Tell Me Your Stories: Terror on Rural Route 5
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when I first ran it, they solved the adventure by blowing htings up and Ninja Xing all the mutant animals.
When they ran it under HU, the magnetism alien and the sonic speed alien decimated the building when the flame throwers got loose and the characters were zooming around.
The pcs in all cases were not scared of the machine guns because of their double digit dodges in the tmnt case and high sdcs in the HU Game.
casualties were about 50% on school kids either way.
When they ran it under HU, the magnetism alien and the sonic speed alien decimated the building when the flame throwers got loose and the characters were zooming around.
The pcs in all cases were not scared of the machine guns because of their double digit dodges in the tmnt case and high sdcs in the HU Game.
casualties were about 50% on school kids either way.
- Trooper Jim
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When I ran it as a TMNT adventure, The PC and 1 NPC took out most of the terrorists using a combo of ninja goodness and silenced Submachine guns (the PC was ninja panther, the NPC was a mutant seal with lots of guns). I think 3 of the kids were wounded none killed. The rest of the bad guys were taken out by the SWAT team that was surrounding the school.
- acreRake
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As gordy pointed out, one of the biggest obstacles was to first get past the police.
In the most memorable running of this adventure, the team was part of an organization that tried to "save" and possibly recruit/reform (or at least relocate) mutant animals.
In this case Ferd was the main problem. He's was just a loon and going to drag all the other critters down with him.
The characters were very sneaky though and separated the animals from the kids, but when Ferd was cornered he started pulling grenade pins. Ok, it was just one pin before they killed him, but the toughest guy on the team (polar bear commando) got his face blown off smothering the grenade with his body. Saved some kids and some of the "bad guys." I don't remember if it's written that Ferd has a few hostages right with him, but he did in that version.
In the most memorable running of this adventure, the team was part of an organization that tried to "save" and possibly recruit/reform (or at least relocate) mutant animals.
In this case Ferd was the main problem. He's was just a loon and going to drag all the other critters down with him.
The characters were very sneaky though and separated the animals from the kids, but when Ferd was cornered he started pulling grenade pins. Ok, it was just one pin before they killed him, but the toughest guy on the team (polar bear commando) got his face blown off smothering the grenade with his body. Saved some kids and some of the "bad guys." I don't remember if it's written that Ferd has a few hostages right with him, but he did in that version.
My players were generally border line vigilante and villain. They could have cared less about the kids, they wanted the hardware. So, they'd try to sneak in but were usually spotted by the cops and a firefight would ensue...SWAT would be called in and it would turn into a scene out of the movie heat with the players running amok through the city...and the kids still in the school. I don't think we ever rescued those kids...they should be old enough for college by now, someday we'll go back and save them all.
"Select the facts and you manipulate the truth!" - Calvin & Hobbes
- acreRake
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ash_wednesday wrote:Since most of your players were gun happy, just kill the cops and then go in the school. Was a good idea at the time.acreRake wrote:As gordy pointed out, one of the biggest obstacles was to first get past the police.
Are you talking to me? My players weren't gun happy. You're probably thinking of my NSS group...Nelly wrote:Whaaaaaa?