Glacial Wastes Mission 1: The Frost rolled into Town


Tal’al’oon, Gun Monk of Fort Lendill, entered the store for the first time. Built completely under secrecy and without guidance or approval from the leaders of Jemison Post, the three story building was the only other full-time standing structure other than the Jemison Post government building, which also had an attached smithy.

This store was called Rez’ez Rest Stop, and was supposedly funded by an ex-banking guild operative who had been tossed out of the guild over some corruption scandal involving the GRF Expedition. Tal’al’oon had gotten that fancy bit of backstory from his contacts back home in the northern kingdoms. Stories traveled far and fast, but none of the stories explained why Rez’ez had been built here of all places.

He wasn’t entirely upset, Tal’al had been speaking with both Grim and Lurtor about the need to add some trade to Jemison Post for a while. So it seemed Rez’ez Rest Stop was a blessing in disguise.
The first floor was a General Store, with goods from as far as Mt Vir and Borvis. Seeing some of the metal tools, Tal’al wondered if the proprietors were trying to beat Sonnah and Zaphophiah’s smithy to market. There was even canned foods, hiking gear, and some nice springshots and swords.

Tal’al looked for a store clerk, and heard arguing from upstairs. Making his way up to the second floor, he was impressed again by the sheer vast inventory of trade goods. It seemed the biggest stuff was stored here, but it was still one floor up that he heard the arguing.

On the third floor he came upon a room filled with dried goods, and the walls had drying packs mounted on them. In the center of the room, a store clerk was standing in front of a crate, and around him were four bandits. Two were Earthers, and Two were Olgogs, and all armed in the style of colonials with springshots.
Tal’al tried to talk the bandits down, and his attempts at diplomacy were completely misunderstood by the store clerk. The clerk lifted up a curious cannon and fired it at Tal’al thinking he was another bandit.

Tal’al’oon leapt to the side, drawing his pistols in one swift motion. Still in the air, he sighted and fired twice, then twice again. When he finally came to a stop, leaning against a nearby crate of paper products.

To the store clerk’s shock all four bandits fell dead, a springshot bolt having pierced their throats and spines.

Tal’al’oon asked, “Are you all right, Shopkeep?”

“Those men, they work for a team called the Frost,” stammered the store clerk, “We hired them as caravan guards, but after we set up the store they stole our hovertrucks and now are planning raids on Jemison Post and McGraw Harbor and anyone else who moves into the area.”

“Do not worry,” said Tal’al’oon, “I will alert the local authories and we will handle the Frost.”

Tal’al’oon picked up the emergency comm that Guilder Olim had given him on their last visit. He activated it, saying, “Tal’al’oon, reaching out to the leaders of the Glacial Wastes Expedition.”

He heard a reply within seconds, surprising him at the efficiency, “Mr. Tal’al’oon, you have been connected via commcrystal with Nuria, Grim, Lurtor and via radio with Eli McGraw. What message do you wish to transmit?”

“Respected Leaders, I have discovered a plot by an ex-merc group turned criminals, who call themselves The Frost. They are gathering at the following coordinates. I have set up a meeting at the Cold Draft, so planning against the Frost can commence immediately. I will provide all beverages and repast.”

[Bold] Mission Rules [/Bold]

A player may act in response to the actions posted by another player in this thread, IF they have previously discussed a plan for this mission in a separate thread they choose to create in the forums.

A post should be under two paragraphs in length.


This mission ends on Friday July 15th at 12 Midnight EST.


It had been a while since Lurtor Decked out. He made sure his straps and belts could stretch with his shapeshifting now that he wasn’t using normal armor. He had gotten good at recalling his suit while shifting sizes. Today he had it up.

His plan, while coordinating with the others and grim would be to have 2 of his scouts help get him in range where he can use bird site to see the camp. Then all he needed was a shadow to move into.

(OOC Lurtor offered to take any of the others with him. Grim will be in the tempest, but I’m posting early).

Lurtor’s first plan was to see what he could spot and relay intel to the others. Then shadow jump in to do the same. Keeping to the shadows. He would look for their supplies first avoiding guards. Take what he can from them. (Especially if anything interests him.). Relaying information to the others as needed.

Kills would be quick his demon forged Dagger or Skull Crusher pistols if things got out of hand. Once the promised distraction occurs, Lurtor will add to this by dumping sonic Gernades into the enemies ranks.

Tattic against Water mancers:
In the area of the camp only, and telling his scouts to be out of the arena, Lurtor will use General 2 to create a Greater elemental Ward against Water.

THe end goal is to take back what was stolen, Stripe them of their gear, and let a few surviors flee to tell the stories of what happens to theives and gangs here. .

Lurtor Stats:
Lurtor ((VLAD Agent) LR:6, Heal:1, Light: 3, Shadow:4, Air:3, Earth:3, Fire:2, Water:2, General:2, Shape:6, Summ:1, Troub:4, Techno:6) Adj: (Will 6, Str 12 (item), AR +10 M/M/E, Charisma 7 (+4 Item), Profession(Spy) 6, Performance 3, Climb 4, Religion 3, Stealth 3, SoH 3, Leyas Recognition 2, Tech Repair 2, Tech Forger 3, Computers 1, Acting 1, Medicine/Healing 1, LCM 5, LCR 5, HtH 3, Pilot WG 3, Survivial 1, Diplomacy 1, Heraldry 1, Melee Strike +2, Ranged Shot +2, Rapid Throw +1, Duelist, Gun Slinger, Knifethrower, Quickdraw, Goo Warrior Special Training, Bladed Sun Devotion, Faith (Bladed Sun) 1, Path of the redeemer lvl 1, Shadow Assassin Devotion lvl 1, TimeShredded, Tough As Nails)

Weapons and equipment:
(Might not have all pistols and guns, on him.)
VLAD Phoenix Strike Pistol, Skull Crusher Magi Pistol, Magi Pistol - Soldier Model, 2 Magi Pistol - Capture Model, 2 Combat Knife (Shieldbreak 6 success),Paladin Sword, Gloves of Wave Motion Fist, 2 Swordfiend bone Throwing blades, Magi Cannon, Hell Forged Dagger, 2 Acid Grenades (not sure if artificed), 5 Sonic (Artificed) Grenades, 1 Vial of Djinni Blood

Bone Ring: Regen 4/hps (2 Succ) and Obscure (6 Succ)
Bone Rings: Animal Sight (4 Succ), Animal Smell/Hearing (4 Succ), (Catlike Reflexes (4 Succ), Monstrous Str (6 Succ), Vorpral Claws (6 Succ), Grow Armor (5 Succ), Ignore Poison (4 Succ). Effects are 12 Str (+9 Dmg), A.R +10 vs MME, Vorpral Claws (1D6+1 No AR), See in Dark, etc

Ring of Healing (Cure Disease, Heal Internal Damage, Cure Poison (3 succ), Amulet of Channel (Channel Leyas 6 successes)


Have some Stats: HP 30, Str 5, Agi 6, Hea 6, Int 4, Cha 4, Melee 2, Range 4(8 Handguns),Thrown 1, Immutable, Hand to Hand 5, Handgun 7, Rifle 6, Edge 3, Medicine/Healing 4, Stealth 3, Drive 3, Fast Talk 3, Gun Slinger Quick Draw, Speed Loader
And some Gear: Two Heavy Revolvers (8 missile or 8 energy or nanite syringe), The Other Pair of Shock Gauntlets Not… You Know Eaten By That Thing (4d4 No AR Pain), Big Knife (3 melee), Nano Shield (10 melee, 10 missile 1/2dmg, 10 energy) plus Insulated Heavy Duty Environment Outfit (10 chill), Auto Health Spider (No A.I.), Nanite Syringes, Lots of Ammo, 7 Days Food/Water, Extreme Camping Equipment, Radio, Rope with Hook

We’ll have Lurtor drop Eli McGraw on a hovertruck. From there, Eli will stealth kill mooks and scare people enough to cause them to have nightmares. For a distraction he’ll say things from cover and out of sight such as:

In Girly Voice: "Monsters are popping out of the ground! One’s eating my face off…”

In Boyly Voice: “Holy crap – it’s the Things! Lot’s of them! Which is that ancient John Carpenter Movie.”

In Really Deep Voice: “Screw this noise! I’m not fighting shape changers. Mommy!”

He’ll try to take over the heavy weapons on the vehicles. After that, he’ll shoot people a lot and avoid his teammates frenziedly friendly fire.



Nuria will arrive on the side of town opposite of where the others are gonna drop in. “Hey,” she yelled. “There’s a fire over here!”

Her eyes lit up orange, and she began to loose blasts of fire everywhere, both using Leyas and from her Fireball ring. All she’s doing is trying to draw attention, maybe take out a few enemies. If she finds something cool, awesome.

Once the smoke clears, she’ll join the others wherever they’re going.


Grim would have liked to have more time to rain the crew of the tempest, but this would be ‘good training’ as those that taught him would say. Having several of the new crew watch as he piloted, he would bring the tempest in from the designated direction. As they approach, he will use the Call Rain function of the tempest to generate a snow storm to reduce visibility in the area. Dropping scouts in the area, they will ascend and provide cover for the ground forces. The maelstrom shield wont be activated until and only if the tempest comes under fire from the ground. most of the crew will be assigned to watch the fight and the surrounding area to make sure that there are no surprise attacks during the conflict. If necessary, Grim will teleport down to rescue any member of the team or any prisoners that are injured.

Grim will use Shadow Leyas to disable any vehicles that attempt to escape with loot.


Grim (Bastard TunnelRat)
Hp 9
LR 6 (bandit) Troubadour 4 General 2 Shadow 6 Earth 6 Fire 3 Air 3 Water 3 Shapeshift 3.
special trainings: melee +!, Range +1, Thrown +3, knife thrower,Ignite, Ambush Predator.
Skills: Burglary 2, stealth 4, Explosive theory 4, Perform 4, Survival 3, Artifact lore 3, skiing 2, Diplomacy 3, planes lore 4
Important Gear: MAgi Cannon (3d6 energy), Paired Void kur’az, Paired Zela kur’az with nightmare hide handles and sheathes, Glove (shrapnel Cannon 4 suc), Glove (Plasma cannon) Bracelet (Healer nanites 2 suc),comm crystal.

Tempest Airship
currently crewed by 17 exslaves learning to be crew.