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Showing posts with label RPG Campaign Log. Show all posts
Showing posts with label RPG Campaign Log. Show all posts

Friday, September 16, 2016

FORCE DOCK!!

Yesterday Hawk and I scored an opportunity to sit with the esteemed Venger Satanis of Kor'thalis Publishing at the helm of his Alpha Blue game on Roll20.  Hilarity ensued, and we had a blast.

Don't wait to hear what the malcontents and haters have to say, check it out for yourself.


Take Space Lord's hand and visit Venger's Old School Gaming Blog, reblogged below.  Also, check out Draconic Magazine and Kor'thalis Publishing's new Kickstarter campaign and show some support for the indie scene.



Venger's old school gaming blog: FORCE DOCK - Alpha Blue actual play report: Another week, another Alpha Blue game on Roll20. I both like and dislike (love and hate are too strong of words for the platform)

Friday, May 13, 2016

No Oath, No Spell Chronicle Log

The Wargate Presents
No Oath, No Spell
A World of Darkness Chronicle
Season 1, 2016







Little beast, 
are you wild as me?
Left some teeth in your enemies...

We won't be broken,

there's no curse we haven't spoken...

There is no oath,

there is no spell...
to deliver us, to make us well...

- Murder by Death











Winter, 1875
Smokefall Ridge, The Indian Territory

Weeks have passed for our intrepid pioneers.  The Dread that hung over the settlements has been dispelled, and the horrific events in the town nearby have earned that place the moniker "Hell Bend".  No one goes out there anymore.

Now the land of the southern Territory are plagued by tales of supernatural outlaws and worse.  Strange incidents have definitely slacked off in frequency, but the tales of the place persist even in the larger world.  In Ft. Grant, people speak in hushed whispers of a whole town purged of devil worshipers.

Yet people ARE coming to Smokefall!  The tiny town has had a bit of a resurgence, and our characters have found themselves in important functionary positions.  Now that people are coming to Smokefall, another set of problems emerges.  All those people have to be dealt with and integrated into the community.

Even with more hands helping, the crucible of the frontier is not done with the settlers.  Life is harsh, and there is competition.  Will Smokefall Ridge find a way to solidify itself as an incorporated entity?  If so, will the legacy of the settlers stand the test of time...or will the coming years blow away all the characters have built like so much dust in the wind?


No Oath, No Spell is a World of Darkness chronicle set in The Indian Territory.  This chronicle contains the final stories for Smokefall Ridge in our current arc.  This is exciting, as our first installment (The Rough Edge of Night) finished up over four years ago!

Smokefall Ridge and the final state we leave it in will have an effect on our other World of Darkness chronicles going forward.  We have begun to show how two of our settings in particular are interconnected, the Indian Territory and South-by-Southwest.  Dead Man's Hand this season will also affect Smokefall Ridge, so actions in both games this season could potentially affect characters, backgrounds and settings for years to come!  This chronicle, and this season in general, will be a legendary time in our World of Darkness.

Also, this is the first season of 2016, which means it's also the first of a new slew of four-month project seasons!  Bear that in mind, settlers - and good luck to you.  If you can make it, Smokefall Ridge will as well.


Current Player Characters
  • "Doc" Jameson
    • A man of science, looking for the truth.
  • Ignacio Madera
    • The sheriff of Smokefall Ridge and proprietor of Twin Pines Fine Horse Mall.
  • Don Juan Ortega
    • Mayor of the township of Smokefall Ridge, Don Juan is focused on the town's sustainability.
  • Rusty Shackleford
    • The former mountain man decided to give "civilization" a go and try his luck in the settlements.
  • Josephine Maxwell
    • A journalist sent to Smokefall to investigate the strange happenings, she intends to find a big story here in the Territory.
  • Jakey Wales
    • Life has changed a great deal for Jakey since coming to Smokefall.
  • Caleb Tinker
    • The town's gunsmith returns after a few weeks worth of introspection on the mountain.  Smokefall is looking pretty rough to him...
  • Arthur Littlehawk
    • A native hunter who lives at nearby Snake Valley, he recently befriended the folks at Smokefall Ridge.
  • Doctor Anya
    • An educated lady from back east, her medical skills have helped the settlement immensely.
  • Preacher
    • A new pastor has arrived to take over the services from Don Juan.
  • Johnny Chu
    • Smokefall gets it's first taste of Chinese cuisine from this immigrant cook.
Deceased Player Characters
  • None (Yet...)
Disbanded Player Characters
  • None (Yet...)


Chronicle Log
Total Game Time: 49 hrs

Life Outside
(01.03.16 to 01.31.16)
Total Session Time: 23 hrs

The characters make lives for themselves in Smokefall, and deal with the day to day dramas of life.
Your standard Western fare has occurred, and besides the bandits and hooliganry there are stranger things afoot.  The best part is that there is now a Chinese restaurant in Smokefall and people love it.

Stones in Dream, Stone in Wood
(02.21.16 to 04.24.16)
Total Session Time: 26 hrs

The woods and wilds around Smokefall begin to reveal a secret that could change the course of history for the Indian Territory.
It seems that the mystical strangeness of the Territory will continue unabated by man's interference.  Some sense of stability has come to Smokefall at last - but what new challenges does having so many...strange individuals in one place bring upon the intrepid pioneers?


Campaign Resolution

For the most part, the land has been preserved.  It will be so for the foreseeable future, as far as the residents of Smokefall Ridge are concerned.  The area once simply called "the settlements" is now being threatened with the very bane of the pioneer lifestyle - government regulation.

Yet the town is growning, even at a faster rate than the arguably better constructed (and prettier) Primrose.  Moreover, the mysterious Media Movement folk connected with Ms. Holmes and her peculiar friends bring a stability to the settlement that was never there before.  Several new businesses, funded by the City Council and the Media Movement, are erected and are prospering in the burgeoning trade of the Territory.

Progress has come to Smokefall Ridge.  It's set to become a trade hub of the region, superseding Andersen's Hill in that respect.  It's good for the town, but the Territory is still a dangerous area.  The characters in this chronicle have set the foundation for the future of the Southwest, but what threats will rear their ugly heads in the future?

In time, it will fall to other folks to step up and face those challenges - whatever they may be.  Though we do not know the exact ultimate fates of the player characters yet, the Smokefall Ridge City Council and Community Development Committee have the administration and development of their growing town to deal with.  They have been entered into the Honor Roll of the Wargate for their role in combating the powerful spiritual forces gathered in the Territory.  Undoubtedly, we will hear from them again - eventually learning what exactly becomes of them as time unfolds.

We cannot divine their fates just now, as we must look to the others who are yet to come that will make their mark on the coming world.  A world that waits more than a century away...and a great deal can happen in such a long span of time.

The Lodge of Dusk at Silver Lake, Near Smokefall Ridge
April 19th, 1878

The inside of the Lodge of Dusk was very impressive, especially to those who were unfamiliar with the ingenuity of the native tribes.  The strange, dark wood that made up the structure was something most people had never seen before...and it's origin wholly unknown.  Yet that was par for course here, as so many things took on qualities of the strange.  Such things as the low, slow drumming inside was like the sound of a pounding pulse inside your skull - it wasn't loud, but it could not be ignored.  The burning sage was there as well, cloying the senses in a manner that was wholly of the strange.

Lisa Holmes stood facing Five Stones and White Hawk.  The City Council was with her, as were the members of her cabal.  She held the child in her arms, and Jakey Wales stood beside her.  Still, her emotions were running rampant...and she struggled to maintain her calm.  Jakey put his hand on her shoulder to offer support, but she couldn't lift her gaze from her baby's face.  
 


Rosa Wales was almost 8 months old now, and what she was about to do was the most difficult thing she had ever faced.  The Mastigos of the Free Council who had faced down and tamed her own inner demons was gone.  Only the mother of the child was left, and she wept. Five Stones put his hands out over the altar.  She hesitated, then stepped forward and presented Rosa to the shaman.  

The atmosphere among those gathered was tense, but hopeful. The werewolf stepped forward from the darkness of the shadowed recesses.  Though she showed her war-form to the onlookers, the Lunacy did not affect them.  Her fur was a soft brown, and she was adorned with shamanic vestments and spirit charms.  Her staff, dangling with mystic seals and medicine stones, clanked on the hard dark wood of the floor. The mage and the shaman looked up at her.  She acknowledged them softly.  

Lisa and Five Stones faced one another across the square podium of the altar, and the werewolf took her place on the east side.  "Protector, " the female wolf said, her voice surprisingly motherly and soft, "take your place."  Mongwau the shaman stepped from the gathering to stand on the empty side opposite the wolf.

"It is an honor, Onowa."  he said, reverently.  "Let us begin."

The wolf, Onowa, shook her hand over the child held by Five Stones over the altar.  She began to speak the tongue of the spirits, reminding them of the pacts she had made with them.  Then, it began to appear.

It was a wispy thing, thin and gaunt.  It was made as of smoke, and curled from the burning sage smoke hanging in the air.  It reached out and began to coil around baby Rosa.  Lisa began to waver, but Jakey was there to hold her.  She did look at him this time, and his eyes told her to trust in him.

A second spirit appeared.  It wound it's way down like the other, and seemed similar yet had a different quality of light to it, eerily a smoky purple unlike the other.  It began to do the same, and as it did, the other spirit lifted away from the child to coil around the head of Onowa.  It made a lazy, coiling smoke ring above her head.  In a few moments, the other spirit followed suit.

The smoke coiled together, and the other shamans moved away from the altar, with Five Stones stepping straight back a step holding Rosa to his chest.  The wolf motioned to the altar, and commanded the spirit to appear and speak it's truth.  The two spirits made one, vaguely in the shape of a human upper body, in the space above the altar's burning sage.  When it spoke, a mouth opened to reveal the purple-lit smoke.  The voice that issued forth was a horrifying, rasping whisper.

"tHiS - cHiLd - - iS-oF - - - uRaThA - - -"

Lisa gasped, and many of the natives seemed to exchange nervous glances.

"tHiS - cHiLd - - wIlL nEvEr sLeEp - - -"

The spirit faded away.

Lisa looked at the ground, resigned.  Jakey looked at Five Stones, and they nodded to one another.  They had already made the agreement, and it stood.

"It is settled, then!" came a commanding voice, breaking the tense silence.  Bullet Braids stepped forward from the crowd and raised his hands to gather the attention of the gathering.  "The child is one of us.  She will go with Onowa."

He walked to Lisa and the Council.  The cabal also drew in closer, eager to hear what he had to say.

"As for you, willworkers..." Bullet Braids continued, lowering his voice as he approached.  "Now...and only now...will we speak towards what you ask of us.  The child will be safe with the Hunters in Darkness, and you have shown us you know of our ways...and what Mother Luna asks of us.  We believe we have seen the only way forward."

Bullet Braids stared at the Council with a scrutiny of one sizing up one's own allies instead of one sizing up how to destroy his enemy.  It was an odd sensation to those who had encountered him before.  "Come, " he said, "let us complete our pact, and speak of the seasons yet to come." 

Tuesday, January 26, 2016

Hell Bend Campaign Log

The Wargate
Presents

Hell Bend

World of Darkness Chronicle, Season 4 2015


Indian Territory
October 16, 1875

Welcome back to the Settlements, partner.

Since the events of The Rough Edge of Night, nothing has gone according to anyone's plans.  The settlements themselves are depopulated, with people fleeing the haunting and desolate landscape instead of flocking to it.  If Smokefall Ridge is to survive, the folk who seek to make that place their own must contend with the forces that have called it their home since time immemorial.

The Red Band has moved west, pursued by Ft. Grant's brave American cavalry - but the threat and memory of Indian raids is alive in the thoughts of the settlers.  In order to survive, the players must build a thriving community of like-minded "pioneers", which may prove difficult under the current atmosphere of dread.  To make matters worse, that sense of dread seems to be growing into something tangible...


Hell Bend is a chronicle for the World of Darkness Role-Playing Game.  It is set in a fictional group of settlements in the Indian Territory in the year 1875.  Players will make normal human characters, though certain merits from The Book of Spirits may be available to certain concepts.  This chronicle also makes use of the Firearms in the Indian Territory rules.

The players' success in the game will determine how many new settlers arrive in Smokefall Ridge, and what services they can provide.  The growing / dying town is key to success in the chronicle, and the peril to all the characters is very real.  In addition, influences outside Smokefall in the other settlements (and Fort Grant) may have an effect on the growth and livelihood of the town as the chronicle progresses.

The following set of values describes various aspects of Smokefall Ridge as an entity.  Law indicates the level of order in the town.  Economy describes the availability of productive work.  Culture indicates the general level of civility for the townsfolk.  Technology indicates the number and frequency of manufactured items.  Supply indicates the production of food and other sundries for the populace of Smokefall, while Goods indicate trade surplus and connectivity with other settlements.  The total of all these values indicates the Total Growth Level of Smokefall Ridge.

Smokefall Ridge 
(Population:  One Less Every Day)

Vitals
  • Law: 1
  • Economy: 4
  • Culture: 2
  • Technology: 1
  • Supply: 6
  • Goods: 1
  • Total Growth Level: 15
Township Assets
  • Yellow Rose Saloon
    • Culture +1
  • Church
    • Culture +1
    • Law +1
  • North Territory Hotel
    • Economy +1
    • Supply +1
  • Freight Trader / General Store
    • Economy +2
    • Technology +1
    • Supply +1
    • Goods +1
  • Communal Corn Fields
    • Supply +2
Player Assets
  • Twin Pines Fine Horse Mall
    • Economy +0
  • Doc's House
    • Technology +0
  • Don Juan's Goat Spread 
    • Supply +3


Current Player Characters
  • "Doc" Jameson
    • A man of science, looking for the truth.
  • Ignacio Madera
    • Forging a place for himself in this savage and haunting land, Ignacio intends on breeding horses in this wide open space.
  • Don Juan Ortega
    • The Don knows that the ground will yield all he needs to build a new empire north of Mexico.  Corn and goats, what else do you need?
  • Rusty Shackleford
    • The former mountain man decided to give "civilization" a go and try his luck in the settlements.
  • Josephine Maxwell
    • A journalist sent to Smokefall to investigate the strange happenings, she intends to find a big story here in the Territory.
  • Jakey Wells
    • Moving to Smokefall after tragedy befell his family, all he wants is to grow a subsistence-level farm.
  • Caleb Tinker
    • The town's gunsmith returns after a few weeks worth of introspection on the mountain.  Smokefall is looking pretty rough to him...
  • Arthur Littlehawk
    • A native hunter who lives at nearby Snake Valley, he recently encountered evidence of the anger of the spirits.
  • "Anya"
    • A mysterious doctor from New Orleans, she has only recently arrived in Smokefall.
Deceased Player Characters
  • None (Yet...)
Disbanded Player Characters
  • None (Yet...)


Chronicle Log
Total Game Time: 60.5 hrs

The Dread
(10.04.15 to 10.25.15)
Total Session Time: 25.5 hrs

A palpable aura of unease has come over Smokefall.
More questions than answers arise from bumbling around the woods at night, but with the banishment of the horrific spirit waking folks every morning things get a little less restless.

Across the Red Earth
(11.01.15 to 11.29.15)
Total Session Time: 19.5 hrs

Halloween 1875 starts what will become a solid week of terrible realizations as the demonic forces arrayed against the settlers become apparent.
After confrontations with black spirits and possessed killers, the player group now has a clear idea of the forces arrayed against them and at least a general idea on how to defeat them.  However, the Dread is still palpable in Smokefall, and the odds may be insurmountable...

The Condemned
(12.13.15 to 12.26.15)
Total Session Time: 15.5 hrs

With time running out, the group finally gets some answers.  They aren't comfortable answers, though...but that's life in the Territory.
Round Bend has been destroyed.  The people there are lost, and the land itself is spoiled.  Folk are warned to stay away from the tainted soil, and no one mentions the place where the old town was much anymore.


Campaign Resolution

The residents of Smokefall Ridge have helped their town survive the supernatural onslaught...but now they've got real problems.  Over the next six weeks, the settlers begin to see signs of revivification in their camp as new folk start to arrive.  In a matter of weeks, the current population has increased by 50% to a little over one-hundred souls.

Now, the course for the future must be decided.  The hardy settlers immediately set to work rebuilding and preparing to weather the coming winter, making their town more secure against any extant threats.  Yet, it may be a force that is quite mundane that proves to be the true threat to Smokefall.  An insidious corruption that is creeping across the continent - a force that many whites simply call progress.

Saturday, October 03, 2015

Heroes of the Sword Coast Campaign Log

We begin our 5th Edition journeys with Reverend Greg at the helm of the new series of adventures, The Rise of Tiamat.  The Basic box set has a ton of cool adventures in it, and the DM decided this is where we should begin.  Straight from the box set and the new editions of books (as they are released) comes the Reverend's tale of terror and tyranny...of dragons.


The City of Neverwinter, 1489 D.R.

In these desperate times, struggles to retain normalcy after so many disasters threatened to destroy it.  To this city come our brave adventurers, determined to take on the world and forge their place in it.  They come from many backgrounds, but all share one thing in common - reverence for the Platinum Dragon.


Heroes of the Sword Coast is a campaign for Dungeons & Dragons, 5th Edition.  The campaign will utilize the new Basic Set, as well as the Player's Handbook and other basic rulebooks.  This season  kicks off the new edition with a bang, and heading forward we'll be tackling the first adventures to be published for the new edition.

Heroes of the Sword Coast will dovetail with the club's other Season 1 campaign, Tyranny of Dragons.  As players achieve the goals of the battle games, they will be granted boons - various bonuses and boosts that will apply to their Heroes player characters.  In this way, our games become "nested" - a trend that will be continuing throughout the coming campaign seasons.


Current Player Characters
Total Party Levels: 20
  • Axelbjart McElfatrick, Lawful Good Human Paladin 4
  • Raine Copperleaf, Chaotic Good Pixie Monk 2 / Warlock 2
  • O'thun'udun (Dennis), Good Tiefling Fighter 2 / Sorcerer 2
  • Axelkirk McElfatrick, Lawful Good Skeleton Cleric 4
  • Tod, Good Kobold Cleric 4
Deceased Player Characters
  • Mehmet / Betsy, Lawful Good Dragonborn Monk 4
  • Grimely Goronorok, Chaotic Good Half-Orc Fighter 4
  • Zinge, Lawful Good Half-Orc Dragon Blood Sorcerer 4
  • Boris, Neutral Good Human Druid 4
  • Gnash Crump, Lawful Good Gnoll Fighter 2 / Cleric 2
Disbanded Player Characters
  • Lydia, Neutral Good Halfling Rogue 2 / Bard 2


Campaign Log
Total Game Time: 55.5 hrs

The Lost Mines of Phandelver
(Season 1:  01.04.15 to 03.29.15)
Total Session Time: 32 hrs

Our characters need hops to brew beer, so head to Neverwinter to sell some Blue Dragon Ale.  What this simple, mundane trip leads to is an adventure they weren't really looking for, but managed to find anyway.  Seizing the opportunity to both aid others and secure the money they need to get some really good hops, the characters venture out.  Where they go, the light of the Dragonfather shines on the oppressed...
The Lost Mines of Phandelver
(Season 3:  07.12.15 to 08.02.15)
Total Session Time: 9.5 hrs

Our characters need hops to brew beer, so head to Neverwinter to sell some Blue Dragon Ale.  What this simple, mundane trip leads to is an adventure they weren't really looking for, but managed to find anyway.  Seizing the opportunity to both aid others and secure the money they need to get some really good hops, the characters venture out.  Where they go, the light of the Dragonfather shines on the oppressed...
Following a failed set of negotiations with the inhabitants of the Lost Mines, most of the adventurers were never heard from again.

Beneath the Lost Mines of Phandelver
(Season 3:  08.30.15 to 09.27.15)
Total Session Time: 14 hrs

This time, a paladin, a skeleton and a gnoll encounter a cluckromancer and a pixie warlock under the sacred Tree of Cocks.  The decide to incorporate and create a traveling religious experience, leaving converts to the Truth of Torm all over the Sword Coast.
After a series of failed officiations, all the monsters in the mines are killed and their stuff is taken.  For Goodness.


Campaign Resolution

As the players leave the mines of Phandelver and reach the surface, they are greeted to the sight of a blood moon on the horizon.  Though they must bury their companion Gnash, they are a lot richer - and have great plans for the future.  We'll return next year to find out what kind of hilarity derails thier plans, but for now Phandelver is safe.  That's important because our PC's have a 5% stake in the mine there.

Thursday, July 02, 2015

Hand of the Empire Campaign Log

This week we'll be catching up on all this blogging stuff - or at least we'll try.  Last weekend we finished our latest campaign, and though we didn't do well at recording it in real time we do have a log!  We're back in the pit again!


Tales of the Alliance
 Part I

Hand 
of the
Empire


Deathwind Corridor, the Outer Rim

The battle for the galaxy is in full swing!  In the Outer Rim, there are many secrets held by the folk that live there, and one of those secrets is the existence of a planet called Roon.  Long the subject of spacer and smuggler legend, the planet does exist...and shortly before the Battle of Yavin, the Empire became aware of it as well.

Enveloped in a near un-navigable cloud of space gas and debris called the Cloak of the Sith, Roon has enjoyed a fair bit of obscurity - but all that is changing.  Sparsely populated, Roon has much in the way of mineral wealth...but getting through the Cloak is no easy endeavor.  The route to nearby Ryloth is called Deathwind Corridor - a clear path through the Cloak.  Roon is encircled by a ring of asteroids as well...making it an unpleasant journey for those who are unprepared.

In the starlit skies and over the blood-soaked ground all across the Empire, the Alliance will clash with it's hated enemy.  Roon holds many secrets indeed...including a Rebel staging point that is set to liberate this portion of the Fringe from the Empire's grasp once and for all.  In the sky, on the ground...in small groups and in large armies the fate of the Outer Rim will be decided in deadly combat.


Umboo Province, Planet Roon

It is four months after the Battle of Yavin.

The Rebel Alliance has had an outpouring of support from across the galaxy, but the Galactic Civil War has just begun.  The Alliance now tries to consolidate it's victory, in precarious position as the tide of public sentiment turns against the enemy.  As one, many worlds under the sway of the New Order publicly rally against the tyrannical rule of the Emperor.

On the Outer Rim planet of Roon, the Rebellion has secretly been building a force capable of challenging the Empire on the Fringe.  This fleet of starships is the only thing protecting the people of this region who have supported the Alliance, and the time quickly approaches where it will be tested in the fires of battle.  The secrecy of the fleet headquarters is paramount to an Alliance victory.

Into this simmering warzone come a band of freedom fighters, who do not yet have any idea just how important this seemingly irrelevant and remote place will change all of their lives and affect the course of the Galactic Civil War.



Hand of the Empire is a Star Wars Roleplaying Game D20 Revised campaign.  Every campaign day will contain two battle scenarios linked with the RPG campaign.  An X-Wing scenario will showcase the Rebel's battle against the Imperial fleet.  The scenarios will tell a story of bloody man-to-man-to-alien fighting.

Each weekend event will focus different victory conditions and will grant Campaign Points for various achievements, such as destroying a TIE fighter, or repelling an assault by a Stormtrooper platoon.  The rules, scenario, victory conditions and rewards for each scenario will be dictated on the very day of the battle for maximum surprise, but a record will be kept here.    Man your ships and grab your blasters - it's time to join the Galactic Civil War, already in progress...

Campaign points earned in X-Wing will affect the outcome of each scenario in the RPG.  We like nested campaigns, and Star Wars is truly satisfying to explore with the idea that the Galactic Civil War is our playground, much like other worlds we visit through the Wargate.  Plenty of surprises are in store at every level of this campaign!


Current Player Characters
Total Party Levels: 15
  • Jeth Kleen - Human Tech Specialist [3]
  • Velious Solearn - Duros Outlaw Tech [3]
  • Leeroy McBeeny - Human Fringer [3]
  • Dax Vorland - Devaronian Shipjacker [3]
  • Landos Caribean - Human Noble [3]
  • Ibain Korothi - Human Soldier [3]
Deceased Player Characters
  • None (ARE YOU FOR REAL BRO?)

Campaign Log
Total Game Time: 16.5 hrs

Hand of the Empire
(04.12.15 to 06.28.15)
Total Session Time: 16.5 hrs

Our group of dissidents have had enough of the Imperial encroachment on Roon.  They have reached out to the Alliance...and were answered.  Now, to get involved in this here effort to restore the Republic...

The rebels latch on to the Alliance fairly quickly.  They locate a Rebel operator, and get down to business with a fairly important mission:  knock out a listening post by a certain time, and deliver a crate of arms to rebel operatives.  Easy enough...but it took some doing.

After securing a vehicle, the rebels head for the station.  After overpowering a scout trooper left to effect modifications on the outpost, the group sabotages the station and heads for the rendezvous.  There, they meet a rebel troop transport and gain passage to the rebel fleet.

Once back in Quor, the battle begins in earnest as the Imperials move from their hidden bases on the night side.  Alliance command is cut off from the rest of the city, but our intrepid rebels manage to gain entry and aid the embattled command staff to safety.  This earns the trust of the Alliance commanders on Roon, but it almost costs the group their lives as they flee the bombardment of the starport seconds ahead of it's annihilation by Screed's star destroyer.

After that, the rebels turn their attention to rebuilding Quor.



Campaign Resolution

The murder of a top Alliance official on Roon sparks an investigation into her death.  The two competing Ryloth cartels are at each other's throats, and one might be in league with the Imperials.  Our heroes attempt to salvage bits from the ruin of Quor...but can't seem to find a car, a ship or any droids.

The battle for Roon will continue.  Screed's fleet grows as a number of capital escorts join the Imperial Fleet on the Night Side.  In the midst of this are our rebel heroes...stubbornly digging through the rubble of their home looking for spare parts.



Thursday, January 08, 2015

Decos' Wretched Plight Campaign Log

Welcome to our new Schedule 2 RPG game!

King Arthur has taken the mantle of Dungeon Master, and presents us with a romp across the Known World!  Right in line with our Basic Dungeons & Dragons bent that the club is on right now, this will fit seamlessly into our narrative with no other consideration.  This is King Arthur's first campaign at the helm of the Wargate, but there's no pressure!  What better spot to begin, than at the beginning with Basic!  

We're going to enjoy this campaign, and explore the Known World a little more at the same time!


The Grand Duchy of Kerendas 1012 A.C.

Ever been to the little tavern nestled in the cluster of raft shacks of Bayville's dreary port?  The strong smell of cheap booze and hits you as you open the door, strangely complimented by the pleasant aroma carried in on the coastal winds.  The wind whisles thru the cracks, adding to the dreary Ambiance permeating from the quiet hinterlanders, worn and haggard looking, but still such a presence with their brightly colored red and gold hair. These weary souls have many stories to tell of an Ancient clan of people who once resided in the fertile plains of Kerendas.

They all speak of Arbora, and the ruins that have recently been discovered there. Drawn across the Sea of Dread by an unexplained force, a mental pull, the hinterlanders have overtaken the small populace of Bayville.  There they have stayed, awaiting a call that is a mystery even to them.

A party of Adventurers arrived just the other night, strolling into the lil' tavern with a fresh confidence that clashed with the bleak attitudes of the usually fiery umph of the hinterlands barbaric nature.  Driven by the mysterious tales of the bar-folk and the strange man who sung them an irresistible opportunity for adventure, fighting, and a whole bunch of treasure, the party quickly buys up supplies and sets off to the town of Arbora.  There, a small grasp at glory awaits, buried behind a strange group of Thyatians, and the malignant forces massing in the ruins surrounding the town!



Quite exciting, this will be my first time running Dungeons & Dragons.  I'm quite eager to see how my players develop into my expanded universe of the Known World.  I'm keen to see my own personal development as well and what I can learn from the players, with their years of experience, that will be gracing my lil' adventures with their presence!

                                                                                                   - King Arthur


Current Player Characters
Total Party Levels: 10
  • Fnu Mohammad - Magic-User: 2 (N)
  • Thorgrim - Fighter: 2 (L)
  • Asmodius - Magic User: 2 (L)
  • Olaf - Fighter: 2 (L)
  • Johann - Thief: 2 (N)
Deceased Player Characters
  • Herek Uthbar - Cleric: 1 (N)


Campaign Log
Total Game Time: 10 hrs

Looters!
(10.21.14 to 10.30.14)
Total Session Time: 2 hrs

Gustav Schmidt has taken over the abandoned outpost on Arbora's northwestern edge.  If any progress into the tunnels is to be made, this runaway slave and his band of cutthroats must be taken care of.
The party of stoic northmen stand ready to crush the enemies of the folk of Arbora after a (mostly) successful show of force.  Making acquaintance of the townspeople during a few brief days of rest, the party finds it's much better off than when they arrived in Arbora.  After seeing their swift results, the town (Decos) wishes to retain the services of the northmen - it seems much more adventure awaits!


Mischievous Runts
(11.03.2014)
Total Session Time: 5 hrs

Progress on the excavation of the old tunnel entrance beneath the Thyatian outpost was slow and tedious due to the damage from the flames, but a full week later an entryway has at last been made passable.  The job done, this occasion should have been a joyous one,  though no time for celebration is allowed as the event was suddenly interrupted by a terrible incident.

Kobolds!  As Arbora's miners removed the last of the impeding debris, the lil' snakes suddenly sprung from the shadows and delivered their ambush! Four workers down , the miners rush this ill news to Decos. Vexed by yet another delay, Caius quickly enlist the services of the audacious northerners in ridding the tunnels of these crafty lil' sadist.
As the sun rose, the night after Herek's funeral, the now bloodthirsty northerners prepare for their assault on the kobolds.  As they leave Viaskoda's Hearth, the local inn, they are suddenly halted by Tabotaku.  He informs the party that Caius Decos has fallen ill with a strange sickness, one that has stricken over half the townsfolk overnight.  A magical illness, an infection!  Having already pinpointed the source of this vile curse, Tabotaku pleads with the party to delve into the tunnels to the west, and stop whatever it is producing this disease!


Revenge!/A Strange Infection
(12.09.2014)
Total Session Time: 3 hrs

Still desiring their revenge, the northerners are torn in the request to aid the people of Arbora.  Coincidentally, fate takes the needs of both the town, and the northerner's vengeance, into it's hands.  Slavi Teak, a shady character, arrives in town with news of the Kobolds that the party seeks, informing the party of a band of kobolds that he spied leaving the old Thyatian outpost.  He followed them up until they entered the very tunnels that Tabotaku had been speaking of.  The suspicious character does carry one request, that the party allows him to accompany them into the tunnels.
Arbora is host to a festival, one celebrating their northern heroes.  The festivities commence for days and the bold northerners enjoy a well earned rest.  Fnu spends his time educating his new demi-human companions, 


Campaign Resolution

The northerners and their foreign mages collect their loot, and move off into the unknown wilds of Mystara in search of adventure.

Thursday, January 01, 2015

The Face of Mystara, Part II Campaign Log

Welcome, adventurers, to the second part of our grand tour across Mystara!  

We've changed the format of the site, and we're changing the format for the adventure logs as well.  We might play with a few different models in the coming seasons, but it's all aimed at making these things not such terrible walls of text.  One method on the table is to publish an update post on Sunday night to the main blog containing that session's notes.  The links could then be compiled here in the main log, as well as any story concerns or developments that affect the campaign at large.

Tell us what you think!  For now, we continue our D&D Basic game, and we've changed it up a little to keep it fresh and exciting.  This section of the campaign picks up directly after the last session of The Face of Mystara, Part I.  


The Sea of Dread, 1000 A.C.

The open seas of the Known World hold many secrets.  One such secret is the location of a fabled island, shunned by those who do know of it - the Isle of Dread.  Like many well kept secrets, a certain mystique surrounds the tiny volcanic island that lures intrepid adventurers to its' shores with the whispered promises of riches beyond their own ambition.  Yet, a certain feeling of darkness surrounds the island and the dark jungle within.  This sense of dread pervades the waters around it, and gives the island its' name.

Recently, a group of adventurers landed once more upon the shores of the Isle of Dread.  A great many years had passed since the islanders had seen mainlanders, and the welcomed the chance to trade and share tales.  After a few expeditions beyond the great wall that keeps the wilds of the northern jungle from overtaking the small southern villages of the islanders, the adventurers concocted a plan.

Now, though their group has suffered massive casualties, the remnants of that party now return to the mainland to gather the support they need to enact their plan.  The adventurers intend to conquer the island, and take it as their own domain.  However, they will face many dangers along the way.  More so than danger, they must negotiate the dangerous terrain of politics in order to gain everything they need to make their mark on the Known World.



The Face of Mystara, Part II is a Dungeons & Dragons Expert campaign that is a continuation of the tale began in Part I.  However, there has been a major change in theme:  the players now intend to spend more time in the Sea of Dread, and to also visit Minrothad to gain support for a new trade lane.  It's an ambitious project, and as Dungeon Master I'm more than happy to release the reigns holding the players to see how it plays out!

As to the original idea of using progressive modules, eventually we will catch back up to that vision.  Some of the modules will be slipped right in, as soon as players move into the correct circumstances to enter one.  So don't worry - there's still plenty of room between here and Master level!


Current Player Characters
Total Party Levels: 44
  • Wickwar Davis - Halfling: 6 (L) 
  • Blanith Grigix of the Light - Magic-User: 6 (C) 
  • Alexandria Postoak - Fighter: 6 (L)
  • Gorlon Talloak - Fighter: 5 (C)
  • Todd Decos - Fighter: 7 (N)
  • Utho - Fighter: 7 (L)
  • Oliver Duncan - Cleric: 7 (L) 
Warband
Total Party Levels: 5 (+22 Normal Men)
  • Captain Blanith Grigix - Player Character
    • The Sea Heifer (Large Sailing Ship)
      • Guild Pilot - Dwarf: 2 (L)
      • 12 Sailors - Normal Men
  • Captain Ioran Barlowe - Fighter: 3 (L)
    • The Drake (Small Sailing Ship) 
      • 10 Sailors - Normal Men 
    Deceased Player Characters
    • Methra the Magus - Magic-User: 4 (L)


    Campaign Log
    Total Game Time (Part I): 66.5 hrs
    Total Game Time (Part II): 27.5 hrs
    Cumulative Total Game Time: 94 hrs
    Last Update: 12.10.2014


    A Powerful Ally
    10.19.2014
    Total Session Time: 5 hrs

    A great many tasks have to be completed in order to enact the ambitious feat of colonizing the Isle of Dread.  A new adventuring party must be formed, with new agreements.  Ships must be secured, workers employed and fed, soldiers hired and transported.  In addition, the Drake carries a large shipment of fresh goods from the Isle.

    In addition to all of this, the project must be kept secret until the newly created trade lane can be protected.  Given the proximity of the Minrothad Guilds to the Isle of Dread, as well as their expansive trade network and the protections extended to guild ships, it's only natural our adventurers wish to reach out to the guilders.  However, the archipelago is shrouded in mists that conceal many dangers to ships that approach without the proper guidance.  Hidden shoals, whirlpools, tornadoes and waterspouts are also terrible threats that blanket Minrothad.  Only a ship with a guild pilot will be able to negotiate the obstacles and safely bring a ship into a guild harbor.

    The Drake lands in Karameikos, ready to secure new crew and sell its' cargo.  Most importantly, a guild pilot must be found and hired.  Yet, within the "safe" harbor of the mainland's cities, laws, taxes and tariffs may prove the adventurer's greatest adversary yet.
    Ignoring most of this, the party returns to the Isle of Dread to rescue the specialists that were hired to complete this plan, and escape once more with their lives.  However, the presence of dragons around the island has intrigued them.  Currently, the party is investigating the appearance of a possible red dragon upon the island.


    Known World Level Select
    10.26.2014
    Total Session Time: 5 hrs

    After dithering for an unhealthy amount of time on the Isle of Dread, the party is uncertain what to do next.  It's time to select a new course for the campaign.
    All is right in the world.  The party has unity and purpose.  Currently, that purpose is hunt down and bring to justice the notorious Captain Kronk and his pirate crew.


    The Sea Heifer
    11.02.2014
    Total Session Time: 5 hrs

    Hired by a wealthy Thyatian, the party embarks on The Drake to capture an elusive quarry.
    With Kronk dead and Todd Decos in the hold with the other prisoners, the part sets off back to Thyatis City.  With the Sea Heifer intact, the party now has a larger vessel at their disposal.  A mighty prize in and of itself, the large sailing vessel is taken as the new flagship of the tiny fleet.


    Into the Vortex
    11.09.2014 to 11.30.2014
    Total Session Time: 12 hrs

    "I wish him nothing but pain in his silly travels, especially if they wind up in my octagon.  Clearly I have defeated this earthworm with my words -- imagine what I would have done with my fire breathing fists.  There’s a new sheriff in town. And he has an army of assassins.”
    Back in Thyatis, the group convalesces and divides the spoils from Castle Dulvantir.  The Warlock left a crate full of booty as well.  Now, the adventurers can turn their sights northward...



    Campaign Resolution

    The party consolidates in Thyatis City.  Their ships and men are made ready for the long journey north, to Vestland.  There, they hear that domains can still be carved out of the rugged land by those willing to brave the dangers of the frontier.

    In the Northern Reaches, our party will once again be brought forth to conquer the dangers and challenges still waiting for them on Mystara.  The group has shown that Fate is with them, but the toughest challenges still await.  Will new domains on the fringe of the Known World become the lands ruled over by our intrepid adventurers?  Will The Warlock Charlie Sheen's visions be made real, or be the cause of ruin to our heroes?

    One day, they will return...and all will be known.

    Until then, adventurers...Mystara will wait patiently.

    Saturday, October 18, 2014

    Dungeons & Dragons: The Face of Mystara Campaign Log, Part I

    The first part of our Dungeons & Dragons Basic/Expert campaign has concluded.  Now, the player party has other designs and far grander plans than any that have come before.  With ships and soldiers, they intend to make their mark on the Sea of Dread!

    This log covers June to early October, 2014.  Since we've had major format changes this week, we decided to experiment with a new template for campaign logs and updates.  Stay tuned, and check out Part II's campaign log as well!


    The Grand Duchy of Karameikos, 1000 A.C.

    In the lands of the Known World, peace is never known for long.  Furtive whispers of gathering darkness drift across the realm like the shadows of darkened stormclouds.  A sellsword's steel is good currency here, and indeed all across Thyatis.  Where strife holds sway, our adventurers always tread.

    Our heroes are chance companions met upon the road, yet it seems all share one common goal:  to seek out adventure!  The road is rife with tales of strange and haunted places, guarded by things outside of civilization.  Everywhere treasure and magic are to be had, if only one possessed the means.

    In pursuit of this glory, our adventurers will risk all.  Can they brave the gauntlet of the Known World and arrive at their proper destinies?  Or will the gibbering insanities of Mystara break their wills, casting them into obscurity forever?


    The Face of Mystara is a Dungeons & Dragons Basic/Expert campaign that will progress through the various levels of the 1980's era basic sets as the players rise in level. In addition, we'll be using most of the printed modules for Basic/Expert D&D from the same time period, in an effort to recreate the zeitgeist of a bygone era of adventuring.

    At times, players may control more than 1 player character. In these instances, players are limited to one demihuman class among the allowed total. All a player's characters gain the same amount of XP. As characters level up, they will access more and more of the rules until finally the Rules Cyclopedia is made available.


    Current Player Characters
    Total Party Levels: 8
    • Wickwar Davis - Halfling: 4 (L) 
    • Blaneth Grigix of the Light - Magic-User: 4 (C) 
    Warband
    Total Party Levels: 2 (+10 Normal Men)
    • Captain Ioran Barlowe - Fighter: 2 (L)
      • The Drake (Small Sailing Ship) 
      • 10 Sailors - Normal Men 


    Disbanded Player Characters
    • Modai Valius - Elf: 2 (L) 
    Deceased Player Characters
    • The Red Fox - Thief: 1 (N)
    • Lucian Talbot - Fighter: 1 (L)
    • Spiel Von Hechtinburg - Thief: 3 (N)
    • Xan-Dar - Fighter: 2 (N)
    • Vorenus - Fighter: 1 (N)
    • Bastian Schweinwächter - Cleric: 2 (L)
    • Corpus Bin Jesse - Magic-User: 2 (L)
    • Cornelius Swift - Fighter: 3 (L)
    • Gwendolyn - Thief: 3 (N)
    • Siyr Neski - Cleric: 3 (N)
    • Gengis Schweinwächter - Fighter: 3 (L)
    • Gareth Ironhand - Dwarf: 3 (L)
    • Nuaoo the Islander - Thief: 4 (C)
    • Sven Svensgaard - Magic-User: 4 (C)
    • Gorgiana Longtree - Cleric: 3 (C) 
      • War Dog (2 HD) 
    • Phineous Longfellow - Cleric: 4 (L) 
    • Elessa Astraya - Fighter: 4 (L) 


    Campaign Log
    Total Time: 66.5 hrs (10.12.14)
    • Horror on the Hill (6.1.2014 to 8.7.14) Total Time: 42.5 hrs - No one knows what became of the Hill, but everyone at Guido's Fort knows that something terrible looms over the River Shrill. The adventurers meet at the Inn in the small community, and prepare to set out in search of treasure and glory.
      • The PC's introduce themselves upon the road to Guido's Fort and become fast friends, intrigued by the notion of what could be upon the dreaded Hill. After plying an old timer with many drinks, the party hits the sack and sets out for the river at first light. After buying a boat and crossing the river, the party explores the Hill for almost two days, running into Driver Ants, Giant Horned Chameleons and even Neanderthals. Avoiding most of these encounters, the party finally talks to the Neanderthals, and ask for directions. (4 hrs)
      • Confusion is the watchword of the day as the party follows the neander-fellows to a sheer cliff. Exploring the hill and avoiding monsters, the party spends close to three days going in circles. However, they soon gain their bearings and begin to map the trails on the hill. On the evening of the last day, the party's camp is attacked by ghouls, skeletons and a strange visitor named Priycyk. However, it' the giant rats that steal in among the party late that night that claim the lives of four of the intrepid adventurers. (5 hrs)
      • The party backtracks once again after burying their dead, and happen to rescue a distraught maiden who joins the group rather than be left on the hill. After visiting the strange sisters Rosalinda and Rosabella, the party scales the western cliffs on the hill to investigate the caves and slay the bullyish ogre. After swaying the Neanderthals to help rid the caves, the party wipes out the southern ogre lair. (5.5 hrs)
      • The party makes it's way to the old monastery, and begin to explore the inner halls. Much of the searching proved fruitless, however. After losing a member to hobgoblin hostilities, the party returns to the Sister's meadow to recuperate. Afterwards, the party climbs the hill to the ruins of the monastery, getting inside and into a torture room crewed by goblins. The characters free Cullen DeFilch, but lose one of their own as well.(5 hrs)
      • The upper level of the monastery is explored, and the complex is mapped out by the adventurers. Bugbears, goblins and hobgoblins abound. The party befriends two starving war dogs, who take to Georgianna quite well. (5 hrs)
      • The entrance to the dungeon is found, and the party descends within. The players rescue a dwarf held captive by the monsters in a smith for over a year. After defeating the hobgoblin king through spellcraft and trickery, the party springs a trap that plunges half of them down a 300 foot chute into a room with many doors. One of them sprung open, and Vorenus caught a berserkers' sword to the belly.. (7 hrs)
      • The second level of the dungeon is revealed to be a maze of tunnels that intersect at the hub point where the players entered. After learning how the trap works, the party holes up in the hobgoblin king's chambers to rest while they explore the lower level. During the return part of such a trip to the second level, the party encounters Priycyk again, who offers to spread rumors among the humanoids in return for a cut of the treasure. However, one of the spellcasters attempted a charm on him, which did not work. Thankfully, his anger was abated by the offer of 300 gold, which he took and promptly left. The exploration of the lower level continues. (4 hrs)
      • Further exploration of the dungeon finds the characters beset by an owlbear guarding it's drinking hole. Bastian Schweinwachter was mauled and killed by the rampaging beast before it was brought down. Burying the body in the earth floor of the tunnels, the characters find two other adventurers (one of them Schweinwachter's brother) who had been trapped in the dungeon since their party was captured more than two weeks earlier. The adventurers retreat to the surface after a grisly encounter with a gelatinous cube leaves the Magic-User Corpus bin Jesse slain. (2 hrs)
      • Weeks 9 and 10 are Mystara Battles: Skirmish Playtest. (0 hrs)
      • The players return once more into the hideous depths of the Hill after resting in the hobgoblin's chambers. This time, however they are foiled as the chute is closed and their ropes removed. They travel deeper in to the caverns, and eventually find an underground stream. Avoiding many dangers, they find their way into the lair of a young red dragon, who proceeds to incinerate Gwendolyn, Siyr Neski and Bastian. After slaying the beast, the survivors meet with the sisters and return to Guido's Fort rich...though they have lost many lives. (5 hrs)
    • The Isle of Dread (8.24.14 to ?) Total Time: 24 hrs - After traveling to Thyatis City and taking a few weeks off, many survivors from the Horror on the Hill congregate to make a new voyage into adventure and the unknown. This time, we set sail south into the Sea of Dread!
      • The adventurers spend a great deal of time recuperating from the Horror on the Hill. After traveling to Thyatis City and setting their treasures straight, the group decides to remain a group and even formalize a bit. The party soon finds a secret treasure map in the red dragon's hoard, and it speaks of a strange island to the far south, and hints there may be great treasure there. After buying a small sailing ship (the Drake), the party hires Captain Barlowe and his crew to look after the ship and see to the general upkeep thereof. The party sets sail for Specularum, then turns south following the directions on the vellum letter. 19 days after setting out from Thyatis City, the party find the so-called Isle of Dread. The party waits in the harbor until first light to step ashore. (4 hrs)
      • The party makes contact with the islanders. After learning that a great wall seals the villages off from the rest of the island, the party organizes an exploratory venture beyond. They find the village of the Phanatons, and take refuge there. They find the central plateau of the island, and resolve the climb the great wall. After returning to the southern islands and sending Barlowe to the mainland to get trade goods, the party ventures back to the plateau and braves the insane climb. Inside the volcanic caldera, they find another village, and hear tales of horror regarding a temple on an island in the caldera's volcanic lake. The party arrives at the temple, ready to explore the treacherous source of the villager's dread. (5 hrs)
      • The adventurer's enter the temple and after mucking around for too long in the entrance are faced with the entirety of the tribe living on Taboo Island. After a short battle ending in the deaths of Gareth Ironhand and Gengis Schweinwächter, the party has charmed all the heads of the tribe. The party heads to the strand to bury their dead, and the chieftain of the tribe (who was blinded, not charmed) dispelled the Continual Light in his eyes with a Continual Darkness and rallied the tribe against the interlopers. On the beach, the tribe is put to sleep and the party murders most of them as they lie helpless, resulting in a major alignment shift for almost all of them. Meanwhile, Wickwar is trapped in the temple on a lower dungeon level, in a dark room full of spitting cobras. (5 hrs)
      • The party bumbles around in the lower levels of the flooded temple. Both Wickwar and the party in general separately managed to find some areas that had flooded, and got swept further down the ancient passages. The clerics have found that the Immortals have turned from them, and no longer answer their pleas for spells. After finding a massive, heated underground cavern beneath the temple, they decide that discretion is the better part of valor, and turn back to the surface. (5 hrs)
      • Escaping to the surface of the caldera, the players attempt to escape the nightmarish land. There's many complications, however. Sven Svensgard was murdered by the islander Nuaoo, who took Sven's Potion of Flying and flew away before the party could enact retribution. The few of the party, after nearly drowning crossing the narrowest part of the volcanic lake, found some boats on the far side of the lake and attempt a rescue on the rest of the party stranded on the island. However, the celebration doesn't last as 4 pteranadons begin harassing the party. Other than Wickwar and Blaneth, there are no survivors of Taboo Island. Using Invisibility, the intredpid explorers actually make it all the way back to Tanaroa. (2.5 hrs)
      • A new party prepares in Minrothad. Blaneth and Wickwar await the return of Captain Barlowe, and make plans to civilize the Isle of Dread and exploit a new set of trade lanes to Minrothad and the mainland. (2.5 hrs)


    Campaign Resolution

    The remaining two members of the party grit their teeth and press forward with their ambition.  The plan is to open the Isle of Dread, and conquer it as their own domain.  Even now, preparations are being made to bring civilization and prosperity to the tribes on the island.

    Blaneth of the Light and Wickwar Davis must first find companions to aid them in their endeavor and brave the trials of the Isle of Dread.  Much is to be done, and it must be done with raw money.  However, if the characters are successful in creating, maintaining and defending the trade lane, money and influence may flow into the Isle's newly constructed ports.

    What lies ahead?  Wealth and influence, money and power?  Or death and ruin, ridicule and destitution?  Find out in part II of The Face of Mystara!

    Wednesday, June 04, 2014

    Legend of the Five Rings: The Long Road Campaign Log

    Today's campaign log comes directly from Dungeon Lord Skim, who has crafted a Legend of the Five Rings adventure to fill some down time and dovetail with Clan Strife.  Big thanks to Skim for taking the helm of the table for a few weeks, and for the awesome tale of mystical samurai!


    Akodo Lands, 1200 I.C.

    The snow has melted and the roads have become clear enough for safe travel. Winter Courts all across the Empire have come to a close. Court attendees and their retinues have made their journeys home or to where their next political battles will take place. Imperial Messengers across the Empire are beginning their springtime duties traveling throughout the lands of Rokugan delivering important messages to the lords and champions of clans great and small. Samurai all over the Empire are busily attending the needs of their lords.

    Three weeks after spring began various lords in the Empire of Rokugan received letters from Emerald Magistrate Ikoma Hajime requesting their assistance. The lords were asked to dispatch a worthy samurai of their choice to the military barracks in the Village of the Reinstated Hero. The village is located in lands owned by the Lion Clan and known to contain a famous shrine to Duty, which honors long-ago hero Ikoma Teidei. The message gave no indications as to why the samurai were requested and only asked that the samurai report in on the 25th Day of the Dragon.

    There have been rumors that suggest an unnamed Emerald Magistrate in the Lion territories is working closely with the Jade Champion, Asako Heishi, who resides in Pale Oak Castle in the Phoenix Lands. As to what exactly they are trying to accomplish and why they would be joining forces, one can only guess. Though, for an alliance such as this, it must be of the utmost importance.



    The Companions
    • Bayushi Kamazaki, Bushi
    • Ide Itsuo, Courtier
    • Yoritomo Emika, Bushi
    • Daidoji Daisuke, Bushi
    • Akodo Yumiro, Shugenja

    Campaign Log  
    Total Time11.5 hrs  (5.25.14)
    1. The Long Road (5.11.14 to 5.25.14) Total Time11.5 hrs - The samurai attempt to traverse a long a treacherous road and deliver an important message to a Lion lord far away.  In addition, they must protect the Lady Asako Ryoko, a young shugenja.
      • The summoned samurai all meet in the barracks in the Village of the Reinstated Hero located in the Lion lands. They are introduced to Emerald Magistrate Ikoma Hajime, Asako Kato Acolyte of Air, and Asako Ryoko Apprentice Inquisitor. After introductions, Ikoma Hajime informs the assembled samurai that they are appointed as Yoriki that now work for him. He gives them their first duty as Yoriki, to travel with Asako Ryoko to Pale Oak Castle in the Phoenix lands as her protectors.  (3 hrs)
      • Tonbo Ukiya becomes a concern for the party as it is noticed that he staring intently at Asako Ryoko. On the road to Oiku Village, the party meets with Hitomi Fuguki a Kikage Zumi initiate from the Dragon Clan. In Oiku Village, Kakita Umasu is met and joins the group on their travel north. That night Tonbo Ukiya makes an appeal for Ryoko's hand in marriage. The group intervenes and Ukiya leaves very angry. A merchant named Toru is questioned about staring in the direction of the group. He denies doing any wrong doing.  At the Bridge of Lion's Might a strange fog rolls in and Ryoko and Akodo Yumiro fall unconscious. It is surmised the party is being attacked. Tonbo Ukiya tries to separate Ryoko from the group by flying above them to grab her. He is ultimately killed for his insolence.  After the fog clears, screams are heard as the merchant known as Toru appears. He is covered in blood and seems to be swelled in size. A battle ensues with Toru dying quickly to three katana strikes from the party.  Hitomi Fuguki seems maddened by all the drama. The party keeps him calm and the next morning he seems back to normal. He and Kakita Umasu depart the group. At a shrine to Bishamon the Fortune of Strength, Bayushi Kamazaki and Doji Fusashi have words.  (5 hrs)
      • A bad storm rolls in and the party gets invited to use a merchants wagon which they gladly accept. The party travels to Nanashi Mura (No Name Village). They spend the night and travel on.  After many days travel the party encounters a man sitting on a stool in the middle of the road. He asks for “donations.” Battle ensues. All but one bandit is cut down and killed. Unfortunately, Akodo Yumiro takes a grievous wound while bravely fighting and perishes during the battle. The group travels on to Pale Oak Castle where they are given rest and told to await their lord.  (3.5 hrs)

      The funeral had entered it's second week of mourning as Akodo Setsumi sat in front of the family altar praying silently. Her prayers came to her haltingly as her concentration was broken over and over again by the recurring pain of the loss of her husband. They had been fortunate that they had so easily come to love each other. Not many marriages in the empire could be said to be as joyful and as happy as her and Akodo Yumiro's marriage.

      It pained her even more that she had chosen to leave on the following morning and not stay to pay proper respects. It was a decision that didn't come easy but she felt it was the right one. Rumors of Yumiro's death stated that one of the bandits had escaped with his life during the battle due to his cowardice. Not much was known about the bandit, though the vague description given by the honorable group of samurai that traveled with him was more than enough for Setsumi to make her decision.

      Before her marriage she had been Hiruma Setsumi and learned the ways of the Hiruma Bushi as a samurai-ko. She spent some time along the Kaiu Wall and used her skills many times to help her fellow comrades. When the marriage proposal was accepted she had been very apprehensive about the match. She had always assumed she would stay in the Crab lands protecting the empire from the constant threat of Shadowlands invasions. Instead she was to travel to the Lion lands to marry, have children and manage a household. Her apprehensions were short lived though. Akodo Yumiro was an honorable samurai that seemed to understand what she was giving up, and she had soon come to love him.

      Now her future was uncertain. Her new life and her beloved husband were taken from her. All she could think of now was avenging his untimely death. She had spoken with her lord Akodo Hirotsugu about her unconventional plans. At first he seemed wary and she feared that he would not give his permission. Ultimately though, he gave her leave to go. Now all that was left was to finish her prayers and hope her husbands spirit would understand why she had to leave.
      The next morning before the sunrise, Akodo Setsumi donned her armor along with her dead husbands daisho and walked out of the house possibly for the last time.

      Wednesday, May 21, 2014

      Dread Mandate Campaign Log

      The Abyssinia, Imperial Chartist Vessel within Deep Empyrean

      Three months ago (Standard Time), the Abyssinia left the fleet at Lucruzu Primus to travel to the planet Kelphis in the Incendia Paeniteo subsector of Mardannon in response to a plea for aid.  Inquisitor Corvus Mandera and his Acolytes have embarked on this journey to a new world to help an old contact of the Inquisitor's.  However, what they have uncovered en route is dire indeed.

      Earlier this year, an Inquisitor named Marius Vex arrived on Kelphis and began to research into the planet's ancient structures at the bottom of Kelphis' hives.  Soon after, he declared that warpcraft was a cancer eating at the pure heart of the Imperium - and that the psyker-heavy population of Kelphis threatened to tip the world over into heresy and debauchery.  The Inquisitor gained the complicity of the planetary government, and declared that ALL psykers on Kelphis or entering the space around it must submit to a "purity inspection" conducted by Inquisitorial agents, most of the time by Vex himself.

      Since the implementation of this dread mandate, not one psyker "interviewed" by Vex has lived to tell of what happened in the interrogation room.  All have been burned at the stake, or are simply missing.  No agency has been spared this purge, not even the Astra Telepathica or the Scholastica Psykana - but now Vex has his eyes on the Navigators living in orbit around Kelphis.

      The head of the Navis Nobilite has called upon Inquisitor Mandera to stop Vex's lunacy.  If too many more psykers are lost, Kelphis will be cut off from the Imperium and might never recover.  However, the task before them is monumental, for no agency in the Imperium has the legal right to countermand the order of an Inquisitor - not even another Inquisitor.

      It is up to the Acolytes that Mandera has charged with investigating Vex's activities to bring forth the evidence that Mandera will need to interdict Vex's mandate on Kelphis.  They must now navigate a minefield of political intrigue, court room drama, detective work and maybe a few homicidal lunatics.


      Inquisitor Mandera's Investigative Cell
      • Khan Novus, Scholar
      • Pioter Malcalvich, Cleric
      • Malcom, Arbitrator
      • Beutis Caine, Guard
      • Gallia, Inditor
      • Murkul Ivanovich, Tech-Priest

      Campaign Log  
      Total Time26 hrs  (3.23.14)
      1. Action Plan (2.23.14 to 3.2.14) Total Time13 hrs - The Acolytes are briefed by the Inquisitor on the nature of the threat and given their mission.  They are instructed to investigate Vex's activities on the surface of Kelphis and produce proof his mandate is not a grievous error.
        • The Acolytes meet the new members of their team and are briefed by the Inquisitor.  They begin to formulate an action plan for investigating Vex.  (8 hrs)
        • The Acolytes are in a terrifying ordeal during warp travel where one of the Abyssinia's concentric Gellar fields is sabotaged, resulting in a warp bleed point that cost many lives.  After braving the field's containment area and repairing the device, the Acolytes efforts help the ship return to real space safely.  Thereafter, a Navis Nobilite ship arrives to help the stricken Abyssinia, which luckily had exited warp space not far from it's target.  The Acolytes follow the Inquisitor to the Navis Nobilite's orbital platform, where they remained until the base was geosynchronous with Hive Abakum on the surface.  Shortly thereafter, they are released on the surface of Kelphis to find Vex and observe his practices for two days.  (5 hrs)
      2. Witch Pyres (3.9.14 to 3.16.14) Total Time9 hrs - The Acolytes begin their investigation of Inquisitor Vex and explore the strange hive of Abakum.
        • After witnessing Inquisitor Vex execute a psyker firsthand, the Acolytes regroup and start canvasing Upper Abakum.  Their investigation leads a few of them into a face-to-face meeting with Vex, where they seem to throw off his suspicions they may be enemies of the Imperium themselves.  The Acolytes travel to the Administratum and to a nearby Arbites precinct where they run into some clerical errors involving rosettes and shotguns.  (5 hrs)
        • The players do some research and find the unsteady zone where they believe Markos fled.  After nearly falling to their deaths in a huge, broken ventilation shaft, they get lost in the dark, cutoff zone and flounder about until they run into the mutant underground.  They speak their case to the mutant leader, and are led into the mutant hideout where they find Markos.  After hiding there until the next contact point, they attempt to extract the pskyer to Mandera's custody - but are thwarted when a sniper's bullet ends the astropath's rebellion against Vex.  (4 hrs)
      3. Dark Beneath (3.23.14) Total Time4 hrs - The Acolytes discover more of Mandera's plan and take their search for the truth the dark underhive of Abakum.
        • The Acolytes report their failure to secure the psyker to Mandera, who seems impassive on the subject.  The Inquisitor directs the acolytes to meet with a muto named Hellves, who has left the building by the time the Acolytes clear up some confusion with the local Arbitrators.  The Acolytes spend 3 days traveling downhive, and finally meet with Hellves.  The muto chieftain tells them about the ancient Priory, shunned and lonely within the depths of Abakum.  Soon after, Hellves reveals he is actually Captain Basterd, and shows them into the Priory's Gardens.  (4 hrs)

      That's all for Dark Heresy, at least for now.