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BUGHUNTERS MOREAU - Lab Rats Amok!

Gunther gives off some kind of gutteral growl as the creatures try to latch onto him. He pulls his combat knife free of its sheath and starts slashing at the most injured one.

"Grr! I should have used the flamer!" he complains pointlessly.
 

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Sneak was getting ready to send some shots over the others when the motion detector went off. Great. Question answered.

"Apparently they are intelligent enough to flank us! Going to need some fire this direction!" he called out, stepping back some and getting his pistol ready. Where were the heavy weapons when you needed them? Ah...right, the other side.
 

Dropping his hold on the Howler and letting it swing down onto it's support strap, Thunder pulls his Enforcer from the holster, aims at the creature on his leg and with a growl attempts to plug the thing.
 

OK something I wanted to bring up before now BUT forgot… Action Points and how to spend them… If you are using APs to stabilize or activate class features, just declare it in your post. If you think you might want to spend an action point on a roll, declare it as part of your post. If it might make a difference to the roll, I'll spend the point for you and add the action die to the total. If it won't matter, I won't roll it for you. I realize that this does give you an advantage, but this is supposed to be a bit cinematic, right? The reason I bring this up is because in one roll below it makes a BIG different and so I when ahead and spent a Action point for one character, and a bit for another one… (see Pedia's and Thunder's attack action ;))


Updating Round 1
21 - Nestlings <already have gone>
16 - 'Gort' <already gone>
15 - 'Pedia'
14 - 'Squeek'
10 - 'Gramps'
7 - 'Thunder'


Squeek points down at the creature next to him, and tries to put a round into it (assuming your are not spraying the hallway with autofire :))…
Attack roll 19 +4 +1 (CAT sights) -2 (confined space) =22 a hit. Damage is 11 points
…and hits is squarely where the things head is probably at and splitting it in half… the creatures is thrown back against the sewer wall and twitches a bit before it dies.

Pedia unloads a short burst of fire into the creature near him…
Attack roll 13 +4 +1 (CAT sight) -2 (confined space) -4 (burst fire) = 12 (this would be a miss AND as Gort and Gramps are really close, spray shots could be bad, so I am going to spend an action point for Pieda if that is ok, so that he has a chance to hit) Action Point 1d6 =5 +12 =17 a hit. Damage is 4d10 = 23 total points of damage. Pedia has spent one Action point
…and transform the creature into a fine red mist. But some of his rounds ricochets off the sewer walls and Gort yells "Hey, watch where yous point that brain man!"

Gramps pulls out his combat knife and tries to stab the creature on his leg…
Attack roll 19 +3 +1 (masterwork) +2 (creature holding on to him easier to hit) =25, chance to critical; follow-up roll 12 +6 =18, critical! Damage is 2d6 +2 = 8+2 =10
…and stabs deep into the creature. It lets out a pitiful squeak and falls off leg. Still alive it lays on the ground screaming and kicking around in circles..

Thunder quickly draws his Enforcer gyrojet rocket pistol and blast into on the creatures gnawing at his leg…
Attack roll 7 +2 +1 (CAT) =10, missing by a bit (as the creature charged this round), so it is 50/50 with the Action point, so I am going to spend it. Action dice 1d6 =4, total 14 a hit! Damage is 2d10 =13
…and the round blows a hole through it! The creature drops off his leg, limp and bloody!

Round 2 (including rest of the party)
24 - Nestlings Group #2 (at the front)
22 - 'Brute'
21 - Nestlings Group #1 (at the back)
20 - 'Quick' (looking forward now)
17 - 'Sneek'
16 - 'Gort'
15 - ' Pedia'
14 - 'Squeek'
10 - 'Gramps'
10 - 'Professor' (somewhat in the middle can point either way, but -4 to fire past your comrades with rifle)
7 - 'Thunder'
6 - Cat's Eye (looking forward)


At the front of the group, a number of creatures rush around the corner, ready to attack. Brute and Sneak are not sure how many there are but it looks like a few (they can't attack this round and are about 30ft away from the party. I will resolve your attacks on your rounds, but I wanted to make sure what you were doing - Autofire? Burst? etc. As those in the front and the back are basically in separate combats I am going to the Nestlings in back first, and will update when I hear the actions for everyone)

At the back, as the fight is still close, more Nestlings rush the party from the sewers! There are more of them!!! Two leap at Gramps and another three leap at Thunder. Four more running along the ground, run through the legs of those in the front to attack at those in the back (two of these were wounded by Gramp's attack in surprise round), two going for Gort, one at Sneak and one at Pedia! There is also one still attached to Thunder's leg, crewing and biting chunks out of his leg…
The two leaping ones at Gramps, Attack roll 14 +2 (charge) hit, 2nd = 9 a miss. Damage is 9 points of damage! vs. DR 3 = 6 points. Gramps has taken 13 points of damage
One of the creatures' bites deeply into Gramp's shoulder, causing him to grunt in pain, while the other one sails over his other shoulder and lands near Pieda!
The creature biting into Thunder's leg, attack roll 22 a hit; damage is 6 points of damage. The other 3 charging at him, 1st attack roll 23 +2 (charging) =25 a hit; 2nd attack 16 +2 =18 a hit; 3rd attacker 8 +2 =10 a miss. Damage from the three hits is 6, 7, and 7 points of damage! vs. DR 3 = 3 +4 +4 =10 total more damage. Thunder now has taken a total of 14 points of damage.
…one creature lands on his left arm, the other on his chest (near the arm holding the howler), but one misses and flies past him to land near Sneek!
The creatures rush past Gramps and Thunder, Gramps lashes out with his knife at one of them…
AoO for Gramp's as he has a melee weapon, Attack roll 4 +3 +1 =8 a miss
…but misses the quick little beast.
They attack those in the second line with a certain gusto…
the Two attacking Gort, 1st attack roll total natural 20! follow-up 15 a crit! 2nd attack roll 11, a miss. Damage is 10 points of damage vs. DR4 = 6 points of damage for Gort. Attack against Sneek total is 9 a miss. Attack against Pedia is 11 a miss!
…and while Gort is almost hamstring by one of the creatures that bites deeply into his leg the remaining creatures fail to get through the UTRPF armor!

Actions for the rest of the party? If it is ok I will just do your actions if I don't hear anything right away. Remember from now on I will NOT spend an Action point for you unless you put it in your post. IF you don't want to spend the point this round for the two that I did, go ahead and let me know and I will update…
 
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Pedia drops the rifle letting it hang from the shoulder strap draw's his combat knife and swings at the nestling near him in one smooth motion.

Thinking to self: I *must* remember to bring a pistol next time I happen to be in a bloody sewer!.
 

Professor swings his gun first one direction...then another...then another...then another...

"Why in the world is our standard issue gun for this mission something completely useless in such an area?" he mutters rhetorically to himself, slowly moving his gun sights about as he tries to get a bead on one of the many creatures. "Can anyone answer that? Anyone? No? Thought not."

OOC: Like I said - he's just muttering. Not likely anybody else heard him.
Anyway. Things have gotten really confusing, really quick. I think that if I move alongside Squeek and Brute I can get a clear shot without recieving an AoO...but if not, I'll settle for just blindly shooting at one of the many targets.
 

Looking around at the chaos surrounding him Squeek thinks to himself..Damn...too bad I can't drop a satchel charge into these things...would take out the rest of us...

OOC: hey Karl, what are those Fireflush grenades we carry? If I can get a clear throw to a group of those critters coming may use that to at least slow them down..otherwise will try to get a clear shot with flettchet grenade at largest grouping of beasties...will definitly use AP if needed to succeed.
 
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Thunder grimaces at the menacing things gnawing slowly through his body armor. "Damned two-legged..." dropping the Enforcer back into the holster, "freakish..." he pulls the shotgun forward, "good fer nothin'" leveling the barrel at a clump of the buggers near him, "furry little..." and unloads with a the heavy thump-thump of shotgun autofire, drowning out the end to his sentence.

OOC: *wonders why autofire has a set DC* Will use AP if needed, can I use it to up the save DC on autofire ;-)
 
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"Hopefully I'm not the only one looking this direction!" Sneak growled through his teeth, aiming the handgun towards the direction the second group was coming from and hoping he can actually hit something.

((Sneak will use Autofire if he can...))
 

Ferrix said:
OOC: *wonders why autofire has a set DC* Will use AP if needed, can I use it to up the save DC on autofire ;-)

[occ] Not sure what you mean... for the Advanced Firearms Feat, using Autofire? I was using the base rules from D20Modern pg. 148 under Autofire. You need to hit a base DC 10 (-4 to your roll if you do not have the Advanced Fire arm feat) and everyone in the area of effect (10x10 or 20x5 if you have the Advanced Fire Arm Feat) gets a Reflex save DC 15 or they take the weapons damage? Also note that Autofire uses 10 rounds, while Burst Fire uses 5 rounds. [/occ]

Round 2 (continues)
24 - Nestlings Group #2 <already acted; at the front>
22 - 'Brute'
21 - Nestlings Group #1 <already acted; at the front>
20 - 'Quick' (looking forward now)
17 - 'Sneak'
16 - 'Gort'
15 - ' Pedia'
14 - 'Squeek'
10 - 'Gramps'
10 - 'Professor' (somewhat in the middle can point either way, but -4 to fire past your comrades with rifle)
7 - 'Thunder'
6 - Cat's Eye (looking forward)


Brute growls and fires into the tunnel where the new threat has appeared..
Attack roll for Brute, 14 +4 + 1 (CAT) -2 (confined space) = 17 vs. DC 10. Nestling in the area of attack, 4. Reflex saves for them 1st =20, 2nd =14, 3rd =22, 4th =10. Hitting two, damage roll for first is 11, and second is 20 points!
…and while he only is able to hit two of the small fast moving creatures, they both are blown off their feet to fall into twitching mess of blood and guts…

Quick goes down to one knee and fires two quick semi-automatic shots at the mass of creatures charging the group from the front…
Attack roll total 22, and natural 20! follow up is 12, not a crit. Damage is 18 and 14 points of damage
…striking two with some expertise and blowing both of them almost in two!

Sneak opens up with a full-auto into the charging creatures at the front…
Attack roll 8 +4 +1 (CAT) -2 = 11 a hit. There are 8 Nestlings within his area of attack; Reflex save are - 1st =16, 2nd =7, 3rd =14, 4th = 17, 5th =9, 6th =25, 7th =8. 8th =17. Four of the creature are hit by rounds, Damage taken is 6, 12, 17, and 9.
…and hits four additional creatures. Two explode into a fine red mist, but two others are only knocked off their feet for a second, they regain their footing quickly.

At the rear of the Squad, Gort lashes out at one of the creatures on him with a clawed hand…
Attack roll total is 17, hit. Damage is 9 points of damage
…knocking the creature back onto the ground. It quickly gets to its feet though, and while bloody it is still alive!

Pedia lashes out at one of the creatures on the ground with his combat knife…
Attack roll 10 +1 +1 (masterwork) =12 a miss
…but the creature is to fast and avoids his knife thrust.

Squeek pulls a fireflush grenade and throws it into the tunnel where more of the little creatures seem to be coming even now…
Attack roll to throw, 10 +4 =14, vs. a DC 10 (assuming you are throwing in front of Gramps and Thunder to keep them out of the affected area; hitting the square past 10ft is a DC 10, normal range increment rules past that. I personally thing a 5ft square should have a DC 5… its not that hard to hit AND you always have a little Deviation). Corner where grenade lands (assume 3 and 4 are closes to the Squad) rolling a 1.
…exploding almost perfectly where he wanted it to land. There is loud bang and flash of light that dazzles everyone momentarily (only because your eyes have adjusted to the dark). There are squeals of pain and anger from the creatures there and most seem to fall over onto their sides and crawling around in circles for a second! Even some of the creatures on and around the rear group scream and seem a bit stunned by the assault.

Gramps lashes out with his combat knife at the creature around his feet attacking Squeek…
Attack roll 9 +2 +1 (masterwork) +4 (confused by the flash and flank) =16 a hit. Damage is 7 points of damage
…stabbing it deeply but it still seems to be alive. Bleeding but alive.

Professor looks back then forward and sees his best shots are forward (as it is not as crowded there) and fires a single round at the creatures milling about the tunnel…
Attack roll 14 +3 +1 (CAT) -2 (confined) +2 (confused) = 18 a hit. Damage is 15 points
…blowing the creature into two messy pieces!

Thunder drops his pistol and quickly bring his combat shotgun up to bare, fires point blank into the creature on the ground near him…
Attack roll 11 +2 +1 (flettchee) +2 (confused) =16, a hit. Damage is 9 points
…knocking the creature over where it lays twitching its legs and trying to stand.

Cat's Eyes fires full auto into the creatures at the front, adding his steel to the storm at the front tunnel…
Attack roll 23 a hit. The creatures remaining at the front of the ground, his attack strikes in the area of the remaining 8 creatures (2 are wounded). Reflex save (two wounded first) 1st =11, 2nd =23, 3rd =8, 4th =22, 5th =19, 6th =9, 7th =12, 8th =14. Hitting five creatures! Damage is 3 (wounded), 20, 10, 21, and 18.
…hitting five of the little devils, and spraying their blood and guts throughout the hallway, killing all five.

Round 3
24 - Nestlings Group #2
22 - 'Brute'
21 - Nestlings Group #1
20 - 'Quick'
17 - 'Sneak'
16 - 'Gort'
15 - ' Pedia'
14 - 'Squeek'
10 - 'Gramps'
10 - 'Professor'
7 - 'Thunder'
6 - 'Cat's Eye'


The hail of fire and light burst seem to much for the creatures, as almost as fast as they appeared they turn and flee back the way that they had come at full speed…

The three creatures in the front act before Brute and duck down the tunnel, in the back they flee before the rest can react, although Gramps gets to cut the one he attacked before as it flees by him (AoO)…

Attack roll 9 +2 +1 = 12 a miss


…and while Gramps tries to slash one of the wounded creatures as it turns and runs, his blade misses the darting creature. It is just to fast.

Smoke and the echo of a hundred or so rounds fired in a such a small confide space, mix with the blood and guts of the creatures laying around and among the Squad. A few of the creatures don't get away as they are crawling very slow and trailing blood and guts. They are easily killed with minimum effort.

Actions? Note that I will have to work out the number of rounds you each fired as I did not keep track of that. Autofire uses 10 rounds, Burst fire uses 5 rounds, etc. :) so nice and confusing yes? that is what I was going for…
 
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