Raylyss' Player wasn't present.
Three of the Garrison Xel (>I [am a] Powerfully Subtle Spirit<, an intra-Aberrant word for their kind):
The female leader with a great suite of Powers, her brother with a similar or complimentary set (including 2d8 Natural Weaponry [Martial Arts]), and her bodyguard, an 8'6" Yaesh-Yirinn with claws worth 1d4 [Edged][Piercing] (originally would have been 2d6 [Blunt], but powered-down as the Damage Types were switched and added)
Were waiting for the PCs at their tree-fort, and had a long exchange of, 'This is our place, why are you here?'; 'I'm the leader of our population in the Garrison, of which you are still part. I amn merely here to inform you on news, and to receive info.'; 'Hmm. Still, it's rude.; --; 'OK, this is what happened...'; 'Hmm. We lost track of you after the eggs in the trunk.; 'Oh?'; --; ---; 'Things are changing, and we need to help our people survive the Vrun war-force.'; > nodding <; when:
The Nomad-Shre the PCs had originally been charged with contacting (and were the constituents of the avoided encounter back in Pt. 01) appeared, stepping out of the trees by which they are able to travel great distances in but one step, and received the three messages. An aberrant ate all three and then Conjured a Fabrication which consisted of the deciphered message (clearly an unknown Aberration/Power).
--The girls are recognised as important to the whole deal, and the few Lizardy members of the 36 Nomads carried the trunk away, along with the girls and her dog (who communicated with the female leader).
The MDA Marshals, tracking Osyl by the technomantic revolver. and via the Kherstic weave of the fake diamond she Fabricated (until it disintegrated), and arrived at the same Vae Portal and proceeded to track the cart. They were intercepted, but said they simply wanted to speak. Things got weird, and there was a fight between NPCs and the bodyguard nearly died, but the leader was able to heal him via her Inspire suite and donated DP from her brother, and a crushed animal with Silt blood as a 'sacrifice'.
--The Marshals handed over their firearms, and explained that the MDA had arranged for the Xel to travel by covered wagons to the far side of the border with the Black Crown, while the Humanoids were advised to take to their preferred rough terrain (hills and worse) to the West if they are to have any chance of surviving the hundreds or few thousand Vrun troopers already under-way.
---They were asked about their generous offer considering other Vrun's attitudes to Dokirin, Humanoids, and Shre. The Marshals explained that they represent a group that have greater vision regarding Urutsk' future, and left the rest rather vague.
The PCs, the leader's brother, and the Nomads instead head SW, with the PCs and bro planning on pursuing Qaj'wl, who is thought to be summoning a force from the Shadow Plane to exact his revenge upon the Party and Loq, the Abbekqorru Sgt, now acting as the Humanoid's relocation-leader.
Session.
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 MDA. Show all posts
Showing posts with label MDA. Show all posts
Saturday, August 7, 2010
Monday, August 2, 2010
Mutants of Marharnna Pt. 03-
This was the first session played at my new home, and marks the beginning of the sessions being played there.
The girls were allowed to go back to their home, where they retrieved pre-packed rucks with things their parents wanted them to have in case of emergency travel (a 'bug-out bag' in paramilitary parlance), and successfully prevented the Ghoul from stealing their mother's good jewellery (has he no shame?). It was also discovered that the dog is at least receptive to mental communication with the girls.
--The group press on with the girls in a cart, pulled by the humanoids (hmm... Can take the mutant out of the Vrun, but can't take the Vrun out of the mutant, it seems), with plans to make for the tree-fort.
Before they were able to make it into that hex, the group found more ruins, now covered by the grasslands, but opt not to explore.
--That night, they set up watch:
Ten strange looking dogs or wolves or whatever attack, and quickly are met in combat by the group, and while the creatures inflict one bad wound on one of the PCs, a few are fairly handily slain (39 DP, with 1d4 Armour).
--As each creature is slain, a black form leaves them, and the body then withers into a husk that comes apart like ashes. Raylyss comes to realise that Qaj'wl is directing them out in the darkness beyond the campfire, and the Shadow-essence is possibly a Conjuration, and one of the characters tests the theory by Dismissing the Conjured Fabrication (hefty DP cost to do so). Raylyss uses his TK Grip on Qaj'wl's Jezail to wrest it from the beast. He tries to use it but opts instead to take up and fire his bow, missing. If memory serves, Raylyss does strike once (perhaps twice) in the next Round, and this initiates Qaj'wl's descent into the ground.
---[Zalder] performs a flying tackle and is being dragged into what feels like quicksand, but is rescued while still strangling the beast, which finally gives up his ghost, and the body is dragged out of the reconstituted grass-covered earth.
The human body is like a skin which covers the jackal-like body beneath it (NSFW), but Zalder's Mind Field suggests that it is devoid of the Monstrous Being's spirit. The body is bound and brought along.
--It is then confirmed that the girls' dog is both intelligent and possessed of powers, as it says to Zalder that it believes that Qaj'wl is now on the Shadow Plane, and is apparently aware of them.
Raylyss and the Ghoul's players then left while I continued with Zalder's player, and the newly introduced Osyl (passes for Vrun, except for her prehensile tail), who is a merchant who aids and abets the Aberrant/Dokirin/Humanoid populations by procuring needed items, and selling their goods in towns. Her mission was to secure ranged weapons for the Garrison, and she attempts to purchase twelve revolvers, but runs afoul of Marnharnnan Defence Agency Marshals (one definitely had psychic powers [Broadcast Empath]), who were originally willing to leave her six of the fine weapons, before she knocked a serious gunslinger 'upside da head' with her TK Blast. She only manages to go free by Conjuring a Fabricated gem and tossing it onto the prone bloke she had secured; a spear to his throat.
--Oddly enough, the merchant ran after her and handed over a box with one revolver, a belt, and a banolier, released to her by the Marshals. This, understandably, puzzled her, and she and her armadillo/turtle cart-puller ('snappy') headed out into the wilds.
---Fae night transports her, snappy, and cart (laden with 100 short bows from another merchant, earlier), to a fungal circle nearly 100 XsM distant, near the tree-fort, where she meets Zalder.
Session.
Labels:
Abbekqorru,
Fae,
MDA,
Monstrous Beings,
revolvers,
Shadow Plane
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