Showing posts with label facility 47. Show all posts
Showing posts with label facility 47. Show all posts

Wednesday, April 20, 2022

The Facility -- Services Available

[written by Jacob, who plays Sesel the Voice and his associate Raoden]


The Facility

Somewhat different from most Cothon-Gadeed Services, in that it is not physically present within the Dual Cities, nor even the surrounding area of the Tel, it is nevertheless available to citizens and barbarians alike as a location for learning and research.

Access to the Facility is available only by appointment, through the Bani Dawr. They charge a monthly premium of 100 dinars for a character to access the Facility for their own research, in addition to the character agreeing to share any discoveries they make using the Facility’s resources.

A barbarian can utilize this service by sending notice to the Bani Dawr, along with the required payment. They would then meet a representative of the Bani Dawr at the Processional Gate, be escorted through the long walk, Gadeed herself, and into the Dawr estate. Citizens of Gadeed need only send the notice and coin, meeting at the estate itself at the appointed time.

Once at the estate visitors are guided into a small, well appointed garden and served a calming green tea (which every guest is expected to consume immediately upon being served, in full, as the consumption of it is part of the process for accessing the magics used to travel to the Facility). They are then guided through a short pair of corridors, up some steps to a balcony overlooking the previous garden, and instructed to step onto a small dais and place their hand on a pedestal.

At that point visitors find themselves in a strange metal room, well lit and with plush looking chairs and couches scattered throughout. Throughout the Facility one might see researchers of several denominations, but especially Bani Dawr, notable in that they all wear nearly identical, simple looking gray clothing each with a small pin upon their left breast. Researchers are often huddled over a project, or interacting with one of the various magical mirrors seen all over the Facility, and sometimes just hanging out and having a break (as is most frequently the case in the common room where visitors enter). At that point a Facility representative will be assigned as your escort and research assistant, and you will be allowed to visit and use the various services and features of the Facility, though some require additional fees.

Each new visitor is greeted by the lead researcher, Adnaan al-Dawr, an historian with cropped, curled, purple-dyed hair and blue eyes. She is always enthusiastic of anyone looking to research, though even more so when that research relates to the fantastical things of which the Facility is capable.


Services and Features of the Facility

All throughout the Facility is the omni-present spirit 47. They can be called upon to aid in directing or answering questions, providing interface guidance, and limited access to the more general Facility features.

The Common Room

Available to anyone visiting or staying within the Facility, and the main entry point. The room is capable of holding nearly a hundred individuals comfortably, and includes several tables as well as a full kitchen and chef to provide meals, as well as several (though common) drink options. Though the food quality won’t be that of a fine-dining experience, it is far above standard rations and hard-tack barbarians might be accustomed to when out of the city. Of note in the room, a magic seems to be present within the room that dampens conversational noise, and any given circle of chairs/tables/etc seems to be it’s own pocket of noise, without causing the room itself to be a cacophony at all hours.

The Barracks

Available at an additional fee of 500 dinars per month, and only as rooms are available, a visitor can stay within the Facility itself for their researches. Providing a private room, with remarkably soft and cushy cloth bedding, a sturdy metal desk with plenty of writing implements, and a small wardrobe. Purchasing this, and remaining within the Facility for the month (other than to adventure) grants a +1 to your research/work being done within the Facility.

The Library

While 47 themselves will refer to the location as “Command” most of the time (they are still adjusting to the renaming) the Library is a large room with several seats, some built-in and some clearly imported from Gadeed, sat around various magic-mirror paneled tables. Additionally, any non-magic-mirror surface here is lined with books (some open to various entries and in-use, others stacked not-so-neatly), in addition to the (obviously recently added) shelves of books scattered throughout the room.

The basic 100 dinars grants usage of one of these tables for several hours a day. An additional 200 dinars grants priority access to these panels, allowing you to reserve as much time in a day as you need, and granting a +1 to any research/work being done.

Like the Libraries of the taverns, the Facility’s Library has certain specific topics of information present within. Alas, at this time there are only mundane books available in this collection, no spellbooks.

  • History, especially as it relates to fantastical legends or stories

  • Stories or epics written about legendary adventurers of the past

  • Tomes relating to the translation of ancient languages to more modern variants

  • A small selection of freshly written, unique tomes, documenting the researches of the Bani Dawr within the Facility, its features and mechanics. These are only available to guests who have some agreement with the Bani Dawr to share in their knowledge.

The Simulator

As part of the library here, one can purchase time with the Simulator. This costs 100 dinars per use, but grants access to the portion of the Facility that was previously adventured within. This access can include designing custom scenarios, or to select an existing scenario and accompanying settings, to run through as an adventure. Note that nothing can be taken from the scenarios, so no practical treasure is available. However, the researchers note that they believe there are still things to be learned about those who built the Facility through the exploration of these scenarios, and anyone returning with new information from a scenario is granted not only their 100 dinars back, but the rights to a room in the barracks, and priority Library access for the following 1 month.


Scenario settings:
Time of day:

  1. Mid-Day, Sunny

  2. Night, moon rises after 1 hour

  3. Mid-day 

Weather:

  1. Heavy rains

  2. Freezing cold, snow covers the ground, water is ice, clear sky.

  3. Burning hot, little water, forrest become deserts, early morning (with full sun-rise in 1 hour)

Color of the sun (it is always approximately nickel sized):

  1. Yellow

  2. Blue

  3. Red

  4. Green


Scenarios that can be selected:

  1. Enemy Base Assault

    1. The enemy maintains a small fort at this location. You are to secure the structure, and drive out or slay all enemy combatants.

  2. Base Defense

    1. The enemy is advancing a sizeable troop on one of our surface emplacements, and you’re the last line of defense. They will press a strong attack, but you will have the fort's defenses to your advantage.

  3. Pyramid Assault

    1. The enemy is bringing a warship to bear upon us, and you have snuck aboard. Your mission is to stop the ship from reaching it’s destination.

  4. Cavern Assault

    1. This cavern is occupied by local primitives who support the enemy. They have captives they intend to brainwash to their side. Free any captives you can, and destroy their encampment.

  5. Forest Camp Ambush

    1. Our intel suggests that the enemy will be attempting to make slaves or soldiers of a local primitive caravan. Your job is to stop that from happening, at any cost.

  6. Cavern facility defense

    1. The enemy has discovered one of our secret mountain forts. The structure is to be protected at any cost, and if the control room is breached the facility will self-destruct. Your goal is to beat out the enemy before that happens.

The Research Rooms

Available only by paying an additional 100 dinars, and by getting prior approval from the lead researcher of the Facility. Perhaps not what most residents of the great Mother of Cities would expect in a ‘research’ room, these large open rooms contain only a single chair, and a small magic-mirror panel. However, upon making a selection on the magic-mirror half the room changes to suddenly reveal one of the 4 specimens for research sealed behind an impenetrable glass wall. Note that no direct physical interaction is allowed with the specimens without prior approval, and additional negotiated fees. However, some limited interactions can be had with the specimens, including speech, as well as placing or removing objects within the space.

  1. An ancient looking creature with sickly pale white skin, long white hair, and strange blue leather clothing.

  2. A very well-built looking man, shirtless with a clear X shaped scar on his belly and a brand on his forehead.

  3. A strange 3-eyed “cat” like creature:

  4. A blood-red humanoid creature that strikes around the room violently with strange tendrils and white eyes:


The Infirmary

Available to all who visit the Facility, this large room contains several metal slabs to facilitate medical research, each with a small metal cart to hold tools, and a directional light above the table.

Additionally within the room is (as defined by 47) a Sarcophagus. Only one of these is present in the room, and is only available with an additional 1000 dinar payment, and approval from the lead Facility researcher. Use of the sarcophagus provides significant healing capacity, as well as strengthening anyone who uses it. However, 47 cautions against regular use. There may be other features, but they are yet to be discovered.The “sarcophagus”:


The Ring

Noted here as something the various adventurers of the Facility are aware of, but which is not a generally available feature for research. This “room” lies behind several large metal doors. Access to this room requires a unique code, known only to a select few. Within the room, at the end of a ramp, is a large metal ring with symbols embossed into the face of it:

There is also a small box of the same metal built into the floor to the right side of the ring, the lid can be removed revealing an empty metal box.



Thursday, March 31, 2022

Session #71: Facility 47

[run by Jacob, recap written by him--thanks, Jacob!]


Setting out from Cothon, down the long-walk to Gadeed, this group of adventurers seemed optimistic that they might finally do as originally requested by the Bani Dawr: Clear the strange Facility so that the Bani Dawr can move in and begin their researches in full.

Najm (Magic User ?)

Kzin Friend (Magic User 1)

Durham (Fighter 7)

Barabajagle (Magic User ?)

Barlow (Magic User 1)

Revna (Magic User 5)


The group returned several hours later, their spirits high, despite their obvious lack of material wealth. While no carousing occurs directly, Barabajagle is heard talking to his drink late into the night several nights following the expedition–something about strange spirits, a deeply clouded mind, and some kind of horrible trauma. Though no new trauma is visible upon his skin.


The Lucre

  • Nothing was hauled out of the Facility from this expedition

The Learning

  • 1622 xp from the ru’un (500 + hp)

  • 95 xp from the enemy leader (75+hp)

  • Additional 1000 xp to each primary character for completing the adventure

    • 500 xp to Kzin Friend and Barabajagle

The Cut

  • 1430 xp to Najm, Durham, Barlow, and Revna

    • 715 xp to Kzin Friend and Barabajagle


Several weeks after the expedition adventurer barbarians who participated in one or more forays into the Facility receive letters inviting them to meet with the Bani Dawr at their leisure, and collect their reward for their assistance in helping clear the Facility. At the same time the rumor mill is alive and well regarding this strange facility. While it would seem that the Bani Dawr have moved in, they also managed to come into some modest wealth during the process. In fact some of the rumors out of Gadeed speak of certain researchers, rumored to be working regularly within the Facility, are seen wearing oddly patterned gray colored clothing. A few suits of it have even made their way into the hands of a few wealthy collectors around Gadeed.

The reward from the Bani Dawr is divided by the number of adventures, with the final adventure counting twice as it was the one that finally opened the Facility to them.


Najm: With 5 expeditions, receives 1000 dinars

Kzin-Friend: With 1 expedition, receives 200 dinars

Durham: With 5 expeditions, receives 1000 dinars

Lars: With 2 expeditions, receives 400 dinars

Mara: With 1 expedition, receives  200 dinars

Barlow: With 3 expeditions, receives 600 dinars

Avin: With 1 expedition, receives  200 dinars (Can be collected by Avin’s “estate”)

June: With 1 expedition, receives  200 dinars

Revna: With 3 expeditions, receives 600 dinars

Althis: With 1 expedition, receives  200 dinars

Bart: With 3 expeditions, receives 600 dinars

Gan: With 1 expedition, receives  200 dinars

Heijo: With 5 expeditions, receives 1000 dinars

Dehuhada: With 1 expedition, receives  200 dinars

Arngeir: With 2 expeditions, receives 400 dinars


Any of these characters may forgo their reward of dinars in exchange for free access to the Facility, for research purposes, for the rest of this calendar year. If they do not, the fee for access to the Facility for a month is 100 dinars, adjusted after the expedition based upon the Bani Dawr’s findings to allow easier access to the adventurers.


And, as always: Player reports detailing the session, or artwork relating to the session, are worth 100xp per level.



Session #69: The Preservation of Avin

[run by Jacob, and recap by him as well--thanks, Jacob!]


After a few weeks of fitful issues, a small group gathers at Cothon Under Star. One Avin, having recently drunk of a strange red potion, has been getting worse and worse. Now her physician Gan (no relation to Gan ad Din) was desperate. Fortunately, barbarian adventurer Najm stepped in with the suggestion that they all visit the strange Facility, to see if any of the oddities there might lend aid, especially given the recent recovery of Kzin-Friend. As plans were made several other barbarians, meandering through taverns seeking their next adventure, joined up with the party.


  • Barlow (Magic User 1)

    • Avin (incapacitated; Magic User 6)

  • Najm (Magic User 5)

    • Elianor (Fighter 1)

  • Durham (Fighter 7)

    • Pako (Renyu)

  • Dehuhada (Fighter 4)

    • Seven Toes (Renyu)

  • Arngeir (Fighter ?)

  • Heijo (Magic User ?)


The party set out for Gadeed, guided by citizen Sesel so they can gain easy entrance to Gadeed, with Avin being dragged mostly unconscious behind the ‘porter’ Barlow. They did not return for several hours. When finally seen again, the mood was mixed, and their company was one-Avin short. Though they did not appear in total defeat, they did seem somewhat shaken.

Alas, as the small handful of treasures brought out from the Facility did not include any actual coinage the hirelings took their pittance of pay and departed without carousing.

Najm's map of this particular expedition

The Lucre

  • A handful of strange spheres with colorful gems inside. (~500 gp)

  • A tapestry depicting a shadowy monster at the bottom, with several sacrifices and rituals of cloaked cultists above. Of specific note is the ritual in the center, on the left depicting a strange ritual of cutting one of their number in half, and on the right a feast with 1 additional cultist present. Throughout the piece there are blood-red snakes slithering between the various rituals and images depicted. (~1000 gp)

  • A knife fashioned from a large tooth. (magical)

The Learning

  • 1500 xp from treasure

  • 850 xp from the white skinned creature

  • 10 xp from cultists x2

  • 2300 xp from the not-quite-Avin

The Cut

Nothing here goes to Avin, as she was unconscious / could not actively participate in the adventure

  • 776 xp to each player-character

    • 338 xp to Elianor

  • The tapestry

  • The gem-spheres

  • The tooth-knife


Any (~) value items may increase treasure received based on being sold to the right buyer, and any dinar-value item can be bought out from the treasure by a character for its listed (base) price. Player reports detailing the session, or artwork relating to the session, are worth 100xp per level.