This blog is to summarize my current gaming exploits. Either with games that I play in or am running or both. I like to write the blog from the perspective of one of my characters instead of just telling what happened during the gaming session. I feel this tells more of a story than just telling you what happened literally.
Cool Stuff
Friday, October 30, 2009
Things to do
2. Set up a new Rifts campaign.
3. Study for E&M.
4. Study for Thermodynamics and Statistical Mechanics. (Thermo, one class)
5. Finish compiling grapevine files for all spirits, banes, fomori, monsters, drones, kami, etc.
6. Breathe
7. Prepare Salmon patties more often and for Travis(so he can taste them).
8. Graduate from college.
9. Sell cell phones for work that is currently sucking the life out of me.
10. Look for a new career maybe.
11. Relax
12. Sleep
13. Take Taz for a visit to the Vet.
14. Find a good Vet.
15. Visit Dentist.
16. Find Dentist to visit that doesn't charge an arm and a leg, running out of those.
17. Remember appointment to get tested for test anxiety (huh, sounds kinda retarded).
18. Fix vehicle, need to replace both fuel tanks and make sure the tank switch and fuel gauge work.
19. Pray for help.
20. Die
21. Take over the world
22. Cure the world.
23. Eat breakfast more often.
24. Prepare lunches more often.
25. Stop going out to eat.
26. Eat more fish.
27. Try new Korean place.
28. Try and quit smoking.
29. Find someone of the opposite sex that can tolerate me.
30. Ask her out.
Monday, September 7, 2009
Rifts: New Hope the way it is
When the arrived in New Hope, the scene was dire. Half the town was in flames. There were bodies scattered all over the place and also dead worms, which were themselves over eight feet in length. Dirk, having told the group about his vision, was somewhat happy with the fact that his vision had come to term. Meanwhile, Earl and his men arrived on horseback and immediately rode to see if Earl's family was safe.
The group started looking around. Dirk, knowing what his vision had shown him approached the well. When he was roughly 200 feet from the well, Dirk felt a presence that was definately supernatural and evil. Dirk vision had told him of what was in the well; yet his curiousity still drove him to peer inside. Inside, he saw what his vision had shown him, was a skull, alien in nature, floating about 100 feet down. Dirk barely missed the imminent attack from the large tentacles that had b-lined right for him. Roger ( I do believe) had been carrying around the grenades that they had found earlier. Roger's insight told him that he needed to throw all of them into the well in order to save themselves from this monstrosity. Doing so, the explosion was huge, causing a minor earthquake that shook the ground fierce. Also alerting any nearby enemies to the groups presence. They looked inside the well, instead of seeing complete darkness and the floating skull, they saw just the cavern that had held the Hairy Jacks which they had not seen. There was no sign of the monster or the pitch blackness that had surrounded it. Small fires had started on some of the roots that had been dangling inside the well cavern.
Meanwhile, Earl and his group had noticed smoke in the distance and had riden out to see what was all going on. They had passed about 40 dead bodies on the way to the church. When they got to the church they saw that the doors were closed but not barred from the outside. When Earl approached the doors, he heard sobbing and weeping coming from inside. The doors were locked. Earl knocked; heard the cocking of a gun; he said hello. The door swung open slowly with a loud creeking noise; the preacher's son was sticking out a shotgun. Earl quickly difused the situation by asking about his family and telling the preacher's son who he was. After hearing that the preacher's son didn't know about Earl's family and that the evil that had come was about three or four strange figures kinda like the wraiths from before, Earl decided to go home to see for himself. He found his father dead in the barn, but he did find his sister and youngest brother in the root cellar. He found out from them that his two other brothers had gone into town to see if they could rescue their mother. Earl then took his siblings back to the church and had the men stay there to protect them and the preacher's son and his mum. Earl then b-lined for town as fast as he could on his horse.
Back in town, the group has spent most of there time looking for survivors, which is definately impeded by half the town being on fire. Earl found his other two brothers and his mother. That's when the shot rang out. They saw the one wraith immediately, on the other side of the well, but it was unclear if he had taken the shot. Another shot, another miss; this one from off the road to the church. Another shot from the wraith they saw; indicating that there was a third shooter somewhere.
The group took out the middle one first, but didn't get a good clean kill, so maybe one of the worms survived. They next took out the one by the road, Earl pretty much head shot it until it was dead from like two feet away. During this, the rest of the group, excluding Dirk and Earl, had found the third shooter who was posted behind the burning buildings. This shooter had almost killed Thunderheart, who is only alive from the quick thinking of blocking the shot with his bionic arm. This shooter dies quite instantaneously from Northwind Ironfist's bow.
This is where I decided that because of certain situational variables, that this game had come to a close. We will now be starting our other game which we had played previous to this Rifts game. Everyone involved enjoyed the game, so I will definately be running Rifts again. More than likely, I will be posting that game here as well.
Until next time, Happy gaming.
Wednesday, August 12, 2009
Rifts: Stavros Explains
The party then went into Scottsbluff and proceeded to sell the wares that they had received from the crates in the backs of the wagons. The items were all new and pre-Rifts. The list is as follows:
a total of 13 large wooden crates
Wagon 1 - 6 crates
Crate 1 - one gun cleaning kit
Crate 2 - 8 large cushions (very nice)
Crate 3 - 8 boxes of 30, 50 Gal. garbage bags (half black, half clear)
Crate 4 - 3 rolls of toilet paper
Crate 5 - one roll Duct tape
Crate 6 - 4 magnifying lenses
Wagon 2 - 1 crate
Crate 1 - 5 Cast-iron pans
Wagon 3 - 6 crates
Crate 1 - 8 car alternators
Crate 2 - one phonebook
Crate 3 - one 20' hemp rope
Crate 4 - 2 sets of silverware (real silver)(21 pieces each)
Crate 5 - 3 watches (Timex)
Crate 6 - 8 Fishing poles with reels and tackle box kits
They sold what they didn't want and made some purchases in town. It is now 2pm and they are getting ready to go back to New Hope.
Thus concluding our session.
Tuesday, August 11, 2009
Loot and Armor
Friday, June 26, 2009
Rifts: Dowsing for New Hope
While the townsfolk bury the dead; Javorin pulls the party to the side at the same time that the party is pulling Javorin to the side. Earl does most of the talking while explaining the situation with the young Hairy Jacks, what they eat and how much, where they are and what they are, and asks if the town could look after them. Javorin gets noticable flabbergasted and doesn't say a word. He just stands there thinking. Earl keeps talking about the underground Rift and how the party has a plan to fill in the well with dirt and bury the rift good and tight. Fortunately, one of the men-folk knew how to dowse for a new well. It took him 2 days to find a new spot and that is where Roger started excavating. Roger went down about 60 feet and stopped, he had hit something metal and MDC. The rest of the party told him to start digging around it and then to clear enough dirt to get the box up to ground level. After Roger had done that, the party marveled at what they had uncovered. It was a metal box, 20 feet by 16 feet and about 10 feet tall. The box was shiny and reflected the daylight pretty darn good. Roger recognized it as some sort of storage box, but he hadn't seen one of these in a long time. Somebody found a small electronic keypad hidden behind some sort of hidden panel.
The group started thinking about what the passcode could be. They noticed that it could take a six digit passcode. The pondered awhile, then someone had the bright idea about the tombstones, the ones that had been there before the town had been there. They remembered that the first stone had the symbol XXX on it and the last one had XXXV, they went back and realized that the middle one had XXXIII scrawled atop it. Thunderheart realized that these were some sort of pre-rifts form of numbers. He determined that XXX = 30, XXXIII = 33, and XXXV = 35. Three numbers, put in numerical form was a six digit number, 303335. They tried it on the keypad. The door opened and Ralph walked in.
Ralph walked in. He noticed a lot of cargo and crates inside. The party also saw the cargo and the eerie red illumination coming from somewhere inside. He was near the back when he spotted movement. Something walked forward slowly and two mechanical voices repeated the word "Tresspasser."
It was two old-style skelebots with glowing red eyes. They party preceded to pack into the crate while Ralph and the skelebots battled it out via energy weapons. The skelebots were having a difficult time hitting the Juicer, but then again, Ralph was having a hard time hitting them. Eventually, the skelebots were defeated with their main bodies destroyed. The party now gets to inventory the tremendous find they have uncovered. The first crate they looked into had seven seperate missile crates in it.
This is where we left off, the rest of the loot will be forthcoming after next session is reported.
Wednesday, June 10, 2009
New Hope Happy's
When morning came, the group gathered for breakfast downstairs in the dining room of the inn. They had a wonderful meal of eggs, sausage, bacon and texas toast. It was delicious. While eating, they noticed Scott Weatherby talking with his mother, Mary Weatherby, who had prepared the wonderful breakfast. Thunderheart, with his enhanced bionic hearing, overheard Scott saying to his mother something about the boars being back. Scott, noticing that they were listening to his conversation with his mother approached the party and asked them if they were experienced hunters. The group simultaneously looked down at the guns they were carrying. The group responded with sarcasm. "Noooo, we don't hunt, not with this gun or with these knives or with this armor that we're wearing; No, we don't hunt." Scott recognized the tone, but was confused if they were accepting his proposal or not; so he asked again. " Is that a yes?"
At this time, Earl walked in and Scott started explaining the situation. Earl suggested that they get rid of these "boars" since they harrass the livestock and might be taking them. Earl realized that it was still day time and told everyone that they usually attacked during the night. Be that as it may, the group decided to finish breakfast right quick and since they were all already in their gear, started towards the other side of the forest isthmus and the field that contained the cattle and the three boars nipping at their ankles. When they arrived, they saw that all the cattle had been rounded up into a corner of the pasture with three small boars keeeping them there. While Earl tried eyeing up a shot at one of the boars, one of the others started moving forward. Right as Earl was squeezing the trigger on his energy rifle, the boars all turned and it looked like they were talking to each other. One of the party, I do believe it to be Dirk, recognized the language as Faerie speak. The boars were wondering what the party was doing there and what they were up to. They decided to take off anyways, just to be on the safe side so the boars, running pretty fast, made it to the forest before the party could react. The party, being ever vigilent in their quest for figuring stuff out set off to investigate where the boars had gone. They soon discovered that there was a clearing in the forest where the sounds of the beasts could be made out, but they couldn't see anything. Then, all of a sudden, one of the party spotted a boar and then it vanished as soon as it had appeared. The party ventured into the forest and discovered the clearing, full of grass and void of any fallen leaves from the trees surrounding the clearing. Within the clearing, the party discovered a large boulder. Ralph, being Ralph, decided to charge and attack the boulder with his make-shift sword. He charged and chipped the boulder something awful. When this happened, Thunderheart saw the boulder move, just a little, and asked Ralph to hit again. This time it moved again. Thunderheart informed everyone else that the boulder was moveable and Ralph pushed it out of the way, but the boulder kept rolling towards town until they moved to stop it just in front of the well. The rest of the party looked down and discovered a hole in the ground. Ralph jumped in and found to his surprise that the hole was quite shallow and that there was a tunnel leading further underground. Ralph started following the way right quick and Dirk decided to follow him. The rest of the party stayed above ground.
Below, Ralph started crawling since there was only a crawlspace and it was pitch black, but that didn't stop Ralph and it didn't stop him from falling down into the opening in front of him. Dirk, hearing such noise, cast a globe of daylight to illuminate his way, he saw that Ralph must have fallen from the opening down into the den of the beasts. The lair was small, but it was large enough. Dirk noticed a door on the other side and right after he said something, Ralph was off investigating the door. After Ralph had gone into the other room, Dirk had made the discovery when his globe winked out that there was some sort of light coming from behind the tapestry hanging on the wall. Dirk peeked behind the tapestry and saw a passage way leading up. Ralph walks back in and says there is a room with a dock in it on the other side of the door. Dirk goes and investigates and finds that this room is in fact the town well. At that precise moment, Earl decides to come down for a peek, he feels safe with Thunderheart and Roger watching the back door sorta speak, besides, they had already gotten the boulder back from the town center.
With the three of them down in the lair, and Dirk being able to speak their language, and Ralph being Ralph, and Earl being able to feel what they are thinking. They approximated the whereabouts of the boars, which when they found them, Dirk told them that they were not boars, but Hairy Jacks and that he had never seen them before on Earth. He also told them that they were fairie folk and magical. Well, with Earl's excellent ways of negotiating, they agreed to stay below ground for now if they were fed. Earl, as the Jacks waited, went and got a cattle and brought back down to them. They were starving, so they just started ripping at the carcass and the three of them, after two hours of feasting and half a cow left said that this here cow would last them one week. Earl and the others agreed to bring them one cow every week and went to inform the townsfolk of the situation.
That is where we left off.
Wednesday, May 27, 2009
PointCon 09 quotes
"No, he bought a horse instead, remember?" -- Mort de Magus played by me.
"I make it, right on the nuts." -- Matt C.
"That's what she said!" -- Brian M.
"The only food that's good the second time around, raddishes." -- TS
"You have a pointy hat; I got distracted." -- Zevryk Shadowbourne played by TS
"The head-slap signifies dissapointment. The gnomw is worth five." -- Mort de Magus played by me.
"Headbutt 'em with your sword." -- Defender played by Brian M.
"Wait, your eating them, they must be good." -- James
"Yeah, that's a test!" -- TS
"I rolled a 5, take it wherever you want it." -- Ray
Bugbear accidentally slips and slits his own throat.
"See; I told you I wasn't going to kill him." -- Druid played by TS
"You feel pleasure when you put the glove on and the rod feels like an extension of yourself." -- Dungeon Master
"Go to the glowing balls and bust a rod." -- Ray
"Before he does that, I am putting the shield on my head." -- Ray
"Take 5 everyone, some of you feel free to take more." -- TS
"Oh my God, he's approaching slowly; kill him." -- TS
"The only damage I've taken so far was by my own hand." -- the cleric played by Ray
"I stab him!" -- the druid played by TS
"I use my spear to break his fall." -- the druid played by TS
"You hear screaming coming from inside." -- DM(Dungeon Master, James)
"Good screaming or bad screaming?" -- the druid played by TS
"Good screaming, good screaming!" -- the gnome played by me
"Which one is his lazy eye?" -- Chris N.
"The right one." -- Brian M.
"Good, then he wasn't talking to me." -- Chris N.
These were just some of the random quotes I picked up while attending Pointcon and playing in a Castle and Crusades game.
Tuesday, May 26, 2009
The Return of the Body - Rifts
With the problems of travel solved, the party is taken up above the village of New Hope and starts to the south which is the way Roger believes is the Arapaho village. Five minutes into the flight, which Earl is absolutely loving, Earl notices that they are a little of coarse and tells Roger to head southwest instead. After another two minutes, they notice a clearing with odd, sharp angles mostly covered in some kind of purplish moss with odd, shiny and sharp metal bits on the tips of the protrusions from the ground. They agree to get a closer look and while Roger starts to descend into the clearing Earl notices some shadows in the woods that look vaguely familiar, Earl identifies them as minotaurs and starts yelling for Roger to go back up. Roger finally sees what Earl is yelling about and starts ascending his earthen platform after being only twenty feet from touching down in the clearing.
The party, being still a little roughed up from their Simvan encounter and not having their armor repaired yet decide to head for the Arapaho village instead. Along the way, Earl does tell the party that the closest place to repair their armor would be in Scottsbluff which is a two-day ride by horse. The rest of their voyage is uneventful and they arive in the village in about 7 minutes. When they land, they are greeted by three Arapaho dressed in war paint and armed with magnificent looking spears. The Arapaho, seeing the party flying into their village, were naturally untrusting of the party, but Earl spoke the lingo and made them understand that they weren't there to fight but to tell them about the dead scouts that had aided New Hope's Sheriff with the hunting of the worm creature. Earl successfully explained everyone in the party except the Juicer Ralph; For him, Earl was lost for words.
The party comes back with four of the Arapaho Warriors, two to find the missing bodies and two to take back the one body. Roger takes flight and drops off the two seeking the missing bodies where they found the bodies and then takes the other two back to New Hope to pick up the dead Arapaho and takes them back to the Arapaho Village. Then they return to New Hope awaiting the funeral of the dead men.
Saturday, May 9, 2009
Matt C.
Thursday, May 7, 2009
New Hope - New Friends - Rifts
Roger, however, agreed to go along, but grudgingly (Mostly since Jung wasn't here to play his character, but since his character probably wouldn't have gone on by himself). The party started making their way towards the direction in which the tracks lead.
They continued south until they started to smell something wrotten and decaying. They looked around and spotted a mound off to the side of the trail. Dirk went over to investigate. Thunderheart heard buzzing coming from flies and saw the flies covering the mound that Dirk was approaching. He started saying that it was just a dead animal when Dirk cried out that there were 16 dead bodies layed out, all naked with their clothes piled neatly at their feet. Dirk started rummaging through the piles of clothes and found a sheriff's badge along with six deputy badges. The bodies all shown signs of strangulation along with gaping holes in their chests that were cauterized by the energy weapon used to shoot them at close range. The bodies were layed out along a hill, but because of the way the grass grew, it looked like the land was flat when in fact, there was a gulch there and the bodies were layed out down into the gulch. It was getting dark, so the group said that they would camp for the night, up the trail a bit and come back in the morning and bury the bodies if there were any left. The night passed, and in the early predawn morning of the next day, Ralph heard some unquieting howls.
The party woke up and headed back to see how many bodies were left. They found the place without a problem and discovered that there were only ten bodies left. After some debate, they figured out that Roger could just lift the earth instead of them actually digging the graves, so that is precisely what they did. One mass grave and then they were heading south in the direction of the trail.
It wasn't long until they cam to a dirt path intersecting the trail they were following. Thunderheart went across the path and discovered that the trail didn't extend past the dirt of the path. Thunderheart then determined that the wraith had ventured from the east, so they group set out towards the east much to the dismay of Roger. It wasn't an hour past when they spied a small village with many outlying buildings within a 100 feet.
The party rode in on their steeds and tied them off after dismounting in front of the first establishment. The sign up above had a picture of a full and foamy beer mug and the words -- Javorin's Saloon -- burned into the wood. Ralph and Dirk walked into the place through the swinging saloon doors and saw three men gathered around the bar. One man appeared to be around 80 years old, the other next to him was about 60 and the third man was the bartender and he was about 40 or 45. Ralph walked up to the bar and ordered a whole bottle of whiskey and then sat down. Dirk followed a few paces behind.
Meanwhile, Thunderheart was outside across the street peeking his head into the Sheriff's place with the star badge burned into the sign outside. Nobody was there, all he saw was a empty desk with some scattered pieces of paper and door that led to the jail cells. Thunderheart then walked outside and next door to Cassie's Coral (pronounced like corral, just misspelled). When he entered; he was unimpressed with the twelve girls he saw standing there. One of the girls stepped forward while the rest giggled and made eyes at him. Thunderheart simply asked, "Who's in charge here?"
"Why, I am sugar," replied the girl who stepped forward. "Welcome to Cassie's Coral, how can we help you," as she motioned with her hand the other girls standing behind her.
"No, I mean, who is in charge in this town?" asked Thunderheart.
" Oh, silly, that would be the sheriff, but he isn't here."
"Oh, then who is second in command then?"
"Well, that would probably be the Doc."
"Where's the doc then?"
"Well, he went with the Sheriff, for sure."
"Then who's in charge after him?" Thunderheart was getting impatient.
"Well, that would be Javorin."
"And where is he?"
"His place is right across the street." She pointed in the general direction.
Thunderheart turned and walked out. The girls had a look of disappointment in their eyes that nobody saw save themselves.
However, while Thunderheart was busy with the girls, Ralph had struck up a conversation with Cletus, the 80 year-old looking man that was sitting at the bar in Javorin's. Ralph started asking questions about the Sheriff and found out about him, the Doc, and the deputies and the scouts who had gone with them. He also found out about the stranger who stayed on the outskirts of town and how he did his disappearing act and how that is why the Sheriff is gone because him and the doc and the preacher and the deputies and the scouts had all gone out looking for him and tracked him out north of town. Ralph was very impatient, and started getting bored, so he pulled out his red liquor and gave a shot to each guy in the place. Cletus took it and stayed seating while the 60 year-old looking man got a shit-eatin' grin on his face and Javorin, who was the bartender, passed out cold behind the bar. Ralph was bored, so he decided to start running around town and up and down the main street; rising a whole lot of dust doing so. Dirk remained inside talking with Cletus.
Earl walks in and starts talking to Cletus and about what's going on. He asks where the Sheriff is since he saw his horse outside. The party tells him that the Sheriff is dead along with the other members in the posse that went with him. They tell him about where the dead bodies are and how they found them. Earl asks where Javorin is and finds him passed out behind the bar. Earl helps himself to a drink and starts rambling about what the town should do. Earl then starts planning a party to go and retrieve the dead bodies for a proper burial. The party plus Earl go talk to the blacksmith who happens to have a wagon that they can borrow but needs to be fixed before it is taken. The wheel needs to be put on. After they get the wheel on, Earl decides he needs to run home quick to get his gear. On his way back, he stops off at the church and tells the Preacher's wife and son what happened. The wife starts crying while the son is firm and recognises that he will have to fill his father's footsteps earlier than anticipated.
Earl gets back and meets the party, which is everyone who is going, and they start off on the way back to the bodies that they had found. They get back to the bodies, but are ambushed by Simvan. This time, the Simvan are better prepared but launch their ambush to far away to get to the party quickly. The party protects Roger while he unearths the bodies and loads them onto the wagon. The Simvan are easily killed and looted. With the bodies loaded and the Simvan dead, the party starts on their way back to the town of New Hope.
Finals
Thursday, April 23, 2009
Another Round of Rifts
They weren't trying to be quiet, and the explosion at Alliance put everything within a ten mile radius on high alert for anything. Our party was deciding on which direction they were suppose to be headed and got turned about by the confusion that ensued after their departure.
After concluding that they were headed in the wrong direction, they set off towards the way that Roger was leading them. They were traveling towards the southwest when they noticed a tree on top of a neighboring hill. One of the party noticed a humanoid figure crouched at the base of the tree. Roger noticed a glint from a scope and after telling everyone about it, noticed Ralph running towards the tree.
BLAM!
A shot rings out and everyone gets ready to fight. Dirk takes care of his horse, tying it to a nearby shrub after dismounting. Roger starts forward on his floating slab of earth and Ralph keeps running towards the tree. Thunderheart positions himself and his hovercycle in order to get a clear shot at the humanoid figure underneath the tree.
Everyone notices a large sphere of darkness encompass the area where the figure was standing. The sphere was about a five-foot radius around the base of the tree, making it very difficult to see the now standing figure.
When Ralph entered the sphere that everyone was closing in on except Thunderheart, who continued firing from his hovercycle, he knocked the big energy rifle out of the guys hands and put on his Thermal sight. Thermal didn't help at all; this guy wasn't putting out any heat whatsoever. Ralph then switched the Thermal off and got a good look at the guy. He was scary, totally made out of worms that were the size of large snakes, so Ralph took off running in the opposite direction after taking a couple laser blasts from the figure and from Thunderheart.
At this time Roger had dismounted his flying saucer of earth.
The rest of the party saw Ralph booking in the direction they had just come from; all of them thinking that there must be some kind of scary dude in the sphere, but then they all realized that Ralph is afraid of everything. Roger had moved about 40 feet while Ralph was inside the sphere, but now that Ralph was gone, got back up on his floating disc of earth and proceeded to close the gap between him and the sphere.
While Roger and Dirk were closing the distance, Thunderheart continued firing from the hovercycle. Ralph and Dirk noticed as a three simultaneous shots came from the sphere and hit the hovercycle dead on the front of it. Thunderheart somehow kept the craft in the air. Then again, a three-shot burst from the sphere, but this time it hit Thunderheart in the chest with pinpoint accuracy. Still he kept the hovercycle in the air. Agian, one last three-round burst from the sphere and again to the front of the hovercycle. Galantly, Thunderheart tried to keep the craft in the air, but the machine had taken too much damage. Thunderheart, however, had enough wits about him not to crash his cycle into the ground below him. He landed, but hard, knocking some of the components that he had attached loose and some of them completely off of the cycle.
Roger had closed in and had started hurling earth at the sphere, enough to encompass the entire sphere, making sure not to miss. Dirk had also closed in enough to get a clear shot, he took aim and fired at the tree protecting the figure. Dirk had surmised that the figure had used some sort of spell that covered him in darkness and somehow had melded with the shadow of the tree; by taking out the treetop, maybe it would make it easier to see him. Dirk was correct, now that the treetop was gone, the party could make out distinct shadows within the sphere. Roger was already within the sphere when Dirk had taken his shot. Roger was now in hand to hand with the figure and he wasn't as frightened as Ralph. Roger and the figure were now trading blows, each dealing slight M.D. to each other.
Ralph was now back and ready to fight. Thunderheart had picked up one of the guns that was attached to the hovercycle and was firing again. And with Ralph ready to go into the sphere, Thunderheart got a lucky shot and the figure dissipated, but not before one of the worms had attached itself to Roger.
Now that combat was over, Ralph pulled for his alcohol and started pouring it over the worms, which weren't moving at all, and ignited them. Roger instinctively flicked the remaining live worm onto the ground and it slithered away. Dirk approached after a few seconds and saw the remaining corpse of the figure, Ralph had missed a couple of the worms. Dirk pieced together everything that the figure had done with the physical description that his party members had told him. Dirk, after a few moments, stated that he knew what it was that they had just encountered; it was a Worm Wraith.
Afterwords, Thunderheart, Dirk, and Roger followed a trail that led to another tree about 3000 feet away and found a horse with some nice M.D.C. barding and a pack pony. On the animals, the found some nice armor and some more weapons that the Worm Wraith seemed to have collected.
Untill next time.
Tuesday, April 7, 2009
Rifts: Alliance destroyed
Thunderheart focuses his attentions on the computer in front of him. He successfully turns the machine on and it displays a logon and password prompt. The group searches the room and finds a sticky note with a logon and password. It was well concealed on the side of the desk. Thunderheart enters in the logon and password and gains access to the computer's main screen. On the screen is displayed a trash symbol, a folder called Catalog and a drive named C. He tries to open the drive and it prompts for another login and password. He tries the ones he has, but with no luck. Thunderheart next opens the folder named Catalog, which turns out not to be a folder at all but an interactive screen that shows the layout of the entire floor. He clicks on one of the rooms, which then displays the room with the tree on vid-screen. The group slowly watches the tree transform into some sort of living thing. Ralph and the mayor are wierded out by this image.
(It is here that I learn something about game mechanics. Just because a person fails a horror factor check doesn't necessarily mean that they have to make a save versus insanity, so I make a house call on it at that moment. If you roll a natural 1 on the d20 versus horror factor, you then make a save vs. insanity. Luck was with me on this decision, as the mayor rolled a natural 1 and then an 11 on the DC 12 vs. Insanity save with no bonuses. He picked up another insanity, which worked out kind of well for the group.)
Anyways, they get past this and Thunderheart opens the trash icon which Roger so elegantly pointed out that it wasn't empty. Inside the trash folder lies to documents. Since Thunderheart is the only one who has Literacy: American, he reads that the two files are labeled: XYZ and Memo. He instinctively opens the one that says Memo; inside was the following:
Wednesday, March 25, 2009
I have two new blogs
Rifts done wrong
Dirk, after having some of the best loving he has ever known, found the party in the office. He noticed all the cells on his way to the office (Matt, remind me that you have to make one horror factor check before you activate your supress fear ability). As Dirk enters the office, he sees Ralph, Roger, Buttercup, Thunderheart, and the mayor gathered around a computer that Thunderheart is working on. Dirk begins bragging about the five hot babes he's shagged in the room 'downstairs'.
That is as far as we got. I apologize for my lack of running something, but since what I had planned was based on Luis's character making or failing his computer check I decided to hold off a little until next time.
I do feel a little pissed off from the lack of enthusiasm showed towards my Rifts game. However, this will only make next session that much better. More coming after two weeks.
Wednesday, March 18, 2009
What Lies Beneath
Perhaps I am wrong about where last session ended. I distinctly remembered ending the session soon, but I do believe there was a little more. I will continue from where I ended on the last post.
The party, minus Thunderheart, is downstairs having the mayor show them how to use the special shiny cardkey to open the big metal shiny door. Ralph had run to get Dirk. Dirk told them about his dream:
I saw a large city, an airstrip with large metal suits on it.
I see Drew's, then I see Sally crying.
I see a large number of Simvan riders (approximately 10,000).
I see the wall's of Alliance with holes in them, smoldering.
I see the buildings of Alliance are all burnt down.
I see a large metal object penetrating the center of town.
Buttercup protects the entrance to the mayor's house. Thunderheart is upstairs attaching guns to the hovercycle. Ralph, Roger, Dirk and the Mayor are headed down into the underbelly of Alliance. The first thing that they notice is that the door slides shut behind them. They use the cardkey to open it and walk back through. They proceed down on the metal catwalk that they find themselves on. They walk down about what amounts to be about 30 flights of stairs equal to 30 stories in a building. The vast expanse of the underground is chilling to most of them. It is dark, dry and very clean. Hardly any dust is settled anywhere except on some of the hard to reach piping.
Buttercup is getting worried cause they are taking to long. She goes upstairs and interups Thunderheart while he is putting the guns on the hovercycle. She asks him where the others are, he said they went downstairs to the big metal shiny door. Buttercup nods and goes down to the big metal shiny door and it doesn't open for her. She starts kicking the door.
The mayor tells them they should hurry, so as to not get noticed by them. Them being the watchers or security that the leaders of Alliance have put down here to make sure anyone who makes it down here doesn't make it out alive. It is during this time that the party starts hearing some thumping coming from above them. The mayor also says that his scent is known to these things and that they are instructed to ignore him. This gives them some leeway since almost the entire party has something with the mayor's scent on his person. They reach the bottom of the stairs and there is only one way to go. At the end of this corridor, encased in various piping and ventilation ducts, the find an elevator that the mayor has never seen before. In fact, the mayor has never been this far before; usually his meetings were held on the catwalk right outside his door and the information he received was put in the metal box outside the door as well. He checked every day. While they were waiting outside of the elevator, Roger felt a strong presence below him as well as Dirk. They both identified it as a huge PPE source. They decided to investigate further. Ralph summoned the elevator. The doors slid open. The elevator was only big enough for two people to squeeze into or just one person comfortably. Ralph entered with another ( or by himself, I can't remember). He noticed that there were no numbers, but a three by three matrix of buttons, nine in all with all kinds of different symbols on the buttons. The party devised a numbering sceam for the matrix naming the top row starting on the left with number one and proceeding to the right and down until you reach nine. He pressed one, the elvator doors closed and had a rapid descent and he could tell that the elevtor was extrememly fast. The doors slid open and he estimated that he had gone down roughly 3000 ft when they had only wanted to go down about 200 ft to the PPE source. Telling them that this place was way bigger than they anticipated. He pressed two. The doors opened. He saw a long hallway of light. He pressed three, went back to the mayor's catwalk. Told Roger that he hadn't gotten there yet. He pressed four, he saw a room full of cells. He pressed five, and went up all the way into the guard tower. Pressed six, ended up about 200 feet down. This was the place. He took the elevator back up to the mayor's catwalk and told them what button to press. They all now stood at the entrance to the floor with the huge PPE source in front of them.
This is where I think we ended session three.
They proceed to the left and take the first right, the see a long corridor of which at the end is a corridor to the left. They notice that Dirk is missing and that the elevator doors are closed, usually they stay open unless it is on a different floor. In this corridor they see a glass door. Inside, they see an Ukt Water Serpent. Horror Factor check. Ralph fails and I think someone else does to, but the make their save so no problem; Ralph not so lucky. Anyways, they are in a maze essentially, so I will just tell you what they run into, suffice it to say that Ralph walks out of here with at least 5 or 6 failed saves to horror factor and insanity. After the serpent, they encounter a tree, roots exposed tree, in the room on the right of where they came in, no horror factor check. They next see a Teepowka, followed by Man-Eagles and then they see the office through the window and across from that window they see the source of the PPE, it is a contained Rift in a sheilded box. Every ten seconds, the Rift switches to a different place, nothing can come through however, there is no room for anything to go. After the Rift, they encounter a Wendigo, and then a Black-winged Monster-man. A door to the office, unlocked, they go inside and see its an office with all kinds of technology and computers. They save this place for last. The continue on and lastly encounter a landscape with a huge tower in it that has a bunch of holes in it ( Xiticix Hive). They do not know what it is, except Roger. Ralph goes inside with the mayor, Roger closes the door and has the cardkey. Swipes the cardkey horizontally across the door. Ralph walks in and looks around, doesn't look like there is a ceiling, so he picks up a rock or stick and throws it up, it hits nothing making a loud clank and then drops back down to the dirt. When he turns around, he notices that the mayor is gone. He finds him across the stream and on the other side of the thick trees. On the other side of the trees, he sees this tower with holes in it. The mayor is standing to his right, mouth gaping, the mayor figures out what this tower is and runs towards the door. While they were staring at the tower, Roger figured out that the door wouldn't lock unless you used the card in the same direction as the door moved. Hence the door was unlocked until he ran the keycard vertically across the door since it rised up instead of slid over. Unknowingly, the mayor runs smack dab into the locked door, knocking himself unconscious. Ralph walks back to the door, looks at Roger questioningly, Roger opens the door. Ralph grabs the mayor and takes him through the door.
They head back to the office with the computers. Ralph asks Roger if he knows anything about computers. Roger says no. The mayor comes to. They ask him if he knows anything about computers, he says a little. Ralph decides that Thunderheart might know. So, Ralph runs to the elevator and gets up to the catwalk to the mayor's house and used the cardkey to unlock the door, when he does, Buttercup hits him in the face, he flys into a rage and hits Buttercup back. She asks what the hell happened, he hits her again, she trys to talk to him while he's trying to beat her. He finally realizes its her and stops. He runs upstairs and gets Thunderheart and drags him down to the elevator. On the way, he asks him if he knows computers. He answers yes. Buttercup tags along. Ralph and Thunderheart use the elevator first. Buttercup seperates herself into two pieces and gets herself into the elevator. Ralph and Thunderheart see her in two parts. She puts herself back together. They enter the computer room.
This is where we ended the fourth session.
Rifts for Two weeks
The group instinctively think that this man is the mayor.
"Yes, Mr. Mayor, there is an army of Simvan coming; what do you plan to do about it?" was the first thing that the man hears. He asks a few more questions regarding the attack and then runs screaming towards the front gate.
The group shrugs as they proceed into the mayor's house. As they enter, they are amazed by the size and decor of the inside of this house. They had never seen an interior of a house quite like this one. On both sides of the entry way, which extended all the way across to the other side of the house, were stairs leading there way up towards the third floor. Each floor had two doors. They begin opening doors, they find stairs leading down to a big metal shiny door that they cannot open, a storage closet where they find some interesting items, a bathroom and an office on the first floor. In the office, they find a shiny card. They proceed up to the second floor and find a kitchen, two bedrooms and another bathroom. Nothing interesting, so they continue to the third floor. They find two locked doors on one side and a master bedroom on the other side. Thunderheart listens at one of the locked doors and hears some scampering and heavy breathing. Ralph kicks open the door (can't quite remember how they got in this room). Inside they see another office, they find a man underneath the desk whimpering.
"Don't kill me!", shouts the frightened man.
"Just take anything you want," yells the man.
"Why would we kill you, we have some questions first.", said matter of factly by a member of the party. The man whimpers more.
One of the party asks,"Who are you?"
"Are you sure your not going to kill me?", asks the man.
"Yes, we are sure, now who are you?", shouts the party back at the frightened man.
"I am the mayor of course,"says the frightened man.
"If you are the mayor, who was the man downstairs who answered the door?", asks the party.
"That was Steve, my butler, you didn't kill him did you?", asks the mayor in a frightened tone of voice.
"No, we didn't kill him." Ralph starts fiddling with the shiny card in his hands. The mayor notices and asks,"Where did you get that?"
Ralph replies,"In the office downstairs, why?"
The mayor retorts,"Its mine, can I have it?"
At this point, I do believe that Ralph says no, but asks what it does. The mayor ignores him. The party starts leaving and they remember the other door. They ask the mayor what's behind it, he says nothing. They start kicking the door. The mayor begs them to stop and tells them that the shiny card is a key and also tells them how it works.
Inside the room they find a hovercycle shop complete with a hovercycle. It appears that the mayor is an enthusiest about hovercycles. Thunderheart starts drooling, noticeably. Roger, with the mayor in tow and Ralph go downstairs to the first floor and then they go downstairs to the big metal shiny door.
I do believe that this is where we ended session three.
Sunday, February 15, 2009
Rifts Continued
When the others arrive in Alliance, Dirk and Thunderheart find the guard station and talk with Private Warder. He doesn't tell them much, except where to find Captain Smithtok. When they arrive at Betty Lou's, a massage parlour that does more than massage, they talk with the Captain through a curtain. The Captain pretty much brushes them off, trying to concentrate on his massage and Betty Lou, but tells them to file a report with Private Warder, his inept Brother-In-Law. He also says something about his sister.
Meanwhile, Roger goes to Drew's looking for Pete. He is told that Pete is down by the river. Roger than goes to find Pete. Roger pays close attention to the gate as he leaves town. He sees nothing out of the ordinary. He continues his walk until he reaches the beach where he was told he would find Pete. Roger sees Pete, he is about knee deep in the river and Roger can hear some mumbling come from Pete's general direction. Pete then notices Roger and then leaves the river and approaches Roger. Roger hears a noticeable splash after Pete was already out of the river. They talk about the oncoming doom of the Simvan Riders and Pete becomes noticeably angry when Roger tells him that the others have informed the city of Alliance. Pete brushes this off and tells Roger to contact him in two days, he will have the information Roger requires at that time, no sooner. Pete then goes back into the river and Roger leaves.
The group then reconvenes at Drew's and they all get something to drink. At this precise moment, Dirk concentrates on the events and has a glimpse of the future. Whether he tells the group what he saw is up to him. As far as the group knows, he is tired and has a blanck look on his face.
Thus concluding our second session.
Thursday, February 12, 2009
War on the horizon
We next pick up where we left off;
Ralph, Roger, Thunderheart, Buttercup and the Palmino are trudging north on their way to Sandy Top where Roger's elemental told him to head. On the way there, they encounter Dirk on his way back to Alliance. Dirk tags along in hopes he will find some more magic to learn, he is a Mystic afterall. Their trip takes them to the base of the mountains where Roger senses another elemental. He looks around and finally spots an Air Elemental about 50 feet above him. Roger does some hocus pocus and a diameter of earth raises into the air. It is big enough to accomodate the whole party, however, Buttercup and Ralph jump on at the last second. Roger then expands the diameter to make everyone a little more comfortable. They raise up the 50 feet and Roger than talks to the Air elemental. The talk is interesting and everyone else in the party think he's flew off his rocker because as soon as the conversation started, it ended just as fast. Without missing a beat, Roger then propels them on the disk of earth towards one of the mountains that seems to have a flat top and no snow on it, which in itself is odd, but the mountain is surrounded by other mountains that are not as tall and they are snow-capped.
When they reach the mountain, they find to their dismay that there is no where to set down the disk at their current elevation. Roger spots a small clearing about 30 feet down the mountain and decides that that is a perfect place to set down. They arrive in the clearing and find that they will not be able to take their horses with them. Buttercup volunteers to watch Thunderheart's Palimino while the rest of them climb up the mountain. The climbing is treacherous due to loose rocks and large boulders with small shrubs growing sparcely around them. They make it to the top and see that the top is nothing but a large sandbox with a few boulders around the edges. Dirk and Thunderheart rest on the boulders while Roger goes forward. He walks no more than 20 feet when a large mound of earth errupts from the sand. The others keep their cool, but notice the mound nontheless, it seems to unsettle Dirk a little more than the others.
Roger however starts mumbling to the mound of earth, Thunderheart hears him, but is unable to decipher the language. The earth elemental talks to Roger, as Roger is translating to the others. They find out that there is a war coming and that there is a Simvan army gathering in the south. This news unsettles the group and they believe it wise to go and warn the two tribes and the city of Alliance. The group then climbs down the side of the mountain, with a few of them catching themselves while Dirk takes a nose dive. Lucky he was wearing his armor, he takes no bruises or scratches. The group arrive at the clearing wear the horses have been waiting. They see a trench surrounding the Palmino and no Buttercup. Ralph approaches and looks into the trench. The trench is about ten feet deep and Buttercup is blurring around it and making it deeper. After Buttercup jumps out of the trench, she tells them that to her, the trench was the only thing she could think of that would protect the other horse from predators and such. Everyone blows this off, thinking that she is mentally challenged; they also learn that she has no recolection of her past. Apparently, her memory starts when she woke up in the Stables.
With time against them, Buttercup with Ralph on her back, jump off the clearing and race down the mountain. They visit the tribe of Thunderheart where Ralph meets Grey Eagle and his secretary. Ralph informs them of the Simvan gathering, Grey Eagle informs Ralph that he knew about this from some Earth Spirits. With that, Ralph leaves and races on the back of Buttercup to his own tribe. He meets with his elders and they aren't surprised at the knowledge of the Simvan army either, though they have a genuine look of confusion and shock on their faces. The elders tell Ralph of Old Crazy Snow. Ralph then hurries, with Buttercup beside him, to Alliance where he was to meet the others. They aren't there yet, so he and Buttercup recharge from their exhaustive chase.
To be continued...
Tuesday, February 10, 2009
Red Sonja
Tuesday, February 3, 2009
Tuesday Night Game
Finally done with the Scepter Tower of Spellguard
Sunday, February 1, 2009
Superbowl 2009 Previews
Saturday, January 31, 2009
WOD, where did you go
I know this seems like a stupid thing to bitch about, but I want to know why everyone is so afraid of larping. Was it because there was that stupid bunch of people that took it too far and actually killed someone. That isn't larping, that is insane. The main rule for larping is having fun, not killing someone, that just doesn't sound fun, OK, maybe a little, but who hasn't had those thoughts of stringing someone up on a hook and just torturing them by making them watch Barney. I mean, nothing says cruel and unusual punishment like making someone watch the stupid purple dinosaur. I have nightmares, truly.
Anyways, larping is about getting away from the everyday grind, the job, the strife, your life. It is fun being someone else, even if it is only for a couple hours. But your not just someone else, you are a werewolf, a vampire, a different human, a funky human, a human with magic powers, a mummy, a changeling, a ghost, a wraith, etc. Regardless of what you play, you literally become that other person, through your actions, your thoughts, your words, you portray your character and become something different, something powerful, something special. You become what you want to and you role-play out that character. Just like in the movies. The same actor, but different roles. The actor isn't the characters he/she acts out, just like you don't become what you role-play, but you want to make it just as believable as those actors do in the movies.
Tuesday Night Rifts
(Adendum: J. Jung's character's name is Roger Stone, Travis's character's name is Ralph Walters, and Luis's character is Thunderheart; just for clarification.)
And without missing a beat, Buttercup takes off running through the streets of Alliance. Ralph is close on her heels because he takes off after her. Leaving Thunderheart to get aquainted with his Palmino.
Meanwhile, Roger is walking through the town square on the north side and hears two distinct whirs and sees only one blur go past. He doesn't know what to think. Buttercup and Ralph run past and keep running. Ralph sees Buttercup in front of him and without missing a step, Buttercup starts running backwards and starts a conversation with Ralph; complimenting him on his speed and how no one has ever kept up with her before mentions that she is going to stop. After she stops, Ralph isn't far behind and when he stops is only a matter of feet further than Buttercup. Buttercup notions that she would like to become his pack horse and she joins Ralph by becoming his steed. Since Ralph is a Juicer, it is safe to assume that he will never need to ride Buttercup and she follows him back to town, which isn't seen from where they are. Meanwhile, Roger has crossed the town square when he hears one whir and sees one blur. Roger decides that he will check out the Post Office before investigating the blurs.
Roger enters the south part of Alliance and sees a building right in front of him that is tall, all white and has a large red dot painted on the set of double doors that lead into the building. While he approaches the building he has assumed is the Post Office, he catches some movement out the corner of his eye. Mostly shadows, moving in the darkness in front of a second building that he didn't even notice covered in the shadow of the Post Office and a third building. Roger assumes that this shadowy building must be Al's Emporium, the one that Sally didn't tell him how to get to. While this thought is fresh in Roger's mind, a humanoid figure gets thrown out into the middle of the street. The figure is a moldy green color and has a shiny coat of some sort of sliminess. It hisses at whatever has thrown it out and at the sun beating down upon it. It takes a running start and launches itself into the shadows of Al's Emporium. Roger is convinced that he doesn't want to go there. He decides that since he is here, he might as well check out the Post Office. Roger approaches the red-dotted double doors and knocks. Nothing. He knocks louder. Still nothing. He knocks one final time, almost busting the doors down in the process. The door opens and an old man enters the sunshine lit doorway. "Yes, sonny?", the old man says. "Hello," says Roger. Nothing. He says it again. Still nothing. Last time, Roger shouts at the old man. "Hello, and what can I do for you, eh, sonny", the old man questions. "What is this place", questions Roger. "This here is the Post Office, that there red dot is the symbol of the post office, at least I think it is. What can I do ya for", the old man replies. "What kind of place is this", asks Roger. "I think this here is what the used to have before the Rifts came. I think they called it the post office", returned the old man. Roger caught a quick glimpse of the inside; he saw all kinds of things, mostly covered in dust, but could make out a bunch of holding cases with glass tops, probably so you could look inside, and fastened with some sort of mechanism (what we would call a lock and what Roger had never seen before since it was pre-Rifts). Roger tells the old man that he has to go and the old man says goodbye. Roger then decides to stroll on over to the Stables.
Back at the Stables, Thunderheart notices that he is now accompanied by Buttercup and Ralph and they seem to be getting along. While they are talking about what they are going to do now, Ralph notices someone watching them. He looks kinda worn, but Ralph doesn't really pay him much attention. Ralph then notices that this stranger is headed to the wall that surrounds Alliance and that he seems to be staring at the ground. Ralph notices that the stranger is now digging at the ground, but not going anywhere and that he keeps clearing the ground. Ralph approaches and jumps up on the wall. This seems to unsettle the stranger because Ralph has now brought the attention of the guards on him. The guards keep shouting at Ralph, but he ignores them. Ralph finally jumps down and greets the stranger. The stranger seems kinda jumpy, and the stranger starts walking away. After the stranger leaves, Ralph notices that all the ground that the stranger dug up goes down about 6 inches and ends in a floor made of M.D.C. material. This Ralph finds strange and decides, with Thunderheart and his Palmino, and Buttercup in tow, that he shall follow the stranger at a discreet distance, approximately 20 feet. The stranger seems to be headed to the front gate. Thunderheart is the only one to notice that all the townspeople are staring at him and Ralph, but mostly at Buttercup. Thunderheart mouths the words silently towards the townspeople, "His horse, not mine." The townspeople all seem to notice and nod in agreement because that just seems to make sense to them.
While the stranger approaches the front gate, it being open, he lags for just a moment and then continues through. Ralph and Thunderheart, having been around here a little more often know something is fishy. The front gate is normally closed and usually has at least two guards on the inside standing watch in case of a Simvan attack, the guards can then lock the front gate. After the stranger passes through however, the gate slides closed. Apparently, something was blocking the sensor for the gate to close, but Ralph and Thunderheart didn't see anything. Ralph and Thunderheart approach with caution. The gate slides open. They see the stranger walking towards the Trough Mill and Ralph sees footsteps following the stranger while Thunderheart hears footsteps through his amplified hearing implant. Ralph sees the invisible beings footprints getting closer to the stranger, and blink, he is standing in front of the invisible being. The stranger, hearing Ralph's approach, turns and sees Ralph not three feet behind him and Ralph telling him invisible enemy and pointing right at him. The stranger, harnessing something, starts to lift his hands and while doing so, a large chunk of earth, behind the stranger, out of the road, begins to levitate above the stranger's head. The stranger mutters something under his breath and hurls the large piece of earth at the invisible foe. Unfortunately, he hurls the earth between the invisible foe and Thunderheart, who had been approaching with his horse and Buttercup from about 23 feet away, missing the invisible foe and making a ear-splitting sound of crunched earth. Thunderheart squeels in pain as his implant doesn't have the Sound filtration system that he couldn't afford making him temporarily deaf. About two seconds after the rocks came crashing down, and Ralph being temporarily distracted by the thrown rocks, Buttercup comes leaping over the pile of rocks and lands exactly where the invisible foe had been standing. She begins to paw at the ground, nothing happens; apparently the invisible foe had disappeared. Ralph, after regaining his sense of the situation, put on his helmet and did a thermal scan of the area. Nothing, the invisible foe was nowhere to be seen. While doing his thermal scan, he did see Thunderheart, his Palmino horse, and the stranger, but not Buttercup. Ralph thought this normal. The group, after introducing themselves were as follow: Roger, Ralph, Buttercup, and Thunderheart with his Palmino. The stranger being identified as Roger, Ralph questioned Roger about why someone was after him. Roger had no idea. The group decided that it was too dangerous to hang around Alliance and since Ralph and Thunderheart didn't have anywhere pressing to be, they decided to follow Roger, protect him as he would protect them, on his way to Sandy Top.
That concludes our first game in Rifts. I am new at GMing Rifts and so I asked for feedback. My players enjoyed to game and we all had fun. Until next Tuesday (3.5 ed. D&D).
Wednesday, January 28, 2009
Tuesday Night Rifts
Our adventure begins with a little solo play, like so many adventures. Roger, Jung's character, finds himself outside of town on the road in. He pauses and squats down to take in his surroundings.
Meanwhile, Ralph, Travis's character, has been sent into town on errands. After acquiring some credits from trade at Jack's Salvage Yard, the junkyard being surrounded by M.D.C. metal posts with a fine mesh fence that can't be seen through, and admiring Jack's crane, a big, green, metal machine that lifts stuff into the salvage yard, decides to head to Drew's, the only bar in town that has that old western feel with the saloon swinging double doors, which he visited as a child when brought into town to learn the business. He was charged with purchasing as many horses as he could with the credits garnered by the trade. Thunderheart was in a simular situation, but he had brought in some furs from his village to trade at Thom's Furs, the only fur trader in the village of Alliance. He was charged with purchasing 4 riding horses, and some seed corn and feed for the horses. After leaving Thom's, he headed to the Seed Mill, after getting the seed and feed for his tribe, he headed to the Stables to pick out his horse that he had earned.
Around the same time that Thunderheart was finishing up at the Seed Mill, Roger had found his way to behind Jack's where he sensed the presence of an earth elemental. He discussed certain things about the village with the elemental. He was told about many things, including the route to Sandy Top, a gathering of earth elementals. After his discussion with the earth elemental, he decided that the humans can't be that bad and headed into town.
Meanwhile, Ralph had purchased a full 40 oz. bottle of whiskey from Sally, the bartender at Drew's for the last couple years and known for being a gossip queen and a holder of certain information, for 400 cr. After purchasing his bottle of whiskey, decided to head to the stables and see if he couldn't pick out a horse.
So, on his approach to the front gate, Roger witnessed four guardsmen passed out at a table outside a building right outside the city, which upon walking closer, discovered an awful, foul smell coming from within the building. He decided to carry on. When Roger had reached the gate, he saw two guards outside the gate. The one guard started asking him questions on what his business was here and where he had come from. However, after telling the guard the details that he had requested, Roger watched as the guard started walking away. As the guard was walking away, he turned and said, "Well, I am sure the guards will be really interested in your story, you should tell them." Then the fake guard walked into the Trough Mill, a seedy tavern close to the entrance gate outside the city walls. Roger then decided to walk inside the city.
Back at the Stable, Thunderheart and Ralph were picking out there horses. Thunderheart went with an aged Palimino and Ralph wanted the dead horse. The stablehand, being a shady character and more than anything just wanted to get rid of the damn thing, told Ralph that he had a special horse that would be perfect for Ralph. Ralph followed the stablehand over to the shed door and after opening and turning the light on saw a metal horse. The stablehand said that after he turned it on that all he had to do is call her name, Buttercup. There was a little red button that was at the base of the neck on the creature and the stablehand pushed and stood back. At that time, Ralph asked what Buttercup was like, the stablehand not knowing how to answer him made something up. " She is the most angry horse I know. Call her name." As if on cue, Buttercup's eyes started glowing green and and as Ralph called out her name; she started to charge. As she charged forward, Ralph tried to tackle the horse; failing, he rolled out of the way before she could trample him. Buttercup turned around and said in a feminine American voice, "Chicken!" Ralph, without missing a beat, threatened and insulted the horse right back. Buttercup then challenged Ralph to a Race, seeing who was faster.
Continued Soon ...