Thursday, November 21, 2019

Wild West update!

Here are some of the fabulous UMBUM Wild West buildings I am putting together for a Tall Tales RPG campaign. The paper figures are all by David Okum of Okumarts.

The Undertaker


The Cemetary


The Bank


Barbershop


Saloon

Here is a link for the Tall Tales RPG by Mark A. Hunt! Go get it Now!!
https://www.drivethrurpg.com/product/263506/Tall-Tales-BX-Wild-West-RPG

Here is a link for the Okumarts Whiplash Trigger paper figures in my photos:
https://www.drivethrurpg.com/browse/pub/3639/Okumarts-Games/subcategory/6377_6462/Whiplash-Trigger

Stay tuned for more Western action soon!

Saturday, November 16, 2019

GALACTA 25: Star Wars mini-rigs Part 2!

In part 2 of the Galacta 25/Star Wars mini-rigs mash up, we will add the awesome MLC-3 to the game!!

As usual we have our Planetary Strikers showing us all about this new addition to Galactic devastation.

The MLC-3 is a large tracked and armored vehicle built for combat. This vehicle can be found in use on both sides of the conflict.


MLC-3, or Mobile Lazer Cannon 3 is a pretty standard battle-tank. The heavy tracks allow it to ignore Rough Terrain and smash through Blocking Terrain on a +6 Driving check. Any Blocking Terrain the MLC-3 successfully smashes through becomes Rough Terrain.

The Dual Lazer Cannons are not to be taken lightly as these devastating weapons can pulverize most Terrain obstacles and other vehicles or fortified emplacements. Roll a D12 for each cannon and if both rolls score hits on the same Blocking Terrain target, that terrain piece must be swapped out with a Rough Terrain piece.



Galacta 25 game Stats:
MLC-3
Armor save: 6+
Crew Capacity: 3 figures; Driver/Gunner/Commander
Defense: Dual Lazer Cannon, 20" range, 7+ to hit, +1 modifier to targets armor save. Turns Blocking terrain into Rough terrain if both Cannons Hit.
Movement: 9"
Driving Check 6+ if smashing through Blocking Terrain, no check for Rough Terrain.






Thursday, October 24, 2019

Galacta25 & HexBug Nano-space terrain: a match made in Heaven!!!

On a random trip with my wife to a 5Below store I found a ton of this HEXBUG nano-space stuff in the 50% off section. I thought this would make some cool terrain to use for Bases and Installations in my Galacta games. Take a look at the pics and tell me what you think.



Added a papercraft Space:1999 Computer column for effect.


The pieces interlock together and there is quite a variety of ways you can put them together. Create anything from large bases to small outposts.




Tuesday, October 15, 2019

Wild Wild West!! I've fallen down a rabbit hole and I'm loving every minute of it!!

I recently caught a video on Youtube of a guy using these Russian Papercraft Medieval terrain pieces that looked really good. As I was browsing them I discovered they made a Wild West range.... and here we go!!! Yeehaw!! Partners, these things are awesome and you can find good deals on Amazon.

I have started building my town and all the inhabitants as well. The buildings are by UMBUM and the figures are the Whiplash Trigger series by Okumarts.

Here are some pics:






All the buildings have great interior detail and the open up so you can access them for pictures or even some game play!

Outpost interior


Sheriff interior


Barn interior
  Follow this for the UMBUM stuff on Amazon:
https://www.amazon.com/s?k=umbum&ref=nb_sb_noss_1

Check out Okumarts on Drivethru RPG for the figures:
https://www.drivethrurpg.com/browse.php?keywords=whiplash+trigger&x=0&y=0&author=&artist=&pfrom=&pto=

I will be posting more pics as I complete the full Wild West series.

Tuesday, September 10, 2019

GALACTA 25: Kenner Star Wars Mini-rigs join the fight! Part 1

It is time to travel to the war torn galaxy of GALACTA 25! The next few posts will center on some vehicles for use in battles between the Evil Galactan Empire and the hardy forces of the Rebellion.

We shall start with a Mini-rig used by both sides equally, the PDT-8. Otherwise known as the Personnel Deployment Transport-8. A trio of Planetary Strikers will put this vehicle to work!


The PDT-8 is powered by a large pair of RAAG (Rocket Assisted Ant-Gravity) Thrusters, giving the PDT-8 a movement range of 24". Like single figures using a RAAG belt, the PDT-8 makes it's movement by essentially jumping from one location to another. The PDT-8 is allowed to jump from its starting location and "leap" over blocking terrain features, rough ground, or other figures without penalty and land up to 24 inches away.


The PDT-8 can deploy a single squad (6 figures) in the turn after it lands from a RAAG assisted Jump. However piloting a PDT-8 is tricky, and should the PDT land in Blocking terrain or Rough ground it must make a 6+ save or crash, rendering the vehicle useless for the rest of the battle.


The PDT-8 is a light transport vehicle and therefore has an armor save equal to 8+. It is immune to damage from Lazer/Flame pistols.

For defense the PDT-8 is armed with a pair of  Lazer Assault Rifles. A figure must remain in the craft to make use of these weapons. The guns can only hit targets in front of or behind the PDT-8 in 90 degree arcs.

Galacta 25 Game Stats:
PDT-8
Armor save: 8+
Troop Capacity: up to 6 figures
Defense: 2 Lazer Assault Rifles, 16" range, 8+ to hit
Movement: RAAG jump up to 24" from starting point.
Piloting Check 6+ if landing on Blocking Terrain or Rough ground.

Friday, June 28, 2019

Far Trek for Free RPG Day: These are the Voyages!

I ran Far Trek for Free RPG Day this year at my FLGS. It turned out a bit slow but I did run 1 session of Far Trek. A good time was had by all and I gave away a copy off the rules to a young man that had never played anything besides D&D5e.

Let us begin:

Meet the Crew of the USS GORMAGON

From L to R:
Lt. Junior Grade Mich - Helmsman,    Player: Bruce
Lt. Saprishka  - Medical Officer,   Player: Josh
Ensign Nisun - Security,   Player: Robert
Captain T'Mandlin,    Player: Brian
Lt. Lincoln - Navigator,      Player: Ivan
Lt. Commander Jerry Riggs - Chief Engineer,  Player: Brad

The crew are responding to a strange high frequency signal that is emanating from a newly formed nebula.

The USS Gormagon starts at the edge of the nebula and attempts to see what info they can gather with scanners.

They find the signal is emanating from deep within the nebula itself, it is on a very high frequency band that would normally have gone unnoticed if not for it's similarity to morse code and the mixture of gases and particles making up the nebula itself are of unkown make.

The Captain put the ship on Yellow Alert, asks the Navigator to plot best course to the coordinates of the signal itself.

The crew make some Skill checks, adjusting power levels, modulating shields, navigation, etc.

Soon they get a fuzzy visual on the main viewer, a craft of about half their size of alien make seemingly adrift at the core of the nebula.
The Alien craft
A quick scan of the alien vessel reveals a pair of life-signs, but the Doctor cannot be sure if they are just oddly alien or in a state of distress. Power levels on the craft seem to be in a severe state of flucuation.

The Captain orders the Gormagon to maneuver closer to the alien vessel so if transporters are not an option they can use a shuttle to attempt a boarding.

Suddenly power levels surge and momentarily blackout, when visual is regained the Alien ship has VANISHED! There is no trace of the ship on scanners at all! Even the signal has stopped.

As the crew discuss theories and options, the scanners reveal the return of the vessel and the signal, but everything points to location of the Gormagon itself!? Most of the crew also experience a sort of ghostly mirage and a slight fuzzy headache. They swear they can see the interior of an alien ship occupying the same space as themselves.
The Federation & Alien vessel inter-phased!

The crew quickly determine that the Alien vessel and their own ship have somehow become interlocked in dimensional space, occupying the same location but just slightly out of phase with each other. They also discover that if they concentrate on the alien vessel they can shift themselves from their own reality to that of the Alien craft.

A boarding party led by the Captain with Nisun, Dr. Saprishka, Lincoln, & Jerry shift themselves over while Mich stays in command on the Bridge.

The boarding party are amazed at the use of Crystal technology present on the Alien craft and Lt. Commander Riggs is very interested in figuring out what is wrong with the craft. Soon a pair of humanoids reveal themselves to the party and communications are established. The Humanoids state they are from a parallel dimension and were testing what they refer to as a "Phasic-Drive" when something went wrong and they ended up here and have been trying to make repairs and get back home.

The crew of the Gormagon offer to aid them in repairing their "Drive" and the assistance is accepted. The Humanoids also warn that something they refer to as "The Nuisance" has been roaming about hindering their efforts.

As if on que, a bizarre creature appears out of nowhere, then shifts itself into reality on the bridge of the Gormagon where it proceeds to cause severe damage to the Comms station! Lt. JG Mich and some NPC crew attempt to neutralize the creature to no avail!
The "Nuisance" appears!
They crew find that using phasers set to Heavy Stun drives the "Nuisance" away. And soon they are patrolling both ships with weapons ready. Jerry and the Humanoid engineer begin working on repairs and the Doctor reveals that the dimensional shift seems to be getting weaker, and there is a very real possibility that if the Federation crew are not back on their own ship/reality when the breakdown is complete they could be trapped in the Alien reality forever. Jerry and the alien supplement that there is also a possibility that if the ships are not separated as well they could implode in a matter-antimatter singularity!

Eventually they crew was able to help the Humanoids fix their ship by basically doing a Star Trek version of a "Jump Start" and realigning the Harmonic frequency of the Phasic-drive! There was also a showdown in the Engine room of the Gormagon with the "Nuisance"!!

As the ships began to untangle themselves and shift back to their home-dimensional frequencies it became apparent the "Nebula" was actually a pocket of Null-space between the two dimensions that was inhabited by the Squid-creatures! A giant space-sized Squid appeared ant tried to drag both craft into the Null-space! Lt. JG Mich was a master with the Ship's Phaser banks and a full spread photon torpedo blast that stopped the beast before it could permanently harm either the Federation or the Humanoid craft.

The Crew of the Gormagon head back to Starbase 13 with a great story to tell.

 

Sunday, June 2, 2019

Free RPG Day 2019 & Far Trek!

We are just a few weeks away from Free RPG Day 2019, and this year I decided to run Far Trek for the lucky crew members that show up!

I have a few other local GM's that will be running various games of DCC RPG, Kids on Bikes etc. from the items.

In preparation I recently finished construction of the paper craft Transporter room for my game.


I will post pictures and some write-ups of the episodes the crew go for Free RPG day. Check out your local game store and see if they are participating and get your game on!

Friday, March 29, 2019

A Wine Cellars double feature: The Mad Dash & Down the Well!

This session took place February 23rd 2019.
THE MAD DASH
The Players:
Nate - Alaric, Cleric of Thanatos & hench Orc fighter Mulgarg
Mike - Vexus Lustmort & apprentice
Scott - Ebony Maw, Black Knight
Selina - Maris Izar, Raven Heart

The group decided to go back to the ruins with a plan this time. First they would give themselves a name, second hire some help, and third prepare packs and sacks for wine bottle transport and to get in & out quickly!

The party comes up with the group name "The Flesh Wounds" and Alaric, Ebony, Maris, & Grit the goblin are official members.

Vexus and his apprentice are coming along as a Dungeon Consultant.

The agent is located and paid to recruit hirelings, which he does and returns with the following:
Kilstad - human torch bearer
Huz - man-at-arms
Gilix - man-at-arms
Kravag - Dwarf man-at-arms.

They are all hired and placed under the command of Mulgarg. Ebony makes a deal with the thieves guild to get some replacement armour (blackened Chain) and weapons to replace what he lost in the last delve.

The group pays for a wagon ride up to the ruins and heads directly for the gatehouse ruined tower. Upon entering the courtyard the group is fired upon by a ballista from the Manor house tower! They move quickly and enter the ruined tower where Vexus seals the open doorway with his magic. The party is then free to take their time without worry of pursuit from outside.

Nearing the old storeroom Alaric sees there is light ahead and knows someone else has gotten here before them. The Cleric of Thanatos calls out and gets a response. A pair of priests of Pasperus have a short dialogue with Alaric before turning into crows and flying down the shaft into the darkness.

After setting up the block & tackle, back-up ropes and proper lighting Mulgarg, Kravag, Kilstad and Vexus apprentice stay behind in the storeroom while the others descend to the landing and the Iron door. To ensure they wouldn't be followed by the worshipers of Pasperus, Vexus cast a web spell to block the central shaft just below the landing.

Knowing the dangers involved from previous experience the group make it to the landing without incident. They find the iron door is still ajar and enter the bone ridden chamber beyond. At the midway point gravel from above sifted down upon the heads of Alaric, Huz & Gilix! The party was taken by surprise as a large spindly limbed creature drops from the shadows above them and lashes about with taloned claws!!

A fierce melee broke out as the party stabbed and slashed at the creature with seemingly no effect! Gilix fell to a heavy blow from the beast and it turned to take out the Cleric when Vexus cast a powerful magical slumber upon it!!

"Do not touch it, it will slumber peacefully and cannot awaken for some time. My spell is quite potent. Now let us get to those wines!" the Demon-helmed wizard hissed in a high pitched whisper. They had to leave Gilix behind here as he was afflicted with some sort of paralytic seizure induced by the claws of the creature.

The group pressed onward to the Cellar entry chamber. No one was prepared for the sight that greeted them. The far wall was paneled in intricately carved wood which portrayed a scene of the Keep with a vineyard spread out about its walls. The door was also paneled in fine wood that showed recent crude repairs. The Glorious Bastards claimed they had smashed this door down some time ago, but obviously the local denizens had affected repairs. Ebony was enthralled with the pair of desiccated robed corpses that hugged each other in final embrace who sat within a hastily scrawled circle of protection. The Black knight tried stepping into the circle and was repelled by a magical force. Unable to loot the corpses he turned his attention elsewhere. The ground was littered with broken bottles, an empty wine crate and a couple more corpses of fallen adventurers.

Though Vexus urged caution, Alaric turned the handle on the cellar door and heard the tell-tale "Snap!" of a trap being triggered. The Cleric was lucky that his thick leather glove stopped the poisoned needle from piercing his flesh!!

Knowing from the tales told about the tavern, the first few racks were probably going to be empty and they would have to venture a bit into the cellar to find the bottles they sought. They decided to place lit torches along the path they took through the racks until they found a cache worth taking.

The cellar proved to be more ransacked than they had anticipated and they quickly found themselves at the last of their torches and only having found about four bottles of wine. Maris used his innate ability to see in the dark to take a quick look deeper into the racks labyrinthine aisles and discovered a few more bottles and something else...

The rest of the party was just about to follow their torch trail when they realized Maris was missing and that they could only see one of the torches they had set behind themselves on the way in!! The the whispering threats started... "Fresh meats, now we eats." and "Slice the flesh, keep it fresh."
Whisperers

Ebony found a band of small creatures dragging an unconscious Maris deeper into the racks and charged them to retrieve his brother. Alaric used the gaze of Thanatos to scatter the little beasties but he knew there were more all around them closing in!

After what seemed an eternity of fleeing blindly in the dark, the party emerged from the cellar and shut the door behind them. Taking a moment to catch their breath they moved back through the bone chamber to discover the slumbering creature and the paralyzed hireling were gone! Not wanting to have a face-off with the creature the group quickly ascends back up to the storeroom and joins those who stayed behind.

The group is able to leave the ruins without incident and return to the village proper. They proceed to carouse and sell off the few bottles of wine they were able to come back with. Ebony gets so drunk he agrees to taste test a couple of bottles for Vexus and ends up dying from a heavy dose of poison!! A bereaved Maris implores the God of Shadows "Mawdorn" to return Ebony to life. The Deity hears and agrees, but reincarnates Ebony in the form of a Kobold!

END Part 1

DOWN THE WELL
A couple of days later the at a secluded table in the Dog-N-Bone Alaric lays out his plan of attack for a second smash-n-grab foray to the ruins of Marqest. Vexus Lustmort and his apprentice, the brothers Maris Izar & Ebony Maw (now a kobold), and Alaric's henchman-orc Mulgard listen intently.

"We pay the wagon-man to ride us directly into the courtyard where we will disembark set up ropes and descend into the well!" Alaric pauses looking at his companions.

"Nobody has ever been down there right?" asks Maris.

"At least none that lived to tell the tale." grumbles Vexus, pouring himself another cup of wine.

Suddenly a quite excited young man leans forward, pours himself a cup and exclaims "I think it's a fantastic plan! We will be the first to plumb the depths of the well and return bearing the secrets and treasure it holds!"

Astonished at the silent arrival of this newcomer the party as whole turn towards him and ask, "Just who by the nine hells are you?!'

"Me? why I'm Jack Quick! Once I overheard what you were planning I knew I just had to a part of this most obviously profitable endeavor!"

With the addition of Jack to the party the group decides to head back out to the ruins. Ebony makes a deal with to get himself a small chain shirt that he coats in a layer of soot from the fireplace! Once ready they load up into the wagon and our party consists of:

Nate - Alaric, Cleric of Thanatos & hench Orc fighter Mulgarg
Mike - Vexus Lustmort & apprentice
Scott - Ebony Maw, Black Knight (Kobold)
Selina - Maris Izar, Raven Heart
Sal - Jack Quick

The group instructs the wagon driver to head directly into the courtyard and drop them off at the well. At first he balks at this but a few coins pass hands and he agrees.

A bit later they party reaches the ruins and heads through the gatehouse and passes under the old portcullis, as they emerge into the courtyard they are shocked to see a group of "humpers" engaged in battle with a large spherical creature with a large central eyeball, it's upper body surmounted by a crown of tentacle-like stalks! The wagon master freaks out and whips the horse into a charge as he careens around the battle and swings close to the well. The party leap out as the wagon continues straight back out of the courtyard!

Vexus uses his magic put the Eyeball creature into a magical slumber and the group leaves the monster to it's fate with the "humpers".

Using a rope ladder they group purchased in town they descend into the darkness of the courtyard well. After a descent of some twenty feet or so they well shaft open up into an underground reservoir, and Jack Quick lowers Ebony down into the dark water. The Kobold swims to a set of stairs that emerge from the water along the far wall. Getting there he discovers a door that must lead into the dungeons proper. A rope is secured and the party begins to zip-line down to the landing at the top of the steps.
Well Beast

Low voices are detected on the other side of the closed door, and Jack convinces the unseen voices to open the portal. A handful of Gnomes are revealed in the flickering torch light, but before a parlay can begin a hideous beast rises from the water and lurches up the steps at the party! Alaric and Mulgarg hold the beast back as the rest of the party force their way into the dungeon proper and the Gnomes beat a hasty retreat into the darkness!

Alaric & Mulgarg take a beating but are able to harm the beast enough to discourage it from further attacks and it returns to its watery lair.

The door to the reservoir is shut and barred to keep anything from following the party into the dungeon. A small alcove filled with crates and barrels is discovered a short way past the barred door and the group decides to search them in hopes of finding Wines and/or treasures of some type.

Maris unfortunately discovers a slime creature hidden in of the barrels and it envelopes and kills him! Ebony lights the creature on fire with aid from Vexus and then prays over the corpse of his brother.

Mawdorn, God of Shadows answers the Kobolds prayers and reincarnates Maris in the Form of a Werewolf!!

A short search of the area brings the group to a set of stairs that ascends upwards, and Vexus begins to realize he may actually know where they are! At the top of the steps is an room with a large table turned on its side. There are a handful of markings etched into the tabletop, and Vexus finds a mark he left here some time ago along with Father O'shea.

Deciding not to press their luck any further the party left the ruins of Marqest for the safety of the village and returned with the knowledge they had gained as their only treasure.



Saturday, March 9, 2019

Heritage Dungeon Dwellers display update info.

So in late 2018 I picked up this castle display piece with the intention of using it to show off my Dungeon Dwellers figures.

I had been eyeing this for sometime and a Birthday gift-card finally made me go for it. It is 11 1/8" at its tallest point, 10" wide, and 7' deep (front to back).

I found this one on Amazon after searching around for some time.

When it arrived it was based in black and had a silver drybrushing all over it, with the towers capped in red.

I went over the entire structure with a new black basecoat, then drybrushed a grey all over the castle proper. I have repainted the doors with a dark brown. I plan on flocking the flat ground display areas in front of the castle itself.

Here a re a few shots of the Display as it stands now. I still have work to do but you can see that it looks quite good overall.




Sunday, February 17, 2019

A Wine Cellars Tale: Of Ropes and Ladders

Of Ropes & Ladders

This delve took place on Feb 9th, 2019

The Players:
Nate: Grit the Goblin
Mike: Vexus Lustmort - MU & Apprentice
Scott: Ebony Maw - Black Knight
Selina: Maris Izar - Raven Heart

How do they know each other:
Grit the goblin knows Vexus because they both bear some strange resemblance to each other....
Vexus knows Ebony because they are old school chums that hate each other, and secretly plot the other's demise.
Ebony Maw knows Maris because they are step-brothers, that grew up together and are a s close as true-blood brothers.
Maris Izar knows Grit because they are the only survivors of a disastrous former adventure.

This group meets up at the Dog-n-Bone and decides to set off for the infamous wine cellars together. First they form a Group charter and get the local Agent to secure some hirelings for the expedition.

The group calls itself the "The Flesh Wounds".

After a brisk set of interviews the following hirelings were secured by the group:
Grit the goblin hires Freeza a Priestess of the AYU goddess of the winds, and a fearsome masterless War Dog known as Ghost and Derix a Man-at-Arms.
Vexus sends a dirty Torch-bearer named Gildoon off on a secret errand to the Gatehouse, but not before Grit pickpockets a "treasure map" the man reveals he has.
Ebony Maw secures the services of three torch bearers; Cordred former kitchen boy, Hillig of Local 1411 and Gilcox of Local 666. The latter being rivals in the Torch bearer unions.

The party set out at midday for the ruins of Marqest. They hired a wagon to take them to the base of the hill and drop them off. Instead of taking the path they walked up the hillside through the tall grass heading towards the break in the wall between the Square Tower and the Gatehouse.

Outside the ruins Grit produces the treasure map he stole and the party makes a new course of action based upon the following:
Treasure map
 Vexus thinks he remembers being in that old storeroom before, but he never went down the shaft. Grit believes they should try to see if the secret Tomb is actually there as it would be the best location of any possible treasure.

The group splits in two with Ebony, Maris and the torch bears passing through the gatehouse proper then breaking left while Grit, Vexus and their henchman & hirelings circle around the front of the gatehouse and come into the courtyard by circling around to the left and coming in from the right.
Ruined Tower

The courtyard is empty and a cool breeze blows through. Maris notices a flock of black birds atop the ruins of the Manor house proper, and feels eyes upon them.
The doorway of the ruined tower in front of them the group lights torches and prepares to enter...

The upper levels of this tower have fallen in some time ago, and the ground floor is mostly a debris filled disaster. In the torchlight the stairwell to the lower storeroom can be readily seen.

Grit commands Derix to descend the stairs which the Man-at-Arms promptly refuses by stating: "I'm here to fight stuff, not descend stairs first."

Ebony orders his torchbearers to light the darkened stairwell, and both men rush forward to show off their skills! Hillig's torch lands just about six feet down the stairs before they make a sharp circular turn, while the torch tossed by Gilcox expertly bounces of the curved wall and descends beyond the parties line of sight but does not go out!

There is then some arguing about who will descend first and in what order when the Black Knight decides to get things moving by kicking the former kitchen boy down the stairwell!! They watch as the lad tumbles down and around the curve out of sight....

After a few moments of calling out to Cordred and getting no response the group descends with Ebony in the lead.

As the group go down the circular staircase they all take note of the encrusted layers of soot on the walls, a fierce fire once raged down here at some point. Maris discovers the words "Ambrose was here" scrawled into the stone presumably some time after the fire. The circular shaft ends at a landing of some 10x10 feet and a set of straight stairs continues to descend another 20ft or so to an open doorway. Fresh blood can be seen going down the stairs and into the dark chamber beyond.

As the group approaches the doorway the sounds of rabid feasting can be heard and the coppery scent of blood assails the party. Entering the chamber followed by the Union torch bearers a horrid sight is revealed.
Fury of the R.O.U.S.
Cordred the former kitchen-boy turned would be Linkboy is being devoured by a quartet of large and vicious looking rodents!! Ebony Maw flies into action and attacks the rats, he is quickly followed by Derix, Grit and Ghost into battle! The torch bearers stand just inside the room to either side of the doorway with Freeza ready to give support. Vexus and Maris stay on the steps just outside.

The battle is quick and terrible!! In the ensuing chaos the Black Knight is severely wounded, and both Hillig and Gilcox are killed by the rodents as well as the Man-at-Arms Derix.

After healing Ebony, the party discovers there is a large wooden cover over the location of what should be the shaft as seen on the map. Above the cover in the rafters is a block & tackle assembly that can be used to raise and move the obstacle.

Looking into the now uncovered shaft the group sees a set of slick iron rungs set into the side and they just make out a small landing and doorway some thirty or so feet down. The shaft continues down into darkness. A torch is dropped and is extinguished with the sound of a splash from very far below. All agree that the map is probably correct in the assumption of the depth to the water cavern below.

The Black knight volunteers to descend by way of the iron rungs, but common sense prevails and Grit with a rope tied to him descends the rungs first. The wily goblin wipes the rungs off as he descends and discovers a couple are missing just before reaching the landing. Using the Block and tackle the group lowers a lantern at the same rate as the goblin continues to climb down looking for the secret tomb.

At this point Ebony decides it should be safe enough for him to descend to the landing and his brother Maris bids him to be careful. The Black Knight waves this off and climbs down the shaft, looking up to his brother he says, "See, no problem it's fi....aaaahhhh!!!"

There is a soft crack as the iron rung under the his foot gives way!!!

Vexus watches as Ebony Maw begins to fall and mutters a resigned "Oh noooo...." as his old chum falls.

Through a twist of fate, the Black knight lands heavily on the ledge and does not fall any further. Catching his breath and lighting a torch he sees a heavy iron door just a few feet away. The door is slightly ajar. Leaning back out into the shaft he calls up that there is a door here and he will investigate further. Maris thinks this is very unwise but cannot stop his brother.

Turning back to the Iron door Ebony notices it seems to be open a bit more than it was a moment ago!?! He moves forward cautiously and opens the door to the chamber beyond. He sees a small cavern with an exit just opposite of where he is. Notably this chamber floor is littered with a vast amount gnawed upon and cracked bones of all shapes and size. He can just make out in the torchlight that beyond this cavern is a larger chamber but an eerie chill and the call of his companions draws the warrior back to the landing.

In the meantime Grit is sure he has located the entrance to the secret tomb in the side of the shaft wall. Ebony agrees to climb down and help Grit as he needs help dislodging the stones to get in. The Black Knight falls victim once more to the aged and worn rungs as another snaps off and he begins to fall! Grit quickly uses his own rope and hook to catch the falling warrior like a fish!!    

Freeza is lowered by use of the Block & tackle and the three gain entry to hidden 3x3 tunnel that indeed leads to a small chamber housing a stone sarcophagus. Grit deeming the crypt safe allows Ebony to open the tomb and the three see a skeleton adorned in a winged helm, jewels, a shield & spear as well as at least a thousand coins and gems scattered about the corpse.

A thrill of excitement passes through Knight and Goblin as they reach in to scoop up the valuables when the sound of cracking stone echoes up the shaft!

Vexus and Maris look at each other then back down the shaft as they hear the rumble and cracking of stone and the whole room shakes slightly.

The entire floor of the tomb gives way plunging the trio of would be tomb-robbers into inky blackness!!

The ice cold water shocks them into action and Grit, Freeza and Ebony are just able to pull themselves from the dark underground lake. Ebony however had to ditch all his armor and equipment to not drown. Grit commands Freeza to heal his wounds, and she says there will be a price to pay for how many favors she has begged this day. Grit says so be it and has her call upon Ayu. There is a crack of thunder and a lightning bolt obliterates Freeza and knocks Grit out cold!! Ebony sees the cavern for a second in the lightning flash, then after this he scoops up the unconcious goblin and calls up to his brother.
What Ebony saw!
Using the block and tackle both the Knight and goblin are retrieved and brought back up to the storeroom level. The group then leaves the ruins of Marqest and returns to town.

THE END

A Wine Cellars Tale: What are flasks of oil good for!

This delve took place 12/15/2018

The players:
Scott: Lupin the Thief & his henchman Goemon - Lupin was betrothed to Ulia but he broke it off.
Selina: Ulia Lancaster Magic User - knows El Muerte when they worked as caravan guards together.
Sal: El Muerte de Tijuana the Luchador - released Aleric from imprisonment most dire.
Nate: Aleric the Fighter & his henchman (son) Ulric - Aleric is the older brother of Lupin recently re-aquainted after their separation at birth.

The group started their journey in the village of Marqest at the Dog & Bone Tavern. After procuring supply packs and getting directions to the ruins the group spent a few minutes getting some local information.

Lupin was informed by a patron that the tavern was full of Gnome Nationalists.
Ulia overheard another patron exclaim that he had seen a frog that was as big as a cow!
Both Aleric and El Muerte confirmed the ruins have more than 1 level below ground.

During the two mile walk El Muerte revealed to the party that his clan has an Death-grudge against the Goat of Marqest, and that the tavern keeper told him that the "Flying goats" had not been seen in awhile. El Muerte was put off by the "flying" part.

Upon arrival at the ruins the party agrees to head to the Square Tower by way of the break in the front wall. As they reach the opening a group about ten small naked humanoids are spotted in the courtyard hitting each other with improvised clubs.  

Not wanting to get into a confrontation the party opts to try and climb the crumbling wall so they can attempt to gain entry to the Square tower from the parapet door. As the group assembled at the base of the wall just out of sight of the creatures Lupin tosses up his hook & rope to get ready for a safe ascent. Aleric & Ulric take up a defensive position on the left flank of the party near the hole in the wall. The warriors note that the odd little creatures have noticed the group and are watching them and slowly approaching. It is with great disgust and worry that the men begin to urge their companions to greater spedd as the little creatures all begin to gyrate their pelvic regions in a sort of thrusting unision as they close in.

Lupin handily ascends the rope and makes it to the top of the wall. He scans about and sees there is nothing to worry about and urges the others to climb up! Ulia the Wizard climbs up followed by Goemon, as they reach the halfway point the hook shifts in the crumbling rock causing Goemon to lose his grip and fall! El Muerte tris to catch Goemon but it all happens to quickly and the young thief hits the ground with a sicking thud! The Luchador thinks Goemon may still be alive and ties the rope about the thief's torso then scales the rope himself while also pulling the unconscious fellow up behind him.

At the base of the wall both Aleric and Ulric have begun a sort of delaying action with the encroaching creatures. They are resilient beasties and seem able to take quite a beating! Ulric split the head of one open with a blow from his sword as Aleric also spears another directly through the head! The creatures begin to swarm about Aleric as the gut-wrenching sound of their knobby hides slap against his armor while they thrust, claw and seemingly eagerly rub themselves on him!

El Muerte sees his friends surround below and leaps down from the parapet to deliver an amazing Elbow Smash to the creatures scattering then back enought to allow the fighters a chance to scale the rope and gain safety.

Once back together atop the battlement, Lupin reveals the sad fact that Goemon has broken his neck and is indeed dead. Not wanting to stay outside any longer than they must Aleric charges and smashes open the door of the tower. Unfortunately his momentum carries him into the tower interior and he tumbles down a flight of stair just inside the door!

Lupin takes a few items from Goemon then wraps him in a blanket and leaves the body on the wall. The rest of the party quickly enters the tower to see where Aleric has gone.

The second story of the tower is a large room bi-sected by a wall with a single door to the other half of the room. The front half of the room they are in has a stairwell going down to the first floor (which they see Aleric lying at the bottom of), a stairwell ascending to the third floor, Arrow slits overlooking the approach to the castle itself and the door leading to the battlement which El Muerte secures so they cannot be followed inside.

Lupin, Ulia, and Ulric descend to the first floor to aid Aleric, while the Luchador climbs the stairs to the third floor. Muerte notices lots of thick webbing as he ascends and catches glimpse of a large arachnid. Deciding not to tempt fate the massive wrestler backs slowly down the stairs and goes to join his friends on the first floor.

Aleric is hefted to an upright position and Ulric begins to try and revive his Father. Lupin and Ulia search the chamber they are in and discover it to be a small mess hall with a single door leading out. The most unusual thing however is the six foot tall statue of an Owl-man dressed in robes complete with a staff that stands in the center of the kitchen. Lupin notes the door out of this chamber is closed, not trapped, but stuck in the door frame and would need to be forced to open. He also hears the sounds of something moving on the other side!!! Not footsteps, but a sort of sliding whish?!?!

Ulia deduces the statue maybe a rare and legendary Orinthrope! They are a race of intelligent bird-people, and by the look of it she thinks he may not be a statue at all but the victim of something that turned him to stone! Lupin relays that whatever may have done that, just might be on the other side of this door!! The Thief then proceeds to set the locks on this side of the door!

El Muerte reaches the bottom of the steps as Aleric groggily comes to! he relays to the men that there is at least one if not more very large spiders on the third floor!

The party decides the spider to be the bigger threat as it could sneak down on them, so they head back upstairs and  Aleric & Ulric lead the assault on the creatures.

A short but intense fight on the third floor stairwell leads to Ulric being bitten and killed by one of the creatures. Aleric and El Muerte are able to dispatch two spiders without any undo harm. A third spider cowers in rafters of the upper chamber and is left alone.

Aleric takes some gear from his fallen son, utters prayer over him then lights his body on fire after wrapping it in a blanket. The smoke trails out of the arrow slits and the group descends back to the first floor.

Taking into summation all the clues they have, the group decide to open the door out of the kitchen to see what lies beyond. Everyone is prepared to run back up the stairs to the second floor if  a creature is revealed beyond. Aleric takes the lead and they get the door open with use of Lupins pry-bar. Just beyond is a short hallway leading to an exterior tower door that is slightly ajar. The hall itself also has a pair of single doorways halfway between the kitchen and the exit to the courtyard beyond. Aleric slowly creeps down the hall and peers into the left hand doorway which is open using his small hand mirrior. He sees a terrible beast writhing about inside!!
The Beast!
Aleric falls back to the kitchen and improvises a plan to create a satchel stuffed with 14 oil flasks to be used to set the beast aflame. Much care was used and the Aleric soon tossed the lit satchel into the room with the now surmised Basilisk. The attack went off without a hitch and the thrashing of the beast itself actually caused it to keep setting itself aflame as more flasks were smashed open causing more and more damage.
 The scent of burnt creature permeating the tower the party decides to check out the doorway opposite of where the Basilisk was. Opening this door they discover a bunk room and an indoor privy, however a pungent odor overcomes everyone, making eyes tear and a stomachs turn. Also a gurgling bubbling sound is heard echoing from the privy chamber and the group quickly backs out and shuts the door.

In the Room with the burnt beast an iron lever is found that operates a hidden defensive pit trap just inside the tower at the base of the exit door leading out to the courtyard.

At this point a magical effect transpires and the Owl-man returns to physical form as the transmuting effect of the creature dissipates!

He thanks the party for returning him to life and reveals his name is Icarus.

The group then left the square tower by way of the exit door into the courtyard. The naked creatures from earlier were nowhere to be seen and they all made it back to town without incident.

THE END

Saturday, February 16, 2019

Starships & Spacemen: Preliminary Mission

A Starships & Spacemen RPG introduction.

We are testing out Starships & Spacemen for a possible short run. The following are the results of our Session Zero: Character creation and short adventure scenario.


Space Fleet Log entry of the Confederation Frigate Nero.
Acting Captain: Drexel Miroth - Rank: Ensign


Initial Crew of the Frigate Nero
The Crew from Left to Right:
Cody Pain (Human) - Military / Security - Rank: Ensign, Player: Nate
HAM (Rigel) - Science - Rank: Enlisted Spaceman, Player: Scott
Dexel Miroth (Dreiped) - Military / Command - Rank: Ensign, Player: Mike
Fien  Tempest (Human)  - Military / Fire Control - Rank: Ensign,  Player: My Daughter
Nogah Kluh (Andromedan) - Science / Sentient life - Rank: Ensign, Player: Patrick


Log Entry: 001
   We have been newly assigned to Space Fleet Starbase 13 along the border of Confederation Space. Our initial orders are to conduct safety patrol of the 5 Light year area surrounding our base. In two weeks we are to expect the addition of two more Crewmen, a Technical Enlisted Spaceman and Brother of HAM; as well as a Technical / Navigation Ensign. Until then I have Spaceman Recruits filling in those duty stations.

Log Entry: 002
  The Nero has recieved a distress call from the MF Mentos, a Merchant Fleet light freighter . They are under attack by Space-pirates and need aid quickly. The crew assess our Energy usage and formulate a plan. We begin to prep a shuttle for a boarding action against the Intruder ship. This group will consist of Security Ensign Cody & Sentient Life Ensign Nogah, leading a team of 4 security Spacemen. The Nero once in range will close with the intruder and fire one salvo from our Beam bank, if hostilities do not cease we will follow up with a single Ion torpedo shot. The shuttle will then dock and board Intruder ship while the Nero gives aid to the Merchant ship.

We arrived at the coordinates provided by the MF Mentos and see the Pirate ship closing to dock with the now seriously disabled target. Nogah attempts communication with the Unidentified Pirate vessel declaring us as the "Confedration battle Cruiser Nero!" and they should cease hostilities and prepare for boarding. We get no response other than a salvo of Beam blasts which our deflected by our Half-shields.
Action on the Bridge of the NERO

Ensign Tempest is ordered to return fire with our Beam-array, and to provide cover as the Shuttle is launched. The Mentos has signaled us that there has been a Containment failure in the engine room and they have three crew suffering from severe radiation damage.

Our Beam salvo knocks out the Pirates shields allowing our shuttle to get in close. The enemy continues to fire weapons in a last ditch effort to hold us off. Narrowly missing our shuttle in the attempt. I order Ensign Tempest to disable the enemy ship with a single Ion torpedo.

The Nero has positioned itself between the Pirates and the Merchant ship so we lower our shields and use the teleporter to bring over the wounded crew form the Mentos.

The torpedo knock the Pirate ship down to barely functioning. Scans show their Power pile has only enough energy to keep life-support functioning.

HAM helps the injured crewmen
 Log Entry: 003
HAM rushes to work on helping the radiation burned crew from the Mentos. At the same time Cody & Nogah breach the Pirate ship airlock and get locked into a firefight with some Orion crew. Security Ensign Pain charges into melee with his laser sword under cover fire from Nogah and the boarding party. After cutting down a couple of the pirates the remaining crew gives in and are escorted under Beam pistol cover back to the Shuttle.
Airlock breach

The Nero docks with the crippled freighter and Ensign Tempset and I accompanied by a Technical repair team board the Mentos. As our repair team sets about securing the Mentos from further damage, Tempest and I head to the Bridge and detain the captain and begin a data-scan of the merchant ships files & logs.

We uncover the fact that the Mentos is running unregistered goods, and that they recently received a large deposit of Orion electrum. We quickly surmise this was actually an illegal transaction gone bad and the Mentos hoped we would save them.

Meanwhile, Ensigns Pain & Kluh along with a single Recruit head for the Bridge which has been locked down. Cody uses his Laser-sword to breach 2 sets of bulkhead doors and break into the bridge of the Pirate ship.

Entering the bridge of the Pirate ship, Cody announces that the Orions should surrender or face Galactic Justice from the blade of his sword! he then proceeds to use his innate Telekinesis abilty to lift the Alien captain off the deck and hold him in mid-air!

Ensign Kluh realizes the mistake of this too late. Being the Sentient Life Officer he remembers that the Orion's are Psi-phobic!! Meaning they deem any Sentient being that exhibits Psionic abilities to be "Unclean" and worthy only of death! Needless to say a firefight breaks out on the Bridge of the Orion ship.
Bridge standoff!
Beam pistol fire flares about on the Orion ships bridge. Cody takes down a pirate with deft swings of his Laser-sword. In a few quick moments the battle is won by the Space fleet crewmen and the surviving Orion pirates are taken into custody.
Bridge battle!
The Nero returned to Starbase 13 and handed over the pirates and criminal Merchant crew for judicial action. Before we arrived back at base we were able to secure some Orion Ale for ourselves as a reward for a job well done.

Log entry: 004
  Once we have picked up our newest crewmen, I have been ordered to plot a course for a newly established colony on Herculis IV. We are to drop off some supplies an conduct a standard wellness check of the personnel.

GAME NOTES:
Uniform colors - BLUE = Military Branch, GREEN = Scientific Branch, RED = Technical Branch
  *addendum: GRAY = all Enlisted NPC's only PC Enlisted will wear color specific to Branch.

Rigel Race = Use all stats for race as stated in Rule book. However ignore all reference to Human/Zangid crossbreed and loyalty issues.

Orion Race = use stats as Humans, will NEVER be PSI active, will ALWAYS attack with intent to kill any sentient that exhibits PSI powers in view of them. Notorious space-pirates, thugs and general ne'er-do-wells.

Stay tuned for more.