A Simple Delivery – Part 2

Still a couple of days from Bartertown, as the gang rides through the Scorchers territory under a flag of honour. The gang spots orks but they honour the flag.

Towards the end of the final day, they spot a mountain range and the outline of a city, they arrive at Bartertown. An eclectic maze of a city with winding streets and several buildings. As they approach they spot the large archways with two dwarves statues in front. They seem to be looking down over Bartertown.

It’s late in the day, afternoon melding into evening, the temperature drops a few degrees as they make they were amongst the streets. Alshta, is looking for a venue so she can earn some extra coins. She wants to dance.

Merchants along the streets are very in your face, trying hard to hawk there wares. Guillermo is interested in some arrows, but Krilong tells him there will be time tomorrow. First we find a place to bed down for the night, then when dawn arrives we find the FetchQuest building and then spend our coins.

The Glass Eye Tea House Inn is recommended to the group since it does have a place to dance; this makes Alshta happy since she get’s to enjoy an evening to make some coins. The inn is owned and operated by a troll woman who indeed does have a glass eye.

The group gets a common room, Alshta tries to make a deal with the owner of the establishment. But the ol’ troll woman won’t have it and says that it’s a “pay to stay” and that’s that.

With a room for the group and some baths drawn, gear is locked away and changing of grubby clothes into cleaner ones for the night. The gang is ready to rock and roll for the night except for Krilong who decides to study the bracers that was gifted to them by the Pumpkin King a few days back.

Alshta takes to the dance floor as Pip begins to mimic a song, the little windling has a talent for making musical melodies. Alshta’s dance is hypnotic and she ends up bring in 33 silver coins from it.

Drax discovers that Hurl is served here and he orders it. Guillermo inquires about the drink and is told that it’s fermented milk mixed with hot peppers. Draw orders one for Guillermo; Guillermo takes a whiff of it; he plugs his nose and then downs the drink.

Guillermo’s delicate stomach cannot handle the drink and he ends up hurling his guts, but to make matters worse the drink knocks him down for the count as well.

When Guillermo awakes he discovers that he is on his bed, his head hurts his throat is scratchy. Drax pats him on the back and tells him he had survived his first encounter with Hurl. Guillermo tells him never again.

Krilong finds out about the bracers and weaves a thread into it.

They gear up and head downstairs, grab a bit to eat and ask the innkeeper wheres the FetchQuest office. She gives them direction; saying it’s just a couple of blocks over.Paragraph

Bartertown is even busier in the morning, with vendors shouting out their wares and their prices. Some offering steal of a deal for some products. The group continues on, but they soon head down a dark alley. As they make their way down, Krilong spots movement on the rooftop. The gang is prepared for an ambush, but that doesn’t happen. The shadows on the rooftop have disappeared.

We arrive at FetchQuest and meet up with a slender dwarf named, Narle’in Dhawin. She owns and operates the business. We drop of the letter from Tilde and she knows exactly where it will go.

Alstha wants to send a letter home.

Narle’in offers the group a task if they are interested. The group mulls this over as they take a few days to train; might as well since they are in a settlement for a few days.

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EarthDawn: A Simple Delivery

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Guillermo awakes in a deep sleep, it’s been days since he felt the warm of a bed after a good night of soaking in a tub washing out the grime and gunk of the sewers. He stretches and his feet hit the cold floor, time to see what their mysteries benefactor wants them to do.

He checks in with the others and they all head down to the common area, breakfast is being served. Tilde is resting at a table, he feet up and the brim of her hat pulled down as if she had been waiting for us to finally arrive.

Our freedom comes with a small price, she tells us. She has a task for us to do, a simple delivery. He holds out an envelope that has a wax seal and a design on it. Bartertown is a few days east of her and she wants us to bring it to a “Fetch Quest” office there and they will take care of the rest.

Krilong is cautious about this delivery thinking it’s got to be some catch to it. Alshta thinks it’s only fair since after all Tilde freed us from the cells. We accept this assignment and proceed to the stables were Tilde had fetched the horses from Kratas. The only problem is that Guillermo doesn’t have a mount, as discussion is underway who should he ride with. Guillermo walks down the stables, grabs a saddle from a post and approaches a horse and puts the saddle on it, leads the horse out of it’s stall and joins the party.

“Problem solved,” he quips.

The group decides to leave the stables and town before the owner of the horse discovers that it is missing.

They leave the shanty town and ride through the hills and plains, fording a great river and proceeding to bed down for the night. Watches are set up and everyone has a chance to get some shut-eye before something mysterious happens.

It seems the earth is shifting, as vines move and small pumpkins begin to grow. Guillermo is awoken by this and is cautioned by those on watch. They seem to know what is going on but he doesn’t.

A Pumpkinesque being appears, apparently this group had an encounter with it and now it has come back to give them a gift for their services rendered. It’s a set of “bracers” and the creature melds back into nature just as it had appeared. Alshta is paranoid about the gift, the others are weary but accept them none-the-less.

The group travels for a few days, then one morning storm is brewing and we move to find some place to hold up. But, suddenly a patrol of Ork Sorchers appear on the horizon and Guillermo panics and fires off a arrow. Thus, the Orks ride in full charge and a battle takes place.

As arrows fly, lances level and swords clash, this battle seems to be on even ground. Thus the ork leader bellows and tries to shake our morale, we still engage in combat.

Eventually the leader of the scorchers challenge the cavalryman to a joust. It’s an honour challenge and the scorchers and party agree to it. The ork says if he wins he demands all our silver, but if the cavalryman wins then we can cross through there land without fear. We didn’t realize that we were encroaching on someone’s territory.

Which challenge excepted, the joust is one intense scene since the calvaryman hadn’t been rolling in his favour during the session. Though, in the end the dice more than ever rolled higher than ever before.

The lance knocking the ork scorcher off his mount and unto the ground, and everyone held their breath. The leader stood and acknowledged the blow and honoured the challenge. Also given us a strip off the banner they carried to show that we earned our crossing through their territory.

So now the party continues to Bartertown.

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AfterWars: Prelude to Darkness

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Out of the radioactive cloud thundered the four horsemen of the apocalypse. War astride his great red horse. Followed by Pestilence. Then rode Conquest upon the technohorse, and finally the skeleton of Death. These four rode all across the world, shaping its future after the bombs fell. The war was over. Now only the fighting was left.”

The Year: February 6th 1986

Donovan “D” Heatly took in a breath of fresh air after spending several weeks in a dingy fallout shelter. It was bitter cold, but it was good. Who knows for how long the air will be crisp and clear. And on that note, he took out a cigarette and lit it, savouring the smoke as he waited for his friend, Sam Jackson, to emerge from the shelter. They had been held up together in the bunker, waiting for the right opportunity to emerge into the world once again.

In the time they were bottled up in their hidey-hole, there were two attempts to enter and both of them failed and that was several weeks ago, there hasn’t been any attempt since then. Though, the snow has covered the ground it doesn’t hide the fact that the woods around them had been burnt to a crisp.

They had bundled up and decided to see what they can see and hear topside. It doesn’t take to long when they heard the sound of a snow-machine off in the distance. It’s fading off in the distance.

They head off in the general direction and make there way to a ruins of a home that had burnt down to the ground, only one wall remains standing. Sam knows this is the Redwood home. He knows Dave Redwood, a business who is constantly away on trips.

Sam decides to walk around to see the other side of the wall, he’s leery of it since it might be a good place for an ambush. Once he is satisfied they go and inspect the house. They see snow machine tracks and two sets of foot prints in the snow. Sam inspects the footprints and thinks they might be children who survived and now are scavenging. They decide to follow the snow machine tracks.

Towards the end of the day, after trudging through the snow, they end up at a section of a highway. Well, what they think the highway since it hasn’t been plowed but they explore some abandoned cars buried in the snow. Looks like they had already been picked cleaned.

They arrive at a truck stop. To see smoke coming from a chimney from the garage beside it. The windows boarded up.

“D” decides to approach the doors, while Sam scouts around the back. They know someone is in there, but they are unsure if they are friend or foe. “D” makes his way to get better cover from a row of cars in front of the garage. Sam makes it to a rear window to peer inside. As he does he sees end of a double barrelled shotgun pressed against the glass.

Sam ducks but the gun doesn’t go off. A voice inside asks him what does he want.

He recognizes the voice to belonging to his neighbours child, Clare Redwood, so he identifies himself. Clare wants him to stand so she can get a good look at him, and Sam does. She pulls the barrel away from the glass and tells him to come around the front. She tells him to warn his friend to back away from the row of cars he’s hiding behind because they have been booby-trapped.

“D” had released this when his right leg pressed against a tripwire. He caught it in time as not to set off whatever it was. He backs away and sees “D” signalling to him to go around and then come up.

They enter the garage to find that it has been set up as a living space for Clare and her little brother, Scotty, who have been holed up here for several months. Their mother perished during the flash fire in the area, they do not know what happened to their father since he was on a business trip when the bombs dropped.

Clare and Scotty been surviving the cold winter by scavenging area, they have two snow machines, ton of food stuff and equipment they managed to gather. They stay away from an encampment across the river since it’s governed by a fellow named “Dracos”. Clare says they send scouts across the river to see whats going on, but she has set up trips and have been keeping a set of survival books called “Foxfire” to learn how to make stuff and survive.

Scotty who has been keeping watch from the upper portion alerts the others that there is a truck approaching. “D” goes up to the tier and have a look out to see a huge monster truck with a blow using the frozen river as a way. The truck is black with white skulls painted on it.

“D” figures that Dracos’s encampment must be running short on supplies and that the garage might be an easy mark to take. He tells Clare and Scotty that this place is not safe anymore and must back up. Because, theres a scouting party approaching and they are going to be testing the permeter.

As the black truck makes it way towards the garage, D has a plan, Sam sets himself up as sniper just encase something goes wrong. Everyone knows that with the sound of gunfire that will begin to attract anyone within earshot as well. D says that stealth is a way to go. Clare says heaven forbid should they try to bypass the row of cars infant of the garage. She says she set up several claymore mines in the area.

The truck halts several hundred meters away and three men climb out, one of them automatically heads for the tree line. Sam says he has his eyes on that one. The other two slowly walk toward the garage with a white flag out.

D tells Clare to call out and tell them to stop approaching and they do. Clare asks them what they want. The fellow tells her that they now know that it’s only two kids that reside here and they need food for their encampment. It’s been a rough winter, he tells her that they can come in by force and take it. But, want to give the kids a chance to be mighty neighbourly about it.

Sam tells them that the third fellow is set up as a sniper on the rough of the truckstop, that he is aiming for the front door of the garage. D tells Clare to open up the door a bit and yell for them to come forward bit with their hands in the air, he asks Sam if he has a shot at the sniper on the roof to take it.

D tells Clare to back away from the door, as he takes a jacket from a hook and puts it at the end of his rifle and moves it to the door. A shot rings out from the truck stop roof and hits the jacket. Sam who has been aiming at the sniper pulls the trigger.

The combat is fast but brutal as bullets are exchanged like valentine cards on valentines day. The sniper on the roof takes a head shot, and slumps over on the building. D fires at the fellows approaching and they decide to take cover at the row of cars. They trip the tripwire and a huge explosion rocks the area as the cars and claymores go off in a way that would make Michael Bay smile.

D tells Clare and Scotty to pack up as much as they can because they will probably not come back here again. Sam goes to the truck stop to check the sniper, as D heads to the other two and check to see if they had survived and to see if that truck is in any condition to travel.

The lead guy is ripped in half while the other fellow is mortally wounded, he tries to raise a gun at D. But, D steps on the weapon and waits till the guy bleeds out. No need to waste a bullet on him.

The truck is still good, he gets in and finds it a few wheel drive and it’s slow moving through the snow. He drives it up to the garage, as Sam comes out of the truck stop with weapon and some food gear. They load up the truck, the snow sled with as much goods as they could fit and prepare to head back to the bomb shelter.

Scottie tells them that there are several vehicles moving from the encampment across the river. D tells them that it’s their cue to leave, as they leave. Clare flips a switch by the door. She says since she couldn’t have this as a home, no one else could either.

With two snowmobiles, one truck moving along the old highway they eventually make it to where they need to be. Just in time to hear an explosion in the distance… its the garage that went up in blaze of glory.

end of session

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I finally got to play with a couple of fellow gamers that I know for a couple of years online now and it was a good session. Though, it’s not face-to-face but it’s the next best thing to it via virtual tabletop.

Also, it was good to get to play Earthdawn once again. I forgotten how great that system is and the dice steps that are fun to do, depending on the situation and modifiers the characters have. I have the first and second edition core rule books and a few supplements for it sitting on my shelf and it’s good to dust them off and give them another glance over.

The online game is the new fourth edition of the game and I’m waiting to pick up the core rulebooks for that. Though, I did have a go back in Aethercon 2016 with an Earthdawn session called “The Lost Acolyte” it was a playtest scenario for the fourth edition and it was fun.

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EarthDawn – Sewer Situation

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Guillermo Pynn awoke to the sound of a latch opening, he had been caught and held captive in a cell for a few days and it was he had been wandering about in Kratas and then he got jumped by a group and dragged into the pens at the abandoned Temple of Dis where this gang was using as a base of operations.

Guillermo learned that Kroptark the Immense’s gang was in control of the area. The mysterious elven woman said she was part of the gang but needed a favour later, she told him to be at the Axe in Hand Inn where she would explain later. She told Guillermo to be quick and directed him to the sewer entrance.

The mysterious elven woman moved on as quietly as she arrived. Guillermo gathered up his stuff in a trunk by the cell and made his way to the sewer enterance, he trudged along the way and got turned around. Above ground he could tell you the direction, but underground he was lost.

He rounded a corner and stumbled across a group of adventures who seem to be on the run as well. A big brute of an ork (Drax), T’strang (Krilong), another elf (Alshta) and a windling (Pip). Guillermo learns they were also aided in their escape by a mysterious elven woman as well. Guillermo asks if they don’t mind an extra body in the company since it’s good to travel in numbers. Especially, in the sewers.

Just as the team begins to move there is a huge alligator that charges in and tries to take a big chunk out of Drax. There is a huge battle as the creature is a lot tougher than it looks. The skirmish takes a few rounds and after all is said in done, the beast is done and team continues along the way. Alshta insisting that we head above ground as quick as possible.

Following the sewers for what seems like miles there is a shaft of light ahead to reveal a hole topside and a heap of garbage. It seems this area is a garbage dump as the group carefully makes it way to the post, they discover a huge lizard-like beast int he trash. It’s a plague lizard and it’s bite is nasty as Guillermo discovers.

Pip tries to distract the beast while we pepper off a few shots at it but to no avail, the beasts teeth had found a soft spot on Guillermo’s arm and injects him with some form of plague cause him to vomit as his guts seems to churn and spit. The beast is wounded as the team manage to hit it hard and it burrows back into the trash.

Alshta says it’s time to go while the getting is good and we climb up the trash heap and into a shanty town. Covered in crud and looking for a place to wash up and rest, the group wanders about and soon sees the Axe in Hand Inn where the woman who freed us is waiting. Her name is tilde and she is a member of a sub-group of the gang that doesn’t like the way the gang leader, Vistrosh, is doing things.

Tilde says she paid for room and baths and arranged to have the mounts brought in from Kratas proper. Guillermo and his new-found friends, Alshta, Pip, Krilong and Drax settle in for the night for a bath, a hot meal and a comfy place to rest for the evening.

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Most Likely A Meteor

Photo manipulation by Jonny Gray, inspired by a Tad Kelson picture.

On Saturday, May 18th, 2019 at 9:00am sharp I will be running a Little Fears (1st Edition scenario) at CanGames. It’s a little adventure I cooked up when I spotted this picture on Tad Kelson’s page. Jonny Gray had taken an original photo and manipulated to show this image and it inspired me to draft an adventure.

Here’s the info from the site’s schedule:

Little Fears The Roleplaying Game of Childhood Terror (1st ed) | Beginner | Max 4 Players | Some weird stuff is happening in town and it’s up to you kids to solve it! | Ends at 12:00

Inspired by Stranger Things series, and also Tobe Hooper’s Invader From Mars and add sprinkle in a little bit of X-Files mythos and viola there you have it.

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Game Things

Okay, for the past few days I’ve been working on a campaign for The Adventures of OZ RPG. I’m really digging the system and the game mechanics is pretty simple as well. I do hope to run it one day, or a few adventures in it at least.

I am focusing on a Roll20 adventure for AetherCon 2019. I think it would be fun to do and take some players along the Yellow Brick Road and see what adventures they’d stumble into along the way.

My Saturday Night Game was cancelled once again, due to the lack of players around the table. Though, that didn’t stop me from digging up the Cybergeneration RPG to give that a read through once again.

Cybergeneration is the next evolution in Cyberpunk 2020. It’s seven years later and the kids are a combination of cyberpunk and psionics. Basically, it’s kids vs the corporation in an Anime world. It would be kind of cool to run this one as a couple of one-shot sessions.

Sunday afternoon, I dusted off Twilight: 2000 to give it another read through and jot some notes down. I had a character created for the game, and figured I’d do a combat situation for him just to see how the mechanics were; a sort of a refresher course for me as well since it’s been a while.

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