Hawaii:Sessions:19910622

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Track 1 – Close the Gate – June 22, 1991

GM: Bobby J.

Writeup: None

GM Notes Included (Background information)


Close the Gate


A017 Track 1 Assignment


Mission Team

  • Hyllar (Tim)
  • Jake Wilson (Dale)
  • Jessica Spring(Mary)
  • Dr. Emery (JohnS)
  • Samantha Dancer(JohnG)
  • Laura Lee Shalimar(Martha)
  • Toby Tackett(Millard)
  • Pierre (DougS)


Okay, Here I’m doing this a little bit different. I could not find a write-up of this Adventure (Although I will continue looking cause I thought I had at least an outline). So I am putting most of the scenario set-up notes here If you have any notes/comments, please add them to the "Story Created as Played" Section of this entry – BJones 11/12/06



BACK STORY LEADING UP TO TEAM INSERTION

DAY 1 (DAY -7)

Ander and 5 guards (3 human, 1 elf, 1 dwarf) leave for LARSTEN (23 miles east by bad road). Arrive late in the day.


DAY 2 (DAY -6)

Ander and men leave LARSTEN and arrive in GATLON a little after noon. They begin business after settling in.


DAY 3 (DAY -5)

Uneventful day. Ander and men do marketing.


DAY 4 (DAY -4)

Ander and men ambushed. Ander was captured and one of the Human men was killed.


GATEHOUSE The gatehouse was attacked at 9:45 A.M.

JETRADE and STEFF were in the control room doing equipment checks.

SARA was with the other 3 children in the 4th floor apartments

Four attackers (2 BALE, 1 KAA, 1 HUMAN) somehow managed to 'beam or teleport' in. Alarms go off. JETRADE and STEFF were both killed but managed to also kill all of the attackers. However the control room suffered serious damage (some of which was not obvious). Circuits are activated and sequence to start a gate begins. All house defenses go down.

Action was all over by time SARA arrives with the other 5 guards (1 female Elf, 1 male Dwarf, 1 female Humans, 2 male human) not far behind. They clear room and access damage. SARA activates the automatic repair circuits for house defenses and does not notice gate damage. She is told by computer that it will require 30 minutes for repairs to be completed. An undamaged sensor shows a enemy force approaching. She and the guards prepare. SARA sends TERI and 2 other children to the subterranean suspend chamber. Five minutes have passed.


9:51 A.M.

SARA and guards meet attack. Twenty-six (26) enemy attack. Force composed of the following:

  • 2 Bales
  • 2 Kaa
  • Ghouls
  • 8 Goblins
  • 10 Gormelites


10:15 A.M.

Battle has been fierce. (Pillar hit). Four (4) of guards dead and one (1) severely wounded with SARA herself hurt. Twenty-one (21) of enemy dead. Begin fighting retreat toward house. Guard makes it but SARA is cut off. SARA makes last ditch run and manages to kill remaining enemy.

SARA falls mortally wounded (-23 HT) but manages to trigger her magic/tech device to put her in suspend/force dome. She fell about 20 yards from back door.

House defenses come up and house is sealed. Guard dies just inside back door.


11:00 A.M.

Damaged gate controls begins cycling gate. Gate opened on 3rd level. (Beam springs into existence) Level 1 - ground: Level 2 - air: Level 3 - space


11:30 A.M.

Network ship hits gate.


14:00

Network scouts arrive and search area. Find SARA and all dead bodies. Try to enter house but defensed prevent this. (Passive Force field).


15:45

Master Trader comes down in Large shuttle. Camp set up and further attempt to investigate house begins. SARA moved to camp for attempted investigation. Examples of each of the other different races taken.

TAKISIAN ship comes thru.


18:00

Takisian shuttle arrives and lands. Discussion with Master Trader. Takisian Lord asserts his rights. Says he'll be back with scientists in the morning and leaves at about 2021.



DAY 5 (DAY -3)

Head guard tries to peacefully free ANDER but fails.

GATEHOUSE


900

Takisian camp set up and they begin examination of the area.


1100

Gate has been cyclying for one day as of 1100.

SORTON force coming down river stops to investigate. They encounter both Takisian and Netword and language exchange begins.


1500

Advance force of 30 riders from TANDAN FORCE arrive.


1800

Rest of TANDEN FORCE arrives


Ander's Men stage a late night escape. One Human man killed. Road south-east closed so they head south along river. They are pursued.



DAY 6 (DAY -2)

Group engages in running fight with pursuers’.

GATEHOUSE


700

Day starts with tenseness as four group try to find common communication ground. Gestures work to a limited degree. Takisian and Network hard at work on language.


1100

Gate has been cycling for two (2) days as of 1100.


1400

Computers have translate programs developed so the 4 groups meet to discuss the situation. Haggling begins. No one sends word back to HQ.


1900

Another 'unknown' space craft comes thru and the two opposed mother ships get lucky and destroy it when it panics and attacks. Both leave cover orbit and go to guard the gate.



DAY 7 (DAY -1)

When the Group reaches a point 2 and a half miles from the gatehouse the pursuit catches them and engage in what is to be the final fight. ANDER is the only one to survive. This occurs late in the day. ANDER scavanges some healing potions but is so drained that he barely gets to a saft place before he passes out for the night. He also arranges his dead and tries to start a Beir.

Gatehouse dead:

  • 1 Female human
  • 1 Male Dwarf
  • 1 Male Elf


Enemy dead:

  • 5 Humans
  • 5 Goblins
  • 1 Elf (?)
  • 5 Orcs


GATEHOUSE


900

Meeting and haggling about who owns what continues.


1100

Gate has been cycling for three days.


During the afternoon

The groups had agreed to let each other examine the house and pillar so this was being done. Leaders of each group also cross met. Sarten and Takisian were forming uneasy alliance. The Network and Tandens were working toward a uneasy business alliance. Takisian Lord during a meeting spooked the Tanden head wizard a little bit.


During the night The Takisian Lord is kidnapped by the Tanden wizards. He manages to hurt a couple of them after the get back to Tanden camp and they barely contain him by using suspend potion



DAY 8 (DAY 0)

GATEHOUSE


800

UPROAR beging in Takisian camp. Administrator has to rein in body guards.

During the MORNING

SEVERAL confrontations of various flavors. No one admits to having the Takisian leader. No one killed just minor wounds.


1100

Gate has been cycling for FOUR days.

Big fuss about disappearacne of PSI Lord

Ander circles around to road and heads toward gatehouse. He spots the Tanden camp but a perimeter patrol spots him also and pursuit beging. He flees north and east and his area familiarity allows him to stay away from them most of the morning. Finally when he is about 1 half mile south west of the previous days fight they manage to cath and surroung him. This occurs at about 1205.


TEAM INFINITY ARRIVES AT 1200 SHARP AT THE SCENE OF THE PREVIOUS DAY'S FIGHT.


First session took from 8:00 P.M. Saturday till 1:30 A.M. Sunday morning. Game time was 6 hours and 8 minutes. So it is now 6:08 P.M. on Day 8.

- -


Dramatic Players

THE NETWORK

  • AEVRE: -5
  • LY'BAHR -1
  • GLABBERIAN -1 (Wild Card P.55)
  • RHINDARIAN -3
  • MASTER TRADER -1


  • EQUIPMENT:
    • LARGE SHUTTLE CRAFT -1
      • Has interplanetary capability
      • Has strong defense screen
      • Has no offense
    • SCOUT SHIPS - 2
      • Double as one man fighters
      • uses Gatlin lasers as main weapon
      • fair defensive screens
    • CAMP EQUIPMENT
      • Shelters - 3
      • Sensors - 6
      • Light defense weaponry -3


TAKISIANS

  • PSI LORD 1 LORD PITARLE (PIE TAR LEE)
  • CADET LINE (MORAKH) - 4
  • PEASANTRY - 4
  • ADMINISTRATOR - 1
  • LINGUIST - 1
  • COOKS - 2
  • SCIENTISTS - 8
    • ACHROLOGIST
    • PHYSICIST
    • BOTANIST
    • DOCTOR
    • COMPUTER OP/PILOT
    • COMP. EXP/CO-PILOT
    • GENETICS
    • GEOLOGIST
  • GUARDS - 3 (One is also a pilot)


  • EQUIPMENT:
    • LARGE SHUTTLE CRAFT - 1
      • Has interplanetary capability
      • Has strong defense screen
      • Has at least 2 Gatling lasers as offence weapons
    • SCOUT SHIPS - none
    • CAMP EQUIPMENT
      • Shelters - 8
      • Sensors - 8
      • Light defense weaponry - 4


TANDEN

  • MILITARY - 300 (30 Squads / 10 each)
    • COMMANDER ALLEN SPAR - His squad is command squad
  • WIZARDS - 10 (1 Squad)
  1. VALD ZETAR (350 PTS) LEADER
  2. SANTER TARTAFI (280 PTS)
  3. BALE SAR (280 PTS)
  4. TARL VESS (280 PTS)
  5. DAT ALLEN (200 PTS)
  6. THOM DRO (200 PTS)
  7. FIES ENT (200 PTS)
  8. FET TOM (200 PTS)
  9. DON TEN (125 PTS)
  10. ERL VEN (125 PTS)
  • Special Equipment
    • CHIRON (healing) doses : 5 per mage (50)
    • CHIRON (healing) doses : 2 per squad (60)


SARDON

  • ROYALTY - DUKE LARATRITEN

The Duke was on his way down to Coast City with new men for Garrison. He was on a fact finding mission for his KING. He is not prepared for a situation of this scale. He is running a bluff pretending his country is stronger that it really is.


  • MILITARY - 99 Men (11 Squads / 9 each)
  • COMMANDER - Tarlin Partins - His squad is command squad
  • WIZARDS - 2
    • RENFRO SAR (250 PTS)
    • BLAIN ABSOLUN (220 PTS)


GATEHOUSE

  • GATEKEEPER FAMILY:
    • Father - JETRADE (147 yrs old) DEAD -Located just outside control room
    • Mother - SARA (145 yrs old) STASIS Severely wounded/located at the Network Camp
    • First Son – STEF (17 yrs old) DEAD -Located just outside control room
    • Second Son - ANDER (15 yrs old) FREE -located 2.5 mi. north of home
    • First Daughter – TERI (11 yrs old) STASIS - located in sub-city
    • Third Son - RILEY (8 yrs old) STASIS - located in sub-city
    • Second Daughter - CLEON (4 yrs old) STASIS - located in sub-city


  • GATEHOUSE GUARD COMPLEMENT COMPOSED OF THE FOLLOWING (All of these were dead by time Infinite Solution Team arrived.)
    • Human - 4 males and 2 females
    • Elf - 1 male and 1 female
    • Dwarf - 2 males)



MISC. FACTS:

  1. The GATE is active
  2. The beam is Very Bright but is only visible to regular sight during the first minute of the change to a new cycle. This is because the power that keeps up the illusion / aversion spells is nullified at that time and it takes the minute to put them back up. Magic users will be able to see it all the time if the concentrate and make mage level roll since it is HIGHLY magical.
  3. The radius of the ILLUSION / AVERSION spell is 1 mile except on river side where it runs along the course of river. The illusion is of untamed forrest.
  4. The beam goes straight up as far as eye can see. (this works out to really be 250,000 miles. The space gate is the last 1000 miles and is really the opening to 4 different dimensions.
  5. The circle around the gate pillar will have the aspect that goes with the color of beam.
  6. The aspect will at random appear around the countryside. (10 or less for circle 100 yd diameter)
  7. What must be done to turn off gate:
    1. Damage must be repaired in the main control room. Several modules must be replaced. Self repair circuits for gate control were destroyed.
    2. Also some damage must be repaired on the main column.


GATE EFFECTS

The gate is cycling through different dimensions. Each color accompanies a ground effect within the gate circle as described in the table. There is also a remote ground effect. On a 10 or less an area outside the pattern has the effects manifest.


What follows is the Color change schedule for the gate. The team will arrive at noon of day 5.

Schedule is:

  1. 96 hours = 4 days every two hours
  2. 48 hours = 2 days every one hour
  3. 24 hours = 1 day every .5 hour
  4. 12 hours = 0.5 day every .25 hour (15 min)
  5. 06 hours = 0.25 day every (8 minutes)
  6. 03 hours = 0.125 day every (4 minutes)
  7. 01.5 hour = 0.0626 day every (2 minutes)
  8. 00.75 hour = 0.0313 day every (1 minute)


At this point burnout will occur and the gate will be stuck at that setting. Each color represents a specific setting so it is only cycling through 6 of them.

HERE WAS THE DAY BY DAY SCHEDULE OF GATE EFFECTS. NOT SHOWN.

  1. White --- full magic, full tech
  2. Blue --- full magic, no tech
  3. Yellow --- no magic, full tech
  4. Green --- full magic, no tech
  5. Red --- no magic, full tech
  6. Black --- no magic, no tech


STORY CREATED AS PLAYED

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