Chasing The Sunset & Imposters

Chasing the Sunset is a West Marches-style exploration game using Fellowship 2nd Edition‘s Horizon rules.

The fellowship: Dryden of Conwall the Collector/Hunter, Averiela the Elf, Lucia the Brave the Heir/Halfling Sheriff

Last time, the Fellowship tried to solve two of Swallet’s problems by smashing them into each other: lead the Fire Elemental from the trash processing plant into the Fight Club so it can fight the Dragon. Continue reading “Chasing The Sunset & Imposters”

Chasing The Sunset & Trash

Chasing the Sunset is a West Marches-style exploration game using Fellowship 2nd Edition‘s Horizon rules.

The party: Dryden of Conwall the Collector/Hunter, Averiela the Elf, Lucia the Brave the Heir/Halfling Sheriff

Last time, the Fellowship finished up in Thaumatown and finally arrived at the underground Goblin town where a Dragon might be able to tell them something about the Moon.

A map of the Goblin city of Swallet. The city is at the bottom of an underground carvern. On the eastern wall, a waterfall falls into lake with a park around it. In the middle of town, a big ramp leads down from the surface to a building at the south edge of town, with big signs advertising Fafnir's Fight Club and urging all comers to challenge the dragon. At the west wall of the cavern is a large building with lots of pipes coming out of it. Some kind of industrial facility.
A map of Swallet

Continue reading “Chasing The Sunset & Trash”

Chasing The Sunset & hostile architecture

Chasing the Sunset is a West Marches-style exploration game using Fellowship 2nd Edition‘s Horizon rules.

The party: Vestri the Dwarf, Yuri the Outlander

GM note: This is the first session for two new players, which means two new characters and two new cultures. I intended to have them arrive on the continent by boat like most of the other players (Kraken, shipwreck) but Yuri’s player told a story that fit an existing location on the other side of the map, so I placed the session there. That’s collaborative world-building!

Yuri the Outlander (he/him): Yuri was a medical doctor living in 2020 Moscow, Russia, until his entire fourth-floor apartment was teleported to another world! The apartment crushed someone on arrival, leaving only an arm holding a glowing sword. When Yuri picked up the sword, it downloaded confusing, terrifying visions of the future into his mind. Yuri is 6’2, shaved head, Dave Bautista head shape, but not huge like Bautista, more Jason Statham’s build. Yuri’s cat, Steven, was teleported to the new world like everything else in Yuri’s room. Yuri inherited Steven from a child who apparently died. Steven rides in Yuri’s backpack and sticks his head out of the unzipped flap. There are no small domesticated cats in this world, so Steven stands out.

Outlander culture: Modern Russian culture from Earth.

  • Lore about the Glowing Sword:
    • The sword showed Yuri visions of a cataclysm. He sees lush forests, deep caverns. Mermaids fighting. Fire. Dwarves. The visions don’t match his world, so they must show this new world.
    • The sword throbs when pointed in certain directions, so Yuri can hold the sword out and decide which way to go.

Rumor about Outlanders: Yuri was made by Faeries.

Vestri Redrock the Dwarf (he/him):  The Redrock family gets its name from the rich red rock from its ancestral mountain. A few Redrocks have red hair or beards, but the trait is recessive and rare. Long ago, the Redrocks were driven from thier mountain home by a dragon. They lost one of a pair of ornate jeweled daggers, made by Vestri’s great-great-grandfather. Now that the dragons are gone, Vestri carries the remaining dagger and hopes to find its counterpart. He is accompanied by Hundrin (a blacksmith) and Gurtin (a Tunneler)  Hundrin is Vestri’s cousin from a lesser branch of the family, who built and operates Gurtin. Gurtin is a small one-seat vehicle with a giant drill on the front. The family’s recessive red-head trait is expressed in Vestri, and he’s very proud of his resplendent ginger beard. He braids it every morning and puts oil in it.

  • Dwarf culture:
    • Clans are determined by which mountain they come from. “Our stone” as it were. “Redrock” is the common translation of a Dwarf word that includes color, texture, and density. Dwarves have many words for different types of rocks, metals, and alloys. The words for alloys are formed by concatenating the names of their components, like in German.
    • Dwarves marry to cement family bonds and to bond different clans. Dwarves can have multiple spouses and relationships will ebb and flow, begin and end, over a Dwarf’s long lifetime. Spouses may live far from each other, especially if the marriage is to make a connection between far-off clans, and may not see each other for years.
    • Oral tradition and storytelling are important. Certain stories and specific story elements have certain musical instruments assigned to them, like “Peter and the Wolf”

Rumor about Dwarves: Dwarves are greedy & love to hoard wealth.

  • Rumors about the continent:
    • Vestri’s other dagger is out there somewhere
    • There’s a place to put the glowing sword that sends out a ripple of magical energy.

Continue reading “Chasing The Sunset & hostile architecture”

Chasing The Sunset & Redstone

Chasing the Sunset is a West Marches-style exploration game using Fellowship 2nd Edition‘s Horizon rules.

The party: Dryden of Conwall the Collector/Hunter, Averiela the Elf, Lucia the Brave the Heir/Halfling Sheriff

Last time, the Fellowship explored a dangerous robotics facilty. At the bottom they found an Artifact of Power and its guardian.

A map of Thaumatown robotics facility, level 1. A ceramic bowl in the middle of an empty room. An elevator door to the west. A hole in the ceiling from the furnace.
Thaumatown robotics facility, level 1.
A Rogue Construct, an artifical creature of aether and energy. Most of its body is crackling puple energy ,but it has a golden mask for a face, hands that turn into sharp claws, and a ssingle metal spike instead of feet.
The Rogue Construct

Continue reading “Chasing The Sunset & Redstone”

Chasing The Sunset & Robotics Facility

Chasing the Sunset is a West Marches-style exploration game using Fellowship 2nd Edition‘s Horizon rules.

The party: Dryden of Conwall the Collector/Hunter, Averiela the Elf, Lucia the Brave the Heir/Halfling Sheriff

Last time, the Fellowship sent a shutdown command to all the robots causing trouble in Thaumatown. Concerned that the robots may be reactivated and cause more trouble in the future, they want to disable them permanently. The robots don’t have fuel or batteries. Their power comes from some remote source, so the Fellowship looks beneath the Civic Center for this powerplant.
Continue reading “Chasing The Sunset & Robotics Facility”

Chasing The Sunset & Exterminator

Chasing the Sunset is a West Marches-style exploration game using Fellowship 2nd Edition‘s Horizon rules.

The party: Buckle the Beast/Heart of Earth, Stella the Halfling/Hunter

Last time, the Sea Viper (ruler of Vieport) assumed Stella would turn in Buckle for a bounty, but the team violently demonstrated that they value friendship over money.

The rooftop terrace of the Sea Viper’s palace.

No enemies remain on the burning rooftop terrace.  Theona is barely standing, and is no longer a Companion. Stella and Buckle have a damaged Siege Tank, but the rest of their Companions…

The Sea Viper’s Palace. A Group of Naga Guards are inside, and another Group of Naga Guards stand under the pillars. The companions Ugg, Gus, Rose, and Silk are trapped on top of the pillars.
The Sea Viper’s Palace

…are still climbing the pillars outside the palace, trying to reach their leaders on the roof. A group of Eel Naga guards are below them, threatening them. The group of Eel Naga guards that Buckle left inside the palace are about to come out and join their comrades.

Neither Stella nor Buckle can swim. The Sea King escaped, and surely the entire city will soon be after them for attempted regicide. They need an escape route right now. Buckle considers driving the Siege Tank off the roof, but the drop will damage its only remaining stat. Stella considers getting help from the beluga whales that carry cargo at the docks, but the Siege Tank is as big as a beluga whale. Just one whale won’t be able to carry the tank.

Stella Queen of the Wild: every beast she meets is a Compantion

Stella Speak Softly “whales, carry our tank away!” 7-9

GM note: Stella doesn’t have to convince the whales to help. The roll determines how much trouble the whales have getting in position to help.

A team of Beluga whales is pulling a raft nearby, and when they hear Stella’s call, they turn towards the palace. Their Merfolk drivers try to steer them back on coruse, but the whales buck to throw them off. The raft can hold the Siege Tank, but the whales need a little time to get to the palace. On the other side of the palace, Naga Eel guards wrap themselves around the pillars and spiral upwards to attack the companions stnading on top.  Buckle can’t use his Dragonfire at long range, so he takes a running leap from the roof of the palace…

Buckle Get Away 7-9 avoid harm

…and lands in the shallow water at the base of the pilars, right among the Naga Eel guards. His superheated body causes a burst of steam, which he empowered with Dragonfire..

Buckle Dragonfire: vaporize Group of Naga Eels

When a Group is destroyed, replace it with two members

…into a burning mushroom cloud! When the cloud clears, only two Naga Eels guards are left, who ignore the pillars and turn to attack Buckle. Stella watches from the roof. She can’t bring the tank to bear, but her Companions are right there.

Stella: Gus, release the garlic powder!

Gus uses Special Ingredients to create advantage against Naga Eel.

Gus retrieves a satchel of garlic powder and shakes it out over one of the Naga Eel guards. Garlic irritates snakes, so the guard starts spitting and coughing. Buckle attacks the distracted guard with his venomous spurs.

Buckle Finish Them (advantage: distraction from Gus) 10+

The guard only feels a pinprink, but that’s enough to deliver the venom, and he’s Taken Out. The other guard bites Buckle with his horrible needle-sharp teeth.

Naga Eel Needlepoint Teeth: necrotic damage to Buckle’s Courage

Buckle was feeling invincible up to now, having killed over twenty people in the last few minutes. He realizes that he can still be hurt!

On the other side fo the palace, the team of Belugas have thrown their drivers in the water and lined up so Stella can drive the tank off the edge and onto the raft. Theona sees an opportunity to escape and pushes herself towards the edge! Stella throws both throttles forward and races Theona.

Stella Get Away 6-

Don’t forget, Theona is a 16-foot-tall Ogre. As she and the tank reach the burning guardrail at the edge of the terrace, she shoves the tank asides and leaps through the flames! It looks like she’ll land on the raft with an action roll to break her fall, but instead she crumples and faceplants. The exertion and the flames were too much for her. Stella finds herself in the water in a very metallic, very heavy vehicle designed for land! She’ll soon sink! She quickly looks around the tank’s control panel and hits a tiny yellow button on the left side that she had not noticed before.

Siege Tank Secret Weapon: amphibious mode.

The bottom of the tank forms into a waterproof hull, and it’s able to slowly motor through the water.  Stella is away!

Buckle panics and runs parallel to shore through shallow water, leaving a trail of steam. Stella yells for everyone to go to the Adventurers’ Club. The crowd of Companions drop down from the pillars and everyone flees towards the Adventurer’s Club, with only one Naga Eel guard trying to stop them.

GM note: Fleeing the scene with enemies nearby gave me a great excuse to start the next scene with a problem. I asked the players to pick which of their Companions were missing at the beginning of the next scene.

Stella drives the Siege Tank onto shore next to the Adventurers’ Club. Buckle is hiding under the porch, but the smoke rising from him reveals his position. A headcount of their numerous companions reveals that Hamfast is missing! Two figures appear on the roof of the buidling opposite the Adventurers’ Club. Hamfast as been captured by The Exterminator!

  • The Exterminator
    • Deadly Poison
    • Fumigator
    • Patient

The Exterminator beckons to Stella and Buckle, then drags Hamfast back out of sight. They will have to breach the building and face The Exterminator’s traps to extract their new companion.

GM note: We brainstormed what building The Exterminator used as their lair. Often adventurers gather in shady taverns, narrow alleys, or warehouses, but the Adventurers’ Club is a legitimate, reputable organization, so it’s in a nice part of town. It’s next to a the club house of a golf course. Specificity helps creativity!

Golf Clubhouse, AKA Exterminator’s deathtrap

Buckle is still in shock from the previous battle. Stella considers a multi-pronged attack agains The Exterminator, but needs to scout the area to know how to proceed. She walks around the building looking for entrances. There’s a service entrance on the side, and an employee is leaning against the wall taking a smoke break.

  • Caddie
    • Talk for Days
    • Loose Lips

Stella: Buckle, are you back with us? Are you ready to do something? Go in the front and see what’s there.

Buckle shuffles off and Stella approaches the Chatty Caddie.  Her plan is to set a pit trap at the rear entrance to catch The Exterminator if they flee that way, but she doesn’t want actual golfers to be caught and injured. She asks the Caddie if she can slip in through the service entrance.

Stella Talk Sense (+sense) 7-9 owe a favor

Caddie: OK, but tell me a secret.

Stella: Any secret?

Caddie: A juicy secret! If you sleep with a teddy bear, I don’t care.

Stella: I can’t swim!

Caddie stifles a laugh as he lets her in the service entrance. He’s totally going to leak that secret.

Buckle walks in the front door and enters a nice lounge with high ceilings, big windows, and tables and chairs spread around. In the corner, there’s a woman in chrome armor with long, curly, bubblegum pink hair. She’s deep into her third bottle, and slowly turns to look at Buckle with a look of exhaustion and despair.

Lady Elizabeth Eleanor Eadwynn: I can’t deal with this right now.

She turns away and leans her head on her hand, blocking Buckle from her view. Buckle ignores her and walks up to the counter, which is staffed by a bored-looking teenage girl who clearly thinks that golf and people who like golf are exceedingly boring and uncool.

  • Surly Worker
    • Biting Sarcasm
    • Conveniently Off-Duty

Buckle asks if she’s seen The Exterminator today. She can’t be bothered to remember the losers who come in here, so she pushes the sign-in book across the counter to him. He picks it up and it bursts into flames! Before the pages blacken compeltely he does see “The Exterminator” but the other columns, no doubt filled with useful information, are illegible. He drops the book and stomps on it to put out the flames, but his super-heated feet only burn the book faster!  Surly Worker’s eyes, emphasized by enthusiasticly but unexpertedly applied eyeliner, go wide. She reaches over the counter and dumps her drink on the remains of the book. She goes into the back room to get another book.

Unsupervised, Buckle slips past the counter and explores the back of the clubhouse. There are locker rooms, showers, and a sauna. He surprises a few golfers. Stella is also inside the building. She finds an “out of order” sign and posts it on the back door, then places a pit trap outside of it.

They’re explored the ground storey, so they move on to the upper storey. Buckle brings Ugg (a Goblin with robotic arms) to the elevator. It’s a fully enclosed box, and just has a lever to select ground storey or upper storey. Buckle flips the lever up, and poison gas floods the elevator! The Exterminator anticipated this move and set a trap!  Buckle pulls the lever back down, but the gas doesn’t stop. They need to get out of the elevator.

Buckle Get Away 10+ avoid harm, bring Ugg along

Ugg boosts Buckle up and Buckle opens the service hatch that’s in the roof of all elevator cars. He climbs on top of the elevator, then reaches down to pull Ugg up after him. At the top of the shaft, the doors to the upper storey are slightly open and The Exterminator is looking down. They grunt and pulls back, closing the doors. Impressed but not surprised.

Meanwhile, Stella has ridden Silk (her Riding Spider) up to the roof. There are three skylights, one open. She opens the other two (to maximize the dispersion of any poison gas that may be released soon) and quietly drops down into the storage room.

Stella Get Away 10+ avoid notice, avoid harm

The Exterminator is on one end of the room, looking at the elevator doors. On the other side of the room, sitting on a big bin of galf balls, Hamfast is concentrating on a strange device that he’s holding in both hands. Buckle and Ugg climb the emergency ladder inside the elevator shaft, and Buckle starts heating the elevator door to break through. Exterminator prepares their poison gas dispenser. Big tanks of poison gas on their back are connected through a hose to nozzle shaped like old-timey bug spray dispensers: a cone-tipped cylinder with a short cylinder mounted perpendicular under the main cylinder. They will ambush Buckle as soon as he emerges.

Stella Queen of the Wild: Command Lore about the wild beast in a location

The storage room is an attic, so there are bats nesting in the rafters. Buckle tells Ugg to go back down the ladder, then he bursts through the elevator door

Stella Queen of the Wild: all Beast are her companions

Bats harry and distract The Exterminator

Stella sends her bat minions to swarm The Exterminator, preventing them from executing their ambush.  Stella and Buckle rush at The Exterminator from both sides!

Buckle Finish Them (+sense, knock out) advantage: bat distraction (+hope, assistance from Stella) 10+

Buckle jumps up on The Exterminator and jams his flippers into the gap between their helmet and armor. He levers the helmet off, revealing The Exterminator’s face! Stella disconnects the hose from the back of the nozzle and jams the loose end, which is spewing poison gas, into The Exterminator’s face. They quickly succumb to the noxious gases and collapse. Buckle reaches out to the end of the hose and ignites the gas as it sprays out. The gas burns as soon as it exits the hose, so the room isn’t filled with poison gas. Disposing of the gas this way is safer than igniting backpacks full of pressurized gas, which would probably blow up the whole room.

Hamfast: Help! It’s going to go off! I can’t keep holding it!

They rush to their captured friend. The device he is holding is actually two pieces that must be held in precise alignment, or it will go off, flooding the room with poison gas. (The Exterminator has a THEME, and they stick to it.) They consider throwing it out of the open skylights, but throwing will set it off. They decide to use the elevator shaft. Buckle does remember to bring Ugg out first. He carries the device to the hole in the door, drops it in, then Stella and Buckle shove a golf cart to block the hole and keep the gas out fo the room.

Buckle Overcome (+hope assistance from Stella) 10+

It works! They shove the golf cart forward, then sink to the floor in relief. Tiny harmless wisps of gas leak through gaps around the golf cart. Buckle looks over and sees The Exterminator’s gas-proof helmet lying on the floor and realizes he could have stuck the device under that. It would have been a lot simpler.

GM note: We wrapped up the session here and the players asked if they could just say that they left the city after this. I denied their request. They almost killed the king, and all the exits from the city are dangerous. Water on one side, electric barriers and angry ghosts on the other. Getting out will be an adventure!

GM note: The party went to the Adventurer’s Club to be safe because they are members & can get food and shelter here. But the Adventurers’ Club is full of powerful mercenaries doing whatever jobs are posted. Of course there’s a bounty out on them now that they attacked the Sea Viper and burned his palace! They were already attacked by an Adventurer on their first visit. Yet they didn’t expect The Exterminator (the other Adventurer in town) to attack them this time.

Chasing The Sunset & Civic Center

Chasing the Sunset is a West Marches-style exploration game using Fellowship 2nd Edition‘s Horizon rules.

The party: Dryden of Conwall the Collector/Hunter, Averiela the Elf, Lucia the Brave the Heir

Last time, the party found the city of Thaumatown in chaos. The streets were choked with hapless citizens, trying to follow impossible commands from hordes of Enforcer Droids. The Droids led the party to the leader of the city, who is long dead!

Knows Too Much, White Sand, and Roddy stayed outside the city, since they don’t like crowds or cities. Dryden, Averiela, Lucia, Will, and Mara are in the study at the top of the wizard’s tower.

Averiela looks around the wizard’s study.  The books and scrolls on shelves and tables all over the room are destroyed by water damage. The body of the wizard has been dead for some time, and the knife that apparenlty killed him has a strange design unfamiliar to all present. There’s a wall of screens, half blank, half showing aerial views of crowded city streets. No doubt this is footage from the Flying Eye robots that flit about everywhere. A balcony overlooks the city, facing the Civic Center, a large building in the middle of the city. The doors and windows of the Civic Center are closed with metal shutters. There’s a spiral hole in the roof of the Civic Center, and by walking back and forth on the balcony, Averiela can determine that the spiral hole is aimed at the balcony she’s standing on. Something large moves inside the Civic Center, only visible in glimpses through the spiral hole. Averiela also notices a short, rotund man trying to sneak through the crowds. He’s carrying a ladder and is trying to reach the Civic Center, but Enforcers Droids keep getting in his way.

Map of Thaumatown. Wizard's Tower in southwest corner. Water treatment plant in northwest corner. Mighty River flows west to east o nthe north edge of town. Civic Center in the center of town.
Map of Thaumatown

The group wonders how to reach the Civic Center with the streets in such disarray. Dryden has a harpoon gun, but it can’t reach from the wizard’s tower to the Civic Center. Lucia’s royal brooch convinced the Enforcer Droids to lead her to the city’s leader (sadly deceased) but she can’t order them to lead her anywhere else.  Averiela wonders about becoming the leader of the town. Then the Enforcer Droids would have to let her pass.

Averiela Elder Art: Camouflage: she and her friends turn invisible

Averiela camouflages the group and they start moving towards the Civic Center. The Enforcer Droids don’t notice them, and thus don’t order them around, but they have to push through crowds of harried townsfolk who can’t see them to avoid them. It’s no fun!

Dryden Ranged Rope to rooftops

Dryden fires his ranged rope to the rooftops and everyone climbs up. The streets are narrow and the buildings lean out over them, so the group can hop from roof to roof almost to the Civic Center. The Civic Center is in the middle of a plaza, so no roofs overhand it. Most Enforcer Droids are giving nonsense orders, but a few Enforcer Droids close to the Civic Center seem to be cooperating and working towards a goal of keeping everyone away from the building.

Walter, the short, rotund man that Averiela spotted from the balcony, is trying to infiltrate the building. He runs across the plaza and ducks behind a stack of crates to hide while a pair of Enforcer Droids pass. They don’t notice the ladder sticking up above the crates. When they are gone, Walter leans the ladder against the wall and climbs up to fiddle with a window. The metal shutter gives him some trouble, and the next pair of patrolling Enforcer Droids spot him.

Enforcer Droid: Citizen, you have violated Civil Codes by entering a restricted area and littering. Leave at once.

One Enforcer Droid picks up the ladder and carries it away from the Civic Center. Walter wobbles and clings to the top rung. The Enforcer Droid puts the ladder down right on the line where the tiles of the plaza change to the cobblestones of a street, turns around, and resumes its patrol. Its jurisdiction covers the Civic Center plaza and not an inch beyond. Walter flails and tries to keep his balance on top of the precariously balanced ladder! Lucia reaches down from the edge of the roof to grab Walter

Lucia Overcome 7-9 temporary solution

She does grab his hand, but he unintentionally drags her mostly off the roof. Her feet hook on the gutter right at the edge. Lucia, Walter, and the ladder are now three links in an unstable chain.  Dryden leaps into action. He aims his harpoon gun between two rungs of the ladder. The taut harpoon line should prevent the ladder from falling, so Lucia and Walter can climb down.

Dryden Overcome 6-

Dryden’s aim is off! The harpoon hits the ladder, knocking it out from under Walter. Walter and Lucia tumble to the ground!

Lucia damage Armor

Instead of thanking his rescuers (did they actually rescue him?) Walter immediately starts telling them how they should have done it.

Lucia Speak Softly 7-9 3 questions, 1 answer the hard way

Walter explains that the Civic Center went into Lockown on the day of the Wizard Battle, a little over a month ago. He’s trying to enter and regain control of the city’s Droids. It’s his duty, since he was elected according to Allan a Zham’s instructions, when the wizard left the city after winning the Wizard Battle. Allan a Zham said that the people were qualified to lead themselves and should elect representatives, and Walter was duly elected leader of the Council! (He’s very proud of this position)  Lucia offers to help him, and he recommends that she & her friends run interference for him. If he had more time, he could pick the lock on the window and get inside. He shows the tools he’s gathered for the task: a railroad nail, a fork, and bit of metal filigree. He picks up the ladder, and sees that the harpoon has broken one of the side rails. The other side rail is already patched with a section of 2×4.  Walter grumbles. He’ll have to get another one from Ruby. Goods are so expensive now, since transport is thoroughly disrupted by the Enforcer Droids. He wanders off with the broken ladder.

Lucia climbs up the harpoon rope to rejoin the others on the roof. Now it’s clear that two pairs of Enforcer Droids are circling the plaza to find and remove anyone geting close to the Civic Center. Dryden winds up the harpoon cable, then fires his ranged rope from the roof to the roof of the Civic Center. The end of the rope ties itself around the railing on the catwalk spiraling up the clock tower that rising above the Civic Center.

Thaumatown's Clock Tower

Averiela easily walks across the rope, but the others climb hand over hand with their knees hooked over the rope.  Dryden peers through the spiral hole in the roof. Inside there’s a large open area. The roof is about 20 feet above the floor. Slowly stomping around inside is a 10-foot tall robot, roughly humanoid, but covered in thick armor plates.

  • Sentry Droid:
    • Begone
    • Mostly Immobile
    • Tough As Nails
    • Threat To The World

Averiela: Do we want to destroy it or rewire it?

Lucia: I’m worried about having robots in charge! If we fix them now, will they go bad again later?

They’re not even sure how to make the robots behave properly, or turn them off, or whatever it is they are trying to accomplish. The Civic Center is the most likely place to find a control center. Maybe the control center is inside that Guardian Robot! So they need to get inside the building. Dryden approaches the shutter covering a skylight.

Dryden: Back in the day, I had lockpicks, but they melted! Or I read about someone’s lockpicks melting. I have pen pals.

Lucia: That was Gleador!

Dryden: You know Gleador?

Lucia: He was with me when you linked up with me! We had a touching farewell ceremony!

Dryden needed lockpicks for various activities in his youth, so he trained worms of the forest. He pulls a small box from behind his cloak. The box is full of dirt, but worms emerge and slither into the lock. It unlocks with a click, and the worms return to their box. Dryden rewards them with rare basalt from a small pouch of treats.  He heaves the skylight open. The Sentry Robot hears the noise, sees the light pouring in, and slowly turns its bulky frame to to look up at the skylight.

Sentry Droid: Warning: unauthorized activity. This is a restricted area.

Exploring the Civic Center quietly is no longer an option, but the Sentry Droid can’t easily reach them up here in the roof. They consider their options.

Dryden: I have an arm signal for Roddy.

Dryden demonstrates the signal.  In the plaza below, the nearest Enforcer Droid explodes! One second later, the sound of a giant cork reaches them. The signal works! Roddy is watching! A few Flying Eye turn and fly towards the sound.

GM note: While discussing how to handle the Sentry Droid with teamwork, the players realized they forgot to add bonds when Averiela joined the party. They wrote some bonds right now based on past interactions.

Drdyen is ready to zoom in with his Flying Device to create an opening for Averiela, but she’s invisible. The Sentry Droid won’t see her attack coming.

Averiela Pay a Price to face a Threat To The World: spend extra ammo

Averiela Enemy At The Gates: can Finish Them with Grace when hidden

Averiela Finish Them +Grace 10+

Averiela Enemy At The Gates: on a 10+ remain hidden

Moving with the superhuman speed of the Elves, Averiela leans into the skylight and fires three arrows that all hit the Sentry Droid in the neck, weakening it. She fires a final, bigger arrow right between the chest armor and the ‘helmet’ cutting the Sentry Droid’s head off! The Sentry Droid slows and collapses, making a low buzzing noise.  Averiela, Lucia and Dryden, crowding together to peer in the skylight, erupt in celebration! Dryden gives the arm signal again!  Another Enforcer Droid explodes!

Sentry Droid Big Fish: When the Boss is angered, increase the Response Level

Thaumatown Response Level 3: Show Of Force. Boss gets one Hard Cut to spend at any time.

The buzz from the Sentry Droid rises in pitch and volume to become a hum, then a voice!

Sentry Droid Tough As Nails: first time this creature would be damaged or destroyed, damage this stat instead

Sentry Droid: Critical Damage. Switching to backup systems.

The armor plates on the chest move forward, then slide apart, revealing a hidden glowing eye. The Sentry Droid stands up, grabs a desk, and hurls it at the skylight!

GM note: I told them what Tough As Nails did before they engaged, but I still let them describe their victory and celebrate before snatching it back. Two great moments in a row.

Lucia Get Away (+hope Averiela’a aid) 7-9 avoid harm

Lucia and Averiela dive into the skylight, rolling on impact to avoid injury. Dryden jumps first, then goes for his flying disk to avoid hitting the floor.

Dryden Curious Curios Overcharge Flying Disk: fly for the whole scene

Dryden Get Away 10+ avoid harm, avoid notice

The only intruder the Sentry Droid can see is Lucia, so it turns on her. One of its arm is articulated like a human’s, so it can pick up and throw objects like a desk. The other arm is a piston forged in the shape of an outstretched hand making a “stop” gesture.

GM note: Like Cherno Alpha from Pacific Rim. The piston addsto the punching action. You haven’t seen Pacific Rim? Oh.

Lucia identifies this powerful creature as the Boss of the Location, so she attempts to receive Royal Treatment by showing her Symbol Of Royalty.

Lucia Keep Them Busy 6-

Unfortunately, the Sentry Droid’s programming is not sophisticated enough to include hospitality, so it steps in and fires its piston arm at Lucia.

Sentry Droid Begone: attempt to eject enemy when dealing damage

Will Look Out! Take harm in Lucia’s place

Lucia’s loyal bodyguard interposes himself and takes the blow meant for Lucia! He’s knocked across the room and would  have tumbled into the hall, except for the metal shutter blocking the door. He’s still conscious, but disoriented.

Dryden thinks about Hoth. Perhaps a small flying creature could wrap a rope about a big armrored machine to disable it.  Averiela throws a water bottle to Dryden and tells him to dump it into the exposed circuits in the Sentry Droid’s neck. That should short-circuit the giant robot. He does so, and Averiela fires again, but misses.

GM note: My notes are a bit messy here. Dryden probably used Keep Them Busy, so Averiela’s Finish Them attempt Triggered both Pack Hunter and Enemy At The Gates, but still rolled 6-. That breaks her camouflage.

While the Sentry Droid is distracted, Lucia ducks behind a bench and draws her throwing knives.

Lucia Quiet! Don’t Move: duck aside, stay still, stay hidden

She throws two knives in quick succession!

Lucia Pay a Price to act against Threat To The World: +1 ammo

Lucia Finish Them (+sense) advantage: strike from hiding. 7-9

Sentry Droid’s Begone! is damaged

Lucia’s knives strike true! In response, the Sentry Droid disables safety protocols and engages Desperation Mode! It doesn’t want to remove them from its area. It wants to kill them!

Sentry Droid Show Of Force: Deal Damage

The Sentry Droid’s piston arm slaps Averiela into a wall and it rushes upon her with a sudden burst of speed!

Averiela spends 1 use of Armor

Averiela uses all her Elven agility to avoid the Sentry Droid’s powerful blows, nimbly leaping on its hands and arms as it pummels the wall and floor into rubble.

Averiela Touch The World Lightly: you can safely walk on top of held weaponry.

Averiela Keep Them Busy 7-9

Lucia throws Dryden a water bottle so he can try to short circuit the Sentry Droid again.

Lucia spends 1 use of Food

Dryden Finish Them (+sense) advantage: Averiela Keeps Them Busy. +despair 7-9

Sentry Droid’s Mostly Immobile is damaged

Sentry Droid: Systems failing. Return to maintenance facility for urgent repair.

It turns away from Averiela, walks to a door, lifts the heavy metal roller door with one arm and leaves the lobby. Lucia dives under the door as it falls back into place, pursuing the Sentry Droid.

Lucia Get Away (+despair) 7-9

GM note: Lucia’s Strike True move lets her inflict Pinned Down on an enemy so it can’t move for the rest of the scene. But the scene is about to end, since the fight is over. We decided that a ficitionally similar benefit would be to delay the Sentry Droid’s repairs, giving the team plenty of time in the Civic Center to find how the robots are controlled.

The Sentry Droid moves through the halls and tunnels of the Civic Center, single-mindedly trying to reach the repair facility somewhere deep below. Lucia follows, striking with her beautiful blade. She probes for anywhere her blade can get past the Sentry Droid’s thick armor. The eye. The knee. Finally, the Snetry Droid shudders to a halt.

Sentry Droid: Mobility 0% Deploying emergency beacon.

This juggernaut has backup systems on backup systems.  A panel opens on its shoulder, revealing a a small alunch tube. A Flying Eye launches out, straight into the ceiling! The tunnels are scarcely bigger than the Sentry Droid. The Flying Eye clatters to the floor, broken. Elsewhere on the Sentry Droid, a bright red light starts pulsing. Back in the lobby of the Civic Center, Dryden hears a faint repeating alarm tone far above him.

Dryden Workaholic: spend 1 food to heal

Dryden restores his Courage by drinking a special bottle of water. The trick is to gather the water from the top of a waterfall, after it has gone over the edge. Drinking the water reminds Dryden that he had the courage to collect this special drink, so he can be courageous again. Now that he has some time to think, he recalls that Walter said the wizard who used to rule Thaumatown was named Allan a Zham. That’s not the first time Dryden has heard the name. Brainiac, riding a Giant Alligator in the forgotten Dwarven tunnels, said he was sent on a quest by Allan A Zham.

Drdyen prepares to fly up into the clocktower, since the beeping seems to come from the top. The clocktower isn’t built on the roof of the Civic Center. There’s a gap in the ceiling, and the six pillars of the clocktower extend down into the lobby. There’s a also a piston extending from the floor of the lobby right up the center of the clocktower. Unfortunately for Dryden, there’s also a grid of electricity across the clocktower halfway up. Flying straight through that seems bad, so he looks for another way. He uses his third and final Ranged Rope to connect a line from the looby floor to the open skylight. He and Averiela return to the roof and walk up the spiral staircase wrapping around the clock tower. They open a clock face and find the control center! The piston from the floor connects to a fancy chair, allowing it to move from the lobby to this secret control center. The chair is surrounded by panels of status lights, levers and buttons with walls of screens rising above them. Half the screens are blank, but the screens that work show aerial views of Thaumatown beamed back from the Flying Eyes.  The control panels have been damaged and repairs. Some wires are ripped loose, and other wires are patched and bypassed. Figuring out how to operate this control system would be difficult even if it was undamaged, but now it’s a huge mess.

Averiela:  We could fetch Walter to operate this.

Dryden: I don’t think he knows. We should probably disable the robots.

Averiela Keen Senses: Ask a question about your surroundings

Averiela: How do we turn off the robots from this control panel?

Averiela doesn’t have much experience with electronics, but as she sits in the chair and looks at the mess of wires as a whole, she starts to understand it like the roots of a forest. She connects a wire here, cuts a few there, asks Dryden to translate a few magical runes, then connects a jumper cable to an antenna and presses a button! The screens go black one after the other, and looks out over the city, they can see Flying Eyes fall out of the sky. One drops onto the roof of the clock tower with a surprising thud!  Enforcer Droids in the street stop moving. She did it!

Lucia finds her way out of the tunnels below the Civic Center by following the trail of parts from her running battle with the Sentry Droid. She bangs on the heavy metal roller door blocking the door to the lobby. It’s not locked, but it’s just really big and heavy. She has a horse and Averiela has a Unicorn. Maybe the two of them could pull the door open. Maybe Dryden’s Dwarven hammer could smash through the door. Eventually they figure out that none of them are in the lobby, and there’s nothing they need in the tower. Lucia walks out the front door. Averiela and Dryden climb down from the roof. They all meet in the plaza.

 

Walter arrives with a brand new ladder!

Walter: Great luck! No Enforcer Droids about. Looks like you cleared the way for me!

Lucia’s not sure if he’s actually the elected leader of the town, but she knows how to find out. She presents her Symbol Of Royalty.

Walter: Oh my! You deserve Royal Treatment!

Lucia Royal Treatment: the ruler of a place will offer a meal and a night’s rest

Walter leads them through the streets (much easier without Enforcer Droids giving random orders at every corner) while explaining that monarchy is an outdated form of government, and Lucia should relinquish her rule. She’s not even present to rule her people!  He brings them to a temporary headquarters and proudly presents them to the rest of the elected council!

Walter: Behold, our government’s influence grows! Already with have diplomatic relations with foreign officials!

Everyone chats over dinner

Fill Your Belly: everyone heals one stat

Lucia Speak Softly 10+ ask 3 questions

  • Tell me about the robots: The robots were created to ensure order and increase efficiency. The great Allan a Zham commissioned a brilliant inventor to create the perfect servants for the people.  They started malfunctioning on the day of the wizard battle.
  • What are you doing next? The provisional government will move into the Civic Center and take power. They are sure they can figure out the robot problem and get them back to helping the city. How hard could it be?
  • What should I be wary of? Lucia gets the impression that these council members don’t actually know how to govern. They were present when Allan a Zham announced his abdication and told the people that they should rule themselves. What greater endorsement could they hope for?

Dryden Speak Softly 6- ask 3 questions. 1 answer the hard way, 1 answer unhelpful\

  • Tell me about Allan a Zham. Allan a Zham was a brilliant Wizard who used his powers of foresight to plan ahead and think of everything!
  • Tell me about the other wizard. Different members of the council tell different stories. Some say there were two troublemakers. Some say four. One was definitely a wizard. Was there a ghost with them? Two women, one with a strange light hovering over her shoulder. No matter who were accomplices were, another Wizard came to cause trouble, just as Allan a Zham predicted. Oh, they had a pink dog.
  • What would you have us do: You can go. We’re fine. We have everything under control.

GM note: Despite my innacurate description of the events of the wizard battle, the players figured out that another group of player characters came to town and killed Allan a Zham.

The party retires for the night and talks among themselves. Dryden knows that the man he met in the tunnels is the Brianiac who designed and controlled Thaumatown’s robots. Maybe they could go find him. He told them where he was going last time they met. But is he a good guy? Should he have all that power?  Lucia wonders if the council would accept Brianiac if he returned. The new government is a bit of a mess. How long do the current representatives serve/ Will they have more elections?

Whether Brianiac returns or if the council figures out the control panel, eventually they could get the robots working again. The party decides that the robots are no good and must be shut down forever. Somewhere below the Civic Center, an Artifact of Power distributes power to all the robots. They resolve to delve into those unknown tunnels and take that Artifact of Power!

End of Session move.

  • Did you thoroughly explore a new location? Yes
  • Did you learn more about the world and its people? Yes
  • Did anyone find what they are looking for? Yes

Restore Gear, Restore Gear, Averiela and Lucia level up.

Chasing The Sunset & Ancient Wisdom

Chasing the Sunset is a West Marches-style exploration game using Fellowship 2nd Edition‘s Horizon rules.

The party: Dryden of Conwall the Collector/Hunter, Averiela the Elf, Lucia the Brave the Heir

Last time, the party saved the town of Bogden from werewolves. They spent the next week recovering in Bogden

Dryden gains Destiny: Hunter

Party Recovers: remove all marks from health, gear, and spells

The grateful citizens of Bogden offer the party several boons to choose from:

  • Two Platypeople will join the party as companions
  • Anter (the vilage elder) will share her wisdom
  • Shady individuals with certain useful skills will owe them a favor

The party have trouble choosing between these enticing options.  Perhaps they should bring Sallet and Sally (the lycanthropes) along with them, so they can deal with their transformation on the next full moon. The Champ thinks the lycanthropes should be killed to protect the rest of the town.  Eventually they decide that the greatest treasure is knowledge!

Fellowship move: The Elder. Each character asks one question and receives a truthful answer

Lucia: Who built the Moon?

Anter is 85 years old, so she was not born when the Moon appeared 100 years ago, but she memorized the stories passed down from the Elder before her. The Moon was the Dragons’ greatest weapon, but it didn’t work. Shortly after the Moon appeared, the Dragons disappeared.

Dryden: How can I ensure the two werewolves and the whole community are safe.

Anter: The Champ wants to kill them to protect the community, but they are part of the community, so that will not keep the whole community safe. We could exile them so they don’t attack their fellow townspeople, but since they are part of the community, that does not protect the whole community. We could build cages and contain them on the night of the full moon. The best, but most difficult option, is to cure their lycanthropy.

Averiela: How do we stop the greatest threat to the world?

Anter: That’s the Moon’s purpose. Make the Moon work the way it’s supposed to.

Averiela: We should find the Dragons.

Dryden & Lucia: We know where one is.

Dryden explains the method he uses to cure the werewolves last week. He gives Anter two Healing Potions, but the Unicorn Sword (the other half of the ritual) is spent.

GM note: The Unicorn Sword is not part of Dryden’s gear, so it is not affected by the Recover move.

White Sand uses Holy Horn: restore one charge to Unicorn Sword

White Sand uses Infinite Compassion: restore one charge to Unicorn Sword

Averiela’s live Unicorn shares her power with the Unicorn Sword so that Anter can use it on the next full moon. Anter thanks them for their help, then quickly wraps the Unicorn Sword in a cloth and puts it away. Using the horn of a peaceful creature like a Unicorn as a weapon is an atrocity, and Anter’s really uncomfortable looking at it.

Dryden gains location bond with Bogden: I cured the werewolves in Bogden

Bogden Minimum Response Level increases to 1

Bogden Response Move: Bad Weather: rainstorm

Clouds and rain move in as the party finishes Recovering. The clouds and thick sheets of rain reduce visibility, and the ground turns to mud. The Platypeople love this weather, but it’s inconvenient for adventurers used to dry land. Tammeas the giant turtle loves the rain, but Knows Too Much is cranky.

Before they leave, they write on the Bogden Message board.

Lucia: Anter can be an ally. Watch out for Champ. The mayor will talk you to death (metaphorically) Also Sally and Sallet are werewolves (maybe)

Averiela: Whoa, that might cause prejudice!

Lucia crosses out Also Sally and Sallet are werewolves (maybe)

Dryden: If the full moon possess
And healing occurred,
Seek Anter.
Your worth she’ll assess,
If you be not deterred.
I have six words to spare!

Averiela: Do Sally and Sallet have Lycanthropy? Help them.

Lucia and Dryden want to find the Dragon in the Goblin city mentioned by Brianiac.

Averiela: Is that really the last Dragon?

Lucia & Dryden (in unison): It’s the only Dragon we know of.

Dryden: We head for Dragons or the edge of the map, where the water flows up! I’m going to insult that Dragon and bait it into fighting me!

Anter gives directions to the twin volcanoes: take the river that flows out of Bogden south until it connects to the Mighty River. From there, walk overland towards the twin volcanoes visible on the southern horizon. The party prefers the secret tunnels, but worries that the rainstorm has flooded them. The tunnel to Bogden has enough water in it to flow toward the main tunnel, as it did before it collapsed.

Dryden & Averiela Fill Their Bellies & assign the extra healing to White Sand

Just before they leave, they remember that Roddy is still in a cell!  He does not recognize Lucia’s authority, so she can’t order him to do anything.  Dryden tries the diplomatic approach

Dryden Finish Them (Wisdom) Advantage: can’t avoid conversation while imprisoned 10+

Dryden points to White Sand, a live unicorn, and says that Unicorns are noble beasts, but EEE, who adopts the aesthetic of Unicorns by killing them, is evil. Roddy should join the authentic good team. He could be an asset!

Roddy forms bond with Dryden and joins as a Companion

Now they head out for real! They enter the secret underground tunnels and continue south. They approach a fork in the tunnel. Both sides go roughly the same direction, but one has water, and the other does not. Averiela scouts up the dry tunnel and finds a station. These tunnels were a transportation network long ago, and this was a large station with plenty of seating, and a counter that used to provide some amentities, maybe food and drink. All that was long ago, and the stone benches are covered in dust, and all the shelves are empty.  Averiela’s keen Elven vision detects a slip of paper dovered in Dwarven runes: a winning ticket for a lottery that hasn’t operated in centuries. She also finds a secret compartment containing an ornate locked box.

Dryden investigates the box: picking it up, spinning it in his hands, knocking on it. The mechanisms remind him of ancient trap techniques he learned from The Trapper.  Dryden was a student of The Trapper, but never saw his face. Dryden would go to a certain place for a lesson, trigger a trap, then figure out how to get out of it. The last time he went for a lesson, he didn’t get trapped. Instead of a trap, The Trapper left his scrolls explaining his techniques. That’s how Dryden found out that he had graduated.

Averiela: So can you unlock it?

Dryden: Yes and no. I’ll hold all the moving parts in the correct positions, and you should be able to remove the contents. We don’t want to be in a subterranean position to try thing. The trap collapses in like a vaccuum, and wears off in 6-12 hours.

This station has a spiral stone staircase leading to the surface, like the other stations the party has seen in these tunnels. They push back the covering at the top of the stairs, which turns out to be a curtain of flase grass, hiding the entrance in a meadow. They are just south of the Mighty River, which flows west to east. To the east, rapids coming down from huge white mountains, the Treacherous Mountains that Dryden and Lucia crossed not long ago. To the west, the Mighty River flows on for a long way. To the south, twin volcanoes are visible: one smoking, one dormant. On the north bank of the Mighty River is a town.

Averiela: Let’s open this box far from the entrance, so we don’t affect travel. Also far from the town.

Dryden: The radius of a trap this size is only 50 yards.

Drdyen will operate the puzzle box and put just the right pressure on the hidden mechanism on the bottom. Lucia will open the lid and grab what’s inside. Both must be ready to get ot a safe distance at any moment. Dryden has final instructions for Averiela, who is standing well clear.

Dryden: If we get stuck, wait it out. Throw stuff into the effect to use up its energy faster.

Lucia (+Hope w/Dryden assist) Get Away 10+

Everything goes as well as it could, which means Lucia and Dryden dive aside as the box and nearby landscape collapse into a tiny ball, but Lucia holds the prize in her hand!

DM note: Clearly this treasure of the Dwarves would be Dwarf-Made and Precious, but I had the players roll 2 d6s to select more item tags

It’s a Ceremonial Throwing Axe, used to show authority in Dwarven culture. It’s definitely still a weapon, but aesthetics were more important than efficiency. The handle is made of gold and the axe blade is deep blue crystal, sliced from a geode.

New item: Ceremonial Throwing Axe. Dwarf-Made, Precious, Thrown, Clumsy

The party heads to the nearby town of Thaumatown. Its narrow streets are crowded by tall narrow buildings. It seems claustrophobic, and looking closer only intensifies that impression. The streets are packed full of people rushing every which way. Enforcer Droids bark orders and direct traffic, but each Droid gives contradictory orders, pushing people into endless loops and traffic jams. In the air above, metal eys with buzzing wings watch over everyone.

Roddy, Knows Too Much, and White Sand stay at the edge of town. They don’t like crowds. Dryden shows a secret arm signal that indicates trouble. Roddy can watch for it with the scope of his pneumatic gun. Dryden identifies the Enforcer Droids as a public menace, and wants to figure out how to fix them. Maybe there’s a cool reward! As they try to enter the town, an Enforcer Droid warns that they are violating traffic regulations.

Lucia Symbol Of Royalty: grant an audience with anyone

Lucia demands to meet the ruler of this town. The Enforcer Droid recognizes her royal symbol and starts leading her towards a tower at hte back of town, ordering everyone out of it way. Before long, another Enforcer Droid directs Lucia’s Droid into a dead-end alley, then a third Droid closes the main road so they aren’t allowed to leave the alley.

Lucia Symbol Of Royalty: grant an audience with anyone

Lucia sees how this works and orders every Enforcer Droid that gets near her to take her to its leader. Soon an entire formation of Enforcer Droids are leading her to the tower, leaving a sector of town free from their nonsense orders. Living townsfolk cheer in relief. The Enforcer Droids open the doors at the base fo the tower, and Lucia and Dryden go inside. They climb the stairs and reach a study at the top. A balcony provides a great view of the city below.  Bookselves line the walls, and tables are covered in scrolls and parchment. Everything is wrinkled and water-damaged. Most importantly, and most unfortunately, they find the dead body of a Wizard and the knife that must have killed him. This town has no ruler. Hasn’t had one for while, judging by the state of the body.