The Adventures of Sprocket and Mira in SPACE!

Jack Daniel

dice-universe.blogspot.com
good work! Did you give us more?

Um… you bet I did, Barbaraloqw!

Sprocket and Mira have completed their first epic quest. They are now officially immortal, and both have gained enough APs to become experience level 36th/epic rank I. (Incidentally, this little dry-run test for the AP system has proven to be a resounding success. The ability to ad-hoc awards on a percentage basis is perfect for regulating high-level advancement. It seems that I can make it so that a new epic rank comes as quickly as every three sessions or as slowly as every six, which is just about ideal for the way we play.)

Before I get on with the story, let me first say a few words about my theory when it comes to DMing high-level games. The AD&D 2nd edition Dungeon Master’s Guide had a section that offered advice for this sort of thing. It said, basically, that after 20th level, the PCs are going to be so powerful that the only way you can challenge them is to strip them of their magic and their equipment, or to place them in moral dilemmas and catch-22 situations which are impossible to resolve. In other words, cheap and dirty tricks. But that sort of thing gets old fast, said the DMG, so sooner or later, you’re going to have to retire those characters.

Hogwash!

I don’t believe in resorting to dirty tricks, but the DM has another tool up his sleeve when it comes to challenging the players. He does control the game world, after all. The DM is at once the over-deity, every NPC in the multi-verse, and most importantly of all, the physics engine. No matter what their level, no matter how much magic or technology or resources, the PCs still live in the DMs world. They have to play by those rules. So, what happens when the rules change?

I’m talking about a good old-fashioned mind-frell. (If you don’t know what that means, it’s kind of like a mind-frak, but lighter on the Battlestar Galactica and heavier on the Farscape.)

==========

The player characters opened the door in Kurtulmak’s realm, the deepest part of the Underdark that they had ever visited. This was the passage to the Underworld. Very quickly, they learned that the Underworld was a feywild realm, or to be more specific, a series of self-contained realms and demi-planes, each one leading to the next deeper world. The laws of physics weren’t too very much altered here; but each place was filled to the brim with anachronisms, pop-culture references, and incessant homages to the writings of Lewis Carol, L. Frank Baum, and Ruth Plumley Thompson. (If you don’t know who Baum and Thompson are, tsk tsk, for shame! Get your ignorant butt to a library and start reading, this instant, before you DM another session of any fantasy RPG!)

The first demi-plane? Wonderrealm.

Sprocket and Mira landed in a pleasant country, when they were accosted by a white rabbit, crying and fleeing for his life. Soon they learned that this dapper bunny was called the Hat Rabbit, and he was fleeing from the ruler of this realm, a wicked witch called the Red Queen. They also learned that the Red Queen possessed the First Key, the way into the next realm below. So they convinced the Hat Rabbit to lead them to the Queen’s palace, promising to protect him. What they did not know yet was this: the Hat Rabbit was one half of the Red Queen’s most powerful magical item, the other half being the Magic Hat. By placing the Rabbit within the Hat, the Queen can grant herself one wish—meaning that the Rabbit was the source of the greater part of her power.

Sprocket and Mira arrived in the Red Castle and invited themselves in. Literally. (“Who are you?” “We’re here to see the Queen.” “Oh. And were you invited?” “Yes. We each invited each other.” “Ah. Very well, then. Right this way.”) The Queen was taking tea in her garden with a bunch of insufferably fashionable nobles. The nobles all scoffed at the sight of Sprocket and Mira, but the Queen said that she would give them the key if they would help her find her dear pet Rabbit. Sprocket and Mira accepted the challenge and left the palace, and Sprocket built a rabbit-shaped automaton and covered it with fur and padding, to make a reasonable facsimile of a live rabbit that looked, behaved, acted, and spoke just like the Hat Rabbit.

They returned to the castle and presented the fake Rabbit to the Queen. To test it, she placed the automaton in her Magic Hat and tried to wish. After three unsuccessful attempts, she began to grow angry, and suspected deception. Sprocket convinced her to try again, but this time, as the Queen made a wish, Sprocket granted it himself with a discreet use of an improbability engine. Satisfied, the Queen gave them the First Key, and Sprocket and Mira got away safely with the real Hat Rabbit. To keep the Rabbit safe from the Queen, Sprocket then teleported him up to the surface of the world.

On the way out of the Red Castle, a “jabberwock, with eyes of flame, came whiffling through the tulgey wood.” Sprocket and Mira used a charm monster and convinced the jabberwock to run past them and attack the Red Castle head-on! That accomplished, they found another stone door in a hillside and put in the key, opening the way to the next realm.

==========

The second realm: Chessrealm.

Taking a cue from “Through the Looking Glass,” the second plane was a giant chess board, divided into black and white squares. Sprocket and Mira found that their clothes had turned white, because they were now “white pawns” in the great game that governed this realm. A black-and-white striped referee appeared, blew a whistle, and explained that as pawns, Sprocket and Mira could only advance one square at a time, and only by going on foot. They had to hike across alternating terrains of frozen white squares of snow-and-ice, and muddy black bogs filled with enemy soldiers, knights, clerics, and charioteers. Only by defeating the King and Queen on the eighth square were they able to recover the Second Key and pass through the doorway into the third realm.

==========

The third realm: Dreamrealm

This is where things start to get trippy. Passing through the doorway, Sprocket and Mira found themselves in a hallway lined with doors, honking and shouting coming from somewhere outside. They were inside an apartment building in Brooklyn, and an old lady in room B2 was hollering for someone to come fix her drainpipe! Having little better to do, Sprocket offered to deal with the plumbing, and he and Mira were promptly ushered into the bathroom, where the bathtub attacked and swallowed them whole! Now sliding down a green copper pipe, they were spat out the other end in a strange country full of funny plant and rock formations, stacks and pyramids that seemed to be made of blocks of red brick or solid gold. Wandering everywhere were turtle-shelled lizard-men wielding spears and war-hammers. (That was when Mira’s player recognized the eerie resemblance to a Super Mario game.)

As it turned out, this was Dreamrealm, home to a race of fey folk called the Dreamers, and an evil Turtle Tribe had taken over the castle and enchanted all of the Dreamers with endless sleep. At once, our heroes went to the castle to confront the King of the Turtles. Sprocket scared the living daylights out of him and convinced him to lift the curse and cough up the Third Key.

On the way out of Dreamrealm, Mira’s player joked that they defeated the evil turtles, but they hadn’t seen any mushroom people. I laughed, because I knew what was coming next.

==========

The fourth realm: Rainbowrealm

The doorway to the fourth realm was a ring of concentric circular stones, each one a different color of the rainbow. On the other side of the door, the sky was made of shifting colors, like light on a puddle of motor-oil. Everything was psychedelic, shifting like a kaleidoscope. And the only structure on the landscape was a city of high-rise buildings.

Sprocket and Mira wandered through the deserted streets until they came to a skyscraper with music coming from it. The penthouse, it seemed, was home to an important personage called “the Main Cat.” Inside, they met a toasted elevator operator in hippie hemp-and-tie-dye who conducted them to the top floor. There, they found a swinging, shagadelic pad filled wall to wall with go-go dancing party-goers, all led by an anthropomorphic cat with a curly red wig, blue crushed-velvet suit, frilly lace cravat, etc. who spoke in slang that would make Austin Powers proud.

The Cat informed our heroes that the city was dead because a real square, Dr. Mad Hatter, and his foul henchmen, March Hare and Doormouse, were perpetrating crimes all over the city. Citizens were too afraid to leave their homes! At that very moment, in fact, Doormouse was robbing a bank downtown.

Sprocket and Mira leapt into action, Batman and Robin style! Borrowing the Main Cat’s “Shagmobile” (yes, Sprocket knew how to drive), they raced across town and confronted Doormouse, just in time to keep her from pulling off the heist. Then, one quick “enhanced interrogation” later, they were made aware that Dr. Hatter’s Evil Lair was in the sewers beneath the city. They broke into the lair, defeated the mad doc, nicked the Fourth Key, and got the heck out of dodge ASAP.

===========

The fifth realm: Desertrealm.

Here, our heroes had to cross a vast desert, aided only by a local caravan of Bedouins. They had to fend off attacks by Ifrit bandits and depose an evil Sultana before they learned that the Fifth Key was in a mysterious cave in the middle of nowhere. Trekking to the cave, they found it filled with treasure, but all treasure that glowed when hit by detect magic, detect evil, detect snares & pits, etc. After all, these players had both seen “Aladdin,” and they knew what they were doing. They went into the depth of the cave, took the key, and left. The door was in a row of mountains on the far eastern part of the realm that separated the desert from the seashore.

============

The sixth realm: Oceanrealm

Now standing on a beach at sunset, with an ocean stretching as far as the eye could see, Sprocket had to devise a means of transport that would get them across the sea. He built a small motor while Mira put together a boat, and they went buzzing over the open waters. Along the way, schools of singing fish jumped out of the water over their heads, singing pirate shanties and warning of dire fates ahead.

The first island they found was a little volcanic island with a pirate port flying a Jolly Roger. From here, they booked passage on a schooner with a dashing, Errol Flynn sort of privateer who had a mermaid for a wife and a mute dervish for a first mate.

They sailed south and found first a jungle island with a crystal tower on it. The tower was a prison, and it was being used to seal up a good mage, the White Wizard of Waltz Island, to keep his power at bay. Mira managed to break through the crystal and free the wizard, and he joined the privateer crew.

Next, the came to the deserted Wedge Island. Here, all of the natives had been conquered and carried off as slaves by the barbarian king of the next island over. Only a young boy, the prince of the island, had escaped, and this by hiding. The privateer crew sailed over to the barbarian island, where they found the prince’s family and all the salves, but also the barbarian king, and his witch wife. (As it turned out, the king was a pansy and a coward. His wife wore the pants in the family.) A few neat tricks on Sprocket’s part, and the witch-queen was defeated. The king and the queen each had one half of the Sixth Key, and Sprocket claimed these and put the key together. The people of Wedge Island were freed, and went home; and the White Wizard went with them, to become the young prince’s tutor.

Onward they sailed, until a kelp forest could be seen rising up from the seabed, meaning that the water was getting shallower. Then they came to a span of ocean where stationary waves stretched as far as the eye could see, but remained fixed in place like walls of water. The privateer captain guided the ship over these “hills,” and now they came to the shoreline at the end of the world. And here, they found a keyhole in the solid crystal dome of “sky” that touched the ground here.

===========

The seventh realm: Underrealm

Sprocket and Mira went on by themselves from here. When they placed the key into the keyhole, it simply caused an earthquake and swallowed our heroes whole. They fell, but it was a feather-fall. Wherever they were, the gravity was getting weaker. They fell past a set of six colorful orbs, like tiny suns, each a different color, and landed in a realm where all the buildings and roads were made of glass. A crowd of emotionless, unsurprised “mole-people” appeared and led our heroes to the Palace of the Sorcerer, where Sprocket and Mira were charged with trespassing, and Sprocket had to duel with the Sorcerer, tech vs. magic, to win their freedom. Sprocket won, and they were led to the tunnel out of the Glass City, a tube that seemed to pass straight down, deeper into the earth, but the gravity was still low, so they just jumped in and floated.

They crossed a valley filled with invisible monsters, and then they passed into a cave filled with mist which turned up. They realized that they were now climbing again, up and up, inside a mountain. They passed through a country where everything was made of wood (the soil and grass were sawdust and wood-shavings, the houses were ramshackle and plywood), inhabited by vicious wooden gargoyles… who caught fire very easily.

At the top of this chain of caves, they found another chamber, a workshop inhabited by an “artiste” name Charles de Jacques, who gave the Seventh Key to Mira and said the following: “The next realm is a race. The first of you to place that key in the keyhole and open the way to the next realm will receive a special prize. Mira, my dear, while you hold that key, you are under a charm of haste… and Sprocket, my friend, here is a crate of supplies, fresh from the ACME factory. I suggest you teleport ahead and set some traps along the way.”

===========

The eight realm: Toonrealm

The players decided to play along. Mira and Sprocket walked through the door and into a room where everything was bright and cartoony. They looked down, and beneath their persons were subtitles. “Sprocket (gnomicus crazius).” “Mira (birdus quickus).” Mira gave an enthusiastic “meep-meep!” and took off road-running.

Sprocket dimension-doored as far ahead as he could see, into a narrow canyon, and he filled it with all the explosives, bombs, rockets, and TNT in the crate. Then, just to make it interesting, he rigged up a giant electro-magnet designed to draw the key from out of Mira’s grasp.

Mira saw the trap ahead, and decided to use one of her favorite tricks: polymorph into a gold dragon, and try to fly past. Unfortunately, cartoon physics ruled the day here, and so the electromagnet latched onto Mira’s gold scales and started pulling. She resumed her normal shape just in time to break free, but the magnet had moved to follow her flight, and now it was pointing at the bombs. Sprocket teleported away, just in time to avoid the mushroom cloud.

On the other end of the realm, Sprocket found the doorway and the keyhole. He had exhausted all of his traps, except for the ACME All-Color Paint. And so, he tried the fake door trick, painting over the real doorway and making a pretend one with the paint. Needless to say, Mira arrived, put the key into the painted keyhole, and it worked. Because that’s just how these sorts of things go. Charles de Jacques appeared and awarded Mira a cartoon mallet of flattening +5.

=========

The final realm: the Sidhe Kingdom

In the last demi-plane of the underworld, Sprocket and Mira had to defeat a hungry swamp-witch and judge and friendly dance competition between some very large (and none-too-hasty) ents. Eventually, though, they found the Sidhe Kingdom, and the king of the feys directed them to the wellspring of the elixir, in the Caves of Life and Death.

Here, they heard a booming voice recite a riddle: “Life is change, matter in motion, yet atoms persist without alteration. Even should you take this drink, in spite of all that you might think, something else is ever true for all things living, even you: your road is done, but your souls to ascend, here your bodies meet their end.” Ahead, in the middle of the cave, a wellspring bubbled up with pink liquid, and empty flasks were scattered on the floor.

A commune spell was used to make contact with Bahamut, who clued them in on how the elixir worked: it was agonizingly and permanently fatal to any living body that consumed it, but a vessel stripped of mortal life would become immortal. Sprocket then figured it out: he would have to be dead before he could drink the elixir! This made Mira nervous, but Sprocket figured that he had the right answer, so he set about building a machine that would instantly fry his own brain by scrambling his neurons! He zapped himself with this device and fell down dead. Mira gave him the elixir, and he awoke, good as new, and no IMMORTAL. Just to be sure, he zonked himself with the brain-scrambler again and fell down to 0 hp, but he survived, albeit comatose. Mira now had to hit him with a heal spell to wake him up again. Then Sprocket whipped out a sixgun and tried to shoot Mira in the head! “Hold still!” “I don’t wanna! Hit me with the brain-fryer!” Of course, Sprocket did exactly that, fed the elixir to Mira, and she too was rendered immortal.

==========

Their task accomplished, they teleported home and discovered that precisely one year to the day had passed in their empires since they had entered the Underworld. The regents and stewards in charge of Sprocket’s empire were doing well enough keeping the peace, and Mira is married to another of the birdfolk, a fellow named Aramis, who had been ruling the empire of Sylvania alone the whole time.

Never one to sit on his laurels, Sprocket had to spend about 2.3 million GP making the Expedition space-worthy, but he succeeded! And at the end of the last game session, the players gained their first epic level, and Sprocket had launched his boat out of planetary orbit and towards the moon!
 
Last edited:

log in or register to remove this ad

Jack Daniel

dice-universe.blogspot.com
We’ve played a few more sessions, and some interesting developments have taken place. As of this moment, Sprocket and Mira are still experience level 36/epic rank I, with 49/100 AP.

After the Expedition was launched into space, Sprocket put the ship into lunar orbit and took a small crew down to the moon’s surface in a shuttle. Mira became the first person from Gaia to set foot on lunar soil. They didn’t find anything more interesting there than moonrocks, though, so they left after a short while.

Next, they decided to shake down the FTL drive by plotting a lightspeed jump to Chronos, the sixth planet in the Gaian system, just to see what was there. Taking the ship to “starspeed factor 1” (exactly lightspeed), they were in subspace for about half an hour before they transitioned back into realspace, not too far from Chronos. The planet was a gas-giant, ringed and with a whole bunch of moons, but nothing that looked too worthwhile right away.

Incidentally, the engines on the Expedition’s stardrive have a cruising velocity of starspeed factor 5 (meaning 5^4[FONT=&quot]·[/FONT]C, or 625 times the speed of light) and a maximum velocity of starspeed 6 (6^4[FONT=&quot]·[/FONT]C, or 1,294 times lightspeed). The engine is basically a warp drive: artificial gravity emitters positioned outside the ship can be activated to curve or warp spacetime in a bubble around the ship, transitioning the vehicle into a four-dimensional subspace, where the curvature or “warp bubble” can propagate through realspace at FTL velocities. Within the bubble, the ship is stationary compared to its own reference frame, so it experiences no inertia, spatial compression, or time dilation. The ship isn’t technically moving through space; the warp-bubble moves space past the ship.

In order to decide where to explore first, Captain Sprocket (yeah, he just went and made himself captain) ordered his science crew (there are about 500 people in total aboard the vessel) to take spectra of all the nearest stars, and pick out any that showed promising signs: yellow suns with signatures indicating water might be present somewhere in the system. The closest of these proved to be a yellow star about 30 light-years due galactic west. They plotted a jump, and this time, Sprocket ordered the pilot (a human from Utopia named Celes DuBois, who has been his pilot ever since he commissioned the airship Expedition) to take the ship all the way to starspeed 5. The ship accelerated through each starspeed factor in turn, until they reached cruising speed. (Sprocket wisely decided to not to push things and test the engines’ maximum speed yet. As the DM, I can say that it would have been hilarious if he had, but you don’t get to the point where you have thirty-seven levels under your belt without being a little cautious at all the right times.)

En route, they picked up a distress signal from another ship not too far off of their course. They dropped out of starspeed and found a derelict, long and rectangular, with most of its aft starboard side blown away. There were life-signs aboard, though, so Sprocket and Mira assembled a boarding team and went exploring.

They found a ship that seemed deserted. The hallways led them first to a cargo hold, where there were three dead bodies: two gray-skinned aliens that appeared to have circuitry running through their skin, and one vaguely humanoid blob of green slimy stuff. The gray aliens had apparently died of burn-wounds to the chest; the green alien, of multiple bullet wounds. (The gray aliens had submachine guns, while the green thing had a plasma blaster. Sprocket took both kinds of guns, in order to learn how to replicate them.)

They explored further and found the med-bay. Here, in a heavily armored quarantine chamber, three of the gray-skinned and becircuited aliens were locked in transparent cells. They appeared to have been infected by something, because their skin was green and oozing, and they were all violent and incoherent. Sprocket tried to use a “cure disease” on one of them, and it was fatal to the victim. After that, they left and went to the bridge.

Here, the only thing they found was the ship’s computer, NIKA. They learned that the starship was called the Eskai, and that it came from a planet called Aleer. The Aleerin people were new to space exploration: the Eskai was their first FTL capable starship, and they had been heading to Gaia to meet its people! Unfortunately, they were hit en route by something called the “Viral Pirates.” The crew was fatally infected, and the computer, NIKA, sent out the distress call after the pirates left. NIKA requested only that her computer core be retrieved from the chamber near the engine room. (Eventually, Sprocket realized that NIKA sent the distress call on her own, to save herself, thinking the crew beyond help. The realization that NIKA is an artificial intelligence with a self-preservation instinct has been disturbing, but it didn’t stop him from taking the computer core.)

They also discovered that while “cure disease” was always fatal, “heal” was only fifty percent fatal, so they set about saving which crew members they could. Unfortunately, some were traumatized and insane, but one, an Aleerin called Officer Däz, joined Sprocket’s and Mira’s crew. On the lower levels, the infected crew were shambling about like zombies, attacking anything that moved. Sprocket and Mira ran past, pulled NIKA’s core, and got the hell out of Dodge.

Then Sprocket ordered the ship’s chaplain and the ship’s doctor (both high-level clerics) to go through the ship with an armed escort, “healing” all the infected crew. The ones that died were simply “raised,” much to the astonishment of the Aleerins. The Aleerins, as it turned out, were highly skilled with computer technology, but utterly confounded by magic. After that, Sprocket towed the Eskai all the way back to Aleer, and as thanks, the Aleerins let him keep NIKA, and an officer exchange allowed Däz to stay aboard as Sprocket’s science officer. Since the Expedition had been using an analytical engine (based on mechanical relays and vacuum tubes, and taking up an entire cargo bay) for its computations, installing NIKA multiplied the ship’s computing capabilities by several billion times! Nevertheless, a few conversations with the AI have so far proven that it has no moral compunctions whatsoever. About anything. Except, perhaps, its own continued existence.

=========

Next, they plotted a 40-light-year jump to an interesting nebula, coreward and galactic west. Here, they found glowing hot clouds of vaporous heavy metals, and about ten AUs into the nebula, a dodecahedral shape about five miles wide, made of some anomalous stone or metal. Sprocket personally “teleported” into the object, where he found nothing but a rectangular stone box. It turned out to be a casket with a millennia-dead alien inside, which Sprocket retrieved and tried to “raise.” It didn’t work; the alien died again of old age. But the ship’s chaplain used “resurrection,” but even this would only keep the alien alive for a few minutes. Nevertheless, they learned that the alien was called a Fraal by the name of Grand Admiral Z’bin, and that this burial site was to commemorate his great victory over evil enemies in a space battle long ago. The Fraal informed them that he had fought on behalf of a great civilization, the Free Empyrean Federation, against a terrible evil called the Cocytian Galactic Empire. But with thousands of years of galactic drift at work, there was no way of telling where to find either the Federation or the Empire. And then he expired again.

Now they turned the ship toward galactic east, but still coreward. Another 40 light year jump took them to a jungle planet, where they met the primitive batlike aliens called Sesheyans. Mira, who has that favorite “polymorph self” trick of hers, led the away team. She took of the form of a Sesheyan in order to meet the people, where a tribal elder told her that their particular village was besieged by an invisible monster that stalks the night. Mira played the part of a warrior from a distant village, and she took up the quest to slay the monster. Traveling north of the village for half a day, she came to a cave, wherein lay an invisible beast of considerable size. Mira used “truesight” and then “polymorph self” again. She saw that the monster looked like a gargantuan four-jawed dinosaur thing, and she took a dragon form for herself. The resulting battle dropped the beast in two breath weapons.

==========

After this adventure, they plotted yet another course, this time galactic east and a little rimward. It was 60 light years or so to the next planet, quite a journey all things considered. Along the way, Sprocket continued working on his latest obsession, combining holograms with force fields in order to make “hard light” holography. Anyway, en route their power systems became infected with some kind of microorganism that feeds on high-energy plasma, draining all power from their engines. The microbes were actually inside the main fusion reactor, and when they shut it down, the things somehow migrated through the power conduits and into the backup reactor. Sprocket simply disconnected the backup reactor, to isolate it, and then they found that they were able to start up the main reactor and go to starspeed again. At the nearest sun (a 7 light-year detour), they jettisoned all the plasma in the backup reactor, sending the bugs out with it.

==========

The next system they found was a trinary star system, with three stars all gravitationally bound, but far enough apart that each planet had its own “Goldilocks belt” and its own habitable planet. The nearest world was a desert planet surrounded by a debris field, and populated by an advanced but very defensive race of orange-skinned humanoids. They were called the Zidans, and they proved very eager to make any alliances they could with Sprocket and Mira. As it turned out, their planet was a desert because it had been so frequently ganged up on and bombarded by the Orkans and the Kordans, the other two civilizations in the trinary system.

Sprocket managed to trade his knowledge of holograms and invisibility cloaks to the Zidans, in favor of particle shields and a superior stardrive design with a maximum velocity of starspeed 7 (2,401 times lightspeed). While among the Zidans, Mira and Sprocket both noticed that these people were extremely religious, and they constantly offered prayers to a deity called Zida. Once they left and got back aboard their ship, Sprocket searched the planet for any sign of a crystal tower, similar to the one Bahamut had back on Gaia. They found a crystal structure in the debris field circling the planet! As it turned out, this immortal had put her palace on the planet’s only moon, but the moon had been destroyed by the Orkans and Kordans. Zida was still alive, but she was weakened and unable to do anything about the Chaotic and evil immortals who ruled the other two planets in the system.

Our heroes realized that Bahamut had had some experience dealing with evil immortals in the past (he had defeated Tiamat back in the day and sealed her up in Gaia’s core, after all), so they decided to travel home to resupply, upgrade their technology, and learn what they could from Gaia’s chief immortal. The course from the trinary system to Gaia was only another forty light-years or so, jumping rimward and galactic west: the maiden voyage of the starship Expedition, three months of game-time in execution, was one big circle… and, by and large, a successful mission!
 

Remove ads

Top