Describe your last RPG session in more than 5 words.

We are nearing the end of the 5e Spelljammer campaign. It's been great. No thanks to 5e's lackluster boxed set, but I added in as much as I could from 2nd edition and 3rd party supplement. Hell, I even threw in Planescape for a bit. Anyways, I have run a Spelljammer campaign to the best of my ability and I am happy with the results. Our last session ended with the PCs avoiding a beholder battle yet again, but it's searching for them, and a brawl is probably inevitable.
 

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Trail of the Golden Spike by Aaron Alston​

“You can’t treat me like this,” said the untanned little man. “I’m a coroner, unhand me!”

“And in your main event… the Lion of Senegal, Ibrahima M’Tombe, will take on a member of the general public!”


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Elodee Gregorios, Grecian giant, pushed in front of the audience plant. Next to her, Ibrahima's father demanded his son reject the challenge! Nearby, Rafe Lancaster shook his head.

Inspector M’Tombe got the crowd plant into the ring. His son pinned the plant, and the Inspector helped his son flee before his Greek coworker could cause any more chaos. Undeterred, the lady snuck backstage, and defeated the Lion in truly extraordinary arm wrestling. [A +7 versus a +9, top of the scale in Fate.] Gia returned to Rafe at ringside with a bucket of popcorn, asking what she missed.

The players had a dinner date at the Century Club, which was marred by a near-slaying! A pale-faced loon attempted to kill the alluring Bethlehem Whitley, but the group foiled it. (Rather chaotically. Gia CM handed her clutch to Elodee, then yelled at the man to give back her purse. The Greek, dangerous with any weapon, assaulted the guy, with the purse. After the fracas, the would-be killer was hit by a taxi cab.)

Gia chided the warrior in her thick New Jersey accent. “You of all people should know Hermès is not for fighting.”

Over dinner, Beth Whitley filled the group in. She was in town to ask for the help of Horace Crompton, an industrialist whose land bordered her family’s. The Whitley gold mines had suffered from too many accidents to be coincidental, all designed to drive off her workmen. Horace said he would return with her to Colorado shortly, and despite the bizarre "rescue" of a few minutes earlier, the group landed the security contract.

The quartet got another clue before leaving the city. The street shooter had a Colorado University class ring with ‘ABF’ on it. And the man’s paleness wasn't albinism, but some sort of chemical injury. When they researched the name, there was a graduate with those initials… Who had died a year ago!

Colorado brought a range of suspects: wheelchair-bound patriarch Angus Whitley, head of mining Uncle Jake, private pilot Hank Millburn, as well as Beth and Horace themselves.

The group followed up on the ring, and found themselves in rural Colorado questioning a suspicious coroner. Gia tried to play seductive cop, while everyone else played lunatic cop. Despite a lack of tact, they did outnumber the guy, and eventually got him to confess: the man in the street wasn't a zombie at all, he was one of many falsely declared dead and given to THE CONDOR! The adventurers heard a knock at the door and fled before the local authorities could arrive.

Back at the homestead, the group was examining the refinery when they were ambushed by a trio of pale men! One of the burlier ones grappled Lancaster and moved his head under an industrial crusher. Gia, thinking quickly… turned off the machine. After that, Elodee and the inspector made short work of the remaining foes.

That evening, Horace Crompton arrived. Bitter recriminations followed, especially from the Muslim inspector, who pointed out that nearly every foodstuff was made with haram lard. The tension was palpable… Who was the Condor?

Rafe was making progress investigating fellow millionaire Angus, when knockout gas began to fill the room! Rafael and Gia succumbed, while Elodee put Senegal's greatest detective over her shoulder and fled into the hills! It was good timing, because everyone else was kidnapped by the pale men and brought to the Condor’s fortress.

The condor explained his plans at length:

"I trust you had a pleasant trip,'' he said in typically villainous fashion. "I thought you had the right to know what this whole enterprise was about before I disposed of the inconvenience of your presence." His voice was flat and metallic, as if he were talking around a half-dollar in his mouth. ''This whole enterprise,'' he continued, "was brought about by two discoveries. First, while overseas I encountered a substance, a drug: call it Condorite. It deadens the will and turns inferior people into superior automatons. I found it in crude form and have been refining it since. Where once my automaton men had to take daily injections of the stuff, now it may be applied weekly in gaseous form. "Second in my discoveries was this network of caverns beneath the Whitley lands. It was large enough to accommodate hundreds of automaton men! And the main cavern, with a pathway of stalagmites cleared away and new cement flooring put in, made an adequate runway. I began appropriating minions here and there- a squad of Army pilots and planes, some strapping young men from nearby villages, and a coroner who'd swear they died of natural causes. I took some of your own miners, Bethlehem, dear, and so on.

But the presence of you Whitleys above began to concern me. One of the gold mines threatened to penetrate into part 23 of the cavern network, and eventually did! We captured and transformed the miners responsible, but I was annoyed, and I determined to scare you away." At this point, the Condor shook his head and paused momentarily. "That, eh, didn't work, so I, eh ... " His voice trailed off. He sounded unsure. "So I must subject the lot of you to Condorite. The mine, eh, will run still, but ... " He pointed at Crompton. "You will be first!" The pale men take Crompton away, and the Condor and his minions leave without another word.
Meanwhile, the expert detective grabbed the jalopy and followed the villains all the way back to their base.

Seeing an aircraft hangar, the pair grabbed some gas cans, and prepped an explosive distraction…

In the cells, mistress of illusion Gia CM disappeared from one side of the door… And showed up with Rafe on the other! There, they found out the Condor’s true identity… Uncle Jake AND Horace? What kind of lunatic conspiracy was happening here?

Before they could discover more, there was a huge explosion. The villains fled, beginning the flight of the Condors! Rafe boarded one of the undestroyed biplanes, and M’Tombe jumped in the other seat. The industrialist nearly crashed into debris before escaping the base. Once airborne, the radio taunting of his fellow Centurion cut deep. Lancaster was denying his true nature: he tried to kill people in a cave too. What was he doing playing hero?
The inspector ignored the radio messages and opened fire!

Underground, miners battled with the mind-controlled pale men. Smoke filled the cave, and Elodee’s exhortations to flee were ignored. Gia made a bullhorn out of scrap metal and declared herself the new voice of the Condor, demanding the pale men flee immediately! Confused, the men obeyed.

In the sky, Rafe had a difficult time refuting Crompton’s harsh words. Luckily, Senegal's greatest detective was able to put holes into their foes' fuselage, sending the Condors crashing into the Colorado wilderness!
 

There are at least three candidates for the group doing this. And this war is a bigger threat than the one with Greensward.
We've handed over the biological war to our home country's intelligence service, which is pretty efficient. We made some suggestions on further lines of enquiry, and then asked if there was anything else they wanted us to look into. Their response was:
"You're gifted amateurs. Continue blundering."
We have a record of blundering into things that date from deep in Avalon history, and which the various forces of evil would rather remained undisturbed, so this is an ironic compliment from the intelligence service. Also, the GM is really good at laying trails that lead the players to interesting stuff.

We went back to a mostly-played-out adamant mine that we staked a claim on a couple of years ago. There are deep tunnels below it that are full of seawater, which is a bit odd since they're, hundreds of miles from the sea and well above sea level. That's due to a portal that lets seawater in, and must be fairly far below sea level. After some thought, we found a way to get at the portal via castings of Part Water*, and began investigating it. We don't have much in the way of results yet, that's for next week's session.

The intelligence service's prime candidates for the biological warfare are the Sahuagin who are known to live deep in the ocean, and used to have a different portal into this set of deep tunnels. That was destroyed by the intelligence service. So we aren't being entirely random.

* See the AD&D1e DMG, p. 57.
 
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The Blimpopolis Chronicles, Vol. 1: The Blimpening (A Blimp Adventure)​

“Why did you buy me a Shirley Temple? She should be drinking a Devika Velyapur.”

Martial characters are scary in Fate.
Because we had a different shootist detective (Zelda Saeki), the new player of Inspector M’Tombe played too-cool-for-school Filipino mercenary Calvin Davino. And that meant the local toughs were no match for his pencak silat fighting style. He was able to spin his escrima sticks faster than any thug could see, nearly opening and closing combat singlehanded. And with his lightning reflexes stunt, he always goes first.

Later, he was able to take Messerschmitts out of the sky with only a pre-war carbine. But why did he have to commit all this violence?

It all started casually enough. Rafael Lancaster had invited his pals to the annual Topeka airshow. He, his mentee Devika Velyapur, and hipster detective Zelda Saeki were joined by Devi's new bodyguard, Calvin.

Old acquaintance Major W.J. Striker bellied up to the bar with an off-the-books mission. German Luftwaffe officer Colonel Gustav Schröder had been seen in the area, but the British didn't consider that actionable intelligence. The group negotiated for half payment upfront, and once paper changed hands, they were happy to oblige.

Rafe Lancaster is a strong proponent of ‘work smarter, not harder’. So he borrowed the bar telephone to reach out to his contacts in security, putting out an APB matching Col.Schröder’s description. Zelda scoured the event itself, searching for high-profile targets the Colonel might be after. Devi tried to help, but was swarmed by local children, who wanted to meet the 13-year-old with her own private jet. Calvin's experience paid off immediately, as he maintained a non-violent but brusque perimeter.

The group spotted the Nazi, but a group of local toughs ran interference. Or at least, they tried to. Devi helped the merc halve their numbers, while Zelda got maximum use out of her silencer, aiming for kneecaps. A few seconds later, the group was ready to keep pursuing… Until a biplane wheeled around the corner, firing machine guns like mad! Nearly everyone got down (clever Zelda simply crouched behind one of the mooks)… except for action junkie Calvin. He ran towards the plane.

Devi, India's greatest sidekick, rolled a series of mobile stairs into his path, allowing Cal to leap over the propeller and grab the pilot in a chokehold! Unfortunately, the murderous flyboy was also a local hire. Still no sign of Schröder. At least on the ground…

“Up we go," said Lancaster.
“Do we have to?” asked the mercenary, already sweating.
Despite being a badass on land, Calvin Davino is afraid of heights. He white-knuckled every second of the group’s ascet, and was filled with dread instead of amazement by what they saw:

A floating metropolis, held underneath giant Zeppelins!

Rafe carefully, carefully landed his plane in an urban park. This strange community was Blimpopolis, and was founded before the first World War! Artists and engineers had created their own floating commune, which traveled the world, hidden in its own cloud generator. And they were expecting a visit from a certain German Colonel…

Rafe, who spoke German, pretended to be that official. He acted severely entitled, although he didn't take all of Devi's suggestions. (She said he should brag about not washing his hands after the bathroom.)

Zelda dug into the city’s tensions, and found a great split of opinion: those who wanted to integrate into world society, and those who wanted to keep up separation. Major Striker wanted to create an alliance between the city and Dear Old England. Calvin made it clear that this would be out of contract and require additional funding. The major handed over his watch.

First Citizen Amadeus Blimp II, tired of the lies and chicanery, ended negotiations for the day. He did give the visitors a tour of the Calcularium, a giant mechanical marvel that allowed the autopiloting of the city’s vessels.

That's when the Messerschmidts appeared. Calvin drew his pistol, and with ice in his veins, killed an incoming pilot with a 100 yard headshot. This was just a distraction, however, as one blimp started to deflate and the Calcularum started to fly away!

Rafe and copilot Devi chased after. Unfortunately, in midair, the only way into the building was through a giant stained glass window! They crashed through and ended up in the forbidden section of the building, one where all the systems were controlled by… a brain in a jar. But not just any brain, Amadeus Blimp I!

Rafe disabled the security systems, and discovered that someone was remotely flying the ship from several stories up. Devi, nearly as acrobatic as her stuntwoman madre, clambered through the ducts, lowering a cable for her mentor to climb.

Up in the control room? Their target, the Nazi colonel! Devi tapped him on the shoulder, and used her mystic gifts to send him into a blissful reverie. He was back in Düsseldorf in 1910, learning to fly from his father. In real life, he was being arrested and blamed for every misdeed of the past several hours.

The secret city, seeing that mankind was strange and violent, decided to remain aloof. But there was an upside: all of our heroes got paid well, and Calvin was back on solid ground.

Calvin:
 

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[Solo AD&D 1e • 01] Mixing the Barbarian Prince events booklet, the map and AD&D 1e rules. The party travels 6 hexagones per day. A legend speaks of an artefact called the Heart of the Champion. Rumors indicate it is located in ruins of The Dead Plains.

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[Solo AD&D1e • 02] It took four days to reach the town of Angleae. The party fought goblins, ants, bandits, they got lost in the swamp, met a witch who gave them a charm talisman, found a dying warrior and healed him - he became a hireling. It took a day to cross the river. They eliminated another band of four bandits near a farm. Breogan the human figther fell in combat but Taisto the human cleric healed him. In Angleae, Morandiel the elven MU gained access to the local archives for the rest of the day. Vorandiel the elven thief, relaxes at the local tavern with the rest of the party.

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Because he didn't check his math, his armour fell apart. Because she did not check her aim, she killed innocent kobolds. Because I did not wish to remain, I escaped harm.
 

Main Group: One of our players quit and we had to explain his absence. The time bounty hunter that was hunting us, killed off that player in an ambush. The squad leader of the group then went postal, both cutting off the time bounty hunter off from his timeline, so he couldn't rewind time in the event of his death, and the squad leader used his newly developed technique which used versions of himself for the next ten minutes to time travel to that exact moment and attack the bounty hunter from all sides. Between the sheer number of attacks, and the nature of surprise, the bounty hunter fell.

We mourned the loss of our team mate, and then went on our next mission to retrieve from time, a new member.
 

[AD&D 1e • 03] The party rests in town for two days. Vonandiel the thief reaches level 2. Morandiel the magic-user discovers three clues about the Warrior Heart artifact in the city's archives. On day 6, after restocking supplies they resume their trek towards The Dead Plains.

They cross a mountain pass, are attacked by jackals in the desert and set up camp for the night.

During the morning of day 7 they find and search ancient ruins. A secret door is discovered. Morandiel uses one of three clues (secret password) to open it.
Morandiel lights the oil lamp and the party descends the stairs into the unknown (DMG dungeon page 95). The air is dry and stale.

Marching order: Breogan fighter, Garnesh solider (hireling) and Taisto cleric form the first rank. The elven brother and sister, Morandiel and Vonandiel, form the second rank. (in AD&D you can walk 3 men abreast in a 10' wide tunnel.)
In the first 30'x30' room a spider drops from the ceiling in a surprise attack.

[AD&D 1e • 04] The Dead Plains: In the crypt below the ruins of the monastery, the party defeats the large spider and her broodlings. Taisto the cleric reaches level 2.

In room 2 they found a key in the hand of the skeleton of the abbot. They found a secret door in room 3 but did not open it. In room 4 they fought skeletons and in room 5 rats. Rooms 6 to 9 were empty. In room 10, the jail cells, the fought 9 goblins. The cells contained two desert nomades.

It is midday and the heroes decide to go back to the surface. The nomades thank them profusely and leave. Breogan the fighter reaches level 2. The party set up camp in the ruins. The evening and the night are uneventful.
 

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