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Good and Bad
How to explain recent events...?

We dealt with the crew of the Argent Lady, who have apparently been dropping off the Hugarian's supplies to the rebels - that's good. But we felt compelled to give those supplies to the rebel fleet (Even I get boarded sometimes!!!), which puts us in dangerous situation with the Hungarian - that's bad.

We got away from a bounty hunter ambush, and dealt with sabotage on the ship before it did us in - that's good. However, we then found out we were wanted in connection with the fighting and explosions in the dock - that's bad.

In our attempts to reach out to Rebels in around Gandle Ott, we were able to track them to a warehouse - that's good. However they appeared to have all been killed or captured - that's bad.

We did pick up some hardware and ordinance they had left behind, as well as a datapad - that's good. However, the datapad was encrypted, and we weren't able to get much from it - that's bad.

After some further digging, we're able to decrypt the datapad and get full access to a list of supply ledgers, drop points, etc. - that's good. But we then get a wave about a Super Star Destroyer arriving in Kal'Shebbol - that's bad.

We notice a pattern which keeps showing up in the datapad - missed by previous data wipes - it turns out to be beacon coordinates for Shintel, which we follow to a Rebel Mon-Cal Frigate hidden in the gas giant - that's good. However, when the majority of the group boards the frigate to investigate, we find mostly a lot of dead Rebels - that's bad. Then our communications are jammed, and we're asked to kindly die by a politely homicidal protocol droid named "000" - that's worse.

From there, it's pretty much just bad for a while. The group on the frigate nearly gets shot out the airlock and then chopped up by razor webbing shot by spider droids. The group left on the ship nearly gets stabbed or blown up in a fight with boarding battle-droids. I suppose we're still alive, so that's good.

The frigate group makes it to the bridge without further hindrance, but then discovers a nasty surprise left by "000", the frigate has been set to self-destruct. The ship group has to contend with a swarm of R2's and other droids crawling over the hull, and takes off to try and shake them off. Again, still alive - that's about it for the good.

The frigate group is unable to disable the self-destruct sequence, but a pissed-off wookie ripping out the detonator module seemed to suffice - I'm sure there's nothing else important in that part. Meanwhile, the ship group is continuing to lose systems rapidly, and is jerked out of hyperspace when power and life support are lost. Our mechanic goes for an unplanned jaunt in space, and our pilot suits up to recover him - only for the droids to clip his lifeline.

Finally getting back to the good, our hacker was able to eject an escape pod, and pick them up. Those on the frigate were able to disable more countermeasures, and unlock control of the frigate - specifically, the frigate which requires a MUCH larger crew to do anything useful with that control. At any rate, we're at least able to send out a U-wing to retrieve the escape pod, and eject some left-over dormant droids into the gas giant.

It's at this point that we figure out the lack of resistance on the frigate - apparently "000" had led ALL of the remaining droids to board our ship, rewired the systems once it was devoid of crew, and then jumped to lightspeed (the frigate lacking any larger hyperspace-capable vessels until then). That would seem to be a problem for another day, and perhaps another crew.

Investigation of the frigate's databanks helps explain the situation we find ourselves in. Apparently the Rebels found themselves with an extreme shortage of manpower to crew the hidden remnants of their fleet - so their raids focused on recovering droids for that purpose. They hit Saris a few months ago and found a similar situation to what we had here - lots of dead bodies with no explanation. They recovered various weapons, droids, and a rounded triangular rock called the 'Plaque of Destiny' - which was being studied by the Imperials.

Shortly after getting back, people on board the frigate started killing each other with little explanation. The captain became increasingly paranoid, and secreted-away the Plaque (not even including details in his logs). The droid called "000" had been recovered from a recent raid on an Imperial shipment from the Kethel Outback, and apparently took this opportunity to begin his coup.

We also learned that the Super Star Destroyer in Kal'Shebbol is part of a tour commanded by Darth Vex - it would seem he's investigating something in the system.

Armed with information, and a very large ship we can't currently do much with, part of the crew takes the U-Wing outside the gas giant in order to send some waves. One is to the Hungarian, showing him that the Rebel thieves have 'paid' - hopefully he's less interested in turning us into puree now. The next wave is to various imperial contacts - in an attempt to trade information on the mostly-defunct Rebel cell for pardons and 'peacekeeper' licenses.

At the same time, we also dig for information on the Plaque - it was apparently recovered from an alien probe with an unknown power source (an unusually-light rock), and is tied to a 'Darkstryder' project. The project in question seems to be run by Moff Kenter Sarn (of Kal'Shebbol), who was receiving shipments from the Hungarian (those odd crates with life-support-modules we had noticed in our last visit?)

So now we find ourselves pardoned & newly minted as Peacekeepers (ie: bounty hunters). We have an opportunity to be taken on as Imperial Agents, but this requires us to bring our contact information on this 'Darkstryder' project. It's unclear at this time if the project has anything to do with the Rebels' fate, with the various droid mutinies, or with this 'Plaque of Destiny'.

Looking over previous notes, I can find the following topics which may relate:

  • Moff Kenter Sarn has a force-shielded station out in the middle of nowhere. He shouldn't have the pull for such a thing, so perhaps who his backer is might shed some light on the situation.
  • The Moff has been buying up most of the nearby mining output (including Hfrediem ore) - and now fields a significant fleet (again, not something you would expect in this part of the galaxy)
  • We've previously encountered people who had been driven crazy and started attacking others - people mining Hfrediem ore without proper shielding, who then turned to piracy.
  • Once we had finished dealing with the crew of the Argent Lady, we had discovered that Captail Zol was a Droid Abolitionist. His first mate (the sullustian Babbalet) was a deranged but brilliant scientist - his 'droid-virus' contained some sort of alien code in a mathmatical language, with reference to Science Team MS-113 on Saris 3 (presumably the group studying the Plaque, and where "000" came from?)
Session: Nebulon - Wednesday, Apr 26 2017 from 8:00 PM to 11:00 PM
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Welcome Home
"Hey, everyone, I'm back!" Tombak called out as he opened the door.

"Whajjabringme?" Invar demanded before anyone else could respond.

"I was in Scrapwall," he answered. "Everything there is junk. What would I even bring?"

"So you just forgot about me while you were there?"


As Invar hurled herself into a chair to pout, Ormolu walked in from the kitchen. "Tombak! Welcome home!"

"Hey, Ma," Tombak answered. As he hugged her, he fished around in one of his apron pockets and withdrew an empty goo tube with a few broken transistors and scraps of wire melted to it to make it resemble a rat. This he handed to Tumbaga as she followed their mother out of the kitchen.

"So, how'd everything go?" asked Terne, entering through the back door with Kovar and Glucydur trailing behind him.

"Pretty good," Tombak said, fishing around in another pocket. This time he pulled out a bunch of metal nuts, rods, and sheets welded together in the shape of a humanoid reading a book and sitting on what might have been a throne. This he handed to Kovar. "When we got there, a gang called the Lords of Rust were pretty much running the place, but we took care of them." At this point, Invar was glaring daggers at him, so he started digging in another pocket. "Now power is pretty much split between Bricktooth's gang, the Red Raiders, and a gang called the Steel Hawks." Finally, he pulled out a collection of sheet metal scraps welded into the shape of a bird of prey and handed it to Invar.

"Why would you leave gangs in charge?" Kovar asked.

"There's nobody else to BE in charge," Tombak answered. "But it's okay, Sevroth's pretty classy, and Redtooth's unreasonably nice for a gang leader. Anyway, turns out Scrapwall had its own technological ruin under it, and inside was a giant robot that the Lords of Rust were worshipping as a god. That's who sent Meyanda here to send the Torch's power to them so they could dig something up. We blew up their receiver, so that wouldn't be happening even if we hadn't cleaned out their base."

"Goodness," Ormolu said. "Did you find out what they wanted?"

"Not really, but it sounded like Hellion-- that's what the robot called itself-- had some kind of a problem with Silvermount. We might have to go check that out later. We brought a couple friends home, though. There's Mr. Baine's friend Dinvaya. You'd like her, Glucy; she's staying at the Temple. There's also Kerid, who turned on the Lords of Rust and helped us smash Hellion after we sprung him out of their dungeon. I'll introduce him around later, see if he wants a job anywhere around town. So, what've y'all been up too?" By this point, he'd unhooked his whip from his belt and, once he finished talking, flicked the end into the kitchen where it wrapped around a piece of fruit sitting on the counter. Another flick of the wrist pulled the fruit over to him, where he caught it in his other hand.

"Tombak! What did I tell you?" Ormolu demanded.

"'No whips in the house,'" Tombak answered contritely.

"It's basically been business as usual around here," Glucydur interjected. "With the Torch oprational again, I've had a brisk business making and repairing tools for all the craftspersons resuming work and the twins' apprenticeships are back on track. Mom's been putting in her customary shifts at the inn, which is also seeing its usual traffic. Pop has been spending most of his time keeping the house in order and simply spending time with the rest of us."

"Sounds good," Tombak mumbled through a mouthful of fruit. "Foreman hasn't put you back on the schedule yet, Pa?"

"Actually," Terne said, "I'm not sure I want to go back to work on the Black Hill."

Tombak nearly choked. After sputtering for a moment and swallowing hard, he asked the most articulate questions he could think of. "What? But... You're one of the best smiths in town! Just... Why?"

"It's... I've already died up there once, son." He glanced at each of his children in turn. "I just... don't feel safe up there."

Tombak digested that for a moment. Then he sighed. "Alright, Pop. Maybe you can help Glucydur tweak his new furnace, or pick up some of the iron and steel work that gets ignored so much around here. Until you feel safe again."
Session: Iron Gods 33 - Friday, Feb 24 2017 from 6:30 PM to 11:00 PM
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Posted by the GM
Driftwood KY
The Journal of Atzan Jahim, Servant of Cernunnos
I had rubbed the owl figurine & now found myself in a small clearing of a forest. It was so bright & green all around me! I stood in Fascination taking it all in, the sounds & smells of nature were nearly overwhelming. Further off in the distance I heard the rattle of wagon wheels & the murmur of voices, so I decided to investigate.
I found an animal trail that seemed to head toward the sounds & followed it until I came to a well travelled road. I kept myself to the darker shadows of a copse of small bushes & studied the passersby for some time. Though I felt well hidden I was surprised when an elderly bearded man driving a small wagon hailed me, “ho fetchling come hither”. I nearly fled but curiosity won out. The man introduced himself as Lucius, an elder at the church of Desna. He asked how I came to be near Brighton, I hesitated for but a moment but his look of kindness & honesty compelled me to tell him my story. I noticed as my tale unfolded his eyes seemed to gleam at the mention of the owl figurine and how I was transported to this vibrant new place. He offered me room & board & offered to educate as much as possible about this new world, in return he asked that I aid his church & work for him as required. Having little other options I agreed.
A few weeks have passed since my appearance, I have spent my time learning of Brighton & the way of this new world. I am told this is a fairly small town and yet I am amazed at the variety of races that dwell or travel through here. It is nothing like the shadow plane, it is vibrant and always bustling.
I have helped out Lucius when asked as well as some of the other elders of the church with menial tasks & errands. I often feel the stares of the other elders or the populace of Brighton & can only assume it is due to my “unnatural” appearance. Recently I met Mixy Moggird a gnomish cleric of Desna. I’m not sure he likes me.
I was called to Lucius’ office & find myself with Lucius, Mixy and 2 others I do not know. I was first introduced to a scarred face human fighter known as Gus, he shared a quizzical look with Mixy, he then nodded & grunted at me.
The second is a half-elf roguish looking humanoid, named Tanis. I instantly feel a mild kinship with him, as if we both know how to get around trouble with not just a sword.
We were asked to travel to the small river-town of Dillon, from whence 3 survivors had told tales of a force of creatures emerging from the river, attacking & killing any that withstood them. We set out immediately with provisions and ponies provided by the church. We’ve set up camp & will ride again in the morning.
We arrived at Dillon just as night fell, off in the distance we could hear church bells ringing. Mixy our leader decided we should enter the town in case there were any other survivors. We slowly crossed the bridge whereupon I noticed off in the distance 2 creatures devouring a corpse. I alerted my companions & we planned an attack in which Mixy cast an orb of light to allow Gus and Tanis to see as well as I. We quickly dispatched of the rat-dogs & checked the corpse out, but found nothing of interest.
We then decided to see why the church bells were ringing.
With Gus leading the way into the church we entered the main area of the church but we found nothing but overturned pews, shredded hymnals & broken glass. The bells continued to ring. Gus kicked in the door to the bell tower room to find 2 goblins fighting over the rope to pull the bell. Gus and Tanis slew the bell-ringing goblins bringing the church to silence.
We decided to enter the inn in hopes of finding survivors or more clues to the reason for the attack. We heard noises from within & again Gus lead the way, followed by Tanis, myself and then Mixy.
5 goblins we found within & thanks again to the weapon prowess of my companions & that of a human female we were victorious. The human female introduced herself as Shea Kelley, we asked if she would like to join our party but she declined as she awaited her own companions the next day. We decided to heal up & sleep as Gus had taken a small amount of damage from the goblins.
We awoke to a bright day & decided to inspect the common area of the town only to find drag marks of an unknown origin that lead in between the church and inn & finally came to an end at the river…

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Out of the frying pan....
Into the frozen wastes.

The ride to the North Pole was tense, to put it mildly. Strongbow can't be blamed for distrusting us, I guess, but he does tend to treat us like children. (I mean, we did pull off the con, he ought to at least respect that. And we did do some good, really. We saved people. We helped the city. We risked it all, just like he and his friends do... Shut up, defensive little voices. You're getting as bad as DD.)

Speaking of DD..
Well, we'll get there in a minute.

First horribleness is finding a kid in Knightmare's sidekick's costume frozen to death outside the Fortress door. Poor kid. Then we get in, and it's just mayhem, Century robots fighting alt-world(?) sidekicks all over the place, wreaking havoc.

We cut through the mess and head for Knightmare himself. And of course, a couple more sidekicks... and, surprise, someone caling himself Animus, who apparently was one of DD's "personalities(?)" or something, and has separated from her now, more powerful because of this green stone she's been carrying around -- all, it seems, part of Knightmare's fail-safes in case we did what we're doing now by defying him and going against his plan.

Long story short -- it was a messy, nasty fight.

And just when it seemed like we night take him down, the world went white.

And now, we seem to be somewhere else, another alternate version of our world. Still at the North Pole, which sucks, since we have no transport now. Both the plane and Strongbow seem to be gone. nothing for it but to stick together and try to get us all our of here.

Eventually, we found a compound of some sort, with ARES insignia all over it. Not sure what they are up to or whether or not they are good guys, but it's somewhere out of the cold. (looks like they are intent on digging out a Vaean ship. Not sure how to feel about that -- do we stop them? ((Can we steal it?)) Let them do what they're doing?) All a moot point, because just as we start to warm up a bit, we're under attack again.

This time, it's the alt-version of TASC, a hero group from home. Not so much here. They seem to be ok with murdering everyone in the compound, including us. And so are the agents who show up once we've gotten most of them -- they want to kill TASC (they did kill the frost giant), us, the scientists, whoever. So...

Another fight. And now we have prisoners, yay. And Strongbow popped up out of the snow, looking a lot the worse for wear. And DD still looks green around the gills.

We're heading to Century City, I guess, in the hope that we can find a way home. Where we can be tried for our crimes and dropped into the blackest holes they can find for us.

Home, sweet home. Hurray.

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À Beira da Anarquia
A história começa quando Shason Ceolisen, um jovem feiticeiro, tem seu foco arcano, um rubi das chamas, roubado dele por uma gangue de orfãos enquanto ele fazia compras para seu mestre, o mago Holgast. Procurando por informação, ele descobre que Gaedren Lamn, um velho ladrão, alicia crianças de rua para cometer crimes. Shason buscou mais informações sobre o paradeiro de Gaedren, sem sucesso; o ladrão não sobreviveu até a velhice sem motivo, e ninguém sabia onde encontrar seu covil.

Quando Shason achava que nunca mais teria seu cristal mágico de volta, ele encontra em seu bolso a carta do Trono Vazio,uma carta de um baralho de Augúrio. Atrás da carta, havia uma mensagem:

"Eu sei o que Gaedren fez com você. Ele também fez algo terrível comigo. Eu sei onde ele se esconde, mas não posso enfrenta-lo. Venha até minha casa na Rua Lancet Nº3 ao por do sol. Outro como você estará lá. Gaedren tem de pagar pelos crimes que ele cometeu.
Justiça tem de ser feita.

Shason vai até o endereço, em uma casa com apetrechos tipicos de uma vidente. Lá dentro, ele encontra um cavaleiro das torres, Orios de Erbah, que portava a carta do Paladino Caído. Eles conversam enquanto esperam a vidente aparecer. Após alguns minutos, uma mulher se apresenta como Zelara, a vidente que convocou eles.

Ela explica que Gaedren roubou o baralho mágico de Augúrios dela, uma herança da família dela. Para piorar, o filho dela tentou recuperar o o baralho, apenas para ser morto por Gaedren. Ela implora que os heróis façam justiça, pelos crimes que Gaedren cometeu contra a família dela, contra eles, e contra Korvosa nessas ultimas décadas.

Aceitando a missão, Zelara revela onde Gaedren se esconde, e eles partem atrás de Gaedren
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