huntsvill.

Damaged Talisman of Armor 1/da 100mdc armor of ithan
Splugorth Bio-Powerarmor in covered sack
Crystal FireRod
SAG-30 Czech Republic - Grenade Launcher - VOG 17
http://en.wikipedia.org/wiki/Assegai magic iron trident 2d6mdc
HK MP5/10SD
T75 Taiwan - LMG - 5.56 mm NATO
HK 53B Vollmer Conversion
Colt Police Positive Special US - Revolver - .32-2
Corrupted Millennium Tree Stave
2 prerifts flak jackets w/ ar 15 and 100sdc
Coins    1800 gp
    Aquamarine (300 gp)
    Malachite (8 gp)
Staff of Conjuration (17 of 50 charges) (22100 gp) (control & enslave entity)


With the 2nd trip to Loot Mountain Drago nets the two most powerfull chest of magic scrolls w/random other non-evil loot randomly in the nets. These he also teleports to Huntsville. (roughly 9 seconds)"
 1 long range proton missile
 Left foot of Osiris
 Rib Cage of Osiris
 Captured Thoth made tw modified triax dynabot with dead zembach pilot p 54 africa
results:
5000gp
all scrolls are in demongogian old one language and -10% to translate
scroll of escape
scroll of Frequency Jamming 
scroll of Wall of Flame 
scroll of Sub-Particle Acceleration 
scroll of Crushing Fist 
scroll of Control/Enslave Entity 
scroll of Snow Storm 
scroll of Part Water 
scroll of Lightblade 
scroll of Ironwood 
scroll of Summon Worms of Taut 
scroll of Escape 
scroll of Summon & Control Heat Wave 
scroll of Wind Cushion 
scroll of Create A Fountain of Water 
scroll of Poison Touch

"With the 3rd visit to Loot Mountain Drago scoops roughly two nets worth of non-evil gems w/misclaneous other items in nets. These he teleports to the tree's original location. Once he sees it is safe from above, Drago teleports into the underground sub-lair (this one has a hidden sub-level that can only be teleported into since it has no other entrance) to stash the incredible hoard of gems. (roughly 12 seconds)"

5000gp Barrel full of gems:
    Aquamarine (400 gp)
    Chrysoprase (50 gp)
    Eye Agate (7 gp)
    Golden Pearl (110 gp)
    Moss Agate (10 gp)
    Rich Purple Corundum (600 gp)
    Golden Yellow Topaz (500 gp)
    Lapis Lazuli (10 gp)
    Star Ruby (1300 gp)
    Alexandrite (700 gp)
    Freshwater Pearl (7 gp)
    Onyx (60 gp)
    Golden Yellow Topaz (700 gp)
    Lapis Lazuli (7 gp)
    Freshwater Pearl (8 gp)
    Malachite (9 gp)
    Star Ruby (1100 gp)
    Tourmaline (120 gp)
    White Pearl (120 gp)
    Amber (60 gp)
    2 x Aquamarine (500 gp)
    Azurite (6 gp)
    Azurite (13 gp)
    Banded Agate (9 gp)
    Black Pearl (600 gp)
    Chrysoberyl (150 gp)
    Chrysoprase (30 gp)
    Citrine (50 gp)
    Eye Agate (15 gp)
    Golden Pearl (80 gp)
    Malachite (13 gp)
    Moonstone (40 gp)
    Moss Agate (13 gp)
    Smoky Quartz (30 gp)
    Star Ruby (1000 gp)


Gems in an oriental chest:
Gem type :     Eye Agate   (Ornamental),    GP value: 10
Gem type :     Blue Quartz   (Ornamental),    GP value: 10
Gem type :     Smoky Quartz   (Semi-precious),    GP value: 50
Gem type :     Lapis Lazuli   (Ornamental),    GP value: 10
Gem type :     Chrysoprase   (Semi-precious),    GP value: 50
Gem type :     Oriental Amethyst   (Gem),    GP value: 1000
Gem type :     Spinel   (Fancy),    GP value: 100
Gem type :     Bloodstone   (Semi-precious),    GP value: 50
Gem type :     Tiger Eye Agate   (Ornamental),    GP value: 10
Gem type :     Azurite   (Ornamental),    GP value: 10
Gem type :     Garnet   (Precious),    GP value: 500
Gem type :     Coral   (Fancy),    GP value: 100
Gem type :     Jet   (Fancy),    GP value: 100
Gem type :     Sardonyx   (Semi-precious),    GP value: 25
Gem type :     Eye Agate   (Ornamental),    GP value: 10
Gem type :     Oriental Topaz   (Gem),    GP value: 1000
Gem type :     Jet   (Fancy),    GP value: 100
Gem type :     Oriental Topaz   (Gem),    GP value: 100
Gem type :     Moss Agate   (Ornamental),    GP value: 10
Gem type :     Topaz   (Precious),    GP value: 500


Gems in ragged leather pouch
 dull yellow diamond (10,000 GP)
large deep red ruby (50,000 GP)
purple diamond (15,000 GP)
small flawed purple diamond (10,000 GP)
small fiery orange topaz (2,500 GP)
discolored deep red ruby (10,000 GP)
cloudy white diamond (5,000 GP)
bright green emerald (50,000 GP)
large white diamond (50,000 GP)
huge yellow diamond (50,000 GP)










With the 4th trip to Loot Mountain Drago grabs two magic net's worth of non-evil powerful magic rings, amulets, bracelets, and other random magical artifacts which he also stores in the hidden underground  "Tree Layer". (Roughly 9 seconds)

1000gp
sf
Level 5 Magic Item]: Amulet of Life +1 (Dragon 381, page 97 [Know Your Role: 
Defenders]) (DDI) 

resurrection one use













reroll[Level 3 Magic Item]: Targeting Weapon +1 (Adventurer's Vault 2, page 24 [Weapons]) (DDI)


Longbow +1 2d6 damage double range









reroll[Level 2 Magic Item]: Enduring Spirit Vestments +1 (Player's Handbook 2, page 200 [Magic Armor])

+5 PE and +10PPE when wearing robes, 50SDC   


    Scroll of Protection from Good (cr, 25 gp)  - makes user immune to good aligned mental probes

    Scroll of Stone Fist (apg, 25 gp)

(same rules as crushing fist but turns it to stone)






    Scroll of Identify (cr, 25 gp)
    Potion of Touch of the Sea (apg, 50 gp) (breath without air 10th level)
    Wand of Detect Magic (cr, 375 gp)   (sense magic 5th level)
    Scroll of Detect Poison (cr, 12 gp 5 sp)
    Scroll of Voice Alteration (um, 25 gp) 
    Oil of Magic Weapon (cr, 50 gp)  (lightblade)
    Oil of Purify Food and Drink (cr, 25 gp)
    Wand of Cure Light Wounds (cr, 750 gp) (heal wounds)


  1. Carpet of Flying (5 ft. by 5 ft.) (20000 gp) (permanent fly spell enchantment)
  2. Superior Ring of Revelation (24000 gp) (usable only by grey seers)
  3. Headband of Knucklebones (27500 gp)  (animate/control dead AND control zombies and ghouls 3x/day)
  4. Robe of Scintillating Colors (27000 gp)  (500 SDC, permanently enchanted with Chromatic Protection)
  5. Pearl of Power (5th) (25000 gp) (can be charged with one 5th level spell)
  6. Potion of Good Hope (cr, 750 gp) 

Good Hope

Enchantment (Compulsion) [Mind-Affecting]

Level: Brd 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One living creature/level, no two of which may be more than 30 ft. apart
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
(3rd level bardic magic 10 ppe)



  1. Wand of Shout (cr, 21000 gp) (inscription provides clue to function)
distant voice 8 charges
  1. Breastplate (+2 armor, Slick) (8100 gp)
magic armor 250 SDC, slick (+25% to escape artist)

  1. Heavy Crossbow (+2 weapon, Frost) (18350 gp)
 +2 heavy crossbow double range, double damage from frost damage
  1. Wand of Blur (cr, 4500 gp)
 5 charges

With the 5th trip to Loot Mountain Drago takes two magic nets worth of gold non-evil non-magic items to Africa. He first scouts the area then teleports into the layer where he leaves the treasures of gold stashed. (roughly 12 seconds)


African area around your lair is currently infested with 5 Alu demons and you dump your loot in the lair and teleport out but you are not sure if the Alu saw you or the place you put the loot..

50000gp  in gold loot mostly large objects like candle sticks, furniture, jewlery


With his 6th trip to Loot Mountain Drago looks to bag a net or two's worth of healing or currative scrolls to heal self and ailing party before combat ensues again. As usual, other random non-evil loots also gets scooped if near these scrolls or chests. These are taken back to the party in Huntsville (roughly 9 seconds)

you quickly dumped the rest of the loot and dont have time to sort it, heres what you tele port back to the group with in a megadamage tarp you found and wrapped up after the nets mysteriously disapered...

4 barrels   with 5000gp each in them 4 1000gp gold crowns
2 scroll of healing touch
1 potion of greater healing
enchanted medical doctors kit(+5% medical to skills, 5lbs of tools)
bark armor 90mdc
barrel of brandy
ARCHIICOM programming manual book
ArchieCore cyberdeck computer
kitani automated defense system
kreeghor warp drive
kreeghorsized tube of slugorthian biogell (lore shows putting caldor in here will save his life)
kreeghor spaceship blackbox
potion of Sorcerous Fury
scroll of firequake
ritual spellbook of sanctum
ritual spellbook of protection from evil circle magic
AK-74u 5.45×39mm
Enfield XL69E1 LMG
VBR-Belgium
452 Italy - SxS Shotgun
C8A2 Canada - Compact Assault Rifle - 5.56 mm NATO
Shashka [European] magic long sword 5d6MD
Astra Cadix Spain - Revolver - .38 Special
Sosun Pattah magic short sword 3d6md
Remington Model 40-XS US - Bolt Action Rifle - .30
Sjambok magic leather whip 3d6MD+3 to entangle
1 ancient barrel marked "TNT"
pair of rune daggers  mee and fea, bes's daggers! break out of pile of loot and start to fly around, circling around caldors head talking of ancient egyption magic prophesy






With about 60 seconds gone by Drago starts looking through the Huntsville stash of scrolls and the most powerful of magic items to help restore the party and defeat Nyxla should it return in the flesh.

Epic!
"


1gp=1000cr (can vary +/- 10-30% depending on trading conditions)



XP
Drago 120130xp
+500 showin up   +100 daring vs nxla +100 petrify nxla +100 good idea using 4d transformation to speed up the petrification (gm ruling nxla is so big he takes much longer to petrify and has other unknown effects) +200 loot nxla +100 sending demon locusts into future +200 rp 4d transformation
121430


Sparticus 85150xp
+500 showin up +200 saving huntsville elders who later crash in jet +200 rp
 +100 fighting from jets weaponsystems and learning they can be used +100 letting merl shoot the guns he killed one locus with the auto cannot +100 letting bo to flee +100 neural strike demon locusts
86450

Caldor 79176xp
+500 showin up +200 fighting demon locusts +100 daring +500 loosing symbiot and learning he was a spy for splycrith against nxla +100 save vs coma +200 rp
+100 surviving earthquake
80876

Herman 44131xp
+500 showin up +200 fighting demon locusts +100 saving caldors injured body after his symbiote was killed, damaging his power armor heavily while doing so
 +200 rp +100 surviving earthquake which destroyed robot
+100 surviving earthquake which nearly destroyed his ground power armor
45331


Wednesday, November 5, 2014

#69-70 Battle Against Nxla

NXLA survives the bombardment by the Guntersville smugglers flying a squadron of prerifts fighterjets with missles provided by Bluey through his CS contacts.


Game starts with NXLA at 245000SDC was 800ft long now only 550ft long
PS 60 PP 24 PPE 15000 ISP 1000 pe 26
+2 all saves /+8 vs magic
Nxla uses tentacles in combat:
+2 ini 10 ata
+9 strike
+5 parry with spines
Crush d6x10MD+135
strike 3d6x30SDC +135

Magic: book says all necromancy and spell magic 1-6.  GM rules use ALL lvl1-15 necromancy magic and related invocations as per the list in p186 +p199 rifts book of magic.
GM also rules nxla has NO psionics since he was so vulnerable to them, makes sense in exchange for his additional necromancy spells.

NXLA Powers:
1xday summons
300 dead w/ 100sdc each
20 vampires
6greater demons demon locusts

Nxlas spells, some he's used so far:
Lvl 4: Magic neg dodge vs 16 7ppe
Leyline transmission
Lvl 5: Grip of Death 13ppe forces 2 dodges vs 16 100ft range 10ft ()
Lvl 6 Fireball 6d4mdcx3sdc  90ft 10ppe dodge 18
Lvl 7: Life Drain 25ppe 30ft range lasts 2melees/lvl so 12melees p117 spellbook
-50%sdc/hp -1ata -10% skills
Curse Death wish 20ppe 6hrs
Death Bolt  320ft range 30ppe 6d6mdcx3sdc + penalties p193 spellbook
Lvl 8 World Bizzar 200ft range 180ft radius 40ppe hf 17 p126
Lvl 9 Dessicate the Supernatural 300ft range 50ppe 3d6x10mdc x3sdc -1 save
Curse of Wasting touch 80ppe
Lvl10 armor bane 100 ppe -10% to robots/pa/bodyarmor
Command Vampires 100ppe 
Summon Insect Swarm 80ppe 3day duration
Curse of Wasting 80ppe touch
Lvl 12 ensorel touch 400ppe
soultwist 170ppe 100ft 6d6mdc/hpx3 -6 save

Lvl 13 to hell and back 180ppe touch-10ft p198 spellbook
shadow wall 400ppe 600ft range 30ftlongx10ftthighx3ft thick/lvl so
180ft long 60ft high 18ft thick
Summon Maggot 320 ppe


shadow of doom 20ft 45ppe p195


Living NPCs after 1 minute of combat with NXLA:

Merl
http://3rdageofdragonwright.blogspot.com/2014/06/merl-guntersville-smuggler.html
Elders:

Tin Duhks head is being held by bluey like a football.  Has info on esrith.
http://3rdageofdragonwright.blogspot.com/2014/03/61-guntersville-pig-drive.html
Riki
http://3rdageofdragonwright.blogspot.com/2013/02/riki-birdhouse-nostroid.html



Supposedly Deceased NPCs:
Jeb Huntsville was killed by nxla's tentacle.
Bes



#69 XP

Drago the Dragon Hatchling 117980 +500 showin up +100 daring hand to hand with nxla +100 trying to petrify nxla +500 trying to dig in vain +Samuel “75 Cent” Sturm
Drago has been cursed and life drained:
-50% hp -50% sdc -2 parry -2 dodge -1 attack

Caldor the Kreegor Bounty hunter  77551 +500 showin up +100 daring hand to hand +25 running to snipe on top of building +200 skills +25 running after his force field generator was destroyed by a natural 20 tentacle strike +25 got armor baned

Caldor went into the combat -24 shots from his grav gun, hes fired it 17since battle started times Hes also used some(?) of his mini missles up.


Herman the Juicer 41556 +1k showin up +daring resisting against tentacles that nearly destroyed his rail gun +275 skills +100 drinks blackthorn potion +100 realizes juicer harness is low on stims, trades with merl if they are extracted safely from nxla's grasp merl will trade stims.

Bluey the Dogboy Linewalker 33700
 +1k showin up +400 quick thinking energy field that saved elders from one tentacle strike +400 saving tin duhks head +100 daring +100 rp with Z learning psi sword does 10x damage to nxla! +100 getting hover platform to tow behind bike for transporting tree +175 skills +100 flees with tin duhks head and hover platform
36075


#70XP
Drago +500 showin up +100 daring staying in melee with nxla +175 skills +25 gets magic pidgeon from denali, ignored +25 wears mystic power armor +25 dreams of getting old gear back from nxla +100 drago exorcises lida and returns her to human

stats at the end #70:
300 SDC
277 HP
120130 xp
drago has leveled to 9

Sparticus 83750 +500 showin up +175 skills +100 good idea gives max and tom twain enforcer to guard base +100 trades 1 eye of eyelore to Lt wilson cs psistalker for 100 unit crate load of medium range missles from psi stalkers +100 asks max to ask sylvia for more cs gear +_100 tells max he allows betty lou to create inn as lean too off side of base +300 loads 3 elders into jet +25 wearing mystic powerarmor
85150


Caldor +500 showin up +50 running out of mini missles +125 skills
+25 runs after getting hit with a natural 20 power tentacle strike, burning out his naruni force field +50 fighting nxla with guns
79176

Herman +1000 showin up +25 skills +25 running from tentacles +50 fighting nxla with rail cannon
44131


Seth attacks as #71 starts...

Tuesday, October 14, 2014

#68 Cincinatti Nuke Strike on Nxla

Bluey Leaves before entering Cincinnati.  Drago tells Bluey to go find the Psi Stalkers.
The group survives multiple missile volleys some fired by salin, the former army of thunder soldier turned zombie by the harvestors. Merl goes with the group to find the Elders.

Scouts find the group and they fight, ghoul chained to light machine gun in back of jeep piloted by 2 harvesters attack and are defeated.  Drago takes the Jeeps PC computer.
The group then sneak sup to base pyramid guarded by harvestors and zombies
There they save 5 elders of gaw.  Caldor tries to make a sniper shot on Bes but he is protected by the force field on his naruni juggernaught hover tank.

After the elders are safe someone calls in nuke strike from gaw fighters which seems to destroy everything including nxla...



After the Nuke strike on downtown Cincinnati the group flees East a short distance(20meters) from the LeyLine Nexus and blast craters to an intact ruined office building the Elders request time to stop and rest in.

Drago 116455 +1k showin up +50 defeat scout jeep +100 rescue elders of gaw +25 salin +50 tell bluey to find stalkers +200 see nuke strike +100 skills
117980

Caldor  75976 +1k showin up +50 defeat scout jeep +100 rescue elders of gaw +25 salin +200 see nuke strike +200 skills
77551

Sparticus 82375 +1k showin up +50 defeat scout jeep +100 rescue elders of gaw +25 salin+200 see nuke strike
83750

Herman 38906 +2k showin up +50 defeat scout jeep +100 rescue elders of gaw +25 salin +200 see nuke strike +275 skills
41556



Saturday, August 16, 2014

#67 To Cincinati..

REFINERY ONLINE
coded message from the newly upgraded hughbot
http://3rdageofdragonwright.blogspot.com/2011/02/hugh-bot-modified-dynabot-neuro-net-ai.html
to caldor/team long range radio
based on this http://www.palladium-megaverse.com/forums/viewtopic.php?f=8&t=120521

"Based on these estimates I have your oil refinery online.
Most gased based vehicles use Fuel Injected Engine and Turbo Engine get 40miles/64km per 1 gallon (~4liters).  So divide range / 40 to see how many gallons the tank is on most vehicles.

Cost for fuel is listed as 200credits per 20gallon/75.7liter capacity (or 10credits per gallon) 

At current experimental capacity we can create 1gallon of fuel per day.  Would you like me to continue making fuel from the crude oil we have?  We have 1000 gallons of crude left in the refinery tanks, as well as a pump system I can repair to pump more crude oil up  from a nearby if we had some capital to build a pump and oil pipeline...
Also Max simpson flew in today carrying Tom twain ... Max's armor is heavily damaged and tom has none left at all..  Max suffered multiple heavy injuries from flak and may not survive he is in a coma...Tom had 3 fingers shot off but is otherwise well and helping my operations.
I've estabished a computer network called THUNDERNET out of scavenged equipment and transmitters and have started doing trade with the guntersville smuggers to find parts for the refinery.
Huntsville population projected to increase as THUNDERNET shortwave enables intermittent connectivity to chitowns entertainment networks...  So far one family of 2 the old Huntsville GAW loyalist Cutters Family have moved into a log cabin they are building across the street from the refinery.  In exchange for my protection they are building wooden parts for the refinery and some moonshine stills.


Drago:


tree kidnapping magic pidgeon from http://3rdageofdragonwright.blogspot.com/2011/02/grey-fox-sioux-paradox-shaman.html "the tree was kidnapped by coalition!"tree being gone into lead vault means drago cannot teleport until its freedom due to the spirit drain from the tree previously working to counteract a curse he suffered.. the curse is now coming back slightly frying his magic..."

Herman/Naya:
incoming cyberknight transmission
radio basic roll -10% interference
Sir Staak requests a report from Lady Naya and asks if she has found any targets yet.  (this message goes unheard and unanswered)

Caldor:
Radiobasic to learn
Bountynet shortwave transmission, lady Naya's bounty has been claimed by the Shadow Warriors.

bluey:
off getting psistalker crew to help with assault, they are cs deserters whos home was destroyed by nxla, surviors of cs missouris fall
(can spend $ on equipment provided by cs special ops later for assault on nxla, handler "mr johnson" gives equip and job -destroy the pyramid & close the portal at cincinatti-)



dusk / night encounter #1
detect ambush rolls
sixth sense rolls

groups positions are mortared from unknown location

#2
single vampire runs through camp scouting, doesnt slow down will try to beguile

#3
find body, human, Nick from Huntsville..  Herman buries it.

#4 sound of distant gunshots, heavy caliber

#5 eeiry screetch of agony heard in brush, then all goes silent

#6
terrain hopper buzes the camp (one of the army of thunder!  Its Salin)

daylight

trip to cincinati

merl catches up, password versachi
"5 elders of huntsville must be rescued before people will return to huntsville and before guntersville will perform  the airstrikes"
1- tin duhks
2- Rick Huntsvill, aka slick rick has info on 5i
3- Bo Huntsville, Politician and oldest son of JR the patriarch who fled town with the surviving huntsville clan
4- Riki Bo's faithful hound and secret enforcer
5- Jeb Huntsville younger brother of Bo operator


Sparticus and Naya lead the cs prisoner girls to saftey.
The rest of the team goes in Hermans robot vehicle.
Caldors powerarmor catches a naruni virus when he clicks a popup and shuts down, caldor buries it and gets in hermans robot vehicle as a gunner.

Caldor Herman Bluey and Drago travel to the outskirts of Cincinatti.  They detect some radar pings and see a flying titan robot scanning them with radar.
They figure out hes spotting for a medium range missle launcher somewhere which lobs a volly of missiles which miss.

The flying titan is piloted by ex army of thunder Salin who seems bespelled:
see: http://3rdageofdragonwright.blogspot.com/2012/02/army-of-thunder.html

new npc update:
Captain Salin Appolonis the now Greater Xombie (mind intact, enslaved)
Male
15yrs old
Lvl 4 juicer wanabee (in secret)

gear: Flying Titan Power Armor, lightning rifle, vibro sword, silver sword, plasma grenade x2, canteen, utility belt, small backpack


 ends at 2am 10miles outside of cincinatti... the group just defeated a jeep scout with 2 harvestors and a ghoul chained to a light machinegun.



XP
Drago 114830
+1k showin up 300xp skills  +250 rp +50 defeat scouts +25 see salin in flying titan target group
116455

Caldor 73526
+1k showin up 725 skills  +250 rp +50 defeat scouts +100 gets pinned in power armor +100 power armor virus shuts down suit which he buries onsite +100 gunner in hermans bot +100 learn of merls quest to rescue the five, tell them the password when you meet them and they will follow you out, then airstrike the bastards...+25 see salin in flying titan target group
 75976

Herman 35731
+2k showin up 550 skills +250 rp+50 defeat scouts +100 bot piloting +200 gives merl 10 of each potion type
+25 see salin in flying titan target group
38906

Bluey 30925
+2k showin up 250 skills +250 rp+50 defeat scouts +200 cs dealings +25 see salin in flying titan target group ~ from 3-4 miles away
33700

Tuesday, August 5, 2014

Kreeesh the Pnema-Bioform Dolphin

Kreeseh came to Japan from the Underseas to find black pearls.



5th lvl Scrupulous  creature of magic 21525xp
IQ 15 ME 22 MA 16 PS 28 PP 20 PE 20 PB 14 Spd 19 (super natural)
speed 100 dolphin form 40 combat form
PPE 213 MDC 128
6 Attacks +2 init +5 strike +8 parry +8 dodge +13 damage


5d6sdc restrained 3d6md punch/kick 6d6md power punch

Max PS 76+chrome damage
Punch 1d6x10MD+61 +6 x3 sdc
Power Punch 2d6x10MD+122 +6 x3sdc

saves:
+4 vs psionics +5 vs insanity
 +4 vs disease +6vs hf +4 vs illusions/mind control
 +3 vs magic/poison

OCC Skills
Swimming
Dolphin/Whale language japanese 98 english dragonese 80
Demon Monster Lore 60 Track and Hunt Sea Animals 65
Underwater Navigation 66 Sing 70 Acrobatics Backflip 80

Prowl 50 Disguise 45 Underseas Salvage 60 Holistic Medicine 45
HTH Expert WP Forked +3s +2p Gained at level 4: Boxing


Secondary Skills
Literacy Japanese, English 70
Boat Building 45 Streetwise 36 WP Energy Rifle +4 aimed/+2 burst

Natural Abilities
MA 40% Invoke Trust/Indimidation
Metamorphosis Human 4h duration
Combat Form MDC +50MDC +1 ata init strike roll 150min 3/x per day +6 md damage

Leyline powers:
Leyline charge 5ppe/3d4melee rounds after leaving line, +25%speed +50%air
Leyline Energy Blast 1000+400/lvlft 2d6MD+1d6/2lvls so 3d6MD 5ppe
Leyline hop 10ppe Leyline speeddoubler
sense leyline and magic energy in use 500ft, read leylines
ley line transmission, leyline rejuvenation
+50% range/duration   to spells while 2miles from leyline
Draw 10ppe/melee from Leylines x2 at dawn/dusk/midnight
Draw 20ppe/melee from nexus
Draw 70% of ppe from willing participant
Learn Magic from Scroll 18%

Spell strength 13 Dolphin Magic
Electromagnetic Pulse 50ft radius 12ppe
Sonic Blast 500ft 15ppe 5d6md +armor penetration
PsiFlash Warning 20ppe, Sense Predator


SpellSongs usable only in dolphin form.
Song of Joy 1000ft/lvl radius 4ppe 5000ft range save vs joy
Song of Life 750
Song of Strength 15 ppe +10 PS self+5others 25minutes

Ocean Magic Spells usable in both forms
Walk Like a humanoid
Invisibility Simple 6ppe 3min/lvl
Impervious to Electricity 20ppe 2min/lvl
Breath Without Air 12ppe 3min/lvl
Strength of Whale 20ppe 25minutes x2 ps +50% mdc 1/2 fatigue leap 20ft out of water

Equipment:
destroyed by fire
Kelp Armor 90mdc  -60mdc
Horune Energy Trident 5d6MD/1000ft particle wave 30 shots/hits per eclip
+7 to strike +10 to parry with trident
destroyed by electricity
buys ATU-80 Underwater assault rifle
2d6/4d6md laser 4d6 takes 2 shots, 30 shots per eclip2000ft range
vibro spear 1d6
2 spare eclips


http://1stjourneyofheroes.blogspot.com/2015/10/episode-26-not-help-we-were-looking-for.html

Inspired by http://spongebob.wikia.com/wiki/Dolphin_Warrior :)
http://1stjourneyofheroes.blogspot.com/

Thursday, July 3, 2014

#66 From Huntsville to Nashville




Oil Refinery IV by mdomaradzki on deviantART

The group is camped out at Sparticus's oil refinery base, one of the few buildings left standing in Huntsville.


First a few maps of the rivers nearby.  Huntsville ruins are to the right of the red lawrence county marker.



There is a river on the south part of the huntsville ruins flowing east to west into the Mississippi.

The original Huntsville Goldenage Weaponsmith settlers lived in this area:
http://www.wallmu.com/your-wallpapers/redstone-arsenal-map-57356.html
The Army of Thunder Huntsville base is located by the "Auto Skills Center"  on the above map.  Most of the other buildings in the map are rubble.



Gross rd, Rideout rd, Patton Rd, and Martin rd mark the original walls built by the settlers to keep out monsters.  The walls are built from scrap and destroyed vehicles and rubble.  Since the Coalition and Harvestor invasions there are a few holes in the wall..

Player updates:
Herman has been brewing, he gets one last set of rolls to see what he makes.

Caldor gets a bounty hunter update stating Lady Naya is wanted as a fuguative Slave by the Splugorth along with the following bounties at x2 the rate of losses reported to the Federation.   Lady Naya has a 20milion credit bounty for the murder of Petey.  She is being blamed by the Federation of Magic authority for all of the crimes and orchestrating the slave escape.  The bounty demands her return to Nostrous alive for the full bounty or her head for half of the bounty.
bounty shown here, there are also x2 reported loss bounties for the eyes of eyelor, the hawkr duhks and the ogres the players smuggled out of nostrous.
http://3rdageofdragonwright.blogspot.com/2014/06/65-law-order-nostrous.html

Caldors biowizard implant demands more blood..  He feeds it the Eye of Eyelor

Lady Naya:  Cyberknight council sends her a magic pidgeon along with instructions for Herman to patch video relay in to the cyberknight council once the city of Cincinnati is under surveillance.  Orders are to mark potential targets for an air-strike but not engage.
rules to mark a target:
1) program a target into the targeting computer
Computer Hacking +10 (@ Lv 3) claimed by herman is actually computer programming, this is a req for computer hacking so if you want hacking first you need programming.
2) confirm computer has target coordinates
3) transmit coordinates to cyberknight command
4) await the advance order, continue to reconnoiter further targets around the perimeter do not engage, its important not to get your squad caught in an air strike.

Drago:  Denali sends him a magic pidgeon summons.
"I know you had something to do with the last slave breakout.  Your lordship is in peril unless you come to the federation offices and hire my services as a lawyer to clear your name.  I am sure we can come to some..arrangement.  The splugorth you offended won't be so gentle so I suggest you settle.  If you wish to tender my services as your lawyer in this dispute I can have both the female cyberknight freed and negotiate down the cost of your damages settlement.  Some moneies will have to change hands if you wish your place in the federation to stay secure.  I hope you will see resaon.  Your human and kreeghor minions are accused of theft of splugorth property, murder of splugorth minion by magic, and destruction of splugorth property.   I suggest you make your decision quickly as the splugorth has other ideas in mind for his recompense. - Denali"





Ogres:
Use these stats +50sdc, they claim to have studied under "Mulan" at the academy in Atlantis. They construct a crude leanto next to the huntsville base but refuse to join the army of thunder. They tend to follow the dragons lead more than humans.
http://3rdageofdragonwright.blogspot.com/2009/09/mulan-tatoo-warrior.html


locations:
the tree:
drago sees some indians while teleporting to the tree he gets a psychic message from the tree "go back your friends are in danger"

Herman gets caldor to help the folsons at merls request building a rough shelter for them.  Merl, Betti Lou and Hughbot remain behind at the base.

After sorting out things at base the group decides to scout Cincinati, on their way they travel the prerifts highway finally coming to...

Nashville:

The group rolls up and see 2 demon locusts, a huge monolith with dimensional portal residue at the top, 6 cultists and a bunch of people being sacrificed.

 ready to be sacrificed, guarded by normal harvestors
Sparticus stays back in his enforcer and uses a few explosive mini missles and mostly uses his laser turret.
There is a huge battle, drago gets 8 day luck cursed by one Demon Locust and battles it in hand to hand.
Lady Naya keeps the second locust busy while Herman scores deadly hits with his mobil hunter rail cannons.
Naya gets befuddled by hidden harvestors who were trying to sacrifice people to bring forth more demons to witness the endof the world!  She fights on... helping to kill one demon locust, the other dimensionally teleports out when it sees its friend die to rail cannon fire..  The Harvestors flee under the cover of invis + cloak of darkness to hide thermal... 

The party helps 5 unwounded and 4 wounded girls.  Naya saves the 4 girls who where hanging from meat hooks at the sacrifice sites lives with paramedic.  They are from the CS state of Missouri and are lead by Jeanie Mcfarlan a proud looking young girl with auburn hair.

The group sets up camp as night falls over the Nashville ruins...

XP:
Drago the 8th level Great Horned Dragon Hatchling 113080

+1k showin up +100 teleports to dunscon giving denali another 1mil to represent him in his case aginst the sploogorth, they claim dragos minions caused him 222million in damages, denali claims she can reduce this by at least half especially if the eyes of eyelor are returned
 +100 daring+100 skills +100 astronomy+100 rp about sunaj assassins possibly tracking group for theft of eyes of eyelor
 +200 help defeat 2 demon locusts +50 fend off 6 harvestors
114830

Sparticus the soul drained 9th Level Psi Slayer
80775 +1k showin up +100 rp about eating eye of eyelor and not wanting to give it back +100 rp offering to sell enforcer to merl for all of his secrets, 12mil
+200 help defeat 2 demon locusts +50 fend off 6 harvestors
+100 take enforcer north to cincinatti
+50 dedication to using dual laser turret only in enforcer against demon locusts
 82375

Caldor the 9th Level Kreeghor Bounty hunter
with biowizard juicer implant [partially soul drained]
71576 +1k showin up+250 skills +100 hammock +100 hut building frustration +100 hawkr duhk rp +50 sniper
+50 used plasma rifle on immune to fire demon locust (realistic rp)
+200 help defeat 2 demon locusts +50 fend off 6 harvestors +100 get bounty alert for theft of splugorth properly
73526

Herman the 5th Level Juicer Scout  [partially soul drained]
32181 +2k showin up +350 skills +100 bribes caldor with booze to build huts with wilderness survival, caldor cant build more than leantoos though +100 robot irmskit help +100 bury bodies +100 feeds lady naya+100 trades merl hut building in exchange for contacting guntersville and sking for oil refiners to come up north to operate the refinery
+400 help defeat 2 demon locusts +100 fend off 6 harvestors
+200 rp about merls quests to build folsons injured a hut near oil refinery
35731 levels to 6


Lady Naya the 4th level Cybernight Quickflex Alien
15486 +2500 showin up +150 skills +100 daring vs demon locus +400 help defeat 2 demon locusts +100 daring continued to battle after armor was blown off with call lightning +100 fend off 6 harvestors +400 paramedic sacrifice victims +100 get mission data to do cincinati recon for airstrike +100 rp +500 tornado warning
19936 levels to 5

Jean Marc the 3rd Level Millennium Tree Druid
http://3rdageofdragonwright.blogspot.com/2011/02/janitor-jean-marc.html
6025 needs 7401
+2k showin up to play, jean mark was crucified to altar built by Demon Locusts
8025 Jean Marc is now 4th level

Hughbot remains at Huntsville base and gets programming and upgrades from Merl using the gold Blue gave him earlier (2mil)...

Sunday, June 29, 2014

Demon Locust Follower of Bes


Scorpio demon WIP by Exelzior-Maximus on deviantART

Bes has impressed many Demon Locusts.  Locusts have been seen swarming to witness the supposed end of Rifts Earth at the hands of NXLA.

Stats:
IQ 26 MA 18 ME 26 PS 45 PP 26 PE 24Speed 40/250 flying ~160mph
800MDC/800HP 1600SDC PV 7 12ft long 700lbs HF 16
57 ISP all psi sensitive 5th lvl
600 PPE 8th level wizard with all 1st lvl spells , call lightning firebolt fire ball negate magic dispell magic barriers fly as eagle animate turn dead exorcism remove curse curse phobia luck curse spoil sickness earthquake id barrier create scroll

7 attacks/3 magic +75 damage
+10strike/parry/dodge +4 init
w/ fly as eagle  25ppe 160minutes
+10 strike / +11 parry / +12 dodge / +81 dive damage +4 init
w/ fly as eagle + thunderclap 30ft radius
+11 strike/+12 parry/+13 dodge/+81 dive damage +9 init
w/ fly as eagle + thunderclap + intuitive combat 10isp 16melees
+12 strike/+13 parry/+17 dodge/+6 roll +81 dive damage +12 init


 +4 roll
+5 all saves

Attacks:
Punch 5d6MDC/15d6+90 SDc
Power Punch d6x10MDC/30d6+180 SDC
Stingers 6d6MDC/18d6+90 SDC + save 14 poison vs paralysis 2d6melee and 3d6hp damage for 1d4 rounds

Powers: Imp to Fire, leap 80ft dimensional teleport 54%

Magic Senses:
NV 200ft See  Aura 100ft Sense Magic 120ft See Invis 200ft

Magic Attacks: (from highset range to lowest)


Call Lightning 300ft 8d6MD/24d6 SDC  15ppe
Earthquake 260ft 2d6x100MD/6d6x100SDC  50 ppe 480ft fissur w/ 320ft radius
Fire Bolt 135ft 4d6MD/12d6SDC 7ppe
Fireball 90ft 8d4MD  8ft radius/24d4SDC  10ppe 18+dodge only
Blinding Flash 60ft 10ft radius

Thunderclap 30ft radius
Curse Phobia 20ft range 40ppe
Luck Curse 10ft range 40ppe
Sickness 10ft range 50ppe
Cloud of Smoke


Defenses:
Id Barrier 900ft range 600PPE hf 14 apparition 6th lvl 24minutes

Psionics (all sensitive)

    Sensitive
  • Astral Projection - PFRPG 168, HU2 305, NB 70, BtS 83, R 119, BtS2E 116
  • Clairvoyance - PFRPG 168, HU2 306, NB 71, BtS 85, R 121, BtS2E 117
  • Commune With Animals - PFRPG 169
  • Commune With Spirits - PFRPG 169, RWB12:P 39, BtS2E 119
  • Death Trance - NB 72, BtS 85
  • Dispel Spirits - PFRPG 169, BtS2E 119
  • Empathy - PFRPG 170, HU2 306, NB 73, BtS 87, R 121, BtS2E 119
  • Ethereal Mirage (Minor) - NBBtS 117
  • Intuitive Combat - PU 90, RWB12:P 39
  • Machine Ghost - PU 90, RWB12:P 39
  • Mask ISP & Psionics - PU 91, RWB12:P 40, BtS2E 120
  • Mask PPE - RWB12:P 40, BtS2E 120
  • Mind Block - PFRPG 170, HU2 306, NB 75, BtS 88, R 122, BtS2E 121
  • Object Read (Psychometry) - PFRPG 170, HU2 306, NB 75, BtS 88, R 122, BtS2E 122
  • Precognition - PU 92, BtS2E 123
  • Presence Sense - PFRPG 171, HU2 307, NB 75, BtS 88, R 122, BtS2E 123
  • Psychic Literacy - BtS2E 125
  • Read Dimensional Portal - PU 93, RWB12:P 40, BtS2E 125
  • Remote Viewing - RWB12:P 41, BtS2E 125
  • See Aura - PFRPG 171, HU2 307, NB 75, BtS 89, R 122, BtS2E 126
  • See The Invisible - PFRPG 171, HU2 307, NB 76, BtS 89, R 122, BtS2E 126
  • Sense Dimensional Anomaly - PFRPG 171, NBBtS 117, RWB12:P 41, BtS2E 126
  • Sense Evil - PFRPG 171, HU2 307, NB 76, BtS 90, R 122, BtS2E 126
  • Sense Magic - PFRPG 171, HU2 308, NB 76, BtS 90, R 123, BtS2E 126
  • Sixth Sense - PFRPG 171, HU2 308, NB 76, BtS 90, R 123, BtS2E 127
  • Speed Reading - PFRPG 172, HU2 308, NB 76, BtS 90, R 123, BtS2E 127
  • Summon Inner Strength - NB 77, BtS 91
  • Telepathy - PFRPG 172, HU2 308, NB 77, BtS 91, R 123, BtS2E 127
  • Total Recall - PFRPG 172, HU2 308, NB 77, BtS 91, R 123, BtS2E 128

Skills of Note: Demon Monster Faerie lore, computer operation  literate in dragonese euro demongogian technocan and english. streetwise, expert swimmer and climber, can jump 80ft+fly as eagle

Equipment:
Locusts checked in at the Cincinnati checkpoint get registered by Bes to have front row seats to the carnage of Nxla's coming.  Benefits include:

Duegar Pipboy
Oufitting custom Duegar Made giant sized pipboy computer & duegar connection software for txt/video/audio chatting in dragonese, mapping, betting and calulating slave shipments. 1/10 while flying mil wifi range from duegar networks.

Map file leading to "Nxla's coming".  Also included is a picture of nxla.

Entry in Demonic Betting pool (more on this later)













Merl the Guntersville Smuggler


American redneck cyborg by anderton on deviantART

Merl is from the deep south.  He used to be a smuggler before the undead invasion caused him to rescue and fall in love with bettilou.  Since he was been working to build them a better life against all odds in an unforgiving wasteland.


Merl has vet stats from
http://3rdageofdragonwright.blogspot.com/2013/06/guntersville-clan-smuggler.html except he has horsemanship instead of pilot jet.


Merl has a data drop he will trade for 100k gold and help building a shelter for him and betty lou until the folsons are heald up and can move southwards.

Data Sales:

100k
He offers to trade a "North American Ley Line map" digital download from his computer. (great map by the way from http://equip-r.blogspot.com)
The map:
https://dl.dropbox.com/u/244201/Rifts/Rifts%20Atles%20v1_6.pdf

100k
offers information about tin duhks
-> duhks taken by slavers as a head alive through magic
-> jackie boy the kid knows where head was taken hes holed up at these coordinates nearby huntsville  (adventure?)

1mil
offers information about dunscon
-> Rumors include:  Dunscon is dead.  Dunscon is about to destroy The Three.  Cs Missori has fallen due to Dunscons black magic. Duncon has a secret base (coordinates to secret base)

1mil recent coalition encryption codes

10mil 6is public key and blackmarket net email



Item Sales:
sells all robot programs from p56 sb1

sells forged coalition documents

sells cybernetics including datajack remote datalink radio, noise filter, amp hearing, mo eye, tracer bug

sells se sonic pulsar unit for electronic flea and tick repelent p60sb1

sells 10mm ramjet rounds

Services - d4x10000cr per use

interpret Golden Age Weaponsmiths Law +10 iq 18 8th level law skill

computer hacking

setup encrypted radio links, radio scrambler

camouflage

salvage

contact guntersville

gambling

Jobs - pay d4x10000 cr/person/rescue

Smuggling.  (mainly people out of the north, to the south).

Rescue Tin Duhk's head.

Build Folsons a Shelter

Salvage nearby area area for items to build shelter with or sell.

Smuggle Folsons to Gunterville once they can be moved

Betti Lou the Saloon Girl


Steampunk girl. by ReflexStudio on deviantART

Betti Lou is a 2nd level Saloon girl.  Her adventuring days started when her saloon and fadetown "Whisperland" was overrun by undead.
Merl saved her and they have been together on the run ever since.

IQ 16 ME 10 MA 18 PS 8 PE 10 PP 16 PB 21 SPD 14
20hp 40sdc
+2 init
+2 roll
+2 vs hf
+1 strike /+2 w/ sword / +3 aimed/+1 burst with pistol
+5 parry +6 parry with sword/+5 dodge

Skills:
Speak English, Dragonese,Demongogian
Cooking +15 Singing +15  Dancing +20 seduction +23
horsemanship general +10
lore magic and dbee +15
streetwise +14
wp energy pistol
wp sword

hth basic upgraded to hth expert due to training with Merl.



2 rogue skills
Prowl +10
concealment +10
6 other skills
trick riding
card sharp  +10
radio basic +5
radio scrambler +5
literacy english +15
hth expert

3 Secondary Skills
first aid
computer operation
athletics

Gear:

Horse named Lucy, saddle, saddlebags
Riding dress w/
concealed tx-5 pump pistol + 2 clips
folding concealed silver sword
2 bottles of whiskey, riding boots, mirror, bottle of bourbon, camping gear, handcuffs, language translator, pocket audiorecorder/radio/scrambler/computer, 12 computer disks, cig lighter and cigs, pen flashlight, wooden cross.
Wagon, cooking and camping equipment, 1 weeks rations.  NV goggles.

Sunday, June 15, 2014

#65 Law & Order: Nostrous




"In the Federation of Magic Criminal Justice System the people are represented by two separate, yet equally important groups. The Necromancers who investigate crime and the Enforcer who prosecutes the offenders. These are their stories."
  



Nostrous map.


thanks to http://www.inkwellideas.com/roleplaying_tools/random_city/ for themap)
Nostrous notes:
Number markings are places described here:
http://3rdageofdragonwright.blogspot.com/2011/11/city-of-brass-aka-old-nostrous-44.html
more notes on nostrous:
http://3rdageofdragonwright.blogspot.com/2014/04/62-63-return-to-city-of-brass.html 

The Aftermath: Sargent Murkle's Necromancer Nostrous Police Department Report:

"Victim was one Petey the Splugorth Slaver.  Cause of Death, petrification and subsequent removal of the head.  Head had claw marks from small humanoid sided hands, but great strength must have been used due to the massive damage.  Psychic investigation revealed death was caused by a supernatural creature of unknown origin.

Witnesses were a few slaves in one of the barns nearby , but they remain uncooperative.  We were unable to recover footage from Petey's observation orbs, the orbs have yet to be found.

Desslyth the Younger filed a missing slave report with us for two Ogre guards, one barn full of HawkrDuhks and Lady Naya, champion of the Nostrous Gladiator Pit.  Nostrous Necropd Was unable to locate any of the slaves, subsequent investigation of the border towers showed evidence the slaves were smuggled out of town by a ATV pulling a trailer.  Two humans were piloting the smuggling ATV along with a Kreeghor in power armor.

Nostrous Necropd scouts were able to confirm tracks of a heavily laden ATV and lightly laden trailer heading south out of Nostrous towards Golden Age Weaponsmiths territory.

Desslyth the Younger demands retribution or payment from the authorities in Dunscon  for his losses.   He filled a missing property report for the following slaves:
Naya - 10 million
Duhks - 100k each x4 - 400k
Ogre TMen - 400k each x2 - 800 k
Eye of eylor - 40mil each  x5 - 200million
Petey & Bardge - 10mil
Total Losses 222 million
"

Why the report was filed....

In the aftermath of Petey's petrification, Drago teleports back to the Tree.
Leaving his mortal party behind, the others scramble to cover up the evidence.
First Lady Naya Caldor Jimmy and Sparticus battle the observation orbs, 4 remain intact and try to fly away, they are barely destroyed before escaping with evidence.
Sparticus takes 1 eye of eyelor.
Herman takes 2 eyes of eyelor.
Caldor takes 1 eye of eyelor.
Herman buys a ATV and trailor and uses it to smuggle out the slaves.

The group drives From Louisville ~300 miles south to the Huntsville base oil refinery owned by Sparticus.

There they see all the pigs have been slain, hughbot remains guard over the base.  He claims many zombies attacked last night and killed most of the remaining pigs.

Lady Naya and Herman use their cybernight connections to find a supply bardge nearbye.  Theya re told to take a mobile hunter gun with antenna array and send intelligence to the suspected harvestory hanging in Cincinnati.  Something big is happening in cincinati and the knights want to know what.

Herman pilots the mobile hunter gun with 100ft collapsible long range radio antenna.
Sparticus assembles his enforcer and places it outside the base next to the mobile hunter gun.

A single horse rides into town first.. it dies of wounds shortly afterwards.
An hour pases
Later a 2 horses pulling a single wagon with Merl and His Wife come into town, Merl is shot up bad but refuses help, there are 6 people in the back of his wagon who are in comas.   Merl says his party was ambushed by zombies.

Betti Lou gives Sparticus a Pie in exchange for medicine.
Sparticus tries to get people to swear aligiance to the army of thunder for entrance to the base but the npcs camp outside instead.
Sparticus gives betti lou a knitter which she starts using on the injured.
6 folsons are healed with the knitter, only 4 survive, dad mom jane billy
demon locusts are seen flying on the horizon in small numbers.


XP

Sparticus the 8th Level Souldrained force converted into Psi Slayer
 by Nxlas
78975 +1k showin up +200 skills +100 takes 4 eyes of eyelor, gives herman 1 caldor 1 +100 lets duhks make one camp and ogres make another camp outside army of thunder base after party arives in huntsville +400 saves wounded with knitter
80775

Caldor the 8th Level Kreeghor Bounty hunter
with biowizard juicer implant [partially soul drained]
70051 +1k showin up +100 skills +100 takes eye of eyelor from sparticus +25 vaporize zombie in at mass grave in Nashville Ruins +100 rp with merl and 10 southbound wagon train at the thompson station ruins, pcs leave wagons behind and keep going south at faster rate +100 radiation detector alert goes off at a crater south of the wagons, caldor tells party to go around crater +100 watches duhks once at camp to see if one goes out alone, caldor is hungry
71576



Herman the 5th Level Juicer Scout  [partially soul drained]
29081 +1500 showin up +400 skills +100 takes petey's head from drago +100 buys clothes for naya and the 4 duhks +100 trades 30 grenades and 1.2 mil for a Zone Ranger ATV +100 trades 20k for upgraded trailer with 4 seats for atv to pull +100 smuggles out grug and drug the ogre tmen +100 gives ogres bottle of moonshine for voyage +100 takes eye of eyelor from sparticus +100 bribes goblin at gates with potion of ergominds eye to get slaves out of nostrous
+100 gives 2 bottles of moon shine, one to each ogre/duhk camp
+200 gives 10 blackthorn to cybernight staak +100 drinks 2nd potions of (speed?) when threatend by zombies in nashville ruins
32181

Lady Naya the 4th level Cybernight Quickflex Alien
12836 +2k showin up +150 skills +100 takes bathrobe from hermans clucks penthouse +100 meets sir staak the cybernight in secret on bardge, gets mobile hunter gun for surveilance against cincinati and nxlas forces +100 cybernight staak gives naya half of the blackthorn herman gave him, +5 blackthorn potions +100 sends coded raidio message to cyberknights +100 learn wheeler lake coordinates for supply bardge
15486






Friday, May 30, 2014

Mestoph Denali


Girl with a Spear by pijus on deviantART

Mestoph Denali

Federation of Magic Enforcer (Judge, Jury, Executioner)
10th Level Hidden Corrupt

She is currently working as Allistair Dunscon's representative in The city of Brass Nostrous.
She is currently assigned to advise Psi Goblin Mayor Red Eyes as a Federation of Magic Enforcer.
This means keeping the peace between the two major evil factions, the Desslyth the Younger's Splugorth Forces (420+ 500-1000 slaves) and The Necromancers Guild (300 members + 300 undead army +300 slaves).


Publicly Known Clients:
Allistair Dunscon
City of Dunscon Mayor Red Eyes
Cracius

Privately Known Clients:
Drago?
LT Grig the Psi Goblin officer

9th Level Stats:
IQ12 ME 17 MA 12 PS 36 PP 23 PE 20 PB 13 SPD 45
PPE 95

9th Level from FoM
7 ATA +4 ini +8s +4p/d +4 roll +6pull punch

+2 vs magic
Impervious to poisons/disease
Night Vision 1000ft See Invis

Corrupt Magic:
Shadow Meld, Levitate, Agony, Blind, Shatter, Mystic Fulcrum, Aura of Power.
psi stalker ppe draining abilities at victims time of death

Combat Skills: Paired Weapons
WP Knife Blunt Energy Rifle Heavy Energy Demolitions
Punch/Kick 5d6 MD Claw 6d6 Power Punch d6x10 power claw 2d4x10

10th Level + Ultimate Edition Stats:
She has grown in power.  

106MDC / 100HP 200SDC PV 6/8 transformed
101PPE

Combat:
7 ATA +4 INI
+8 to strike hand to hand/halbred
+12 to strike with vibroknives/neuro mace
+13 to strike with thrown vibroknives
+5 to strike with energy rifles
+4 to strike with heavy energy weapons (car cannon)

+4 to parry hand to hand
+8 to parry with vibroknives/neuro mace

+4 to dodge

She used to be a lawyer...shes starting to remember that more and more.
New Skill @ Level 10 +30% from remembering...
Law: Federation of Magic 65%

Old Skills increased to 10:
Prowl 65 Climb 98 Track by Scent 81 Camo 65 Rec Weap Qual 70 Demolitions 89 Demo Disposal 89 Escape Artist 75 Intel 69 Tracking 90 Wilderness Survival 85 Palming 65 Pick Pockets 70 Seduction 59 Streetwise 67

Gear:

Rides Oborous Slitherer with throne harness mounting
Starfire Pulse Cannon 4500ft range +1str 2d6x10MD 12shots/8ppe clips
8 spare ppe clips


On Her Person:
The Black Halbred ,thrown 1000ft range 6d6MD x2 to good creatures
Concealed TW Mystic Powerarmor woven into her clothing 225SDC/75MDC
Neural Mace
Bandoleer of 6 Vibroknives, grenades 2 flash freeze, 2 smoke, 2 poison gas, 2 animate dead, 2 carpet of adhesion, 2 heavy fusion blocks


Combat Moves restricted to TW Suit and weapons only unless she is injured or enraged at which time she transforms...

Denali's Legal dealings with Drago: (by Drago's player, +200xp)

[Background}
Drago & Denali First Meet
Episode #40- Crippled with a broken leg, one severed arm, and one cyborg leg the consciousness of Drago is imprisoned in the frail human body of a 15 year old boy. Upon limping along a riverbed Drago (then known as “John”) peers across river to see an apparent female corpse. This woman, Drago later came to know as Denali.
There were signs of a large explosion near Denali's unconscious and motionless body . Using a tremendous amount of the ambient PPE Drago managed to stabilize Denali's dire state using perpetual healing magic.
Upon leaving Denali with Lord Dunscan, Dunscan berates then threatens to kill Denali for reasons unclear to Drago.


{Current Role Play}
Drago is summoned to a coffee shop to meet the alleged Head of the Federation of Magic
Upon seeing that Head of the Federation is Denali, Drago lifts the visor from over his eyes and rips a toothy genuine smile as stops to sit at their table.
Always a pleasure to see our status improve so dramatically each and every encounter.”
Tapping her nose [Denlai] slides a scroll to [D]rago [saying]  "Dunscon wanted you to know of the new charter and says you are welcome to join the federation once you have your 4 points."   She doesn't seem to think the demons [locusts] there are a threat to the federation...  She puts out her hand  "For a fee I will act as your lawyer in federation business, do you truely wish to be a lord?  There still might be a..legal way to do so..."  Her smile after speaking is most wicked.
Drago engulfs the charter scroll with his dominant right hand while reaching into his harness with the other. Keeping a cozy smile Drago slips the charter scrolls into a slot on his new harness while bringing his clenched left paw of claws over Denali's outstretched hand. Releasing his grip a small shower of gold coins overflows Denali's palm as Drago adds:
Aside from a one or two choice magnates my fascinations with the Federation lay primarily in its rich and vast volumes of magic lore, prowess, fusions, traditions, history, and experimentations. The pros and woes of Federation politics I find both intriguing and novel. Perhaps you could lend an outsider some insight into the inner workings of unseen machines that move mountains of men. Perhaps you can arrange so that I may have clearance to purchase any scroll for sale within the Federation's jurisdiction or enroll in any lore or casting program.”

[Subtract 1 million worth of Gold coins from Drago]

Wednesday, May 28, 2014

#64 City of Brass Nostrous "Kill Petey"


the herbologist by Buuya on deviantART


Herman buys these magic english herbs in the City of Brass from a wizard named Neville.

40x Dagoda Scepter Invulnerability Potion
20x Belladonna Potion
20x Black Hellbore Potion
40x Blackthorn Potion
10x Ergot Minds Eye Potion
20x Ginsing Super Speed Potion
10x Holy Thistle Supernatural PS Potion
20x Mistletoe Float Potion
-2.5 million

Drago asks Denali for a favor and she tells him to do a job for Petey first.
The group goes to the arena, finds petey, a splugorth slaver.
Petey wants to hire Drago's "slave" caldor to fight in the arena for him against a captured cybernight, Lady Naya.

There is much haggling over weather caldor will fight, but after petey insists he wear a parasite to keep him from running out on the fight, caldor retreats.
Caldor and is in the top penthouse of Clucks the hotel herman rented out for 250k at high lifestyle (1months rent paid).

Drago continues to negotiate with Petey, even after the deal broke down for Caldor.  Drago had been offered a scroll of ressurection, a scroll of wall of lictalon, and a magical knife with a brass orb on one end. 

Finally the group leaves for the night and shops more in town.

The next morning Herman bribes some ogre tmen they meet on the street.  Angry at being slaves the tmen let Herman and Drago enter the arena quietly.

Drago then sneaks in to talk with Petey who is now more alone than before due to the early time of day.
Drago petrifies petey after negotiations sour. (he rolls a 2 to save).

Bluey is still recovering from his biowizard armor modification.

XP:
Drago the 8th Level Drago Hatchling [soul drained]
111680 +200 kill petey +1000 showin up +100 rp +100 trades with herman
113080

Sparticus the 8th Level Souldrained force converted into Psi Slayer
 by Nxlas 77675

+100 rp hating on city of brass +1000 showin up +100 rp +100 watching petey get petrified
78975

Caldor the 8th Level Kreeghor Bounty hunter
with biowizard juicer implant [partially soul drained]
68826 +1000 showin up
+100 rp about being kreegor only race freed from splugorth +75 skills
+25 running into hermans penthouse clucks to avoid splugorth slavers he perceived were going to persecute him +50
+100 ogre rp, kreegor are a symbol of successful rebelion against the splugorth and his apearance was taken as a good omen by the tman ogre slaves, inciting their rebeliion and giving them a sense of freedom they had not had in some time
70051

Herman the 5th Level Juicer Scout  [partially soul drained]
27006 +1500 showin up +100 ogre rp +125 skills +100 befriend grug the Ogre Tman and leader of one of the arena guard shifts. +50 +100 gives drago 1 blackhelborn 1 blackthorn 1 holythistle 2 belladonna from his stash +100 watching petey get petrified
29081

Lady Naya the 4th level Cybernight Gladiator and reining champion of the City of Brass Arena
8561 +2k showing up +2k good sport award (didnt get to play much since it took till the very end to kill petey and she had a dog colar invisible fence style sybmiot holding her in the slave barn) +75 skills +100 meet 4 hdn slaves +100 watching petey get petrified
12836


http://3rdageofdragonwright.blogspot.com/2010/02/hdn-liberation-army-fighter.html

Enslaved are 3 normals 1 vet Sarge Slooosss HDN fighters with Lady Naya at the moment in the slave barn next to the arena.  Lady Naya can see Drago has petrified Petey from the window of the Barn.


Petey's price to sell her on the slave market was 10million.  The Hawk Duhks were 10k each.

Petey has a 3 woman RES squad, 1 vet, normal daughter, green grandaughter.  Their location is unknown.


http://3rdageofdragonwright.blogspot.com/2011/02/res-squad-altara-warrior.html

Also nearby is Grug, Ogre T-Man, and 3 other ogres in his security squad who let the group in after seeing caldor.



Monday, April 21, 2014

#62-63 Return to The City of Brass


1001: The City of Brass by ArtMagix on deviantART

recap:
Drago is trying to conquer 4 Nexus points to become a Federation of Magic Lord.
One of the 4 points is in Cincinnati.

After a battle with the demon locust the group travels north towards Cincinnati.

The locust says he is there watching for the end of the world.

As the group nears Cincinnati they see there is a swarm of locusts infesting the ruins.

Herman's power armors feet were damaged by earth quake magic to the group decides they need repairs before attacking the swarm.
They go to visit what they know as the city of Brass aka Old Nostrous.

Nostrous is built out of the ruins of Loisville KY along the ohio river.
Population: 4200, 50% free human magic users, 10% psi goblin, 10% demon, +10% splugorth races +20% slaves
Defenders: 120 shadowbeasts + strong militia
Defenses:  20ft Brass walls, 4 tw magic cannons on brass towers.
Mayor: Lord Red Eyes

http://3rdageofdragonwright.blogspot.com/2011/11/city-of-brass-aka-old-nostrous-44.html


View Larger Map


The following purchases are made in town.  Only magic items are made domestically.
Most tech is x5 the cost due to the limited access to imported goods in the magic zone.

Herman:  Power armor feet repair at reality bytes tw store 1.3mil
-20x16k carpet of adhesion tw grenades
-20x5priced heavy fusion grenades for 800000

Magma Hound by nachtwulf on deviantART
Bluey: Bio Wizard Armor modification 200MDC -8mil

Drago: TW Mystic Powerarmor -2mil
x2 mystic fulcrum scrolls -200k
x3 bufuddle scrols
1 ID Plants scroll 10k
510k, pays in gold 5k, has 9.5mil gold left?

Caldor: 12 plasma mini missles at x5
12 ap mini missles for -132k at x5

Sparticus: -2mil mystic powerarmor

A goblin LT Grig sends for Drago.
Then they go visit who they are told is the head of the Federation of Magic.  It turns out its just Denali and a female demon who talk with the group in the coffee shop...

Tapping her nose she slides a scroll to drago.  "Dunscon wanted you to know of the new charter and says you are welcome to join the federation once you have your 4 points."   She doesn't seem to think the demons there are a threat to the federation...  She puts out her hand  "For a fee I will act as your lawyer in federation business, do you truely wish to be a lord?  There still might be a..legal way to do so..."  Her smile after speaking is most wicked.

The charter:

http://palladiumriftsfansite.wikia.com/wiki/The_Magic_Zone_Federated_Charter

The Magic Zone Federated Charter

Also known as the Federated Charter of Dominion Ratified by Lord Alistair Winston Dunscon and the Federation of Magic Council circa 105 P.A.Preamble“I, Alistair Dunscon, the true leader and power of the Magic Zone, in order to form a more perfect Federation, establish law, insure domestic stability, provide for the common defense, promote general welfare, and secure the strength and dominion of our Empire for ourselves and our prosperity, do ordain and establish this constitutional Charter for the Federation of Magic.”
Article I.Section 1
All legislative powers herein granted shall be vested by myself and myself only. All other law-making powers maintain independence but are subservient to me. I conduct the overall governing of the Federation of Magic. My word is law.
Section 2
My position as Overlord of the Federation of Magic is by birthright. It is eternal and uncontestable. Those who do not defer to my power do so at the risk of their lives.
Section 3 Clause 1: The Federation Council shall be composed of thirty Federation Lords. The most politically powerful and magically accomplished lords of impeccable lineage or history within the Federation have automatic acceptance into the Council until all Council seats have been filled.
Clause 2: In the event of vacancies within the Council, if there are no candidates of proper eligibility, I shall issue a Notice of Membership to whomever I deem worthy.
Clause 3: The Council shall designate a Speaker during meetings. The Speaker shall conduct Council meetings and votes. Unless I state otherwise, I am ALWAYS the Speaker.
Clause 4: In my absence, there cannot be a Council Meeting unless given my express permission.
Clause 5: Council membership is for life. Section 4
The Council shall assemble whenever I issue a summons. Failure to appear is not recommended.
Section 5
I determine the rules of Council proceedings, dole out punishment for misbehavior or failure, and by my will and/or the concurrence of two-thirds of the members, expel a Council member.
Section 6
Every law, Declaration of War, and Treaty that is to be passed by the Council, shall be presented to me. If I approve I shall sign it, but if I do not it shall be discarded without question.
Section 7 Clause 1: The Council and I have the power to lay and collect taxes, duties, imposts and excises, to pay debts and provide for the common defense and general welfare of the Federation. All duties, imposts and excises shall not be uniform. Rather, they will change from lord to lord and kingdom to kingdom. The Council and I uniform power;
Clause 2: To regulate commerce with foreign nations, and among the hundreds of Federation Lords, kingdoms, cults, guilds, towns, cities, orders, brotherhoods, etc., through direct action or through the formation of quorums.
Clause 3: To establish uniform Laws throughout the Magic Zone.
Clause 4: To promote the progress of magic research and development, as well as the civil development of roads, cities, bridges, etc. The Grand City shall be rebuilt, the old municipality ruled by my father.
Clause 5: To define and punish transgressions committed against the Federation of Magic or within its territory.
Clause 6: To declare War, Treaties, and Letters of Reprisal.
Clause 7: To make Federated Laws that shall apply on a Federation-wide scale for all the individual governments of the Magic Zone.
Clause 9: To provide for calling forth joined Federation forces to repel invasions or quell insurrections.
Clause 10: To provide for organizing, arming, and disciplining any Federation forces required for joint military operations.
Clause 11: To commission competent individuals to lead Federation forces and to dismiss or punish commanders who’s conduct is in conflict with my intents and goals. Section 8
I alone have the power to authorize full-scale intra-Federation invasions or assaults. Warfare between lords within the Federation ‘quorum pars magna fui’ is my jurisdiction.
Section 9
The Writ of Habeas Corpus shall not be acknowledged by the Kingdom of Dunscon or affiliated kingdoms.
Section 10
All lords must contribute one-thirtieth of their annual income or personal financial assets to the Federation Treasury per every three hundred and sixty-five days. The wealth of the Treasury can only be accessed by myself or in consequence of appropriations made by law.
Article II.Section 1
In the event that I am not present in the Magic Zone for a considerable period of time, I shall appoint an ‘Overlord pro tempore’ to act in my absence.
Section 2
The Council and I shall receive Foreign Ambassadors, Diplomats and other public ministers who seek interaction with the Federation.
Section 3
Treason against the Federation of Magic, shall consist of levying war against us, conspiracy against my throne, adhering to our enemies, and/or defying my Word. The Act of Treason is punishable by Death or Eternal Torment.
Article III.This Charter can only be amended by I, Alistair Dunscon, Lord of the Federation.
Article IV.Section 1
This Charter, and the laws which shall be made in pursuance thereof, shall be the supreme Law of the land. All Federation Lords and their minions and subjects shall be bound thereby.
Section 2
Each Federation Lord is responsible for insuring that his subjects and minions follow the Laws of the Charter and of the Federation. Each lord is responsible for maintaining order within his borders. Any lord who cannot do so shall be stripped of his lands and subjects. They shall then be given to a more competent sovereign.
Section 3
Each Federation Lord is responsible for his own fighting force. Against rivals and enemies from within the Federation, a lord should and must be able to protect his own.
Section 4
In times of war or against large-scale threats to the Magic Zone, Federation Lords shall conscript up to fifty percent of their military forces for the formation of a joint Federation army.
Section 5 Clause 1: For a Wizards’ Duel to be officially recognized by the Federation, the competing mages must inform the Council. A challenge shall be formally lodged and then accepted by the opposing party. An unanswered challenge cannot proceed.
Clause 2: The Duel shall be witnessed by a representative of myself or the Council. The Victor of the Duel is entitled to the lands and property of the defeated opponent. If a Duel has not been officially recognized, then the Victor has no claim to the lands and property of the defeated opponent, and they will be confiscated by the Federation.
Clause 3: Duels are restricted to only two mages at a time. Section 6
In wartime, every home in every Federation kingdom shall be prepared to quarter Federation troops, with or without the consent of the Owner.
Section 7 Clause 1: In criminal prosecutions, the Federation of Magic is not obligated to inform the accused of the nature and cause of his accusation, or grant a trial. If a trial is granted, the accused is not assured an impartial jury, a compulsory process for obtaining witnesses or evidence in his favor, or the assistance of Counsel for his defense. This is especially true in the prosecution of high crimes (treason, assassination, etc.)
Clause 2: No Federation Lord shall make or enforce, within his kingdom, personal laws that conflict or contradict the Laws in the Charter or Laws passed by the Council or myself. Federated Laws and the Laws of the Charter supercede all personal and private laws.
Clause 3: No Federation Lord shall ever be deprived of his lands or property without due process, due cause (incompetence) or unless required in times of War or Rebellion. Life and liberty however, are not as assured. Section 8 Clause 1: No law shall be made prohibiting the establishment or free exercise of a religion or cult as long as it is not a threat to the interests of the Federation of Magic. All qualifying organizations possess Terrestrial Immunity.
Clause 2: No law shall be made prohibiting the practice, research, or development of ANY School of Magic. Section 9
The annexation of new territory into Federation domain shall be passed by myself and/or with the concurrence of two-thirds of the Council members.
Article V.Section 1 Clause 1: Citizenship within the Federation of Magic requires recognition by one of its sovereign powers.
Clause 2: Citizens shall be expected to adhere to all laws of the Federation of Magic.
Clause 3: Non-Citizens have NO rights in Federation territory. Section 2
The whole of the Magic Zone is claimed by the Federation of Magic.
Section 3
All unallied communities within the Magic Zone shall pledge allegiance to its sovereign power, the Federation of Magic, or be destroyed. Dissenters and Impartial parties shall no longer slow the wheel of progress.
Section 4 Clause 1: Initiation or Involvement in Temporal Violations affecting the outcome of events within the Federation’s Time Stream is punishable by Death or Eternal Torment.
Clause 2: To oversee and enforce this directive, I have commissioned the creation of a Temporal Protectorate. Section 5
The wisdom and precognitive/prophetic visions of the Grey Seers shall be restricted to serving Federation interests only. Any Grey Seer who acts outside this mandate and councils individuals not of the Federation shall be charged with treason.
Section 6
Individuals on official Federation business have Terrestrial Immunity and must be allowed passage through any territory in the Magic Zone.
Section 7
The Magic Zone is a non-extradition territory. Any convict or refugee fleeing a foreign power or organization shall only be returned to his pursuer if it suits Federation interests.
Section 8
The Cyber-Knight Fellowship of Lord Coake is, from this point on, a declared enemy of the Federation of Magic. No Cyber-Knights under Lord Coake’s service are permitted in Federation territory. Those knights currently within the Magic Zone who do not leave immediately, or enter the Zone after the declaration of this Charter will be met with Lethal Force.
Alistair Dunscon Carathrax
Silidor Ünas
Ezekiel Snow
Occam
Stavros
Ometik’lan IV
Schrier
Lord Red Eyes
Anyon
Lady Silvermask
Garanagar Gilgannon
Dalfen
Hekhasor
Malkin Nevermore
Xerxes Lucanus
Draco Keu Saekhun
Vaquet
Malachai Darkhold
Haagenti Beleth
Karaksheem
Andrealphus
Aerishiva Blackheart
Skullen Macabra
Morinoré
Erebus Helicon
Lord Yasuva
Sessiphestisen