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You are here: Home --> Forum Home --> Recent posts by t_catt11
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Topic: A Cold Day in Hell Q&A
Subject: whoa!


Tons of good questions, there!

I would think that yes, the vehicles could indeed provide cover. Everyone can reach cover within this round, and still fire.

You are not close enough to any exit to simply step out of the room. You may flee, of course.

The turret is the only visible ranged weapon. The turret appears to have free movement; if forced to guess, you'd think that it could cover perhaps a 270 degree arc, with the only blindside being the opposite side of the robot. Of course, the robot does appear to freely hover.

Re: hover questions... do you think I'm gonna just tell you? Hard to say if it can hover over a vehicle; you have not seen it do so. Does not mean that it cannot (or that it can). It appears to be hovering about two feet off of the ground... no idea if that is a hard limit, or simply the chosen altitude.

Grenades from the M413 are effective against most substances. Hardened bunkers are unaffected, and it is typically a waste of time to fire a grenade against tank armor (designed to stop depleted uranium rounds). However, Denes would know, for instance, that firing a grenade against a tank's TRACKS would be extremely effective.

Denes (for that matter, no one in the group) has never seen, nor heard of, a device like this robot. It is unknown whether bullets or grenades will be efective.

Nothing in your briefing has covered the possibility of this creation. You know that there was classified research going on here, but to your understanding, it was in the field of physics, not robotics. There is no SOP for state of the art deathbots... you'll have to use your own best judgement.



Posted on 2007-11-06 at 14:51:47.
Edited on 2007-11-06 at 14:52:38 by t_catt11

Topic: Continuing Where We Last Left Off Q&A
Subject: yes, massa!


I'll get a post up today.

Posted on 2007-11-06 at 14:43:00.

Topic: What’s Your Favourite Edition?
Subject: a bit that never dies...


I'm an old codger. I still prefer 2nd edition D&D.

Yes, I like the skills and saving throws in D20. That's all. Stinking combat rounds that are 1/10th the time in game time, but take the DM ten times as long to run! You kids get off my lawn!

I will confess that the 2nd edition I run is HEAVILY modified. Who needs to change editions, anyway? Why, back in my day...

***insert neverending monologue here***

Posted on 2007-11-05 at 20:45:23.

Topic: A Cold Day in Hell Q&A
Subject: hehe


Never said to not try something, just pointing out that Charlie has zero intel on this, or on any projects that sound remotely like this.

This thing looks like it stepped out of a sci-fi novel.

Posted on 2007-11-05 at 18:56:42.

Topic: A Cold Day in Hell Q&A
Subject: you sound like eol


Yes, yets and a death bot. Geez, you poeple act like you've never been on an adventure before.

Yes, you do have security codes to this place. However, Charlie has never seen or heard of anything like the robot in the garage. I'm not saying that a code won't work, but I am saying that she has nothing to correlate to this.

"Deactivate deathbot code: mydogspot" does not exist.

Posted on 2007-11-05 at 18:30:26.

Topic: A Cold Day in Hell Q&A
Subject: ...and things get ugly...


First off, fire team B stayed in the cold for another nine minutes, requiring yet another FORT check against the cold. Kane, Johannsen, and Lee failed their saves. As a result, the entire team is now fatigued. Health is listed below:

LT Kernan: mild cold damage
PFC Pearson: moderate cold damage
WO Blake: minimal cold damage
CPL Hatherford: moderate cold damage

CPL Hart: moderate cold damage
SSG Kane: moderate cold damage
CPL Johannsen: serious cold damage
SGT Lee: mild cold damage


A word to the wise - do NOT expose skin to the kind of cold found outside of ARF36. It would have been better to cut off a chunk of the yeti, and then take a sterile sample inside where it is warm, than it would to freeze yourself. I was kind and did not apply frostbite; don't test the GM's benign nature again (as most here will tell you I don't really have one).

Fire Team A, you guys are in combat (unless maybe you talk the critter out of attacking you?). Remember that everyone in this fire team, save Hatherford, is carrying a weapon with selective fire - single (most accuracy), three round burst, and autofire (most damage, eats a whole magazine unless you try to conserve). Please specify the firing mode on all attacks.

Hatherford, I am assuming you are using your sidearm, due to the range involved. You may, of course, use the SWS (sniper rifle) if you desire; let me know.

Everyone has grenades; as grenadier, Pearson has the M413 grenade launcher.


Fire team B, please consult the map and let me know how you wish to proceed. I'm guessing that you explore the bunk room, the sample storage are, and then, perhaps, the testing laboratory? Kane, a list of room numbers in the order you plan to investigate them, would be appreciated.

Any questions, please ask.


Posted on 2007-11-05 at 17:45:52.

Topic: A Cold Day in Hell
Subject: you just thought things were strange before...


May 8th, 2025
Antarctic Research Facility, Antarctica - 1751
Fire Team A

After finsihing the sweep of the rec room and storage closets, Lieutenant Kernan's team opens the door to the garage.

The room is large, designed to hold two snow crawlers and three snow cats, along with tools and adequate space to maintain all of the vehicles. The large garage doors are uninsulated, which results in this room being colder than the rest of the station - though far warmer than the brutal environs outside.

It appears that some time in the recent past, a fire has swept though this room - the walls are charred, and smoke damage is evident everywhere. All five vehicles are present, but all have apparently been cannabalized for parts; various access panels are open (or even cast aside), wires stick out from odd places, sections of vehicles are simply gone, as if carried off. The vehicles themselves are blackened from soot and smoke; it is doubtful that any of them are functional.

As the team picks its way through the garage, a strange whirring sound fills the air. Suddenly, a large, shining, metallic abomination levitates up from the far corner of the room!

It is a thing from a nightmare - from one side of the asymmetrical torso sprouts a long, gripping arm terminating in a powerful metal claw, as well as two smaller, more delicate limbs. The other side of the torso sports a fearsome weapons mount, with some sort of rotating turrent assembly. The squat head has three red eyes, as well as an impressive array of sensors. The entire body floats two feet above the ground over a cloud of blueish particles.

A metallic voice eminates from within the robot. "Intruders detected," it speaks in a calm, unhurried manner. "Initiating protocol Gamma-four-six. Hostiles to be destroyed."

The oddly shaped barrel from the turret rotates to point at the fire team, then begins glowing red!


*************************

May 8th, 2025
Antarctic Research Facility, Antarctica - 1751
Fire Team B

Sergeant Kane orders the medic to take a sample of the yeti, and so, she breaks out the needed gear. Meanwhile, Hart examines the door and the door frame, and muses over what he has seen so far.

The blue field did not seem to stop him from reaching back through it, any more than it had stopped him from entering in the first place. That was comforting.

The door had been clearly ripped off from the outside; perhaps the creature had torn off the door in an effort to escape the attackers who had shot it? Unfortunately, the creature could not tell them.

Johannsen removes her outer gloves to don surgical ones, and immediately regrets the decision. Even though the fire team is somewhat sheltered from the wind, the room, being exposed to the weather, is truly no warmer than the environmnet. The medic's fingers go numb almost immediately; by the time her samples are taken, they are blue with cold. Finally, the job is done, and the team stumbles into the heated area of ARF36.

You find yourselves in the south end of a long hallway. On the left wall are regularly spaced doors that correspond to the map's desginations for staff quarters. The first door on the right is the receiving room.

The receiving room is fairly nondescript; a large, metal door dominates the eastern wall, with a switch to raise and lower it. A large hydraulic jack is here.



Posted on 2007-11-05 at 17:32:51.
Edited on 2007-11-05 at 18:11:29 by t_catt11

Topic: A Cold Day in Hell Q&A
Subject: RTFM


This info is posted on the first page of the Q&A.

Charges are about 40% stronger than C4. Smaller, lighter. Still require a detonator or blasting cap. Burn well, but not explosively. Dropping, cutting, smashing, shooting does not cause explosion.

Posted on 2007-11-02 at 18:39:52.

Topic: A Cold Day in Hell Q&A
Subject: brikker brakker


Five out of eight have posted. I know that most of fire team A won't have much to say right here (which is fine, though I'd prefer a post), but I need something from Kernan. I would imagine that the sarge's report would draw some sort of instruction from him!



Posted on 2007-11-02 at 13:33:49.

Topic: The Tides of Fate Q&A
Subject: geez


Oh, sure. guilt me, why don't ya!

Posted on 2007-11-02 at 13:20:54.

Topic: The Tides of Fate Q&A
Subject: you assume...


...that the pieces will be big enough for that!

Heh, nah, kidding.


Really.

Posted on 2007-11-01 at 20:37:29.

Topic: The Tides of Fate Q&A
Subject: yup...


...I make no promises as to Lana's survival prospects.

Posted on 2007-11-01 at 20:27:25.

Topic: A Cold Day in Hell Q&A
Subject: killa!


glad to be of assistance. And yes, the cold is crazy... especially down there.

Lucky for you guys, it's still considered late autumn down there, so it's only quickly leathal cold, not instantly lethal cold.



Posted on 2007-11-01 at 19:13:59.

Topic: A Cold Day in Hell Q&A
Subject: break out the chicken noodle!


The only way to recover cold damage is to rest. You'll feel better in the heat, but will not heal until you get some shuteye and let nature take its course.

Posted on 2007-11-01 at 18:35:31.
Edited on 2007-11-01 at 18:36:01 by t_catt11

Topic: A Cold Day in Hell Q&A
Subject: go APE


Added your explosives to your roster entry, Vesper.

Posted on 2007-11-01 at 17:27:53.

Topic: A Cold Day in Hell Q&A
Subject: whoops


Yes there is. Hang on, I'll post it.


Posted on 2007-11-01 at 16:56:27.

Topic: yet another movie thread...
Subject: two DVD rentals


Have yet to see the Rat.

Reviews of two recent DVDs we saw:

28 Weeks Later. Very good movie; nice, scary concept (fast, agressive zombies created by a virus). Well acted, great camera work. Well worth the rental.



The Last Mimzy. Ugh. I was looking forward to this one - the trailers made it look like a smart family film with some sort of neat futuristic concept.

Not so much.

A very cloudy concept that is never really well explained. A completely unnecessary and unrealistic involvement of the US government with an anti-terrosim tie in. I especially loved when the government agents all discussed everything that was happening IN FRONT OF THE ENTIRE FAMILY, and how the kids - suspected of being involved in a huge terrorist plot intertwined with futuristic nanotech - manage to break out of the facility at night, since everyone had gone to bed. Riiight.

Finally, we get an ending that makes no sense whatsoever, and leaves us with a ton of questions.

Don't waste your time or money on this one.


Posted on 2007-11-01 at 16:17:19.
Edited on 2007-11-01 at 16:36:18 by t_catt11

Topic: A Cold Day in Hell Q&A
Subject: equipment


Sorry, I missed this in my last post.

You guys are weaing state of the art cold gear over your ARBA. Goggles, masks, the works (can't go outside with exposed skin). You have head sets to communicate with one another. SOP is an open channel on your own fire team, a button to switch frequencies and call the other team.



Posted on 2007-11-01 at 15:09:52.

Topic: A Cold Day in Hell Q&A
Subject: good comments, all!


As stated way back when (perhaps in the recruitment thread?), I am running this game as a modified version of D20 modern. You guys made FORT saves versus the cold, adjusted by your cold weather gear and the "reasonable" constitution scores I gave you. Some were luckier than others in making said saving throws.

Regarding the cold, and taking damage from it: you are in severe subzero temperatures, combined with strong winds, in Antarctica. You were outside in said cold for approximately half an hour. This is not ski reseort weather - don't quibble with me about it not making sense. This is killing cold, not vacation cold.

In 1983, a temperature of -128.6 degrees F was recorded at a research facility in Antarctica. Supply planes can only fly there on certain times of the year, and in certain seasons, can only stay landed for minutes at a time - the tires freeze to the runway. Yeah, your ski parka is gonna help with that.

LMAO @ "little miss techie's woo-hoo" comment!

In game terms, you need to rest to regain cold damage, and to ramove fatigue; this is the pure and simple answer. To fully recover from fatigue, you'll need the equivalent to a good night's sleep. Sorry, that's the way it is. You can ingest stimulants to increase mental awareness, or to help give you the willpower to press on, but you cannot recover from the fatigues state without sleep.

Thanks for the props, Vanadia. This is much like how a person can slip and fall in their own driveway and die, yet another can fall hundreds of feet and live. Damage is not consistent in real life, either, and this is a GAME.

Ayrn - having gamed with me, you ought to know that I never say "you have taken 12 points of damage, you have 11 left before you die." I will describe your physical states, but it will be up to you to decide what that really means.

A rule of thumb, though, is the following scale, in order of severity:

Healthy, minimal damage/scratch, minor damage, moderate damage, serious damage, critical damage, death.

I will, however, give you as many details as I can, if you ask in private. I will not give an approximation of hit points, even in percentage. Your character doesn't know how many hit points he/she has.

I have never been in the military. That being said, I cannot see that the Looey would mind Denes asking questions or instructions - not doing so would be much more foolish, IMO. I do know that as long as the situation allows it, chit chat is part of any operation. This is a mental device to help relieve stress; a team leader might quash it if stealth is needed, but otherwise, it would be silly to do so.

Ayrn and Vanadia have made good points - you are indeed soldiers, and elite ones at that. Ranger training focuses on grueling marathon sessions with little or no sleep; fatigue is something you have come to expect. you can function with it, just not as well as you would well rested.

That being said, it is entirely up to you guys whether you press on or try to rest!



Posted on 2007-11-01 at 14:55:59.
Edited on 2007-11-01 at 14:57:11 by t_catt11

Topic: The Tides of Fate Q&A
Subject: oooOOOoooOOOOoo!!!


Freaking awesome!

Posted on 2007-11-01 at 13:32:53.

Topic: A Cold Day in Hell Q&A
Subject: FYI: fatigue


Understand, folks, that fatigue is serious. As long as you are fatigued, your strength and dexterity suffer, and you cannot run or charge.

Cold damange can only be recovered by rest. Rest will eliminate fatigue, as well.


Posted on 2007-10-31 at 17:39:56.

Topic: A Cold Day in Hell Q&A
Subject: okay


A few things to note:

Everyone but Sergeant Lee suffered at least some cold damage due to the trek through the frozen wastes (yay for him, three saves in a row!).

Health:

LT Kernan: mild cold damage
PFC Pearson: moderate cold damage
WO Blake: minimal cold damage
CPL Hatherford: moderate cold damage

CPL Hart: moderate cold damage
SSG Kane: moderate cold damage
CPL Johannsen: moderate cold damage
SGT Lee: warm and toasty


Your explorations thus far have taken the exact same amount of time. I will endeavor to keep everyone on the same time frame throughout the mission; if something happens and one team requires more posts to play out their time, the other team will just need to be patient.

I am assuming that everyone, save Hatherford, is using their primary weaon right now (sniper rifle in close quarters is foolish, thus I'm assuming he has his pistol readied until cause for the sniper makes itself known).

Thanks for the marching order, that can be critical. Other than that... post!

Posted on 2007-10-31 at 14:53:47.
Edited on 2007-10-31 at 20:10:05 by t_catt11

Topic: A Cold Day in Hell
Subject: we're going in!


May 8th, 2025
Antarctic Research Facility, Antarctica - 1706

Lieutenant Hagar sets down on the ridge, and the two fire teams immediately hit the ground running and fan out into defensive positions - Fort Benning would be proud. The pilot provides you with several smoke flares and a powerful mid range transmistter that should be able to reach WhiteHorse, no matter the weather or interference. With a wave, he departs, and soon, the Black Hawk is nothing but a memory.

Speaking of weather, it is truly, bitterly, horrifically cold. the arctic gear you wear is obviously helpful, but the wind and subzero temperatures quickly make the almost mile trek from the LZ to the base unbearable.

The team follows Blake's suggestion, but aside from a slight tingling sensation when crossing the blue barrier, nothing seems to be amiss. The light is slightly distorted inside of the blue dome, but that is all that seems odd - the bitter cold is still ever present.

The two fire teams split and move as per the looey's orders, but by the time they reach the specified exit doors, everyone (expect for Sergeant Lee) is fatigued from the terrible, killing cold. Of course, there is no time for fatigue, and no option, so the teams press on.


**********************

May 8th, 2025
Antarctic Research Facility, Antarctica - 1739
Fire Team A

Fire Team A discovers a steel door firmly set into the side of ARF36, adorned with red stenciling stating "EMERGENCY EXIT ONLY. ALARM WILL SOUND."

The door has to be partially dug out from the snow, and is not overly willing to open, but eventually does. Naturally, an alarm does indeed sound, though it cuts off approximately thirty seconds after being closed. No one inside appears to have noticed the alarm.

The fire team enters the facility via the emergency exit northeast of the garage, to find themselves within a small hallway. The lighting is active, though there are no signs of current habitation.

To the left are two doors - nothing but storage closets containing as assortment of hand tools, solvent cleaners, an odd spark plug, several short lengths of chain, and a spare can for diesel fuel.

To the right is an open doorway leading into what is marked on the map as the "Workshop/Rec Room". A few tools are scattered here, but clearly, the Rec portion is the focus of the room. A large, comfortable sofa dominates the center of the room, where it sits facing a game console and television. A ping pong table stands against the wall in a folded up position. Various pinup style posters featuring scantily clad women adorn the walls, as do also a few motivational posters.



**********************

May 8th, 2025
Antarctic Research Facility, Antarctica - 1739
Fire Team B

Fire Team B discovers a similar entrance door - except for the fact that this door has been torn from its hinges and cast aside, where it juts out of the drifting snow. The open doorway leads into the south entrance foyer, which would normally be a relatively unremarkable room, were it not for the missing door and resultant snowdrift covering the floor.

Four steps into the room, Hart holds up a hand, signalling a halt. The team then sees what he has - a large, fur-covered hand sticking up out of the snow inside of the room.

A quick dusting off reveals the body of a huge (approximately seven and a half feet tall, easily four to five hundred pounds) apelike creature covered with long, shaggy white fur. It's frozen face is contorted into a mask of pain, most likely a result of the multiple bulletholes the corpse is riddled with.




Posted on 2007-10-31 at 14:46:25.
Edited on 2007-10-31 at 20:30:38 by t_catt11

Topic: A Cold Day in Hell Q&A
Subject: hehe


@ taller

Yeah, I guess that would be a pretty boring game, huh? "Comms are down. We fix 'em. Mission accomplished."

Posted on 2007-10-31 at 13:56:19.
Edited on 2007-10-31 at 20:09:16 by t_catt11

Topic: A Cold Day in Hell Q&A
Subject: gotcha...


True, that!

Hehe... if nothing is wrong (except communications being down), I can imagine that the scientists will be surprised to have specops bursting in from opposite ends of the compound, but not checking the front door.

Post coming shortly.


Posted on 2007-10-31 at 13:28:37.
Edited on 2007-10-31 at 20:08:44 by t_catt11

 
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