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  1. - Top - End - #241
    Firbolg in the Playground
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    Default Re: Worse Than the Disease 2 IC

    Following the man's gaze over to the bear and readying his rifle, Richard nods and gets on the radio. "Sean, we're good here. They're on our side. Guess it's time to deal with the bear, can't leave it hanging around for the settlers to run into."

  2. - Top - End - #242
    Ettin in the Playground
     
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    Default Re: Worse Than the Disease 2 IC

    From his hiding, Sean aims at the bear and makes two shots. "You stay here, Bart." He says as he emerges from hiding. Assuming nobody is too startled, he then approaches the arriving delegate, with the right hand empty and the rifle in the left hand. Sean has heard only half of the discussion, so is not really up to speed, but Richard's final conclusion is clear enough. "Sean Pires. We have a lot to discuss."

  3. - Top - End - #243
    Ogre in the Playground
     
    Shoot Da Moon's Avatar

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    Default Re: Worse Than the Disease 2 IC

    The gunshots scare the riverboat crew and the man in black, they all draw their guns and look around for the shooter. The mutated bear dies as Sean drills it in the heart twice.
    The man in black eyes Sean with anger and aims his pistol at him, but he keeps it cool enough to stop shooting.
    "First thing we should discuss, Sean, is that you need to tell me before you start shooting that big gun of yours."

    The riverboat people come out with guns at the ready to greet Richard and Sean, demanding answers. When the two men explain, they calm down.
    Eventually, another higher-up man in black arrives on the scene, walking out of the lower deck flanked by bodyguards. He is introduced as the sergeant of the sailors, not the highest ranking man on the riverboat, but definitely in charge of the boat's fireteams.

    The riverboat people ask the exiles for a full debriefing.
    Anachronism will never high-light the folly of my convictions!

  4. - Top - End - #244
    Ettin in the Playground
     
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    Default Re: Worse Than the Disease 2 IC

    Sean nods and starts talking. Accirding to him, the events have been as follows:
    1. Two recent attacks of the mutants on the Waffle House, who seem to be friends with the people of the region. Repelled, taking some mutant prisoners.
    2. The retaliation against the mutants in Springfield. Mutated animals feeding on human bodies.
    3. Information from a hit slaver camp about them effectively inciting the mutants. Matching some earlier facts about the slavers inciting mutated animals.
    4. The attempt to start some meaningful communication, releasing one of the mutant prisoners and quoting him #3 above. Intending release of the rest if peace is established. Lack of effect.
    5. Desire of some people to restore the power plant's operations to provide the neighborhoods with electrical power.
    6. Some mutants here, with some mutated animals. Too many to safely come out and talk, given #4 above. Hit them. Hit the mutated animals. Have not been inside, but planning to.
    7. You came. We made sure we can safely talk. We are talking.
    Last edited by u-b; 2022-04-27 at 09:24 AM.

  5. - Top - End - #245
    Orc in the Playground
     
    AssassinGuy

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    Default Re: Worse Than the Disease 2 IC

    Tariq is a bit disappointed at the lack of opportunity to make things go 'boom', but seeing that his comrades have both approached the boat, he sling his grenade launcher and make his way over towards where Bart is stationed.

  6. - Top - End - #246
    Firbolg in the Playground
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    Default Re: Worse Than the Disease 2 IC

    When it becomes Richard's time to talk, he takes a broader view of things, telling the general story of the exiles and their clashes with the raiders - from learning of their existence, to the battles at the radar base and the early information they learned there, to the battle at the ski lodge helping the Snowbunnies and the leads they learned there, to their campaign since of attacking raider camps and bases and using the intel and prisoners found at each to decide the next target. He talks about Stone, his papers and the information they learned from his interrogation - about their northern holdings, the factory and mine, and also about the southwards retreat and the training camps apparently down there for the retreating raiders to rebuild out of. He mentions the spies, too - he didn't know how much the riverboat people knew about the raiders' intelligence network, but much like with the settlements he felt it was important to make sure they knew now.

  7. - Top - End - #247
    Ogre in the Playground
     
    Shoot Da Moon's Avatar

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    Default Re: Worse Than the Disease 2 IC

    Quote Originally Posted by u-b View Post
    Sean nods and starts talking. Accirding to him, the events have been as follows:
    1. Two recent attacks of the mutants on the Waffle House, who seem to be friends with the people of the region. Repelled, taking some mutant prisoners.
    2. The retaliation against the mutants in Springfield. Mutated animals feeding on human bodies.
    3. Information from a hit slaver camp about them effectively inciting the mutants. Matching some earlier facts about the slavers inciting mutated animals.
    4. The attempt to start some meaningful communication, releasing one of the mutant prisoners and quoting him #3 above. Intending release of the rest if peace is established. Lack of effect.
    5. Desire of some people to restore the power plant's operations to provide the neighborhoods with electrical power.
    6. Some mutants here, with some mutated animals. Too many to safely come out and talk, given #4 above. Hit them. Hit the mutated animals. Have not been inside, but planning to.
    7. You came. We made sure we can safely talk. We are talking.
    The "war chief" nods along and listens.
    He comments that there are apparently several different bands of mutants active in the region - he has never heard of his people attacking Waffle House. His people have been sticking to the rivers, and trying to find the Shelters so they might eliminate the overlord.
    He reveals that the men who were guarding the power plant - the flying shotgunners and the dog handlers - were their stay-behind rear guards meant to make sure the army of darkness does not get their hands on the power plant.

    Quote Originally Posted by Volthawk View Post
    When it becomes Richard's time to talk, he takes a broader view of things, telling the general story of the exiles and their clashes with the raiders - from learning of their existence, to the battles at the radar base and the early information they learned there, to the battle at the ski lodge helping the Snowbunnies and the leads they learned there, to their campaign since of attacking raider camps and bases and using the intel and prisoners found at each to decide the next target. He talks about Stone, his papers and the information they learned from his interrogation - about their northern holdings, the factory and mine, and also about the southwards retreat and the training camps apparently down there for the retreating raiders to rebuild out of. He mentions the spies, too - he didn't know how much the riverboat people knew about the raiders' intelligence network, but much like with the settlements he felt it was important to make sure they knew now.
    The war chief takes it all in. The man confesses that most of it comes as a surprise to him, despite being an active member of the band (and created) for 8 whole months. He had no intel on the local regional militia, the raiders and their network of spies, the ski lodge, the training camps or the northern factory.

    He asks the exiles what they would like to know about him and his people, or what he found out. He offers to tell them about their origins and their campaign against the overlord's dark army.
    Anachronism will never high-light the folly of my convictions!

  8. - Top - End - #248
    Ettin in the Playground
     
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    Default Re: Worse Than the Disease 2 IC

    Well, what is done cannot be undone, but we can try to do the next best thing, including the following (debatable individually):
    1. We can offer some reasonable compensation and will hand over two guys that are still alive.
    2. We offer the mutants an option to continue to guard and/or monitor this power plant, provided they don't mind it being brought online. In particular, they would be allowed to get and verify information on what amount of power goes where and raise any related concerns.
    3. We probably should establish some legal status for this group of mutants with the local settlements so that both parties know they won't be attacked on sight. We have unverified information that some 7shelters were not part of "treason" back in the day. We have verified information that some settlements based on some of those shelters oppose Mailer's allies today. Some are more wary of the mutants, some are less goodly-good, but hopefully some sort of understanding can be reached if we do not consider the world black and white only. In particular, some faction name, territorial claim, flag, chosen color of headband / armband, a public statement and other such things could be useful. We have the radio frequencies to start the process.
    4. Feeding animals on humans, even on enemies, would be very bad public image and is therefore strongly discouraged. Using mutated animals wherever humans can see them is somewhat bad public image and therefore is somewhat discouraged. Sean is not quite sure about flying guys and the lot, but they should be probably ok, if introduced gradually.
    5. Direct radio communication between the mutants and us should be established. Encrypted, if they have the gear. If they don't have it, but want to obtain it, it's debatable.
    6. We have had reports about mutants attacking settlers in the north. We request all sorts of assistance solving this issue. We can provide and request from the sources additional details as available.
    7. We'll want to consult with the mutants about The Gutter, but this one can wait.
    8. We are ready to hear any information deemed relevant and/or valuable. Of particular interest would be the date the campaign was started, it's success (if any), any major events or changes of the approach to it, whether each group of the mutants has its own cloning facilities, or those are shared between some or all groups, if this group has any established relations with any human group or settlement (and, if so, whether it is secret or advertised). Of tangential interest would be the mutants desire in trade (anything specific they would buy or sell), their desire to participate in joint operations (we don't aim for Mailer at the moment, but her allies have been, and would be, heavily hit), their desire and ability to participate in preparing the building for normal operations (clearing out mutant plants and that sort of thing).

  9. - Top - End - #249
    Firbolg in the Playground
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    Default Re: Worse Than the Disease 2 IC

    Richard is very interested in what the war chief has to say about their origins and what they've been doing. He's also curious about their relationship (if any) with the Sinful Nature - when they were able to talk to members of the latter group, they didn't say anything about the war this group is fighting. Hell, the raiders planned on using the Sinful Nature as a weapon, trying to direct them at settlements to cover their retreat (albeit indirectly, by misdirecting their patrols into people or leading people into mutant settlements). When it comes to the power plant, he emphasises the fact that the people planning on coming here to restart the plant were opposed to the raiders, the settlement they're from having suffered their attacks like anywhere else, and would be bringing their own security eventually (whether in addition to or instead of the chief's own men is up to him and anything that be can worked out there), ensuring it can hold up against any raider attention.

  10. - Top - End - #250
    Ogre in the Playground
     
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    Default Re: Worse Than the Disease 2 IC

    The riverboat mutants take those still alive back into their care. They state they would prefer any compensation in the form of guns, armor, bullets, tools, motorcycle fuel and survival gear. They do not want any rations or water.
    The mutants are not against restoring the power plant, but they mention that the interior of the building has a whole host of dangerous mutated flora. Clearing that out without damaging the internal machinery would require a lot of herbicide. The mutants suggest seeking out some kind of chemical stockpile. They have not studied the interior of the building in any depth.
    The mutants can modify their uniforms with some kind of insignia - one that is used by friendly human settlements. The mutants would like to know more about the Shelters, the hardest intel the exiles have. The riverboat men have not had contact with other gangs of humanoid mutants. They suggest contacting the Waffle House and establishing an alliance with them as a first step.
    The mutants do train and leash mutated animals when they have the chance, usually when they have to come ashore for long periods of time. They often feed the animals with plants or rations. They have multiple working motorcycles. There aren't many flying mutants among their number - the eight stationed here were the majority of every one.
    The mutants do not have a radio or phone. They're not sure about getting one - they do not have that kind of mechanic on board.
    The mutants have not been to the north in a while. They can patrol up there, the river reaches the north. They'd like to know more about the attackers - how can they identify them?
    The riverboat men have not been to The Gutter.
    The people in black were created by automated cloning laboratory, with mostly identical looks and some variation in mutations. The records and messages from their creators found there gave them their mission; defeat the Dark Lord Malice, who betrayed America and usurped the Shelters. For most of their first months alive, they simply scraped by and stuck to the same general area as the lab. They found a riverboat 2 months after they were "activated". By then, they had scavenged enough gear and supplies to hunt down local raiders. They took the riverboat as their "base" and main ride. They travelled up and down the river whenever they could, slowly improving their operation. They made secret deals with merchants, gaining better stuff in return for whatever valuables they could pick off the dead raiders or steal from settlements with stealth. It's been slow-going, fighting raiders that aren't too embedded or well-equipped. They've otherwise avoided contact with humans. The mutants mostly want to left alone for now. They would co-operate if there is a raid on a really big raider operation or a Shelter.
    The riverboat people have only heard of the Sinful Nature in bits and pieces - they're some other group of mutants, right? What is their deal?
    The raiders are fine with friendlies taking over the power plant and turning it on.
    Anachronism will never high-light the folly of my convictions!

  11. - Top - End - #251
    Ettin in the Playground
     
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    Default Re: Worse Than the Disease 2 IC

    Okay, we give them weapons, armor and all other gear of their dead, namely:
    1. Cloth Armor x13
    2. H&R Model 8 Shotgun x8
    3. Colt M1873 SAA, .45 Long Colt x5
    4. Assorted stuff x22

    Then we add to that some assorted compensation:
    5. Colt M1873 SAA, .45 Long Colt x5
    6. H&R Model 8 Shotgun x2
    7. Winchester Model 92 Rifle x1
    8. Leather Armor + Boots + Leather Gloves x6
    9. Steel Corselet + Mail Coif + Face Mask + Studded Leather Skirt + Shin Guards x1
    10. Small Knife x10
    11. Binoculars x2
    12. Group basics x1
    13. Axe x1
    14. Wire Cutters x1
    15. Bucket x4
    16. Blanket x12
    17. Flashlight x1 (with batteries)
    18. Small battery x10 (good for the flashlight)
    19. Road map x1 (with slavers' marks, but whatever)
    20. Shotgun Shot x150
    21. Shoutgun Slug x50
    22. Pistol Cartridge x200
    23. Rifle Cartridge x50
    24. Gasoline x40

    After the goods are transferred, Sean says he would like to know whether this settles the matter or more stuff is required.

    Sean says the hardest intel they can dissiminate is what is publicly known about Gunmetal, Bread Basket, and Red Brick, all of which came from their own respective shelters, which are marked as enemies of Overseer Mailer, so not all shelters are necessarily evil. Sean tells what he can tell about them. Sean admits he has other hard intel, but he cannot dissiminate it now for various reasons, and he has some flimsy intel, which he would not dissiminate until he gets a clearance from allied forces (that is, after this group of mutants has confirmed legal status).

    Sean says the group that will soon arrive here to restart the power plant will have a radio, which can be used to contact Waffle House and other places as needed, but only from the power plant. And we can take/escort 1..3 delegates directly to the Waffle House (more if they have motorcycles onboard).

    Sean requests that no more stealing from the setlements should be performed. He would be willing, and, hopefully, able, to finance subsequent operations against the slavers and in defense of this power plant. If it's not a secret, how many new mutants in this group are created per month?

    Mutant attacks right now seem to come, usually, from out of entrances to The Gutter, around Newport, and around a mountainside of Mount Mansfield. The mutant attacks have numbered eight so far, mostly at night. Two settlements were destroyed, three were damaged severely enough that their long term survival is in serious doubt, the rest were repelled successfully with only a handful of causalities. A total of 33 people have been killed. The mutants have mostly targeted settlements with a strong food trade or those dealing in drugs. Travelers have ben picked off opportunistically along the roads. The usual method of attack is simply rushing the front with a wave of enemies on foot backed up by a few enemies on horseback or on motorcycles.

    If the mutants have any good leads regarding groups of raiders they deemed too dangerous to attack, Sean would like to know about those.

    Sean tells that Sinful Nature rather seems a group of groups, but lets Richard disclose what we know about the lot.

  12. - Top - End - #252
    Firbolg in the Playground
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    Default Re: Worse Than the Disease 2 IC

    On to the topic of Shelters, Richard does bring up what little they know about 43 - that there's another Shelter out there aware of Mailer's wrongdoings (that's how they first learned of her involvement, after all), a group the exiles are on good terms with have made contact with them, and that they were staying out of any conflict as a part of some deal negotiated between them and the people the exiles went in there with (the details of which the exiles aren't privy to, presumably due to their origins in 44). Between that, the settlements originating from Shelters that are opposed to Mailer, and the fact that 44 itself is ignorant of what she's doing, the picture is much more complicated than simply all the Shelters being on her side. While he doesn't mention it, this line of thought does bring a question to mind - just how much do the leaders of those settlements, the Elders of Gunmetal and their equivalents elsewhere, actually know?

    As for the Sinful Nature, while Sean recounts what they've done, Richard focuses on what they know about their origins and ideology. It seems they were also created in a similar facility (or facilities) to the one the riverboat mutants come from, but much earlier - apparently they were around when the virus destroyed the world, and have been waging their war ever since. Instead of recieving orders like the riverboaters, they (or at least the first of their kind) knew their creator first hand, being created to serve the man using his own DNA - Richard doesn't know whether or not the riverboat mutants are of the same genetic origin or a different person was used. They saw the man's work as an affront to nature, and killed him for it, before deciding that the rest of humanity was evil by extension - particularly as, as far as they could see, their creator's work was backed by the government of the old world, but this isn't proven, just an assumption, one that Richard is doubtful about (a side effect of him having long-established belief in the goodness of the old world). They believe that, if unchecked, someone else as evil as their creator will arise among humanity, which combined with the belief that the creator's sins are reflected upon the rest of humanity and are unforgivable, has led to their hostile stance towards everyone else.

    The mutants taking part in the raids fully believe this, and as such are difficult to talk to - they'd captured one before and talked to him, and any arguments the exiles made to challenge that core belief was denied or not understood. Others seem more reasonable, though, as the first time the exiles encountered the Sinful Nature is was a small group that decided that they weren't sinners, and as such they were able to get by without violence. He agrees with Sean about them being decentralised groups - as the mutant they talked to put it, they didn't have strong leadership and were generally moved to act by certain charasmatic individuals within their ranks.

  13. - Top - End - #253
    Ogre in the Playground
     
    Shoot Da Moon's Avatar

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    Default Re: Worse Than the Disease 2 IC

    The mutants accept the goods offered by the exiles.
    The mutants dutifully record the information the exiles share. They are reluctant to share more information about themselves. They are sensitive about the details of their lab, in particular.
    They invite the exiles aboard the riverboat to rest and shelter from the rain, eating lunch, while they wait for the people to show up to fix the power plant. Just in time, too, as the rain is beginning to pick up.

    (OC: fast-forward to the power plant fixers show up?)
    Anachronism will never high-light the folly of my convictions!

  14. - Top - End - #254
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    Default Re: Worse Than the Disease 2 IC

    Sean says he'll stay in the car to handle the arrival of the caravan as they haven't been fully introduced to the situation. The dogs should probably remain with him, because dogs. No objections to everybody else going.

    Spoiler
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    Sean does not normally eat lunch, so is not losing much, if anything. He'll park the car where he can see the approach from the direction of the Waffle House, the boat and the building. He'll make periodical observation checks and honk when he sees the powerplanters.

    Quote Originally Posted by Shoot Da Moon View Post
    OC: fast-forward to the power plant fixers show up?
    Yep.

  15. - Top - End - #255
    Firbolg in the Playground
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    Default Re: Worse Than the Disease 2 IC

    Richard happily accepts the offer to wait in the boat. Besides the shelter provided (and the meal doesn't hurt either), it felt important to respect their offer and accept their hospitality, for the sake of helping to strengthen any relationship between the two groups that may come out of this. He was in good spirits about it - while the circumstances behind their origins had several unanswered questions (such as who had access to the labs and the will to set them against Mailer), it was good to know that they have allies dedicated to the fight.

  16. - Top - End - #256
    Orc in the Playground
     
    AssassinGuy

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    Default Re: Worse Than the Disease 2 IC

    Quote Originally Posted by Shoot Da Moon View Post
    The mutants accept the goods offered by the exiles.
    The mutants dutifully record the information the exiles share. They are reluctant to share more information about themselves. They are sensitive about the details of their lab, in particular.
    They invite the exiles aboard the riverboat to rest and shelter from the rain, eating lunch, while they wait for the people to show up to fix the power plant. Just in time, too, as the rain is beginning to pick up.

    (OC: fast-forward to the power plant fixers show up?)
    Seeing the group seems to be peaceful towards his allies, Tariq will come join them on board the boat and out of the rain.

  17. - Top - End - #257
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    Default Re: Worse Than the Disease 2 IC

    The hours go by peacefully.
    The mutants discuss the power plant - they point out that getting rid of the dangerous plants inside without damaging the equipment or the building can be done with chemicals. Maybe a merchant somewhere has something like that? Does anyone know enough chemistry to mix their own?
    The people who hired the exiles to keep them safe while they fix the plant show up eventually. Sean sees them first and meets them as they arrive by the road. Their journey was uneventful.
    The mutants diplomatically keep their distance from the fixing crew.
    The fixers take a look around the building from the outside as the exiles brief them on the situation.
    Anachronism will never high-light the folly of my convictions!

  18. - Top - End - #258
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    Default Re: Worse Than the Disease 2 IC

    After introducing the fixers to the situation, and then to the mutants, Sean asks a few questions regarding future plans:
    1. Do the fixers think they have capability to safely clean up the building?
    2. Do they want some mutants stationed here as additional guards? Sean says three Waffle House guards will remain stationed here for some time, but the team will have to leave.

    If the fixers need help with the building, Sean wants to contact some people over the radio, starting with Waffle House, Gunmetal and Bread Basket. The questions to ask them:
    3. If they have chemicals that'll do as herbicide?
    4. Do they have appropriate dispensers?
    5. Do they have NBC suits and gas masks?

  19. - Top - End - #259
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    AssassinGuy

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    Default Re: Worse Than the Disease 2 IC

    Quote Originally Posted by Shoot Da Moon View Post
    The mutants discuss the power plant - they point out that getting rid of the dangerous plants inside without damaging the equipment or the building can be done with chemicals. Maybe a merchant somewhere has something like that? Does anyone know enough chemistry to mix their own?
    Spoiler: OCC
    Show
    Tariq has One-Task Wonder (Chemistry defaults to full IQ when concocting incendiaries), I guess he could spend his unspent character point to upgrade it to full Chemistry, but that would only give skill 12.

  20. - Top - End - #260
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    Default Re: Worse Than the Disease 2 IC

    The fixer do not think they have the capacity to safely clear the building. They risk injury or death fighting those mutated plants without special help.
    They're fine with the mutants standing guard.

    Waffle House has some industrial chemicals on hand, but they're not sure if they kill plants well. Gunmetal definitely does. Bread Basket does not, they mostly sell food.
    Gunmetal has some top quality liquid projectors on sale. They can spray herbicide without a problem.
    Gunmetal has NBC suits and gas masks available for purchase.
    Anachronism will never high-light the folly of my convictions!

  21. - Top - End - #261
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    Default Re: Worse Than the Disease 2 IC

    Sean proposes that:
    1. The fixers and the mutants begin the appropriate evaluations and fixes around the building (power lines and what not), camping outside and/or onboard while...
    2. We take the backpack from the wharf and make a full-fledged trip to Gunmetal to purchase all sorts of stuff.

    Spoiler
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    I guess today would be to late for a round-trip, given how we also want to transport a horse...

  22. - Top - End - #262
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    Default Re: Worse Than the Disease 2 IC

    Everyone of the mutants and fixers is okay with taking Sean's lead.
    It's 15 miles to Gunmetal from the power plant.

    (OC: Sean, make your Driving and Navigation rolls.)
    Anachronism will never high-light the folly of my convictions!

  23. - Top - End - #263
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    Default Re: Worse Than the Disease 2 IC

    Taking the team (sans the dogs) with him, Sean drives the car to Gunmetal and arranges a transaction there. This does not include a lot, as the lot of value, including the cars and the horses, is left at the Waffle House, but selling a flare pistol, a bit of assorted crap and adding in a few rounds yields a perfect-condition squirt carabine with an additional spare tank, a quart of high-quality concentrated herbicide, and a well-used well-duct-taped NBC suit, complete with an ancient gas mask. Sean then practices donning the NBC suit in the presence of both the team and the seller or seller's associated expert, making sure he does it right, and drives back to the powerplant.

    At the power plant, Sean dons the NBC suit again, including the gas mask, letting observes make any corrections, prepares two full squirt tanks of working-concentration herbicide and gets ready to use it, telling Richard to cover him from some distance upwind.

    Spoiler
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    Spending a point on NBC Suit, leaving 0 spare. The herbicide should not be too bad, but spores could be an issue mitigated if the suit is donned right.

    We have a total of 180 squirts, but some could be left for a second pass if the first is not enough. Do I have to roll?

  24. - Top - End - #264
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    Default Re: Worse Than the Disease 2 IC

    Quote Originally Posted by u-b View Post
    Spoiler
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    We have a total of 180 squirts, but some could be left for a second pass if the first is not enough. Do I have to roll?
    Spoiler
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    Roll? You have to play it out as an encounter...BTW, do you need prices for the gear or have you found it all in the book already? Either way, I need Sean to roll Observation and Naturalist skills.


    Sean enters the power plant suited up and ready...
    The first thing he encounters inside is a mess of animal spoor. The ratdogs have compiled multiple nests of soft and warm materials. Not to mention all the droppings...

    On the upper floor, accessible by ladder and stairs, Sean can see a tangle of greenery that covers most of the few rooms above. There are large bulbous plants that resemble smooth-skinned artichokes stuck into the ground stem-down. There's shrubs and kudzu covering some 20-yard stretches of building.
    Anachronism will never high-light the folly of my convictions!

  25. - Top - End - #265
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    Default Re: Worse Than the Disease 2 IC

    [...] his original plan before the rolls above would be to shoot through the windows (at either the concrete ceilings or the plants, but generally into the rooms given that the roots are likely to be all over the place and not localized near their particular stalks. Say, three rooms for a start, at three different densities of 20, 40 and 80 pints of herbicide per room. Then to come back to take a look in the morning.
    Sean squares his shoulders for the task ahead.
    Over the course of 30 minutes, he identifies which plants are dangerous (there's nine patches of man-eaters and nine bulbs of toxin spore spitters), and carefully positions himself away from them as he begins spraying the herbicide.

    His instincts turn out to be right as the plants lash out with their natural defenses when the chemicals douse them. They writhe unwholesomely as the weed killer soaks in.

    After he is done doing his best to kill the offending flora, Sean retires outside, to rest until the next day. The riverboat people and the power plant fixers bunk down with the exiles to set up camp. The humans eat meals and drink water from the river but the mutants do not. The car wrecks are still on fire even when the rain picks up. They may still be burning for another hour or so.

    (OC: Mark off meals eaten. Anyone got any business before we fast-forward to tomorrow?)
    Anachronism will never high-light the folly of my convictions!

  26. - Top - End - #266
    Orc in the Playground
     
    AssassinGuy

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    Oct 2020

    Default Re: Worse Than the Disease 2 IC

    Quote Originally Posted by Shoot Da Moon View Post
    (OC: Mark off meals eaten. Anyone got any business before we fast-forward to tomorrow?)
    (OC: Not for me)

  27. - Top - End - #267
    Firbolg in the Playground
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    Dec 2009
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    England

    Default Re: Worse Than the Disease 2 IC

    (Good to go)

  28. - Top - End - #268
    Ogre in the Playground
     
    Shoot Da Moon's Avatar

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    Nov 2011

    Default Re: Worse Than the Disease 2 IC

    DAY 73

    The exiles and their allies wake up the next morning to a very cold day.
    Sean looks inside the power plant to see what his work yielded. To his satisfaction, he find most of the greenery wilted and brown, dead.
    Without much more closer investigation, he concludes the dangerous flora died when he sprayed it with the chemicals.
    Anachronism will never high-light the folly of my convictions!

  29. - Top - End - #269
    Ettin in the Playground
     
    u-b's Avatar

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    Jun 2011
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    Default Re: Worse Than the Disease 2 IC

    Sean dons the NBC suit again, takes a shovel, a hatchet and a loaded squirt gun, then enters the building for a complete walk-through. He intends to finish everything that is there to finish and make an estimate if the place is worth looting for something not related to power plant operation.

    Whatever is the outcome of these actions, Sean then does the following:
    1. Contact Waffle House, inform them of the events at the power plant and ask them to deliver a specific sedan, two horses with their gear and 500 rations from the party's stores to Gunmetal, the sooner the better.
    2. Contact Gunmetal, inform them of the events at the power plant, securing which we are potentially claiming, and two earlier groups of slavers, eliminating which we are claiming, for a total of 2 or 3 additional allocated pieces of gear, which, in order of preference, would be:
    2.1 Cheap Watervliet M1 with one light bomb (this is only TL6, but a major piece of gear, so I suppose it is not universally available and needs being aloocated; buying now)
    2.2 Ballistic Helmet + Tinted Visor + Tiny Radio with Tactical Headset (we have two and want the exact same third; buying now)
    2.3 Night Vision Goggles (buying now)
    3. Inform them on our final picks for previously allocated two sets of gear:
    3.1 Cheap Springfield M1 Garand x2 for the long arms (buying now; we are also buying three of cheap broken ones, as previously agreed)
    3.2 Large Entry Shield (deferred)
    3.3 Small Flat White/IR Tactical Light x2 (to be mounted on the entry shield, deferred)
    3.4 Tritium Reflex Sight x2 (to be mounted on the sidearms, deferred)
    3.5 APDSDU+P Rifle Cartridge x40 (deferred)
    3.6 Buying one Cheap Desert Eagle sidearm for two horses and 500 rations (buying now)
    4. Say we won't be modifying these allocations, but may take some time buying them all. Most of the payment for the current transaction would be delivered by the Waffle House guys and we'll come to pay the rest and pick up the gear ourselves.
    5. Bill the powerplanters' account 86 additional rifle cartridges for the herbicide and the NBC suit / gas mask. Transfer the ownership of the NBC suit / gas mask. Neither bill for, nor transfer the ovnership of, the squirt gun.
    6. Give one the waffle house guard who has an early concealable vest a modern vest instead. Two of them three are still equipped with plain steel plates, but we'll be working on it.
    Last edited by u-b; 2022-05-06 at 01:10 PM.

  30. - Top - End - #270
    Ogre in the Playground
     
    Shoot Da Moon's Avatar

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    Nov 2011

    Default Re: Worse Than the Disease 2 IC

    Sean finds no loot in the power plant - it looks like it was picked through completely since the Old World fell.

    (OC: Reminder, in case you haven't checked the OOC thread yet, everyone earned 2 bonus Character Points. You'll get more when the power plant is restored to functionality.)

    He continues to "weed" the interior, clearing any greenery that survived yesterday's spraying. There is not much left alive, the task is mostly just cleaning up the brown dead compost out from the building. He finds human remains in various states of decay lying around the building, both upstairs and downstairs. Victims of the fauna and flora?

    His call to the Waffle House goes through without a problem. They confirm the order and get a courier to deliver the requested goods, it will take just over a hour and ten minutes by their reckoning.
    Gunmetal is also easy to contact. The merchants can not confirm or deny that they have a Watervliet M1 on hand, and they are not certain they would be okay with entrusting outsiders with one, mostly because they do not like the potential threat of someone "dangerous" (the exiles or the buyers) getting their hands on such extreme weapon...
    They do have a Ballistic Helmet with the bells and whistles on the shelves, however, so the exiles can buy that. Ditto the NVGs.
    The cheap rifles are ready to go, the shield and its lights won't be too much of a problem, the reflex sights are a question mark, the custom rifle ammo is okay, and the cheap DE is certainly available for immediate purchase.
    The Gunmetal quartermaster confirms the purchases and the arrangements for payment and pickup. It should all go smoothly.
    The power plant account records the numbers that Sean gives them.
    The Waffle House guards switch up their gear, relieved to be upgraded.

    (OC: What are Richard and Tariq doing while this is being sorted out?)
    Anachronism will never high-light the folly of my convictions!

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