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teh bunneh

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Posts posted by teh bunneh

  1. Fear him, for he is... The Monster!

     

    Here's my official entry into the Mod Contest (in honor of the festive Hallowe'en season): The Monster, from CKC.

     

    He has the body and hat of a HeroClix Scourge (http://www.wizkidsgames.com/heroclix/marvel/figuregallery.asp?unitid=5572)

     

    The arms are from a Ral Partha Crucible Sand Elemental (picture attached). I had to shave off the drooping robes from the arms and make them look more like regular sleeves.

     

    His head is an Orc skull from Games Workshop; the hair is modeled from putty. I was originally going to use Scourge's head, but it didn't look "monstrous" enough for me, so I found an old orc skull, cut it down so the hat fit better, added hair, and voila!

     

    Some plasticard painted like broken concrete, a few skulls and bones hastily buried under the sidewalk with tallus, some weeds... I think he's a good, scary, Hallowe'enish figure. The only thing I'm not sure about is the blood dripping from his claws -- it looks a little too goopy (like the stuff they dumped on kids in every 80's Nickelodian show). Tell me how you like him! :)

     

    Bill.

    (And thanks again to Prod for running this whole thing, and for giving us a couple extra days to get entries in!) :thumbup:

  2. Re: Hallowe'en Hero

     

    And i wish i could join. But you are not exactly near Seattle.

     

    Yeah, the commute would be murder. ;)

     

    PS. Oh i see this was Last Year's adventure. What is in store for them this year?

     

    I'm not sure yet. I'm mulling over some ideas. I like to do "classic" horror with a twist -- I've done a ghost, I've done vampires, I've done a werewolf, I did ghouls, and last year I did spiders. (I'll tell you about them all someday). :angst:

     

    For this year, I was originally thinking mummies (a big, mysterious floating pyramid in space), but then I thought "Everybody's seen The Mummy, and while it was fun, it wasn't really scary."

     

    Then I thought zombies ('cause there's been like a hundred zombie movies in the last year or two), but I'm not sure where to go with them.

     

    If anyone wants to throw out some plot seeds for me (for either concept, or even a totally new one!), I'd be much obliged! :)

     

    Bill.

  3. Re: Hallowe'en Hero

     

    Those are really good ideas. I especially like the idea of door hinges for knees and breast plates for carapaces. If/when I run this again, I'm going to have to use some of them. Thanks, man! :)

     

    Bill.

  4. Re: Hallowe'en Hero

     

    Hey. There is no explanation of what happened!! Where did the clockwork horrors come from? Why are they removing folks brains? Someone/thing went to a great deal of trouble to make the 'hundreds' of horrors. Who? Why? It couldn't have been to get the crown cause the cabinet would not have stopped them for long. Also why mention the asteroid avoidence machine if you are not going to do anything with it? Fair warning if i were to play in this i would be looking for a way to shut that machine off. The party may not be strong enought to take care of all the things but a few large inpacts should clean the rock nicely.

    I suppose it all boils down to not feeling like there is enough depth. Mainly though i am wondering where the things came from? If they came from outside the fort then how didi they get there? They cannot move thtough space on their own so they were either brought to the fort or made there. As it stands there is no evidence of either. Also why no evidence of the residents of the fort fighting the things? If an adventuring can take out two or three then there should be at least a couple of onse killed by the soldiers. Speaking of soldiers why is there no evidence of a fight? The fort isn't that big there is no way for hundreds of the things to go unnoticed for long. Sure the first attacks would be unnoticed but as they moved into the main areas the fort would have had time to mount an organized if untimately futile resistance.

    All in all this is very good and spooky but it needs a bit more flesh and where did they come from logic hole patched. Might i suggest making the things run by human brains so they were taking them to make more things. This also explains why there are hundreds of things by now. They have been using the residents of the fort as parts. I would however give them a bit more than two days to have done this though.

    As i said this is very good and will run well as is. But a bit more chrome and backstory will make the suspension of disbelief easier.

     

    Hey, PWO, thanks for the questions. They're very insightful. I wish you were in my gaming group! ;)

     

    If it were a campaign game, I would've included much more backstory, mysteries to solve, and so forth. For a 4-hour game, I figured I'd be doing well if I could just get the character all screaming and running away in terror. :angst:

     

    I tend to write my games in a very linear manner -- "The players go into this room, then they see XYZ, then they do ABC." Of course, things never actually happen like that in actual play, but I've found it's pointless to try to plan for every contingency. If they want to try something crazy (like shut off the asteroid-deflection device, that's a brilliant idea!), I'll just wing it. I also never write down everything in my head, but I guess that's not completely fair to you guys who read the adventure w/o being able to read my mind. :think:

     

    And a pat on the back to you: Yes, you guessed it exactly right -- the Clockwork Horrors need brains in order to create more of themselves (the sawed-open skulls is the clue).

     

    So, for those who liked the adventure but wanted more (and a caveat: this backstory has little to do with the "official" Spelljammer universe):

     

    The first Clockwork Horrors were built thousands of years ago by an elder race who needed powerful and versatile but controllable servitors. They used the brains of animals to make the CWHs semi-sentient. But the CWHs were smarter than their masters intended. They realized that they didn't have to be servents -- they could make themselves more sentient by using more powerful brains! They worked in secret for a long time, secretly killing and using the brains of their masters to build more intelligent, powerful CWHs, until they felt the time was right. In an orgy of destruction, they wiped out all of the elder race.

     

    Thousands of years later, a random Spelljamming ship landed on the abandoned, alien world. By this time, there weren't many CWHs left (without fresh brains, they can't "reproduce"). The few that were left killed the strangers and used their brains to build some new CWHs. But human brains aren't as good as the elder race's were, so the new CWHs weren't as smart or powerful as their predecessors. However, the idea that there are more sentient beings out there made the CWHs want to spread out into space and start reproducing their species again.

     

    This brings us, more or less, to the present. All CWHs are programmed to spread from planet to planet, to work in secrecy, and to build more CWHs. What generally happens is a few of them will stow aboard a ship and hide. When the ship reaches a populated area, the CWHs will spread out, secretly killing people who won't be missed and using their brains to make more CWHs. Sometimes they get caught and destroyed early on, thus ending the cycle on that one planet. But once there are enough of them (and depending on the population of an area, a couple of dozen are usually good enough -- they're pretty tough), they will rise up en masse and kill everyone they find, using the victim's brains to create more and still more Horrors.

     

    (There's a little more to it than that, but that's the basic gist).

     

    This is basically what happened at the Castle of the Spider's Web. The room filled with splashes of blood is where the castle's residents tried to make their last stand. Their bodies were dragged off and hidden in the castle's underside (where the heroes had no reason to go, but if they did...). The few bodies left behind were probably people who hid and were caught later -- no reason to dispose of their corpses after the asteroid was secured. Any CWHs destroyed in the big fight were "recycled" after the fight was over -- thus, there was little evidence of the big battle left behind.

     

    The Crown of Stars is a red herring -- though it's very valuable, the CWHs don't care about it. They only care about reproducing by killing.

     

    Did I miss anything? Oh yeah... why do the CWHs want to kill the heroes instead of just secretly stowing aboard their ship? Hmmm.... dunno. 'Cause it's scarier this way, I guess. And where did the CWHs get all the parts they would need to build more CWHs? Hmmm... you got me on that one, too. ;)

     

    Still, hope it makes more sense to you now. If you can come up with some ideas that I didn't, let me know!

     

    Bill.

  5. Re: The First (Hopefully) Semi-Annual Great Champions Challenge Modding Contest!

     

    Re Gargoyle wings from Manbat's' date=' The wings are inverted, with what were the inside surfaces on Manbat facing outward on Gargoyle. Add to this that the top ridge of the wings become the points of connection to the Python figure.[/quote']

     

    Oh, I see it now. Upside down and backwards. Very clever. I don't think I'd've thought of that. :)

     

     

    Looking forward to your entry mini.

     

    Yeah, me too. I hope I have some time to paint in the next couple of days! :frustration:

     

    Bill.

  6. Re: The First (Hopefully) Semi-Annual Great Champions Challenge Modding Contest!

     

    Gargoyle, by original Champions artist and member of the very first Champs campaign, Mark Williams.

     

    The wings are from a DC, Hypertime Manbat

    http://www.wizkidsgames.com/heroclix/dc/figuregallery.asp?unitid=2478

     

    RM, he's loverly. How did you do the wings? Looking at the pic, they look nothing like the Manbat wings...

     

    Bill.

    (PS: who else is entering this contest? C'mon, folx, let's see those minis!)

     

    (PPS: I've got three I'm working on... depending on who gets done/who looks best will be the one I enter). ;)

  7. July 18 2004

     

    The Expeditionary Company made it back to the river and collapsed from exhaustion. The next morning, Lord Dungeness ordered every able-bodied man and woman to construct a temporary stockade, to protect the camp from any reprisals that the Enemy might make. From the extent of the injuries (particularly Hathym and Breena), he decided that the company had to stay put for at least a few days so they could heal properly.

     

    The next week was tense, as everyone was expecting an attack from the Enemy; however, when none came people started to relax a bit. The healers of the group determined that Hathym and Breena would need at least a couple of weeks to recover from their wounds, so the company settled in for a long stay.

     

    After three weeks pent up in the little stockade, everyone was about ready to start climbing the walls. Radley and Marina decided that the injured people were ready to travel, so Dungeness called a group meeting. "We've suffered a setback," he told the team. "But I don't think it's a fatal one. Though we lost some of our team, a handful of the natives we rescued have volunteered to come along with us to act as porters and guides. We still have more than a month before we have to turn back to catch our ship, and everything that we've seen so far has merely whetted my appetite to continue. The ruins we've seen so far indicate that the stories of an ancient lost civilization are true, and I'd like to follow up on that. Also, now that we've entered the hills, I feel that we may be close to the source of the Black Blood River.

     

    "But I know that we've been through a lot so far, and if there was ever a time to turn back, this may be it. So I'd like to take the temperature of the team, so to speak. What are your thoughts? Should we continue, or turn back?"

     

    Radley cynically wondered how many more people would have to die just to satisfy Lord High-Pocket's wanderlust, but he didn't say anything out loud because he didn't figure that his opinion would matter much.

     

    N'Amwei was not so shy, and said that the company had run into too much trouble already. "No need to tempt fate no more," he said. "There is much bad juju in these jungles. We should get out while the getting is good."

     

    Huang-Jin was also for leaving. "We have mapped the river thus far, and we've taken a great number of samples. We've met the people and learned much about their language and culture. Now may be the time to return home to catalog our finds."

     

    Breena, ever eager to test her skills, said that the company should continue on. "We shouldn't leave the job half-finished." Hathym and Marina agreed with her. Kishara was very excited about continuing. "We've already killed off the opposition," she proclaimed. "What else could possibly stop us?" (Most of the party groaned when they heard these dangerous words...) ;)

     

    Slick was pretty insistent that the company continue. "I came this far for a share of the treasure, but we haven't found any so far. I'm no good at math, but I'm pretty sure that 2% of zero is zero. I say we find this lost civilization that His Lordship is talking about - they're bound to have some loot!"

     

    Arialle disappeared sometime during the discussion, so no one is certain what her opinion on the matter was.

     

    Dungeness took all of this into account (or he didn't, if you ask Radley), and decided that the company should continue upriver. The rest of the day was spent packing the canoes, and the next day the expedition continued.

     

    Radley's porter Seamus was particularly upbeat. "There's good luck in the air, Mr. Radley!" he said. "I can feel a change coming, you'll see."

     

    A few days later, the change was evident as the river narrowed and quickened. Before long, the expedition came to a tall waterfall - the first cateract. The river was no longer navigable, so the expedition packed the canoes and marched up the hills, following the river as best as they could so they could get back on when they passed the rapids.

     

    Above the waterfall, they got back on the river. About a day and a half later, they came to another waterfall and once again headed upriver on foot. Halfway up the hill, Kishara noted something in the underbrush - what seemed to everyone else as a simple stream flowing through the path was apparent to her as something man-made.

     

    Dungeness ordered a halt to the march, and the porters cleared away the undergrowth and mud, revealing a beautiful, ancient fountain. Ulkiel sketched it in his book and made some notes while Breena and Hathym explored the surrounding forest. Before long, they came back and said that they found an old road, heading up into the hills.

     

    After some deliberation, Dungeness decided not to follow the road, but to continue up the river. "We can always explore the road on our way back down the river, if we have time."

     

    At the top of the waterfall, the company got back on the river and spent two days working against the current. On the third day, right past a particularly difficult stretch of river, they came to a large, still, glassy, green lake.

     

    Stretched out across the banks of the lake was a sight that amazed the entire company - a huge, ancient, ruined stone city, covered in vines and overgrown with trees, but still somehow magnificent.

     

    "That ancient civilization you're looking for, boss?" Hathym asked. "I think we've found it."

  8. Re: how to build this sword

     

    Anyway' date=' another question : isn't there the same kind of weapon in one of the Final Fantasy games ?[/quote']

     

    I dunno about FF, but Isabella "Ivy" Valentine uses one in Soul Caliber (and its sequels).

     

    Bill.

  9. And here's the Adventure... (pdf attached)

     

    Italicized paragraphs are "GM Only;" everything else is to be read (or paraphrased) to the players as they encounter things. Sorry, I've only got one crappy "map" (more of a rough diagram of the exterior of the asteriod -- Keith "Insert Snappy Quote Here" Curtis I'm not), but hopefully you'll be able to figure out the general layout from the descriptions. Characters should be high enough in power to feel like they have useful skills, but low enough that they don't automatically think of combat as the solution to every problem (between 100-150 points seems to work just fine).

     

    And remember: it's a horror game; it's all about atmosphere...

     

    Bill.

     

    Edit: PM me if you'd like to see the adventure and I'll get it to you in .pdf format

  10. Re: The Set Up

     

    Hey dammit' date=' thats MY ship! I made the Greyspace run in 30 parsecs in it! Bloody Pirates Will Be Made To [i']Pay[/i]!

     

    Yeah, thanks for that BTW. It's a sweet ride. Hope you don't mind, we threw out all your stuff so we would have room to cherry out the ship. :eg:

  11. Opening spiel...

     

    This is the opening spiel for last year's game:

    Recently, you ran into some trouble with pirates. Though you were able to fight them off, the ship was damaged in the fight. Unfortunately, you didn't have enough money to make repairs, but (in a rare turn of good luck) you were offered a job. The job will pay well enough to have the ship repaired in a professional dry dock, with a little left over at the end – half now, half on completion.

     

    The job is simple in discussion, complex in operation: You are to break into a heavily fortified asteroid "castle," make your way to the center (avoiding detection), and steal a particular object called a "Crown of Stars." A small ship will drop you off at a relatively unguarded entrance, and then will pick you up again after four hours. If you're not at the rendezvous point at the appointed time, you're on your own. If you need to abandon your mission at any point, you can signal the ship to come pick you up – though you will of course forfeit the remainder of your fee.

     

    The asteroid is known as the Castle of the Spider's Web, named after the region of space in which it floats – a very dense field of asteroids and meteors very near the system's small white sun. Large ships tend to get trapped and crushed among the space rubble, which makes this castle's position particularly easy to defend. You will be facing scores of trained and dedicated soldiers who guard the castle; so avoiding their notice is your best bet to get in and out of the castle in the appointed time. You will be provided with a rough map of the layout of the castle.

     

    The castle itself is build on and into a roughly egg-shaped asteroid about a hundred meters in diameter and two hundred fifty meters long. The main visible part of the castle is built up on the wide, flat end of the egg – however, the castle is built deep into the asteroid, which is honeycombed with tunnels and chambers. The docking facilities are in the middle of the main castle, heavily defended with a series of heavy ballistae and catapults. Other catapults and ballistae act as point-defense, and are situated more or less evenly around the castle, usually with overlapping fields of fire. You will begin your infiltration in the middle of the egg, the furthest point from both ends and the least defended. There is a waste outlet here, where the castle dumps its sewage and trash...

     

     

    Bill.

  12. The Set Up

     

    There are up to 8 PCs (depending on how many show up for the game):

    -- Aarondel Silversheen, captain of the ship, an Elven fighter/mage

    -- Rhodan of the Pit, a human gladiator

    -- Niari Starsailor Ghostfinder Bugsquisher Spiderfighter, a Hobbit rogue

    -- Gertha Ironhammer, a Dwarven paladin

    -- Ilyana the Spellbinder, a Tiefling wizardess

    -- Jocelyn "Pathfinder" McBirde, a human druid

    -- Derranthana Singsweetly, an Elven bard

    -- Arn Hortassen, a human priest of Tor (god of thunder)

     

    This is the overall setup of the game:

    You are the command and crew of the Astral Shrike, a decommissioned military ship which you now use as a tradesman, flying through the stars from system to system, making what money you can. Though you expect a life of danger (pirates, hostile ports, alien monsters and the like), nothing has prepared you for what you have been living for the past few months.

     

    Since entering the strange system known as RavenSpace, your ship has encountered troubles almost too numerous to count – the biggest of which is your inability to leave the system. Each time you have attempted to fly away from the star, you found yourselves lost in a thick cloud of dust or fog; when the fog finally clears, you find yourselves right back where you started – no matter how straight the rudder, no matter how sure the course.

     

    The system itself is rather unusual. There are no planets; instead, the entire system is made up of an enormous jumble of rubble – meteors, asteroids, moons, and small planetoids stretching from the central sun all the way out into the cold reaches of the furthest point of the system. Many of the asteroids are inhabited, though few aspire to more than a few thousand people (who tend to be a sullen, fearful lot). Spelljamming ships are common enough that the arrival of one elicits little more than a few raised eyebrows and excited children. The people who live here don't seem to realize that no one can leave the system – or if they are aware, they are tight-lipped about it.

     

    More to come!

    Bill.

  13. Years ago, back in the day of AD&D 2nd, I was invited to run a game at a Hallowe'en Con. "Something spooky," they told me. I thought the Ravenloft setting would be perfect, but at the time I was very much into SpellJammer. Then it hit me -- I could combine the two concepts for a truly out-of-this-world fantasy Hallowe'en game. :sneaky:

     

    (If you're unfamiliar: SpellJammer postulates a universe in which heroes in magically-powered sailing ships are able to cross the void of "Wildspace." Magic makes the physics go all wonky, so even small ships have their own gravity and carry with them a bubble of air. Ravenloft is a dimension of dark, cursed lands, each ruled by a "Power" who has been cursed by his/her own actions to relive his/her crimes. Once you enter Ravenloft, you cannot escape -- you, like the others trapped here, are cursed in your own way).

     

    I ran RavenSpace for 4 years, then the Con sort of petered out, but last year I decided to resurrect it for my own gaming group. Instead of using the old AD&D rules, I converted it over to HERO (not hard, since I basically created everything from scratch anyway, using the published settings for source material).

     

    I got my players good-n-spooked last year, and I'm going to run a new session this Hallowe'en. If there's any interest, I'd like to post last year's scenerio for anyone who wants a good, bloody, creepy good time.

     

    What do you think, sirs? :winkgrin:

     

    Bill.

  14. Cut Scene 2

     

    The night after the successful raid, back at the campsite near the river...

     

    "The White Elf survived?" the shadowy figure thought, keeping an eye on the others. "But only thanks to the priestess' intervention. Looks like what they told me was true – he has a habit of biting off more than he can chew."

     

    The heroes, gathered around the campfire, were still discussing the previous day's fights – what they did right, what they could have done better. The shadowy figure watched and listened closely, not contributing much to the conversation. "It looks like I'm going to have to start taking a more active roll in his demise. After all, here deep in the jungle, so far away from civilization, accidents are bound to happen."

     

    Fade to black...

  15. Cut Scene 1

     

    The drums had long ceased their pounding. The torches had been extinguished. The sun was rising over the jungle. A sliver of light crept down the temple wall and illuminated the pit. Ilom painfully opened one eye. He felt the cool, comforting smoothness of the snakes writhing around him. They felt more real than the warm stickiness and dull pain in his stomach.

     

    Slowly, he raised one hand to his wound and winced. He mumbled a prayer to his gods and felt the pain drain away. He sat up slowly. He knew what had happened – the village raided, the ritual ruined, his bodyguards slain, Dakarai almost certainly dead. Ilom's reputation here was finished; he would no longer be able to command these people with any authority – from now on, they would always doubt him.

     

    It couldn't be helped, he thought to himself. The priest stood, carefully avoiding stepping on the serpents that slithered around him. Who were those white-skinned devils? He knew that he had grossly underestimated them – he had assumed Dakarai was exaggerating when he had told the story of his defeat.

     

    Ilom lovingly caressed the head of one of his snakes. "They possess weapons and armor far superior to that which I brought to this village," he said out loud, as if the snake could understand him. "And their training and tactical sense was much better than these primitives who I've allied myself with. Their magical powers were advanced, as well.

     

    "If only I knew who they were, and who sent them," he said, beginning the long climb out of the snake pit. "But there will be time to learn that later. For now, I have another job to do; I have to clean up this mess they left me with. And when that is finished, I must return home and report on what I've learned. The master will be most intrigued."

     

    A few hours later, Ilom left the city burning behind him. The scent of blood and death still clung to his skin. Vaguely, he regretted having had to destroy the city, but it couldn't be helped.

     

    Fade to black...

  16. July 3 2004

     

    Are people still reading/enjoying these? :)

     

    -----

    The heroes stood before the walls of the ziggurat. The walls, though slick with moss and rain, looked climbable. No guards were visible atop the walls, but the sound of drums could be heard quite clearly. Across town, plumes of smoke were rising from where the ex-slaves were attacking the town.

     

    Breena and Hathym climbed the wall to check for sentries. None were spotted, so they dropped ropes for everyone else. The party stealthily approached the entrance to the ziggurat. There was some debate as to whether they should go in the front door or down the hole in the top, but no one wanted to drop down into a snake pit, so they decided to hit the heavily defended door. They figured that a two-pronged attack by surprise would give them the best chance of success.

     

    The two parties crept slowly around the ziggurat, closer and closer to the door, when Marina stepped on the only dry twig in the area. A guard heard and came to investigate. He came around the corner and Hathym put an arrow into him. He howled in pain and the other guards ran to investigate.

     

    A great battle broke out, centered on Hathym, Marina, and Kishara. Breena, Radley, and Arialle were mostly on the wrong side of the ziggurat and contributed only slightly to the fight (to their great disappointment).

     

    One of the guards, a huge bruiser foaming at the mouth, charged Hathym, who had already managed to put down two other guards. This maniac buried his spear deep into Hathym’s stomach, dropping the White Elf like Jennifer Lopez drops her beau-of-the-week. =;)

     

    Most of the guards were easy to dispatch, but this big bruiser was hard as nails. He danced with both Marina and Kishara while Arialle plunked him with arrows (a little reluctantly, as she likes both Marina and Kishara and didn’t want to accidentally hit either of them). When he finally went down, Marina rushed to help Hathym.

     

    The Elf was on his last legs, hurt badly and dying. She prayed to Cynthea to give her the strength to heal her friend, and the goddess responded. Hathym slowly regained consciousness, not remembering much of what just happened. Arialle, in a rare show of concern, offered him a handful of mirenna berries (which are sacred to the Elves and are used to relieve pain and speed healing).

     

    While they were taking care of Hathym, Breena and Radley went to check out the drums. Oddly, they found no one, though the sound of drumming was quite clear. "Spirits," Breena said. "Or magic," Radley agreed.

     

    Once the ranger was back on his feet, the team headed into the ziggurat. They followed a short passageway and came into a large room, where they saw their porters, tied up and threatened by guards with spears. A big beefy guy was standing near the door – obviously supposed to be guarding but not paying much attention (dratted perception rolls!). In the center of the room was a pit from whence the sound of hissing and slithering was coming, and standing over the pit was a very tall, very dark-skinned man chanting a prayer to his dark gods. One porter was being held over the pit by another guard. Worst of all, the high priest was wrapped, head-to-toe, in a living, giant snake.

     

    The heroes wasted no time. Breena charged the high priest. Radley vanished from sight and ran to help the porters. Marina moved up to engage the big beefy guy, while everyone else hung back to see where their skills could be best used.

     

    Breena was intercepted by the big guy, but this freed Marina to go after the priest and his pet snake. Kishara tried to dispel the snake like she did with the other one, but failed. Arialle and Hathym fired through the swirling melee to try to pick off guards before they pushed any more porters into the snake pit.

     

    Breena was hurt badly by the berserker guard, but Marina managed to kill the giant snake. She then turned her attentions on to the evil high priest. She

    put her spear through his innards, the force of the blow pushing him backwards. He dropped with a scream into the snakepit below.

     

    The heroes killed the last of the guards, then freed the porters from their bonds. The porters were understandably grateful, but the heroes wanted to get out of the city quickly, so thanks were delayed.

     

    Thanks to the chaos elsewhere in the town, the heroes managed to make it over the walls and away from the city without further problems. They used the cover of darkness to make it back to the road, where they met up with Lord Dungeness' team and the women they had rescued.

     

    Apparently, Dungeness and crew had met up with a giant snake and managed to slay it without casualties. The team also ran into the men they had rescued – there had been quite a few casualties among them, and only

    about half the group that had gone in with the heroes had managed to get out alive.

     

    Nonetheless, Lord Dungeness considered their mission a success – they had killed both priests, freed all but two of the porters, rescued the women, and got most of the men out. The chaos they caused in the city would make the Enemy think twice about further raids, and the villagers were now free to return back downriver to restart their lives.

     

    The group traveled through the night to get some distance between them and the city; the next morning they made it back to the river where they found their campsite as they had left it.

     

    To be continued!

  17. Re: Hero System is Just Alright With Me

     

    Revised Ed. just moves everything from the FAQs' date=' Errata, and Steve's Q&A's into the book.[/quote']

     

    I had the chance to page through a test copy at NukeCon (I don't think I'm giving away State Secrets here, since Steve was showing it off to everyone who came within 10 feet as if it was pictures of a favored child)...

     

    It also has lots of new art. Well, technically not "new," since it's stuff they've had in their files and haven't had a chance to use... but new as far as I was concerned. :thumbup:

     

    And it will make an excellent hand to hand weapon against stubborn players.

     

    Bill.

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