Short Form Updates-
* Continental Vrun Contingent Visit
:: Observing Xudorn for themselves, elements of the Vrun National Service, the Hierophantic Church, the Guild Council, and both the Monarchalist aristocracy as well as their foils, the Parlimentarian faction visited the tripartite colony. The two Black Crown destroyers anchored at the mount of Safety Bay, the Western Isles mercenaries, and rumours of Abbekqorru allies helped persuade the Continental Contingent to leave Xudorn to her own devices...for the time being. The Contingent then sailed further north up the coast, visiting other Vrun colonies. News that Ft. Greenpennant (home of the Green Cavaliers) had been bolstered to exceed Xudorn's population was also received.
* 'Skullcrusher Mountain' / Upthrust
:: The PCs have returned to the complex, studying the technology that empowered the Undead-creating attack upon the Wodic community, discovering that the Lower Planar radiation that remains in the 'reactor' level is still deadly enough to turn a living human into an Undead in a matter of weeks. Also, part of the sensor array of the gun system is receiving ultra-low frequency transmissions from various points on the globe, including Bereme Oykh/The Black Crown to the north.
* Dokirin Community living in the shadow of the Upthrust
:: Reports of a settled clan of Dokirin were confirmed when four PCs visited them, and are set to participate in a sacred dance. They are the Omu Aku Qelli Duuon >Flowing-Water, Plan, wisdom-Imparted, Settlement-on-Water< . Repairs to the clan's sole windmill (used to evenly water marsh-grain paddies), and exchanges of durable goods for grain have been ensured. Sub-Commander Ssu Rosenbrad became the clan's new Wise Woman at the death of the 250+ year-old man she had re-awakened from his visionary existence in Lord Worm's court (as both are Silt-blooded).
* Visit to Mostern Colony
:: Commander Roland Peltier, Sub-Commander Ssu Rosenbrad, and their trusty squad travelled overland to Mostern the 'City of Bricks'-to-be, and with Joe-the-Lawyer's LotFP Grindhouse Edition Specialist-character, Vesper, explored the vast fort colony. It is predicated upon the production of bricks, and has a 6:1 male to female ratio at present. Xudorn Cider (made from salt-marsh crab apples) was a bit hit, and 100 bottles were purchased. Another sale was of one of Xudorn's experimental (and portable) refrigeration units. This has occurred slightly ahead of the standard timeline, allowing for intervening events to transpire, as well as to permit Vesper to participate.
A blog for The Urutsk Cycle and Related Subjects,
including the URUTSK: World of Mystery RPG.
Shipwrecked survivors of a galaxy-spanning empire (ruined when the core exploded) settle upon a wetlands world occupied by humans and other species. They then poke through ruins of their Ancient ancestors as they strive to regain space and then, starflight.
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Showing posts with label Dokirin. Show all posts
Showing posts with label Dokirin. Show all posts
Wednesday, November 23, 2011
Friday, November 4, 2011
Shifts in Technology and Mindset: Xudorn-
In my Google+ weekly game, Xudorn (The Sublime Colony) has seen very rapid change in both technology and the Vrun mindset. With the importation of the ornithopter kits came the paradigm-shift of three-dimensional thinking and the resultant drive towards expanding the realm of the known lands. Through these travels, the ground maps have been refined, new peoples have been encountered, and ideas for improving/expanding the overall technological base of the colony have resulted.
Last night's game was mostly dealing with meta-discussions regarding the 16 Elements, their potential exploitation for powering larger aircraft, and the differences between real-world physics and the alchemy of the setting. From these, in one session, 'x-ray' technology, crystal-lattice cultivation, combined dirigible/aeroplane plans, and negative energy induction are in development.
At the same time, political changes are under way as the renown of the colony begins to spread on both the Western Isles, and the Vrun continent, bringing the 'big three' of Vrun society to the distant Marnharnnan shores. The Hierophantic Church, the Guild Council, the Vrun National Service (military), and elements of the Aristocracy are growing (rightly) concerned that the developments in Xudorn have rapidly outpaced all expectations of what had previously been an anonymous point on an ill-known map. Moreover, that foreign influences and ideas have not only taken root, but their fruit is already come to bear (least of which is Lady Hudernm's half-Durn child), with rumours of Alien (Abbekqorru) technology and reports of the conflict with Undead rapidly spreading through well-informed circles at various strata.
To counter the investigative incursion, the tripartite ownership interests of the Xudorn experiment (one each of Vrun, Western Isles, and Black Crown) have moved to protect the fledgling population by positioning Black Crown naval assets at the mouth of Safety Bay, and a small contingent of Western Isles mercenaries are on their way with the afore mentioned owners steaming ahead (on a smokestack paddlewheel schooner) of the Vrun galleons. The Black Crown delegation gifted the PCs with Black Metal daggers, styled in one of 12 of the material Elements, and provided a taste of the sorts of elemental technology the Crown has at its disposal (including a 1/72nd-scale locomotive set).
All of this is coupled with the very recent discovery of Living Ancients who have apparently dwelt in a very ancient fort once visited by the former Vrun occupants of Marnharnna as a historic tourist site. These folk seem to possess not only a very complete overview of the past of the world, but disturbingly accurate knowledge of the past eight decades of contemporary history despite the fact that they have lived in near-total isolation for at least 5,000 years. Their texts even suggest future events, namely a massive invasion by the fearsome and loathed Shorrannin.
Thursday, November 25, 2010
Giving Thanks in the New World-
Whether one is of the opinion that the Pilgrims were the colonising White Oppressers or the transplanted Natives were the bloodthirsty savages, or both, I wish to extend my genuine Thanks-giving to the readership for subscribing to the blog, and monitoring the progress and progressive-revelation of Urutsk. Your continued interest is most appreciated, and I hope to repay that investment with a quality setting/system.
Wishing you and your loved ones well in this season,
-Kyrinn
Wishing you and your loved ones well in this season,
-Kyrinn
Saturday, November 20, 2010
Mutants of Marnharnna: Pt. 15: Between a Lock and a Hard Place-
The long and short of the situation is that the military cargo of the schooner cannot be offloaded nor abandoned under any circumstances, and so the paddlewheeler captain begged the party to flee while the other craft did its best to hold off the catamarans while help was sought from Fort UuTudel. As the paddler (laden with passengers, but having thrown overboard two slot-machines) lingered, a flak shell was launched and detonated close enough to all but destroy its wheelhouse. Kitsune was able to effect enough repairs as to operate the craft, and away they went. Zalder delivered a few well-placed firebombs again, and rejoined the paddler.
Nyqolas discovered that he was not regaining Alertness DP, but the cause was not disclosed for some time. Osyl, recovering with the aid of healers sent by Lady Arctise, became conscious as what appeared to be a 'zombie leg' was sewn onto the stump of her right thigh, and all manner of bizarre things put inside (twigs, leaves, etc.), including what Osyl thought was the skeleton of a weasel-like creature. Upon full consciousness (around the time the flak struck the ship), she felt the weasel stirring inside the hollow-seeming limb, and at one point, the thing appeared to pop out and chitter at the woman. Shenanigans involving trying to raise one of the healers killed by shrapnel by sacrificing the eldest of the lizard-girls was foiled by Osyl with a Frost-substituted (Void)-blast that was very convincing. Nyqolas, using his Inspire suite of powers, was able to draw DP from those that responded to the ruckus and raise the recently expired healer. The attempt to sacrifice the girl was not prosecuted at the time, given the gravity of the larger situation, and folks went their separate ways. One of the healers was able to see a glass creature (like a stirge crossed with a su monster and a beaker and flask kit) crawling upon Nyqolas' body, apparently drinking from his Dynamic Pool and preventing him from recovering one mote of pwer.
As sunlight was fading, Kitsune spotted something on the eastern horizon, but it wasn't until the craft neared that it was determined to be at least 40 12-person canoes of Dokirin origin, seemingly awaiting a signal to row from the Eleven Sons area towards the fort which was clearly already under attack. With no real hope of staving off a concerted warband in the damaged craft, it was decided to circumvent them and press on toward the lock. Soon, the signal was given in the form of a star-shell sort of munition deliberately aimed low to kindle fires throughout the otherwise stalwart fort atop stout rocky hills.
Reaching Noud Lehd, the party witnessed a desperate skirmish battle fought between lock engineers and Dokirin war-scouts. A few DiVinci-esque battle devices helped turn the tide and the PCs' presence tipped the scales in favour of the Vrun forces. With the drydock available again, the paddler was brought in for repairs with the goal to reach the tidal lake by high tide still in the realm of the possible. Disembarking, the Party scouted the area ahead of the passengers, and was informed that a hidden entrance to a tunnel leading to UuTudel was to be found in the cluster of ruins at the far end of the dock.
I had used a combination of Heroscape tiles, foamcore terrain tiles and paper boulders made by my sweetie, felt pads from Michael's crafts store, and a piece of store-bought terrain for the ruin, and then covered the table in a sheet so as to minimise the Players' knowledge of the battle scene's layout. We fought the lopsided battle for roughly two hours of gameplay, with Zalder suffering a downing and unconsciousness at the hands of a third-wave Dokirin group. One of these had a softball-sized glassy sphere in his off-hand, and utilised it to illuminate the outer reaches of its radius effect, while the bearer was barely lit (the outermost region was brighter than the inner, ya'see?). Zalder had backshot that one and with the bearer's demise, the light slowly faded, but gave Nyqolas the opportunity to spot the downed Zalder (floating in the water atop the air-sled), whom he fetched and woke.
The last of the on-table opponents was defeated and the effort to begin looting the dead was initiated. Nyqolas picked up the sphere and failed a Control Critical Test (a Spells Save in D&D terms), coming under the gaze of what appeared to be a one-eyed Abbekqorru shaman/sorcerer who then forced a second Control CT, which Nyq was able to deny, but went unconscious in the exertion (burning 8DP to boost his chance to succeed by 1d6). The object was then pried from the now-useless-rendered Nyqolas by Kitsune, with a dagger and with some blood loss. As Nyq lay unconscious, the female sorceress informed him that her glass homunculus (on the Plane of Glass) was siphoning his vitality and reconstituting her body.
The decision to stay with the craft, or make the perilous trip through the tunnel to UuTudel, faces the Party upon commencement of this scenario next time.
Thursday, October 21, 2010
Language Time: Yirinn Spiritual Writings (x of y parts)-
For those gamers who don't play Tekumel because they don't have a degree in Linguistics, Anthropology, or whatever else, you may want to skip the Language posts.
The Yirinn peoples are derived from the Yirinn Ak, the Sla Mu, and the Dokirin. Intermingled with these three distinct Ethnicities are the mysterious Khem, entirely unlike the others, being tall, lithe, fair, and capricious/lusty/hot-tempered. While the Khem have found their way into the three Tribes, they are more of a social symbiot, existing separately and keeping alive their own traditions and bloodlines.
The Sla Mu are largely made up of disfigured individuals suffering from endemic birth defects that most often manifest in locomotive disabilities. As a result, the culture has adapted to a sedentary lifestyle filled with artistic, musical, and scribal arts, including religious functions combining all three sub-divisions. They are the preservers of historical accounts and consultants of sage wisdom from before the War in the Heavens and the arrival of the Imperial Vrun.
--Sla Mu priests and priestesses have only euphemistic names for the Creator-Judge, not daring to limit Deity by ascribing only so many traits or natures to It/Him. In many ways the Sla Mu are the anchor to the distant past, when the Yirinn were the freest people upon the globe, and the horse features prominently in tales and iconography, although heroes and demigods are a close second, and receive solemn respect both as historical persons, as well as ideals to be emulated or avoided.
There is an unnamed work that compiles sage expressions, ecstatic utterances, and dream records. Of the many versions which exist in the One Hundred Twenty One Clans (not including the uncounted Dokirin divisions), there is a great degree of similarity (Synoptic).
--What follows is the initial foray into these writings:
Ullem Naharash Ji
My.body.my.spirit.journey.
Digging.Rows.of.Graves.
This.is.an.Efficacious.Saying.
Sulenehem De Ha M'aus
Subtle.matter.my.breath.the.spirit.within.me.working-wind.movement.
Breath.remains.
[and.so].I.abide.
The.Journey.interrupted:.the.husk.is.empty.
Kellos Utaar Di Ehm Iahos
Created.spirit.myself.flowing.subtly.
Above.the.ground.as.I.always.have.been:.emanations.
Commanded.
Purpose-built.to.journey.
My.primary.command:.work.the.subtle.flow.
Resheph Mar Kai Holus
Ranks.of.spirits.subtly.repairing.spiritual.interruptions.wrought.
Legions.of.the.journeyers.
Choirs.
Facilitating.the.flow.of.incarnation.
What conclusions the reader draws from these utterances are entirely their own, and I offer no explanation at present, save that it is an unfolding narrative.
The Yirinn peoples are derived from the Yirinn Ak, the Sla Mu, and the Dokirin. Intermingled with these three distinct Ethnicities are the mysterious Khem, entirely unlike the others, being tall, lithe, fair, and capricious/lusty/hot-tempered. While the Khem have found their way into the three Tribes, they are more of a social symbiot, existing separately and keeping alive their own traditions and bloodlines.
The Sla Mu are largely made up of disfigured individuals suffering from endemic birth defects that most often manifest in locomotive disabilities. As a result, the culture has adapted to a sedentary lifestyle filled with artistic, musical, and scribal arts, including religious functions combining all three sub-divisions. They are the preservers of historical accounts and consultants of sage wisdom from before the War in the Heavens and the arrival of the Imperial Vrun.
--Sla Mu priests and priestesses have only euphemistic names for the Creator-Judge, not daring to limit Deity by ascribing only so many traits or natures to It/Him. In many ways the Sla Mu are the anchor to the distant past, when the Yirinn were the freest people upon the globe, and the horse features prominently in tales and iconography, although heroes and demigods are a close second, and receive solemn respect both as historical persons, as well as ideals to be emulated or avoided.
There is an unnamed work that compiles sage expressions, ecstatic utterances, and dream records. Of the many versions which exist in the One Hundred Twenty One Clans (not including the uncounted Dokirin divisions), there is a great degree of similarity (Synoptic).
--What follows is the initial foray into these writings:
Ullem Naharash Ji
My.body.my.spirit.journey.
Digging.Rows.of.Graves.
This.is.an.Efficacious.Saying.
Sulenehem De Ha M'aus
Subtle.matter.my.breath.the.spirit.within.me.working-wind.movement.
Breath.remains.
[and.so].I.abide.
The.Journey.interrupted:.the.husk.is.empty.
Kellos Utaar Di Ehm Iahos
Created.spirit.myself.flowing.subtly.
Above.the.ground.as.I.always.have.been:.emanations.
Commanded.
Purpose-built.to.journey.
My.primary.command:.work.the.subtle.flow.
Resheph Mar Kai Holus
Ranks.of.spirits.subtly.repairing.spiritual.interruptions.wrought.
Legions.of.the.journeyers.
Choirs.
Facilitating.the.flow.of.incarnation.
What conclusions the reader draws from these utterances are entirely their own, and I offer no explanation at present, save that it is an unfolding narrative.
Monday, March 15, 2010
[RPG] Random Appearance and Distinguishing Features by Ethnicity-
Copyright (c) 2009, 2010 Kyrinn S. Eis
Appearance & Description-
##.Skin-......Hair-....Eyes-.........Distinguishing
.....................................Features-
18.True Black.White....Red...........Long Chin, Pointy
.......................................Ears & Nose
17.Blue-Black.Silver...Pink..........Wide-eyed &
.......................................High Cheeked
16.Aubergine..Dk Grey..Steel Blue....Chiselled Features
15.Dk Grey....Raven....Deep Blue.....Smooth Complexion
14.Blue-Grey..Lt Grey..Ice Blue......Sharp Features
13.Lt Grey....Peppered.Dk Green......Lean yet Soft
12.Grey-Brown.Sable....Md Green......12 Fingers & Toes
11.Chocolate..Auburn...Lime Green....Narrow Face
10.Cocoa......Chestnut.Hazel.........Long Neck
09.Dk Mustard.Dk Red...1Green/1Brown.Long Arms or Legs
08.Mustard....Black....1Green/1Blue..Heavily Freckled
07.Dk Tan.....Red......1Blue/1Brown..Ropey Musculature
06.Tan........Orange...Hazel.........Webbed Hands & Feet
05.Ivory......Rust.....Amber.........Independently
.......................................Focusable Eyes
04.Lilly......Dk Blond.Orange........Claws
03.Pink-Tan...Honey....Lt Brown......Fangs
02.Red-Tan....Sunshine.Brown.........Move 2x on 4-limbs
01.Maroon.....Golden...Dk Brown......Gills
0-.True Red...White....Black.........Subdermal Chitin
* Dokirin: 2d6-02 any of Skin, Hair, Eyes for any of Skin, Hair, and Eyes, 2d6+04 Distinct (1x)
* Durn: 2d6+6 Skin, 1d6+6 Hair, 1d4+7 Eyes, 1d6+12 Distinct (3x)
* Khark: 2d6-02 Skin, 1d6+6 Hair, 2d6 Eyes, 1d10-01 Distinct (2x)
* Khem: 2d4 Skin, 1d6+04 Hair, 1d12+1 Eyes, 1d12+06 Distinct (1x)
* Vrun: 1d6+1 Skin, 1d20-02 Hair & Eyes
* Western Isles Vrun: 1d4+02 Skin, 1d20-02 Hair & Eyes, 1d12+06 Distinct (3x)
* Yaesh: 1d10-01 Skin, 2d6+06 Hair, 2d8-02 Eyes, 1d20-02 Distinct (1x)
* Yirinn: 1d4+2d6-01 Skin, 1d12+01 Hair, 1d10+7 Eyes, 1d6+12 Distinct (1x)
:: Subject to change
Appearance & Description-
##.Skin-......Hair-....Eyes-.........Distinguishing
.....................................Features-
18.True Black.White....Red...........Long Chin, Pointy
.......................................Ears & Nose
17.Blue-Black.Silver...Pink..........Wide-eyed &
.......................................High Cheeked
16.Aubergine..Dk Grey..Steel Blue....Chiselled Features
15.Dk Grey....Raven....Deep Blue.....Smooth Complexion
14.Blue-Grey..Lt Grey..Ice Blue......Sharp Features
13.Lt Grey....Peppered.Dk Green......Lean yet Soft
12.Grey-Brown.Sable....Md Green......12 Fingers & Toes
11.Chocolate..Auburn...Lime Green....Narrow Face
10.Cocoa......Chestnut.Hazel.........Long Neck
09.Dk Mustard.Dk Red...1Green/1Brown.Long Arms or Legs
08.Mustard....Black....1Green/1Blue..Heavily Freckled
07.Dk Tan.....Red......1Blue/1Brown..Ropey Musculature
06.Tan........Orange...Hazel.........Webbed Hands & Feet
05.Ivory......Rust.....Amber.........Independently
.......................................Focusable Eyes
04.Lilly......Dk Blond.Orange........Claws
03.Pink-Tan...Honey....Lt Brown......Fangs
02.Red-Tan....Sunshine.Brown.........Move 2x on 4-limbs
01.Maroon.....Golden...Dk Brown......Gills
0-.True Red...White....Black.........Subdermal Chitin
* Dokirin: 2d6-02 any of Skin, Hair, Eyes for any of Skin, Hair, and Eyes, 2d6+04 Distinct (1x)
* Durn: 2d6+6 Skin, 1d6+6 Hair, 1d4+7 Eyes, 1d6+12 Distinct (3x)
* Khark: 2d6-02 Skin, 1d6+6 Hair, 2d6 Eyes, 1d10-01 Distinct (2x)
* Khem: 2d4 Skin, 1d6+04 Hair, 1d12+1 Eyes, 1d12+06 Distinct (1x)
* Vrun: 1d6+1 Skin, 1d20-02 Hair & Eyes
* Western Isles Vrun: 1d4+02 Skin, 1d20-02 Hair & Eyes, 1d12+06 Distinct (3x)
* Yaesh: 1d10-01 Skin, 2d6+06 Hair, 2d8-02 Eyes, 1d20-02 Distinct (1x)
* Yirinn: 1d4+2d6-01 Skin, 1d12+01 Hair, 1d10+7 Eyes, 1d6+12 Distinct (1x)
:: Subject to change
Tuesday, February 2, 2010
[Milieu][Gaming] Urutsk Gaming Overseas-
Our much admired Sean Wills has run a session using a hybrid of Mutant Scavengers of the Ruined Earth + the Alpha/Beta Urutsk: World of Mystery rules, and using the town of Kelzsyn's Bluff as the backdrop. Oh, and Blair's Urban Action Mayhem tables.
LINK
He exceeded my every expectation! :D
I hope to read more such reports not only from him, but perhaps from you, as well. :)
LINK
He exceeded my every expectation! :D
I hope to read more such reports not only from him, but perhaps from you, as well. :)
Thursday, January 28, 2010
[Gaming][RPG][Milieu] A Locale: Kelzsyn's Bluff-
I have changed the permissions regarding this piece. I retain all rights to this work.
20th August, 2014
Copyright (c) 2010 Kyrinn S. Eis
Kelzsyn's Bluff-
Location: North-central Riverland Peninsula, Marnharnna
Environment: Subtropical/Temperate-Warm
Terrains: Wilderness (Grassland, Rough, Woods, Subterranean)
Population: 360
Major Centres: Eastford, Highgate, Kelzsyn Proper, Lowgate
Capitol: Kelzsyn's Tower
Weather: Mild misty precipitation with occasional thunderstorms
Resources: Trade, Fresh water, Fishing, Agriculture, Botany, Guano, Light Industry
Threats: Dokirin raiders, Humanoid tribes
Culture: Traditional transitioning to Open via trade and cultural exchange
Relics: Kelzsyn's Tower
Status: Independent
Beliefs: Traditional transitioning to Post-Traditional
Prosperity: Increasing, leading to Stratification of economic classes
Freedom: Pre-democratic
Government: Guild Council
--Leader: Guild Council members
An otherwise unremarkable piece of elevated flat ground surrounded by creek-fed woodlands and marshes dotted with unexplained coral 'boulders', it is Kelzsyn's Bluff's history of a costly three-way battle between well-established Dokirin (Honey Ant, Swimming Hawk, and Roaring Monster clans), and a moving conflict comprised of Abbekqorru-led Humanoids and Vrun colonists that put it 'on the map', as it were. Prior to this unresolved battle, the spot had merely been a water, gunnery, and lookout tower built by Vrun colonists fresh from their ships and eager to duplicate their successes in the Latter Humanoid Wars on the Vrun continent. Records indicate that Kelzsyn and his immediate family were the only residents prior to the Battle of the Bluff.
Flora and fauna here is varied (occasionally startlingly so) due to the number of subterranean animals that have ventured forth over the centuries to forage or hunt in the woods. The most common animals are foraging herbivores and manifold hosts of birds and other avians. While there are some numbers of fur-bearing reptiles in the surrounding ponds and lakes, for the most part this is a woods-animal region, and the main predator are the ubiquitous wild dogs of the Humanoids. Said beings have enjoyed increased peace and prosperity due to the dwindling numbers of hostile Dokirin still in the area enjoining them in raids against Federated City State supply convoys to aid the beleaguered garrisons and forts further into the wetlands south.
One hundred homes, a few score workshops, and dozens of warehouses and sundry walk-in businesses dot the community within the antique specular-iron fence. The tower sports but four cannon, but is dotted with hundreds of rifle loops, manned by the local millitia in times of need. Most of the town is dedicated to the central and well-patrolled market, much respected and liked within the sub-region, and used by many nascent adventurers as a meeting place for expeditions into the Old Green Ruins, some 23 XsM to the west-north-west along the shores of the broad and cold Symmelliem river. Foods from various ethnic traditions bring Dokirin hunters to market in a meat-for-meal arrangement that seems mutually agreeable to the much friendlier (and money-minded) merchants of Kelzsyn's Bluff.
Local Rumours-
6 – Three hostile Humanoid clans dwell in the wilds surrounding town
5 – Founder Kelzsyn's steady drinking won him the remote outpost duty
4 – Nearby village of Boylyn is a clearing-house for local historiana
3 – Old 'Lizard Man' artefacts found in the karsts and nearby creeks
2 – The narrow tunnels within local karsts go on for hundreds of XsM
1 – Tech artefacts can sometimes still be found on the slopes of the bluff
Common Establishments-
12 - Fat-`Annii's: The lonely are well-attended to for the price of a meal and a warm sherry
11 - Holten Maqharst's Weapon-house: Colonial-style weapons and accoutrements
10 - Chapel of the Bleeding Rock: Bluff's unexplained mystery; roped-off from touch; donations accepted
09 - Hammisan & Vayel, Traders: Looking for hard-to-find items of a 'country' sort? Try here first
08 - Panner House: Reasonable lodgings with a hardroll with lard breakfast; no ruckus tolerated
07 - Daesyl's Dive: A short flight of stairs down leads to this well-kept maritime-themed pub and grille
06 - Tallfeather's Book Exchange, Survey Library & Reading Boutique: Leave/take a book and sit a spell
05 - Miss Dunferry's Tea House: Proper attire, language, and behaviour required for service
04 - Zettager Cask House: Wine and spirits, cheese and biscuits, smoking den; well-defended
03 - Blue-skin's Barrow and Bluff, Tour-guide: Grizzled Dokirin scout; virtually silent but efficient
02 - Zzrkhwv's Kennels: Well-trained Attack and Defence dogs of all sizes and costs
01 - Uncommon Establishment (see)
Uncommon Establishments-
12 - 'Doc' Suthurlend's General Practice, Barber, and Dentistry: Bring your own anaesthetics; good work
11 - The Turquoise Dove Music Shoppe & Lessons: Mostly strings and fifes, a few drums and pipes (bag-)
10 - Clatter, Sail, and Whittle, A hobby shoppe: From junk to high-price items, kits, tools, etc.
09 - Bluff's Book Repair and Antiques: Dusty, maze-like, unusually large interior; rare books/items
08 - Field Flowers & Indoor Holidays: A bright and happy brothel (two locations)
07 - Tower Tours: As the name implies, there are tours of the Tower, but why is it located across town?
06 - Malfyrd's Marks and Letters: Reading and scribing service, couriers in constant need
05 - Swathlyn's Everful Mug: Watery ale and mouldy biscuits, but meaningful local news and travel reports
04 - Ehrykh's Cutlass and Musket School: Den Ehrykh is a sixth-generation native and master Wildsfighter
03 - Saint Hildebrant's: The local office of the Heirophantic Church; Sister Ohn, three female neophytes
02 - Logla Swyl, Dreams & Portents: He is hidden in the shadows, but is terribly interested your dreams
01 - Rare Establishments (see)
Rare Establishments-
06 - Maythynz' Brothers Antiques & Repair Boutique: From Imperial tech to contemporary Chronometrics
05 - Spin the Bottle: Ostensibly private locals-only gutter-ball dive; hard-core and surly
04 - Zykh's Museum of Supremacy and Futility: Pro-Vrun, anti-everyone-else 'natural history museum'
03 - Office of Dokirin and Humanoid Affairs: Local 'zealots' made somewhat presentable; see above
02 - Field Flowers & Indoor Holidays: A bright and happy brothel with an indoor picknic theme
01 - Very Rare Establishments (see)
Very Rare Establishments-
06 - Kalin's Prosthesis and Mobilechairs: Quality wooden works for those suffering disabling wounds
05 - Metter Halsdon Club: Practical and theoretical 'corrections' swinger's club; well-defended
04 - Sunwort House of Healing: Free apothecary and bed-rest; donations accepted
03 - The Glass and Mirror: A drugs establishment; well-defended, tended, and high-class
02 - Blackcoven: A dark, decadent dancehall with mechanical ('goth') music from the WICE and Bereme Oykh
01 - Hard to Find Establishments (see)
Hard to Find Establishments-
06 - Hidden entrance to the Underground
05 - Empty house hidden within an unobtrusive warehouse: Seemingly unused, with Underground access
04 - Tower School of Vigilance: In the hidden Underground; Scouts and Surveyors (and magickers?)
03 - The Bright Woman's House: Local quasi-deity gifted in discernment; maintains no following
02 - Hallowed Ground: deep under the bluff; used for secret treaties with Dokirin, Humanoids, etc.
01 - Underground entrance to Rare and Very Rare Establishments (see above)
Availability-
66-51 - What did you ask for?: Only available on doubles (11, 22, etc.), and at +31 on Prices (below)
46-31 - Rare: (41+) and +21 on Prices
26-21 - Uncommon: (31+) and +11
16-13 - Common: (13+) and -11
12-11 - Abundant: -22
Prices-
66-51 - As high as they can extract from visitors without violence erupting
46-31 - Not unexpectedly high
26-21 - Locals' prices (fair or thereabouts)
16-13 - More than fair, or with added extras of a minor sort
12-11 - Unusually low prices for goods or services
Miscreants & Misfortunes-
66 - Non-Human Whatsits!: Best warn the militia, for lo, They're a'comin'
65-56 - General Mayhem of Indistinct Nature (multiple fights, property damage, possible fire)
55 - Out For Blood: Odd = non-local
54-45 - Riotous Drunken Brawling Spilt out into the Streets
44 - More Than Down and Out: Poor wretch begging for scraps or small coins
43-34 - Bravado and Swagger or 'We Don't Like Your Kind'
33 - Just Looking For Fun: First Blood is fine as long as it isn't theirs (or other local's)
32-23 - Wealth Redistribution Specialists, Local Chapter
22 - Ask Him Again: Will abduct and beat to within an inch of their life for 'information'
21-12 - Aftermath of some other event (re-roll) on this table; treat another 21-12 as an 11
11 - I Need Your Clothes and Kit: Infiltrators? Fugitives? They want ALL of your stuff
Law & Order-
66-64 - Hanging (1d6 days hence, at dawn)
63-31 - Steep Fine (number rolled is amount)
26-13 - Jail Time (number rolled - 1d12 days)
12-11 - Asked to join Militia
Weather-
66-45 - Thunderstorms (2d4 Hours; on [4,4] lasts another 2d4 Hours, etc.)
44-23 - Misty and very Humid
22-11 - Clear, Humid, Breezeless
20th August, 2014
Copyright (c) 2010 Kyrinn S. Eis
Kelzsyn's Bluff-
Location: North-central Riverland Peninsula, Marnharnna
Environment: Subtropical/Temperate-Warm
Terrains: Wilderness (Grassland, Rough, Woods, Subterranean)
Population: 360
Major Centres: Eastford, Highgate, Kelzsyn Proper, Lowgate
Capitol: Kelzsyn's Tower
Weather: Mild misty precipitation with occasional thunderstorms
Resources: Trade, Fresh water, Fishing, Agriculture, Botany, Guano, Light Industry
Threats: Dokirin raiders, Humanoid tribes
Culture: Traditional transitioning to Open via trade and cultural exchange
Relics: Kelzsyn's Tower
Status: Independent
Beliefs: Traditional transitioning to Post-Traditional
Prosperity: Increasing, leading to Stratification of economic classes
Freedom: Pre-democratic
Government: Guild Council
--Leader: Guild Council members
An otherwise unremarkable piece of elevated flat ground surrounded by creek-fed woodlands and marshes dotted with unexplained coral 'boulders', it is Kelzsyn's Bluff's history of a costly three-way battle between well-established Dokirin (Honey Ant, Swimming Hawk, and Roaring Monster clans), and a moving conflict comprised of Abbekqorru-led Humanoids and Vrun colonists that put it 'on the map', as it were. Prior to this unresolved battle, the spot had merely been a water, gunnery, and lookout tower built by Vrun colonists fresh from their ships and eager to duplicate their successes in the Latter Humanoid Wars on the Vrun continent. Records indicate that Kelzsyn and his immediate family were the only residents prior to the Battle of the Bluff.
Flora and fauna here is varied (occasionally startlingly so) due to the number of subterranean animals that have ventured forth over the centuries to forage or hunt in the woods. The most common animals are foraging herbivores and manifold hosts of birds and other avians. While there are some numbers of fur-bearing reptiles in the surrounding ponds and lakes, for the most part this is a woods-animal region, and the main predator are the ubiquitous wild dogs of the Humanoids. Said beings have enjoyed increased peace and prosperity due to the dwindling numbers of hostile Dokirin still in the area enjoining them in raids against Federated City State supply convoys to aid the beleaguered garrisons and forts further into the wetlands south.
One hundred homes, a few score workshops, and dozens of warehouses and sundry walk-in businesses dot the community within the antique specular-iron fence. The tower sports but four cannon, but is dotted with hundreds of rifle loops, manned by the local millitia in times of need. Most of the town is dedicated to the central and well-patrolled market, much respected and liked within the sub-region, and used by many nascent adventurers as a meeting place for expeditions into the Old Green Ruins, some 23 XsM to the west-north-west along the shores of the broad and cold Symmelliem river. Foods from various ethnic traditions bring Dokirin hunters to market in a meat-for-meal arrangement that seems mutually agreeable to the much friendlier (and money-minded) merchants of Kelzsyn's Bluff.
Local Rumours-
6 – Three hostile Humanoid clans dwell in the wilds surrounding town
5 – Founder Kelzsyn's steady drinking won him the remote outpost duty
4 – Nearby village of Boylyn is a clearing-house for local historiana
3 – Old 'Lizard Man' artefacts found in the karsts and nearby creeks
2 – The narrow tunnels within local karsts go on for hundreds of XsM
1 – Tech artefacts can sometimes still be found on the slopes of the bluff
Common Establishments-
12 - Fat-`Annii's: The lonely are well-attended to for the price of a meal and a warm sherry
11 - Holten Maqharst's Weapon-house: Colonial-style weapons and accoutrements
10 - Chapel of the Bleeding Rock: Bluff's unexplained mystery; roped-off from touch; donations accepted
09 - Hammisan & Vayel, Traders: Looking for hard-to-find items of a 'country' sort? Try here first
08 - Panner House: Reasonable lodgings with a hardroll with lard breakfast; no ruckus tolerated
07 - Daesyl's Dive: A short flight of stairs down leads to this well-kept maritime-themed pub and grille
06 - Tallfeather's Book Exchange, Survey Library & Reading Boutique: Leave/take a book and sit a spell
05 - Miss Dunferry's Tea House: Proper attire, language, and behaviour required for service
04 - Zettager Cask House: Wine and spirits, cheese and biscuits, smoking den; well-defended
03 - Blue-skin's Barrow and Bluff, Tour-guide: Grizzled Dokirin scout; virtually silent but efficient
02 - Zzrkhwv's Kennels: Well-trained Attack and Defence dogs of all sizes and costs
01 - Uncommon Establishment (see)
Uncommon Establishments-
12 - 'Doc' Suthurlend's General Practice, Barber, and Dentistry: Bring your own anaesthetics; good work
11 - The Turquoise Dove Music Shoppe & Lessons: Mostly strings and fifes, a few drums and pipes (bag-)
10 - Clatter, Sail, and Whittle, A hobby shoppe: From junk to high-price items, kits, tools, etc.
09 - Bluff's Book Repair and Antiques: Dusty, maze-like, unusually large interior; rare books/items
08 - Field Flowers & Indoor Holidays: A bright and happy brothel (two locations)
07 - Tower Tours: As the name implies, there are tours of the Tower, but why is it located across town?
06 - Malfyrd's Marks and Letters: Reading and scribing service, couriers in constant need
05 - Swathlyn's Everful Mug: Watery ale and mouldy biscuits, but meaningful local news and travel reports
04 - Ehrykh's Cutlass and Musket School: Den Ehrykh is a sixth-generation native and master Wildsfighter
03 - Saint Hildebrant's: The local office of the Heirophantic Church; Sister Ohn, three female neophytes
02 - Logla Swyl, Dreams & Portents: He is hidden in the shadows, but is terribly interested your dreams
01 - Rare Establishments (see)
Rare Establishments-
06 - Maythynz' Brothers Antiques & Repair Boutique: From Imperial tech to contemporary Chronometrics
05 - Spin the Bottle: Ostensibly private locals-only gutter-ball dive; hard-core and surly
04 - Zykh's Museum of Supremacy and Futility: Pro-Vrun, anti-everyone-else 'natural history museum'
03 - Office of Dokirin and Humanoid Affairs: Local 'zealots' made somewhat presentable; see above
02 - Field Flowers & Indoor Holidays: A bright and happy brothel with an indoor picknic theme
01 - Very Rare Establishments (see)
Very Rare Establishments-
06 - Kalin's Prosthesis and Mobilechairs: Quality wooden works for those suffering disabling wounds
05 - Metter Halsdon Club: Practical and theoretical 'corrections' swinger's club; well-defended
04 - Sunwort House of Healing: Free apothecary and bed-rest; donations accepted
03 - The Glass and Mirror: A drugs establishment; well-defended, tended, and high-class
02 - Blackcoven: A dark, decadent dancehall with mechanical ('goth') music from the WICE and Bereme Oykh
01 - Hard to Find Establishments (see)
Hard to Find Establishments-
06 - Hidden entrance to the Underground
05 - Empty house hidden within an unobtrusive warehouse: Seemingly unused, with Underground access
04 - Tower School of Vigilance: In the hidden Underground; Scouts and Surveyors (and magickers?)
03 - The Bright Woman's House: Local quasi-deity gifted in discernment; maintains no following
02 - Hallowed Ground: deep under the bluff; used for secret treaties with Dokirin, Humanoids, etc.
01 - Underground entrance to Rare and Very Rare Establishments (see above)
Availability-
66-51 - What did you ask for?: Only available on doubles (11, 22, etc.), and at +31 on Prices (below)
46-31 - Rare: (41+) and +21 on Prices
26-21 - Uncommon: (31+) and +11
16-13 - Common: (13+) and -11
12-11 - Abundant: -22
Prices-
66-51 - As high as they can extract from visitors without violence erupting
46-31 - Not unexpectedly high
26-21 - Locals' prices (fair or thereabouts)
16-13 - More than fair, or with added extras of a minor sort
12-11 - Unusually low prices for goods or services
Miscreants & Misfortunes-
66 - Non-Human Whatsits!: Best warn the militia, for lo, They're a'comin'
65-56 - General Mayhem of Indistinct Nature (multiple fights, property damage, possible fire)
55 - Out For Blood: Odd = non-local
54-45 - Riotous Drunken Brawling Spilt out into the Streets
44 - More Than Down and Out: Poor wretch begging for scraps or small coins
43-34 - Bravado and Swagger or 'We Don't Like Your Kind'
33 - Just Looking For Fun: First Blood is fine as long as it isn't theirs (or other local's)
32-23 - Wealth Redistribution Specialists, Local Chapter
22 - Ask Him Again: Will abduct and beat to within an inch of their life for 'information'
21-12 - Aftermath of some other event (re-roll) on this table; treat another 21-12 as an 11
11 - I Need Your Clothes and Kit: Infiltrators? Fugitives? They want ALL of your stuff
Law & Order-
66-64 - Hanging (1d6 days hence, at dawn)
63-31 - Steep Fine (number rolled is amount)
26-13 - Jail Time (number rolled - 1d12 days)
12-11 - Asked to join Militia
Weather-
66-45 - Thunderstorms (2d4 Hours; on [4,4] lasts another 2d4 Hours, etc.)
44-23 - Misty and very Humid
22-11 - Clear, Humid, Breezeless
Labels:
Abbekqorru,
Dokirin,
Kelzsyn's Bluff,
Marnharnna,
Vrun
Wednesday, December 2, 2009
[RPG] Competing with Space Opera... ;) -
I've been looking for sections of the revamped CharGen to post here, but all the 'sexy' parts are formatted in such a way as to be mangled by blogger's column width.
--I'll see about posting a .pdf
So far everything on the character sheet is accounted for, apart from actual combat/weapons rules, and the Aberrations.
--Those still reside in their own sections (completed or unfinished).
Here are a few excerpts:
------------------------------------------
BACKGROUND DETERMINATION-
These tables are used to provide depth of character which integrates directly with the game system so that the Character Control Record is essentially all the information a Player needs.
Should another method of more rapidly preparing a character be to your liking, merely roll up the Ability Scores as above, and roll for starting Count for purchases in the Amour, Arms & Gear section, and the PC is ready to go. If this method is chosen, all charactrs must be generated in this manner. Likewise, bits and pieces that appeal to the Referee and gaming group may be retained or excepted.
If play is desired immediately, existing characters for most versions of The World's Most Popular Roleplaying Game, from editions O to X, as well as many other 3d6-scaled RPGs of the earlier age of gaming are highly compatible with UWoM, 'right out of the box'. I would be delighted to hear that some hybridisation has taken place in your local games, as that spirit of inventiveness and creativity is the one in which the entire milieu and RPG have been fashioned.
Sex-
(Choose or Roll 1d10)
6+ - Female
2-5 - Male
1 - Special
=---= Special-
(Choose or Roll 1d10)
04+ - Male, as above
03 - Female: Bxhr 'Amazon' +2 Ability Points, 1-Point Regeneration
02 - Male: Avemn 'Highblood' +3 Ability Points
01 - Other - see
=---= Other-
(Choose or Roll 1d10)
03+ - Odd = Male, Even = Female, as standard, above
02 - Neuter
01 - Hermaphrodite
Age-
(Choose or roll 2d6)
11+: 16 Years
10 : 18
09 : 20
08 : 22
07 : 23 Years
06 : 21
05 : 19
04 : 17
03-: 15 Years
+01 Year per Primary Field, and +01 Year per two full Secondary Fields.
Ethnicity-
(Choose or Roll 2d12)
24-22 - Durn: +16 - Frame mod.: -02 - Scholars & Scientists
21-20 - Khem: +03 - Frame mod.: -01 - Carousers & Card-readers
19-17 - Western Isles Vrun: +08 - Frame mod.: +02 - Empire-Bringers
16-15 - Yirinn: +0 - Frame mod.: +0 - Warrior-Bards
14-12 - Vrun: +10 - Frame mod.: +01 - Dominators & Innovators
11-09 - Dokirin: +06 - Frame mod.: -01 - Farmers, Nomads, & Nations
08-05 - Yaesh: 3d6+06 - Frame mod.: +0 - Chaotic Cogs in an Empire Machine
02-04 - Khark: 1d4+19 - Frame mod.: -03 - Nihilists & Shaman
--I'll see about posting a .pdf
So far everything on the character sheet is accounted for, apart from actual combat/weapons rules, and the Aberrations.
--Those still reside in their own sections (completed or unfinished).
Here are a few excerpts:
------------------------------------------
BACKGROUND DETERMINATION-
These tables are used to provide depth of character which integrates directly with the game system so that the Character Control Record is essentially all the information a Player needs.
Should another method of more rapidly preparing a character be to your liking, merely roll up the Ability Scores as above, and roll for starting Count for purchases in the Amour, Arms & Gear section, and the PC is ready to go. If this method is chosen, all charactrs must be generated in this manner. Likewise, bits and pieces that appeal to the Referee and gaming group may be retained or excepted.
If play is desired immediately, existing characters for most versions of The World's Most Popular Roleplaying Game, from editions O to X, as well as many other 3d6-scaled RPGs of the earlier age of gaming are highly compatible with UWoM, 'right out of the box'. I would be delighted to hear that some hybridisation has taken place in your local games, as that spirit of inventiveness and creativity is the one in which the entire milieu and RPG have been fashioned.
Sex-
(Choose or Roll 1d10)
6+ - Female
2-5 - Male
1 - Special
=---= Special-
(Choose or Roll 1d10)
04+ - Male, as above
03 - Female: Bxhr 'Amazon' +2 Ability Points, 1-Point Regeneration
02 - Male: Avemn 'Highblood' +3 Ability Points
01 - Other - see
=---= Other-
(Choose or Roll 1d10)
03+ - Odd = Male, Even = Female, as standard, above
02 - Neuter
01 - Hermaphrodite
Age-
(Choose or roll 2d6)
11+: 16 Years
10 : 18
09 : 20
08 : 22
07 : 23 Years
06 : 21
05 : 19
04 : 17
03-: 15 Years
+01 Year per Primary Field, and +01 Year per two full Secondary Fields.
Ethnicity-
(Choose or Roll 2d12)
24-22 - Durn: +16 - Frame mod.: -02 - Scholars & Scientists
21-20 - Khem: +03 - Frame mod.: -01 - Carousers & Card-readers
19-17 - Western Isles Vrun: +08 - Frame mod.: +02 - Empire-Bringers
16-15 - Yirinn: +0 - Frame mod.: +0 - Warrior-Bards
14-12 - Vrun: +10 - Frame mod.: +01 - Dominators & Innovators
11-09 - Dokirin: +06 - Frame mod.: -01 - Farmers, Nomads, & Nations
08-05 - Yaesh: 3d6+06 - Frame mod.: +0 - Chaotic Cogs in an Empire Machine
02-04 - Khark: 1d4+19 - Frame mod.: -03 - Nihilists & Shaman
Sunday, August 16, 2009
[RPG] "Who Let Slip the Dogs of War?" -or- "The Hunters, Hunted"-
I was granted the opportunity to run a game with two of the players in the C&C game I participate in, and a gaming friend of theirs.
--They decided to use the Point-Design system (7k points -- making them 3rd Level), and so we had the full bells-and-whistles experience. Derek decided to play a mutant Durn divine spellcaster, and spent a long time tweaking that aspect, although the other two had been finished for a good 20-25 minutes.
---That said, the spellcaster had enormous flexibility and utility with a fire-based theme.
The scenario took place on The Fortifications of Wlor, just off the northern cost of the Durn continent, and involved the human Western Isles treasure-/big-game hunter and his mutant Yaesh fellow hunter searching for large flightless birds. They had travelled from Vrun Berror aboard a tramp freighter and had encountered ethnic and political antipathy from the miscreant crew. Their dinghy ride to shore was in the company of a Dokirin woman who had sequestered herself in her stateroom to avoid worse treatment.
--The fishing pier to the southeast of the main port was operated by the Guild Council fishermen, and quickly the group fell afoul of local roughs at a drinking and seafood shack at 1AM. A somewhat comical smakdown was lain upon the goons, and the band of four decided to investigate the portion of the island in the direction the non-Durn gangers had come. A second fight changed the tune as two Critical Hits dropped party members (although they were healed by Derek's character and the Dokirin NPC), and the surviving enemy fled as best possible while pursued.
---Further reconnaissance marked out the gang's complex near the island dictator's fortress (which should have been a clue), which the party avoided, and they instead found lodging in a very run-down place overlooking the quaint squalor of the main city. Their morning to afternoon rest found the party refreshed and ready for more troublefinding.
Purchasing three bottles of the best local hootch and eight commemorative shot glasses, the party took off once again, to a location advertised on a handbill stuffed under all the doors of the lodging. The indicated route took visitors past the gang's complex, and the party were justifiably wary. Returning to the foot of the hill at which the previous fight had taken place, looking for bound gangers, the group instead witnessed the gang members being rescued by a large group of well-armed government forces, whom the party avoided as they pressed on to examine the site marked on the map.
--Unbeknownst to them, the party was being observed from a higher altitude upon the sloping terrain. They then chanced upon a clearing filled with 60+ troops, in the process of torture and rape against foreigners who vaguely resembled the N/PCs. Trying to stealthily creep out of the clearing before being noticed, the party members were ambushed by their pursuers, one armed with a reciprocating heavy coilstock, the other with a 'hand-choppa' light coilstock. The fight was one marked by wounds on both sides; a successful death-from-above strike by the Western Isles hunter that flung the reciprocator-gunner down the slope and broke his neck; a desperate battle for the reciprocator as the Yaesh hunter was wounded with two bolts in his leg, hobbling downhill and the Durn battle-priest following after him in the hopes of escaping the fighting and healing his wounded companion. Those two made it to concealment, and the wounds were healed.
---The Dokirin woman had demonstrated that she possessed a cloak of Improved Invisibility in the first fight back at the shack, and had disappeared before this battle. The Great White Hunter desperately battled for control of the reciprocator and was discovered by troops from the encampment whereupon a second running battle and escape and evasion was played out against a large portion of the troops, while the other two PCs were E&Eing it further northeast, constantly being discovered by their pursuers.
Heading back toward the populated side of the island, WI hunter always managed to escape death, although wounded and hounded by 30+ paramilitary troops. He spotted smoke from the gang's complex, and as he continued to hug the curvature of the hillside, began to see emaciated Vrun fleeing from that direction. Most (women and children alike) were mowed down by the paramilitary that chanced upon them, but a few escaped when an explosion took out all but two of the tightly clustered search party (the survivors had arms blown off and quickly died).
--Meanwhile, at the other end of the island, the two PCs were constantly beset upon by their hunters, but managed to enter the thick palm forest and hide; the government forces unwilling to enter the terrain.
---The WI hunter was reunited with the Dokirin woman, Dasuel (who had initially claimed to 'document wildlife for the Federated Cities Council' of Marnharnnna) who was responsible for liberating the captives at the complex. Together with the fortunate survivors, they fled upon a fishing sail boat out to a larger vessel awaiting them. It turned out to be a Vrun Continental Authority naval ship and when the rest of the party's plight was explained, a rescue mission was initiated after dark. Villagers helped the two stranded PCs in exchange for blessings, and the VCA commandos rendered medical aid before departing with them.
Official VCA thanks, 500 count (each), and 1300 XP (each) was the reward.
--There is talk of playing again, soon.
--They decided to use the Point-Design system (7k points -- making them 3rd Level), and so we had the full bells-and-whistles experience. Derek decided to play a mutant Durn divine spellcaster, and spent a long time tweaking that aspect, although the other two had been finished for a good 20-25 minutes.
---That said, the spellcaster had enormous flexibility and utility with a fire-based theme.
The scenario took place on The Fortifications of Wlor, just off the northern cost of the Durn continent, and involved the human Western Isles treasure-/big-game hunter and his mutant Yaesh fellow hunter searching for large flightless birds. They had travelled from Vrun Berror aboard a tramp freighter and had encountered ethnic and political antipathy from the miscreant crew. Their dinghy ride to shore was in the company of a Dokirin woman who had sequestered herself in her stateroom to avoid worse treatment.
--The fishing pier to the southeast of the main port was operated by the Guild Council fishermen, and quickly the group fell afoul of local roughs at a drinking and seafood shack at 1AM. A somewhat comical smakdown was lain upon the goons, and the band of four decided to investigate the portion of the island in the direction the non-Durn gangers had come. A second fight changed the tune as two Critical Hits dropped party members (although they were healed by Derek's character and the Dokirin NPC), and the surviving enemy fled as best possible while pursued.
---Further reconnaissance marked out the gang's complex near the island dictator's fortress (which should have been a clue), which the party avoided, and they instead found lodging in a very run-down place overlooking the quaint squalor of the main city. Their morning to afternoon rest found the party refreshed and ready for more troublefinding.
Purchasing three bottles of the best local hootch and eight commemorative shot glasses, the party took off once again, to a location advertised on a handbill stuffed under all the doors of the lodging. The indicated route took visitors past the gang's complex, and the party were justifiably wary. Returning to the foot of the hill at which the previous fight had taken place, looking for bound gangers, the group instead witnessed the gang members being rescued by a large group of well-armed government forces, whom the party avoided as they pressed on to examine the site marked on the map.
--Unbeknownst to them, the party was being observed from a higher altitude upon the sloping terrain. They then chanced upon a clearing filled with 60+ troops, in the process of torture and rape against foreigners who vaguely resembled the N/PCs. Trying to stealthily creep out of the clearing before being noticed, the party members were ambushed by their pursuers, one armed with a reciprocating heavy coilstock, the other with a 'hand-choppa' light coilstock. The fight was one marked by wounds on both sides; a successful death-from-above strike by the Western Isles hunter that flung the reciprocator-gunner down the slope and broke his neck; a desperate battle for the reciprocator as the Yaesh hunter was wounded with two bolts in his leg, hobbling downhill and the Durn battle-priest following after him in the hopes of escaping the fighting and healing his wounded companion. Those two made it to concealment, and the wounds were healed.
---The Dokirin woman had demonstrated that she possessed a cloak of Improved Invisibility in the first fight back at the shack, and had disappeared before this battle. The Great White Hunter desperately battled for control of the reciprocator and was discovered by troops from the encampment whereupon a second running battle and escape and evasion was played out against a large portion of the troops, while the other two PCs were E&Eing it further northeast, constantly being discovered by their pursuers.
Heading back toward the populated side of the island, WI hunter always managed to escape death, although wounded and hounded by 30+ paramilitary troops. He spotted smoke from the gang's complex, and as he continued to hug the curvature of the hillside, began to see emaciated Vrun fleeing from that direction. Most (women and children alike) were mowed down by the paramilitary that chanced upon them, but a few escaped when an explosion took out all but two of the tightly clustered search party (the survivors had arms blown off and quickly died).
--Meanwhile, at the other end of the island, the two PCs were constantly beset upon by their hunters, but managed to enter the thick palm forest and hide; the government forces unwilling to enter the terrain.
---The WI hunter was reunited with the Dokirin woman, Dasuel (who had initially claimed to 'document wildlife for the Federated Cities Council' of Marnharnnna) who was responsible for liberating the captives at the complex. Together with the fortunate survivors, they fled upon a fishing sail boat out to a larger vessel awaiting them. It turned out to be a Vrun Continental Authority naval ship and when the rest of the party's plight was explained, a rescue mission was initiated after dark. Villagers helped the two stranded PCs in exchange for blessings, and the VCA commandos rendered medical aid before departing with them.
Official VCA thanks, 500 count (each), and 1300 XP (each) was the reward.
--There is talk of playing again, soon.
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