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Razorback Fortress

By: PonyStrangler on Nov 29th, 2013  |  syntax: None  |  size: 14.43 KB  |  hits: 278  |  expires: Never
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  1. Razorback Fortress is located in a large clearing, situated an hour in by train from the northern plains inside an overgrown tunnel framework. An isolated, untainted section of the Everfree Forest, it is almost impossible to locate from the air, having been carved out amongst trees much larger than the sequoia's from most of the Operator's worlds, and all buildings camouflaged perfectly against aerial or ground-based inspections. It hosts a relatively small, easy area to defend, being nearly impassable without great knowledge of that particular area. Spiral's ultimate achievement has been accomplished here: the complete restructuring of the Fortress as a demi-sentient entity. Only an Operator or a known ally is able to remember where the Fortress is due to a mind-scorching effect placed within the soil of the clearing surrounding, the walls, and the buildings. This ensures that hostile attacks will founder, unable to find the Operators' home base, and giving warning to all within when any living, and most non-living, beings enter the clearing.
  2.  
  3. The local flora and fauna are mostly harmless, with nuts, berries, vegetables, and the occasional fruit nearby, though there are hostile creatures and dangerous plants that show up or are found.
  4.  
  5. There are 'incidents' that occur in the deeper portions of the Everfree, yet this location is no exception to that rule: strange, seemingly random collections of flora and fauna, events and occurrences that have little rhyme or reason when compared to the outside world.
  6.  
  7. Ancient crypts, forgotten ruins, vile abominations, deadly monsters, hungry creatures, monstrosities from the old world, and worse await the intrusions of the Operators and their allies...
  8.  
  9.  
  10. CONDITIONS: 1st month of winter. 1' of snow in the Fortress itself, below freezing, no wind. 2-3' in forest proper, random inclement weather. None in The Moors. Las Pegasus keeps a snowshield active at all times. Canterlot: 2'. Stalliongrad: 3'. Gryphon Vale: 4'. 6' at Luna's Village.
  11.  
  12. -All furniture was built with the Operators in mind, except for pony housing. Most of the bedding and benches are firm and comfortable, at the least. Lighting gems and lanterns hang nearly everywhere.
  13.  
  14. -Claren's garden: a 20x40 plot of ground with a wide overhanging roof on the north-west side, close to the Pony Barracks. 4' walls surround, with small heatstones set in the ground. Planted with 10x unknown specie: black, white, and red seeds.
  15.  
  16. -Behemoth: an older armored train, formerly belonging to Princess Cadence. Seems to be sentient, though it speaks in a hard to understand dialect. An Engineer's cabin with a small sitting room in the back, tiny bar and kitchen also doubling as sleeping quarters for the Engineer up front, and a coal/steam engine in the center. A flatbed with a swinging ramp for the Wild Ride is second, while a storage locker cabin for individuals, and six self-contained lockers, 6'x5', makes up the third car; Sox takes over one of these rooms when travelling. Fourth is a refit, for humans, styled sleeping car with 12 4-human sleeping cabins, slightly cramped, and 2 moderately sized showers in the center. A full service dining car with a bar counter and 2 large heatstones facing a wide window is fifth, allowing the head chef and apprentice a great deal of room. There's enough seating for most the Operators at any time around comfortably tall tables and, you guessed it, open backed benches. There are 2 pony sized high back couches in the center under large bay windows, with a small table in front. 10 decent sized rooms for ponies and their companions for the sixth car, each one containing a warmly covered bed, a small table and backed couch, an armoire and dresser built in. 2 large storage cars for food and supplies make up the last two cars, only this time they have wall and floor locks to prevent unwanted entrance. A set of tracks leading around the clearing allow the armored VIP train access in and out, with a small, cozy shack set up for the Engineer, the head chef, cook apprentice/waiter, and the repairpony, all unicorns.
  17.  
  18. -The Shack: a small shack built for Filth close to the northern edge of the clearing outside of the Fortress walls, roughly 10'x16'. No one knows what's in it, except a hole somewhere in the ground underneath the wooden flooring. Bren has assured Filth that it's difficult to locate, as only the Operators can reliably remember where it is at all times.
  19.  
  20. -The Attic: one of the Operator rooms, occupied by Filth, has a 5' attic above the now 8' room. Only he knows about it, so far.
  21.  
  22. -The Nest: an entrance tunnel located next to the Pegasi Tower, it runs 70' long and 30' underground, leading into a 9' tall, widened dome, nearly 24' around. It was constructed, and warded, to only allow Hollow and Roust, as well as any they wish to include. The walls were heavily compressed and enchanted to make it nearly invulnerable by Bren. The room underneath has 4 large, green lantern gems. Having shed her old armor and used the pieces to construct a cocoon, Roust covered the walls in small, shed armor fragments and pulsing green glows that seem to be alive, but non-sentient. It's quite warm in the Nest itself, though only partially lit only by green. Roust has planted numerous red and blue mushrooms across the dome at convenient, for her, eating heights, and is eagerly waiting for MORE to ripen.
  23.  
  24. -The Walls: perfectly camouflaged walls of an unknown composite creation. Due to Spiral's machinations, the walls (and several buildings) are semi-sentient, capable of deploying hundreds of lethal traps and weapons to enemies in the air, on or under the ground, or merely attempting to pass by, from nearly every angle, including several that he must activate himself. Excruciatingly hardened, even the most devout of siege forces will find it impossible to break through without first destroying the protective sigil, made all the harder by an intensely focused composite shield, activated upon an intruder entering the clearing. This prevents most non-living entities from attempting to enter. A pair of towering, warded gates on the east side allow access to the train 40M away. They only activate and open when an Operator or known ally comes close enough. Set at the ends of each of the rest of the walls are 6 disguised entrances, allowing easy access in and out for flanking maneuvers or going for a stroll. Operate the same way as the main gate. There are 10 one-way viewing windows on each of the North, West, and South walls, with 6 on the East, made of a composite much harder than diamond.
  25.  
  26. -Zoo's Cavern: a small cavern where a massive tree had been removed north of the the Mess Hall roughly 10M, drilled through a flat boulder with his barrel. Approximately 10' down. Camouflaged with a barrel lid and snow. Somewhat roomy and safe, with a comfortable temperature year round, even without a heatstone. Zoo has planted numerous potato seeds and is awaiting the new additions to his army.
  27.  
  28. -The Arena: an 80' around, domed wooden arena set to the west of the six main buildings. Several benches for watchers and a pair of crystalline windows above, lanterns glowing brightly, very well lit. It has a traditional jousting fence for ponies utilizing lances, in the center of the arena 20' away from the entrance/exit.
  29. -ARENA RULES: no armor allowed, including ponies. All Operators/ponies entering have 10 Arena-only HP. Each attack over a roll of 3 deals 1 Arena HP damage. There are no stuns allowed by using melee attacks, and ranged weapons can only cause 1 damage as well. Dodge/evasion/block work as normal: you roll a 4 on a dodge/evade/block, 2 points of damage are subtracted. Unique items, including Artifacts, may only 1 cause damage allowed per roll above 3. You may not use Artifacts as well as melee/ranged in the same turn. In the Arena THERE ARE NO ADDITIONAL BONUSES ALLOWED! All Critical skills can be utilized but may only cause 1 damage for each roll over 3. Once an Operator/pony has reached 0 Arena HP, they are considered too fatigued to continue. Attacking a 'downed' Operator/pony is considered breaking a major rule. Continuing to do so is grounds for being under lockdown. Ponies and Operators may not use their lethal or unique skills in the Arena, doing so is also grounds for being under lockdown. THERE IS NO HEALING IN THE ARENA! You may counter and riposte in the Arena with melee damage. If there are 2 'hits' and the opponent has 3 'hits', then the first Operator/pony takes 1 Arena HP damage.
  30.  
  31. -Command Center: a sandbag walled and tarp covered mini-fort, built by Swe over the course of a miserable day. Features a large table covered in maps, several small bookshelves with Equestrian literature and other miscellanea, a small woodstove, two chests for the gear he doesn't put in the Armory, and a small workshop table. Generally used for planning, research, or just a place to get away.
  32.  
  33. -Spiral's Lab: a small 10'x10' above ground building with a door and a spiral staircase leading down 40' below ground level. Heavily warded and enchanted overall. Spiral managed to finish the 10x50x80 inner room in record time. Somewhat well lit. Spiral has set up his entire collection of bookshelves, tables and alchemy lab for his use, teleported in from Canterlot Underground. His well worn chair sits 20M from the entrance in the center of the underground building, a table on either side. There's a small bar and cooling/freezing chests to the left of the entrance for food storage. In the far back are a pair of 10' plush couches several feet from each other, and a table in the center, used as a private sitting area, can be enclosed with a one-way barrier. Contained in several warded chests and shelves are numerous rare, exotic, and unique books, as well as a number of esoteric items.
  34.  
  35. -Teleport Stone: recently created by Spiral, this is a small pagoda with 8 beams ensorcelled into a solid mass of blackened, sealed, enchanted wood. A teleport stone allowing easy small group transfers is housed internally; a large number of destinations can be accessed, if Spiral has visited there. Upon tapping the rune for that city, it will display a current image of it. Tapping same rune three more times will send a group of 8 or less, along with baggage, near-instantaneously to one of the many teleport stones in that city. 8 lantern gems above light the pagoda, only awakening when a rune is activated or an Operator/ally steps into the pagoda itself.
  36. LOCATIONS:
  37. Canterlot - LOCKED OFF
  38. Gryphon Vale - NOT OPEN
  39. Las Pegasus - OPEN
  40. Luna's Village - OPEN
  41. Stalliongrad - OPEN
  42. The Moors - OPEN
  43.  
  44. -Pegasi Tower: owned by Twisted Wing. A 40' tall sturdy tower with a covered roof, and a wide platform underneath. Bren placed a full body length heatstone covered in hay for the large General on the south side, and a smaller one for Sox on the north. Wide open, with unlimited view range. There is a room with a trapdoor underneath for Clemency's sleeping quarters, with the same furnishings as in the Barracks; slightly cramped. Has an excellent view of the clearing. Unlit except in Clemency's room.
  45.  
  46. -The Operator Barracks: 3 end on end barracks, human styled furniture. 140' long, 40' wide, each room containing a roughly king sized bed, heavy steel locker, dresser, armoire, large chest in front of the bed, with a table and two benches off to the left of the entrance, able to seat 2 on each side easily. Fairly cozy overall. 12 rooms split in half along the sides of the building, interspersed by the hallway and a large, comfortable den in the center with seating of 20 on pony styled, human sized backed couches. Very well lit.
  47.  
  48. -The Mess Hall: 120' overall. An 80' interior featuring a full service split oval cooking station in the rear of the room, with two large heatstones instead of a fireplace or stove, and all proper utensils, provided during a 'visit'. Is well stocked with foods from most of the Operator's worlds. A number of cooling and freezing chests are stored under the station itself, along with crates and shelves for fresh and canned food against the back wall. Seating and tables for 10 Operators or ponies around each table on padded benches, seats approximately 60. Very well lit.
  49. -The Mini Bar: commissioned by Hollow. In progress.
  50.  
  51. -Clinic: 40' of the Mess Hall building, towards the south end of the clearing is taken up by a small clinic, occupied by Crazed. 10 beds, a small lab set up, an operation suite, a wall length floor and wall cabinet as well as a rack for hanging items, all hardened crystalline, specifically for easy to see and take supplies. Extremely well lit.
  52.  
  53. -The Armory: a 120' long building, 80' of which is taken up by a large armory. Six sets of 10 lockers, six chests, numerous hanging ranks, a lockbox for each squad's own tally of Bits, and several tables dot the interior. There's enough storage for all the Operators' gear, weaponry, and extra supplies they normally don't take with them. Each one is warded to a specific individual, meaning only they can, willingly, open their own locker. Squad leaders have access to a large chest. There's a space at the back of the Armory interior, against the Workshop, now used as a trophy lodge and created by LONT. Boxes and crates have been moved in and set around a table covered in maps, notebooks, and other miscellanea. Trophies of rare game can be found collected here.
  54. Current Trophies:
  55. Alpha Predelk Horns
  56. Jar of Lava-Leeches
  57. Basilisk Fang (Minor Tungsten Basilisk)
  58. Small Titanium Rattle (Major Tungsten Basilisk)
  59. Bloody Shards (Water Elemental)
  60.  
  61. -Workshop: the other 40' of the Armory building is comprised of a workshop containing most non-powered hand tools, space for the Wild Ride, a full length wall table, a pair of work benches, several chests and numerous racks for hanging tools on. Contains most all hand-operated tools that would be found in a mechanic's shop, all having appeared after a 'visit'. Extremely well lit.
  62.  
  63. -Pony Barracks: a 160' long, 60' wide building at the north end of the clearing. 12 large rooms with a wide, very comfortable den containing several tables and long couches. 2 tables and a large chest on either side of the den in the center for any commonly used items are included. 4 large shower/bathtub rooms on the four corners of the den, specifically made for ponies and the like. A very comfortable, larger than king size bed with a chest in front of it, a short dresser and armoire on the right side close to the door, a large steel locker facing towards the bed as well as a desk and mirror to the left above 2 pony couches and a short table, seating for 3 on either side. Kept somewhat warmer than the other buildings and not as well lit.