They Came from Beyond

29th Session: The End of the Tour

Campaign Dates: 2017-08-25 to ...

  • OOC: Per some previous discussion, we are taking the campaign to a co-operative storytelling end, with no rolling of dice or such.

08-25:
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  • We begin the group dream!
    • We awake on an alien plain, with orange soil. It’s the same place that Sammi-Jo dreamed of.
      • Sammi-Jo is a cat-like creature.
      • Eric is a bulky robot with four arms.
      • Zorya is a glowing light, vaguely humanoid shaped.
      • Vincent is a Gray w/ a laser gun. The laser gun works!
    • We hear a humming noise on the horizon, which increases as we approach it.
    • We eventually get to a flat plain, dotted with small, fist-sized holes.
      • We spread out and advance towards the horizon, where the humming noise is still coming from.
        • As we travel, sometimes the ground slips beneath us.
        • Then we hear a scuttling noise. Crabs are coming out of the holes!
        • Vincent jumps on Sammi-Jo’s back and we run.
        • Eric falls over, only to find that he can move faster with his four arms.
      • The crabs are chasing us, trying to herd us into a canyon.
      • We go up the left side of the canyon.
      • We see a narrow bridge across to the other side of the canyon.
      • We cross it, hoping to create a choke point for the crabs, who are gaining ground on us.
        • It works, especially since the bridge breaks with Eric barely able to get across.
      • Now the crabs have to come up the side of the canyon, which will take some time.
    • We proceed to follow the noise of the humming. It grows louder and louder.
      • We get to a funnel-shaped depression and in the center is Rand, inside a crystal.
        • The crystal is the source of the humming noise.
      • We decide to proceed slowly to the crystal, hoping to fight off any tentacles that attack us.
        • As we proceed across the ground, mauve tentacles do come out and try to grab us.
          • We proceed to fight them off. There are about a dozen. After hurting six of them, the rest retract.
    • We approach the crystal. Rand appears to be sleeping in the crystal.
      • Zorya can’t reach him telepathically through the crystal.
      • We call out to him, but while the humming changes pitch when we call his name, nothing happens.
      • We knock on the crystal, but he doesn’t react. The crystal feels like wood.
      • Eric puches the crystal, but nothing happens. The crystal feels like stone.
      • We all attack at once. When Sammi-Jo attaks, it sounds like metal on metal.
        • After a bit of attacking, the crystal has claw marks in it, but they slowly start filling back in.
      • We eventually figure out that Zorya’s attacks soften the crystal.
        • We use this effect to soften the crystal enough to pull Rand out.
        • He wakes up.
    • He gives us information.
      • He’s in Atlanta, trapped by the Aliens. It’s too late to save him, but he has information for us.
      • He knows how to get in and out of the crystals.
        • A psychic attack, a directed force of will, can be used to get into the crystal.
          • Both telepathic and psi-blade attacks would open a crystal.
          • The Aliens reside inside the crystal.
      • Each crystal contains some sort of being that the brain-suckers fear. It’s this being that controls the zombies.
        • We call it the “boss monster”.
      • He has nothing else to tell us.
    • The dream fades.
  • The next day we get UF’s internet connection working again and send out all the info we have to the US Government.
    • After a couple days we get a response from the government.
    • They are willing to send supplies and a monitoring team.
    • They have three options for approaching the crystal.
      • A helicopter approach, and rappelling down the crystal.
      • A iffy spring-loaded bomb that can clear the defensive plants around the crystal.
      • A herbicide that should clear out the plants and is only slightly toxic to humans.
    • We decide to go with the herbicide.
  • The military arrives with supplies and the recon team.
  • We are supplied with:
    • Light Duty Vests
    • M-16s
    • Glocks (if we want them)
    • Herbicide Sprayer with four total tanks
    • Suitcase Nuke, with Deadman’s switch.
    • They train us on the use of the equipment.
    • We’re able to convince three of the four military personnel to go with us.
  • We go!
    • The herbicide works and gets us to the crystals.
    • Sammi-Jo’s psi-blade is able to cut us through.
      • Before we’re fully through, a brain-sucker accosts us, but we’re able to drive it off and get the rest through.
    • Eric uses an action point for insight into where the “boss monster” is.
      • We need to go down into the bottom of the crystal.
    • There’s a big combat against many brain-suckers.
      • We loose a solider down a shaft. We later find him with his brain removed.
      • After that we wait for everyone to get unstunned, then proceed further.
    • We head further down.
      • We’re near the boss monster and get attacked by the remnants of the brain-suckers and some super-zombies.
        • We’re able to defeat them and head into the last chambers.
        • There is a large, fleshy pink rose in the last chamber.
  • The “boss monster” is the “rose”.
    • It’s able to freeze us in place and talk with us and seeks to bargain with us.
    • It offers us (it calls us “mindslaves”) …
  • THE ORIGINAL NOTES TAKEN AT THE GAME SESSION END HERE. THE CAMPAIGN CONCLUDED AT THIS POINT AND THE REMAINING INFORMATION WAS NOT RECORDED AT THE TIME. WHAT FOLLOWS IS THE BEST RECOLLECTION OF HOW THINGS ENDED, WRITTEN ALMOST TWO YEARS AFTERWARD.
  • The telepathic conversation with the “rose” goes about how you would expect it. We want to refuse it’s offer, but it’s able to take bodily control of some of us. At one point, Vincent attempts to set off the suitcase nuke, but it turns out that the U.S. government had given us a fake nuke. They have an interest in taking over things and exploiting the alien technology.
  • During the conversation, a fight breaks out, with the “rose” commanding us to fight between ourselves, or something along those lines. A shot is fired at someone who is wearing a herbicide sprayer. The bullet hits the canister and releases the herbicide into the room. It turns out that the herbicide is deadly to the “rose”! It dies and we’re able to eventually leave the crystal.
  • With the information we’ve gained, the tide is turned and the slow process of killing off the “roses” can proceed. It is eventually discovered that there is one “rose” per crystal and each “rose” can control about 100,000 zombies. As “roses” are killed, zombies become free of their control. Sadly, it turns out that they were conscious in their own bodies, watching as they were used as puppets. Thus, almost all of them are totally insane when the control is removed.
  • The 100,000 zombie limit is the reason that smaller cities escaped the crystals. They invaders didn’t want to waste sending a crystal when they couldn’t use it to it’s full capacity. Perhaps they simply didn’t have enough crystals to cover the earth. That specific question remains unanswered.
  • The long term question of if all the aliens are eventually defeated, and other things from the campaign, are not cleared up, but there is hope for the world. That’s enough for us.
  • Also, it turns out that tinfoil hats give you a significant bonus verses the saving throw from the brain-sucker’s mind blast power.
  • THE END

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meander112

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