Author Topic: Ecumenopolis Lost  (Read 3414 times)

0 Members and 1 Guest are viewing this topic.

Offline lowlevelowl

  • Phoenix Fighter
  • **
  • Posts: 172
    • View Profile
Ecumenopolis Lost
« on: March 16, 2011, 03:40:14 am »
Once upon a time, great monsters of grey glass and granite rose up into existence all across the world. They tore and gnawed and gnashed their way through the dirt and bedrock until their roots were buried deep within the earth. They sucked the life from the surrounding land. Their sinews coursed with cement and rusted metal, their veins pumped sewage. They choked the air when they inhaled into steam-filled lungs; and when they exhaled, only smog and fire escaped. With a thousand limbs they reached up and scraped the sky.

As years passed and these horrors grew and grew beyond all reason, pieces of them died and fell away. Most of the time, they would cannibalize their dead extremities and grow new ones in their place. Sometimes, though, these places were left to rot. The carcasses didn't vanish, didn't shrink into the soil to replenish their kin around them. They rotted and stunk, and festered diseases, ghosts of pollution and radiation and electrical spirits of mal intent.

The larger the iron beasts grew, the more corpses they left in their wake, dead at their feet, decomposing underneath them. This carrion of stone and steel began to poison the land around it, power outages and generator viruses spreading like a cancer through veins of asphalt and cinderbrick.

It wasn't long before the monster's growth was stunted, and soon after, it died. Now it lies dead across the surface of the world, rotting quietly into rust and dust.


__________________

Earth was rapidly growing into an ecumenopolis, as major points of civilization exploded into ultra-dense megalopolises, while slum cities blossomed across the land like hives to try to house the multiplying population. By the late twenty-first century, there more humans alive than the cumulative total of all of humanity's past. The megastructures and infastructures that had been erected all across the globe were failing, with babies being born into the world and leaving it without ever a drop of water nor a bite of food reaching their mouths. The constructed environment man had built around the world began to fail, and in its failure, poisoned the remaining cities, which had relied on the outposts for resources and power. The world ended slowly, not with a bang but with a gasp.


The world ended, but life didn't.

Things human and inhuman wander the ruins of the world past, scavenging for sustenance and power in the forgotten places of the world. Above, between, and under the corpse of civilization lie rotting palaces and vast labyrinths, beside condemned buildings and abandoned subway stations. Delving into these twisted environments is the only way of life now. And so unlikely alliances form, between the myriad sentient species that wander the ruins. Through a common bond of survival they reach out and form delving parties, heading into the ruins to search for clean water and forgotten technology.



Krakow Sam's Delving Party (3/3)
..............Deacon the Synthetic Crossbowman (100% HP)
..............Coniac the Brain-barian (100% HP)
.............."Audrey" Tatou (100% HP)

Quote
Name: Deacon
Race: Synthetic
Alignment: True Neutral
Level: 1
XP: 0

HP: 50/50
AC: 5

ATTRIBUTES
STR: 11
DEX: 13 (AC -1, Missile Attack +1)
CON: 7 (Radiation Saving Throw -1)
INT: 11
WILL: 11
CHA: 11

SAVING THROWS
Energy Attacks: 15
Poison or Death: 12
Stun: 14
Radiation: 13

MUTATIONS & SPECIAL ABILITIES
Aberrant Form (Xenomorphism) - darkvision, can see in complete darkness with a range of 60 ft.
Ability Boost - once per day can double attribute for 1d10 consecutive rounds, or gain +1 to attack rolls for 1d10 rounds
Increased Balance - will never fall or stumble, can climb almost any surface without danger of losing balance
Synthetic - affected by radiation as if it is 1 class level lower than its rating, immune to mutations by exposure to radiation, +3 to all saving throws for heat or cold based attacks, immune to all poisons, can't heal, can repair 1d3 hp per day if dedicated to the task, +3 reaction adjustment

EQUIPMENT
2 gp, heavy crossbow, dagger, 10 bolts & carrying case, 10 darts, studded leather armour, grappling hook, flint & steel
Quote
Name: Coniac
Race: Mutant Human
Alignment: True Neutral
Level: 1
XP: 0

HP: 45/45
AC: 5

ATTRIBUTES
STR: 13 (+1 to hit, damage, forcing doors)
DEX: 11  
CON: 11
INT: 17 (+10% tech roll modifier)
WILL: 8
CHA: 11

SAVING THROWS
Energy Attacks: 15
Poison or Death: 12
Stun: 14
Radiation: 13

MUTATIONS & SPECIAL ABILITIES
Ability Boost - once per day can double attribute for 1d10 consecutive rounds, or gain +1 to attack rolls for 1d10 rounds
Mental Barrier - mental attacks against character have -4 to attack, can sense mental mutations within 90 ft.
Psionic Flight - may fly through the air with a movement of WILx10
Reduced Immune System - extra 10 hp/day damage from falling ill, -4 to saving throws against diseases, duration doubled
Tinkerer Affinity - +20% to technology rolls, can make weapons which do extra damage up to +4

EQUIPMENT
2 gp, two-handed sword, chainmail armor, 2 pints of wine, 10 days of trail rations, 1 lb. of salt, flint & steel, 8 torches, large sack, backpack, bedroll, cooking pot
Quote
Name: "Audrey" Tatou
Race: Mutant Plant
Alignment: True Neutral
Level: 1
XP: 0

HP: 38/38
AC: 6 (7 without shield)

ATTRIBUTES
STR: 12
DEX: 12  
CON: 13
INT: 11
WILL: 8
CHA: 11

SAVING THROWS
Energy Attacks: 15
Poison or Death: 12
Stun: 14
Radiation: 13

MUTATIONS & SPECIAL ABILITIES
Chameleon Metamorph - can change colour and shape to resemble another plant, plus camouflage abilities
Dermal Poison Slime - contact with body slime causes 3d6 damage, halved on a successful save
Gigantism - 19 ft. tall, +3 to damage, -1 penalty to hit creatures under 3 ft.
Know Direction - incapable of being lost, can always find way back to previous location
Increased Dexterity - -2 bonus to AC
Pituitary Deformation - appears 2-3 times actual age, has natural lifespan of 40-50 years
Poison Susceptibility - all saving throws to resist poison are at -4
Poisonous Spores - can emit a cloud of spores causing paralysis for 2d6 rounds, or halving movement on successful save


EQUIPMENT
27 gp, big manhole cover (shield), road sign (polearm), cart, 10 gp in barrels of clean water, 10 jars of xeno liquor

« Last Edit: March 16, 2011, 04:51:41 am by lowlevelowl »



Offline lowlevelowl

  • Phoenix Fighter
  • **
  • Posts: 172
    • View Profile
Re: Ecumenopolis Lost
« Reply #1 on: March 16, 2011, 03:40:37 am »

The delving party has just enough time to dash into the rusted metal chassis of a former subway car before the dust storm overtakes them, the harsh bellow of a dry wind and the chink-chink-bump of grains of sand and other small debris rattling the past vehicle. It is jutting out of the ground at an odd angle, the bottom end of it emerging into some sort of open space underground, having been forced through the cement at some point in the past. The subway car just barely fits the hulking form of Tatou, and the metal underneath groans ominously at the weight it now has to bare. With the sun blotted out by red dust outside, there is no way to go but forward, into the underground.

It is too hot and dry for most types of heavy armour to be safely worn. Deacon is glad that he is only wearing a layer of studded beast-leather, while Coniac has the constitution to keep on his chainmail, but only just, and not very comfortably at that.
« Last Edit: March 16, 2011, 04:53:40 am by lowlevelowl »

Offline Krakow Sam

  • Moderator
  • Dungeon Sieger
  • *****
  • Posts: 24485
  • Stern dissaproval
    • View Profile
Re: Ecumenopolis Lost
« Reply #2 on: March 16, 2011, 05:57:02 am »
Deacon: "Well, this is another fine mess you've got us into meatbag!"
Coniac: "Fine talk from an unholy collation of spray-painted pasta shapes and toothpaste stuffed inside a rubber man-skin."
Deacon: "Blast him with the spores again Audrey, we can gag him while he's stunned and then we won't have to put up with him yammering all through this blasted sandstorm again."
Tatou: " ::)"
Sam is basically right, he's just cranky.

Offline lowlevelowl

  • Phoenix Fighter
  • **
  • Posts: 172
    • View Profile
Re: Ecumenopolis Lost
« Reply #3 on: March 16, 2011, 09:26:31 pm »
The delving party moves forward into the darkness, their steps (and the heavy thuds of Audrey) echoing faintly into the black.

Audrey and Coniac see nothing, but Deacon sights two gaunt humanoids squatting amongst the rubble at the end of the room, approximately 30 ft. away from the party. They are naked save for some scraps of some unknown cloth. One is wielding a splintered piece of wood as a make-shift club, and the other has a chunk of stone rubble in his hand. They don't seem to have seen the delving party, but they must have heard their voices coming in - they look alert.

Offline Krakow Sam

  • Moderator
  • Dungeon Sieger
  • *****
  • Posts: 24485
  • Stern dissaproval
    • View Profile
Re: Ecumenopolis Lost
« Reply #4 on: March 17, 2011, 02:00:34 am »
Deacon: Assess potential threat of mutoid figures using ADVANCED SYNTHOID BRAIN.
Sam is basically right, he's just cranky.

Offline lowlevelowl

  • Phoenix Fighter
  • **
  • Posts: 172
    • View Profile
Re: Ecumenopolis Lost
« Reply #5 on: March 17, 2011, 02:13:21 am »
Deacon's ADVANCED SYNTHOID BRAIN calculates the plant biomass behind him and compares it to the two scraggly humanoids before them.

Running calculations...

3 (1 is a poisonous giant) vs 2 = likely victory

Offline Krakow Sam

  • Moderator
  • Dungeon Sieger
  • *****
  • Posts: 24485
  • Stern dissaproval
    • View Profile
Re: Ecumenopolis Lost
« Reply #6 on: March 17, 2011, 05:51:20 am »
Attack!
Sam is basically right, he's just cranky.

Offline lowlevelowl

  • Phoenix Fighter
  • **
  • Posts: 172
    • View Profile
Re: Ecumenopolis Lost
« Reply #7 on: March 21, 2011, 01:09:46 am »
The delving party is 30 ft. away from the two humanoids.

The only character that can do anything in the first round is Deacon, because he's the only one that can see.

Offline Krakow Sam

  • Moderator
  • Dungeon Sieger
  • *****
  • Posts: 24485
  • Stern dissaproval
    • View Profile
Re: Ecumenopolis Lost
« Reply #8 on: March 21, 2011, 01:54:18 am »
Fire crossbow!
Sam is basically right, he's just cranky.

Offline lowlevelowl

  • Phoenix Fighter
  • **
  • Posts: 172
    • View Profile
Re: Ecumenopolis Lost
« Reply #9 on: March 26, 2011, 01:58:05 am »
The bolt sails through the air, but flies a couple inches wide of the first humanoid's head.

Deacon rolled a 4, he needs a 6 or higher to hit one of the humanoids. Rolled initiative, each side got 2, deciding that the PCs go first. What do your guys do? Everyone but Deacon will take penalties for not being able to see.

Offline Krakow Sam

  • Moderator
  • Dungeon Sieger
  • *****
  • Posts: 24485
  • Stern dissaproval
    • View Profile
Re: Ecumenopolis Lost
« Reply #10 on: March 26, 2011, 10:07:41 am »
Ok, Deacon will reload and take another shot, Coniac will start lighting a torch and Audrey will try to act as a meatshield for Deacon.
Sam is basically right, he's just cranky.

Offline lowlevelowl

  • Phoenix Fighter
  • **
  • Posts: 172
    • View Profile
Re: Ecumenopolis Lost
« Reply #11 on: March 27, 2011, 07:13:58 pm »
Deacon misses again, his bolt missing completely. Audrey repositions herself in front of Deacon, in preparation of a counter-attack, while Coniac lights a torch, illuminating the room.

The two humanoids sprint toward the group, closing more than half the distance.

Rolled initiative again, your team goes first.

Offline Krakow Sam

  • Moderator
  • Dungeon Sieger
  • *****
  • Posts: 24485
  • Stern dissaproval
    • View Profile
Re: Ecumenopolis Lost
« Reply #12 on: March 28, 2011, 12:48:38 am »
All attack!
Sam is basically right, he's just cranky.