Tue Nov 24, 2020 11:33 am by Comstar
Stage 2: Now that the path has been safely cleared and it is possible for the remainder of the group to push forward, it becomes clear what an unnatural formation the Gate is. The massive stone walls, unnaturally smooth, rise easily over 200 feet on each side, in some places even more. It was as if someone had simply taken a knife and carved away the center of a mountain.
The path branched off in places, perhaps where minerals were detected, or for some other reason lost to time. Either way, mapping a clear path south would be challenging, but useful if they ever had to fight or venture into this territory in the future.
Rules:
The process of mapping this terrain is difficult mostly because of how confusing the terrain is - no distinguishing landmarks and numerous winding passages, most of them ending in dead-ends. Therefore the challenge is twofold. First, avoid doubling back and re-covering ground, and second, accurately record the terrain when the automated mapping tools are glitching out thanks to the intense magnetic fields in the region.
Step 1: The process of exploring is challenging, as the explorers must avoid re-tracing their steps. For each attempt to map the explorer chooses to make, they must make a successful Navigation(land)/Stamina test at a TN of 10(+10 if you don't have the emphasis) to avoid getting lost in the maze of passages, dimly lit by the distant sunlight. If this roll is failed, the explorer can no longer participate in the event as they become lost, and a Yokai Matsuri scout must come find them.
Step 2: After finding a new passage to explore, they must successfully map it. This is either a Computers(Sensor Operation)/Intelligence check at a TN of 20 to get their equipment to function despite interference (user must have a holomap to attempt this) or a Craft(Cartography)/Intelligence skill at a TN of 15. If successful, the explorer may return to the entrance and choose another passage to map, up to a maximum of five per character.
Results: At the end of the day, the number of successful passages will be tallied, and the end result will be based upon the number of successfully charted pathways.
12: The path to Tartarus is found, and the terrain is mapped well enough to flank hostiles and maneuver in unexpected ways. This means that any combat that occurs when advancing into Tartarus will occur on favorable ground. Also, the company discovers [REDACTED] which can be [REDACTED] in exchange for [REDACTED] from Human Edge.
8-11: The path to Tartarus is found, and the terrain is mapped well enough to flank hostiles and maneuver in unexpected ways. This means that any combat that occurs when advancing into Tartarus will occur on favorable ground.
2-7: The path to Tartarus is found, and the terrain is known well enough to avoid obvious choke-points and ambush sites. There is not further benefit or penalty.
1: The path to Tartarus is found, but the terrain remains almost totally unknown. This means it is likely that combat attempting to advance into Tartarus will be on unfavorable ground.
0: The company leadership decides that attempting to head south into Tartarus is a foolish proposition. Investigation - City in Hell - Failed.
Head GM :: Only GM :: Pay your bills :: Harmless
What was lost can be found again, if you only know where to look...