Wednesday, May 13, 2026

137 138 379 Vaneland

137 ESCAPE FROM GAS!

 Caldor bribes coalition enforcer pilot TOD 5 mil to leave rat convoy alone.

Rats tunnel into west and escape mostly intact to vaneland.

Caldor 132776 500 Survival 300 skills +100 takes rat job +100 bribe enforcer +50 get frequency to contact rats

TOW 88425 600 Survival 500 skills +100 takes rat job +50 get frequency to contact rats +100 survive enforcer

Cam 55090 700 Survival 275 skills +100 takes rat job +200 first +50 get frequency to contact rats +100 survive enforcer +1000 saves a baby which she gives to rats later

Zak 16550 2000 survival 75 skills +100 takes rat job +50 get frequency to contact rats +100 survive enforcer +100 learns his bluebook can deflect

Razor 9675  3000 survival 200 skills 100 rp 100 gets rat elders to get party mech repaired +1000 rp +100 takes rat job +50 get frequency to contact rats +100 survive enforcer

14325 Razor has Leveled

Rats help AI Robot gets enforcer head welded ontop of normal head to provide sensors and combat computer lost in previous adventure.


138 INTO VANELAND

3 rat elders, 3 rat robo vehicles, and 10 rat cargo containers on wheels towed by one of the robos come into the FADE TOWN of VANELAND.

Deep within the overgrown ruins of the Indiana "Hoosier" National Forest, the air occasionally thrums with a low-frequency hum that vibrates the teeth. When the ley lines surge, the mist parts to reveal Vaneland, a "fadetown" that exists only when the dimensional fabric is thin enough to tear.



The Location: Vaneland

A coalition Trooper crucified at the edge of a clearing marks the way...

Vaneland looks like a high-tech truck stop grafted onto a medieval courtyard. It sits squarely atop a minor ley line, which provides the arcane energy required for it to phase into Rifts Earth.

  • The Watering Hole: At the center is a massive, glowing trough of "Charged Water"—ley line energy condensed into liquid form. It is irresistible to the mounts of the Simvan, acting as a powerful restorative for mega-fauna.

  • The Atmosphere: The town consists of semi-translucent buildings that shimmer like a mirage. When the town "fades out," anyone not keyed to Vane’s dimensional signature is deposited unceremoniously into the empty Indiana woods.

  • Vaneland General Store Radio Tower:  250mile range, 250cr/minute to use

  • Vaneland General Store Matrix Link: 25000 cr / day to use

Basic Statistics

  • Population: 18 (Result of rolling $6d6$).

    • 9 Vaneminions Guards: Unknown jumpsuit-clad demons guarding the fadetown.

    • 6 Simvan Customers: Members of the Pervic tribe utilizing the watering hole.

    • 3 D-Bees: (Calculated from remaining $1/6$ populatin


Population: 18 (Result of rolling $6d6$).

  • 9 Vaneminions Guards: Unknown jumpsuit-clad demons guarding the fadetown.
  • 6 Simvan Customers: Members of the Pervic tribe utilizing the watering hole.
  • 3 D-Bees: (Calculated from remaining $1/6$ population).
  • Quick-Flex Leyline-Rifter Postman for Federation of Magic offering Magic Pidgeons 1000
  • Larmac Vagabond Vaneland Handyman Offering Repairs:
  • TW Repair/Ammo Rates -50% Recharge PPE Eclip 1000 
  • Tech Repair/Ammo Rates +50% 
  • Grackle Tooth Earth Warlock Vaneland Watering Hole Guard, ppe water sales, trade for scrap
  • Size: Hamlet (Fadetown).

  • Government: Magocracy (Totalitarian rule under Vane).


Strategic & Magical Features

  • Location: Indiana "Hoosier" National Forest, situated directly atop a Ley Line.

  • Defensive Capabilities:

    • Phasing: The entire settlement can phase out of existence for $1d6$ hours.

    • Guardians: 9 Vaneminions with night-glowing eyes and "V" forehead marks.

    • The Triumvirate: Linked to three regional nexuses (Whispering Spire, Red Cleft, Dead Grove).

  • Primary Economy:

    • Magic/PPE Services: Centered around the "Charged Water" trough for mega-fauna restoration.

    • Trade: General store ("Vane's Emporium") specializing in ammo, trading, and supplies.

    • TW Market: Significant liquidity; agents have been known to recover up to 5 million credits from local engagements.  Buying scrap, precious metals, and gems.

    • Selling common TW items.  (Uncommon items take a streetwise/find contraband roll.)

    • TW Firebolt pistol 80000

    • TW Laser Pistol 100000
      TW Shard Pistol 50000
      TW Shok Pistol 40000
      TW Starfire 160000
      TK pistol 130000
      TW Flameburst Rifle 300000
      TW Eagle Eye Marksman Rifle 160000
      TW Force Cannon 600000
      TW Helfire Shotgun 120000
      TW Nova Rifle 260000
      TW Oldstyle Lightning Rifle 160000
      TW Sapper Shotgun 325000
      TW Snare Gun 350000
      TW Sonic Rifle 640000
      TW Storm Rifle 560000
      TW Starefire Pulse Cannon 1040000
      TK assault Rifle 180000
      TK60 Light machine Gun 200000
      TK80 Heavy Machinegun 320000
      TW Dragonfire Flamethrower 300000
      TW Heavy Firedemon Flamethrower 900000
      TW Water Pistol, Rifle, Shotgun, Grenade Launcher, Water Bazooka, Water Canon
      TW Battle Skimmer Flying Craft 20000000
      TW Ley Streaker 12000000
      TW Seaside Hover platforum 700000
      TW Tech flying platform 300000
      TK Flyer Classic Gyrocopter 200000
      Tree trimmer tw flying bicycle 10000
      TW Wing Board 20000
      TW Wing Board: Cresent 700000
      TW Wing Board: Turbo 400000
      TW Jetpack 300000
      TW Hover yacht 300000
      TW Boat small 80000 mid100000 large 225000
      TW Windjammer frigate (huge boat) 480000000
      TW Glittermount horse 20000000
      TW Ironhorse heavy locomotive 500000000
      TW Trailblazer ATV  16000000
      TW Zoneranger ATV 4000000


Settlement Amenities

FeatureDescription
The Watering HoleA ley line-fed trough used by Simvan riders to heal and recharge their beetles and dinosaurs.
General StoreA rustic, semi-translucent "shimmering" building providing technical and magical gear.
Ley Line TapProvides 240-480 PPE depending on Ley Line surge levels, fueling the town's stability.

Social Dynamics

  • External Relations: Acts as a territorial buffer and anchor for the Federation of Magic.

  • Internal Security: Vaneminions enforce Vane's will with "Phase-Strikes" that bypass physical armor.

  • Stability: Low/Transient; the town is only stable enough to serve as an HQ because of Vane's level Shifter abilities.


Vane

Vane is a calculating dimensional architect who views the Simvan as a necessary "outer guard" for his sanctuary. He is gaunt, wears a high-collar armored duster, and never speaks above a whisper.

The group finds VANELAND, a trading post controlled by vane, the shifter leader of town, he negotiates with caldor who is also a named federation of magic knight. Vane demands a toll...


Not believing they are for real, vane asks one of caldors minions be marked as PROPERTY Of VANE

caldor volunteers towjam who gets a property of vane tatoo

Xp

Caldor 500 Survival +200 rp as knight of federation and getting tow tatooed +100 first +100 gt +100 skills

TOW 600 Survival +100 gets tatoo "property of van" knights armor +250 skills

Kai 28250 +1000 Survival +100 rp +125 skills +1000 save scout kai bribes someone 2 eclips +100 +300 order 3 ratlings to their deaths


Zak 1500 Survival +100 second +50 skills +100 reads blue book

139 PROPERTY OF VANE

For safe delivery of the rats out of the Coalition Gas war, Kai paid 1.5 mil black market credits by rat elders, keeps 400k, gives zak 200k, tow 200k, cam 200k, caldor 500k

given coordinates to heavy water and plans

send 3 rats to their death to find the water for pcs (kai rolled a 1 for their ability to do it, 51 or higher needed) rip sparkle tail and two fueding children of kreeghor faction rats

elders reluctantly give cameron the coordinate a 2nd time to avenge sparkle tail with some finger wagging

tatoo consequences for towjam

"Property of Vane" Vaneminion Armor Tatoo 

20 M.D.C. per level of the Tattooed Man's experience. 9x20=180MDCx3=540 SDC

Usage Side Effects:  Ensorcelled to Vane, eyes glow purple, Vaneminion jumpsuit armors user with bluish leyline like energy, V marks on head and chest plate.

Lore Magic users seeing the tattoo activated get a streetwise or intelligence roll to identify Vaneminion magic as that of an infamous Federation of Magic Lord.

simvan enter vaneland, try to eat children of kreeghor who remain camped under mech, caldor drives them away with gunfire from mech and negotiates their stay in town by talking with the simvan leader.

NPCs:

VANE

HORSE AI

NGV7 ROBOT AI

VANEMINIONS

VANEMERCHANT MINION with 4 arms

Sparkletail (deceased)

The Three Vane-Knights

Holding these nexuses are Vane’s "Generals"—Greater Demons from the same silent, jumpsuit-clad dimension as the Vaneminions. Unlike the minions, the Knights are articulate, cruel, and possess distinct personalities. They wear heavy, obsidian-colored M.D.C. Plate Armor over their jumpsuits, with the "V" on their foreheads glowing with the intensity of a dying star.

Zak intercepts a magic pidgeon!




  • Knight Malphas (The Spire): He carries a "Black Hole Mace" . sends his boss a magic pidgeon about slaying an enforcer the group bribed earlier that was trying to flee through his territory with some bribes.

other two knights still a mystery!

XP

Caldor 500 Survival +50 meet simvan +100 drive off simvan trying to eat rats +150 skills rp 100 meet Children of Kreghor rat followers 4 remain alive +50 send 3 rats off to coordinates who all die

118925 bounty hunter / 135776 total

TOW 600 Survival +50 metatoo consequences for towjam +50 meet simvan +100 drive off simvan trying to eat rats +75 skills  +50 send 3 rats off to coordinates who all die +100 gets knight armor tattoo powers recovers for 24hrs from pain,

91750

Cam 700 Survival +50 meet simvan +100 drive off simvan trying to eat rats +250 skills ++50 send 3 rats off to coordinates who all die +1000 hold baby

59665

Kai +1000 Survival +300 skills +2000 save 2 rats lives  +50 send 3 rats off to coordinates who all die
34225

Zak +1500 Survival  +50 send 3 rats off to coordinates who all die
Princess Shak +10000 survival, wakes in the mech and moves ontop of the reactor core before curling up and going back to sleep.
22275 Zak Has leveled up


NPCs:

4 level 1 ratlings saved pile into the mech, the last of the remaining rats other than Kai.  
The rest of the rats start leaving to go west.


Knight Malphas challenges TOW for a duel to be the only knight to rule THE SPIRE!


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