This archive contains all the posts from the Cave of Life PBeM adventure:
The wastelands of the post-holocaust world are a dangerous place, where fresh water is scarce and heroes brave enough to defend it even scarcer. Storms of radiated wind, blights lasting years, and bands of mutated raiders are just some of the hazards that threaten to squelch good men and communities from rising from the ashes to find a new future.
You are a member of the Nightwind Tribe of savages. Your home village, named Lau, is located in a desert area known as the Deadlands. Your tribe has long held one hallowed site sacred above all others. It is the location of a certain mystical "cave", to which young warriors of the tribe are sent to prove themselves as men in the eyes of their peers. The so-called "Cave of Life" has long been known to the Nightwind Tribe as a place of great evil and mystery. Lying in the middle of the Deadlands, it is simply an open portal in the earth - no hill, no mountain - sometimes lost for years by the great sandstorms known to ravage that desolate wasteland.
This tube leads straight into darkness to a great labyrinth of hollowed-out caves and tunnels in the mighty desert rock. When their ancestors first came to the cave dying of thirst, they discovered within a complex of a strange and unnatural kind - twisting, smooth-rocked tunnels, water-filled chambers, and vaults filled with unnamed subterranean scavengers. They also found a great source of water, a magical "spring", from which the water never seemed to stop flowing. Despite this rare and miraculous find, there were great dangers lurking in the unknown complex and so they moved on, always remembering the cave’s location, passing its position down to each new generation.
The ritual of manhood now serves two purposes. The aspirants who go there not only face the legendary dangers (the mystery of what dwells within alone stands as a great barrier - the sounds of some great beast have been reported over the years, though this creature has never actually been seen) and thus prove themselves brave, but also are sent to retrieve a substantial supply of the fresh water there to keep the village sated.
You and your fellows have seen the efforts and toil of your forefathers to build a hopeful future for your small tribe, and you have lived well among the others behind the adobe walls of your desert home. Yet the time comes when you and your friends, nearing adulthood, will be required to pass the rite of manhood that all warriors and heroes of your tribe have taken since ages past. You have chosen to travel to the infamous Cave of Life, and retrieve water from the endless supply said to be hidden deep within the complex’s many twisting caves. You must brave the dangers of the cave, its rumored denizens, and return laden with water to your community so that you can take your place among the worthy.
On the evening of your departure, the tribal elders gather your group together to begin the ritual of manhood. During a lengthy ceremony, you receive directions to the Cave of Life and are instructed to return laden with water. The party swears to keep the location of the Cave a secret and are loaned a small pack beetle (a mutant bug about the size of a big dog), complete with large saddlebags, to transport the bounty.
Immediately after the ceremony you set out for the Cave of Life. For almost a week you trek through the desert, living off the land as much as possible to conserve your supplies. (The fringers make several Survival checks - all above 10 - and are able to provide food and water for everyone. Likewise, Krang-Nar makes successful Navigate checks to safely lead the party.) Traveling at night, you manage to avoid hostile raiders and mutant beasts. Following the directions of your elders, half concealed in deep spiritual poetry and deceptive metaphors, you at last find what must be the entrance to the Cave of Life.
Here, the flat level expanse of the desert suddenly gives way to isolated bumps and rises, as if the sand is acting to hide some secret just below the surface. A few hundred paces up ahead, silhouetted by the rays of the rising sun you see squat metal "pillars", perhaps fifteen feet high or so, jutting from the ground.
Nearby, amid a circle of rubble, the observant among you spot something of quieting wonder - a section of cracked stone, cleared of sand, at the center of which lies a huge "hatch" of thick metal, almost as large as a man. Jammed open by thick flakes of age-old rust on its heavy iron hinges, it seems to beckon your approach with an almost malevolent impatience.
"There is danger here." says Nappy. "The land is poisoned." (Mild radiation level, exposure for more than a day will lead to ill effects.) Martuk's geiger counter confirms Nappy's radvision. It would be unwise to camp in this area.
Carefully approaching the hatch, you take a closer look at the entrance. A narrow shaft, made of some remakably smooth stone - no doubt worked by some unknown hand - descends into the cold darkness below. A set of metal rungs are set into the shaft. Peering downward, Nappy states, "The poison lessens as the shaft deepens." Clacher responds, "I am ill-suited to the wasting sickness. We should get underground quickly." (The Freak nods his heads in agreement.)
Before rushing into the cave, however, you take a moment to check out your surroundings. (GM secretly rolls Search checks for the party. Nappy and Clacher roll well.)
Several party members examine the thickset metal pillars. They are all highly worn and perforated with fist-sized holes. On one of the sentinels Nappy finds some faded grafitti, which he reads aloud: "Surpac was here." Surpac was a hunter from your tribe; you looked up to him in your childhood, but he never returned from his journey to the Cave of Life.
The rest of you explore the rubble and cracked stone. Amidst the debris, Clacher finds signs of other visits - the remains of a campfire, nearly lost in the sand. (GM rolls a Survival check for Clacher: 17+7=24.) Examining it carefully, he discerns that the remains are a couple weeks old at most; somebody must have stopped here in the recent past.
You find no other items of interest in the area. The entrance to the Cave of Life beckons. Are you brave enough to enter?
(Presumably you will wish to proceed. The shaft is narrow enough that you will have to climb down single file. Please let me know what order you wish to descend in. The pack beetle can safely be tethered above ground - it will probably just dig itself a small hole and sleep. Let me know of any other preparations you wish to make before entering the cave.)
Clacher responds: "We have already looked around, and the cave entrance is before us. Since I can't withstand the wasting sickness I propose we enter the cave. Weapons ready, of course."
Martuk adds: "Sounds good to me! Let's not give anything that might be down here too much time to react to our presence..."
From Beeble...: "I'll go second with a torch and a heightened sense of caution about what we're going to encounter down there."
...and Brox: "I wanna be careful!"
Krang-Nar: "Sounds good to me. LETS ROCK. Slot me in where ever there is room. I will take up the rear if it does not really matter and will go ahead after we are on more even ground, that is my specialty I presume."
Striking his flint and steel, Beeblebrox lights a torch while the others prepare to descend. Nappy tethers the pack beetle to a twisted steel beam near the entrance. "Onward to fame, riches, glory, and fresh water!" utters Clacher as he climbs into the shaft. A few moments after him, Beeblebrox follows downward, his pincers fumbling somewhat on the ladder rungs. By the light of the torch, you see now that the shaft descends about forty feet before opening up into a chamber or room below.
(The GM rolls some dice and is dissapointed at the results.)
Before anyone else has a chance to follow, Martuk flinches. "Beware!" he yells. "Foes!" (Martuk's Sixth Sense detects a surprise attack.) Clacher does not hear Martuk's warning; but his keen scent has already detected a whiff of ozone and he snaps alert, peering downward intently. (Keen Scent mutation.) A large arachnid, about the size of Nappy, is climbing up the shaft towards Clacher. Arcs of electricity jump from its maw. You recognize the creature as a jetder.
(Jetders are giant spiders, typically sickly green in colouration, with the ability to generate powerful electical surges. While not the deadliest of predators, they can pose a significant threat if their prey is caught alone. Luckily for our heroes, Martuk and Clacher detect the creature before it attacks. The other party members are surprised, however. Initiative rolls: Clacher 17+2=19, jetder 11-1=10, Martuk 5+2=7.)
Clacher aims his crossbow and launches a bolt at the spider. (Ranged attack: 11 +4 +1 (Desert creature) -2 (circumstance penalty) = 14. Hit! Damage is 7. Jetder's Climb check 19+4=23.) The bolt strikes true, piercing the creature's abdomen, but it does not slow the spider's ascent. The jetder swiftly climbs the shaft, striking at Clacher before he can ready another shot (Bite attack: 7+5=12; Clacher is considered flat-footed because of his position on the ladder (Defense 13).), but he is able to dodge the attack. Martuk draws his bow and notches an arrow, (attack action) but does not have time to fire. "My shot is blocked!" he yells down to Clacher and Beeblebrox.
(Surprise round is over; first regular round. Initiative rolls: Beeblebrox 14+2=16; Nappy: 13-1=12; Krang-Nar: 1+5=6.)
Clacher delays his attack and yells "Climb up! Get away!" to Beeblebrox, who scrambles out of the shaft (double move). Clacher now lets loose another bolt, firing at point-blank range, while emitting his piercing shriek attack. (Attack roll: 5+4+1-2=8. Crossbow misses! Shriek does 2 points sonic damage.) Clacher's bolt misses the mark, but his shriek inflicts damage. Nappy spends some time sizing up the foe (Exploit Weakness talent), then readies his crossbow. Martuk fires his long bow at the jetder (Ranged attack: 13 +3 -4 (blocked by Clacher) = 12.), but misses. The jetder strikes again at Clacher (Bite attack: 5+5=10. Miss.), and once more the fringer avoids its sparking maws. In the meantime, Krang-Nar has readied his compound bow (attack action).
Clacher takes aim again and fires at the jetder while shrieking. (Attack roll: 12+4+1-2=15. Hit! 5 points damage! Plus 1 point of sonic damage. Jetder's Climb check is 8+4=12.) The spider hisses angrily, and looks nearly finished. Nappy tries to take advantage of an opening (8 +1 +3 (Exploit Weakness) -4 (blocked by Clacher) = 8.), but his shot fails. Now on his feet outside of the shaft, Beeblebrox clumsily pulls out his hunting knife (attack action). The enraged jetder strikes again at Clacher. (10+5=15. Hit for 3+6=9 bite damage, plus 8 points electrical damage. Clacher's Climb check 17+2=19. Massive Damage check 12+3=15.) Clacher's abdomen is pierced and a powerful jolt convulses his body (ouch - down to 3 hit points!), but somehow he manages to retain his grip on the ladder. In retaliation, Krang-Nar launches a well-aimed shot. (Ranged attack: 18 +7 +1 (Desert creature) -4 (blocked by Clacher) = 24. Hit!) The arrow strikes true; a piercing blow to the arachnid's thorax! (Attack does 7 damage. Climb check is only 3+4=7, which is rather moot since the jetder is dead.) The shot sends the spider spinning downwards; you hear the "splat!" as it hits the ground below.
Except for the pounding of your hearts, the following seconds are silent. "Are you alright, Clacher?" calls down Nappy. "I'm alive." the fringer responds. "I think there was only one. My spider sense has stopped tingling." says Martuk. With no further opposition, Clacher descends the remainder of the way down the ladder.
(Time to award experience. Everybody gets 50 XP for this encounter. Clacher gets an additional 100 XP for climbing down first and bearing the brunt of the attack, while B-Brox gets 25 XP for going second.)
At the bottom (about 40 feet below the surface), the shaft opens up into a small chamber. After jumping off the ladder, Clacher boots the jetder's corpse aside. ("Lucky it was only a little one." he thinks.) (GM rolls some dice.) With his blindsight and keen scent, Clacher is pretty sure that there are no additional jetders. "It seems safe" Clacher shouts up.
One by one, all of you descend the old iron rungs. As Beeblebrox's torch lights the room, you see that it is not a natural cave at all; it is constructed from pre-Crash technology. Extensively damaged, the chamber is filled accumulated debris - bits of stone, rotted trash, and bundles of wiring, piping, and twisted iron bars - all covered with jetder webbing. In one cornder are two dessicated humanoid figures, completely cocooned by spider webs (previous victims, you assume). Other than the shaft, the only exit is a single doorway leading to a larger chamber to the west.
Walking around the room, your footsteps echo eerily into the darkness, but there is a slight comfort - a comfort in knowing that past heroes of your people once passed this way as well in search of the cave’s eternal source of water. Quickly checking his geiger counter, Martuk verifies that the area is safe for exploration. (Only trace radiation.)
Krang-Nar scouts out the chamber beyond. The cold and unfeeling silence of concrete gives way to an even colder and more menacing nothingness. A metal platform sits here, ringed by a slender, weakened railing of rusted iron, over the edge of which you can only see plummeting darkness with seemingly no end. A small set of rusted stairs appears to descend into pitch blackness as well, running along the insides of the inner wall - from this height, with your meager light, your eyes can barely see the level below where the stairs level off, but you cannot make out any distinct features.
Looking up from the platform, high above, you see the shaft ends in a set of huge doors. They are firmly closed (and buried under tons of sand), with heavy rusted cables dangling downwards like vines in a metal jungle. (See picture at right.)
(What do you do next? Taking the rusted stairway down is the most obvious path. And you'll probably want to take care of Clacher; he's pretty beat up.)
From Beeblebrox: After a fierce but subdued monologue with himself, Broxie seems to have convinced Beeble about the merits of offering to scout around the immediate area prior to proceeding. Brox raises his hand (pincer, actually) and says, "I'll scout around within shouting distance while you guys take care of Clacher. Two heads are better than one, dontcha know, and nobody's ever been able to sneak up on me yet. But if one of youse wanted to come wit' me, I wouldn' consider tree to be a crowd."
Brox is quite proud of being so brave as to make this offer, not to mention the fact that after thinking about what he had just said, he realized that his grammer had been correct! Beeble, meanwhile, has his lips pursed in displeasure and refuses to make eye contact with Brox.
And Martuk: "I'll join Beeblebrox for a quick scout - I need to get my sword dirty! I'll lead the way down the stairs after Clacher has been healed as much as possible. Now that our presence is known, let's get moving and slice'n'dice whatever dares to get in our way!"
Krang-Nar says: I believe we should try to help Clacher, search the immediate area (the mother to that little baby spider must be around somewhere) and prepare to move on. (Maybe an advance scouting party to ensure the safety of the descent). I have a juju medicine kit (I would like to reserve the potion for when it is absolutely needed, if able) and will try to help Clacher. Once able I think Clacher should be in the middle of the party until he has been restored enough to face combat straight on again.
And Nappy: I will use my Biofeedback power and heal Clacher for 2d6 (saving 1d6 for later). I would also like to scribble a map as we descend to make sure we can find the most "efficient" way back to the surface when we get the water. A piece of hide and some charcoal should be able to do the trick, perhaps I have something in my inventory or can forage something up on the fly?
(Nappy already has a notebook and pens. Those should work.)
I should also like to make notes of creatures we encounter. I am not sure if anything is worthwhile off that electrical spider but if I do have time I wouldn't mind examining the body for usefulness.(Jetders are (barely) edible, but their exoskeletons are too soft to make decent armour and there are no known uses for their organs. Well... some people believe their electricity gland is an aphrodisiac, but then again some people will believe anything.)
Clacher comments: I appreciate my companions concern and accept what care can be offered without unecessarily depleting our supplies. A middle position will limit my ability to use Shriek, as I would affect others - but my trusty crossbow will serve.
Martuk and Beeblebrox first explore the immediate area, cutting apart the webs and searching carefully for additional jetders. (Search checks, rolled secretly.) There are no spiders, but the cocooned corpses are probably impregnated with eggs. The bodies are of mutant humans; based on their tribal attire, you guess that they were from Ent. (See Tribal Defenders Info, About the Deadlands.) Rifling through their possessions, Martuk finds a large padlock (with key) and an ancient (football) helmet. He dons the helmet (unless someone else wants it) and packs away the lock for safe keeping. Their other items are useless.
"Cremation?" asks Beeblebrox. Martuk shrugs, so Beeblebrox sets them alight. (The dessicated bodies burn easily.) Their crackling fires illuminate the room.
Meanwhile, Krang-Nar pulls out his juju medicine kit and treats Clacher's injury while Nappy assists. (Treat Injury skill checks: 5+6=11, Nappy's 9+5=14 adds another +2. Final score is 13; 2 hit points are regained.)
"Still pretty hurt," says Nappy, "Never fear my friend; I have some small ability to heal and make you feel better." He lays his hands on the wound and uses his psychic healing power. (Biofeedback 2d6, Clacher heals another 9 points. He's now up to 14 hp.)
Satisfied that this area is safe (and once B-Brox's monologue is finished), Martuk and Beeblebrox ready their weapons (and torch) to head down the stairs. (Nappy is sketching his map while Krang-Nar finishes up with Clacher.)
(Although your characters are too primitive to figure it out, the shaft originally housed a large cargo elevator. The old elevator that once descended into the complex is now missing. The flight of stairs was only for emergencies.)
The rusted metal creaks and groans as the pair descends the stairs. (GM rolls Intelligence checks. 2+1=3 and 16+1=17.) "Better go one at a time, the stairs are weak." says Beeblebrox.
Martuk continues onwards; eventually B-Brox follows. Passage down the stairs is a precarious undertaking, even for the nimble of foot. (Climb checks, 16+1=17, 17+4=21. Both pass.)
After 50 feet, your long descent into darkness finally comes to an end. Your feeble torch illuminates the open shaft that continues on down past this area into more darkness below. However, calm black water has filled up the shaft, blocking your path. The stairs continue on under the murky water, slipping out of sight due to the weakness of your light.
(Martuk checks his Geiger counter; the shaft is safe but the water is moderately radioactive.)
Just above water level there is a small alcove. Here stands a truly gigantic metal door, several feet larger than the tallest man. The metal surface of the door is marked by old graffiti from unknown visitors to the caves, no doubt many of which were from Ancient times. Luckily for you, a square hole is cut into the lower half of the massive metal door. Beyond, only darkness can be seen. A single person at a time could squeeze through the narrow opening.
From far above you see a flickering light. Clacher has lit a second torch. He calls down: "All clear?"
"Yes. But one at a time." shouts Martuk, "And be careful."
One by one, and with their weapons ready, Clacher, Krang-Nar, and Nappy descend. (Climb checks with an additional +2 bonus due to Martuk's warning. 8+2+2=14, 19+1+2=22, and 2+2=4. Nappy fails!) Halfway down, Nappy loses his footing and slips off the stairwell, falling to the stagnant water below! Luckily, the foul liquid softens the fall (2 points damage) and he is able to swim over to the metal platform (Swim check 15-2=13). (GM makes a Dex check for Nappy: 6-1=5. D'oh!) In the confusion, however, the clumsy dwarf lost his battle axe.
Chuckling, Clacher and Krang-Nar reach the bottom of the stairs and see the massive blast door. Their laughter turns to silence.
What are your actions?
(Experience awards: Martuk and B-Brox get 25 XP each for exploring the shaft first, while Krang-Nar and Nappy get 25 XP each for treating Clacher's injuries.)
Nappy suggests: "I'd like to search for any signs or ancient writings as to what might possibly been behind the door."
Graffiti has been scrawled on nearly every surface - walls, ceiling, and floor. The words are now mostly unintelligible, written in a mix of Unislang, Gutterspeak, and Ancient, which Nappy translates for the group. On the door are the phrases "You Suck" and "No Way". Spraypainted onto the wall nearby are "Kill Defense" and "Radiation!". Also notable is a picture of some sort of mutant with the name "Leroy" below it. The remaining graffiti consists solely of obscenities.
(GM rolls Search checks in secret.)
Poking around in the dirt and debris, Krang-Nar finds a old sign, nearly disintegrated into rust. Your guess is that it has fallen from the wall. Nappy inspects it carefully. In faded Ancient script, it reads "Main Level Blast Door."
Clacher adds: "I agree we should try to detect anything of use on the door, possibly a way to open it so we aren't required to expose ourselves going through the hole. We should keep ourselves wary of the water, the swim Nappy took could have disturbed something."
The massive steel "blast door" is a foot thick of solid metal, bowed slightly outward. Although scratched and battered, it is extremely solid and does not budge at all when you push and pull at it. Somebody has cut the opening through with a powerful torch, using a technology that is completely beyond that available to your tribe.
Unfortunately, it indeed appears that you will have to crawl through one at a time if you wish to continue.
The calm, black water is completely still again. No hint of ripples mar its smooth surface.
Nappy again: "Douse the lights and lets listen carefully for sounds, the lights would have drawn possible predators to the door or scared away scavengers." (The GM smiles suspiciously when Nappy suggests to cut the lights.) "I could look through the hole (as I should be able to fit through with ease) with my mutant vision. Just be ready to support me with ranged through the hole as I am not a strong warrior yet."
The party finds the idea of "dousing the lights" dubious, but likes the part where Nappy goes through the hole first. ("Yeah!" whispers Beeble, "Send the midget!") Clacher and Beeblebrox smother the torches and you are all shrouded in darkness.
(GM rolls Listen checks in secret.)
Silence follows. In the pitch black, you cannot tell how much time passes. Then - "Listen!" whispers Martuk, "I hear water dripping!" Straining to hear, the rest of you think you catch a faint "drip, drip, drip" from beyond the blast door. Nappy decides to stick his head through the doorway and check things out. (Using his darkvision and radvision.)
"It's a hallway." he whispers. "Made of metal. It goes off left and right. It's pretty messy. No radiation. I can't see anything else." A few moments pass. "I can definitely hear water though, coming from the left."
Nappy stands up again. "Light the torches. Unless anyone has a better plan, I'm going through."
Clacher again: (While re-lighting his torch.) "I will take second place, ready with my crossbow and shriek. Let those who would do us harm tremble and beware!"
Martuk adds: "Well, since we're all crawling through this opening one at a time, I figure I'll take up the rear in case something sneaky wants to follow us - I'll take its head(s)/discernable nervous system centre(s) off with my sword!"
And Beeblebrox: (Also re-lighting his torch.) Since we're going to be heading through the blast door one at a time, Broxie has convinced Breeble to go first while he goes last to guard his own rear. I don't want to scrape myself on any rusty edges of the hole. Whatever was used to make that hole was REAL powerful and it's made me a little nervous! Once we're through, let's definitely start to head towards the left and that water dripping. (At least, I hope it's water dripping...)
(Krang-Nar nods in agreement.)
One by one (marching order is Nappy, Clacher, B-Brox, Krang-Nar, Martuk), you squeeze through the opening in the blast door and enter the corridor beyond. Your first careless footsteps echo through the eerie emptiness, answered only by the gloomy sound of dripping water in the distance.
(By the way, Nappy gets 25 XP for bravely sticking his head into a dark hole and entering the corridor first.)
Beyond the massive portal of steel lies a strange tunnel, leading off left and right into more unrelenting darkness. You get a strange sense here, as if you have entered a place long forgotten. Indeed, the very nature of the tunnel seems strange to your unaccustomed eyes - not at all like the naturally occurring caves you have seen or heard of in the desert.
This tunnel is oval in shape and seems to be made of a corrugated metal - heavily rusted, but easily differentiated from the stone you expected to see. Trash, bits, of fallen concrete, and lengths of discarded pipe lie everywhere.
(GM rolls a bunch of Spot checks for the characters.)
Your weak torches do not illuminate very far. Peering intently into the darkness, both directions look equally unappealing. "Left!" says Beeble (or maybe Broxie). You ready your weapons and begin marching down the corridor... (For reference, the blast door and elevator shaft are south of the entrance tunnel. You are now heading west.)
After traveling about fifty feet, you make out the faint outline of a doorway set into the left (south) side of the tunnel ahead of you. Peering intently into the darkness, you also see a square hole (maybe twelve inches a side) on the right side of the corridor, across from the doorway.
"Careful!" whispers Nappy. "It could be a trap." Slowly and cautiously the party inches its way forward... (GM rolls Search checks for the party.) None of you discern any dangers, so you continue onward.
The doorway to the left leads to a smaller corridor (about ten feet long) which opens up into a much larger area. You can definitely hear dripping coming from the chamber beyond. You then turn your attention to the smaller opening in the north wall of the tunnel. Given the bent metal grating lying on the ground, you assume that it was once covered over. (Knowledge (General) checks: Nappy figures out that it's a ventilation duct.) Listening intently, you hear more dripping sounds echoing from deep within the duct. Towards the west, the large entrance tunnel continues into pitch blackness; you do not hear any sounds from that direction.
Nappy pauses to add to the map in his (now soggy) notebook. "You know," whispers Krang-Nar, "I bet we could squeeze Nappy into the duct..."
"Forget it, peckerhead." retorts the diminutive thinker. (Krang-Nar winces when Nappy makes fun of his cranium.)
Hoping to defuse a potential argument, Broxie (or maybe Beeble) motions towards the open doorway and suggests "Let's check out this way."
The party heads in that direction (south).
As you enter this area the air becomes musty and you smell dampness and rot. The chamber is strangely shaped, as if were the top of a giant, cross-sectioned sphere. It looks as if a wall once separted this area into two distinct rooms - the south half of the sphere is sectioned off by a cracked stonewall, and an open doorway sits empty in its face.
In the northern half (closest to the entrance tunnel), the ceiling is cluttered with overhanging air ventilation systems and old rusted pipes. Mysterious boxes - perhaps the legendary "thinking machines" of the Ancients - line the walls and fill every corner. They appear totally ruined from age, ignorant vandalism, and moisture decay.
The floor - extensively damaged and littered with broken stone, discarded pipes, and rusted metal paneling - changes from bare concrete near the entrance to a black and white tiles in the southern half. Set into the far wall you can see various small lockers, beaten and rusted.
Another small room (walls still intact) occupies the western portion of the sphere. An open doorway reveals a cramped, tiled room. (You cannot discern more from your present position.) Along the western wall is a narrow set of stairs (heading downwards) and a fallen-away elevator. Strange graffiti covers nearly every stretch of wall.
Martuk's geiger counter starts to click. "Mild radiation." says Nappy. "We'll be fine." Martuk silences his device.
The sound of dripping water can be heard echoing throughout.
Martuk: "I'm suspicious of the spherical shape of this chamber - it's not like the other parts of this strange cavern. Hopefully someone can make sense of all those markings... I think others call it 'writing'?"
Nappy: "I check the graffiti for anything that might be a clue left behind from our previous tribesmates, or any Ancient writings. (I'm not great for locker searches since I can't see the tops!) I also wouldn't mind a look at the mysterious "thinking machines"... I might be able to find an old book on them (a ratty manual, one can hope) or at least get a trinket from one (a bunch of keys from the keyboard or a stick of RAM)."
Nappy decides that the graffiti here is of low quality. "Apparently somebody named Sheri wuz here. And Dennis possesses genitalia of unusual size." (Search check.) He is unable to find anything of value amongst the old computers - the components almost look like they've been eaten away by something. The best he is able to do is scrounge some keys from the decayed keyboards.
Krang-Nar: "I think I will head into the small tiled room. I will be wary of the floor, testing it before stepping to ensure my weight will be held. I will travel with both hatchets at the ready - cramped places may be good for those to hide who want a one-on-one melee. I also warn the others to beware the hanging duct work."
Krang-Nar pulls out his hatchets, one in each hand, and warily tests the floor. It seems solid and bears his weight easily. "Beware the ceiling; Lord knows what's up there that may fall on our heads when we're not expecting anything."
(Nothing jumps out or attacks, however. Yet.)
He then examines the small room off to the side. The cramped, tiled room smells faintly of urine and feces. (Search check.) It is evident that at some point in the relatively recent past (a few weeks or so) someone has used this place as a messy urinal. The fixtures, including stalls and sinks, are either missing or torn out and smashed on the floor.
Krang-Nar returns to the main chamber. "Somebody's visited this place lately. Wonder where they are now?"
Broxie: "I'd like to do a little snoop around here. Me and Beeble will go and have a look at those lockers. I might be able to find something useful left behind in them. I don't have a hope of reading any of the graffiti on the walls, so I pretty much ignore that completely. (Unless there's anything pretty that attracts my eye.) And let's see if we can narrow down the source of that dripping sound."
B-Brox doesn't find any of the graffiti particularly fetching. (Although the diagram of Dennis's genitalia of unusual size does catch his eye.) The dripping sound seems to be coming from below... he decides to let someone else check that out.
Instead, he heads directly to the back of the chamber. The dented lockers are all shut, their doors locked, so B-Brox has to tear them open with his pincers (making quite a racket) to get at the contents inside. Most of the lockers are totally empty, but his work is not in vain, as he finds an handgun (complete with two full cartridge clips!), two sets of blue coveralls, and a thick plastic binder filled with laminated pages, with diagrams and text written in Ancient.
(Somebody should claim the pistol. It is in good condition and fully loaded.)
"Hoodie-Hoo! We hit paydirt, boys! Who gets to play with the gun? If I had thumbs I would take it myself." Tossing the binder to the floor, B-Brox says "Yo, Nappy! Check this book out."
Nappy picks up the binder, skims a few of the pages, then gasps as he comprehends their meaning. "This whole complex is called a "Missile Silo" - the weapons of the Ancients were hidden here! This book is a holy "Procedures Manual" - it contains the incantations needed to summon forth the Death Spears!" He frowns. "Don't make much sense to me, though. I'll have to study more."
(Each party member gets 25 XP for discovering the Cave of Life's true purpose. Nappy gets an extra 25 XP for translating the Procedures Manual.)
"We are on sacred ground." says Beeble, while Broxie whispers a prayer.
Krang-Nar: "Personally, I think we should pick up the pace a bit (less checking, more slaughter). Anything inhabitants may already know we are here, therefore we should give them as little time to prepare as possible. Onward to glory (or death, whichever comes first)!"
Clacher: "I agree with Krang-Nar. We should make our checks quickly and move on - radiation is not something that I can take much of. I will check the stairs with Krang-Nar to ensure there are no surprises there." (Clacher exchanges his crossbow for his long sword, and clears his throat for a good Shriek, if needed.)
Martuk: "If the rest of the complex has this shape, there's a lot below our feet - possibly a reservoir! I'll go with Krang-Nar and Clacher but I think we should check out the elevator shaft first then the stairs."
While B-Brox and Nappy loot and pillage, the rest of you check out the small shaft. The elevator has collapsed to the bottom level, leaving only an empty space. Peering downward, you see that water fills at least part of the chamber below. Droplets seep in from the outer wall, then drip down to the lower level.
"Guess we'll have to take the stairs."
Krang-Nar, Clacher, and Martuk ready their weapons and move down the small stairwell. Descending into this dismal and noxious place nearly causes Clacher to swoon (he has Keen Scent). The stench of decay, heavy rust, and spoiled water is almost overpowering - as is the subtle smell of rotten flesh. As Clacher's torch dimly illuminates the chamber, you see columns of machinery and burnt-out computers that rise from ceiling to floor, creating an almost maze-like labyrinth; coils of heavy wiring dangle precariously from above like spider webs. The discoloured water filling this level looks to be about ankle-deep.
(GM rolls some Spot checks.)
"Hey; look over there." says Clacher, pointing. You make what first appears to be a pile of translucent plastic. Looking more closely, you see that it is actually a suit of plastex scale armour (see the Special Equipment page for details), apparently in servicable condition. It lies empty, half concealed in the muck, about twenty feet away from the stairs.
Martuk's geiger counter clicks loudly. "Moderate radiation. We shouldn't spend too long here." He silences the detector, and the sound of dripping water (seeping in everywhere from the walls) echoes mournfully through the darkness. It is interrupted suddenly by a momentary slithering noise...
(Krang-Nar, Clacher, and Martuk are on the stairs; B-Brox and Nappy are still up top and didn't hear the noise. What are your actions?)
Beeblebrox: "Since neither of my pincers nor my tentacle would be of much use with the gun (not to mention that I have no idea how to use the confounded thing), I give it directly to Nappy. He can read, so he must also be able to use this gun thing!"
Beeble chastises him for not bartering it for something else of value, but Broxie just says "We're all a team here anyways." ("Hmph" thinks Beeble. There's no "I" in team but there is an "m" and an "e".)
"I then head to the stairs after the rest of the gang. Don't want to be left behind! One head looking forward, the other calling for Nappy to follow..."
Nappy: "I will take the gun (and ammo), wrap it up carefully, and put it in a place I will not lose it. (Thinking about my poor battle axe; I miss it fiercely.) I also put the binder away for later." (Nappy places the gun and binder in his backpack.)
(Did Nappy just whisper "My precioussss..." as he put away the pistol?)
"I will then pull out my hammer in preparation for our new strategy of moving quicker and more aggressively, and catch up with The Freak."
(The two characters up top - well three if you count Beeble and Broxie as one each - move to rejoin their allies...)
Krang-Nar: "I think we should be on our merry way when it is evident that the rest of the group is heading down. (No use clumping together too much.)" B-Brox and Nappy arrive at the stairs. Krang-Nar thinks: "I will talk with the midget and discuss the handgun..."
(I'm giving Krang-Nar 25 XP for being venturesome. Then I'm rolling a Spot check for him. Not good enough. Martuk gets a Sixth Sense check. No luck...)
As Krang-Nar steps into the ankle-deep water, something grey and slimy rises up and strikes the mutant! A giant ooze lairs here in the polluted water! (He walked right into the attack; the ooze is nearly invisible when it is hiding in water. Automatic hit: 4 slam damage + 1 point acid damage. Krang-Nar is down to 13 hp.) With its successful hit, the ooze attempts to grapple Krang-Nar (Grapple check: 3 +3 +4 (size modifier) = 10. Krang-Nar's is caught flat-footed and his armour is no help against a grapple: DC 11.), but he is able to slip from its slimy grasp.
(Surprise round is over. Combatants now roll for initiative: Nappy 19-1=18, B-Brox 15+2=17, Clacher 9+2=11, Krang-Nar 5+5=10, Martuk 2+2=4. Ooze had 8-5=3.)
Flinching with surprise, the explorers at the bottom of the stairs react slowly. Nappy and B-Brox keep their cool, but do not have a clear line of fire, and delay their actions until their allies move out of their way. (Nappy and B-Brox will act on initiative count 3 - the same time as the ooze.)
Clacher: Clacher brandishes his long sword and yells (not Shrieks - the others are too close) his battle cry. He descends the steps and attacks the ooze, looking for a position far enough away from the other team members to use his sonic attack.
Clacher leaps into the fray, yelling "Death to all who oppose us! For the Water!" Wielding his long sword in two hands, he swings mightily at the offending ooze. (Attack: 17+1=18. Hit! Damage is 6 points.) Although he cuts his foe deep, the attack has little apparent effect. (Clacher is far enough from his allies now to use his Shriek next round.)
Krang-Nar backs away a few feet, putting a bit of distance between himself and the ooze. He swings a hatchet (Attack: 5+3=8. Hit! Damage is 1+2=3.), and manages to land a weak blow.
Now it is Martuk's turn to demonstrate his battle prowess. Splashing through the water, he swings his greatsword like a madman. (Attack: 15+4=19. Hit! Damage is 11+4=15!) His massive blade cleaves the ooze, and its gelatinous innards break apart like a runny egg yolk! Still, the quivering monster lives.
Things start to happen all at once now. With fierce shouts, Beeblebrox and Nappy run down the stairs to join the battle. (Double move action; they are both close enough to attack next round.)
At the same time, the ooze flails wildly at Martuk. (Attack: 17+3=20. Hit! 4 slam damage + 3 points acid damage. Martuk is down to 16 hp.) Writhing pseudopods attempt to envelop the warrior (Grapple check: 17+3+4=24 against a touch defense of 13. Martuk is constricted! 6 more slam damage + 6 points acid damage! Down to 4 hp.), and he is unable to escape their grasp! Martuk is pulled into the middle of the ooze. (Martuk must make a saving throw for his armour; Reflex save 12-2=10 vs. DC 16. No good.) His sixth sense kicks into overdrive, showing him visions of impending doom and slowing his reflexes. Martuk is unable to wriggle free and his chitin armour is ruined by digestive secretions. "Help me!" he yells as the ooze continues to grapple him.
"Martuk!" yells Clacher (he cannot use his Shriek attack now - he would affect Martuk as well). Surging through the water, he swings his long sword. (Attack: 6+1=7. Martuk provides cover; the attack misses.) Clacher's sword nearly connects with Martuk's thigh instead of the ooze!
Peering intently, Krang-Nar sees an opening and swings his hatchet. (Attack: 11+3. Hit! Damage is 5+2=7.) The slimy mass quivers for a moment, then goes limp. The dead ooze begins to break apart almost immediately into the polluted water. The battle is won!
Martuk, gasping and drenched with slime, frees himself and staggers away from the carnage. His wounds searing with pain, he manages to croak "Medic!" As the sounds of thrashing fade, you hear again the dripping of water... and the ominous clicking of Martuk's geiger counter.
Nappy, frowning, ignores the warrior. "Uh, guys. That water looks pretty tainted. You'd better get out of there - it's crawling with Creep."
Not wanting to leave empty-handed, Clacher grabs the plastex scale mail. The drenched heroes then trudge up the stairs to the upper level of the sphere.
Martuk is still in shock as Krang-Nar and Nappy attend to his wounds. Krang-Nar uses his juju medicine kit to patch up the enforcer. (Treat Injury skill checks: 3+6=9, Nappy's 13+5=18 adds another +2. Final score is 11; 3 hit points are regained.) Nappy then performs psychic healing (5 more hp), and Martuk starts to look a little better (up to 12 hit points).
(GM rolls a Special Knowledge check for Nappy: 19+2=21. Success!) "You know," starts Nappy, "that creature was probably a mutated descendent of a cleansing slime used by the Ancients. Before the Crash, various types of oozes were developed to clean up different contaminants. Some ate hazardous chemicals, others cleaned up oil spills, and still others were used to dispose of garbage. I bet this ooze was originally intended to clean up sewage and organic wastes. That's why it was able to digest your chitin armour, Martuk. You should check your other possessions - anything made of natural materials could be ruined."
"Great." responds Martuk. "That might have been useful to know earlier." (GM makes some rolls...) Taking inventory of his belongings, Martuk finds that almost all of his equipment made of organic materials have been damaged beyond repair - including his long bow and arrows. "Damn." he mutters. (Luckily for the other party members, the useless remains of his chitin armour have protected at least some of his clothing from disintegration.) His geiger counter, though battered, has survived the battle.
Nappy continues: "I bet the plastex armour is all that remains from a previous explorer. The ooze did a pretty good job of cleaning up the remains."
Clacher inspects the plastex scale mail; it looks good. The straps (originally made of leather?) and buckles are missing, so it will take a little bit of work (and a successful Craft check) to return it to service, but it looks like it could fit Krang-Nar, Martuk, or Clacher pretty well.
Nappy keeps nattering on: "How do you guys feel? You all took a pretty good dose of the Creep down there."
(Krang-Nar and Martuk were exposed to moderate radiation for 3 or 4 rounds, which can lead to mild rad sickness. Because of his mutant flaw, it counts as high radiation for Clacher, and can induce low degree rad sickness in him. GM secretly rolls some Fort saves vs. rad sickness. Martuk also swallowed some tainted water, and must make a Fort save vs. disease - the GM secretly rolls a die.)
Clacher feels... tainted... by his exposure to radiation and foul water (the rest of you have that "not-so-fresh" feeling too). "I think we should rest now." Clacher says. "The room at the top of the elevator shaft (the jetder's lair) looked safe - and it's not irradiated."
Nappy opens his mouth to speak again, but is silenced as Krang-Nar, Martuk, and Clacher simultaneously say "Shut up, Nappy."
(You should decide amongst yourselves the best way to distribute the party's equipment and new booty. You will also have to divvy up your supplies - Martuk's rations and water were ruined. As for experience... Krang-Nar, Martuk, and Clacher each receive 250 XP for defeating the ooze. Beeblebrox and Nappy get 125 XP each for almost reaching the battle. Krang-Nar and Nappy get 25 XP each for treating Martuk's wounds. And Nappy gets another 25 XP for successful use of his Special Knowledge class ability.)
(The party decides to return to the jetder's lair to rest.)
Martuk: "Argh! That was some of our tribe's best armour! Once we get back up the stairs, I am going to request that fancy-material armour and see if we can find a way to get it to stay on me. I'd also like to give the pistol a try, as I do have a knack for using weapons. (My current pistol has no projectiles.) Once we get ourselves rested, we should try it again - being a little more careful, perhaps."
Krang-Nar: (Looking somewhat annoyed that Martuk wants the handgun...) "I agree that we should rest to get our party's overall health marginal again but I still think we should continue to explore around."
B-Brox: "Right now, Beeble feels bad for not getting to the battle in time to lend a hand (or pincer). For once, Broxie is in full agreement. I offer any and all supplies that would be of aid to our battered companion. If we can get that "gun" to work, maybe it'd help us in future battles. Me, I'll just stick to pincer and mace attacks in the future."
(To alleviate the enforcer's near-nakedness, B-Brox gives Martuk a pair of the Ancient blue coveralls that he looted from the lockers. They are made of an unusual material; sort of like cloth, sort of like plastic.)
B-Brox: "As much as I want to get going and prove ourselves by finding some water, the well-being of my companions comes first. I would like to insist on being closer to the front next time so I can take the brunt of any future ambushes. My heads ought to be fairly hard to surprise."
(B-Brox and Clacher (plus Martuk once he's fixed up) will now be the "front-line", Krang-Nar and Nappy will remain back in battle, peppering foes with ranged attacks. FYI: B-Brox gets bonuses to Spot and Listen checks from his extra head; this allows him to avoid surprises. He also has Blindsense, which can detect many foes.)
"Well; let's head back up." says Martuk, feeling defenseless without a set of armour.
You make your way back to the blast doors and, one by one, crawl through the opening. As the final member (Nappy) is about to pass through, the group is startled by a deep roar. (Listen checks, rolled secretly.) Echoing through the complex, it sounds distant, but you cannot pinpoint its source or even its direction. It reminds you of some sort of massive beast, screaming in severe pain. The sound chills your blood.
Nappy whispers: "We are not alone."
"Whatever it is, I hope it can't fit through this hole!" says B-Brox.
Krang-Nar quips: "Never know what this thing may have in its lair, just hope its not babies."
The group climbs the stairs up the old elevator shaft, and Krang-Nar points to a badly rusted-out section and says "Hey look Nappy - here's where you fell!"
"Hmph." replies the midget. (Intelligence check: 15+3-18.) A look of inspiration comes to him. "Krang-Nar; tie your rope here to replace the missing handrail. There's no point for anyone else to go for a swim."
Krang-Nar takes his rope and ties it as Nappy described (Climb check: 13+2=15), being careful not to slip while he is working. (No more Climb checks are required to ascend or descend the elevator shaft stairs.) The group then continues upwards to the small chamber.
You all take a few minutes to clean up the recently-appropriated jetder lair. (There is still a smell like burning hair from the cremation of the spider's previous victims.) Then you pull out your bedrolls and relax.
The party members divvy up the unspoiled rations and water. You take this opportunity to eat and drink as well - it's been a while since your last meal.
Krang-Nar uses his juju medicine kit and witchdoctor training to tend to the party's wounds. (Characters will heal 2 hp per night's rest instead of just 1)
Martuk briefly goes above-ground to get a spare waterskin and one of the empty saddlebags from the group's pack beetle. (Craft (General) check: 9+1=10 vs. DC 10. Success!) He manages to fashion it into a crude backpack to hold his gear.
Nappy: "I would like to take a closer look at the pistol we found and figure out how it operates. I fear that the weapon could be more dangerous to us than helpful without properly figuring it out first. I agree that it could make a difference in the future."
(To Martuk:) "Allow me to see your pistol as well; perhaps the cartridges we found are compatible and we may have two guns at our disposal"
Martuk: "Good idea. Hopefully the cartridges are compatible, but everything I've experience of the Ancients is confusing and illogical, so I'm not counting on it. Now that the ooze has devoured my bow, I really do need a long-range weapon."
(Unfortunately, the firearms require different ammunition types. Martuk's PSM handgun fires 5.45 mm Russian shells - or so he was told by technologically-literate traders - the new pistol has larger shells, perhaps 9 mm.)
Nappy: (Referring to the new pistol:) "The only non-beneficial person to have it is B-Brox. (More because if he tried to fire it, he would probably shoot one of us!) Once I figure out how it operates I will show everyone so in case of emergency we all have the knowledge. I think Krang-Nar will have the best chance of hitting something with the pistol given his experience with bows."
(Both Krang-Nar and Martuk are interested in the pistol. They each make a Diplomacy check to convince Nappy that they should get the firearm. Krang-Nar rolls 10; Martuk gets 4-2=2. Sorry Martuk; Krang-Nar gets the gun for now.)
Krang-Nar: "Hey Nappy, once you figure out that confounded thing let me know. I will lend my bow to Martuk so that he isn't left without a ranged weapon."
Nappy: "I would very much like to save at least a couple 'bullets' so that I may dissect them and perhaps in the future unlock the secrets of the little projectiles. If I could find a way to make more of them, we would be unstoppable!"
All of you know what a gun is and generally how it works but most of you have never fired one. (Use Technology check; 8+5=13 vs. DC 10.) Nappy is able to figure out how to load the ammo clips and turn the safety on and off. He instructs the other group members in the gun's use, then gives it to Krang-Nar. Although he is not proficient in its use (-4 non-proficiency penalty), his excellent coordination will allow him to squeeze off accurate shots (+2 overall to attack). You will have to use it in battle for a while before you learn its exact capabilities.
After inspecting the bullets, Nappy realizes that their construction is beyond his ability. (Manufacturing ammunition requires the Craft (Mechanical) skill and knowledge of at least Retro-tech. Nappy would have to take the Tech Increase talent and a few Craft ranks. Good idea, though.)
Nappy: "Not a lot that I can do about the new armour... The three that can wear it should decide who gets it. I suggest Martuk or Clacher as Krang-Nar is far better at ranged support and the other two are more front-line fighters."
Clacher: "With my armour proficiency I should be able to repair the armour I picked up. If can make it servicable, I will trade it for my leather armour which I'll give to Martuk."
(Clacher attempts to repair the plastex scale mail (Craft (General) check: 10-1=9 vs. DC 10), but the task proves beyond his ability. Since Martuk was also interested, Clacher gives the armour to him. Martuk tries to repair it himself (Craft (General) check: 13+1=14 vs. DC 10. Success!), and by adding some leather ties and straps he is able to return the scale mail to servicable condition. It could still use some repairs from a competent armoursmith, though.)
Martuk: "That should work for now."
(Clacher is annoyed that Martuk ended up with the armour and vows to call dibs on the next piece of loot.)
Nappy: "With the wounded resting I will take a look at the manual I have and see if there are ancient floor plans or maps that might give us an indication of what to expect ahead."
While the others are occupied, Nappy reads the sacred Procedures Manual in more detail. (Intelligence check: 2+3. Oops.) He still can't figure out much useful information (it is mostly equipment specifications, operating procedures, and control narratives), but there are a few pages in the appendix that catch his interest.
"Look here! It's a map of the complex. I can't figure out what the chambers are, but at least we know the layout now." (See the map at right. The blue square with a "C" is the old elevator shaft - the jetder's chamber is not shown - and "M" is the spherical chamber that you explored earlier. The red lines are the ventilation systems.)
(Knowledge (Deadlands) check: 12+7=19 vs. DC 15. Success!)
Turning the page, he says: "Hey! This here is a map of the Deadlands. I recognize the layout, but it shows rivers and forests instead of gullies and desert. And the map shows other "missile silos" and even some military bases. I bet a lot of them remain untouched since the Crash!" Nappy contemplates the map a few moments longer. "And this here - it's the Skeleton Base. But on the map it's called a "National Guard" base. Whatever that means." (See the Tribal Defenders Info, About the Deadlands page for more about the Skeleton Base.)
A look of greed crosses Krang-Nar's face. "Untouched since the Crash... Ancient relics just waiting to be claimed... We could be lords of the Deadlands!"
B-Brox: "I'll take watch while the others are healing and do some more thorough investigating of the jetder's lair while we're we're resting here..."
The group lapses into silence, each member mulling over their own thoughts. Eventually you begin to drift off to sleep, one by one. Beeblebrox stands watch over the party (Beeble takes first watch, Broxie takes second), but the hours pass without event - and you hear no more roaring sounds. (B-Brox takes time to Search the chamber, but finds nothing interesting.) It is midday above-ground, and the group sleep much of the day away.
Krang-Nar and Clacher dream fitfully. When they awake, they feel feverish. "Rad sickness." mutters Krang-Nar. (Krang-Nar has mild rad sickness; Clacher has low-degree sickness. They each take 1 point temporary Constitution damage, which also reduces hit points by 1 each.) Krang-Nar mixes an herbal remedy to counter the illness. (GM makes Fortitude checks against rad sickness, rolled secretly, and Treat Injury checks, also rolled secretly.) "There." says Krang-Nar. "We should be better in a day or two."
After awaking, Nappy spends some time crafting primitive jewelery from the scavenged keyboard keys and jetder silk. (Craft (General) check: 16+3=19 vs. DC 10. Success!) He strings together an attractive necklace from the materials.
Martuk still looks beat up. He could probably use some extra healing.
The party takes a few minutes to snack, gear up, and attend to other business. You are all ready to continue your search for the sacred water. What are your actions?
(With the map, you can now just pick a room to explore instead of wandering aimlessly.)
Stepping out-of-character for a moment...
Simon: "Since we've already checked out room "M", the chamber where we found the gun, I suggest heading next to "O" then continuing in a counter-clockwise direction."
(I'm a little confused as to the meaning of Simon's reply. Starting with room "O", you want to move counter-clockwise? Assuming you want to skip rooms "M" and "C" (which you've already explored), this would put you all the way to room "N" on the eastern side of the map. Is this correct?)
Ian: "I assume that clockwise was the intended direction, and I'm satisfied with this course of action, though I really think we should go back down the stairs where we came from instead and check that out more."
Rob: "I would like to check out the stairs as well."
Joe: "I think finishing the upper facility has merit. I also think we should return below, but I do not like leaving too many unknowns at my back."
(Okay; so you will start with room "O" (at six o'clock), then proceed to the junction and room "P" (at nine o'clock), then to room "F" (at twelve o'clock; it's hard to make out the letter with the black background). That will cover all three areas in a clockwise direction, without leaving too many "unknowns" behind. Then, if all goes well, you will go back to room "M" and explore the downstairs level (where you found the ooze) in more detail. Remember - Clacher and Krang-Nar got rad sickness from the contamination in the lower level of "M".)
After some heated discussion, the group decides to check out the passageways further west of the area they explored the day before, then return to the spherical room for a more detailed search.
Clacher speaks: "I'm willing to shapeshift into something that could best scout ahead. I'll need someone to give me my bearings, though."
You nod in acknowledgment, and continue to equip your gear. You then (cautiously) make your way back down the elevator shaft, through the blast door, and down the main passageway (west), past the spherical chamber, until you reach the first junction.
The sound of dripping water echoes here as elsewhere in the haunting subterranean complex; the passage is low, dark, and musty, and the sound of your footsteps echoes in the distance; it is obvious this passage goes on for quite a distance.
A narrow channel of water, no doubt a result of subterranean flooding, runs from the northern passage to this junction. Ignoring this for now, you turn south.
Clacher sniffs the air. "I can smell something up ahead. (Keen Scent mutation.) It is like the fuel we use for lanterns." (Intelligence check for Clacher: 11-1=10 vs. DC 10. Success!) "Maybe we shouldn't bring our torches..."
Nappy says: "I can see in the dark. And Clacher - you possess Blindsight. We'll scout out the room ahead."
Beeble does not like the idea of staying behind. "I can find my way, too." (Blindsense mutation, not as good as Blindsight, but it will do.)
Leaving Martuk and Krang-Nar behind (Clacher and B-Brox hand them their torches), the explorers continue onwards (to room "O" on the map). This small chamber is dominated by many pipes, several empty and overturned metal cans, and a large cylindrical tank sunk into the concrete of the wall itself; the smell of fumes is pervasive...
Clacher and Nappy quickly search the room (B-Brox can't see well enough). (Search checks, rolled secretly.) Clacher finds that one of the metal cans is full of liquid, so he grabs it. You're pretty confident that there is nothing else of interest in here, so you turn back and regroup with the others.
Back in the light of the torches (and away from the fumes), Clacher carefully opens the gallon can. Taking a careful sniff, he verifies that it is full of fuel. (Another Intelligence check; 15-1=14 vs. DC 10.) He caps the can and hands it to Nappy. "This is probably worth something. You'd better keep it - I'm a torch bearer."
(Clacher is quite pleased with himself. He was smart enough to recognize the danger of the fumes, and clever enough to get Nappy to carry the jerry can. He gets 25 XP for his insight.)
You return to the junction and check out the room the the west (labeled "P" on the map). This twisted 'cavern', filled with inches of black and smelly water, reeks strongly of rot and decay, with pipes hanging with rust 'curtains' from high overhead. Tunnels lead off in every direction. A huge pile of trash and garbage rests underneath an open rusted hatch on the ceiling, and weak beams of sunlight can be seen piercing through the darkness above!
"Another entrance?" suggests Nappy.
The polluted water does not look enticing.
"We'll check that out later." says Krang-Nar. "Let's keep moving."
The party heads north, taking the curved passageway. (Beeble looks back, sad to leave the sunlight behind.)
The passageway leads to a large alcove set off from the main tunnel. (Location "F", though the letter is hard to see on the map. It's the room with two rectangles on the right.) Much to your collective surprise, your torchlight reveals a series of old rusted pipes leading from the roof to a pair of gigantic, black, cylindrical tanks set straight into the metallic wall.
Murky water and runny mud pools on the ground at the base of these giant metal tanks, while a trickle of water can be seen dripping from various points on the old wall pipes. Unlike the rest of the water you've seen here so far, it is not at all dirty or polluted.
This must be the legendary wellspring of your people!
(This is, in fact, the same legendary source of endless water the PCs have heard of throughout their lives; all the greatest warriors of the past and the tribe’s most notable heroes came here as part of their own rites of manhood, taking their fill of the fresh, clean water here and leaving The Cave of Life alive. 500 XP for each party member!)
Retrieving the water from the great cavernous tanks may not be a simple matter, however; the mass of pipes is greatly confusing, and unless you want to sit here for hours filling your containers from the trickle, you'll have to figure out how to operate the ancient machinery.
What are your actions? (Now that you've located your quest's objective, you reconsider your plan of further exploring room "M" right now.)
Beeble: "Now that we seem to have found the source of water, gods be praised, we'll need to make some of this new-fangled machinery work to speed things up and get the life-giving liquid back home."
Broxie starts to pout a bit as he feels a little helpless in getting any of the machinery to work. Two pincers and a tentacle don't do much for operating familiar equipment, let alone trying to figure out new and confusing gedgets! Beeble spends a few minutes whispering in Broxie's ear and he perks up shortly after.
Broxie: "We could leave some folks here to work on figuring out the machinery and then two or three of us could team up to carefully explore a few places we haven't seen yet. I know that Martuk wanted to take a look back downstairs, so I'd be more than willing to accompany him there if the rest of you want to get the water."
Krang-Nar: "Well; I'm dextrous enough to crawl around and get the lay of things but I ain't so good in the figuring out department. Interesting that B-Brox and Martuk want to split when their intelligence would be greatly beneficial, especially when combined with Nappy." (Martuk glares at Krang-Nar while trying to decide whether he was being sarcastic or not.) "Clacher and I are not the two you want figuring this out. I guess we could do it the old-fashioned way (fingering his hatchets), but that would ruin the machines and no water would be left. Probably kill us too. So... I suggest that Martuk, Clacher, and myself continue to explore while Nappy and Beeble figure the machine out to get more water (Broxie will keep watch). Else, we all stay together, get the water, then move on."
Clacher: "I do not think I can be of any help figuring out the pipe; I would like to continue to explore with Krang-Nar and Martuk. I think we should continue west (towards room "S")."
Martuk: "At this point, we should focus on getting this water. I may not be too helpful with figuring out the pipes themselves, but splitting up would make both groups more vulnerable. The people of Lau are counting on us!"
B-Brox: "So let's then put all our heads together (Hey - I've got two!) and we can work on getting the water back where it's needed. If we think there's time afterwards, I would like to explore the rest of this confusing 'Missile Silo'."
(Nappy has been quiet so far, contemplating the situation.)
Nappy: "Well, I definitely want to take a look at this piping. But we have to be careful if we want to preserve this valuable resource. I fear that if we mess with the old piping we may cause an accident, perhaps rendering the Spring of Life unusable for future generations."
(Pulling something from his pack...) "There may even be passages in the Procedures Manual on how to operate this equipment. It seems likely that the information in the book may come in incredibly helpful here. (Bing bing! Nappy gets the bonus prize! 50 XP.) I will have to see if I can find passages in it..."
(Now that he knows what he is looking for, Nappy easily locates the section in the manual on the water system. This will grant a +6 bonus to any Use Technology check to operate the various valves.)
Nappy reads the relevant passages from the Procedure Manual on how to operate the silo's water system. He discusses details with Beeblebrox and Martuk until all of you are confident that you can operate the valves properly. You gather all of your empty containers together and get ready to fill them up.
(Use Technology check: Nappy rolls a 15 +5 +6 (circumstance bonus) +2 (assistance from B-Brox and Martuk) = 28 against a DC of 15. Success! The party gets 50 XP each for figuring out the water system.)
The group cheers when fresh, clean water begins pumping. "This joint is ours, baby!" boasts Krang-Nar.
As if in response, you hear the bellowing roar from deep within the silo complex. (Listen checks, rolled secretly.) As before, you can't pinpoint the source. You're pretty sure that it's a lot closer this time, though. Those of you who aren't running the valves draw your weapons - just in case.
In a hushed silence, you continue filling the containers. There are no further screams in the dark, but an ominous sense of foreboding now hangs over you all. The rest of you notice that Nappy keeps looking apprehensively at a large piece of grafitti on the wall. In blood-red letters, it looks as if it was scrawled quickly. Finally, Clacher whispers the question all of you are wondering: "What does it say?".
"Beware the Survivor." answers Nappy. "It's signed by Surpac." (You found other graffiti from Surpac above ground, before you entered the silo. Surpac was a hunter from your tribe; you looked up to him in your childhood, but he never returned from his journey to the Cave of Life.)
Finally (it seems like hours but was actually only a few minutes), the containers are full and you shut off the water valves. (You make sure that it isn't dripping anymore - no point in wasting good water.) The load is distributed amongst the group - the vessels are heavy now that they're full. None of you are anxious to be caught in a dead end tunnel by the "Survivor", so after a short whispered conversation, you decide it's best to head back up to your "base" in the jetder lair. You bravely (but carefully) set out, heading south towards the main passageway.
(B-Brox, Clacher, and Martuk take the lead, armed with melee weapons. Krang-Nar and Nappy are behind with ranged weapons. B-Brox and Clacher have the torches. You are all weighed down with water now (counts as a medium load), but will drop the containers if you enter battle, so I won't bother updating your character sheets.)
Slowly and cautiously (Move Silently checks, rolled secretly), you return to the junction. All is quiet, and it looks safe... at first.
With rising horror, you see wet footprints on the dirty floor. Something has just walked through the flooded junction, heading east. Something big, with claws. The fresh trail leads towards the blast door - your intended destination. You suspect that the Survivor must be near...
(Spot and Listen checks, rolled secretly.) You peer intently down the passageway, but can't make out anything in the darkness beyond your torchlight. And you don't hear anything either, other than the sounds of your breathing.
"Well," whispers Martuk, "what do we do now?".
Beeblebrox: "Now I'm getting scared, but it's no time to shy away from danger... Not when we're so close to our goal!"
"It seems that 'the Survivor' is in the very near vicinity. These torches of ours are nothing but a lure for... whatever it is. And me and Martuk and Nappy have at least some sort of aid in fighting in the dark. (Actually, that should be Clacher, not Martuk.) So I suggest we leave our water right here for now, and the three of us (after extinguishing our torches) will lead the way, very carefully, to scout out the return trip to the jetder's lair. We gotta stay together though; I've got a mace to whip around in my tentacle arm (gives me an extra five foot reach too) and a acouple of mean pincer attacks. And it would be a good idea (at least Beeble thinks it is) to have Martuk (Clacher) or Nappy armed with that 'pistol' thing up front."
"What do the rest of you think? Or would be be better off leaving the torches lit so everyone can see?"
Clacher: "I have blindsight, which means I can fight without light. I'm willing to proceed in the dark, but I'm also willing to move ahead if our non-darkseeing fellows are not. We should head for the blast doors and destroy anything that moves! If someone else will take my torch I'll lead with three swords drawn."
Martuk: If we are going to engage with an enemy (a good possibility), I wouldn't suggest heading to the blast door right now. That is not a very good area to fight - we could easily get split up, and there isn't much quality room to fully engage with a challenging foe. And I don't think we should leave our containers anywhere - too much risk of having them stolen. I would suggest retaining our torches and heading to the spherical chamber. We might draw 'the Survivor' in there, where we have a better tactical arrangement. (25 XP for the good battle plan.) If we aren't followed, maybe we can move around the complex and explore (since we have a map) the areas where we could risk being attacked (the larger rooms). I'll keep my pistol handy, as suggested.
(Martuk's pistol has no ammo... he'll rely on his greatsword instead.)
Krang-Nar: I like the tactical aspects of Martuk's suggestion. I also think we should keep the torches lit as I would much rather face our foe and decide (hopefully) by looking at it how best to attack. I like the setup in the last description with the forward leads and ranged attackers behind. I think we should proceed this way with the following changes; the forward attackers should be split in front of and behind the ranged attacks (unless we can be absolutely sure this thing cannot circle around and engage us from behind). We must remember that it lives here and probably knows all the little secrets we have yet to discover."
(I'm a bit confused with your description; I'll stick with the previous marching order.)
"As for the life blood (the water); either we engage the foe (without the water would be easier) or we pick up and head for the exit. Once delivered safely we can always return for more action."
Nappy: "The Survivor has no lights it appears... he lives in the dark. I suggest we keep the lights, they may even hinder the Survivor." (25 XP for the insight.)
"Might I be so bold as to start a parlay? Let's call the Survivor out and see if he can communicate... perhaps we do not need to cause a scene and kill a possible ally. If all else fails we will be in a tenable position knowing where he is..."
Beeblebrox: "If we are to parlay, let's do so with the utmost caution! If he can communicate, then great! Let's keep in mind though that this place has always had the aura of danger about it... probably for a very good reason. And good idea about the torches and the Survivor living in the dark."
Nappy's hope for parlay notwithstanding, most of you are grimly determined to face the Survivor in battle. You spend a few moments swapping weapons and torches.
Beeblebrox grabs his mace and passes the torch to Nappy, who holds his loaded crossbow in his other hand. Krang-Nar draws his pistol, handling it carefully. Clacher unsheathes his long sword and two short swords, giving his torch to Krang-Nar to hold in his free hand. Martuk takes a few practice swings with his greatsword. You decide not to leave the precious water behind, but let Krang-Nar and Nappy take heavier loads so that those in the front are not encumbered.
The three melee fighters (B-Brox, Martuk, and Clacher) move forward, staying ten or twenty feet ahead of the ranged attackers (Krang-Nar and Nappy) but still within the light of their torches. Inching along the passageway, you follow the wet footprints on the floor. (GM rolls some dice.) You don't hear anything from up ahead - perhaps the Survivor has moved on?
You reach a bend in the corridor. Pausing for a moment, you take a deep breath, then continue around the corner... The dim torches reveal... nothing. It's too dark to see much. Slowly you march on - then a piercing scream chills your blood and nearly sends you fleeing back.
The Survivor is ahead. You can't see it yet, but you can hear it. Shuffling steps - heading towards you!
Krang-Nar musters his courage to say: "Death to those unfortunate enough to cross our path!"
Clacher responds with a battlecry: "Destruction of all that stand before the mighty Lau!"
The party moves forward, more quickly now. You are trying to reach the spherical chamber before the Survivor. For a moment you see reflections from a set of eyes... then finally the creature's figure can be seen in the torchlight.
The Survivor is large - about ten feet tall, but stooped and very broad. Its overall body shape is humanoid, but twisted and deformed, and like an ape it uses its arms to help walk. Its fur is matted and dirty, and in places open sores are exposed. Large claws adorn its hands and feet. Its head is vaguely canine, with a tooth-filled maw and wild staring eyes. The eyes are its most disturbing aspect. They almost hint at intelligence - or perhaps cunning - but mostly convey wild madness and hatred. Nappy dispels all illusions of peaceful interaction at his first glance.
(Initiative rolls. I'm treating B-Brox, Martuk, and Clacher as one group; Krang-Nar and Nappy as another; and the Survivor on his own. 16+2=18 for the melee fighters (all three of them); 13+2=15 for the Survivor; 6+5=11 for Krang-Nar and 6-1=5 for Nappy.)
The monster moves quickly, but the B-Brox, Martuk, and Clacher are closer to the doorway. Charging forward (double move action), the three warriors duck aside just before the creature reaches the entryway. Weighed down by the water, Krang-Nar and Nappy aren't quick enough and the creature cuts them off! To slow down the Survivor, each fires off a shot. (Krang-Nar rolls 16+2=18. Hit! The bullet does 9 points of damage.) The sound of the gunshot stops the creature in its tracks, and scares the bejeezus out of the rest of you. (Nappy rolls 8-1=7.) The loud noise spoils Nappy's shot, and his crossbow bolt flies wild. Unfortunately, Krang-Nar and Nappy are now blocked from entering the chamber by the Survivor.
Seeing the predicament, the three melee fighters move further into the darkness of the spherical chamber, trying to draw the Survivor into the room. (PCs delay their attack action. GM rolls some dice.) The strategy works! The creature would rather face pincers and steel than bullets and bolts. It charges forward, savagely attacking Beeblebrox!
(Bite attack + claws; 19+7=26 and 3+5=8. Bite is a critical hit for 16 points of damage! Claws miss.) Beeble and Brox howl in unison as the creature chomps down on B-Brox's inner forearm! (His left Flexor Carpi Radialis is damaged.) Giant teeth shred flesh and blood spurts as B-Brox struggles to maintain consciousness. (Fortitude save against Massive Damage; 17+1=18 vs. DC 16.) Luckily, he does not collapse; but his attacks will be impaired until the massive wound heals (-2 on attacks using left pincer).
(B-Brox is down to 2 hit points! You spot an evil grin on the Game Master's face.)
But the brutal assault does not go unanswered! As the Survivor is busy eating B-Brox, the three melee fighters flank the beast and simultaneously counterattack. B-Brox is caught unready as the beast savages him (2 pincer attacks; 2+2=4 and 8-2+2=8. No luck.). Martuk swings his mighty sword (6+4+2=12), but likewise misses. Clacher becomes a whirling dervish, swinging his swords around like a madman! (Attack rolls 16-3+2=15, 1-8+2=-5, 11-8+2=5. Long sword hits for 4 points of damage; critical miss with short sword.) His primary attack hits home (the Survivor is starting to look injured), but the creature parries his short sword with its claws and sends the weapon flying into the corner! (Weapon was dropped.)
Swinging into the open doorway, Krang-Nar fires again at the beast. (Attack 3+2+2-4=3. Miss.) He is not yet used to the firearm, and the shot goes high. Nappy's crossbow has no ammo, and instead of reloading, he chooses to toss the torch instead (Attack 13+1+2-4-4=8), but the unbalanced throw misses.
Responding to Clacher's blow, the Survivor turns to face him. (Bite attack + claws; 6+7=13 and 19+5=25. Bite misses, but the claws score another crit! 18 damage!) Wary of the beast's bite, he leaves his chest open for a savage clawing! In a horrifying spray of gore, the Survivor rends Clacher's torso (2 points Strength damage plus 6 broken ribs on the lower left side). The fringer collapses in a heap on the floor, dying. (Down to -3 hit points!)
This combat is not going at all as planned! You may be able to defeat the Survivor, but at what cost?
(I think that's enough for one turn. It's B-Brox's and Martuk's action now; Krang-Nar and Nappy will follow. I will take this opportunity to remind the players about Karma Points...)
Krang-Nar: "Death, death to the Survivor! Little does he know that we got him right where we want - in the middle where he can't escape."
"First, I'm going to drop all the *&*^%$ water (too heavy to fight with and our lives are more important than the water right now). I don't think that I'm going to blast away with this gun (may kill one of our own) so I will put it away, in easy reach (dropped to the floor, along with the torch - you don't want to waste your time packing things away carefully), for later and grab something a little more intimate for the fight. Bring on the hatchets, baby!"
"I will get within throwing range for the hatchets (I can always recover them later with my telekinesis), then approach even closer to fight with my quaterstaff. If ineffective I will rush the SOB and fire every shot I've got until its dead (or I am, whichever comes first)."
Martuk: "I am going right in there with my sword. I hope that others will get behind the Survivor and start pummeling. After we're done, the Survivor won't have a name!"
Beeblebrox: "Although badly hurt and knocked to the ground, The Freak is steamin' mad at the Survivor! He isn't going to be a Survivor for much longer..."
"With what strength remains to me, I will lash out with my double pincer attack and mace and not let go until we stand triumphant atop the bloody ruin of his body!"
Nappy: "I will also drop the water ASAP. I will watch the next round of combat to discern the weakness of the Survivor and then we can lay him low with a concerted team effort." (I will use my Exploit Weakness talent on the Mofo - I should have done this in the first place.)
"As I observe I will close with my hammer and try to give Bio-Feedback on our fallen companion Clacher." (2d6 hit points worth, saving the remaining 1d6 for later.) "We may very well need Clacher's shriek attack as the Survivor lives in the dark. I suspect that he will have advanced hearing, which we can exploit further by screaming at him! Everyone make a lot of noise and keep a torch on him!"
Clacher: (No comment.)
Beeblebrox and Martuk continue to circle the Survivor, trying to draw its attention from Clacher. Full of wrath and fury, B-Brox rips into his foe with his pincers. (Attack rolls 14+2=16 and 5-2+2=5. One hit, one miss. 5+1=6 points damage + irradiated attack.) With his good arm, he manages to score a solid hit. "Survivor my ass!" shouts Broxie.
Martuk sees a chance to strike at the Survivor's unprotected flank (Attack roll 9+4+2=15. Hit! 2+4=6 points damage.), and takes advantage of the opportunity. (The Survivor is looking very rough now.)
Krang-Nar drops the gun and torch to the floor and hastily tosses aside his heavy containers of water. Drawing his hatchets, he takes a few steps towards the Survivor and throws one at the beast. (He's close enough now to avoid the -4 penalty for firing into a melee. Attack 9+6+2-2=15. Hit! Damage is 2+2=6.) He catches the monster between its shoulderblades, and it howls in pain.
Nappy also drops his water load and draws his hammer. Moving to cover Clacher, he observes the beast and notes that its misshapen form hinders its defense in several places (+3 on subsequent attacks against the Survivor.)
(GM rolls a stabilization check for Clacher. No luck; he bleeds for another point of damage.)
Its breath comes in ragged gasps now, but the Survivor has not lasted this long through cowardice. Glinting with light from the two fallen torches, its cunning eyes search for a victim... (GM rolls some dice.) Without warning, it lashes out at Beeblebrox (Bite attack + claws; 16+7=23 and 7+5=12. Bite hits for 7+4=11.) and its teeth puncture his armour and chest. (B-Brox is down to -9 hp!) The freakish mutant is tossed aside like a ragdoll, unconscious and dying.
With mounting desparation, Martuk swings his mighty sword at the beast. (Attack roll 6+4+2=12. Miss.) The Survivor knocks the blow aside easily with its claws.
Krang-Nar tries to hit the monster again with a well-aimed hatchet. (Attack roll 14+6+2=22. Hit for 4+2=6 points of damage!) The Survivor shudders as the hatchet hits home. It remains embedded in its back as it turns to scream at Krang-Nar. Although nearly dead, the creature still does not give up!
Brave Nappy races forward, his hammer clenched tightly in his little hands, and takes a swing at the Survivor's kneecap. (6+4+3+2=15. Hit! Damage is 1+3=4. It is down to 1 hit point!) If only his reach was the size of his courage - the hammer only grazes the creature.
(GM makes stabilization checks for Clacher and B-Brox... Clacher stabilizes at -3 hit points; B-Brox continues bleeding and is down to -10.)
The Survivor slumps forward, its lifeblood nearly spent, and for a moment you think the battle may be won... Then, with its last ounces of strength, it lunges towards (GM rolls dice) Nappy! (Bite attack + claws; 9+7=16 and 14+5=19. Bite hits for 3+4=7, claws do 4+2=6.) The thinker's small body is ripped open and he is hurled to the floor, his blood mixing with Clacher's. (At -1 hit points; unconscious and dying.)
Tears filling his eyes, Martuk drops his sword and alls upon the Survivor with his claws, snarling like some crazed beast. (2 claw attacks; 3+2=5, 16+2=18. One hit for 3+3=6 points of damage!) The mutant warrior rips open the Survivor's throat with his bare hands, and finally the foe is vanquished! Lost in rage and howling like an animal, Martuk continues to hack at the fallen creature.
"Martuk! Stop!" shouts Krang-Nar. "Our allies are dying! They need our help now!"
The frenzied enforcer glances up, and for a moment Krang-Nar sees in his eyes the same savage look as the Survivor! The dim torches flicker, hiding his face in shadows, and when the light returns Krang-Nar can see that Martuk has regained his composure.
"You are right." says Martuk. "Who should we tend to first?"
(GM makes stabilization checks for B-Brox and Nappy... Both get worse. B-Brox is at -11 hit points, and will die at -12. Nappy is at -2 and will die at -8. They will continue to lose 1 hit point per round until they stabilize or ar healed. Clacher has stabilized at -3 so he's okay for now.)
(Also, each party member receives 1000 XP for defeating the Survivor. Krang-Nar and Martuk are eligible for advancement once they return to Lau; and the others are pretty damn close, if they survive the adventure.)
Martuk: "I will, with the aid of Krang-Nar, try to heal Beeblebrox. I have some (limited) healing skill - hopefully we will be able to stabilize B-Brox within the round. After that (success or failure), I will try to help the others."
Krang-Nar: "Well, I guess B-Brox gets first dibs. We should try to stabilize him then pour our efforts into Nappy. It is desirable to get him up and about since he has healing capabilities. I will first employ my juju kit and use the juju potion only if need be."
"Once these guys are stable we can set a gaurd, retrieve the water, and rest before heading out again (possibly to look for the Survivor's trove?)."
Beeblebrox: I will choose to lie on the floor where I am and hope that, in my unconscious state, that I will survive this encounter... somehow..."
(Ditto for Nappy and Clacher.)
"Well," says Krang-Nar, pulling out his juju kit, "I guess B-Brox gets first dibs." Rolling up the sleeves on his coveralls, Martuk carefully repositions B-Brox's limp body and assists Krang-Nar in treating his injuries.
(Krang-Nar attempts first aid check to stabilize the dying B-Brox. Martuk tries to provide assistance. Treat Injury check 19+6+2=27 vs. DC 15. Success! B-Brox stabilizes at -11 hp but is still unconscious. In the meantime, Nappy drops down to -3 hp.)
"Okay - now for Nappy." says Krang-Nar.
(Again; first aid check. Martuk is unable to assist (failed his check). Krang-Nar's hands fumble (Treat Injury check 1+6=7) and Nappy loses another hit point.)
"Damn." mutters the hydrocephalic hero. Krang-Nar pulls out his juju healing potion and carefully pours it down Nappy's throat. (Nappy is stabilized at -2 hit points but is still unconscious.)
"Remember what the witch doctor taught - take your time." says Martuk. "Our friends are no longer bleeding to death - we should make sure to do the job right."
Krang-Nar nods. He knows that as long as he can concentrate, it's easy to patch up these wounds. (Krang-Nar and Martuk "Take 10" on their checks. 10+6+2=18; Nappy regains 2 hit points (now at 0), Clacher regains 4 (at 1 hp), and B-Brox regains 1 (at -10). Nappy is conscious but disabled until he heals another hit point, Clacher is conscious and on his feet, and B-Brox is still down and out.)
As Nappy opens his eyes he whispers, "We won?".
"Yes, my brave little friend." answers Martuk.
"I thought I had him." answers Nappy. "I tried to exploit the Survivor's weaknesses, but did not have a cunning enough plan."
Clacher is more solemn when he comes to. He refuses any aid, and although wincing in pain, is able to make it to his feet unaided.
"Nappy," asks Krang-Nar, "are you strong enough to heal B-Brox?"
"No" answers the dwarf. "I will have to heal myself first." (Any strenuous action - such as Biofeedback - inflicts a point of damage on Nappy until he's above 0 hit points.) Nappy closes his eyes and concentrates. (Biofeedback healing for 2 hit points.)
"There." he says, getting to his feet. "I will do what I can for B-Brox." (Nappy uses his remaining Biofeedback for the day on B-Brox, but manages to heal only 2 hit points. Crappy rolls, Nappy.)
"We'll have to carry him to a safe place." says Nappy. "This area is mildly radioactive - we shouldn't rest here. I suggest we return to the Jetder lair."
You gather up your belongings; Nappy and Clacher carry the water and torches, while Krang-Nar and Martuk carry B-Brox between them. Before leaving the area, you take a closer look at the Survivor's body. (GM rolls a Search check.)
"What's this?" asks Clacher. The Survivor has some sort of tight collar around its neck. Made of leather and very old, a small metal tag dangles from it, covered in writing. Nappy takes a closer look at the tag. "It says "Survivor" in the Ancient script." The collar is grotesquely small given the size of the creature. "I claim it as a souvenir." says Martuk, cutting the collar from the corpse.
"Hmm; I wonder if the Survivor is edible?" mutters Krang-Nar.
"I wouldn't." says Nappy. "His body is moderately radioactive." Martuk waves his geiger counter over the carcass; the clicking confirms Nappy's assessment.
The party makes its way without event back to the Jetder lair. You spend the evening resting and healing. (Each party member regains 2 hit points. The GM rolls some dice; Clacher and Krang-Nar manage to recover from their rad sickness, but B-Brox remains unconscious.) After napping, Nappy is ready for some more psychic healing. He examines B-Brox, then applies his Biofeedback (It takes all of his daily healing to brink B-Brox back to 4 hit points.) "Damn!" says Nappy, "That was difficult; I won't be able to heal anyone else today."
Finally, after hours of unconsciousness, Beeblebrox slowly comes to (Beeble first, then Brox). With a confused expression, Beeble asks "Where am I?" and Brox mumbles "What the hell did I drink last night?" Suddenly, they both snap alert. "The Survivor?" they ask.
"Dead." you reply.
"And our group?"
"All fine; you were the most badly hurt."
(Clacher and Beeblebrox will have some good scars to remember the Survivor by. And although you're all still battered and bruised, every party member survived and is up on their feet now. Krang-Nar, Martuk, and Nappy get 25 XP each for patching everyone up. You have recovered the sacred Water of Life; all you need to do now to finish your mission is to return to Lau...)
"What's the plan?" asks Krang-Nar.
Beeblebrox: "Both heads are in full agreement in thanking, profusely, their companions for the healing efforts that saved their lives. A debt which they'll do their best to repay in the future as best they can."
"In the meantime, with the Survivor vanquished and the stores of water secured, perhaps it's time to head back to Lau. As long as we have all the water we can carry, my two votes are for getting back home for a heroes' welcome and some R&R. Let's ensure that we have all the water we can carry, remembering that we can load up the pack beetle up top too, and head for home."
Martuk: "Yeah, let's get the water back to Lau - that's priority #1. We can always return later."
Nappy: "I am of two minds (and no, not like B-Brox). We need ot get the water to Lau and we have a prime opportunity to do so. We are tired, a little beat up, and it was our original mission. However, we have probably just killed the major predator in these caverns (unless he has family), so now would be a very opportune time to explore this area completely. If we leave, something even nastier may move in."
"Now that I understand how the water pipes work I wouldn't mind taking a look further to see if the water is just in a holding tank (finite amount), or if it is some sort of purification system (infinite amount)."
(Nappy remembers seeing references to "groundwater decontamination and purification equipment" in the holy Procedures Manual. You suspect that the supply is effectively unlimited.)
"If it is a purification system we should try and secure this area with traps or something and come back later to claim it with the tribe. With a good, clean supply of water for the tribe we could easily become a major powerhouse in this region." (Nappy's goals of world domination are beginning to unfold!)
Krang-Nar: "Let's search the rest of this outpost, clean out the smaller nasties, then return. If we are innovative we may be able to secure the area from unwanted future intrusions (or at least to something so that we can be forewarned if a nasty breaks through whatever system we leave in place)."
"Let's look for the spoils, boyz."
The party is split in its decision about what to do next. Some members want to return to Lau and leave further exploration for a future mission. Others want to secure the rest of the complex immediately and claim all the swag before anyone else has a chance to get it.
(B-Brox and Martuk want to return, Krang-Nar wants to stay, and Nappy is undecided. Looks like you're going home!)
After some heated discussion, you decide to return to Lau (despite Krang-Nar's protests). You climb up out of the complex to the searing heat of the mid-afternoon sun. For a moment you are afraid that your pack beetle escaped, but then you find it buried itself under the sand to keep cool. Kicking it awake, you drag the beast out and decide on how you will load its saddlebags with the water containers. (You are careful to keep them separate from the jerry-can of fuel that you recovered.) It's too hot to travel until dusk, so the party then returns to the coolness of underground.
Since you have a few hours, you look for ways to secure the entrance. You don't want to allow any other creatures to enter and explore the area, but you don't really have any equipment or tools to set traps. Eventually you come up with the idea of concealing the complex as much as possible. You take the trash and debris and pile it up in front of the entrance to the elevator shaft. Using the remaining jetder webbing, you conceal the doorway completely. (It would take someone a successful Search check to find it now.)
Later in the day, you return above-ground. Although the hinges are badly rusted, you are able to force the hatch shut. It'll take several strong men with crowbars to get that open again! You are confident that this will dissuade explorers. You load up all your equipment and supplies, and set off into the desert.
Your journey home is a mirror version of your trek out to the Cave of Life, except you move a little slower because of the additional weight of water and to allow enough rest time for those who are on the mend. (The party members make daily Survival and Navigate checks and are able to safely traverse the wastes.) Traveling at night and finding shelter during the long, hot daylight hours, the group does not encounter anything unusual during the week-long hike. By the time you near your home village, each party member is fully healed, thanks to Krang-Nar's treatment and Nappy's Biofeedback power.
You reach Lau in the long hours of the night. The village's pet krenshars (mutated cougar-like animals) are the first to notice your return. Luckily, the creatures recognize your scent, and they approach howling in a friendly manner. Sahle, the old night guardsman, follows, spear in hand. As he recognizes your group, his three eyes light up with delight (or is it just from his photoluminescent mutation?) and he shouts in greeting.
News of your return spreads quickly. Families are roused from sleep to rejoice at your successful rite of passage. The village elders (along with the village watermaster, a tumour-ridden mutant named Farrokh) congregate around the central bonfire and with great ceremony, formally accept your party's gift of water to the tribe. Farrokh weighs the water before adding it to the underground tank (a genuine pre-Crash relic) that contains all of the tribe's emergency supplies.
The villagers cheer and there is much rejoicing.
Next, the elders take your group within the village's council chamber and shut the door. This part of the ceremony is held in secret. Each of you in turn recite a formal oath to the Nightwind tribe, and are handed sacred DU (depleted uranium) daggers, the symbol of defender rank within the tribe. (DU weapons ignore hardness less than 5 and can hurt some creatures that resist damage from normal weapons.) Beeblebrox is last to recite the oath, and there is some confusion amongst the elders about whether Beeble and Brox must perform the oath seperately and each receive a dagger, but in the end they speak in unison and get a single blade.
(Each party member now has allegiance to the Nightwind tribe - see the Allegiances page for details. That is, of course, unless one of you is lying during the oath... you're not forced to be honourable. In addition, you each get 250 XP, which is enough to bump everyone up to the next level, plus a Karma Point. Nappy decides to wait until later to bring up plans for having the tribe claim the Cave of Life.)
Beaming with pride, you leave the council chambers and receive another cheer (and much rejoicing) from your fellow villagers. As official tribal defenders, you have access to the tribe's implements of war, you are able to use the special "executive hut", and you get first choice of virgins at the harvest festivals.
Eager to tell tall tales of your adventure, you walk out and join the celebration in your honour.
Congratulations! You have successfully completed the Cave of Life adventure.
Martuk: "The days in Lau have treated me well, but I again find myself thinking about the greater glory of a permanent, Nightwind-controlled water source. Adventure runs through my mutant blood, I suppose. I would like to return, perhaps with more support, to clean out the missile silo and establish an outpost."
Nappy: "Once things settle down in Lau we should talk with the Elders and let them know about our discoveries. I find it hard to believe that one of the previous hero's of our tribe did not discover the same info we did... Perhaps not though. (Since we did find the book, and since it was still there, I conclude no one else found it.) There may be a reason the elders have not already done this that we are unaware of - if not we need to get them to support our endevour."
"The outside of the Silo was radioactive so on outpost directly at the site would be unwise. However an outpost closer to the water source and then an established trade corridor to bring the water back to the village would be very beneficial. Clearing the path of wild animals and threats would definitely be in our line of work."
(There are members of your tribe who are immune to radiation - they would be okay if an outpost was set up at the silo.)
"Setting up a regular water supply would help Lau become very prosperous... perhaps a target though of aggression from our neighbours as well. Also I have a map of other ancient locations and installations in the book we got."
(Good call - that map may come in handy in the near future...)
"I would be VERY VERY interested in attaining more writings of the Ancients as this (what must have been a simple document) has been a WEALTH of incredible information for us. More ancient writings must be attained by heroes of our tribe!!!"
(Nappy should stick to de-caf as he gets excited thinking of all the possibilities and contigencies.)
B-Brox: "I'd like to see where else we can go adventuring, so please count me in for future endeavours after this hiatus. Both my heads agree with that, at least."
"Until we next leave Lau seeking fame, fortune and low-radiation adventure..."
Since your return, the group has been relaxing and basking in the adoration of your tribe-mates. The days pass by in a blur, and it's hard to remember it the details. One funny moment that you do recall occurs when you ask the elders why none of the previous explorers had discovered the secret of the Cave of Life:
"Because everyone before asked someone more experienced where to find the water ahead of time." answers Verbat (Lau's most respected elder). "You were already gone a week before we realized that you hadn't spoken to anyone."
Maxell, the witchdoctor, adds "And besides; nobody has been foolish enough to try to take on the Survivor. Except Surpac. Poor Surpac...".
Now that the Survivor is gone, your party convinces the tribal elders to mount a formal expedition to the Cave of Life. Although it is too radioactive for a full settlement, it could become an important Nightwind outpost.
All of you take part in the expedition to clear out the remaining inhabitants of the Cave, along with several other warriors from the tribe. This visit to the Cave of Life is certainly less eventful than your previous trip. Guided by the holy Procedures Manual, you are able to find your way about easily.
You first explore another large spherical room (chamber K) that contains the silo's environmental systems (the equipment is damaged beyond repair). Your group eradicates a swarm of rad rats which had made their nest nearby (chamber L).
The chambers containing the old communications antennas (rooms H and I, to the far east) are flooded and now home to nasty creatures called "life lampreys", which manage to badly injure one of the tribe's warriors before you are able to kill them.
The missile silos themselves are either empty (chamber V) or completely collapsed (the unlettered orange chambers). There are no traces of the actual missiles that were once held here (you imagine that they were used during the Crash), and the old fuel silo (chamber T) is also empty.
In the control area (chamber W), you make some interesting discoveries. It appears that this was the Survivor's lair. Gnawed bones and unidentified remains fill the area. Stored in cabinets here, you find a set of six walkie-talkie radios (which your group claims) - still working after all these years! Even more interesting is your final discovery - a journal from Ancient times. Its text makes a fitting epilogue to your adventures in the Cave of Life.
June 10. I can’t believe it; it’s finally come to this. I must have been in shock the day the order came because I can’t remember us locking up. Toronto gone. Completely gone. But we have a job to do, and I must forget... forget everything, forget it all. It’s all gone now anyway, isn’t it?
June 11. We were hit last night. Radar tracked the SS coming in. We stand tall, despite the collapse of sections A and B. It doesn’t matter, we’ve already launched. Oslo, Canterbury, and Sao Paulo stand in ruins. And it was my order. My goddamn order...
June 16. No contact. Some of the men are showing signs of strain. Nelson is keeping to himself, too quiet. I wonder about him. McCartney is keeping his hold well, and is taking stock of the supplies with his usual orderliness. If this ends – if it ever ends – I want that man commended.
June 17. No contact. Sent MacIntyre out today in a suit to check the surface radiation level. He came back with a poor little dog that was dying from the radiation. I could tell the man’s sanity was slipping, but he needed to save something, anything. We’ve kept the poor thing – I think he’s nicknamed it "Survivor". Even made a nametag for it...
June 18. Still no contact. Survivor is gone. Nelson said he’s somewhere in the tunnels, but our calls go unanswered. Someone is stealing supplies – if this persists we’re not going to last. Who cares? There’s nothing left anyway. Nothing but a desolate world of radiation and poison. Dear God what have we done?
June 19. No contact. What’s the use? There’s no one out there, no one left. We’re all alone.
July 20. Strange noises tonight, echoing in the complex. MacIntyre is losing his cool. Thinks there’s something in the complex with us. McCartney thinks it’s the structure in Silos A and B, just creaking. That must be the cause. Lasted for a few hours, then died out completely.
July 21. Nelson has failed to report to duty. A search has turned up nothing. He’s gone mad, fled to the surface. None of the suits are missing – he won’t last three hours out there. Poor devil.
July 22. MacIntyre has cracked. Says he saw Survivor in the tunnels, but... I fear MacIntyre is suffering from post-traumatic stress disorder and will be detained until he shows some sign of improvement.
July 23. Strange noises again last night. I think the complex is weakening. I fear we may not have much time left, though we cannot go to the surface yet – Rads registering at 2000. MacIntyre was screaming nearly until dawn about Survivor being "changed", a "horror". McCartney is keeping him under. Note to self – are the supplies of morphine running extraordinarily low, or am I imagining it? Did Nelson steal the stock before fleeing? McCartney claims the stock is as it should be.
July 25. MacIntyre has had an overdose and is comatose. I think McCartney has been dipping into the morphine – he is totally withdrawn.
July 26. Dear Lord watch over us. Only you can save us now. Confronted McCartney about the morphine. He has confessed to stealing not only morphine, but also water and food. Claims we are going to die no matter what. He’s right. There really is no hope for us – the world outside is gone. May we all burn in Hell for what we have done.
July 28. Strange noises again last night. I can’t help but wonder what keeps making that awful roar. Sent McCartney into the tunnels to examine the structural damage. He hasn’t returned. Will take gear and find him tomorrow.
July 29. Put raving MacIntyre out of his misery. Taking pistol into the tunnels. Will find McCartney. Will return and take another surface reading.
Here the journal ends. No further entries are evident.