Friday, April 2, 2021

Traveller: To the Moon! [Parts 1 & 2]

The following is from GameDoc's session notes in our private social media group.

Mongoose Traveller on Fantasy Grounds
** Welcome, Traveller... Campaign Page **

After reviving Khaine from his state of suspended animation, the crew travels to the topmost level of the complex, encountering another handful of troxbolg guards. There, they also find more human prisoners. This group appears weary and seems to have endured more physical abuse than the others. 

Traveller:  Sally May goes down...

Among them are Sir Aaran Berani and his daughter Emma, scientist in the employ of Baroness Edda who were taken form the alien ruins on Tinath. Sir Aaran explains that all the prisoners are abductees. The troxbolgs prevent them from escaping and put them to work assembling machine parts. But otherwise ignore them if they are docile abs compliant.

Traveller:  Hangar Level 4
"Too bad we can't fly that one...and ours is outside in the vacuum."

There is a gang of thugs among the prisoners that have become collaborators in exchange for better treatment. The prisoners on this level are those that are unruly, uncooperative, and that manage to resist the drugs that are added to their food to make them compliant.

Traveller:  Moon Base Prisoners
"I guess we should like...round them up?"

The level below houses the compliant prisoners and below that, the workshops. The hangar level (ground level) is storage. Below that are the quarters of the troxbolgs and their human collaborators. The lowest level is off limits to humans. 

Traveller:  Elevator Dash
It turns out that Dr. Mondocane needs to take 3 Tee-Up actions in order to offset his melee penalty.

The crew proceeds methodically to each subsequent level, killing the troxbolgs and freeing the remaining prisoners. Khaine is able to use a psionic suggestion to cause the ringleader of the collaborators to have his gang switch side and help fight the alien cyborgs. 

Traveller:  Corridor Strike
"This is why God invented grenades."

One level remains - the lowest level and command center for the facility. The crew is warned that there are no humans there, and that the troxbolgs that guard it are armed with guns. Rumors are there is another variant of cyber-organic beings there as well.

Traveller:  Tight Spot!
"We're in a tight spot!"

Sunday, March 28, 2021

Star Wars X-Wing: Space Aces in Wild Space

We're back, baby...and welcome to the Wild Space Saga!  This is the first of a series of campaigns that are set in our brand new (non-canonical) campaign setting for Star Wars games.

Check out the basic background on the Birthwell space and comment to join the scenario and see where it develops!

Iron Seer presents Space Aces in Wild Space

Secret Nav-Points in the Unknown Regions

The Alliance base at Teboraun City on Teyyaun is currently being prepared for use by advance forces on the surface.  Hampered by local resistance from crime lords calling themselves Neo-Privateer Guilds, the Alliance must attempt to clear all hostile forces patrolling the narrow conduits through the nebulae around the Birthwell, without alerting Imperial patrols on the other side.

To that end, Alliance squadrons in Wild Space have been called up to perform this duty at the edge of the Unknown Reaches.  Entering the Birthwell from the galactic East, they must secure the nav-points starting at Narrow Gap.  The mission is time sensitive - Alliance blockade runners are entering the Birthwell bound for Teyyaun at Pit Point soon, and Bluecap Squadron will be required to escort them in safely to supply materials to the ground crews...

Teyyaun: Nearby Nav Points

Campaign Rules

The campaign will consist of 6 engagements broken into two scenarios each.  Every set of scenarios will correspond to action at a particular point along Bluecap Squadron's mission.  In each scenario, they must attempt to destroy or scatter enemy squadrons based on the outcome of the sorties.  The specific rules and size to use for each scenario is listed below on the Campaign chart.

At the end of the campaign, a team victory will be declared for the team with the most victories.  In the event of a tie, the final scenario will be played again to determine a tiebreaker.  Despite this win or loss, this is only the beginning.  The total outcomes along the Nav-Points will determine setup for the next part of the Wild Space Saga in various games we'll be linking together.

Imperial Interdictions

The Empire is not really involved with the conflict in the Birthwell, being only slightly aware that anything is happening at all.  However, Imperial patrols in Wild Space have picked up frequency lately.  To that end, it's possible these long-range patrols may chase suspicious-flying vehicles into the Unknown Regions.

At any point in the campaign, should an Imperial player challenge the inhabitants of the Birthwell, a special Interdiction scenario will be played.  The Imperial player can choose a faction to attack (or can attack both) and impose upon them a scenario of their choosing.  The Alliance and Scum factions can ally (splitting the total squadron values) or not (making it a 3-way fracas) to fight off the Imperials.

This takes place outside the normal campaign structure and can occur as often as the Imperial player may deem necessary (it may be necessary to fight the Imperials for quite some time).  For every win the Imperial player obtains during these phases, Imperial Influence goes up in the Birthwell.  Imperial Influence will be noted on the scoreboard and this will help determine setups in later campaigns and scenarios.  In addition, mark the points along Bluecap Squadrons' path where the interdictions take place - this will setup Imperial intelligence / blind-spots in the campaigns to come.



Space Aces in Wild Spaces begins!
"Bluecap-4 to Bluecap-8 ... bet you he's gonna run!"

Results and Ongoing
                        

Friday, March 26, 2021

The Mythic World of Urd: North Along the Tradeway

It's time we had a campaign launchpad, fellow adventurers! Not only is this entry a session log from GameDoc's very own notes on our group social media, but will also function as the 'campaign page' for this campaign in the Mythic World. 

The Mythic World of Urd
** Last updated 03/26/22 **


Mythic World Resources on the Arcane Alienist
Mythic World Reference Material on RAWRPG


Session Log

Active
  • Sir Roderick (Paladin of St. Cyrus / Wainwright)
  • Celestina (Wizard / Astrologer)
    • Dominique (Fighter)
  • Hedemar Khaine (Cleric of St. Arnhild)
    • Volker Khaine (Cleric of St. Arnhild)
  • "Filthy" Harald Kleindeist (Fighter / Caravan Guard)
  • Dolly (Dwarf / Animal Herder)
  • Jessup (Thief)
  • Doncha (Fighter)
Inactive / Itenerant / Disbanded
  • Gormer (Cleric of St. Leilani / Herbalist)
  • Reg (Thief)
Deceased
  • Dewey Khaine (Cleric of St. Dudimus the Wise / Miller) 
  • Durgash (Orc)


North Along the Tradeway

After escaping the the lair of the alien sorcerer, the survivors decide to abandon the village of Ünmann. Durgash, the orcish constable, leads most of them north towards the Merchants’ Castle while a handful of the others remain behind to ensure the portal is closed for good. A few days later this last group leaves town. 

They are: 

  • Roderick, a paladin and militant devotee of a Saint Cyrus the Bloodied.
  • Celestina, a wizard and astrologer.
  • Dewey Khaine, the former miller and a cleric who follows Saint Dudimus the Abiding.
  • “Filthy” Harald, a fighter and former caravan guard.
  • Gormer, an herbalist cleric and follower of Saint Leilani the Merciful.
  • Reg, a thief with a checkered past.
  • Dolly, a dwarf and animal herder.

Near the end of the their first day of travel, the party meets a stray pony on the road. It has superficial wounds on its hindquarters. In the distance, they spot a cart on the side of the road. They approach to find it overturned and blood splattered all about. Then size of the items from the overturned cart suggest it belonged to halflings.

Following a trail of blood towards a nearby outcropping of rock, they discover a dead Halfling that appears to have been fleeing something. Harald notices a tuft of tawny hair and tracks of a puma. The party follows the trail to a small cave. Entering they discover the puma feasting on the body of a halfling, while two more dead halfling lay in the center of the cave.

Cat Hole in the Mythic World
Celestina is the only one who knows what actually happened...

Roderick hurls a spear at the beast, but misses and Harald charges forward, landing a blow with his battleaxe. Celestina casts a spell that puts the puma to sleep and Harald deals it a killing blow. The party recovers the bodies of the dead halflings and decide to take them on the the Merchants’ Castle to ensure a proper burial.

The next day they encounter a patrol of soldiers who inform them the road is safe to the castle, but beyond that it’s beset by orcish raiders. Furthermore the woods north of the castle are stalked by goblins. As a result, there are a large number of travelers at the castle. The inn is full and many are forced to camp in the Canopies - a small tent city outside the castle walls. They patrol leader suggests they check the Canopies first to see if anyone knows the deceased halfings.

The party arrives at the Canopies just in time to witness a duel between a female elf and a young human woman. It seems the family of the young woman - Mavis - operates the local tavern. The elf was flirting with the woman’s brother and distracting him from his chores. When Mavis tried to set him straight, words were exchanged and things escalated quickly. 

Filthy Harald on Fantasy Grounds
...being as this is a polearm, the most powerful infantry weapon in the world, and would chop your head clean off... 

After the duel has ended, Celestine makes a point of getting to know the elf, Aerilaya, and her sister, Anarzee. It seems that dueling, drinking, and other risky behavior is what young elves live for. Meanwhile the other party members explore the Canopies and learn other tidbits:

Dolly learns that a group of disgruntled dwarves is at the Merchants’ Castle, demanding aid form the castellan. She also learns there may be treasure in the pine forest in the nearby fens.

Harald learns that goblins have driven all the woodcutters and charcoal burners from the forest. Goblins never show up at random. There is always some sort of pact or bargain with their dark fey masters at work.

Dewey learns there is a chapel in the Castle where the deceased can be taken to ensure proper burial rights and he meets the Brother Xyneg, the curate.

Gormer meets “Old” Mavis, the grandmother of the younger Mavis and the mother of Fergus, the taverner. She is also a storyteller who entertains the camp each night at sunset.

In honor of the dead halflings, on this night she tells a story of the legendary halfling adventurer, Seamus the Shadow, and how he acquired his magic sword, Cat’s Eye, from a spider-filled dungeon and learned that fire is a natural deterrent for giant spiders.

Strangely, there is no sign of Durgash or the other people from Ünmann who were only a day or two ahead of the party...