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Campaign:Gamma Company
Adventure:Legion of Death
Send To:Cal, Erict, Marco, Peter, Rock, Rosin, Shooter
Turn Start Date (ex. 12/31/6565)02/09/6570
Turn Number:10.9
Combat Turn:
Subject:Hawkshorn
After completing their business in Whitter, the team departs, following the track towards New Center. They reach New Center late in the evening. Like Whitter and Jeffton, New Center has a wooden stockade around it. However, there are a number of buildings outside the stockade, including an inn. For 10 grams, Peter arranges for a couple of private rooms and hot meals for everyone.

The night passes uneventfully and the following morning, the team departs early hoping to reach Hawkshorn by early afternoon.

It is shortly afternoon when the group reaches the capital of the Baronry of Hawkshorn.

The stronghold of the Barons of Hawkshorn dates back to the age before the "Shadow Years" (as Rosin refers to them), and its former history is now only legendary. What is clear is that many of the buildings are very old. Their construction and materials predate the Shadow Years, possibly by several centuries. Most of the buildings in the stronghold are built from the remains of older ones which likewise date back to ancient times. Most of the individual dwellings, and some of the other buildings, are of more modern constructions employing the typical native fieldstone, brick, and wood.

Around the town is an earth rampart, atop which is a wall of stone. The original Baron of Hawkshorn began construction of the stronghold decades ago, and work is still going on. The original stone walls, only four meters thick, are now being strengthened by an earth enbankment on the inner face. Brick and timber are being employed to create a gallery rising from the lower wall, so that the completed barrier will consist of the two-meter high, grass covered rampart and the fieldstone and stone block original wall of about five meters in height. The surmounting brick parapet, with openings for defenders, will have a total height of slightly more than two meters. The latter is only just above the level of the interior earth embankment. It is backed and roofed by stout timbers and the openings in the parapet are protected with wooden shuters, plated with duralloy wherever possible.

The entrances to the city are cut through this rampart. Each gate is secured by heavy timber doors, plated with metal, and long, sharp spikes pointing outwards. The guards at these entrances are always alert. In addition to their normal thrusting and cutting weapons, these guards are also armed with weapons of ancient technology. The gates are open during the day but are shut tight at sunset and not opened again until the next morning.

Most of the inhabitants of Hawkshorn are Pure Strain Humans but mutant humanoids and intelligent mutated animals can also be found in the rough-and-tumble southeast quarter of the city.

SHOOTER: "Lieutenant, do you want me to turn off my force field in the city so it's not so obvious that I'm a mutant?" (OOC: Shooter generally keeps his force field active at all times, even when sleeping. He only turns it off when he's eating or excreting.)

PETER: "Let's start with it off," he replies. "If it turns out that having it on doesn't look like it'll attract attention, then feel free to put it on again." {And remember, so long as we're pretending to be a mercenary company, it's 'Captain.' We're not going to get any respect if our company is commanded by a lieutenant.}

The group enters the city without incident. For the most part, the group is ignored. Even Cal, who looks like a mutated dog, draws little attention. Rosin leads the way to the southeast quarter of the city. There a large, ancient building serves as the city's only inn. Private rooms, which can accomodate up to four people, cost 3 grams a night. Single person private rooms are larger and more luxurious and cost 12 grams per night. The rate for a tenday is 30 and 120 respectively, but also includes meals.

GM: Let me know what the plan is. Rosin is very familiar with the city and knows a few people here.

The team checks into the inn, paying for a pair of private rooms for a couple of nights (12 grams total). Once settled in, Peter orders a couple of the team members, including Shooter, to remain in the rooms guarding the gear while the rest head down to the large, and somewhat raucous bar and eatery. The place is quite crowded with a very rough looking crowd. Over half are obvious mutants, including some mutated animals. Those that are not obvious mutants, however, do not look out of place. Rock's size gets him noticed but not inordinately so. Cal too gets some looks but no more than the other mutated animals in the place.

Almost immediately both Peter and Marco notice that the tavern is clouded in a mental "haze" that serves to diminish the effects of mental powers.

There is all manner of chatter to be overheard and no shortage of people who will gladly talk to you in exchange for a drink.

GM: As far as I know Peter and Rosin are the only ones who are fluent in Maginite (2 points or more). I believe almost everyone else has 1 point which is enough to get by but not enough to carry on a conversation. If Rosin and someone with 1 point in the language pair up, then the person with the 1 point in the language will effectively have 2 points as Rosin does translations through the mind link.

PETER (OOC): Peter also has linguist. So he's looking to improve things to 3 points as soon as he can. Carrying on continued conversations should help that. (I'm assuming the perk linguist means that he's one of those people who's quick to pick up languages.)

GM: With all of the practice that Peter is getting, and given that he has Linguist, he can improve to 3 points if he wishes. I looked at everyone's character sheet and it looks like Rosin has Maginite as her native language (4 points), Peter has it at the 2 point level (probably soon to be 3 point) and Rock and Shooter have it at the 1 point level.

An hour passes as the group eats and drinks and has no trouble fitting in. The team, primarily through Rosin and Peter, learn that many of the patrons are adventurers. Some are from distant lands and are wandering the wastelands in search of adventure and ancient technology. Others are locally-based adventurers. Most are carrying items of ancient technology, primarily weapons. Most have both melee and ranged weapons. Rosin recognizes some of them - she would not call them friends - and is recognized by some. Those that know her make no move to greet as they also know that she is mute.

ROSIN: Any one Rosin recognizes that knows sign language? For that matter, is there a sign language or has Rosin been getting by with pantomime?

GM: Rosin has been getting by with pantomine. There is no sign language. Society has not advanced to that point.

The team picks up a few stories of the golden warriors but it is clear that most are based on rumours. It seems most of the people hear have heard that an army of golden warriors has attacked some of the outlying towns in the baronry. They also learn that the government is actively seeking a group of adventurers to investigate the menace. Some of the adventurers seems to be considering taking the job.

ROSIN: {Sounds like a very dangerous, but potentially very lucrative venture. Small chance for large reward, large chance of dying. Some will try it. But they don't know as much as we do about the golden warriors, nor are they as well armed.} A hint of some emotion comes over the link, sort of like a tone of voice. Envy at their equipment maybe? Or pride at having hooked up with such a well equipped group? {But you don't really need the loot, so the question is does this further your plans?}

ROSIN (OOC): Is there better armor that 7/7 available in the groups equipment? Rosin is pretty tough, but if we decide to go up against golden men, she'll want the best armor she can use. Assuming Peter lets her have it, of course. She has plenty of saved XP to pay for either that or increasing her MA or powers.

PETER (OOC): We certainly have something better. And you're right, Rosin has earned it. Just be sure you take it before we sell our wares.

GM: The group has 3 sets of 12 PD/12 ED armor for 20 real points (26 if you want it hardened). I'll assume one set is hardened and the other two are not.

ROSIN (OOC): While looking at how much it would cost to upgrade her armor, I noticed that Rosin's original 7pd/7ed plastic armor doesn't have the real armor limitation. Is her current armor more comfortable than what the others are wearing, and does it not need the frequent maintenance to keep from deteriorating that everyone else's armor needs? Or was that just an oversight and her armor actually has the limitation? I can see that going either way, not needing maintenance would be a big plus for armor in this time period.

GM: It probably should have the Real Armor limitation.

ROSIN (OOC): OK, I've added Real Armor limitation, which saved 2 points

ROSIN (OOC): Another consideration is that Rosin has enough XP to bump her EC to the next notch (another level of invisible shrinking for +2 DCV, about half again further teleport and half again stronger forcefield). Would that make her too hard to hurt? What about that combined with the armor above? Both combined would make her a VERY tough front line fighter, at least against conventional attacks.

ROSIN (OOC): My inclination is to skip the armor upgrade if the stronger armor is more encumbering (as a martial artist she wants maximum freedom of motion) even though it doesn't have game effects, or if the armor combined with the EC upgrade is too much. If both are allowed, than she'd definitely want the hardened armor, even if that delays when she can upgrade her EC.

GM: I would suggest upgrading her EC rather than going with the bulkier armor since, as you point out, it is more in concept for a fast martial artist.

ROCK (OOC):  Rock's defenses should be sufficient and he does not wear armor.  His EC is as high as I'm going to take it now.  I have been steadily increasing his STR, BODY and CON and will probably continue to do so.  Essentially he's decent protected with good damage reduction and will continue to increase his ability to take damage if it gets through.

ROSIN (OOC): Rosin is shaping up to be another Rock of sorts, but she'll be a finesse fighter with unusually tough defenses when she does get hit. I have no plans to raise her STR, BODY, or CON. Rather she'll be growing in DEX and skill levels after increasing her EC. And I'm thinking of adding some background skills sooner rather than later (like PS: Adventurer). So the group will have two very tough front line fighters, but with very different abilities and fighting styles.

ROSIN (OOC): Made the following changes:
Increased the Mutations EC to 66 points
Increased Out of Phase to 3 levels of shrinking (+6 OCV)
Increase Dimensional Shift teleport to 17"
Increased Dimensional Shunt Force Field to 22PD 22ED
Added Power (Dimensional Manipulation) skill (12-)
Added PS: Adventurer (11-)
Added PS: Pantomime (11-)
Added Survival skill (12-)

ROSIN (GM): The EC increase represents a recent increase in abilities, the skills are more along the lines of things she should already knew (the original character had unspent XP). Any comments or suggestions?

ROSIN (OOC): Future plans are a gradual increase in skill levels for a while combined with some combat skills. Maybe even another couple of Martial Artist damage classes, but unless she needs more power, that's likely down the road a bit.




ROCK:  Rock is not the chatty type and definitely does not seek to socialize much.  He's too worried that his lack of education and experience will be made fun of.  He does enjoy the food and drink and watching the others with fascination.  He's all too prepared to be the meat shield if a scuffle breaks out and his companions need defending.

ROCK:  When the offer of the adventure comes around, Rock is intrigued.  He's not sure what's to be gained but it does seem like improving our reputation would probably be the best one.  Heck, Rock isn't really sure what we're trying to accomplish beyond surviving so it seems worth it in his mind.  The potential risk of dying seems not to even be a factor in the decision though he wouldn't want to steer the group into a suicide mission.

MARCO: Sits with Rock and takes in the scene - keeping track on the conversations that the LT and Rosin have with locals.  Also, spends some time trying to find the source of the "mental haze."  If I find something, I'll wander around the bar a bit, sort of inconspicuously (stop at the bar, trip to the bathroom, payphone?, flirt with waitress and order some grub, etc.) in order to locate it's source and determine if it's animate, or inanimate.  I'll keep the team apprised of my findings.

GM: Marco does not find a source for the mental haze. It just seems to permeate the area. The mind link still works but occasionally cuts out and people have to repeat themselves.

PETER: {We should figure out where it would be best to sell our extra equipment,} Peter sends over the mindlink, thinking hard to overcome the static. {I'd rather get that finished as soon as possible. Would it be best to offer the barony first crack at it?} He raises an eyebrow in Rosin's direction. {After that, I'd like to see if we can learn some more about the history of this place. Remember, our ultimate goal is still to find the hidden Zho base - if it even exists here. And to do that, we need more information.}

ROSIN: Rosin offers her advice based on her experience as an adventurer. Buying and selling aren't hard to do even if you are mute. Although the haggling is bit unusual...

PETER: {As for the jobs that the government has to offer, ... Well, we should have enough cash to keep us going for a while. I think we should focus on our research for a bit. Besides, we're supposedly adventurers who scored big on our last expedition. It shouldn't be odd if we take a few days off from looking for work.}

PETER (GM): BTW, how much money do we actually have right now? I know we brought some gold coins with us, as well as (I thought) finding some along the way. But I can't recall where things stand.

GM: I looked back over the turns but couldn't find a reference to what you brought with you with regard to gold coins so I am going to assume that you brought 100 gold coins and each weighs 10 grams effectively giving you 1000 grams of gold. You sold some stuff in Jeffton for a total of 350 grams and then bought a horse and cart for 150 grams, and just spent 12 grams for rooms and let's say another 3 for drinks and stuff at the inn. There is a smaller unit of money called a penny that is made of copper. One gram of gold or silver is equal to 10 pennies. Thus, you currently have 1185 grams of gold of which 1000 are in the form of the 10 gram coins (100 coins).

MARCO: {Lt.  Excuse me.  Captain.  Maybe we could gather a bit more information by discreetly letting a few of the denizens know that we have some goods to sell.  I'm not sure that selling weapons to the local government will do us any more good than selling them on the "non-standard" market.}

ROCK:  Rock is in no hurry to volunteer for a new gig and is fine resting for a few weeks while we sell our extra gear.  We could keep an eye on the golden warriors issue and if the attacks persist and no other group has success in stopping them then maybe we should look into that.

ROSIN: {The dream of every adventurer is to get the big haul so that they can retire to a life of luxury. Very few succeed, most die trying. It doesn't help that some of them tend to spend whatever money they have as fast as they can. What you're bringing in is a pretty big load of stuff, maybe not enough for the entire group to retire, but still a much better than usual haul. You're going to be getting lots of questions as to where you got that stuff, you better have a good story already in place or your home camp is going to be swarmed with adventures looking for anything you missed.}

ROSIN: {Now that I've found someone I can talk to, the thought of retiring is much less appealing to me. You guys go on dangerous missions with little chance of profit, but you manage to pull them off. <mental shrug> If you'll have me, I'll hang around until the going gets to dangerous for my blood. <mental smile> Besides, if you find that base you're looking for, you'll have hit the motherload of ancient tech.}
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