With the Stone Calendar in their possession, and Osyl and 'snappy' the cart-puller out of the homestead/camp, the group fell back to their rally point and then realised that they were being tracked by two scouts from the camp.
One of the items dumped onto Osyl's cart in compensation for the hootch she provided the men was a heavy grinder of some sort of metal. When Osyl cranked it to see if it worked, it seemed to her that she was being pulled forwards in time at a rate faster than the normal passage of the equivalent time. However, the other PCs each had a different experience: The sound of bombs falling/detonating (Raylyss); distorted Calliope music starting up (Phlavius); and the sound of wings far too close for comfort above and behind him (Zalder).
--And while 'debate' sprang up, there were a few humorous moments, and a lot of kvetching about how to properly ambush the scouts and whether or not to use the grinder, etc.
Fabricated woollen propellent was created by Phlavius, and he fashioned a half-dozen small grenades (more like sound makers with a short shrapnel radius) from food tins, and gave them to Zalder to use to lead the cavalry (looking for the scouts), which was successful -- to a point.
--The fight against the scouts consisted of Raylyss and Phlavius, both Cloaked, and resulted in the near instant death of one scout from an arrow shot from each of the PCs, the first shot striking the vitals, and the second shot splitting the first arrow. The surviving scout rolled under Osyl's cart, who then double-strength TK-Blasted him (shattering his primary forearm) and moved to attack him with her Vae short sword. Raylyss TK-Gripped him and dragged him out from under the cart, where Zalder landed and dealt with the scout.
Five of the cavalry swept in and one rider was thrown as Osyl dropped his horse with a revolver shot, missing a second one. The remaining three charged in and Osyl was shot in the head and was reduced to Dying, but that rider, too, was un-horsed, leaving only two.
--We moved to begin another Round, but two of the Players left at 8PM.
-----
Vanya Averdyn, Western Isles Vrun Baroness, began her adventuring career in my girlfriend's solo game.
--Vanya's decrepit estate is on a 0.56 sq. mile (358.4 acres) plot of wilderness in the heart of old Yovend, capital of the southern Island of Byrtheq. It had been three times the size in past generations, but the land had been sold off to fund the family's dual passions for travel, and their ancestral (Latter Qhattanian) holdings on the Isles. A slew of mysteries confronts the Baroness, far too many to meaningfully recount here.
I may update her adventures here, but I thought it deserved mention, as it is a very different sort of game than the others have been running in for roughly two years.
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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Saturday, September 4, 2010
Thursday, September 2, 2010
Old URUTSK Minis Combat Rules (Primitive to Modern)-
URUTSK COMBAT
EDIT: 1998/09/08
(c) 1998, 2010 Kyrinn S. Eis
* Scale: Open (1/2 of an Average Figure' Height = 01 Yard)
* Time: 01 Round = Approximately 06 Seconds
Range
Increment Penalty
Point-blank: 0
Short: 1
Medium: 2
Long: 3
Extreme: 4
Pass Ammo. check: '6', including appropriate Weapon Ability score.
RANGED COMBAT-
Roll 1d6, and add 'Ranged' score.
--Range and Cover Penalties are then applied.
* A Modified Result of '1' or less is a Clean Miss
* Results of '2-5' indicate a 'hit' has been scored, applying the same total as Hit Points to the previously nominated targets/figures.
* A Result of '6' or more allows the die to be re-rolled, adding the new result to the total. This grand total is then distributed among the nominated target(s).
Other factors discussed later modify the low and high end results.
Misses-
(Roll 1d6):
1). Forced Ammo Check
2-5). Normal Miss
6). Strike another figure within 01 Yard to either side of the original target, regardless of range (nearer or further).
Group Ranged Combat-
* Dice for all involved per side are rolled
* Apply Range and Cover penalties to each die
* 1's are not added, and each removes a single high(est) scoring roll (preventing additive re-rolls for that die removed)
* A result of 6 on any (remaining) die is then added with its re-roll. This is performed only once per die.
* Total the modified rolls
* This is distributed to the pre-nominated targets, with those without cover (even in further ranks/rows) receiving the brunt of damage first, then those in partial cover, and lastly to those in full cover.
Autofire / Volley Modifiers (Single)-
* Modified results of '1' are treated normally
* A '2' may also indicate a 'miss' if the weapon condition is poor or the item is damage, defective, etc.
* A result of 5+ is an additive re-roll
* Continue as normal
Autofire / Volley Modifiers (Group)-
* 1's (and 2's if the gear is damaged or poorly maintained) are not added, and instead each subtracts a single high(est) scoring roll (preventing Additive Re-Rolls)
* 5+ is an ARR
* Continue as normal
Burst-Effect Weapons-
* 1's act as normal
* 4's, 5's, and 6's are ARRs
* Figures without cover, within the range of the effect, are automatically subject to 12 Hit-points, before rolled points are distributed to those with cover.
* The area affected by the burst is often devastated and poses its own hinderances, namely fires and broken terrain.
* Structures in the area are treated as figures without cover, and sustain 12 hit-points. Although this is often not enough to destroy the structure outright, it is usually enough to deteriorate the integrity of the structure, and can cause dangerous conditions (collapses, etc.)
* Figures with cover provided by damaged structures may have survived the initial blast, but may still persh from their refuge's collapse. In these cases, 2d6 are rolled:
* If the results are doubles (5, 5, or 3, 3, for instance), they are treated as ARRs
* Any other results are simply added, and hit-points distributed among the figures in the structure. This damage represents injuries suffered from falling debris or other special effects from such an event.
MELEE (CLOSE) COMBAT-
* Roll 1d6 per unit (based on combat scale), and add the Close score
* Ties result in an ARR for both parties, with the figure wit the higher Close score breaking a further tie.
Parries & Ripostes-
A number of Hit-Points of damage a melee or unarmed fighter generates, up to its Close score, can be used to interfere with incoming enemy hit-points. If this amount is equal to the incoming hit-points, then the strike is negated. If the total is greater, and a '6' was rolled, the enemy is disarmed. Any remaining points may still be used to inflict injury as normal.
Breaking-off in Melee-
On occasions where a figure wants to disengage from its opponent, the opponent is entitled to an unopposed roll (adding its Close score) to determine the effect of its strike.
Mass Melee-
When more than one figure engages an enemy in Melee combat, follow standard One-on-one Melee Procedure, as expanded by the following rules:
* Parry and Riposte points may be spread among one-half as many opponents (round up)
* Command Checks must be made each Minute of such combat
COMMAND CHECKS-
* Figures must be within 10 Yards of a Command-capable figure when a Command Check is required, or the figures are Out of Command (OoC).
* Figures which are OoC will attempt to join other friendly units, even if they are also OoC, rather than remain isolated.
* Groups of OoC troops are under the Referee's control.
* Groups of troops with a Command-capable commander are Detachments, and act as sub-units with all the same properties as the main unit in regard to Command Checks.
Mass Melee Charges-
* Roll 1d6 for each side.
* If the Charging Attackers are at 21-40 Yards when the charge begins, 6's are ARRs for their side. If at 20 Yards (or less), 5's and 6's are ARRs.
* The Charged Party receives ARRs based on preparedness, and longer ranges. If the Charging Attackers are at Medium Range (for the weapons employed) then 6's are ARRs. Long and Extreme Range permit 5's and 4's, respectively. Readied weapons lower the ARR threshold by one, but never lower than '4'.
* Overwhelming numbers of Charging attackers (3:1 or greater) additionally force 2's to be discarded by the Other/Receiving Party. Autofire/Volley are conducted normally. Command Checks are necessary versus Disruption.
* The Grand Total for each party is applied to their opponents.
* If both parties Charge, treat each side as the Charging Party.
* Once the two forces engage, Standard Melee takes place.
* As with any instance of Mass Melee, Command Checks are required each Minute of Battle.
Disruption-
(Roll 1d6)
1). Staggered: Lose Next 02 Rounds
2-5). Stunned: Lose Next Round
6). Unaffected: May act as normal
HIT-POINTS-
Regardless of the source, any hit-points attached to a figure are compared to the figure's Fate score:
* If less than that score, the figure remains active, though at a Fate score reduced by the hit-points not negated by defences.
* If attached hit-points are equal to the figure's Fate, the figure is Injured.
* If the hit-points exceed the figure's Fate score, then the figure is Incapacitated.
Injuries-
* Injured figures may resume action on the second Round after suffering their Injury. the Fate score is reduced by 01. If faced with an enemy, the Injured figure may fight back, but 1's, 2's, and 3's are penalised as previously discussed.
Incapacitated-
(Roll 1d6):
1-2). Dead
3-5). Immobile: badly wounded and in serious pain. as a result, they are very likely to be noisy
6). Unconscious: 1d6 Minutes before regaining Consciousness, then treat as Injured
[END]
EDIT: 1998/09/08
(c) 1998, 2010 Kyrinn S. Eis
* Scale: Open (1/2 of an Average Figure' Height = 01 Yard)
* Time: 01 Round = Approximately 06 Seconds
Range
Increment Penalty
Point-blank: 0
Short: 1
Medium: 2
Long: 3
Extreme: 4
Pass Ammo. check: '6', including appropriate Weapon Ability score.
RANGED COMBAT-
Roll 1d6, and add 'Ranged' score.
--Range and Cover Penalties are then applied.
* A Modified Result of '1' or less is a Clean Miss
* Results of '2-5' indicate a 'hit' has been scored, applying the same total as Hit Points to the previously nominated targets/figures.
* A Result of '6' or more allows the die to be re-rolled, adding the new result to the total. This grand total is then distributed among the nominated target(s).
Other factors discussed later modify the low and high end results.
Misses-
(Roll 1d6):
1). Forced Ammo Check
2-5). Normal Miss
6). Strike another figure within 01 Yard to either side of the original target, regardless of range (nearer or further).
Group Ranged Combat-
* Dice for all involved per side are rolled
* Apply Range and Cover penalties to each die
* 1's are not added, and each removes a single high(est) scoring roll (preventing additive re-rolls for that die removed)
* A result of 6 on any (remaining) die is then added with its re-roll. This is performed only once per die.
* Total the modified rolls
* This is distributed to the pre-nominated targets, with those without cover (even in further ranks/rows) receiving the brunt of damage first, then those in partial cover, and lastly to those in full cover.
Autofire / Volley Modifiers (Single)-
* Modified results of '1' are treated normally
* A '2' may also indicate a 'miss' if the weapon condition is poor or the item is damage, defective, etc.
* A result of 5+ is an additive re-roll
* Continue as normal
Autofire / Volley Modifiers (Group)-
* 1's (and 2's if the gear is damaged or poorly maintained) are not added, and instead each subtracts a single high(est) scoring roll (preventing Additive Re-Rolls)
* 5+ is an ARR
* Continue as normal
Burst-Effect Weapons-
* 1's act as normal
* 4's, 5's, and 6's are ARRs
* Figures without cover, within the range of the effect, are automatically subject to 12 Hit-points, before rolled points are distributed to those with cover.
* The area affected by the burst is often devastated and poses its own hinderances, namely fires and broken terrain.
* Structures in the area are treated as figures without cover, and sustain 12 hit-points. Although this is often not enough to destroy the structure outright, it is usually enough to deteriorate the integrity of the structure, and can cause dangerous conditions (collapses, etc.)
* Figures with cover provided by damaged structures may have survived the initial blast, but may still persh from their refuge's collapse. In these cases, 2d6 are rolled:
* If the results are doubles (5, 5, or 3, 3, for instance), they are treated as ARRs
* Any other results are simply added, and hit-points distributed among the figures in the structure. This damage represents injuries suffered from falling debris or other special effects from such an event.
MELEE (CLOSE) COMBAT-
* Roll 1d6 per unit (based on combat scale), and add the Close score
* Ties result in an ARR for both parties, with the figure wit the higher Close score breaking a further tie.
Parries & Ripostes-
A number of Hit-Points of damage a melee or unarmed fighter generates, up to its Close score, can be used to interfere with incoming enemy hit-points. If this amount is equal to the incoming hit-points, then the strike is negated. If the total is greater, and a '6' was rolled, the enemy is disarmed. Any remaining points may still be used to inflict injury as normal.
Breaking-off in Melee-
On occasions where a figure wants to disengage from its opponent, the opponent is entitled to an unopposed roll (adding its Close score) to determine the effect of its strike.
Mass Melee-
When more than one figure engages an enemy in Melee combat, follow standard One-on-one Melee Procedure, as expanded by the following rules:
* Parry and Riposte points may be spread among one-half as many opponents (round up)
* Command Checks must be made each Minute of such combat
COMMAND CHECKS-
* Figures must be within 10 Yards of a Command-capable figure when a Command Check is required, or the figures are Out of Command (OoC).
* Figures which are OoC will attempt to join other friendly units, even if they are also OoC, rather than remain isolated.
* Groups of OoC troops are under the Referee's control.
* Groups of troops with a Command-capable commander are Detachments, and act as sub-units with all the same properties as the main unit in regard to Command Checks.
Mass Melee Charges-
* Roll 1d6 for each side.
* If the Charging Attackers are at 21-40 Yards when the charge begins, 6's are ARRs for their side. If at 20 Yards (or less), 5's and 6's are ARRs.
* The Charged Party receives ARRs based on preparedness, and longer ranges. If the Charging Attackers are at Medium Range (for the weapons employed) then 6's are ARRs. Long and Extreme Range permit 5's and 4's, respectively. Readied weapons lower the ARR threshold by one, but never lower than '4'.
* Overwhelming numbers of Charging attackers (3:1 or greater) additionally force 2's to be discarded by the Other/Receiving Party. Autofire/Volley are conducted normally. Command Checks are necessary versus Disruption.
* The Grand Total for each party is applied to their opponents.
* If both parties Charge, treat each side as the Charging Party.
* Once the two forces engage, Standard Melee takes place.
* As with any instance of Mass Melee, Command Checks are required each Minute of Battle.
Disruption-
(Roll 1d6)
1). Staggered: Lose Next 02 Rounds
2-5). Stunned: Lose Next Round
6). Unaffected: May act as normal
HIT-POINTS-
Regardless of the source, any hit-points attached to a figure are compared to the figure's Fate score:
* If less than that score, the figure remains active, though at a Fate score reduced by the hit-points not negated by defences.
* If attached hit-points are equal to the figure's Fate, the figure is Injured.
* If the hit-points exceed the figure's Fate score, then the figure is Incapacitated.
Injuries-
* Injured figures may resume action on the second Round after suffering their Injury. the Fate score is reduced by 01. If faced with an enemy, the Injured figure may fight back, but 1's, 2's, and 3's are penalised as previously discussed.
Incapacitated-
(Roll 1d6):
1-2). Dead
3-5). Immobile: badly wounded and in serious pain. as a result, they are very likely to be noisy
6). Unconscious: 1d6 Minutes before regaining Consciousness, then treat as Injured
[END]
Tuesday, August 31, 2010
No Title-
Before the beginningless beginning, prior to the appearance of the first Buddha, already its bright and radiant light shone forth. It illuminates heaven and stands as a perfect mirror on earth, embracing and manifesting all things. The sun, moon, stars, and planets, lightning flashes, thunderclaps; everything without exception receives its benevolent influence.

- Daito (1282-1334)
Tuesday, August 24, 2010
The Status of the RPG & More-
I owe you all some sort of explanation regarding the postponed release date of the UWoM rules.
--Here it is:
1). I Was struck ill for three weeks after the NTRPG Con
2). Rob Kuntz and I have struck up a limited partnership to bring URUTSK: World of Mystery to you in a meaningful presentation, rather than nickel-and-diming it via 'first-run'.pdfs
3). I have been moving over the entire month of August
What does all this mean regarding the RPG?:
1). The VRUN Player's Module: The entry book into the RPG from the perspective of the dominant Human ethnicity. It will contain the complete character generation process (from rolled Ability Scores through broad and open-ended Skills, to the Imperial Starship Castes, and Equipping), for Vrun characters (both Continental, and Marnharnnan). Basic Combat and Basic Task Resolution are, of course, part of the package.
--Also included: The VRUN Alphabetic Language System; Detailed (and mapped) Vrun Adventure Locations; a World Map; Vrun territory Maps; and, gorgeous art by Mullen and other artists.
2). The other major Human ethnicities (Yirinn, Yaesh, Durn, and Dokirinn) will each receive their own Modules which will add-on to the VRUN Player's Module, and do justice to each of the distinct and unique cultures, including Blood Magicks, Technologies, Traditions, and regional Maps.
3). The Referee's Manual: Composed not only of the ephemera of running the game (including Advanced Combat and Task Resolution), but articles by famous, infamous, and personally respected Referees/GMs, including Classic personalities (TBA).
4). After these, I plan on releasing smaller works, often compiling minor ethnicities (Lhoman, Khem, Kark, etc.), as well as releasing the major and minor Non-Human Species.
5). More detailed Regional Guides with adventure chronologies and notable NPCs, Items, and Spells.
That will close the Early Autumn Era, and open the Latter Autumn, which was the true genesis of the setting, back in 1985 or so. This will introduce modern warfare, superpowers, high-tech (including space) gear, colonisation of the other worlds in the Av Star System, and the initial Starfaring Drang nach oben.
More URUTSK goodness in the form of Sequential Art stories, and possible series are in negotiation with a wonderful artist best known for Classic Gaming works, although also a veteran Comics artist.
--More on that as the process develops.
For those of you promised Playtest versions of the rules (most notably in the land of Oz), you have not been forgotten, and are due to receive the pre-release VPM hours or days after its completion.
I thank the lot of you who have taken an interest in Urutsk, and hope to bring you the calibre of product worthy of the accolades I have already received.
To that end, I would like to take the time to acknowledge just a few of the foremost enthusiasts and encouragers these two years (and longer in a few cases):
* Brian Penn
* Greg Oakes
* Jeff Berry
* Sean Wills
* Robert J. Kuntz
* Reed W. Decker
* Stephen Laidlaw
Stay Tuned...
--Here it is:
1). I Was struck ill for three weeks after the NTRPG Con
2). Rob Kuntz and I have struck up a limited partnership to bring URUTSK: World of Mystery to you in a meaningful presentation, rather than nickel-and-diming it via 'first-run'.pdfs
3). I have been moving over the entire month of August
What does all this mean regarding the RPG?:
1). The VRUN Player's Module: The entry book into the RPG from the perspective of the dominant Human ethnicity. It will contain the complete character generation process (from rolled Ability Scores through broad and open-ended Skills, to the Imperial Starship Castes, and Equipping), for Vrun characters (both Continental, and Marnharnnan). Basic Combat and Basic Task Resolution are, of course, part of the package.
--Also included: The VRUN Alphabetic Language System; Detailed (and mapped) Vrun Adventure Locations; a World Map; Vrun territory Maps; and, gorgeous art by Mullen and other artists.
2). The other major Human ethnicities (Yirinn, Yaesh, Durn, and Dokirinn) will each receive their own Modules which will add-on to the VRUN Player's Module, and do justice to each of the distinct and unique cultures, including Blood Magicks, Technologies, Traditions, and regional Maps.
3). The Referee's Manual: Composed not only of the ephemera of running the game (including Advanced Combat and Task Resolution), but articles by famous, infamous, and personally respected Referees/GMs, including Classic personalities (TBA).
4). After these, I plan on releasing smaller works, often compiling minor ethnicities (Lhoman, Khem, Kark, etc.), as well as releasing the major and minor Non-Human Species.
5). More detailed Regional Guides with adventure chronologies and notable NPCs, Items, and Spells.
That will close the Early Autumn Era, and open the Latter Autumn, which was the true genesis of the setting, back in 1985 or so. This will introduce modern warfare, superpowers, high-tech (including space) gear, colonisation of the other worlds in the Av Star System, and the initial Starfaring Drang nach oben.
More URUTSK goodness in the form of Sequential Art stories, and possible series are in negotiation with a wonderful artist best known for Classic Gaming works, although also a veteran Comics artist.
--More on that as the process develops.
For those of you promised Playtest versions of the rules (most notably in the land of Oz), you have not been forgotten, and are due to receive the pre-release VPM hours or days after its completion.
I thank the lot of you who have taken an interest in Urutsk, and hope to bring you the calibre of product worthy of the accolades I have already received.
To that end, I would like to take the time to acknowledge just a few of the foremost enthusiasts and encouragers these two years (and longer in a few cases):
* Brian Penn
* Greg Oakes
* Jeff Berry
* Sean Wills
* Robert J. Kuntz
* Reed W. Decker
* Stephen Laidlaw
Stay Tuned...
Sunday, August 22, 2010
Mutants of Marnharnna Pt. 05-
The game on the 13th:
---
The party, having said their fare-thee-wells to the others, were then involved in the nomads' 'Feast of the Five Animals'. This involved the Four Primary Elements (and their related sub-ele's) each securing an eating creature associated with their Element (land creature, air creature, etc.).
Phlavius of Fire, had a mystical experience with a horrifying Fire Witch in preparation for his scouting out the Shadow Plane, and Zalder mistook the Yellow Ghoul's ecstatic writhing in the flames (no lasting damage, but creating a 09 DP Fire-pool which Phlavius can draw upon for all DP purposes, including soaking damage, and powering his Aberrations, etc.) as something non-plus, and attempted to rouse him with a log to the head -- repeatedly (after Zalder suffering a boatload of DP from shaking/slapping the Yellow Ghoul). Heh.
Raylyss of Silt hung out with a more Cayman-looking nomad and showed him the rubbings from a series of concentric stone circles (a calendrical device they've yet to decipher, found at the homestead from whence the girls were absconded), but had a bit of a linguistic/paradigmatic issue explaining what it was the other was looking at ('this is a scent marker for the eyes?').
--Raylyss also had a bit of a vision-quest, confirming the location to which he is to bring the eggs in the trunk (if not also the girls), and that being very near Kelzsyn's Bluff (and in the opposite direction from the Lair). Images seen from MM's other character, Darius (of Earth)'s experience at the decrepit Lizard Temple lined-up with that character also having found a stone calendar which indicated that the Pearl ('The Pearl! The Pearl!') of Ashta Shomel was somehow connected with the Lizardfolk's destiny.
---Wheels within wheels, indeed.
Zalder of Air helped (read as: was bait for) his Blood-tribe's hunting of a large reptilavian, which was their contribution to the Feast. After which he was presented with a large crystalline structure which had grown on the creature's sternum, and which housed the creature's Elemental Blood concentrations and allowed Zalder to hover and fly (in conjunction with his glider membrane).
--He, too, sought out the Air Shaman, and met the Moonfaery Sisters (co-regents of Air), one of whom is kindly, while her sister is snide and mocking (I played this up to the mild annoyance of my Sweetie), who suggested hat Zalder have a vest fashioned with pockets/pouches wherein the cut crystals could be more evenly distributed, without interfering with the membrane.
Osyl of Frost (the merchant who inadvertantly joined the party after having been pulled through the Vae Portal) had assisted in bringing down the reptilavian with a shot from her revolver, and then secluded herself from the baser Xel/Shre and examined the short sword she had been gifted by the Vae who had cavorted around her in her days of illness before the Portal, only to receive a vision of Lady Arctise [Frost] as they both stood outside a city in The Black Crown. The exchange was very cryptic, as if an interrupted dream.
In the morning, a grey cloud overhung the group as they set out for the homestead.
[-snip-]
A barrel of hootch was Fabricated and Osyl rode into the homestead, now serving as a camp for Vrun militiamen on the march north, and attempted to get them happily drunk while avoiding not only rape, but discovery of her prehensile tail. Fortunately, the commander took her under his aegis and she was allowed to sleep in the house (alone), while the reptile-duo (and the Cayman's scale-dog) infiltrated the barn and began to retrieve the stone calendar, and also encountered the ghost of the girls father.
We held it thereabouts.
There was no game on the 20th.
---
The party, having said their fare-thee-wells to the others, were then involved in the nomads' 'Feast of the Five Animals'. This involved the Four Primary Elements (and their related sub-ele's) each securing an eating creature associated with their Element (land creature, air creature, etc.).
Phlavius of Fire, had a mystical experience with a horrifying Fire Witch in preparation for his scouting out the Shadow Plane, and Zalder mistook the Yellow Ghoul's ecstatic writhing in the flames (no lasting damage, but creating a 09 DP Fire-pool which Phlavius can draw upon for all DP purposes, including soaking damage, and powering his Aberrations, etc.) as something non-plus, and attempted to rouse him with a log to the head -- repeatedly (after Zalder suffering a boatload of DP from shaking/slapping the Yellow Ghoul). Heh.
Raylyss of Silt hung out with a more Cayman-looking nomad and showed him the rubbings from a series of concentric stone circles (a calendrical device they've yet to decipher, found at the homestead from whence the girls were absconded), but had a bit of a linguistic/paradigmatic issue explaining what it was the other was looking at ('this is a scent marker for the eyes?').
--Raylyss also had a bit of a vision-quest, confirming the location to which he is to bring the eggs in the trunk (if not also the girls), and that being very near Kelzsyn's Bluff (and in the opposite direction from the Lair). Images seen from MM's other character, Darius (of Earth)'s experience at the decrepit Lizard Temple lined-up with that character also having found a stone calendar which indicated that the Pearl ('The Pearl! The Pearl!') of Ashta Shomel was somehow connected with the Lizardfolk's destiny.
---Wheels within wheels, indeed.
Zalder of Air helped (read as: was bait for) his Blood-tribe's hunting of a large reptilavian, which was their contribution to the Feast. After which he was presented with a large crystalline structure which had grown on the creature's sternum, and which housed the creature's Elemental Blood concentrations and allowed Zalder to hover and fly (in conjunction with his glider membrane).
--He, too, sought out the Air Shaman, and met the Moonfaery Sisters (co-regents of Air), one of whom is kindly, while her sister is snide and mocking (I played this up to the mild annoyance of my Sweetie), who suggested hat Zalder have a vest fashioned with pockets/pouches wherein the cut crystals could be more evenly distributed, without interfering with the membrane.
Osyl of Frost (the merchant who inadvertantly joined the party after having been pulled through the Vae Portal) had assisted in bringing down the reptilavian with a shot from her revolver, and then secluded herself from the baser Xel/Shre and examined the short sword she had been gifted by the Vae who had cavorted around her in her days of illness before the Portal, only to receive a vision of Lady Arctise [Frost] as they both stood outside a city in The Black Crown. The exchange was very cryptic, as if an interrupted dream.
In the morning, a grey cloud overhung the group as they set out for the homestead.
[-snip-]
A barrel of hootch was Fabricated and Osyl rode into the homestead, now serving as a camp for Vrun militiamen on the march north, and attempted to get them happily drunk while avoiding not only rape, but discovery of her prehensile tail. Fortunately, the commander took her under his aegis and she was allowed to sleep in the house (alone), while the reptile-duo (and the Cayman's scale-dog) infiltrated the barn and began to retrieve the stone calendar, and also encountered the ghost of the girls father.
We held it thereabouts.
There was no game on the 20th.
Friday, August 20, 2010
A Wonderful Lovecraft Quote-
Dave over at Wilderlands of Runequest has this great post in fond remembrance of ole' HPL.
An Upside to Moving...-
...finding things thought lost.
1). The long-missing AMBUSH! and SHELL SHOCK! rules and weapon matrices [x]
2). Old URUTSK stuff [x]
But, the real shock:
3). TRACTICS [x] !
--The box is a bit worse for wear, but I thought it was lost in the GGH-purge of 2000/01.
---Yea! :D
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