Friday, January 26, 2024

Wanderers in the Deep Time Session 2

Friendly- Mutant Magic-User 1
Ithaca - Human Cleric 1
High Quality Organs  - Mutant Magic-User 1
Kaldeth, The Big Roller - Trilobite Fighter 1
0x424F42 - Robot Fighter1
Thorned Rose - Mutant as Class 1
Otto Gilligan - Mutant Druid 1

- The party woke up at the dawn of the festival, and did some light scavenging in the party-wreckage and found some extra coin- insufficient amount to qualify for loot splitting and xp but certainly useful nonetheless. (+50 xp)
- The party traveled to the nearby tower to the northeast, as the day heated up. Typical scorcher weather of the wastelands, I suppose. The party identified the tower as being a steel structure surrounded by a blue glowing field of energy. There was only one way in and out, through a guard station.  (+50 xp)
- While waiting in line for an hour to be allowed into the fortress, a friendly cyberknight named Uz struck up conversation with the party. He loredumped a bit about how citadels are basically the default cities of the wasteland due to generally having protections, but often have tech troubles and are run by people who probably shouldn't be given a fortress city to control. The party inquires about the guitar the cyberknights have, and learn it is MAGICAL but do not learn what it does.  (+50 xp)
- Allowed entry to the Citadel City, the party goes straight for the job board in a cool space age dance club bar, and discover three quests (+50 xp)

  •     An escort quest through the Cactus Forest east to the nearby city of Denethix (200 per person payout)
  • A dungeon crawling quest where they have to go into the mines below Fate to clear a blockage (2000 gp payout)
  •  A Slay The Monster quest- a wyvern. (Payout to be determined, talk to the Priests of Bacchus)

- Having picked to go into the mines, the party gets the details from Mr. Johnson and the key to the service elevator (+50 xp)

Event Bonus XP: 250
DISCOVERY BONUS: Citadel FATE (+200 xp)
BASE OF OPERATIONS BONUS: +200 xp for finding a place that can be used as a base of operations
Early Quit Bonus: 50 xp to make the xp even

 

Total XP: 700 xp

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Not a long session, not a ton to say about it, but it was good stuff anyway, and necessary, introducing a fairly important part of the setting. Players decided to head to the tower in the distance to stock up on adventuring gear, and discovered Citadel FATE, the initial "home base" location. I expect the players will go wandering after they gain levels and confidence, but for now I'm expecting a more dungeon crawl focused campaign so they have a solid home base with some minor irritations that will simply have to be lived with.

Getting into the Citadel took awhile, and I took the opportunity to loredump a bit and rolled a random faction for the party to socialize with. Or in this case, be socialized at. Cyberknights, wandering heavy metal knights, were a concept that were core to my vision of the world but I named them after thumbing through Rifts - got to respect my predecessors!

The Citadels are ancient war fortresses, of aging sci fi tech that no one is 100% sure how to use correctly.  FATE was named such because I was reading Ten Foot Precis's play reports shortly before I start this. The phrase "Fortress City Fate" managed to stick in my mind, and once something is named in my head I don't tend to fight it- free association is important. That said, I always write the citadel's names in all cap because I imagine all of them have corny names like FATE or HONOR that were silly forced acronyms, meaning lost to the ages. 

I generated the quests on the spot, and by that I mean "made them up"- though I did so by drawing from my notes of things that existed in the area. The players chose the dungeon crawl, and that meant I needed to write up a dungeon crawl- the mines below the Citadel. And that, we would play next week (give or take a week...)

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