For use with Pathfinder
Alchemical PrecisionYou have developed a preternatural precision with the various mundane alchemical items often found in your repertoire. You deal precision damage using alchemical items (such as acid or alchemist's fire) that already normally deal damage.
Prerequisites: Sneak Attack +3d6, Stealth 5 Ranks, Master Alchemist Feat, Throw Anything Feat
Benefit: You gain the ability to apply your sneak attack to mundane alchemical weapons such as acid flasks or alchmist's fire. Performing an attack in this way does no splash damage. The sneak attack damage type is the same damage type dealt by the weapon (i.e. acid, fire, ice, etc.). Critical hits do not multiply the precision damage. Continual damage beyond the initial attack (such as burning, etc.) does not receive any additional precision damage. The target must otherwise still qualify as a valid sneak attack target.
Thursday, January 31, 2013
Sunday, January 27, 2013
Evil Dead - Trailer (2013)
The re-invention of Evil Dead looks absolutely terrifying!!
Check out the trailer here!
Check out the trailer here!
Labels:
april 2013,
bruce campbell,
evil dead,
Horror,
movie,
Movies,
possession,
scary
Pathfinder Quick Encounters - The Imp made me do it! 1st Level Encounter
DOWNLOAD THE PDF - Quick Encounters #1
"Quick Encounters" are plug-ins for virtually any adventure or campaign series. These events can act to fill a gap in the action or even as a launching off point for other adventures. Each Quick Encounter has some campaign hooks as well as ideas for scaling the encounter for higher or lower level as needed.
This "Quick Encounter" is for 1st level characters, but could probably still present a slight challenge to level 2 characters.
"The Imp made me do it!" is a story of what happens to those devilish familiars after they have outlived their evil masters. Many are able to return to their native plane, but every so often, the tiny devils decide they like it right where they are. In these instances, the devil will usually find itself another master to serve and pervert to its own ends. Some, however, revel in the idea of becoming a puppet master, dominating the low intelligence of various goblinoid tribes they encounter.
The latter is where we find ourselves in this "Quick Encounter". Grixzl, an Imp and formerly a familiar to a none-to-goodly wizard, has maintained his presence on the material plane and begun the process of creating his own "kingdom" among the kobold tribes in the area. Grixzl has already subverted the leadership of one clan and, when this encounter begins, he is in the process of moving on to a rival clan across the valley. Grixzl and his kobolds inhabit one of the caves in the bluffs high above the trail in the base of the valley in which the PCs find themselves. The valley floor itself is mostly forested with a few small lakes and clearings from time to time and a small, winding trail following a stream up its entire length.
This encounter should be timed at such time as when the PCs are preparing to camp for the night. Near midnight, the kobolds along with their new master move down from the cave and prepare to assault their rivals on the other side of the valley. They become aware of the groups campsite and after careful deliberation (or as close to that as kobolds ever get), they decide to go around the camp to avoid the stinky humans. It is in the process of going around they are themselves ambushed by a pack of hungry wolves eager for a quick meal.
It is the ensuing combat that draws the attention of the party - and presumably draw their presences to the battle. The kobold war party initially consists of 12 kobold foot warriors, 8 mounted kobold calvary riding trained dire rats, 1 kobold alchemist and Grixzl. The pack consists of 12 wolves who see the plump rats as a tasty dinner. No matter how long it actually takes the PCs to get to the combat, by the time they arrive, the kobolds (with the significant help of their devilish leader) have run the wolves out. Not without sustaining some unforeseen losses, however. The war party loses 6 of their dire rats and the kobolds riding them - they were the primary target of the wolves - as well as another 4 of the kobolds on foot.
The PCs come upon the remnants of the war party just as the last of the wolves is leaping into the forest. The kobolds themselves have definitely lost the taste for battle and the remainder of the group breaks as soon as they spot the humans entering their midst. Grixzl, having no desire appear weak to his minions, makes a stand for at least a round or two before fleeing. The kobolds flee straight back to their cave to hide. It is only about 1/2 mile away and they immediately post sentries to warn if the wolves or the humans come calling.
For purposes of this encounter, the assumption is the PCs will eagerly hunt down the devil and his kobold clan, if not that night then in the morning. Grixzl assumes they will be coming and sets his minions to work setting a few traps for the party in advance of their arrival. When the group does arrive, the sentries shriek and run into the cave, hoping the traps will do the work for them. In the end, the party will likely prevail - slaying the remaining kobolds and defeating the impish devil.
The intent for this encounter is for it to take roughly 30-45 minutes of game time. There are no plot twists or conspiracies to uncover, just a straightforward hack and slash! Good luck! When the Quick Encounter begins, read the following:
1. Wolves and Rats - The sun has set on another day in your journey. Once again you have set up camp and prepare for a chilly night's sleep after a bone-jarring day of travel. The valley you have entered, while less traveled than some more traditional routes, promises to shorten your trip by more than a week. Caravans and other groups avoid this part of the mountains because everyone back in town says it is infested with feral goblinoids of all types. Now finishing your second day walking up the narrow trail in the bottom of the vale, you still have yet to encounter a cross-looking squirrel, let alone any goblins or other nasty creatures. It is around midnight that very night when you think your luck in that particular area has come to an end.
The sounds of wolves snapping and snarling erupts in the forest somewhat near to your camp. Shortly thereafter the wolves are joined by various squeals and shrieks before a small explosion is heard, the flash of it bright in the dark night. Bright and close. You judge it to be no more than 100 yards from your campsite. Earlier in the evening you and your companions had waved off the howling of a wolf pack more than a miles distant, if the sound in the valley could be judged correctly. Now it would seem they have crept much closer to you, but you appear to not be the target of their hunger.
The wolves have ambushed Grixzl's raiding party, targeting the dire rats and the kobolds riding them. When the party arrives, the last of the wolves have been chased off leaving a bloodied troupe of kobolds behind.
First Round:
Kobolds: Flee immediately upon their initiative, blending back into the forest and getting away as fast as possible
Kobold Alchemist: Not much braver, but he sees his leader is staying, so he takes the time to throw one bomb at the nearest PC and then uses his move action to fall back into the forest
Graxzl: Angry at the wolves and having just quaffed a Potion of Bull's Strength, Graxzl sees the PCs as a way to vent his fury. With that being said, he is not stupid. While he runs towards the interlopers, it only takes him a few seconds to realize his war party has fled him. He casts Suggestion (DC 15) on the nearest PC, telling him to stop his or her attack. If he does not take any damage in this round (including from being hit, but absorbing it via DR), he will press into the second round; otherwise he flees.
Second Round:
All Kobolds: They continue to run. The party is not likely to catch them in the forest at night.
Graxzl: Turns Invisible and moves towards the next nearest PC for a sneak attack next round.
Third Round:
Graxzl: If he has still not been hit, he will use the cover of his invisibility to sneak behind one of the PCs for a sneak attack (1d4+1d6+2 / Poison).
Fourth Round:
Graxzl: If he remains unscathed at this point, he counts himself lucky - goes Invisible one more time and flees the area, back to the cave.
2. The Approach - The kobolds flee up into their cave with Graxzl following behind. He is angry, but does not blame his followers for fleeing the humans. He appreciates they would have all likely been destroyed had they stayed to fight. He also assumes the humans will follow them to their lair. As such, he orders the survivors to immediately begin setting up traps for the soon-to-be intruders.
The cave is less than half a mile from their campsite and a blind troll could follow the trail left behind by the fleeing kobolds. In all likelihood, the PCs decide to wait until morning to follow the kobolds. If they do not, use the remaining 10 wolves as incentive to stay close to the fire for the rest of the night. The wolves can be used to keep the PCs in check, but only attack the party with the pack if they should disregard the signs they should wait and attempt to find the kobolds at night.
The next morning it takes less than an hour to get to the cave. When they arrive, read the following:
Just up the slope, you spot a hole in the earth. You are perhaps 50 feet from it when two small reptilian humanoids scramble from previously unseen perches in the rocks. With a series of screeches and yelps, they flee into the cave.
3. The Kobold Cave - When the group makes it to the entrance of the cave, read the following:
The cave entrance is small, but not so much so that you would be cramped where you to enter. You will have to go in one at a time, however. From inside you hear more of the yelping and dog-like barking as the vermin within ready for you.
Walking into the entrance, there is a spiked pitfall. The kobolds have not dug a Punji spike trap right inside the entrance.
Punji Trap
CR 1/2 XP 200
Type mechanical; Perception DC 20; Disable Device DC 20
EFFECTS
Trigger location; Reset manual
Effect spikes (atk +10 melee, 2d4); spikes hold the target in place; the trap can be escaped with a DC 20 Disable Device check, DC 20 Escape Artist check, or DC 24 Strength check.
4. Fork in the tunnel -
After only about 20 feet, the tunnel splits into two different directions. Down the right tunnel, although pitch black, shouts and yelps can be heard. It sounds as though a small crowd of the humanoids have gathered there. Down the left tunnel there are no sounds, but a soft yellow light, perhaps a torch glows softly around the corner.
The kobolds have setup two traps down the right hallway. The first is a tripwire trap that will trigger a pot of alchemist fire to drop and explode in the hallway. The second one is after that, but before the next room. It is simply caltrops spread along the floor.
Alchemist Fire Tripwire
CR 1 / XP 400
Type mechanical; Perception DC 25; Disable Device DC 25
EFFECTS
Trigger proximity; Reset manual
Effect Alchemist Fire (1d6 damage), Multiple Targets (everyone in a 10' radius), target must spend 1 full round putting out the flames or take an additional d6 fire damage the next round. Reflex DC 18 for no damage
Hidden Caltrops
CR 1/2 XP 200
Type mechanical; Perception DC 20; Disable Device N/A (can pick up or avoid)
Effect: Covers the 5' area leading into area #5. BAB +0. Anyone stepping through the square is attacked. They get no armor, dex or magical modifiers to AC. If they are wearing shoes, they receive a +2 to their AC.
Victim takes 1 hp damage and has his movement reduced by 1/2. See Caltrops for more information.
5. Kobold's Hovel -
Once the PCs reach the caltrops, the sounds from this area stop. All of the kobolds in the area scramble to hide amid the junk and debris that constitutes their living area. Most of the kobolds and all of the rats are in this room. When the PCs entire with a light source, all the immediately see (without a perception test) is the rats who then scramble to get out of the light.
It smells absolutely horrible in this room. The sounds you heard before have stopped, the only noise remaining is the same persistent clawing and scratching sound rats make in the rafters of your house back home. The area is covered in debris of all types. There are some digging tools, bits of armor, some wooden weapons or spikes, broken metal weapons, scraps, tree trimmings, utensils, but mostly piles of refuse. Mounds of it. Everywhere. From where you stand, there does not appear to be any other exit from this room.
The rats will only fight if cornered or if one of the kobolds manages to get mounted on it. The kobolds will remain hidden as long as they can, but once one of them is found, they will fall upon the PCs with the fury of those trying to protect their home. Once combat is joined, they will not flee.
Kobolds (8)
Dire Rats (4)
6. Graxzl's Den -
In the hallway leading to Graxzl's small chamber, there is one final trap. A snare trap, commonly called an Ettercap's Noose is here. If one of the PCs is snared, the four remaining kobolds and the kobold alchemist will charge out of their hiding spot in Graxzl's chamber and focus their attacks on that person.
Ettercap Noose
CR 1 / XP 400
Type mechanical; Perception DC 20; Disable Device DC 20
EFFECTS
Trigger location; Reset repair
Effect +15 CMB check (grapple)
Upon your approach to what appears to be a rather small chamber, the light source there suddenly goes out. The room is now pitch black and eerily silent.
If the trap was disarmed, there are 4 kobolds, the kobold alchemist and Graxzl in this chamber. They are hiding behind a few rocks and other debris, waiting for the PCs to enter. Because the room is so small, only 1 melee type is able to enter at a time. Additionally, due to the debris and free space only one ranged character will likely be able to assist as well. As the kobolds begin to drop, as many as three PCs can get into the room.
Use the tactics above for Graxzl. If at anytime he is below 5 hit points, he attempts to flee using Invisibility and running from the cave. The kobolds fight to the death, they have nowhere else to flee. The alchemist uses his 2 daily bombs before switching to his sling.
Loot:
1 Potion Cure Light Wounds
1 Potion Darkvision
1 Potion Sanctuary
Wizard's Spellbook - This is a simple, unadorned spellbook. Notes on improving the efficiency of each spell crowd the margins, most of them hopelessly misguided.
Value 275 gp
Spells
2nd—fox’s cunning, scorching ray
1st—alarm, feather fall, obscuring mist, mount, shield, shocking grasp, silent image, sleep
0—standard plus jolt [UM] [errata removes 0-level spells]
46gp in coins and small gem stones scattered about the room
1 Masterwork Shortsword
CreditsThis product was written under the Pathfinder Open Gaming License and is free for personal use. No reproductions of this product are authorized without written consent by the author.
Written and produced by Matt Everhart, 2013
Artwork by Matt Everhart, 2013
Leave your comments and find more information about this and other adventures at:
http://www.koboldcompany.com
"Quick Encounters" are plug-ins for virtually any adventure or campaign series. These events can act to fill a gap in the action or even as a launching off point for other adventures. Each Quick Encounter has some campaign hooks as well as ideas for scaling the encounter for higher or lower level as needed.
This "Quick Encounter" is for 1st level characters, but could probably still present a slight challenge to level 2 characters.
"The Imp made me do it!" is a story of what happens to those devilish familiars after they have outlived their evil masters. Many are able to return to their native plane, but every so often, the tiny devils decide they like it right where they are. In these instances, the devil will usually find itself another master to serve and pervert to its own ends. Some, however, revel in the idea of becoming a puppet master, dominating the low intelligence of various goblinoid tribes they encounter.
The latter is where we find ourselves in this "Quick Encounter". Grixzl, an Imp and formerly a familiar to a none-to-goodly wizard, has maintained his presence on the material plane and begun the process of creating his own "kingdom" among the kobold tribes in the area. Grixzl has already subverted the leadership of one clan and, when this encounter begins, he is in the process of moving on to a rival clan across the valley. Grixzl and his kobolds inhabit one of the caves in the bluffs high above the trail in the base of the valley in which the PCs find themselves. The valley floor itself is mostly forested with a few small lakes and clearings from time to time and a small, winding trail following a stream up its entire length.
This encounter should be timed at such time as when the PCs are preparing to camp for the night. Near midnight, the kobolds along with their new master move down from the cave and prepare to assault their rivals on the other side of the valley. They become aware of the groups campsite and after careful deliberation (or as close to that as kobolds ever get), they decide to go around the camp to avoid the stinky humans. It is in the process of going around they are themselves ambushed by a pack of hungry wolves eager for a quick meal.
It is the ensuing combat that draws the attention of the party - and presumably draw their presences to the battle. The kobold war party initially consists of 12 kobold foot warriors, 8 mounted kobold calvary riding trained dire rats, 1 kobold alchemist and Grixzl. The pack consists of 12 wolves who see the plump rats as a tasty dinner. No matter how long it actually takes the PCs to get to the combat, by the time they arrive, the kobolds (with the significant help of their devilish leader) have run the wolves out. Not without sustaining some unforeseen losses, however. The war party loses 6 of their dire rats and the kobolds riding them - they were the primary target of the wolves - as well as another 4 of the kobolds on foot.
The PCs come upon the remnants of the war party just as the last of the wolves is leaping into the forest. The kobolds themselves have definitely lost the taste for battle and the remainder of the group breaks as soon as they spot the humans entering their midst. Grixzl, having no desire appear weak to his minions, makes a stand for at least a round or two before fleeing. The kobolds flee straight back to their cave to hide. It is only about 1/2 mile away and they immediately post sentries to warn if the wolves or the humans come calling.
For purposes of this encounter, the assumption is the PCs will eagerly hunt down the devil and his kobold clan, if not that night then in the morning. Grixzl assumes they will be coming and sets his minions to work setting a few traps for the party in advance of their arrival. When the group does arrive, the sentries shriek and run into the cave, hoping the traps will do the work for them. In the end, the party will likely prevail - slaying the remaining kobolds and defeating the impish devil.
The intent for this encounter is for it to take roughly 30-45 minutes of game time. There are no plot twists or conspiracies to uncover, just a straightforward hack and slash! Good luck! When the Quick Encounter begins, read the following:
1. Wolves and Rats - The sun has set on another day in your journey. Once again you have set up camp and prepare for a chilly night's sleep after a bone-jarring day of travel. The valley you have entered, while less traveled than some more traditional routes, promises to shorten your trip by more than a week. Caravans and other groups avoid this part of the mountains because everyone back in town says it is infested with feral goblinoids of all types. Now finishing your second day walking up the narrow trail in the bottom of the vale, you still have yet to encounter a cross-looking squirrel, let alone any goblins or other nasty creatures. It is around midnight that very night when you think your luck in that particular area has come to an end.
The sounds of wolves snapping and snarling erupts in the forest somewhat near to your camp. Shortly thereafter the wolves are joined by various squeals and shrieks before a small explosion is heard, the flash of it bright in the dark night. Bright and close. You judge it to be no more than 100 yards from your campsite. Earlier in the evening you and your companions had waved off the howling of a wolf pack more than a miles distant, if the sound in the valley could be judged correctly. Now it would seem they have crept much closer to you, but you appear to not be the target of their hunger.
The wolves have ambushed Grixzl's raiding party, targeting the dire rats and the kobolds riding them. When the party arrives, the last of the wolves have been chased off leaving a bloodied troupe of kobolds behind.
First Round:
Kobolds: Flee immediately upon their initiative, blending back into the forest and getting away as fast as possible
Kobold Alchemist: Not much braver, but he sees his leader is staying, so he takes the time to throw one bomb at the nearest PC and then uses his move action to fall back into the forest
Graxzl: Angry at the wolves and having just quaffed a Potion of Bull's Strength, Graxzl sees the PCs as a way to vent his fury. With that being said, he is not stupid. While he runs towards the interlopers, it only takes him a few seconds to realize his war party has fled him. He casts Suggestion (DC 15) on the nearest PC, telling him to stop his or her attack. If he does not take any damage in this round (including from being hit, but absorbing it via DR), he will press into the second round; otherwise he flees.
Second Round:
All Kobolds: They continue to run. The party is not likely to catch them in the forest at night.
Graxzl: Turns Invisible and moves towards the next nearest PC for a sneak attack next round.
Third Round:
Graxzl: If he has still not been hit, he will use the cover of his invisibility to sneak behind one of the PCs for a sneak attack (1d4+1d6+2 / Poison).
Fourth Round:
Graxzl: If he remains unscathed at this point, he counts himself lucky - goes Invisible one more time and flees the area, back to the cave.
Kobold (12 - 4 mounted, 8 on foot) XP 100 ea. Kobold warrior 1 LE Small humanoid (reptilian) Init +1; Senses darkvision 60 ft.; Perception +5 DEFENSE AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size) hp 5 (1d10) Fort +2, Ref +1, Will –1 Weaknesses: light sensitivity OFFENSE Speed 30 ft. Melee spear +1 (1d6–1/x3) Ranged sling +3 (1d3-1) STATISTICS Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8 Base Atk +1; CMB –1; CMD 10 Feats: Skill Focus (Perception) Skills: Craft (trapmaking) +6, Perception +5, Stealth +5; Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession (miner) Languages Draconic SPECIAL ABILITIES Crafty (Ex) - Craft (trapmaking) and Stealth are always class skills for a kobold. |
Kobold Shaman (1) XP 200 Kobold alchemist 1 LE Small humanoid (reptilian) Init +1; Senses darkvision 60 ft.; Perception +5 DEFENSE AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size) hp 5 (1d10) Fort +2, Ref +1, Will –1 Weaknesses: light sensitivity OFFENSE Speed 30 ft. Bomb, Alchemy +4 (1d6/x2) Sling +3 (1d3-1) STATISTICS Str 6, Dex 15, Con 10, Int 12, Wis 9, Cha 8 Base Atk +1; CMB –1; CMD 10 Feats: Throw Anything (bonus), Weapon Focus (Bomb) Skills: Craft (trapmaking) +6, Perception +5, Stealth +5, Craft (Alchemy) +4; Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession (miner) Languages Draconic SPECIAL ABILITIES Brew Potion, mutagen, Throw Anything, Bomb 2/day, Alchemy Craft (trapmaking) and Stealth are always class skills for a kobold. Bomb (link): 2/day may throw a fire bomb dealing d6+1 points of damage. Mutagen: +2 AC, +4 to Dex, 1/day Equipment: 1 Banshee Ballerina firework, 1 Smokestick |
Dire Rat (4) XP 135 N Small animal Init +3; Senses low-light vision, scent; Perception +4 DEFENSE AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size) hp 5 (1d8+1) Fort +3, Ref +5, Will +1 OFFENSE Speed 40 ft., climb 20 ft., swim 20 ft. Melee bite +1 (1d4 plus disease) Special Attacks disease STATISTICS Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 4 Base Atk +0; CMB –1; CMD 12 (16 vs. trip) Feats Skill Focus (Perception) Skills Climb +11, Perception +4, Stealth +11, Swim +11; Racial Modifiers uses Dex to modify Climb and Swim SPECIAL ABILITIES Disease (Ex) Filth fever: Bite—injury; save Fort DC 11; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based. |
| Graxzl, Imp XP 800 Rogue 1* LE Tiny outsider (devil, evil, extraplanar, lawful) Init +3; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +7 DEFENSE AC 17, touch 16, flat-footed 13 (+3 Dex, +1 dodge, +1 natural, +2 size) hp 16 (3d10); fast healing 2 Fort +1, Ref +6, Will +4 DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10 OFFENSE Speed 20 ft., fly 50 ft. (perfect) Melee sting +10 (1d4+2 plus poison) Space 2-1/2 ft.; Reach 0 ft. Spell-Like Abilities (CL 6th) Constant—detect good, detect magic At will—invisibility (self only) 1/day—augury, suggestion (DC 15) 1/week—commune (6 questions, CL 12th) STATISTICS Str 10 (14 with Bull's Str), Dex 17, Con 10, Int 13, Wis 12, Cha 14 Base Atk +3 (+5 w/ Bull's Str); CMB +1; CMD 15 Feats Dodge, Weapon Finesse Skills Acrobatics +9, Bluff +8, Fly +21, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +7, Spellcraft +7, Stealth +9 Languages Common, Infernal SQ change shape (boar, giant spider, rat, or raven, beast shape I) SPECIAL ABILITIES Poison (Ex) Sneak Attack (Ex) +1d6 (as per rogue ability) Skill Focus (Stealth) Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus. |
2. The Approach - The kobolds flee up into their cave with Graxzl following behind. He is angry, but does not blame his followers for fleeing the humans. He appreciates they would have all likely been destroyed had they stayed to fight. He also assumes the humans will follow them to their lair. As such, he orders the survivors to immediately begin setting up traps for the soon-to-be intruders.
The cave is less than half a mile from their campsite and a blind troll could follow the trail left behind by the fleeing kobolds. In all likelihood, the PCs decide to wait until morning to follow the kobolds. If they do not, use the remaining 10 wolves as incentive to stay close to the fire for the rest of the night. The wolves can be used to keep the PCs in check, but only attack the party with the pack if they should disregard the signs they should wait and attempt to find the kobolds at night.
The next morning it takes less than an hour to get to the cave. When they arrive, read the following:
Just up the slope, you spot a hole in the earth. You are perhaps 50 feet from it when two small reptilian humanoids scramble from previously unseen perches in the rocks. With a series of screeches and yelps, they flee into the cave.
3. The Kobold Cave - When the group makes it to the entrance of the cave, read the following:
The cave entrance is small, but not so much so that you would be cramped where you to enter. You will have to go in one at a time, however. From inside you hear more of the yelping and dog-like barking as the vermin within ready for you.
Walking into the entrance, there is a spiked pitfall. The kobolds have not dug a Punji spike trap right inside the entrance.
Punji Trap
CR 1/2 XP 200
Type mechanical; Perception DC 20; Disable Device DC 20
EFFECTS
Trigger location; Reset manual
Effect spikes (atk +10 melee, 2d4); spikes hold the target in place; the trap can be escaped with a DC 20 Disable Device check, DC 20 Escape Artist check, or DC 24 Strength check.
4. Fork in the tunnel -
After only about 20 feet, the tunnel splits into two different directions. Down the right tunnel, although pitch black, shouts and yelps can be heard. It sounds as though a small crowd of the humanoids have gathered there. Down the left tunnel there are no sounds, but a soft yellow light, perhaps a torch glows softly around the corner.
The kobolds have setup two traps down the right hallway. The first is a tripwire trap that will trigger a pot of alchemist fire to drop and explode in the hallway. The second one is after that, but before the next room. It is simply caltrops spread along the floor.
Alchemist Fire Tripwire
CR 1 / XP 400
Type mechanical; Perception DC 25; Disable Device DC 25
EFFECTS
Trigger proximity; Reset manual
Effect Alchemist Fire (1d6 damage), Multiple Targets (everyone in a 10' radius), target must spend 1 full round putting out the flames or take an additional d6 fire damage the next round. Reflex DC 18 for no damage
Hidden Caltrops
CR 1/2 XP 200
Type mechanical; Perception DC 20; Disable Device N/A (can pick up or avoid)
Effect: Covers the 5' area leading into area #5. BAB +0. Anyone stepping through the square is attacked. They get no armor, dex or magical modifiers to AC. If they are wearing shoes, they receive a +2 to their AC.
Victim takes 1 hp damage and has his movement reduced by 1/2. See Caltrops for more information.
5. Kobold's Hovel -
Once the PCs reach the caltrops, the sounds from this area stop. All of the kobolds in the area scramble to hide amid the junk and debris that constitutes their living area. Most of the kobolds and all of the rats are in this room. When the PCs entire with a light source, all the immediately see (without a perception test) is the rats who then scramble to get out of the light.
It smells absolutely horrible in this room. The sounds you heard before have stopped, the only noise remaining is the same persistent clawing and scratching sound rats make in the rafters of your house back home. The area is covered in debris of all types. There are some digging tools, bits of armor, some wooden weapons or spikes, broken metal weapons, scraps, tree trimmings, utensils, but mostly piles of refuse. Mounds of it. Everywhere. From where you stand, there does not appear to be any other exit from this room.
The rats will only fight if cornered or if one of the kobolds manages to get mounted on it. The kobolds will remain hidden as long as they can, but once one of them is found, they will fall upon the PCs with the fury of those trying to protect their home. Once combat is joined, they will not flee.
Kobolds (8)
Dire Rats (4)
6. Graxzl's Den -
In the hallway leading to Graxzl's small chamber, there is one final trap. A snare trap, commonly called an Ettercap's Noose is here. If one of the PCs is snared, the four remaining kobolds and the kobold alchemist will charge out of their hiding spot in Graxzl's chamber and focus their attacks on that person.
Ettercap Noose
CR 1 / XP 400
Type mechanical; Perception DC 20; Disable Device DC 20
EFFECTS
Trigger location; Reset repair
Effect +15 CMB check (grapple)
Upon your approach to what appears to be a rather small chamber, the light source there suddenly goes out. The room is now pitch black and eerily silent.
If the trap was disarmed, there are 4 kobolds, the kobold alchemist and Graxzl in this chamber. They are hiding behind a few rocks and other debris, waiting for the PCs to enter. Because the room is so small, only 1 melee type is able to enter at a time. Additionally, due to the debris and free space only one ranged character will likely be able to assist as well. As the kobolds begin to drop, as many as three PCs can get into the room.
Use the tactics above for Graxzl. If at anytime he is below 5 hit points, he attempts to flee using Invisibility and running from the cave. The kobolds fight to the death, they have nowhere else to flee. The alchemist uses his 2 daily bombs before switching to his sling.
Loot:
1 Potion Cure Light Wounds
1 Potion Darkvision
1 Potion Sanctuary
Wizard's Spellbook - This is a simple, unadorned spellbook. Notes on improving the efficiency of each spell crowd the margins, most of them hopelessly misguided.
Value 275 gp
Spells
2nd—fox’s cunning, scorching ray
1st—alarm, feather fall, obscuring mist, mount, shield, shocking grasp, silent image, sleep
0—standard plus jolt [UM] [errata removes 0-level spells]
46gp in coins and small gem stones scattered about the room
1 Masterwork Shortsword
CreditsThis product was written under the Pathfinder Open Gaming License and is free for personal use. No reproductions of this product are authorized without written consent by the author.
Written and produced by Matt Everhart, 2013
Artwork by Matt Everhart, 2013
Leave your comments and find more information about this and other adventures at:
http://www.koboldcompany.com
Labels:
Damp;D,
DND,
dungeons and dragons,
encounter,
familiar,
imp,
kobold,
map,
maps,
Pathfinder,
Quick Encounter,
random,
rpg,
wolves
Tuesday, April 26, 2011
Thesis
Thesis: Long-term Parapsychological effects of Possession on the LivingSynopsis: Possession by spirits is a fact of life in both ancient and modern times. In todays world, those who can manipulate Astral space and better control those spirits have the unique ability to harness the spirit's power. Over time, however, this can be dangerous and leave the subjects, those practitioners of magic, wonting for more. More power, more control.
This all-consuming desire can become destructive and addictive if not held in check. This work will delve deep into the world of Possession; from the historic societies who embraced them, to the modern occult who uses this power to further their goals.
(OOC: This is the Thesis Ordeal for Macabee's Grade III Initiation. The process will take him 5 weeks to complete and will gain him "Shielding" as his Metamagic talent)
Monday, April 25, 2011
Fat Fingered
Entry 5 - Well, the good news is Elohim is not dead, or gone. Disrupted was the term he used. While he was extremely hacked off about it, he was otherwise unharmed. It cost me a drek-load of creds to bring him back, but he is back.
Entry 5.1 - I'm holding off on a decision about the Romanovs. It's very exciting, but Dreamer didn't seem to excited about the idea. I owe her a lot and definitely should take her opinion into consideration before I make a decision. I'm still leaning towards joining their group. MacGregor says he can teach me a way to help focus the dark magic, let it flow through me rather than fight it every step of the way (OOC: Centering and Channeling). I guess we'll see.
Entry 5.2 - We have another job? This is a great gig! I can't believe I was considering my parent's offer to go back to school! What a waste of time! I've made more in the last 3 months than my old man makes in a year!
***Note: So it looks like our fixer's cousin (a fracking trog) wants to be a Shadowrunner. Wants to be some kind of consultant. Apparently he shot a gun once. Whoopee-fracking-do. Heh, I'm impressed.
She wants us to take this noob out with us on our next run or we don't get the job! Great, just want I want to have to worry about - a newbie TROLL bungling things up and getting in the way.
Well, if NOTHING else, at least he's going to be a good bullet-stop. Can't hardly expect Lone Star to shoot at anyone BUT the troll given a chance. Heh.
It would appear our contacts with the local mafia-types are paying off. Some Italian mobster just called us for a meet. Sounds like his son has been fingered in a hack and murder the Don "swears" he didn't commit.
***Note: How you both hack and murder someone is beyond me, but I'm still listening
The kid lives in some gated community (no doubt living there on daddy's "hard earned" dime). The Don gave us passes to get into the place and offered us 25,000 to clean up this little mess of his.
No problem.
>>>>>Commlink - Thursday - 14:01 - We're at the kids pad. Looks normal. I snooped around in the Astral just to see if there was anything out of the ordinary. Not a strand out of place. Hackmagick says he found someone snooping around in this guys node. Also said he was able to trace it back to...the Bayside Mall? Random.

>>>>>Commlink - Thursday - 15:11 - Pulling up to the mall now. Looks like the address we came up with is an electronics store. How fitting.
>>>>>Commlink - Thursday - 15:19 - Judas got us in the front door with very little problem. Going in now, five by five.
>>>>>Commlink - Thursday - 15:24 - Ok, this is going to be a drek-storm in no time flat. Two Sec-types corpsed in the front room, behind the register. The trog says there's another cold one in the back, self inflicted shot to the brain-pan. Store is quite, but I don't expect that to last. I'm going dark (OOC: invisible) and waiting.
>>>>>Commlink - Thursday - 15:26 - Shutting off the comm - six Triads, including a fracking troll mage are approaching our twelve o'clock with a quickness. Hackmagick says a silent alarm went off. Must've called down the calvary. >>>SHUTDOWN - 15:27<<<
Entry 5.3 - Summoning gargoyle-faced wannabe! That troll mage was a pain in the hoop! First Judas and I get ready for the assault. Our troll, Big Deal, was just a little slow on the uptake (fracking noob), but managed to get in the game...anyway, we were set up to repel their assault when the trog mage calls out his Air Elemental to break in the door!
What's that saying about the best laid plans are shot in the first seconds of combat? Well, yea! Judas sprays the doorway with his sub-machine gun, I try to move into a position to see the fracking thing and then Hackmagick, pulls out a sword! The guy killed it with a sword! How weird is that? I knew Hack was a man of many talents, but he was quite elegant with that weapon - and took the spirit out in just a few quick strokes.
Thank goodness because the rest of the frackers were pretty much relying on that spirit and the mage to carry the day. They were rank amateurs. After the elemental came in the door, they spilled into the room, coming in all directions.
Perhaps if they'd had a more tactical approach they would have done better, but as it was the troll smashed one into the ground, Judas blew one away, I grabbed the mind of a third and had him lay into one of his buddies, a fourth guy coming in the door.
The troll-mage wasn't out of tricks though. He summoned another air elemental on the fly and sent him after Big Deal. The spirit tried to stun the big troll, but it didn't work as planned and the spirit vanished as quickly as it had arrived.
It was over then in a matter of seconds. All of the Triads were dead or out-cold and I had control of one of them for questioning. We fled the scene quickly.
We found an open Commlink on the dead guy in the back. Wouldn't you know the chiphead was running a hacked BTL chip before he capped himself. Hack said he found something weird running in the background of the chip too. He said he tried to chase it, but couldn't quite catch it. He DID, however, trace it to another location.
We're on our way there now. Switching back to Commlink.
>>>POWER ON - 18:03<<<<
>>>>>Commlink - Thursday - 18:04 - I have to hand it to Big Deal, he's solid. He might be a little on the green side, but he's good to go. He handled himself like a champ against the Triads and didn't run. The trog has a SOLID punch too.
>>>>>Commlink - Thursday - 18:25 - Weird. That's all I can say. We're sitting outside a Soykaf shop, scouting this place out. Nothing visible in Astral space; but Hack says our target (some Matrix Security corp) is getting POUNDED in VR. I can't see anything in AR, but the icons and such do look a little screwy. Labels for "Contact Us" read "Piss off", that sort of thing.
>>>>>Commlink - Thursday - 18:32 - And the hits just keep on coming. Some lady talking as though she were some sort of prophet or something just walked up to the corp building leading a big gaggle of chiphead-looking-mother-frackers.
>>>>>Commlink - Thursday - 18:34 - Hack is saying the assault in VR is stepping up. All the doors and windows to the building just opened up simultaneously. Judas just hopped out of the car with his assault rifle in hand. I hate it when he does that. Shutting off the Comm and grabbing the Walter-2100! >>>SHUT DOWN - 18:35<<<
Entry 5.4 - Bloody hell! The chica wasn't a prophet...at least not in the spiritual sense. She was a God damned Technomancer! She had total control of the building and (at least it appeared) most of the networks around the area INCLUDING our car - more on that in a minute. Heh.
We were just in the process of laying out our order of battle when out pops the wage cop from the corp building. He's waving his stun baton around and telling the chipheads to disperse. You can imagine how well that went for him. He was tackled and brought down in short order. Idiot.
I have a lot more respect for Big Deal now - he actually kicked off the drek-kicking this time with a perfectly placed flash bang. Right in the middle of the group. He didn't drop any of them, but BOYO were they surprised!
Needless to say the attention given to the Corp building was now fully directed towards Big Deal and our group.
On the bright side, I was finally able to pull the trigger on my baby! Holy hoops! Does she ever kick! The Walter-2100 has a pretty good integrated system, but it was totally degraded by the hacker-chick. Hack spent most of his time in AR trying to undo what she was doing to our equipment.
In the middle of the fight, I hop out behind the car to start blast chipheads - the next thing I know the car, along with Hack inside (!!) starts up and roars, full-throttle through the front of the SoyKaf shop! If I hadn't been completely exposed at the time, I think I would have probably found it quite amusing!
So I scramble over to the corner of the SoyKaf building for cover, right on the heels of a heavily wounded Judas - when the car roars to life again, this time in reverse! Fortunately Hack had vacated the vehicle just a few seconds before, but Big Deal was right in the cars path and the thing just PLOWED into the big troll. WHAM! He limped away, around the corner of a building across the street to take up a new position - but he was hurting.
The fight was brief after that, but pretty taxing. Judas and Big Deal both had pretty significant wounds and I think Hack may have taken some damage to his hardware. I KNOW my SmartGun is fried. Also, Judas' car took some pretty bad dings. At the end of the day though, we all survived.
As it turns out the hacktivist had a beef with all things "security" related and was out to geek anyone who stood in her way or prevented "open" Matrix access. "Open", in this case, meaning completely open, unrestricted and unprotected. Nice.
She was dealing in BTL slaves and was actually collecting VR zombies to do her dirty work. I feel bad for the two or three I wasted. They had no idea what they were doing. She had embedded a virus deep in the BTL she was dealing. Basically it allowed her to control the people almost like they were drones. They just couldn't help it.
Long story short, we took the evidence back to the Don and he was able to free his son based upon the evidence. Another successful mission....but I'm just not feeling like I thought I would. I expected to be helping people who really deserved help, not just working for the highest bidder. The cred is great, but is it really a worthwhile use of my talents? Time will tell.
I think I need a drink. MacGregor said he'd meet me at the Giant's Staircase down in Pullyup.Heading out there now.
Entry 5.1 - I'm holding off on a decision about the Romanovs. It's very exciting, but Dreamer didn't seem to excited about the idea. I owe her a lot and definitely should take her opinion into consideration before I make a decision. I'm still leaning towards joining their group. MacGregor says he can teach me a way to help focus the dark magic, let it flow through me rather than fight it every step of the way (OOC: Centering and Channeling). I guess we'll see.
Entry 5.2 - We have another job? This is a great gig! I can't believe I was considering my parent's offer to go back to school! What a waste of time! I've made more in the last 3 months than my old man makes in a year!
***Note: So it looks like our fixer's cousin (a fracking trog) wants to be a Shadowrunner. Wants to be some kind of consultant. Apparently he shot a gun once. Whoopee-fracking-do. Heh, I'm impressed.She wants us to take this noob out with us on our next run or we don't get the job! Great, just want I want to have to worry about - a newbie TROLL bungling things up and getting in the way.
Well, if NOTHING else, at least he's going to be a good bullet-stop. Can't hardly expect Lone Star to shoot at anyone BUT the troll given a chance. Heh.
It would appear our contacts with the local mafia-types are paying off. Some Italian mobster just called us for a meet. Sounds like his son has been fingered in a hack and murder the Don "swears" he didn't commit.
***Note: How you both hack and murder someone is beyond me, but I'm still listening
The kid lives in some gated community (no doubt living there on daddy's "hard earned" dime). The Don gave us passes to get into the place and offered us 25,000 to clean up this little mess of his.
No problem.
>>>>>Commlink - Thursday - 14:01 - We're at the kids pad. Looks normal. I snooped around in the Astral just to see if there was anything out of the ordinary. Not a strand out of place. Hackmagick says he found someone snooping around in this guys node. Also said he was able to trace it back to...the Bayside Mall? Random.
>>>>>Commlink - Thursday - 15:11 - Pulling up to the mall now. Looks like the address we came up with is an electronics store. How fitting.
>>>>>Commlink - Thursday - 15:19 - Judas got us in the front door with very little problem. Going in now, five by five.
>>>>>Commlink - Thursday - 15:24 - Ok, this is going to be a drek-storm in no time flat. Two Sec-types corpsed in the front room, behind the register. The trog says there's another cold one in the back, self inflicted shot to the brain-pan. Store is quite, but I don't expect that to last. I'm going dark (OOC: invisible) and waiting.
>>>>>Commlink - Thursday - 15:26 - Shutting off the comm - six Triads, including a fracking troll mage are approaching our twelve o'clock with a quickness. Hackmagick says a silent alarm went off. Must've called down the calvary. >>>SHUTDOWN - 15:27<<<
Entry 5.3 - Summoning gargoyle-faced wannabe! That troll mage was a pain in the hoop! First Judas and I get ready for the assault. Our troll, Big Deal, was just a little slow on the uptake (fracking noob), but managed to get in the game...anyway, we were set up to repel their assault when the trog mage calls out his Air Elemental to break in the door!
What's that saying about the best laid plans are shot in the first seconds of combat? Well, yea! Judas sprays the doorway with his sub-machine gun, I try to move into a position to see the fracking thing and then Hackmagick, pulls out a sword! The guy killed it with a sword! How weird is that? I knew Hack was a man of many talents, but he was quite elegant with that weapon - and took the spirit out in just a few quick strokes.
Thank goodness because the rest of the frackers were pretty much relying on that spirit and the mage to carry the day. They were rank amateurs. After the elemental came in the door, they spilled into the room, coming in all directions.
Perhaps if they'd had a more tactical approach they would have done better, but as it was the troll smashed one into the ground, Judas blew one away, I grabbed the mind of a third and had him lay into one of his buddies, a fourth guy coming in the door.
The troll-mage wasn't out of tricks though. He summoned another air elemental on the fly and sent him after Big Deal. The spirit tried to stun the big troll, but it didn't work as planned and the spirit vanished as quickly as it had arrived.
It was over then in a matter of seconds. All of the Triads were dead or out-cold and I had control of one of them for questioning. We fled the scene quickly.
We found an open Commlink on the dead guy in the back. Wouldn't you know the chiphead was running a hacked BTL chip before he capped himself. Hack said he found something weird running in the background of the chip too. He said he tried to chase it, but couldn't quite catch it. He DID, however, trace it to another location.
We're on our way there now. Switching back to Commlink.
>>>POWER ON - 18:03<<<<
>>>>>Commlink - Thursday - 18:04 - I have to hand it to Big Deal, he's solid. He might be a little on the green side, but he's good to go. He handled himself like a champ against the Triads and didn't run. The trog has a SOLID punch too.
>>>>>Commlink - Thursday - 18:25 - Weird. That's all I can say. We're sitting outside a Soykaf shop, scouting this place out. Nothing visible in Astral space; but Hack says our target (some Matrix Security corp) is getting POUNDED in VR. I can't see anything in AR, but the icons and such do look a little screwy. Labels for "Contact Us" read "Piss off", that sort of thing.>>>>>Commlink - Thursday - 18:32 - And the hits just keep on coming. Some lady talking as though she were some sort of prophet or something just walked up to the corp building leading a big gaggle of chiphead-looking-mother-frackers.
>>>>>Commlink - Thursday - 18:34 - Hack is saying the assault in VR is stepping up. All the doors and windows to the building just opened up simultaneously. Judas just hopped out of the car with his assault rifle in hand. I hate it when he does that. Shutting off the Comm and grabbing the Walter-2100! >>>SHUT DOWN - 18:35<<<
Entry 5.4 - Bloody hell! The chica wasn't a prophet...at least not in the spiritual sense. She was a God damned Technomancer! She had total control of the building and (at least it appeared) most of the networks around the area INCLUDING our car - more on that in a minute. Heh.
We were just in the process of laying out our order of battle when out pops the wage cop from the corp building. He's waving his stun baton around and telling the chipheads to disperse. You can imagine how well that went for him. He was tackled and brought down in short order. Idiot.
I have a lot more respect for Big Deal now - he actually kicked off the drek-kicking this time with a perfectly placed flash bang. Right in the middle of the group. He didn't drop any of them, but BOYO were they surprised!
Needless to say the attention given to the Corp building was now fully directed towards Big Deal and our group.
On the bright side, I was finally able to pull the trigger on my baby! Holy hoops! Does she ever kick! The Walter-2100 has a pretty good integrated system, but it was totally degraded by the hacker-chick. Hack spent most of his time in AR trying to undo what she was doing to our equipment.
In the middle of the fight, I hop out behind the car to start blast chipheads - the next thing I know the car, along with Hack inside (!!) starts up and roars, full-throttle through the front of the SoyKaf shop! If I hadn't been completely exposed at the time, I think I would have probably found it quite amusing!
So I scramble over to the corner of the SoyKaf building for cover, right on the heels of a heavily wounded Judas - when the car roars to life again, this time in reverse! Fortunately Hack had vacated the vehicle just a few seconds before, but Big Deal was right in the cars path and the thing just PLOWED into the big troll. WHAM! He limped away, around the corner of a building across the street to take up a new position - but he was hurting.
The fight was brief after that, but pretty taxing. Judas and Big Deal both had pretty significant wounds and I think Hack may have taken some damage to his hardware. I KNOW my SmartGun is fried. Also, Judas' car took some pretty bad dings. At the end of the day though, we all survived.
As it turns out the hacktivist had a beef with all things "security" related and was out to geek anyone who stood in her way or prevented "open" Matrix access. "Open", in this case, meaning completely open, unrestricted and unprotected. Nice.
She was dealing in BTL slaves and was actually collecting VR zombies to do her dirty work. I feel bad for the two or three I wasted. They had no idea what they were doing. She had embedded a virus deep in the BTL she was dealing. Basically it allowed her to control the people almost like they were drones. They just couldn't help it.
Long story short, we took the evidence back to the Don and he was able to free his son based upon the evidence. Another successful mission....but I'm just not feeling like I thought I would. I expected to be helping people who really deserved help, not just working for the highest bidder. The cred is great, but is it really a worthwhile use of my talents? Time will tell.
I think I need a drink. MacGregor said he'd meet me at the Giant's Staircase down in Pullyup.Heading out there now.
Sunday, April 24, 2011
Stolen Digital Media
Entry 4 - Word must be getting out about how impressive I am in the "shadows"! Well, we. It is a team, most of the time. I mean, I certainly don't know the first thing about hacking the matrix or anything; but that's really such a small part of what we do out there. Judas is definitely a tough guy though. OK, so I probably couldn't do it without them, but let's face it...we all know who's the hero and who the sidekicks are.
Entry 4.1 - Oh, right, right. We have another job. Tabby just called us up and said to meet our new Johnson at some hoighty-toighty night club. As I'm finding out, our fixer knows nothing about the job beforehand. Oh well, it's another free meal!
>>>>>Commlink - Monday - 23:11 - 25,000?! These guys must really be desperate! This could really save my neck. I need to get back to the pad and get everything ready!
>>>>>Commlink - Monday - 23:41 - So, here's the deal. Someone stole an optical-disk from some anonymous musician and we have to get it back from some anonymous person who physically stole the disk. Should be a complete piece of cake. Where is that sarcasm button..?
>>>>>Commlink - Tuesday - 08:01 - Up and at it early this morning. Just had my double-mocha Soyfee for the morning and I'm ready to rock! Apparently our hacker stayed up most of the night looking for clues and came up with a couple of gems. It would appear that some drek-hot ork rocker named Nabo was offered the opportunity to purchase...wouldn't you know it...an optical disk with some important, "historic" music on it.
Now we just have to get face-to-face with the hottest rocker in the biz right now. This keeps getting better and better.
>>>>>Commlink - Thursday - 10:01 - Wouldn't you know it; Nabo is having a concert in the Barrens tonight. We've done a little legwork on the place and it's a freaking hole! The UCAS' hottest commodity on the market and they get him a venue in a abandoned hole-in-the-wall? Certainly makes our life easier, I guess.
>>>>>Commlink - Friday - 00:13 - HA! That was fracking great. So with my awesome powers of persuasion, I convinced 3 dumb orks to give us their tickets so we could get into the concert. One of them was even a back-stage pass!
I then convinced the back-stage guard we were allowed to be back there and then mind-fracked the troll guarding Nabo's private room.
Everything was going great; Judas waltzed right into the room to do the search - and would have been drek-hot had it not been for the drunk ass ork ganger in the room trying to show off to the drunk ork dames also in there. This chummer immediately jumps out of his seat to beat Judas down.
Of course, he was sorely outmatched and the ork went down with two Stick-n-Shocks to the face!
We ran out the back door before anyone saw a thing! It was tight!
>>>>>Commlink - Friday 1:02 - Zipper's the name. Apparently this dope-head rocker was solicited by some not-so-hot hacker named Zipper. It's a girl. And a dwarf. Shouldn't be hard to pick out. We found out where she likes to hang out, so we're going to go have a talk with her.
>>>>>Commlink - Friday 17:00 - Just met with the dwarf. Although there was a momentary panic - she must've had some sort of magical protection I couldn't see, because she completely shrugged off my attempt to persuade the information out of her - Judas stepped in and found out she's just a (poor excuse for a) fixer. SHE is working for one of her buddies over at some dive in the Barrens who is "in the biz", the music biz that is. Somehow it seems we managed to corner our quarry.
Unfortunately for us, it seems like we failed to intercept her call over to said friend and he's now been alerted to our impending "meeting". Stupid halfer.
**Bookmark** Drop "Zippers" name to the Mexican Mafia. Let them know she's been fixing in their territory without paying up.
>>>>>Commlink - Friday 22:43 - Judas just pulled out the biggest machine gun (OOC: assault rifle) I've ever seen! Drek.
Entry 4.3 - Elohim is dead. Or banished. Or whatever happens to spirits when they take full-auto bursts from an AK-97! Drek-fracking chipheads!
There we were, following the pointing fingers out the back door of the bar. The back of the bar happens to basically be a huge junkyard. Great. I think to myself, he could be anywhere in there! SO, using the Power of Insight, I quickly scan the entire yard for this drek-head.
Wouldn't you know it, there's another TEAM there! Not only that, but they outnumber us big time AND there's a mage with them! This is bad.
I tell the others and we fan out to get the drop on them. Judas starts first with a huge burst of gunfire from his huge artillery piece and drops the guy dead. Now it's four on three (four, if you count Elohim, who I've ordered to harry the mage).
It gets crazy QUICK and they are basically quick to spread out and deal with this new problem. I was pinned down by suppression fire, the decker was running around all over the place, plinking away at their Sam.....and Elohim goes after the mage.
I don't know exactly what happened next, and I didn't give Elohim specific instructions on HOW to harry the mage. The next thing I know, though is the mage casts a spell at Elohim, wounding him. Then the Sammy unloads on him from across the freaking junkyard! It was horrible!
Just like that, my link to Elohim vanished. He was gone.
I was so angry! I don't know how I did it, but somehow I just summoned...called...brought forth a tremendous force. When I came back to reality a few seconds later, there was an incredibly bright, obviously powerful Man-spirit walking away from me, seeking out the mage.
One of the gangers shot at him, but his mist-like body literally swayed and weaved around the bullets. Completely missed. The mage did unload an incredible display of magic into the ghost, but it kept right after her. Everyone in the junkyard was fixated on that one, titanic monster. And the monster was solely fixated on the mage.
Shortly thereafter, the mage was finished and THAT pretty much seemed to be the catalyst to them breaking. Judas laid into the Sam with a long burst wounding her and that was it for the other two.
Fortunately, I was able to let the hacker know our mark was trying to run away and he managed to track him down in the junkyard while we continued the fight.
Of course, the bit-brain actually had the disc ON HIS PERSON....so now all we have to do is get back to the Johnson and we're 25k richer!
Entry 4.1 - Oh, right, right. We have another job. Tabby just called us up and said to meet our new Johnson at some hoighty-toighty night club. As I'm finding out, our fixer knows nothing about the job beforehand. Oh well, it's another free meal!
>>>>>Commlink - Monday - 23:11 - 25,000?! These guys must really be desperate! This could really save my neck. I need to get back to the pad and get everything ready!
>>>>>Commlink - Monday - 23:41 - So, here's the deal. Someone stole an optical-disk from some anonymous musician and we have to get it back from some anonymous person who physically stole the disk. Should be a complete piece of cake. Where is that sarcasm button..?
>>>>>Commlink - Tuesday - 08:01 - Up and at it early this morning. Just had my double-mocha Soyfee for the morning and I'm ready to rock! Apparently our hacker stayed up most of the night looking for clues and came up with a couple of gems. It would appear that some drek-hot ork rocker named Nabo was offered the opportunity to purchase...wouldn't you know it...an optical disk with some important, "historic" music on it.
Now we just have to get face-to-face with the hottest rocker in the biz right now. This keeps getting better and better.
>>>>>Commlink - Thursday - 10:01 - Wouldn't you know it; Nabo is having a concert in the Barrens tonight. We've done a little legwork on the place and it's a freaking hole! The UCAS' hottest commodity on the market and they get him a venue in a abandoned hole-in-the-wall? Certainly makes our life easier, I guess.
>>>>>Commlink - Friday - 00:13 - HA! That was fracking great. So with my awesome powers of persuasion, I convinced 3 dumb orks to give us their tickets so we could get into the concert. One of them was even a back-stage pass!
I then convinced the back-stage guard we were allowed to be back there and then mind-fracked the troll guarding Nabo's private room.
Everything was going great; Judas waltzed right into the room to do the search - and would have been drek-hot had it not been for the drunk ass ork ganger in the room trying to show off to the drunk ork dames also in there. This chummer immediately jumps out of his seat to beat Judas down.
Of course, he was sorely outmatched and the ork went down with two Stick-n-Shocks to the face!
We ran out the back door before anyone saw a thing! It was tight!
>>>>>Commlink - Friday 1:02 - Zipper's the name. Apparently this dope-head rocker was solicited by some not-so-hot hacker named Zipper. It's a girl. And a dwarf. Shouldn't be hard to pick out. We found out where she likes to hang out, so we're going to go have a talk with her.
>>>>>Commlink - Friday 17:00 - Just met with the dwarf. Although there was a momentary panic - she must've had some sort of magical protection I couldn't see, because she completely shrugged off my attempt to persuade the information out of her - Judas stepped in and found out she's just a (poor excuse for a) fixer. SHE is working for one of her buddies over at some dive in the Barrens who is "in the biz", the music biz that is. Somehow it seems we managed to corner our quarry.
Unfortunately for us, it seems like we failed to intercept her call over to said friend and he's now been alerted to our impending "meeting". Stupid halfer.
**Bookmark** Drop "Zippers" name to the Mexican Mafia. Let them know she's been fixing in their territory without paying up.
>>>>>Commlink - Friday 22:43 - Judas just pulled out the biggest machine gun (OOC: assault rifle) I've ever seen! Drek.
Entry 4.3 - Elohim is dead. Or banished. Or whatever happens to spirits when they take full-auto bursts from an AK-97! Drek-fracking chipheads!
There we were, following the pointing fingers out the back door of the bar. The back of the bar happens to basically be a huge junkyard. Great. I think to myself, he could be anywhere in there! SO, using the Power of Insight, I quickly scan the entire yard for this drek-head.
Wouldn't you know it, there's another TEAM there! Not only that, but they outnumber us big time AND there's a mage with them! This is bad.
I tell the others and we fan out to get the drop on them. Judas starts first with a huge burst of gunfire from his huge artillery piece and drops the guy dead. Now it's four on three (four, if you count Elohim, who I've ordered to harry the mage).
It gets crazy QUICK and they are basically quick to spread out and deal with this new problem. I was pinned down by suppression fire, the decker was running around all over the place, plinking away at their Sam.....and Elohim goes after the mage.
I don't know exactly what happened next, and I didn't give Elohim specific instructions on HOW to harry the mage. The next thing I know, though is the mage casts a spell at Elohim, wounding him. Then the Sammy unloads on him from across the freaking junkyard! It was horrible!
Just like that, my link to Elohim vanished. He was gone.
I was so angry! I don't know how I did it, but somehow I just summoned...called...brought forth a tremendous force. When I came back to reality a few seconds later, there was an incredibly bright, obviously powerful Man-spirit walking away from me, seeking out the mage.
One of the gangers shot at him, but his mist-like body literally swayed and weaved around the bullets. Completely missed. The mage did unload an incredible display of magic into the ghost, but it kept right after her. Everyone in the junkyard was fixated on that one, titanic monster. And the monster was solely fixated on the mage.
Shortly thereafter, the mage was finished and THAT pretty much seemed to be the catalyst to them breaking. Judas laid into the Sam with a long burst wounding her and that was it for the other two.
Fortunately, I was able to let the hacker know our mark was trying to run away and he managed to track him down in the junkyard while we continued the fight.
Of course, the bit-brain actually had the disc ON HIS PERSON....so now all we have to do is get back to the Johnson and we're 25k richer!
Big Time - Smash and Grab
Datapad Entry 3 - Dreamer introduced me to some guy name MacGregor this morning - says he's a "Romanov" or something like that. Never heard of them, but he claimed he can help me out with training and controlling Elohim and the other ghosts [Spirits of Man] I run into all the time. Sounds good to me.
Entry 3.1 - Another job! That's three jobs in less than 2 months! We are really starting to make a name for ourselves. It's great with such a small team too! Some Japanese Johnson none of us know called up this morning saying she has some work for us. "Extraction", she says.
>>>>>Commlink - 15:32 - Another corporate job. This time we're supposed to grab some 11 year old girl? I don't really like the sound of this, but it's a damn good bit of cred.
>>>>>Commlink - 15:56 - Hot drek! A bunch of slags tried to hit us outside the Johnson's meet-spot. They were targetting her for some reason - she wouldn't go into it. I was like a fish out of water! Couldn't collect my thoughts fast enough...and then it was over. The decker and the chromie took them down before I could even really react! Coward! Hopefully, talking with MacGregor more will help.
>>>>>Commlink - 07:34 - I didn't know there WAS a 7am in the morning.
>>>>>Commlink - 07:42 - We decided to check out the girl's school. The decker found out she's got a 24/7 bodyguard. That could complicate things.
>>>>>Commlink - 08:15 - Just spotted the girl and the body guard. 100-percent legit. The dude is big, burly, and serious. Decker is checking him out now.
>>>>>Commlink - 11:02 - Oh good, the Chromie just found out the body guard is ex-UCAS Spec Ops. This ought to be a cake walk.
>>>>>Commlink - 13:43 - Sitting in car. Watching a wall. Bored.
>>>>>Commlink - 15:15 - The decker decided to let us in on the fact that he had a micro drone. I thought Judas was going to gut him right there. Micro-drone deployed and attached to the undercarriage of the body guards car. We're finally leaving the school.
>>>>>Commlink - 19:23 - Drawing up a map of choke points and areas we can ambush the body guard / snatch the girl. Judas says he thinks we should try the home invasion route - get them when they get home.
>>>>>Commlink - 09:12 - Checked out the house in the Ether. There's a watcher spirit patrolling. Taking them out at the house is out of the question. Can't get past the watcher without someone knowing.
>>>>>Commlink - 15:12 - Any minute now. We're going to take them out on the road. The decker has jacked his car. Going to force him to stop and make the extraction.
Entry 3.2 - Wow. I literally do not think I have ever seen a human being move that fast. We had the drop on Billy Badass and he still just about ate our lunch. The decker came up on the passenger side of the car, gun at the ready - the SOF guy practically teleported out of the car, assault rifle in hand!
I think if the decker hadn't had the door between him and the SOF, he'd be a blood spatter on the Seattle pavement right about now!
Judas came up on the other side of the car and let him have it - but this gutterpunk was having none of that!
Fortunately for us, I wasn't frozen completely stiff this time - even with Elohim screaming in my ear - but even like before with the Black Cats, I felt myself rush towards the SOF guy even without moving. I whispered in his ear for him to drop his weapon...and he DID IT!
This time I wasn't yanked back into my body so forcibly - and I maintained a bit of composure.
Not to be taken for a ride, the body guard didn't let a little something like no weapon stop him! He jumped over the hood of his car and tackled Judas! They went down in a heap.
I was just getting ready to make this guy catfood with my own Pred, when the decker greased the guy from point-blank range, right in the back of the brain pan. Fast or no, that guy went down like a sack of soyburgers.
Mission accomplished. We got the girl, took her to the meeting spot and even got a bonus for being just so damn good.
Entry 3.3 - I'm a little sick to my stomach right now. Just found out the kid we snagged a few days ago was iced by some "unknown" assassin...and it was all over the 6 o'clock news trid. I don't mind good, dishonest work - I mean, I have to eat, ya know. But killing kids just ain't right. Haven't heard an explanation yet - not sure if I want one.
Entry 3.4 - MacGregor just called and invited me to join the Romanovs. He swears he can help. It's a little pricey, especially since my bills for all this gear is already so high - but 500 nuyen a month is a small price to pay if I can get Elohim and the others out of my head!
Entry 3.1 - Another job! That's three jobs in less than 2 months! We are really starting to make a name for ourselves. It's great with such a small team too! Some Japanese Johnson none of us know called up this morning saying she has some work for us. "Extraction", she says.
>>>>>Commlink - 15:32 - Another corporate job. This time we're supposed to grab some 11 year old girl? I don't really like the sound of this, but it's a damn good bit of cred.
>>>>>Commlink - 15:56 - Hot drek! A bunch of slags tried to hit us outside the Johnson's meet-spot. They were targetting her for some reason - she wouldn't go into it. I was like a fish out of water! Couldn't collect my thoughts fast enough...and then it was over. The decker and the chromie took them down before I could even really react! Coward! Hopefully, talking with MacGregor more will help.
>>>>>Commlink - 07:34 - I didn't know there WAS a 7am in the morning.
>>>>>Commlink - 07:42 - We decided to check out the girl's school. The decker found out she's got a 24/7 bodyguard. That could complicate things.
>>>>>Commlink - 08:15 - Just spotted the girl and the body guard. 100-percent legit. The dude is big, burly, and serious. Decker is checking him out now.
>>>>>Commlink - 11:02 - Oh good, the Chromie just found out the body guard is ex-UCAS Spec Ops. This ought to be a cake walk.
>>>>>Commlink - 13:43 - Sitting in car. Watching a wall. Bored.
>>>>>Commlink - 15:15 - The decker decided to let us in on the fact that he had a micro drone. I thought Judas was going to gut him right there. Micro-drone deployed and attached to the undercarriage of the body guards car. We're finally leaving the school.
>>>>>Commlink - 19:23 - Drawing up a map of choke points and areas we can ambush the body guard / snatch the girl. Judas says he thinks we should try the home invasion route - get them when they get home.
>>>>>Commlink - 09:12 - Checked out the house in the Ether. There's a watcher spirit patrolling. Taking them out at the house is out of the question. Can't get past the watcher without someone knowing.
>>>>>Commlink - 15:12 - Any minute now. We're going to take them out on the road. The decker has jacked his car. Going to force him to stop and make the extraction.
Entry 3.2 - Wow. I literally do not think I have ever seen a human being move that fast. We had the drop on Billy Badass and he still just about ate our lunch. The decker came up on the passenger side of the car, gun at the ready - the SOF guy practically teleported out of the car, assault rifle in hand!
I think if the decker hadn't had the door between him and the SOF, he'd be a blood spatter on the Seattle pavement right about now!
Judas came up on the other side of the car and let him have it - but this gutterpunk was having none of that!
Fortunately for us, I wasn't frozen completely stiff this time - even with Elohim screaming in my ear - but even like before with the Black Cats, I felt myself rush towards the SOF guy even without moving. I whispered in his ear for him to drop his weapon...and he DID IT!
This time I wasn't yanked back into my body so forcibly - and I maintained a bit of composure.
Not to be taken for a ride, the body guard didn't let a little something like no weapon stop him! He jumped over the hood of his car and tackled Judas! They went down in a heap.
I was just getting ready to make this guy catfood with my own Pred, when the decker greased the guy from point-blank range, right in the back of the brain pan. Fast or no, that guy went down like a sack of soyburgers.
Mission accomplished. We got the girl, took her to the meeting spot and even got a bonus for being just so damn good.
Entry 3.3 - I'm a little sick to my stomach right now. Just found out the kid we snagged a few days ago was iced by some "unknown" assassin...and it was all over the 6 o'clock news trid. I don't mind good, dishonest work - I mean, I have to eat, ya know. But killing kids just ain't right. Haven't heard an explanation yet - not sure if I want one.
Entry 3.4 - MacGregor just called and invited me to join the Romanovs. He swears he can help. It's a little pricey, especially since my bills for all this gear is already so high - but 500 nuyen a month is a small price to pay if I can get Elohim and the others out of my head!
Subscribe to:
Posts (Atom)







