Primordial Frontier S11: Fallout

With Mazuur’s protective dome presumably removed from his control, the party returns to the inn where they entered the underground. On the way, Amhran detects some tracks roughly her size joining their previous tracks and following exactly in her footsteps. Upon returning to the tavern, they take rooms and Rathdar goes back with Seula to make sure the orb has been undisturbed while Bilbil goes out to make sure the dome hasn’t changed too much.

  • Rathdar (ByW): Level 4 Human (23) Cleric of Vardor
  • Bilbil (RiH): Level 4 Harpy (16) Thief/Roboticist
  • Amhran (BiW): Level 4 Human (10) Cleric of Emedia
    • Clarence: Level 9 Skeleton Gunner with Revolvers

Amhran, leaving Clarence to keep jumping on the bed in her room, takes cat form and follows them, returning ahead of Seula when they find the orb undisturbed. Rathdar remains behind to keep an eye on orb and move it when the time comes to demonstrate to the people that Mazuur no longer has power over the dome.

Seula, Bilbil, and Amhran discuss what they really want to do with the orb and decide Bilbil should go down again and make a plan with Rathdar (proposing dropping it in a pit to kill Mazuur’s undead or just moving it a little to demonstrate that a rebellion would not lose control of the protective dome). While he does so, Amhran pays a visit to the temple of Emedia, where she converses with Mazuur (a lizardfolk with a powerful-looking 6 armed skeleton companion), who shows interest in her, perhaps as a student.

While Amhran is leaving the temple, she sees a skeleton-driven train approach the town from the west, but hit the dome, the train skidding into the main street, but the skeleton’s scattering to bones. Mazuur appears at the top of the temple steps, cursing in lizardfolk, and returns inside. Amhran makes her way back to the tavern, again assuming a cat form and descending into the bowels of the town.

Meanwhile, beneath the temple, Rathdar hears Mazuur’s fit of rage make its way to the chamber where the orb had been kept. Upon finding it missing, he fury echos through the floor. When Mazuur has gone, a thin voice speaks to Rathdar from the dark, asking him to keep Mazuur from interfering in the dark places below, blaming him for Mazuur soon taking an interest in what had been untouched. Rathdar promises to keep Mazuur away if possible, revealing their plan to be rid of him completely.

Amhrna arrives just in time to hear the end of the conversation and see a small figure leaving the central boiler chamber by another way. She follows, still in cat form, and eventually the little humanoid ahead stops and confronts her. It is a fey and it mocks her for throwing in with the mortals, conjouring imagery of her enslaved by them when they learn what she is. Amhran returns to her bed and passes the night.

In the morning, Rathdar hears undead tearing up the floor above, looking for the missing orb. Meanwhile, out in the streets of the town, undead go door to door searching homes and destroying property.

The Primordial Frontier Campaign is set in the Perenia world of the Tyranny of Mundanity and Stormguard campaigns, but in a future where the world is characterized by wild magic below a mile above sea level. Sea level is the new underdark, and, well, I don’t suspect we’ll be seeing the underdark at all.

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1 Response to Primordial Frontier S11: Fallout

  1. Pingback: Primordial Frontier S12: Revolution | Mind Weave Role-Playing Platform

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