LogCrucible-Joe-2

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Cry Havoc

Game log for the 2017/10/01 session of Legacy: Crucible, as taken by Joe

Night #3 Cry Havoc 1 Oct 2017 Ash and the Bedu are in Mesa Town Chevron and the Suns are in Girder Town Adriel in Down Low Walton is on the road between Girder Town and the Reactor Finneas is in Girder Town

Finneas approaches Neomi, leader of Girder town, to open a trading post in Girder town. He wants a permanent place, but Neomi is afraid of taking sides so she’ll only give him a temporary stall. Walton reads the wind and discover that the nomads still trade with Mesa Town. His inquiries take him back to Girder Town.

Chevron approaches the Googen in the market. They’re running a moving book store. Chevron walks in with some rookies. He’s looking at a picture book. When asked what he’s there to purchase, he tells them that they need spouses. He’s dealing for bride-price but the Googens don’t seem to understand. Chevron spends a treaty to get the Googens to trade brides for guns.

Ash leaves one of the Bedu in Mesa Town and go back to Bunkers. His follower does some ghostly scouting. He finds that the crabs “chitter” at each other. He tries to find his EMP blaster but can only find his sonic transducer. They blast their way in before the crabs can come back to life and find the cryo cylinders. They sling load one and carry it into the desert.

Adriel leaves the hippies in Down Low and goes exploring the caves, but she gets lost. Walton sends a spy to sabotage the Mesa Town gantry but the spy gets caught. Nevertheless the Googen seek him out and value Walton’s opinion.

Chevron gets news that the Kinmont have attacked the gantry at Mesa Town. He elects to stay out of it but says that the Suns will still trade at Mesa Town. He’s more focused on the weddings he’s arranged.

Ash, on the other hand, opens the cylinder. They get the vat sludge on them by the Nylloghast and the monster follows them. Along the way to the river, they run across an Old Suns patrol. The Suns kill the Nyllo but piss off the Bedu.

The Old Suns bug out of Girder Town, heading to reinforce the patrol. The Mesa Town merchants make a deal to fill the Suns’ need for wives (culture). The Suns escort the Mesans out on the road.

The Googen get the Kinmont to escort them to Fort Passage. They see some MT’ers in the distance, but they give them a pass after giving them a threatening message to give Clive. The Googens view this as an opportunity for more trade.

They try to harvast the Tar Weed in the sludge ponds by the Reactor, but come away burned and have spoiled what they took.

Adriel finds his way out of the Caves but her war dog dies from drinking poison water. She gets some Children and starts off to Mesa Town.

The Suns link up with the Bedu and try their spotter scope on the Crabs but nothing happens. Ash gives Chevron his EMP blaster. It doesn’t work completely but Ash helps Chevron and they kill the Crabs, learning about their mechanical innards. Ash repairs the chiller before it fails and learns about the Nyllos’ role as guard clones.

The Suns try to blow the facility but only partially succeed. The surviving Nyllos wake up, find the Suns’ scent, and start tracking.

The Bedu get to Mesa Town,which has turned into an armed camp. Shiny Sally disappears the first night. Ash asks Clive, who doesn’t know, so he tries Adriel. She tries to help, but they can’t find Sally. Clive finds her but Ash figures out that she’s been with a Nyllo.

Ash talks to Clive and figures out what needs to be done to end the conflict between Mesa and the Kinmont. Ash seeks out Walton and finds him at Fort Passage. After a passionate speech, Ash asks Walton to set aside his differences with Clive and end the war. Walton is stubborn and want Clive to accept the Kinmont’s enforcement of the law unilaterally.

The discussion goes around and around with Ash pointing out Walton’s statesmanship and Walton insisting on Clive’s recognition of the Kinmont’s supremacy in the Law. Ash goes back to Clive and gets him to agree. The Kinmont prisoners are killed, but both Walton and Clive come to an agreement.

Chevron takes Jameson to the Children to be healed. He can tell that something’s following them.

THE AGE ENDS Adriel (Children) Finds a hidden vault from the World Before and gain +2 Tech. However, decades of delving have left your Family isolated; gain Need: trade

You go to war, whether for righteous justice or as savage raiding. Gain +1 Grasp and Surplus: weaponry, but someone or something (Free Love hippies) out there really hates you now. Take -1 ongoing to all Reach moves against them until they’ve been dealt with once and for all.

Chevron (Old Suns)

Your Family suffers persecution and violence, but it pushes them to adapt and grow. Gain a new Family move but gain Need:  revenge (Tech Bedu)

Adds Conscription

Through marriages and the sharing of secrets, you gain some of the strengths of another Family (Tech Bedu). Take a move from their playbook, but they get 2-Treaty on you

I am become Death (Tech Bedu) Ash marries Chevron.

Walton (Kinmont)

Your Family fell apart into feuding factions. The eventual victors are stronger, more unified, but lacking refinement. Gain +1 Grasp and Surplus:  leadership, but gain Need:  culture.
Your Family goes through a golden age, questioning old philosophies and forging new paths. Gain a new Family move but gain Need:  leadership.

Ash (Tech Bedu)

Your Family fell apart into feuding factions. The eventual victors are stronger, more unified, but lacking refinement. Gain +1 Grasp and Surplus: leadership, but gain Need:  culture.
Your Family finds a windfall, whether through scavenging or by absorbing a smaller family. Gain 3 Surpluses of your choice, but it’s left you bloated; gain Need:  motivation.

Finneas (Googen)

Something monstrous comes from the wasteland (Nylloghast) and ravages your Family. Say some secret you’ve learned about it, gain 2 Tech from scavenged parts of it, but take -1 ongoing to Family moves against it.
Your Family invests heavily in a place of safety and commerce, creating a new haven in this land. Gain +1 Reach and Surplus:  peace, but take Need:  obligation.