Friday, 19 July 2013

Blood Hunter Character Art

I finally got around to finishing off an illustration of Annette's character from our Blood Hunter solo campaign.


Savage Devonport 4

The continued adventures of our heroes, who have struck out North through the Last Pass into the ruined domain of Caernfallen to see if they can stem the advancing tides of an orcish army.

  • +Annette plays Snowfall, a Human Paladin whose family owns an apothecary in Stormhaven.
  • David plays Ret Inas, a Human Thief from the village of Dryfield.
  • James (absent) plays Angus Arrowbeard, a Dwarven Archer/Rogue from a hold to the North.
  • Michael plays Novim, an Elf Ranger who has sworn fealty to the local Lord.
  • Sasha plays Kae Swiftfoot, a Monk/Rogue who owns a corn farm North of Stormhaven.
  • Shane plays Typhus, a Wizard who seeks to make his fortune.

The party returns to Dryfield and speaks to Timpany about the orcs. The bard tells them that the warband split up into many smaller groups, and she suspects they have headed in various directions to search nearby ruins for ancient treasures. She tells them the tale of Sir Marden, an ancient knight who was cursed after defeating a necromancer, and who was laid to rest in a magically-sealed tomb in the hills, to prevent the necromancer's power from rising again. She also tells them of the Lost Library, an ancient repository of knowledge said to lie beyond the Shattered Mountain; and of Lorden Rill, a great rift in the land plagued by monsters and leading down to a wide marsh, beyond which stood the castle of the Knights of Estiban who have been protecting Caernfallen from orcish invasion for years.

Despite Typhus' obvious interest in Marden's tomb, the group decides to seek out the Lost Library instead. They travel to the Southeast and begin navigating their way through the Shattered Mountain's precipitous terrain. The group all works together, with those more skilled at climbing aiding those who start to lag behind.

Deep in the mountains, they find signs of many orcs having travelled this way. From their tracks, it appears as though they were searching, with many tracks doubling back as they reach dead-ends. The group makes haste, following the orcs' main trail in hopes of catching up with them before they reach the Library.

The party reached a great chasm, with a trail leading along one side, and an ancient suspension bridge connecting the near side to a great, cylindrical stone building carved outof the very mountainside. A group of orcs is making their way along the trail towards the bridge, so our heroes engage them in combat. The Wand of Vines helps, immobilising one orc and bottlenecking the rest, preventing them from attacking the party in melee. The orcish archer and shaman attack the group at a distance, but they are no match for Novim and Typhus' ranged attacks. As the last of the orcish grunts fall, the shaman, an archer, and his bodyguard make it across the bridge into the ruin.

Pursuing the orcs across the bridge, the party finds them in a large circular chamber, facing off against two large moving statues that seem to want to touch them and put them to sleep. The heroes finish off the orcs, and follow through on the statues once they begin attacking party members too.

They explore the ruined library; due to time and exposure to the elements, they can't find any books in good condition in the main tower, so they press on into the chambers carved into the mountain itself. In a dark corridor, they fail to notice the giant spiders on the walls and ceiling until it's too late! The party is surrounded, and take an early loss as Ret succumbs to the creatures' paralysing venom! A much larger spider emerges from a side-room, entangling Novim in a spray of web. Ret recovers, and they eventually manage to defeat the eight-legged fiends.

After a little searching, they manage to dig up a Scroll of Burrowing and a Tome of Bolt, so Holy Bolt is added to Snowfall's repertoire.


I was a little underprepared for the Lost Library, but figured I'd wing it a bit and test out Savage Worlds' much-vaunted low-prep requirement. It went pretty well, since I had a fair idea of what the Library was like, but it did suffer a little. With some additional planning I'm sure I could have made the journey there more meaningfully interesting. I also fumbled a bit with the final encounter, and had to reach a bit to come up with a thematically suitable challenge.

Normally Ret would have been paralysed for ages, but we discovered we'd done something wrong with his check, so I allowed him to recover after only a few turns rather than cutting him out of the rest of the session.

>>> Session 5

Sunday, 7 July 2013

Savage Devonport 3

So last session I had a request from James for more puzzles and problem-solving elements. I picked up the Fantasy Companion, which has awesome random magical treasure tables (a part of fantasy games I usually neglect) and a fantastic bestiary, and also a couple of 10 Fantasy Traps guides to mine for ideas. Since the group were in an Elven ruin, with an Elf in the party (played by Michael), I planned a sort of "dungeon" in a slightly alternate-reality "elf world."

Naturally, neither James nor Michael could make it to this session! We were joined by David, though, playing a Human Thief.

  • +Annette plays Snowfall, a Human Paladin whose family owns an apothecary in Stormhaven.
  • David plays Ret Inas, a Human Thief from the village of Dryfield.
  • James (absent) plays Angus Arrowbeard, a Dwarven Archer/Rogue from a hold to the North.
  • Michael (absent) plays Novim, an Elf Ranger who has sworn fealty to the local Lord.
  • Sasha plays Kae Swiftfoot, a Monk/Rogue who owns a corn farm North of Stormhaven.
  • Shane plays Typhus, a Wizard who seeks to make his fortune.


Unbeknownst to the party, when they left the small farming village of Dryfield they were being followed by Ret Inas, a local lad with skills not usually fostered by farmers, and with an itch for adventure - or profit, perhaps, from these well-equipped travellers from the South.

After defeating the orcs who were guarding it, the party camps in the old Elven shrine. Novim keeps watch but drifts off to sleep. Ret sneaks in to check out their stuff, but as he does so reality shimmers; the forest swells and grows, sprouting hedge-walls and thorny brambles, and the sky changes to an eerie aurora twilight. A cool breeze wafts through the open structure, and everyone awakes apart from Novim and Angus.

Ret remains hidden while the party checks out their new surroundings. Typhus believes they have been shifted into some sort of alternate reality, such as a pocket dimension or faerie world. Although the shrine itself appears to be the same, everything outside it has changed. The shrine is obviously the key to coming and going, but Typhus is fairly certain that they won't get stuck if reality shifts back without them being in the shrine.

Kae does a quick lap of the clearing to get a first impression of their new environment. The thick hedgerows have created four passages. From the North and the South, he hears the sound of flowing water. They decide to go North first, and notice Ret sneaking after them. Since they're all in the same boat he joins the group, although they keep an eye on each other.

The Northern path leads to a dead tree with a face carved in it, spewing black water out of its mouth into a basin formed by twisted roots. Kae takes some in his wineskin. When he pours a little on the ground, the grass shrivels and dies.

They next head South, and find a fountain of pure crystal-clear water. After some experimentation, they discover that it causes plants to rapidly sprout and grow, and that mixing it with the black water creates regular water. It doesn't seem to have any special effect on people, although they are not currently injured or fatigued.

West of the shrine they find a clearing with a large statue of an Elven archer in the centre, twice the height of a man, his bow drawn and pointing North along a forest pathway. Half-dead shrivelled vines cover the pedestal. They investigate the statue, discovering that the bow and arrow are a mechanism, implying that the arrow will be loosed under certain circumstances. They also discover holes or channels around the Elf's flowing stone robes, leading up into the stonework. Kae pours pure shrine water on the vines, and they spring back to life, growing and entering the holes in the statue. As they do so, the statue relaxes its bow-arm and lowers the bow.

The party heads North along the trail. After a short distance, they come upon another clearing, although this one is darker and surrounded by more dead plants. The remains of a fragmented skeleton lie at the end of the path, its head pinned to a tree on the far side of the clearing by a three-foot-long arrow obviously fired by the statue behind them. Half a dozen skeletons are milling around armed with longswords, so the group engages them. Typhus makes sure Ret gets out there and fights, so he can keep an eye on him. Kae tries pouring some of the pure fountain water over one of the skeletons; it has no effect on the undead directly, although as the water hits the ground the grass grows up and entwines the skeleton, restricting its movements. The skeletons are quickly destroyed, and the group moves on to the North.

They discover a large clearing surrounded by dead trees, the forest wall choked with enormous thorny vines. At the North end lies a paved square pond, from where the black water appears to be bubbling forth. It runs out of a channel and forms a vile stream flowing South. Next to the pool stands a massive gnarled tree; despite having its roots in the stream, it appears to have some semblance of life.


Kae approaches the tree, and one of its branches - long, jagged, and spiked at the tip - lunges from the foliage to stab at him. He evades it, and as the others follow he dashes over to the stream and pours pure spring-water from his flask onto one of its roots. The tree shudders, and the root turns crystal-white. More branches reach down and attack as Snowfall joins in. The paladin pours holy water onto the remaining roots, with similar effect! Typhus lightning-blasts the trunk and catches a couple of the branches, but has little effect. In return, he is stabbed by one of the mobile limbs and passes out, the tree also draining some of his life-force.

They use the last of the water on the roots to cut the tree off from the dark stream, and some of its spiked limbs start drooping. They fight the two remaining branches until Ret manages to split both of them with his dagger! Now disarmed, the evil tree slumps and dies. Disappointingly for Kae, his giant axe had little effect.

South-East of the dark spring, they find an area of foul-smelling bog. Run-off from the dark stream has created a poisoned swamp. They decide that it's not worth the trouble, and head back around the other way. Kae suggests they try using the pure fountain water to revive Typhus, but it has no apparent effect on people (other than making him very clean). Snowfall uses medical and magical skills to return him to health.

East of the shrine, they find a clearing with a strange tree in the centre. It appears to be living, but the branches have grown into a tangled sphere, as though woven around something. The branches are woven too tightly for them to see all the way in, although there does appear to be a mysterious glow inside the tree. Typhus advocates using the black water to make the tree wither and die, thus revealing the item within. Kae protests, saying he would rather respect this Elven place and not kill the tree unnecessarily. Ret volunteers to worm his way through the brances into the heart of the tree, and does so without getting stuck. There he finds a beautifully carved Elven bow of golden wood, and climbs safely back out of the tree with it.

To the South lies a hedge maze. Kae tries to mark a trail by dragging his axe along the ground, but Typhus realises that the maze's walls are shifting around them. The wizard takes the lead and guides the group through.

On the other side of the maze lies a clearing with a square pool, the mirror opposite of the one to the North. The plants are all in fine health, and the tree overlooking the pool is massive and green. As the party approach, however, a wall of brambles springs up across the clearing, denying them access to the pool. A booming voice tells them they should not be here. It turns out the tree is home to a dryad, who is the guardian of the Tomb of Eladrin, buried under the pure spring. They coax her out so they can talk face to face
, and convince her they only want to leave. Once they tell her they've slain the dark tree, she agrees to help them leave if they can purify the black spring - the Tomb of Laguna, Eladrin's lover, who was cursed by a necromancer. They do so. In the newly purified pool, they find a Wand of Vines. They return to the dryad, who rewards them with Eladrin's Cloak of the Marksman. She gives them herbs that will awaken their sleeping comrades.

They return to the shrine and awaken Novim and Angus. Everyone returns to the normal world, where it is dawn, and discovers the shrine is being approached by an orc warband who must have been using the shrine as a staging post!


The orcs are suspicious because the sentries they left at the shrine haven't answered their calls. They fan out and approach as the group hides to varying degrees, but some are soon spotted and the orcs rush in. Four archers take pot-shots from a distance, but most of the fighting takes place inside the ruin. Typhus blasts lightning as the orcs rush him. Kae engages the orc leader, and fights him toe-to-toe for the whole battle in an epic struggle! Snowfall provides melee support, and uses the Wand of Vines to entangle a few orcs who are then fried by Typhus. Ret sneaks through the forest and assassinates one of the archers, then engages his partner in close combat and strikes him down as he attempts to flee. Typhus uses the Staff of Skulls to raise one of the fallen orcs. The two remaining archers turn to flee when one of them accidentally hits their leader with an ill-aimed shot! With the rest of the orcs gone, everyone gangs up on the war-chief and he finally falls.

The party is now thinking of returning to Dryfield, to see if they can get any more useful information out of the bard. 

>>> Session 4

Sunday, 30 June 2013

Skyship Islands 6

  • Alice plays Amarylis, a female Centaur barbarian with a warhammer and an attitude.
  • +Andrew is playing Inigo Yonez, a male Dwarven archaeologist.
  • +Melysa is playing Annona, a female Jungle Elf shaman.
  • Michael plays Engrin, a quiet male Human rogue armed with a crossbow.
  • I'm playing Zanne, the female Human captain of a small skyship. 

Having portaged our boat around the waterfall, we split up - Annona and the leopard head into the jungle to ambush the gar-ogress, while the rest of us pole the boat upstream. The ogress spots the boat and wades after us, but Annona magically tangles her in the vines surrounding the stream. Amarylis leaps onto the bank, almost capsizing the boat as she does so. With his new bow, Engrin puts an arrow through the ogress' leg! I steady the boat and prevent it from drifting back downstream. The ogress breaks free and limps to the bank, pulling a large bottle from a leather bag. Before she can drink from it, she is dropped by one of Annona's arrows. 

The bottle is full of healing potion, and she's armed with a great-axe and a brace of throwing axes. Amarylis takes some of the throwing axes.

Further upstream, some of the party hear a cataract ahead, and also the sound of two gar-ogres - presumably the ogress' boys - engaged in loud conversation. Apparently they have lost a fight against a band of goblins, and are worried how their mother will react. We secure the boat around a bend in the stream, and set up an ambush at the edges of the shallow pool that lies at the bottom of the cataract. As the already-injured ogres splash down into the pool, they are met by a volley of missiles. Amarylis and I rush along the bank to engage them, but they both fall before we can get there.

Like their mother, these ogres are armed with axes and a potion, except that half of their potion had been used already.

Pressing on through the jungle for another few hours, we eventually reach the entrance to the ruins. Engrin and I check the passageway, and discover it has a pressure-pad mechanism to reset all of the traps within the complex. We decide to bypass it, hoping for easy access past any traps that have been already set off, and also hoping not to find any areas that are impassable unless the trap is reset...

Pressing into the gloomy ruins we encounter several set-off traps, with blades and barbs protruding from the walls. They seem to have been deliberately activated and left, with trails showing where goblins have moved around them. As we get deeper into the complex, we hear the sound of a goblin warband marching down the hall! We retreat a little and take cover in some side-corridors, and the group of a dozen or so goblins pass us by.

According to the crude map we'd recovered from one of the journal fragments, we are finally nearing our destination - the location of the final fragment, which will reveal to us the location of the fabled Fountain of Youth and a fabulous treasure!

Only one thing stands in our way - a long hallway, lined with pressure-pad activated dart traps. Without an easy way to block all the darts, I begin tapping out a safe path using my staff to test the paving stones...

>>> To be continued!

Future Born to Pain in the Stars 1.1.2

It's taken me a while to write up this post, partly because I wait for +David to write up his summary first. Then, I copy and paste that, and edit it down a bit, and then go through and flesh out my character's role. I've found both when running and playing Cortex Plus Drama that the session tends to require a lot of energy, and so I usually don't feel much like writing about it until a day or two afterwards anyway.

As last time, I'll be writing from my character's point of view - Ambassador Kaaradan'Bo'Maar of the B'Daan Empire. To provide a complete picture, the exploits of other characters are presented in indented paragraphs.


A shot of the Space Station from a distance, with the vast asteroid belt glinting in the darkness behind it. The camera follows a small Fo shuttle moving to dock with the station.
In his quarters, Ambassador Lokshma of the Erodo is being advised on this evening's Valon Festival. He receives a message, asking him to meet with his nephew PocMahl.

Station Chief of Security Marcus McGerrit wakes up in the sewer tunnels, and discovers he’s been out of action for a while. Security officers find him as he’s reading a congratulatory message from the Valon Representative, H'Ssan Gurahl, for preventing the theft of the cargo.


Future Born to Pain in the Stars

Starring (in alphabetical order):
  • +Jason Dettman as Lokshma of the Erodo (Fo) - Ambassador, The Union
  • Craig Judd as Kaaradan'Bo'Maar (B'Daani Atmaa) - Ambassador, B'Daan Empire
  • +Dev Lox  as Marcus McGerrit (Human Cyborg) - Station Chief of Security
  • Robyn Miessler-Kubanek as Juliet Sanchez (Human) - Station Captain

Created and Directed by +David Miessler-Kubanek 

Season 1, Episode 1: Feast for the Soul, Part 2

Chief McGerrit and Captain Julia Sanchez discuss what’s been going on. There are many security matters requiring attention.
Lokshma meets with his nephew, PocMahl, to talk about things. PocMahl is determined to bring General Kaaradan to justice for war crimes. He has proof, and a witness aboard his shuttle. Lokshma convinces his nephew to hold off on seeing the Captain for the time being. PocMahl is angry but consents.
McGerrit follows up on his long list of things to do, including investigating the issues surrounding the foiled theft of Valon cargo, and the mishaps involving Hashaa. McGerrit also assigns Lt. Vosh, his second, to take point on the Council Chambers where the Valon Festival is taking place.
PocMahl and Lokshma go to the shuttle to meet the witness, The B’Daani Colonel Kordash claims to have been one of the soldiers who fired upon the surrendered Fo army and CAW observer forces on Aegis 7. They talk a little, then Lokshma has his nephew go to the cockpit so he can speak with the Colonel alone.
McGerrit learns that Ambassador Daniel Van Schultz went to visit the Fo-an attacker in the brig - the prisoner who recently escaped. McGerrit reviews the video footage, but the audio is mostly static. He manages to clean it up enough to learn that Van Schultz plotted with the prisoner to attack Ambassador Kaaradan during the Festival. He manages to recapture the Fo-an, who was trying to find a spot to hide near the Council Chambers.

I assigned two of my security detachment to stand guard outside my chambers, while the other two are to accompany me at all times. I have also deputised one to handle my secretarial duties while Hashaa is in Medbay.



McGerrit reports to Captain Sanchez and the Captain orders the Chief to Medbay to get checked over.

Having reasoned that a larger and more diverse entourage would offer greater security while at the same time demonstrating the might and glory of the Empire. I went to the Council Chambers, where the Valon were preparing for their festival, and communicated my requirements to their representative, H'Ssan Gurahl. He offered to provide me with four of his best hunters, and I found this agreeable.


Lokshma goes to Command & Control to speak with Captain Sanchez. They talk about the Fo-an attack on Ambassador Kaaradan, and about PocMahl's accusation.

I received a visit from Security Chief McGerrit. He enquired about my new security forces, so I explained where I had found Station security lacking and had taken matters upon myself. He seemed uncertain and disoriented, and left, apparently satisfied by my explanations.

Shortly after McGerrit left, the promised Valon hunters arrived. I stationed two outside, and two inside. One of them displayed awe at being in my presence, and at being allowed in the quarters of a B'Daani Atmaa. I was pleased by his zeal, but warned him not to touch anything.


Chief McGerrit eventually makes it to Medbay, but not before having a minor relapse from his exposure to the drug. Dr. Dierdre Sandaval checks him over, gets him on an IV drip, and tells him not to work tonight.

Later in the afternoon, I also received a visit from Jason Delores, cultural aide to the CAW. He and I have been discussing many cultural issues since my arrival on the station, and I invited him in for tea. He showed some distaste at one of the fertility rituals the Valon required guests to perform, but I impressed upon him my opinion that one must show respect and consideration to the lesser species. Every creature has its own place in the order of things.He also asked about Hashaa, and mentioned that his presence in Medbay was giving other factions the chance to study B'Daani biology. This did not overly concern me, as I am sure many Issh were captured and examined during the War, as were Humans and Fo on our part.


Ambassador Lokshma visits the recaptured Fo-an prisoner. Lokshma learns that the prisoner, Valesh, is a fanatic of the Shining Path who is determined to kill Ambassador Kaaradan to destroy the darkness in this part of the galaxy. Lokshma uses his mysticism to convince Valesh to follow him as a new avatar of the Shining One.
Dr. Sandaval calls Captain Sanchez to say that the Chief is unfit for duty. Meanwhile, McGerrit sneaks out into the hallway. Having confirmed the incense-drug's harmful effects, the Captain orders engineers to work on the Council Chambers' environmental systems. The Captain fails to find out if the incense-drug is the sort normally used by the Valon.
The Captain then went to the Council Chambers and spoke with Valon representative Gurahl about the incense problem. Gurahl admitted that they could not get the proper incense in time for the Festival and had ordered an alternative from InTech. Captain Sanchez said that she would look for a safer alternative in time for the Festival, which did not comfort Gurahl.
Captain Sanchez learns that McGerrit has left Medbay, and with Lt. Vosh, finds him passed out in his quarters. Sanchez gives him a firm talking to as a friend.
Ambassador Lokshma contemplates what to do next.

CLOSING CREDITS

>>> To be continued

Saturday, 29 June 2013

Future Born to Pain in the Stars 1.1.1

I finally have an opportunity to play a Smallville-style game using Cortex Plus Dramatic Roleplaying+David Miessler-Kubanek is running a sci-fi game reminiscent of Babylon 5. After fighting a great War to a standstill, three powerful factions have come together on board a neutral space station to try and find their way to a shared future.

We spent a few weeks on collaborative world-building before starting character creation. There are many different aliens and factions, so I'll also put together an introductory post at some point...

Since I'm a player not a GM, I'm mostly blogging this from my character's point of view. However, due to the complex political nature of the game, and because it's run with "open secrets," I'm including a basic outline of the events in which I'm not directly involved. The outlines are indented, while my own character's narrative is written as usual. If any of the other players writes up their perspective, I'll include links.


The show opens with a shot of the Space Station from a distance, with the red sun blazing behind it. Some ships pass as the camera slowly zooms in alongside the station's bulk and follows its curve around to the loading dock. 
One of Security Chief Marcus McGerrit's subordinates, Lt. Vosh, wants to open and inspect a suspicious crate that's arrived for the Valon "Ambassador," but the Chief overrules him. McGerrit examines the crate externally; he gets a strange cinnamon scent from it. The Ambassador is notified of its arrival.
Captain Sanchez receives a hail from a Union vessel. Lt. PocMahl requests an audience to discuss placing Ambassador Kaaradan'Bo'Maar under house arrest for alleged war crimes!

Future Born to Pain in the Stars


Starring (in alphabetical order):

  • +Lloyd Gyan as Daniel Van Schultz - (Human) - Ambassador, CAW
  • Craig Judd (me!) as Kaaradan'Bo'Maar (B'Daani Atmaa) - Ambassador, B'Daan Empire
  • +Steve Moore as Li-uax of Chaqua - Reathis - Refugee Leader
  • +Dev Lox  as Marcus McGerrit (Human Cyborg) - Station Chief of Security
  • Robyn Miessler-Kubanek as Juliet Sanchez (Human) - Station Captain
Created and Directed by +David Miessler-Kubanek 


Season 1, Episode 1: Feast for the Soul, Part 1

Daniel Van Schultz talks with his aide, Jason Delores, about the evening's Valon Festival of Rebirth - the need to wear only natural fibers, the need to bring a gift of personal value and to give a speech about it. Van Schultz seems to intently consider what to bring.
Li-uax learns of the Valon shipment through the Reathis information network, and a heist is planned.


Here begins the personal log of Kaaradan'Bo'Maar. I am an Atmaa, one of the ruling caste of the B'Daani people. It is my privilged position to represent the Empire as Ambassador on this space station, where so many conflicting species have come together to discuss peace and the future.

During the War I was a General, a rank I still hold. It was my task to expand Imperial holdings and bring other civilisations under our sway, for the Atmaa are born to rule and it is our duty to guide the lesser species. I directed our forces mainly on the Union battlefront, where I began to realise that the creatures we were fighting may be different than those we had faced in the past. I have come to this Station, in part to find out more about these species so recently encountered, and in part to ensure the bounty of the Empire.

This day, I awoke refreshed and in good spirits. My valet Hashaa informed me of a Valon festival taking place this evening. As the Valon are vassals of the Empire, it is my duty to attend. I left the details and preparations in Hashaa's hands.

Hashaa is an Issh; both Issh and Atmaa belong to the B'Daani species, but it is the role of the Issh to serve. They appear somewhat physically leaner than the Atmaa, but are just as capable in their own areas of expertise.

As Hashaa departed my quarters to attend to preparations, I saw a Fo-an standing in the hallway glaring at me. As one of the Union species we fought during the War, the Fo hold no love for the B'Daani. Rather than being drawn into a confrontation, I simply shut the door.


McGerrit is visited by the Valon Ambassador, H'Ssan Gurahl, and two aides. McGerrit insists on escorting the cargo. Gurahl only agrees on the condition that he first inspect the crate in a private room. McGerrit and the aides remain outside, and McGerrit opts not to use surveillance to spy on Gurahl.
Having watched from the access tunnels, the Reathis set off an alarm, forcing the Ambassador to leave the room and return to his quarters. In his absence, Li-uax breaks into the crate, exposing himself and other Reathis to the alien spice within. Before they can make off with much of the contents, McGerrit determines that it was a false alarm and gets permission from the aides to open the door. Li-uax is forced to flee without covering his tracks.
When McGerrit opens the door a pungent odour hits him in the face. The two aides kneel, wafting it into their faces and praying. McGerrit sees that the container has been broken into, but is then overwhelmed by the substance and leaves to recover.
Lt. PacMahl of the Red Star Legion tells Captain Sanchez he's the only surviving witness of the slaughter on Aegis 7. He says then-General Kaaradan'Bo'Maar ordered the extermination of all the surrendered troops, along with a detachment of of CAW peacekeepers. PacMahl asks the Captain to arrest Kaaradan at once so justice can prevail, but Sanchez points out the Ambassador's diplomatic immunity. She also makes it clear that this station is designed for peace and that she will not tolerate threats to that mission, or to the Ambassador's person while aboard. PacMahl seems relieved to hear that the Ambassador is on the Station. Sanchez organises for one of her aides to take an official statement from PacMahl at some point so a proper investigation can be made. 
After the foiled heist, Li-uax meets with the Anzi criminal leader Lisse Jeh Tsko to discuss the Valon drug and its intended use at the Festival. Tsko wants to find out more about the substance by testing it on someone, and Li-uax convinces Tsko that he is better-equipped to handle that task than the Reathis.
Van Schultz meets PacMahl in the Station's Temple after receiving a message about his son Roland. They speak uneasily about the past. PacMahl wants to pass on Roland's will, but Van Schultz doesn't seem interested and starts to leave. PacMahl calls out that hir relationship with Roland was a love across the stars. Van Schultz replies that he feels the same way about his dead son.

I have taken to walking about the station each day to make the Empire's presence felt, and also to show my willingness to engage in the forthcoming negotiations. Today as I was in the market area, I heard a guttural yell from behind me. I turned to see the Fo-an from earlier, now holding a dagger and moving towards me. I grabbed an implement from a nearby stall to knock the dagger aside. Hashaa leapt to my aid, suffering a cut while wrestling the Fo-an to the ground at my feet.

The Station's Captain arrived before her security forces did. To her credit she had the Fo-an taken into custody, although I had to berate her for allowing such an attack to occur in the first place. She offered to have her security forces escort Hashaa and I to Medbay. I agreed, on the proviso that she accompany us herself so as not to give the impression that my Issh was under suspicion or arrest.

On the way, I told the Captain that I intended to bring a small squad of Imperial troops onto the Station to act as my personal security detachment, as I'd obviously overestimated the spirit of peace and understanding that the Station was built on. She attempted to overrule my intentions, offering instead a Human security force. I expressed my reluctance to be attended by armed security officers from a species we had recently been at war with, and also noted that lax station security so far did nothing to boost my confidence. She once more publically overruled me, claiming that my request was unreasonable and suggesting that she had final say on the matter.

I rounded on this mere bureaucratic functionary, warning her not to question my authority or position. After I asked if she wanted to be responsible for the withdrawal of the B'Daani delegation, she stormed off.

Unfortunately Hashaa's condition had deteriorated during our argument, and we rushed him to Medbay for proper treatment.

Captain Sanchez goes to the Botanical Garden to cool off, and finds Van Schultz there. They talk things over, and the Captain feels a little better.
In the Station's slum, Li-uax and Tsko watch as their test subject - the B'Daani manservant, Hashaa - is subjected to the Valon drug. He is reacting badly, and Tsko is not sure if he'll survive or suffer brain damage. Li-uax calls a halt to the test before it goes too far, and rushes Hashaa through the access tunnels, returning him to Medbay just before Ambassador Kaaradan arrives.
Van Schultz meets with the arrested Fo in his cell to discuss options, which include making a second attempt on Ambassador Kaaradan's life during the Valon Festival. Before leaving, Van Schultz slips the prisoner a micro-cutter to aid in his escape.

A few hours later I returned to the Medbay to check on my Issh's progress. Once again my confidence in Station security was shaken, as I discovered Hashaa was in worse condition than when I left him! It was obvious that he'd been given some sort of detrimental drug while in Medbay's care. I immediately summoned the head of Medbay, Dr. Dierdre Sandaval, who had just come out of surgery. She confirmed that Hashaa had been exposed to an unknown chemical, but she would require some time to analyse it. She also advised he would have to rest for a couple of days, leaving me without my valet.

This was the final straw. I would not allow the safety of this diplomatic mission to be compromised by slipshod Station security. I immediately summoned a detachment of Issh troops from my  Destroyer to provide proper security. In accordance with the Station crew requests, and respecting the peaceful nature of this endeavour, I agreed that they would be armed only with nonlethal weapons - stun batons, and polymer guns which fire rounds designed to adhere to and immobilise the target.


TAG SCENES

I have returned to my quarters in preparation for the Festival. I have stationed two soldiers outside my suite. I consider the gift chosen by Hashaa with my approval for the Valon festival - a painting, showing the B'Daani and Valon fighting as a united force against the Union during the War. It is obvious that not everyone has put aside the past, and I must maintain vigilance for my own safety and the safety of this mission. I send off a report to my homeworld, Baddra, and request additional resources.

Van Schultz is getting ready for the Valon Festival, a box in hand. He asks his bodyguard to find out why PakMahl is alive and his son is not, then bar him from this station; and as for the Fo-an in the cell - ensure he almost succeeds, then kill him. 
Li-uax decides he cannot trust the criminal Lisse Jeh Tsko. The Valon are to blame for stirring things up. He's trying to wash off the drug, and washing and washing and washing...
Captain Sanchez learns that the B'Daani have brought a contingent of troops aboard. She considers co-opting the new troops to help with security matters.

CLOSING CREDITS

>>> Episode 1.1.2

Saturday, 22 June 2013

Savage Devonport 2

The group enjoyed the first session so much, plus they'd invested a lot of time and effort in character creation, so we decided to extend the game. I let people re-jig their characters a bit if they wanted, or even change them entirely. Novim's Skills got shuffled, Typhus chose some different spells, and Invghost was replaced by a completely new Dwarf.
  • +Annette plays Snowfall, a Human Paladin whose family owns an apothecary in Stormhaven.
  • James plays Angus Arrowbeard, a Dwarven Archer/Rogue from a hold to the North.
  • Michael plays Novim, an Elf Ranger who has sworn fealty to the local Lord.
  • Sasha plays Kae Swiftfoot, a Monk/Rogue who owns a corn farm North of Stormhaven.
  • Shane plays Typhus, a Wizard who seeks to make his fortune.


A week or two after dealing with the necromancer, Kae is awoken by his guard rabbit. He sees shadows moving through the corn, and heads out into the fields with a torch. He comes face to face with an orc, and tries to scare the brute away - they end up fighting. Two other orcs attempt to join their comrade, but the Dwarven archer Angus Arrowbeard has been tracking them since they came through the Last Pass, and manages to take one out with an arrow he never saw coming. After a brief skirmish, the orcs are defeated. Angus and Kae introduce each other, and Angus explains that the orcs have attacked the Dwarven city of Targan's Forge. He'd been following a group who struck out South and headed through the Last Pass.

The pair travel to Stormhaven in the middle of the night, finding everyone else still at the Green Dragon inn. Angus tells his tale about the orcish army, and the group decides it's in the best interests of the realm for them to head North and investigate what's going on beyond the Last Pass.


*          *          *

As they travel past Kobold Hill, Snowfall spots an orc sentry atop one of the half-ruined towers, and also notices that kobolds have returned. The group attempts a stealth approach from the road, but the bald hillside doesn't offer much in the way of cover and the sentries spot them. The group attempts a frontal assault, and the orcs shove the kobolds out front to bear the brunt of the attack. Meanwhile, extra orcish archers appear on the two mostly-intact towers, and several emerge from the towers wielding swords. They are followed into the fray by a tough war-boss wearing better armour than the rest.

In a long slog, the heroes finally manage to defeat all of the kobolds and some of the orcs. However, the withering fire from the archers on the towers takes its toll, with Typhus and Angus in particular suffering serious injuries. Snowfall falls back to heal the wounded, but unfortunately Kae is still on the front line and quickly becomes surrounded and overwhelmed. The group has little choice but to withdraw and regroup, vowing to return and liberate the captured Kae. They withdraw to Swiftfoot Farm, and spend the night recovering their health and magical power.


*          *          *

The party returns to Kobold Hill the next morning for a dawn assault. Now that there are fewer orcs, the place is not as well defended - one archer on top of each of the two standing towers, plus four orcs and their chief inside one of the towers, along with the captive Kae. 

The group launches a multi-pronged assault. Angus sneaks up one of the towers and stealth-kills the lone orc archer atop it, then goes on to use the roof to shoot at other orcs as they come into view. Novim takes cover in one of the shattered towers, and takes pot-shots as various orcs emerge from the tower they're using as their base. Snowfall and Typhus conduct a frontal assault on the tower door, although Snowfall is forced to duck against the base of the tower to avoid arrow-fire from above. Typhus uses the Staff of Skulls to raise some of the dead orcs to attack their leader. While engaged with the zombies, the orc commander also suffers concentrated missile fire, and finally succumbs to Snowfall's blade! As the orcs abandon their guard duty to join the fray, the heavily-wounded Kae finally manages to slip his bonds. By the time he joins the fight, however, only a couple of orcs are still standing. Kae claims the leader's giant battle-axe.

The last surviving orcish archer surrenders, so the group captures and questions him. After discussing whether to let him go (suggested by Angus) or slit his throat (Typhus' suggestion), they decide on Novim's advice to instead return him to town so he can face justice. With that done, they head off once more towards the Last Pass.

After passing through the narrow gap between the mountains, the party finds themselves in a dry country. Yellowed grasses cover the hillsides, and a scraggly forest can be seen in the distance. In front of them lies the farming village of Dryfield. 

The place seems deserted, although they can see that many feet have passed through recently. The mournful plucking of a lute is the only sound they hear, so they head towards it and meet the young bard, Timpany. She tells them that the villagers are all working the fields. She came into town yesterday, some time after a large group of orcs raided the village and sent groups off in various directions. The orcs apparently came from the Witherwood, which jibes with Angus' information. Timpany tells them that this is an ancient land filled with ruins, and sings a song of the fall of the Elves of Witherwood. The group decides to head into the forest to explore Elven ruins and perhaps find the source of the orcs.

The woods are dry, with twisted and gnarled trees clawing at the sky. The party spots and manages to avoid several orc patrols, and eventually discovers an old Elven shrine, now occupied by half a dozen orcs. The heroes move in and fight them, using cover and ambush. The orcs fall after a brief skirmish, and the party discovers they were guarding a large amount of food and other supplies. The day is getting late, so they decide to set up camp in the shrine.



This session went for five or six hours, and we got quite a bit done! The first fight took a long time to resolve, and taught all of us a lesson about tactics in Savage Worlds. I probably threw in a few too many orcs, plus a frontal assault in the open while being harassed by missile fire, plus discovering the death-spiral of wound penalties... well, it could have gone better. In fact, the regroup went much more smoothly, in large part due to effective tactics and positioning.

I did get some feedback from this session - James requested some puzzles and things to solve, which I agree would help take the focus off combat a little. I also felt that I'm not giving out very good treasure. I was going to write up a series of magical item tables, but then I discovered that the Fantasy Companion already has a most awesomely comprehensive set, which saves me a lot of work! It doesn't have anything in the way of tricks and traps though, so I've also purchased a couple of "10 Fantasy Traps" booklets to start me off.

Travelling to interesting places, meeting unique characters, fighting monsters, solving puzzles, finding treasures... I think if I can flesh the game out to cover all of that, then I'll feel like I'm providing a much more substantial gaming experience!

>>> Session 3