Well, it will be another 11 days before THIS particular M! M! game runs again.........
However! Prof. Gremlin and perhaps others will be pleased to learn that the "chaos muppet" concept was so well recieved that it has spawned its own seperate Monsters! Monsters! game, which will run concurant to this campaign every other Sunday.
The second M! M! game in which everyone will be playing Monsters! inspired by muppets will be run by Patrick, and I get to be a PLAYER. (whoot!)
Even better is that both of my kids will be gaming with us this Sunday. From what Patrick made it sound like, this game will still be taking place in the current setting, that is, on the Buzzard's Gulch Monster Rez.
Here are a couple of the characters I have designed for the game. I think i will play the "blue shoggoth, and let my son have Bernie and Hurt, since he likes powerhouse characters.
Eric was talking about a steampunk Oscar the Grouch who lives in the coal burning smokestack of his "house on wheels", Ana taked about a carnivorous Big Bird, and Lenare was going to be a vengeful unicorn. HJ will play Oafy again i believe. It will be interesting to see what actually is brought to the table. Chaos to ensue, no doubt
Thanks! It IS a knock-off of another artist's ( superior ) work that I hand drew while looking at the other image for inspiration. I saved it to my computer without noting the artist, but i just wanted to put that out there: "I am not the first to draw Bert and Ernie as a two-headed giant".
So Sunday night is the return of my Monsters! Monsters! game ( the second one didn't happen last weeks because our other DM wasn't prepped enough. Patrick. whotta newb. Anyway, our Monster (anti) heroes, have just succeeded at infiltrating a dwarven military installation carved behind the great dwarven heads of Mt. Krushmore... and suspiciously close to the Buzzard's Gultch Monster Rez.
In the process of infiltrating the complex, the were-sabrecat was infected with yellow musk creeper. Still unsure of how this can or will affect gameplay, hopefully something interesting will come of it.
Inside the greenhouse room ( the first location inside, and where we ended last game) there will need to be an airtight door, but 'im also thinking ventilation shafts would be a fun way to get them in a mess. The door difficult to open, the vents, not so much. Climbing through mapped vents could end up some interesting places... the Barrelworks, the latrines, the prison cells.
So the instalation itself is designed as a chemical warfare munitions factory. Experiemental plants and fungus' are grown (and tested on monsters) within the facility. Those that prove promising as agents of monster extermination are sealed in barrels and loaded into tracks that will eventually dump them out of the mechanized mouths of Mt. Krushmore and onto the rez.
The bigshot of the instalation is Corporal Hanger, a stodgy, formally dressed dwarf with epaulets on his shoulders and a sophisticated pistol, who is always chomping a cigar. He will probably be protected by a couple of steamjack type things. Only his office will contain actual evidence of the mithril reserves beneath the rez, and the dwarven plan to exterminate anything that stands in the way of their access to it. Also, i think the Corporal needs his own airtight private escape elevator.
Some of the patrols will be equiped with large flamethrowers, since burning is the only effective way of dealing with an outbreak. These would be fairly steampunky, dwarven tech soldiers. i am also thinking about drarven chainsaw swords, pressurized steamhammers, and fancy power helms
Steam tech powers the whole place, so i will have a steam core, installed over a lava pool, and plenty of engineers to walk around on its iron rails, and twisting pipelines.. checking pressure valves, loosening and tightening stuff etc. Nice place for a possible showdown with the engineers, and a possible way of damaging the whole installation, while endangering their own chances of escape at the same time.
There will also be a room with multiple levels of operative minecart tracks moving barrels around..not unlike an indoor roller coaster stystem. this also seems like a cool place for confrontation, with monsters! and dwarves fighting ON suspended track systems, all the while avoiding mechanized moving carts coming from different directions.Thinking of illuminating these rooms with hot phosphrous lamps... casting a green glow. Also the glow of arc welding machines.
There will be observation rooms where monsters will be undergoing tests to see how different bizarre plants affect there systems, and cold hearted dwarven scientists taking notes on the progress. Inside the cells, tortured victims call out to be released, but they will have a high probability of infecting others they contact. ( any help with funky effects or symptoms appreciated ) "Medical" rooms, where experiments are performed. ( and where an antidote that can save the weresabrecat can likely be found.... if they make it in time for her not to try and eat their BRAINS!)
Propaganda posters about the"value of the "great work"" and "racial and social progress" will be on the walls throughout the facility. ( Any good ideas for these folks?) Slogans like "Know your enemy, Achieve your Destiny" and "Its YOUR Empire too, Join the Auxillery." "Dig!" and "Onward to Victory!" Accompanyed by pictures of bold dwarves with conquered monsters underfoot, looking forward into a bright future.
An up and down escalator can be found at one end of the north south corridor. ( two sets of moving stairs running parallel to each other) Physically, its designed to move worker dwarves from their workstations on level A to their barraks, the mess hall( with more propaganda posters), the baths and latrines and the "Downside Tavern" where workers go after their shifts to sing drinking songs and tell tales of dwarven battles hard fought and won. on level B,. I am thinking it would be funny if dwarven "muzak" was playing in the area of the escalator, but what that would sound like, i don't know.
I am thinking this escalator might also be a fun place to have a moving battle staged, all the better if i can maneuver one of Grimtooths traps as a "failsafe" onto it.
There will need to be an officers and guest quarters with a bit more luxury ( and hopefully you guys can help me come of with a few interesting items for this area, perhaps an Army of Salvation brigade is visiting? Also housed here might be a wealthy dwarven financier industrialist in a stovepipe hat and a coat with tails and a cane.
Finally an area called "the shaft" containing a 700 foot elevater chute. Eventually this stops 100' under the surface level of the rez., and crosses under the river. Drilling tech powered by steam will already be drilling out new chambers, intended to be used to introduce toxic agents on Rez residents from BELOW the surface of the ground as well as from above.
So thats pretty much what i got right now. If you guys can think of any interesting personalities, weapons, sights, gaurds, enemies, propaganda, symptoms or settings, i am definitely interested in hearing them.
Last Edit: Feb 15, 2013 20:13:27 GMT -5 by devadasi
Landshark- played by Eric Jaegermonster- played by Patrick Sad Sack the Bugbear- played by Kit Wexler- the four armed, hobbit, ape yeti, mad scientist-played by Ganesha
our women are missing. ( but not, I assure you because of any new charisma bonuses on offer), so the weresabrecat and the half demoness are NPCed by myself.
When last this adventure was being transcribed, the monsters had smashed through a reinforced greenhouse-like structure on top of Big Battle Ridge. Inside, cultivated vines with large yellow flowers were disturbed by the tumult, and the butter petaled flowers ejected clouds of pollen... as if in defense. While most of the monsters were able to avoid inhaling this pollen ( aided in this respect by inclement weather).. the weresabrecat was not so lucky. ( rolled 3 on a 1st level luck SR). She inhaled a large lungfull of the stuff/
Sad Sack who was not present for the last game has managed to finish eating the last of the dwarves from the ambushed camp at the BASE of the mountain and has climbed to the crest of the hill himself now... three hours behind his compatriots.
He is confronted by the weresabrecat lurching towards him at an odd gait growling something about "brains". Sack, never needing much excuse for a homocide, and rather interested in the electric trident still being shouldered by the lycanthrope, inquires as to whether he has time to get off a shot with the blunderbus he unslings from his own shoulder.
The werethings movements already becoming stiff after a mere 15 minutes under the influence of the pollen, I rule that a 1st level DX roll will leave Sack with plenty of time to draw a bead and squeeze the trigger. He makes the shot, barely. Fortunately for Ana's character, this lycanthrope can still heal rapidly from damage caused by weapons niether silver or magical. I give the blunderbuss 1/2 its normal damage.
Sack rolls 36 points of damage and the werecat has 8 armor. She loses 10 of her 17 Con. She furiously lurches towards him and slashes with razorsharp claws... eyes jaundiced and yellow, still mumbling something about brains. But Sacks morningstar wins out by 10, and though he recieves 2 spite, she is losing badly. Sad Sack tears the Power Cylinder and the electric trident from her back growling gleefully. the Werecat seeks to flee.
"I shoot her again" says Kit
"Are you sure you want to kill her? She has been your companion for some time." I say. Patrick and Eric look on a little nervously, I think all of us not wanting Ana's character to die when she isn't there, but no one including me willing to metagame to prevent it. My adult gamers would have let her go. Kit is a little more gung ho. "Hey, I'm a monste... this is what i do."
Hard to argue with that I guess.
Sack draws a bead on the fleeing werecat and I think to everyone's relief but his, he rolls a 4.
Sack shrugs and follows her tracks through the mud, passing the drinking pavillion and the ambushed dwarves. Drawn to the light of the greenhouse dome and to the broken glass he approaches the structure and gazes down into the smoky room, still choked with thick vines.
The landshark and the jaegermonster are examining the only two clear modes of egress from this room. The first is a wrought iron airduct cover on the wall, and the other is an airtight, submarine style door with no handle on this side.
"Look what I find!" calls down Sad Sack, holding up the copper cylinder and the trident.
"Where have you been you idiot?" the jaegermonster calls back.
"Yeah! I've been shot! Twice!" barks the landshark. "get down here, and earn your share of the loot."
" the werecat is a zombie" says Sack
"nahhh. she just caught a cold or something" says the landshark "i;m sure she will be fine.... open this door."
"What??! No! dwarves like to trap everything"
the jaegermonster announces he wishes to use knock knock. Because these doors are airtight and very secure I ask Patrick to make a 2nd level luck roll. He passes. And the door opens with a hiss.
The next chamber seems to be a kind of airlock. Ahead is another submarine door ( built to dwarf specifications) but this one with an accesible wheel mechanism. More interestingly are six thick, heavy,oiled, canvas suits, each is accompanyed by a pair of thick, black, rubber gloves that would climb well up to a dwarfs elbow, and thick black rubber leg gaiters with iron boot soles. Each suit is topped by what looks like a strange steampunk gas mask type helmet.
"What the heck are these bastards up to?" the jaegermonster asks no one in particular.
""stupid dwarves" the landshark says. "I am gonna chew up their stupid suits. I tear these suits to shreads."
"I get one of the helments first" says Sad Sack
"Okay, after about a minute it looks like when you go away to work and your new puppy gets out of the cage.... shreds of canvas are spread everywhere and bits of rubber are stuck in the bugbear's fur."
"Whats through the other door?" Eric asks "you haven't opened it."
"Sad Sack! open the door!"
"Waht? No! you open it."
The jaegermonster turns the wheel and opens the door. The hallway beyong is illuminated by the sputtering green light of a phosphorous lam installed on the wall.. the jaegermonster looks both ways, and passes a luck roll. No one is coming.
The airlock opens into a north/south running hallway. The walls and floors seem to have been scrubbed withoil of vitriol (sufuric acid), making the whole hallway the most "unsettlingly clean" place the monsters have ever been.
immediately across from the airlock door are two small doors, wooden, side by side. Then at the southern end and northern end of the hallway are more airlock doors. The jaegermonster tests the two smaller doors, though it must be said, with some trepidation. They open without incident however. Inside one of the cabinets are wooden boxes of different sizes and marked with dwarven runes. Opening them the jaegermonster finds thick, disclike cotton filters that look like replacement filters for the gasmasks? At least thats what his "thinking hat" seems to be telling him.
Other boxes are filled with syringes made of glass and metal. "What the hell??" Curious, but still sociopathic, the jaegermonster loads the syringe works in ( in a cluster) into his blunderbuss. Another box contains spare rubber gloves and sets of goggles.
Sad Sack takes a set of goggles and tries them on, happy when they fit.
The next closet contains cleaning supplies, a stone basin with a drain and spigot, a steam powered floor polisher, and several glass jars of acid.
The jeagermonster breaks the jars of acid all over the supplies, then shuts the door again.
The party memeber all pass a luck roll and no encounters occur at this time. Hearing voices to the south, the monster head to the northern airlock. Again the jaegermonster successfully "knocks" the door after a 1st level SR.
Another room lit by the eerie glow of phopherous lamps. To the left of the monsters as they enter the room are six unique looking barrels. They are constructed of wood with metal fittings.. but also seem lined with glass, and having a window in their center. They appear to be filled with yellow liquid.
But these are not the only things of note. Dominating the room is a 7' high glass tube. An airduct emeges from the southern wall and feeds into this large, glass bulb. Also emerging from the bulb is a spigot of copper as about the height of a dwarfs shoulders. The spigot matches cylendrical mouths on the barrels. Finally is a turntable in the floor with a section of track on it. It looks as though the turntable can enable barrles to be loaded onto the track and carten through a hole in the north wall to some other portion of the complex.
Wexler, Ganesha's new character is one of two of his kind captured on the Rez and brought by these dwarves to the complex to serve as a guinea pig. He escaped two days ago, but the Dwarves in charge of his supervision have not reported him missing yet as they fear being reprimanded. Thus Wexler, who is a three foot tall yeti with 4 arms and an intellectual bent, has managed to stay in hiding for nearly 40 hours. When he sees other monsters he emergesd from hiding.
"I believe I've learned enough through observation of the enemies methods to SABATAGE this track system!" the strange, white, midget ape contends as he emerges from behind a barrell.
"What the hell is that?" asks Sad Sack
"a PRISONER! , but no longer! For now I clearly have allies, and I mean to engineer a way out of here!"
"that monkey sure can talk." says the landshark.
"Tell us more creature!"says the jaegermonster "my thinking cap assures me that you are a veritable font of information"
"Are we still speaking english?" the landshark asks the bugbear.. who shrugs.
"Well, I was a prisoner here you see?" Wexel explains "but I thought i was the only escapee! Seeing the lot of you, and knowing i have compatriots makes me feel somewhat emboldened. Watch then!, as I unscrew the bolts binding the links of this chain drive thusly. THEN! i proceed to this wall here and set the dial to its highest setting. ELEVEN! Then I move this lever into the down position thus engaging the drivetrain, and now, my friends, I think it best we leave this room for danger could well ensue from my actions." ( Ganesha chose "mad engineering" as his talent)
Somewhat baffled by Wexel, but currently willing to humor him with regards to how to proceed, the monsters leave the room as the engine drive whines and gears begin to click. On the way out, the landshark takes one of the barrels of yellow liquid.
As they leave the room Wexel proves most talkative, and explains what lies ahead in the limited areas of the complex he has seen.
"The hallway just ahead" he explains "houses a number of different fungi and molds in small enclosed environments, you see. I believe they are studying the effects, though to what precise purpose I have not yet been enlightened. The room to our left on the other hand, seems to be a holding pen for a variety of acidic slimes and oozes. That room, like the one that houses the toxic vine is generally only entered by dwarves wearing protective clothing, so it would seem our keepers have a healthy respect for such things."
Suddenly, the sounds of machine gears breaking and chain parts shattering echoes throughout the entire complex for a moment, shaking the very walls. "It appears someone has damaged their machinery no?" Wexler laughs maniacly It took a good three minutes, but the mechanisms the drove the track system is completely broken.
At that moment, a die roll on my part indicated that the door to the south opens and a brown bearded dwarf steps through, he is grumbling about scrubbing floors until he spies the monsters.
"Monsters!" he exclaims, clutching his mop handle as a weapon. But when the crocodilian jaegermonster starts running towards him he decides discretion is the better part of valor and attempts to flee back from whence he came.
"Code 3! Code 3!" the dwarf is calling, but that is before the jaegermonster puts his toothy maw around the guy's neck and clamps down with powerful jaws. Patrick shakes at the neck of his prey, hoping to sever the vocal chords (luck SR 3rd), and with a roll of double 5's then a 4 and a 3, he succeeds in doing so. ( luck roll 3rd). Eustace the janitor flails a bit longer, but succumbs to death a few moments later.
The jaegermonster steps into the hallway south, from which Eustace had emerged. The hallway is lined on either side by glass windowed cells. Dragging the dead janitor down the corridor by his collar, the jaegermonster stops in front of a window and looks in. Inside is an almost dwarf sized, violet colored mushroom with deep purple gills. Fushchia colored tendrils, like fungoid tongues, lap away at the glass seperating the mushroom from the hallway.
" aww. nasty." says the jaegermonster.
Wexel is reading notes written in dwarven runes posted next to the cells. Each page has a seperate monster listed... designated only by a number, and the effects of the fungus upon that prisoner
The bugbear and the landshark are examining one of the isolations on the other side of the hallway. Inside of that one, the walls and cieling are covered with a spongey looking brown, puffy mold. Also inside the cell is a goblin, who seems to be unconcious, frostbitten and blue lipped, in the process of freezing to death.
" I really hate Dwarves." says the landshark.
The jeagermonster has finally lost his temper. He begins bashing the limp corpse of Eustace into the glass enclosure of the violet fungus. The glass is tough; the first smash makes crunching melon-like sounds, as more of Eustaces body is pulped than glass broken., However, on the second try, the glass gives in, and pinkish tongues of fungi wrap around Eustaces body and pull him in, leaving strange brandings on his skin as he is hauled through
"Where can we go to cause the most chaos in this place?" Jaegermonster asks Wexler.
"Certainly, freeing the other as yet healthy prisoners would help our chances." says landshark
"Lets do it, where are they?" replies jaegermonster
"we must continue making our way in that direction" says Wexler, pointing south,
"Lets go." Opening the south door, things become slightly less clinical. The scrubbed walls are replaced by walls covered with propaganda posters, encouraging Dwarves to give heart and soul to the continued growth of the Empire.
"Forward! Into Prosperity!" reads one with a dwarven woman gazing bravely into the future. Over her shoulder a giant wrench, under her hobnailed boot, the head of an ogre.
"Dig!" reads another
I ask everyone for a luck roll (1st) Wexler fails. Jaegermonster fails. Landshark and Sad Sack pass. I rule that Sad Sack and the landshark have not yet fully entered this corridor.
The hobbit yeti and the jaegermonster on the other hand are confronted with two dwarves in military livery! a gaurd patrol! and each one carrying a small hand cannon.
"Stop those Monsters!" both Dwarves fire at their opponents, I ask for Dex rolls. A 3rd level roll will mean a dodge of the artillery. 2nd level roll will mean half damage. anything less means taking the full hit. Both Wexler and the jaegermonster make 2nd level rolls and will recieve half damage. When the round is over Wexler is down to a mere 5 Con and the jaegermonster is at only 11.
The jaegermonster TTYFs one of the gaurds, and injures him, but together the gaurds are able to retreat back to the cover of a perpendicular hallway and retreat.
"I believe there is an infirmary if we continue southward" says Wexler clutching an injured leg
Now at a speedier gate the group continues making its way southward. Sad Sack is tearing down propaganda posters on the way. The gaurds have retreated back beyond a set of swinging double doors to the east, and the monsters ignore this direction for the moment, opening the southernmost door.
"The room we are about to pass into is the Infection and Observation room" Wexler states.
" I cast Hidey Hole so everyone within 10' of me is now invisible." says the jaegermonster
"Open the door Sack!" says the landshark.
"You open it" says Sack.
"I am too low on Wiz to keep opening every door" says the jaegermonster
"Open it SACK! " yells the landshark.
"Fine!" Sack opens the door.
In the room are operating tables and wheeled gurneys, along with more cells behind glass. But there are also four dwarves in the room.
One is dressed in scholarly clothing and is bespectacled, with a sheaf of notes cradled in his arms. He is protesting the intentions of a larger, more ornery looking dwarf, dressed in military officers livery, and chomping on a cigar. Behind the officer are two dwarven grunts with what appear to be flamethrowers.
"Sgt. Gumfy! I must protest these measures. The amount of knowledge that will be lost with your methods is unacceptable."
"Too bad Poindexter! I've gotten report of a code 5 in this quadrant and that means there is a danger of contamination spreading, we are going to have to torch all living specimins in this quadrant. Boys..."
at his nod, both of the grunts light pilot lights on flamethrowers attached to their arms.
"Sgt. this is UNacceptable"
"tell that to the general Poindexter."
"I throw the barrell of yellow liquid at them!" says the landshark from behind the cover of his invisible blanket.
The dwarves look up from their argument to notice the toxic barrell hurling through the air towards them. But not in time. The barrell, engineered to release its contents upon any significant impact begins showering the room in a toxic yellow cloud.
The dwarves are all screaming and coughing violently.
The group retreats and slams the door, all of them making 1st level luck rolls to avoid being contaminated themselves. But they stay on the other side listening to make sure they don't need to do any further clean up. After a minute of two the sounds die... . then someone who sounds like Poinndexter says "brain!s"
The jeagermonster moves a table against the door, so the others will not be within his hidey hole as they move to open the double doors
Now the only way to press forward is through the double doors that the gaurd patrol disappeared behind earlier.
Sack!" yells the landshark
"fine dammit." my son says. ( i give him pretennd hairy eyeball... he smiles)
Sack opens the door and steps into the hallway, falling immediately into a 15 deep pit.
"9 Con damage"
It may not be the worst thing. Gaurds with flamethrowers are stationed now in the hallway, since warning had been given that intruders were loose. They let loose. I ask for the same dex rolls as before. 3rd level avoids, 2nd recieves half. Everyone makes the second level roll.
Unfortunately for Wexler, even half damage from one of the dwarven flamethrowers means death.
Ganesha's character has died yet again.
"Awww man. I actually LIKED this character." Ganesha protests.
I feel bad. Ganesha's characters are doomed to suffer.
Patrick casts TTYF on one of the dwarven gaurds, and the landshark leaps over the pit.
"Pull back! Pull Back!" call the dwarves. "we will need reinforments"
Jaegermonster and Landshark leave Sad Sack behind in the pit and round a courner into an unknown area. As it happens, this room is full of cells for healtyh, as yet uninfected prisoners.
We take all the identification tags of the cells." says Patrick "are any of the cells empty?"
Luck roll 3rd level.
"Yes. there is one cell completely empty, just next to a sly looking troll."
" We go get in it and close the door , still inside my hidey hole."
Next week: Well, clearly all hell breaks loose.
Last Edit: Mar 5, 2013 13:01:07 GMT -5 by devadasi
I have yet to try out my copy of MM, and, thanks to your enthusiasm and amazing creativity here, you've got me fired up to try it. The half-demoness Arabella, is killer. Reminds me of S. Clay Wilson's work; maybe someone like Star-Eyed Stella from the Checkered Demon comix.
Assumed to have happened "between game": the weresabrecat, injured by the shots fired by Sad Sack, stumbled around topside for some time before passing out from loss of blood. She was discovered by dwarven workers shorty thereafter and a Biohazard team of dwarves was sent to secure her. She was taken to the infirmary for physical inspection and put into an adjacent glass windowed obsevation cell... next to an enraged mummy of the Moxoan variety.
Oafy, the chao muppet, missing since he was kicked unconcious by a dwarven minor just after crossing the river border, has also now been captured, and has just been thrown unceremoniously into an "empty" prison cell, which unbeknowst to him, currently houses an invisible landshark, half-demoness, and a jaegermonster.
Sad Sack, who fell in a pit last game, just prior to Ganesha's character Wuxler being incinerated has survived, but has been put into a straightjacket, strapped to a gurney, and given a sedative, by nurse Sprokket. He is currently in the infirmary... next to a dwarf in an iron lung. who, in between coughing fits harang's the bigfoot goblin for smelling like a polecat and begs nurse Shatzi for a cigar.
Last weeks players
Hannah Jane- playing Oafy the Chaos muppet, but distracted by an art project comic book she is making on "How to fake sick and not get caught"
Kit- playing Sad Sack the Bugbear, but somewhat distracted by the fact that he has just been grounded for the rest of his life.
Eric- playing the ever "metal" landshark.
Patrick- playing the jaegermonster
Ana playing the weresabrecat
and Lenare- playing the half demoness
I am going to have to write the actual play report 2morrow though, i have become terribly tired all of the sudden. ( i danced for several hours alone and with students today)
Hmmmm. Let's say Kit was caught tampering with spell knowledge beyond his level, then lied to the guidmaster about it.
But on with the game!:
The characters are assumed to have been at rest in the cell for approx 8 hours, and while not completely healed up by any means, they are stronger than when they last fought.
The jaegermonster raps twice on the locking mechanism of the cells gate and "knocks" it. The landshark slides the gate open and the gang, now including Oafy, steps into the hallway.
"So how about you help a brother out?" grumbles the troll next door.
"Hmmmm." says the demoness
"I think it would be rude to decline" says the landshark.
" He did tell us where the infirmary was" says the jaegermonster, cautiously expending another few points of Wizardry to release the troll.
The troll lumbers out of his cell, sums up the party with a predatorial eye, smiles, then turns and heads toward the hallway where the gaurds are stationed.
The sounds of battle break out immediately.
"Do we help him?" the landshark asks
"My thinking cap thinks it would be better to utilize the distraction to obtain freer entry into the infirmary."
Its agreed that healing is still required. Oafy, jaegermonster, landshark and half demoness head in the opposite direction of the troll.
Once again, the jaegermonster must expend a few points of wizardry to unlock a door.
MEANWHILE IN THE INFIRMARY: Sad Sack has awoken from his last sedative injection. He is still strapped to a gurney. He attempts to test the security of his bonds. Succeeding at a 3rd level luck roll, I decide that one of the wrist straps has not been secured tightly enough by the lovely nurse Sprokket. With an additional 2nd level Dex roll Sack can free the hand this round, but he rolls a four. The blowhard dwarf in the iron lung next door is screaming for a cigar.
ALSO: behind a glass panel next door to the infirmary, the weresabrecat begs for brains. The dwarven scientist Wienstien takes notes. Nine hours ago his good friend and colleague Poindexter was infected by the yellow musk plant. That quadrant has been sealed off, and arguments being made as to whether it needs to be steralized or whether its worth it to try to deliver antidote to the infected. If there was a way to reduce the aggression of the infected.......
"Achtung! Monsters!" Nurse Shatzi cries when the merry monsters enter. From behind a rolling table she grabs a scapel and some sort of hammer, and brandishes them, but the jeagermonster sends a bolt of energy from his finger.
"Take that you fool!"
The nurse's starched white cap spirals away from her head; she staggers.
"I finish her off with a flintlock shot to the head!" says the demoness.
Nurse Shatzi slumps dead over the wheeled table.
But Nurse Sprokket grabs a syringe and attepts to jab it into the ass of the landshark, thus sedating him.
Eric rolls high on his SR however. ( I can't remember whether i asked for Dex or Luck now... but he rolled some doubles)
Instead of sedating the landshark, Nurse Sprokket finds herself bitten in half.
Her legs run around the infirmary briefly, knocking things over and spraying arterial blood before hitting a wall and falling over, where they continue to flail away for a moment or two more before falling into stillness. The landshark belches and spits out the starched hat.
The half demoness and the jaegermonster are already in the cabinets, searching for the means to heal themselves. Among the most interesting vials is one labeled "Universal Antidote?" ( the jaegermonsters thinking cap will allow him to read an unknown language if he makes a 3rd level luck roll... which he did).
Several vials also contain a substance listed as "liquid vigour".
"That's probably what we are looking for." says the half-demoness.
"Likely. Get us one of those syringes"
The landshark and the jaegermonster inject some much needed healing, landshark needing to be injected by the half-demoness, because, as it turns out, he's scared of needles.
Oafy has, in the meantime found a jar of brightly colored pills.
"Do they look like jellybeans?" Hannah Jane asks
"Hmmmm. Yes, they do."
I pour them all out and start eating them.
( the jar of pills was just kinda "scenery" up till that moment. I had no idea what they did. I decide that eating them by the handful should have some insane effect that would make HJ and everyone else laugh. )
"Your purple fur starts changing colors! From purple to green to yellow and back again, all in a matter of seconds! At the same time you feel a burst of manic energy that makes you want to do backflips and other gymnastic moves artound the room."
"Am i knocking stuff over?" "Yes." HJ smiles.
Meanwhile: Sad Sack has freed up his hand. But now it seems kind of pointless, since the landshark is suddenly standing over him.
"Well, lookie here! Looks like you could use a little help, Sack!" the landshark says.
"Just get me outta here."
"Would one of you two mudbugs get me a cigar?!" Croaks the dwarf in the iron lung, who i decided on the spot to call "Uncle Cranky".
"I'll get back to you in a second." says the landshark to Sack " I turn around and rip that dwarfs head off."
For the landshark, the 3rd level strength roll is almost effortless. He tosses the head at the chaos muppet, hoping to knock it out, but misses. Cranky's neck continues to send a plume of liquid scarlett at the far wall.
Weinstien, through a window has observed what is happening in the next room but is powerless to do much as the group bashes the door open.
"Hey look! Its the werecat again!" says the landshark "what are the odds of that?"
"Please! ... let me go! I am a scientist, not a soldier, I..."
"I knock that guy in the head with my sledgehammer" says the the half- demoness.
Wienstiens body twitches briefy as he breathes his last. "Alas, it is bitter, the end." he coughs.
"Brains!" the weresabrecat calls from behind her window.
"Say, that looks like a mummy!" says the landshark, gazing through the other window. "Perhaps we should free it?" says the jeagermonster
"uhhh, guys, I'm not sure that is a great idea."
"then what about the werecat?" asks the landshark
"well, we've got this vial labeled "universal antidote?"" the demoness says.
Oafy is still changing colors and breaking things in the next room.
The half-demoness gives the landshark her sledge hammer, then presses her back against the wall next to the observation window.
The landshark smashes the glass.
"BRAINS!" the sabrecat hisses trying to snag the landshark with one of her claws while frantically clibing out the window towards her prey.
the half demoness siezes the moment and makes a 2nd level dex roll to move in and jab the sabrecat in the ass with a syringe. She succeeds.
the weresabrecat goes into epileptic convulsions and loses 1d6 con from the system overload, but when the siezures are over, the jaundiced look in her eyes has cleared.
"What happened?" "you drank too much last night." the landshark says "how do you feel now?"
"ugh. pretty terrible"
"well, you better pull yourself together, cause i don't think its smart to stick around here for much longer. These bastards are gonna catch on sooner or later. Someone subdue that muppet and lets get out of here."
Last Edit: Mar 27, 2013 9:16:25 GMT -5 by devadasi