“Vortex” Update 5c.1: New Gdansk

Fellow role-players, here are my notes for Session 5c.1 of my “Vortexspace opera campaign, which we played via Skype and an online dice roller on Sunday, 1 July 2012. We’re using Fantastic Adventures in Tabletop Entertainment (FATE) 3rd Ed.: Starblazer Adventures/Mindjammer and Bulldogs.

In one future, humanity has begun to colonize the Sol system, but environmental degradation, population pressures, and internecine conflict persist. The rediscovery of mystical abilities and open and official First Contact with galactic societies, themselves at war, threaten Terra’s very survival. Can heroes rise to the challenges?

>>FATE 3e “Vortex” Team 3 (5c) telecom Player Characters, crew of the “Gryphon” (as of summer 2012)

-“Hector Chavez” [Beruk A.]-male Latin American Terran human, former spy and communications expert/engineer of the Appomattox

-“Jasmine” [Sara F.]-female Martian Felinoid (Synth, “Uplifted” tiger), former professional pit fighter and onetime crewmember of the Appomattox, now apart from the grifters in “MarSoupAiL”

-“Chris McKee/Agent Prometheus” [Josh C.]-male Terran human cyborg, former sniper for the North American Aerospace Marine Corps. and eugenicists at Black Box Security Co.; onetime crewmember of the scout ship Blackbird

-“Jax” [Robin H.]-male human from the Asteroid Belt, vain space pirate and pilot of the Slipstream and Gryphon

-“Orion Starchaser” [Geoff C.]-male [humanoid alien] outcast, irrepressible mystic and adrenaline junkie

-“Dr. Srinu Pahul” [Byron V.O.]-male Indian Terran “near-human” (bioengineered) xenobiologist, shadowed by scandal and confident in survival skills

-[Robert A.S.]-?

-[Jim J.D’B.]-?

Orbital_city_by_StaticVG
Orbital habitat in a torus station

>>”1 to 7 February 2195 A.D./C.E. or 1 Terran Galactic Era:” Sometime after the Appomattox repelled boarders near Atlanta and the explorers aboard the Blackbird returned to Earth from distant Oasis Station, a new band of travelers gathers at the orbital station of New Gdansk.

Hector Chavez and Jasmine arrive at the Lagrange-point torus habitat aboard another Starwind-class pleasure yacht in need of refitting and more crew. Hector calls his onetime “fixer” Max (short for Maxine) to find out about discreet shipyards and potential gigs. She sends the former spy to one Desmond Hogarth.

Jasmine and her boyfriend, fellow “Synth” Darcy, hope to find a safe homeworld for their people. But first, they want to stretch their legs (and tails) and get something to eat at the orbital city.

Meanwhile, Orion Starchaser continues hitchhiking across the galaxy. The blue extraterrestrial catches a lift with a Ru’ulok (heavy-gravity reptilian alien) trade vessel and is curious about Terrans. Orion disembarks at New Gdansk and is distracted by a shiny ship in space dock.

The yacht has also attracted the attention of Jax, a dashing space pirate whose single-person transport, the Slipstream, is berthed nearby. Jax’s interest is only heightened when Orion notices that the ship has Transit-capable (faster-than-light) engines. Humanity has only recently obtained this technology.

Hector and Jasmine emerge from the airlock and are surprised to meet self-important Jax and chatty Orion rather than a security squad. Hector is wary of their questions, but Jasmine is interested in talking with fellow nonhuman Orion.

Disgraced for some of his genetic research, Dr. Srinu Pahul takes a family shuttle into Earth orbit. He notices furry Jasmine and Orion talking and respectfully accosts the “Rakshasa.” The tiger-woman is flattered by the attention, and the group agrees to go with Dr. Pahul to a fancy restaurant.

Hector pointedly asks each of his new companions about their pasts and potential roles aboard the Gryphon. Srinu orders real steaks for everyone (and double for the “Uplifted” tigers). Jax and Orion ask for a tour of the ship, but Jasmine warns that Darcy is keeping watch, so they’ll have to wait.

Cautious Hector recounts some of his misadventures aboard the Appomattox, while Jasmine is happy to make new friends. Srinu says that he’d like to get away from Earth politics, and Jax is confident that he can pilot anything. Orion just wants new challenges.

After dinner, Hector and Jasmine introduce Srinu, Jax, and Orion to Darcy and take them aboard the Gryphon. Paranoid Hector doesn’t show them sensitive areas such as the armory, main engineering, or his quarters.

Jasmine and Darcy redecorate a large cabin with a jungle theme, while Jax demands the captain’s room. Dr. Pahul inspects the medical bay, and seeker Orion puts a disco ball in his cabin. They also discuss adding a swimming pool.

The refitting of the Gryphon is interrupted when proximity alarms go off. Hector scans and finds a robotic drone near the ship. Jax runs back to the Slipstream, and Srinu goes to his family’s shuttle.

Orion looks out a porthole and sees the unmanned probe. Jasmine offers to don a space suit and go outside, but Hector and Darcy recommend that she stay aboard. Possible enemies include law enforcement authorities, other smugglers, past marks, or racial supremacist or religious groups.

Hector wishes he had a proper electronics warfare suite, and Srinu begins maneuvering out of port. Jax is quicker, however, expertly maneuvering the Slipstream between the probe and the Gryphon. He bumps the drone, destroying it. Hector reminds his crew mates to be careful aboard the station.

The would-be adventurers go to meet Desmond Hogarth in a seedy section of New Gdansk. Hogarth is accompanied by an Ursoid Synth named “War Paw.” The man is somewhat surprised to encounter a full crew, but he agrees to acquire Hector’s requested parts, in return for one of two missions.

The first is a so-called milk run to the Mars Confederation. The second is to spring a “friend of the family” out of a Union of Solar Nations prison. In response to pressure from Hector, Hogarth says that the convict is Orion Stefanov, former chairman of the Venusian Finance Collective.

Orion Starchaser doesn’t detect any dishonesty with his telepathy, even though Hogarth is no doubt holding back information. Hector and Jasmine, shuddering at their memories of the disaster at Hephaestus Stadium, decline the prison break in favor of going to Mars.

Hogarth notes that he doesn’t want any Interplanetary Patrol scrutiny of the cargo, and Jax assures him that it shouldn’t be difficult to avoid the attention of Fort Olympus Mons.

Since Hogarth doesn’t know about the Gryphon‘s T-drive, Hector doesn’t tell him that the journey from Earth to Mars would take about four days rather than the weeks or months it would take with conventional (pre-First Contact) Terran rockets.

The new crew returns to the ship to spend some of its advance. Hector and Darcy receive deliveries from War Paw, and Dr. Pahul brings some of his laboratory equipment aboard. Hector scans Hogarth’s cargo and finds only machine parts.

Jax requests a quick-launch enhancement to the Gryphon‘s landing bay for the Slipstream, which he parks next to Jasmine’s hovercycle. Orion hopes to expand the holo-library.

Jax goes to the “Drowning Swan” bar and soon entertains a bevy of attractive women with his tales of derring-do in deep space. However, a wealthy woman who has been pursuing the pilot learns of his presence in New Gdansk through C-space (cyberspace).

Cassandra shamelessly flirts with Jax, who resists her advances because he doesn’t want to be tied down or go legit just yet. Amused, Srinu sends the couple drinks, and Jax gives his contact information to Cassandra in return.

Orion wanders through the corridors of the orbital city, cheerfully talking with strangers, most of whom don’t seem disturbed to see a blue alien. Orion finds some fellow hitchhikers, including human student Chan McKenzie, Olvar (arboreal, mammal-like alien) otaku Irdana, and a former soldier who is disturbed.

Chris McKee mutters that he has “seen things no one should,” including something called the “Harbingers of the Righteous Order of Submission.” Orion invites him to join the crew and is about to consult his paper guidebook when Dr. Pahul walks by. He recognizes “Agent Prometheus” from past super-soldier experiments.

Detached from his Black Box Security handlers, Chris warns Dr. Pahul to stay away or risk violence. Orion diverts the sniper’s attention by introducing him to Ms. McKenzie, allowing Srinu to return to the ship unharmed. Orion later tells Hector and company that he has found a gunner for the Gryphon.

Jax talks with a bartender at the “Drowning Swan,” about Chris. Jose says has been serving the man for a few weeks and that he has a good reputation among the aliens, despite any apparent mental instability. Orion also warns Dr. Pahul that he and Chris will have to work out their differences on their way to Mars….

We’re off to a good start! I look forward to the Gryphon getting under way this coming Sunday, July 8. Let me know if any of you have questions about your characters, the ship, or the setting of “Vortex.” Note that Robert A.S. and Jim J.D’B. have also expressed interest in joining us.

In the meantime, I hope that all of you had a good Independence Day, and I’ll see some of you at The Amazing Spider-Man earlier on Sunday or Jason E.R.‘s Marvel Heroic Roleplaying: “Glassworks” game next Monday. I’ll also try to post some notes for Rich C.G.’s School Daze one-shot soon. Take it easy, -Gene

“Glassworks” Session 3: Alley of the Devil Dolls

Fellow role-players, here are the notes for Jason E.R.‘s latest face-to-face game, which Brian W. hosted at his home in Newton, Mass., on Monday, 25 June 2012:

>>Player Character roster for Jason E.R.‘s “Glassworks” Bronze Age/noir superhero scenario, using the “Marvel Heroic Roleplaying” game (based on Margaret Weis Productions Ltd.’s “Cortex” system, originally using DarkPages), as of spring 2012:

-“Kyle Martins/The Cloaked Quarrel” [Gene D.]-male human college student and legacy crime fighter with mystical crossbows

-“Eli Wasserman/the Amazing Mr. Fantastic” [Brian W.]-male metahuman with shadow manipulation, semi-retired superhero and private investigator

-“Rain Tomotowa/Thunderbird” [Sara F.]-female Native American metahuman park ranger, able to change into an eagle

-“Matthew Shanks/Merlin” [Josh C.]-male incubus sorcerer and occultist with an ancient family legacy

-“Tim Gray/DarkStorm” [Bruce K.]-male metahuman super soldier, experimented upon by the government, amnesiac weapons designer for Oryx Industries, and armored vigilante

-“Summer Winters/Santanica Pandemonium” [Rich C.G.]-female human nurse and mother/demon with flame powers, newly aware of her dual nature

-“Ezra Goldman/Daedalus” [Beruk A.]-male metahuman with the ability to temporarily imbue machines with personalities

>>Session 3: “Getting the Shaft” or “Alley of the Devil Dolls

Abandoned warehouses
The scenic warehouse district

In response to a rash of arsons and mysterious murders, a strange group of people gathers in Hamilton, Delaware. Kyle summarizes what he and his newfound super friends have learned so far for Eli:

-The Case of the Masked Arsonists: The masked and wrapped women known as “Devil Dolls” have been setting incendiary devices around the city.

Devil Doll I was caught setting fire to properties belonging to the White Magus, leader of the mystical Conclave to which Matthew belongs. She was later revealed to be Eva Ball, former partner of Richard/the White Magus, and was taken for treatment to Rain’s grandmother, the shaman Kittaguka. Mute Eva recalled escaping from some institution.

Devil Doll II was captured while setting fires in a line leading to a factory in the Glassworks neighborhood. She turned out to be Maggie Orex, daughter of James Orex, the founder of arms firm Oryx Industries.

Maggie was also Tim’s girlfriend, who was believed to be dead, and both Eva and Maggie suffered from serious physical and emotional/mental injuries.

-The Case of the Glass Woman: Upon foiling a Mancari Security armored car heist by the costumed Palmetto, the Cloaked Quarrel had discovered a glass woman in a metal casket. She was Mora Burch, wife of the missing Boyd Burch, a chemist at tobacco firm D.J. Sharrif.

Eli had been hired by Faisal Marzoug on behalf of Ms. Sharrif to find Boyd, who had been kidnapped from D.J. Sharrif’s facilities at 54 Tennant Street in the Annex — a neighborhood that Sharrif wants to rename “Fatima.”

Meanwhile, DarkStorm had gotten a tip from fellow vigilante the Red Right Hand about Burch’s former CalTech classmate, Oryx scientist Albert Boyle. Boyle had been found murdered near a warehouse at 315 Mycroft Ave. in Fairmont. Burch had been working on something called “Project Jabberwock,” which involved “reverse-engineered DNA” and “umbral matter.”

Near where Russian mobsters (led by a man named Ozerov) had been watching Burch’s apartment, the Cloaked Quarrel had found primal runes later translated as “Little Jack Horner.” Kyle also made contact with the Red Right Hand and believed that the D.J. Sharrif and Oryx Industries cases were somehow connected.

-The Case of the Dragon Pearl: Merlin and Thunderbird had been assigned by the Conclave, a group of about six mages, to search the South Market for the “cintamanni,” a.k.a. the “Philosopher’s Stone” and the organ responsible for certain dragons’ flight. While apprehending the Devil Dolls, they had encountered Santanica Pandemonium.

The fiery winged woman had fought Erichtho of the Coven over a jade dagger at the Ramsaeir Museum of Natural History. Summer’s ex-husband Bobby Galati, of the Galati crime family and Mancari Security, eventually surrendered the dagger to her at All Saints Hospital.

Santanica/Summer also later mentioned that she had been seeing the face of Dr. Ben Nitten (who had summoned three demons to question her) and some peasant flickering around other people. Is he a shapeshifter, some spirit possessing victims, or a figment of her fractured imagination?

The “jade warror’s panoply” apparently included the jade dagger and the Cloaked Quarrel’s crossbows. Other mystics from the Conclave and Coven, including Shard, were hunting for the cintamanni.

-Making connections: While the Red Right Hand may have killed Albert Boyle for his involvement in shady Oryx Industries research, Boyd Burch was likely also searching (or had even obtained) the dragon pearl to try to change his wife Maura back to flesh and blood.

Because of his gambling debts, Burch had apparently turned to Ozerov for protection, even as Mancari Security had his wife, and Bobby Galati ended up with the jade dagger that Erichtho had taken from the museum.

How were the jade warrior’s panoply and the cintomanni connected? What were the Dragon Dolls trying to flush out with fires toward Glassworks, and for whom? Who wrote the primal runes, and what was Dr. Nitten?

-Back into the field: Rain and Tim go to Kittaguka’s to check on Maggie. The Native American shaman tells her granddaughter that Devil Doll II’s wounds were caused by science, not magic, and that she needs herbs from Kunzang Tenzin, a member of the Conclave, from which she was expelled. Matthew and Kyle plan to visit the White Magus to check on Eva/Devil Doll I.

Summer is upset to find that her ex-husband Bobby is missing, along with her son Timmy. Now aware of her Santanica Pandemonium identity, she asks her former mother-in-law about Timmy. Apparently, the Galati crime family is angry that Bobby has gone into the witness protection program and fears that he may expose the family’s leadership to law enforcement.

Eli calls in his “science guy,” Ezra Goldman/”Daedalus,” to track down Palmetto. However, the “Amazing Mr. Fantastic” and Daedalus, as well as Merlin and the Cloaked Quarrel, are sidetracked when Santanica Pandemonium calls for backup as she, Thunderbird, and DarkStorm go to the warehouse in Fairmont where Albert Boyle’s body was found.

An alley connects Mycroft and Pallas Avenues, running between an apparently abandoned factory and a warehouse whose security DarkStorm found was still active. The Amazing Mr. Fantastic believes that the warehouse is a decoy or trap and that the best way to any subterranean hideout is through the factory.

Thunderbird and Santanica fly to the roof of the warehouse and use their wings to buffet security cameras out of position. Daedalus reroutes other monitors near the doors, then he and DarkStorm join the others at the factory. They easily break in through a window.

The Cloaked Quarrel finds machinery under tarps that has been reassembled in a strange configuration. The Amazing Mr. Fantastic looks for clues and sees scratch marks in the floor. Santanica Pandemonium keeps watch outside.

In a dusty office, Merlin and company find unused “Indian”-brand candy wrappers belonging to the defunct Hamilton Candy Co. He and DarkStorm also find a cargo elevator that leads to a lit shaft.

Daedalus and the Cloaked Quarrel find that some of the devices can be moved to slots in the factory floor, but as they interact with one, it pierces a barrel of fluorescent goo. The Amazing Mr. Fantastic contains it with his summoned shadows, even though the private detective doesn’t like using his powers.

Armored DarkStorm and the magical Merlin descend and find a corridor with about 20 Devil Dolls! The masked women stand in rows, seemingly inert. Closer examination determines that they are inhibited by pieces of “magic candy.”

Merlin hits all of the Devil Dolls with a Lightning Storm spell, forcing the lozenges out of their mouths. The wrapped saboteurs then begin advancing toward the two metahumans!

In avian form, Thunderbird flies down but tells the Cloaked Quarrel that everything is under control. Gadgeteer Daedalus and the young Cloaked Quarrel are curious about the machinery, while the Amazing Mr. Fantastic recommends caution and notes the commotion down below.

Santanica Pandemonium enters and is drawn to the devices. The Cloaked Quarrel draws his mystical crossbows in alarm, but the fiery woman comes to and identifies the devices (later confirmed with Merlin’s divination) as components of a “mystic dragon cage.”

Winged Thunderbird knocks down some of the Devil Dolls, and Santanica flies down and pulls out DarkStorm, who doesn’t want to harm the women, and Merlin. The group narrowly escapes the factory, despite Merlin and Santanica’s desire to destroy it.

The crime fighters regroup and discuss what to do next. Thunderbird goes to Kittaguka and asks about the dragon cages. She learns that her ancestors were known as dragon slayers (Unktehila), a history that seems related to the hunt for the cintamanni.

Merlin has one of the candies chemically analyzed and contacts White Magus. Summer/Santanica wants to send a bloody message to the Galati family but decides to leave her ex-husband and son in the relative safety of witness protection until she can solve her cases.

Eli uses his psychology experience to help Maggie remember her time as a Devil Doll. She writes that the fires were set to drive something out of the buildings. The Amazing Mr. Fantastic theorizes that Faisal may have hired him on behalf of a real dragon.

Despite the Cloaked Quarrel’s misgivings, DarkStorm brings Maggie to her father James Orex. Summer accompanies them as a nurse and is alarmed when she recognizes the butler as Dr. Nitten!

James seems happy to be reunited with his daughter, but his house goes into security lockdown as Santanica and Merlin look for Dr. Nitten. Metal plates drop in front of windows, security guards scramble through the mansion and its grounds, and the outer gates close and lock.

The rest of the would-be superheroes borrow one of Matthew’s vehicles and get past the outer perimeter’s security measures. Santanica blasts through doors and walls and pursues a nearly invisible man.

Matthew’s secret identity as DarkStorm is blown before his boss, but James says his first concern is Maggie’s safety. The CEO of Oryx Industries claims that Project Jabberwock was mothballed as a failure and that he knows nothing of the Devil Dolls’ arson scheme or Albert Boyle’s murder.

The Cloaked Quarrel manages to pin the man fleeing Santanica Pandemonium, who redirects her attention at new arrival Erichtho. The flying witch casts fiery snakes at berserk Santanica and Thunderbird. Merlin and the Amazing Mr. Fantastic try to block Erichtho, but she, Rasayana (the man with the invisibility suit), and Dr. Nitten teleport away.

DarkStorm tries to do damage control with the Orexes and calls for law-enforcement backup for the candy factory. He also makes plans with the Cloaked Quarrel to contact the Red Right Hand, mainly about the corporate espionage and organized crime. Daedalus analyzes the candy sample, which uses a neural inhibitor and “reverse-DNA” to control the nearly dead women.

Furious Santanica Pandemonium and Merlin want to track down Erichtho and Dr. Nitten and to find out more about the cintamanni and jade warrior’s panoply. The Amazing Mr. Fantastic, the Cloaked Quarrel, Thunderbird, and Daedalus plan to head to the second factory in Glassworks….

While we didn’t have quorum to continue Rich C.G.’s Way of the Wicked adventure path last night (Monday, 2 July 2012), we did enjoy a School Daze one-shot. I also plan to post an update for the first FATE 3e “Vortex” space opera session with the latest telecom team this past Sunday.

Next week,  I look forward to continuing Jason’s “Glassworks” game, and in the meantime, have a happy Independence Day! -Gene

Movie review: Disney/Pixar’s Brave

On Sunday, 24 June 2012, Janice and I met Thomas K.Y. & Kai-Yin H. and Sara F. at the Showcase Cinema de Lux at Legacy Place in Dedham, Massachusetts, for an early matinee of Brave. We enjoyed the Disney/Pixar computer-animated fantasy.

Disney/Pixar's Brave
Wallpaper for computer-animated Scottish fantasy

Unlike many of its predecessors, Brave isn’t a retelling of a classic fairy tale or an adaptation of a popular children’s novel. The movie follows Princess Merida, a headstrong Scottish lass, as she struggles to find her destiny in a rugged land of colorful warriors and hidden magic.

While Brave is not historically accurate, I’m glad that actual Scottish and British actors were used for its voice cast. Kelli Macdonald (Gosford Park, No Country For Old Men) is an appealing Merida, and comedian Billy Connolly is her boisterous father King Fergus. Emma Thompson plays the controlling Queen Elinor, and Julie Walters is an old witch who grants Merida an ill-advised wish.

Robbie Coltrane, Kevin McKidd, and Craig Ferguson are other Scots in Brave‘s cast, and of course, Cheers and Pixar alumnus John Ratzenberger is also aurally present. Brave‘s character designs are cartoonish but manage not to be too jarring against the realistic landscapes. As an archery fan, I enjoyed the tournament scene, even if most of it had already been shown in commercials and trailers.

The script and plot are a bit more straightforward than other Disney flicks, but I appreciated the fact that the movie is somewhat less sentimental — or emotionally manipulative — than other Pixar films (see Up). Some reviews focus on Merida as a stronger young woman than past Disney princesses, but what about Mulan?

Others have noted that most of Pixar’s pics have been more boy-oriented, such as Toy Story and Cars, but Brave actually has more in common with recent movies from Dreamworks, such as How To Train Your Dragon or Kung-Fu Panda. Brave also bears a strong resemblance to Dragon Hunters and Brother Bear, but isn’t as tragic in tone as Sintel. In addition, Brave‘s Celtic knotwork and mythic medieval setting reminded me of the delightful Secret of Kells.

I was pleased to see Brave tackle mother-daughter relationships, since much folklore and more recent movies tend to focus on father-son or father-daughter ones. Merida‘s suitors and three younger brothers are also a source of some amusement.

Overall, I’d give Brave, which is rated PG for some violent scenes, three out of five stars, an 8 out of 10, or a B+. Brave might not go down as a classic, but it’s still solid family entertainment. The next movie I’ll probably see in the theater is The Amazing Spider-Man.

Speaking of animated fantasy, while I’ve recently blogged about Avatar: the Legend of Korra, I have to note that I was pleased with the action-packed first season finale to this sequel to Nickelodeon’s Avatar: the Last Airbender. The dieselpunk/fantasy setting, escalating plot, and adolescent characters all came together, and I look forward to seeing what happens next.

“Pathfinder: Way of the Wicked” Update 1: Prison break

Fellow role-players, here are my notes for our first “evil fantasy” game, which Rich C.G. ran at his apartment in Waltham, Massachusetts, on Monday, 18 June 2012:

Branderscar Prison from Way of the Wicked
Branderscar Prison

>>Player Characters for Rich’s Pathfinder: Way of the Wicked adventure path:

  • Tomer Raffelli” [Gene D.]-male Halfling Rogue, imprisoned for fraud; NE, Lvl. 1
  • Pestinha” [Josh C.]-male human Monk; LE, Lvl. 1
  • Logan” [Bruce K.]-male Half-Elf AntiPaladin of Asmodeus; LE, Lvl. 1
  • Danzil’Ka” [Jason E.R.]-female human Necromancer (Wizard); NE, Lvl. 1
  • -[Brian W./absent]-male Dwarf Cleric; LE, Lvl. 1
  • -[Sara F./absent]-female Gnome Witch, with an improved hedgehog familiar; LE, Lvl. 1
  • -[Beruk A./absent]-male Fighter; CE, Lvl. 1

>>After being arrested for trying to pull a scam on a pillar of the community, Tomer is taken to Branderscar Prison, which squats on a desolate island. There, he and others who have broken the laws of the supposedly benevolent theocracy of Talingarde are branded on the forearm with an “F” for “forsaken.”

The Halfling Rogue awakens and finds himself chained to other convicts in a dark cell. Tomer cheerfully introduces himself while quietly swearing vengeance against those who have imprisoned him. Ritually scarred Pestinha says little while straining against his bonds, and Danzil’Ka learns that her feminine wiles are of little use on the faithful guards and shackled skeletons.

Logan eventually regains consciousness ahead of a Dwarf Cleric and a Gnome Witch who are also part of the chain gang. The sentries taunt the blackguard by reminding him that heresy and blasphemy are punished by execution, but the human just laughs at them.

The prisoners hear grunting from a nearby cell, and Danzil’Ka eventually gets a glimpse of an Ogre with infernal blood. Tomer overhears hypocritical soldiers talking about gambling and how Sgt. Tomas Blackerly rigs dice games in the gatehouse. They also mention a Wizard with an owl in a nearby tower.

Sometime in the night, six guards come for Logan, who has a distinguished visitor. They take him to a dining hall, where he sees a strangely compliant Sgt. Blackerly talking with an attractive brunette. Lady Alyssa Senhaven mentions Logan’s murder of her husband.

In fact, the lady is actually blonde cultist Teodora magically disguised, and she tells Logan that a “mutual friend” wants to meet him at a manor on the moors in three days. She slips him an embroidered veil, and the charmed guards take the AntiPaladin back to his cellmates.

Logan tells his new companions what happened, and he pulls the image of a blue vial off the veil, and it becomes an actual vial! Other objects magically stored include two daggers, 100 gold pieces, a coil of rope, a hooded lantern, clothing, and masterwork lockpicks.

Logan manages to toss the picks to Tomer, who frees him and begins working on the others’ manacles. The guards notice some of the commotion and, without going into the cell, tell the prisoners and Ogre Grumblejack to be quiet. It takes Tomer some time to successfully unchain everyone, and he and Logan then sneak toward the guardroom.

One sentry notices and blows a horn in alarm, while another draws a longsword. Logan grins and brandishes his dagger, while agile Pestinha maneuvers. Grumblejack smashes a guard, and Danzil’Ka wakes the Gnome and the Dwarf, who heals the horned Ogre.

Tomer takes a dagger and runs to the next rooms, as Grumblejack pummels another guard. The Halfling climbs down a wide chimney and is singed as he enters a kitchen. He throws a pan, scalding an unlucky woman. Cook Gregor pleads for mercy, but the others stab him after shimmying down the chimney. Tomer takes knives and some oil.

In a dining hall, the escapees confront three more guards. Pestinha blinds one with a well-aimed unarmed strike, and Logan misses with a longsword. One guard hits the Monk, but is hit in return by Danzil’Ka’s Ray of Frost spell. Tomer throws knives but also misses.

Swift Pestinha throws a handful of dirt in the eyes of a second sentry, and Logan slays his opponent. Danzil’Ka casts Chill Touch, killing the third guard. The Dwarf priest attends to the wounded as they press on.

The jailbirds jog through a courtyard, past a fountain and a statue of Denathia the Just, a saint in the religion of Mitra. Pestinha stuns two guards, and Logan, who has donned a guard’s surcoat, bluffs his way to the gatehouse. Kohl-eyed Denzil’Ka and stealthy Tomer pretend to be prisoners awaiting transfer.

The escapees see brawny Grumblejack crashing through more doors and waves of guards as they make a break for the causeway bridge. Volleys of arrows rain from the prison’s watchtowers. Tomer improvises a smoke bomb for partial cover, and Logan tries to shield Denzil’Ka.

About halfway across the bridge, the group realizes that guards are approaching from both sides. One by one, the convicts jump into the water far below. Logan swims to keep Tomer and Danzil’Ka from drowning. They spend the next few hours racing across the countryside, hunted.

Danzil’Ka summons her mongoose, and the Gnome calls for her hedgehog familiar. Logan leads the way, drawn by Teodora’s magic. The adventuring party hikes across the misty moors until it comes to a forbidding manor.

Servants answer the door, and Teodora tells Logan that “it’s about time” he found her. Slaves attend to the newcomers, bathing and clothing them before a banquet.

Teodora introduces the wanderers to Adrastus Thorn, a cardinal in the church of the Prince of Nessus, Asmodeus. The people of Talingarde once worshipped multiple entities, he says. The cardinal also shows that Grumblejack has successfully escaped Branderscar Prison.

Thorn offers Logan and company support if they will swear fealty to him. The escapees reluctantly agree to become the ninth “Nessian Knot,” or band following the nine lessons of Asmodeus. They sign a pact in blood promising loyalty to Asmodeus, Adrastus, one another, and themselves.

In return, each member receives 200 g.p., a silver pentagram, and an Iron Circlet of Disguise. Thorn graciously gives Danzil’Ka her spellbook back. The Ninth Knot rests and prepares for its first mission against the followers of Mitra in Talingarde….

Happy Birthday again to Brian, Josh, and James! I had fun in this adventure path, and we’ll see who is able to attend the next session, currently scheduled for July 2. In the meantime, I’ll be continuing the D&D5e/Next playtest with the Sunday night telecom group, and Jason’s “Glassworkssuperhero scenario resumes on June 25. Be seeing you, -Gene

Free RPG Day 2012 report

Happy summer solstice! While I’ve missed some movies and local events lately because of travel and crowded schedules, I did get to Free RPG Day. On Saturday, 16 June 2012, Janice and I drove into Boston to visit the Compleat Strategist.

Retro RPG wallpaper
Retro role-playing rules!

The staff at the small game shop was friendly as usual, and I declined an invitation to participate in a Pathfinder tabletop role-playing session. I did pick up the following free items:

I also bought some Lord of the Rings HeroClix and Giants Revisited for Pathfinder (my Advanced Race Guide hardcopy is coming in the mail). I looked at the thick core rulebooks for Dungeon Crawl Classics and Adventurer, Conqueror, King because of fellow Game Master Brian W.‘s recommendations. I didn’t purchase either of these retroclones yet, because I want to see what my current face-to-face groups are willing to try after various miniseries and our D&D Next playtest.

I didn’t see any of the planned books for FATE 3e Starblazer Adventures/Mindjammer (for “Vortex“) or Legends of Anglerre (for the “Vanished Lands“) but at least the FATE version of Bulldogs has gotten some good science fiction support online. I’m more inclined to stick with rules-light systems than invest in yet another potentially expensive, complicated game with a limited fan base.

Unfortunately, the staff at Pandemonium Books & Games in Cambridge, Mass., was surprisingly ignorant of Free RPG Day and seemed to be more interested in hosting collectible card tournaments than serving role-players. It seemed like a missed opportunity to get people into the store. It’s a shame that the larger shop has focused less on traditional RPGs lately.

Janice and I later enjoyed lunch at Mr. Bartley’s Burger Cottage and visited our usual book shops in Harvard Square. We missed Josh C. & Sara F., who were at the Compleat Strategist sometime after us. I look forward to looking more closely at my Free RPG Day swag. So many games, so little time!