Categories
Game Group Games Roleplaying

Fallout: Armadillo

McQuade – Paul, ghoul; a Texas ranger from before the war.
Chase Harley – tough ex raider
Jericho Fatboy – a blacksmith’s apprentice yearning for adventure


Isaac (Iron) – town deputy.
Martha – town teacher.
Hank – town blacksmith.
Evelyn – town Mayor.
Jesee – local farmer and ghoul; + Theresa (also ghoul). Raises Brahman & Veggies…

Dead brahmin has a bell; it’s Jill.

“She’s a traitor” is the only clue from Jesee.

(Session 2)

Chase eats a bad pie, and is feeling bad as we head back.

Brahmin doesn’t look healthy; it’s pregnant and giving birth! After a bad start, it gives birth to a very strange single headed calf.

On the road in the rain, ambushed by a pipboy wearing ghoul; it also carried a hunting magazine.

Mayor: Ask quietly if they’ve seen anything abnormal.

There’s a piano and a mouthharp.

Chase turns in early; JJ dances with a ghoul girl, Jericho wins 30 caps on ring toss.

JJ spots a robed person lurking around the edges; he signals Jericho and sets off at a run. Jericho runs after, but trips in the ring toss game.

JJ continues on into the church, while Chase comes down to investigate the commotion where Chase was sprawled in the game. Hank sneers about Jericho’s habitual clumbsiness…

As they exit the game, the robed figure in the church says “I’ve been expecting you” to JJ. Two sidekicks step out of the shadows and grab for him…

The robed figure who addressed JJ draws a machete, but fails to connect. JJ draws his gun, and shoots the machete weilding foe. Chase and Jericho come running.

… JJ blows off one guy’s arm, then the second guy gets a bat to the arm. Jericho shoots the third in the head and he drops.

“We are the followers of the Holy Way” says the dying robed thug who dropped the dud Nuka Grenade.

The robed figure that was hit in the arm runs and leaps through the window. JJ runs after him and shoots him in the head before he gets clear.

Chase breaks the leader’s guy’s ribs; he shakes free then goes down to a hard hit.

The whole town is running up to investigate the shots…

Categories
FATE Games Game Group Roleplaying

Diaspora Cluster

This cluster was generated at the Crazy Squirrel RPG Meetup in October 2010. Will, Brian, Bryan, and Scott participated, each creating two planets.

I didn’t drag home many notes, so this is incomplete. If you have additional information, particularly for the two worlds you created, please expand on them in the linked pages. (In fact, Sojurn and Xori are hazy recollections of the actual names–if I blew it, let’s fix them!)

Cluster Overview:

The cluster is in a 1950s style cold war, divided between the two slipstream faring powers, Creche and Wheeler.

Creche is the home of organized humanity, at least in this push since the last collapse; its corporate structure and viewpoint is stamped on all of space faring culture. The generally low tech levels in the cluster suggest that Creche and Wheeler attempt to retain their technological supremacy, and collude to keep technology out of the hands the other worlds. (This may be because of Wheeler’s successful breakaway/independence; they want no significant rivals.)

Access to anti-aging drugs on Xori is a major source of rivalry and competition between corporations, both on Creche and between Wheeler and Creche.

Worlds of the Cluster: Austeria, Boulders, Creche, Desolation, Pilgrim’s Rest, Sojurn, Wheeler, and Xori

An article about the session is here: http://www.gnomestew.com/specific-rpgs/diaspora-cluster-generation-in-action

Austeria

(T1,E2,R-1). Slipstreams to: Boulders and Creche
– Playground of the rich and famous

– Large Ag plantations

Boulders

(T-1,E-3,R2) Slipsteam links to: Austeria and Creche
– Life is hard and short; most who come here want to leave.
– Mining colonies are scattered across the system-wide asteroid fields.
– Many miners are prisoners from Creche, sentenced to hard labor.

The penal asteroids have a docking platform that ties into the original starting point of the mining operation. The first stage of building a penal mining facility is to create the tunnels and chambers that will make up the actual prison facility. This will contain administration, operations, and security. The chief administrator/warden is directly over the operations chief and security chief, who act as assistant wardens over those areas. Penal mines are placed only on the largest asteroids due to the stability and space required for such prisons. Mines that are played out can still be used as maximum security facilities or turned over to corporate council for a multitude of other purposes. It is rare for corporate to waste the facility once it has been established. All prisoners from Creche are implanted with a tracking/explosive device at the base of the neck. Once the prisoner reaches their assigned asteroid, the explosive device is activated. There is a grid of transmitters and relays across the prison facility. If a prisoner travels beyond 4 km from the grid, the explosive device will detonate and kill the prisoner. The devices can also be triggered by a Warden using a special code, but there must be exigent circumstances and the specifically input concurrence of the operations and security chief for summary execution to be carried out. These explosive charges are removed upon completion of sentence or parole. The tracking device remains during the parole period, after which it too is removed unless parole has been violated.

Creche

(T2,E-1,R-1) Slipsteam links to: Austeria, Boulders, Desolation, Pilgrim’s Rest, and Sojurn

– Corporate bureaucracy stifles everything.
– Struggling to maintain its colonial empire.
– The world is like a downtown; the place you go to work and make money, but not where you want to raise kids or retire.

Desolation

(T0,E-1,R-2) Slipsteam links to: Creche, Pilgrim’s Rest, and Wheeler
– The desert makes them strong
– They fight to earn what they lack
– The contract is king

Pilgrim’s Rest

(T-1,E1,R0) Slipsteam links to: Creche, Desolation, Sojurn
– The “quaint” first colony–nothing goes on here.
– Those with skills or ambition are drawn to Creche

Sojurn

(T-1,E3,R1) Slipstream links to: Creche, Pilgrim’s Rest, Wheeler, and Xori
– One gas giant is orbited by several lush moons
– It’s a balkanized neutral zone, with the moons divided between various corporations (including Wheeling)
– Temp World: Employees are only permitted to serve for four years before they’re shipped out
– It’s the gateway to Xori

Wheeler

(T2,E2,R3) Slipstream links to: Desolation and Sojurn
– Wheeler II is lush, ripe for exploitation; with factories concentrated in domed outposts on Wheeler I and III.
– “We’re close knit, cunning rebels, resisting Creche’s tyranny”
– Striving members of the Corporate Council

Wheeler is a large lush system with several worlds, dominated by the Wheeler Corp “family council”.  The system was discovered by Wheeler Corp after a “mis-jump” from Desolation . It has been quietly developed by Wheeler over almost a century since its discovery; a limited population and insular culture remain among the remaining challenges.

Despite abundant resources and habitable space on both Wheeler II (a beautiful shirtsleeve world) and Wheeler III (a world of domed encampments, to retain warmth and oxygen in human compatible concentrations), Wheeler Corp restricts immigration to limit subversion by the other corporations of Creche.

In style, Wheeler’s relation to Creche is something like the relations between Britain and the US throughout the 19th century, and limited proxy wars/scuffles with Creche’s corporations. In general, Wheeler Corp is larger than any of the individual Creche Corporations, but is dwarfed by the human resources the Creche Council can command as a whole.

Xori

(T-3,E-1,R1) Slipsteam link to: Sojurn
– We drive out men into the forest; only the strongest return
– Only the priestesses know how to refine the anti-aging drug
– The spice must flow
– It’s a matriarchy, led by ancient but physically youthful women, who practice the old ways.

Categories
DnD Game Group Roleplaying

Empire of Iron – Backdrop

Ancient History was created collaboratively, by the whole group via a Dawn of World game. (Alas, notes never typed up and lost to history.)

Recent History

Almost 150 years have passed since the end of the Second Age.

The dwarves of the Axe Reft Mountains emerged from their deep excavations with riches and madness.  They soon pushed east, pitting their iron forged axes against the peaceful gnomish settlements to their east.  Their advanced armors and sophisticated weaponry (for many years they were the only race to manufacture crossbows) forced the gnomes down the slopes of the mountain.  Soon the gnomish settlements hid around the foothills clustered behind the Flame Peaks and thick forests clustered around the southern bay. Rumor has it that the draconians (1, 2) suffered devastation in their homeland.  Magical experiments in the dead zone (or magic used in their war against their neighbors, the Giants) took on a life of its own.  Legend says the zone ripped, or that the planar rift the Tower of Clouds was built upon gave way.  All that is known is that many strange and twisted beasts are rumored to crawl forth from the foundations of the Cloud Tower… and the tower’s foundations run deep below the mountains. Legend says that it was in these days that nearby Draconians warped from the form most of us are familiar with (the Baaz) into new and strange forms. While the Draconians of Point Draco in the west (and, it is rumored, the Draconian Fort in the east) remained steadfast, the draconians of the dead zone were pushed from their mountain peaks. They scattered, largely to the south, into the great deserts of the midlands. Many, however, unified under a commander Skúli, who led them to the west. It is unknown how much was planned in advance; today too much of history and rumor are mixed. What is known is that 68 years ago, Commander Skúli led his draconians from the east, while the dwarven forces marched from the south. Petty dukes were turned against each other (they now claim by dark magic, rather than avarice) and client states knelt to the dwarven lords. Seven years of bloody battles were fought across the great farmlands and among the villages and keeps of the humans.  Draconian martial might and dark dwarven magics broke the resisting human towers and summoned the fallen to slay the few besieged defenders. For the last forty years, the great farmlands of northern have strained under the dwarven overlords and their draconian enforcers.

Quick Timeline: (years ago)

-130? Axe Reft Mountain dwarves begin calling upon evil for wealth and power

-110 Axe Reft Dwarves march on their south eastern neighbors, the gnomes, scattering them.  They use the dead to augment their forces.

-68 Dwarves and Draconians begin conquest of human lands to the north

-61 Dwarven victory essentially complete; they colonize the peaks to the north of the valley

-50s Dwarves build tribute roads across the human lands (and to their north colony), draconians enforce the occupation

– 44 Dwarves and Draconians march on the Silver Elves; their fierce assault and dark magics pierce the wall.

– 44 Human and Silver Elf bandits and gureillas of the rocky highlands hit dwarven supply trains, blunting the offensive

– 43 Bloody battles between the incredibly magically skilled Silver Elves against the the invaders utilize the most powerful known magic to date.  At terrible cost, the dwarves and draconians are pushed back

– 42 to 38 Battles fought to stalemate, dwarves unable to breach the wall again

-38 to -25 The forces thrown against the enemies of the dwarves shift, with more and more of the forces being composed of Clay Dwarves

Cultures and Countries

Gnomes, including the City of Felixis (the settlement where the game started)

Silverene [Elemental Elves]

Treelore and Vartains [Wood Elves of the forest and splinter group along the river]

Bosco [Humans of the Bosco plain]

Lost Ones [Humans from Sands of the Lost]

Kingdom of Arches [Cliff dwelling humans]

Axe Reft Dwarves

Draconians [Mercenary/Draconia] (1, 2)

Draconians [Fort Draconia and Port Draco]

Northern Dwarves

Languages of the West

Trade/Common– Enough language to barter with gestures or ask for milk, not enough to carry out complex discussions.  Works with essentially everyone, save wild beasts.

Gnomish– The traditional language of the gnomish people.

Silverene — The language of the Silver Elves of the western peninsula; rarely spoken beyond the borders of their homeland.

Elvish– The language of Treelore and Vartain. Rare to hear in the west.

Bosco– The language of the humans of the Bosco plains. Draconian bits of language keep getting mixed in.  Bosco has several regional variations for each of the city-states and petty principalities.

Archan– The language of the humans of the east, both the Sands of the Lost and the Kingdom of Arches.

Axian– The common language of the Dwarven Axe Haft empire, traditional language of the Stone Dwarves

Low Axian– The limited language/gruntspeak of the clay dwarves. Strong regional differences.

Deep Axian– The secret language of the dwarf king’s court; related to Infernal

Draconic– Language of the Draconians; rumored to be related to the language of Cloud Tower.

Giantish– Language of Giants and their subjects, poorly spoken by many trolls and ogres.

Common Names

Dwarves of the Dwarfcrown Mountains: Viking/Norse inspired (Males, Females)

Dwarves of the Icy North: (either Scottish or Norwegian, undetermined)

Humans (north of the Dwarf Crown Mountains, Milanose): Italian

Humans (Kingdom of Arches, east of the Red Desert): Byzantine

Humans (southwest of the Red Desert): Greek

Draconians (when they’ll talk to you): Draconic names

Gnomes: Arthurian (Welshlike)

Elves, Silver (Silverene, Elemental/Moon): Catalan

Elves, Bronze (Treelore, Wood/traditional): Celtic

Other Name Generators

Rumors Of Iron

Recent Rumors:

The Silver Elves have launched a successful assault from their enchanted walls.  Their combat magic proves deadly.

The silver elf assault wouldn’t have been half as successful if their agents hadn’t coordinated a “mindful fist” uprising at the same time.

The dwarven army fell apart when they were confronted with power mages.

There weren’t enough stone dwarves to stiffen the mostly clay dwarf army against the terrifying magical assault.

Axe Reft Dwarf Rumors:

Dwarven women can only produce a few Dwarves of Stone over their lifetime. After the stone in their blood is used up, their remaining children will be Clay Dwarves

Dwarven women are frequently found fightering alongside their men, because any woman who stays at home has to bear more dwarves for the army.

The dwarven hordes are so vast that the breadbasket of Boscoan Plains are exhausted supplying the dwarves, leaving little for the farmers.

Fiendish blood (and even half fiends) are common in the dwarf armies

The dwarves of the king’s clan have embraced the darkness and drawn upon madness

The dwarves have many warlocks in their ranks; their dark spears have been seen on many battlefields

Many clans serve out of fear and wish to choose a new king

Dwarves use demon allies in battle; some still roam the northlands

In the depths of the King’s complex is a portal to a plane of riches, the source of his people’s unending wealth

The Dwarves are preparing to mount an expedition to the Lost City, Sands of the Lost, to steal a mythical shield and adapt it to defend them against the Dead Zone (around the old Cloud Tower). — Jennifer

Clay Dwarves are treated like trash and kept apart from Stone Dwarves

Clay Dwarves are cowardly and will break and run if they aren’t led by Stone Dwarves

There are more Clay Dwarves than Stone Dwarves, and they continue to breed at an outrageous pace.

Stone Dwarves have difficulty telling the difference between Gnomes and Clay Dwarves, though Clay Dwarves are much harder to fool.

Other Rumors:

The Silver Elves invented “mindful fist” fighting (the monk class) as a complement (or side effect) of their magical studies

Silver Elves wander the conquered human lands, teaching humans “mindful fist” in secret to avoid the weaponry laws

Bronze Elves are rumored to have a tradition of Sword and Spell fighting (duskblades)

Ymsaril the 8th, leader of the true weres, lies on her deathbed. Her people seek out priests and mages to preserve her life.

The Merpeople are grumbling against the Goblin Pirates because they’re soiling the sea; suspiciously, the pirates have lost a few ships in the reefs recently. — Jennifer

Idea Prompts:

Kev, any rumors about the Draconians? Are they all cute and cuddly, or just the ones working for the dwarves? How about Draconia, the city they founded near the Mage Tower? What about the culture of the conquered humans from Lazor’s homeland?

Josh, anything the gnomes are particularly known for? They’ve been fighting the dwarves the longest… and their old kingdom is now a part of dwarven lands. Do any gnomes still remember the secret ways? Are the gnomes comitted to reconquering their homeland, or would they be content in their new land if the dwarves would stop fighting them? Are there factions or leaders among the gnomes?

Ben, anything about the culture of Silverene? Or Golden Citadel and the Mage Tower in its center? Perhaps about the mages– do they rule the society or participate in any way? Or are they reclusive and not a part of the main culture? Do they allow any other races inside their kingdom behind the wall? Any ambassadors to the world?

Character Creation Resources

D&D links page: For generators, links to resource sites, etc.

Setup: The basic rules for the game (house rules and modifications)

Skill Packages: The skill packages rules for our campaign, inspired by Iron Heroes

Acrobatics: Balance and tumble
Animals: Handle Animal and Ride
Athletics: formerly Climb, Jump, and Swim
Craft: All secondary crafts can be attempted at -5
Deceit: Bluff and Sense Motive
Devices: Search (traps), Disable Device, and Open Locks
Diplomacy: Includes intimidate and gather information
Disguise: includes forgery
Heal
Knowledge (Arcana): includes decipher script, dangerous knowledge to have
Knowledge (Court): knowing who is in favor, who is related, proper titles, etc.
Knowledge (Religion): knowledge of the church’s past, the actual power holders, etc.
Magic: Concentration, Spellcraft, and Use Magic Device
Notice: Spot, Listen, and Search (areas)
Profession: Includes the related craft skill
Sleight of Hand: includes Escape Artist and Rope Use
Sneak: Hide and Move Silently
Strategy: includes Tactics; used in confrontations to fight as a larger force
Survival: includes Rope Use
Alt Class Resources: A compilation of alternate class features and other customization available to PCs

People Of Iron

NPCs of Note

Town of Felixis:

Mayor Selwin (gnome)

Captain Salito (human, Captain of the city watch)

Wizard Kadel (gnome), appears level 3 or so; can scribe scolls of Invisibility, Protection from Arrows, and Knock

Smith Linnet (gnome); fine crafter of exquisite weapons and armor; recent supplier of the PCs per Mayor Selwin’s decree

Enemies

Commander Odvast is supposed to be the Fox Clan troop leader for this attack.

Great Leaders of History

Olnan gave the gift of shapeshifting to the beasts.

Ymsaril of the Weres led her people east hundreds of years ago

Eryuaad led the Draconians in their first great voyage, the founding of Port Draco.

Galro led the lizard people to trade with Vartain

Compass led the Archen to found the Sands of the Lost

Ymsaril the 8th created the Order of Infinite Plains, who closed the great eastern plains off to all non-weres.

Deities of Iron

Compass is the god of exploration, favored by the Humans of the East [Arches]– particularly those of the lost city [Sands of the Lost].

Latherion God of Swift Healing Liberation. Domains Celerity, Healing, Liberation, Courage

Favored Weapon : A +4 True Bane, Flaming, Spiked Chain.

One of the youngest gods, Latherion was a Half celestial human when the first invasion by the dwarves began, he had made a home and family in one of the first villages that was destroyed by the invading army. He returned home from his journey just two days after the massacre.  Upon finding his friends and family destroyed or enslaved, he swore to liberate all that he could. Over the next six months he was reported appearing in many places just after they had been captured or even during the battles to capture them, each time swaying the battle and wrecking havoc among the dwarves and draconians. His mere presence would bring renewed strength to the defenders and reinvigorate them, allowing them to keep fighting, swinging the tide of battle in their favor. Latherion himself was a terror to the invading forces, moving so quickly across the battle field that he was mostly a blur, and when he went into a mass of troops they quickly dispersed, both from fear and from his whirlwind of swinging chains bashing them and sending them flying.

Six months after the war started Latherion disappeared.  Rumors abound of his ambush by a pack of demons and their warlock minions, but shortly thereafter his worship began (in secret) among humans enslaved by the dwarves, and his worshipers received blessings.

Frangles God of City, Commerce, Community

Favored Weapon: +3 Mancatcher of Paralyzing

“A dead enemy is one less customer” Always one to play the merchant, Frangles is brings capitalism to a whole new level, assuming different identities to sell the same products to both sides in a conflict is normal for his followers. There is nothing they won’t sell to the right buyer for the right price.

Gaea Goddess of Life, Nature, Animal, Passion

Favored Weapon: +3 Quarterstaff of Clouting

An Elven Goddess.  Her worshipers protect the forests and other homelands of natural animals from destruction and abuse.

Bier’s God of War and Retribution (more including the real name to come)

Categories
DnD Game Group Roleplaying

Empire Of Iron

Here’s the main page for the new campaign. From here, we’ll link off to characters, record world setting stuff, and all the rest.

History, Cultures, Rumors, Random, Character Rules, People, Deities.

The heroes

Lazon, an escaped human slave. He has taken up war, wielding the spiked chain as his instrument of vengeance.

Human Fighter 2, Swordsage 4. Lazon is an escaped human slave who suffered terribly at the hands of his Draconian master.  He has taken up the war, wielding the spiked chain as his instrument of vengence.

Oxido is one of the reclusive Silverene Elves, a wizard without a spellbook. Silver Elf Wizard, Level 6

Oxido is a member of the reclusive Silverene Elf race. He joined a secret society and trained in the Golden Citadel, learning the art of being a wizard without a spellbook.

Shifting Sands (Sandy) is a wanderer from the east, bringing her knowledge of nature and dwarven weaknesses to bear in the new war. Human Mystic Ranger 6

Shifting Sands is a wanderer from the east, bringing knowledge of nature and study dwarven weaknesses to bear against her foes.  Her homeland is lost to myth; even Sandy doesn’t remember all of the barriers and wilderness she traversed on her journey west.

William is a mighty cleric who shares his faith and healing with the companions. Fighter 1, Rogue 1, Cleric 4

William was a mighty human priest at the gnomish court. When the heroes came to town at the request of the king, William offered to aid them against the Ogre raiders. So far, he’s led them to many victories… and has found valuable companions.

Talisin is an elven rogue who hung out in Felixis for the last few years. He has taken up arms in defense of his adoptive city. Wood Elf Rouge 4 / Warblade 2

Talisin is an elven rogue who journeyed from his homeland to the east a few years ago. His first stop was with the Vartains along the river. After staying with his cousins for a little over a year and a half he realized that the cultural gap between them was much stronger than he was lead to believe by his forest dwelling brothers. Although he felt some racial kinship with the Vars their existance was too tame and compromising for him. Unable to return to the forest, he has since set up residence in Felixis, and seems to enjoy socializing with everyone. When the crisis struck, he took up arms in defense of his adoptive city.

Denia Fasilro is a gnome Beguiler, long a native of Felixis. Denia took up arms in defense of her city, but is now retired to her people’s court. Denia has taken up arms in defense of her city, joining with the elves and humans to investigate the fall of Gleyn.

Gawain, a human Cleric and member of a secret resistance society, who journeyed north with the PCs on their first raid.

What has passed

Session One:

In the kickoff session, an exhausted gnome warrior reached Felixis and warned them that an army had sacked the encampment town of Gleyn to the north. The PCs picked up weapons and started to the north, scouting to ensure that the dwarves weren’t also marching on Felixis.

The encountered a skirmish party of clay dwarves and slaughtered them while they concentrated on shackling Sandy. They released the homing pigeon to warn the town of their encounter. They also seized the skirmish group’s whistle and blew it, drawing in a second heavier group, led by a stone dwarf. The battle was brief and decisive; while a few of the PCs picked up wounds, the fallen were all dwarves.

They asked a captured enemy mage (or warlock) about the attack. While he tried to lie, persistence paid off and his earlier estimate of 10 legions was revealed to be an exaggeration. With the sun setting, they moved away from the battle site and setup a cold camp nearby.

After a quiet night, they set off towards Gleyn in the morning. After an hour they encountered a detachment of about 25 dwarves and 10 gnomes in shackles felling lumber and building a wall. They circled around the work camp and continued to the north. Soon they were nearing Gleyn, when they were ambushed by a small squad of clay dwarves. When the full size of the group was revealed, the dwarves fell back and called for reinforcements.

A pack of dogs closed from the east; the two riders were shot and fell off their mounts, while the pack closed and started tearing at the companions. Though they picked up a few dog bites, but they remained fully functional. Unfortunately, by the time they finished with the dogs, the dwarves were marching down from the north. Since there were 20 dwarves, they decided discretion was the better part of valor.

Attack Plan

he die roll came up a 2, meaning disaster for the Crierwy group.  Next session will start off with some of the consequences…

Below is what was written when the attack plan was written out:

Here’s how the attack is going to play out next session.

Before next session, on this page, you’ll iron out the “if everything goes right” plan for each of the three forces. We’ll play through with the PCs like normal until the day before the battle, when we’ll roll a d10. The d10 roll will correspond to how well the plan goes; 1 means the plans only go about 10% right, while 10 means things work out almost exactly (100%) per the plan. Intermediate numbers reflect intermediate amounts of chaos and plan disruption due to unforseeable events.

Odd numbers mean problems are with group 1 (the by sea group), while even numbers mean problems with the attack from Crierwy (group 2).

Below I’m sketching out the timelines for the three attack groups as I understand them. Modify the plans for everyone as much or as little as you like to reflect your discussion with the mayor and captain. Whatever version of the plan is on the wiki Friday will be what you agreed to during the breakfast meeting, and is what everyone is expecting the plan to be.

Group 1: By Sea

Day 1: After breakfast the group of about 50 troops (mostly gnomes saved from slavery and equipped with dwarven arms and armor) board the ships and sail north

By evening, the troops disembark on the beach and setup camp

Day 2: The troops march east along the previously cut road. About 5 miles from Gleyn, they will circle north and bed down for the night, preparing for the next morning. (This should be an easy march for them.)

Day 3: Rise before dawn, march the last few miles in from the north west and strike around dawn.

Battle Goal: Harass and distract. If the enemy are still in their tents, Group 1 will try and get whoever they can while they’re sleep, but if the dwarves are alert, they’ll just harass them with light crossbow fire and skirmisher duels.

Group 2: From Crierwy

Day 1: The troops marching on the road should reach Crierwy by nightfall. A small party of mounted troops from Felixis, including a messenger and the town warpriest, will try to reach Crierwy with the attack orders agreed on at breakfast in Felixis.

Day 2: All of the troops from Crierwy (the 25+ Crierwy homeguard, the 50 troops sent from Felixis on the day of the attack on Gleyn, and the 50 or so troops who will arrive at the end of day 1, total about 125) will rise late and march west along the Gleyn/Crierwy path. About an hour east of Gleyn near the road, they’ll set up camp and prepare for battle in the morning.

Day 3: They’ll rise early (before dawn) and march on Gleyn shortly after sunrise.

Battle Goal: Harass and distract. If the enemy are still in their tents, Group 2 will try and get whoever they can while they’re sleep, but if the dwarves are alert, they’ll just harass them with ranged weapon fire and skirmisher duels.

Group 3: The PCs and Felixis’s Rangers (about 10)

Day 1: Finish strategizing over breakfast. Finalize equiping themselves, load up the horses and ride north to near the 2 walled fort where the rangers stayed when you returned to Felixis.

Day 2: The rangers gather up and join with the PCs, get briefed on the plan for tomorrow. Advance at an easy walk to about an hour south of town, settle in for the night.

Day 3: Rise early and sneak in to Gleyn while the troops are away fighting groups 1 and 2.

Battle Goal: Kill the leaders, free any prisoners in town.

Contingencies to consider (brought up by the Captain, if you don’t bring them up first):

What if the dwarves don’t bite– they just let their skirmishers fight our gnome/allies skirmishers and don’t try to reinforce them with troops from town?

What if the dwarves have already marched before day 3?

If a group can’t do what they are supposed to because they’re out of position, the boats sink halfway, whatever, is there a way to let others know?

(Kevin) My thought is that group one should be a distraction, harrassing force, start with a 10 man(gnome) group going in, getting spotted (on purpose) and then running, drawing forces out into the rest of the mass to be ambushed and cut down….once that stops working they should just focus on pining down what forces they can with crossbow fire. I’d recomend that they all carry as many crossbow bolts as they can. Force 2 should have the strength to assault fairly straight forwardly, especially once group one has drawn some troops off.

Categories
Game Group Roleplaying

Shadow Running

Here are the runners:

  • A former swat team magician, Naylor Stewart, who has been enhanced a bit with cyberware and a few body modifications. Very good at melting brains and knocking people out…
  • Daniel Whittaker is a kid with a gift for healing. Cut off from the corp that trained him, he’s trying to get by on the streets. Shadow running may not have been the wisest career move…
  • Skip, a rigger who delicately maneuvers containers by day and runs the Shadows at night. A whiz with electronics, Skip has a slaved group of Vespas that move through the city at his whim…
  • Black Widow: A stealthy elven recon woman, with cyberware to enhance her naturally impressive infiltration abilities. She has a penchant for toxic venoms and other nasty surprises.

Old Character Background questions.

Dont forget to check the Scream Sheets

Naylor Stewart

Naylor is a former Lone Star swat mage. His “talents” manifested early but his family had little money or desire to send him through mage college. A recruiter for Lone Star approached him in his sophomore year of high school and indicated that he would be able to reach his full potential much faster if he dropped out and let the mages of the company tutor him. Being impulsive and impatient he was able to talk his parents into allowing him to sign up, but they insisted that he would only be allowed to participate in Lone Star’s delayed entry program. This allowed him to finish high school.

Most of his high school magic teachers felt that he was wasting his talents on Lone Star, and the other magic students in his classes began to shun him, especially those who had already received offers from MIT & M or other colleges of magic. He soon found himself in limbo; torn between wanting acceptance that he never received and wanting to become a ”real mage” as soon as possible. Graduation from high school held little of the nostalgia or longing to stay that most others seemed to feel and he was glad to pack his bags and report to Lone Star.

As with most employees of Lone Star, Naylor was pushed hard and fast to reach his potential with little regard to formal magic schooling. His creative side (as opposed to his analytical side) made him wish that he had more grasp of ”how and why” spells worked rather than just being aware that if he used the rote formula x=jr@nr2B and pushed his mind out through his eyes he could accomplish x. He was also aware that, like high school, no one in Lone Star really wanted anything to do with him outside of work. He watched his few friends drift away as it became apparent that his magical talents tended toward the most destructive kind.

Naylor’s soon realized that it wasn’t just friends who were becoming distant. He found that he and his parents and sister had less and less in common and that, by mutual agreement, his visits home grew further and further apart. It has now been four years since his last trip home and he can’t even remember the last time his parents wrote. Rather than upsetting him, Naylor almost feels the distance as a relief. He is sure that his family would be even more distressed if they knew the real Naylor.

About the only thing that kept Naylor sane during his Lone Star days was his natural talent toward psychology. Even with no formal schooling Naylor found that what few friends he did have gravitated to him when they had a personal problem they couldn’t work out. He was also able to figure out what was bothering them and guide them toward possible solutions. Fortunately he was able to analyse his own reactions and thoughts to his rather violent nature and occupation and come up with ways to cope with his talents and his isolation. As a mater of fact he realized that he could usually justify, to himself, using the most violent spells to geek someone. (or multiple someones)

In the end it wasn’t any feeling of guilt nor was it fright that he was becoming more enamored with the use of destructive magic that caused him to turn away from Lone Star. It was a belief that, if he could just learn the “hows and whys” of his spells, he could subtily tweek or twist them to become different spells that would be less predictable and therefore less “counterable”. The whys weren’t a part of Lone Star’s magic teaching so, with the help of a lonely med tech, he was able to retrieve his blood and DNA from the vaults and substitute samples from a runner that he had splattered. With that Naylor left a suicide note and disappeared into the shadows. In an unusual moment of weakness and gratitude(or perhaps humanity?) he left the med tech alive.

Seeking out a tutor, Naylor discovered Wolfgang, another reclusive mage, who had specialized in mutating spells, and paid him to give Naylor the ability to see how the spells were actually constructed. In time Wolfgang sucombed to one too many dangerous runs, but not before emparting to Naylor the ability to see the basic structure of order necessary to craft spells. As a tribute to Wolfgang, Naylor adopted the street name of Amadeus and paid a number of different plastic surgeons to subtily change his looks little by little over time, until his funds finally ran out. Now, rather than the 6 foot 150 pounder found on his lone Star ID, Naylor is three inches shorter and almost 35 pounds heavier. His hair is a lighter color and has receeded so that it belies his age of 29.

The only tendency that could possibly expose Naylor is his distinctive mode of dress which is subtilly elegant with a flair for the unusual.

When he is clubbing He wears deep purple leathers tucked inside his knee length boots, and is never seen without a colorful, monocromatic silk shirt. During the cool or rainy season in Seattle he throws on a leather jacket that matches his pants. Over that he wears an armored raincoat and prefers a leather berret to an umbrella.

Naylor is known around the Seattle club scene but his introverted nature, as opposed to his dress, has the female clubbers rather confused and curious. Although he can usually be found with a different woman (or even a couple of them)at his table on any given night he is rather obviously uninterested in them romantically. At least that is the story circulating around the womens’ loo. On the other hand he is obviously not gay either. There have been a few women who considered Naylor a challange and although he has invited some back to his flat and even used his insignificant healing knowledge to give them really relaxing massages (often sans clothes)little else seems to have taken place. Quite often they awake in his bed with their clothes neatly hung in his wardrobe, but when they look for him, Naylor is usually asleep on the sofa or fixing breakfast in the kitchenette.

Nowdays women who want to club, but want little else, gravitate to his table near the end of the evening just as those who are looking for a nightly “pick-me-up” drift away to the crowded bar near closing time.

It has also been noted around the different clubs that, although Naylor drinks, no one has ever really seen him drunk. Some wonder if he uses rytethenol to keep his digestive system from absorbing alcohol. If so, it is also obvious that he never uses his being sober to take advantage of anyone in slightly less alert condition.

Most of the men, and a decided number of the women, consider Naylor a knowledgeable, entertaining conversationalist but, if pressed to tell you about the man himself, would fumble around before admitting that they know almost nothing about him. Most agree that he seems to fill the nitch associated with a slightly protective older brother and the wounded puppies of society just naturally seem to gravitate to him. His gentleness is reassuring and his genuine interest in his companions makes people look as they enter, to see if he is “in residence” at his ”usual” table on any given evening. This knightly galantry and his outdated tradition of insisting that all women be treated as virtuous maidens until they prove themselves otherwise will probably be his downfall in the end.

Daniel Whittaker

Q&A:

All about SINs

While not as racy as it sounds, Daniel does have SIN troubles. On his official SIN, he’s dead. He doesn’t have a good replacement for it… which is why certified credsticks are really the only choice for him. Right now his landlord doesn’t ask too many questions… but Daniel’s very good about paying on time. And he doesn’t have much to keep in the apartment.

Basically, Daniel’s just getting back on his feet after imprisonment, and hasn’t worked out all the kinks of Shadowrunning yet. It’ll be interesting to see what life teaches him…

Any Family still alive? Mother,Father, brothers/sisters, wife/husband, kids?

Daniel’s family is still alive, though he hasn’t revealed himself to them since his apparent death. Once he was indentured, he didn’t have much time to see them– and since, he’s reluctant to reveal himself and get their hopes up… then die on a run. Better they continue to think he’s dead.

His parents, Anna Louise and Kim Whittaker, are both biomedical researchers for ??? corp. His father came from Japan to the US shortly before it broke up.

His sisters are Amaya and Hoshi, named after his father’s grandmothers. Amaya is five years older, Hoshi is two.

Any vices? Love to gamble, smoke, drink, wenching?

Daniel loves life, and still feels like he’s on borrowed time. He loves an adrenaline rush, and has brawled drunk a few times just outside of clubs.

Any extreme intolerances?

Daniel’s almost fanatically anti-gang, after his experiences with the Axes. Still, a gang usually has the numbers, which means Daniel’s revenge tends to be subtler– slashed tires, not gunfights.

Anything you WON’T do?

Murder and Assassination are wrong; while he never swore the Hippocratic Oath, Daniel’s not callous about death yet.

Anything you REALLY want/like to do?

Sucker punching an Axe is about the top of Daniel’s list. He’s still finding his feet as a runner– he’s hoping to become a better rounded runner, not just a narrowly trained medic.

What do you look like? Dayglow mohawk with florescent tattoos across the body? 🙂

If he’d been older before Night of Rage, his half-breed status would have been cause for comment, but half-Japanese is common enough. He has dark hair and eyes, tough clothes fit for the street, wears black and red when he can.

His voice has a distinctive wobble near the top of its range… which is bad when you’re yelling and people just laugh.

Any distinctive style? Calling card? Catchphrase? Bad body odor? etc…. 🙂

He’s never managed to quick making whispering in sing-song as he heals. He’s been told that his hands glow purple when the healing begins, but his eyes are usually closed as he reaches deep for concentration and power.

History

  • Daniel Whittaker grew up a child of corp parents
    • Anna Louise and Kim Whittaker, biotech researchers for ??? Corp
  • His talent for magic was discovered early, especially his innate connection to healing
    • For a referral bonus and “to see Danny meet his potential”, his parents indentured him to DocWagon at 14.
  • DocWagon invested resources in getting Danny’s skills polished. He moved quickly from beauty regiments to trauma care.
  • At 17, Danny was moved to a Crisis Response Team
    • He did well for 15 missions, earning a reward and “talent of the month” for the Puyallup Branch
    • At the same time, he was the boy toy of Felicia Wilkens, a co-worker. Which upset her husband. Greg, the husband, got rid of his rival…
  • On this 19th CRT run, his partner Phillipe Bosemann, shot him with a Narcojet on the way. After blacking out… Daniel awoke when they cut off his DocWagon bracelet with rusty shears.
  • Over the next year, Daniel learned a lot about life on the street
    • The gang that had “traded for him” was the Tacoma Axes
    • The briefcase they locked and soldered to his wrist was filled with C4.
    • When they start shooting, get behind something solid
    • And many other lessons of the street.
  • When he got spare time, he picked up the rudiments of electronics, hoping to negate their C4 threat
  • In a running gun battle, he and the gang’s leader got cut off from the retreating Axes.
    • The gang leader fell with many bullets in him. Daniel hid until the battle moved by, then took the detonator off the fallen corpse. After that, he managed to get the case cut off…
  • After a few tentative inquiries, it’s clear that he’s legally dead. Going back to DocWagon is theoretically possible, but would involve a lot of awkward questions. If they got tricky with their arguments, his indenture would stretch out for a very long time.
  • So he’s hiring out as a Shadow Runner “health specialist”. Or healing monkey, as his first team called him…

Essentially the same thing, in paragraph form

Daniel Whittaker’s talent for magic was discovered early. His parents indentured him to Doc Wagon at 16 for training and education. He was adept at picking up healing spells, though he never did manifest the talents of a true mage. After a couple of years of training, he was promoted to a fast response team, where his talents could really shine. His rapid rise, cockiness, and an affair prompted betrayal…

Daniel was on a response team, streaming in to save clients who were under fire in a gun battle. Or that was the claim… half way there, the partner he’d betrayed shot him with a Narcojet– lights out.

Daniel awoke to pain as they cut off his Doc Wagon bracelet at the wrist with a pair of rusty shears. The gang turned over a burned body to take Daniel’s place… and cuffed and soldered shut a briefcase filled with C4 to his wrist.

Over the next year Daniel learned a lot about life on the street, rapid response, and keeping his head when gunfire broke out. Eventually he won free of his captors… but found out that his legal death complicated returning to the fold. {Plus, the penalties for a year of non-service (skipping out) were severe.} On the advice of a former friend, he gave up his old life, and started hiring onto Shadow Running teams.

Scream Sheets

Monthly Headlines of Screaming Interest!

Lone Star is still looking for witnessess to the mugging of a Dwarf a couple weeks ago, normally not something to mention but a ‘friend of a friend’ tells me this guy has worked as a ‘Johnson’ for various meta-human rights groups. Anyone done any work for him lately to piss off anyone? If so watch out. (Attached is a pic of the Dwarf, severly beaten and not easy for even his mother to recognize)

The EPA is still screaming to every judge they think might listen trying to force New Dawn Environics to tell them how the bloody hell they can take the sludge into their plant that they do and turn it into such crystal clear H2O the way they do. So far without any luck, but i’ve heard they are looking for some shadow folk to do some digging as well, might be worth some cred if you know anything.

The Troll Killers basically are extinct now, after a major firefight and subsequent fire at their little ‘hide-out’ near the lake. Seems they pushed someones buttons the wrong way, wondering minds are asking, who and how?

Apparently a ‘El- train’ full of commuters got an interesting show as it went by that new ‘soup kitchen and homeless shelter’ that the United Path was supposed to be opening up. Apparently it was a Humanis front, seems someone played with some fun dayglo pink paints inside during the ceremony and sent most everyone running, lots covered in pink paint. Wish I’d been there to snap some pics, those pointy hats and robes probably looked a lot more fun in dayglo pink 🙂 Hmm, police report on that dwarf up above mentions traces of pink paint on his body…..

So, three of these are known to us:
a) The El-train saw the results of our pink stink planting
b) The troll killers was our doing
c) The dwarf hired us to plant the pink stink bombs

The New Dawn Environics so far is a blank to me. Anyone have an idea?

Character Background Questions

WEEK TWO:

Now, since you have had a bit of time to get a ‘feel’ for your chars, lets toss out a few more tidbits for you to think about:

Do you have a real SIN (System Identification Number)http://wiki.dumpshock.com/index.php/SIN

If yes, what is the name on it.

If no, do you have any fake SIN’s?

How many, and under what names? Keep in mind it does cost for each ID.

WEEK ONE:

A few things to think about in your backgrounds:

Any Family still alive? Mother,Father, brothers/sisters, wife/husband, kids?

Any vices? Love to gamble, smoke, drink, wenching?

Any extreme intolerances?

Anything you WONT do?

Anything you REALLY want/like to do?

What do you look like? Dayglow mohawk with florescent tattoos across the body? 🙂

Any distinctive style? Calling card? Catchphrase? Bad body odor? etc…. 🙂

Categories
DnD Game Group Roleplaying

Cormyr Game

Session Zero

  • We discussed the missions and objectives on offer
    • Politics: We’re done for the moment– Cormyr will have to suffer without our grand advice.
    • Back to the Black Cube dungeon– We’re not ready to enter Chaos…
    • Run and hide– not discussed, but should have been 😉
    • Continue delving for the secrets of Portals from the Portal War
  • We’re heading back to the dungeons below Pelor’s Abbey, returning to where we’d fled from last time– to find the documents on Portals and planes.
  • Much gearing up; a scroll of limited wish is our big “miscellaneous conditions” fix. Should be interesting…

Session One

  • We teleported back to the last room Kerith(Thats Erisorn!) clearly remembered… the room above the stair’s final descent to the great cavern where the battle went so poorly last time.
    • After much planning and buffing, an alarm spell (we think) alerted them two steps out of the room we’d teleported into. Our plan was slightly out of whack– we pushed forward.
    • Draifen and Kerith(Erisorn) unleashed flame on them before they could scatter, taking out a few and weakening others. Of course a few (with Red Dragon blood and rings of fire immunity) were unscathed.
  • Ludwig and Kogor closed, trying to disrupt their spell casters. That didn’t work very well…
  • Timestop!
    • After that moment, we started to mop up. As things turned our way, a Forcecage shackled Kerith(Erisorn) and Ludwig.
    • Thinking quickly, Kerith(Erisorn) got up an Antimagic screen, which disrupted the Force cage. Ludwig stepped out and finished off the Mage’s ally.
    • Meanwhile, Kogor pursued an archer firing from the rocky high ground.
    • Draifen did her best to interrupt the Mage with a Magic Missile… unfortunately, his skill showed through and he got his feeblemind off. Fortunately, Kerith’s(Erisorn’s) faith protected him…
    • While Kogor finished the archer, Draifen and Ludwig worked on the archmage.
    • Before we could rest, a strange and ghostly woman approached us, giving Kogor and Kerith(Erisorn) the stink eye.
    • When Kerith(Erisorn) approached, screen still up, the woman disappeared.
    • Kerith(Erisorn) dropped the screen, but she didn’t reappear.
  • Looted the bodies.
    • A secret door in the rockface stymied us for a while…
    • Til Draifen knocked, and the tunnel opened. It was narrow.
    • We went through, into a wide, tall hall, filled with doors. The doors have arcane sigils over them…
  • End Session. We leveled.

Session Two

  • We continued on into the complex.
  • The doors were labeled with flashing symbols. We eventually figured out that the symbols are destination announcements, flashing through many languages.
    • The six portals are: Water, Fire, Earth, Air, Law/Abyss, and Chaos/?
    • Beyond this corridor was the pool of portals to various cities in the realms
    • At the far end of the pool’s room were a pair of staircases
      • Kogor led sneakily, followed by his companions
    • We heard sounds from one staircase
      • Investigation reveals: 3 Thayan wizards and 4 Thayan knights. We arrive as a wizard is casting an open portal spell…
      • We let them go through without disturbing them, despite temptation.
  • Return to top of stairs & continue exploring. Come upon foyer w/ 4 doors.
    • Three sound unoccupied, while the fourth has female voices
    • Try to bluff our way in (Kogor posing as Red Wizard), but fail
    • Fight! They are (relatively young) Lich and the ghost-girl from last session.
      • Much firepower is dumped on them; the room’s firey, but the two are down and dead.
      • Investigation reveals their personal loot + concealed magical black pearl
      • Smash the pearl to release the corruption. Sadness for our casters, as it was a pearl of power (though corrupt).
      • Sounds from the hallway– soldiers?
    • We parlay; they aren’t buying our stories.
      • They cloudkill the corridor, Erisorn blade barriers along their hallway. Deadly.
      • Draifen follows up with a fireball, toasting those who lingered near the intersection
    • By the time we follow up, those who survived the magical attacks fled (via spells and the sunken chamber to Thay)
    • A Fire Giant emerges from the fire portal
      • We parley more successfully, and find out how to use the portals
      • We watch as he continues on to Hades, awaited by Hellhounds.
  • END SESSION

Session Three

  • We backtrack and explore other paths.
  • We come upon a spiral stair heading up and down
  • Down we go
    • The first floor down had a library, protected by a necromatic field
    • Field dispelled by Draifen
    • Just off this room is a teleportation chamber, to another plane. (Chaos we later find out.)
    • The scrolls and books are too fragile to move and touch, but seem to be portal related.
  • The next floor down is a copy of the room above
    • Inhabited by our good friend, Mr. Black Dragon.
      • Mmm, nice roaring fire. Also, a secret door in the room.
    • Some wary conversation
      • Dragon went back to chaos to look for allies, found none
      • We brought him up to date on our hunt (and why we’re here)
      • He hints at occupants of the floor below
  • Despite being a bit tired, we continue down to the next floor
    • We’re hit at the stairs; a repulsion field goes up
    • By some luck, Erisorn and Ludwig each break through the repulsion field and start smacking the casters around, while Kogor sucks up a disintigration beam (barely!) and retreats to hide.
    • The battle’s soon done, the two casters are dead. One reverts to a black dragon wyrmling.
  • The room has archives (public plans, no secret doors) and wine.
    • We hunt for a secret door & find a secret hallway, no local access
      • However, we think that stairs from the Dragon’s room above exist behind that room’s secret door
      • A crypt is reported…
  • We also come across a few cool items
    • A jar with some wheat puzzles Kogor for a while
    • An urn with 13 faces tells its story. It came from a faraway kingdom…
  • We decide to bed down here
  • END SESSION

Session Four

  • Erisorn heard a grinding sound behind the wall on last shift of night watch
  • Then everyone wakes up in the room at the foot of the stairs
    • Draifen was a bit drained; suspicion leapt to the new 13 headed vase
  • (Up to preserve the books? Or was that later?)
  • We packed up and headed up the stairs to Black Dragon room
    • He wasn’t there; the fire was burned out, no one home
    • We go through the secret door and head down the stairs, ready for an ambush
      • There are foot steps leading down the dusty stairs
    • We come upon a burial complex room
      • We skip the effigies, find a secret door to the room beyond
  • The room is alive! But the people inside aren’t, not really…
    • Wake first guy by smacking wall w/ shock sword
      • Room appears sympathetically connected to hibernating people
    • Long chat with first guy to wake: he was a “Royal Mage” from the portal mage era
      • He was also evil and tried to mentally hitch a ride
      • He told us that 7 mages are required to get into the library above
      • Tales of division among their ranks makes them sound less than noble
    • Erisorn decided that their trying to evade death would piss off Kelmvor, so he took matters into his own hands
      • Death to the talker
      • Which resulted in a banshee wail that drove Kogor and Draifen from the room
      • Leaving Erisorn and Ludwig to crack open the other caskets and end the unlife of the others
      • Plus extensive loot, as they were powerful men in their own right
  • Finished, we regroup, explore the dead end, then head up the stairs to Black Dragon’s room
    • ?? Back down to the basement?
    • Then up the stairs, to try to figure out if the library’s protections are already broken…
  • END SESSION FOUR

Session Five

  • We debate resting, to recoup our strength, but decide that it’s not necessary for the library
    • So we go up the stairs and find the proper level
    • Some exploration: there’s a pit trap that we skirt.
    • There’s a cave in the back and a magically concealed door
      • Kogor heads into the cave and scouts
      • The rest of the group approaches, while Erisorn keeps an eye on the stairway behind us
    • We see daylight coming into the cave… and hear the beating of wings
      • It’s a pair of black dragons! One is familiar… is the other his mate?
      • Big black dragon is our “friend”
        • We banter with him, but it’s clear he’s looking for a snack
        • He sicks his “date” on us, we retaliate massively
      • Fight; Ludwig holds off big black solo, while Kogor takes on the female, with artillery support and buffing from Draifen and Erisorn
        • Erisorn’s elementals help distract the dragons slightly
        • Kogor, already weakened earlier that day, is killed by the female
      • Who expires on the next blow dealt…
        • Erisorn dashes into danger and heals Ludwig
        • While Draifen protects them with a Fire Shield
      • Ludwig smashes big black, who teeters on the edge of life…
        • But dies as his tail swipes a fire shielded elemental
    • Victorious, they debate resurrection, but realize that they don’t have the right tools on hand.
      • They hear goblins pass and decide to explore the level above
      • They soon realize that Kogor’s trap finding would be awfully handy for exploring those tunnels
      • They stuff Kogor in a bag of holding, gather the few items the dragons had, and teleport back to town
    • The arrive in Erisorn’s temple
      • They present the heads of their two dragons to the temple
      • They cough up gold and platinum to get Kogor restored to them
      • He returns from the dead, a bit weakened…
  • END SESSION. Characters level to 15.

Session Six

  • We’re in the temple, where Kogor has just been raised from the dead.
    • He adds his donation to the other gifts in thanks
    • He then heads into Kelmvor’s sanctum and quietly thanks Kelmvor.
    • Once that’s all taken care of, we set out for the coronation
      • The coronation? Yeah, a King has been picked.
        • By unfair means, we all suspect
      • We watch the speech. The king is Stanis, the former king’s cousin.
        • Ludwig catches sight of a Red Wizard in the room behind the balcony.
        • Stanis is mildly enchanted w/ charisma enhancers, but doesn’t seem to be evil or suffering from mind control.
        • Erisorn notices several powerful evil and magical auras through the curtain as the King returns through the curtain.
      • We’re joined by Steel Dragon mid speech.
    • When the speech is done, we head to an inn for a private talk.
      • Just as we’re getting relaxed and ready to speak, a runner comes from the guild.
      • Scuttlebutt says that Kostrick, Maerbourne, and Jendra were the council’s votes for Stannis.
        • Which doesn’t make much sense, given Jendra’s opposition…
      • We follow the guild runner and have a private talk w/ the Captain.
        • Draifen shows off with her Secure Shelter.
        • The Captain’s unhappy with the situation, wants us to represent the guild at the coronation two days hence.
        • We agree, and hint that there may be some investigating before then.
    • We’re dismissed. We return to the Steel Dragon and share our concerns.
    • We split up
      • Erisorn teleports north to Jendra’s castle.
        • The Viscount is away, negotiating with the elves. His oldest son is holding the castle. (He’s surprised at the vote, since he should have cast his family’s vote!)
      • Draifen goes to Jendra and gets the run around from the butler.
        • She blinks through the house and notices extensive dust…
        • She also notices the butler reporting in… to someone who isn’t in the room
      • Ludwig goes to Yurlada and arranges a meeting with their representative over the butler’s objection.
        • After some hinting, it’s clear that Jendra was the family the voted very against type.
        • Kogor talks with Lorens and doesn’t learn a whole bunch new.
    • Erisorn teleports back with Jendra’s son.
    • We regroup and plan.
    • The Dragon’s Talons hit the Jendra house from both ends.
      • We pursue and catch the butler just before he makes it to the stables. (Via his hidden passage.)
      • The butler’s no normal butler– caustic blood flows from his pores. (Chaosian anyone?)
      • Stabby stabby and he’s soon knocked out by Kogor’s sap.
    • We head back to the butler’s room and look for clues.
      • Someone checks in (via the mirror), but we don’t know the password, tipping them off. They shut down the conversation.
  • General planning: do we want to infiltrate the castle? Some discussion about crowning the guy elected king vs. the crowned king. We know it’s bad PR either way…

Post Session 6 Planning

  • Couple of ideas to think about…first Kogor (and Draifen?) use disguise and pop in at various inn’s, meeting halls etc to spread the word that the whole thing is a fraud, get rumors running rampant about Thayans/Chaosians and the Kostrick and Maebourne are up to no good. Not standing on a soap box yelling it but just joining the conversations and ‘I heard ….’ While appearing as just normal towns folk, NOT recognizable as themselves.
    • Meanwhile I’ll be spending some time in the Temple of Kelmevor, scrying for the elder Jendra, and for the other head of house…Yurlada I think, try to get them all teleported back to the capital in time.
    • From there, I’m not sure if a stealth strike into the castle to try to kill the Thayans and Chaosians before the coronation, or just walking in in force just before the coronation and denounce it for the fraud that it is. I’m thinking the Dragons Talons walking in with the heads of three households and their council reps saying “we never voted for this” might throw a kink into the plans…. but it really puts us on the spot, have to be ready for a knockdown drag out fight if they resist. — Kev
  • That sounds pretty good so far; I’d add that Ludwig makes an excellent bodyguard / diplomat to the various heads of household that Erisorn rustles up. (Starting with the Jendra we’ve already got.)
    • I particularly like the “go out as not the dragon’s talons” and spread rumors plan. I don’t think it’s going to do a whole bunch before the fight, but it might help set expectations for the derailed coronation.
    • I also like the “walk in with the three heads of household” part of the plan. I fully expect things to go crazy if we do…
    • Do we want to investigate the castle before hand? I’m guessing we’ll need to sneak the three heads of household in– otherwise they might be killed at the front gate as impostors. (Though, alternately, we could have the confrontation on the doorstep, which prevents us from being completely inside the Castle and under the false king’s power when they announce the lie.) — Scott

Session Seven

  • We decide to get a hold of all the families, make sure that they’re not also infiltrated
  • First to Lorens
    • We have a nice soup with Brailford… poison soup, but we all survive
    • Hot pursuit; we catch and kill the Chaosian infiltrator (who was also escaping to the stables…)
      • Meanwhile, Kogor fought some smoke elementals that seemed eager to cover the crime
      • Also, the place was set on fire
    • We collect and protect Brailford, head over to Yurlada’s house
    • Duchess Orioku proves competent and commanding
    • We head to the temple; representatives of the 3 houses put their heads together
      • After some pressure, they come up with a nominee for King…
  • They come up with Bronowyn Lorens… who we need to go pick up. (Yeah, a Queen. No one said they followed directions well.)
    • We head there and find an attack in progress– a huge giant of Chaos is trudging toward the Queen Elect’s room
    • Ludwig does his thing, charging up the stairs and maiming the critter badly
      • The critter’s presence threatens to scramble Ludwig’s brain, the “spindle” it wields does more of the same. It’s also armed with a chaos-disruptor…
    • Kogor leaps ahead, around the fight, to secure the Queen Elect
    • Meanwhile, another chaos critter appears; Draifen and Erisorn start mangling it
      • Though Erisorn’s brain gets scrambled in the process
    • A third appears before we put down the threat completely
  • We ride back to Kelmvor’s temple by coach
    • St. Radam is overwhelmed by temptation when offered the chaos-disruptor
      • He tests it on a prisoner, disintegrates him, then asks for another prisoner!
    • We “persuade” Radam to set the weapon aside
  • Together with the nobility, we start planning an announcement of the queen elect
    • We also decide that we need to start the rumors of a botched/forced election immediately, so the people are prepared for the coronation to derail

Session Eight

  • This report will is noticeably spotty… if you remember more, please add it to the outline.
  • Research and discussion; discuss laws and plot alternate site for conflict
    • We find out there’s a custom/obligation to pray at the Cathedral for Pelor (or other, FR appropriate god)
    • The books with the laws of the land are stored in vaults below the Cathedral
    • Erisorn and Ludwig head over to the temple to prepare for a future
    • While Draifen and Kogor get to the rumor spreading, heading for the bars
  • Erisorn and Ludwig go in to the temple
    • They note that the main hall is pretty empty; not even a priest is in sight
    • Though one appears when they get close to the priest area
    • After discussion, they’re led and meet the Archbishop
      • They tell him about the rigged elections
      • They head down to the basement
      • They find out about that the false King’s going to be here… Erisorn goes for reinforcements
    • Erisorn swings by the three families in the Temple and get them in motion for the confrontation
  • Kogor heads out and starts spreading rumors, with Draifen as backup
    • The rumors soon start spreading on their own
      • The rumors include both “false election” and “good surprise coming” elements
    • So Kogor wanders into enemy aligned districts, drinks and spreads rumors
      • It goes pretty well; he leaves feeling successful…
    • As Erisorn arrives and suggests the rumor spreading should be cut short– they have an appointment with the false King
      • Until they are ambushed by a nasty demon critter as they head back for their horses
      • Tough fight; the PCs eek it out and ride to the Cathedral
    • Their allies, the representatives of the three families, including the newly selected queen, are running about 10 minutes late.
  • END SESSION

Session Nine

  • We gather near the stairs and prepare to escort our Queen and the Bishop to meet with the duplicitous rebels
  • We arm and march on the rebels
    • The second floor is trapped, with a slow like spell. The stairs up to three are spike stoned.
    • We hit the third (top) level of the Cathedral. There’s a nasty fight.
      • Several bad guys get away; via teleports, dimension doors, and the like
      • The archbishop is killed in the fight, by the vampiric Haellaine Kostrick
    • Faux king Stanis surrenders and is captured
    • We lead him to the stairs in front of the Cathedral
      • He lies (proclaims his election) and is konked by Ludwig
    • The queen is introduced and announces her election
      • The other heads of house step up and verify her election
      • (She promises rewards for our heroic service, the raising of some houses, and casting down of others.)
  • There is cheering; the word is carried by the mob.
  • END SESSION

Session 10

  • The next morning is sweet
    • Tomorrow, the Queen will be crowned
    • As we get in motion, we hear a spooky voice
      • The voice is Despater’s, challenging us and telling us that it’s all over
    • In warps a Spellweaver
      • It eats spells like candy, but is also very tough.
        • (Lots of OOC chatter about the critter and its abilities.)
      • With buffs from Draifen and Erisorn, Kogor and Ludwig whittle the creature down and kill it
  • We taunt Despater, who asks us if we’ll have a Queen to crown tomorrow…
    • So, after some discussion (are we doing what he wants?), we head to the Queen
      • She’s happy relying on guards and keeping herself apart from those of us with big targets on our foreheads…
    • We convince her to issue us a writ of blood & fire, so we can clear out the rival families
      • Off to the castle we go
      • We present housekeeping and the guards with the writ; they offer their assistance
    • We tromp off to investigate the council chambers
      • There’s a nasty mirror, set to hurt investigators
      • There’s some paperwork, but nothing too damning. Until we stumble on a secret door…
        • In the secret entrance to the council chambers lies Count Crandor Jendra, bound and dehydrated
        • We restore him and have him led back to the Queen, so he can tell his tale
    • We then head upstairs to the rooms of the five families
      • The allied rooms aren’t a big deal
      • Kostrick’s room has a secret compartment with a Phylactery
      • Stanus’s room has a searcher who we catch with papers in hand.
        • She surrenders, proclaiming her innocence. We’ll drag her off to see the Queen… at our convenience.
      • Maerbourne’s room has a contract for the soul of the faux King, and a communication coin
  • We decide that we have enough, and plan on returning to the Queen (or her staff) to report.

Session 11

  • We finish scouting through the rooms.
    • Kogor is killed by a death ward in the process.
      • As are several servants…
  • On completing the scouting, they collect the prisoner and Crandor Jendra. They head back to the temple.
  • They have Kogor raised and have a chat with St. Radam about getting the Archbishop up for the next day’s ceremonies.
    • He promises to have the archbishop ready in the morning.
  • We then convene before the Queen and report what we found
    • She’s happy to have Crandor restored
    • She asks our prisoner questions
      • Our prisoner tries to evade a number of them, prompting Erisorn to comment on the convenience of speaking with the dead…
    • When she wakes up from he get a few answers; the three families have rallied on the plane of Chaos. No, she doesn’t know where the portal is…
    • The prisoner is removed from the room and we finish briefing the Queen
  • We divide up and rest, preparing for the morning
    • Kogor spends the night in prayer, thanking Kelmvor for returning him to his friends once again
      • Morning dawns…
  • Erisorn goes to make sure St. Radam’s raising the Archbishop. He catches Radam in the middle of the ceremony.
    • The queen accepts us among her honor guard
    • In a whirlwind of preparation the morning passes… we’re soon off to the Cathedral
    • We ride, protecting the Queen’s carriage. The route through the city offers no problems…
      • We break from the pack and pull up behind the Cathedral… along with a troop of Purple Dragons.
    • The attack springs out of nowhere; blobs of slimers with exploding goop attack
      • They’re dealt with, though their dying is more deadly than their attacks…
        • The archbishop kept low during the attack… evidently his brush with death made him cautious
  • We head in, positioning ourselves near (but not on top of) the Queen
    • After a few nervous moments, they’re ready for the crowning.
    • Which we interrupt, restoring the Wyvern Crown of Corymr to the Queen
      • She mentions our heroism, and grants us gifts of land from her own family
    • We adjourn and report for the par-tay!
      • After a great evening, we return to our rooms… and find a note from Despater.
  • “You have won this battle… but I will win the war.”
  • END SESSION

Session 12

  • Three days after the coronation, we get an urgent, “There’s trouble on the Dragon Coast” message
  • So we pack up and walk through the portal to the Dragon Coast
    • The portal has been secured and guarded
    • We head to the Steel Dragon’s shop
  • The Steel Dragon confides his young king’s condition
    • He’s in a mindless, drooling state… after, evidently, casting a strange spell
    • Draifen IDs the school; it’s a twist on divinitation
    • The king begins speaking as if he’s someone else
      • We listen and take notes, deciding that these Knights of Tyranny are bad news
        • Among other things, they’re preparing a strike & rumor mongering campaign in the Dragon Coast
      • The mage guy, whose eyes we’re looking through, finishes up by chopping the head off of one of the knights
    • The king’s observation is suddenly cut off, so Erisorn reinforces that w/ anti-magic
      • We get filled in on what happened; the king’s completely coherent w/in the field
      • Erisorn makes an argument for using the king as a link to the Mage foe, to Mr. Steel’s consternation
    • The anti-magic ends
      • We keep it short, and mime out a blast through the link. The mage panics and cuts the connection completely, restoring the king.
  • With the King restored, we decide to return to the palace and meet the man who taught him the spell…
  • But we’re interrupted by a protest/mob, who have been riled up by agitators
    • Ludwig makes a speech about rabble rousers and trust, breaking their hold over the crowd
    • Erisorn borrows Ludwig’s ring and flies off, tracing an agitator back to an inn
      • He invisibly follows the agitator and beats on him at key times, convincing him to run away
      • He swaps off and takes on the inn contact
        • Some amusing complications later, he takes the woman out into the street and starts abusing her He demonstrates that she’s a he, and uses the ring to illustrate the perfidy of the Kingdom’s foes.
      • Soon he’s leading a procession to the castle, showing off the foes and preaching against listening to rumor mongers
        • A storm blows in to cut short his fun
  • Meanwhile, the other three talons are follow up on the girl’s uncle, the man who taught the king the trapped spell
    • They’ve cleared out of their front house, leaving behind only a scrap of color shifting cloak that caught on a nail in the door…
  • We meet back in the castle, enjoy a dinner with the king, and prepare to follow the cloak back to its source
    • Scry, see the mage alone, and teleport in. Just as someone’s knocking on the door, not that we can hear that…
    • The mage dies quickly. The two knights at the door take more effort, but go down. The castle’s rallying to the battle however…
      • We fight off the first skirmish group, and soon close on the festal hall
      • Draifen plans a stone melting fireball spread over the corridor entrance
    • The slaughter is impressive; many Mages managed to escape, but those who closed on us exploded prettily.
      • The rest escaped.
  • END SESSION

Session 13

  • We explore the remnants of the hall; it seems to border on Chaos, but it isn’t Chaos itself.
    • We eventually figure out that it’s just north of Waterdeep
  • After some fun with the statue of Despater, a negotiator starts speaking through a tapestry in the hall
    • He’s Despater’s representative
    • We agree to talk with Despater
    • Despater’s “scribe” comes through– some big Preying Mantis demon
  • Despater appears
    • We talk; he tells us that the Plane of Chaos collision is something he wants to undo himself…
      • But that he’d need the assistance of our gods
    • We also bitch about each other’s actions
    • He claims his slain lieutenants and their gear, but we dispute it
      • Solomon like, he winds up with the lieutenants and we wind up with the gear
  • He tells us to show up tomorrow with our gods
    • We remind him we don’t command our gods, but do agree to show up with a message
    • He vanishes (probably back to his plane), with his lieutenants’ dead bodies and his scribe
    • We wander out, locate the area, study it for teleportation
  • Then we return to Corymyr
    • Erisorn rounds up St. Radam and they start to pray
    • Ludwig goes to the Castle to let the Queen know what’s going on… but she’s not free
      • So he drops off the goods for IDing, and asks to have his armor enchanted… by tomorrow.
      • It is agreed
    • Draifen communes with the dragons in her head
    • Kogor informs the Arch Bishop, who prays for guidance
    • Eventually Ludwig meets with the Queen and other powerful members of court. He dissuades her from coming, but accepts help from the knight.
  • None of the gods say they’ll show up
    • It sounds like they don’t trust Despater…
  • We prepare up for betrayal. Tomorrow, noon, is the meeting.

Game Recap:
We began by returning to the discussion with the Steel Dragon and his young prince. We discussed our decision to investigate the town of the portal mages; he though we’d have better things to do. We did hear some new information, including the fact that Chaos rifts were appearing back in the Dragon Coast too. In fact, he was concerned enough that he chose to leave the prince in Cormyr to negotiate a response, while he was returning that very night to coordinate defenses. (There was an amusing moment where we checked to make sure he didn’t want the Dragon’s Talons to watch his prince. He mentioned something about the danger we live in, and we all breathed a quiet sigh of relief that he wasn’t entrusting the prince to us.)

Our scaly friend was opinionated; evidently his information from spies indicated a little new information. He didn’t think that Jendra was so wonderful; he suggested that Jendra and the priests of Kelemvor might have allied. So there’s a thread to investigate there. Also, he mentioned that he thought that someone within the Necromancer’s household wasn’t just involved with death– he suggested that they were undead. [At this, we breathed a sight of relief at Kev’s absence, since we suspected that we’d shift tasks again to deal with this. Dad reassured us that he’s prepared for that eventuality, but we were happy continuing on to the portal town.]

Oh, last Dragon friend opinion; none of the contending men are worth spit. Look into the women of the lines.

So, the Talons all planned for a little excursion to the never-before completely explored ruins of the great Portal Mae empire. As we were about the leave, Saint Radem’s assistance caught Erisorn and drug him off to attend to letter coordination and such joys. The other three weren’t too worried; since Erisorn has done the scry/teleport thing, they just told him to join us whenever he gets a chance.

Since we were going to be without a cleric, there was a round of shopping– lots of healing potions were purchased. We also picked up a pair of bags of holding, since we’re now light in ability to carry mountains of copper. With that, we rode off to the north.

At the end of a light day’s ride, we got to the little hamlet. The local barkeep was a fountain of information, and his wife was a masterful cook, somehow taking uninspiring cooking supplies and making something tasty. Kogor and Ludwig practiced a bit, drawing quite a crowd. As they reached a break point, a local lad showed off his father’s sword and asked for tips. Kogor and Ludwig had a talk with him, telling him of their humble beginnings. They mentioned obligation and family, but the boy was undeterred. Kogor wrote the boy a brief introduction and gave him directions to the mercenary company. Later the boy’s parents came and harangued the warriors, but admitted that their son had always been unusually excited by war, etc. Ludwig gave them coin to help them hire help for the first season of their son’s absence.

There was a comical scene of Ludwig taking a bath and the innkeeper’s daughter peeking under the curtains.

The next morning, the Talons set off up the road to the abbey. [Sidenote: Pelor’s priests built an abbey over the old town. No one has gone to join the abbey in centuries; it’s a ruin.] Along the way they were stopped by elves. Evidently they had tasked themselves (or been tasked) with protecting the ruin from people who would steal the secrets for their own good. Ludwig spoke truthfully and persuaded them to let us pass. In an act of arrogance, Kogor and Ludwig vanished, intending to make the point that stopping for this “interview” was mere formality. Of course, that wasn’t the message received… but Draifen talked them down and we continued along.

[Sidenote: we could have taken a turnoff, through a canyon, to enter a few hundred feet below the abbey. To ensure that we wouldn’t be in the middle of a sandwich, we chose to continue up to the top.] When we reached the top of the hill, there was an exposed stair headed down and the abbey. Not wanting to allow bad guys to follow behind us, we investigated the abbey. It was tumbledown ruin; a nasty watchman harassed Ludwig, but we chased him back to his hidey hole and covered it with big stones.

From there we went down the outside stairs, into what turned out to be a crypt. Having learned our lessons about strange sarcophagi, we continued into the tunnels. The way grew narrower and the stone less finished as we ended the session. [XP earned = 1300.]

Cormyr Politics

Major Houses of the High Court of Cormyr

Kostrick: The Royal House of Kostrick is the closest line to the throne. Prince Dalam Kostrick, age 71, is the uncle to the late king. (There is a nasty rumor that he is a necromancer and is slightly crazy) His wife is the Prince’s Consort Haellaine Kostrick, (nee Deal) age 60 who was a sensual, pale beauty in her younger days, but not much given to entertaining or socializing . She is now almost a total recluse. Dalam’s eldest son, Stanis, age 43, is the individual who this family is attempting to put on the throne of Cormyr. He has a half-brother Radholme Kostrick age 39 from his father’s dalliance with Sylaena Elantorae before she was the wife of Alender Stanus. The Kostick family lands are vast and scattered with the major holdings surrounding the capitol.

Stanus: A minor house but with ancestral ties to the throne. Its head is Viscount Alender Stanus age 57 whose wife, Viscountess Sylaena Stanus (nee Elantorae), a 137 year old half-elf, seems to be the real power of the family. They have one son, Trandor Stanus age 36 who is an up-and-coming power in his own right. If there is any conflict between the two related families, it is the fact that Trandor seems to be a stronger candidate for the throne. Trandor’s birth into a minor house is the only obstacle that keeps him from announcing his candidacy for supreme ruler of Cormyr and tearing the alliance to shreds. The Stanus holdings are sandwiched between the Kostrick, Lorens and Yurlada domains.

Maerbourne: The House Maerbourne is lead by Lord Admiral Andaro Maerbourne, a 46 year old shipping magnate who recently inherited the noble title Lord Admiral of the Oceans and the control of the house Maerbourne when his father was lost at sea. There is some rumor that the old admiral met his fate in a somewhat suspicious way. He had been sailed with the Maerbourne shipping fleet and, on a calm night, apparently fell overboard and was never seen again. Andaro is not a suspect in the disappearance since he was at home in the family manor when the old admiral was lost at sea. Since that time Andaro, who was thought to be a confirmed batchelor, has been seen in the company of Freritha, a beautiful wizard and an influential member of the mage guild. He has also shifted alliances from the Yurladas to the Kostrick/Stanis Families. The Maerbourne family’s holdings are in the capital itself, although the Maerbourne fortune is so vast as to be almost incalculable.

Jendra: Count Crandor Jendra, 44, is the head of the Jendra Clan, a paladin and Dragon Disciple. His holdings are in the north woods bordering the Elven kingdoms to which he has both economic and political as well as emotional ties. Crandor has 2 sons, Laith Jendra a 22 year old paladin and the ambassador to the High Court of Cormyr when his father is unavailable. Laith has a younger brother, Damon and an influential cousin, Farshall Jendra with whom he often keeps company. Crandor’s wife died just after giving birth to Damon 19 years ago.

Yurlada: The old and influential family of Yurlada with holdings bordering Sembia, is lead by Duke Senith Yurlada a 67 year old aristocrat. He is power hungry and often conflicts violently with the Jendra Clan. Dutchess Orioku Yurlada (nee Kinoshia) is a slim, 143 year old elf who seems to follow the druidic ways. She is the ambassador to the High Court of Cormyr. Since there is often a need for the other families to unite to blunt the power of the Stanus/Kostrick Family, a more conciliatory approach to diplomacy is often needed than that of the Duke. As the apparent heir to the Yurlada title there is only a single child, a girl, Onoku, a 42 year old, heavy set half-elf who seems to follow in her mother’s druidic footsteps. At one time the Yurlada and Maerbourne families were united to stave off the threat of having the Kostrick and Stanus families. The latter attempted to use their relationship with the former king to gain influence and power on the council. Since the king’s death the house alliances have shifted and the Yurladas, Lorens and Jendra Families have made an uneasy truce and united to combat the new Kostrick/Sanus/Mearbourne threat.

Lorens: The newest house at the Court of Cormyr is the Lorens family from the area of the Hullack Forest. Raised to the high nobility by the former king, its head is Count Aldrade Lorens, a 53 year old diplomat. Other than the proclamation announcing the crown’s gratitude to the Lorens Family little is known about why the king elevated this family from its minor house status. Their domain runs from the Immerflow River to the Thunder River and from the Thunder Peaks to the Wyvernwater. Aldrade’s wife, Bronowyn (nee Silve) , age 49, seems to be a wonderful entertainer and hostess and most minor noble houses seem to flock to the Lorens House during festivities and holiday celebrations for that very reason. There is one son Brailford Lorins, age 33, who seems to be a serious threat to surpass his mother in comeliness and manner. He prefers living in Suzail, the capitol, rather than upon the family’s holdings in the forest.

The Lesser Council of Lords:

There are some 17 minor families which make up the lesser aristocracy of Cormyr, among them the Deals, Elanthoraes, the Silves and the Kinoshias. They are non-voting members of the Court known as the Lessor Council of Lords. Their lone representative on the High Court, Viscount Alender Sanus, serves only in an advisory capacity to the High Court of Cormyr.

The Ranks of the Nobility:Distaff member
The KingKing’s Consort*
High Court
PrincePrince’s Consort
DukeDuchess
CountCountess
Lesser Council
ViscountViscountess
BaronBaroness
BaronetDame
BanneretLady

*In the distant past when Cormyr was ruled by Queens as well as Kings the distaff side was known as the Queen’s Consort. There has never been a Princess’ Consort.

Resources for our D&D game:

Our game group thread on llamafodder.

Links for D&D/d20 games from the website.

Kogor Online. I usually update him every level or two.

Categories
Game Group Roleplaying

New Republic Log

Session One

(Set one year after Endor)

  • Session opens with the four heroes on board an unmarked, barely armed YT-1300. They’re discussing their mission.
    • The mission: recconoiter six planets, get a general feel for the leanings towards the Rebellion and the Empire.
    • Target One: Barab 1. It’s the homeworld of the Barabel, a reptillian race with an aversion to hunting. Which makes sense, since they had been hunted until the Jedi put an end to it.
  • We discuss an approach strategy– a long orbit and careful surveillance to identify traffic is initially proposed. Everyone agrees that it’d be nice, but time is too short to do that for each of the planets on our list.
  • Instead we do a quick glance around the planet, then radio the comm tower and land. It is sunset around the spaceport– the time of maximum activity for the Barabel.
  • We break into two groups
    • Fex’t and Renkov talk to the pilots
    • Cameron and Kader will schmooze with the locals
  1. Fex’t and Renkov talk to local pilots
    1. The first guy they talk to tells them that this is a great place to wait while searches die out
    2. The dominant export, botanicals, is established.
    3. They’re not fond of imports at all
    4. Fex’t gets a lead on a junkyard, Crazy Zack’s, and takes off.
      1. Fex’t and Crazy Zack strike a deal, parts for a functioning landspeeder.
      2. Fex’t uses her skills and a mighty impressive speeder is soon running.
    5. Meanwhile, Renkov lines up a haulage job to the next planet
  2. Cameron and Kader head to an arena, where locals are shock boxing. They split up to cover more ground.
    1. Cameron makes his way near some Imperials, who seem a little slovenly.
      1. They are betting on the shock boxing. Cameron takes the commander’s advice and builds a rapport.
      2. They have a great time and leave the event pleased with the friendship that is forming
      3. Cameron makes a vague promise of help for the commander’s “broken TIE” problem
    2. Kader mingles with the locals
      1. He finds a skilled botanist– a radical
      2. The botanist is a genetic engineer, who learned his skills as a slave
      3. He encodes information in junk DNA of plants, so a leaf can be a memo
      4. They bond over local food, pictures of his plants, and the boxing
  • Fex’t installs its custom hydropondics project. Renkov walls it off from the rest of the hold with scrap metal from Zack’s.
  • Hours later Cameron drags Fex’t and Renkov over to fix the TIEs.
    • They do
      • Fex’t notices that there are some parts missing from the TIE fighter he is working on. In the course of the investigation it becomes apparent that someone has been stealing parts and selling them to Crazy Zack. following the “paper” trail the Commander discovers that his crew chief is the one stealing parts. He is confronted and eventually admits that he has been selling parts to make additional income. His thought was that, since the planet is so peaceful and there appears to be no real danger, that selling key parts that won’t be missed isn’t really so bad.
    • In the process, Fex’t installs a cutoff switch in the slightly enhanced TIE, ready for radio transmission.
    • Also, the TIE transmits a log of everything its sensors pick up to a general frequency.
    • We leave happy; Commander’s happy to be flying again, we have contacts and a 500cr run.
  • END SESSION ONE

Session Two

  • BEGIN SESSION TWO
  • Approaching world XXX, after exiting hyperspace from Barabel.
    • Scanners indicate more traffic
    • Scanners identify strange transmissions, hopping across frequencies.
      • KaderFirdazz identified the signals as Imperial propoganda, on a tight loop.
      • Copies are spooled to computer storage
  • Deciding not to rock the boat, the team requests landing clearance.
    • Kader scans the Imperial propoganda shuttle in passing, notes life signs
    • Fix’t plans a jamming satellite to disrupt the transmissions
    • RenkovGamb lands us safely and steadily, by the book.
  • CameronDietrich visits local bars, to hear the gossip.
    • He meets a good contact; Cameron tries to plant doubt about the Imperial propoganda.
  • Kader, Fix’t, and Renkov rent a hoversled and try to deliver the flowers
    • They come across a protest; two angry groups shouting– humans v. rodents.
    • The three decide to backtrack and pick a new path
      • Dun dun dun… the new path is clear, but for a few thugs.
      • The thugs have crew cuts and blasters, not your average thugs
    • A fight breaks out; Kader drops a couple, but the last gets in hurty blows against both Fix’t and Renkov before he’s dropped.
      • (More cool fight description can be added, if you like)
      • Fix’t’s gun attracts attention; Cameron drops his conversation and races to join the three
  • The three, hearing the angry mobs approaching, decides to retreat the way they came
    • Renkov sees (but doesn’t investiagate or act on) a flash from the roof
  • Cameron arrives on scene, about the same time as the mob.
    • The flash resolves into a sniper scope.
  • Blaster fire (from the sniper) sends the mob into violence
    • As the Ilthorians look around for a target fortunately (or not) Cameron finally appears and somehow finds himself in the middle of the croud. Suddenly another shot is fired from the ledge of the building taking down a couple of the rodents. Having seen the sniper pull his gun back Cameron runs across the street to the entrance of the building from which the shots were fired. He uses his vibroblade to cut around the door lock and enter the deserted lobby of the building. Cameron hears the sniper rushing down the stairs and hugs the wall closest to where the sniper will appear. As the sniper continues his breakneck descent of the stairs and finally appears Cameron takes a single stun shot on the sniper and puts him down. As he is searching the body he comes across a couple of grenades and takes those and the sniper rifle to the door
  • While the mob’s distracted and looking around, five brownshirts draw blasters to decimate the mob. Seeing this action from across the street Cameron fires at the brown shirts putting one down.
    • A gunfight ensues and Cameron finds himself out numbered and out gunned.
    • Cameron wisely calls for backup.
    • Meanwhile, Fix’t has fixed itself and Renkov.
  • The three flank the ambushers, who are distracted by Cameron’s fire.
  • A brief and nasty fight breaks out; the brownshirts fall to blaster fire and one of the grenades Cameron found.
  • As one of the brown shirts flees he shoots his wounded partner in the head and rushes around the corner. In chasing down another member Cameron leaves the grenade and utility belt and shoots the enemy as he is trying to carry his wounded partner to safety. Sniper regains consciousness picks up the grenade at lobs it at the heros. He is finally subdued
  • Fight over, group victorious and largely unwounded.
  • Three downed people (1 from each group) are loaded on the hover sled.
  • Group breaks into a dusty warehouse where Cameron and Renkov decide to get some answers.
  • Fix’t and Kader make the flower delivery to Ilthorian.
    • They get another angle on the recent conflict.
    • Fix’t gets a lead on some parts stores; leaves to make a trade for satellite tech.
    • Kader gathers a few rats to witness the confessions of the interrogation
  • Meanwhile, Cameron and Renkov get a few answers and a few lies.
  • Kader and Rats show up and hide while they confess.
  • They’re turned over to the Rats for revenge.
  • Meanwhile, Fix’t has traded for his satellite jammer components
  • All but Fix’t are worried about the divisions; an urgent report home seems necessary.
  • END SESSION TWO

Session Three

(I waited way too long before writing– details have faded. Be our distributed brain!)

  • The PCs discuss options and responses
    • They decide that their mission is observation, so they’ll not interfere greatly
    • Everyone does stuff:
      • Fix’t prepares an audio broadcast satellite
      • Kader prepares a report urging immediate intervention
      • Courses are plotted, etc.
    • They lift off and hop away (1 hour microjump)
    • Transmit details of planet and appeal for immediate intervention
      • Plus, they hint that there’s more behind the moon… if you don’t hear from us, that’s what got us.
    • Hop back “off course”, behind the moon
    • See two assault shuttles & 1 modular capital ship
      • Scan w/ active sensors and get caught
      • Get threatened a bit; adjust course to avoid intercept
    • Descend to planet, kicking out the rebroadcasting audio satellite
    • Get minimal cargo (seeds) for hop to next planet
    • Depart
      • Cut scene: Twelve hours later, they finally find the sattelite (that’s been overwriting their audio tracks with Rat broadcasts) & pull it in. An officer from the ship starts to disassemble it… and gets a nasty shock.
  • We pop out of hyperspace… there’s a big rock in the shipping lanes
    • There’s also a fight going on
    • Rebel Alliance fighters vs. a gambling cruise ship
      • The ship is protected by three TIE fighters latched to the hull doing escort duty
    • We aid the ship
    • Much fighting; mostly the TIEs take out the raiders with us playing distraction
      • We hear the raiders transmissions all come from one “master ship”
    • Once the tide is turned, the cruise ship recalls the TIEs, leaving us to fight the remaining raiders alone
      • Fortunately, we convince the TIE to take a final shot, clearing the raiders away
      • The cruise ship ignores our data indicating the raiders are actually droids
    • We commence salvage
    • There’s some good stuff that we haul in (Cameron does most of it)
      • Including a cool ion cannon
    • But, in the process, we knock out our sensors
  • END SESSION THREE

Session Four

  • BEGIN SESSION FOUR
    • (Session 3 discussion and recap)
  • The four approach the desert planet (Aduba 3) that’s next on their list
  • They land in a secure docking bay
  • Met by X and X2; report the pirate attack. X2 asks for the recording of the droid… everyone suspects he’s friendly with the imperials. Meanwhile, X slips Kader a note asking for a dinner meeting.
  • Everyone notices the posted sign: no blasters off the docking bay. They all comply.
    • Fix’t is shopping for parts and finds what he/she needs
      • Fix’t is harassed by an angry drunk human
      • Fix’t ignores the gibes as long as possible… then agrees to meet the thug outside
      • When Fix’t starts beating on him, the drunk pulls a knife
      • … that skitters off his carapace
      • Matching the escalation, Fix’t pulls out his pistol and shoots the drunk
      • As police quickly descend, Fix’t calls his friends for help
    • Meanwhile, Cameron and Kader head off to sell the seeds.
      • On the way to the buy, they notice a Scout Trooper on a rooftop. They warn Renkov.
      • They meet with the seed buyer, a human, and note his contempt for aliens. Plus he hints at a widespread movement to put them in their place.
      • Disgusted by his attitude, they turn away.
      • They go to an Ithorian, who meets them only because Kader mentions that they bought the seed from (X), the Ithorian from the previous planet.
      • They talk price, the Ithorian talks escape. Basically, he’ll pay them the same amount to get him out of the city as he’d pay for the seeds.
      • Reluctant to promise, Kader and Cameron let him know that they’ll look into it.
      • They discuss the (familiar) situation– broadcasts urging human supremecy, etc.
      • They also find out that it’s the new government that’s confiscating blasters.
      • As they’re returning to the ship, they get a Fix’t’s call.
  • Meanwhile, Renkov is preparing the sensor mount, when he hears a noise.
    • He investigates and spots a figure duck behind an air conditioning unit.
    • He shoots the guy with a stun round and hits the outstreched leg.
    • Renkov claims his target and drags him down the ladder
    • Guy wakes up and mentions the sniper behind Renkov
    • Guy is a local, etc.
    • Renkov gets the call to meet Fix’t. He locks up and goes.
  • Fix’t arrested, taken for questioning
  • Cameron heads to the station, Kader takes the parts back to the ship (? I think)
  • Fix’t is frustrating to interview; refuses to cop to random assault
    • Cameron shows and takes the accuser out for drinks
    • Cameron sets up a dinner meeting with hardass lieutenant
  • Renkov smuggles the scout trooper armor out to Cameron
    • Cameron dresses up & demands the prisoner’s release, refusing to sign forms
    • Fix’t walks out with the scary “Scout Trooper”
  • Dinner time; Cameron and Kader head out to their meetings.
  • Return to debrief
    • Kader reports that the few good people are being shoved aside
    • Cameron reports that corruption is widespread
      • Cameron proposes bribing the gov’t for Ithorian and other businesses

(return to NewRepublicAgents page)

Session Five

  • (Discussion and recap)
  • BEGIN SESSION FIVE
  • The group discusses their options
    • Renkov and Fix’t get to replacing the sensor suite and tying in the ion cannon
    • Kader and Cameron rent an enclosed land speeder
      • They grab the Ithorian and his stuff, take him out of town
      • On the way they encounter a large vehicle w/ lots of people
      • They alter course to avoid the ambush vehicle
      • Ambush vehicle pursues
      • Turn and face the pursuit
      • Cool repulsor lift to the hood of the ambush car scene; they go flying
      • We creep away while they head for town & call in backup
    • Their backup is a pair of TIE fighters
    • Our backup gets there first; Renkov and Fix’t order the ambushers out of their speeder
      • As they return to town, the TIE fighters show up
      • Renkov stalls them, searches for wounded, etc.
    • Kader and Cameron drop off their passenger and turn back
    • Renkov continues to play dumb, until Fix’t unloads on the TIEs
      • Quick brutal fight; the TIEs fall to the sand due to ion overload
      • But they too call for reinforcements…
    • K&C speed into the cargo bay; Cameron misjudges and slams into the wall
    • Go go go
      • Pursuit; space fight; 2 more TIEs down. (Total: 3 KIA, one fled)
    • Nasty patrol cruiser approaches from over the horizon
      • It keeps firing, but Fix’t dodges while Renkov calculates and Astrogation course
      • (A few CP are spent keeping us alive…)
      • Whew, hop out just as it’s finding its range
    • After short hop, we decide to alter our course and aim for System Five next. (To outrun pursuit, expectations)
    • Planet 5 is home of the Nighri; surrounded by lots of Thrawn’s forces
      • They hail us, claim this is restricted Imperial space, order us to heave to
      • We turn and run as they launch fighters
    • We decide to do a quicky of Kubindi on our way back
      • Fix’t has been listening to rumors about the Barabel (System 1) smuggling her people’s body parts to Kubazians (this System 4). We decide not to get too close.
      • They’re not subject to the propaganda that marred systems 2 and 3.
      • Satisfied, we leave.
  • We return to Mon Calamari
    • We dock w/ a ship and relax; we have a while to do our own thing
    • Tomorrow we’ll debrief.
  • END SESSION FIVE

Session Six

  • PCs have about an hour before the briefing
    • Kader checks on his girlfriend; others prepare for the meeting
  • Meeting: General briefing on the tibanna gas situation with the fleet. Assign us infiltration & acquisition mission.
    • We’re to travel incognito to Cloud City via a luxury cruiser. We have 48 hours before we have to catch the transport.
      • Our contacts on cloud city will consist of Lobot (Lando Calrissian’s aide) and two maintenance workers.
      • We discuss roles; the default assumption is that we’ll travel as gamblers.
      • By the time we finish, we’re posing as a gambler and his bodyguard, a doctor and his alien “nurse”.
    • We break and prepare for our roles.
      • We also acquire doses of salmonella, to incapacitate the stormtroopers onboard.
      • Extensive planning and contingency planning. We agree to seperate, so as to keep plausible deniability about each other’s actions.
  • We board the ship.
    • Renkov plays his flamboyant gambler role well; begins a rivalry.
      • Cameron sticks to his role as Renkov’s bodyguard.
    • Fix’t starts exploring the ship systems, easily evading the firewalls and taking inventory of the ship’s resources.
    • Kader studies up on convincing terminology to play doctor more authentically.
  • Day 2
    • Renkov takes a day-spa day to slow the hemorrhaging of money from gambling.
    • Fix’t enjoys some meddling, canceling Renkov’s rival’s seat at the captain’s table and replacing it with an invite to Renkov.
  • Day 3
  • Fix’t takes over the camera feeds and prepares to aid Renkov’s gambling.
  • But first… a neighbor comes to the “doctors” in a panic– they’re having a baby, right now.
    • So Fix’t and Kader play doctor; fortunately, the couple is distracted (with giving birth and all), and there are no large slip ups. Healthy baby girl.
    • Meanwhile, Renkov slowly and repeatedly antagonizes his rival.
    • Eventually Renkov and his rival coalesce in a card match.
      • The stakes are modest to begin, but soon spiral upward.
    • Finally, the rival snaps and attacks Renkov. Cameron steps in and starts knocking the rival around.
    • After taking a few blows, the rival’s out. But his two buddies decide to teach Cameron a lesson.
    • They beat on each other… after several blows, one goes down.
    • Cameron gets a cracked rib and a bloody nose as he deals with the other.
    • Renkov tries to help Cameron out, but shocks himself into unconsciousness with his shock cane.
    • As Cameron and the remaining bully boy slow down, security arrives and starts beating the bullyboy down.
    • Cameron guards his boss until he rises.
    • Renkov berates Cameron for letting the bully through…
  • (END SESSION SIX)

Session Seven

  • After the fight
    • Cameron wanders to sick bay and gets treated for his injuries.
    • Renkov decides to retreat to his room, dealing with the after effects of the attack.
    • Fiz’git amuses himself making copies of the fight
    • Kader drinks in celebration of the child he helped usher into the world…
  • (Somehow) TonySoprano winds up in the brig, along with his two goons
  • The next morning
    • Cameron’s feeling much better
    • We decide to keep things low key… mostly
  • The ship’s attacked by pirates in rebel colors
    • 2 assault shuttles, dropped off by a Corellian Cruiser.
    • Fight!
    • Cameron, Kader, and Renkov all remain in their quarters, pretending to be normal passengers
    • Fiz’git, on the other hand, fights back
      • He duels with a wicked hacker and gets booted from the network
      • Undaunted, he uses a (previously established) backdoor, storms on… and kicks the infiltrator out
        • Infiltrator’s dump is so hard, his drive is fried
      • Fiz’git shifts his view to the bridge, which has been taken by bad guys
      • A little playing with the plumbing later, and the CO2 on the bridge creeps up, sending everyone to sleep
    • Meanwhile, the fight advances through the ship
      • A few doors down from Cameron & Renkov, a blaster fight breaks out
      • Grinning, Cameron decides to intervene with a grenade
      • A nasty fight breaks out, with Cameron and Renkov aiding their neighbor… who turns out to be TonySoprano.
        • They ally.
      • They fight several patrols via clever tactics and surprise, one goon dies.
    • Meanwhile, Fiz’git dispatches Kader to secure the bridge, now that the bridge is full of unconscious people
      • As Kader approaches his destination, he’s taken prisoner by a roving bandit
        • Kader pretends to be a sheepish prisoner for a while, then draws the bandit’s gun.
        • They struggle; the Bandit’s in much better shape than Kader, but eventually Kader stuns him with his own pistol.
      • Kader drags his prisoner with him to the bridge, where he stuns the bad guys
    • Fix’t turns the oxygen back on
    • Hacker Boi finds Fiz’git’s room and kicks in the door
      • He’s pissed! They fight; Hacker Boi falls to the ground with a bullet in his lung.
    • Meanwhile, the pirates are running thin
      • Cameron, Renkov, TonySoprano, and the remaining bodyguards close in on the docking vessels.
      • Renkov and Cameron pretend to be a pirate patrol returning
      • They then ambush the crew; Cameron’s captured blaster conks out on the first shot
    • The pirates retreat and are followed by a trapped vessel (grenades & blaster packs set to explode).
  • Our victory is celebrated; Kader, Cameron, and Renkov dine with the captain– as does TonySoprano.

Session Eight

  • After a night’s rest…
  • Fiz’git decides to lay low, as does Kader
  • Cameron approaches TonySoprano and offers his services as a bodyguard
    • They gamble, high stakes. Cameron wins.
    • TonySoprano accepts Cameron’s offer, delighted at Cameron’s personality… and at the chance to twit Renkov.
      • TonySoprano promises to send a diplomatic bag to Cameron, so he can depart w/ his blaster (etc.)
    • After 1.5 hours, Renkov comes by to claim Cameron
      • Cameron enjoys twitting Renkov
    • Renkov storms off; Cameron hustles to “save his equipment”
      • Cameron moves out to a nearby room, provided by TonySoprano
    • Renkov gets a visit from a pair of babes… courtesy of Tony.
      • He declines w/ an all too authentic curse
  • Ship arrives at cloud city
    • We all get through customs
    • Immediately after, Cameron’s reunited with his gear
  • Fiz’git and Kader stay “very low profile” for the next few days
  • Renkov plays up his wealth and eccentricity
    • Nice rooms; situates nicely
    • He later rents a cloud car to “explore the planet” (actually to count TIEs and readiness)
  • Cameron is treated well by his boss, Tony.
    • When he returns for his shift, they head out to rough up accountant
    • They do; in the process, the duplicate books are protected by bomb
    • Cameron dives, covering his boss with his body
      • They come away essentially unscathed
        • Cameron turns the kill order into a humiliation suggestion that Tony backs
      • Cameron’s sent to the mafia doctor
        • He feigns a sprain, gets some pain killers, nothing major
    • The next day, Tony escorts Cameron to meet his father, the crime boss.
      • He’s fed a great breakfast, praised, returns to duty.
  • OOC Discussion; what can we do?
    • We decide we need to:
      • Access TIEs computers
      • Update w/ “updated recognition”, that will ID a Rebel Destroyer as the Chimera
      • We’ll also need a way to cancel the TIE’s visual recognition.
    • Maintenance contacts will be key, since they might have a path to the imperial quarters.
      • Fiz’git won’t be able to do the physical infiltration, since an alien will clearly be out of place.
      • Renkov, on the other hand, has skill enough to take the virus/update and install it, if led to the proper location and provided Fiz’git has done the prep

Session Nine

  • We got off to a slow start; once Kevin reminded us that viewing hyperspace arrivals was possible (via a movie example), our plans got knocked off course.
  • (Extensive and time consuming planning.) Finally, Action!
  • Renkov meets with our maintenance contacts
    • They collect trash
    • He gives Renkov a map of the imperial sector– based on educated guesswork, not actual plans
  • Cameron and his boss go to the imperials to pay a bribe.
    • The Imperial Commander (a Major) demands 5000 credits more and gives them 24 hours to come up with it
      • Cameron and his boss discuss how pissed Papa’s going to be
      • They’re right; Cameron’s chased out as they plan a hit
  • Kader kills some time wandering the station
    • He stumbles on some moth balled cloud cars
  • At Cameron’s urgent call, we gather together
    • We plan and decide to have Cameron break cover to prevent the hit
      • Our other info is exchanged
  • Fiz’git and Renkov plan on a ductwork infiltration
    • It’s a little tricky in places, but soon they’re in the imperial sector
    • It takes patience, but they get access to an office and work the computer
  • Cameron returns to his employer, whose eye has been blackened
    • Cameron breaks cover and promises them the contract once the station changes hands
      • He agrees to pay the 5000 out of pocket
      • Boss’s Dad prepares for the fleet by filling local tankers w/ Tibanna gas
      • Cameron & Son deliver the cash to the Major and endure some gloating
  • Kader preps the fleet and gives the timeline (48 hours)

Between game talk

Scott> What’s left to do, other than waiting for the fleet?

Kev> Couple of things come to mind, Kader could use the freq we were given to contact ….

Ah heck, cyborg city brain guy…cant remember his name atm… let him know whats happening and upload the sensor IFF codes to overlay on the sensor readings for the ship coming in (so our star destoyer and escorts look like the Chimera and its escorts)

One thing that might be kinda interesting to do, if there is something like e-mail still, fake a msg from someone on the Chimera sending a msg to the Major here on cloud city giving him a heads up, Something like “You should know Grand Admiral Thrawn is enroute to visit you at this time, he will be inspecting the mining operations and your command. Suggest you make adequate preperations to greet him when he arives.” Or possibly a more general msg to that regards, ” he expects you to be prepared for his arival….”

ORRRR……

Cameron could pay another visit down to the Major when it gets closer to the time they will show up on sensors, and say he was sent by Thrawn to inspect the goings on here ahead of time….has made his report and Thrawn is on the way will be here in…oh 1 hour, good luck….something along those lines….

I’m thinking Cameron because if I remember background correctly he is ex empire and can play the part well, and has been seen by the Major already, might get there fairly easily….

Kev>:

Post session 10

This is one of those times where i’m kicking myself, and going back to the comment I made the other day, this is a lot more difficult not knowing that much about the game system. We were sitting on tons of poison gas to use to take out the entire empire controlled area and had no clue it was toxic….Minor detail to know about Tabbana gas…. Could have played thru things a LOT differently if I/we had known about that.

Scott>: While true, it wouldn’t have felt very Star Wars like, if you know what I mean. Our sessions are best when we embrace, “Do something” instead of worrying about efficiency and careful planning. I’d rather pick something sub-optimal but Star Wars like (like your choice to try to talk the storm troopers into surrender) than something optimal but anti-heroic like cyberpunk/Shadowrun. Does that make sense?

Session 10

  • Session began with a brief OOC recap and decision to implement the great ideas brainstormed between sessions by Kev.
  • A funny scene with Renkov caught “fixing the toilet” off the small docking bay. Successful con and fun roleplaying kept us laughing.
    • Soon after, Renkov duct taped off the motion sensor so they could enjoy the room in peace.
    • Fiz’git dueled with a local sys-admin over the local computers. With a clack of claws, it was triumphant, with many a user alias seeded in the system.
    • After sleeping in the duct, they returned to get the information they needed. The information showed up later… as the sysop came to investigate the physical stations.
      • He was duct taped to the floor. His PDA became our Verpine’s “base remote control”
  • Cameron and Junior spent a quiet shift drinking.
    • Cameron then went to see Senior, to try to make sure he was playing it straight.
    • But he couldn’t get in; his cover was blown to even the guards outside.
  • Kader slept, following the soldier’s old maxim.
  • Cameron then went to visit/warn the Imperial Major about the impending visit of Thrawn’s Chimera.
    • The Major snapped into frenzied action, whipping his people up for inspection.
  • At T-1 hour, Cameron and Kader headed down to the smuggler bays.
    • They snooped around and saw lots of canisters being loaded, but were suspicious
    • Kader fetched his ultrasound and tried to ID anything wrong
      • Nothing. Everything pointed at the contents of their 1 test cyclinder as being Tibanna gas.
  • Imperial soldiers begin lining up in the grand docking bay.
    • Fiz’git and Renkov monitor the situation from their small bay, watching with the PDA.
    • Major wanders off; they debate letting him out
      • He gets out, heads to his chamber, and calls out that it’s a hoax
    • Renkov demands that the Stormtroopers stand down.
      • They try breaking out of the bay
      • Fiz’git flushes them out the airlock after shutting down the MagCon screen.
    • They take cover, not wanting to be in the way of the imperial beast’s breakdown
  • Meanwhile, Kader has led Cameron to the previously discovered Cloud Cars
    • As they watch, TIEs start chasing the haulers
      • Kader starts coordinating the haulers, trying to increase their cover fire and angle them most efficiently toward the fleet
      • After one good strafing run, X wing proton torpedoes smash through the pursuing TIEs, keeping hauling casualties very low
    • Fiz’git openly calls for assault troops to hit the cleared main hanger bay
    • Cameron and Kader dock with the ship and start explaining
      • Cameron’s expedient decision to ally with the criminals is questioned by “starched shirt” superiors
      • Kader’s put on hold and cools his heels while the battle goes on
  • Soon the rebels arrive. Fiz’git coordinates with an engineer, while Renkov leads squads of Rebel Marines through the ship, seeking the Major.
    • The major has bugged out; he seems to have left via the cloud cars
    • Fiz’git has to pump toxins on storm troopers who are trying to destroy the Tibanna loading arms. They die.
  • Victory! Now to fuel the ships… at least we have 8 hours or so before the baddies should arrive.
  • Or not! They show up far too early, as if they’d received an earlier message…

(End Session 10)

Categories
Game Group Roleplaying

Star Wars: Agents of the New Republic

Goals:

I was musing that since I don’t have a game to run, maybe I’ll support the game we picked with a campaign log. Along with a campaign log, I’m thinking we can keep an NPC file and similar notes– both personal and communal. I figure we can also keep copies of our characters here, links to useful Star Wars stuff, and more.

Our Stuff:

Resources:

Player Characters

Kader Firdazz (played by Scott)
Verpine Tech (played by Jennifer)
Cameron Dietrich (played by Jim)
Renkov Gamb (played by Kevin)

Resources:

BlankCharacterSheet
PlanningArchive

Kader Firdaaz

Character Name: Kader Firdaaz
Player: Scott

Template: Former soldier turned diplomat Species: Human Homeworld: Borleias.

Sex: M Age: 29 Height: 5’7″ Weight: 182#

Personality: Physically confident and commanding, with an out of place caution.

Objectives:

  • Line up worlds for the Republic he has given so much.
  • Find out how his family is doing; ensure their safety.
  • Eliminate slavery in the New Republic and across the galaxy.

A quote: “This is just like advancing on a stormtrooper outpost. Without the blaster fire.”

Connections with other players:

Physical Description: Brown eyes and dark hair on a dark frame. Moves with a hitch that doesn’t match his toned exterior.

Dexterity 1D+2Mechanical 3DStrength 2D+1
Blaster 3DSensors 3D+1
Brawling Parry 2D
Dodge 2D
Missile Weapons 2D
Knowledge 4DPerception 4DTechnical 3D
Alien Species 4D+2Command 4D+2First Aid 3D+2
Bureaucracy 4D+1Persuasion 5D
Survival 4D+1

Character Points: 5

Force Sensitive: No

Force Points: 1

Dark Side Points: 0

Move: 10

( ) ( ) Wounded (Twice)

( ) Incapacitated

( ) Mortally Wounded

Special Abilities: n/a

Equipment:

Field ready Blaster Pistol, scuffed and beaten

Diplomatic Outfits

Rib and spine supporting undervest

Two medkits

Diplomatic papers, identification

Credits and New Republic “credit card”

Blast Vest

History:

Kader grew up on Borleias (aka Blackmoon), a humid jungle like world. Kader was recruited young for the rebellion; it has been almost ten years since he left his home. He remembers his school yard friends– strong, authoritative types who probably serve the Empire. Rayf and Villis are childhood friends (and romantic rivals) he’d still recognize. His parents, Lanah and Novin, and his siblings Dirk and Riga probably still live on Borleias– he hasn’t seen them in person since his ID as a rebel was compromised.

Kader was wounded on Chalcedon, during the battle for Endor. Imperial troops discovered the rebel base in the back country of that barely habitable world and attacked while the rebel fleet was busy fighting the second Deathstar. The rebels were outnumbered and drastically overpowered by AT-STs and TIE air cover. Kader (Sergeant Firdaaz to his men) covered their retreat into the sulpherous wilds, but was seared through by a blaster round and left for dead.

Hours later he was recovered by the remnants of his squad. His recovery was slow, complicated by the primitive conditions required to remain under Imperial radar. By the end of the month Kader had recovered almost as completely as he ever would; he and his men (Kotka, Pori, and Kupio) smuggled themselves onto an outbound slaver ship. They negotiated freedom for themselves and half of the slaves at gunpoint. Once they were off-ship, Pori arranged transport to Rebellion controlled territory.

The New Republic helped Kader find a new path to usefulness. After much grumbling about becoming a paper pusher, Kader found a passion for negotiation. His skills as a commander have found new use at the bargaining table. Meanwhile, he has developed a quiet romance with the med-tech, Fiolla, who helped him find the path back to health and purpose.

Fiz’git

Character Name: Fiz’git Player: Jennifer

Template: Verpine Tinkerer Species: Verpine

Sex: H Age: Height: 1.9m Weight:

Personality: ADD like concentration when working. Snobby to flyboy types.

Objectives:

A quote: “Slot A, Tab B. You figure it out.”

Connections with other players:

Physical Description: A bit insectlike with large black eyes and green chitnous skin. Often wears Mexican ponchos.

Dexterity 3DMechanical 2D+2Strength 3D
Firearms 4DSpace Transports 3D+2
Space Gunnery 3D+2
Knowledge 2D+1Perception 3DTechnical 4D+2D
Willpower 3D+1Forgery 4DFirearm Repair 5D+2D
Search 4D

Character Points: 5

Force Sensitive: No

Force Points: 1

Dark Side Points: 0

Move: 10

( ) ( ) Wounded (Twice)

( ) Incapacitated

( ) Mortally Wounded

Special Abilities:

Body Armor- +1D vs. physical attacks

Microsight- +1D search for small objects

Verpine/Organic Telepathy- 1 km range

Tech Bonus: +2D

Equipment:

2 Verpine Medpacks (carried) +3 more (stored)

Tool kit

Bullet molds

Blaster repair kit

Military commlinks

Universal power adapter

Six Shooter Pistols (2)

Winchester Riffle, rebored as a blaster

Knife

Cameron Dietrich

Character Name:Cameron Dietrich Player:Jim

Sex:M Age:31 Height:6’2″ Weight:238

Personality:Cameron has military bearing and an authoritative voice when he speaks but he is more inclined to silent watchfulness

Objectives:

Aid the New Republic in establishing itself

Keep what’s past in the past

A quote: “I believe I’ve asked you that before. Please don’t make me ask again.”

Connections with other players:Possibly military connection with Kader

Physical Description:

Dexterity 3D+1Mechanical 2DStrength 3D
Blaster 4DGround vehicle operation 2D+2Brawling 3D+1
Brawling Parry 3D+2Hover vehicle operation 2D+2
Dodge 3D+2
Melee Combat 4D
Melee Parry 3D+2
Knowledge 3D+1Perception 3D+1Technical 2D+1
Intimidation4DCon 3D+2First aid 2D+2
Willpower 4DPersuasion 4D
Investigation 3D+2

Character Points: 5

Force Sensitive: No

Force Points: 1

Dark Side Points: 0

Move: 10

( ) ( ) Wounded (Twice)

( ) Incapacitated

( ) Mortally Wounded

Special Abilities: Interrogation

Equipment:

light armor 1DP +2E, med pac (5),military com link, macrobinoculars, 4 grenades, 3 power packs (rifle) 3 power packs (pistol), truth serum kit.

Weapons:

Vibro blade 6D difficulty 15

garotte (wire)

Blaster rifle (Scoped)

Blaster pistol

Renkov Gamb

Character Name: x Player: x

Sex: x Age: x Height: x Weight: x

Personality:

Objectives:

A quote:

Connections with other players:

Physical Description:

DexterityMechanicalStrength
xxx
KnowledgePerceptionTechnical
xxx

Move: 10

Force Sensitive: No

Force Points: 1

Dark Side Points: 0

Character Points: 5

( ) ( ) Wounded (Twice)

( ) Incapacitated

( ) Mortally Wounded

Special Abilities:

Categories
Game Group My Game Ideas Roleplaying

Immaryln The Great

Last night [in 2005, mind you], I was working through a game I’d like to run– several times, in different systems. I’m not sure where I’ll wind up, but I’m interested in finding out.

Core Concept: Historical feeling, low magic fantasy fiction. (Deryni, Time of the Dark, and Tigana are all models.) The players will be important members of society– princes, dukes, and their heirs. A few game styles are also possible.

  • Leading Lives— the PCs are the elite of the Kingdom, and have a bond to each other. Meanwhile, others undermine the Kingdom– for greed or other reasons. The PCs cooperate at keeping the Kingdom together, preventing secession, assassination, and conquest.
    • Lord Burtley’s Retinue— a noble and his retinue solve the kingdom’s problems, as spies and secret agents
      • Power Politics— the PCs all play powerful influences at the Kingdom level, competing to influence the King. Several parallel mini-games; low priority.

Similarly, a few game systems suggested themselves– none quite right, but several very close– or just requiring a little pruning.

Your Role in the Kingdom

If you want a random rank, roll 1d6. Otherwise, pick whatever you feel will be most interesting to play.

1: Princ(ess)

2: Duke

3: Earl

4: Baron or King’s Bastard

5: Knight or Noble’s Bastard

6: Non-noble (aide de camp, Sergent of the King’s Guard, etc.)

For Random birth order, roll 1d4 as child number. Then roll 1d6 for total number of children– if the roll is less than the number you rolled as birth place, you’re the last born.

You could also choose a position in the church:

1: Primate

2: Archbishop/Seated Bishop

3: Iterant/Traveling Bishop

4-5: Priest

6: Abbot or other specialty group’s leader

Magic: Magic is limited– feared by many. Any known wizard is exiled from the church. (Alt: psionics/mind powers exist, but magic doesn’t. If so, people with psionics are members of the Zaird, subject to specific drugs, and excommunicated when discovered.)

The church still burns wizards in the back country, though the King has put an end to that in more cosmopolitan areas. There are rumors that the church works with rogue wizards, using their services and forgiving their sins. Church wizards are the lowest of the low– doomed to hell unless they forswear their powers altogether.

Immaryln DnD

The initial thought about how to implement it. I’m constraining a lot by default, though stuff could be added back in, just at the cost of focus.

Characters start at Level 3. Max HP for all 3 classes. Any of the 3 can be used for the x4 skill points.

The skill list is compressed– mostly combining skills, but a few promotions of Knowledge (x) to primary skills, since they’ll have greater focus in this style game.

Character Races:

Human only.

If using psionics, elf-analogue w/ special restrictions.

Character Classes: Quick Look

By the book: Fighter, Rogue, Scout, Knight, Barbarian, Marshal, Swashbuckler

Non-casting variants from Complete Warrior: Ranger, Paladin

Improved to PC: Expert, Aristocrat, Adept(?)

Casters, limited to 1/2 levels: Wizard, Sorcerer, Warlock

Alt Casters: Psions, Ardents

Not allowed: Everyone else. (Sure, you can be a commoner or a warrior, but you have better options.)

Detailed:

Fighters, Scouts, Knights, Barbarians, Marshals, Rangers, and Paladins are different fighting styles found in the armies of the Kingdom. Swashbuckler is a common combat style practiced by nobles.

  • Fighters are the core of the army; probably 80%+ of the army is fighters. The class is great for captains, guards, and many more.
  • Scouts are the typical army scouts, who move ahead of the line of march, gather information, etc. Second most common in the army.
    • Rangers are a rare subset of Scouts; their isolation probably keeps them out of the army. Their animal companions make them notable.
  • Knights are dedicated knights, or nobles who have had knight training.
  • Marshals are the army’s leaders in battle. (? if used)
  • Paladins are knights of holy orders
  • Barbarians are rare, hailing from the clan areas of the kingdom
  • Swashbuckler is a common combat style practiced by nobles.
  • Experts. Experts can spend their 10 skill points on any skills they choose, up to the level +3 cap. “Expert” phases usually have different names: scholar, diplomat, professional, and priest are all possible roles taken with the expert class.
  • Aristocrats get a bonus “noble feat” for each level of Aristocrat taken.
    • Example Noble Feats:
      • Favored by the King: +10 on diplomacy checks with the King
      • Trusted Seneshal: While you are away, your seneshal keeps things running smoothly. Use your full Administration skill, even when in the field or otherwise unable to administer your domain.
      • Elite Troops: Taken once, you have a squad of highly dedicated troops, who you can trust to take on important tasks. (Ftr2, with a Sergent Ftr3.) Taken twice, it’s a company of 3 squads (each as above), led by a Ftr4 Captain. Taken three times, you have almost 200 highly trained troops– as 3 companies above, plus a Marshal 5. (The King’s Guard is 200 strong.)
      • Aide de Camp: You have a highly skilled assistant who often travels with you. He begins at 2nd level (any class, you create and control him), and advances at each odd level you hit. (So 3rd at your 5th, 4th at your 7th, and so on.) He can accomplish many tasks independent of your direct involvement.
      • Fostered Out: You fostered with another noble family, and retain strong ties. You have +10 on diplomacy checks with your foster family.
      • Rich Domain: Your domain is particularly prosperous, allowing you to extract more wealth at a lower tax rate
  • Wizard: A wizard can have only 1/2 of his character levels in the wizard class. The other class can be anything else– aristocrat and expert are common.

Immaryln in Primetime Adventures

Exactly like normal PTA, just concentrating on dueling in tight spaces, power politics, armies on the march, etc. The “mind powers” as a human looking race (Deyrni style) opens up lots of options for conflict, intrigue, and war. Plus the debates over the soul, keeping the people while trying to change a hostile religion, and more.

Categories
Game Group Roleplaying

A Blast from the Past – Old Campaigns

A wiki for gaming notes and campaign logs

Our Games

Diaspora Cluster — A cluster we generated at the October RPG meetup. Quite a place!

Empire Of Iron — Our current D&D game (December 2007 – July 2010)

Serenity– It’s a big verse, with an interesting crew. (May-July 2009)

ShadowRunning — for our Shadowrun game (played March through December 2007)

Cormyr Game — D&D3.5; (played January 2005 through February 2007)

New Republic Agents, logs — our Star Wars game (played March through August 2006)

Immaryln The Great— quick thoughts on a game of courtly intrigue and warfare 

All of the above links were to an old public wiki; I’m going to copy out what I can. I’d largely forgotten their existence and would rather have them somewhere they’ll be backed up.