Session 12 – On a Blue World Alone

Dramatis Personae

+Chris H as Gown
+Patrick Stuart as RayRayRayRayRay (Ragnar Gargantua)
+vss cedars as Hey (Um the Merciless)
+John Bell as Dr. Trevor Science
+Joshua Blackketter as Magnus Robot Fighter

NPCs

Friendly bounty hunters in port Ryshk
The Highlander

Locations

Port Ryshk
The Dome of the Lone Blue World

Loot

None

The Bosco

HD 1
HP 8/8
Space 34/45
Space remaining for Cargo: 11 (2 space are secure)
Maneuverability 3
Speed 1 AU
Power 3/7
Fuel 27/30
Living Space 9 People

NEW MODULE Shields. Cost 20,000cc
Shields reduce incoming damage by a set amount. Usually 1, though more advanced shields may be available. If a player specifically orients the shields in a specific direction (fore, aft, port, starboard, up, or down), then their effectiveness is doubled in that direction, and completely removed in all other directions.

Injuries

Hey took 5hp of damage.
Dr. Trevor Science took 6hp of damage.

New Spell

Magnus Robot Fighter learned “Air Transformation”

When cast, a 10′ cube of air (oxygen/nitrogen human breathable stuff) may be transformed into another similar gas, either pure oxygen, pure nitrogen. The volume of transformable air increases at every 3rd level, becoming a 20′ cube at level 3, a 30′ cube at level 6, and so on. The outer edge of the transformed air must be within 30′ of the caster.

Note: If it was any other player, I’d probably tinker with this more to make it more obviously gameable. I have a sneaking suspicion that the ability to spontaneously create pockets of pure oxygen or nitrogen will be incredibly versatile in your hands, but if you want me to take another crack at this I’d be happy to.

Highlights Recap

As the session opened, Magnus Robot Fighter leaped over to the enemy ship to help gown sabotage it. Despite the fact that they’d only gained access to a fairly small and insignificant part of the FTL drive, Magnus’ superlative engineering skills allowed him to identify two elements which, if rearranged properly, would force the ship to jump. The ship’s systems would shut the jump down, but it should give the party time to retreat and regroup. Everyone on the enemy ship leaped back towards the Bosco, and Gown used his control metal spell to do the job. The enemy ship blinked away, traveling to some far unknown destination, perhaps to its own destruction.

Given the damage to The Bosco, the party returned to Port Ryshk. They passed a distress call which they logged, but did not respond to. Once they were in port and repairs were underway, they reported the distress call, and also the attack that had been made against them.

The Representative of the KLS they spoke with asked for the transponder code of the ship which attacked the party, which was just a sort of serial number thing: “TD358.” She looked up the ship and noted that it was registered Bounty Hunting vessel, authorized to attack criminals on its own authority. Typically they would only have to provide evidence that their attack was justified when they turned in their bounty. HOWEVER, since the players were filing a formal grievance, the KLS would send TD358 an Order of Cause, which would require them to justify the attack. He warned the party that TD358 was a Bounty Hunter in good standing with a long record of law abiding behavior, and that if they were after the players it was probably because the players had broken a law. The players insisted they hadn’t.

The KLS officer sent the OoC, and warned the players not to leave town until the crew of TD358 answered. If they did, they could be charged with Evasion of Justice. The party said they wouldn’t wait around forever, and the KLS guard told them that it didn’t really matter to the courts, but that if they waited at least a week the magistrate might be willing to dismiss charges. The party decided to do that, since it would take a week to get the ship repaired anyway.

Intrigued by all the things they’d just learned Bounty Hunters could do, the party became interested in acquiring such a license themselves. Unfortunately the red tape involved in the process was insane, expensive, and time consuming. instead, RayRayRayRayRay and Hey adopted new identities and bought a pair of black market licenses for cheap.

Bounty hunter IDs in hand, they visited a bounty hunter bar, made some friends, and got some people to show them the ropes on picking up new contracts. They were told that big jobs were usually private agreements between an employer and an individual hunter, but that smaller jobs could be found on BountyWeb. After some searching the party found a bounty on themselves.

It seems that when they used their false IDs to sell the Anturg artifacts in session 4, it sent up a flag on the sale. Someone traced the artifacts and discovered that they had been purchased by the Besalder family 85 years before, but never delivered. Hoping to curry favor with one of the 36,000 families, they offered to send the artifacts to the Besalder family in exchange for reimbursing them for the cost of acquiring them. The family threw a tantrum, insisting they’d already paid for the things 85 years ago (despite none of the living family members being aware of the matter before this). They put a bounty out on the party of 5,000 Darics.

Given statues of limitations and salvage rights, its doubtful the bounty would hold up in court, but when you’re up against a member of the 36,000 families you never know.

The group retreated to an Internet cafe, where RayRayRayRayRay (aided by Magnus Robot Fighter) performed some hacking to edit the target of the Bounty to “Sons of the Space Krakkens,” (the pirate band who ambushed them before the start of session 1). They managed to hide the edit, but did leave some traces that the system was hacked into from Port Ryshk, which may cause issues in the future.

With all that settled, the party set out for The Tavern to look for work. On the way they passed a blue desolate world with strange signs of life on it. Upon closer inspection, they found a decrepit biodome filled with primitive people living in skyscrapers. They entered the dome and were greeted by a group of large people who seemed able to breathe in space. They were led by “The Highlander,” who greeted the party as kindly as they might expect, but warned the outlander wizards not to traffic with the Comet Callers.

Once they’d been allowed in, Dr. Trevor Science arranged a display of cultural goods under the auspices of writing an essay on the Dome’s artistic output. Meanwhile, the rest of the party went poked around and learned that the Comet Callers were a large territory of powerful evil wizards, which the party’s wizards decided they definitely wanted to parley with. So they set out to march across the dome.

On the way, they encountered a large group of spidergoats, which decided the party looked tasty to eat. They tried to enclose the party within two webwalls, but the party’s advanced technology and spell use was unexpected. They were used to preying on much weaker humans. After a short battle, Gown levitated a car (with the party in it) up to the roof of a nearby building. The spider goats decided to move on to find easier prey, and the party continued on their journey.

The session ended In media Res