“Strange Tales From Chicago,” Session 4 — “Earl of crime”

Fellow role-players, here are my notes for our fourth “Drop Squad” telecom session, which was held on Sunday, 10 November 2013:

Player Characters for “Strange Tales From Chicago,” Geoff C.’s street-level superhero game, using FATE Accelerated Edition (FAE), Skype, and an online dice roller:

  • Fightin’ Fritz” [Gene D.]-male human, flashy Tank, wants to pound knuckleheads, knows all the brawlers about town
  • Capt. Grommet” [Beruk A.]-machine whisperer, wants to get back at the man; knows lots of techies
  • The Crocodile” [Byron V.O.]-old tough guy, wants to clean up the city and get paid
  • Dr. Occult” [Josh C.]-master of occult, seeking enlightenment; knows stage magicians
  • Angel of the Night” [Sara F.]-gargoyle-themed guardian of the city, lives above a library

Chicago, “4 to 6 October 1982:” After chasing leads across the city, the flamboyant private investigators had connected a case of tainted drugs to a mysterious shapeshifter named Earl and the Giovanni crime family.

The team discusses its next moves at the “Drop Spot.” Capt. Grommet contacts Officer Fine, who says that he can hold Earl only temporarily because of circumstantial evidence. Fine also explains that the police can’t raid a mob warehouse because of some “prior arrangement.”

The “Drop Squad” still decides to return to the warehouse where guards had shot at the Angel of the Night. The crime-fighting consultants suit up, with Fightin’ Fritz and Dr. Occult putting on capes and their companions grabbing guns to end things “the Chicago way.”

The team stops for “cheezeborgers” at the Billy Goat Tavern on the way. The Crocodile parks a block away from the warehouse in question so Grommet and Angel can scout ahead. The gargoyle-themed adventuress stealthily climbs to the roof, while the machine whisperer interferes with security cameras.

Capt. Grommet uses a grapple gun to follow Angel. He then uses a yo-yo to ensnare a sentry, dangling him over the side of the building before tying him up and gagging him. The daring duo then peeks into the Giovanni warehouse and sees about 20 men inside. Some are in suits and head into a meeting room, while others wait near parked town cars and a truck.

Fritz, Dr. Occult, and Croc wait out in the car and listen to Grommet and Angel’s progress via walkie-talkie. Angel creates a diversion by climbing up to a smoke detector and setting off a fire alarm and sprinklers.

The Crocodile and Fightin’ Fritz shove some dumpsters to try to block vehicles from leaving the warehouse. The Angel of the Night searches crates but finds only packing peanuts. Capt. Grommet jumps onto the moving truck, as goons pull guns.

The men in suits start to drive off, and clever Dr. Occult throws powder onto their windshields. Croc happily hurls cinderblocks to slow the getaway cars, and mighty Fritz pounds knuckleheads, who soon surround him.

Gadgeteer Grommet throws marbles, but the mobsters evade them. Agile Angel ducks under one auto to slash its tires. Fritz gets winged but uses one henchman as a shield against potential gunshots. Dr. Occult ends up on top of the same car as Croc, who is unable to pull a criminal out the window.

Several felonious minions tackle Fritz, and Capt. Grommet takes out a gunsel with his ball-bearing pistol. They overhear a radio squawking that “the canary has left.” Fritz throws off one of his attackers and radios Angel to search the area.

Meanwhile, Croc and Dr. Occult try to hang on as one Mafioso tries to drive off. Dr. Occult manages to choke him out, and Croc throws rocks at the remaining guards. Capt. Grommet grabs a car and runs down some of the goons.

Fritz switches “dance partners” and is grateful when Capt. Grommet and Angel come to his aid. Croc and Dr. Occult drive in with another seized vehicle and knock down the last batch of bad guys.

The “Drop Squad” ties up the suspects and leaves them in vans for the police. Luigi Giovanni reveals under Dr. Occult’s hypnosis that the five of his men who got away are heading to a major pharmaceutical factory with Earl and high-grade toxins.

Dr. Occult calls Officer Fine, and the P.I.s pile into the “Dropmobile.” Capt. Grommet burns rubber to get to the facility. There, they find Earl ranting about how the entire city must suffer because his friend, a well-known philanthropist, was shot by police in a raid gone wrong.

Fightin’ Fritz engages Earl in conversation while the Crocodile circles around. Capt. Grommet shuts off a valve on a vat, and Dr. Occult looks for more mobsters or local security. The Angel of the Night tries to sneak up to the catwalk, but Earl grabs her and slams her down.

Fritz flips up, but Earl tosses him aside. The shapeshifter drops vials into the vat, which is secure but still starts emitting noxious fumes. Croc kicks Earl in the chest, but the man, who alternates in appearance from a burly blond to a slight Asian-American, seems unaffected.

Capt. Grommet finally figures out how Earl keeps changing his appearance and disrupts his hologram generator. Earl is revealed as a blobby green alien! Mostly unfazed, the “Drop Squad” tries to capture the malefactor.

Croc hits Earl with a wrench, but the creature easily dodges it. Fritz drops to the floor and kicks out the catwalk support in the hope of dumping Earl into the vat. Dr. Occult tries to swing clear but gets caught on the edge of the vat. Angel heads to his rescue with a salvaged pool cue.

Dr. Occult feels the chemicals burning through his shoes, and Angel helps him to safety. Croc tries to block Earl’s escape and is slimed for his efforts. Fritz kicks out a second catwalk, but Earl slithers out a second-story window toward blinking lights.

Croc dives after the alien and into its spherical, liquid-filled craft. Fritz crashes out a window, as Dr. Occult throws a rope around the spaceship. Unfortunately, both it and Croc pass through the gelatinous mess.

Good nyborg, dude!
Spherical space ship

Earl swears revenge and flies away. Officer Fine arrives to take custody of the mobsters, and the “Drop Squad” goes to the police station to talk to the Earl in lockup. He — or more properly, his suit — melts away.

While the vigilantes have solved the mystery of the adulterated drugs and prevented the city from being poisoned, they have little to show for their success. Their reward money goes to pay for damages at the pharmaceutical factory, and though there are fewer mobsters in the warehouse district, they have made an alien enemy….

Thanks again, Geoff, for the fun scenario! I thought it was a good demonstration of the “FAE” rules, and the retro feel worked well. I wouldn’t be surprised if we returned to these heroes at some point….

In the meantime, I’ll see some of you at tonight’s “Star Wars: Dark Times” game, and I look forward to starting our “Vanished Lands: A New Dawn” fantasy telecom campaign next Sunday, Nov. 17.

“Vanished Lands: Vistel’s Circus” Session 25 — Setting sail with Capt. Scarlet

Fellow role-players, here are my notes for “Vanished LandsVistel’s Circus” Session 39.25, which Brian W. hosted in Newton, Mass., on Monday, 4 November 2013:

In one ancient world, there was a region where strange majicks and demihuman races thrived. The “Vanished Lands” were blessed by the gods and cursed by prophecy. Travelers became adventurers, and adventurers strove to be heroes in the face of many perils and wonders.

Various groups of mercenaries and diplomats have fought humanoids in the northwestern borderlands, encountered pirates on the Sea of Nagendwa, and wandered the hostile Halmed Desert and the wide Plains of Sathendo….

“Vistel’s Circus,” Player Character Party 39 in Gene D.’s ” Vanished Lands ” heroic fantasy campaign, using the Basic Fantasy Role-Playing Game, as of autumn 2013:

  • Giacomo ‘the Mysterious’ Du Vane [Beruk A.]-male Hifalendorin human Mage (Gypsy Wizard) and stage seer, embittered by experiences in Hesolin’s Magisterium; NGc, Lvl. 5
  • Hamfast Hammerfist [Brian W.]-male Zeda human Fighter, mountaineer, “barbarian” strongman, and laborer; TNg, Lvl. 5
  • Scully Strongbow [Sara F.]-female albino Gnoll (Flind) Ranger, archer, knife thrower, and scout, with owl “Owlicious”; NGl, Lvl. 5
  • Corwin Windsong [Bruce K.]-male Half-Elf Bard, runaway aristocrat, ladies’ man, and former ringmaster with a mandolin; CNg, Lvl. 5
  • Elsa Fairbottom [Rich C.G.]-female Hill Dwarf Druid outcast, cook/brewer, and animal handler with owlbear cub “Oswald”; NGc, Lvl. 5
  • Tempestade [Josh C.]-male Barbari human Monk (Battledancer/capoeirista from outside the “Vanished Lands”), former roustabout, now a follower of Otih; CGl, Lvl. 5
  • Sir Torrel [Alex W.]-male Hifalendorin human Paladin of Otih, the lord of the sun and justic; LGn, Lvl. 5
  • Radius [Jason E.R./departed]-male Modron Paladin of Primus, lord of Nirvana; exiled to the Prime Material plane; LGn, Lvl. 5
From Ships and the Sea
Three Elven hulls

“25 December 1228 to 4 January 1227 B.C.E.:” The former circus performers and their allies had slayed three out of four giants attacking the Saganim (proto-Celtic) port of Sileran. Brig. Liam Muldoon declared that the threat of attack by the ghost fleet had passed for now.

Giacomo du Vane returns to Sileran’s damaged Magisterium (magic school/library) to study the Contact Spirit spell. Hamfast Hammerfist recuperates at the forge of Nersago (Vulkan/Moradin) and asks listens sailors’ rumors at various bars. Scully Strongbow acquires Tanglefoot and hollow arrows from alchemist Muriel Tekla at Tobin’s Emporium.

Tempestade considers going back to the Blackhorse Woods to ask the Grugach (Wild Elves) about their deity of time, but it would take too long. Instead, the time-displaced martial artist eats berries from Druid Malcom Wickham and hallucinates.

Corwin Windsong spends most of his time around the winter solstice with kinsman Cormac ap Morgan, the local earl, and Nydarelle, an Alvari (Sylvan Elf) Bard. The Saganim prince also asks Father Mathew at the temple of Edillon, lord of the winds, to restore Giacomo’s unnaturally colored eyes or hands.

Elsa Fairbottom gives generous donations to the temples of Nersago, Otih, and Gheket. The Dwarf nature priestess also acquires an enchanted shield (+1) and a wand of Cure Light Wounds. Sir Torrel reports to Father Bran at the tower of Otih. The priest of the lord of the sun and justice recommends that the Paladin go on a quest for a Holy Sword.

Still worried about his tattoo, which might be connected to the “Mad Mage,” Giacomo inquires about antimagical solutions. Hamfast sends some money north to his family in the Zeda kingdom and spends the rest on alcohol.

Scully spends time outdoors with owl “Owlicious” and Owlbear “Oswald.” Once Tempestade recovers from the “magic berries,” he huddles in the Moonbeam Inn for warmth. Corwin collects money from his friends and secretly takes Hamfast’s maul one night to be enchanted. The Bard also buys a Potion of Invisibility.

Elsa studies tomes on the Undead and the barbaric port of Gisar, where there is supposedly an obelisk that can help Tempestade return to his home to rescue fellow slaves. She also spends time with fellow Dwarf exile Burdag.

Sir Torrel keeps a wary eye on Megara Anteia, an Achaean (Mycenaean Greek) priestess of Gheket, as she rebuilds a temple to the mistress of witchcraft. Elsa calls her companions together to discuss plans for Falit, capital of the Ebir Sheikdom.

Tempestade hopes to ask at the city’s three towers of sorcery — Alchemy, Sight, and Wind — for information on his distant homeland. Giacomo notes that the Suthern (proto-Arabic) humans of the Halmed Desert are more comfortable with magic and the Djinn than most.

Hamfast says he just wants to make money. Scully wants to avoid other canine humanoids, such as Anpur (Jackal folk), Wolven, or Gnolls (Hyena folk). Elsa worries about “Capt. Jack Kildare’s” [Randy K.M./Non-Player Character] Undead pirates and rumors of evil Druids.

Corwin, Sir Torrel, Giacomo, and Elsa agree on the need to gather more information about the giant attack, the ghost fleet, and connections to the cult of Krakas, lord of the maelstrom. But first, the onetime “Vistel’s Circus” members must obtain passage from Sileran to Falit.

Hamfast’s drinking buddies tell him that the Dreaming Death, Northern Wind, Shameful Hoard, and Stormy Insanity are well-armed, if not particularly trustworthy. Scully hears that the fishing vessel Gull’s Wing and trade ship Friendly Moon may not be large enough to accommodate her group.

Corwin’s contacts recommend the Brave Duchess, Wise Chariot, White Surf, Clever Mare, and Cloud Challenger, which are approved by Saganim’s royal navy but are not very swift. Elsa asks about buying a ship but learns that it would cost many thousands of crowns (gold pieces).

The adventuring party eventually settles on the Foamrunner, a Thalassaquendi (western Sea Elven) schooner. Elsa talks with first mate Valagon and agrees to return at dusk to meet his captain. Passage would cost 8 g.p. per person.

The travelers find the white Foamrunner lit by lanterns, with an elegant dinner table set out. Valagon introduces Capt. Scarlet, a lithe Sea Elf with a red sash and a saber. She introduces the rest of her crew.

female pirate
Capt. Scarlet

Sir Torrel gives a blessing before the meal. Giacomo gets drunk from a rare Fey wine, but the Elves don’t seem to mind. Hamfast chats with laconic oarsmen Delrembor and Caeriseth and oarswoman Thenasquel before hauling Giacomo back to the inn.

Thanks to her training with “Sir Niac” [Mike F./N.P.C.], Scully can verify that the Foamrunner, which has outriggers in addition to a sleek hull and triangular sails, is seaworthy. Young Erasol and Cildor hang on every word of Tempestade’s travels, but they don’t recognize the oceans he describes.

Corwin flirts with Muriel, the rudder controller, and Araswe and Fingonel, female sailors usually on watch. Elsa gives Capt. Scarlet and Valagon bottles of liquor and compares notes with cook Curufinwe. She also asks for a special cabin for Oswald.

The next morning, the passengers bring their possessions aboard, and theFoamrunner sets sail southward. Capt. Scarlet shows Elsa and company charts of possible courses. One crosses the Bay of Ethalgo and passes through the Nali Strait. It is more direct and faster, but there is more risk of encountering corsairs from the Garku Nasit.

The other route goes east into the Sea of Nagendwa, with a stop at Emein Island before reaching Falit. There’s a greater chance of storms or pirates, but Capt. Scarlet is confident that she can outpace and outmaneuver any rivals, so the group chooses the seaward path.

The first day passes uneventfully. Fingonel spots a Dubwana (Hobgoblin) bireme to starboard, but it is too far away to be a threat. Wizard Giacomo needs Curufinwe’s help to recover from his hangover, and Fighter Hamfast and Paladin Torrel takes turns at the rigging and oars.

Bard Corwin plays his mandolin and continues flirting with Muriel. Druid Elsa and Ranger Scully communicate with a racing pod of dolphins, while Monk Tempestade enjoys the sunshine.

On the second day, clouds fill the sky, and Araswe notices something sinister. A ship flying the skull and crossbones bears down from the east, and Capt. Scarlet orders evasive maneuvers.

Corwin asks Valagon how he can help. Hamfast and Sir Torril join the crew on the oars, as the catamaran sharply turns and tilts out of the waves.

Giacomo readies offensive spells such as Fireball and Lightning Bolt, and Elsa watches for signs of the ghost fleet. Sniper Scully watches the approaching craft with a spyglass. Tempestade uses his Ring of Jumping and Boots of Spider Climb in the rigging to help unfurl sails.

Tense moments pass as the pirates close the distance, but the Foamrunner manages to change tack and make for the port of Naira. The other vessel breaks off its pursuit.

Scully and Tempestade stay with the Elven ship, which sends a few crew members ashore for supplies and brief leave. The would-be heroes head to the “Wobbling Crane” tavern, where they find that most of the patrons are humanoid rather than human.

Elsa is pleasantly surprised to find that the proprietor is a River Dwarf named Mathilda. They share a “Banyan Brew” before a card game catches their attention. Meanwhile, Rib Gnawer, a Sea Hag (aquatic Troll), takes a romantic interest in Hamfast.

Elsa and Sir Torrel sit down at a table with Bleeding Ulcer [Bruce/N.P.C.], the Merrow (aquatic Ogre) captain of the Undertow, and Kouracos Velthin [Beruk/N.P.C.], the Sahuagin (Shark man) captain of the Tentacled Mother.

Corwin divides his attention between belly dancers and the card game, which uses suits of clams, squid, eels, and whales. Hamfast chats with Rib Gnawer, first mate on the Undertow. She explains that several undersea races use sailing ships to transport trade goods and interact with surface dwellers.

Capt. Velthin beats Elsa during the first hand, and Bleeding Ulcer wins over Kouracos in the second. The stakes escalate, as the gamblers put coins, gems, and pearls on the sticky table. Elsa draws better cards than Kouracos and Bleeding Ulcer in the next rounds before her group makes a cautious withdrawal.

Back at the small harbor, Elsa reimburses Sir Torrel, and the passengers join the crew of the Foamrunner in keeping watch through the night. During the second watch, Elsa spots a man pushing a wheelbarrow across the deserted docks.

The well-spoken man introduces himself as “Barry” and explains that he is bringing rich soil back to his gardens. Sir Torrel’s Detect Evil gives him the sense that Barry would like to feed interlopers’ blood to his carnivorous plants. The Paladin warns the Druid against visiting the gardens, but Elsa’s interest is piqued….

I hope that everybody enjoyed our latest fantasy game, which will resume on Nov. 18. In the meantime, please make sure that your characters’ possessions are up to date on Obsidian Portal.

I look forward to wrapping up Geoff C.’s “Strange Tales From Chicago” superhero miniseries this coming Sunday, as well as to continuing Jason E.R.’s “Star Wars: Dark Times” scenario next Monday!

The “Vanished Lands: A New Dawn” telecom group should now start on Nov. 17. Let the Game Masters know your availability for late November.

“Strange Tales From Chicago” Session 3 — Chasing Earls

Fellow role-players, here are my notes for the third “Drop Squad” telecom session, which was held on Sunday, 3 November 2013:

Player Characters for “Strange Tales From Chicago,” Geoff C.’s street-level superhero game, using FATE Accelerated Edition, Skype, and an online dice roller:

  • Fightin’ Fritz” [Gene D.]-male human, flashy Tank, wants to pound knuckleheads, knows all the brawlers about town
  • Capt. Grommet” [Beruk A.]-machine whisperer, wants to get back at the man; knows lots of techies
  • The Crocodile” [Byron V.O.]-old tough guy, wants to clean up the city and get paid
  • Dr. Occult” [Josh C.]-master of occult, seeking enlightenment; knows stage magicians
  • Angel of the Night” [Sara F.]-gargoyle-themed guardian of the city, lives above a library

>>Chicago, “3 to 4 October 1982:” The “Drop Squad,” an eccentric group of private investigators, had helped the Chicago police look into tainted medicine. Our would-be heroes had followed leads from a pharmacy to the warehouse district.

The team followed four goons from the “Salty Dog” bar and confronted them. The quartet claimed that someone named “Earl” had hired them. However, the well-dressed man proved difficult to find because witness descriptions didn’t match between official records of charity events, Bernie’s Diner, and the “Old Watch House,” a high-end brothel.

Men in suits
Men in 1980s suits

The Drop Squad finally catches a break, spotting Earl at Bernie’s Diner. Figthin’ Fritz and Capt. Grommet head to their car, while the Crocodile steps outside and throws a ketchup bottle. Unfortunately, he hits an old woman on the crowded city streets.

The Angel of the Night, who has been watching from a nearby rooftop, jumps and glides in pursuit of the man in the suit. Dr. Occult gives chase on foot, following Earl into an alley.

Croc hops into the “Dropmobile,” which weaves through evening rush-hour traffic in an attempt to outmaneuver the suspect. Dr. Occult throws a lasso, but Earl is slippery. Angel climbs a wall to get the drop on the blond man.

Fritz, Croc, and Capt. Grommet smash through a pane of glass, knock over a fruit stand, and catch some air as their car burns rubber through Chicago’s streets. Croc hurls a set of headphones at Earl, who simply slides over the hood.

Earl enters a building, and Grommet takes the wheel so that Fritz and Croc can get out. Croc rips open a door, and he and Dr. Occult head to the basement. Fritz circles around the block to keep an eye on rear exits, while Angel descends.

Despite sporadic walkie-talkie contact, the P.I.s tighten their noose. Dr. Occult briefly slows Earl, as Croc runs down a spiral staircase to join them.

Meanwhile, outside, Fritz finds an acquaintance named Steve who mentions that there is an off-limits door from the basement leading into the sewers. Fritz and Angel head down.

Dr. Occult and Croc jump on Earl and tie him up. However, he now appears to be a slight Asian-American, if in the same suit! Earl recognizes Dr. Occult from one of his charity gigs, but nobody can explain the shift in appearance.

Croc, Dr. Occult, and Capt. Grommet take Earl to Office Fine at the police station. Fritz and Angel follow Steve’s directions into the sewers. Their hunch that Earl knew of it as a getaway route prove correct when they reach an outlet into the bay.

Croc watches Earl’s interrogation, but the suspect isn’t communicative. Capt. Grommet confirms the sewer route after talking with some engineer friends, and he and Dr. Occult meet Fritz and Angel back on the street.

At Croc’s request, Officer Fine has threads from Earl’s suit tested, but they reveal nothing about his strange ability to change appearance. When Earl asks for his lawyer, the Chicago police have no evidence to hold him.

The Drop Squad picks up another lead and visits Irwin Reginald, a civil servant and the brother of accountant Irwin Regis. He admits approving incomplete forms for public events for Earl, who bribed him regularly. Irwin’s description of his benefactor is yet another version.

Mr. Giovanni escorts the suspect back to freedom, and Dr. Occult is disturbed by so many Earls. However, the Drop Squad soon learns that Earl’s lawyer is a member of a local crime family, at whose warehouse guards fired at Angel a few nights before.

In addition, Lucille from the “Old Watch House” contacts Croc. She says that Earl had been doing public relations for the mob and that he left a bag at the brothel. The group picks it up and finds medicine bottles, which it immediately turns over to the police lab.

The Drop Squad prepares to return to the warehouse district in the hope of tracking down the tainted drugs and the mystery of the multiple Earls….

“Star Wars: Dark Times” Session 4 — Cabals of Bakura

Fellow role-players, here are Jason’s and my notes for Session 4 of his space opera miniseries, which Rich C.G. hosted on Monday, 28 October 2013, in Waltham, Mass.

A long, long time ago, in a galaxy far, far away — the Galactic Republic has been replaced by a ruthless empire, and the Jedi, once guardians of peace, are now hunted fugitives. In the Unknown Regions, at the edge of explored space, a few Jedi and their allies hope to survive and continue the fight for justice….

Player Character roster for Jason E.R.’s “Star Wars: Dark Times,” using Savage Worlds, autumn 2013:

  • Ekafti Acomar [Gene D.]-female human Jedi consular, older diplomat with many contacts but few remaining friends
  • “Garolos Banku Nuruolos — Garos [Beruk A.]-male Chiss (blue-skinned humanoid) ex-Jedi, gambler and owner of the light freighter “Lucky Strike
  • Oong Bak [Brian W.]-male Duros (gray-skinned humanoid) honorable and talented mechanic
  • Ari Sundar [Sara F.]-female Ssi-ruu (raptor-like reptile) military medic, outcast from a species intruding upon the galaxy
  • Thayne Highlander [Bruce K.]-male human Jedi padawan close to knighthood, 19 years old; saw master killed by Order 66
  • Max Power (MX-PR) [Rich C.G.]-male protocol droid with secret combat subroutine, ordered to protect Jedi (overrode Order 66)
  • Tark Agros [Brian S.]-male Bakuran human pilot and noble, mildly delusional hotshot

“From the journals of Ekafti Acomar, 19 B.B.Y. (before the Battle of Yavin):” After exploring two disabled Imperial cruisers near Cattamascar, the light freighter Lucky Strike followed the Shirotoku Way to Bakura. We had taken on a few passengers, including Zeltron scavenger Adaha Tila, protocol droid B-1E4, and Princess Tethys of Chandrila — an unauthorized clone of me.

MX-PR and I had visited Bakura during previous diplomatic missions, and the protocol droid recalled that the planet had about 68 million inhabitants, making it one of the more civilized systems in the sector. Bakura was colonized by core worlders from Hemei IV more than a century ago (in galactic standard time) and was known for its repulsorlift and biomedical technology.

I reminded “Max” to watch out for intolerance, since the colonists had put down a droid uprising about 70 years ago. As during the Clone Wars, when Gen. Grievous killed several planetary leaders, I still hoped to keep Bakura free from Palpatine’s new order.

Tark Agros took us into Salis D’aar, the quartz capital. It was a reluctant homecoming for our pilot, who was related to Bakura’s ruling clan. We left Oong Bak to continue repairs on the ship and Garolos Banku Nuruolos to communicate with Rodian bookie Bal Grainer.

At the landing pad, a customs agent insisted on putting restraining bolts on Max and B-1E4. Recent padawan Thayne Highlander and I were ready to use the Jedi Mind Trick to talk our way past, but a cloaked figure in a hologram did it for us. I talked with the agent later, and he didn’t recall much, but he did give us a contact number.

We bid Adaha farewell. Ari Sundar needed medical attention, so the Ssi-ruu and Thayne went to the residential and commercial “B” ring of the circular city to ask about shady clinics. Dilettante Tark went to talk to his racing buddies Roviden Belden and Rennt Govia, other members of Bakura’s long-lived aristocracy.

Tark learned that Sen. Orn Belden, representing the Bakur RepulsorCorp (BRC), was planning an exclusive party around a local holiday. It would be on Braad, a continent mostly inhabited by the primitive Kurtzen. Braad was also the source of the holo to the customs agent, but our trace of the signal was blocked by military police.

We regrouped at a clinic that Tark’s friends had suggested, hoping to avoid official scrutiny of Ari, whose reptilian people were new to the Unexplored Territories. Garos and I also hoped to find a link to the clones of me and Ssi-ruuk we had encountered.

We noticed that the receptionist was an android designed to closely resemble a human, which was a surprise on droid-hating Bakura. Tark was forced to clean out his bank accounts to pay for Ari’s surgery and medical supplies.

I asked Max to keep watch on Ari and gather information as he went with her into the operating theater. Thayne, Tark, and I walked around the building and found no doors or windows. Tark used his jetpack to confirm that there was a landing pad and door on the roof, as well as a security scanner.

Rather than risk Ari while she was under laser scalpels, we planned to return at dusk. Max confirmed that the entire facility was run by droids, although I sensed a single human presence deep within. Ari, Max, and I headed back to the Lucky Strike to drop off the supplies and pick up weapons, while Thayne and Tark were supposed to watch and wait.

Their stakeout was interrupted as an unmarked airspeeder landed, disgorging special operations troops. Thayne and Tark rashly decided to take advantage of the raid to infiltrate further. The duo flew and climbed to the roof, then took an elevator. They incapacitated two sentries and hid in bacta tanks as Capt. Harris ordered the building searched.

Ari, Max, and I disembarked from a hover train, and I politely asked an officer what was going on. He claimed it was a gas leak, but a Mind Read indicated that the police had found whatever or whoever they were looking for, and an air strike had been called. We went around the corner and warned our friends to get out fast.

Thayne found an exterior wall and cut a hole with his light saber. The building exploded. Tark broke the young Jedi’s fall, thanks to his jet pack, but we were forced to lie low at the Belden estate for the night. At least Ari’s scar from Ssi-ruuk younglings was removed, and we had found where different factions were covertly fighting.

That night, Thayne had another dream of a tower and Endolana, the kidnapped daughter of Jedi masters from 25,000 years ago. He saw Marala, a young woman who looked like another of my clones, lying washed ashore. Endolana shouted from the tower for Thayne to leave her alone.

The next morning, we caught a lift with Tark’s friends to Telaan Valley in Braad. Buildings had been built into the valley’s walls, and lovely terraced gardens masked the sinister conspiracies we planned to uncover. We carried concealed sidearms but nothing more, and we were not frisked.

I talked with President Grina Arden, the Bakuran head of state, who was surprised to see me alive after Order 66. She explained that Bakura sought to keep its independence by trading with the empire and other parties. I wondered if she knew of the warrior clones sought by the empire and Ssi-ruuk.

Princess Tethys was happy to be in a high-class setting. She may be my clone, but she’s happily oblivious. B-1E4 went missing, so I sent Max to find the suspiciously acting droid.

Ari caught scent of Tolovo Nathu, Bel Grainer’s runaway nurse and another of my clones. Thayne tried to make conversation with officers Capt. Blaine Harris, Anya Foravis, and Dana Galveson, who complained about having to attend such formal events.

Tark talked with Juris Keel, a weapons designer, and Jarik Tai, a recruiter for the mercenary Brotherhood, both of whom he had met at the Terminus restaurant in the Grand Pelgar hotel. They said that business was good.

My hopes for keeping Bakura out of imperial entanglements were fading, and Ari spotted Tolovo moving some equipment with long-necked Kaminoans, members of the same species that produced the republic’s clone troopers.

Ari radioed the rest of us via comm link, but she stepped on a trumpet flower, alerting Tolovo that she was being watched. Meanwhile, Max saw a cloaked figure removing a data storage unit from B-1E4. They were flanked by two men with Force pikes. As Jedi knights, Thayne and I knew we had to confront them.

Tolovo drew a pistol on Ari. Tark pretended to be tipsy and hopped in a speeder. He ran down Tolovo and her hover cart, but the Kaminoans got to their cloaked ship. Ari and Tolovo carefully righted the vials, which Tolovo claimed were full of medicine urgently needed by the Brotherhood.

Thayne and I joined Max in the Cloud Berry Garden, where we used Sense Force and Sense Life to track down the three robed figures. Bela Trepada, yet another young clone of me — does it ever end? — ignited two red light sabers, reminding me of Asajj Ventress.

Komari Vosa
Bela Trepada, yet another clone of Ekafti

I asked the young woman to stand down, but she was mute, well-trained, and aggressive. Fortunately, I was able to dodge or deflect her first few blows. Max was not so lucky. Thayne and I eventually defeated the two Force pike wielders and rushed to Max’s aid.

Bela wounded me, and Max picked up a pike and shoved me back, saying I should run. However, I couldn’t leave him and Thayne to face my doppelganger, so I stayed. Despite my Battle Mind, the would-be Sith destroyed the valiant droid and stabbed me in the abdomen, knocking me unconscious.

Thayne grabbed me and parts of Max as Bela disappeared into the vegetation. Ari and Tark agreed to let Tolovo go, on the condition that she get back in touch with us to answer some questions.

Ari attended to Thayne’s and my injuries, while Tark took us back to Garos and Oong on the Lucky Strike….

“Strange Tales From Chicago,” Session 2 — Bernie’s Diner

Fellow role-players, here are my notes for the second session of Geoff’s miniseries:

>>Player Characters for “Strange Tales From Chicago,” Geoff C.’s street-level superhero game, using FATE Accelerated Edition, Skype, and an online dice roller, Sunday, 27 October 2013:

  • Fightin’ Fritz” [Gene D.]-male human, flashy Tank, wants to pound knuckleheads, knows all the brawlers about town
  • Capt. Grommet” [Beruk A.]-machine whisperer, wants to get back at the man; knows lots of techies
  • The Crocodile” [Byron V.O.]-old tough guy, wants to clean up the city and get paid
  • Dr. Occult” [Josh C.]-master of occult, seeking enlightenment; knows stage magicians
  • Angel of the Night” [Sara F.]-gargoyle-themed guardian of the city, lives above a library

>>Chicago, “1 to 2 October 1982:” Capt. Grommet goes to the police labs, where he finds three forensic scientists eating pie. They confirm that the Tylenol taken from a pharmacy is poisoned with arsenic, but the honey toffee Grommet got from the store proprietors is safe.

Meanwhile, Fightin’ Fritz, the Angel of the Night, the Crocodile, and Dr. Occult stake out a container ship to which they had followed four goons from the “Salty Dog” bar. They boldly board the vessel, and some longshoremen say that Atilla, Bonaventura, Genghis, and Leo are lazy and standoffish co-workers.

Capt. Grommet persuades Officer Fine and three police officers named Austin, Bruno, and Steve to come with him to the docks. Stealthy Angel leads the way into the hold, followed by mighty Fritz, garrulous Grommet, turbaned Dr. Occult, and crotchety Croc.

At the crew quarters, Angel hears voices and maneuvers to the far side of a cabin door. Fritz opens the door, and one of the four goons swings a chair at him. Dr. Occult throws playing cards in an effort to distract their foes, and Angel knocks away the chair.

The four men, who are suspected of disturbing the pharmacy that sold the tainted Tylenol, try to slam the door in Fritz’s face. Capt. Grommet throws a serving tray but misses, as Fritz slams the door into one mook.

Dr. Occult smacks another in the junk, and Croc moves in. After a few more punches, the four pharmacy perps are subdued. Dr. Occult then hypnotizes Atilla, who reveals that a man named Earl in a fancy suit paid him to stir up trouble at the pharmacy. Atilla says that Earl can be found at Bernie’s Diner most nights.

Ralph's Diner 1982
Early 1980s diner

The private investigators of the “Drop Squad” drop off the four men with the police and head to the diner. Bernie vouches for Earl, saying that he has supported numerous charitable causes. Capt. Grommet and Dr. Occult realize that each person they talk to gives a different description of Earl.

After some cajoling, Bernie says that Earl frequents the “Old Watch House,” a high-end brothel. Croc recognizes the place and takes the group there. Fritz and Dr. Occult stay in the car, while Angel watches from a nearby roof.

Dr. Grommet and Croc warn the skeptical madam that a mass murder might threaten her girls and business. She reluctantly gives them permission to review security footage. They identify another incarnation of Earl.

Meanwhile, Dr. Occult consults his fellow wizards to search for Earl. The stage magician and Fritz must also fend off a potential hubcap thief. Sometime later, Croc and Fritz go to the police station to review mug shots in search of the elusive Earl.

Capt. Grommet finds a permit for one of the charity performances that has a return address in the warehouse district. He also tracks down the tailor who made Earl’s suit. A public records search for “Earl” with no last name turns up 30 instances, astonishing Dr. Occult with bureaucratic incompetence.

Meanwhile, Angel’s rooftop surveillance is interrupted by heavily armed mercenaries from Craft International. She retreats and reports to the rest of the “Drop Squad,” who suspect that she found unrelated criminal activity.

The next morning, Fritz and Dr. Occult visit the custom tailor, who gives them a hard time about their eccentric attire. He eventually admits to serving a slight Asian gentleman, not a tall blond man.

Croc goes back to the Old Watch House, where he talks with Lucille. She says that Earl, or at least someone by that name, is a regular patron. Dr. Occult talks with accountant Irwin and learns that he has a twin by the same name.

Capt. Grommet reviews local news footage of various charity events to see if any of the suited Earls makes an appearance. The private detectives keep the police informed of their progress in the homicide case.

They return to Bernie’s Diner, but the blond Earl (one of seven, who presumably hired the four thugs) spots the group….