EVENT: Chasma Swarm (D4, Late Evening)

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Mindshred
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Joined: Wed Mar 08, 2023 9:22 pm

EVENT: Chasma Swarm (D4, Late Evening)

Post by Mindshred » Thu Apr 13, 2023 10:31 am

Two travelers stumbled into Crayton this morning, injured and telling stories about large swarms of Chasma that attacked them on the road. After some consideration and debate, AMBA reluctant teamed up with the Temple of Kaltia Melith and sent out a call to Wranglers and the faithful in the city to gather outside the city that evening. Each Wrangler will take their monsters into the marsh to find and destroy the nests of the violent Chasma, which should drive the monsters back.

It was going to be dangerous, but if the Chasma weren't culled, they would only cause more trouble for people of Crayton.


Participants: Any number of Wranglers and their monsters.

Rules: Characters participating in this thread make each of the indicated Skill Rolls listed below.

  • Finding the Nest: Chasma nest in large, bulbous hives made from regurgitated wood pulp. In order to destroy the nests, characters will first have to find them.

    Each character makes a Knowledge: Nature (Mind) Skill Roll at a Difficulty 2. The character's Bonded monsters can assist her, transforming this into a Cooperative Roll (i.e., each character makes a Skill Roll, and all the successes are added together before consulting the Difficulty). Note that for monsters, who lack Skills, this will be a straight Mind Roll.

    On a success, the character finds some nests. The character gains 2 Extermination Points, plus 1 Extermination Point per spent Raise. On a failure, the character gains no Extermination Points and spends the evening wandering in the swamp, searching in vain for the nests; they cannot advance further in this event.


    "We Need a Plan!": Each character makes their choice of either a Monster Lore (Mind) Skill Roll or a Stealth (Agility) Skill Roll, both at a Difficulty 1. On a success, the character comes up with a good plan for tackling the nest and gains 1 Extermination Point, plus 1 Extermination Point per spent Raise. On a failure, the character gains no Extermination Points, and their plan ends up failing spectacularly, resulting in their Success Values for the "Fighting the Swarm" step being worsened by 1.


    Fighting the Swarm: As the characters draw close to their nest, a swarm of Chasma boils out of it and surges toward them.

    Each character makes their choice of an Archery (Agility), Brawl (Strength), Firearms (Agility), Heavy Weapons (Strength), Light Weapons (Strength), or Thrown (Agility) Skill Roll at Difficulty 5 to fight off the swarm. The character's Bonded monsters can assist her, transforming this into a Cooperative Roll (i.e., each character makes a Skill Roll, and all the successes are added together before consulting the Difficulty). Instead of making a Skill Roll as noted above, each monster makes a single Tech Roll with one of their Techniques.

    On a success, the character fights off the swarm and earns 3 Extermination Points, plus 1 Extermination Point per spent Raise. On a failure, the character and each of their participating monsters suffers 1 damage, ignoring Armor, for each point by which they fail to meet the Difficulty. (Thus, if a character had a final result of 2, they and each of their monsters would suffer 3 Damage, ignoring Armor.)


    Camp Recovery: With the swarm driven off, the characters return to the base camp to heal up. Each character can either tend to the injuries of themselves and their monsters, or tend to the injuries of others.
    Either way, the character makes a Medicine (Mind) Skill Roll at Difficulty 2.

    If they are tending to their own injuries, they gain 1 Extermination Point. For each spent Raise, they gain 1 Extermination Point, and they and their monsters each Heal 1.

    If they are tending to the injuries of others, they gain 3 Extermination Points, plus 1 Extermination Point per spent Raise.


    Itchy Bites: Finally, each character makes a Mischief Check for each of their monsters that is not at full Health. This is a Wrangle (Energy) Skill Roll at Difficulty 1. On a success, the monster is fine and nothing happens. On a failure, the monster becomes so agitated by the stinging bites of the Chasma that it lashes out, causing confusion and panic in the camp and causing the character to lose 3 Extermination Points per failure.

Conclusion: At the end of the event, the Extermination Points earned by each character will be compared, and the character with the most Extermination Points will be credited with doing the most to fight back the Chasma. In the event of a tie, the Wrangler who scored the most points on the Fighting the Swarm step will win the tie breaker, with further tie breakers determined by the Finding the Nest, Camp Recovery, Itchy Bites, and We Need A Plan steps (in that order).

Everyone who participated will receive the thanks of Jess Dawson and the Temple of Kaltia Melith, as well as 20 onz. The character who did the most to fight back the Chasma will receive an additional 100 onz from the city, as well as the opportunity to bond to a Juvenile Chasma that they encounter on their way back to the city (with no roll required).

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Rayfe Drathmire
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Joined: Mon Apr 03, 2023 12:39 pm

Re: EVENT: Chasma Swarm (D4, Late Evening)

Post by Rayfe Drathmire » Thu Apr 13, 2023 12:29 pm

Rayfe had not forgotten his words with Jessica Dawson. The local Chasma had to be dealt with.

He was not a skilled tracker, and neither was Nyx. He refused her help, but allowed the Magnox to follow him. She wouldn't settle for anything other than being at his side, but having her track would only muddy the trail. Thankfully, with Jess' leads, Rayfe is able to locate the heart of the Chasma swarm.
Nature (Mind) skill roll at Difficulty 2 : Result 3 : 3 Extermination Points

The wrangler takes a stealthy approach. Rafye plans to get into position and then rush in with the element of surprise. Nyx lingers in the back, watching uneasily from behind a nearby tree.
Stealth (Agility) skill roll at Difficulty 1 : Result 1 : 1 Extermination Point

His trusted long spear in hand, Rayfe lunges from his concealed position and skewers one of the unsuspecting Chasma. But there are many, and they are angry. With a thunderous hum, the swarm descends on the man, attacking him violently. Nyx charges out from her hiding spot and throws her body in front of the aggressive Chasma. Seeing her scream and bleed, Rayfe orders a swift retreat and the two bolt from the marsh and back toward camp as fast as their feet will carry them.
Heavy Weapons (Strength) skill roll at Difficulty 5 : Result 3 : 0 Extermination Points

Back at camp, bloody and beaten, and the wrangler and his Magnox slump against the ground. He holds her tightly, against his chest, cursing himself silently for so recklessly going it alone and putting Nyx in danger. The sweet-tempered Magnox lows softly and rests her head on his shoulder. You safe. You okay. We okay.
Medicine (Mind) skill roll at Difficulty 2 : Result 0 : 0 Extermination Points
Nyx and Rayfe have both suffered 2 Damage.

Too worn down, exhausted, and disoriented, Rayfe forgets Nyx's toy. The wrangler doesn't know how to treat her bites or tend to her stress, but Nyx is well-behaved. She has her Very Favorite Person. He is enough.
Wrangle (Energy) skill roll at Difficulty 1 : Result 1 : Nothing Happens

Maybe Nyx is enough for him, too.

4 Extermination Points
[When your Loner Flaw comes in hot but leads to character development?]
Rayfe Drathmire [ Competitor ⋄ Brawler ]
Adult ⋄ Courageous ⋄ Wealthy
Overconfident ⋄ Loner ⋄ Unengaging


Nyx [ Juvenile Magnox ⋄ Playful ]

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Fiadh
Posts: 150
Joined: Wed Mar 22, 2023 1:45 pm

Re: EVENT: Chasma Swarm (D4, Late Evening)

Post by Fiadh » Thu Apr 13, 2023 12:50 pm

Fiadh took a bit of convincing to help out, but she and riki eventually found their way through the swamps to where the nest was. Fiadh arranged a strategy - they would each come at a different angle, and Riki would set the area on fire!

It worked! Somewhat. The bugs were not fully driven away and they took a few bites at the two of them, but Riki certainly set the area on fire.

At least Riki didn't set anything else on fire on the way back, which was a positive at least!

(ooc:
Roll1 D4 Le event - Finding the Nest! Nature (Mind) dif 2: 5d10h7 4 4 points
Roll 2 D4 Le event - "We Need a Plan!" Monster Lore (mind) at dif 1: 4d10h7 1 1 point
Roll 3 (Fiadhs roll) D4 Le event - Fighting the Swarm Fiadhs roll (co-op with Riki) Archery(Agility): 5d10h7 3
Roll 3 (Rikis roll) D4 Le event - Fighting the Swarm Rikis roll (co-op with Fiadh) Magma Heave: 5d10h7 1 total combined is 4 so failed, each take 1 damage
Roll 4D4 Le event - Camp Recovery tending to Riki's injury. Medicine(mind) dif 2: 3d10h7 0 fail so no recovery
Roll 5 D4 Le event - Itchy Bites Wrangle (Energy) dif 1: 2d10h7 1 pass

Total points: 5
Wildfire Girl * Hunter * Infamous * Fireproof * Beast tongue * Profile
Df 3 * WP 3
Always accompanied by Riki - Juvenile Maguana
Df2 * WP 2
Often carries: Bow, arrows, travel bag.
"Speaking", thinking, Beast language

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Calico Carter
Posts: 642
Joined: Tue Mar 28, 2023 11:00 pm

Re: EVENT: Chasma Swarm (D4, Late Evening)

Post by Calico Carter » Thu Apr 13, 2023 3:51 pm

Win, lose, or draw in the tournament, Calico wasn't about to let this sort of thing go on forever.

For one, on a baseline ethical level, if she could do something, she had to try.

And on a more careerist plane, vermin removal was how she'd been earning her pitiful living up to this point.

Still, tracking the nests down was pretty easy, all things being equal. The tougher part wassneaking close enough to get the drop on the swarm and concoct some sort of plan...

Calico wasn't entirely happy with what she came up with, but it wasn't the worst idea she'd ever gone with, so that was something...

So she stood a short distance away and chucked a few rocks at the nest. As the chasma came boiling out, Orlok, lurking on the other side of the nest, let loose with his psychic assault, both damaging the minds of the chasma- and freezing them in place with his cryokinesis one by one. With the bugs immobilized, dealing with them was a lot easier.

DAMN we're good!

Heading back to camp, she saw that others hadn't fared as well- including Nyx, who'd already had a pretty rough day, and Rayfe. While she didn't have a lot of proper medical expertise, Calico had endured a few scrapes in her trapping career (thankfully, she hadn't yet been beaten up bya debt collector), and was able to offer some useful advice- "Those chasma claws are nasty- it'll sting a bit, but use a bit of rubbing alcohol, clean out the wounds, then bandage it quick. Once they've scabbed up, removed the dressing, it'll speed the healing process."


[Finding the Nest- Knowledge: Nature/Mind, Co-Op With Orlok, Difficulty 2: 5d10h7 3- 1 raise, so 3 Extermination Points

"We Needa Plan"- Monster Lore/Mind or flat agility difficulty 1, dice pool's the same either way :P: 3d10h7 1- Baseline success, 1 extermination point

Fighting the Swarm, Difficulty 5(!) Agility (for throwing stuff at them) plus Orlok's Psychic Assault: 8d10h7 6- Holy CRAP. 1-raise success, for 4 Extermination points, no damage taken.

Mind, Difficulty 2, to attempt first aid: 2d10h7 2. Wat. 3 Extermination Points

No Itchy bites Check required.

Total of 11 Extermination points]
Adult * Allegedly burned her hometown down once * Nimble * Amorian
Carries: Strollman, rations, and monster chow
DF:3 WP:2

Travels with: Orlok (Juvenile Male Saturnadus and Reigning Champ) Personality- Wise-assed bug
DF:2 WP:3

and

Surtr (Juvenile Male Maguana) Personality: Surly
DF:2 WP:2

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Mara Froste
Posts: 266
Joined: Tue Mar 28, 2023 6:15 pm

Re: EVENT: Chasma Swarm (D4, Late Evening)

Post by Mara Froste » Thu Apr 13, 2023 6:30 pm

Mara and her two monsters attempted to help. They did there best to find a nest and spent the night wandering instead.

Finding the nest, co-op with Blitz and Talia 1 on 7 dice =we wander >.>
Mara Froste
Adult • Overprotective • Arensan
accompanied by Blitz:, female juvenile staguar , Tinder: female juvenile Tayirramad, and Dante:male juvenile Tayirramad
formerly accompanied by Talia, Juvenile Taichen (deceased)
Df:3 Wp:2
carries: Craft: cooking kit and a Health spray
"Speaking", thinking

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Milo Whitewood
Posts: 338
Joined: Sun Apr 02, 2023 10:17 pm

Re: EVENT: Chasma Swarm (D4, Late Evening)

Post by Milo Whitewood » Fri Apr 14, 2023 10:33 am

As always, Milo had a lot of confidence in Diva. So much so that the potential danger was dismissed. Milo joined the other wranglers in helping to clear the Chasma. He was confident he could find a nest while riding on Diva to avoid most of the yucky, leech infested swamp water. Then, all they'd need to do is shoot it from a distance. If they were attacked it would be the perfect opportunity for Diva to practice her Ice Ball.

And that's exactly what happened.

For once the plan is followed without any complications. Somehow, even when a swarm of Chasma chase after the Warwolf and its owner, the pair drive them off thanks to a combination of thrown rocks and Ice Balls. It was one more nest destroyed.

What wasn't planned for was just how injured and miserable some other wranglers ended up. Milo tried to help people as best he could, but he hadn't had to treat the stomach acid burns of Chasma before. In the end he just fetches basic supplies for those who knew better what they were doing.

On the plus side, Diva remained wonderfully well behaved.

-----

Finding the nest - Nature and Diva's mind = pass with 1 raise (3 points)
We need a plan - Monster Lore = Pass with 2 raises (3 points)
Thrown (agility) + Diva Ice Ball for fighting the swarm = pass (3 points)
Medicine = only 1 success, fail
Mischief check = pass (Diva is always well behaved!)

9 Extermination Points
Amorian • Juvenile • Courageous • Overconfident • Claustrophobic
Carries: Engineering, Wrangler and Medicine skill hits, repair spray, flashlight, travel pack, rope, phone
Df 2 - Wp 4

Monsters:
Diva - Decrepit Warwolf
Df 2 - Wp 1

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Ari
Posts: 156
Joined: Tue Mar 28, 2023 10:53 am

Re: EVENT: Chasma Swarm (D4, Late Evening)

Post by Ari » Fri Apr 14, 2023 11:20 am

Ari made her way through the marsh with Loll and Llyan. The deluzo was riding on the nappen's back, while Ari tried not to get stuck in the muck. She had a fairly good idea where to find the chasma. But, apparently, so did Loll. Just as she found a nest, so did he, letting out a triumphant bleet.

Now, the chasma knew they were there and Ari needed to come up with a plan quickly. Unfortunately, nothing came to mind in the few seconds it took the chasma to swarm around them. Llyan tried to hide and Loll just shrugged. With no other options, Ari tried to throw a rock at the swarm, which it simply avoided. She ducked behind Loll, who batted the chasma away with his horns. The girl couldn't escape the assault, however, and was soon under attack. Thankfully, Llyan emerged at the last moment, forcing the bugs away. Ari watched in admiration, as her companions defeated the chasma.

Returning to camp, the girl found that others had not been as fortunate in their chasma encounters. Without hesitation, she began treating anyone who was wounded. Afterward, she rewarded Llyan and Loll with lots of attention and treats.

- - -
EVENT: Chasma Swarm (D4, Late Evening), Finding the Nest, Ari, Nature (Mind), Diff 2: 4d10o10h7 3
EVENT: Chasma Swarm (D4, Late Evening), Finding the Nest, Llyan; Loll, Nature (Mind), Diff 2: 2d10o10h7 0 3d10o10h7 2
EVENT: Chasma Swarm (D4, Late Evening), Finding the Nest, Llyan, Nature (Mind), Dif 1, Guidance Reroll: 1d10o10h7 0
Success with 3 Raises, 5 Extermination Points

EVENT: Chasma Swarm (D4, Late Evening), We Need a Plan!, Ari; Llyan; Loll, Monster Lore (Mind), Diff 1: 5d10o10h7 0 2d10o10h7 0 3d10o10h7 0
EVENT: Chasma Swarm (D4, Late Evening), We Need a Plan!, Llyan, Monster Lore (Mind), Diff 1, Guidance Reroll: 1d10o10h7 0
Complete Failure

EVENT: Chasma Swarm (D4, Late Evening), Fighting the Swarm, Ari, Thrown (Agility), Unskilled, Suc 8, Dif 5: 2d10o10h8 0
EVENT: Chasma Swarm (D4, Late Evening), Fighting the Swarm, Llyan, Pierce (Agility); Loll, Smack (Agility), Suc 8, Dif 5: 4d10o10h8 1 4d10o10h8 2
EVENT: Chasma Swarm (D4, Late Evening), Fighting the Swarm, Llyan, Pierce (Agility), Suc 8, Dif 5, Guidance Reroll: 1d10o10h8 2
Success!, 3 Extermination Points

EVENT: Chasma Swarm (D4, Late Evening), Camp Recovery, Ari, Medicine (Mind), Dif 2: 5d10o10h7 3
Forgot to note that it was for healing others, But, Team Ari doesn't have any damage.
Success with 1 Raise, 4 Extermination Points

EVENT: Chasma Swarm (D4, Late Evening), Itchy Bites, Mischief for Llyan; for Loll, Wrangle (Energy), Engaging, Suc 5, Dif 1: 6d10o10h5 4 6d10o10h5 4
Success

12 Extermination Points
Competitor Juvenile Breeder Smart Watchful Protective

DF 2 - WP 3

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Carl Heinrich Mauser
Posts: 104
Joined: Sat Apr 01, 2023 7:47 pm

Re: EVENT: Chasma Swarm (D4, Late Evening)

Post by Carl Heinrich Mauser » Fri Apr 14, 2023 11:29 am

“OBSERVE the irregular pattern of DAMAGE on this tree stump,” Carl Heinrich lectured. “This tree was not felled by AXE or HIGH WINDS; no, these are ACID BURNS, a sure sign that CHASMA have built a nest nearby.” And sure enough, the boy and his war wolf soon found a thicket in the marsh that was positively filled with giant nests.

“Alright, Rex, LOAD Scenario.MarshEncounter(Time=2100Z, EnemyType=Insectoid),” Carl Heinrich instructed the war wolf. Killbot Rex’s eyes glittered as a tactical HUD came up inside its visual buffers, with individual Chasma being rendered as enemy contacts with detailed annotations about their suspected combat capabilities.

“It’ll be JUST like we practiced in simulation,” Carl Heinrich assured the war wolf. Killbot Rex, being a machine, did not actually need reassurance. But Carl Heinrich, who was well aware that the simulations had resulted in their victory only 45% of the time, did.

Fortunately, he had an ace in the hole! The boy engineer drew a gun-shaped device from his backpack. Along its barrel were scrawled in permanent marker the letters “BUG ZAPPER MK3”. After hearing about the Chasma menace, Carl Heinrich had kitbashed the Bug Zapper MK3 together in the lab earlier that day. It was not exactly a Death Ray; but it was fair to say that Bug Zappers MK1 and MK2 had left some difficult-to-explain scorch marks on the walls during earlier tests.

Loyally following his programmed battle plan, Killbot Rex circled around to attack an unsuspecting Chasma from the flank, chomping down hard on one of its legs. This prompted an angry swarm of Chasma to emerge and begin attacking the boy and the wolf!

“AWK!” the boy squealed as he tried to lay down covering fire with the Bug Zapper MK3. He thought he nailed one of them, but there were just too many of them. “TACTICAL.RETREAT(Time=now)!” Carl Heinrich screamed, dropping the Bug Zapper MK3 and fleeing for safety.

Back at the base camp, the boy engineer put Killbot Rex into preventative maintenance mode before turning to help tend the other wounded Monster Wranglers. “I got one, I think,” Carl Heinrich recalled, as he applied antihistamine lotion to his next patient. “Maybe I’m better off helping in camp, though. Applied science is more challenging than I had thought.” He shook his head sadly.


D4 LE Finding the Nest, Difficulty 2 Knowledge: Nature (Mind) +PreciseMemory +Rex: 5d10o10h6+1d10o10h7 4 succeeds with 2 raises for 4 points
D4 LE We need a Plan, Difficulty 1 Monster Lore (Mind) +Rex: 6d10o10h7+1d10o10h7 3 succeeds with 2 raises for 3 points
D4 LE Fighting the Swarm, Difficulty 5 Firearms (Agility) +TheRightTool(Carl) +ClampDown(Rex) +SharpFangs(Rex): 2d10o10h7+5d10o10h6 3 missed by 2
D4LE Fighting the Swarm, reroll Carl’s missed die: 1d10o10h7 0 no help
D4 LE Camp Recovery, tend others, Difficulty 2 Medicine (Mind): 5d10o10h7 4 succeeds with 2 raises for 5 points
Killbot Rex self-repairs to avoid Itchy Bites

Total: 12 extermination points
Competitor · Juvenile · Mechanic
Strong Voice · Bad Vision · Antisocial

DF 2 · WP 5
Accompanied by: Killbot Rex (a sturdy Warwolf) and a box

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Sam Eris
Posts: 67
Joined: Mon Mar 27, 2023 6:38 pm

Re: EVENT: Chasma Swarm (D4, Late Evening)

Post by Sam Eris » Fri Apr 14, 2023 5:42 pm

Sam just wanderedand wondered why people were so worked up about this chasma invasion.

//D4 LE Event Find the nest Nature Mind d2: 6d10h7 0

D4 LE Event Ginger Find the nest Nature Mind d2: 2d10h7 1
♧Medic ♧Juvenile ♧Varsole ♧Pack Rat ♧Honest ♧Random Spectator #56

♧Monster:
Ginger the lazy Gympix

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Ashley Elle
Posts: 183
Joined: Thu Mar 23, 2023 10:14 pm

Re: EVENT: Chasma Swarm (D4, Late Evening)

Post by Ashley Elle » Sat Apr 15, 2023 2:14 am

Ashley didn't want to do this. It was mean to chase the chasma from their habitat. But she was low on funds, and Mr. Wiggles had grown accustomed to that baby carriage. And how can she say no to that little face? Mr. Wiggles was even willing to help despite his injuries. Well, he wasn't injured any more, but Mr. Wiggles was convincing.

Ashley almost missed the nest, but luckily Miss Sparkles was there to help. 3 Extermination Points

Ashley had a plan. It was a really bad plan. But it was a plan. 0 Extermination Points

Some how, things went poorly. She tried to just scare them off. But they came at her. Mr. Wiggles clamped down on any that came near Ashley, while Mis Sparkles sent arching bolts flying. Somehow, they drove the chasma off and remained unharmed.3 Extermination Points

When they made it back, Ashley tried to play doctor. Tried was the key word.

She wanted to help.0 Extermination Points

Well, at least she can get Mr. Wiggles his baby carriage.

6 Extermination Points
Juvenile * Famous * Pop Star * Vermin Whisperer
Carries: Nature Kit/Wrangler Kit/Baby Carriage (when appropriate)
Mr. Wiggles
Kleeth * The OG Best Friend * Spoiled Rotten
Miss Sparkles
Vespark * The New Best Friend * Easy-Going

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Mindshred
Posts: 298
Joined: Wed Mar 08, 2023 9:22 pm

Re: EVENT: Chasma Swarm (D4, Late Evening)

Post by Mindshred » Sun Apr 16, 2023 9:49 am

Rayfe, Fiadh, Calico, Milo, Mara, Sam, Carl and Ashley each gain 20 onz.

Ari gains 120 onz and can bond with a Juvenile Chasma.

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