LogCrucible-Jason-4

From AAFNRPWiki
Revision as of 13:18, 2 October 2017 by Jason (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigationJump to search

Night 2

Game log for the 2017/09/24 session of Legacy: Crucible, as taken by Joe

Walton is nursing a busted up group that got caught while sneaking into Mesa Town Ash and Chevron are crawling out of their tent from the sandstorm Finneas is still working in Mesa Town, but his sympathies lie with Walton. Adriel is at the Holes, where her family is indoctrinating Bart.

Several days have passed. The sandstorm has abated. Chevron and Ash crawl out of the tent. The sky is pre-dawn grey. They decide to travel to Mesa Town and find a new, safe route (doesn’t require future rolls). They get to the town and Ash links with family. He learns of the conflict between Clive and Walton.

As they eat, Chevron asks about Ash’s plan. Ash shows him the control manual for the earth terminal that controlled the satellites that caused the Fall. He wants to disarm them to keep this from happening again. Chevron wants to share claim to the Tech at the antenna. Ash agrees to give the Suns half and help them improve their radios. Chevron has 1 hold to basically reverse Call for Aid on Ash. Used at the antenna

Ash goes to convince the Bedu that they need to go back to the antenna and strip it.

Walton decides to go looking for allies in GirderTown but gets delayed by sandstorms on the way south. After a day, he makes it to Girder Town. He looks at the tall buildings, now hollow shells that have fallen together to form a pyramid of crystalline steel rubble. The population are known Heathens, out for themselves and suspicious of strangers, but they know the Kinmont.

Walton explains that the Mesans have broken the law of the Wastelands and need to be punished, so he asks that they boycott Mesa Town until the Mesans make amends to the Kinmont. Without their help, the Kinmont will go it alone. The Girder folk love Walton and they forge a treaty. Walton rounds up his posse.

Adriel goes to Down Low to investigate rumors of people moving in permanently. Passing Farnsworth’s Hole, she sees strangers. They are the Smiths and the Visitor, seeking shelter from the sandstorms. Adriel tries to explain that the Hole belongs to the Children, but they aren’t convinced. She swayed them to see things her way and they tell her about the fight between the Kinmont and the Mesa towners. She gets to Down Low the next day.

She finds campfires but no inhabitants. She finds evidence of a large group moving toward Mesa Town. She scouts the ruined commune and sets up camp in one of the better adobe buildings. She decides to wait a day and see who or what might come by.

Walton goes to Fort Passage and makes the same pitch. His statesmanship is outstanding and he forges a treaty that will last until the end of the next Age. They will side with the Kinmont against all lawbreakers. The Kinmont erase their Need for recruits.

Chevron finds his family in the market while Ash goes to round up the Bedu. Chevron has to deal with the death of Glitter. He explains that he returns with an opportunity for lots of Tech, especially weapons. They like the sound of that, but there’s still the matter of Glitter and Ash will atone for his death by giving them more weapons as weregild.

The next day, the Bedu and the Suns meet north of Mesa town. Adriel heads toward Girder Town to talk with their Heathens. She runs across Crow’s Company, the men who went toward the City in the Trees. She preaches to them and agrees to travel with them to Fort Passage on her way to Girder Town.

Walton decides to go to the Holes to recruit the Children. On the way, he runs across an armed trading party of Mesans. Walton orders Brutus to “sort out their hash” and the order is brutally executed. They will be missed.

Adriel and Crow’s Company come across the Kinmont as they mop up the traders. She convinces Crow to let her talk with the Kinmont. Walton recognizes Adriel and asks about the people in the hills. Walton tells her the history and the Kinmont’s goals. She introduces him to Crow and decides to go with him to the Holes.

Ash and Chevron get to the antenna. And search the place. The Suns are disappointed when nothing is immediately recognizable as weaponry. Ash goes to turn on some power (Activate Forgotten Lore). The tower powers up and the Bedu starts tearing things apart, but the Suns want weapons. Ash shows them that three of the six satellites are still armed.

He tries to defuse the situation but it’s a temporary reprieve and the Suns are only stalled. Ash rigs up a destruct mechanism while the Bedu loot and upgrade the Suns’ commo gear. They leave the antenna and the Bedu fade into the desert, where they watch the facility explode. The Suns go to Mesa Town.

The Kinmont and Adriel get to the Holes. Walton convinces the Elders of the Children to side with the Kinmont’s position on the law of the Wasteland. Adriel helps Walton forge the treaty that will last until the end of the next Age.

Chevron gets to Mesa Town and goes to see Clive. He gives Clive a radio to contact them in time of need. In exchange, the Suns want some new blood to fill their ranks. Chevron fails to convince Clive. He asks the Suns for some payback against the Kinmont before he’ll promise any recruits. Chevron says that he’ll consider it. He sends his people to the winds and heads toward Girder Town, where they will report back.

Ash and the Bedu try to put some distance between them and the Suns. They come across a small depot and one of the bunker’s chillers is still running. They fail to gain entry and the guardians of the site mark them. The Bedu escape but they Need: Leadership.

Walton leads his posse in search of the Free Lovers but discovers a highway and a convoy of the Hazmat team. They had been on their way to shut down the reactors but failed to make it. They are delayed as they loot the vehicles.

Adriel goes forward and finds the Free Lovers. She engages their leader in an ideological debate and wins some of them over. His new converts agree to follow her to Down Low and inhabit it.

The Suns get to Girder Town. Chevron offers a radio in exchange for some recruits. Neomi, the lady who runs Girder Town, and she gives them enough to meet their Need for Recruits. His scouts come back and read him in on the conflict between the Mesans and the Kinmont.

The Bedu return to Mesa Town and, having sussed the situation. Ash wants to speak to Clive but Audrey intervenes. She is looking for allies but Ash is offering to become their trade intermediary. She’s looking for more guns and wants to trade the Bedu’s tach to defend the Mesa in exchange for making the Bedu their trade representatives.

Ash fixes it up with his odd junk, but one of the Bedu need to stay with the plasma field generator. The Bedu take time and effort to teach the Mesans how to use it themselves. He also gives them a quantum computing scanner and a low power bio-cell. The Mesans take the deal.