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Apocalypse World Game Group

Dungeon World 5/31

We rest in the cleared camp, then descend into the chasm. After some distance it leveled out and we came to a more horizontal cave with icy stalactites and stalagmites. Blue veins run through the perimeter of the icy tunnel; Jess climbed up and chipped away at the end of the vein. A purple fluid flooded the end of the “vein” and nearby “capillaries”.

Zatuva was a primordial demoness, Daelwyn recalls and explains. We find a way around the large cavern, 20 miles across, and decides to investigate what appears to be a city in the cavern. Ruaumoko finds a successful route, but Jess sets off an avalanche following the trail. The trail pulls away from the path and smashes into a lower trail — with three figures. Jess calls a warning and two successfully escape the sliding ice, but the third is swept off the narrow path and down to the cavern floor.

Ruaumoko (as a winged panther) flies down into the mists and hunts for the missing explorer, “Clams”. He finds a boot and calls up to Clam’s companions that he found the missing explorer. He then digs Clams out of the snow where he’s buried; he’s battered and unconscious.

Clam’s pair of companions, Ico and Iwobay, set aside their heavy supplies, then gather their materials for a descent down to their companion and Ruaumoko. While they descend, Jess slides down the icy face in perfect control, then sneaks over & investigates their abandoned equipment. He found scrolls with the recordings of their excursion, snatched them, then hid in the shadows nearby.

Daelwyn tries to boldly leap down, imitating Jess’s graceful descent, but loses control and bounces down painfully, smashing his head against a rock and getting thrown away from the rockface, out of control. Ruaumoko has to leap into the air (still as a winged panther) and grab the falling Daelwyn to prevent a fatal impact. Thelian uses the climbing gear and makes a much more controlled descent.

Thelian, Daelwyn, and Ruaumoko descend to the three explorers. They’ve been exploring for a few days, and have had enough; they’re ready to leave with their fallen friend Clams and return to their friends at the base camp. Thelian tells them that their companions at the base camp attacked, and won’t be there to greet them. That seems to be an additional spur to depart; they agree to meet us at the Lute & Loot when things are over to share information from our excursion as small payment for their abandoned gear, since they’re out so much on this expedition. (It sounds like they’re on a similar exploration for Wizards of Dis, and as Thelian pointed out, we didn’t promise to keep our experience exclusive to the Brothers Dimov.)

They tell us about some of the foes they’ve encountered, including leech like creatures that float through the fog, are drawn to people’s warmth, and try to suck the heat out of their victims. They’ve also seen giant shadows, but managed to avoid them. The creatures get stirred up when the wizards in Dis intervene directly (with scrying or floating eyes).

To climb the wall with the sick/unconscious Clam will be difficult, so they turn their heavy gear over to us. Iwo & Iwobay leave behind a heavy hammer/pick for ice, adventuring gear (5 uses), and a fragile glass & silver inlaid idol of the moon. Since it’s small and light, Thelian and Daelwyn are immediately suspicious of their desire to leave it behind. They claim that it’s Clam’s idol and they won’t be able to avoid breaking it while carrying him, it’s so fragile. 

Thelian is suspicious of the idol and studies it closely. It reveals a wondrous enlarged image/map of the moon. He stares too long at the idol… and vanishes, appearing on the moon outside the corresponding crater. The cold and vacuum assail his lungs, and weird people, Clam people, stir from the nearby crater.  [+1 XP for failing while discerning Clam’s moon token]

Spurred by Thelian’s disappearance, Daelwyn remembers that the moon charm was held by Lord Sequester; it allowed teleportation to and from the moon. In the first moment, the seeking magic can be disrupted, which is how he was brought down.

As the clam people emerged from the sand and approached Thelian; he studied the glass charm, now in the shape of any heart… the world he left behind. As he stared, the images grew larger. He searched and studied, seeking the chasm, which the clam people’s chatter approached. With a twist of effort, the image enlarged, clearly showing the icy clearing and avalanche where his companions still were. He vanished from the moon, returning confused and disoriented from hypoxia.

Clams was distraught at the absence of his icon; Thelian wanted nothing to do with the cursed object and weakly rolled it back to Clams, who clutched it tight and slumped back to unconsciousness.

Categories
Apocalypse World Game Group Roleplaying

Dungeon World 5/24

We traveled to the Palace district where we interviewed and were hired by the Wizards Dirnov,  to explore the newly arrived district that’s sandwiched between the Salt and Starlight districts. In the interview they give us a number of odd vials, explaining that this one will crystalize and that one turn colors. They have foreseen a great deal about the new district, but cannot tell us much, to avoid corrupting their foresight. (They also gave us a “can of nuts” with a spring loaded snake inside, so they’re jokesters too.)

Among the tantalizing warning devices is that a vial of red material, something like still fluid blood, will freeze when we reach the frozen heart with icy blood flowing through its veins. We should explore the district until this other vial precipitates… which is also a warning, and we should hustle out of the dangerous new parish. There’s also a thread that will trace beads to record temperatures, and other wonders that we’re to retain.

We hire at 10 gold for each of us explorers for the dangerous journey, plus we retain anything we find… but they may be interested in artifacts that we recover.

We discussed the two districts, and decided to traverse the Starlight Parish, to approach the new district from the south. The Starlight Parish, Daelwyn tells us, is known for almost perpetual starry night. Their people are honor bound and prone to dueling, psychics are common within the district, and are prone to misreading your thoughts and provoking a duel.

The district includes a reflected – or inverted gravity world below. It’s lit dimly, largely by the distant stars, but also a few lanterns outside the building.

Thelian +1 XP as quartermaster for traversing the district.; costs 8 coins for Thelian as a bribe to not beat up a vendor.

A duel is scheduled in the tunnel that we must traverse on our way to the district; Jess gets roped into witnessing. We take an inn for the night, then reach the fissure at the edge of the district.

The district has been open for only a week; we see pitons in the walls; and people in a base camp. Jess sneaks up to listen in on people in the base camp, but one of the wandering people in the camp sets down a book and starts his way. 

Gagra Etu is surveying the new plane. The wizard Wagrat levels his wand when Daelwyn explains that we’re here on behalf of the brothers Dirnov. That which provokes them, and they level threats demanding that we leave; Jess scurries forward while they’re distracted and snatches a huge tome.

Wagrat unleashed a rain of sparkling fire that dripped over Daelwyn, Raomoko, and Thelian. Thelian runs toward the chasm and leaps across; it is too far and he snatches a rope dangling from the far face… but he has 10’ to climb. Rao becomes a winged panther and leaps across, slashing into the wizard as he pulls out a stone focus. He falls dead from the savage bite.

Gagra calls out and rushes from the tent with a knife, but Daelwyn drops her with a volley of arrows before she could reach Rao in panther form.

We explore the base camp and find climbing kit (x3), cold weather gear (x2), 5 uses of adventuring gear + 5 rations. 

+1 XP for learning about the world, session end.

Categories
Apocalypse World Game Group Roleplaying

Dungeon World 5/17

Beginning of session, wrenching sound and plume of reddish mist – in western salt.

Jess begins explaining that Annie held him at knife point, is tied to the local crime lord, Cethalos.

A round of drinks is delivered; under one glass is a note. “Look for the cavern that looks like teeth, but the frowning face leads to your demise.”

The Sultana’s pet got loose long ago; when it died, its body was preserved in salt, and it transformed into salt. Daelwyn recalled that it died near the northern edge of the district of salt.

As we walked, Daelwyn recited the following tale: “Long ago Geua the Harbinger feasted at the Sultanna’s table and tossed the bones of her meal to Qlax, the palace wolf hound. Unfortunately, the meat was salted with mystic seasoning from Sea of Eternity, and the beast was driven mad with thirst. Guea tracked the beast to the edge of the kingdom and finally killed Qlax with her mighty spear of fire. Qlax was driven into the ground and crystallized into salt.”

We head relatively directly to the wastes at the north end of the district; a cavern with stalactites of salt hang from the ceiling, then the tunnel pitches down into the dark. Jess leads the way, loses his footing and slides on the salty scree; Rao flies down the tunnel as a tucan and alights on Jess’s shoulder.  Thelian hops down, leaping gracefully from rock to stable rock, but Daelwyn loses his footing. Thelian snatches him, but overbalances and winces in pain. Daelwyn sings a song that heals Jess and Thelian a bit, while Rao flies ahead scouting.

One path has a lake of salt, perhaps as quicksand. The other leads into a large chamber with a moat of salt. On a raised rock platform is a sluglike beast with pseudopods that track his flight. It  may be trapped by the moat of salt.

Thelian wandered into the pit of lead salts, with a wet cloth over his face. As he scooped up the loot onto his shield, they recovered a great deal, including:

Small green vial, potion

179 silver

Pair of emerald earrings

The Salt Candle (glows)

After he waded out, Rao led us down the tunnel to the slime-monster. It flailed and slapped Rao with a pseudopod. Jess threw a dagger at it… but it pulled itself over the salt moat and glorped onto Rao. 

End of Session XP —

+1 Daelwyn bond intensification 

+1 XP (fulfill alignment)

+1 history, +1 slug monster defeat, +1 memorable treasure

Categories
Apocalypse World Game Group Roleplaying

Dungeon World 5/10

Began w/ us ambushing the merchant; Thelian earned 40 coin.
Minkev had the idea of ambushing the merchant; I volunteered our group — I’ve bodyguarded her in the past.
(Other three offered to hidden shrine of Lamashtu hidden in our old suite before we left)

We leave and find a better place to live. [Expenses at the flesh rippers ~ 3 silver/day.]

We examine the job board and decide to track the dead thief (Lunk’s) secret stash in The Parish of Salt. Cethalos is the crime lord of Salt Parish. Cethalos has driven all non-criminals out.

We head to the Lute & Loot, where we’re to check in with the local crime lords.

Cethalos (the crime lord) was done dirty by Lunk, he’s the one who hired the wizard that killed Lunk. She (Annie), holding a knife to Jess, wants a cut of any loot from our finding Lunk’s Lair (repaying Lunk’s having stiffed her).

Meanwhile, Thelian faces off with Scorpion-Girl; after posturing and sizing up, Jess steps in and defuses it with a round of drinks. Ruau turns into a squid to deal with a pitcher full of salty water… that reveals alignments to all.

End of Session —
+2 XP — My bond with Ruaumoko (and his with me) evolved
+2 XP — End of session for all

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Game Group

Scum & Villainy, Session 3

Session 3: Pharmaceutical Shipping

As a result of the previous job, the crew had a few modulators left over. While Watson monitored the dark net for buyers, Charlie shared a slice of Starloaf, confessing that it was his seventh birthday — two years past his expiration date. With Axel they discussed approaches to investigate the Maker’s Guild.

Watson notified them that he’d received a nibble; they had a buyer for the two “extra” modulators on Lithos. They agreed to meet and were wired the location of an ice block and permacrete warehouse for a noon delivery the next day. They showed up and sold off the spare yokes (Axel attempted to plant a bug to track them, but interference prevented the tracers from signaling), and were offered a job shipping “worn pharmaceutical equipment” to Amerath. The equipment was seven large (8’x4’x4′) crates, and Balin (Bal Yn) explained that the hard part would be evading the customs scans around Amerath. (He stressed that it was critical to avoid scanning, and the crates were too large to all fit in the smuggling hold.) The goods were needed on Amerath ASAP–within three weeks, sooner was better.

[There was a fun bit where Jet handled the negotiations, during which Balin ignored both the parka wrapped lizard and Charlie, who was playing up being a dim Yaru. Then Axel called Jet aside and they plotted, returning with Axel heading the negotiations and Jet in the support position.]

They decided on a bold strategy of bursting through the lane walls on the final leg to Amerath, to allow them to avoid the heavy security at the lane mouth. They succeeded in bursting through the lane wall, but the ship shut down under an incredible power surge, leaving only flickering emergency lighting. Charlie barked orders and coordinated the whole team through a manual reboot sequence. At the last second, on hearing a dangerous crackle, Jet diverted the restored power, preventing the delicate comms system from overloading. Watson came back… different.

From there they struggled to regain their bearings, using sun sighting and triangulating from a transmission device that Charlie threw out the airlock. With their position and vector calculated, they plotted a course to catch up to Amerath. As they approached, they were contacted by a 51st Legion patrol ship on customs duty. They switched their transponder to an ice freighter and Axel charmed then bored the officer when he became suspicious at the excessive ice volume Watson incorrectly calculated and transmitted.

They agreed to land at the spaceport, but switched transponders and landed for their jungle meeting. A couple of hoverjeeps showed up an hour later, driven by a pair of humans and transporting six Yaru. The hoverjeeps looked familiar to Charlie, reminding him of the hoverjeeps around the secret base where he was decanted — just minus the Maker symbol. The Yaru unloaded the equipment after their contact scanned the crates to ensure that they were the proper crates. Jet chatted up the agent, and told him that his Charlie was starting to break down. Jet slipped the agent (who was trying to pose as a druglord technician, but came across as very Maker’s Guild) some creds and he agreed to share Charlie’s output. He popped in an optical mem chip, scanned Charlie, seemed shocked at the result and rescanned Charlie, told Jet that he’d been taken and passed over the chip with the readings. The crew took their pay and headed to town. (During the distraction, Axel planted a tracker on their hoverjeeps — and did such a good job [critical] that it’ll transmit for months and never be discovered.)

Everyone blew off stress, but Charlie went a little deep on his tailored pharmaceuticals, which combined with his research and new obsessions has him lost next session.

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Game Group

Scum & Villainy, Sessions 1 and 2

Session 1: The self-stealing droid

Conclave 01 contacted the PCs via Watson, the Nomad’s AI, with a time sensitive mission. One of their own had been working for the 51st Legion as a janitor bot, and needed to report back with the data it’d gathered. JX was scheduled for its routine wipe and was about to board the Legion ship en-route to the Guild of Engineer’s base.

The crew took on the job and raced ahead of the Legion ship to be at the refueling base around Indri. With their spare time, they met a Conclave contact who provide a non-sentient JX bot to swap out. Then the PCs visited the station, enjoyed some food at the food court, knocked out a pair of Legionaires for their passcards, and entered the Legion’s bay disguised as technicians. They brought in their janitor bot, found their confederate hiding among a heap of trash, and quickly hacked a switch in IDs between the bots. They bluffed their way out with their JX friend, leaving a compromised janitor bot to be delivered for the wipe.

Session 2: Parts please!

Raf Urich hired the crew to acquire a modulator to repair his jump drive. He pointed them at a warehouse orbiting Indri, with pay on delivery to some remote coordinates on Lithios. (He also provided them with a code to shut down the automated particle cannons defending the warehouse.)

The crew decided that the last job hadn’t been daring enough, so they decided to cut their way in and rob the parts. Staffing was light; Jet looked up the storage location from a terminal, Charlie raced down the aisle, encouraged a couple of unfortunate Yaru laborers to rise up, then continued down the aisle to cut off the responding security forces. Axel encouraged the laborers to load the modulator on a forklift and zip it to the docking bay.

Charlie threw a thermal detonator and collapsed a big chunk of shelving , ensuring that security wouldn’t be able to close with their stun lances. Jet liked the look of the impulse helmets that controlled the forklift and decided to step up and run one. After almost running himself over, he grabbed another modulator and raced to the airlock.

The particle cannons tried to tag the ship as it flew off, but Jet’s fancy flying kept them safe… despite the #7 thruster cutting out at a terrible time.

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Apocalypse World Game Group

Clash with Dustwich, Unwinding at the Ranch

It’s convenient that you had an observer, a spotter, on the nearby hill to keep an eye on the action. I can’t see from behind his eyes, but from a step to his left this is what went on.

Jute’s gang pressed forward, streaming into the courtyard, through the gap Rex smashed in their gate. Bunko’s down, though his shell toppled Mazy and Pang’s bikes and blew the shit out of the road before Kai popped him.

A pipe bomb came whipping into the courtyard. The gang’s armor mostly handled it (though Higgs or someone is going to be busy pulling a bunch of small shrapnel out of calves and thighs). Jute, though, was deafened and staggered like he was concussed – his shouts were slurred. Fortunately, his group doesn’t look to him for every little action; they raced around the courtyard, snapping off shots to keep Dustwich’s people too scared to expose themselves for a good shot.

Still, things weren’t going much to plan, until Rex fired up his chainsaw and rushed the trade cabin door. Skiff leaped out the manufactory door, screaming and spraying his Uzi right at Rex. His construction sign armor took most of it, but he’s also made a date with an Angel. It was good for Skiff that his clip burned through so fast, because Kai downed him as the Uzi bucked empty, two seconds later.

While Kai kept an eye out for more suicidal fucks, Valentous Rex grabbed up his crowbar and chainsaw, fired it up, and jogged at the cabin door. He gashed a long diagonal scar in those timbers, then kicked it in… to no resistance. The back door swayed a bit, and when he crossed to the back and took a careful lookout, he saw Parcher and Millions belly crawling through a gap in the chain link fence behind the place.

Kai spotted them too, as they crawled into behind a cleft in the hill. She tossed Higgs her rifle and fired up her bike, racing down the hill and around the fence after the two fleeing shopkeeps. She was zero silent, so as her bike burst across the gap she took a nasty hit of buckshot. But her return fire was deadly; Parcher sprawled out, food for the beetles.

She closed in on Millions; the pox faced boy in the shop smock near shitting himself as death drew near. Kai told him that the next time they crossed paths, he’d die… he’d better reconsider his life and pick a smarter path. She made a git out of here gesture, and he got.

The gunfire was all from the gang, ringing around the courtyard, chipping the concrete walls of the manufactory building, keeping them down. The gang circled like sharks, not pausing to make anyone too nice a target. Rex circled from the back door of the log cabin shop to the roll up rear door of the manufactory, backed up by JJ and Kai. It was locked, but that doesn’t stop Rex. He got the door a couple of feet up and wasn’t greeted by gunfire. He stuck his head around the corner, no defenders, but a lot of equipment, parts, bubbling beakers, vats of battery acid, piles of charcoal and a trough of piss and hay. They swept up some valuable looking oddments and noticed a metal lid set in the floor. Rex was careful opening it – and there was no answering spray of gunfire.

Below was a 3’ square concrete shaft six feet deep, then the shaft turned and went horizontal at the bottom. Reluctant to leap into such an obviously deadly kill zone, they called for anyone down there to surrender. They lit off a few pipe bombs to clear out any lingerers, but decided that chasing after Dustwich’s gang down that tunnel wasn’t their thing.

Meanwhile, we saw Rose getting the Ranch ready for the evening’s entertainment. Lamprey was drinking heavily when Rose emerged after prepping chickens for the night’s crowd. She’d arranged for Grum to hold his title against all comers tonight—should be a good crowd draw.

We sketched out and saw a bit more of Rose’s setup. A big basement, with a floor to ceiling cage in the middle. The ground floor is open with railing, so you can watch the cage fights from the drinking floor. There’s some bleachers down in the basement against the walls for crowds to get up close to the entertainment.

A little before dark five people from Warlord Krin’s holdfast rolled in, marked by lime green patches, paint, and sleeves. Since it was a 20 mile or so run, Rose made small talk; they were here for the fight, nothing more. They did say that Grum had been one of theirs; he fucked someone he shouldn’t have and got tossed out by Krin, but no hard feelings.

Rex, JJ, and Kai all rolled up to The Ranch that evening. JJ was hot from the adrenaline of the afternoon, purring and rubbing herself over Rex while he was at the bar. She bragged proudly that every bit of Rex was big to everyone who got within arms reach of her.

Kai went in the back door and wiped off the blood and sweat of the afternoon in Rose’s bathroom. She decided to strip down and go on a spirit walk, but it didn’t go well. Her ancestors were there, but stayed smoky and drifted away as she approached them. Rose caught Kai’s body wandering in her rooms, naked, but didn’t take advantage of the situation. She brought Kai back and covered her up before anyone barged in.

In the main room of the Ranch, Lamprey was being an annoying shit. He tried to move on Rose, but she was having zero. She pulled a wicked sharp scissor blade, held it to his throat, and told him to clear the fuck out. He cleared.

Categories
Apocalypse World Game Group

Assault on Dustwich’s Trading Post

The action advanced a bit after Josh left, but we’re stepping into the middle of the fight at the beginning of the next session.

Valentus charged up the road and smashed through the rolling gate, folding it over so it became a chain link ramp for the bikes. (He had to dodge a mortar on the way).

Meanwhile, Higgs dispassionately spotted for Kai, who nailed Bunko, the guy on the mortar, who was in the middle of repositioning it to fire down into the courtyard where you, Rex, and your gang were accumulating.

But Dustwich’s gang is spraying SMG fire out from the manufactory, and you know that Millions and Partridge were in the trade cabin with all of those pipe bombs on sale, ready to throw…

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Apocalypse World Game Group

Higgs

Higgs, the Angel
Sturdy male in labcoat and small glasses. Half shaved head w/ half long, light brown hair.
Cool -1, Hard +1, Hot 0, Sharp +2, Weird +1

x Sixth sense: when you open your brain to the world’s psychic maelstrom, roll +sharp instead of +weird
x Touched by death: when someone is unconscious in your care, you can use them for augury. When someone has died in your care, you can use their body for augury

Hx: Kai -1, Rex: +3, Rose +1, Jute: +1

Gear and Barter: Angel kit (6-stock), stun gun, armored lab coat (1-armor)
Oddments worth 2-barter

– Thinks Kai is doomed to self destruction
– Valenus Rex has been beside & seen Higgs all along

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Apocalypse World Game Group

Kai, Laughing Coyote

Kai, the Gunlugger
Woman in scrounged mismatched armor, worn and blasted face, wise eyes, and a hard, battered body

Cool -1, hard +2, hot -2, sharp +1, weird +2

x Battle-hardened: when you act under fire, or when you stand overwatch, roll +hard instead of +cool
x Fuck this shit: name your escape route and roll +hard. 10+ sweet you’re gone, 7-9: you can go or stay, but if you go it costs you; on a miss you’re caught vulnerable, half in half out
x Bloodcrazed: whenever you inflict harm, inflict +1 harm

Hx: Jute +2, Higgs -1, Rose +3, Rex -1

Weapons & Armor:
Silenced sniper rifle: 3 far high-tech
Magnum: 3 close reload loud
Shotgun: 3 close messy
Grenades: 4 hand reload messy
Heavy armor worth 2-armor
Oddments worth 2 barter

– Fought shoulder to shoulder with Jute
– Higgs left him bleeding and wounded
– Finds Rose the prettiest and smartest