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Tuesday, August 5, 2014

AP (ViewScream) - Black Widow, Brown Recluse

Last Thursday, I played ViewScream for the first time via G+ Hangouts using the scenario, Black Widow, Brown Recluse.


What is ViewScream?


ViewScream is a VARP (video-augmented role-playing game), by +Rafael Chandler, that blends story game and LARP (live-action role-play) and portrays the peril of four officers stranded aboard a damaged starship who face numerous problems while being physically cut off from each except by remote communication via viewscreens.

Four people participate in this GM-less game, and each player chooses one of four roles: Bridge, Engineering, Medical, or Weapons. Each role has specific, GM duties for the players and details for the characters regarding personalities, relationships, and backstories. Each role has a list of problems that require help from the others and solutions they can offer the other characters, though there's a limit to the number of successes and failures available, which the player decides beforehand. 

Themes in the game include horror, trust vs. betrayal, treason, murder, and extreme tension, as the characters face problems such as disobedient drones, hostile xenomorphs, injuries, sickness, parts of the ship that need fixing, and much more.

The following is an actual play report of our game with spoilers, but if you're interested in a review of the game, one of the players, +Robert Ruthven, recently posted one on his blog.


Black Widow, Brown Recluse



ATTENTION: MAJOR SPOILER WARNING!!! 



If you haven't played the ViewScream scenario, Black Widow, Brown Recluse, but plan to, I highly advise that you stop reading now.

 As River Song always says, "Spoilers!"



Introduction

The officers are stranded aboard a Vernian warship called the Black Widow, and the artificial intelligence, "Recluse," has gone antipathic and killed the rest of the crew. Taking her offline has caused major damage to the navigation system, life support, and shield array. Fragments of Recluse are still active in isolated sections in the ship's code, but it gets worse. A squadron of hostile xenomorphs called the Khauss, who are native to this sector in space, have landed on the ship and are bent on finding and destroying anyone still alive.


Backgrounds, Technical Issues, and Enhancements

I played Medical, +Michael Cugley played Engineering, +James Boldock played Weapons, and +Robert Ruthven played Bridge.

Before starting the game, the four of us went over our role sheets and marked down which of our solutions were successes and failures while fleshing out details pertaining to our relationships with each other and any dark secrets listed for our characters. 

Medical, for example, has a secret addiction and doesn't trust Engineering. Engineering has a major, personality shift after solving a problem. Weapons thinks Engineering is a traitor and later realizes Bridge has been lying the whole time. Bridge secretly did something horrible that involved the ranking officers on the ship and must confess as soon as he's called out on it. 

Typically, a game of ViewScream should only last 60-90 minutes, but we spent the first half hour dealing with major technical issues: connectivity problems, voice lag, and being unable to unmute our mics due to a glitch in a particular Hangout app. Normally, players should stay in character and take advantage of such issues by attributing all technical problems to the ship's communication system, but it was too horrible and caused serious dead air for the game, while Weapons and I kept reconnecting and unable to unmute ourselves.



As you can see, there's really not much to the video, but we managed to restart the Hangout and continued playing the game, just not live on-Air. 

One of the cool things ViewScream encourages is to utilize props, backgrounds, camera angles, and effects to add more drama and flavor to the game. Bridge set the camera up at an extreme angle on his face which helped his character seem more nervous and heightened the tension. Engineering had an awesome strobe light effect to simulate the ship's lights not working properly. I actually wore latex gloves with a white shirt (lab coat) and sat outside on the deck, with a bunch of plants in the background to portray a botanical garden - one of the locations written on my sheet.


Actual Play

Bridge and Engineering began by trying to patch Medical and Weapons through and asking about everyone's status. They also started talking about some of their problems. Bridge was losing pressure and needed help from Engineering, while Engineering lost contact with the external sensors, requiring Bridge's help, and soon mentioned an infestation of vermin-like xenomorphs, which only Weapons could help with.

By the time we got the technical issues under control, I was calling for status reports and asked Engineering to help me with my first problem - fixing the proton coil, which was in crisis mode, so that we could get the emergency relays working. I also started scratching my neck and purposely repeating things, as though I forgot I had said them, to allude to my secret addiction.

Engineering agreed to fix the proton coil but mentioned his leg was crushed and leaking blood. I told him I'd send over a vascular nanite scanner through the vacuum tubes and walk him through the process in exchange for fixing the proton coil. Our solutions were both marked successes, so we were cooperating for now. 

I soon described hearing strange sounds coming from the purgative airduct, alluding to my second problem about running into a hostile xenomorph on board. Bridge asked what was wrong, and I said I was off to check the noises out.

I should also mention that each role has a list of locations on board the ship that only they can access. As I previously stated, the characters are cut off from one another, so each role can only access their respective locations. 

Anyway, Engineering continued to ask Weapons to help with the infestation problem, and I believe Weapons talked about cascading decompressions along the hull fractures, asking Engineering to help vent the chambers.

Engineering told me he fixed the proton coil and received the nanite scanner, which I walked him through to help patch up his leg. I repeated what I said about hearing strange sounds again and going to check out the purgative airduct, playing on my memory problem due to the addiction. 

Meanwhile, Bridge and Engineering continued trying to solve each other's problems. As Bridge started heading to the nav-sys control room, he began complaining about his head not feeling so well and losing oxygen. I said there should be some electrodes in the control room he could hook up to his head, and I'd help out remotely with a neural hybrid monitor. 

I reached the airduct and described a slimy trail heading back to the botanical garden. I also went into my third and last problem and mentioned to Bridge that the repair drones were menacingly following me around and that Recluse's AI subroutines weren't responding to my signals. I secretly told Bridge that I didn't trust Engineering and thought he may have been responsible for Recluse going haywire, because a similar event occurred a while back on the starship, Tarantula. This wasn't entirely true, of course, but it's what I made up on my sheet for why I didn't trust Engineering. Ultimately, it's what my character believed. I also continued scratching my neck and arms more and went back to the botanical garden.

Bridge, Engineering, and Weapons continued discussing their problems and trying to solve them while wondering what was up with me and all that scratching. They didn't think much of it, and soon I was patched back in to talk with Engineering and Weapons.

Engineering still had an infestation problem and needed Weapons' help, and I was in serious withdrawal and freaking out about a xenomorph in the shadows of the trees inside the garden. Weapons said he'd help us out, and Engineering asked me about the scratching and whether they were allergies. I said not to worry about it and freaked out again about the xenomorph in the shadows, as though I was seeing it for the first time. Weapons finally helped us out, activating weapons and turrets remotely to take care of the arthropod-like aliens. 

Bridge was still on his way to the control room, and I head to the elemental spore supply but ended up in the respiration scrub conduit after the supply room had been overturned by repair drones. Bridge reached the control room, and helped me with the drone problem before attaching the electrodes to his head. In turn, I monitored his vitals and neural patterns until they were back to normal, and we successfully solved each others' problems. 

I had two solutions left on my sheet, both marked as failures. Weapons had a problem with his left eye; he got hit pretty bad, and there was internal bleeding. I said I'd head to the biorecycling plant and try to help with an extracellular centrifuge, but I needed to visit the botanical garden first.

Engineering successfully solved all three problems for the other characters, and all three of his problems were solved, so he started heading to the escape pod. He mentioned to Bridge about my, "allergies," and Bridge, Engineering, and Weapons all agreed I was acting far too peculiar. 

Bridge requested help from Weapons to stop a malfunctioning security droid, while Weapons needed Bridge's help to access the photon divergence systems and get them back online. Weapons had enough successes to help all three of us, but Bridge only had two successes and two failures to work with, so unfortunately Weapons got the shaft. If I remember correctly, Bridge tried helping Weapons using a gravitational shift emitter which failed. 

Having taken a detour at the botanical gardens, I proceeded to get high and had a private conversation with Bridge, whom I trusted the most, where I finally confessed to my secret addiction. I mentioned that back on Tarantula, I obtained samples of Khauss larvae and discovered I could latch them onto my skin to experience a euphoric and hallucinogenic high in a symbiotic relationship of sorts. Though I was high and giggling, I felt guilty, because I sincerely believed I was the cause of the Khauss invading our ship. They knew we had their larvae and were angry with us!

Fortunately, Bridge kept my secret from the others and started to head to the escape pod, leaving me to finish dealing with Weapons' unresolved problems. I made it to the biorecycling plant but was unable to use the extracellular centrifuge, because Recluse messed with the temperature and humidity, causing the cells to deteriorate.

I was all set to escape, but Weapons had one last problem involving viral bacteria that were producing lesions on his skin. I double-teamed back to the elemental spore supply room to activate my retroviral pathogen sequencer, but due to the repair drones overturning the room earlier, I said the cultures had been scattered everywhere and were unretrievable. 

It seemed as though no one was going to die on the ship, and the game specifically states that someone will die, so I apologized to Weapons and said that the bacteria would spread too quickly and kill him, before he could escape.

Weapons sighed and bravely told me to head to the escape pod; he would go down with the ship. I escaped, and we went through our endgame monologues.

Engineering already said his peace, when he escaped.

Bridge was full of guilt, as he confessed to screwing up Recluse's code and causing the virus which resulted in the death of the ship's captain and his fellow officers. He knew he'd be court-martialed and was ready to answer for his crimes. I don't remember exactly why he did it, but it was a shocker nonetheless.

I talked about my guilt over not being able to help Weapons out and for causing the Khauss to invade the ship due to my personal demons.

Weapons died in the end. Unfortunately, I don't remember what he said toward the end, or if he said anything at all.


Post Game Assessment

Overall, we all had a lot of fun, but some things didn't happen the way they were supposed to. Weapons didn't have much time to glance over his character sheet and didn't know he was supposed to say the phrase, "Bridge, I know what you did!" which would have prompted Bridge to confess his dark secret right then and there instead of waiting until the monologue. Going over Weapons sheet, I don't see any problem associated with viral bacteria, but it actually worked really well. I still had one solution with a failure left, and I used it to basically kill Weapons off. Otherwise, no characters would have died, and, based on the rules, that's not normal for a game of ViewScream. We talked about our characters' secrets and backgrounds, and Engineering mentioned his character's personality shift, but to be completely honest, I didn't notice it in-game. Granted, I was busy focusing on my problems and playing off my addiction, so I could have easily missed it, but Engineering still did a great job with his character. Really, everyone played well and followed the game's ten commandments. We had a few hiccups along the way, and it was everyone's first time playing, but I think we all got a good feel for the game and would definitely play it again.

That reminds me, I should talk to Robert about organizing another game with the four of us to try out a different scenario - perhaps The Call of Kullat Nunu or The Culler Out of Space.

I may post a review of the game itself in due time, but again, if you're interested, Robert recently posted one on his blog, Way of the Zeppo.

http://wayofthezeppo.blogspot.com/2014/08/rpg-review-viewscream-by-rafael-chandler.html

Monday, August 4, 2014

TGW - Premiere of This Geek's Week

It's been an incredibly busy week for me, especially with art projects and gaming, and I just don't have enough time to post all the APs that I'm writing on schedule. I'll finish writing them all as fast as I can, but in the meantime, I want to try something new.

Inspired by +Robert Ruthven and the Weekly Geeky Report on his blog, Way of the Zeppo, my goal is to post a summary every Monday about the previous week that focuses on games I've been running/playing, PbP development, art projects, Kickstarters, RPG products, and anything else interesting to write about that relates to gaming. 

Hopefully this will help me stay consistent with the blog each week, at the very least, and give you all a breakdown of my gaming activity and an idea of what to expect in subsequent APs. Ultimately, this is, more or less, my version of a captain's log. 

Without further ado, here's the premiere of This Geek's Week. It's a lengthy, first report, but subsequent reports will be shorter. 

Hangouts and Live Gaming


On Thursday, I played ViewScream for the first time using the scenario Black Widow, Brown RecluseViewScream is a dark, GM-less VARP (video-augmented role-playing game) for four players that blends story game and LARP quite nicely and focuses on four officers stranded on a starship who face a plethora of problems, shaky relationships, and have hidden secrets which usually come out. Despite major technical difficulties during the first half-hour which forced us to take the game off-Air, we all got into it and finished off with one character dying. I had a really fun time playing it, and I believe everyone else did too. I won't go into any more detail, as I'll post the AP soon, which is chock full of spoilers, but I would definitely play this game again with a different scenario. If you like sci-fi, horror, and role-playing games with high character tension, I highly recommend checking out ViewScream by Rafael Chandler. 

On Saturday, I ran Tales of the Arx Jericho - Season 1, Episode 12 for the ongoing Tears of a Machine game I've been directing since April. It was supposed to be the last episode of the season, but due to time constraints, it turned into a two-part season finale which we completed the next day. Saturday isn't our usual Hangout day, but this weekend was an exception due to scheduling conflicts with the players. normally play in a Torchbearer game on Sundays with a different group of players, but our game was cancelled, so I was fortunate enough to gather the Tears players last minute to run Tales of the Arx Jericho - Season 1, Episode 13, which ended the season with a bang, literally!

I'll be posting detailed APs for the two-part, season finale, but in the meantime, I posted short summaries for Episode 12 and Episode 13 in the Tears of a Machine G+ community with the AP videos on my YouTube channel. If you've been keeping up with the APs, you'll know that Rick is on his way to piloting a Prophet, Sarah's the new team leader of Alpha Company, and Jason's technical expertise repeatedly helps save his teammates every episode. 

In the season finale, Jason stops the CRC facility from self-destructing after the pilots discover a secret hangar belonging to Rafe Hunter, Rick's father, who turns out to be a hologram of a Mayzor General. All the evidence so far had led the pilots to believe Dr. Johnson was really an antagonist, but he proved to be an ally in the last three episodes, so they're really unsure of what to think. The Arx Jericho is still in lockdown by the military, following Episode 11, but the pilots have to get their SAInts to fight back a Mayzor invasion targeting the Arx itself. Rick, Serena, and Opsie fly the Prophets, or Super SAInts, as Jason likes to call them. Sarah, Jason, and Strudel, of Alpha Company, team up with their ex-company member, Billy, as well as Bravo Company's second-in-command, Joanne, to rescue their sequestered, fellow pilots from invading Locusts all around the Arx. The MetaTron exhibits static, supporting characters' SAInts are hacked into and frenzy, new, aerial type Locusts attempt to destroy the Arx's weapons, backup generators, and engines, and the veteran, throne ranked Magnas, Asmodeus arrives to wipe everyone out. Minus a ton of destruction to the Arx Jericho, the pilots manage to prevent any significant deaths or Mayzor kidnappings while miraculously defeating Asmodeus in an astonishing display of valiant teamwork and strategic firing. 

I had a short chat with the players after the game, and everyone is on board for a second season which is thrilling news. I honestly admit, when I first decided to run Tears of a Machine, I expected to play test it for two or three episodes max; I never imagined the players would stick around long enough for the game to take off, but they did, and it's turned into one of the best campaigns I've ever run. After watching Knights of Sidonia on Netflix, the players are psyched to take the game into space, so Operation Blue Moon may very well come to fruition in season 2, and the Arx Jericho may be the first, airborne military base to take to space and orbit the Earth. +Russell Collins, author/creator of the game, suggested creating a new, larger SAInt type fit for space travel called the Crusader class. Operation Blue Moon focuses on invading the Mayzor and their mothership, Tartarus, directly, instead of waiting for them to invade earth, so I'm really excited to start planning the second season. 

In the meantime, we decided to take a break from Tears for a few months, and +Robert Ruthven offered to run a season of Primetime Adventures. I backed the Kickstarter, but I haven't tried the game out yet and really want to. I'll write more on that development as soon as I have more news.

One last comment I have for Tears of a Machine is a prospective idea to release a PDF on DriveThruRPG featuring custom Locusts and Magnas. I've already posted the ones I created for Tales of the Arx Jericho in the ToaM G+ community, but I want to create more and possibly even illustrate them with a nice layout, perhaps as a Pay What You Want product. Since the game is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License, I'm certain this is doable, but I'll definitely chat with Russell about it and get his advice before releasing anything. I've never published anything on DriveThruRPG before, so I certainly welcome any tips that people have to share.  


GotEXP, Storium, and PbPs


While I've only recently started blogging somewhat consistently and posting APs for Hangout games, I haven't written much about the PbP (Play-by-Post) games I'm involved in. 

Many of you might not know this, but I own a forum site dedicated to PbP gaming, or PbF (Play-by-Forum) if you prefer, called GotEXP. An old friend of mine and fellow gamer started it up back in 2005, and I've been its chief administrator and moderator ever since. Unfortunately, my friend wasn't able to keep ownership of the site anymore, so he relinquished it to me roughly a year ago, and I've been maintaining and improving it ever since while keeping up with the community there and the PbP games being run.

For more information, there's a GotEXP Wiki in the works, with a list of active games at the bottom, or you can visit the forums directly. Right now, the majority of the games are Dungeon World-based, though there is one active, Apocalypse World game and talks of starting up an Undying game. 

Here on the blog, I'll mainly discuss the PbP games I'm running and playing in as opposed to all the games on the forum.

Sagas of Mahr-En (Dungeon World)

Sagas of Mahr-En (SoME) was the first Dungeon World game I started running on GotEXP over a year ago. You can read more about it on the forum or on the wiki, though the latter is still in the works and needs to be updated. 

Many players have come and gone, though some PCs have stuck around since the beginning. In a nutshell, the PCs call themselves the Servants of Destiny. They initially accepted a quest to bring a mad wizard and alleged criminal to justice and accepted a strange, magical artifact known as the Bone Wand of Beshlanishutli or the Bone Wand of Beshi. The SoDs soon learned that Beshlanishutli went by several other titles, namely the King of Devils and Sultan of Death. The cursed bone wand glows whenever undead are nearby, but it also attracts them and can trap certain undead inside it to be released later. The wand is also indestructible and unable to be discarded and lost. The only way to secure it is by imprisoning it in a magic box deep within the Temple of the Underground in the Haunted Jungle of Beshi.

In the first session, A Grave Job at the Gorgeous Inn, the PCs accepted the quest of from a group of mercenaries known as the Hawks of Tyr-Ka and fought off a horde of undead that attacked the Gorgeous Inn, which they were staying at. Another PC joined toward the end, a Stolen Elf, whose background introduced the Underfolk - demon offspring of Beshlanishutli based on the Seemings from White Wolf's Changeling the Lost. The PC also traveled with a miniature, mechanical chimera, named Ekwa, who could locate the Temple of the Underground and the chamber with the magic box that the PCs needed to get to.

The second session is titled, Thieves, Ogres, and Underfolk Demons. The SoDs traveled across the Kibaraz Mountains, en route to the Kingdom of Behyrst, where Sut'vira, the prisoner, was to be taken. There, the SoDs encountered a tribe of hostile Ogres who later proved to be allies, when the PCs found out the Ogres were manipulated. The Grand Vizier of Behyrst hired the kingdom's thieves guild to steal the bone wand from the SoDs, and those same thieves tried to use the Ogres against them. The session culminated in a battle against one of the Underfolk, a colossal demon named Brulktehu, or Father of Ogres, who suddenly appeared out of a portal to take the bone wand for himself and the rest of the Underfolk. The PCs barely survived the encounter and heard another Underfolk through the portal, Charnelbokora, the Leech Wight and Demon of the Grave, before Ysolde, the Mage, closed it up so that the SoDs could make their escape.


In the third session, The Haunted Jungle and the Pygmy Village, the SoDs reached a military camp in the Haunted Jungle of Beshi that belonged to the 2nd Army of the Kingdom of Aelham, where the group's old Ranger, Lieutenant Pallory (no longer with the party), was originally from. The SoDs soon found out that a group of Aelham soldiers, including Lt. Pallory, went missing deep within the jungle. Though they were badly injured, the SoDs accepted Captain Valais's quest to find them and bring them back safely to camp. The Paladin of the party was approached by a half-orc named Thoren who was a member of The Scarlet Wheel, or Gypsy Assassins, and learned that the Grand Vizier sent a third group of rogue assassins to intercept the SoDs and take back the bone wand. The SoDs took Thoren along on their new, side quest, and ran into a strange, ghostly image of an archaic Lizardman (Kibizi) calling himself The Last Kibizi. He claimed to be an immortal servant of Beshlanishutli and a sorcerer who tried using less forceful tactics to get the PCs to hand the bone wand over to him. The SoDs were smarter than that and sought The Last Kibizi out in a hidden, pygmy village where the Aelham soldiers' trail led to. There, the Paladin tried to parley with the pygmy queen, but The Last Kibizi had the pygmies under a mind control spell and performed a ritual that summoned undead, blood cranes to war with the pygmies. The SoDs were caught in the middle of a violent battle but managed to put an end to The Last Kibizi and free Lt. Pallory, the only Aelham soldier who wasn't eaten (sacrificed) by the pygmies. The ritual and the battle caused the sky to blacken and the earth to split apart with magma erupting from the ground like a volcano. The Mage, who had transformed into a more specialized Star Mage, tried to escape through a set of portals and accidentally found himself atop the Monolith, another archaic structure in Beshi aside from the Temple of the Underground. Meanwhile, the other SoDs escaped through a portal that appeared over The Last Kibizi's corpse. At the Monolith, Ysolde witnessed a strange Fae-like wedding between two more of Beshlanishutli's childer: Persephthelene, the Fairest and Brightest Child, Mistress of Enchantments, and Demoness Queen of the Arcadian Realm of the Underfolk and Vasgae, the Wild Demon of Beasts, with Pharolquae, Elemental Demon Minister, Bringer of Tides, and Fiend of the Tempestras leading the ceremony.

The game is now on its fourth session, and the SoDs are currently split up, supposedly inside the Monolith which is powered by Fae (Underfolk) magic. The Star Mage believes he's currently a guest of Persephthelene and Vasgae, but the other PCs have no clue where they are. Unfortunately, the game has been in hiatus for almost a month due to lack of time/energy on my part, but I really hope to pick it up again soon so that the Servants of Destiny can at least finish their main quest and imprison the Bone Wand of Beshi once and for all.


Hopefully I didn't lose anyone in the summary, but I'll make sure to post more about the cast and their adventure in more detail as soon as I can.

226 - Story of the Year 3443 (Adventures on Dungeon Planet)

Adventures on Dungeon Planet is a pulp, sci-fi supplement to Dungeon World written by +Johnstone Metzger and features robots, aliens, spaceships, and four classes meant to replace the Paladin, Fighter, Druid, and Cleric. They are the Earthling, Engine of Destruction, Mutant, and Technician, respectfully. 

226 originally began as Story of the Year 3436 with an entirely different cast who suffered a TPK in the second session. The name 226 alludes to the original cast which consisted of two organics (an Earthling and Mutant), two robots (an Engine of Destruction and android Technician), and a six-armed white ape Wizard that was native to Earth-3, the planet which the rest of the PCs crash landed on.

226 - SoY 3443 takes place seven years after the last game, and the current party made an emergency landing on Earth-3 after an accident aboard their ship forced them into the planet's orbit. 
Their main goal is to repair their damaged ship, and after obtaining a lead on parts at Blu Brothers' Gizmos, a business run by two, space gnome brothers and mechanics, the PCs found out that a gang of Grenba Orkos (Emerald Orcs), led by the notorious Jaxx, had trashed the place and stolen a plethora of the Blu Brothers' parts. Ni'blu said he'd help the PCs out with their ship in return for finding the stolen parts, so the PCs got a lead on Jaxx and his crew at a religious site north of Port Meluk, the city they were in, called the Open Stone Arena. A group of Grenba Orkos priests devoted to the Arena were held hostage there by hired mercenaries working for Jaxx. After the PCs took care of them and even recruited one to join their team, they found out that Jaxx had taken the stolen parts north into the Boko'ani Desert and was set to return to the Arena the next day. Instead of chasing them down, the PCs decided to lie in wait and set a trap for Jaxx and his crew upon their return. Meanwhile, the alien Mutant, human Shaman, human Mechanic, and beatboxing Robo Bard were joined by a robot Engine of Destruction, a human Technician, and soon-to-be a human Earthling. 

Like SoME, this game underwent a temporary hiatus, but I recently started posting again, and now the Technician and Earthling are set to join the game. The game is in its second session, but I'll post more, in-depth details about it at a future date. 

Aetheron and The Caverns of Baal-Harrir

These are two games I'm actually playing in, not running, but they, too, have been going on for a while, and there's far too much to describe that's best saved for more posts. 

In short, Aetheron is about a group of PCs called the Seven who are trying to save the floating island/city of Aetheron from falling and crashing down into the world, amongst dozens of other side quests and adventures. I play an Ettin Wizard named ZornoshRaz (ZoR) with twin, male and female heads with extremely different personalities. To use TV Tropes, Zornosh is the male, Blue Oni side, whereas Raz is the female, Red Oni personality. I must admit, ZoR has been one of my all-time favorite PCs to play in any role-playing game. They're unlike any character I've ever played before, and Dungeon World is a perfect, loose enough game to include them in.

The Caverns of Baal-Harrir is a another Dungeon World game I'm playing in that's currently in hiatus. It uses the Number Appearing supplement, which lets you play monster races like Orcs, Goblins, Ogres, Ratkin, etc. as protagonists. Like the other PbPs, I'll post more about it in due time, but my character is an Orc Fighter named Nok who recently took over as Chief (compendium class) of the Orc Tribe. Most of the other PCs are in Chief Nok's Inner Circle, and they're currently infiltrating hostile Kobolds in the caverns who have sworn fealty to an antagonist Dragon. 

Storium and Doctor Who: The SOS Files

Last, but not least, I helped fund the Storium Kickstarter a while back, but sadly, I haven't gotten much of a chance to play it yet.

Fortunately, +Robert Ruthven is planning to narrate a Storium set in the Whoniverse called Doctor Who: The SOS Files, which he talks about in his latest Weekly Geekly Report over on his blog.

I just re-watched seasons 5-7 of the show, as well as The Day of the Doctor and the Time of the Doctor, in preparation for the season 8 premiere in just 19 days, so I'm really psyched to play a Doctor Who-based Storium.



Art Projects


Cover Illustration for The Prophet

All of July, I worked on reviving my art skills that I'd neglected for several years, and halfway through the month, +Damian Jankowski commissioned me to do a cover illustration for his upcoming, Dungeon World playbook, The Prophet.

It took me just under two weeks to finish, which is longer than I expected, but I am just getting my skills up to par again and getting back to doing what I love. You can check out the progress from start to finish, but here's the final piece without the playbook title and credits which Damian is taking care of himself. I'll definitely be sure to post the DriveThru link to the final product when it's up.


Illustration by Misha Polonsky

Mythical Map Competition

Over in The Library of Gaming Maps G+ community, I submitted an entry for the Mythical Map Competition, where the goal was to create a map that inspires or tells a story without using words, letters, or numbers. Community members can vote on their favorite(s) by way of a +1, though I don't remember how long they have to cast their vote. 

To be fair to everyone else participating in the contest, I won't post the image or its title until the contest is over, but if you've read what I posted above regarding one of the PbPs I'm running, you'll certainly have a clue as to which one is mine.

I will admit that I waited until the last minute and stayed up all night prior to the submission date finishing it up, and I struggled a quite a bit staying up, but I'm really glad I worked through and finished it. Playing episodes of Star Trek: TNG in the background and drinking lots of coffee sure did help. It was a fun challenge, and I greatly thank +Gremlin Legions, the community's moderator, for posting the contest in the first place and inspiring us to challenge ourselves. 


I also learned that I really do love drawing maps and should work on creating more of them, on top of all my other illustrations. 


Kickstarter Rewards and Other Goodies


Finally, I want to end This Geek's Week by showing off some cool, gaming goodies that just arrived.

First, I received the Torchbearer GM screen over the weekend, which I preordered a little while ago from the Burning Wheel store. I even took a silly picture with my other Torchbearer gear, which I also posted to the Torchbearer G+ community 


Yes, that's an official, Torchbearer shirt I'm wearing.


I also received a Kickstarter reward in the mail today for an RPG called Wield, "A Little Game about Ancient Powers," written and designed by Gillian Fraser and John Wick. I've had the PDF, but I wanted to wait until I got the physical book to read it, so once I do, I'll talk more about it. Basically, the game chronicles a vatcha, or weapon with almost limitless power, and the compromises it makes with its wielder. It seems like a really unique, interesting game, and I can't wait to finally read it!




Well, there you have it. Thanks for reading This Geek's Week, and I'll do my best to keep these post consistent every Monday and shorter!


Until next time!

AP (ToaM) - Tales of the Arx Jericho - Season 1, Episode 11: The Enemy Within

Note: I don't take credit for writing this AP. I've been too swamped lately and have too many other APs to catch up on, so I'm simply copying over the AP for Episode 11 that +Robert Ruthven, one of the players in Tales of the Arx Jericho, posted on his blog, Way of the Zeppo. 

We actually just wrapped up the game with Episodes 12 and 13 this weekend, so I'll work on APs for those. 

Robert said it was OK for me to copy over his AP, and I give him all the credit for writing it. Just consider this a guest blog post. :)


Previously on Tales of the Arx Jericho...
The pilots, still on vacation in the Bahamas, visit the hot springs on Bimini Island, which also happens to house a secret base containing three experimental aquatic-class SAInts. At the hot springs, Rick and Jason discourage Strudel and Raspberry from sneaking over to the girl's section to spy on them after Billy dares them to. When Rick confronts Billy about this he storms off and goes to peek by himself, but is caught by Sarah, who persuades him to leave before the others notice him. Later, as Rick searches for Billy to stop him from spying on the girls, he suffers a strange headache and overhears his sister's thoughts. After this clears, he finds Billy, who has stumbled upon Bala and Lieke near the location of the secret base. Tempers flare and a brief scuffle erupts between Rick and Billy, but they stop when it becomes clear the fight is a stalemate. Billy storms off, but Rick follows him to make sure he behaves himself, and Bala and Lieke tag along.

Suddenly, the main island comes under attack from a Mayzor raid and the pilots evacuate with their classmates to the secret base, where Rick, Sarah and Jason suit up to fight back the invaders. Having been prepared for a Mayzor assault on the island after discovering blueprints of aquatic-class locusts on Dr Donald Johnson's computer - indicating that he is in collusion with the aliens - the pilots are prepared for the fight. They take on the aquatic locusts, and later the new aquatic Magnas designated as 'Enki', and fight back the invasion with only minor systems damage. Only Rick is injured, having had to 'scourge' his SAInt's Id to stop it from going berserk and attacking his teammates. Afterward, the pilots are given medals at an award ceremony for their conduct in battle, with Sarah being promoted to team leader while Rick joins Serena and Sarah's cousin Opsie Wessel for special training with Captain Anastasia 'AK 47' Kasherov and Dr Johnson, to prepare them for piloting the new Prophet-class SAInts...


Creepy Science Adventures

Tuesday, September 2nd 2031

©2013-2014 SebastianWagner. Used without permission.
The fall term of classes has started, and tensions are heightened after the first ever Mayzor naval assault in the Bahamas last month, and further naval assaults since including islands close to Sydney and the Japanese archipeligo. Japan was not so lucky, as their nearby Arx had no naval prototypes, unlike the Arx Gallilae and Jericho. Sarah and Jason are in History class learning about the Mayzor, but Rick, Serena and Opsie are notably absent, and have been absent from classes since start of session. The two pilots are called to the front of the class to talk a bit more about their recent encounter and any special insight they might have from it. There's a pop quiz at the end of class on what they've all learned so far. Both Jason and Sarah ace it, since they've had a bit more hands on experience recently.

Meanwhile, Rick is in the CRC (Cloistered Research Council) facility deep within the Arx, training under Dr Johnson along with Serena and Opsie in preparation for piloting the Prophet class SAInts. For the past few weeks they've spent hours in guided meditation in a room that is half-classroom and half-zen garden. Dr Johnson is much calmer and gentler in these sessions than usual. The goal of the session is to create a shared dream state between Rick, Serena and Opsie.

Rick tries to conjure up an image of the campfire they sat around during their beach vacation, but instead the three of them end up in a shared dream of the AmBro51A experiments they were subjected to in Germany. He starts hearing Serena and Opsie's anxious thoughts, and Dr Johnson starts ranting at them to concentrate. Rick mutters that it's kind of hard to concentrate with him yelling, and the girls both plead with him to stop as well, to no avail. Rick doesn't understand what his problem is and tries to help the others block him out, but instead the scene changes to the Battle of Bimini Island, with Rick and the girls on the island, among the civilians fleeing the destruction. Serena and even Opsie start breaking down emotionally, and Rick's head starts pounding. Though they can no longer see Dr Johnson, they can still hear him yelling at them as if through the Metatron psychic link.

Rick suppresses his emotions as he responds, telling Johnson to just be quiet a moment. Dr Johnson is pleased that Rick is controlling his emotions and not letting his voice anger him, and there's a slightly manic sound to his voice. He commands Rick to concentrate on getting back to the scene he had in his mind originally. Rick holds Serena and Opsie's hands as they concentrate and they start hearing the birds and the waves, and then they all find themselves on the serene campsite in the Bahamas. Dr Johnson is sitting with them and calmly asks if they see what he did there, and Rick calmly replied that he does see, perhaps with a double entendre that Johnson misses.

Meanwhile, Jason and Sarah are out of class and they have a clear schedule, so they're free to do whatever they like. Jason heads back to his room to tinker with his hoverboard, while Sarah makes her way to the helipad to greet her brother.

Strudel catches up with Jason and asks if they've heard from Rick or Serena. He says he's worried about them, and maybe they could sneak in and check up on them using some shortcuts he knows about. Laurie shows up as Jason is trying to talk Strudel out of this, telling him he was great when he was talking to the class. Then she asks about Serena and Opsie. Since Jason isn't really supposed to know what they're up to, he says they're probably being debriefed about the Battle of Bimini Island by military brass from another Arx. She doesn't buy it - especially with Strudel 'helping' - and she's not happy with him for trying to lie to her, even when he tells her he can't talk about it. She storms off in a huff.

Sarah is in another corridor when Raspberry catches up to her and asks if she's free to maybe play some video games - like Shinobi Knights - later on. She tells him she's got her brother visiting so she won't have much time. Raspberry is disappointed but understands, and goes on to ask about Rick and Serena. Sarah likewise isn't supposed to know, so she just tells him someone's keeping them busy but she's not sure why. Sarah encourages him to go look for Jason, and maybe he can play videogames with him instead. He decides to go do that, leaving her alone to continue her walk to the helipad.

Sarah finds herself being followed by some shadowy figures as she takes a turn down an alleyway. There's not really anywhere for her to hide, and she spots two more shadows ahead of her. She discretely turns on the video record app on her Linc. As they come more into the light, she sees they are wearing suits and the trademark re-breather masks of CRC scientists. They approach her and tell her to come with them. Seeing no way out, she doesn't resist as they grab her and drag her away, but does manage to drop her phone without them noticing.

Jason arrives at his dorm with Strudel and, as he goes to grab his hoverboard, he notices a blank envelope on his desk. He picks it up and opens it to find a postcard-sized piece of paper with handwriting in black marker which reads: 'Find the real source. Trace it back. Not all is what it seems.' There's no identifying signature.
He gives Strudel a look, considering. It's not Strudel's style...or Rick's...and definitely not Billy's. He hacks the security cameras and within half an hour he retreives footage of Dr Johnson hacking the door controls from the hallway with a mini-Wormwood device and walking into Jason's room. Jason's face goes pale, and Strudel notices. He shows Strudel the note and the security feed. Strudel asks what it means, but Jason has no clue. Strudel says they should find Sarah and let her know, and Jason agrees, so the two of them head off to find Alpha Company's new team leader.

Back in the CRC facility, Rick and the girls are still meditating. They end the shared dream of the campsite, and dividers come down from the ceiling, isolating the three pilots from one another in their own mini-cubicles. Johnson wants the three of them to tap into each others' minds and connect telepathically. Rick has been getting used to this a bit, since he's been hearing Serena - and ocassionally Opsie's - thoughts lately. He's able to connect with Serena, and with her help he's able to connect with Opsie as well. He senses that Serena is still a bit nervous, and that she notices Dr Johnson is better than usual, but still has a bad feeling about him. He also senses that Opsie - to his surprise - is actually taking this exercise seriously, and it's unusual for her to take anything seriously.

The CRC scientists who grabbed Sarah escort her towards the CRC facility. On the way, they're spotted by Stephanie Yuzuki - one of the pilots from Bravo Company - who happens to be walking down an adjoining corridor as they pass by. Sarah catches Stephanie's eye and mouths to her to 'get help, tell Jason' making a 'J' gesture with her hand. She nods and rushes off. Sarah and her escort stop as they reach a pair of double doors leading into the facility and the CRC scientists hand her a pair of blackout goggles to put on, so she doesn't see where she's going. She tries to convince them they don't need to blindfold her, but they're not having it, so she just puts them on and is led inside.

Jason and Strudel are about to climb the stairs to the helipad when they see Alan - Sarah's brother - sitting on the steps, recognising him from the Battle of New Alamo. He looks up and says 'Sarah?' then realises neither of them is her. They introduce themselves and explain that they came looking for Sarah, and the three of them realise that she really should have been here by now. Jason tries her Linc again - having tried calling her earlier - and hears a very faint buzzing down a nearby corridor. Jason disconnects, the buzzing stops. He calls again and the buzzing resumes, so he follows the sound and finds Sarah's Linc (recognisable from the stickers she put on it to brighten it up). Alan, growing more concerned - and knowing his sister - tells Jason to check her photos in case she took any pictures that might give a clue.

Jason does so, and finds the last recorded video, and they overhear the CRC scientists telling her to come with them, and - as the phone drops - they see her being led away by the masked scientists. After recovering from the shock of this discovery, Jason asks Strudel about the shortcuts into the CRC facility that he mentioned earlier. Strudel is reluctant, but with encouragement from Alan and Jason, he agrees and the three of them head to the CRC facility. Enroute they run into Stephanie, who's distraught and tells them about what she saw. They already knew, but they tell her to go and tell Captain Kasherov (aka AK 47) what's going on.

As the blindfold is taken off, Sarah finds herself in a laboratory with a cot in the middle, mechanical equipment everywhere, tubes with chemicals, and chemistry sets; it's the same setup (though Sarah doesn't know about Rick and Serena's experiences) as the lab in Germany. The four scientists that led her there are still surrounding her, and there is a fifth masked scientist waiting with a syringe in front of the cot. Sarah tries to talk her way out of this, and when the fifth man replies, she recognises the voice as that of Rick's father, Rafe Hunter: 'Sarah Werner, approach. We're here to help. You've been selected as a viable candidate. This is the final step before you can begin your training. Please, lie down on the cot. It'll be over soon.'

Sarah assesses her surroundings, getting ready to fight her way out, but the odds don't look to be in her favour. She tries to appeal to his better nature, asking if she can't have a choice in whether to take the drug or not, since the experience was traumatic for Rick and Serena in the past. He asks her not to bring his children into this, and says there is no other way to bring her talent out without administering the drug. He claims it was not his choice to administer the drug to Rick, Serena or Opsie, but she can tell he's not being entirely truthful about that. The CRC scientists keep their distance as Rafe asks if she will voluntarily submit to the procedure. She says no. Rafe sighs, presses a button on a Linc-like device to open the door out of the room, and tells her she's free to go and perhaps Rick or Serena can talk her into it, but he won't force her. Sarah goes "'Kay bye!" and walks out. As she does, the lockdown alarm starts ringing and Rafe yells at the other CRC scientists to 'go get her'.

Lockdown
Rick and the girls start hearing a multitude of voices and Dr Johnson asks 'What's going o--'. Then they hear the alarm and their concentration breaks, the partitions retract as Rick turns to Serena and they both agree that those voices were like the static from New Alamo. They hear someone running behind them, and Rick leaps up and turns around, falling into a ready stance. He sees a shadow going down one of the exits; Opsie has run off. But another figure has entered the room, standing in the corner; it's Billy, and he's holding a pistol which he aims at Dr Johnson and tells him to get away from Serena. Billy puts himself between the scientist and the two siblings.
Rick asks what Billy is doing; he says he's making sure Serena is safe, he knows Dr Johnson is up to something and is probably responsible for the lockdown. Rick gives Serena a look as she grips his shirt in fear. No help there then.

Rick reasons with Billy, telling him this is not the way to protect Serena, and seeing Serena cry helps as Billy can't stand to see her upset like this. He lowers the gun, and Dr Johnson does a quick martial arts move, grabbing the gun, safeties it and tucks it behind his back. He tells the three of them to stay there, enters an override code into his Linc - which Rick takes a mental note of - to stop the door temporarily, then heads out the door. It closes behind Johnson, leaving the three of them in the room.

As the alarms go off, Jason, Alan and Strudel are heading down the steps towards the CRC facility and hear an announcement over the PA of the lockdown. CRC scientists are huddled together outside the door to the facility. The threesome are able to hide in a large, coffin-like metal box. Jason berates Alex for bringing them to the front door after claiming to have a 'shortcut', complaining that he was expecting a back way or some 'Bruce Willis s*$%'. The CRC scientists run past them and head off in the other direction. They get out of the box and leg it towards the door, but it closes too fast and slams shut on them. Jason, thinking quickly, remembers seeing a ladder further down the corridor leading up into the ceiling crawlspace, and after climbing it they find a ventilation shaft that looks like it might lead in the right direction. Jason pulls off the grill and they make their way into the shaft.

Meanwhile, Sarah is on the run from the four CRC scientists, ducking and weaving through the corridors to try and shake them off her trail. She hides round a corner and the CRC scientists run past. She hears Jason's voice from further down the corridor and above. After recovering from the fright, she quietly walks backwards towards the voice chides him about watching those Bruce Willis movies. She hears one of the CRC scientists coming her way, and as she sees the figure approaching there's something familiar about the scientist's demeanor and gait. The scientist takes off her mask, revealing herself to be Captain Kasherov (AK 47). Sarah remarks that this is a fancy way to make sure she was doing her homework, but Kasherov puts a finger to her lips and says 'shh'. Sarah asks Jason to come down, saying it's okay, and when he's uncertain AK 47 softly tells him to come on down. He reluctantly opens the grate and drops down as quietly as possible, followed by Strudel and Alan, to Sarah's surprise.

No sooner have they all got down than they hear footsteps running in their direction. Sarah peeks around the corner to see Opsie running their way, and waves her down. She's surprised to see them and asks why they're there, and Jason just says he's here to rescue Sarah, to whom he hands back the missing Linc. Opsie's confused by this, but when asked she explains that she was with Rick and Serena in training when the lockdown started and ran before the doors closed since she didn't want to be stuck with Dr Johnson. AK 47 asks Opsie to lead the way back to the room she left Rick and Serena in, and she nods, leading them off down the corridor.

Back in the zen garden/training room, Serena and Billy are still a bit broken down, while Rick paces around the room, trying to find a way out besides the door. He mumbles that he could use a little help and, once he explains what he's trying to do, Billy snaps out of it a little and tries to look for a ventilation shaft or something. However, because the room is part training room and part zen garden there's a lot of stuff to check, so it takes a while.

The others make their way through the hallways, evading the CRC scientists moving through the facility on their way, and eventually reach the training room where Opsie left Rick and Serena. Rick stops as he hears footsteps head towards the door, and hears Opsie call through the door. He asks if she can get the door open, but she has no idea how to do that. He decides to try and hack the door using the code he saw Dr Johnson use. It doesn't quite work for him, and he grumbles as the screen gives him an error message. Jason hears the error code and tells Rick what it means, and Sarah offers some advice as well, so between the three of them they get the door open.

Rick is surprised to see all of them there, and the others are surprised to find Billy there. Rick briefly explains that Billy tried to 'rescue' Serena from Dr Johnson at gunpoint. Before they can discuss things any further all the power goes out of the facility and the pilots' Lincs go dead. AK 47 and Strudel both have flashlights, which they turn on to navigate the facility, which has been plunged into pitch black darkness by the power failure. Rick asks what the hell is going on, and Jason surmises that some kind of EMP has knocked out the power on the Arx, and they're only being kept airborne by the backup generators.  AK47 urges them to keep moving and asks Rick where Dr Johnson is. He explains that the doctor left them in the training room shortly after confiscating the gun from Billy, and snaps at the boy, asking where he got the gun in the first place. Billy is, however, still in a state of shock and non-responsive.

They continue to sneak through the facility, keeping an eye out for other lights. Strudel rambles on about what has happened so far today, and Rick is furious when he hears about the CRC scientists kidnapping scientists. Alan asks what they wanted her for and she just says something about 'special training' which gets Rick and Jason's attention. It comes out that Rick's father was involved and he tried to inject her with the AmBro51A. Rick is outwardly calm, but his fists are clenched tightly. Sarah tells him not to be too worried, but he's determined that he's going to kick his dad's ass when he sees him. She tells him Rafe asked for her permission and let her go (although the alarm did go off and he sent the CRC scientists after her anyway), and Rick isn't sure what to make of that.

They duck out of sight upon seeing some lights, and continue their conversation in hushed tones. Jason explains about the note left by Dr Johnson, leading Sarah and Rick to wonder why he would want them to 'find the source'. They stop short of turning a corner as a light shines on AK47 - who is turning the corner ahead of them - but she doesn't seem worried and shines her light back. Rick just reads AK's expression and knows whoever she's signalling back to is friendly, but Jason uses his Linc as a mirror and he and Sarah see that it's Dr Johnson.

AK waves them over and they join her as she meets up with Dr Johnson, who is relieved to see they're all together and tells them to follow him quickly. The teenagers are a little confused that AK and Johnson are now working together, given the intel they shared with her about his collusion with the Mayzor. Sarah realises they're being led back to the room she escaped from and stops the others to tell them. AK orders them to follow as she and Johnson head towards the room, and Billy, Serena and Strudel at least aren't inclined to disobey an officer. Sarah reluctantly follows, peeking into the room before entering to make sure it's empty. It is.

Rick and Serena find the room uncomfortably familiar, with Rick clenching his teeth and Serena stands back, not willing to proceed. Dr Johnson are heading for a door on the other side of the room which is stuck halfway closed. Rick - with help from Sarah and Jason - gently persuade Serena to come with them as they head for the room. Rick glances back at Billy briefly as he shuffles after them, worried about how uncharacteristically quiet and compliant he's being. He shakes it off, resolving to deal with the boy later.

They come to a high security door, which Jason sets to work on unlocking, fashioning a device to open it despite the lack of power. On the other side of the door is a huge hangar - like a deep pit with walkways spiralling downwards - containing some deconstructed aquatic Mayzor locusts, chemistry sets of AmBro51A and other serums, giant tanks containing test subjects from the captured Wormwood, previously unseen prototype locusts and a crashed satellite. On the walls are paintings and tapestries depicting a human woman wearing armour of glowing white porcelain, pale skin and silver hair. At the bottom of the hangar they see a figure. At first it looks like a CRC scientist, but its form shifts to that of Rafe Hunter - dark hair, similar features to Rick, tall, syringe in hand. He's just standing in the middle of the hangar, unmoving, and as they reach the bottom his form changes again. He still looks like Rafe, but he's wearing white porcelain armor, his skin is much paler and his hair is silver. He gives them a wicked smile and laughs lightly.

"Who the hell are you?" Rick breathes, shocked at his 'father's' appearance.
'Rafe' cracks his neck, "Don't you recognise me, son? Daughter? It's me. I'm your father."
He has the Wormwood flash drive in his hand, and his laugh continues to echo in the chamber as Rick whispers, "But you're...you're a..."
He uses the old word for the Mayzor, before they fled attacks by radical religious groups on Earth, "...Legulus."
Holographic screens project the words 'Operation Blue Moon', designs of the Prophet-class SAInts, references to something called 'the General', and AK 47 and Dr Johnson are looking very worried as the figure gloats, "You're too late."
Sarah says, "A gun sure would be handy right about now."
And Dr Johnson remembers the gun at his back, drawing it on 'Rafe', who just laughs at him, "Bullets can't stop the General."
Dr Johnson looks at AK 47, who nods, and he sighs, firing the gun. The bullet goes straight through 'Rafe' and he shimmers, revealing him to be a hologram.
Suddenly the power comes back on, and they hear the words 'Self destruct initiated' over the intercom just seconds before a Mayzor raid alarm sounds...

TO BE CONTINUED...

NEXT TIME...
Will the self-destruct sequence be disabled in time?
Can the pilots defeat a Mayzor raid against the Arx Jericho itself?
Is the Mayzor General really Rick's father?
And how will the Prophet pilots fare in their first combat with the new P-class SAInts?
Tune in next time, for the thrilling season finale of Tales Of The Arx Jericho!




Director Commentary

I may come back to this if I have more time, but for now, I'll just post up the Hangouts on Air video on my YouTube channel for anyone who's interested in listening to our game recording.


Friday, July 25, 2014

AP (TB) - Ruins of Aldornia - Session 02

It's been a while since I wrote the last AP for the Torchbearer game I'm playing in, but we're finally playing again this Sunday after a two week hiatus, and I want to post APs up for our last three sessions before then.

Better late than never, right?


The Adventurers


1) Sig of Varik, Human Barbarian (played by +brian meredith


2) Sobel Barefoot, Human Monk (played by +Chris Gardiner) 

3) Vonar Bouk Strongmaul, Dwarf Adventurer (played by myself)


Actual Play - Session 02


ADVENTURE PHASE 1

Having just landed in another pool of running water, we quickly scampered out, lest those piranha-like men came after us again. Not like I was afraid of them. Sig wasn't either. I can't speak for Sobel, but I won't talk bad about her. After all, she was the only one of us with enough brains to bring along a lantern.

Our torches were soaked, so Sobel relit the lantern while they dried, and we walked west into another chamber filled with columns, an archway to the west, a ladder to the east, and more, strange symbols and writing on the walls in between.


Sobel managed to decipher them once again but grew frustrated and angry in the process. If you ask me, our entire adventure into the ruins was starting to get to her. She's a mean one when she's angry, let me tell you.

Turns out we were right outside King Jeremiah's private chambers and only needed to traverse the archway and venture west, through the proceeding tunnel, to get there. Of course, there was that curious ladder to the east. 

Sig and Sobel turned to me to decide what path we should take. I firmly believed I could guide those two, and I smelled heaps of treasure just past that tunnel, so I said, "Onward to King Jeremiah's chambers!"

Big mistake.

As I scouted ahead, I came across a snoring, quadrupedal creature at the end of the tunnel. I have no idea what it was, and, truth be told, it didn't matter. I immediately regretted my decision to take the tunnel, so we double backed to the previous chamber and decided to head up the ladder instead.

I didn't have any rope left after trying to cross that bridge where the piranha-men attacked, but fortunately Sobel had more. I redeemed myself after procuring a set of iron spikes and a grappling hook while leading the climb. The first part was easy, and I managed to help us all climb up, but the second part of the climb left me hungry and thirsty.


Nevertheless, we reached another, cavern-like chamber filled with glowing, red crystals. Feeling somewhat weary, we prepped our surroundings for camp and took some much needed rest.


Original Source: Unknown :(
I take no credit for this artwork.


CAMP PHASE 1

Sig instinctually started cooking food as soon as we made camp. I was damn near excited, until he turned it to sludge. What a waste.

Sobel began mapping out the new places we'd discovered, and my delving nature tried to help. In the end, Sobel drew out our route, but she wasn't fully confident and felt afraid she'd screwed something up. Her whining started to piss Sig and I off, and we quickly became angry, though a bit of rest helped me clear my head, and I was only hungry and thirsty by the time we got going again. 

Before the end of the camp, poor Sobel proceeded to meditate in order to clear her mind of the rage from before, and Sig found some psychedelic mushrooms - the same kind the tribal priests ate before attempting to commune with the King of the Mountain.

Finally, there was one last question that piqued my curiosity. What the hell were those glowing, red crystals? My knowledge of earth and stone couldn't help me out, but a bit of beginner's luck helped me remember what happened after the apocalypse shook the world and destroyed many a civilization. A strange, red glow rose to the surface after the earth erupted, and these, rare crystals were certain to be the source.

Knowing I could fetch a decent amount of coin for the crystals, I followed my instinct and didn't leave a single one behind. Of course, it was grueling work prying all those crystals out, and I became quite exhausted by the end.

After Sobel finished her meditation, she made me some poultices and salves to help with the exhaustion, but there was no time left to administer them. We had work to do.

Original Source: Unknown
I take no credit for this artwork, though I did add water, cracks, and a
dark archway toward the top.

ADVENTURE PHASE 2

We all headed through the next, open archway to the east and found ourselves at the top of a chasm. Looking down, we noticed a familiar chamber. We were on the other side of the chamber, where we originally tried to cross the bridge before being attacked. 

As we tried to figure out the best way to get down, I became curious about the stonework to our right. I crossed the chasm to begin investigating the walls, and the ground felt like it was going to give in. I had hoped to find a secret room or entrance of some sort, but I actually discovered a large crack in the wall that went all the way down to the western wall at the bottom of the chamber. There was no question about it. I was damned sure there was another room behind that wall. I started to walk back, but before I could tell Sig and Sobel the news, the chasm collapsed, and I fell down into the water. Sig threw a rope down and pulled me up just in the nick of time, as I felt something scurry below my feet. 

We figured the piranha-men were onto us, but we were three torches down and couldn't see anything down below. We tied one of the glowing, red crystals to the rope and tossed it down as a light source, but it slipped away, and we lost it. 

Sig did spot several fish in the water, as opposed to piranha-men, and he threw his mushrooms down as bait and began hunting them down with his bow. 

Soon, we would climb down and escape back to the room where we initially made camp and stored the tapestries, but we'll leave that for next time.


MVP - Vonar
Teamworker - Sig
Embodiment - Sobel and Vonar


Unfortunately, I don't have the original source for any of the images or who to give credit to. They were snapshots taken from roll20, and I take absolutely no credit for any of the images I posted.