Part Three of the Alyeskan Tales: Fool's Errand series.
Originally commissioned to retrieve an item from a ghost town in the Wulflands, the team have found itself betrayed after said item was stolen from them. Facing a crime lord's wrath unless they could get the item back the characters have been on the trial of the thief, though they have learnt that there are other interested parties also looking for the item.
Now the character's path leads them to the Bastion Peaks.
Act Three: At The Mountains of Trouble
The trial will lead the characters to the small mining town of Arran Crag, nestled amongst the foothills of the Bastion Peaks. Arran Crag is a rough and ready town, the salt mine being the main source of employment in the town. It is also a company town and law enforcement is handled by a company hired sheriff rather than the Royal Alyeskan Air Police, though the sheriff is more interested in making sure that the mine runs smoothly and tends to turn a blind eye to activities that don't disrupt the mining. Because of this the town gets frequented by sky pirates and criminals alike, making Arran Crag a sort of gateway to Broken Spires.
Both Karla and the Rival Crew passed through the town, a Streetwise roll at a -2 penatly (plus any Charisma modifiers) will confirm this as much. However finding anyone who knows the location of Broken Spires will take a Streetwise roll with a -4 penalty, even then the person will only give up the info if the players complete a job for them; retrieve some goods from a nearby cave.
The cave itself is a couple of miles outside of town and the characters can easily hire a truck to use, they'll need some form of vehicle to carry the goods back to town. The only problem is that the area surrounding the cave as recently been claimed by a pack of eight wolves led by a Pack Alpha (use the wolf stats from the SWD rulebook, Pack Alpha is a Dire Wolf and a Wild Card). Clearing out the wolves will make the job easier, but isn't required if the characters are smart and use a distraction to draw them away from the cave.
After returning to town with the goods they'll be given directions to Broken Spires, though the flight through the mountains will be difficult and hence a -4 penalty on any Piloting rolls. Enroute through the mountains the players will be attacked by a pack of Cloudhaunts, run this has an Extended Chase as the characters attempt to get clear of the creatures.
Appendix
Cargo planes are a common sight in the skies over Alyeska, presented below are the stats of a typical aircraft.
Acc/TS: 20/120; Toughness: 12 (2); Crew: 4; Climb: 0; Handling: -1; Notes: Light Transport
Wednesday, 5 October 2016
Wednesday, 28 September 2016
Alyeskan Tales: Fool's Errand Part 2
Part Two of the Alyeskan Tales: Fool's Errand series.
In the first instalment the players were commissioned by the crime boss Ferret to retrieve an item from a ghost town out in the Wulflands. Though despite finding the item in question the players will return empty handed, leaving their employer less than impressed.
Act Two: Cold Betrayal
The second act opens presuming that the players have lost the item, though how isn't important just yet, and return to Ferret to explain what happens. As expected the crime boss is less than happy with the turn of events, though he'll be even more displeased if the players wait for more than a day and will track the players to let his displeasure made clear. Though angry he will hear the players out if they come see him sooner rather than later, the end result will be the players being sent out to get the item back from whoever took it with a deadline to do so...though if the players handed the item over the rival crew Ferret will reduce the payment he'd offered for the job.
If The Rival Crew Took The Item:- The players will have to do some legwork visiting taverns or tracking down connections in Alyeska's criminal underworld. This will entail three successful Connection (Criminal) or Streetwise based rolls at a -2 penalty to both, though it can be a mixture if the GM so wishes. Though a failure will draw unwanted attention from d4 thugs (use Rival Thug stats from Act One) per player. Once the players manage three successful rolls they will discover that the Rival Crew flew out to the Bastion Peaks, if Karla is still with the party she will take this opportunity to leave and make her own way to Broken Spires to tip off her employer.
If Karla Took The Item:- Ferret suggests that the players check out Karla's lodgings, these are a bit easier to find but by the time the players get there they have been recently cleared out of what meagre processions that Karla owned. There isn't much of interest aside from a discard note found if one of the players does a Notice roll at a -4. The note finalizes an agreement that Karla had with another party, basically asking her to bring the item to the sky pirate haven of Broken Spires. A Streetwise roll at the local airfield will confirm that a woman matching Karla's description recently boarded a flight to a town near the Bastion Peaks.
The players' next step is to make their own way to the Bastion Peaks, presumably with their own aircraft. When they do decide to head to the Peaks they'll be met by a bunch of thugs (like the ones from earlier but d6 per player) who'll try to warn them to drop their pursuit, if the players have skipped meeting Ferret then these thugs will be his henchman instead. If the latter then the players will have alot of explaining to do for Ferret will think the players have double crossed him, long as the players can talk their out of it then hopefully it won't end up as a gunfight.
Cast of Characters
Ferret - Wild Card
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d4, Notice d6, Persuasion d6, Shooting d6, Streetwise d6, Taunt d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
Edges: Connections, Quick
Hindrances: Cautious, Greedy (Major or Minor)
Gear: Machine pistol (12/24/48, 2d6-1, RoF 3, 30 shots, AP 1, Auto)
In the first instalment the players were commissioned by the crime boss Ferret to retrieve an item from a ghost town out in the Wulflands. Though despite finding the item in question the players will return empty handed, leaving their employer less than impressed.
Act Two: Cold Betrayal
The second act opens presuming that the players have lost the item, though how isn't important just yet, and return to Ferret to explain what happens. As expected the crime boss is less than happy with the turn of events, though he'll be even more displeased if the players wait for more than a day and will track the players to let his displeasure made clear. Though angry he will hear the players out if they come see him sooner rather than later, the end result will be the players being sent out to get the item back from whoever took it with a deadline to do so...though if the players handed the item over the rival crew Ferret will reduce the payment he'd offered for the job.
If The Rival Crew Took The Item:- The players will have to do some legwork visiting taverns or tracking down connections in Alyeska's criminal underworld. This will entail three successful Connection (Criminal) or Streetwise based rolls at a -2 penalty to both, though it can be a mixture if the GM so wishes. Though a failure will draw unwanted attention from d4 thugs (use Rival Thug stats from Act One) per player. Once the players manage three successful rolls they will discover that the Rival Crew flew out to the Bastion Peaks, if Karla is still with the party she will take this opportunity to leave and make her own way to Broken Spires to tip off her employer.
If Karla Took The Item:- Ferret suggests that the players check out Karla's lodgings, these are a bit easier to find but by the time the players get there they have been recently cleared out of what meagre processions that Karla owned. There isn't much of interest aside from a discard note found if one of the players does a Notice roll at a -4. The note finalizes an agreement that Karla had with another party, basically asking her to bring the item to the sky pirate haven of Broken Spires. A Streetwise roll at the local airfield will confirm that a woman matching Karla's description recently boarded a flight to a town near the Bastion Peaks.
The players' next step is to make their own way to the Bastion Peaks, presumably with their own aircraft. When they do decide to head to the Peaks they'll be met by a bunch of thugs (like the ones from earlier but d6 per player) who'll try to warn them to drop their pursuit, if the players have skipped meeting Ferret then these thugs will be his henchman instead. If the latter then the players will have alot of explaining to do for Ferret will think the players have double crossed him, long as the players can talk their out of it then hopefully it won't end up as a gunfight.
Cast of Characters
Ferret - Wild Card
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d4, Notice d6, Persuasion d6, Shooting d6, Streetwise d6, Taunt d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
Edges: Connections, Quick
Hindrances: Cautious, Greedy (Major or Minor)
Gear: Machine pistol (12/24/48, 2d6-1, RoF 3, 30 shots, AP 1, Auto)
Wednesday, 21 September 2016
September 2016 Update
Update time!
Basically a quick roundup of whats happening with Utherwald Press at the moment, whats in the works and final conventions of the year.
Frozen Skies
The big one at the moment, currently trying to get a Print-On-Demand version of the setting primer done. It'll feature some extra content thats not in the PDF and those who have already 'brought' the PDF will be sent a discount link to get it at base printing cost (plus postage). Expect to see it in the next few weeks.
Artwork has been stalled for a little while, mainly due to the artist being away on holiday but hope to be able to showcase more pieces soon.
Also working on getting a series of adventures post up on the blog, these may be polished up later and compiled in some format at a later date.
Conventions
Couple of conventions left this year that Utherwald will be attending;
NOR-CON
Located at the Royal Norfolk Showground near Norwich and taking place on Saturday 8th October, Utherwald will be trading here and can be found on Stand A12.
EXILICON
On Saturday 22nd October will be Utherwald's second visit to this Cambridge based convention of creative geekery. As well as a trade stand, there will be a short Frozen Skies Q&A session.
Basically a quick roundup of whats happening with Utherwald Press at the moment, whats in the works and final conventions of the year.
Frozen Skies
The big one at the moment, currently trying to get a Print-On-Demand version of the setting primer done. It'll feature some extra content thats not in the PDF and those who have already 'brought' the PDF will be sent a discount link to get it at base printing cost (plus postage). Expect to see it in the next few weeks.
Artwork has been stalled for a little while, mainly due to the artist being away on holiday but hope to be able to showcase more pieces soon.
Also working on getting a series of adventures post up on the blog, these may be polished up later and compiled in some format at a later date.
Conventions
Couple of conventions left this year that Utherwald will be attending;
NOR-CON
Located at the Royal Norfolk Showground near Norwich and taking place on Saturday 8th October, Utherwald will be trading here and can be found on Stand A12.
EXILICON
On Saturday 22nd October will be Utherwald's second visit to this Cambridge based convention of creative geekery. As well as a trade stand, there will be a short Frozen Skies Q&A session.
Wednesday, 14 September 2016
Alyeskan Tales: Fool's Errand Part 1
This is a multi-part Alyeskan Tales with a new part going up each week until the campaign is finished.
Its envisioned for there to be three parts covering an adventure where the players are first hired to track down an item out in the Wulflands, only for them to get double crossed. The second act will see the players trying to get even and track down their rivals who stole the item in question, eventually ending up in the sky pirate haven of Broken Spires. Final act will hopefully see the players recover the item and attempt to flee the Spires as other parties move in to gain the item for their own ends.
Act One: Wulf Town Heist
The players are approached by the crime boss Ferret with an offer that they can't refuse.
Ferret has recently learnt the location of a valuable item that is worth a king's fortune to certain interested parties and wants to get his hands on it yesterday. The snag is that there MAY be others looking for the same item...oh and tis in the middle of the Wulflands. Ferret will state that it is believed that the item is contained within an old bank vault but won't reveal any information on potential buyers or who else is looking for the item.
Flying out to the location is fairly straight forwards, though things could be spiced up a little by either a military patrol or a sky pirate attack. The location itself is a ghost town, abandoned when the Wulflands were overrun by the Wulvers and home to the occasional scavenger. Thankfully Ferret's information is correct about the item being in the vault of the town's bank, also there doesn't seem to be any Wulvers in the local area. Ferret has sent along his own safecracker with the group to open the vault for them.
After the vault is opened and the item found the players' plans will feature a...slight hiccup, namely a rival crew laying in wait outside of the bank (Rival Boss and d4 Thugs per character). The rival crew will demand that the item is handed over, the players can hand the item over or try and fight their way out. Though regardless of whether or no they hand the item over the boss of the other crew will order his thugs to kill the players. If the players manage to keep hold of the item, then the safecracker will steal it either during the fight or at the first opportunity and disappear. After 2d6 rounds a pack of Wulvers will be drawn to the fighting prompting all parties to make a hasty exit.
Cast of Characters
Rival Thug
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Driving d4, Fighting d8, Gambling d4, Intimidation d6, Shooting d4, Streetwise d4, Taunt d6
Charisma: -2; Pace: 6; Parry: 6; Toughness: 5
Hindrances: Mean, Wanted (Major or Minor)
Gear: Rifle (24/48/96, 2d8, RoF 1, 10 shots, AP 1, Snapfire), knife (Str+d4)
Notes: One Thug will be armed with a Machine Gun instead (40/80/160, 2d8, RoF 3, 47 shots, AP 2, Auto, Snapfire)
Rival Boss - Wild Card
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d8, Notice d6, Persuasion d4, Shooting d6, Streetwise d6, Taunt d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
Edges: Connections, Strong Willed
Hindrances: Arrogant, Wanted (Major or Minor)
Gear: Machine pistol (12/24/48, 2d6-1, RoF 3, 30 shots, AP 1, Auto)
Karla, Safecracker - Wild Card
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d6, Lockpicking d6, Notice d6, Stealth d8, Shooting d6, Streetwise d6, Charisma: 0; Pace: 6; Parry: 5; Toughness: 4
Edges: Assassin, Thief
Hindrances: Cautious, Small, Stubborn
Gear: Pistol (12/24/48, 2d6, RoF 1, 6 shots, Revolver)
Wulvers - Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d10
Skills: Climbing d8, Fighting d12+2, Intimidation d10, Notice d12, Swimming d10, Stealth d10, Tracking d10
Pace: 8; Parry: 9, Toughness: 7
Special Abilities
* Bite: Str+d6
* Claws: Str+d8
* Infravision: Wulvers can see heat and halve penatlies for bad lighting when attacking living targets.
Its envisioned for there to be three parts covering an adventure where the players are first hired to track down an item out in the Wulflands, only for them to get double crossed. The second act will see the players trying to get even and track down their rivals who stole the item in question, eventually ending up in the sky pirate haven of Broken Spires. Final act will hopefully see the players recover the item and attempt to flee the Spires as other parties move in to gain the item for their own ends.
Act One: Wulf Town Heist
The players are approached by the crime boss Ferret with an offer that they can't refuse.
Ferret has recently learnt the location of a valuable item that is worth a king's fortune to certain interested parties and wants to get his hands on it yesterday. The snag is that there MAY be others looking for the same item...oh and tis in the middle of the Wulflands. Ferret will state that it is believed that the item is contained within an old bank vault but won't reveal any information on potential buyers or who else is looking for the item.
Flying out to the location is fairly straight forwards, though things could be spiced up a little by either a military patrol or a sky pirate attack. The location itself is a ghost town, abandoned when the Wulflands were overrun by the Wulvers and home to the occasional scavenger. Thankfully Ferret's information is correct about the item being in the vault of the town's bank, also there doesn't seem to be any Wulvers in the local area. Ferret has sent along his own safecracker with the group to open the vault for them.
After the vault is opened and the item found the players' plans will feature a...slight hiccup, namely a rival crew laying in wait outside of the bank (Rival Boss and d4 Thugs per character). The rival crew will demand that the item is handed over, the players can hand the item over or try and fight their way out. Though regardless of whether or no they hand the item over the boss of the other crew will order his thugs to kill the players. If the players manage to keep hold of the item, then the safecracker will steal it either during the fight or at the first opportunity and disappear. After 2d6 rounds a pack of Wulvers will be drawn to the fighting prompting all parties to make a hasty exit.
Cast of Characters
Rival Thug
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Driving d4, Fighting d8, Gambling d4, Intimidation d6, Shooting d4, Streetwise d4, Taunt d6
Charisma: -2; Pace: 6; Parry: 6; Toughness: 5
Hindrances: Mean, Wanted (Major or Minor)
Gear: Rifle (24/48/96, 2d8, RoF 1, 10 shots, AP 1, Snapfire), knife (Str+d4)
Notes: One Thug will be armed with a Machine Gun instead (40/80/160, 2d8, RoF 3, 47 shots, AP 2, Auto, Snapfire)
Rival Boss - Wild Card
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d8, Notice d6, Persuasion d4, Shooting d6, Streetwise d6, Taunt d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
Edges: Connections, Strong Willed
Hindrances: Arrogant, Wanted (Major or Minor)
Gear: Machine pistol (12/24/48, 2d6-1, RoF 3, 30 shots, AP 1, Auto)
Karla, Safecracker - Wild Card
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d6, Lockpicking d6, Notice d6, Stealth d8, Shooting d6, Streetwise d6, Charisma: 0; Pace: 6; Parry: 5; Toughness: 4
Edges: Assassin, Thief
Hindrances: Cautious, Small, Stubborn
Gear: Pistol (12/24/48, 2d6, RoF 1, 6 shots, Revolver)
Wulvers - Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d10
Skills: Climbing d8, Fighting d12+2, Intimidation d10, Notice d12, Swimming d10, Stealth d10, Tracking d10
Pace: 8; Parry: 9, Toughness: 7
Special Abilities
* Bite: Str+d6
* Claws: Str+d8
* Infravision: Wulvers can see heat and halve penatlies for bad lighting when attacking living targets.
Wednesday, 7 September 2016
Crime Is Our Business
Where there is law there will most certainly be crime despite the best efforts of the authorities. Crime also has a habit of thriving where the law is weak, particularly frontier areas like Alyeska for example. Pickpockets and house burglars tend to be expected in civilised areas, but these are often low key and could sometimes be a lone operators. Criminal groups tend to be responsible for a wider range and higher level of crime, one such organisation is infamous amongst Darmonica's criminal underworld.
The Blackforge Consortium
The organisation known as the Blackforge Consortium started with honest intentions by a group of merchants seeking to increase their fortunes, though these days it lacking in the morals department. The Consortium has its hands in alot of pies, often taking a fair cut from various criminal activities such as extortion rackets, pit fights and smuggling rings. It is only indirectly involved with such activities, preferring to use its resources to make life..'uncomfortable' for those unwilling to cough up when asked by the Consortium.
Occasionally it will be directly involved in high profile activities, usually those where alot of money is involved like smuggling priceless artefacts. For the most the Consortium usually sends its enforcers round to its various 'interests' to ensure that its cut is paid on time. Its enforcers will also send time guarding Consortium shipments and warehouses, they can usually be identified by a symbol of a black anvil. This symbol is bad news for anyone who ends up with items marked with it as the Consortium does not take kindly to those who handle its goods without its permission.
The black anvil also shows up on Consortium owned airships and aircraft which are used to move important and highly valuable shipments. Typically these aircraft operate out of sight of the authorities, though at the same time the black anvil is meant to act as a warning to sky pirates to leave these aircraft alone. On a number of occasions the Consortium has gone after sky pirates who'd attacked one of its shipments, even went far as attacking Broken Spires with a large air fleet. It has been known to hire sky pirates as proxies to steal cargoes, normally to keep its hands 'clean' to a degree.
The Blackforge Consortium
The organisation known as the Blackforge Consortium started with honest intentions by a group of merchants seeking to increase their fortunes, though these days it lacking in the morals department. The Consortium has its hands in alot of pies, often taking a fair cut from various criminal activities such as extortion rackets, pit fights and smuggling rings. It is only indirectly involved with such activities, preferring to use its resources to make life..'uncomfortable' for those unwilling to cough up when asked by the Consortium.
Occasionally it will be directly involved in high profile activities, usually those where alot of money is involved like smuggling priceless artefacts. For the most the Consortium usually sends its enforcers round to its various 'interests' to ensure that its cut is paid on time. Its enforcers will also send time guarding Consortium shipments and warehouses, they can usually be identified by a symbol of a black anvil. This symbol is bad news for anyone who ends up with items marked with it as the Consortium does not take kindly to those who handle its goods without its permission.
The black anvil also shows up on Consortium owned airships and aircraft which are used to move important and highly valuable shipments. Typically these aircraft operate out of sight of the authorities, though at the same time the black anvil is meant to act as a warning to sky pirates to leave these aircraft alone. On a number of occasions the Consortium has gone after sky pirates who'd attacked one of its shipments, even went far as attacking Broken Spires with a large air fleet. It has been known to hire sky pirates as proxies to steal cargoes, normally to keep its hands 'clean' to a degree.
Wednesday, 31 August 2016
An Aviator's Rest
The main focus of Frozen Skies is unsurprisingly aviators and their aircraft, plus a fair amount of time spent in the wild blue yonder. There are going to be times when the characters will find themselves with their feet firmly rooted on the ground over the course of their adventures, a good part of that will probably be at various different aerodromes. These aerodromes can range from the 'air stations' of the Commonwealth Air Force through to airstrips serving remote settlements in the Alyeskan wilderness, but the PCs can expect to visit each type at one time or another.
Commonwealth Air Stations
These are the air bases of the Commonwealth Air Force and typically come with significant facilities to support aircraft and crew. Though primarily used by the military they do see some use by the Alyeskan Aerial Corps, typically moving supplies and men to wherever is required. Comforts on offer tend to vary with the size of the base.
Aerial Corps Landing Grounds
ACLGs are small airfield scattered throughout the Alyeskan wilderness, though they're little more than a runway with fuelling equipment and a single hanger for light repairs. These airfields also feature a large wooden hut that serves as both accommodation for the airfield's staff and as a terminal building for passengers and freight.
Bush Strips
There are the numerous airstrips found across Alyeska in remote areas, serving either mining camps or isolated settlements. Often they'll have little more than fuelling equipment available, though some run by keen businessmen will have greater facilities on offer even including bars and motels.
Ghost Strips
So-called 'ghost strips' are aerodromes that have been abandoned for some reason or another, alot of them can be found in the Wulflands but they can be found in other places across Alyeska such as Roth Island. Despite being abandoned and sometimes in a poor state of repair, these old aerodromes are still used but mostly by smugglers and the like. In some cases the 'ghost' part is played up by those very same smugglers to scare off unwanted attention, in other cases....
Commonwealth Air Stations
These are the air bases of the Commonwealth Air Force and typically come with significant facilities to support aircraft and crew. Though primarily used by the military they do see some use by the Alyeskan Aerial Corps, typically moving supplies and men to wherever is required. Comforts on offer tend to vary with the size of the base.
Aerial Corps Landing Grounds
ACLGs are small airfield scattered throughout the Alyeskan wilderness, though they're little more than a runway with fuelling equipment and a single hanger for light repairs. These airfields also feature a large wooden hut that serves as both accommodation for the airfield's staff and as a terminal building for passengers and freight.
Bush Strips
There are the numerous airstrips found across Alyeska in remote areas, serving either mining camps or isolated settlements. Often they'll have little more than fuelling equipment available, though some run by keen businessmen will have greater facilities on offer even including bars and motels.
Ghost Strips
So-called 'ghost strips' are aerodromes that have been abandoned for some reason or another, alot of them can be found in the Wulflands but they can be found in other places across Alyeska such as Roth Island. Despite being abandoned and sometimes in a poor state of repair, these old aerodromes are still used but mostly by smugglers and the like. In some cases the 'ghost' part is played up by those very same smugglers to scare off unwanted attention, in other cases....
Wednesday, 24 August 2016
Setting Idea: Keep The Home Fires Burning
Another setting idea and thus entry on the 'Would Like To Do Someday' list.
This one is fairly similar to the concept of the Weird Wars: Home Front idea, arguably it can be said it is aside from some minor details. The main difference would be the backdrop of 1918 London at the end of the First World War and the Spanish Flu epidemic.
Setting Name: Keep The Home Fires Burning
Elevator Pitch: Supernatural horror amidst a plague ravaged 1918 London.
Genre: Weird Wars, Horror, Supernatural, WW1.
Inspiration: Vampyr, Dishonored, Ripper Street, Baltimore: Plague Ships, Weird War I.
Much like Home Front, this is a sort of civvie street counterpart to Weird War I but focused on London. The city's poorer districts are being ravaged by the Spanish Flu, though something much sinister lurks in the gaslamp lit back streets and alleyways. Dark things followed the soldiers home and now haunt the fabled London fogs.
The Weirdness of the Weird War is drawn to the death and fear in London like moths to a flame thanks to the Spanish Flu, though some of it hails from the war years but some stuff dates back to much much earlier. Thanks to the flu creatures like zombies, 'Gloms and ghouls can be encountered in the rougher parts of the metropolis especially in areas where mass graves were dug. Course there would be other beings taking advantage of all the death and suffering.
MI-13, despite in the midst of being wound down after the war, would be tasked with keeping the weirdness under wraps and contained. The Metropolitan and City of London police forces would be increasingly used by MI-13 due to reduction of resources, possibly bringing it into conflict with the Home Office. Either way possible ways of bringing the players in.
This one is fairly similar to the concept of the Weird Wars: Home Front idea, arguably it can be said it is aside from some minor details. The main difference would be the backdrop of 1918 London at the end of the First World War and the Spanish Flu epidemic.
Setting Name: Keep The Home Fires Burning
Elevator Pitch: Supernatural horror amidst a plague ravaged 1918 London.
Genre: Weird Wars, Horror, Supernatural, WW1.
Inspiration: Vampyr, Dishonored, Ripper Street, Baltimore: Plague Ships, Weird War I.
Much like Home Front, this is a sort of civvie street counterpart to Weird War I but focused on London. The city's poorer districts are being ravaged by the Spanish Flu, though something much sinister lurks in the gaslamp lit back streets and alleyways. Dark things followed the soldiers home and now haunt the fabled London fogs.
The Weirdness of the Weird War is drawn to the death and fear in London like moths to a flame thanks to the Spanish Flu, though some of it hails from the war years but some stuff dates back to much much earlier. Thanks to the flu creatures like zombies, 'Gloms and ghouls can be encountered in the rougher parts of the metropolis especially in areas where mass graves were dug. Course there would be other beings taking advantage of all the death and suffering.
MI-13, despite in the midst of being wound down after the war, would be tasked with keeping the weirdness under wraps and contained. The Metropolitan and City of London police forces would be increasingly used by MI-13 due to reduction of resources, possibly bringing it into conflict with the Home Office. Either way possible ways of bringing the players in.
Wednesday, 17 August 2016
Commonwealth Rocket Group
Weird Science has already been mentioned as being the main Arcane Background in the Frozen Skies setting, there are possibly others that may be covered at a later date. Course using Arcane Backgrounds in Frozen Skies will be optional depending on what sort of game the GM wishes to run, though I still wish for there to play up the 'Pulp Science' aspect.
Enter the Commonwealth Rocket Group.
Boffins & Eggheads
Whilst Glimmer Rock has seen incredible technological wonders such as Skyships there are still those pushing back the boundaries of what more conventional technology can do. One such group is the Commonwealth Rocket Group headed up by the retired Colonel Frank Congrave, formerly an engineer in the Commonwealth Army. At the beginning of his army career he was a sapper in the garrison force of the Commonwealth colony of Orduesh which regularly saw skirmishes with the Sultanate of Taramate. It was during this time when the the fort Congrave was posted to came under attack by Taramate rocket artillery, despite being a tad unreliable the weapons left a deep and last lasting impression on the young Congrave. Eventually he acquired a commission and started working his way up the officer ranks, biding his time until he felt he had influence.
Congrave reached the rank of Colonel fairly rapidly due to the then still raging Great Darmonican War and shortly afterwards he started petitioning the army chiefs for permission to start a rocket programme. Naturally the army chiefs were a little wary and so Congrave tried pitching it as a long range weapon to take out the enemy whilst keeping Commonwealth soldiers out of danger. Despite the various demonstrations conducted by Congrave (with varying degrees of success) the army chiefs remained unconvinced and didn't quite see Congrave's vision. By the time it seemed like Congrave was actually getting anyway with his project the War was effectively over and the army quickly pensioned him off.
Disgruntled but still driven, Congrave sought out others who shared his interests in rockets and founded the Commonwealth Rocket Group. Unable to acquire a suitable test site in the Home Isles the Group looked elsewhere, the Alyeskan wilderness seemingly what they needed and the Group made the difficult crossing over the great ocean. Finding land was the easy part, raising the money needed to buy and fund the project proved to be more difficult. Fortunately the Group had plenty of technical skills available to it and its members started a side business as mechanics to help fund their research. Now free to peruse his ambitions Congrave has turned his focus on developing rockets as a means of flight, first in the form of a rocket powered aircraft before working towards his ultimate goal of leaving Darmonica's earthly embrace.
To many Alyeskans the Group is seem as a bunch of eccentrics forever blowing themselves sky high with their various experiments. Though the Group has come to the attention of others, particularly as the dark clouds of war blot the horizon....
Enter the Commonwealth Rocket Group.
Boffins & Eggheads
Whilst Glimmer Rock has seen incredible technological wonders such as Skyships there are still those pushing back the boundaries of what more conventional technology can do. One such group is the Commonwealth Rocket Group headed up by the retired Colonel Frank Congrave, formerly an engineer in the Commonwealth Army. At the beginning of his army career he was a sapper in the garrison force of the Commonwealth colony of Orduesh which regularly saw skirmishes with the Sultanate of Taramate. It was during this time when the the fort Congrave was posted to came under attack by Taramate rocket artillery, despite being a tad unreliable the weapons left a deep and last lasting impression on the young Congrave. Eventually he acquired a commission and started working his way up the officer ranks, biding his time until he felt he had influence.
Congrave reached the rank of Colonel fairly rapidly due to the then still raging Great Darmonican War and shortly afterwards he started petitioning the army chiefs for permission to start a rocket programme. Naturally the army chiefs were a little wary and so Congrave tried pitching it as a long range weapon to take out the enemy whilst keeping Commonwealth soldiers out of danger. Despite the various demonstrations conducted by Congrave (with varying degrees of success) the army chiefs remained unconvinced and didn't quite see Congrave's vision. By the time it seemed like Congrave was actually getting anyway with his project the War was effectively over and the army quickly pensioned him off.
Disgruntled but still driven, Congrave sought out others who shared his interests in rockets and founded the Commonwealth Rocket Group. Unable to acquire a suitable test site in the Home Isles the Group looked elsewhere, the Alyeskan wilderness seemingly what they needed and the Group made the difficult crossing over the great ocean. Finding land was the easy part, raising the money needed to buy and fund the project proved to be more difficult. Fortunately the Group had plenty of technical skills available to it and its members started a side business as mechanics to help fund their research. Now free to peruse his ambitions Congrave has turned his focus on developing rockets as a means of flight, first in the form of a rocket powered aircraft before working towards his ultimate goal of leaving Darmonica's earthly embrace.
To many Alyeskans the Group is seem as a bunch of eccentrics forever blowing themselves sky high with their various experiments. Though the Group has come to the attention of others, particularly as the dark clouds of war blot the horizon....
Wednesday, 10 August 2016
Alyeskan Tales: Wulf's Cry
This week is something a little different and quite possibly the start of another anti-series of posts much like the Gazetteer and Rogue's Gallery posts. 'Alyeskan Tales', as this new series is going to be called, is intended to cover the various adventure ideas I have for the Frozen Skies setting. These adventures will be a bit rough and ready, though they probably will be polished up at a later date especially if I get feedback.
So without further ado allow me to introduce...
Wulf's Cry
"A beacon station that guides aircraft across the Dragonspine Mountains, on the air route between New Gwentia and Calharrow, as requested emergency supplies before it is cut-off by a blizzard. Bureaucratic wrangling has meant that a very short and rapidly closing window is now left before the storm hits, meaning anyone who delivers the supplies could quite possibly find themselves stranded."
The players are presumed to have access to a cargo plane (the equiv of a C-47 Skytrain/Dakota) and have been chartered by the Alyeskan Aerial Corps to deliver the supplies. Bureaucratic red tape has meant the flight be delayed so that the players will have just barely enough time to complete the delivery before the blizzard hits, the leading edge of the storm will make flying a little difficult and so a -2 penalty on Piloting rolls will be in play as the players approach the station.
The destination of the players will be Beacon Station K-22, an outpost in the Dragonspine Mountains that maintains a radio navigation beacon to guide aircraft through the mountains. K-22 is staffed by four airmen, an NCO and an officer who's job it is to keep the beacon working. Layout wise it consists of a large radio tower that stands next to to a large, long wooden hut that serves as a combined radio building and barracks. In addition there is a smaller wooden hut that serves at the stores, a lean-to W.C. shack next to the barrack hut and a small hanger that contains a workshop that can do light repairs to aircraft.
A Calamity of Events
The clock is very much against the players as they attempt to beat the storm, especially after various hold-ups led to a late departure. By the time they've unloaded their aircraft at K-22 the blizzard is pretty upon them, effectively grounding them until the storm passes. So the players will have to sit it out in the barrack hut with the outpost's unit with little to do other than trying to pass the time.
A short time after the blizzard hits one of the airmen heads outside, either to relieve himself in the W.C. or to fetch something from the stores hut. Allow another short period of time to pass until the airman is considered to be overdue, at which point the NCO and another one of the airmen will head outside to search for their missing comrade. Make the players do a Notice roll but with a -4 penalty due to the blizzard outside, if they succeed will hear screams and gunfire from the two men. The second airman will hurry back inside, reporting that they had been attacked by something which killed the NCO and presumably the missing airman.
The first of three waves of attack will begin with Wulver Stalkers (see stats below), there will be four Stalkers plus one for each player character. The Stalkers will use the blizzard for cover as much as possible, so treat it as being Dark. Plus the Stalkers will attempt to break into the barrack hut, though unless they're all killed they will withdraw after five rounds of combat. An hour or so later the second wave will hit, this time consisting of 2-3 normal Wulvers per player character plus any Stalker that survived from the first wave. Like the second wave will they attempt to break into the hut, though this time they will withdraw after ten rounds or after they've lost two-thirds of their numbers depending which comes first.
Final wave of attack will come roughly half an hour after the second wave, this time consisting of 3-4 Wulvers per player character plus an Alpha and any surviving Stalkers. After ten rounds roll a d6 and a roll of 'six' the cavalry will arrive in the form of a gyro-carrier and a squad of Wulfbane Commandos which should tip the odds in the players' favour. By this time the blizzard should be passing and the players will finally be able to leave Outpost K-22.
Cast of Characters
Airmen & NCO
The airmen consist of Aircrafthand Banks, Aircrafthand Collier, Aircrafthand Stevens and Leading Aircrafthand Bartlett. The NCO is Corporal Higgins.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Repair d6, Shooting d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
Edges:
Hindrances: Vow
Gear: Rifle (24/48/96, 2d8, RoF 1, 10 shots, AP 1, Snapfire), bayonet (Str+d4)
Notes: NCO will have Smarts d6 and an SMG (12/24/48, 2d6+1, RoF 3, 50 shots, AP 1, Auto)
Air Officer Reynolds
A/O Reynolds the commanding officer of Outpost K-22.
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Knowledge (Battle) d8, Notice d6, Shooting d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
Edges: Command, Hold the Line!
Hindrances: Vow
Gear: Machine pistol (12/24/48, 2d6-1, RoF 3, 30 shots, AP 1, Auto)
Wulfbane Commando
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Notice d8, Shooting d8, Stealth d6, Survival d6, Throwing d6
Charisma: 0; Pace: 6; Parry: 6; Toughness:6
Edges: Block, Combat Reflexes, Marksman
Hindrances: Vow
Gear: SMG (12/24/48, 2d6+1, RoF 3, 50 shots, AP 1, Auto), Bayonet (Str+d4)
Notes: One Commando will be armed with a Machine Gun instead (40/80/160, 2d8, RoF 3, 47 shots, AP 2, Auto, Snapfire)
Wulvers
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d10
Skills: Climbing d8, Fighting d12+2, Intimidation d10, Notice d12, Swimming d10, Stealth d10, Tracking d10
Pace: 8; Parry: 9, Toughness: 7
Special Abilities
* Bite: Str+d6
* Claws: Str+d8
* Infravision: Wulvers can see heat and halve penatlies for bad lighting when attacking living targets.
Variants
Wulver Alpha: Increase Smarts and Spirit to d8 respectively, then run as a Wild Card.
Wulver Stalker: Reduce Strength to d10 and Vigor to d8, increase Stealth to d12 and add Fleet-Footed: Wulver Stalkers roll a d8 when running instead of a d6.
So without further ado allow me to introduce...
Wulf's Cry
"A beacon station that guides aircraft across the Dragonspine Mountains, on the air route between New Gwentia and Calharrow, as requested emergency supplies before it is cut-off by a blizzard. Bureaucratic wrangling has meant that a very short and rapidly closing window is now left before the storm hits, meaning anyone who delivers the supplies could quite possibly find themselves stranded."
The players are presumed to have access to a cargo plane (the equiv of a C-47 Skytrain/Dakota) and have been chartered by the Alyeskan Aerial Corps to deliver the supplies. Bureaucratic red tape has meant the flight be delayed so that the players will have just barely enough time to complete the delivery before the blizzard hits, the leading edge of the storm will make flying a little difficult and so a -2 penalty on Piloting rolls will be in play as the players approach the station.
The destination of the players will be Beacon Station K-22, an outpost in the Dragonspine Mountains that maintains a radio navigation beacon to guide aircraft through the mountains. K-22 is staffed by four airmen, an NCO and an officer who's job it is to keep the beacon working. Layout wise it consists of a large radio tower that stands next to to a large, long wooden hut that serves as a combined radio building and barracks. In addition there is a smaller wooden hut that serves at the stores, a lean-to W.C. shack next to the barrack hut and a small hanger that contains a workshop that can do light repairs to aircraft.
A Calamity of Events
The clock is very much against the players as they attempt to beat the storm, especially after various hold-ups led to a late departure. By the time they've unloaded their aircraft at K-22 the blizzard is pretty upon them, effectively grounding them until the storm passes. So the players will have to sit it out in the barrack hut with the outpost's unit with little to do other than trying to pass the time.
A short time after the blizzard hits one of the airmen heads outside, either to relieve himself in the W.C. or to fetch something from the stores hut. Allow another short period of time to pass until the airman is considered to be overdue, at which point the NCO and another one of the airmen will head outside to search for their missing comrade. Make the players do a Notice roll but with a -4 penalty due to the blizzard outside, if they succeed will hear screams and gunfire from the two men. The second airman will hurry back inside, reporting that they had been attacked by something which killed the NCO and presumably the missing airman.
The first of three waves of attack will begin with Wulver Stalkers (see stats below), there will be four Stalkers plus one for each player character. The Stalkers will use the blizzard for cover as much as possible, so treat it as being Dark. Plus the Stalkers will attempt to break into the barrack hut, though unless they're all killed they will withdraw after five rounds of combat. An hour or so later the second wave will hit, this time consisting of 2-3 normal Wulvers per player character plus any Stalker that survived from the first wave. Like the second wave will they attempt to break into the hut, though this time they will withdraw after ten rounds or after they've lost two-thirds of their numbers depending which comes first.
Final wave of attack will come roughly half an hour after the second wave, this time consisting of 3-4 Wulvers per player character plus an Alpha and any surviving Stalkers. After ten rounds roll a d6 and a roll of 'six' the cavalry will arrive in the form of a gyro-carrier and a squad of Wulfbane Commandos which should tip the odds in the players' favour. By this time the blizzard should be passing and the players will finally be able to leave Outpost K-22.
Cast of Characters
Airmen & NCO
The airmen consist of Aircrafthand Banks, Aircrafthand Collier, Aircrafthand Stevens and Leading Aircrafthand Bartlett. The NCO is Corporal Higgins.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Repair d6, Shooting d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
Edges:
Hindrances: Vow
Gear: Rifle (24/48/96, 2d8, RoF 1, 10 shots, AP 1, Snapfire), bayonet (Str+d4)
Notes: NCO will have Smarts d6 and an SMG (12/24/48, 2d6+1, RoF 3, 50 shots, AP 1, Auto)
Air Officer Reynolds
A/O Reynolds the commanding officer of Outpost K-22.
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Knowledge (Battle) d8, Notice d6, Shooting d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
Edges: Command, Hold the Line!
Hindrances: Vow
Gear: Machine pistol (12/24/48, 2d6-1, RoF 3, 30 shots, AP 1, Auto)
Wulfbane Commando
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Notice d8, Shooting d8, Stealth d6, Survival d6, Throwing d6
Charisma: 0; Pace: 6; Parry: 6; Toughness:6
Edges: Block, Combat Reflexes, Marksman
Hindrances: Vow
Gear: SMG (12/24/48, 2d6+1, RoF 3, 50 shots, AP 1, Auto), Bayonet (Str+d4)
Notes: One Commando will be armed with a Machine Gun instead (40/80/160, 2d8, RoF 3, 47 shots, AP 2, Auto, Snapfire)
Wulvers
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d10
Skills: Climbing d8, Fighting d12+2, Intimidation d10, Notice d12, Swimming d10, Stealth d10, Tracking d10
Pace: 8; Parry: 9, Toughness: 7
Special Abilities
* Bite: Str+d6
* Claws: Str+d8
* Infravision: Wulvers can see heat and halve penatlies for bad lighting when attacking living targets.
Variants
Wulver Alpha: Increase Smarts and Spirit to d8 respectively, then run as a Wild Card.
Wulver Stalker: Reduce Strength to d10 and Vigor to d8, increase Stealth to d12 and add Fleet-Footed: Wulver Stalkers roll a d8 when running instead of a d6.
Wednesday, 3 August 2016
Rogue's Gallery: Madame Orla
In Alyeska there but a handful of individuals who wield great influence yet lie a step away from the public limelight, preferring to work partially behind the scenes. Madame Orla is one such person, well known as both the owner of a certain infamous 'house' and information broker.
There is more to the Madame than meets the eye.
Madame Orla
Much of Madame Orla is surrounded by mystery. Her skin tone, accent, and mannerisms bespeak of her hailing from some locale far beyond Alyeska's shores. Her advanced years have done little but refine her exotic and alluring beauty, which attracts men to her 'establishment' like moths to the flame. Whilst most come for the fine drinks and scantily clad girls, there is something else that draws aviators. Madame Orla has built up a network of contacts amongst Alyeska's shadier denizens and is the main person to speak to when looking for work thats not strictly legal (though minus her cut of course). Madame Orla is well aware of her establishment's reputation and bars undesirables such as drunks, tramps, and even the law from entering. She makes good use of enforcers to ensure her rules are obeyed and to ensure prompt payments from her clients.
What isn't generally known is that her family hails from a distant province of the former Holy Sodkan Empire, though they departed there long before the Great Darmonican War and have had very little contact with their homeland ever since. Her father worked for the Empire's intelligence service, but left after an apparent 'disagreement' with his superiors and moved his family to Alyeska. Orla's father continued to ply his trade as an intelligence operative, though this time as a freelancer selling secrets to whoever had the money. Most of his clients ended up being sky pirates seeking shipping lists for potential targets, the young Orla became fancied by them and despite her father's best efforts joined one of their bands after she fell for their leader.
Things to begin with did not go well for her, most of the other members of the gang looked down upon her as an overeager wet-behind-the-ears rookie. Worse still the gang leader saw her as just another woman to bed, something that he didn't have long to regret when Orla eventually killed him and took control of the gang. In time her band become one of the most feared gang of sky pirates and probably the most highly skilled, but Orla was careful to never be publicly seen as the gang's leader which paid off when she choose to semi-retire.
These days she runs a number of brothels that she'd setup using the fortune she had gathered as a sky pirate, these also double up as safehouses for her sky pirate gang which she retains command over. Though her sky pirating days are over she still profits from her gang's activities as well as selling the information that her girls collect, though the choice targets always go to her gang. Her girls also collect the dirt on other sky pirates, particularly rivals and those that mis-use one of Orla's houses.
Attributes: Agility d8, Smarts d10, Spirit d8, Strength d8, Vigor d8
Skills: Climbing d10, Driving d10, Fighting d10, Notice d8, Persuasion d10, Shooting d10, Streetwise d12+1
Charisma: +2; Pace: 5; Parry: 5; Toughness: 5
Hindrances: Small, Stubborn
Edges: Ace, Alertness, Attractive, Connections (sky pirates), Level-Headed, Professional (Streetwise)
Gear: Machine Pistol (12/24/48, 2d6-1, RoF: 3, AP1 Auto)
There is more to the Madame than meets the eye.
Madame Orla
Much of Madame Orla is surrounded by mystery. Her skin tone, accent, and mannerisms bespeak of her hailing from some locale far beyond Alyeska's shores. Her advanced years have done little but refine her exotic and alluring beauty, which attracts men to her 'establishment' like moths to the flame. Whilst most come for the fine drinks and scantily clad girls, there is something else that draws aviators. Madame Orla has built up a network of contacts amongst Alyeska's shadier denizens and is the main person to speak to when looking for work thats not strictly legal (though minus her cut of course). Madame Orla is well aware of her establishment's reputation and bars undesirables such as drunks, tramps, and even the law from entering. She makes good use of enforcers to ensure her rules are obeyed and to ensure prompt payments from her clients.
What isn't generally known is that her family hails from a distant province of the former Holy Sodkan Empire, though they departed there long before the Great Darmonican War and have had very little contact with their homeland ever since. Her father worked for the Empire's intelligence service, but left after an apparent 'disagreement' with his superiors and moved his family to Alyeska. Orla's father continued to ply his trade as an intelligence operative, though this time as a freelancer selling secrets to whoever had the money. Most of his clients ended up being sky pirates seeking shipping lists for potential targets, the young Orla became fancied by them and despite her father's best efforts joined one of their bands after she fell for their leader.
Things to begin with did not go well for her, most of the other members of the gang looked down upon her as an overeager wet-behind-the-ears rookie. Worse still the gang leader saw her as just another woman to bed, something that he didn't have long to regret when Orla eventually killed him and took control of the gang. In time her band become one of the most feared gang of sky pirates and probably the most highly skilled, but Orla was careful to never be publicly seen as the gang's leader which paid off when she choose to semi-retire.
These days she runs a number of brothels that she'd setup using the fortune she had gathered as a sky pirate, these also double up as safehouses for her sky pirate gang which she retains command over. Though her sky pirating days are over she still profits from her gang's activities as well as selling the information that her girls collect, though the choice targets always go to her gang. Her girls also collect the dirt on other sky pirates, particularly rivals and those that mis-use one of Orla's houses.
Attributes: Agility d8, Smarts d10, Spirit d8, Strength d8, Vigor d8
Skills: Climbing d10, Driving d10, Fighting d10, Notice d8, Persuasion d10, Shooting d10, Streetwise d12+1
Charisma: +2; Pace: 5; Parry: 5; Toughness: 5
Hindrances: Small, Stubborn
Edges: Ace, Alertness, Attractive, Connections (sky pirates), Level-Headed, Professional (Streetwise)
Gear: Machine Pistol (12/24/48, 2d6-1, RoF: 3, AP1 Auto)
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