John Kahane (jkahane) wrote,
John Kahane
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Friday Night Game Report - Atlantis: The Second Age RPG Session 19

Last night, the players from the Friday night group continued their campaign and played another session of the Atlantis: The Second Age sword & sorcery game. Here are the notes from that session. You can read about the previous game session in this journal entry. This post is extremely long, so I've put it behind a cut so that folks who don't want to read any detailed rpg posts don't have to.


CHARACTERS:

Sahauviia the Green (Kathy) - Atlantean Sorceress
Koomara Hadansi (Angela) - Galacean Scavenger
Orgaskemisqak (DavidM) - Lemurian Craftsman
Melucene Palleremos (Ellie) - Hesperian Priestess-in-Training
Vaino the One-Eyed (Mark) - Cimmerian Adventurer

19th Abu, Year 506 Meta Kataklysmos (M.K.)

Vaino the One-Eyed regards the contraption with curiosity. As it hisses at him, he uses his hooded cloak as a shield, and prods it with the tip of his spear. Prodding the small contraption causes it to fall over. Small metal legs, each the size of a child's dagger thrash at the air and the clicking grows louder. Just when it seems that the item must stop, there is a metallic clang!, and the thing pops back onto its feet. It makes a move to scurry off towards the "wall" of vines nearby. "Sorcery," mutters Vaino under his breath. The small mechanical thing scurries towards the hanging vines, darting behind them, and vanishing. Vaino cautiously moves the vines aside, revealing a large bronze cabinet with inset panels of crystal. There seem to be several of the things inside of it.

Sahauviia and Melucene, having watched matters develop from where they were looking at the pages of the book, go over to see what the Cimmerian has found. The sorceress and priestess-in-training pull some more of the vines carefully away, looking at the crystals, trying to figure out what everything is. The strange chest appears to be the resting place of several of these mechanical golems (for that's the word that Sahauviia remembers), though what the little beetle-like beasties actually do is beyond her reasoning at that moment. They certainly do nothing to trim or restrain the vines in this place as is evident by the overflowing profusion of greenery. Koomara Hadansi and Orgaskemisqak the Metalcrafter come over to see what they have found. Sahauviia comments that if this place was meant to be a garden, it has long since been abandoned. Though she has to wonder if perhaps there is a way out through here. The skylights look to be fairly small, surely too small for a fully grown man of any of the races, though Koomara points out that smaller creatures - such as rodents and vermin and the like - could easily gain entrance. She says it's odd that the Heroes don't see more of them around in the steaming, humid room. Melucene comments that perhaps they're pest controls or some such, and reaches out to touch one of the little mechanical creatures. She quickly jerks her hand back, a pin prick of blood welling on her fingertip.

Vaino mutters something in Hyperborean, probably a curse, and raises his spear threateningly at the little mechanical automatons. Making sure that none of her blood touches the floor, Sahauviia moves around, trying to get a closer look at the creatures. The little mechanical things whir and buzz inside their crystal enclosure. Sahauviia and Melucene circle the large cabinet, moving away branches and vines that have grown down from a hanging box above to cover the structure. On the opposite side of the opening through which the small contraption entered, she finds a brass and crystal panel that serves some unknown purpose [it was a means of controlling the creatures].

Meanwhile, Orga has been looking around the chamber using his enhanced Lemurian senses. He is somewhat surprised to sense that there is a good amount of Vril in the chamber, the energy being channelled in a fashion that he doesn't understand. When he explains this to Sahauviia, he tells her that it doesn't have natural patterns. The sorceress tells him that of course that is the case, since there's nothing natural about the structure they find themselves in. It is a prison for the demon, nothing more or less, and the Vril must be focused properly to keep everything working.

Vaino and Koomara, bored by what they've seen so far, comment to the others that there's nothing to be done with the little contraptions, and suggest they move on to search the next chamber. Having lifted away some more vines and looked as several bookshelves, Koomara comments there's nothing but dirty old books and weeds. Vaino moves back towards the door, leaving the riotous growth of the library behind him. In the circular anteroom beyond, he turns towards the remaining alcove. The door here is stone, unlike the others, that have been made of wood. There are no markings upon it, no carvings, and no hinges to be seen and no handle. There is a seam that runs around the large slab of stone, indicating that it should indeed be a door, but little else.

Vaino applies brute strength ot the door, trying to find a purchase to pull it open, and failing in that, to push against it. Slowly, as he puts his weight against it, the door begins to creak open. The scraping of stone on stone echoes somewhat, and the dust of time sifts free from the ceiling to rain down. Beyond is another stone hallway. Statues guard the alcove leading to the door, their alabaster backs turned towards the Heroes' eyes. Between them stands a plinth of onyx stone, carved with the runes of the old High Atlantean script. Past this a short hallway runs, terminating some meters away in a stairwell that travels both up and down. Sahauviia and Koomara consult, and agree that the runes on the plinth are difficult to read, but seem to be in Aenochian [the ancient language of the High Atlanteans of the past]. While the sorceress and the priestess-in-training continue to examine the runic script, the story they tell seeming to roam on each side of the stone, Vaino and Orga moved on, stopping at the stairwell. The light from the torches held by Sahauviia and Melucene flickered overhead, providing the Cimmerian and Lemurian some light by which to see. The stairwell, at least those pieces of it that the two Heroes can see, are clotted with cobwebs, dust, and small rocks. The stairs leading up seem a bit clearer, but there are also some shadows blocking out the light. The passage leading down seems to be even thicker with webs, if such a thing is possible. As the Cimmerian peers down, there seems to be some slight bit of movement, though that may just be cobwebs moving with the air of the passage. Turning back to look at his other three companions, Orga notices that the front of the statues that stood at each side of the alcove seem to be carved like great Asena (wolf-men), and their eyes glow a faint vril-laden green.

The player Heroes feel the oppressive dark still surrounding them. The dust drifted from the ceiling. From somewhere far beyond, the Heroes could still hear the demon's wail once more, if only faintly; its words were lost in the distance and echoes, but the blasphemous rage and madness are unmistakable. The faint glow of light from the statues' eyes waxed and waned, steadily pulsing in a slow rhythm that was almost imperceptible, though it was noted by both Sahauviia and Orga. Rejoining Sahauviia and Melucene, Vaino informs the others of the staircases being closed, full of webs, probably spiders. He suggests, and Orga concurs, that if they can't burn the webs, then it's time to go and kill the demon. Koomara agrees with the Cimmerian and the Lemurian, the former stating that "It's time to cleave our names or our graves with steel and blood!" Seeing no other path open to them, Sahauviia agrees with this, despite Melucene's objections, and starts to weave protective spells over herself and the rest of the player Heroes.

Once her spellcasting is complete, Sahauviia says that she thinks if one of them were to pull the spear from Baal-arnach, it would free him, but she suspects that he is likely to attack them. Koomara says that she's worried about the automatons, as she believes several of the statues to be larger versions of them, and that there were four in the tomb. They need to be watched carefully, as they've likely been commanded to keep the ancient alchemist safe. Vaino asks if it wouldn't be smarter to kill the demon while it is still ensnared by the spear, though he's doesn't seem sure of himself, but Sahauviia points out the obvious. "You could certainly kill it while it was so imprisoned," she says. "Or at least this mortal shell. Such a deed would hardly be ... worthy. Like spearing a frog in the bottom of a bucket." She shrugs, then adds that it is still a most powerful entity, and is sure that it won't be easily beaten. That said, there are more of them (Heroes) than of it, so the group should be able to dispatch the creature. Vaino agrees that this will be more exciting and definitely more worthy of recording in the annals of his deeds, and smears himself in the "wizard's magic dirt", stating that with that he cannot be harmed by the demon. He strides out of the chamber, and starts to walk back down towards the room containing the demon. With a shrug at one another, Orga, Koomara, Melucene, and Sahauviia follow after him...


Friday night's game session of Atlantis: The Second Age was quite enjoyable for me, though there was no physical combat this session. The player Heroes did come up with a whole bunch of interesting ideas and had some great roleplaying moments (several of which will become Taglines in my e-mail messages), and most of the players told me afterwards that they liked the session and felt that it was the calm before the storm. How right they are! hehehe

Overall, a good evening of gaming, though tiring for all of that. I'm looking forward to next week's game session, to be sure! :)
Tags: atlantis play, atlantis rpg, friday gaming group, personal, rpg, rpg hut
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