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Showing posts with label Yaesh. Show all posts
Showing posts with label Yaesh. Show all posts

Monday, August 25, 2014

Urutsk using D&D 5e: The Sunday Sessions-


Urutsk 5e-
:: Sunday Sessions

Using the print copy available on Lulu, but dialing back the crazy bonuses which were conceived of during the 3.x era, we made new PCs.

1). Yirinn-Mutant Fighter with Elemental Blood: Earth.  He has Dual Brain and Heightened Brain Function, so receives 3 mental saves taking the best of the three, cannot be lied to, and takes 1/3rd the time to figure out tech and that with a bonus.  He becomes the de facto 'traps guy' with his Yirinn suite of old school Dwarven senses.

2). Yaesh Monk with Elemental Blood: Shadow

3). Western Isles Vrun Wizard with Elemental Blood: Frost.  The only one with Darkvision: 30'

4). Vrun Cleric of Life with Elemental Blood: Silt

A few of them receive a Human Eugenics bonus of +1 or 2 to one stat.

Each of them had some Starship caste clan background as per that book.  I cannot remember what everyone had, but I know we have two Security, two Data Techs, two Life Support; Medical, Athletics & Recreation, and two Shuttle pilots amongst the group.  These are in addition to their 5e Backgrounds, as they don't provide any gear or 5e proficiencies, but do give % to scavenge food, or diagnose malfunctions, etc.  The Players don't seem to mind rolling d% instead of d20 for those odd bits, and frankly, I enjoy the mix of die types.

The PCs were at a travel lodge when a notice was posted regarding a new burial mound found out in the wetlands woods some distance from 'town.'  With the knowledge that through Starship caste or 5e Class, the PCs all had some connection, they set off.

Scout service indications led the group to a tree with an Ogham map to the mound.  The capstone entrance was heavy enough as to require group effort, but hey manged and entered the first chamber empty of anything.  Detecting faint sounds of clanking and irregular but mechanical 'swooshing', the party set off sown a 30' shaft which terminated in a sloping corridor.  This then ended in a 'trapped' door which they surmised would signal the occupants of the noisy room beyond of entry.

The monk burns 4 HP to generate 1d6 bonus to Stealth and opens the now rigged door and peeks in to find three Humanoids in a forge room.  The blacksmith is hairy and burly, the bellows operator is green and scaly (5' ish), and the overseer is Violet and scaly, wearing robes.  The room is illuminated from the floor in a tangerine light cast upon the walls, and the overall effects suggests that it is a heat source funnelled into the tech furnace.  The smith is using a Bright Metal hammer, but what he's working isn't determined.  The bellows operator is throwing his entire weight upon the lever, while the violet scaly overseer is looking on intently.

A plan is hatched to attack the overseer with Ice Spears erupting from the ground (Frost-based Magic Missile), and the Yirinn burns 4 Blood to trigger a DC 15 'grapple' at range with the SFX of the stone floor cracking and cratering under him.  Melee is launched and the overseer is killed through a combination of staff and bare-hand monk attacks.  The party waits to see the workers' reaction before renewing hostilities.

The store closes at 9; we hold it there for next week.

Sunday, January 15, 2012

January 15th UPDATE-

The PCs, after battling Anime-inspired baddies in the mining town, took their shopping goodies (including Transceivers and desk-set radios) back with them on the express train. Along the way, there were interesting stops, scheduled and unscheduled, and fauna to fight and/or collect. A Capacitor and Batteries from a Tube Car Line were got, and after all that, the last of the Anime baddies nearly killed the PCs, who are now tattoo'd with Yaesh script describing the wounds they inflicted upon them -- all save General Roland Peltier, the Immortal, who cannot easily be tattoo'd.

After running a game for Mike Fernandez last Monday night, there is a new zone to investigate, and a strange glop of Elemental Glass-Silt that looks good for all manner of circuitry.
--This Monday night Pacific time game will run from 9PM Hawaii-time to whenever I fall asleep at the computer, or breakfast Tuesday (-5 GMT) time. He's already wrangled three other players.

I'm working on something else, and it has taken a bit longer than I thought it would to finish, but I'm a few yards from the finish line on it. It is for Tunnels & Trolls.

Also, once I'm confident the VANGUARD Alpha Rules One Sheet is saying what I intend it to, I'll post the link to that. I'll take this opportunity, though, to point out that VANGUARD characters can quickly be created by clicking on THIS and THIS link.

Tuesday, December 27, 2011

Working on the Railroad ;)


After a brief discussion about how things had been undertaken, the group sorted out its intent, and we moved on with play.

Reaching the Black Crown settlement of TshelUundam, a mining town with a high percentage of Yaesh, the PCs ascended in their armoured dirigibles and got the whole town/city talking. They quickly were met by a Yaesh engineer working on a dam project. He offered great things in exchange for one of the flying 'stubbies', but the party held off, hoping to clarify the situation.

To that end, the consulted the local university Alchemy dept., and were surprised to hear the diagnostic information regarding the two small spheres of polar lightning energy. Based on the loose readings the staff conducted under the informal setting of the dept. office, the estimated output of the Black Sphere is off the charts; highly dangerous; and highly unlikely to have been created recently.

Ssu Rosenbrad received 30 Alchemy textbooks, more than a lifetime's learning on the subject, and Roland Peltier purchased early education books for his daughter, as well as a dragon marionette.

Play will pick up (this is a Thursday session, I think) determining whether a deal with the Yaeshani Court for the Stubbie is worth it. Also, the Black Crown scientists are eager to travel to Xudorn with the PCs to set to work on creating a White Sphere to counter the Black, now residing somewhere on the Shadow plane.

Friday, January 28, 2011

Worlds Enough and Time: An Urutskan Travel Log-

I was thinking of all of the adventures I can remember gaming on Urutsk, as well as fiction I have written for it, and came up with these locations and time periods:

The Marnharnnan Continent: From the Fall of the Ancients, through the Vrun Colonial period, and the years of play in Latter Autumn, and into the surrealistic dark-fantasy of the Winter Era.

The Vrun Continent: Pre-history, Spring Era, Summer, Autumn, and bits of Winter (7,000 years of history). From the Crystal Pyramid through hunter-gatherers; from the standard fare of 'mediaeval fantasy' through Sci-Fantasy of the war against the Aelbaan; Late Summer and Early Autumn's mass-warfare campaigns, cults, disease and famine; The Humanoid and Frontier Campaigns; the pseudo Napoleonic gatling-gun and cannon period of Consolidation; the rise of the Vrun Continental Authority and highlights of the First Tyrrhean War with its necroborgs and gas-masked cavalry sorties; Latter Autumn's Second Tyrrhean War and the urban malaise of capitulation to the People's Automatic Union; all the way into Winter's madness and desperate subterranean scramble.

The Black Crown / Marnharnnan Yirinn Empire of Bereme Oykh: Autumn and the Departure, and Winter's Discontent.

The Chaos Isles: Scattered incidents throughout Autumn.

Tuliri / Lhoman Border region: Late Summer and throughout the Autumn Era, especially during the Second Tyrrhean War. Hours and hours of miniatures wargaming took place in this region, as well as a religious insurgency on the Tuliri side of the border. Martial Arts action, Pulp adventure involving serpent men, and the rise of an Immortal.

The Durn Continent: Early Autumn's visitation by the contemporary Playtest Party as well as a one-off with a Big Game Hunter, his trusty sidekick, and a powerful Durn Holy Warrior versus Guild Council slavers; Latter Autumn's challenge to modernise, and the Durn Maximist Covenant's polite refusal of the PAU's invitation.

All of the above is but a small percentage of the total gaming done in the milieu, and fails to touch upon the exploration and colonisation of Aqmlk, the Red Planet, and its latter eras; the entire span of the Space Age with its Hyperspace Shunt Network and Dragon Wars; Alien worlds crawling with unspeakable horrors and confounding alien technology; and the actual Sphere of Stars built around the galactic core; and other bits and bobs throughout these past 26+ years of my cultivating this wild and wending garden.

What adventures will you have here?

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

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. :)

Friday, January 8, 2010

[RPG] Weapons of the Ancients: ##-

The grenade-rifle-

KMerThayk ('Artifice - Standard Issue - Throwing Device')
* Type: Grenade Rifle
* Effect: Varies by Grenade-type, but grants a +01 Combat Bonus to use
* Range: 675 Yards on level ground
* Ammo.: 25-Stick, 72-Drum
* Weight: 3 Lbs.
* Frequency: K

:: This stand-alone weapon duplicates the capabilities of under-barrel grenade-launcher systems common to the Yaeshani ranks of the Far East, but is set into a stout and utilitarian wood or synthetic stock-set, making a rifle-length grenade-launcher of incredible utility and precision both in Direct and Indirect (arced) Fire modes.
:: It is a magazine- (stick or drum) fed system with an additional single-feed port for spur-of-the-moment opportunity shots with a particular grenade type not loaded into the magazine. Some heavy Arctic versions found are dual- or multi-feed magazine systems and are built for sustained rapid-fire in -120*F weather. Those particular weapons were found smashed or slashed open.
:: Skilled Grenadiers were the bane of enemy units, and were a frequent high-priority target, which necessitated of the Grenadier to quickly adopt the best scout tactics and skills. Heavy Urban units consisted of an equal mix of Grenadiers to Riflemen, so effective their support capability compounded by their precision as a primary shooting unit.

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

Saturday, November 21, 2009

[Playtest Campaign] 20th, November-

[Started 1.5 hours late and as a result, didn't have Ari onboard (was told that the player may be dropping out), and ran longer to compensate. Sadly, the LGS was effectively out of the session, busy with work, but popped in to see how things were progressing. Hopefully he'll be very busy next Friday, making sales.
--I purchased The Early Years Star Fleet Battles rules module in the hopes of organising a Prime Directive/SFB (or Klingon Armada) game set in the same period as Enterprise (Bakula) in their Delphic Expanse campaign. It seems like a great sandbox for that setting.]

LONGish... >>>

Considering the size of the Yaeshani 'dragon', the party evacuated the marsh area and in the process discovered that the lizardman, Sharru, was pointing out shelled molluscs he identified, through the outwardly-viewing invisible craft, as natural explosives of moderate strength. Ashta used the ship's TeleKinesis function to retrieve a dozen or so, and felt them in her hand as part of the feedback process, and placed them in an external hold.
--They then proceeded to the sheer cliff face with the carved dwellings, as the girls' Aetherwake, and microparticulate trail indicated they had travelled inland.

As they approached, a lifeboat from the old Yaeshani craft beached on the vegetation-choked shore caught their brief attention, its former occupants' skeletons mostly covered in a silvery-looking metal untarnished by the years. They chose to ignore that and followed the trail, launching one of the probes to scout ahead, and watching a hologram of the spherical view from the camera. I had them attempt Control CTs to avoid illness from the unusual display as they moved the probe in odd directions and at one point sent it rocketing toward orbit at well over Mach. Heh.

After a bit, the vegetation immediately fell away to reveal a desert plain of off-white loam dotted with what appeared to be naturally-occurring quartz crystals, and soon thereafter, the probe caught sight of footprints, although they veered from the wake-trail a bit. A few minutes later, on the horizon, a wagon with a cage came into view.
--Battle stations was sounded and the probe was cloaked by a cyclic-flicker of telekinetic effect, effectively making the thing invisible to human visual perception, then the probe was sent in to recon.

Three outriders, two wagon riders, and the strange bird-horse-lizard steeds were observed, as was Ahni, Tybylt's first daughter (the shadowy one), apparently well-enough, but unable to escape the crystalline bars of the cage.
--A 'fight' ensues using the ship's power beamed through the uncloaked probe, which shears off the portion of one steed forward of the saddle. Etc.

A few of the party deploy from the vessel and begin to personally engage the new enemy, resulting in a dead one, three escaped, and one captured via Tybylt's 'Rope of Awesome' as the player refers to it, 'unfortunately' doing 4d4+4 in damage to him as a dingy grey luminescence was discharged; the creatures revealed to be a humanish form made up of a somewhat chaotic mixture of elemental Positive and Negative Lightning.
-=[It begins to rain]=-
--A brief conversation with the captured individual reveals that to these folks, the party are interlopers, and the individual offers to act as envoy for the release of the other two girls, already captured. The creature explains that they are highly individualistic, with little to no importance placed upon others' safety, thus making it unlikely to utilise him in exchange. Ahni explains that they had fallen into a net buried in the loam, and it too was embedded with this crystalline material, making it much more difficult to escape -- and unable to bring either of her sisters.
---Left without much choice, Tybylt releases the creature to go on his way.

Sharru is spotted by the probe, slithering into the crystalline city via the loam flows in the rain, and due to that, the probe is lowered below the sheet of fog that obscured the down-tiered/terraced city, whereupon they see live images of a three-way fight that then turns into a 2:1 kill, apparently of the messenger. Interestingly, one of the lightning creatures appeared to be a 'converted' Abbekqorru.

We held it there.

Saturday, August 22, 2009

[Playtest Campaign] Latitude Adjustment-

Delver/CiCi was a no-show, with no phone service.
LGS owner made a 3rd-Level Yaesh Archer (Mutant).

Ashta and Mela Mela were the early focus and as they and the rest of the party made their way across the Ocean of Storms, the galleon-style craft encountered 30' swells.
--The seas of the eastern-most Windswept Straits required shallow-draught vessels particular to these waters to transport the party one one vessel, and their new furnishings and other bulky cargo (food stores) on a second. The party had three weeks to acclimatise to the humid (sub-)tropics.

Ashta, still possessing the Ring of Scorpion Control from the Lost Island adventure, took the opportunity to call five of the largest scorps she could, and received lobster-sized buggers. With them in tow, and one on her shoulder, she and Mela left the jungles and encountered an old woman, her pupil, and three young boys along the trail back into the town proper.
--The women bowed, facing the ground, and the boys couldn't help but stare at the tall and muscular, pale, platinum-blonde warrior woman who had arrived on a floating island blown there by clouds --clearly a goddess of Life and Death, with her sizeable scorpion retinue and Mela cohort. The older woman reached out and lightly grasped the hem of Ashta's cloak, which the other noticed.
---Fast Forward: Mela the alchemist/apothecary/healer diagnosed her condition as parasitic-induced liver-distress exacerbated by malnourishment. Sixteen other kinfolk of the woman came to understand that the goddess would heal them all.

Ashta served as the rally for Mela's regimen which included purchasing them several goats and the receiving chickens (or, more precisely Urutsken analogues) in reverence, and the hope that his family, too, would received the goddess' blessing.
--After four days of concoction, using scorp venom to aid in the anti-parasite meds, Mela began the treatment of 24 individuals. Three days later, she emerged from the large hovel, to find the entire village outside awaiting her. The crowd garnered the attention of a civil servant of the Imperial (WICE) Governor, who chastened her and Ashta for wasting their time on primitive lessers too foolish to learn from their superiors, and that if word spread of these 'miracles' riots would surely ensue, and the bloodshed would be upon Ashta's head (the uncouth Highlands barbarian that she is). His revulsion as a scorp crawled up onto her shoulder and began aggression-posturing was not well hidden, but he maintained his composure as he skidaddled out of the village.
---The two built a rain-collector and filtration system, and instructed the folk to use better hygiene (not letting the children drink from the animals' troughs, etc.) but the instructions were not entirely understood, and instead became a ritual procedure. The girls left after telling the villagers to spread the good news, just to spite the civserve, not really grasping the far-reaching repercussions of their decision.

Off on the two large Dhows, one day into the trip, the winds bestilled for three additional days, then a tropical storm (00 on the wind-strength table) rolled through, sinking the cargo ship, although the crew made it over to the passenger craft. The next five days were little to no wind, and the three-day food stores, now strained, failed.
--I concocted an on the spot 4d6 test where each character had to roll higher on their 4d6 to not succumb to faintness and lethargy. At first, it was Mela who was not doing well, but as Ashta began sharing her meal with the other, Ashta finally fell unconscious. Mela used her skills to cultivate quick algae and distil fresh water for the crew. Finally, a Norwester wind blew them close enough to an island for the crew and passengers to disembark. One crewman had died.

I then brought the Hun-like Yaesh Archer to the island via a fae-curse after he tried to rope a horse-woman in a placid mossy hollow in the granite hills of the pasture lands. In a flash of lightning, he was transported to a similar spot on, yes, you guessed it, that island, a world away.
--Great accented speech and acting on his part brought the ridiculous fiat back in line with the rest of the game, and his character (as yet, unnamed) began to observe the group on the beach. He observed them netting hares and began to hunt them himself. His Chameleon Powers and high Secret and Silence percentages aided him in securing three hares, the island literally coursing with them.
---He discovered a strange clearing with a cluster of odd fungus around which several large hares were circling, all in the same direction. He also found three trails made, apparently, by a crippled human. He followed one and found a shack composed of shipwreck and island materials. Eventually, the Yaesh joined the group on the beach, communicated the shack's location. They investigated.

Combat ensued when a Qetswn => KetSoon <= dashed up to Ashta and barely bit her for 1 DP through her Amazonian armour. Furious series of really good rolls failed to hit the creature's ridiculously high Defence, and then, when Ashta landed a blow, it had no effect due to needing a magic or high-energy source. The archer's mutation, however, allowed him to damage it and the relatively frail thing went down with an arrow through the soft pallet driven under its chin. It was quickly determined that the humanoid Monstrous Being was a male of the species, and its human-hair belt with golden buckle, and its bone dagger were absconded with as Ashta retreated.
--Cries of, "Mommy! Mommy! Mommy!" from the kits in the shack led the archer to foolishly think it safe enough to retrieve a few arrows, when he saw a humanoid shadow fall across his. "I don't turn, I just run." Jumping onto a palm frond reduced his falling rate and he only sustained 9 DP upon rolling down the sloped incline of the hill before landing in a sea-grape leaf tree which snared several of his minor bits of equipment.
---The entire group grabbed what food and supplies they could and DD's back to the ship whereupon they caught that last few hours of wind --enough to carry them from the island. Two additional days of becallmed winds, and then finally enough to make it to the next inhabited and well-visited island.

We held it there.

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.