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Showing posts with label Urutsk. Show all posts
Showing posts with label Urutsk. 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.

Thursday, March 15, 2012

How I Run Games-

I don't claim to understand the Old School v. New School war's central division, and when I read posts about The Forge v. DIY OSR v. Indie, or Prog Rock v. Improv Jazz v. Garage Rock, I just wonder where my games fall along the spectrum.

If any of you have played an orthodox game of The Morrow Project, I think that will go a long way to describe where Urutsk is coming from. It is about military, scientific, and back-woodsy folk joining together to work towards pulling society back from the post-apocalyptic world that Ed Marrow foresaw as an inescapable inevitability of the future. These folks weren't paid oodles and gobs of money; why would they be? The cash would be worthless. Instead, they all followed the dream that putting together what good was fallen and broken was more important than fame or fortune. That's not the picaresque ideal of Adventurers. It may not even be Old School. Furthermore, these folks have no mechanical skill set as part of the game system. No list of d% chances to fix a bicycle or build an engine. All of that comes from the Player. That is Old School. The rest of the time one is standing around in their combat overalls not shooting giant wolverines, deadly flies, or radiant blue undead, one is expected to be chatting-up the locals -- descendants of the PCs and the era from whence they came. That sounds kinda New School to me.

If you've played a game of Skyrealms of Jorune, you feel where I'm coming from. You're not from here, but your people have been here for so long that the place you came from is just a myth, and if you were to make the trip there, it'd be a lifeless ball of slag. So, you live among the genetically engineered animals of that other place, among the world-altered fellow humans who now see and can weave the Chi of the planet Jorune due to their ability to conduct it masterfully, or others who can dull its effects through their sheer grounding ability. Aliens, too, have long been stranded on this crazy world, and haven't had as fine a time of it because they don't savvy teamwork and diplomacy; instead, they have slaver empires, are murderers who hide their blood madness with dyed forehead nodes, or are capitulators working only to save their twin-eye-stalked heads. The place will kill you dead in no time flat. Tech is super scarce. The few remaining indigenous Humanoids rightly fear your kind and sequester themselves away in mountaintop monasteries or deep jungle temples, gazing at the many colourful moons that dictate which Chi powers are in ascendancy. Going forward means making a go of it here, using native means, with non-Humans as allies and the occasional Human as a political enemy. OId School? New School?

If you've played Metamorphosis Alpha or Gamma World, you feel the burn of the past in your bones and blood. The changes that have been wrought are irrevocable, but not incapable of being overcome. New civilisations have arisen. Ruins may be abandoned and scavenged through, but new trade towns are growing in population behind walls. Merchants ply the trackless wastes to make contact with distant population centres, and dumb-ass adventurers are hired by barons to scout out distant dangers and bring back Ancient loot. Alignment Factions live their crazy creeds and kill to protect their secret languages and codes, either despising the former world or the new civilisations; the blight come upon humanity and the animals/plants, or embracing the chaotic radiance; hearing the voice of mad computer gods, or recognising the superiority of the android, the cyborg, the robot. Scavenging like cockroaches, or building something new; demolishing or wandering. New School or Old School?

I am a Simulationist GM with Narrativist sensibilities. Folks talk about their dreams and regrets, and then get their leg blown off. Everything is too real and surreal. The long term goals versus the immediate goals of survival. The diplomatic bungles and the limited ammo count. The utterly depraved, and the commonalities of intelligent aliens. Life and death.

This is how I define my games, and Urutsk in particular.

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 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 16, 2011

Xudorn layout and Topography-



Xudorn layout and Topography

Sunday, September 4, 2011

Light Infantry-


Vrun Line Trooper-(Medium)[12" Move]
XP: 18 | 2HD | 28HP | AC 4 | Attacks: Bolt Rifle [1d12] | Bayonet [1d6] | Brawl [1d4]
--For D&D

1 [R] 1d12 -- 2 [O] 1d10 -- 3 [Y] 1d8 -- 4 [G] 1d6 -- 5 [B] 1d4 -- 6 [V] 1d2

Vrun Line Trooper-(M)[3]

MR: 18 | 2FD | 84DP | +1Def | -4H ARM | ATK: Bolt Rifle [R] | Bayonet [G] | Brawl [B]

---[Details]---
Troop Quality: Standard
Figure Type: Light Infantry
Specialist Training: Rifleman
--Concealment/Manoeuvre, Steady Shot
Advanced Training: none
Special Advantages: none
=Point Total: 10

Armour: Antagonist (Field Plate) [-4H]
Gear-
* Bolt Rifle [R], +1 Attack per Round, Long Range, 5 Shot Internal Magazine, Bolt-Action
* Bayonet/Short-Sword [G], Light Weapon, +1 Attack per Round


Sunday, August 28, 2011

About as personal as I care to get on a blog

Recently, I have had the pleasure of doing a lot of online Urutsk gaming via Google+. We've had folks I know from the blogs, as well as many that I never had any idea were out there. I have met several players that really make me wonder what better sort of games I could have had all these years if I had gamed more outside of Florida (not knocking Fl. gamers). More than a few of the players I've run for this past week happen to be Canadian, and I'm inclined to think that may have something to do with it, but, this was also the case when I gamed with the really groovy Aethervox crew at Jeff 'Chirine baKal' Berry's last/this year over New Year's with C., and both NTRPG cons in which I've had the pleasure of participating.

It is heartening to know.

Sunday, August 21, 2011

Following Snail Trails, or 'I Hit the Snail With My Flail'-

As Seen On Your Monitor, HERE.
--
Here we have the same critter in AEDIENDI format

Name-(Size Category)[Number of 4" Moves)

HD: Hit Dice
HP: Hit Points
AC: Armour Class
ATK: Attack

Effect Dice-(Don't worry that's just for conversion completeness)
Violet (d2), Blue (d4), Green (d6), Yellow (d8), Orange (d10), Red (d12)

LETIUUMASI-(L)[16"]
XP: 325 | HD 3+3 | HP 50 | AC 08 | ATK: Musket 2d6 | ATK: Dagger 1d10 | ATK: Bite 1d6
* Special Abilities: Intelligent, Tracking Instinct Use: +3d/Day, 1x/8 Hours, Feral
Description: The hairy beasts are humanoid, but by adolescence, grow to stand as tall if not taller than the average Vrun. Adult males have been measured at over 13'5”, while females stand a little shorter on average. They tends towards the coppery-bronze end of the spectrum, but coats of dark sable and umber have also been reported in the deepest mossy woods. Reliable trackers of even the most difficult of prey, the Letiuumasi' long-barrelled muskets are most vexing. Even bare-handed, the Letiuumasi is deadly. They are rumoured to be a rogue subject race of the Abbekqorru, and it is fact that they are fully feral and only partly civil.

Friday, August 19, 2011

Last Night's Google+ Hangout Game-

Google+ user Ulek Xek joined C. for the Thursday night game via G+ Hangout on audio only. Sadly, Greg Backus was unable to join us due to computer issues. We'll have to sort those issues out for the next epi.

Here is Ulek Xek's LINK

Monday, August 15, 2011

Monday Offering-

Name-(Mass)[Moves](ea. roughly 7')
FD: Fight Dice
DP: Disruption Points
Def: Defence
ARM: Armour STOP & Type [H]ard/[S]oft
ATK: Attack

Cd: Colour Dice
V.iolet (6), B.lue (5), G.reen (4), Y.ellow (3), O.range (2), R.ed (1)

LETIUUMASI-(L)[4mv]
Menace Rating: 65 | 3FD+3 | 150DP | +0Def | -2S ARM | ATK: Musket 5Cd @ G | ATK: Dagger @ O | ATK: Bite @ G
* Special Abilities: Intelligent, Tracking Instinct Use: +3d/Day, 1x/8 Hours, Feral
Description: The hairy beasts are humanoid, but by adolescence, grow to stand as tall if not taller than the average Vrun. Adult males have been measured at over 3 Msnk (13'5”), while females stand a little shorter on average. They tends towards the coppery-bronze end of the spectrum, but coats of dark sable and umber have also been reported in the deepest mossy woods. Reliable trackers of even the most difficult of prey, the Letiuumasi' long-barrelled muskets are most vexing. Even bare-handed, the Letiuumasi is deadly. They are rumoured to be a rogue subject race of the Abbekqorru, and it is fact that they are fully feral and only partly civil.

Wednesday, August 10, 2011

DEMESNE CARD SYSTEM PLAYTEST-



C.'s friend, S. was in town and she dropped by and I ran them through a typical 'get to know your island' adventure, complete with Mind-Controlling Sleeper Aelbaan and Living Ancients coming to realise what they thought was to be only 3 Weeks of Cold Sleep travel turned out to be longer. 90% of the stars in the sky were simply gone, replaced with rainbowed ribons and streamers of dust and stellar fragments still spilling outward from the exploded core.

But I'm getting ahead of myself.

A random hand is assigned to each player and the Demesne Hand. The house received 3 cards, while S. received 4, and C. 5. These were replenished regularly, and the total only went down. Eventually a rest spot was found in overland trekking and a new Hand total was determined with the house drawing fewer by one.

I'll skip the actual mechanics involved, save that I didn't miss dice one lick.

The battle with grotto fish people spilled out as a conjured storm helped to blot out the setting sun, as the fishies were not fond of bright light. A siege resulted in the PCs being sent out in search of a good camp for the entire community of Saltwick to fall back to. The fish-folk employed bio-weapons in the form of shellfish explosives and launched shell-dwellers, with each creature's bio-properties acting upon those affected by shrapnel.

Savannah animals in that typical close-quarters non-conflict where the prey are simply watching the predator walking by, glancing at them disinterestedly. No conflicts were encountered and the animals simply scattered or moved slowly as suited them, and the party (2 PCs, 3 NPCs) pressed on, choosing not to enter the cloud and mist-choked, rain-forest/jungle clinging to the dormant volcano inner slope.

So, then they found the ship wreckage and a nearby shaft leading down to the craft covered by layers of quick deposition sediments and ash covered by sod. Since the folk of Saltwick are/were civilised folk with Imperial Caste training, the PCs: Kether Medical/Survival, and Marrumi Ship's Weapons/Scout Services, and NPCs were not ignorant of what a bulkhead was nor that the door could potentially be cranked open.

Accidentally Activating cryo units, two blondes, and three dark-haired (2 males, 1 female) spilled out nude from their blue-goo tanks. Soon it was time for the 'older' Aelbaan woman to try and assert dominance, which failed, resulting in her death -- riddled with bullets. The three Vrun shouted for the other blonde to be killed, and the NPCs obliged them after she lunged either at them or the newly thawed Vrun-Ancients.

By utilising the cards the player/house is able to initiate conflict, or make friendly gestures, with trumping power evident by the comparison of cards. My old system from the '90's.

As S. is down from elsewhere, it is unlikely we'll soon continue, unless we run a G+ hangout game or something like that.

Wednesday, April 27, 2011

JR's Campaign Questions Answered-

JR over at JR's blog had this set of questions one was to know a few of the answers to before throwing together a new campaign. I thought I would oblige them, and so I have gotten a few locals to answer J's questions:

1. What is the deal with my cleric's religion? --If you worship some particular god, don't be surprised if someone or something else is supplying part of the power that grants you those miracles. Othern' that, we here revere the Emperor.
2. Where can we go to buy standard equipment? -- Trading post or town Shoppe
3. Where can we go to get platemail custom fitted for this monster I just befriended? -- A local unscrupulous blacksmith, maybe. What do you mean, exactly, by Monster? We don't take kindly to no Humanoids in town, I tell you what.
4. Who is the mightiest wizard in the land? -- Wizard? Oh, that guy who fiddles with Ancient Technology? He lives in that weird old house in the back woods.
5. Who is the greatest warrior in the land? -- Well, Dahl is known to be able to take a ten-point buck with his coilstock, shooting from a tree stand, and Qavor, he once fought a Ousumyn with naught but a knife when it got hold of his youngest. We got lots of men, and a few of the gals, who's killed a few Dokirin raiders or muties in recent years.
6. Who is the richest person in the land? -- Which land? Here? Oh, the Mayor, or Mr. Basqon, maybe.
7. Where can we go to get some magical healing? -- Do you mean medicine? Oh, more than herbs, but less than syringes. Dunno. Do you folks have lots of 'magical healing' where you're from?
8. Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath? -- Lycanthropy is a disease? I think my grandpa had a polymorph, on his back side, once. It was just lanced and set over with a mustard plaster. Alignment change? Oh!, that's what they do to them buggies that don't steer correct, right? Death is just what happens: You gotta deal with that, son. As for Undeath...best not to speak of the dead.
9. Is there a magic guild my MU belongs to or that I can join in order to get more spells? -- You sure do talk a lot about magic. You feelin' okay, mister?
10. Where can I find an alchemist, sage or other expert NPC? -- Paertown is the first place I'd look.
11. Where can I hire mercenaries? -- The Guild Council rents 'em out by the hour, or so I hear.
12. Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law? -- Can't righly speak to the magic question (Hey, Bahb, this Tsheff fellah sure is queer for magic, ain't he?) As for swords and the like. It best be a place far from here, I tell you what. If anyone tries takin' my kit away, they best bring an army. An' everyone here feels just the same. Live Vrun or Die.
13. Which way to the nearest tavern? -- We use shingles hung out above the door. See? We got a few, catering to different classes of clientel.
14. What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous? -- Well, tell you what. We seen some Xurosen near Old Man Piters' lodge. You and a few of your tin-plated buddies want to trek up there and take a male, we'll throw you a party. That'll make the news in Romers and Kuaietville...maybe even Luxum.
15. Are there any wars brewing I could go fight? -- Hmm. Well, you look pretty soft there, but...hmmm. Well, get in touch with the local GC rep. Maybe you can carry ammo and such.
16. How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes? -- We's civilised in these here parts, son. Torether may throw a few unfortunate Durnsmen into a pit, if I recall the stories, but nothin' the children ought to see. Humans too rare to waste on blood sport, y'know.
17. Are there any secret societies with sinister agendas I could join and/or fight? -- > blank stare < You with Mal'shevski?
18. What is there to eat around here? -- We got us the best pan-fried breaded Brach this side of the Stemford, I tell you what. You like the brew, too, dont'cha? You look like you like the brew too much. Haw! Li'l Soniahs will set you up for half a Count. Music's good, too.
19. Any legendary lost treasures I could be looking for? -- Hells, the whole place is littered with wot tech we need to get offa this soggy rock. Throw a stone out in the sticks and you're bound to hit some old treasure or doodad.
20. Where is the nearest dragon or other monster with Type H treasure? -- Type 'H'? I an't that learned about nothin' ceptin' Small Unit Repair, and a bit about Ecologies and Apex Predators my folks taught me. > nearing < You did say treasure, right?

Thanks Bahb, Manyx, and Throq.

Tuesday, April 5, 2011

I Hear You: Logo + Booklet Title-

I have read the eight comments on the previous post after having tweaked this and another booklet's cover. Here is a second go, although nothing is dead-final:



As to the nearness of release, I cannot speak from any certainty, and as others have said, it is best to deliver on promises --therefore no promised release dates. In short: It'll be released when it is meets my compromise between perfection and reality of what a first print, first edition product can be.

I will tell you that the product is not (in all likelihood) what you think it will be, and I look forward to reading the strong opinions about it when it is released.

Work on the final draft of the Referee's Manual will begin soon after the main release, and the cover artwork for that book is stunningly beautiful. It is difficult to contain my excitement. :D


I'd like to take this time to clarify something:

My 'devil's advocate' stance in the OS discussions should never be construed as one of antagonism towards the authors themselves. Like most of you, I have strong opinions, and when I am not with the stated majority, I imagine I am more of a grain of sand in the OS oyster than its shiny pearl. Yet, that's from whence pearls originate: an irritating grain of sand chafing at the soft underbelly of the creature. ;)

If I don't care for you, like Florida weather, wait a few minutes, as it'll often pass. If not, you'll know.
--If you don't like me, may I suggest you use your energy more effectively by doing your own thing more strongly to offset my Annoyance Factor. That'd be like producing a pearl out of a pesky grain of sand. :D


:: Best to all of you out there in Gaming Land

An Updated Look-

At the suggestion of scottsz, I have incorporated the Logo with the Mullen Cover:

Thursday, March 31, 2011

New Logo-




It is a transparent background, that is why the text appears 'so dark'.
--It would be sharper against a white background.

Click it to see.

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?

Friday, January 14, 2011

Saturday, December 25, 2010

Havoc for the Holidays: Jeff Berry's New Year's Gaming Celebration-

Reprinted from Chirine's Workbench:

Milestones, of various sorts...

This is post 200, the little meter tells me, and I'm delighted to be able to post the schedule for this coming weekend's event:“Havoc for the Holidays!”

Game Event Schedule

Please note that all times are going to have to be flexible, due to possible changes in the weather. I have put things together to do the best I can to suit peoples’ travel plans, and we will be flexible.


Wednesday, December 29th, 2010:

10:45 am
First Wave of out-of-town guests arrives; day open for socializing and shopping as required or desired.


Thursday, December 30th, 2010:

TBA
Second Wave of out-of-town guests arrives; day open for socializing and shopping as required or desired.


Friday, December 31st, 2010:

Noon:
Game room open for guests and visitors

1:00 p.m. - 5:00 p.m.
Possible RPG session to be announced if there is interest

4:00 p.m. - 6:00 p.m.
Third Wave of out-of-town guests arrives

6:00 p.m. - 8:00 p.m.
Open Buffet in the Lava Lounge

8:00 p.m. - Midnight
Tekumel Role-playing game session, Chirine to GM; characters
provided if players don’t already have one.

Midnight
Celebration of the New Year; RPG game session continues as long as players are conscious.

Saturday, Jan 1st, 2011:

8:00 a.m. -11:00 a.m.
Set game room with miniatures tables (Chirine); everybody else does breakfast.

11:00 a.m. - 3:00 p.m
First Sitting for Miniatures Games; two tables open for players
Game Room Table: “Saving Serqu’s Sisters”
Lava Lounge Table: “Where’d All Those Pe Choi Come From?”

3:00 p.m. - 4:00 p.m.
Break for food! Hurrah!


4:00 p.m. - 8:00 p.m
Second Sitting for Miniatures games; two tables open, again.
Game Room Table: “Saving Serqu’s Sisters”
Lava Lounge Table: “Where’d All Those Pe Choi Come From?”

8:00 p.m. - onwards
Dinner; location to be determined, with socializing and sundry tomfoolery to follow in the Lava Lounge


Sunday, January 2nd, 2011:

Noon - 1:00 p.m
Tekumel Role-playing Game session; Chirine to GM, characters provided if you don’t have one.

5:00 p.m. -7:00 p.m.
Dinner break; location to be determined.


7:00 p.m. - onwards
RPG Event: our Special Guest, Timeshadows, has offered to run an adventure in her world; as Timeshadows is, in my humble opinion, this generation’s Prof. M. A. R. Barker, this will be a game session not to be missed!


Monday, January 3rd, 2011

TBA
First wave of Guest departures


Tuesday, January 4th, 2011

TBA
Second wave of Guest departures


Please feel free to contact me with any questions: chirine@aethervox.net

**********
I do want to say that I'm sorry to be getting this out to all of you so late; my only excuse for the tardiness is that we're still picking up the threads of our lives, and it's taken a lot longer then the Missus and I had expected. Starting off the new year with a house full of friends will really help us, though, and we'll looking forward to seeing you!

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If you're on a website or e-list that might be interested in this kind of event, please feel free to post all of this for the benefit of your friends. While we understand that it's late notice for people, we're planning on running more events like this and we'd appreciate your comments and input on how we do this kind of thing; it's our first time out, as it were, and any advice is always welcome!!!

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And all of us here at the Workbench, and in the Aethervoxes, would like to wish everyone a very happy holiday!!!

yours, Chirine and the Missus

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.