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Showing posts with label Marnharnna. Show all posts
Showing posts with label Marnharnna. Show all posts

Friday, February 3, 2012

FebRUary 2nd Update-




The PCs are back to the Marnharnnan 'Megadungeon', a subterranean emergency colony of the Ancients. In the past, an endless stream of Runners (fast zombies) would emerge from a tunnel into the initial site, but since the Orthodox Wodic priests have been brought on site, that problem has been brought under better control.

A new area with worker dwellings, like Japanese 'coffin motels', apparently set up for the folks who used to run the behind the scenes infrastructure was explored and reclaimed, although Runners and Hyenamen are still a bit of an issue. From there, the PCs chose to head into a mall-arcology with apartments above two floors of shops, and two sets of monorail tunnels on either side.

An earlier session saw the PCs visit, and take books from the climate-controlled bookstore, falling back to held territory. Tonight's session went from there, where the first sector, Phoenix Spoonbill, was explored.

Contact with Runners recently dressed out in clothing and gear of the Ancients were engaged and deactivated, and these peculiarities were noted, including monorail tickets punched and worn on leather necklaces, etc. Pressing on, it became clear that folk were selectively removing items from various shops, and using them to outfit the mindless undead.

Moving into Water Badger Sector of the miles long mall, a group of humans were met who first contacted the party through a dog, the native psychic using the critter as the envoy, and peaceful relations established. These Water Badger tribesfolk held the eating establishment closest to the edge of their sector, 'where it is always the end of the work week', and were pleased to offer selections based upon the menu's photos. The Water Badgers' leader, Shaulm, a Khem woman, explained how each sector had its own tribe whose generational duty was to maintain their portion of the arcology. Other tribes included the Golden Egret, Snapping Lungers, Spitting Spinefish, and Jungle Howlers.

'The Walkabout' is the name for the fungal-based undead infection, and the tradition of honouring the dead simply transitioned to those who died of the black fungus. Jungle Howler apparently has the most dealings with the Walking Ancestors, and contact has yet to be established with them or the Spitting Spinefish, who appear to be vassals of the JH. Water Badger warned that Jungle Howler were tricksy and demanded tribute, and that the SpitSpine were prone to ambush.

We held it there.

Thursday, December 22, 2011

The Cats are Away...-



Concerned with the PCs' lack of direct action, a player prompted that the characters hop aboard a train and travel across the Black Crown, into the Yaeshani Empire, in search of a potential White Sphere to mate with the Black Sphere they found and returned with back in the Skullcrusher Mtn. Campaign.

This journey will take months to reach their initial stop, and an undisclosed amount of time to discern whether said object exists, or can be created. This plan, predicated upon its successful reunion with the Black Sphere they tossed into the plane of Shadow due to its deleterious effects, deprives the colony of Xudorn of its two top generals, its air marshal, and one of its top aeronautics chiefs. Another player voiced concern over Xudorn's vulnerability during this period, as the fledgling republic is under increasing attack by Continental Vrun forces and agents.

Along the way, barely into their trip, the PCs have encountered one of several Western Isles colonies in territory controlled by the Black Crown, essentially isolated now for over 150 years from the Western Isles Crown. Discerning things slightly more complex than at face value, it was discovered that these WI folk have been fighting the Undead for generations. Stymied by lack of official power for the PCs to institute treaties, the instigating player has suggested that they be granted said powers.

I sit back, incredulous at times, but now more confident why later generations never mentioned Xudorn in the history of Marnharnna. This is almost a parable for why the Vrun haven't regained space flight, and it is playing out before my eyes.

We'll see how this turns out.

Tuesday, December 13, 2011

Other Colonies and the Marnharnnan Megadungeon-

Contact with the Vrun colonies to the north of Xudorn have had mixed results, including a rather humorous mix-up which resulted in a great set of scenes wherein the beaten person of a rather loquacious con-man escaped from Vrun Naval authorities into a Stinktown brothel, only to be rescued by the charming ladies within. Waifs, too, were rescued and given good homes in Xudorn, and other good things besides have occurred.

The Black Sphere, power source of Skullcrusher Mountain, has been disposed of into the Shadow Plane, and through a dream, Commander Ssu Rosenbrad has gained the formula for cleansing affected soil of the lower planar radiations they have absorbed. Saint Rel, posthumous hero of the Upthrust Campaign, has appeared to Commander Roland Peltier and completely healed him of said irradiation, triggering Peltier's Imperial Bloodline powers.

Finding a site held by the Dokirin to be a place of reverence wherein are placed items deemed too dangerous by local shaman, the PCs unearthed within barrow mounds Ancient technologies and the partially mummified remains of former Marnharnnans, including a Durnsman and his metal holy book. A second exploration, including five security, and ten technical specialists accompanied the PCs to a set of great doors set into the ground. Upon entering the vast vault, those in attendance witness a site larger than Xudorn and environs, two hundred feet down. Their initial exploration yielded little in the way of scavenged tech, but has stranded them in the midst of waves of ravenous and fleet-footed undead. Local indigenous Humanoids have bound themselves to the PCs in exchange for their protection and provision. These same have disclosed that this site is but one small fraction of the total underground area.

Thursday, December 1, 2011

Don't Tell Us What You are Going to Do...-


My original sketch from the early 2000's

H&S
blog aside, here is a link to the Russ Nicholson artwork for the Urutsk Referee's Manual. It is the colour piece (although the b&w stuff looks pretty cool, too).

LINK

As I said in the blurb, I've had this idea for several years longer than I've had my blog, and seeing the piece come to life was really extraordinary and gratifying.

The LuLu Players' and Referee's Manuals will likely be phased out when their replacements come into being. I am currently in discussion with the producer of an existing rules set as the basis of one version of the URUTSK: World of Mystery line, as I really dig the ease and flexibility of said unsaid system, not feeling like it will shoe-horn my setting into an uncomfortable fit.

Oh, and it uses d20. :D

Wednesday, November 23, 2011

Google+ Weekly Campaign Update-

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.

Wednesday, November 16, 2011

Xudorn layout and Topography-



Xudorn layout and Topography

Tuesday, November 15, 2011

As Pertains to Marnharnnan Exploration-



Minnesotan
over at TYWIKIWDBI has an excellent teaser on Westward Migration, and of greater importance to the UWoM Boxed Set/Vanguard campaign, is the degree and duration of Native cooperation and goodwill.

Check it out. :)

Sunday, October 23, 2011

Operation Skullcrusher Mountain, and a DnD Toy for You-



Well, Friday the 21st, saw the sixth (or so) session in the offensive against the Undead bastion, and the destruction of the facility's attack ability. The estimated losses on the friendly side is in the low hundreds, with roughly three times that on the Undead.

Technology, both Ancient and arcane, has been secured, and the alliance with the Green Cavaliers (a Vrun Military expedition) and local Abbekqorru has blossomed. This confluence of events should dramatically boost Xudorn's (the commercial colony) strength without dramatically increasing its land-use footprint, as the hydroponics tech found at the site, as well as bio-tech the Abbekqorru utilise should increase the efficiency of the small community (currently roughly 1k pop.) without much slack time in implementation prior to winter. The fact that winter will not reduce agri concerns means that the most prevalent reason for any colony's failure shouldn't be the thing that could do-in Xudorn.

Now, with Ornithopters, small Zeppelins, and the Abbekqorru global map, Xudorn and Ft. Greenpennant (six-days ride to the south) are likely to have a far greater degree of cooperation and 'cultural' exchange. The effect of the Abbekqorru upon the burgeoning Vrun presence on the eastern seaboard also remains to be seen.

---[The Game]---
Provided for players of the grandpappy of RPGs, using d20s in 'to hit' and polyhedral damage dice
* Rifle, Repeating^ d10 | 3 Attacks per Round; 21 Shot Spring Crank Drum
Reload: 1 Combat Round if a loaded drum is used
^ :: Saturation Fire is a 10' W x 20' L rectangle.
Every figure at least 1/2 in the rectangle is subject to individual attack,
although only one Action is consumed in the process.

Friday, February 18, 2011

You've seen this creature before... :D

YQAOM
'Purple Bounders' -- Aberant Animal (AA)
Menace Rating: 63 (7d8) | DEF +0 | ARM 2d6 | MOV 40
Damage: 4d6B Pounce, 3d6EP Bite

With swollen-seeming bodies of deep purple leathery hide, the cylindrical legged and footed Yqaom is a sight to behold. Its upper body (for indeed, they are an upright locomotive being) has humanoid qualities with a strong yet flexible neck supporting a proportionally very large head. The maw of this creature ia a vast portion of its head and this mouth is visually dominated by two pairs of tusks followed by banks of complex molars. Its tongue can extend nearly four Snk and is about as big as a dinner plate. It is the dainty pair of feathered wings and curious antennae which mark out the Yqaom as truly weird. Genalchemic inspection has revealed that the Yqaom are a relatively recent mutation, suggesting that the deadly mutagens of the North Western Sphere may still lurk in the wilds and pose a danger.
The Yqaom is an aggressive, territorial omnivore that uses its combination of aberrant powers to facilitate its hunting/grazing and its ranging. By use of its magneto-repulsion power, it is able to levitate, which is controlled by the tiny wings and allows this lumbering beast to rotate in a corkscrew manoeuvre or even perform loops, with all lateral movement generated through running and its bounding-power. Its top recorded speed is in the 8-12 XsM/H range. The Yqaom's bony antennae are used to sense electrical fields, and are sensitive enough to detect living auras within an 8 Msnk Radius, but not with pinpoint accuracy, and is tested against the creature's PSI.

:: AP Value: 1st Encounter 775, subject to Group Multiplier Bonus +(2/3); 1/10th, 1/100th, etc. thereafter.

Length/Height:
* Snk: 2.68 Inches
* Msnk: 4.47 Feet
* XsM: 11,800.98 Feet ( 3.6 km / 2.23 mi.)

B = Blunt
E = Edged
P = Piercing

Monday, December 20, 2010

ADnD-friendly Urutsk Holiday Offering: Ytidu -- The Mutated Pine Moose-

YTIDU (Mutated Pine Moose)-

Hit Dice: 5d8+35 (55)
Attacks: Antlers (1), Hoof (2), or Bite (1), or Kick (1)
Damage: 2d4+4BP, 1d6+3B, 1d4+3EP, 4d6+4B
Armour Class: 06
Special: Pine Resin Attack, Deafening Bellow
Move: 36”
Size: Large

Terrain: Cold to Temperate-Cool Wetlands
Frequency: Rare in Marsh and Riverine, Very Rare Elsewhere
#: 1d4 (3)
Lair: 01%
--Loot: Random

Intelligence: Sentient (06-09)
Alignment: CN (Unpredictable but Amiable)
Psionics: Yes
--Abilities/Modes: Any
Lvl/X.P. Value: 13 / 4,690

The origins of this creature are mysterious, and attributed by the Dokirin tribes-folk that know of the Ytidu to a series of ominous events. For many years it was thought to be a unique creature, but after decades of sightings, it has been determined that these mobile plants are capable of reproduction through normal plant means, but aided by the mobility and utility of limbs and antlers. In any situation where the Pine Moose is cornered or facing capture, it will first use its Deafening Bellow which affects all within a 20' Radius as a Curse (deafness) spell of Caster Level 9. If the offence persists, the Ytidu will spray its 45' long cone of Pine Resin which forces a Save v. Breath Weapon or suffer the effects of a modified Cloudkill spell (with deep and persisting unconsciousness instead of death) at a Caster Level of 9.
While the Ytidu is arguably less intelligent than the average Human, their curiosity, apparent fearlessness, and tenacity lend an air of regalness and nobility. Greedily hunted by merchants ready to ship their decorated carcasses south to Marnharnnan Vrun settlements, their numbers have thinned in the Inland Seas most populated areas. Conversely, along with the Bramble Hart, the Ytidu are revered and lovingly doted upon by many Western Isles Vrun and Yirinn, and the origins of the decoration of the creatures is derived from Yirinn/Wodic traditions long ago established in mainstream culture. The Pine Moose is treated to fertiliser-infused sweet drink, and the people surround it in dancing circles as songs are sung and festivities are had by all. Northern Druids, some Yirinn Bards, and many Rangers know of the secret for procuring sweet resin from the live Ytidu for the manufacture of a potent Imperial Stout drunk hot on cold nights, and known for its hallucinatory effects.

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, November 11, 2010

Mutants of Marnharnna: Pt. 13 ('you took it too seriously...')-

Raylyss, potential Lizard King and Sire of a resurgent Reptilmalian Empire, after finding wonderful magic items, decided to once again torment a drinks girl on the paddlewheel craft, and was spotted by at least two of the crew, one of whom was able to hit Raylyss (with a poisoned blade). Raylyss dove overboard and resurfaced to the rear of the craft, whereupon I rolled to see if security were on the ball, and rolled my 2d12+1d4 for the nearest guard, and scored a double-12 (essentially a critical success) +2 on the d4. This beat Raylyss' (Cloak + Covert) roll, and he was caught by surprise. As in, no action, but I'll let you say something --surprise. Instead, the player indicated Raylyss was moving, and he was fired upon at Point-Blank Range with a pump-action slug-gun. The shot struck Raylyss' abdomen for 45 points, taking him to -20+ instantly. Raylyss' last words (previously spoken as he got away from the mob) were, 'You took it too seriously.'
--Raylyss saw his probability lines toward becoming the messianic sire collapse into silt, while the two spires of his 'children' achieving some lasting importance toward that (or his son achieving it in full with the aid of his sisters) increase. As he expired, Lord Worm, his Elemental Patron, reach out his hand and Raylyss accepted and found himself in the muddy grave of the Silt Court, filled with half-rotted zombies and writhing worm-monsters.
--- The group took his stuff and carted his body to their room, where the the eldest of the girls heard the bad news and sought revenge. She later informed the party that Raylyss' things were their inheritance, and she looked very serious about defending that claim.

The area the party was now travelling through is a series of mangrove stands and islets, cut with channels and coves (much like the area they had just departed), and the soundings were too shallow to proceed after dark, and they anchored as a storm rolled in. In the morning, Kitsune spotted the shredded sails of another craft draped across the mangrove canopy some ways off, and the ship frothed on through the shallows. This wrecked ship was apparently attacked in the early part of the storm by Humanoid sea-raiders (including serpent people), and their floating bodies clogged the way for ship. Gaff-hooking the corpses aboard for scientific study by the Sleeper Scientists resulted in the discovery of strange alchemical gear (explosive-filled distraction weapons like shuriken) and wrist dispensers of an alchemical fuze. Eventually the survivors of the shipwreck (astronomers, botanists, chemists, etc.) were glad to board the pleasure ship and immediately began to drink up and game.

It was upon this ship that the new character was unveiled. He is a heavy spacer-framed Imperial Manifestation with Radiant blood, and lots of it. He was shipwrecked after fleeing the Vrun Continent as a wanted criminal, accused of gross negligence resulting in the loss of 35 lives. He advances as an Aberrant, but is exceptionally robust in his capabilities, and should be a lot of fun in the game.

The next encounter was that of a large boat/small-ship-sized cephalomalian in his river-bisected lagoon, and the living, human contents of three or four lifeboats entwined in his primary tentacles. "Pay tribute or they die." His bellowing, bubbling voice erupted from the frothing water. Everyone was ready to attack it, but the captain, for the sake of those in the boats, capitulated, sending over (as the new character suggested) 300+ pounds of salt-water taffy (most of it conjured fabrications) to the Monstrous Being (along with champagne and other goods) on the backs of rays sent to receive the tribute.
--Devouring the rays and the tribute, the Being was well pleased and released the boats and the humans unharmed. It was later realised that ink from the creature seemed to act as the water-life control agent, as schools of different fish moved in stunning and colourful displays as the ship reversed engines and headed out for deeper waters in the bid to still make it the tidal lake by high tide, full moon in two days.

I believe that we held it there.

Tuesday, October 19, 2010

Contemporary Weapons of the Colonial Age Pt. 01-

Copyright (c) 2009 Kyrinn S. Eis
Non-commercial use granted


Having neglected the gamer candy for a long while, I offer this series:

NOTES-

Ranges:

* MxE = Maximum Effective ~ The end of the ballistic arc, and one heck of a shot
* E = Effective Range ~ The theoretical limit
* ShE = Short Effective ~ The practical limit

Determine MxE and divide by Pi to reach E, then divide E by Pi to reach ShE, and so-on until the barrel is poking the target. This may yield results of feet or less in shorter MxE ranges.

Damage:
[Legacy] = D&D-scale HP damage; Metamorphosis Alpha, Original Gamma World, and MF should use standard listed damages

BEP = Blunt, Edged, and Piercing special effects


Galmaether Cylindrical Repeater (WICE Patent, various manufacturers)

Type: 10-round Revolver + Single-shot Feed
Size: Small, One-handed use; Two-handed re-load
Ammo.: Alchemical Cartridge
Max. RoF: 5 rounds discharged per 6 seconds
Ranges: MxE 500/E 159/ShE 50 Yards
Modifiers: varies from +01 to -02 based upon manufacture
Damage: 3d6x3BEP (31.5 DP) [3d6 Legacy] per round striking

:: Begin Datafile:

The Galmaether Cylindrical Repeater (GCR) was first patented in 685, in the Western Isles by Themeul Vedrys Marsden Galmaether, a lesser noble of the Byrtheq Families of that isle. Galmaether, largely dissatisfied with bolt-action or lever-actuating designs which forced him to manually load into the weapon (thus slowing his burgeoning 'trick-shooting' routine), envisaged a noble's weapon which would allow for both speedy delivery of a full compliment of ammunition, as well as single-round feed capability. After several false starts (and tens of Royals [thousands of gp] invested in the project), Themeul was greeted with success once he abandoned simple chemical propellants and dove headlong into the world of Alchemy.

Nearly a decade later, the first of the 'strikerless' firearm designs began to show promise. In these mechanisms, an Alchemical operation takes place, mixing raw Elemental Air with the mundane chemical in the shell, producing a strikerless and primerless combustion. Likewise, this made the shells inert in normal exposure to mundane atmosphere, and as an added advantage, allowed the cartridges to be fired in a non-oxy atmosphere or even a vacuum. Unlike most revolver designs, a rearward moving valve-pin re-cocked the Alchemical hammer, providing a semi-automatic firing sequence, rather than mechanically rotating the cylinder. Prior to his presumed death in an industrial accident in 689, Galmaether had established patents for various improvements and refinements in the GCR, and even one using a spring-tension magazine-feed version utilising triangular shells that fed into a fixed cylinder. However, the GCR is still a quick-change cylinder design, as are all knock-off makes of any reliable manufacture.

Once his design became known to the Black Crown, variants were produced in The Black Metal and this allowed for more powerful cartridges, as well as higher capacity cylinders (due to The Black Metal's uncompromising strength even in thinner chamber walls). Marnharnnan Vrun soon gained samples of these 'Western' models, and, although unable to duplicate the metallurgical advances, were able to patent and produce models with as many as twelve shots for their aeronaut, cavalry, and naval officers. The proliferation of Cylindrical Repeaters began to spread worldwide, as well as across weapon types to carbines and rifles, making ram-rod 'wool-rifles' antiquated by as early as the late 690's.

As the weapon type became more popular and ubiquitous, ammunition quantity and quality was never far behind the trend. By the mid 690's, any trading post on Marnharnna that carried firearms also carried standardised ammunition in various 'calibres', ranging from non-cylindrical derringer-type 'short-case' cartridges, to the Beast Hunting bores. Well into the Resth Clan Confederacy's (RCC) nascent national history, GCRs were issued to military personnel, political commissars, and Marnharnnan Defence Agency marshals. Gradually replaced by drum-magazine fully-automatic firearms by the middle of the First Tyrrhean War, GCRs passed down for generations were still the trusty companion of soldiers and adventurers until ]Ã…}]&*&$%% file corrupt
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Sunday, July 18, 2010

Mutants of Marnharnna Map 01-



  • Hill hex 44.30 is the location of the Humanoid Garrison
  • Forested Hill 41.30 is the location of the PCs' treehouse-fort
  • They entered 41.31 and then travelled to
  • 40.31 where they found the homestead (barn and domicile)
  • 39.31 where two had a little swim before travelling on to
  • 40.32 where they encountered the Humanoid camp and entered into combat

Saturday, March 20, 2010

[Playtest Campaign] 19th, March-

Roughly two weeks after the fall of the house of Ahzenbakh and the dispelling of the Shorrannin-induced psionic delusion of the goat demon/green flame, the Governors of Doran have re-located to the old Ahzenbakh mansion, having granted the old Governorial mansion to lady Miren, who has changed her last name to Sovalt. In the exchange, Miren Sovalt has been made the Dean of the Governor's Academy, and the unused rooms set up as dorms for the most excellent students (comprised both of orphans of the pirate attack, as well as children of the entitled and wealthy eager to have the best education [read as: status] afforded their progeny).

Business dealings have brought the purchase of much of the island by the Guild Council to the Governors' attention, and a reception was held by said group in the hopes of securing their favour/capitulation. It was an interesting set of conversations as deals were made to have the Guild Education system integrated with the Academy, in exchange for a cut of all profits from Guild business. Likewise, Mela Mela's apothecary businesses and weapons shoppes have been brought into the fold, as it were, with Mela now an official Doctor of Medicine, and the author of the Pharmaceutical Purity Standards (as well as fronting her own independent regulatory investigations agency of the industry). Tyb also met Marnharnnan businessmen who were affiliated with the Kherstic League (possibly undercover), who urged that the Governors make the effort necessary to purchase and protect frontier parcels on the mainland. Mela was approached by a Marnharnnan woman who identified herself as an agent of the Marnharnnan Defence Agency, and asked Mela to make the trip to a region of the Riverland Peninsula to aid in diagnosing and treating an unknown illness growing to epidemic proportions.

With Mela and Darius off to the mainland, Tybalt (actually Tybylt based on the meaning of his name, --my mistake. I'll have to go back and edit all of these posts with the incorrect spelling.) and Ashta were preparing to set off on the journey to the realm of the Shlzm who transported the Sphere to the Shadow Plane to further 'her' self-repairs. To this end, Tybylt travelled to visit the Sphere, and encountered some extremely long-limbed creatures fascinated with the scintillating 'pearl' in the deep glooms of that realm. The Sphere stated that she would be well enough to get underway (save low fuel) in a matter of hours. Upon return to the Mundane Realm, Tybylt [Oh, look, a squirrel! ;p ] decided to launch his anti-smuggling operation in earnest, and affected a cover identity, Yihi ('Ending Song'), a flautist of moderate renown.

Setting off, he studies outside talent and determines that a former Guild Council assassin, gone freelance and worked over for her infidelity, was the best choice in the region, and hires the woman. She now goes by the name, 'the Swan'. Their first circuitous and wending ploy is to procure an extant smuggling operation. Surface investigation brings them to a small rocky island only large enough for a few dozen warehouses, brothels, and stables, with a periphery of moored boats serving as the rest of the town's services (inns, taverns, shops, etc.).
-- >> The merchant to be whacked is in fact the good and loyal individual, and his lover/partner is the one with the gambling debt that is dragging the business down. Yihi and the Swan bail on that plan and as they are discussing their next move, there is a knock on the door. Special Investigators from Doran are there to arrest Yihi. Tybylt/Yihi grabs Swan and uses his shadowy powers to E&E from them. An illusion later, and the last member of the team is thrown off their actual location and Tybylt and Swan drive off with the carriage occupied by some unknown person, whereupon he purposefully wedges the transport into an alleyway too narrow to open the doors, and they dip on the horses until they send them in different directions. The two find a sleazy inn operated by a former player's first character (the psychopathic scumbag in the adventure detailed in the earliest Dragonsfoot-link =---> posts), and stay there just long enough to Plane Travel via Shadow, back to Doran. Tybylt drops his guard and lets slip a few references that allow Swan to realise who he really is, and she then informs him that the reason she went freelance was because the last Guild contract she'd been given was on him, roughly two months prior (post-pirate-attack).

Ymyk, the LGS co-owner's character (the one with the alternating personalities due to a bad dual brain mutation), locks himself in a closet in the new mansion until Tybylt and the Swan arrive (introductions all around), whereupon Ymyk takes Tyb to the gambling house he (as the crime boss identity, Zhakun) owns, and the underground complex annex rife with newly-set traps protecting the subterranean warehouses. Ymyk hands the whole operation over to Tybylt (as Yihi) [still with me?], who accepts once he lays down righteous smack upon an enforcer who looked to be the most trouble of the bunch. Another thug, Kleph, loses a few fingers on a scythe-blade drawer trap, but has the new boss to thank for one of Mela's regeneration potions (it will still take weeks to fully regrow them, but they will regrow). Introductions of the work crew are made, and each is re-interviewed for by Yihi.


I totted-up the Glory sums for the characters, with (no surprise) Tybylt clearly in the lead, with Ashta about 2/3rd his junior, and Mela next by a fair margin.

The tandoori food was yummy. :)

Friday, March 19, 2010

Update 19th, March-

This Week's Top 5 List of Stuff-

* Intro/Overview of the game, Die-Rolling Conventions, and the obligatory What is a RolePlaying Game?

* Putting the Fight in Fight Dice

* Duty, Glory, and Honour as the social-currency of the system (Playtest starts this session).

* M. Thomas' Aroshi critter write-up

* I am currently working on the South East section of the map of the Marnharnnan continent, as that is the section most applicable to my Playtest Campaign.


Tandoor lunch planned for the game. :)

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

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.