The Chabuli Conspiracy

A Thousand Suns RPG Scenario

Cast of Characters:
Game Master – Steve
Kassandra – Paul
Alexander Khan, a Myrmidon Spacer – Lev
Paulo Vandirk, a Merchant — Will
Elisabeta Choi – Darryl
Dr. Ludoviko Janssens, MD – Tim
Prof. Ludoviko Zhang, PHD – Mark

Editor’s Note: This is taken from my perspective of the game. I was a player and took notes that involved what my character was doing throughout the adventure, though the noise level of the convention was pretty high, I think I caught most of it. 

My character, Dr. Janssens is working passage on the starship Distant Sprite, which is crewed by Paulo Vandirk, the Captain, Alexander Khan a body guard, Elisabeta Choi a mechanic.  Along the way we pick up Prof. Zhang and a mysterious woman named Kassandra who is a empath?

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Our adventure begins in the Garden Sector as we are about to land on Savuul, the Distant Sprite needs to refuel and to restock and also Capt. Vandirk wants to drum up some business as well, and that might take another day or two so we want to make the most of it while we are here.

Savuul is occupied by Chabuli, who are a four legged insect-like beings, and Terrans as well and we seem to have arrived at a time when a civil war is about to break out. Tensions are pretty high here and there had been some sort of rebellion a few days before hand. So there is unrest and that the place is under martial law at the moment. We are informed by the spaceport authority that due to this nature that all weapons must be left on the ship.

Dr. Janssens (Me) tries to use his bedside manner hook and sweet talk his way into letting him keep his vibro dagger just in case of a medical emergency, but fails miserable at it and the weapon is confiscated. Paulo suggest that Dr. Zhang’s action was not a smart move to begin with and that it might draw more attention to the ship and it’s crew. Due to the civil unrest happening here the port authority tells us that it will take a few days to leave due to a huge influx of people wanting to leave and that each ship has to be inspected before doing so.

As we leave the port behind us and walk into the city there are signs of combat that had happen as some buildings are being repaired, terrans and chabuli trying to go about business as normal as we wander the streets. With no particular sense of direction to head to our group seems to wandered off the beaten path and into a rough area of the town. Elisabeta thinks we should be heading elsewhere, thinking this is a bad direction we are going. Kassandra senses that danger is near and then we hear two shots from an alleyway.

Just in time to see a Chabuli standing over a fallen body of a Terran and that’s when Alexander Khan’s reflexes kick in and the Myrmidon spring into action trying to apprehend the Chabuli. While the rest of us rush into the alley way. Khan is pretty fast and swift and he’s on the Chabuli like glue and wrestles away the weapon. As Dr. Zhang checks the Terran on the ground and discover that he is indeed dead.

Paulo and Elisabeta think we should clear out of hear before the authority arrives to find us with the body and this Chabuli. Prof. Zhang thinks we should stay because there might be security or drones about that have caught the action and us leaving might seem suspicious as well. As sirens approach we discover that the Chabuli is name V’na and says that this was a mugging gone wrong. Dr. Janssen checks the Terran’s id chip and finds out his name is Tankredo Pederson and that Pederson is a member of the Encyclopedia Galactica Foundation.

A federal vehicle arrives with Chabuli constables and a human lawman and we are all questioned about the event that happened given our statements and told not to leave town for a few days until all stories are checked out.  Paulo is itching to drum up some business and Dr. Janssen says that we might head on over to the EGF building and inform them that Tankredo Pederson is a victim of a mugging gone bad and that also there might be a business opportunity as well.

From this point on the bulk of the adventure was uncovering what truly happened. And I don’t want to spoil the rest of the adventure for you since it’s a introductory adventure for A Thousand Sounds and someone might want to play it but just a big ol investigation which leads from one clue to another clue to unravel what is truly going on here.  So there is spoilers after the cut.

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Crashed & Burned

Well, last night’s session of Atomic Highway crashed and burned. I should of figured the Easter Weekend would have thrown a monkey wrench into game night.  So, I ventured forth to Roll20 and work on an adventure there and ended up running a Tunnels & Trolls one shot which I will blog in full detail later.

The Sky Goes Clank (Session 1)

A 2nd Edition Gamma World Tale
Cast of Characters:
Wyke, Pure Strain Human (Chris)
Abrum, Pure Strain Human (Wendel)
Voxx Ulla, Pure Strain Human (NPC)

“Peoples of the world – you appear bent upon the destruction of a civilization that has taken centuries to build, and the extinction of life on earth

If that Is your will … so be it!

We, The Apocalypse, demand an immediate cessation of this insane violence, or we will end it for you … with a force you cannot conceive.

We have the power!

The choice is yours!”

And then the world went dark. The Apocalypse came and sent mankind on the verge of extinction, the earth twitched and buckled reshaping the world, lakes changed, canyons ripped about the land and mountains were formed once again.

It is the year 2471 AD.

Our adventure begins in the settlement of Kandor Kull, where Wyke, Abrum and Voxx reside… growing up in a Tech II level community built up on the ashes of an old college.  It has a population of 900 but during the winter the population swells to 1500+ as farmsteads families move in for the duration of the Big Cold.

Kandor Kull’s population is roughly made up of 55% Pure Strain Humans, 30% Humanoids, and 15% Mutated Animals. It is named Kandor Kull since it was the name of the ancient ruins that are there.  The town is located along the shores of Nor’Bay, which is part of Lake Yuron. There are ruins of the ancient located just below the waters of Nor’Bay near the town.

Kandor Kull is ruled by a “Dean” and a council of six “Instructors”. It is they who look after the well being of the town and to send out scouts to the surrounding area to see what stuff they can bring back.  After a very long and hard winter, supplies took a heavy hit due to Mother Nature in all her wrath; two storage buildings were destroyed in a fire, and also a surprise bandit raid during the winter (which is the first time this happened in years).

This year means Kandor Kull has to rely heavily on the surrounding farmsteads to stock up just encase next winter is cruel and harsh as well.  It is a beautiful late spring day when Wyke, Abrum, and Voxx have been summoned to Kandor Hull to meet with the Council.

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Kandor Hull is located next ruins of the U-knee-versy and Kampis and is the only original building left standing from the ancients due to the structure being sound and solid. This is where the Dean and Council live and also conduct daily business dealings of Kandor.

Dean Hew (PSH) is a man in his late 50’s and have been in charge now for the past decade. His guidance lead Kandor Kull into a new age of growth. As well as Councillors; Lamana (Mutated Animal), Urban Hoc (Humanoid), Nease Winno (PSH), Derrin Howser (PSH), Heeble Tick (Humanoid) and Milli Moonlite (PSH) sit in high back chairs on a raised dais as townfolk sit on seats along either side of the wall.

Dean Hew greets each of our heroes by name and thanks them for attending.  He then informs the audience of the incidents of the past winter and what had happened and that when the snow had finally melted several of the farmstead families went back to their farms to prepare for the fall harvest. It is these good people that make Kandor Kull thrive during the cold wintry nights and without their help Kandor Kull wouldn’t be as prosperous as it now is.

Dean Hew calls forth a young lad from such a farmstead, his name is Hank, he has come from a farmstead just 30km from town along the North Road. Hank tells that his family had arrived home once the road was good to travel and begun tilling the earth and fattening up the livestock until the next winterspell.   His father and oldest brother, as well as a neighbor, were digging a new well when the ground gave way as they were digging and revealed a chamber. The eldest brother and neighbor decided to explore the chamber while the father went topside to gather some torches and weapons in case they are needed.

When he emerged from the well, he could hear someone yelling from below and he went back down leaving Hank, his mother and youngest sibling behind. The father disappeared into the well and never returned. Hank’s mother decided to send Hank to Kandor Kull for assistance and their you have it.

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Wyke, Abrum, and Voxx all decide to go and help Hank’s family.  The Dean and Council are thankful and they proceed to leave right away.  But, before they do the Council gives each of them three days of ration, as well as 4 torches, and 1 50 foot silk rope to assist them.  And on that note our heroes are on their way. As they walk the streets of Kandor Kull they are being followed by a group of children who will cheer them on, they will escort our heroes to the edge of down and wave to them as they walk down the See Deer Road.

Wyke is leading the way, Abrum up close behind him and Voxx trailing behind and taking up the rear guard.  They travel for a few kilometers when Wyke hears something from the woods.  He singles the other to take cover and when they do, a group of Badders (Mutated Badgers) emerge from the thick underbrush and onto the old road. Our heroes hold up and watch the Badders continue down the road, stop at a few rusted out relics along the road and one of the Badders decides to investigate the wrecks while the others continue on.

Our heroes creep up along the brush and watch as the Badder reaches into one the vehicles and pulls out a long slender rod and hold it up to the sunlight. It seems to be metal and shines in the light, it looks like it has some dials on it as well. The Badder realizes his group has continued on down the road will alert them to his discovery. He trots towards them with his discovery. Wyke, Abrum, and Voxx move along the brush and then Abrum is attracted to a deliciously aroma. It smells like freshly baked apples in a pie. His mind suddenly has an image of an apple pie and now he’s hungry and goes to investigate. He breaks cover and just walks across the road toward to river. Wyke keeps an eye on the Badders to see if they notice Abrum but they seem to be focused on the silver rod. Voxx tries to stop Abrum but he shrugs her off and wanders to the river.

Just off the shore there are lily pads floating and Abrum steps on one and that’s when the lily-pad snaps shut. Abrum is now clamped in the jaws of a Ber Lep. The creature secrets an acid which burns Abrum as well. Wyke and Voxx come to assist Abrum, trying to pry open the jaws of the one beast and keeping an eye of the other lily-pads that seem to be floating closer and closer to our heroes.  In a desperate attempt to get away Abrum accidentally stabs himself causing more damage to his leg.

Voxx keeps an eye on the toher Ber Leps  and Wyke helps Abrum escape from the grip of the Ber Lep. The creature is finally dealt with and both Wyke and Abrum get to the show and rest. Voxx tends to Abrum’s wounds.

By the time they get to the old road the Badders are long gone, much to the relief of our heroes. So, they investigate the wreck were the Badder found the silver road. Wyke finds several silver discs in a case, as well as a pendant (which are dog tags).

 

Wyke divides up these discs among them and they continue down the road where they find a pristine looking vehicle. Mainly glass and metal and with an skeletal occupant inside dressed in a weird tunic. They try opening the door but to no avail, they try to pry but that doesn’t seem to do anything at all. In fact, this thing doesn’t looked scratched up as well.

Other than the occupant of the strange craft they see a case in the backseat, a square card device that is inserted in the dash of it. Abrum decides to break one of the silver disc and insert it in the slot near the door handle. There is some sort of “voice” and then a series of chirps. Which scares the hell of everyone and they begin to flee. Wyke runs to the water, while Abrum and Voxx flee to the other old relics down the road for cover.

Around the strange craft an arc of electricity happens which goes out in a 1 meter then stops. Our heroes return to the craft, and Wyke hears something in the water. A huge splashing sound and they see a huge beast in the review that apparently has a Ber Lep in it’s mouth.  They watch the huge beast slip under the surface and disappear into the murky waters, and glad that it didn’t come towards them.

The vehicle seems to be hovering off the ground now, Abrum figuring that the device, even though is not unlocked but have been activated. They find that it is easy to push as well, since it’s hovering a foot off the ground. Our heroes decide to push the vehicle and use it for a shield if they happen to stumble upon the Badders once again.

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They arrive at the farmstead late in the day, having pushed the craft with them and that’s when they spot splatters of blood on the ground that is next to the hole in the ground. There is no sign of anyone else around. Abrum says that maybe they should push the craft over the hole for now and then check the farmhouse to see if everyone is alright. Wyke doesn’t have a good feeling about the whole situation at all, but he knows that something is amiss.

Wyke with musket ready goes up to the door of the farmhouse, Abrum readies his bow while Voxx is looking around the grounds to see if she can see anyone about. Wyke knocks on the door and it swings open. Inside are two Dabbers… there are specks of blood on the floor and walls and they are caught off guard.  Abrum thinks that these could be the Badders that were on the road earlier.

Our heroes spring into action as well.  It’s a brutal fight but the Badders are dealt with and with little damage to our heroes. They look around the farmhouse and find no one else, Abrum checks to see if there is a trap door under a rug. Wyke looks outside and sees the body of Badder out back. The Badder has half his head blown off.

Abrum and Wyke will investigate and Voxx stays close to the craft. They find that the Badder has been shot and they also discover the doors to a root cellar. They go to the door and stand to either side of it and open it. Wyke calling down to see if anyone is there… and sure enough it’s the farmer’s wife and young son.

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She is armed with a musket and she wants to see a face before she emerges from the cellar. Wyke peers over and she lowers the weapon and emerges. She thanks them for coming and dealing with the Badders as well.

Abrum asks if they saw the Badders with a strange rod. She tells them that she saw them over the “well” and one of them dropped it in. Our heroes decide to clean up the farmstead, drag the Badders body off into the woods and then rest up and tend to their wounds before they go down the 10 meter well. But, before they completely rest, Wyke wants to be lowered down the well so he can retrieve the rod. Abrum has 15 meter rope and the farmer’s wife says there is rope as well they can use. Voxx and Abrum lower Wyke down and it opens up into a cavern with what looks like to be rails on the ground, with torch in hand Wyke cannot see the silver rod on the ground.  He signals for the other to pull him back up, since it’s no use to do a ground search just yet.

He emerges from the well and tells them the rod is not that, but there is a passage. Our heroes decide to rest up before they go into the well. The farmer’s wife prepares a feast for them and rolls out some cots for them to rest as well. Abrum and Wyke decide it would be best to do so in a day or so, they push the craft over the well and hope that nothing comes out at night.

Just to be on the safe side they set up watch.

.. to be continued…

Everway: Myserran Sphere/Realm

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Myserran for Everway Visionary Role Playing Game

Everway is one of those games that I really wanted to play and never got a chance to run. I even had created a Sphere for the players to explore, but I never did got to execute due to it being a “diceless” role playing game since a couple of players weren’t really into at the time. From time to time I’d dust Everway off the shelf and give it a read through and what not, add an idea to a realm and then put it back on the shelf.

The concept of Everway is that characters have a power of spherewalking, they travel between worlds which are known as “spheres”. Everway is a city in a world that has portals to anywhere and everywhere, and is the base of operations of our heroes. They travel to other realms to explore, to discover, to find ancient relics, to solve conflicts due to interpretation of cards overturned on the table. Hence the Visionary role playing game title.

I had made up called Myserran which was sort of a inspired by The Belgariad and Redwall, as well as the Three Musketeers. It’s a realm where our heroes explore a world of anthropomorphic mice and men and get caught up in a huge war.  I had envisioned a 17th century earth motif of swords and muskets and steam-powered ships and trains about the country side. Our heroes would arrive at a small town north of the Missia Sea and become embroiled in a conflict between a group of rogue like men who where attacking a group of aristocratic looking mice traveling with a human troubadour.

Depending on the players action and the events unfold would draw them deeper into the realm. Maybe, one of these days I’ll get to run a session or two to see how it goes and how the game mechanics actually work with players as well.

Game On

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Tonight was game night. Tonight we played Colonial Gothic. And Tonight it was awesome! Using the introduction adventure in the Colonial Gothic Gazetteer our heroes are drafted into the revolution and hand picked to  go on a special mission for General Ward. I will go into more detail about in a bit but for now it was good to get back to rolling dice and kicking butt.

Though, on a rather sad note a player has informed us that she will be leaving the game group due to her husband has been promoted at work and that means they will be relocating elsewhere in the country. I’m happy for them, but sad that I will be losing a player at the table. But, as they say in the movies “such is life”.

The Engraved Face (Episode 3)

A Dungeons & Dragons 5e Tale of Intrigue Inspired by the 5e Starter Set

Cast of Characters:
Jem Harper, a human barbarian (Nevion)
Ander Heldar, a human diviner (Chance)
Rolen Holiman, a wood elf ranger (Darryl)
Knottsure Yett, a dragonborn fighter (Nathan) away

*GM this is the first time that I used a huge sheet of graph paper and tokens for a game. Thought, I try something new.

After a rest and licking their wounds Jem, Rolen, and Knottsure decide on what to do next. Whether to proceed in the cave or just take a stand outside and  just let them come out and have them bottle necked at the entrance way. Knottsure wants to scout around some first to see if he can find another way but he doesn’t find anything.

Jem spots movement through the woods and our heroes prepare for battle only to discover that it’s Anders who has caught up with them. Other than the rumours that they have picked up he did a little research at the temple and found nothing new. With Anders back they decide to go into the goblin cave and do a clean sweep and maybe, just maybe, clean the area of goblins once and for all. Kottsure says he will watch the entrance way nottsure is dragging the bodies of the goblins and worgs off into the woods so that it doesn’t attract predators to the opening.

Rolen leads the way into the cavern.

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Avon calling!

Where he he discovered two pit traps and marks one and prepares to mark the other when a huge freakin’ ogre comes lumbering out the hall. Jem and Ander come charging in and Rolen doesn’t warn Jem of the pit trap he had marked and she falls into it. Ander stops in time and both him and Rolen face off the ogre.

Ander lowers his staff into the pit to let Jem have a good hand hold and she climbs out.

Just as a goblin is trying to join in on the fray. With the fight in the passage being narrow it makes for a hard combat for the group. Jem goes into rage mode and charges at the Ogre to engage giving as good as she gets. Before she is knocked into the other pit trap, Rolen tries to grab her before she falls but he too is dragged down into the pit. Jem doesn an acrobatic move to use Rolen as a soft target to cushion the blow as they land at the bottom of the pit. With Rolen taken the full brunt of the impact.

Jem still raging jumps up and swings at the Ogre and does severe damage to him, as Ander swoops in for the kill to take the brute down. Jem and Rolen get out of the pit and after a quick heal they proceed onwards. And into a goblin guard room where a few goblins are prepared for combat. And when they didn’t think things could get any worse, a goblin from another area had released two worgs that go charging through.

The goblin shaman tries to get a surprise attack but fails and ends up paying dearly for that mistake. Which our heroes go down a passage into his den where they find a statue that seems to be of importance and could be worth gold if they take it back with them. Our heroes roll it up in a cloth and bring it back to the guard room. That’s when they encounter some Orcs.

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Game Night

Two orc mercenaries that have been alerted due to the huge combat that come in and investigate the area. Rolen is firing from distance and using a “horde attack” which seems to clip two or more in combat. Jem is raging hard and running around like a banshee while Ander strolls about Ray of Frosting critters and beasts left and right.

They proceed to where the Worgs charged from and find the the den and cages they were kept in and there they discover to worg pups. Rolen suggest they kill the pups, Anders argue not to since they are just pups, Rolen argues that they are creatures of habit and cannot be trained. Jem agrees and they proceed to put the pups down while Ander who wants no part of this walks off to another chamber.

Ander walks into a huge chamber where straw mats on the floor and a chamber pot in the corner. It’s where the ogre was staying and to his dismay it appears that there may be another one. And he was right!  The ogre attacks and hits Ander hard but he stands there and takes the attack and doesn’t budge one inch. Which shocked the Ogre… and that’s when Rolen and Jem enter the chamber and Jem jumps into the foray while Rolen stands back and peppers the big brute with arrows.

Ander is seriously hurt and have been standing in combat with only 1 hit point left and he was bound and determined to go down fighting. But, he never did get hit afterwards much to his relief. The ogre is dealt with and as our heroes a catching their breath (and chugging down a couple of potions) a giant rat leaps out from a nest but is put down as quickly as possible.

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Goblin warren o’ doom!

The trio goes into a side chamber and discover two orcs in a bunk room still sleeping, and they find it hard to believe that they would sleep through the Ogre’s death roar, but Jem discovers as she walked into the room that a silence spell is in the room.

Why is there a silence spell in the orc bunk room? But, it’s to our heroes advantage and the orcs are dealt with in a quick fashion and our heroes decide to take a short rest here before they go on.

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