• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Free Minded - OOC [closed]

The Plan
Eban will do as the year moves to free the lords of moon scythe
- find the mans for the job
- talk allaros he sure must now the evil apples
- talk kagel for suggestions
- talk with my wife to now if she now any
- search the prison for the elements
- offer freedom for service
- talk to lorego about money support (ok)
- talk to rotugon for support in maybe magical assistance for the spies against mind search, and stuff like that, temporary stuff and no more than three for spies

1-The first step
Getting man for the job
- razulan (thieves)
- bastilar (thieves)
Goal = getting back the lords of beson
Sending 8 spies for each house moon scythe
There will be a safe contact in the town acting as a merchant
Objectives (time max 3 months)
1- get a full house lay out
2- get a security lay out of each lord
3- get a easy escape root from town
4- open the door for the extraction team when it arrive
5- help poison “sleep” the guards in the moments before the strike
There will be a safe man in town to help get the plans of each house out
9 man in beson doesn’t need to be a thief, it could be a merchant and set the plans to bastilar inside some goods
2 – Second step
(Time max for train is 3 months)
Once we get the plans from each house.
- Make the extraction plan
- Submit it to Lorego to see what is his opinion
- Submit it to Kagel to see what is his opinion
- Make the extraction plan corrections if need any
- find the rest of the team (give a idea that is a good a reward a head but no number)
- train the rest of the team
- test their loyalty to the cause
- tell about the reward
3 – Third step (extraction group support)
Ask for kagel assistance
Ask for council assistance
- explain their part
- make the final move
- send the thief with a 6 months
4 – Fourth step (action)
- The support team will be at their previous position
- The merchant will get the sign we are in position
- The merchant will pass the other to strike
- The strike occur at the same time
5 – Five step
- strike beson with the wheel and get the reward for the thiefs
 

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i now you have been bissy but could you please at least post something like
the last two sessions exp or the Giar execussion history or better bolt histories
what happen with shivan where did he go, i now that (bernardo) is out but his character could be up for something this at least would make a little more comfort and now that he is alright...

For carlos the thread fell due 10203 awser in 2hours post so i am going to post it again ok
 

Long Update after a long hiatus

I am now on vacations. I hope to be able to update more frequently.

XP for the last sessions is tricky, as usual, since I am not aware of how much of the adventure you completed (in percentual terms). It is also important to note that I had expected the saving of Guiar to be the actual adventure (and if I were to award XP on that basis right now it would be next ot zero). It would be better to see more clearly the direction the game will be taking before posting any XP.

Guiar's execution:

As the absent members of the Nightwolf Pack Adventurers' Guild came to know, the execution of Guiar was a sad, grim thing. As the earliest lights of the 6th day of the 3rd week of Early Summer of the year 1003, the renowned Bard and famous hero of Chaun, Guiar of Selaris, known as the Spinner of Fables, climbed the stairs to the podium set for his execution overnight.

Guiar seemed to be bearing a very heavy weight over his shoulders and didn't look once to all his friends and acquaintances in the square in front of the First Church of Bastillar. He was accompanied by father Lorego, who was sustaining several restricting spells around the former leader of the Nightwolf Pack, up to the top of the podium. Guiar did look up once at Alaros, that held Silver Feather - his enchanted sword - out and sharpened. It is said some fools did cry out insults at the melancholic prisoner, but they were quickly chased out. Alaros read out aloud the charges against Guiar: Consorting with Demons, practice of Black Magic and sacrifices, worship of the Forbidden Facets of God and the murder of Gurch of the Miners' Guild. It was stated that Father Sibaro had accepted Guiar's confession the previous night and that the criminal had no desire to express a last statement to the public.

Guiar did then gently knell at the execution block. It was asked if anyone in the public wanted to give a last testimony about Guiar. Surprisingly enough no one did. And then Silver Feather came down and the whole thing was over. Many people cried. The body was taken by some of Guiar's close friends and the head by Alaros and Lorego who had to perform the proper rites to grant that Guiar wouldn't be ressurected or raised as some kind of abomination.

Shivan:
The Spellsword of the Nightwolf Pack left Bastillar on Nightcome of the Year 1002. His departure was somewhat of a mistery, although at the time you - the remaining members of the Guild - found a letter from him, announcing his decision to leave and asking you not to look for him. He promised the secrets of the Wheel and the Rebellion would be safe with him and that he wouldn't die without letting you know. Guiar also told you all, at the time, that Shivan had arranged for all matters of the Guild (paying his shares, cleaning his room and his safe, etc.) some days before leaving but had asked the guildmaster to keep it secret until he was actually out of Bastillar.

At the time, most of you were somewhat saddened but didn't give too much importance to the fact.

Some details to remember to the next game:
- The noble you would be looking for is the Comtesse of Avalar.
- The mage that could perhaps help you with Nurion and Rotugom is named Montaro.
- A strange apparition talked to the group just a few hundred meters away from the village of Axalar and the mighty warrior known as the Dragonslayer. She took the appearance of a young elven girl and of Mirina (from that first foray into the Mines of Bastillar).
- You are now 6 players, not 5: Carlos, Alexandre, Eric, Danilo, PT and *Dayana*.
 

Change of Direction

In a sudden change of direction, we are preparing a Modern-Future game now.

The character concepts for the upcoming game follow below:

Covert Ops Specialist - Sam K. Donnovan
The Covert Ops Specialist is a master of infiltration. The military infiltrator is adept at camouflage and prowling. Such a character needs to be athletic to make use of any entry path he finds, be it climbing a high wall, swimming across a lake or jumping an electrified fence. This specialist is also knowledgeable of countermeasures of various types of security systems. An infiltrator is often used as a forward scout, but also to gather intelligence, to observe the enemy, to place mines and traps or surveillance aparatus. Cover Ops Specialists' weapons of choice are often pistols as they are easily concealable and offer very little encumbrance. Otherwise, when placed as a sniper, the Cover Ops Specialist will be armed with a long range rifle or a target designator.​

Field Technician - Andrew Tygers
The Field Technician is a soldier with good training in several technical subjects. Field technicians operate complex equipment used in missions, repair vehicles, weapons and other gear and usually handle communications. When an unusual piece of tech falls in the hands of a squad, the Field Technician usually has a first look at it. Field Technicians may also be employed as saboteurs, disabling communications lines, disarming traps and explosives and using communications gear for electronic warfare. As knowledgeable soldiers, Field Technicians sometimes double as Field Doctors, specially when dealing with soldiers with many cybernetic implants. Field Technicians' weapon of choice is often the Submachine gun as it carries a heavier punch than pistols but don't take as much valuable space as rifles, which is usually used to carry so many gadgets and tools - the technician's true weapons.​

Robot Operator - Sasha J. Sophastinov
The Robot Operator is a specialist of remote control, surveillance, communications and vehicle operation. Robots are used in the most varied of tasks: scouting, surveillance, combat, explosive disarming and exploration in hazardous environment. The same skills used to operate robots can be useful to the operations of most vehicles, be it remotely or directly at the wheel. The Robot Operator is often called to offer fire support or to create a diversion.​

Weapons Specialist "Light" - Rex Andurski
The Weapon Specialist is trained in a wide array of combat implements. The Light Weapons Specialist trains with everything from Machine Pistols to Assault Rifles, including fencing and thrown weapons. This kind of soldier opts for light armor offering a good mobility. They often train infiltration techniques including amphibious training and parachuting.​

Vehicle Operator - Bobby D'Millis
Tank driver, helicopter pilot, the Vehicle Operator is the guy behind the wheel of the jeep carrying a group of soldiers down a sheer cliff with barrage fire coming their way. The vehicle operator has extensive training in driving or piloting most relevant motorized transport. Also a fine technician, specially in the fields of mechanics. As vehicle operation is often related to stealthy approach, the driver has some understanding of the ways of using discretion and camouflage. Another common use is to lead reconnaissance drives, so the Vehicle Operator has a sharp eye and a good understanding of Sensor Systems and communications. Vehicle operators can operate remotely almost as well as they can from behind a wheel. Training is so extensive that vehicle operators often learn to operate anthropomorphic vehicles like patrol mechs.​

Chicago SWAT Lieutenant - Jack O'hara
The SWAT operative is trained for precise operations in a controlled environment. Unlike most police members, SWAT train with military grade rifles, precise shooting, as well as conventional investigation procedures, rading and tactics. Lieutenants have officer training, knowing how to coordinate a team, analyse intelligence and plan an action. Many SWAT teams count with one operative training as a paramedic. They have standard hand-to-hand training and offensive driving qualification. SWAT officers operate well with robot operators for scouting, covert ops to enter the place unnoticed and tacticians to coordinate operations. SWAT troopers are weapon specialists with some extra training, they usually aren't as specialized as conventional military weapon specialists but double well as any of those. Most SWAT personnel have no training at all with explosives, heavy vehicle operations and tactical weapons. They usually operate in well controlled operations and are ill suited to the chaos of an open battlefield.​

Tactician - Lee Kennison
This is the guy planning the assault his team is performing. The tactictian is a field commander, knowledgeable on the ways of strategy and small units tactics. He can size up a battlefield at a glance, determine enemy strategy, figure out getaway plans in a blink of the eye. tacticians need to be in contact with their commandees, so a good understanding of electronics and communication systems is paramount, often this is not enough and many tacticians are capable soldiers that slug it in the tick of the fray. Tacticians either train in close combat or long range shooting, rarely improving on middle-range combat, support fire or hit-and-run tactics. As masters of intelligence analysis, Tacticians are very dependent of accurate intelligence reports, both from superiors in the chain of command and from operatives in the field. Tacticians work well with any other type of soldier, offering insightful advice to any situation, they are usually reliant on either Covert Ops specialists, Skirmishers or robot operators to gather appropriate intelligence and on OGRE soldiers, Weapon specialists or robot operators to get plans done.​

OGRE Soldier - Mal Perez
OGRE Soliders operate a special combat armor called the OGRE armor. They are used as heavy infantry more mobile than tanks, jeeps or even Mech. OGRE are often used to carry heavy loads on ground platoons over hard terrain (jungles, underground, etc.). OGRE soldiers are trained in heavy weaponry that they wield on the armor's hands, unarmed combat (greatly enhanced by the armor power), standard athletics skills to benefit from the suit's mobility (climbing, jumping and running powered by the armor). Most soldiers are expected to care for their own equipment and as such OGRE operatives often understand of mechanics and electronics. Some specialist OGRE soldiers train as paramedics or communications specialists, with a higher chance of survival thanks to the suit.​

Skirmish Fighter - Kay Asdrunn
Specialized in Urban warfare and skirmish combats, the Skirmish fighter has a solid place in any small platoon. The Skirmish fighter has training in small arms and submachine guns, on the use and fabrication techniques of all manner of explosives, on stealh, trap setting and intelligence gathering. Skirmish fighters often operate as assassins and saboteurs, benefiting from intense stealth training to approach enemy positions and either elimiate key individuals or disable important components. They also have good training in wilderness survival, able to stay away from logistics routes and contact with the base for extended periods of time. Skirmish fighters may scout ahead for Heavy Weapon specialists or OGRE soldiers and offer support fire when battle erupts or coordinate the actions of Light Weapon specialists, Covert Ops specialists and Robot operators.​

Weapons Specialist "Heavy" - Sasha Zermisky
Heavy Weapons Specialists fight with some of the most fearsome armaments available. They are proficient with all kind of heavy and siege weapons as rocket launchers, machine guns, cannons and various vehicle weapons. Heavy Weapons Speciliasts also frequently double as demolition specialists, training with all manner of explosives and know how to set or detect mine fields. Heavy Weapons Specialist are seldom discreet and can afford to wear heavy combat armor. They often have training to driving trucks or even tanks to get there gear around.​
 

More on next game

The Team:
You have been selected as some of the best free-soldiers in the United States that could be contacted on such a short notice. The army is aware of your recurring trouble with discipline and plans to work around it.

You are designed group Worms Squadron on this assignment, if you chose to accept it. You will be compensated graceously and freed of any remaining debt to the State.

As the fine soldiers you are, we expect you to work together as a team. With the mission hard as it is, with enemies in all directions, failure to interact harmoneously with each other will certainly result in a failure. Aggression towards a teammate won't be tolerated and will result in no further selection on missions to come.

The Mission:
You have been selected to participate in Mission Deep Dive. Mission consists in the recovery of 3 VIPs in the middle of the territory of Chicago. The city is under attack of a large number of alien creatures aligned to some unknown force.

You will be dropped in sector H12 in an APC* Citymaster. The sector has a clear air zone and only light resistance on the ground.

From there you should navigate to Trackpoint WsA1, WsA2 and to WsA3 - the Trackpoints may be reassigned on the fly through the satlink of the Citymaster by intelligence according to ground resistance and the analysis of Army Intelligence.

Trackpoint WsA3 will be near the Enertech Power-relay Station in sector F10. Worms Squadron should evaluate resistance, plan an attack and take the Power-relay Station.

The Power Station will be used to re-establish power on sectors F10, F11 and E10. This should allow your squadron to use metropolitan surveillance gear to observe and plot an action against the area where the VIPs are sieged.

Finally, the Worms Squadron is expected to storm the position in sector F11 and evacuate the VIPs. From there, your squadron is expected to go to Trackpoint WsA4 for evacuation.
 
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Some background for the game

TEASER:
Originally from the game "Digital Burn" (digitalburn.lrgames.com):
Electricity lances every nerve of your chromed right eye and minute twinges shock your brow with a constant pulse, reassuring you that, despite the head wound, you're still functional. A collection of digitally enhanced shadows mark those chasing you, pulling the green threads of a targeting display into unsettling crystal clarity on the surface of your eye. Crouching, you pray, trying desperately to squeeze hope from your artificial heart as your stainless steel hand clenches desperately to your Walker .45. Answers are few and far between in this neon desolation, but when you're ducking behind cover on a cluttered city street, there's little else to do anyway, so you might as well make the most of your time. Rain mixes with blood as you anxiously slide a new clip into your gun and take a deep breath.

The World:
The near future. Mankind is just now conquering the stars, the first hyperdrives are being developped. Genetic research is reaching its appex, genetic characteristics being changed even on addult humans. Rejection problems have been mostly dealt with, transplants may be realized on almost any human organ. Electric and hydrogen-powered engines are the norm today and humanity no longer depends on petroleum as its main power source. Solar-cell satellites orbit the earth, giant golden kites gathering sunrays and beaming the concentrated energy down to Power-relay centers on most urban centers.

Meanwhile the ozone layer decayed to an unprecedent level. Most people have to go out with very strong sunblocker or risk getting severly burned. When it rains, in large industrial centers like Chicago, the water comes down sulfurus and burning. There is not enough organs to supply the demand, organ-leggers attack at night in many cities and the streets are unsafe.

Most recently, the event that is on all the news channels is the loss of contact with the Chicago. Aerial observation shows the city overtaken by darkness, with a ring of military vehicles and troops surrounding the place. The authorities' declarations are elusive and misleading, no one knows what is really happening.
 

Beasts

The Enemy:
Once you are introduced to the concepts of your mission, the army officials leading the interview finally review the truth of what is happening in Chicago: an invasion - an alien invasion!

No craft was detected by airforce radars, nor by surveillance satellites. Nonetheless the fact remains that creatures unknown to Earth's science roam the streets of the city of Chicago. Worse still, it seems their numbers is growing rapidly.

The alien presence is undeniable, documented but still unclassified. There are several different species, most of them dangerous to the common population and some of them a threat to all civilization if allowed to leave the confines of the city.

Some of the most dangerous alien species are described in the following text:

Species #1
This was the first alien creature spotted by the surveillance sattelites of the US Army. They resemble massive dogs, dogs the size of a small car. They stand 1.50m tall, 2m long and are estimated to weight in the 600kg. These creatures are clearly carnivorous, predators that hunt any human or animal that dares to cross the streets in their territories, day or night. They seem to have little intelligence, usually unable to enter rooms with closed doors. They are massively strong, able to easily overturn a car, take down the largest of humans and bend metal posts. Area H12 - the drop zone - is the territory of a small band of these creatures.
Species #1 is able of very impressive leaps and have takedown two military helicopters in the past.
=====
OBS: There are more creatures to come. After that I should post gear and you should be able to select your characters. Please post any comments here or send me an e-mail (to infax01 on my hotmail account)
 
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Running Late

Getting the characters done for the game is taking me much longer than expected, I'm very sorry.

On the plus side, I'm doing Gear in parallel, so I should be able to post both at the same time when it finally gets done.

Thanks for the patience and once again sorry for the inconvenience.

BRUNO, I'm still missing you character choice!
 

Burning the midnight oil

I'm done for tonight people.
Characters are ready except for cyberware (some characters have some cyber already but none have full cyber yet).

A couple of character may still get some modifications, but they are mostly done.

With the stats in the following posts, I believe you will be mostly aware of the game system. If not, so good for me.

I should be posting again tomorrow afternoon. (Argh! I need some sleep!)
 

Into the Woods

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