Episode 2: Rescue at Mandible Hill

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Eugene
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Re: Episode 2: Rescue at Mandible Hill

Post by Eugene »

Perception: 50% / 1d100: [11] = 11
JIC: 1d20: [18] = 18 | 1d100: [21] = 21
Status: A.R.: 8 | S.D.C.: 94/127 | H.P.: 23/23
Conditions: Advanced Hearing, Advanced Smell, Advanced Sight
Coma/Death: +14%, Magic (varies): +4 Lethal Poison (14+): +4, Non-Lethal Poison (16+): +4, Insanity (12+): +5, Psionics (10+): +4, Horror: +0

(Shield and Shield Destroyed)

Sign Language 88%: d100: [33] = 33

Eugene looks exhausted and he is. The fight took a lot out of him and he is hurt. Every move he does now is done carefully as to not wake the child. He signs to Pip and Kaster, "The boy and his father are most important. Can you ask Birger if he has enough supplies left after treating them, do you think he could treat these?" He points to the bites on his arm. If Birger is able to treat him, he will be thankful and patient. If he can't he will go straight to bed instead of waiting. In either case when he does lay down he will do so lifting the boy carefully as not to wake him and gently lays him with his father. He can't help but remember losing his Dad. He is happy they were able to save one of the boy's parents. I am going to suggest we escort them to their village. Maybe we can get a proper doctor and some rest. But that suggestion can wait until morning.
Last edited by Eugene on Mon Mar 20, 2023 9:34 pm, edited 1 time in total.
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Jesper
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Re: Episode 2: Rescue at Mandible Hill

Post by Jesper »

Perception: 1d100: [38] = 38 / 48% (+10% if Danger Sense is active, -15% to anything within 60' in front of Jesper)
JIC: 1d20: [9] = 9 / 1d100: [84] = 84
Conditions: Danger Sense
Skills:

Camp, some distance from Mandible Hill
Pip wrote: Thu Mar 09, 2023 8:16 am"That is very kind." Pip replies, then tries to offer some encouragement "You did more than me, you carried the boy out. All I did was shoot arrows. I have some training in excavation. Yet I never saw a chance to cause a collapse to cover our escape, despite there being no support beams. Remarkable construction on the ant's part."
Despite his doubt, Jesper grins at the praise. “Thanks, Pip,” he says, clapping him on the shoulder. “Something tells me that you’d like another peek at those tunnels, but I’m hoping we never have to go back in.”

When Pip brings up the mice, Jes thinks for a moment, then suggests that, “Maybe we can catch up with the other mice we met at the bridge?” As if on cue, the mouse father joins their little gathering by the wagon. His ears must have been burning! Jesper listens to the mouse’s plan, then looks to each of his traveling companions to judge their reaction to it all. For those trying to judge the rabbit’s reaction, it’s clear that Jes has reservations. Even with a pack of food, the marsh seems like a long way to go with injuries and a boy who just lost his mother.
Jesper Brambleborn
“Then his sense of adventure and mischief prompted him.” - Richard Adams, Watership Down
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Kaster
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Re: Episode 2: Rescue at Mandible Hill

Post by Kaster »

Percep: 35%: 1d100: [2] = 2
JIC: 1d20: [2] = 2 1d100: [81] = 81

Sign Language 33%: 1d100: [55] = 55
Paramedical 53%: 1d100: [83] = 83

Conditions:
SDC: 53/51

Kaster nods as the father comes over and tells them his plan. Stepping away from where he was leaning against his cart, he smiles at the man, "We got some extra supplies we can dole out in the morning. For now get some rest." He puts a hand gently on the rat's back and guides him back over to his son.

Settling down next to the fire he sees Eugene sign something but wasn't paying close enough attention to make out what the elephant said, though he does notice the bites and scrapes dotting Eugene's arms. Switching over to mental speak so as not to disturb the rat and his sleeping boy, Kaster says to Eugene, "Frak, I was so concerned about the rat's wounds... You should have spoken up. Well, you know what I mean."

Kaster moves over to Eugene's side and tends to the bites along the elephant's arms, cleaning the wounds and binding them to they don't get dirty while they are on the road.

Settling down by the fire after he's sorted out Eugene's wounds, Kaster calls over to Jesper, and the group by the wagon I'll take second watch. Wake me up when its time. Then pulls his blanket over him and tucks his arm under his head.

Open if needed
Actions: 4
Init: 1d20+2: [12]+2 = 14
1. Strike w/ Axe: 1d20: [16] = 16 , Dmg: 3d6+5: [4, 1, 6]+5 = 16
2. Strike w/ Axe: 1d20: [15] = 15 , Dmg: 3d6+5: [3, 6, 5]+5 = 19
3. Strike w/ Axe: 1d20: [17] = 17 , Dmg: 3d6+5: [1, 5, 3]+5 = 14
4. Strike w/ Axe: 1d20: [6] = 6 , Dmg: 3d6+5: [1, 5, 5]+5 = 16

Dodge/parry as needed: 1d20: [11] = 11 , 1d20: [8] = 8 , 1d20: [12] = 12 , 1d20: [9] = 9
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Birger
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Re: Episode 2: Rescue at Mandible Hill

Post by Birger »

Perception: 1d100: [82] = 82 /69%
Just in Case: 1d20: [2] = 2 ; 1d100: [27] = 27
Conditions:
Can see double the usual distance and detail of normal human vision.
,
Gives the character an increased chance (+10% skill bonus) to perform delicate actions and skills like picking locks and sleight of hand (palming, etc.). Characters can also recognize very slight differences in texture.
,
Allows the character to detect very faint scent traces. Tracking by smell (as a bloodhound) is possible at 59%+5% per level. Characters can also recognize the distinct smells of individuals and can detect when people experience extremes of emotions (69% +2% per level of experience). This is occasionally used as a lie-detector, but is rather unreliable.


Skills:

Pip wrote:"You okay friend?... You seemed nervous even before we entered the tunnels. It was definitely rough, but we all made it out alive. And we saved two others... As for what to do with them. We should probably find out where they were headed, or if they have any other family we can take them to."
"Just having a bad day Pip, I'll be okay eventually. Just a lot to unpack right now." Birger says, not adding anything on the possible list of what to do with the survivors. Birger continues to sit with his back leaning on his wagon's wheel. Only looking up when the Mouse approaches.
Augur wrote:"I'm feeling much better now that the sedative effect from the ants has subsided and you've been gracious enough to treat my burns. We were headed for the Marsh Village of N’angverik Clan when we stumbled into the ants foraging. Now that we know the danger they represent, and where they are, we'll be able to steer clear of them. We'll hike over the Hevenward Hills, in the morning and continue on our way. My cousin Ronith and his brood have a small general store in the Undergate Market where I can no doubt find better prospects for my son and I. Lord Greynose welcomes even destitute rodents to join him in building a better life there. If you can spare a little food for us, we will be on our way in the morning. I've capable hands and eyes in the wilds, and can provide for the two of us well enough if we've enough in our packs to cover a rough spot we may come across."
Birger nods. "It depends on dietary requirements. I am of the strict carnivore diet, so if you have no issues with meat, then yes I can spare enough to help you. If not, then maybe one of the others can help." Birger says with an attempt at a warm look, even though inside he's feeling terrible. You're gonna have bad days, and sometimes aren't going to be able to save everyone... I just need to remember that. Birger thinks to himself, before letting a deep breath go.
Birger
“Why do you go away? So that you can come back. So that you can see the place you came from with new eyes and extra colors. And the people there see you differently, too. Coming back to where you started is not the same as never leaving.” ― Terry Pratchet
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Pip
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Re: Episode 2: Rescue at Mandible Hill

Post by Pip »

Perception: 1d100: [34] = 34 /49% (+10% if Danger Sense is active, +10% when in darkness, +5% to perceiving any tactile characteristics)
Just in Case: 1d20: [1] = 1 ; 1d100: [53] = 53
Conditions:
The character can see double the usual distance and detail of normal human vision.
,
The ability to see at night. There must be starlight or some other light source available to the character; 1000 foot (305 m) range/distance. If the character is in a completely blacked-out area, a cave, for example, then nothing will be visible; is as blind as anyone else.
,
The character has the ability to hear very faint sounds (light footsteps, small animals breathing). The character can also overhear a conversation at a much greater distance than is normally possible. + I on initiative.
,
The character has an increased chance (+10% skill bonus) to perform delicate actions and skills like picking locks and sleight of hand (palming, etc.). Characters can also recognize very slight differences in texture.
,
Range: 90 feet (27.4 m) or self.
Duration: Four melee rounds (one minute).
Minimum M.E.: None. Not available to Mutant Humans.
Saving Throw: None.
Cost: 10 BIO-E.
The Danger Sense is a psychic intuition that provides a precognitive flash concerning imminent danger to himself or someone near him (within 30 feet/9.1 m). This includes hidden ambush, snipers, traps, a predatory animal stalking from the shadows, a poisonous snake, land mine, or dangerous situations (bridge can not support his weight, etc.). Danger Sense does not indicate what or where the danger might be, just that it exists and is imminent. Ultimately, it should put the character on alert that something is wrong and he must be careful and ready to act quickly (+2 on initiative to respond to the threat, + I to dodge). Note: The character must specify when the power is being used. It does not work automatically.

Jesper wrote: Sun Mar 19, 2023 12:16 pm Despite his doubt, Jesper grins at the praise. “Thanks, Pip,” he says, clapping him on the shoulder. “Something tells me that you’d like another peek at those tunnels, but I’m hoping we never have to go back in.”
Pip shakes his head in response, "Not while they are inhabited, we wore out a welcome that never existed in the first place."
Birger wrote: Mon Mar 20, 2023 5:34 pm "Just having a bad day Pip, I'll be okay eventually. Just a lot to unpack right now." Birger says
"If you say so." Pip replies with a small smile that he hopes comes across as sympathetic. "I don't think any of us would call this a good day."
Jesper wrote: Sun Mar 19, 2023 12:16 pm When Pip brings up the mice, Jes thinks for a moment, then suggests that, “Maybe we can catch up with the other mice we met at the bridge?”
"They are probably to Kingsalter by now. And we would have to go the long way around the ants..." Pip breaks off when he hears the father approaching.
Augur wrote: Sat Mar 11, 2023 9:04 am The boy's father again thanks the team for the aid they've rendered, then adds, "I'm feeling much better now that the sedative effect from the ants has subsided and you've been gracious enough to treat my burns. We were headed for the Marsh Village of N’angverik Clan when we stumbled into the ants foraging. Now that we know the danger they represent, and where they are, we'll be able to steer clear of them. We'll hike over the Hevenward Hills, in the morning and continue on our way. My cousin Ronith and his brood have a small general store in the Undergate Market where I can no doubt find better prospects for my son and I. Lord Greynose welcomes even destitute rodents to join him in building a better life there. If you can spare a little food for us, we will be on our way in the morning. I've capable hands and eyes in the wilds, and can provide for the two of us well enough if we've enough in our packs to cover a rough spot we may come across."
Jesper wrote: Sun Mar 19, 2023 12:16 pm Jesper listens to the mouse’s plan, then looks to each of his traveling companions to judge their reaction to it all. For those trying to judge the rabbit’s reaction, it’s clear that Jes has reservations.
Birger wrote: Mon Mar 20, 2023 5:34 pm Birger nods. "It depends on dietary requirements. I am of the strict carnivore diet, so if you have no issues with meat, then yes I can spare enough to help you. If not, then maybe one of the others can help." Birger says with an attempt at a warm look, even though inside he's feeling terrible. Birger thinks to himself, before letting a deep breath go.
"Are you absolutely sure you are up for it?" Pip inquires skeptically. "You two have been through quite the ordeal. Going through the hills will have its own dangers. You two have lost enough, I would hate for you to lose each other." I cannot begin to imagine what they must be going through. I remember how hard losing my grandmother was years ago, and that was natural causes.
Kaster wrote: Sun Mar 19, 2023 7:53 pm Kaster nods as the father comes over and tells them his plan. Stepping away from where he was leaning against his cart, he smiles at the man, "We got some extra supplies we can dole out in the morning. For now get some rest." He puts a hand gently on the rat's back and guides him back over to his son.
"Kaster probably has the right idea." Pip says to the rest as he gets to his feet. "Our heads should all be more clear tomorrow." He then proceeded to walk over to the campfire.
Eugene wrote: Wed Mar 15, 2023 12:11 pm Eugene looks exhausted and he is. He signs to Pip and Kaster, "The boy and his father are most important. Can you ask Birger if he has enough supplies left after treating them, do you think he could treat these?" He points to the bites on his arm.
Kaster wrote: Sun Mar 19, 2023 7:53 pm Settling down next to the fire he sees Eugene sign something but wasn't paying close enough attention to make out what the elephant said, though he does notice the bites and scrapes dotting Eugene's arms. Switching over to mental speak so as not to disturb the rat and his sleeping boy, Kaster says to Eugene, "Frak, I was so concerned about the rat's wounds... You should have spoken up. Well, you know what I mean."

Kaster moves over to Eugene's side and tends to the bites along the elephant's arms, cleaning the wounds and binding them to they don't get dirty while they are on the road.
"Oh, sorry Eugene." Pip apologizes. "I forgot about your injuries with the urgency of theirs." He then moves to assist Kaster.

First Aid: 1d100: [40] = 40 /61% (help treat Eugene)
Kaster wrote: Sun Mar 19, 2023 7:53 pm Settling down by the fire after he's sorted out Eugene's wounds, Kaster calls over to Jesper, and the group by the wagon I'll take second watch. Wake me up when its time. Then pulls his blanket over him and tucks his arm under his head.
"I can take the third watch." Pip offers as he is bedding down for himself. "I have no trouble seeing in the dead of night."
Philip (Pip) Climbwell
"If knowledge can create problems, it is not through ignorance that we can solve them." - Isaac Asimov
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Eugene
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Re: Episode 2: Rescue at Mandible Hill

Post by Eugene »

Rolls Carried Over
Kaster wrote: Sun Mar 19, 2023 7:53 pm "Frak, I was so concerned about the rat's wounds... You should have spoken up. Well, you know what I mean."

Kaster moves over to Eugene's side and tends to the bites along the elephant's arms, cleaning the wounds and binding them to they don't get dirty while they are on the road.
Eugene signs to Kaster, “Thank you my friend.”
Pip wrote: Mon Mar 20, 2023 9:17 pm "Oh, sorry Eugene." Pip apologizes. "I forgot about your injuries with the urgency of theirs." He then moves to assist Kaster.
Eugene signs to Pip, “No worries, they were far more important. I could wait. I am going to get some rest but wake me up when it is my turn for watch.”
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Augur
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Re: Episode 2: Rescue at Mandible Hill

Post by Augur »

Conditions:
Date/Time: 20th, 20th Year of Longjaw/morning
Location: The King’s Road, en route to Taythebridge
Environment: Wilderness, on the road


Pip and others treat and bind Eugene's (numerous but relatively minor) wounds, and the group comes to a consensus to kick the can down the proverbial road until the next morning.
The night's watches pass without incident. The morning arrives and the father mouse is more eager than ever to be on their way. In response to dietary inquiries about possible foodstuffs, he says that his son and him both eat "a little of this, and a little of that" and that they were regretful that those giant ants weren't docile and domesticatable. Over breakfast he regales them with a tale of a foreigner from across the sea who had described to him eating insect steaks the size of a wagon wheel. This tale seems to bring a little joy out of the boy, and for a few minutes at least, he seems to forget about his recent, tremendous loss. Throughout this all, the mouse-father seems antsy for them to be on their way. Eventually, he confesses to being more nervous about the Ruins of Beaugrey Hall than any trip over the Hevenward Hills.

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Eugene
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Re: Episode 2: Rescue at Mandible Hill

Post by Eugene »

Perception: 50% / 1d100: [27] = 27
JIC: 1d20: [10] = 10 | 1d100: [9] = 9
Status: A.R.: 8 | S.D.C.: 94/127 | H.P.: 23/23
Conditions: Advanced Hearing, Advanced Smell, Advanced Sight
Coma/Death: +14%, Magic (varies): +4 Lethal Poison (14+): +4, Non-Lethal Poison (16+): +4, Insanity (12+): +5, Psionics (10+): +4, Horror: +0

Augur wrote: Tue Mar 21, 2023 4:10 am Conditions:
Date/Time: 20th, 20th Year of Longjaw/morning
Location: The King’s Road, en route to Taythebridge
Environment: Wilderness, on the road
Eugene awakens sore, but feeling much better because of Kaster’s excellent care. Upon hearing the father’s confession, Eugene signs to Pip and Kaster. “We should escort them. Keep them safe. When we get to their destination we can rest and recover. And maybe I can get another shield and spear or maybe something better. Could even see about getting something better than my clothes for protection. I really want to make sure the child makes it safe. He has lost so much.” If they choose not to, I would understand. I am not in charge but I hope they see this as an opportunity to do a very good deed and recouperate.

Eugene takes a drink from his barrel and eats some close by foliage and supplements from his back pack. He is not familiar with what mice eat so he will offer them some leaves to be courteous.
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Pip
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Re: Episode 2: Rescue at Mandible Hill

Post by Pip »

Perception: 1d100: [17] = 17 /49% (+10% if Danger Sense is active, +10% when in darkness, +5% to perceiving any tactile characteristics)
Just in Case: 1d20: [2] = 2 ; 1d100: [18] = 18
Conditions:
The character can see double the usual distance and detail of normal human vision.
,
The ability to see at night. There must be starlight or some other light source available to the character; 1000 foot (305 m) range/distance. If the character is in a completely blacked-out area, a cave, for example, then nothing will be visible; is as blind as anyone else.
,
The character has the ability to hear very faint sounds (light footsteps, small animals breathing). The character can also overhear a conversation at a much greater distance than is normally possible. + I on initiative.
,
The character has an increased chance (+10% skill bonus) to perform delicate actions and skills like picking locks and sleight of hand (palming, etc.). Characters can also recognize very slight differences in texture.
,
Range: 90 feet (27.4 m) or self.
Duration: Four melee rounds (one minute).
Minimum M.E.: None. Not available to Mutant Humans.
Saving Throw: None.
Cost: 10 BIO-E.
The Danger Sense is a psychic intuition that provides a precognitive flash concerning imminent danger to himself or someone near him (within 30 feet/9.1 m). This includes hidden ambush, snipers, traps, a predatory animal stalking from the shadows, a poisonous snake, land mine, or dangerous situations (bridge can not support his weight, etc.). Danger Sense does not indicate what or where the danger might be, just that it exists and is imminent. Ultimately, it should put the character on alert that something is wrong and he must be careful and ready to act quickly (+2 on initiative to respond to the threat, + I to dodge). Note: The character must specify when the power is being used. It does not work automatically.

Augur wrote: Tue Mar 21, 2023 4:10 am Throughout this all, the mouse-father seems antsy for them to be on their way. Eventually, he confesses to being more nervous about the Ruins of Beaugrey Hall than any trip over the Hevenward Hills.
Eugene wrote: Wed Mar 22, 2023 9:13 pm “We should escort them. Keep them safe. When we get to their destination we can rest and recover. And maybe I can get another shield and spear or maybe something better. Could even see about getting something better than my clothes for protection. I really want to make sure the child makes it safe. He has lost so much.”
Pip translates for Eugene and then shifts his gaze between Kaster and Jasper.

"I know we planned to bring our goods to Port Periwinkle as well as follow up on that lead we found. And that this is a big departure from that. So I will leave the choice up to you two." He says, then shifts his gaze to Eugene. "But I agree with Eugene, especially since he took the brunt in the rescue. I can make a shield and spear quite easily, but we are in the wilds and my training was more focused on structures and mechanisms than weapons. A town will have better equipment on all fronts."

Leaning back, so as to look to the sky, he continues. "The mice we met before were headed to Kingsalter so the Folk there should find out. But I am concerned about travelers from the Marsh Village not knowing about the ants and there being more..." He cuts himself off from saying 'casualties' with a brief glance to the younger rodent. "...incidents. King's Road is the major thoroughfare to the coast and Kaster said the nest was too close. The same could be said in relation to Port Periwinkle, but the Marsh Village is closer."

Returning his gaze to the ground level he adds "If we can find the materials I could leave a warning sign on this side if we do decide to escort them and reequip. We should probably find some workable wood anyway so I can make Eugene some makeshift arms."
Augur wrote: Tue Mar 21, 2023 4:10 am In response to dietary inquiries about possible foodstuffs, he says that his son and him both eat "a little of this, and a little of that" and that they were regretful that those giant ants weren't docile and domesticatable.
Eugene wrote: Wed Mar 22, 2023 9:13 pm Eugene takes a drink from his barrel and eats some close by foliage and supplements from his back pack. He is not familiar with what mice eat so he will offer them some leaves to be courteous.
"I think he meant to say that they are omnivores Eugene." Pip chimes in. "That does not include most common leaves to my knowledge. I know I might get sick if I tried." Most Folk are omnivores, wish I remembered what leaf eaters were called. I know I heard it from some healers before, back home.
Philip (Pip) Climbwell
"If knowledge can create problems, it is not through ignorance that we can solve them." - Isaac Asimov
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Kaster
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Re: Episode 2: Rescue at Mandible Hill

Post by Kaster »

Percep: 35%: 1d100: [62] = 62
JIC: 1d20: [19] = 19 1d100: [38] = 38

Sign Language 33%: 1d100: [55] = 55

Conditions:
SDC: 53/51

Kaster isn't quite able to make out what Eugene is signing. Maybe the elephant is just too worked up or just signing to quickly. Bah, maybe I don't know the hand speak as well as I thought. He nods a little to himself, then says in reply to Pip's translation, "The rats want to head out over the hills. My cart and Birger's wagon can't handle that kind of terrain and I know I don't wanna leave all my trade goods behind and I'm pretty sure Birger will feel the same way."

As he's talking, Kaster goes over to his wagon and fishes out a pound of dried vegetables and wraps it up in a scrap bit of cloth before handing it over to the rat father, saying, "Are you sure you don't wanna come along with us. If we stop to look around here and there along the way," he refrains from saying anything about Beaugrey Hall after what the rat said earlier, "You and the boy can sit back and keep watch over the cart and wagon." He puts the stem of the pipe back in his mouth and draws a long pull of the tabacco, blue grey smoke wafting around his head.
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