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"Grave Discoveries"

"The Players"

To date the group consists of 7 persons;

Anari: a Wizard from a much less advance civilization. He is one of the original members of the group and has been with Kip Kal and Butch for several months. As a master of the ways of Magic, Anari has become a unique problem solver. His advice is also greatly respected.

Ariel: is an Earth Child from England. She is a devote follower of the laws of the earth, and seems to have a natural affinity with combat. She is the more dominent personality, of the two new members of this loose nit group of adventurers.

Butch: a rough and tumble Gun Fighter looking to make his fortune. Butch is also one of the original members of the group. He has always been an invaluable member due to his extraordinary fighting prowess.

Chuck: is a Mercenary who was exploring the ruins underground with his Merc. company (Broadsword Inc.) when he was rescued by the group while combating the Rats. He has proven himself a necessity.

Kal: an alien creature who has made his home on earth. Details of how he got here are not currently known. Though, since arriving on earth he has become the "rock" in the group. His nack for humor is only equaled by his passion for protecting life.

Karen: a mysterious woman who is obviously a trained combatant, and who has been trapped in these ruined sewers even longer then the rest of them. She has quickly earned the respect and trust of the others, which she takes very seriously. Her level headed and logical approach adds a great deal to this passionate group of adventurers.

Kip: is an outspoken Latina, who seems to hold the group together, as well as stir up trouble. She was traveling with Butch before they met Anari and then Kal. Her quick thinking wit and good looks always keeps things intresting. But becareful, her temper is an unbridled furry not to be taken lightly.

Michael: an inexperienced, yet happy-go-lucky chap from the british isles. Michael is a Star Child who is traveling with Ariel. Young but full of life, he ventures naively into the fray. Though not the professional warrior that Butch and Chuck are, he never-the-less holds his own in a fight.

Experience Log.

Synopsis.

Arranged in chronological order, not per night of play.

Day One:

They have only recently pulled into the Coalition outpost of Amarillo. They have come to this refugee/military outpost to buy supplies, do some trading, and look for work. After an accidental "run-in" with bandits, who were chasing a man through the shanty areas, they recovered a Disk which seems to contain general locations and inventory for many Black Market hideouts. They also spent a bit of time having their vehicle repaired from damage sustained while fighting the bandits. Here they are asked to help rescue a local Holy Woman (the Priestess who runs the local church) from Mutant rats who kidnapped her. Unable to totally track the rats they take the advice of the Mechanic as to where they may find the rats. They have gone to a nearby gorge, where a recent earthquake has uncovered an old sewer system.

Day Two:

The morning brings odd sounds from what seems to be a concealed hatch in the east side wall of the control booth. This opens to reveal 8 Mutant Rats, and the bodies of several Mercenaries. One of the mercs. turns out to be alive and assists in the quick disposal of most of the Mutant Rats. Thus, Chuck Wolfe, joins the group. Though saddened by the deaths of his comrades, he soon finds comfort in the toss of a few Frag grenades. Which turns out to end in the deaths of at least 30 Mutant Rats. After a radio transmission is received by one of the Mutant Rats, they learn that those well placed grenades had killed most of the Mutant Rat children and a great deal of their total population. The Leader of the Mutant Rats' Vows to kill them all, and several bloody encounters lead the group to a large ash wooden door. Once they enter the room, the door closes and they find themselves trapped in some sort of tomb. The group explores the tomb the best that they can, but are unable to find a way out. They do find several compartments on the Throne. One contained a Key Pad and moniter. The other held an unusual looking Scepter. Butch tried to remove the scepter, but sprung a trap that nearly killed him. After an hour of searching and finding only the unusual Throne, a Secret room full of Silver Weapons, and an Enchanted Cross upon the inside of the door. The group begins hearing noises above them. It seems that a a couple of people had heard them from above ground and came to help them out. Unfortunately the crevass which allowed them to come down gave way and trapped them with the group. Thus Ariel and Michael joined the group. Chuck's tampering with the control pannel causes the lights to extenquish and the tombs to begin to glow. A battle with a Vampire Guardian is halted by Anari's removal of the Cross from the door. After a long dialogue which only leads to more questions, the group leaves the guardian and the tomb behind. The group ventures back into the winding caves armed with an Enchanted Cross, a Rune Scepter, and a new respect/fear of the undead.

Day Three:

The group, while continuing the search after their unusual encounter in a Vampire Tomb, narrily escaped an untimely end at the hands of a dangerous fall which ended in thousands of hostile beetle-like creatures. Once securly across the narrow yet deep crevass our heros found themselves in the lair of a "Great Demon Snake." After a long discussion with the snake, the group has loosely agreed to help the snake in return for the snake to help them save the Priestess. After leaving the area the group is almost ambushed by the blood thirsty Mutant Rats, who are seeking revenge for the recent massacre. A deadly combat insues and is only ended once a large explosive nearly kills Kal and succeeds in killing the attacking Mutant Rats. The explosion also serves in blocking the way back to the control booth. With most of the group injured, the group decides to rest and heal for a few hours.

Day Four:

The group, tired but in good health, contiues thier journey back to the area where they found the odd creature and the items buried in the wall of mud. Unfortunately it seems the way back has been blocked due to the massive explosion, which almost took thier lives. This leaves only new caves to explore. Hours of travel end in the group stumbling upon the Mutant Rats preparing to hunt down the group. A terrible battle insues. Before the battle is over 2 members of the group have fled and another is still severly wounded and unconscious. The battle comes to an abrupt halt, with the accidental explosion of 13 grenades. The explosion which serves to ensure the groups victory, also left many wounded and most of the groups gear, weapons, and armor destroyed or greatly damaged. Though, on a side note, Ariel seems to be bonding with the Scepter and unlocking more of it's potential. While the rest search out the friends who fled the battle, one is found by another lost adventurer. Karen thankfully joins the group and almost immediately gains everyone's trust, when she saves several members of the group frm almost certain death in the "Mud Pit". Hours of hard travel gives way to a joyous exit out of the sewers and back to their Mountaineer. Which, unfortunately, has been ticketed by a coalition squad that must have passed by. Chuck takes the group back to his Mercenaries convoy which is now in his care. After contacting his Superiors he is informed to hire help in brining the equipment back to Ciduad Jarez. The group is given a payment of new equipment and weapons by the newly appointed Lt. Chuck Wolfe. The items were left over from the recently deceased members of Chuck's squad. After everyone gets somewhat clean and settled in the APC, Chuck and Karen go to Amarillo on his Hovercycle as well does Kip and Butch in the mountaineer. Kip takes Butch to a Body Fixer while she goes for a bath and some real food. Butch and Karen pick up some supplies and Butch gets a new Bionic arm installed, since his old one was blown off him. Kip informs everyone that butch needs to stay in the Doc's care for a bit and that she is going to stay with him. the rest of the group goes to try and fullfil there obligations to the Great Dream Snake. They find that the creature guarding the Blue Orb that the Snake want's is actually possed by an Ice Dragon. After a long conversation with the quite amicable Dragon, they decide to save the Priestess on thier own. Of course that will be in the morning. For now they rest...

Day Five:

With the recent discoveries the group has taken a moment to get reequipped back at the camouflaged APC. Kal has found that some sort of fungus or moss has attached itself to him. Anari has agreed to stay behind with Kal to help him scrub it off, and if Necessary Fire-Ball it off. Butch is still recovering in town, so that leaves just four. Kip, Ariel, Michael, and Chuck agree to head back in with comm. equip. so the others can catch up later. The long journey thru the previously traveled area's would have proven monotonous if not for the Heavy rainfall which is making the entire area very muddy. The group discovers some surveillance equipment that has been placed in the tunnels as well. Finally they have reached a previously unexplored (at least by them) part of the sewer system. This new area leads to a large underground lake and more trouble. The group tangles with a Coalition Spec. Ops. squad after attempting to escape thru force. With only two Soldiers left they loose track of their now fleeing attackers, and begin to deal with a seemingly possesed Dwarven Weaponsmith. For now they are licking their wounds on the bank of an underground lake. Whew!...

 

This is a Map that has been updated (In-Game) by Kip.

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