Septimus

Rivercross
2nd Session

It is a 5 hour journey to Hendrickson’s settlement. Hendrickson is a fearless and reckless driver and the entire journey is spent traveling at breackneck speeds. Arriving at the settlement, Rivercross, they group finds out it is on top of a large half kilometer in diameter platform standing on 3 80 meter legs strandling a river. To the city’s north-east is the huge ruin of a giant acropolis, to its south-west is the open plain full of debris fields, piles of slag and ruined structures that the group just arrived from. One leg of the city is located on the side of the river with the ruins, the second is in the middle of the river and third is located on the open plain. The ORLEE approaches the leg and the group sees that there is a narrow roadway, wide enough for food traffic and small vehicles, spiraling up towards the plateau. As the ORLEE gets within 5 meters of the leg, two huge doors wide enough for the ORLEE to pass through open into the interior of the leg onto a platform. Hendrickson identifies himself and the platform ascends upward. A second set of doors open and the ORLEE drives out of the vehicle elevator and into Rivercross.

Hendrickson drives to his home and the group exits the vehicle, Aevony is awakened from her nap. Hendrickson’s home is in the outer ring of the settlement. It is a large dome 2 story dome with an overhang converted into a garage where the ORLEE is parked that leads into the living area on the ground floor. Hendrickson uses the video phone in the house to call the Mayor Juilian and let him know that someone has arrived who can look at the reactor troubles the town is having. Oran heads to the reactor facility in the innermost ring of the city to find out what he can do help. Dray wanders about town to get its layout. Rivercross is arranged into 4 districts in rings. The outermost rings houses the lowest skilled residents. Scavengers, like Hendrickson, prostitutes and individuals with few skills needed by the citizens live here in cobbled together shacks and whatever they can find to make homes. Most structures are a single story, a handful are two. The second ring houses people responsible for growing food, lower-skilled workers and a few Doc in a boxes living in homes that are in well constructed homes. About half the buildings in this ring have 2 to 4 floors with the rest being single story. The third ring houses the very wealthy, mostly water merchants from what Dram is able to gather from his recon and Aevony through talking with Hendrickson. The final and innermost ring houses the city officials and the reactor. Oran is stopped by the guards at the entrance of the reactor facility wearing the scavenged remains of power armor. After identifying himself he is let through. Oran meets Mayor Juilian and is directed to the reactor control room manned by 3 clone brothers. Upon arrival they offer Oran a seat at the main terminal, he declines and interfaces with the reactor computer. After interfacing and getting a schematic of the system he comes to the conclusion that the reactor is really just huge a immobile robot. The original survivors salvaged a depleted municipal fusion reactor and converted it to fission. Oran diagnoses that it has started to fail due to lack of maintenance and a dwindling fuel supply. With that he leaves for the Hendrickson home.

Back at Hendrickson’s home Malcolm is in the kitchen with Gerti watching her prepare dinner, she tries to make small talk with him but he his only contribution is a few grunts. Aevony asks Hendrickson about any illnesses in the town. After-wards she heads to the Wallington Mansion to examine Mrs. Wallington who has been suffering from bouts of vision loss. Dray is his wanderings turns a corner and finds himself in the second ring of the settlement. He is accosted by two hired thugs wearing scraps of armor, but without the markings of the official town guards. He leaves one face down on the ground and the other is forced to assist his comrade after a brief fight. Dray flees back to Hendrickson’s house. Aveony arrives at the Wallington Mansion, a large 6 story hexagonal pyramid.

The Wallington mansion has an immaculately landscaped lawn with a pathway made from floating paving stones. Aevony gains entry after initially being refused by Mr Wallington over the door greeting midge. After be admitted by Mrs. Wallington, Aevony makes a few inquiries and finds out the Wallington fortune is based on Mr. Wallington being a the main water merchant for the town. Aevony examines Mrs. Wallington in her exercise room and takes a blood sample and returns to the Hendrickson home.

With the entire group gathered at the Hendrickson home they proceed to eat and get an over view of the current situation in the settlement. The ruins are infested with no less than 9 variants of the ZPG, wandering malfunctioning automatons, both civilian and military, xeno packs, and scavenger teams from the Chromeworks in addition to the mundane and environmental hazards. Hendrickson suggests that Aevony go to the working clinic and use the auto-doc to take the medical board certification exam since the settlement has been hurting for a real doctor. After the meal Aevony heads to the clinic and Oran takes Malcolm with him to fix the reactor.

Aevony’s arrival at the clinic is uneventful and she easily passes the board exam and is registered as the clinic’s resident doctor by the auto-doc. She makes a list of the needed supplies to re-stock the depleted inventory. With this accomplished she heads back to the Hendrickson residence.

Malcolm and Oran’s arrival at the reactor facility interrupted by one the guards demanding to know who Malcolm is. After some harsh words between both parties the mayor intervenes and the rapidly deteriorating situation is defused. Malcolm and Oran enter the reactor control room and the clones take note of Malcolm. Oran repairs the reactor with an exceptional show of skill, however it is still running out of fuel. Oran reports his progress to the mayor who agrees to pay him 10% of his the agreed upon fee. Oran and Malcom depart for the Hendrickson home.

At the home Hendrickson has a the upper floor that was being used as storage for the extra salvage he had acquired moved out and prepared for the groups use. After everyone has gathered upstairs, the clone triplets arrive with a large case containing the mayors payment. The area is divided by everyone and purchases are made for mundane items.

So ends the first day on Septimus.

View
The Awakened
First Session

You feel trapped, as though something has you bound by the wrists, ankles, forehead and neck. Something surrounds you and dampens your struggles. Your perception of time is measured by heartbeats. You are blind and can feel something covering your eyes. Soon a dull glow seems to emanate around you.

As the glow begins to intensify you feel a torrent of sensations as images flood your mind, rapidly coalescing from experiences into memories, including your name. When the glow begins to fade you realize that you know who are, where you are from, what you have done, and where you have been, but you do not know how you ended up here.

The restraints slip away from your limbs and your feel the pressure around you abate and slacken away. The glow has faded completely away, leaving you in total darkness. You begin to feel chilled in the dark, when there is a whine of machinery around you and then sliver of light surrounds you, widening rapidly. You feeling something retract from your nostrils, something in your chest feeling like it is being extracted out through your throat. Something heavy falls from your head and clatters next you.

The party has awakened from suspended animation in an unknown chamber.

No one in the group recognizes anyone else, and neither can anyone remember how they came to be here.

After everyone shakes off the effects of the suspected cyrosleep, the party begins the investigation of their surroundings. The room is a perfect circle with the pods in the center surrounding a huge cylinder that they are connect to by bundles of cabling and a doorway to the north. The medium sized room is explored; as the last person climbs out of their pod, hidden drawers open up underneath each containing each person’s equipment. Of special note is the fact that Beeper, Oran’s small robot, has been tampered with and had its power pack removed rendering it inert. The middle cylinder has a display and keyboard+interface jack. On the display are the words:

Unfortunately, while Oran is trying to interface with console the lights flicker and go out. Less than a minute later small lights embedded in the ceiling flicker on with a hum. Dray and Fink, who are standing next to the door, notice that the air in the room has stopped circulating.

After Oran hot-wires the door panel the group steps into the chamber beyond. This Chamber is perfect hexagon. The walls and ceiling are polished chrome, and in the center is a hexagonal pillar made out of a complete transparent crystalline material. After some puzzling out Aevony determines that the chamber is some-kind of farcaster. Dray, who has used the farcasters created by the Sindavar Extent, notes that this farcaster is of completely unknown design. After regaining her strength lost through the probing of the pillar, Aevony tries to transport the group out of chamber and to her home-planet. She is unable to withstand the strain and thinks of someplace safe.


The group re-materializes in a corridor. The corridor is collapsed at both ends and is showing signs of extreme decay and corrosion. After searching through the conduits on the ceiling, Fink discovers a ventilation system and tears of the grating and proceeds to climb up the shaft. In a manner most violent and noisome he tears off the grating at the other end of the shaft. After securing a line for the rest of the group to climb up, they discover that the are in a small chamber with a large Plexiglas-glass like window looking out of what appears to be some-kind of large bay.


The bay is in a similar state of decay as the corridor, with large piles of debris made from collapsed parts of the ceiling scattered about. In the middle of the bay are two people standing in-front of a vehicle. The man and woman appear to be engaged in a vigorous argument. After the man notices the group standing in the observation chamber he frees them with the cargo claw mounted on the vehicle by ripping off the Plexiglas-like window.


The man introduces himself as Hendrickson. After a brief discussion the group finds out they are located somewhere in the Scraplands outside of the Bulwark to the south west, about midway to The Chromeworks. Oran offers to fix the vehicle, called ORLEE, in exchange for transport and by also examining the on-board computer is able to verify Hendrickson’s story of being a scavenger. Hendrickson, impressed by Oran’s work on ORLEE, offers to trade food and shelter if Oran looks at their settlements power plant. With that the group loads up in the cargo hauler’s flatbed and heads into the blasted landscape of the Scraplands.

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.