Another location nestled amongst the Bastion Peaks, though close to the Wulflands, is the pirate haven and outlaw town of Broken Spires.
This shanty town that stands defiantly against the Law is infamous across Alyeska and beyond.
History
Broken Spires was sort of conceived by accident and evolved over time rather than come into being as a planned settlement, in fact if it wasn't for the invention of aircraft it probably never would have existed.Record keeping is something that is somewhat lacking in Broken Spires which makes creating a definite timeline for the city somewhat difficult. It is generally known that it owes its existence to a gang of sky pirates seeking a place to lie low for a while. The gang sought refuge in the narrow, twisting canyons that characterize the western Bastion Peaks. Despite only intended as a temporary bolthole a settlement gradually as other sky pirates were drawn by the relative safety from the law that it offered and they were in turn drawn by merchants looking to make a quick profit by servicing the needs of the sky pirates.
The fledging city's early years were marked by chaos and violence as rival gangs clashed with one another, heedless of the damage they inflicted on the city itself. Things only settled down after an incident almost razed half the city and folk decided that enough was enough. In a rare display of unity the citizens and some of the gangs banded together to drive out the culprits, then set about bringing a degree of order to the city. Thus was born the position of Sky Marshal and the Air Wardens militia to forge order through force of will....and force of arms. As a result, most of the pirates, smugglers, and thieves that populate
the Alyeskan wilderness treat Broken Spires as neutral territory.Though tensions remain high due to the presence of the crime lords that dubbed themselves the 'Sky Captains' to seek to expand their influence and power at the expense of others.
Present State
Broken Spires is a health and safety nightmare, the entire city and its buildings have been laid out in such a fashion to send most planners insane. The Air Wardens are only concerned with keeping the peace when the trouble threatens to damage the city, beyond that they don't really care if the pirates and bandits kill one another long as there is no collateral. A thriving outlaw mechanic industry has formed in Broken Spires, with scores of
machinists and aircraft experts performing illegal and dangerous
modifications on pirate craft. In addition the city's economy relies heavily on profits from the best saloons and whorehouses in Alyeska.
Plot Hooks
*An racer is interested in a highly sought after mechanic who can be found in Broken Spires...for a price.
*Sky pirates and their stolen cargo have been tracked to the city, the Air Police are interested in bringing the scoundrels to justice but require freelancers to do the job.
Wednesday, 29 April 2015
Wednesday, 22 April 2015
A Cesspit of Bureaucracy: The Alyeskan Aerial Corps
The Alyeskan Aerial Corps is a state-owned, or 'Crown Corporation' in Commonwealth lingo, air transportation company thats answerable to the Governor-General.
The main purpose of the Aerial Corps is maintaining vital communication links across the Continent by providing air services for passengers, mail and general freight. The Corps also operates a 'flying doctor' service for remote settlements, typically flying out a doctor twice a week to settlements that lack one of their own or an air ambulance for medical cases that require urgent treatment at a proper hospital. For many settlements the Corps effectively their lifeline.
For the pilots' themselves its a cesspit of bureaucracy.
The Corps is a sticker for paperwork, perhaps even more so than the military as many of its full-time pilots bemoan but its still steady work. The Corps also makes use of freelance, semi-independent pilots known as 'Auxiliary Pilots' who typically get one-off jobs as and when the Corps need it. Pay for an Auxiliary isn't the best around, but there will always be a job going and the opportunity of going full-time with the Corps.
~ ~ ~ ~ ~
Other news this week is that the Firewater & Ice adventure for the Savage Worlds system has had its price reduced to $0.75.
Find it on RPGNow here; http://www.rpgnow.com/product/130885/Firewater-and-Ice
Friday, 17 April 2015
Creature Feature: Dragonhawks
Following on from the Windryder post from a couple of weeks ago, heres a closer look at the gigantic birds they use as mounts.
Dragonhawks
These huge birds are native to the Continent of Alyeska, there are very few sightings of them outside the Continent. In addition their remains, both fossilized and recent, have only been found in Alyeska which makes them amongst the oldest known species to inhibit the Frozen North.
They call the Bastion Peaks and the other lofty heights of the Central Highlands their home, a place that has resisted the encroachment of Man. The only harmonic relationship they have with another species is that they have with the Windryders, an almost symbiotic relationship as many have commented on. A Windryder and their mount bond at an early age during a ritual thats called 'The Choosing', a young Windryder must go alone and unarmed into a Dragonhawk nest. There the Windryder must then present themselves, if the Windryder has a dark mark on their heart then the Dragonhawk mother will be openly hostile and the Windryder could face exile from their tribe. Though if the Windryder proves to be good of heart then the Dragonhawk mother will, warily, let them approach the nest. Then the Windryder must settle down next to the nest and wait, eventually one of the younglings will choose the Windryder and the bonding process begins. Though if one of the younglings from the nest choose the Windryder after the sun has risen four times, then the Windryder must find another nest.
Only a portion of the Dragonhawk population serve as companions and mounts to Windryders, the rest are for all intents and purpose 'wild'. Wild or 'tamed' alike they are still big birds and tend to require bigger prey to feed upon like elks, goats, bison and, much to the ire of farmers, livestock. For the larger prey a Dragonhawk tends to pick it up with its claws and then drop the unfortunate meal from a great height, though this tends to be with cattle sized prey that could give the Dragonhawk problems whilst in the air.
Man is the Dragonhawk's only real predator, the wealthy tend to pay large sums of money to acquire Dragonhawk eggs. The pirate gangs that plague the Bastion Peaks try to capture hatchlings with the intention of clipping their wings and forcing to fight one another. The Windryders tend to deal very harshly with poachers attempting to do either.
Attributes: Agility d6, Smarts d8(A), Spirit d12, Strength d12+7, Vigor d10
Skills: Fighting d8, Intimidation d10, Notice d8
Pace: 6; Parry: 6; Toughness: 14
Special Abilities:
*Claws/Beak: Str+d8.
*Fearless: When defending their nest, they are immune to Fear and Intimidation, and never need to make morale checks.
*Flight: Dragonhawks have a Flying Pace of 20”, with an Acceleration of 5".
*Large: Opponents get a +2 to attack rolls.
*Size+7: Dragonhawks are huge creatures with wingspans over 120'.
*Slow: Dragonhawks move at a normal Pace 6 on the ground, but can’t run.
*Snatch: If the dragonhawk gets a raise on its Fighting roll when Swooping against a Target Size +3 or smaller, it snatches up the victim and flies off with it.
*Swoop: If the dragonhawk can fly at least 12” in a straight line before attacking, it gains +2 to its attack and damage for this action, but its Parry is reduced by -2 until its next action when performing the swoop.
~ ~ ~ ~ ~
There is now an Events Page on the blog listing forthcoming events that Utherwald will have a presence at, also we like to announce that we'll most likely be attending ExiliCon in Cambridge on July 11th.
Dragonhawks
These huge birds are native to the Continent of Alyeska, there are very few sightings of them outside the Continent. In addition their remains, both fossilized and recent, have only been found in Alyeska which makes them amongst the oldest known species to inhibit the Frozen North.
They call the Bastion Peaks and the other lofty heights of the Central Highlands their home, a place that has resisted the encroachment of Man. The only harmonic relationship they have with another species is that they have with the Windryders, an almost symbiotic relationship as many have commented on. A Windryder and their mount bond at an early age during a ritual thats called 'The Choosing', a young Windryder must go alone and unarmed into a Dragonhawk nest. There the Windryder must then present themselves, if the Windryder has a dark mark on their heart then the Dragonhawk mother will be openly hostile and the Windryder could face exile from their tribe. Though if the Windryder proves to be good of heart then the Dragonhawk mother will, warily, let them approach the nest. Then the Windryder must settle down next to the nest and wait, eventually one of the younglings will choose the Windryder and the bonding process begins. Though if one of the younglings from the nest choose the Windryder after the sun has risen four times, then the Windryder must find another nest.
Only a portion of the Dragonhawk population serve as companions and mounts to Windryders, the rest are for all intents and purpose 'wild'. Wild or 'tamed' alike they are still big birds and tend to require bigger prey to feed upon like elks, goats, bison and, much to the ire of farmers, livestock. For the larger prey a Dragonhawk tends to pick it up with its claws and then drop the unfortunate meal from a great height, though this tends to be with cattle sized prey that could give the Dragonhawk problems whilst in the air.
Man is the Dragonhawk's only real predator, the wealthy tend to pay large sums of money to acquire Dragonhawk eggs. The pirate gangs that plague the Bastion Peaks try to capture hatchlings with the intention of clipping their wings and forcing to fight one another. The Windryders tend to deal very harshly with poachers attempting to do either.
Attributes: Agility d6, Smarts d8(A), Spirit d12, Strength d12+7, Vigor d10
Skills: Fighting d8, Intimidation d10, Notice d8
Pace: 6; Parry: 6; Toughness: 14
Special Abilities:
*Claws/Beak: Str+d8.
*Fearless: When defending their nest, they are immune to Fear and Intimidation, and never need to make morale checks.
*Flight: Dragonhawks have a Flying Pace of 20”, with an Acceleration of 5".
*Large: Opponents get a +2 to attack rolls.
*Size+7: Dragonhawks are huge creatures with wingspans over 120'.
*Slow: Dragonhawks move at a normal Pace 6 on the ground, but can’t run.
*Snatch: If the dragonhawk gets a raise on its Fighting roll when Swooping against a Target Size +3 or smaller, it snatches up the victim and flies off with it.
*Swoop: If the dragonhawk can fly at least 12” in a straight line before attacking, it gains +2 to its attack and damage for this action, but its Parry is reduced by -2 until its next action when performing the swoop.
~ ~ ~ ~ ~
There is now an Events Page on the blog listing forthcoming events that Utherwald will have a presence at, also we like to announce that we'll most likely be attending ExiliCon in Cambridge on July 11th.
Wednesday, 8 April 2015
Wulvers Revisited
Since my original post on Wulvers I've been thinking more on how they interact with the world and how the race as a whole functions, chiefly ideas on how to improve them in my mind.
Going with the idea that they are savage beasts, very dangerous foes to fight in combat and generally to be avoided at all costs. These would be what would be considered 'pureblood' Wulvers, they are beasts born and breed. Their bite carries an infectious disease, which is for all intent and purpose rabies.
Then there are the 'half-casts'.
The half-casts are those unlucky few who were 'infected' (for a lack of a better term) when their mother was bitten whilst they were still in the womb and survived to be born, the lucky ones were the ones that didn't survive. For some reason the Wulvers' bite has a peculiar effect on an unborn child, the infection remains dormant in the child's body until said child reaches puberty when the infection goes active. The person then becomes part-Wulver, able to 'Hulk out' and become a savage beast but also able to return to their normal human form. Such 'Wulftouched' persons are rare, often the mother will not survive the Wulver bite or if she does the child is cast out into the wilderness usually to perish....if the parents are aware of the child's nature.
If a Wulftouched survives to adulthood then they have the choice of trying to make a life for themselves in the dregs of human society where they can find work as pit fighters or with the criminal underworld. There is also the option of seeking out a Wulver pack to attempt to join...if the pack accepts them that is. One or two have managed to do both, setting up so-called 'Wulf Cults' to try and overthrow the Commonwealth. This makes Wulftouched dangerous foes, able to hide amongst humanity undetected and able to hatch their plans in secret.
Thankfully a Wulftouched cannot infect another person and it is doubtful that they can reproduce by themselves, least there is no record of such a thing happening. The only way known to produce more Wulftouched is to have a pregnant woman be bitten by a Wulver, though this method is unreliable at best.
Going with the idea that they are savage beasts, very dangerous foes to fight in combat and generally to be avoided at all costs. These would be what would be considered 'pureblood' Wulvers, they are beasts born and breed. Their bite carries an infectious disease, which is for all intent and purpose rabies.
Then there are the 'half-casts'.
The half-casts are those unlucky few who were 'infected' (for a lack of a better term) when their mother was bitten whilst they were still in the womb and survived to be born, the lucky ones were the ones that didn't survive. For some reason the Wulvers' bite has a peculiar effect on an unborn child, the infection remains dormant in the child's body until said child reaches puberty when the infection goes active. The person then becomes part-Wulver, able to 'Hulk out' and become a savage beast but also able to return to their normal human form. Such 'Wulftouched' persons are rare, often the mother will not survive the Wulver bite or if she does the child is cast out into the wilderness usually to perish....if the parents are aware of the child's nature.
If a Wulftouched survives to adulthood then they have the choice of trying to make a life for themselves in the dregs of human society where they can find work as pit fighters or with the criminal underworld. There is also the option of seeking out a Wulver pack to attempt to join...if the pack accepts them that is. One or two have managed to do both, setting up so-called 'Wulf Cults' to try and overthrow the Commonwealth. This makes Wulftouched dangerous foes, able to hide amongst humanity undetected and able to hatch their plans in secret.
Thankfully a Wulftouched cannot infect another person and it is doubtful that they can reproduce by themselves, least there is no record of such a thing happening. The only way known to produce more Wulftouched is to have a pregnant woman be bitten by a Wulver, though this method is unreliable at best.
Wednesday, 1 April 2015
Leaf On The Wind
The name of two groups who've inhabited Alyeska, the Ancient Terrans and more recently the Commonwealth, have been stated. Though there is, of a sorts, a third group that inhabits Alyeska.
The Windryders.
These nomadic hunter-gatherers can be found all over the continent, having called these frigid lands home seemingly since the world began. They are an ancient people whose traditions and customs have survived through the centuries, they also recall the rise and fall of the Ancient Terrans in some of their oldest tales. All of their knowledge and history is oral, kept alive by telling and retelling through the generations, though vital edicts of their culture was carved onto stone ages ago on what many dub 'Ryder Stones'.
What makes the Windryders particularly noteworthy and has helped spread the word of their existence throughout the wider world is the mounts they choose to ride; Dragonhawks.
Dragonhawks are gigantic birds, rivalling most medium aircraft in size and have the appearance of effectively a feathered dragon hence their name. These birds and their riders have a very close bond, some even suggest some form of connection between the minds of both of them but thus far this is only an unproven theory. Certainly the Dragonhawks are hostile to outsiders attempting to claim them as a mount, even going far as attacking those who try to capture it. Also the Windryders will make very effort in finding a lost Dragonhawk, the worse weather conditions only delay them temporarily.
Of the Windryders themselves not much is really known, they very rarely have contact with outsiders for trade with those who've earned their trust by learning their customs. They are grouped into tribes known as kindreds, but outsiders only ever to see one or two Windryders. But it is known that kindreds use Ancient Terran ruins as refuges and waystations, but they seem rather picky by only maintaining some whilst shunning others which has led many to believe that they know more about the Ancient Terrans than they let on. They certainly do speak of the Ancient Terrans as though they were an cursed people, even going far as to warn others away from certain ruins and sites.
Some numbers of Windryders have embraced the modern world, swapping bows for rifles and some even going far as hiring themselves out as scouts to expeditions and the Aerial Corps. They still have their Dragonhawk companions and are almost as standoffish as their more isolationist cousins, but some have have parted knowledge about their people to those they trust.
But many questions still remain about the Windryders, chief amongst them is whether or not they are actually human? Many also wonder whether there is any connection between the Windryders and the land based tribals known as the Genchi whose lands have been sized by the Coalition in its endless drive for expansion. And lastly, what do they know about the terrible fate that befell the Ancient Terrans?
The Windryders.
These nomadic hunter-gatherers can be found all over the continent, having called these frigid lands home seemingly since the world began. They are an ancient people whose traditions and customs have survived through the centuries, they also recall the rise and fall of the Ancient Terrans in some of their oldest tales. All of their knowledge and history is oral, kept alive by telling and retelling through the generations, though vital edicts of their culture was carved onto stone ages ago on what many dub 'Ryder Stones'.
What makes the Windryders particularly noteworthy and has helped spread the word of their existence throughout the wider world is the mounts they choose to ride; Dragonhawks.
Dragonhawks are gigantic birds, rivalling most medium aircraft in size and have the appearance of effectively a feathered dragon hence their name. These birds and their riders have a very close bond, some even suggest some form of connection between the minds of both of them but thus far this is only an unproven theory. Certainly the Dragonhawks are hostile to outsiders attempting to claim them as a mount, even going far as attacking those who try to capture it. Also the Windryders will make very effort in finding a lost Dragonhawk, the worse weather conditions only delay them temporarily.
Of the Windryders themselves not much is really known, they very rarely have contact with outsiders for trade with those who've earned their trust by learning their customs. They are grouped into tribes known as kindreds, but outsiders only ever to see one or two Windryders. But it is known that kindreds use Ancient Terran ruins as refuges and waystations, but they seem rather picky by only maintaining some whilst shunning others which has led many to believe that they know more about the Ancient Terrans than they let on. They certainly do speak of the Ancient Terrans as though they were an cursed people, even going far as to warn others away from certain ruins and sites.
Some numbers of Windryders have embraced the modern world, swapping bows for rifles and some even going far as hiring themselves out as scouts to expeditions and the Aerial Corps. They still have their Dragonhawk companions and are almost as standoffish as their more isolationist cousins, but some have have parted knowledge about their people to those they trust.
But many questions still remain about the Windryders, chief amongst them is whether or not they are actually human? Many also wonder whether there is any connection between the Windryders and the land based tribals known as the Genchi whose lands have been sized by the Coalition in its endless drive for expansion. And lastly, what do they know about the terrible fate that befell the Ancient Terrans?
Friday, 27 March 2015
State of the Press March 2015
OK, figured it was time for another update on things.
The Kickstarter preview has been posted a few weeks back, gotten some feedback but haven't done much more work on it. Still hoping to get it luanched towards the end of May just before UK Games Expo, though have the weekend off from the dayjob so plenty of time to work on (plus the girlfriend can act as taskmaster).
Diceni and UK Games Expo are still go, will be ordering stock for Diceni next week and other prep work.
The Lost Sodkan Mine game at UKGE is now fully booked, which is somewhat reassuring and so I just need to tweak and work on the adventure after its initial playtest.
*Frozen Skies:- Still working on this, have been looking at producing a setting primer to tide people over until the actual book is done. From feedback I've gained from putting the idea out there it is likely to contain setting details and gear, perhaps one or two game mechanics.
Will post a playtest version before I see about turning it into a proper PDF, it will ultimately go on RPGNow listed as a Pay What You Want product.
Also looking at perhaps trying to do a series of articles on different subjects, the Brimstone one could be considered an example of this. The idea is to try and do one location and maybe a creature feature/faction post a month.
Kickstarter
Conventions
The Lost Sodkan Mine game at UKGE is now fully booked, which is somewhat reassuring and so I just need to tweak and work on the adventure after its initial playtest.
Projects
Will post a playtest version before I see about turning it into a proper PDF, it will ultimately go on RPGNow listed as a Pay What You Want product.
Other
Also looking at perhaps trying to do a series of articles on different subjects, the Brimstone one could be considered an example of this. The idea is to try and do one location and maybe a creature feature/faction post a month.
Thursday, 19 March 2015
Alyeskan Gazetteer: Brimstone
Nestled amongst the Bastion Peaks in northern New Gwentia lies, in the shadow of a semi-active volcano, an abandoned ski resort known commonly as Brimstone.
Once it was the holiday destination of the well-to-do, now it is little more than ruins...
Gladstone was an enterprising businessman keen to amiss a fortune in Alyeska, but also at the same time attempt to make it more civilized. He had spent a number of years and considerable amount of coin building up a small empire of hotels that catered to the upper reaches of society in New Gwentia. The Crown Hotel in Morrdun is the single greatest monument to Gladstone's efforts as well as the surviving villas and hunting lodges that still dot the New Gwentian wilderness. Prior to the Great Darmonican War the wealthy were keen to travel to exotic destinations and Gladstone was eager to cash in on this trend.
Gladstone mounted a few survey expeditions throughout the Bastion Peaks until he settled upon a small valley nestled beneath a peak that he dubbed, in a spite of vanity, Mount Gladstone. He then built a resort around a lodged named, unsurprisingly, after the nearby mountain that he'd bestowed his name upon. Gladstone then set about an aggressive advertising campaign to draw well heeled, and more importantly their coin, to his luxurious all-year 'ski resort' masterpiece. It proved to be a big hit for a while.
But the mountain had other ideas.
The mountain that Gladstone had named after himself was a dormant volcano, a fact that it let be known only a couple of years after the resort had opened. Volcanic gases were spewed out by the mountain, causing the resort to be hastily evacuated and abandoned. The incident broke Gladstone both mentally and financially, on the verge of bankruptcy he left Alyeska never to return. His hotel empire was broken up and run by others with varying degrees of success, the Crown Hotel had a decent turnover until the Commonwealth Army commandeered it to use as its Alyeskan headquarters.
Of Gladstone himself, no one ever heard from him again whilst Mount Gladstone lived on in local legend as Brimstone.
*Mount Gladstone, due to the volcanic activity, isn't a place where people typically go. Because of this it is a favoured waypoint for criminals such as smugglers to stash goods for others to pick up.
Once it was the holiday destination of the well-to-do, now it is little more than ruins...
History
What became Brimstone was the brainchild of one man, Kirwin Gladstone.Gladstone was an enterprising businessman keen to amiss a fortune in Alyeska, but also at the same time attempt to make it more civilized. He had spent a number of years and considerable amount of coin building up a small empire of hotels that catered to the upper reaches of society in New Gwentia. The Crown Hotel in Morrdun is the single greatest monument to Gladstone's efforts as well as the surviving villas and hunting lodges that still dot the New Gwentian wilderness. Prior to the Great Darmonican War the wealthy were keen to travel to exotic destinations and Gladstone was eager to cash in on this trend.
Gladstone mounted a few survey expeditions throughout the Bastion Peaks until he settled upon a small valley nestled beneath a peak that he dubbed, in a spite of vanity, Mount Gladstone. He then built a resort around a lodged named, unsurprisingly, after the nearby mountain that he'd bestowed his name upon. Gladstone then set about an aggressive advertising campaign to draw well heeled, and more importantly their coin, to his luxurious all-year 'ski resort' masterpiece. It proved to be a big hit for a while.
But the mountain had other ideas.
The mountain that Gladstone had named after himself was a dormant volcano, a fact that it let be known only a couple of years after the resort had opened. Volcanic gases were spewed out by the mountain, causing the resort to be hastily evacuated and abandoned. The incident broke Gladstone both mentally and financially, on the verge of bankruptcy he left Alyeska never to return. His hotel empire was broken up and run by others with varying degrees of success, the Crown Hotel had a decent turnover until the Commonwealth Army commandeered it to use as its Alyeskan headquarters.
Of Gladstone himself, no one ever heard from him again whilst Mount Gladstone lived on in local legend as Brimstone.
Present State
Volcanic gases still spew to this day from the mountain, making the location highly toxic for those without a gas mask. The surviving buildings are coated in sulphur and, to a degree, offer some protection from the toxic air but are not suitable as long term refuge. The resort is plagued by other hazards such as frequent ash fall and small earthquake as the mountain slowly rumbles.Plot Hooks
*The resort's last guests are wealthy people, though in their haste to leave some valuables were left behind. A fair amount of coin is offered either by the families themselves or other interested parties to retrieve the items.*Mount Gladstone, due to the volcanic activity, isn't a place where people typically go. Because of this it is a favoured waypoint for criminals such as smugglers to stash goods for others to pick up.
Thursday, 12 March 2015
Kickstarter Redux Preview
Started work on the second attempt with Kickstarter to try and get Frozen Skies funded, hoping learning my lessons from the last attempt I'm getting feedback as I build the campaign in order to make it the best I can before it goes live.
So feel free to have a look, offer feedback, etc. At the moment its just barebones as I get the basics in place before tackling the pledge rewards.
https://www.kickstarter.com/projects/349041463/1545146378?token=857d756b
So feel free to have a look, offer feedback, etc. At the moment its just barebones as I get the basics in place before tackling the pledge rewards.
https://www.kickstarter.com/projects/349041463/1545146378?token=857d756b
Wednesday, 11 March 2015
Buried In Snow And Ice
At the weekend the local university games society ran their annual 24 Hour event, having attended regularly for the past few year I went with the intention of running a Frozen Skies based adventure.
It was the Lost Sodkan Mine adventure that I'd been working on and been intending to eventually publish. Ended up having to run it a few hours later than planned and with four players, though I was kinda hoping for one or two more....admittedly it was pretty late at night.
The crew (pilot, marksman, mechanic and a rather strong woman called Helga) were 'volunteered' by the Royal Alyeskan Air Police to help investigate a series of raids against remote settlements by 'heavily armoured men'. The raiders were only interested in mechanical parts and devices, plus they did not harm anyone unless they were attacked first. In addition the RAAP had caught a distress call from the settlement of Ragnar Point who'd reported being under attacked by the strange raiders, a RAAP officer (played as an NPC) went with the crew to ensure that the investigation got done.
They flew out to Ragnar Point and their first sight of the mining settlement was ominous columns of smoke rising into the snowy sky from a number of burnt buildings, plus there was no response to their radio calls. They landed and spread out to explore the place, noting a scene of devastation round the area of the actual minehead and signs of a gunfight. There was some miners still hiding whom the crew encountered and questioned, turns out the miners had used their own explosives on the raiders which accounted for the damage. The miners also stated that the raiders were completely enclosed in armour, Helga likened this to a knight in full armour. The crew also came across...pieces of the raiders, all mechanical with no signs of any flesh. The mechanic managed to find and pry open a torso piece that had wires connected to a cage that contained a (now smashed) crystal in the matter of a electrical battery. Meanwhile the marksman found tracks leading northwards from the settlement that seemed to match the raiders.
The pilot and RAAP officer mounted the plane and tookoff to act as an aerial spotter, the others found a Mule Tracked Cargo Carrier and set off across the snowfield. After a while they came across a shape in the snow which was one of the mechanical raiders, something that proved to be an old Sodkan 'Iron Man' Automaton as the mechanic had suspected and around seven feet in height. It had also collapsed, seemingly from damage sustained during the attack on Ragnar Point. Now charged with some idea of what they were up against, the crew pressed on northwards coming across a.) the northern coastline, b.) a frozen bay and c.) an island across said frozen bay with what seemed to be a compound of a sort. The pilot made a flybay of the island whilst the others crossed the ice in the Mule, close to the compound the pilot spotted a small airstrip that had a 'recently arrived' (as in the past few days) transport plane parked on it. Presuming that there people present on the island the pilot opted to land on the ice and report to the rest of the crew what he'd seen.
Now forewarned the crew checked out the plane and found that its engines had been disassembled and other parts had been taken, plus the body of what was presumably the plane's pilot who wore an Iron Collective uniform. There were other signs of fighting which suggested that the Sodkans didn't fare too well with the Automatons, though the Sodkans seemingly managed to fight their way into the mine as well as raiding the compound's armoury since it was a former Sodkan work camp/gulag. The crew made their way into the mine, finding more signs of combat and another dead Sodkan in addition to a rickety old life. Proceeding down to the lower level they found the surviving Sodkans fighting off Automatons in a large chamber, the crew opted to try and find another path which they did and found themselves face to face with a large machine much similar to a giant computer.
The machine seemingly watched them with some sort of optic device which one of the crew distracted so that the mechanic could sneak round to get a better look at things, course the crew then disabled the optic device and triggered an alarm. As the sound of Automatons grew nearer the mechanic found a large sphere covered in wires which he took to be the 'heart' of the machine, he called Helga to help him pry off a panel located beneath the sphere in order to get at its power core. The mechanic managed to gain access to the core as the others fought off Automatons, then sabotaged the core which silenced the alarm and halted the Automatons but produced some rather worrying sparks. Sensing that the place was about to become rather unhealthy to be and prompted the rest of the crew to consider making a hasty withdrawal, just as well since the Sodkans were now moving into the chamber after the Automatons had stopped attacking them.
Leaving the Sodkans to their fate, the crew ran hide for leather out of the mine and towards their own plane. Managing to get airborne and put some distance between them and the island before the compound was destroyed in a massive fireball. The RAAP were happy that the threat of the Iron Men had been neutralized, but were a bit concerned about the Sodkans' involvement.
~ ~ ~
After having run it and having some time to think I would probably consider making the following changes before I run it again at the UK Games Expo in May.
*Redo the Rangar Point part of the adventure and the interaction with the miners there, I wasn't particularly happy with how I ran it on the night. Probably an idea having the miners be hostile to begin with considering they'd recently been attacked and all.
*On the island I would probably introduce the surviving Sodkans earlier, perhaps holed up in the compound after being stranded due to the Iron Men knocking their plane out of action. Could lead to the possibility of an uneasy alliance.
*Completely fill out character sheets, I had partially done this with some pre-gen characters to ensure the basics were down but filling out the rest took a large amount of time that could've been spent playing. I'll fully stat out pre-gen characters in future.
Still the Iron Men Automatons worked pretty damn well, then again they were modified versions of the Automatons from Deadlands Noir.
It was the Lost Sodkan Mine adventure that I'd been working on and been intending to eventually publish. Ended up having to run it a few hours later than planned and with four players, though I was kinda hoping for one or two more....admittedly it was pretty late at night.
The crew (pilot, marksman, mechanic and a rather strong woman called Helga) were 'volunteered' by the Royal Alyeskan Air Police to help investigate a series of raids against remote settlements by 'heavily armoured men'. The raiders were only interested in mechanical parts and devices, plus they did not harm anyone unless they were attacked first. In addition the RAAP had caught a distress call from the settlement of Ragnar Point who'd reported being under attacked by the strange raiders, a RAAP officer (played as an NPC) went with the crew to ensure that the investigation got done.
They flew out to Ragnar Point and their first sight of the mining settlement was ominous columns of smoke rising into the snowy sky from a number of burnt buildings, plus there was no response to their radio calls. They landed and spread out to explore the place, noting a scene of devastation round the area of the actual minehead and signs of a gunfight. There was some miners still hiding whom the crew encountered and questioned, turns out the miners had used their own explosives on the raiders which accounted for the damage. The miners also stated that the raiders were completely enclosed in armour, Helga likened this to a knight in full armour. The crew also came across...pieces of the raiders, all mechanical with no signs of any flesh. The mechanic managed to find and pry open a torso piece that had wires connected to a cage that contained a (now smashed) crystal in the matter of a electrical battery. Meanwhile the marksman found tracks leading northwards from the settlement that seemed to match the raiders.
The pilot and RAAP officer mounted the plane and tookoff to act as an aerial spotter, the others found a Mule Tracked Cargo Carrier and set off across the snowfield. After a while they came across a shape in the snow which was one of the mechanical raiders, something that proved to be an old Sodkan 'Iron Man' Automaton as the mechanic had suspected and around seven feet in height. It had also collapsed, seemingly from damage sustained during the attack on Ragnar Point. Now charged with some idea of what they were up against, the crew pressed on northwards coming across a.) the northern coastline, b.) a frozen bay and c.) an island across said frozen bay with what seemed to be a compound of a sort. The pilot made a flybay of the island whilst the others crossed the ice in the Mule, close to the compound the pilot spotted a small airstrip that had a 'recently arrived' (as in the past few days) transport plane parked on it. Presuming that there people present on the island the pilot opted to land on the ice and report to the rest of the crew what he'd seen.
Now forewarned the crew checked out the plane and found that its engines had been disassembled and other parts had been taken, plus the body of what was presumably the plane's pilot who wore an Iron Collective uniform. There were other signs of fighting which suggested that the Sodkans didn't fare too well with the Automatons, though the Sodkans seemingly managed to fight their way into the mine as well as raiding the compound's armoury since it was a former Sodkan work camp/gulag. The crew made their way into the mine, finding more signs of combat and another dead Sodkan in addition to a rickety old life. Proceeding down to the lower level they found the surviving Sodkans fighting off Automatons in a large chamber, the crew opted to try and find another path which they did and found themselves face to face with a large machine much similar to a giant computer.
The machine seemingly watched them with some sort of optic device which one of the crew distracted so that the mechanic could sneak round to get a better look at things, course the crew then disabled the optic device and triggered an alarm. As the sound of Automatons grew nearer the mechanic found a large sphere covered in wires which he took to be the 'heart' of the machine, he called Helga to help him pry off a panel located beneath the sphere in order to get at its power core. The mechanic managed to gain access to the core as the others fought off Automatons, then sabotaged the core which silenced the alarm and halted the Automatons but produced some rather worrying sparks. Sensing that the place was about to become rather unhealthy to be and prompted the rest of the crew to consider making a hasty withdrawal, just as well since the Sodkans were now moving into the chamber after the Automatons had stopped attacking them.
Leaving the Sodkans to their fate, the crew ran hide for leather out of the mine and towards their own plane. Managing to get airborne and put some distance between them and the island before the compound was destroyed in a massive fireball. The RAAP were happy that the threat of the Iron Men had been neutralized, but were a bit concerned about the Sodkans' involvement.
~ ~ ~
After having run it and having some time to think I would probably consider making the following changes before I run it again at the UK Games Expo in May.
*Redo the Rangar Point part of the adventure and the interaction with the miners there, I wasn't particularly happy with how I ran it on the night. Probably an idea having the miners be hostile to begin with considering they'd recently been attacked and all.
*On the island I would probably introduce the surviving Sodkans earlier, perhaps holed up in the compound after being stranded due to the Iron Men knocking their plane out of action. Could lead to the possibility of an uneasy alliance.
*Completely fill out character sheets, I had partially done this with some pre-gen characters to ensure the basics were down but filling out the rest took a large amount of time that could've been spent playing. I'll fully stat out pre-gen characters in future.
Still the Iron Men Automatons worked pretty damn well, then again they were modified versions of the Automatons from Deadlands Noir.
Thursday, 5 March 2015
State of the Press, Part Deux
Bit of a follow-on and update to last week's post.
UK Games Expo
My Frozen Skies game got approved and therefore will be taking place at 8pm on the Saturday evening, not exactly sure where yet but we'll find out closer to the event.
It is called The Lost Sodkan Mine and involves the players being shanghaied by the Royal Alyeskan Air Police to help investigate after a series of raids against remote settlements by 'heavily armoured men'. No one was harmed unless they attacked the strange men, also the raiders seemed more interested in mechanical parts and devices than anything else.
Last I checked only a couple of spaces were left, so tis proving to be a positive sign.
Details, etc here; http://www.ukgamesexpo.co.uk/game.php?id=RPG1299
Kickstarter...Part Deux
Mentioned that I was looking at giving Kickstarter another shot to help get Frozen Skies funded, decided that I'll probably will go with this. Hopefully in the next couple of weeks I'll be able to get the campaign setup and the preview linked to get feedback so I can improve things before going live, ultimately I'd like to have it started just before the UK Games Expo in May.
UK Games Expo
My Frozen Skies game got approved and therefore will be taking place at 8pm on the Saturday evening, not exactly sure where yet but we'll find out closer to the event.
It is called The Lost Sodkan Mine and involves the players being shanghaied by the Royal Alyeskan Air Police to help investigate after a series of raids against remote settlements by 'heavily armoured men'. No one was harmed unless they attacked the strange men, also the raiders seemed more interested in mechanical parts and devices than anything else.
Last I checked only a couple of spaces were left, so tis proving to be a positive sign.
Details, etc here; http://www.ukgamesexpo.co.uk/game.php?id=RPG1299
Kickstarter...Part Deux
Mentioned that I was looking at giving Kickstarter another shot to help get Frozen Skies funded, decided that I'll probably will go with this. Hopefully in the next couple of weeks I'll be able to get the campaign setup and the preview linked to get feedback so I can improve things before going live, ultimately I'd like to have it started just before the UK Games Expo in May.
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