Sunday, February 11, 2024

OSR Commentary & Ascendant Rpg Session Report Four - Capital City Casefiles #2: Served Cold By Karl Gustav & Training Daze

 The PC's in tonight's Ascendant rpg adventure were training in Japan under contract to Dreadnaught Security. And thier taskmaster was   Stan “the Lariat” Hansen old partner in crime Steve Williams aka Doctor Death. 




















The good Doctor brought in some his boys and began to have them spar as well as show them the ropes when it came to Ascendant mercenary tactics. The Lariet's Dojo as it's called is a multi level 'danger room', gym, and extreme sports area. The player's PC's had to out manuever physical obsticals ala flame throwers and the Death's Ascendant boys. These guys form the new Triangle of Power. 
During tonight's game two of the lower tier Ascendants almost took off  Starlight's head. Starlight is our resident telekinetic and energy blaster. She thought the TOP were playing a bit rough. The Triangle's response was that the bad guys were playing for keeps. 

The player's PC's dealings in Capital City have been iffy with the drug dealer's network being fueled by money from the sale of Freak.  Freak goes back to N.W.O. in our games from the Write Up's.org website. So the point is well taken actually. Dreadnaught Security is paying for the extra training and updating on the group's capacities and powers. 

And this is going to loop back around to the events of Capital City Case Files #2 Served Cold & last session right here. 
For tonight's session we used some of the rules, principles, and ideas that we had seen  the Ascendant Rogues Gallery supplement which is super critical for faster play. 




















The PC's got a line on a shipment of Freak that was leaving the Oska labs for N.W.O.'s New York City dock's safehouse. And that's when the party got involved with Mokugeki. And this is where while taking out a dozen namelss  mooks. The ran straight into the giant head henchmen! He had the party choose between a red & blue card. The party chose the red card! 
And even after the training the party received Mokugeki gave the party some pause.. He was able to shrug off some killing blows and then full psycho killer on the party exending his claws! He slashed at everyone! 



Finally our psychic had had it with Mokugeki & dropped the gianr henchmen off the local pier. Needless to say that we may have saved the lead henchmen's life because this was when the Mark I Sentinels showed up and blasted the Freak lab into so much tinder. This is where we ended for tonight! 

 





Saturday, February 10, 2024

OSR Campaign Update - Godbound A Game of Diving Heroes & The Classic Greyhawk Boxset

 So over the last twenty four hours I've been rereading Kevin Crawford's Godbound: A Game of Divine Heroes. Because let's face it, the game is cool as Hell and it's got me thinking about rerunning a mini campaign. 



















Recently GrimJim did a video & page through review of the Godbound rpg and that review made me fall in love with the game again. What is it that made me fall in love with Godbound in the first place?! Hard to say really but the fact that it did an OSR Exalted campaign better then White Wolf's efforts may have had something to do with it. 
And while there are two other books for Godbound, the fact that there is enough material within the main rule book to simply take off and run helps to sell this game. I'm very tempted to run a modern 2024 Godbound campaign set within the modern era. 
The idea is that the celestial clock is beginning to tick down and the PC's have to get the engines of creation running again for thier reality. Meanwhile, the unreality of the Unconquered Night is lapping against thier world. And things are starting to emerge on thier world. The PC's must get thier engine restarted and working again. The problem is that they have only recently come into thier divine powers.
And I'd love to include some of the classic AD&D first or second edition elements from Greyhawk. 




















In the past we've used Greyhawk as a type of alternative Oerth from the 'real reality' of the campaign Earth. We've also kept the AD&D first edition's wheel planar cosmology. Still keeping a bit of the AD&D adventure elements while not sacrificing some of the ideas that we find in Godbound. 
The classic Greyhawk boxset is so expansive and easily adaptable over the years there hasn't been a campaign that we haven't used the setting in. Why?
There are several reasons, one is the fact that the setting is iconic and easily recognizable by veteran players. Two it's a beloved setting and it's easy to get player's deeply emotionally invested in the game. And three the cosmology of Greyhawk is rife with intrigue and conflict. 

Thursday, February 8, 2024

Quick Impressions of Agents of W.R.E.T.C.H. Rpg Setting Second Edition Book By The Red Room

 " Agents of WRETCH - Second Edition RELEASED. This second edition takes the concept of the original sourcebook and transforms it into an essential Wretched setting compendium. This edition not only preserves the original content, serving as a comprehensive toolbox for orchestrating a light-hearted spy game reminiscent of TV classics like The Avengers, Danger Man, and The Saint, but it also ventures into more serious territory. Available now at the Red Room store, Giant Slayer and Big Geek Emporium.

































Agents of W.R.E.T.C.H. Rpg Setting Second Edition Book By The Red Room came out about two days ago. And I'm way behind on my Red Room reviews and such. But Agents of W.R.E.T.C.H. Second Edition is one that I've been personally waiting for to hit the market place. Why?! Because I've run the first edition of this rpg supplement as a full on campaign. This book is very different from the first edition in every sense of the word. First of all this is an excellent spy & super spy setting ala early Sixties James Bond, Man from U.N.C.L.E., Our Man Flint, etc. Except it's not?! What do I mean by this? Well the fact is that in one hundred and ninety one pages. Agents of W.R.E.T.C.H. second edition brings new archtypes, backgrounds, PC options, and more to the table top. Agents of W.R.E.T.C.H. brings new factions, enemies, updates existing ones, and generally thrusts the PC's into the world of a Cold War spy battle ground that never existed. And it does this by laying down the world of this shadow war where your PC's are right in the middle of it.
Agents of W.R.E.T.C.H. is well written, the layout is clean, most of artwork is A.I. but it's well done A.I. artwork. And the text is readable and so overall Agents of W.R.E.T.C.H. is a nicely put together package. This is a world where a futuristic Cold War that never existed rages on and this could be the past or twenty minutes into the future of the Red Room's Wretched New Flesh Postcards from Aviladad second edition. 
What the Red Room has done with 
Agents of W.R.E.T.C.H. is to bring home a brand new setting book that can be slid in the back door of other Wretched rpg campaign worlds. And this adds whole cloth new material to existing Wretched Rpg campaigns. Secret agents can easily vs the supernatural and they don't have to be limp handed about handing out a beat down to the forces of darkness. You see your not playing a straight arrow spy here. Your playing a down and dirty super spy whose willing to use the tools of the trade to keep the James Bond villain from wiping out the world. 
 
Agents of W.R.E.T.C.H. presents a solid alternative for running super spies in the world of a Cold War going very wrong. And I personally think that Agents of W.R.E.T.C.H. is another great campaign setting book for the Wretched Rpg

Wednesday, February 7, 2024

Assassin Attack! - Warriors of the Red Planet/ Hyperborea rpg Session Report Six

 Tonight's game was a major incident at the trade post with us fighting the assassin Jal Hardos & his hirelings. This assassin destroyed our vehicle with a couple of well placed grenades timed to go off by remote detonation killing our cleric. And tonight's game picks right up from this session on the blog. 
His 5 hirelings were of at least 3rd level and he gave radiation poisoning to another of our fighters with a radium pistol blast! This guy wasn't kidding and with a well placed poisoned dagger took out our Green warrior ally! 





















During tonight's game we played cat & mouse with him throughout the trade depot until we dropped a very large stone block on him and one of his hirelings. And then it was cutting down the rest of the hirelings lest they report back to his patron. Whomever that might be. We had to get our fighter stablized and this meant a super science healer whom was down in the lower part of the dead sea basin. So we rented a flier from our Green allies and dashed off after they radioed introductions. Raz Thrals is a healer scientist who studied under the scientists of Helium. 
He did a good job drawing out the radiation but Helm's Charisma took a hit with him losing two points from the hidious scars that he's now got. We were able to pay Raz 500 gold pieces but now we're down some coin. And so the healer provided us with a map of the ruined cities some 2 miles from his place.I'm going wayback to the Best of Dragon Magazine volume #1 James Ward's "Deserted Cities of Mars," as a sort of homage to the roots of Mars old school rpging. 

 



















So I'm already rolling up the deserted city and already White Apes have come up as an encounter. I might or might not use them. The party is staying at Raz's place while Helm the fighter 3rd level is in healing tank. The rest of the party is looking to aquire some healing potions and draw up a second flier from Raz. His place is guarded by mercenary Red warriors of 3rd level. So he's expensive but well worth the expense. The party can off set some of this expense by getting him several herbal and dangerous fungal ingrediants. These are from Martian Shrieker and Violent Fungus varieties. The healer warned the party about these horrors! Tune in next week! 

Sunday, February 4, 2024

Nothing Ever Comes Easy - Cities Without Number, Stars Without Number, & Trey Causey's Strange Stars Rpg - Session One Report



The player's in today's game learnt the hard way that nothing ever comes easy and even being induced into a minor trade house doesn't mean that your going to have the easy life even on the interstellar trade conglomeration of Circus. 



 The PC's party  pick up on Circus & the adventurers have been  taken into the trade house of the higher level PC's. And the higher levels  giving the adventurers access to thier space hauler. And oh my the players are not happy because the hauler is in an incredible need of an overhaul as well as upgrade. And so the party is grounded at the moment and needs about 30,000 credits in maintence as well as parts. This blog entry picks right up from here on the blog. 

The PC's then started hustling on Circus doing odd jobs & quick money circuit jobs. This included selling three or more dream jaunts to the  Phantasists & running slave programs for the Slavers.  The PC's will not be taking a loan from the Slavers after a long and disasterous issue last run with Trey Causey's Strange Stars. 
The party also did a bit of organ running for a clutch of Algosians
The party also did bodyguarding for a group of alien and weird sosphants.The esoteric consciousnesses were using rented bodies. And the party was able to swap out thier fees for a lucrative trade good hauling contract.  The party then were able to move on the contract securing a 100,000 credit line. There are of course strings attached to it and this takes on the fact that thier going to be doing a passenger on some very alien 12th level intellects to the  Library of Atoz-Theln. That's not till next week's game. For the moment thier space hauler is being upgraded & retro refitted for current galaxy standards. We're using the Stars Without Number Trade Trade Goods Generator by Angry Golem Games. 



Saturday, February 3, 2024

Review For Androids of the Frontiers of Space By Joseph Mohr ( A pay what you want Cepheus Engine Supplement) & Outlaw Attack Clement Sector One Shot Session Report

 "With the influx of alien technology humankind has made massive advancements in the field of robotics in recent years. In the last few hundred years humans have settled most of the available systems in the Sonora sector. During this advancement many strides have been made in development of advanced robotic systems known as Androids. These androids, themselves, prefer to be referred to as “artificial humans” or “artificials.”"

"These “artificials” are more human than robot in both appearance and temperament. They feel insulted by terms such as robot or android as these suggest that there are “mere machines” rather than something more."



Androids by Joseph Mohr is a new supplement for the Cepheus Engine and it came out the other day. Just in time for our Clement Sector campaign! We found ourselves face to face with a band of brutal combat android outlaws. 
And what Androids is essentially is a collection of androids of different manufacture that can be used for random encounters or as background stats for randomly encountered NPC's. 
During last night's game the combat androids had gone rogue after the closure of the gate to Earth. And these creeps have been terrorizing colonists ever since using hit and run tactics. During DM Steve's run he employed the 20 pages of androids supplement to really bring home the weirdness of the encounter. 
The colony looked abandoned and utterly alone with no answer to hails, and full on communications down. We landed only to be greeted by a tied up teaching unit and several other care giver androids shackled in the local school room. This was a trap and we almost got ambushed by these artificial persons who were infected with a rather nasty virus called Centurion. 
Turns out the outlaws were long gone after resupplying themselves but left behind a number trapped artificial persons for us. Our posse has faced this type of crap before. And we had our cybersneak ready for it. 



























We had our cybersneak break into the local neural net A.I. which the colony was hooked into a feed in the 'cure' and then waited twenty four hours on board ship. We were using a  RAX Type Protected Merchant. And we didn't think that the outlaws would be stupid enough to attack us. But we were wrong as they left a nice present for us in the form of a fighter that was waiting for us at the edge of the system we were in. & this line of thought picks right up from 

this  blog entry.

We did manage to beat the fighter but it cost us time and such because we had to recover the remains of the android. On the upside though we did manage to get a payday out of it. This was a corporate job on a company store world. The outlaws did manage to get away however. 
What about Androids for The Frontiers of Space by Joseph Mohr?! The book in my estimation is well worth the download because it presents pages of possible Cepheus Engine NPC's and stats that are incredibly useful! 


Wednesday, January 31, 2024

OSR Commentary On Edgar Rice Burroughs's 'A Princess of Mars'

 "“As I gazed upon it I felt a spell of overwhelming fascination—it was Mars, the god of war, and for me, the fighting man, it had always held the power of irresistible enchantment. As I gazed at it on that far-gone night it seemed to call across the unthinkable void…" 
Edgar Rice Burroughs A Princess of Mars 
These words and the Michael Whelan cover set the stage for my own adventures on Edgar Rice Burrough's Barsoom along with John Carter. The year was 1986 and I was in a bookshop in my home town. It was June and we were wrapping up the last leg of an epic AD&D campaign. Now only recently I had reread A Princess of Mars. 

Burroughs did a ton of world builting through the eyes of Captain John Carter. Barsoom seemed to take on a life of it's own. And the novel set my own mind on fire. Barsoom was viberant and very much alive in a sense. Not that it was a real place or anything insane. But it Barsoom breathed from it's canals to the moss covered dead sea bottoms. 
And it's Green Martians seemed very alien indeed. Thier culture, beliefs, etc. seemed to be cut from a different cloth. There was good and evil on Barsoom but also shades of grey. Not as many as real life to be sure. But for a kid Barsoom seemed real enough. And how I wanted an Rpg. And fortunately I was able to use quite a few from Spelljammer to Warriors of the Red Planet. We had run quite a few campaigns on Mars. And I continue to do so to this day. There's something that keeps calling me back to the red planet. There's still a dozen and one adventures on Mars. Every hidden valley and acient ruin seems to have adventure around the corner. And in part I think it has to do with Edgar Rice Burroughs writing. Burroughs wrote to entertain and not to inform per say. His was the writing of the everyman and adventure was ERB's fare. 
'A Princess of Mars' is a book that has all of the best elements of a Pulp adventure. From cliff hanger chapter endings to full on sword battles to war scenes. And it's those memories of the first time reading ERB that keeps me as a reader coming back. 
'A Princess of Mars' as adventure influence can't be understated. I could watch the hours get sucked away as I contemplated the idea of a six limbed White Ape living in a dead sea bottom deserted city. What were the apes eating and how could I sick these White Apes onto my player's PC's?! And then there's the Green Martian hordes that moved endlessly on caravan routes. These savage monters were one of the threats that kept player's PC's outta of the deserted ancient cities. 
And then we walked the streets of greater and lesser Helium dealing with the back alley's intrigue & dangers. It' the lesser city states that adventurers have to watch out for. Adventurers on Barsoom are definitely of the 'dungeon crawl' variety except we didn't know about this in the intial book. 


Monday, January 29, 2024

OSR Review & Commentary Gods & Demons - Hawkmoor - Aedle Magder - A Shadowdark Supplement ( Castles & Crusades) Supplement

 "Gods & Demons – Hawkmoor – Aedle Magder describes one of the pantheons of the peoples of Hawkmoor and the Great Enchanted Vale, a campaign setting designed for use with the Shadowdark RPG."

"This booklet details the deities and demon-gods of the Jorn, the Norse and Germanic-inspired peoples of the Great Enchanted Vale." 


"This ersatz pantheon can also readily be used in virtually any fantasy campaign with any Old School style fantasy RPG where a Norse and Germanic-inspired pantheon can be used."

Gods & Demons - Hawkmoor - Aedle Magder By Mishler Games has entire patheon of gods, monsters, etc. all ready to drop into your Castles & Crusades rpg campaign. Yes, it says Shadowdark on the package but let's be realistic here. This supplement will work nicely for Castles & Crusades adventures without any modification at all. And this means that  you get details such as priesthood, religions, practices, etc. And then in twenty pages you get everything you need to add these into your own campaigns: 

"It is the first installment in the Gods & Demons line and includes details on the following deities and demon-gods, including their personality, nature, and most importantly, specific details about their clergy and their special abilities:

Greater gods in descending order of prominence:
Gor the Mighty (N)
Raesa Mountain-Mother (f, N)
Eidh Oathkeeper (L)
Valka Ravenwing (f, N)
Sverdkona Dragonbane (f, N)

Lesser gods include:
Orkan Fellibylur (N)
Aegtes Goldring (f, L)
Miskunn the Merciful (N)
Motsognir the Mighty (N)
Vangatari the Fey-Queen (N)
Storgryti the Stone-Giant King (N)

Demon gods include:
Jokul Frostbreath (C)
Slagg the Fire-Giant King (C)
Knuta the Mountain-Giant King (C)
Storslys, Wyrm-Father (C)
Ugartha, Queen of Wickedness (C)
Skrammande, Granny Troll (C)
Vargulf Ironclaws (C)
Frahrindandi, Chaos-Dwarf (C)
Salargnaver Hell-Belly (C)

Also included are details on Jorn:
A list of Beings commonly associated with the Jorn faith
Afterlife
Temples, Altars, & Shrines
Sea Wolf Class Alterations
Norse versus Jorn Equivalents" 

This means that entire group of gods and monsters can be dropped into Castles and Crusades easily. And this is content you can use from unknown good gods for paladins of a Norse nature to full on Choatic gods of horror that can come at your PC's from no where. 
But is 
Gods & Demons - Hawkmoor - Aedle Magder worth the 2.50 American that it says on the package?! Are you kidding me?! With entities like Granny Troll Skrammande and her minions breathing down the neck of your adventurers. Gods & Demons - Hawkmoor - Aedle mMagder is an automatic pick up for me. These gods and entities are perfect for the DM to add them to your Castles & Crusades adventures! Grab Gods & Demons - Hawkmoor - Aedle Magder today! 

Sunday, January 28, 2024

The Trade Depot Fasco - - Warriors of the Red Planet/ Hyperborea rpg Session Report Five

 Let's pick it right up from last session on the blog.  Our party took the riskier route to the trade depot and made it without much incident except for an encounter with two dust devils. This was lon the low end of our encounters after the cannibals. 





















The trade depot came into view and there were already a huge caravan meet of Green & Red martian lower bottom dead sea merchants and traders. We got into our reserved space and went on too tell our tale of cannibal red men warriors. And unloaded our cargo and setttled in. 
The first thing we did was get ammo, supplies, etc for our group of adventurers and eyed some of the other merchants goods. We also restocked on water, food, etc. You know the stuff that ERB's skipped over but Brackett went into a bit of detail about. We picked up a job from a red man merchant prince who was looking for some foo erm brave souls willing to venture into the dead sea bottom ruins of one of the ancient cities. 
So for that I'm going wayback to the Best of Dragon Magazine volume #1 James Ward's "Deserted Cities of Mars," as a sort of homage to the roots of Mars old school rpging. But this comes much later on. 





















So while everyone is concentrating on the resupplying the party wasn't paying too much attention to the flyer that landed at the deserted tower that made up this dead sea bottom trading post. The flyer belonged to one of the lesser royal houses of Helium's kingdom. What the player's don't know is that it contains Jal Hardos Martian assassin and duelist. The party got all of thier supplies and the pittence for the caravan job because of the Thark mercenaries air strike that they paid for. However they did get a percentage of the overall trade sales as a bonus as per thier terms so they made five hundred gold. 
And this is where our rogue got into a full blown duel with the assassin! And she was able to hold her own for quite a while. The duel drew lots from the Green Martians who were there for trade. But they stayed for the entertainment.  
Jal Hardos made a boast that he could take on the entire party one at a time. He's not kidding either because he's got some really underhanded tactics up his sleeve. Alright so what's Hardos deal? He's a 7th level rogue with a Scientist patron backing him as his 'Q' and is really Chaotic. He's been hired because he get's results. He's got a Paralysis ray up his sleeve literally. He won't use it unless he has no choice.  His aim is to stop the party whose in the past had dealing with black wizards and thier cults. 

Thursday, January 25, 2024

Circus and The Witches - Cities Without Number, Stars Without Number, & Trey Causey's Strange Stars Rpg



 So I've been going through a bit of a campaign crisis with our Strange Stars & Stars Without Numbers rpg game campaign when I left the party of adventurers on Circus. This is going to pick right up from yesterday's blog entry. That group of adventurers were going to get deeply into a Stars Without Number rpg Suns of Gold trader campaign. 


This gets deeply into the Gypsy fleets of Scavenger Fleets who use Circus as a staging and resupply centerpoint. The PC's have interacted with these fleets taking on checking out wrecks that the fleet has noted but has deemed too dangerous or adventageous to check out. This is where the adventurers come in. This is all in line with Suns of Gold with the PC's doing a bit of trade work on the side.. 

What makes Circus so valuable in our Strange Stars campaign is that it's the clearing house for all of the relics and artifacts that crop up in the void of space. These artifact technologies are encountered and scooped up by adventurers. These are the trade blocks for the powers of Circus and the last time we played the players had run afoul of the witches & magi of Circus's wizard guilds. 
How?! The adventurers had several key artifacts that had witch scripts and sigils all over it. Did it belong to them?! The adventurers wanted the scripts translated before handing valuables over to another faction. 
So where we left it is with a bit of a stand off. Then the magi came to the PC's and explained that it might be wise to not give them the artifact. The artifact might be a key for an extra dimensional entity. 
The PC's have bought a residence on Circus and established themselves with a trader and export business. Where does this crossover into Cities Without Number? The PC's on Earth are going to be recuited into the trade house but they're not aware of it at the moment. 

Wednesday, January 24, 2024

Old Earth - Cities Without Number, Stars Without Number, & Trey Causey's Strange Stars Rpg

 The past couple of days has been incredibly busy with weather, work, and whatnot. A call from a friend and fellow player of mine proved interesting. As he wanted to know if I was still running our Strange Stars/Stars Without Numbers rpg campaign. And remember there's the setting book for Strange Stars and then the OSR rules/campaign book. You as the DM will need both. 





















Strange Stars is interesting because it's lower tier Transhumanistic aliens (actually the descendants of human colonists who ventured into the vaccuum). Thilo of Endzeitgeist.com has an excellent break down of the setting's humaniod races; "Strange Stars knows the following types of sophonts: Biologics are either humans or aliens; it should be noted that Mandate Archive: Transhuman Tech’s body-swapping rules are more commonly used in Strange Stars. (Which should also provide a nice example how well this is ingrained in SWN’s possibilities.) Bioroids are artificially-created biological beings that are worn by a mind – whether it’s an infosophont (bodyless AI) or a Ghost, Ghost in the Shell-style – full-blown transhumanist options here. Finally, Moravecs constitute self-replicating, sentient machines." 

" From here, we move to the specific clades: More than 20 (!!!) are provided: From domed-skull humanoids capable of cataloging language to the insectoid Blesh, the feline Djägga, the engineer isopods (with a dditional limbs and body-swapping), gnomes, the bone-clawed hwuru, avian humanoids, humanoid computers…and yes, emerald-skinned humanoids…there is a wide array of races with concisely defined abilities here. Each race gets a brief note on physical and psychological characteristics and class preferences/restrictions, backgrounds available and attribute requirements, if any. " 

How would any of this translate to Earth and it's environs in Cities Without Number?! The fact is that it could easily translate and then some. Many of the Transhumanisms technologies have been completely lost and Earth has become Old Earth. Old Earth is literally a melting pot getto of the universe where all of the underworlders go to do business. Earth is literally one of the black market corners of the universe. 





















Strange Stars is literally built on the bones of the older races and colonizations that took place eons ago. And the space craft are relics making Earth one of the planets that is still retro engineering thier space craft to figure out the manufacturing points of the past. Old Earth is considered a dumping ground for every artifact and weird technology that passes through operators hands. Earth is literally stuck in the biological and cyberages of the past. 
Many of the other older 'alien' races consider Earth a dump or ghetto at worst and a historical curosity at best. 
But where does this leave the operators?! The same place it always has on the fringes and literally carving out a gig style party of adventurers moving among the power players and senior races of the universe. 
If we as both the players and the DM pick it straight up right now with the current crop of our old group of PC's?! The game campaign literally doesn't change. We've got a starship crew who were cycling in and out of PC's with abandoned. We had a changing roster of crewmen due to the player's having busy and hectic schedules. This enabled me to work in lots of races, NPC's, who are seldom seen from Strange Stars.  More to come. 

Monday, January 22, 2024

Mecha Caper - Cities Without Number Rpg - Session Report One

 Tonight's Cities Without Numbers rpg game session was something different as we had to grab a bunch of high end mecha from an illicit corporation The session saw us meeting with a Mr.Fixit over on the Southside of our home city and gaining acess codes for the corporate motor pool. We may have taken on far more then our operators were counting on. 





















We had our drone operator take guick fly over of the pool and noted the cyberguard dogs in the yard. Then it was the fact that we almost got killed by the cyber samuari guards that were actually parked in two cars at the end of the street. And these guys were seriously well armed. They could have easily killed us right out of the gate. Our party backed off and sent in two drone instead these were spotted after a two hour fly through. 
Then we send in two of our cybersneaks to take a look at the cyberpsace set up. And this is looking really hard with ice and the sight mirrored in cyberspace. We need information and head over to the holo brothel that has a side hussle selling information on the side. The madame is pleased to see us as the last time she made money off of us. This time we're trading favors and she tells us how the mecha is all off world stuff that's being stored at Neutech's facilities. And this is where Stars Without Numbers comes into play. Neutech has been doing recover on before the Event tech. 




















There are rumors that Neutech has been doing serious testing on nano dust and other forbidden technologies. We have wracked up five minor favors with the Geisha Cooperative but we want to keep going. She suggests that we hire one of her 'girls' and that would be the psychic 'Maria Mayhem'. We talk among ourselves and have an extra thousand to play with. So we hire the psychic onto our payroll. And then she feeds us a little bonus that the security goes down for twenty seconds each night at 3:00 while the power builts back up! We might be able to use this info. We go back to our roach motel that we call a lair and begin making plans. 

Saturday, January 20, 2024

Cha'alt Raiders In Scorpion Canyon! - Cha'alt, Wretched Country 2nd Edition, and Gunslinger Rpg By Nightowl Workshop Session Report

 We came face to face with a dark wizard in the deserts of Cha'alt. We're outta of dynamite and hunkered down in the desert. And then the bastard wizrd lobs two purple laced fire balls our way! We didn't take kindly to this. 
















Dr.Justice our engineer started to cobble together some of the energy weapons from the bandits camp last game session here. With in a couple of rounds we were able to shoot a couple bullets and get the bastard to keep his head down. This was to give Doc time to get his contraption together & two lucky rolls later Doc comes roaring out of our makeshift fox hole and blasts the shit outta of the dark wizard! Natural twenty baby! Here's where one of our remaining Braves goes to check on the black wizard and only found a crater where the bastard used to be! 
The good news is that we've got a makeshift energy weapon and now we're outta of dynamite! Don't forget that Venger's got his own Kickstarter on for 'How To Design Worlds Like a Fucking Boss' over here. 

We started searching around and found the wizard's hover skift. We didn't even try to figure this thing out and instead our Brave hit the shiny red button. And now we're off to the capital of Cha'alt!