During tonight's game the PC's were 'saved' by strange warplane that came outta of no place and strafed the tanker spider destroying it. The bright red warplane bore a black background with a white skull dropping bombs on the remains of the tanker killing the spy along with any hidden spiders. This blog post will pick right up from here.
The PC's met some old nemesis on Mars in the form of the Red Shadows, the shadows organization are a cryptic alliance from the bowels of an underground base clones of the original members of the Red Shadow organization. An A.I. entity called Shadow unfroze the clones during the war & they've been acting as a maurading mercenary army ever since.
Red Shadows
Tech Level: IV
TYPES: PSH (35%); H (45%); MA (40%); P
(15%); A (10%)
NUMBER: 1d10
BASE: A (5d10; along the dead sea bottoms ); B
(2d10 + 50; along dead sea bottoms ); H
(10d10+100; usually near the ancient enterances to the main sea bottoms)
SECRET SIGN: Among human settlements a skull drawn in the red sands.
A couple of years ago the party ran into the Red Shadows during a raid on an ancient Martian city to recover some super science items and devices. The Shadows pinned them down inside the dungeon & the party only escaped through the Martian underground.
A couple of years ago the party ran into the Red Shadows during a raid on an ancient Martian city to recover some super science items and devices. The Shadows pinned them down inside the dungeon & the party only escaped through the Martian underground.
The only survived by engaging in a deep running fire fight with the Red Shadows and the Shadows released one of their fearsome combat droids.
Scout Bug AC: 4 [16] HD: 3 Atk: bite and tail whip Dmg: 1d6, and 1d6 Save: F3 Move: 180’/360’ These remarkable creatures are incredibly fast moving, sensitive to everything around them, and can move underground, in the air, and even into space. Their sole purpose is to scout the area around a hive, maintain surveillance in case of intruders, and report back to their Brain bug. They have +3 to initiative. +2 bonus to any rolls requiring detection.
These scout bugs are straight outta of Colonial Troopers: Knight Hawks and the party needed a radical plan to get outta of this slot. They figured that they were between the front line of the Red Shadows and the bugs.
The party's rune graver wanted to do something radical but the necromancer still had a teleportation scroll on him. But then the party had got the radical ideal to find the Red Shadow base nearby ie within 2000 mile radius as the party figures.
But they still have to deal with this hive?! Tune in coming up!
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