Session 16: Voyage to Paraxis Report
General Summary
Previously
After abandoning their exploration of the wreck of the Vlerryn after another interdimensional intrusion from a Runestorm, the Surprise continues its course in-system, heading towards Paraxis (the planet with the energy anomaly). After that, they plan to swing around the sun to investigate the Chandos (the missing world from Realmspace), and then catching up with the Hive as it slowly makes its way towards the outer system. En route to Paraxis (the journey will take a couple of weeks), the party plans to explore various options:- Jessa will explore the shuttlecraft (now strapped to the outside of the Surprise), trying to figure out more of its systems, especially if it has any sensors that could be useful.
- Zayre will try to set up link to the ghost ship Resolution, to share what they found on the Vlerryn.
- Windy will commune with Spider Buddy
- Hunter will tinker with the various items they found (the hollow tube with a trigger, the suction cup gloves, and the bodysuits.
Session Summary
En route to Paraxis
During the voyage, while Prax has the Conn, Thut (the apparent leader of the Syllix) asks to meet with him. He (It?) is looking tired, thinner than he’s looked recently (in fact, all the Syllix have put on a fair amount of weight in the 2 months they've been aboard the ship). He comes with joyous news--he, Yaxl and Qarlot have all given birth to small litters, and the rest are due soon. They are converting their shared quarters into a nursery, and at least one of their number will need to watch the young. He reassures Prax that, though it will take their spawn 3 years to mature completely, they can probably be useful to help around the ship in as little as a year. Prax calls a meeting of the owners to discuss this concerning development. They debate returning the Syllix to Longpoint in Greatspace (where they were apparently taken by the Neogi), leaving them on Paraxis and other options. While this meeting is in progress, Ralgir (the former wolf), who has become the ship's bosun almost by default, asks to talk to the group. He, in his low key, offhand, diffident way, alerts the owners that the ship and crew need tending:- The air quality is stale, which is hampering the crew
- The crew is restless. They've been on the ship for just over 3 months at this point. They are getting a bit sloppy and argumentative, fatigued and grouchy. There have been a few scuffles, but nothing too serious yet.
- They really need to refresh the air (and air it out), and get some shore leave.
- The "hiccups" on the helm seem to be getting more frequent as we head farther in system, and the lack of power lasts a bit longer. That is spooking the crew as well.
- The hollow tube seems to be some sort of freeze/ice ray (though the details are unclear, since Hunter is reluctant to fire it aboard the ship)
- The suits seem to be environmental suits, that stretch to accommodate the wearer. Hunter tests them out with his fellow Kzinti.
- The glove appear to allow the wearer to climb any surface, even horizontal ones, once a day for twenty minutes.
- The controls are relatively easy to understand (as if they were meant to be interpretable)
- Jessa is able to get a general idea of the state of the ship, and realizes she was lucky to get it to lift off in the cargo bay. That short trip blew out some power couplings, and she will need some parts (from the Vlerryn or somewhere else) to repair the ship. The ship (if repaired) seems to have enough power to travel locally, but is definitely not an interstellar ship.
- She manages to activate the sensors, and sees that the Runestorms show up as areas of static on the plot. There are also voids where the display blots outs entirely, and Zayer is able to confirm that some of these correspond to areas where the helm suffered the odd hiccups, as the ship skirted the edge of these strange areas.
- Jessa shares the information with the rest of the crew, and the Surprise is careful to skirt these dark areas, which seem to get more common as the ship heads in-system.
- Jessa also recovers some tools and flashlights from the ship, along with some severely decayed foodstuff.
Arrival at Paraxis
Approaching the planet, the party notices that (for some reason), the relatively large moon of the planet didn't show up on their planetary locator. Oddly, the moon has a green band about its equator that appears to be an artificial structure. The party (reluctantly) decides not to investigate yet, and heads to the planet. The planet of Paraxis appears to be a relatively standard blue-green inhabited world, except for the hurricane-sized runestorm (a runicane) which dominates one continent. After a couple of orbits, in which they spot a variety of settlements visible on the night side, with a mix of natural (fire-based) and "magical" lights, the group decides to investigate a settlement with natural lights on the same continent as the runicane, but not *too* close to the storm. Approaching at local dawn, they find a rough, walled town that they hover above. When the inhabitants spot them and ring a bell in alarm, the party debates going elsewhere, but ultimately decide to land outside the town. The inhabitants seem to consist of metal men, mobile plants, humans, and animal men. BN Sue stays with the crew, to organize a luau and bonfire for the crew to help them blow off steam. He organizes the crew to hunt the local pig-analog to roast, and attempts to guide the crew to a productive party that will not completely incapacitate for the next day. Prax, Zayer, Windy, Hunter and Jessa head into town (illuminated by the rising sun, doing the slow motion, Right Stuff walk). They are greeted by a trio of town leaders atop the wall (a human wearing furs with distorted features, a cranky metal man and a mobile plant that communicates via quivers, which fascinates Zayer). After some parley, the human tells them that if they come in peace and have items to trade, they are welcome at the Freehold of Grantz. The town itself seems to be an odd combination of rudimentary building materials and scavenged, more high tech parts. The group enters, and spends the day in various way:- Zayer goes in search of a library, scholar or historian to learn what he can about The Incident, and more recent history.
- Prax wants to explore what trade opportunities are available. What materials do they have, what strange collections of things exist. He also wants to understand how the town runs, what the party can spare that the town might value.
- Jessa wants to see whether there is a salvage yard, and where the high tech remnants come from. She seeks out mechanics or engineers to talk about technology, and to try to determine what the source of the strange tech is.
- Hunter goes to talk to some of the animal people, specifically the felines. He wants to know if they have anything in common, if they know any history, and where they came from. Also, why is the town walled? Is it dangerous here?
- Windy seeks to talk to the cranky metal man. Are there others like him? He want to get some history. When was the last time you had visitors? How long has this village been there? Do the groups all live together, or separate. If separate, would he take Windy to talk to the other metal men? Also, Windy seeks to give the metal man something of value (a tool kits, etc.), as a sign a good will.
Jessalena Glyphrivet
Jessalena Glyphrivet (Veteran)
- Tinker Gnome
Zayer
Praxis
Praxis (Seasoned)
- Human
Windellian Circinae of the Smaller Guano Island Flock
(Windy for short) Windellian Circinae of the Smaller Guano Island Flock (Heroic)
- Arakocra (Avian)
Report Date
08 Dec 2020
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