The archives of the Skeleton Base PBeM have gotten so big that they've been split up into smaller parts:
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Deciding that there is strength in diversity, you set about implementing all of your plans at once. You make sure to divvy up the walkie-talkies, and remain in contact at all times.
Nappy and Martuk remain with the vehicles (keeping one of the radios), and try to figure out the Hummer. The two of you perform a very careful examination of the vehicle before you start screwing with anything. (Investigate checks; Take 20.)
"Bingo!" says Martuk, as he figures out a deviously concealed latched box device at the front of the Hummer (the glove box). Inside are a number of loose documents and a softcover book. The papers, brittle and yellowed with age, all crumble to dust as you touch them, but the book itself is intact. Handing it to Nappy, the thinker translates its title: "Hummer Model H117 - Owner's Manual. Time for me to do some homework..."
Figuring out how to activate an Ancient vehicle would normally be an extremely difficult task for primitive tribals such as you (requiring Use Technology check at DC 20), but with the manual you think you'll be able to figure it out (+5 to the roll).
(GM rolls Use Technology checks vs. DC 20: 19+7+5=31 for Nappy, 14+1+5=20 for Martuk. They both agree on the correct procedure to power-up the Hummer and get 50 XP each for their efforts!)
The atomic cells click on (that's right - it's atomic powered), and as it comes alive you find that the vehicle does indeed hum... Your whoops of delight are joined by your companions' cheers over the radio as you report your success. With this Hummer, you'll be the baddest-assed savages in the Deadlands!
Now all you have to do is figure out how to drive it...
While Nappy and Martuk search the Hummer, the rest of you descend into the sewers to try and 'recruit' the remaining animatron. You return to the hallway leading to the animatron (in area I). As before, the animatron does not seem to notice you while you stand behind it (as if it can't even sense you), and you're able to creep up to the machine without it moving.
"This is easy! Should have done this earlier..." whispers Beeblebrox as he grabs his blanket in his tentacle and wraps it around the inert animatron. As soon as he touches the weapon, it begins to bend and twist - B-Brox can barely keep the sentry covered. "Quick!" he says. "Somebody tie this blanket on before I lose my grip!"
Krang-Nar takes B-Brox's rope and ties it to the animatron. The thing still twitches, but now you feel safe enough to move out from behind the gun. Congratulations! You've got yourself a pet animatron!
(Good work; 50 XP to Beeblebrox, Clacher, and Krang-Nar.)
At this point, you hear over the radio that the Hummer is working! Cheering, Beeble reports: "Good news from this side too. We've got the animatron. We'll bring it back up; maybe we'll put it on the Hummer." Nappy and Martuk congratulate you on your success.
"You two go back." says Krang-Nar. "I'm heading to the Command Center now. You'll be able to manage moving the sentry gun without me."
"Yeah; back to the garage." says Clacher. "We've still got some dummies to make."
After their success with the animatron, Beeblebrox and Clacher separate from Krang-Nar and drag the gun up the shaft (a difficult task) to the garage. Now it's their turn to get artsy and crafty. They dig around for supplies to make cutout dummies that are small and thin enough to slide through the ventilation shaft grating. Using his pincers on some of the scattered junk, Beeblebrox is able to snip pieces of sheet metal into humanoid shapes. (Craft (General) checks vs. DC 10: 19+1=20.) Clacher looks bored while B-Brox works away.
"Look, Clacher," says Broxie, "You'd better let Beeble and I handle this - why don't you go get some duct tape from Martuk so we can mount them on sticks?"
Once you've finished both dummies and mounted them on rods, you realize one weakness in your plan... You don't have enough walkie-talkies to go around to coordinate both B-Brox's and Clacher's distractions if you're in separate ventilation shafts.
(GM makes Intelligence checks vs. variable DC for B-Brox and Clacher: 3+1=4 for B-Brox, 17-1=16 for Clacher.)
B-Brox scratches his heads distractedly with his tentacle, confused about how to proceed. Then, with a flash of insight, Clacher says: "I'll keep the walkie-talkie. When we want a distraction, I'll stick up my dummy. When you hear the Guardian's guns, you'll stick up your dummy. That way - if we're lucky - the robot will waste twice as many shots."
Agreeing to Clacher's idea, the two of you climb down to the sewer level. You then go your separate ways (B-Brox brings out his flashlight, Clacher still has the light stick - as well as the improvised periscope), to different ventilation shafts on opposite sides of the Guardian's current position (Clacher checks with the periscope to make that it is still there), and wait for a signal.
(B-Brox and Clacher get 25 XP each for making cutouts and coming up with a workable plan.)
Meanwhile, Krang-Nar takes the final radio and confidently sets off back to the Command Center - oblivious to the fact that his psionic powers have been expended for the day! While his companions are delving into automotives or exploring their artistic sides, Krang-Nar is steeling his nerves for a possible confrontation with the Guardian. "After all," he thinks, "while the others are coming up with 'distractions', it is up to brave, brave Krang-Nar to actually face death in the form of a metal-skinned demon."
Using his flashlight to illuminate his way, Krang-Nar carefully makes his way (without incident) to the final stairwell in the Command Center. You can hear the beeping from the keypad, and adjust the volume on your radio so that (hopefully) the Guardian won't be able to hear it. Turning off your flashlight and continuing onwards in the dim light provided by flickering fluorescents upstairs, you creep to the top of the stairs (area C3) and wait...
(Krang-Nar gets 50 XP for agreeing to play his dangerous part in the plan.)
(This should be fun. Let the dice fall where they may!)
When everything is ready, Nappy says into the radio "Let's go over the plan again. Clacher - on my signal, you will raise your cutout dummy to attract the Guardian's attention away from the Command Center. When he hears the Guardian moving away, Krang-Nar will use his telekinesis to grab the keycard. Meanwhile, Beeblebrox should have raised his cutout dummy, distracting the Guardian again. By that time, Krang-Nar should have gotten the card. If we're lucky, the whole thing should only take a few seconds. Sound good?"
Martuk speaks up: "I think we should just use the Hummer to batter the metal bastard to pieces."
"Too dangerous." says Nappy. "Let's just get that card back - we'll worry about the Guardian later."
Speaking into the radio again, Nappy asks: "Is everyone ready?"
"Yes." answers Clacher.
"Sure." whispers Krang-Nar.
"Good." says Nappy. "Now, Clacher - GO!"
Shrieking like a madman, Clacher shoves the cutout through the grating and waves it around as if its a flag.
Sensors, still keen after centuries, pick up the movement even in the blackness of night and the Guardian's turret swivels around. The giant machine begins to roll straight backwards, away from the Command Center, it's weapons training on the new target.
Krang-Nar peeks around the corner and sees the Guardian moving away. He concentrates, carefully focusing his inner strength on the silver card still embedded in the keypad...
...and nothing happens. "Damn!" he mutters under his breath, realizing (too late) that his psionic potential has been spent for the day!
By this time (GM rolls initiative: 12-1=11), the Guardian has targeted the cutout dummy. It fires its deadly Hydra 70 cannon (I'll give the target a Defense of 6. Ranged attack, natural 1!), but only manages to blow more holes in the fence surrounding the base.
Krang-Nar makes a snap decision (GM rolls initiative: 4+5=9) - if he can't mentally grab the card, he'll have to do it physically. With the radio in one hand, he races out from behind his corner while the Guardian is distracted. Beeblebrox, meanwhile (GM rolls initiative: 5+2=7), hears the robot's cannon and lifts his cutout out of the grating, supplying another target.
The Guardian takes another shot at Clacher's dummy with its Hydra 70, while simultaneously firing at B-Brox's dummy with its laser! (Full attack: 6+7=13 and 11+2=13. Hit Clacher's dummy for 25 points of damage and B-Brox's for 22.) Both targets are blasted to smithereens, leaving Clacher and B-Brox holding broken, smoking rods!
"That was quick." thinks B-Brox.
Krang-Nar stares, horrified, at the scene through the open doorway as he rips the keycard from its slot. (The beeping immediately stops.) The Guardian has run out of other targets, leaving only him, illuminated in the light from the Control Center! Krang-Nar almost wets himself, almost drops his walkie-talkie, almost loses his hold on the card, then lunges back down the hallway, racing for safety...
The lumbering Guardian spins its turret back towards the Command Center, towards Krang-Nar. With the keycard removed, the armoured doors have slowly begun to close again. Time seems to stop... Krang-Nar screams as he begins to pivot on one foot around the corner. Simultaneously the Guardian fires its two weapons, trying to catch the intruder. (Full attack against Defense 19: 11+7=18 and 10+2=12. Both miss!) Krang-Nar weaves between the shells and laser beams, leaping behind the corner as the Command Center's blast-proof doors slam shut!
(Krang-Nar gets 50 XP for getting the keycard, Beeblebrox and Clacher get 25 XP each for creating a distraction.)
Krang-Nar lies on the ground for a moment, listening to his heart pound. Then, he begins laughing maniacally as Clacher and Nappy ask "What the hell happened?" over the radio.
Raising the walkie-talkie to his mouth, Krang-Nar calms himself and simply says: "Mission accomplished." (He has decided to never let anyone know that he misjudged his psionic power - or how close he came to death. He wouldn't ever hear the end of it from Nappy.)
The others cheer. You've got your keycard, an animatron, and a working Hummer. What are your actions?
Beeblebrox: Beeble is rather pleased that we actually got all the stuff that we wanted without incurring any casualties in order to get it!
From the big-picture perspective, it's that stupid Guardian that's preventing us having free rein over this base and looting it to our heart's content. Broxie's only two thoughts on that are:
The problems there are that even if we can get the Guardian to waste all of its bullets, it'll still have those frikkin' deadly lasers that probably won't wear out. And how do we get a clear shot at any sort of sensors without becoming targets ourselves?!
Alternatively, we (one or two of us) could make some sort of distraction in one part of the base (as safely as possible!) while the rest of the group waits to enter one of the building that we want to loot. I mean, that's why we're here in the first place!
So that's Beeble's idea. If we can't wear it out, or blind it without risking our lives unnecessarily, then he suggests a minor distraction in a distant enough part of the base such that the rest of the group can do a little exploring and looting. We can use the walkie-talkies to ensure communication stays intact since once a group is done exploring and looting, it would need another distraction so that it could exit a building safely and move on to the next one or back underground.
Is the method of using decoys the best one? Broxie would like to save the Hummer for the ride out of here. It could probably hold all the 'stuff' that we're gonna want to leave with, so we sure don't want to get it destroyed. (Broxie secretly harbours a gleeful thought of seeing the Hummer ram the Guardian at full speed just to see what happens... But nevermind about that.)
So unless anyone else has any ideas or can make improvements to this one, Beeble will volunteer to establish a safe decoy system so the rest of the party can scout out the rest of the buildings. Broxie looks disgustedly at him, suggesting that the beads are braided into his hair far too tightly for making such a ludicrous suggestion without even consulting him!
Oh, and if that's what we're doing, the 'loot-group' ought to have the security card just in case it's needed to get into any of the other buildings...
Krang-Nar: I am all for taking out the Guardian. Kill or be killed (whew, better watch it here I was close to being the latter in the last great plan). I suggest doing the recon around the other areas first, it may turn up something of use (hopefully not a metal b*tch Guardian, I do not even want to see what she would be like).
Martuk: I highly suggest taking out the Guardian with the Hummer. I don't trust the Ancients' machines, who knows what it might do if we keep it? If we could take out the Guardian, we could probably find a way to take the base in the name of Lau, and we would have a lot more to choose from than a Hummer. Let's do it!
Beeblebrox: Beeble would show resistance to taking out the Guardian with the Hummer. Not very predictable, and the scavenger in him just does not want that kind of loot to go BOOM in front of his eyes! No telling that ol' one-eye wouldn't just be able to blast it before it got close enough to ram it anyway...
Broxie and Beeble would do their best to dissuade Martuk, and any others, from wanting to turn the Hummer into an ad hoc battering ram. Let's do our best to take out a sensor eye or something first. If it's a last resort sort of deal, then OK... but not as our first effort. Brox really wants to keep the goods.
(Okay, the party seems split about whether to perform a recon/loot or a frontal assault...)
Beeble and Broxie remind the GM that they count for two votes! (Martuk vehemently disagrees.)
(...given the strong opinions of B-Brox and Martuk on this subject I'll put it to a dice-off. The two will each make Diplomacy checks to convince the others of their position. Highest roll wins: 9+8=17 for B-Brox, 17-1=16 for Martuk.)
After a heated discussion, Beeblebrox manages to convince most of the group of the folly of a frontal assault on the Guardian. (Martuk grumbles at this.) Some of you will create a distraction, allowing the rest to check things out and pick up some loot. You will wait until after the recon to decide when, where, and how to launch an assault on the Guardian. Based on discussion amongst yourselves, you develop a two-step plan:
The recon team will consist of Beeblebrox and Nappy. Martuk, Krang-Nar, and Clacher will make up the loot team. Beeblebrox, Nappy, and Clacher will take the walkie-talkies and remain in constant communication. Krang-Nar will have the security card. Clacher's light stick has finally died, so he takes the military-grade flashlight (in his extra hand) to provide illumination for the loot team; Beeblebrox takes the normal flashlight (which he wields in his tentacle), and Nappy doesn't need any light since he can see in the dark. You make a set of new dummies (B-Brox and Nappy take two each, just in case), and Beeblebrox grabs the improvised periscope.
It is nearly dawn once everything is in place. You head back down to the sewers and split up.
B-Brox heads towards the shaft north of the central building while Nappy goes to the one in the vehicle lot. Once everyone is in place, Beeblebrox carefully takes his improvised periscope and checks things out aboveground. In the dim pre-dawn light, he reports that the Guardian has returned to its original position (circled in red on the map). "Perfect!" you think.
"Everyone ready?" asks B-Brox.
"Ready." answers Nappy.
"Ready." answers Clacher.
(GM rolls initiative for the Guardian, just in case it becomes important later: 16-1=15. I don't need to bother with initiative for B-Brox and Nappy.)
Beeblebrox raises his first dummy and waves it around. As before, the Guardian's turret instantly swivels around. The giant machine turns and begins rolling towards the target. The Guardian fires its deadly Hydra 70 cannon (Target has a Defense of 6. Ranged attack, 15+9=24. Hit for 22 points of damage!), and vapourizes the flimsy dummy.
The Guardian stops in its tracks, only a few feet from where it started and still out of view of Nappy. For a few moments B-Brox sits dumbfounded, then he grabs the second dummy. This time, he only reveals part of the target, making it harder for the Guardian to hit it (three-quarters cover, giving +7 to Defense).
The robot lurches forward, more quickly than you expected, and fires at the new target. (Defense 6+7=13. Hydra 90 ranged attack, 5+9=14. Damage is 23 points.) Once again, the target is obliterated, but the Guardian has moved far enough that it should be able to spot Nappy's position!
"Your turn, Nappy! The robot's a good shot - only show part of your target!" B-Brox radios.
Taking his first dummy in hand, Nappy sticks only a tiny portion out of the grating (nine-tenths cover, giving +10 to Defense). "Hey bastard!" he yells. "Come and get it!"
The Guardian picks up the target and starts to roll straight south, without shooting. "What the hell?" asks B-Brox as he (carefully) sticks the periscope up to see what is happening. The Guardian's line of sight to Nappy is partially blocked by a vehicle and it seems to be moving to a better position before firing (it is currently slightly northeast of the central building). "Good news, boys." reports B-Brox. "The Guardian took the bait. Now it's your turn."
Upon hearing B-Brox, Martuk forces open the grate to the surface. (Strength check against DC 15; roll is 18+3=21. Easy.) The three of you quickly climb above-ground (wielding your weapons, just in case) as you hear the "CRACK!" of the Guardian's cannon (Defense 6+10=16. Hydra 90 ranged attack, 8+9=17. Damage is 20 points.) as it blows apart the top half of Nappy's target. The diminutive mutant sticks the remainder of the dummy all the way out of the grating just as Krang-Nar inserts the security card into the the slot provided beside the armoured doorway.
(GM secretly rolls some dice, then grins.)
With a "beep!" the keypad accepts your card and the heavy doorway begins to open - very slowly. (This time, Krang-Nar withdraws the card so that it doesn't get forgotten again.) At the exact same instant, the Guardian changes course! Its motors whine as it spins back westwards - towards the loot team - while simultaneously shooting at Nappy's target and B-Brox's periscope!. (Defense 6 for the target, 8+10=18 for the periscope. Hydra 90 shoots at target, 9+7=16. Damage is 19 points. Laser shoots at periscope, 18+2=20. Damage is 13 points.) Both targets are blown apart!
"It's heading straight towards you!" yells Beeblebrox. "It blasted my periscope; I can't watch it anymore!"
(GM rolls an Intelligence check for Nappy against DC 15; roll is 14+3=17.) With a flash of insight, Nappy yells into the radio: "It's connected to the base's computer system! It knows you're using the doorway! That's also how it knew we were in the Command Center - it saw us on the camera!"
The loot team doesn't have time to consider Nappy's revelation. Looking back and forth between the slowly opening doorway and the ventilation shaft behind you, you are forced to act very quickly.
(GM rolls initiative checks for the loot team: Martuk gets 15+2=17; Krang-Nar rolls 15+5=20; and Clacher gets 3+2=5. The Guardian is acting on initiative count 15. Looks like Clacher is in trouble...)
The Guardian, moving faster than you would have believed possible, plows through a rusted fence and rolls around the corner of the building just moments after Krang-Nar and Martuk dive for cover inside. Clacher's reflexes are slower; he was about to jump back down the ventilation shaft, but is instead caught flat-footed by the Guardian's fire! (Ranged attacks with the Hydra 90 and a laser against Defense 15, natural 20 and a 5+2=7 (miss). The cannon hits for 24 points damage, ×2 for the critical hit against Clacher's neck!)
Clacher's body is hurled backwards as his neak, head, and upper torso explode into a fine red mist. (He doesn't have any Karma points, so it looks like this death is final.) For a split second, Krang-Nar and Martuk just stare in disbelief at the spot where Clacher was standing, then with grim determination each raises their weapon and waits for a clear shot at the Guardian (or for it to have a clear shot at them)...
(In game terms, they ready an action to fire as soon as their foe is visible.)
The Guardian, moving very slowly now, inches towards the building entrance. With another "beep!" the heavily-shielded blast doors start to close; the Guardian remains outside of your line of sight while the doors shut completely. You are sealed inside - while that metal-skinned demon awaits just outside the doors.
Beeblebrox and Nappy shout into their radios: "Clacher! Krang-Nar! Martuk!" (No response.) "Where are you? What happened!? Anyone?!?" (Still no response.) The walkie-talkie lies beside Clacher's headless body. Clacher is dead, and Krang-Nar and Martuk are now cut off from B-Brox and Nappy, with the Guardian between them.
What are your actions?
(Each of you get 250 XP - posthumously, in the case of Clacher - for your efforts. Although it ended in tragedy, the recon/loot plan was wiser than a frontal assault. I suspect that two or three of you would have been killed if you fought the Guardian directly - even with the Hummer. Maybe you can find something in the central building that will help you out...)
(This post applies only to Krang-Nar and Martuk.)
The main blast doors close and you are shrouded in darkness. A second later, lights along the ceiling blink to life, illuminating a hallway. There is an open doorway by the entrance, leading to a small side room separated from the corridor by a glass window. The hallway walls seem burned here and there; a few bullet marks and dents can also be seen. At the far end of the hall are two sets of smaller blast doors (complete with keypads). Indicipherable lettering in the Ancient tongue cover these doors.
Peering through the bulletproof glass at the room beyond, you see that it is in a serious state of disrepair. A broken chair lies amidst a pile of empty and discarded boxes piled haphazardly in the room, and an old skeleton or two are lie in the center of the place. In addition to the open doorway leading to the room, there is another door (closed) along one wall.
Whatever happened here long ago is now a forgotten mystery, but it is obvious this was once a guard station of sorts. You imagine that the soldiers assigned this post were charged with preventing intrusion... Apparently they did not succeed, as there was obviously some sort of fight here.
Other than the hum of the fluorescents, the building is completely silent. You are on your own - separated from your companions and trapped inside a building guarded by a robotic horror. What are your actions?
Krang-Nar: Well I think we can be cautious, but fast. Let's move slowly down the corridor to the other blast doors and the 'keypads' (be damned if we can figure it out but what the hey, nothing ventured nothing gained). I do not like the idea of being trapped in a locked corridor, so as we move along we should be aware of possible other escape routes (i.e. loose ceiling tiles, vent shafts and the such).
Martuk: I'd say that we should be swift in a retreat to the sewers. That doesn't mean we shouldn't carefully examine our surroundings for other escape options, and we should check out anything that could be helpful, but it would be good to stick to the original plan so we can reunite with the others.
(Again, this post applies only to Krang-Nar and Martuk.)
Intending on a quick search before moving back to the sewers, you move through the duty officer's station to the chamber beyond (area A3). The room inside appears to be a small clean white area, but the smell here is almost overpowering with the scent of rot and ancient decay.
Carefully, you inspect the area. (GM secretly rolls Investigate checks.) You imagine that this place must have been used for cooking. An old electric range (no longer usable due to damage), cupboards, and sterile white "cabinets" line the walls. The main "cabinet" (an old refrigerator) contains two six-packs of soft drink cans and a few rotted items on plastic trays (the fridge no longer works, of course). Another cabinet contains 4 dehydrated Readi-Meals (still edible?) and an additional six-pack of beer cans. One cupboard contains plastic and metal eating utensils.
"Hmm." says Martuk. "Not very appetizing." You leave these items behind and return to the main hallway. Approaching the first set of blast doors (to room A5), you see that the keypad similar to the others that you have used at this site.
"Been here before." says Krang-Nar, pulling out the keycard while readying a hatchet in his other hand. Taking the cue, Martuk unsheathes his greatsword and positions himself beside the doorway, ready for any mischief.
Krang-Nar inserts and retracts the silver keycard, and with a familiar "beep!", the doorway opens. Fluorescent lights flicker to life, revealing a spartan room beyond - a few empty racks here and there, and wall-to-wall sealed metal lockers. The floor is cold and metallic, but scuff marks and dirt suggest this place was looted in a hurry many decades in the past.
"Careful now." whispers Krang-Nar. "Let me take a look first." (Krang-Nar uses his Scav Scan special ability to do a quick survey of the room. GM secretly rolls an Investigate check.) After a moment, he says: "Okay - looks clear."
The two of you enter the room; it looks like it was formerly an armoury of some sort. Although it appears to have been looted, perhaps a few items of interest may still be found within! Being careful to search for traps (more Investigate checks), the two of you begin checking out the lockers...
Several of them are unlocked, but empty. You are forced to pry open most of the lockers, using tools from Martuk's mechanic kit. The contents of the first two lockers include assault rifles (with ammunition) and some sort of high-tech power gloves (complete with e-clips)!
"Score!" cheers Krang-Nar as he grabs the gear and moves to the next locker. As he pries the door open, Martuk has a sudden premonition... (GM rolls a Sixth Sense check for Martuk: 85%. Martuk is now at 0 ISP.)
"SH*T!" Martuk manages to yell as he hits the deck. The garrison booby trapped the weapons locker to prevent the remaining items from falling into enemy hands! (And your Investigate rolls were all under 5!) A satchel charge blows the locker apart; injuring Krang-Nar and Martuk and damaging the loot! (Krang-Nar rolls Reflex save (DC 20) for half damage: 14+8=22, he loses a mere 7 hp. Martuk automatically saves for half damage due to his premonition; 13 points of damage to him.).
"Damn." mutters Krang-Nar, smoke rising from the singed hair on his deformed head. "I wish your damn sixth sense would kick in earlier."
"Not my fault you can't find traps." responds Martuk. "I swing the sword - you're supposed to be the sneaky type."
This time, Krang-Nar takes no shortcuts in his trap search (he 'takes 20' on the Investigate check), and determines that the remaining (damaged) lockers are safe. After looting all of their contents, you take inventory of your new goods:
Some of the items are slightly damaged or burnt, but you think they'll still work. You load up with the new gear, (each of you takes a laser rifle as primary weapon) then return to the hallway to check out the other room (area A4). (The doorway, which remained open during your looting session, closes automatically behind you.)
Again, you perform your trick with the security card, ready for danger - and this time armed to the teeth. This room illuminates itself instantly as the door opens, and it is obvious this place has been secure for centuries. A thin layer of dust covers every metallic surface in the room, even the pair of golden humanoid robots standing erect along the far wall!
The two of you dive for cover. After several moments of silence, you peek back into the room. Upon closer inspection, you see that the robots are merely empty shells - in fact, they look more like suits of armour than metal monsters.
With trembling awe, Martuk whispers, "The legends; they are true!"
"What legends?" asks Krang-Nar.
"In the battles before the Crash, it is said that the warriors of the Ancients donned golden suits of magic armour - called 'power armour' - that called upon the spirits for victory. We have found a pair of magic suits - we will be as gods!"
Still bleeding from the booby-trap, Krang-Nar says "Let's make sure it's safe first. I know the others will be worried about us, but we should take our time."
The two of you perform a careful search of the room (taking 20 on the Investigate checks), and it appears to be safe. In addition to the two large suits of golden power armour are five normal-sized pieces of armour, all appearing to be of excellent workmanship.
"With the armour of the Ancients we can surely defeat the Guardian!" boasts Martuk.
Looking closely at the armour, Krang-Nar wonders "How do you think we use it?"
Martuk scratches his head. "Good question..."
What are your actions?
(Well, you've managed to find the major pieces of treasure for the adventure - now will you survive long enough to use them? There are no entrances or exits to the armoury other than the main doors, and these are protected by the Guardian. Though injured and separated from your party members, you have powerful new weapons and armour - if you can figure out how it works!)
Martuk: I cannot resist the power that I know lies within the magical golden armour of the Ancients. Let's try to figure it out - if we can rise to the power of the gods we can surely smite the Guardian and give the CotMG someone new in charge! No one will be able to stop us!
Krang-Nar: Yeah, I'm game. Even if we die we will look good.
(Meanwhile, outside the armoury...)
Beeblebrox: As far as Beeblebrox is concerned, confusion still reigns supreme. Since he has contact with Nappy, he'll want to get together with him and try to find out what has happened and why neither one of us can contact Clacher.
Once he's with Nappy, he'll suggest investigating (very carefully!) to see what has happened to our great decoy plan and why we weren't getting any sort of response. We know that the other threesome was headed for that building, so if we can take a peek and see the status of events, that would give him some level of comfort...
Nappy: Aye, we should see if we can scrounge enough material to make another periscope. Failing that... we should head back to the garage I suppose.
Inside the armoury, Krang-Nar and Martuk begin inspecting the golden armour of the Ancients.
(You'll need to make several Use Technology checks to figure out the power armour. It'll be a DC 10 check to discover how to get into the suits and turn them on, another DC 10 check to figure out how to move in them once they're activated, and a DC 20 check to figure out the advanced functions of the power armour. Since the suits are of similar design, once you figure out one you know how to use the other.
Hmm... Your characters will have a -8 penalty on these checks due to your Primitive-Tech level. That mean's you'll basically need a natural 20 to succeed, so you might as well "Take 20" on the checks: 20-8=12 for Krang-Nar, 20+1-8=13 for Martuk. You be able to activate and move in the power armour, but not much else...)
Each of you fiddles for a long while with a suit. You're very cautious at first, approaching the golden armour with near-religious respect. Finally, Martuk has a revelation: "Look, Krang-Nar - we just climb into the armour from behind, then clench our fists inside the suit and it seals itself!" He demonstrates, and the suit comes to life!
The two of you practice moving around. You are very clumsy at first; tripping and falling often. It takes some getting used to - the suits do all the work for you. Gripping things is particularly tricky - it takes a while to figure out how to handle weapons without crushing them. You find that it's easier to wield large weapons (once you get the hang of it) - Martuk is able to use his greatsword one-handed!
The two of you are so excited with your new discoveries that you lose track of time.
Meanwhile, back in the sewers, Nappy and Beeblebrox have reunited and are busy constructing another improvised periscope. Using B-Brox's compact disc as a mirror, you make a servicable tool. Next, the two of you make your way to a ventilation shaft near the central building (the armoury, though you don't know that yet). Beeblebrox carefully maneuvers the periscope above-ground using his tentacle (the GM rolls a few dice), and surveys the scene.
"Oh sh*t." whispers the freakish scavenger when he sees Clacher's body. "Clacher's down!" he explains to Nappy. "Well; most of him, anyways. I don't know where his head went." (Panning the mirror around...) "And the Guardian is at the entrance to the central building. I don't see Krang-Nar or Martuk." (Looking more carefully now...) "I see the walkie-talkie. It's on the ground beside what's left of Clacher. No wonder we couldn't reach them."
"Damn. Poor Clacher; he deserved a more dignified end." Nappy pauses. "But you said no trace of Krang-Nar or Martuk?" asks Nappy.
"No." answers Beeblebrox. "Maybe they made it into the building?"
"Could be." replies the midget. "I don't think the Guardian would be able to disintegrate them completely..."
"If they're in the building, they're trapped." says B-Brox. "The Guardian will wait until the door opens and blow them to pieces. We'll have to create a diversion and draw that metal beast away!"
"No good." answers Nappy. "How will they know that the way is safe? We can't communicate with them, and there's no windows that they can see out of. Hell, we don't even know if they're still alive. My vote is that we head back up to the garage then and try to figure something out there."
The two of you wind through the sewers and return to the garage.
What do your characters do now?
It's been over an hour since Clacher's demise. Back in the armoury, Krang-Nar and Martuk have lost track of time, but now they're ready to raise hell.
Krang-Nar, in Hermes Mk. II power armour, holds a laser rifle in each hand. On his back is strapped the other assault rifle, and strung along his belt are the two remaining grenades (to be used as a last resort - you don't know what type they are).
Martuk, in Ares Mk. III power armour, wears the power glove on one hand which also holds the shoulder-mounted rocket launcher. In his other hand is his trusty greatsword. Strapped to his back is an assault rifle and laser rifle.
The two of you have divided the e-clips and ammunition evenly between you (Krang-Nar takes the beltpack), and still carry your regular equipment as well - except for Martuk's old armour, which he leaves behind. (I've updated your character sheets to reflect your new equipment. You still aren't quite sure of the capabilities of your new gear, however.)
Striding up to the doorway of the armoury like a pair of post-apocalyptic knights, your are prepared for anything the Guardian can throw at you...
"Ready to rock?" asks Krang-Nar.
"Ready to roll." answers Martuk.
(Uncomfortable pause.)
"Uh, Martuk." says Krang-Nar. "My hands are full; could you grab the keycard and get the door?"
What are your actions?
Beeblebrox: Beeble twiddles his tentacle now that he and Nappy are back in the garage. He wonders if there's any safe way to find out if our two surviving companions are alive inside the armoury or not.
He toys with the thought of using the Hummer to either distract or ram the Guardian, but that would waste the efforts we've taken to keep it safe this far. Feeling somewhat stymied, Broxie suggests to Nappy that perhaps the best thing to do is wait here for a short while to see if Krang-Nar and Martuk can make it out of the armoury alive. There was no evidence of anyone else being killed aside from Clacher, gods rest his soul, so they must still be alive in there.
Can we see the armoury from where we are here in the garage? If we can't, Beeble would at least like to wait in view of the main armoury door so we know as soon as Martuk and Krang-Nar come out. And it should also allow us to keep an eye or four on the Guardian. So unless Nappy has a better idea, Broxie suggests finding a safe spot to camp out for a while and keep an eye out for the baddy and our friends. That may mean taking turns with a periscope from cover.
(The Guardian can't be seen from the garage. You'll have to move back to one of the sewer ventilation shafts for a clear line of sight.)
Nappy: I agree. Being in the garage takes us out of the sewer (and nasty exposure), but we do need to see The Guardian and formulate a plan. Neither of us has anatomies particularily conducive to driving, but I could spend some time rigging the Hummer for a short person... Some blocks on the peddles, etc.
As I am the weakest fighter in the group it may fall on me to me become the driver, also I probably have the best chance of discerning the vehicle manual and learning its secrets first. With practical experience I could teach you all easier.
If you don't mind, we could prepare the Hummer for a short person to drive. Then you and I will either be able to take the vehicle out and ram the Guardian if our friends try and make a break for it, or if all else fails make a daring driving escape with the vehicle and the animatron gun.
(How about this... the two of you rig the Hummer for Nappy, then B-brox can return to the sewers with a radio and watch the Guardian. Nappy remains in the Hummer and listens for word from B-Brox, ready to drive at a moments notice.)
Martuk: Well, if I can, I'll get down on one knee ready to unleash a magic rocket at the Guardian while I swipe the keycard with the hand I'll be using my sword in. Then I'll pull out the sword once the door starts opening, unless I need to send out a rocket pronto (likely) in which case I'll wait for the most opportune moment. Hopefully, Krang-Nar, you can laser the sh*t out of the Guardian, and those grenades may come in handy too. Let's rock'n roll!
(Sounds like a plan. Good luck, and let the dice fall where they may...)
B-Brox and Nappy discuss the merits of using the Hummer at this point. Eventually, Nappy convinces the freakish scavenger that it may be time to prepare the vehicle. After studying the directions in the owner's manual, Nappy figures out how to drive the Hummer - at least in theory. "The manual is fairly clear. I think I could operate it..." he says, climbing into the driver's seat. Unfortunately, he is much to small to reach the controls of the massive vehicle. "...though some modifications may be required."
The two of you tie blocks to the pedals so that Nappy can reach them and perform other modifications. Indicating the weapon animatron, Beeblebrox suggests: "I know we wanted to keep the gun safe. Maybe, though, we should put it on the Hummer. It'll give the Guardian another target, at least."
"Good idea." says Nappy. "I'm keen not to lose a second sentry gun, but this might be the time to use it."
Grabbing the covered weapon, B-Brox says: "We can put it on the Hummer, and rig the rope so that you can untie the knot from the driver's seat."
Beeblebrox affixes the animatron to the Hummer (there's a weapon mount on the vehicle; he just has to bolt the sentry gun on with the garage's tools), and Nappy reties the knot that keeps the blanket on the weapon, looping the other end in easy reach of the driver's seat.
When everything is ready, Nappy speaks to Beeblebrox "Let's go over the plan again. You go back to the sewers and keep an eye on the Guardian. Hopefully Krang-Nar and Martuk will be able to figure out a way to leave the central building, but they'll need a distraction from us. Radio me when you see anything. I'll either be able to take the vehicle out and ram the bastard, or if all else fails make a daring driving escape with the vehicle and the animatron gun."
"I'll have to take the secret tunnel meet you outside the base if that's the case." says B-Brox. Grabbing the periscope and a walkie-talkie, he prepares to take up his vigil in the sewers. Looking at Nappy seated in the massive vehicle, he gives a thumbs-up (well, claws-up). "Good luck." he says, then disappears down the ladder.
As Beeblebrox settles into place in his hidey-hole, Martuk and Krang-Nar make their final battle preparations. Martuk kneels, ready to unleash a magic rocket at the Guardian, and swipes the keycard through the reader with his free hand. Krang-Nar stands on the other side of the doorway, laser rifle ready to fire as soon as he can see his robotic foe...
(The Guardian was waiting outside for this sort of event, so it isn't suprised when they begin to open. Standard initiative roll for everyone: Krang-Nar 1(!)+5=6, Martuk 1(!!)+2=3, Guardian 1(!!!)-1=0. Unbelievable! I sh*t you not - that was three ones in a row!)
The doors slide slowly open, revealing the Guardian to Krang-Nar and Martuk. The two armoured mutants freeze in fear, the mighty machine pinning them in its sights. The Guardian, however, hesitates as well. It sees the ancient armour, and for a moment believes that its ancient masters have at last returned!
Finally, Krang-Nar snaps out of it and opens fire on the deadly robot. (Ranged attack with laser rifle: 2(!)+2=4. Miss.) Unfamiliar with the high-tech weapon, he misses the Guardian completely. Next, Martuk launches one of the 'magic' rockets from his shoulder mounted launcher. (Ranged touch attack, 14+2=16. Hit!) The missile flies true, striking the Guardian and exploding with an ear-shattering roar! (37 points, inflicting significant damage, to say the least.)
Reeling from the sudden attack, the Guardian starts moving for cover around the corner of the command center. No longer fooled by the golden armour of the Ancients, it fires both its weapons at the rocket-wielding intruder. (Full attack: 12+7=19 and 18+4=22. The Hydra 70 does a mere 13-10=3 points of damage, while the laser inflicts 16-10=6.) "I'm hit!" yells the enforcer, who is now near death (only 2 hp left). The robot, moving faster than expected, swings around the north side of the command centre, out of view of the golden duo.
(First round of combat complete, now onto round two...)
Martuk's voice, amplified by the armour's speaker system, was audible to B-Brox from his hidey-hole. He realizes that the mysterious robots are, in fact, his allies. "Quickly, Nappy!" he yells into the walkie-talkie. "They're fighting their way out! They wearing magic armour, but Martuk sounds hurt!"
Not wasting any time, the dimunitive driver presses hard on the accelerator, ready to crash through the rusted garage doors into the base. (Operate Vehicle check, natural 20!) With the ease of a monster-truck driver, he blows through the flimsy doors, hell-bent on destruction, while simultaneously revealing the sentry gun! (He'll be able to enter combat on his next round, on initiative count 16-1=15.)
"Take my launcher!" gasps Martuk. Krang-Nar grabs the magic bazooka and loads the second rocket (first move action). Now unable to see the Guardian, he walks north along the western wall of the command centre (second move action), but doesn't expose himself around the corner. He cheers as Nappy blows out of the garage, yelling "For Lau!" to his ally.
Following Krang-Nar, Martuk switches to the laser rifle. Glancing at the gruesome remains of Clacher, he whispers to his companion: "I'll cover you, but I'm nearly done for!".
Quickly sizing up the new threat, the Guardian fires at the Hummer-mounted automatic rifle. (Full attack: 5+7=12 and 15+4=19, for a total damage count of 32.) Nappy groans as his new toy is blasted to pieces, but is happy that the shots weren't directed at him! The Guardian is still moving, heading towards the Hummer now.
Beeblebrox wisely stays out of the firefight, watching from his underground vantage point.
(This is fun! One more round.)
Nappy makes a split-second decision not to ram the Guardian, and veers to the west (Operate Vehicle check 17-5=12; good enough), heading towards the middle of the Skeleton Base. (Smart choice, too. He would be within the rocket's blast radius if he rammed the robot now.)
Sensing an opportunity, Krang-Nar steps out from behind his cover (through the hole in the fence made by the Guardian when it killed Clacher) and fires the last rocket. (Ranged touch attack, 7+2=9. Hit, but barely!) Luckily, when it comes to rockets, 'close' is good enough. The missile detonates and severely damages the metal demon! (33 points of damage; one more hit and the Guardian is finished!) Then he deftly jumps back behind cover, out of the Guardian's sight.
Martuk follows, exposing himself for just a moment and firing his laser rifle. (Ranged attack, 6+2=8. Miss.) The shot is nowhere near target, unfortunately, and Martuk slides back behind the command centre.
With no other targets visible, the Guardian fires at the Hummer. (Full attack: 5+7=12 and a natural 20! The Hydra 70 does 15-5=10 points of damage to the vehicle, but the laser finds an opening in the Hummer's cabin and Nappy is hit, suffering 15 points of damage!) Nappy is knocked unconscious from the blast (at -3 hit points and dying), and the vehicle veers out of control, heading northwest towards the Skeleton Base's main entrance.
"Noooo!" screams Beeblebrox, feeling useless in the ventilation shaft. Should he enter the battle?
(Onto the fourth combat round, and this looks like a good place to stop.)
Krang-Nar's up next; Nappy's out of this, at least for now. What are your actions?
Beeblebrox: Beeble is aghast at seeing another companion seemingly go down to the onslaught of the Guardian. Curse his metal body!
An overwhelming sense of helplessness encompasses Broxie, and he is driven to attempt to rescue his diminutive companion in the hopes that the Hummer was more damaged than its driver. Relying on the faint hope that the Guardian will be engrossed with the more threatening golden forms of Martuk and Krang-Nar, Beeble will pick his moment to leave the ventilation shaft in pursuit of the misguided Hummer, taking what cover is available to him. Broxie will remain intent on the Guardian's actions while Beeble focuses on pursuit.
If all goes well - a vain hope at this point, perhaps - Beeblebrox will catch the drifting Hummer, use it's frame as a shield between himself and the Guardian, then extract Nappy to administer what aid he may. (I expect that Beeble learned enough from assisting Nappy in rigging the Hummer to have the ability to stop it if it's still in motion when he reaches it.) For the Greater Glory of Lau, and the gods willing, Clacher's memory will be avenged this day!
Nappy: I drool and bleed.
Krang-Nar: No guts, no glory (though it may be gory in this case). Let's finish this big hunk of junk. (Death is only an illusion, still our demon shall haunt us and in the afterlife we fight harder!)
Martuk: I'll peer around for another shot, but I don't want to expose myself too much as another hit will surely finish me off. I'll keep as low to the ground as I can to take the shot.
(This is it; the next few dice throws will decide your fates...)
(To recap... we're on round #4; the iniative order is Krang-Nar 6, Martuk 3, Guardian 0. Beeblebrox will enter the fray at initiative count 15+2=17. Nappy was acting on initiative 15.)
Beeblebrox sees an opening - the Guardian appears to have turned its attention to his armoured allies - and in a desparate move he tosses the ventilation shaft grating aside (Strength check DC 15; roll is 15+1=16) and lunges across the open terrain towards the out-of-control Hummer! Beeblebrox leaps onto the careening vehicle (Acrobatics check DC 15; roll is 5), but is unable to gain a handhold (or clawhold) and falls to the ground!
The Hummer continues towards the northern fence, with Nappy still asleep at the wheel. Luckily, his short legs no longer reach the accelerator, and the vehicle is slowing down. (GM rolls a stabilization check for Nappy; Fortitude save at DC 20: 16. He loses another hit point.)
Unaware of his friend's activities, Krang-Nar jumps out from behind the Command Centre and takes another shot with his laser rifle. (Ranged attack with laser rifle: 1(!)+2=3. Critical miss.) Unfortunately, he has somehow managed to engage the safety, and the gun doesn't even fire! Krang-Nar lunges back behind cover; the Guardian is racing straight towards his position!
Kneeling for cover, Martuk leans around the corner and takes his own shot. (Ranged attack, 6+2=8. Miss.) Once again misjudging the robot's speed, he panics and fires wild. Gripped with fear, he jumps back and tries to make himself as small a target as possible.
(I hate being seen as unfair, so I'll leave the Guardian's target acquisition decision up to the dice. On a d%, 01-30 is Krang-Nar, 31-60 is Martuk, 61-80 is Beeblebrox, and 81-00 is the Hummer. Good luck! The dice rolls are... 23% and 71%.)
With a sound of grinding metal and the smell of quenched steel, the Guardian swings around the corner of the Command Center, is primary cannon locking directly on Krang-Nar! Simultaneously, it's secondary laser finds a new target - Beeblebrox. (Full attack: 9+7=16 and 15+4=19. A miss and a hit.) Krang-Nar dodges the massive shell aimed at him, but Beeblebrox (dazed by his fall from the Hummer) is sliced by lasers! (Damage is only 6 points! you're lucky, B-Brox!) His armour protects him from the worst of the burns.
(Round #5; c'mon guys - just one more hit!)
Getting to his feet, B-Brox runs after the Hummer and lunges again (Acrobatics check DC 15; roll is 3), and when his first attempt fails, he tries again (as a double move action; roll is 15). Finally, B-Brox is able to scramble aboard the vehicle and his halfway through the driver-side window (helpfully left open by Nappy) when it crashes through the fence.
(Referring to the d20 Modern vehicle rules...) The Hummer slams through the northern fence, sending Nappy and B-Brox flying through the cabin (Nappy takes 3 points damage, B-Brox takes 1 point). (Next, the GM rolls for Nappy's stabilization check, DC 20. Seeing as he'll die if it fails, I assume he'll use his Allegiance bonus for this roll: 17+1. No dice.) Nappy has expired; he is no more. (And since he is Karma-bereft, it doesn't look like he'll get out of this one...)
Not knowing of Nappy's fate, Krang-Nar continues his attack. Sick of his luck with the complicated weapons of the Ancients, he pulls out his trusted bow and launches a Lau-forged arrow at his foe! (Ranged attack with compound bow: 9+7=16. Close but not quite.) The shot bounces of the Gaurdian's armour.
Seeing Krang-Nar's choice of weapon, Martuk regains his courage. He pulls out his greatsword and attacks! (He'll use his Allegiance bonus as well: 17+5+1=23. Hit! Damage is 6+9=15.) Climbing atop the deadly robot, the mutant enforcer plunges the blade into a blast hole in its armour... And with a final deafening shriek, the Guardian rolls to a halt. The protector of the Skeleton Base has been defeated! Roaring in victory, Martuk swings his greatsword (one-handed!) above his head. With his armour-enhanced strength, he feels invincible!
(The defeat of the Ancient Guardian has netted you a hefty 1000 XP each! Looks like Krang-Nar will be leveling up. Although he is dead, Nappy gets the 1000 XP - all of which can be used towards Derek's next character, if that's how things end up.)
Grinning inside his power armour, Krang-Nar says "The old ways are the best ways. Good swordwork, comrade."
Suddenly distracted, Martuk's blade drops to his side. "The Hummer. Nappy!?" he cries.
What are your actions?
Krang-Nar: Damn, whenever we get to score big someone gets all discumbooberated.
Nappy, Nappy. Gotta try to save'm and the Hummer if we can and give this big hunk a junk an extra hit to ensure its not doin any funny business. After we have regrouped we should discuss our next move. Do we rest and regain some of our strength before the final plunder and return home or do we clean the whole joint out first (I think we pretty fairly did this anyway.)
I definitely gotta try to master these new weapons or forever resign to the 'old ways'. I am kinda a traditionalist anyway.
Beeblebrox: Beeble is saddened by the loss of yet another stalwart companion. He would like to care for Nappy's remains as best as possible given our situation.
After that, there are two main concerns on the mutant's minds. First, given that he's a scavenger and loss of life is a fairly common occurrence these days, Broxie would like to concern himself with scouring the rest of this base and salvaging what else remains to take back in triumph to Lau. Those golden suits and the Hummer for sure.
Secondly, we have just created one heck of a commotion that is sure to attract some sort of attention from the unsavouries camped away from the base here. We certainly don't want any of them getting their grubby hands, or appendages of any sort, on what we have paid dearly for.
So let's round 'em up, pack it in and make plans for a retreat back to Lau to bask in the glory of a mission accomplished and honour the lives of our fallen comrades. But if we do get into a fracas, it seems that Martuk and Krang-Nar are well equipped to handle it. Perhaps Beeble will focus most on ensuring he knows how to handle the Hummer without getting ourselves injured.
Martuk: One more hit and I'm joining Nappy and Clacher, so unless Krang-Nar can heal me a bit I'd suggest that we get out soon. We could return with a party from Lau to claim the skeleton base and add to the greater glory of Lau. I'm not keen on abandoning our fraxx steeds, either, so my suggestion would be to quickly survey our situation, check out the Guardian's remains, and return to where we entered the sewers to get our stuff and then leave. We should check that we have adequate supplies for the return trip, otherwise we'll have to find a way to 'stock up' here.
The battlescene is still and eerily silent after all the explosions that rocked the base. Martuk stands atop the metal hulk, peering towards the Hummer and looking for Nappy. Pulling out his hatchets, Krang-Nar hacks off a few of the Guardian's external sensors ("Just to be sure" he mutters to himself), not yet realizing the midget's fate. With Beeblebrox's desperate cries ("Medic! Medic!") he snaps to attention, though, and both golden-clad warriors run to the Hummer crash site.
Cursing his metal-clad body, Krang-Nar wastes precious minutes removing himself from the suit before he can pull out his medicine bag and tend to Nappy. It is far too late, however, for the dwarf and the best Krang-Nar can do is clean the mutant's mangled corpse. All sense of victory is drained from the occasion, for another brave tribemate has fallen.
Even while Beeble weeps, Broxie callously comments "Life is cheap in the wastes; you two take care of the bodies while I check for more loot."
As Krang-Nar suspected, you've already got all the important stuff from the Base. The few buildings that you had not yet explored have already been looted, most likely during the Crash given the thick layer of dust everywhere.
Meanwhile, Martuk and Krang-Nar (back in his armour) take the bodies of Clacher and Nappy back to your fraxx steeds and waiting coydog. Not wanting to lug two bodies through the hot desert, you dig two graves (rapid work in power armour). Beeblebrox returns (carrying all the relics that were left in the armoury) as you respectfully lay out the bodies. After mourning for Clacher, Krang-Nar says some final words for Nappy:
"Cheers to Nappy. The little comrade had guts and will always be a bigger hero to us than his size would suggest."
"To fallen comrades."
"We salute you. Fight hard in the battlefields of the afterlife, we shall meet you there in due time."
(It is a fitting tribute. 50 XP to Krang-Nar for the ode.)
Moved by Krang-Nar's ode to his former master, Kanthus (Nappy's canine companion) weeps; "Aye. He was surely a master among mutants. He spared me when others would have skewered me." (Krang-Nar and Martuk are unsurprised by his words; they are accustomed to intelligent dogs. Many of the mangy desert curs descend from genetically-engineered pre-Crash 'K10' canines. Also; I want to add an NPC to the party.)
Burying your lost friends, you gather the fraxx together. Not seeing any reason to remain at this sad site, you gather all of your supplies into the Hummer and set off for Lau.
You make your way back to your home village (B-Brox behind the wheel of the Hummer with Nappy's old dog, golden Martuk and Krang-Nar leading the fraxx), traveling at night as usual for those adapted to the desert. Your fearsome machines of the Ancients scare away scavengers and marauders, and your return to Lau is uneventful.
As before - on your trip home from the Cave of Life - you reach Lau in the long hours of the night. Again, the village's pet krenshars (mutated cougar-like animals) are the first to notice your return. Howling loudly, they circle warily some distance away from you, then flee into the darkness. Obviously they are afraid of your newfound relics. Next, old Sahle (the night guardsman) approaches. Although trying to remain hidden, he is revealed by his photoluminescent mutation. His three eyes wide with fear, he hurls a spear at the Hummer (which bounces off with no effect) while shouting an incantation against devils. Seeing his misunderstanding, Beeblebrox jumps from the vehicle, waving his claws and tentacle in greeting. Luckily, Sahle recognizes him before he lets fly another missile. Still filled with fear and awe, he is completely speechless as Krang-Nar and Martuk exit their power armour suits. Not able to comprehend what he sees, he falls unconscious.
Given your effect on Sahle, you decide to enter Lau itself on foot, carrying Sahle. The tribe's warriors, alerted by the krenshar cries, have awoken and and wait in ambush, bows ready. Finally, someone yells out: "The defenders! They return from the Skeleton Base!"
The warriors cheer, and there is much rejoicing.
Hearing the commotion, sleeping tribemembers awake and Verbat (the tribal elder who sent you on this mission) greets you. He congratulates the party, and when you tell him of the relics you have recovered he makes a pronouncement to the gathered tribe: "Our brave defenders have fulfilled the wish of the spirits! They have claimed the magic weapons of the Ancients for the glory of the tribe, and in doing so have denied this prize to others! The Nightwind tribe is ascendant!" The gathered tribespeople begin chanting your names, and a celebration begins.
However, your return is not entirely happy. First, you have to report the deaths of Clacher and Nappy. Also, there are a significant number of traditionalist tribals who view your acquisition of Ancient weapons as blasphemy. Indeed, although the golden armour of the Ancients is a boon to your desert tribe, there are now many powerful Lauans who plot against you... But let's not worry about them for now.
Congratulations! You are the first group to venture to the Skeleton Base and return alive! (Well, mostly alive.) And with your newfound artifacts, you have become a force to be reckoned with.
It has been nearly two weeks since your return to Lau. Now fully recovered from your ordeals, you convince the elders that the Skeleton Base would make a useful addition to the Nightwind Tribe's holdings (just as you did before with the Cave of Life). You would also like to see the Children of the Metal Gods cleared out of Slabtown.
All of you take part in the expedition back to the base, along with several other warriors from the tribe. Upon your return, you find that the 'carcasse' of the Guardian is missing and that the CotMG have already vacated Slabtown. An exhaustive search of the base reveals little of worth.
After a few days spent clearing debris and erecting a stone monument on the graves of Clacher and Nappy, you leave a handful of warriors behind to claim the base and head for home. When you get back to Lau, the elders bestow upon you improved DU weaponry in a public ceremony. (Beeblebrox chooses a DU spear, Martuk takes a DU heavy pick, and Krang-Nar selects a quiver of DU arrows.) Because of their trust, the elders even allow you to retain personal use of your suits of power armour, the Hummer, and other artifacts of the Ancients - as long as you use them in the service of the Nightwind Tribe, of course.
Although most of your tribemates regard you now with awe and respect, you know that there are others (mostly from the warrior caste) who are jealous or view your use of Ancient tools as blasphemous.
(The three Skeleton Base survivors get 250 XP each for making it the final turn. That's enough to bump Martuk up to 4th level.)
Although relatively young and inexperienced, your victories in both the Cave of Life and now the Skeleton Base have elevated you to the status of Lau's most respected Tribal Defenders. This makes you uncomfortable - most of the tribe treats you like heroes and the rest shun you. You feel different from the others, and itch to venture again into the wider world. You eagerly await another call to adventure...