Chasing The Sunset & Bertha

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/Pack Leader

Last time, Buckle absorbed the Heart of Earth, a source of power that caused a mine full of mining robots to go rampant. He accepted the Heart of Earth in a desperate moment: pinned under the red-hot body of the Robot King and the Heart of Earth dangerously unstable without containment.  When Stella shoved the Heart of Earth down his throat, a burst of energy rippled through his body, empowering him to shove the giant metal husk aside. He stands up and opens eyes that glow like fire, no pupils or irises. He looks down at his burning hands, then up at Stella.

Stella: Buckle, are you OK? You’re on fire.

Buckle. That was a rush. I feel fine though.

GM note: Heart of Earth is a custom Destiny that replaces Buckle’s Apex Destiny. It’s mostly the Firebrand Destiny, but with advantages & disadvantages like the Remnant, and a few life-related moves, since the heat of the earth brings life as well as fire.

Buckle’s body is hot enough to ignite flammable objects with a touch, and he shines like a campfire. Stella considers carrying a “Buckle Bucket” around to douse anything he accidentally torches.  Buckle considers getting a non-flammable leather coat to hide his brightness. Such a coat would allow him to literally flash people.  Camping out discreetly in the wilderness will also be difficult. Stella considers throwing a chain over a tree branch and hoisting Buckle aloft to pretend that he is the moon. That’s too similar to hanging for Buckle’s comfort.

OK, but what’s going on here in the mine? After the destruction of the King Robot, the group of mining robots that were guarding it and attacking the party have turned to collect ore.  They don’t speak or respond to speech.  The robots are finely crafted to look like metal dwarves, but without the influence of the Heart of Earth, they seem capable of only simple actions. Stella and Buckle explore the mine to figure out what happened here. The tunnels twist and branch, but Buckle’s excellent sense of direction prevents them from getting lost.

Stella Look Closely 7-9

Stella can see two distinct styles of excavation. Up to the chamber where they found the King Robot, the tunnels seem like a normal mine for metal ore, but after the Heart of Earth awakened the King Robot, the robots started mining in different patterns, ignoring the directions of the living Dwarves, who apparently fled. There are no signs of recent living Dwarf activity. The only control or interface to the mining robots is a dial on the robots’ back, under the backpack/hopper in which they collect ore.

The hidden switch on the mining robot.

Buckle reaches for the dial on a robot. Stella thinks smacking his hand away would be insufficient, and tackles him out of the way. Stella thinks they should talk about it before messing with anything.

Stella: Which glyph is your favorite?

Neither of them can read Dwarvish, so they have to guess at the glyphs’ meanings. Buckle likes the arrows. Maybe the robots pass each other.

Stella: OK, smarty-pants. What do the other glyphs do?

Buckle thinks the left glyph might make the robot put everything down. Stella decides to try it out on an isolated robot. She tells Buckle to stand some distance away in case of trouble. She reaches out to turn the dial to the left, and the robot, sensing her approach, reaches back to swat her away!

Stella Overcome 7-9

After knocking Stella a few paces back, the robot returns to its task. She decides to leave it alone.

Stella: Buckle, wanna give it a try?

Buckle: Maybe it’s good I didn’t touch it.

They look for the living quarters of the missing Dwarves.top view of the Oolite mine. A shallow funnel with three spiraling paths leading to a flat bottom. Entrances to mine tunnels along each of the three paths.

Dwarves prefer to live underground. The depth of one’s dwelling is a sign of privilege.  The living quarters of the working class Dwarves who used to operate this mine are right below the flat bottom of the shallow-funnel-shaped mine. The furniture and items in these barracks look quite old. The mining robots did not go rampant recently. New tunnels cut through the barracks, not with intent to deface or destroy them, just because that was the most efficient route. The rampant robots drove the Dwarves away, but did not seem to have any particular antipathy towards them.  Buckle finds a manual and picks it up. It bursts into flames from his super-heated touch. He drops it and stomps on it, but that only makes more flames! He decides not to touch any more books. Stella looks around at the books and posters that survive, but she can’t read Dwarvish.  Ugg’s a technical fellow. he has to maintain his robotic arms.  But Goblins don’t usually mingle with other cultures, so he doesn’t read Dwarvish either. Also, he almost died in a fight just a few minutes ago. He squints at some diagrams through a swollen eye, but he’s in no shape to help.

Buckle Look Closely 6-

Buckle tries to find some kind of command center, and falls through a weak patch of floor!  Stella assumes that he burned through, but that area had been undermined by a rogue tunnel. He did land in some sort of command center, and when the party joins him, they discover a log book (in Dwarvish, of course) and a regional map! They can’t read the place names, but they recognize places they’ve been recently.

An old map of the area surrounding the Oolite mine.

The X represents the mine. The circle due north must be Templeton, and the square to the west of Templeton must be Sugar’s Crossing because it’s on a road (grey line) and river (blue line) There’s a road leading from the mine to this port city that they haven’t visited. Maybe the Dwarves fled there, and they can go find them.

They prepare to leave the mine, and check in with the giant Dung Beetles before they go. The Beetles don’t recognize Buckle. He’s changed so much!  The Beetles are grateful that the robots will no longer break through and threaten the Beetles’ caverns, and offer the party the choice of several gifts:

Fellowship of the Beetles earned!

  • a big pile of nutritious mushrooms
  • knowledge of other Dwarven tunnels that lead to new places
  • An old Siege Tank, found in an abandoned tunnel

Besides the obvious benefits of armor and weapons, an enclosed vehicle can conceal Buckle’s bright glow.  The party accepts the Siege Tank from the beetles, and they all pile in and set out for the port city.

New companion: Siege Tank

  • Spikes And Steel
  • Heavily Armored
  • Secret Weapon

The road to the port has not been used in a longtime and has fallen into disrepair.  Parts are washed out. Bushes grow in the path. Tree roots distort what pavement remains. The Siege Tank rolls over all of it easily. It’s not much faster than walking.

Near sunset, as Stella drives the tank toward the pink and yellow horizon, Dark shapes appear on the road, silhouetted by the setting sun. There are about five of them, but they are backlit and hard to see.  They demand the vehicle halt, although their bearing doesn’t quite match their authoritative demand. Stella tries to think of a plan and the tank slowly approaches the dark figures. Silk is too weak from the last fight to help now.  Buckle opens the top hatch and climbs on top of the tank. With burning eyes, from the top of a war machine, he tells the figures on the road to move.

Buckle Talk Sense (impress with Grace) (Stella gives Hope by not stopping) 7-9

The figures shrink back into the brush on either side of the road.

Figure: We were only trying to warn you. Stay low!

The tank proceeds unhindered. Sometimes the next day, the tank crawls through a pleasant landscape.The sun is shining. The birds are not singing. There are no birds. Weird.  Up ahead, one of the hills is missing its top.There’s a flat scorched area where the rounded apex should be.

Buckle: Look at that former mountain.

Stella: It had a bad day. Or a bad haircut.

Stella drives the tank towards the hill to investigate, with Buckle on top as a lookout

Stella Look Closely (+Hope from Buckle) 7-9

Clearly whatever sliced through the hill was very powerful and very hot. Buckle’s immune to heat, so he’d be fine, but everyone else would avoid it, whatever it is. As they drive around the damaged hill, they see a castle made of ice! Getting closer still, they see the castle rests on the back of a giant turtle, flippers spread out across hundreds of feet, eyes closed.  A turtle’s chest won’t rise and fall with its breathing. Their ribs are fused solid to form their shell, but the party can tell its breathing by looking at its nostrils. This enormous creature is asleep.

A giant turtle carrying an ice castle, hiding behind a burned hill.

Buckle: Do you think the king is home?

Stella: That’s presumptuous. I’m sure the queen has it under control.

Buckle: Wanna find out what burned the mountain?

Stella: It’s not the craziest thing we’ve done recently.

They leave the tank and their companions a polite distance away and walk up to the castle. They are greeted at the gate by Gertrude, a beautiful woman made of clear, sharp crystal. With her every movement, little rainbows shimmer and dance around. Stella elbows Buckle.

Stella: Told you. Queen.

Gertrude is happy to see them. They ask about the hill. Gertrude says it’s fortunate that the hill is there, since it provides for Bertha (the turtle) so she can sleep in safety. Gertrude is trying to put a cheery spin on everything, but it becomes clear that Bertha and Bernard’s castle were forced down by a powerful beam weapon fired from nearby. Buckle elbows Stella.

Buckle: Bernard’s castle.

Gertrude invites them in for an audience with Bernard. When buckle steps onto the castle, he starts melting the icy flagstones, leaving webbed-foot-shaped puddles. Gertrude gasps and fires a high-pressure jet of water from her body, pushing Buckle back outside in a cloud of steam. She’s embarrassed by her outburst and very apologetic, but Buckle’s fine. Stella will go meet Bernard, and Buckle will wait outside.  The other inhabitants of the castle are also humanoid-shaped, but seem to be made of ice or snow. Bernard is a large man, all polished facets of ice, with a crown of ice crystals (probably part of his body) on his head. He is formal but direct, a strong contrast to Gertrude’s customer service voice.  He explains that they were flying over the land (It’s always nice to explore new lands) when they saw a glint or shimmer from the ground, It was bright, almost a second sun. That’s the source of the beam weapon that hit Bertha, and forced them to take shelter behind this hill. Stella agrees to check it out.

Stella: Anything else?  Are you urgently leaving the planet?

Bernard: Ha, we only arrived a generation ago!

Also, Bertha is taking a nap, and won’t wake up for a day or two, so the castle can’t move before then.  Stella asks for a token of goodwill to give to whoever owns the beam weapon, to show that Bernard & his people are not a threat. Bernard thinks for a while, then produces a gem. It’s smooth and clear, like Gertrude, and rainbows shine on his hand as he holds it. There’s a slight enchantment on it. When Bernard opens his hand, the gem rises slightly and floats an inch over his palm, but it’s easy to hold. Stella takes the gem and goes back out to Buckle.

GM note: Bernard isn’t as friendly and helpless as he appears. He sent stealthy assassins out with orders to kill whoever Stella gives the gem to, since she’s going to give it to the person who shot down the castle. I didn’t the players about the assassins.

Stella asks Buckle to go look over the top of the hill, since he probably won’t get burned. Buckle pokes his head over the crispy edge of the hill. Nothing happens. He stands on top of the hill. Nothing. He jumps around, but still does not draw the ire of whatever is out there. he does see a shimmer about a mile to the north, roughly where Bernard described the beam weapon firing from. Since it’s apparently safe, Stella joins Buckle at the top of the hill and also sees the shining light.  She explains the plan she and Bernard discussed, and shows Buckle the gem. Buckle reaches out to grab it, but Stella snatches it away.

GM note: That was close!

Buckle and Stella return to the Siege Tank and drive it over towards the site of the beam weapon. As they approach, they see an huge hexagonal mirror, 100 feet across, suspended between two giant crabs, each the size of a house. On the ground behind them, a humanoid Spider (segmented exoskeleton, walks upright on two legs, six arms) pulls on reins for the crabs, and a series of wires connected to metal girders on the underside of the mirror.  Stella and Buckle leave the tank a polite distance and approach on foot. If this does not go well, blasting things with the Seige Tank’s secret weapons is a fallback plan.

They are about to introduce themselves when the Spider (his name is Agate, pronounced uh-GAH-tay) spots a bird and excitedly motions them to watch. With the reins, he directs the crabs to aim the mirror towards the bird, then pulls the wires attached to the mirror to focus the reflected sunlight into a deadly beam. Poof!  The poor bird is destroyed.

Stella: Impressive.

Agate: Thanks, I’m great.

Stella clenches her fist in frustration. They ask about his contraption. He’s been practicing with it ever since he found it. As far as he knows, this mirror fell out of the sky. They mention that they saw a similar mirror on their travels.

Agate: There’s another? You left it? You gotta take whatever you can get!

Stella: Why do you attack flying things?

Agate: Because I can’t reflect sunlight down. Sun shines down, beam bounces up. But if I had two mirrors… Where did you see that other mirror?

Stella: We’ll get to that later. But first, do you hate Bernard?

Agate doesn’t know what she’s talking about. She starts to talk about the flying castle and he interrupts. Shooting the castle was so cool. He cut off a whole tower before it dropped below the horizon. It’s not every day a target like that presents itself, so he jumped at the opportunity.

Stella: You like reflecting the sun. What about refraction?

Agate: It’s all good. Whatever works.

Stella shows him the gem. It’s beautiful! Agate fires a webline to snatch it away from her.

Stella Overcome 6-

She tries to close her hand, but he’s too quick!

Buckle Overcome 10+

Buckle grabs the webline, which burns instantly. The gem falls to the ground.

Buckle: First you have to promise not to shoot down the castle. You’ve heard of a deal, right?

Agate: Yeah, yeah. A deal is for people who aren’t strong enough to get what they want, so they have to trick people into getting what they want.

Buckle: Well, here’s how you trick us into giving you the gem. Promise you won’t shoot down the castle.

Buckle Talk Sense (sense, a plan) 10+

Agate promises. Stella picks up the gem.

Buckle: You get the gem after they fly away.

Agate: Fine. Hurry up!

Stella and Buckle return to the castle, where Gertrude and Bernard await them.

GM note: The assassins were so very close to attacking, but no one ever took the gem except Stella. True to their orders, they stayed hidden.

Stella explains the giant mirror weapon to Gertrude and Bernard, and how Agate doesn’t even care them. He just wants things to shoot at, but the gem has enticed him to promise safe passage. Buckle suggests that the castle could produce a lens of ice to counter Agate’s beam weapon. Gertrude is offended by the suggestion that the principle that makes her sparkle and brings joy and hope to all around her, should be harnessed as a weapon of destruction! Buckle reassures her that it doesn’t have to be a weapon. It could be used defensively to disperse or refract Agate’s beam weapon.  Stella is impressed by Buckle’s vocabulary and knowledge of optics. He shrugs. They have science class in the Platyperson village. Bernard assigns some people to work on a lens. He is surprised that Stella did not give Agate the gem.

GM note: You know, so his assassins could kill him.

Stella says that Agate is untrustworthy, and perhaps Bernard should drop the gem as the castle flies away.

Stella and Buckle return to the Siege Tank

Stella: How do you feel about that Spider having access to mirros? Maybe we play a prank on him.

Buckle: Pranks are fun.

Stella: maybe more serious than a prank.

They are still half-dead from fighting squads of invulnerable robots earlier, so Stella serves a feast to heal herself and her companions, while Buckle goes fishing to get food for himself and Ugg. They wait until nightfall before making their move.

Stella: It concerns me that a being so careless and egotistical could have so much power.

They will destroy the mirror! But how? It’s a huge structure of metal and glass. Buckle can scorch the reflective surface, or heat it until it warps, but he can’t blow it up. The tank could blow it up. They could try to steal it, but they’d have to steal the giant crabs as well. It’s too big to carry otherwise. Buckle can talk to any beast. Maybe they talk to the crabs and set them free. They’re not sure where Agate will be when they arrive, but Buckle’s electro-sense will be able to find him at close range. To use electro-sense, Buckle will have to exit the tank, so he’ll light up the area, alerting Agate.

Stella: We need a plan. When Buckle sticks his head out, We’ll have to go quick.

Stella drives the tank to within shouting distance of the giant crabs. Buckle pokes his head out of the hatch, shining bright light all around. He senses agate in a hammock on the underside of the mirror. He’s stirring, but he won’t be able to act for a moment. Buckle tells Stella that the Spider is in a hammock, then tells the crabs that he’s come to set them free and return them to the ocean.

Buckle Talk Sense (sense, desires) 10+

The crabs like that idea, and start cutting the webbing that secures the mirror to their backs.

Agate: No, no, no!

Agate runs upside-down on the underside of the mirror firing webs to replace the ones being cut by the crabs.

Stella Keep Them Busy 7-9

Stella rides Silk up the leg of a crab and barrels into Agate, knocking him down to the ground.  Buckle climbs up onto the mirror, throwing black powder around, setting fires, and trying to warp the mirror with his burning footsteps

Buckle Finish Them (sense, disable) 7-9

The mirror flexes and warps, but it’s basically still in one piece. Agate sneaks up on Stella, running on the underside of the crab’s shell and appearing behind her with a flurry of blows from his six fists!

Stella Overcome 7-9

She grabs one of his arms and uses his momentum to throw his past her, but it was a scary attack, so her Courage is damaged. Agate tumbles forward, then throws a webline and swings to the other crab. The crab that Stella is on finishes freeing itself from the mirror and shoves the mirror off its back, threatening everyone in the area! Stella and Silk flee back to the Siege tank

Stella Get Away 7-9 avoid harm

Buckle is on top of the mirror and rides it down, jumping off at the last moment, rolling through a cloud of debris, and running back to the tank.

Buckle Overcome 7-9 -> Survivor -> Get Away 7-9 avoid harm

The mirror is bent out of shape, and the other crab is close to freeing itself. Agate can feel his glorious beam weapon slipping away. But there’s still a precious gem, and that glowing Platyperson has got to be important. But these enemies have destroyed his great weapon and he’s barely touched them. He can’t win this fight, not now. He grabs a hidden webline prepared for just such an occasion and is whisked quickly away. The other crab throws its side of the mirro down, completing its destruction!

The Siege Tank leads the two giant crabs back to Bertha and Bernard’s castle in a triumphant procession. Bernard thinks Stella was very shrewd to break the deal and attack Agate at night.  He asks for the gem back, since they don’t need to give it to Agate anymore.Stella wants to keep the gem to commemorate the achievement.

Stella: Isn’t it good to do things for the greater good?

Bernard: Ah, an altruist! How generous and unselfish!

Stella: I mean, it’s so beautiful. It would make me happy to look at it.

Stella Talk Sense (wisdom, emotions) 6-

Bernard keeps the gem. The party plans to continue on to the port. Bernard says Bertha can carry them, if they are willing to wait for her to walk up. That sounds like a good plan.

Several days later an amazing sight appears over the rooftops of the port city. A huge flying turtle looms overhead, gleaming spires of ice on its back. It lands, and the gates of a castle open up. Out come two huge crabs, flanking a secret war machine of the Dwarves. Atop this war machine, a mighty beast, eyes glowing, flaming with the heat of the Earth’s core!

Buckle is sitting down like a dog, unaware of how cool he looks, and asks amazed onlookers where to find a tavern.

GM note: End of session move.  Three boons. Level up. Heal. Heal. Buckle takes Dragonfire, which lets him kill or destroy anything that’s not a Threat To The World. Stella takes Queen Of The Wild, so all Beasts are her Companions. These are very powerful abilities!

Chasing The Sunset & Change Of Heart

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

The party: Buckle the Beast/Apex, Stella the Halfling/Pack Leader

Last time, the party set out to find a Source Of Power. They found it inside the leader of an army of mining robots! These robots are infringing on the territory of some giant Dung Beetles who want the party to drive them out, and are willing to lend some support. Stella and Buckle prepare to assault the mine.

GM note: Buckle took an Apex move that allowed him to ignore a Location Stat, but Buckle’s Mammalian move already allowed him to ignore a Location Stat. So he swapped that move for “Twin Fang” which gives him a new companion describes as “your shadow” We decided that this was literally his shadow, able to take three-dimensional shape.

Buckle: War Paint, gain 2 Power

Buckle prepares for battle by applying warpaint and doing a traditional war-dance.

Buckle. I figure I’d rampage, go after them unflinchingly

Stella: Buckle, you’ve changed. In a good way.

Buckle: Hanging out with beetles changes a person.

Buckle plans to take point. There’s a group of about 50 robots waiting at the edge of the mine’s territory, preventing them from entering. The Dung Beetles can roll boulders down into the mine, but they need to be protected from this forward guards.

Here’s the situation. The party is in the top left corner. Fifty robots and a few shield robots block them from the mine. Another dozen robots with one shield robot each guard each of the three paths down into the mine.

Stella: What’s the signal?

Buckle: A howl. Not a terrifying howl.

Stella wants to roll boulders down all three paths, instead of just onto the big group.

Stella: How do you feel about log-rolling, but on a boulder?

Buckle: I’ve done some log-rolling at fairs in my day

GM note: Platyperson festivals do involve log-based sports.

Stella’s plan is for Buckle to disrupt the robots, then for the beetles to roll the boulders roll at Buckle, who will leap on top of one and ride it down to the bottom of the mine. She’s not sure how she will get down.  The Dung Beetles rolling these boulders are the size of a compact car, and their boulders are even bigger than they are. Trying to jump on one before it crushes him seems like a bad plan to Buckle. He’ll feint and get out of the way instead.  Instead of sending boulders down all three paths, the Dung Beetles split into two groups. One will attack the group of 50 robots (top-left of the map above), another will attempt to clear one of the paths (bottom of the map) so the party can enter the mine.

Stella, Buckle, and the Dung Beetles can plan safely because the robots don’t leave their territory. They can sneak around behind the hills that surround the mine, but getting close to the robots will require them to reveal themselves.

Buckle Get Away 7-9 (avoid notice, take harm)

Buckle and his Shadow make daring dashes to get within charging distance of the group of fifty robots, but their position is pretty bad, This was a foolish plan. Buckle’s Wisdom is damaged.

Buckle War Paint, spend 1 Power to Rampage

Buckle and his Shadow rampage into the big group of robots, throwing them aside in their fury! The robot formation is disrupted, but none of the robots seem damaged by their rough treatment.

Shield Robot Diamond Command: all nearby Robots (except Shield Robot) cannot be harmed

Buckle Overcome robot counter-attack 7-9 pay a price (damage Shadow) for 10+ result

In the melee, a robot grabs Shadow by the bill. Robots emit a strong constant hum of electro-energy, and getting grabbed right on his sensor overwhelms Shadow’s electro-sense.  Buckle howls, and Stella orders the Dung Beetles to release the boulders!

As the boulders come rolling down the hill, the group of fifty robots forms up in several rows and holds up metal arms to stop the boulders! The huge rocks crash into the four-foot-tall metal robots. The first row is pushed back into the second row, and the second row slides back to the third row, but they stop the giant boulders! None of the robots are damaged!

Buckle Get Away 10+

Meanwhile, Buckle and Shadow are running around the mine on the slippery gravel slopes between paved paths.

The Dung Beetles to the south release their boulders. The group of 12 robots on that path also form up to stop the boulders, but there aren’t so many robots and the boulders have more time to build up speed! The boulders crash through the robot formation like bowling balls through pins, but the robots that are thrown through the air or run over are unhurt and try to get up as they tumble downhill with the boulders. Then the Shield Robot in the back of the group gets hit by a boulder. Its crystal shield shatters, and the robot’s body is flattened by the giant boulder. Then all the robots tumbling down the path start falling apart, and at the bottom of the path, there’s only boulders and scrap metal!

Buckle and Shadow take the path cleared by the boulders and duck into a tunnel. Stella’s party is able to join them.

Buckle: The Mothers are fragile compared to the Children.

Buckle’s electro-sense gives him a different view of the robots from most other creatures. The shield robots feel more alive than the normal ones. The loud constant hum of robotic energy is even louder from the Shield Robots.

Stella: So we take out the ones with shields, then take out the others? That’s a plan I can get behind.

Buckle: Children protect Mothers.

Buckle’s electro-sense detects slightly different energies coming from each tunnel, so he’ll always know where he’s been. That doesn’t mean he knows where they are going.

Buckle’s Mammalian Protection cancels Location’s Maze stat

GM note: I used a Clock from Blades In The Dark to track progress through the mine. Players describe how they find their way and make a move that follows. The success of the move fills up more or fewer clock segments, and when the clock is full, they find the Source of Power

Stella Look Closely 10+ (search clock: 3/6)

Stella takes a bag of powdered sugar from Gus, her cook, and throws some in the air to find air currents.  They follow the air currents deeper into the mine. They are able to spot unstable sections of the tunnel and move carefully past them.  They hear the sounds of mining tools up ahead.  Buckle senses two Children and one Mother down a side passage.

Buckle (+hope from Stella’s assist) Get Away 7-9 avoid notice, take harm (search clock 5/6)

The party throws themselves across the intersection, avoiding the robots’ notice, but landing on some sharp rocks.  They continue and notice the temperature rising slightly.

They follow the heat until they reach a chamber with a large, obvious main entrance. There’s also a small natural tunnel off to the side. Buckle uses his electro-sense again. Mammals give off a pulsing energy, like a heartbeat. The robots are a loud, constant hum. He senses something else ahead. It pulses, like a mammal, but its builds and decays over several seconds. It’s deeper, slower, more powerful, than any other energy signature in the mines. This must be the Source Of Power in the chamber ahead. He feels that they will be unwelcome there.

The central chamber of the Oolite Mine. In the front, a 15-foot-tall door. High on the side wall, a small natural tunnel. At the back, a huge geode split open. In the center, a dozen Robots, guarded by a Shield Robot, and the King Robot, guarded by two Shield Robots.

Buckle: It’s not alive like the metal Dwarves are alive. It’s like a normal person, but much bigger.

They wonder how to approach this intimidating lifeform.

Stella: My people aren’t known for walking in front doors uninvited.

Buckle: My people are.

Most of the party sneaks in through the narrow tunnel, but Shadow goes into the main entrance as a distraction. Buckle can’t talk to Shadow remotely, or see through his eyes, but he gets a vague sense of how Shadow is doing, and what Shadow sees is scary. The big energy source is indeed inside the giant glowing King Robot they saw before. Its guarded by two Shield Robots, and a dozen normal Robots with a Shield Robot of their own. At the back of the room is a huge geode that’s been split open, with a gap in the middle. Along the sides of the room are blocks of metal.

Shadow Keep Them Busy Pay A Price to act against King Robot

Falling Block Trap reveal this threat when someone pays a Price. 2 damage and trap those nearby (i.e. Stella and Buckle)

As the rest of the party moves through the natural tunnel, part of it collapses!  Stella and Buckle are buried and trapped!

Buckle takes 2 damage & is trapped

Stella takes 2 damage & is trapped

Buckle’s actions harmed Stella, so one of her bonds with him is broken. Erase “Impressed with Buckle’s ability to get in trouble and survive”

Damage Ugg’s “Tough as Can Be” for advantage “dig out of rubble”

Damage Rose’s “Get Right In There” for advantage “dig out of rubble”

Ugg and Rose dig them out.

The robots in the chamber advance menacingly on Shadow. Shadow tries to turn 2-dimensional and return to Buckle, but the glow from the King Robot prevents him from forming an actual shadow. He’s trapped in the room!

Stella Lived In A Shoe to shrink to the size of an apple

There are gaps in the rubble the size of an apple, so Stella shrinks down and squeezes through. She’ll get into the chamber quickly, but the rest of the party will have to clear the rubble, so they won’t be able to help her immediately.  She sees Shadow menaced by the group of Robots and Plunge Attacks their shield robot!

Stella Finish Them (advantage: surprise, plunge attack) 10+

She takes its arm off, and the crystal shield shatters when it hits the ground. The glittering aura fades from the robots.  Back at full-size, Stella and Shadow fight to keep the Robots at bay.

Stella & Shadow Keep Them Busy 7-9

Back in the tunnel, Silk makes some rope out of webbing so the team can haul the rubble out of the way.

Buckle Overcome rubble 7-9 pay price (Gus’ lunch) for 10+ result

Gus drops on of his packed lunches, and the shifting rubble crushes it. Poor Gus.  Buckle rides Silk onto the chamber ceiling.

Buckle Finish Them (advantage: plunge attack) +Hope (Ambush predator striking for hiding) 7-9 damage Diamond Command

He picks his target, drops, and tail-slams one of the Shield Robots guarding the King Robots. He knocks it over, smashing its shield. The King Robot is still protected by a second Shield Robot.

The group of robots recovers from Stella’s assault and forms up to go on the offensive.

Stella Overcome 7-9 temporary solution

Stella slides between the legs of a few robots and they lose track of her, but she slides right into the King Robot!  Buckle chooses to go after the other Shield Robot.

Damage Ugg’s “Bigger ‘n’ You” for advantage “restrain enemy”

Ugg jumps down from the tunnel and grabs the Shield Robot with his big mechanical arms, holding it in place for Buckle’s attack.

Buckle Finish Them (advantage: restrained by Ugg) 10+ destroyed

Buckle tail slams the shield, sending the fragments into the robot, destroying it!  The King Robot no longer has the invulnerability aura, but it’s still big and scary! It picks up Stella in one big glowing fist and smashes her into the ground!

Stella takes 1 damage

The group of robots are going after Buckle & Shadow, and the King Robot is focused on Stella.

Buckle (+hope from Shadow) Overcome 7-9 pay a price (damage Shadow) for 10+ result

Buckle and Shadow attack the group of robots in a pincer move. they punch through the enemy formation and reunite. Shadow’s webbed hands are torn up in the assault.

Damage Silk’s “Creepy” for advantage “distract King Robot”

Silk extends a line from the ceiling and swings in circles around the King Robot’s head.

Damage Rose’s “Loyal” for advantage “Fastball Special”

Stella Lived In A Shoe become small enough for Rose to throw

Stella Pack Leader working with companion makes her Threat To The World. Does not pay a price to roll against King Robot

Stella Finish Them (+hope Pack Leader) 10+

Stella runs at Rose and yells, “Catch!” Rose knows what’s next. Stella shrinks to the size of an apple and Rose grabs her and hurls her a the King Robot. Stella enlarges to full size en-route, leading with her sword! She punches through the stretched, softened metal of the King Robot’s chest and comes out the other side holding The Heart Of Earth! The Source of Power that was empowering this robot!

The King Robot is dead! It’s giant body topples over.

Buckle Overcome 7-9 temporary solution

Buckle grabs one of the worker robots and puts it between him and the falling King Robot.  The weight of the King Robot’s collapse knocks them both down. The robot is destroyed and Buckle is pinned beneath it! The King Robot’s body is soft heated metal, and it slowly bends and drips towards Buckle. Without the King Robot’s influence, the surviving robots stop fighting and move off to start digging again.

Buckle Overcome 6-

Shadow rushes to assist, but the glowing light from the King Robot’s body flattens him into a regular shadow.

Stella Overcome 6-

Stella starts to move towards Buckle, but the Heart Of Earth she’s holding draws her attention. The long, powerful pulse that Buckle could sense is now audible, and it’s getting faster and less regular.  It’s unstable. Without something to contain or control it, it could explode and collapse the entire mine!  It was stable while inside the King Robot. Maybe that geode on the back wall is where the Heart of Earth came from. What will she do?

GM note: I emphasized “contain” more than “control” which I fear pushed the players’ thinking in one direction, but it turned out to be a great direction!

Buckle:  Shove it in me!

Stella: Do platypeople have pouches? Either you eat it, or it’s a suppository.

The almost-melted body of the King Robot slumps closer and closer to the trapped and sweating Buckle.

Buckle: C’mere Stella. You must replace my heart with the Heart Of The Earth!

Stella: I’m gonna do open-heart surgery here?!

Stella has an idea and calls to Buckle again. When he answers, she shoves the Heart of Earth in his mouth! Power surges through Buckle’s body and he’s able to throw off the husk of the Robot King! The Heart of Earth has changed him!

GM note: Absorbing the Source of Power replaced Buckle’s “Apex” Destiny with a new Destiny “Heart of Earth”

Chasing The Sunset & Dung Beetles

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

The party: Buckle the Beast/Apex, Stella the Halfling/Pack Leader

Last time, Buckle & Stella “saved” Templeton by returning the rightful Mayor (annoying as she is) to her seat of power and capturing the shape-shifting impostor in her place. For this, the Mayor grants them the Fellowship of Templeton, and offers several boons.  They choose to learn the location of a Source of Power, a legendary artifact of potentially earth-shaking power. They also get a room in a nice hotel in the tourist district to rest up for a week.

While they recover their health & gear, Buckle is excited to play tourist. He buys a fake hard hat with a plushie light on top. He’s a cute platypus wearing a cute hat with ear flaps.  Pomplamoose doesn’t want to wait a week to return home. Her home is just a little further to the east, so she announces that she’s heading out.  Stella and Buckle need the rest, so they don’t go with her.  Buckle is heartsick, but tries to hide it. Pomplamoose pats him on the head as she leaves.

After a week, Stella, Buckle, and their permanent companions: Silk, Gus, Rose, and Ugg head south towards the Oolite Mine, rumored site of a Source of Power.

GM note: The Oolite mine first affected this world before this world existed, back in the Fairmeadow Fair campaign. Despite searching for it for a long time, and even learning its location, the players in Feairmeadow Fair never visited it.

As the party walks down dusty paths between rolling hills, a giant spider suddenly appears. It’s about the size of Silk, a riding spider for Halflings.  It’s interested in Gus, who had a bad experience with spiders in the past. It took him a long time to trust Silk, and he doesn’t trust this spider. He runs in circles until Stella slaps him! She sends Silk to talk to his fellow spider.  Silk and the wild spider mirror each other in a dance with their many legs. This spider isn’t hostile, just curious.  It approaches Gus in a gesture of goodwill, then steals a snack from his pack and runs away.

Later, the party walks under the edge of a rock face and boulders start falling from the cliff above!  The party runs from the rolling boulders, and Buckle falls into a hole in the ground! There are lots of holes, and the remaining party members have to dodge the holes while outrunning the boulders!  Down in the hole, Buckle is surrounded by darkness. The ground he landed on wasn’t as hard as he expected.  His electro-sense detects someone down here with him! He calls out, and the creatures show themselves. Giant Dung Beetles!  Each Dung Beetle is the size of a hatchback car.  Buckle says he’s lost and confused, and they’re happy to explain. They collect the boulders for their young. The boulders are too big to fit down their tunnels, which is why one hasn’t landed on Buckle’s head. He asks the Dung Beetles to help his climb out of the tunnels and to assist his friends being chased by the boulders. They agree, but he must do something for them as well.  The Dung Beetles grow nutritious mushrooms in certain caverns, but some of those caverns have collapsed. Buckle is small enough to fit inside and retrieve the food. Buckle agrees to help.

Back on the surface. Buckle rises out of a hole in front of his teammates. He keeps rising, and the Dung Beetle he’s standing on also emerges from the tunnel. Other Dung Beetles emerge from other holes and stop the rolling boulders.  Stella and the companions can’t understand the Dung Beetles’ speech, but Buckle explains the situation. They all go into the tunnels to the stricken mushroom cavern.

A side view of a cavern blocked off form a natural tunnel by a fallen rock. On the far side, a perfect square tunnel connects to the cavern. The cavern's floor is covered in purple mushrooms.
The mushroom cavern where the Dung Beetles grow food for their young

A large boulder has fallen through the Dung Beetle’s tunnel, mostly blocking the entrance to the Mushroom Cavern. There is a tiny gap on one side: tiny for a car-sized Dung Beetle. Buckle is able to shimmy through without a problem. Inside, he finds the whole caverns has shifted. The ‘floor’ on which the mushrooms grow used to be horizontal, but now tilts sharply. There’s a square hole in the far side of the cavern that glows with an orange light.  Buckle cautious sneaks down the perfect square tunnel to investigate. The tunnel is six feet on a side, too small for the Dung Beetles, and too precise for their methods too. Buckle approaches a junction with another tunnel and carefully peers around the corner. A ways down the next tunnel are three metal statues, carved to look like Dwarves. These statues move on their own! They are pulling ore out of the tunnel walls and and putting it in hoppers on their backs, carved to look like backpacks. This is a mine operated by robots!

Buckle puts his weight on the wrong bit of stone and it collapses, making a loud noise.  The robots’ head quickly swivel towards the source of the noise, and one rings a bell. Another statue approaches. This one is also shaped like a Dwarf, but it carried a large shield, carved out of one giant crystal. As it approaches, a glittering aura appears on each statue within a certain distance. These four robots are advancing on Buckle’s position.  Buckle flees back through the mushroom cavern and pushes through the gap in the giant boulder. It shifts again, and Buckle slides out just in time!  He tells the party and the Dung Beetles about being chased by metal statues.

Stella: Buckle, are you sure you’re OK?

Buckle: I did get hit in the head, but I’m pretty sure it was all real.

Stella pats Buckle on the head.

These mining robots might be connected to the Oolite mine. The party investigates above ground. The terrain is pretty barren: low gravelly hills one after the other. As they crest one hill, the next hill is gone! There’s a hole where the hills should be: a strip mine.

top view of the Oolite mine. A shallow funnel with three spiraling paths leading to a flat bottom. Entrances to mine tunnels along each of the three paths.

The mine is shaped like a shallow funnel with a flat bottom. Three paths spiral down the sides fo the funnel, with square tunnel entrances along their length. Dwarf statues bustle about, moving ore.

Buckle: See?

Stella is embarrassed.  They observe the robots for a while. Most look like miners, but there are a few holding big crystal shields. The shield-bearers provide a glittering aura to nearby robots, but they themselves do not have the aura.  Buckle looks around for a boss or foreman. When one emerges, Buckle wishes he hadn’t seen it! This used to be a mining robot, or maybe several. Now it’s much bigger, stretched out, with parts of other robots bolted to it. Its chest bulges and its whole body glows with heat. Surely that is the Source of Power!

Buckle: It’s bulging. Will it lay eggs?

Stella: Do Dwarves lay eggs?

Buckle: Doesn’t everyone lay eggs?

Stella: Square holes. Anything is possible.

The robots don’t speak, but they are clearly responding to motions from the King Robot. It spots them and sends a group of 50 worker Robots and several Shield Robots after them! They retreat, and the Robots do not pursue past a certain point. They have well-defined territory. Buckle jumps down a Dung Beetle hole. The Dung Beetles are surprised to see him back so soon. He asks some questions about the situation. The Dung Beetles don’t know much about the King Robot, but it’s scary. For all they know, it wants to dig down and flood the world with fire. The Dung Beetles want to secure their mushrooms for their young, but are evasive about the benefits of the mushrooms and where they keep their young. The Dung Beetles want Buckle and friends to secure the mushroom caverns from these invading Robots. Buckle asks for the Dung Beetles’ assistance. These Robots are a threat to their young, so it’s in their best interest to fight them. If the Robots are driven out, the Dung Beetles can use the mine tunnels to access the mushroom caverns instead of the collapsed tunnel.  The Dung Beetles are fired up by this speech, but Buckle and friends have to help too. The Dung Beetles will roll boulders down on the Robots, but the party must be the vanguard and ensure the Dung Beetles’ safety.

Buckle rises from the tunnel entrance on the back of Dung Beetle, as other Dung Beetles emerge from holes all around Stella and the companions.

Buckle: I’m raising an army!

Together they form a War Council and plan their assault on the Robot mine.

GM note: End of Session move. Heal, Heal, Level up.

Chasing The Sunset & Shape-Shifter

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

The party: Buckle the Beast, Stella the Halfling

Finally, the city of Templeton is in sight: a cinder cone volcano rising high above the low hills of the surrounding countryside.  Returning the Mayor to her city will make her someone else’s problem. The Mayor is delighted to return to her city and get the respect and treatment she deserves after the indignity of captivity in Lady Evelynn’s dungeon, and the sass Stella has been giving her.

A map of the city of Templeton, built into a cinder cone volcano.

As they approach the entrance of the city, the Mayor runs up to the two guards, expecting a hero’s welcome.  Instead, they look surprised, even scared, and demand the password.  The Mayor doesn’t know what they are talking about. She’s the mayor who has been missing for so long. Everyone should be thrilled by her return.  The guards exchange worried glances. This is exactly what they worried would happen. One runs to get help while the other keeps an eye on the Mayor.  Buckle wonders at this strange behavior.

Buckle: We’re trying to be rid of her.

The Mayor realizes what’s happening. Shortly before she was kidnapped, an unstoppable shape-shifting creature was released from a secure faciilty. No doubt it has impersonated her in her absence!  The Mayor and the remaining guard accuse each other of being the creature.  Buckle asks how to tell if someone is really the shape-shifter, but the guard won’t reveal state secrets.  As Buckle argues with the guard, an Orc woman who was definitely not there a moment ago suddenly has the Mayor in her clutches!  Stella leaps towards Buckle and shrinks to the size of an apple. Buckle catches her and hurls her at the mysterious assailant. Stella enlarges in mid-air and tackles the Orc off of the Mayor.  The Orc is knocked to the ground, but flings a throwing knife at the Mayor. The knife only grazes her, but the Mayor howls and cries as blood flows from the wound. Seeing this, both the guard and Beth (the Orc commando) rush to assist her. They’re sure this is the real mayor.  Buckle tail-slaps Beth as she rushes past him, knocking her out.  The guard helps the Mayor up, but if the Mayor is here, just returned from a long absence, who has been in the mayor’s office all this time?

Buckle, Stella, their companions, Pomplamoose (the giant albino Platyperson), the Mayor, the guard (his name is Alebringer), and the unconscious Beth all seek medical attention.  Since official channels seem to be compromised, Alebringer leads them to the medical school at Fortinbras Collage Of Mines. He brings them to Doctor Regina Strongarm and tells her to keep their visit hush-hush. Dr. Strongarm will see to the Mayor personally and won’t tell her students.

Stella and Buckle ask Alebringer what’s gong on. There have been strange murders in town, and the Mayor (apparently an impostor) blamed it on the shape-shifter and has all the town officials paranoid and suspicious.  Alebringer recommends they leave town. It’s dangerous. No one can be trusted. As far as Alebringer knows, stabbing people isn’t official policy, but Beth is pretty high-up in the org chart. Maybe she has access to policies that Alebringer does not. Stella and Buckle want to stay and figure this out. Buckle appeals to Alebringer.

Buckle: We took a lot of effort getting the Mayor here. Let us help you. Trust us, because we didn’t know about the impostor. We can hold our own.

Stella snickers at that last part.  Alebringer is convinced.  Stoutarm reports that the Mayor will be fine with just a bandage, but Beth needs to stay overnight. They really did a number on her!

Buckle: Are there more commandos like her?

Alebringer: Yes. They will be on high alert since Beth didn’t report back.

Alebringer wants to bring the Mayor to City Hall, but Buckle recommends tact. They don’t know who they would be delivering the Mayor to.  Alebringer, Stella, and Rose head for City Hall with the news, while Buckle and the others will stay at the hospital with the Mayor. Alebringer & Stella can also find the rest of the comandos.  Stella and Buckle arrange a secret password to confirm their identities.

GM note: The players kept the password a secret from me.

As Alebringer and Stella walk through the spiraling city streets, Gimel, a Human woman in the same black armor as Beth, appears from a shadow and demands to know what’s happened to Beth. Alebringer reports that Beth is in the hospital, and the real Mayor has returned! Gimel thanks them and rushes off.

Back at the hospital, a med student enters with a tray of snacks for the Mayor, but she drops the tray, jams her hands into her own chest, and pulls out knives! She’s attacking the Mayor! Buckle tries to interpose, but the assailant slips past him and stabs the Mayor.  Buckle tells Ugg to grab the assailant. Buckle giant metal exo-skeletal hands close around the assailant’s body, squeeze, and go right through! The assailant’s body squishes through his fingers like clay! Clearly this is the shape-shifter, and it can’t be grabbed or held.  Buckle looks around the room for specimen jars.

Buckle: We need to can this thing!

Pomplamoose and Buckle each grab a specimen jar and charge at the shape-shifting assassin. Buckle scoops a chunk out of the assassin and slams the lid on the jar.

Assassin: I’m not going back in a box!

The assassin tries to smash Buckle’s specimen jar.  Buckle throws the jar to Ugg, who isn’t expecting it.  Slow-motion reaction shot of Ugg as the jar flies past and he dives to catch it.  The assassin gives up on imitating humanoid form and pours towards the Mayor, all knives and pulsing flesh.  Silk zooms in and Buckle leaps aboard as they race the assassin. They arrive at the same time! Buckle scoops up the Mayor and takes the Assassin’s blow in her place.  Silk runs away with Buckle and the Mayor on its back and the Assassin pursues. Silk passes Pomplamoose & Buckle swaps the Mayor for Pomplamoose’s specimen jar. he turns around on Silk’s back and leaps off, straight at the Assassin, forcing it into the specimen jar! The Assassin is now contained in two separate jars, and the fight is over.

As Alebringer and Stella walk through the spiraling city streets, Gimel, a Human woman in the same black armor as Beth, appears from a shadow and demands to know what’s happened to Beth.

Stella: She’s with the Mayor. How many of you are there?

Alebringer: We already talked to you.

Gimel realizes that the Shapeshifter impersonated her and got information from these credulous chumps.

Gimel: Which way did I go?

Gimel, Alebringer, and Stella all rush towards the hospital.  Stella outruns Gimel and reunites with Buckle.

Stella: Isn’t Lady Evelynn so nice?

Buckle: She casts a long shadow.

Stella explains that they met the same person twice, and that Alebringer told one of them where the Mayor was, so the shapeshifter may try to attack. Buckle points to the specimen jars full of shape-shifting assassin.  Gimel arrives to take control of the situation. Ugg tries to grab her to make sure she’s not squishy and she judo throws him across the room.  She wants to take the assassin back to its secure facility. The party says that facility is clearly not secure enough. They want to inspect and evaluate the facility. Dr Strongarm arrives to make sure everyone is OK, and the Mayor recovers from her panic.  Despite the facility being top secret, the party convinces the Mayor and her commandos to let them inspect it and maybe suggest some improvements, so this shape-shifter doesn’t get out again. They are taken to a sub-basement in a science lab in the Fortinbras School of Mines,

Science building, lower storey

The door to the room has an impressive lock. One half of the room looks like a normal lab, with a table and chairs, but there’s a metal band separating the two halves of the room, and the other half is smooth, bare, and seamless. the metal band is the border of a Wall of Force, and the specimen jars are placed in the seamless section, behind the Wall of Force. The controls for the door lock and the Wall of Force are inaccessible from inside the Wall of Force, so the Dwarves don’t know how the shape-shifter managed to disable both of them. Buckle and Stella examine the room and find a big air vent under the table. People could use this vent to enter or exit the room. They recommend putting another Wall of Force across this vent, with a password that allows air to pass through.  The scientists will get on that right away.

Chasing The Sunset & Jail-break

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

The party: Buckle the Platyperson, Stella the Halfling

Buckle & Stella & the Mayor of Templeton float down the river on the belly of Pomplamoose, a giant albino Platyperson, who is recovering from the thrashing she took during her rescue from Lady Evelynn’s dungeon. About a mile downstream from Lady Evelenn’s estate, they find a bustling city built on either side of the river, with a large bridge in the middle. This is Sugar’s Crossing.

A map of the city of Sugar’s Crossing showing the river flowing south the the center, three mills, docks, and other landmarks.

Two figures with reptilian heads approach swiftly through the river. These are Naga, amphibious humanoid snakes, closely related to mermaids. They are in charge and they know it. They belittle the team as they order them ashore, telling them that they’re a danger to navigation, and even a child would know not to float down the middle of a busy river.  Buckle hesitates, but agrees to go ashore.  The Naga guards swim away. The Mayor recognizes this city as Sugar’s Crossing. Now she knows where she is.  Templeton is five days’ travel to the east, and she expects everyone to set off immediately to escort her there.  Stella asks what’s in it for them. The Mayor offers civic duty, then money, and thinks Stella is very strange for not being motivated by either.

Stella: Mayor, you are on our schedule

Stella takes every opportunity to remind the Mayor that, out here, she is not in charge.

Where does Pomplamoose want to go? Her home town of Willow’s Landing is further eat, past Templeton, so going to Templeton is on the way home for her. Pomplamoose was hurt in the escape from Lady Evelynn’s estate, so Buckle gives her some food to recover her strength. Pomplamoose is disappointed by the food she’s been getting. It’s all flavor and no sustenance. She feels herself getting weak. Sure, this is the food that sustains Buckle, but he’s so small. He’s like a child. Buckle thinks he’s normal, not an unusual size compared to the Platypeople he grew up with.

GM note: Sugar’s Crossing was created and fleshed out in the Fairmeadow Fair campaign, and added to Chasing The Sunset later. When Sugar’s Crossing was made, Stella’s quest to find Halfling refugees from the Giant War had not yet been invented, so Sugar’s Crossing was a town full of Halflings, outnumbering all other species. The Halfling player doesn’t just control Stella, the Halfling hero, but Halfling culture and history in general.  I asked Stella’s player: should we change the lore of Sugar’s Crossing, or was Stella wrong about her people? Stella’s player decided that Stella was wrong, and there are large, old, stable populations of Halflings outside her homeland, not just scattered refugees.

The team starts to explore the town and Stella realizes that most people here are Halflings. Many of the buildings–old buildings!– are built at Halfing size, although there are plenty of multi-scale or large-scale buildings to accommodate taller species.  This is no refugee camp.  Halflings have lived on this continent for generations.  Stella thought that all Halflings lived in her homeland across the sea.  She has to sit down. She’s been telling every Halfling she met to go back home. Were they already home? Was she pushing people out of their homes? Buckle tries to comfort her.

Buckle: I learned about giants. You’ll be OK.

They explore the town and find the theater, which has public shows morning and evening about the history of the town. Stella wants to watch the shows. Room and board is easy to come by in Sugar’s Crossing. Large homes for extended families, apartment buildings, and hotels, aren’t very distinct from each other, so the team will be able to find a home with a few extra beds and some seats at a large table for supper.  The Mayor is impatient. If these people won’t help her, she’ll go to the garrison at the bridge. Surely the Dwarven guards there will know their duty and escort her back home.

Stella: Feel free to come back if they think you’re too much of a handful!

Stella watches the morning show about Miller, le Grind, and the star-crossed lovers. She meets a food vendor named Pan at the show & they hit it off. After the show, the Mayor is back. The Dwarven garrison went off-duty and was replaced by a Naga garrison in the time that the Mayor was in the dungeon. The Naga, famous for domineering rudeness, did not react well to Mayor’s orders.

Mayor: You’ll have to take me to Templeton.

Stella: If you are too much trouble, we will throw you back in the river!

Buckle asks Pan if anything exciting happens around here.  Pan says that the most exciting thing is the harvest festival across the river at Fairmeadow, but the missed that by about a month. Oh, there was excitement at the most recent Fairmeadow Fair. A Black Beast threatened the town, but was slain by an invisible gorilla! Buckle wonders how anyone knows about an invisible gorilla. Pan says that this wimpy Elf man survived an attack by the Black Beast and witnessed the gorilla’s attack. That Elf was nothing special, not like the great knight Lucia, hero of many battles! Now that you mention it, there was also a commotion at the le Grind mill, and those thieves that drove a cart right off the docks into the river! Lots of adventures going on recently. Stella asks if the thieves were caught. Pan says they are being held in the garrison here in town. Stella also asks about Lady Evelynn. Pan has no reason to think she’s a troublemaker.

Plan view of the le Grind estate: 3 mills, a museum, mansion, and docks.

Stella and Buckle continue sightseeing by taking the tour at le Grind Mill. Buckle looks at the historical displays and sees a picture of the three mil owners, which confirms that the woman they saw talking to Anton in Lady Evelynn’s estate was indeed Evelynn herself. The tour guide cheerfully explains the mill’s features, and le Grind’s superiority to the other mills in town.

Tour guide:  We treat our workers like family, because 18% of them are!”

Stella asks about the mill’s safety record, and the tour guide only has unsatisfying pre-approved corporate statements.  Stella looks around and sees a false wall section that opens into Mill A, which is being used for real sugar production. She slips through the door and is immediately noticed by a worker.  She uses a bold-faced lie to get in close and bamboozle the worker.

Stella: I was looking for the little Halfling’s room!

She steals a coin purse from the hapless worker, and offers him a Halfling Packed Lunch to not get her in trouble. He ushers her through the secret door, shielding her from the eyes of other workers. She finds Buckle in the gift shop, with a Ring Pop on each of his webbed fingers.

Next they go check out the garrison, base of “those unreasonable snakes.” the Mayor hangs back. Her last experience with the Naga was unpleasant.  The crew looks around. The garrison is a small fortified building that houses the troops that guard the town. Its fortifications look different from fortifications in the real world, since it has to defend against creatures who can fly, teleport, and squeeze through porous surfaces. The dungeon in the basement has windows that are high on the dungeon walls, but just above ground level. The team peers in and sees three captives: a Halfling, a Human, and a Dwarf. These are the bandits that Gleador & Lucia met long ago, and captured in an exciting chase on the docks.

While the team is looking around, trying not to draw the ire of the Naga guards at the main door, four people approach the garrison. Three are nondescript humans in traveling gear, but their leader is an impressive human man in armor. Coils of chain are wrapped from his wrists to his elbows, and as he strides purposefully towards the guard at the entrance of the garrison, the team can hear his followers talking to him.

Follower:  Really? Again?

Paladin: It’s necessary.

The Paladin asks the Naga guards at the door about the garrison. The Naga is as unhelpful and dismissive as possible.

Naga: Clearly it’s a garrison. See all the guards and the big walls?  Yeah, we have prisoners here. Do you think we just let scum walk around? Are you stupid?

The Paladin rears back and punches the Naga in the face! All the Naga guards converge on him. Two of his followers also wade into the melee, but one backs away.

Javelon: Not again. I’m done. I’m out!

The Paladin and his two followers are overcome by the Naga guards and dragged into the garrison.  Buckle and Stella are stunned by the sudden unprovoked aggression.  They follow the follower who abandoned his associates, asking for an explanation. Javelon walks towards the docks and explains. He and the other two humans were in prison in Castellum, as town far to the northeast. They were bandits, the scourge of the area, but had finally been caught. The Paladin ended up in prison alongside them, then broke out and gave them all a chance to follow him.  Better than staying in jail!  They’ve been following him as he travels from town to town. He just really hates jails and gets arrested in every town that he has one so he can break out all the prisoners.

Buckle & Stella let the dangerous criminal board a ferry and sail down the river. They decide to get a room for the night that overlooks the garrison but is on the other side of the river, since they’re sure something exciting will happen during the night.

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They rent rooms at a Halfling hotel. Dinner is included. There’s a big wooden table in the main room and everyone, staff and guests, sits around it and shares food. It’s a big room with 10-foot ceilings, so Pomplamoose can fit, but she sits on the floor.  Halfling style dinners have piles of food dumped directly on the table: chicken legs, ribs, grapes, nuts, and so on.  Each person grabs food with their hands form the main piles and makes a personal pile in front of themself.

After dinner, the team goes to their room and looks out the window, across the bridge at the garrison. It’s a clear night, and they can see the moon and four twinkling lights near it. Those are new and unusual!

Buckle. Maybe those are rogue stars. Whatever happened to Ori?

Stella: That’s unresolved. Maybe these flashing lights are some kind of sky lighthouse.

Buckle: Maybe we’re getting more moons. Maybe those new lights will get bigger over time.

While they discuss cosmology, there’s a whistle from the garrison! Figures on the walls run around. Smoke starts pouring from one corner of the building.  The big wooden doors of the garrison burst off their hinges and fly across the street.  Figures rush out of the garrison and across the bridge.  There’s the paladin, his two followers,and the three prisoners who were locked up there before.  There’s a checkpoint at the far side of the gate, and the Naga guarding it drop barriers across the road. The Paladin hits the barriers with a palm strike and they fly into splinters! He certainly didn’t display this strength when he provoked the Naga into arresting him. That guard would not have a head anymore!  Buckle and Stella rush out of the hotel towards the commotion.  The Paladin doesn’t need any help escaping his pursuers, so Stella & Buckle ignore the band of fugitives and approach the garrison.

Most of the Naga are pursuing the fugitives, but some stayed behind to take care of the garrison building. The front doors are lying on the other side of the road. The hinges are gone. There’s a fire in a back corner of the building. Naga are running back and forth from the river with buckets of water to put out the flame. Buckle opens a hidden path into the garrison but burns his hands in the process. The team is inside the garrison and has a bit of time before the naga return with full buckets. They look around to see what happened. There’s a metal barred door that leads down to the prison cells that is crumpled and shoved aside. Downstairs there are broken manacles on the floor, and the locks of each cell have been wrenched out of the doors. Everything that restrains or blocks people from moving freely has been destroyed with overwhelming force. The Naga return and find strangers inside their formerly secure base! Buckle quickly convinces them that they are there to help, and organizes a more effective bucket brigade that quickly puts out the fire.

After a short time, the pursuing Naga return with no prisoners. The bucket brigade Naga mock them for failing to capture the fugitives, and the pursuing Naga mock the bucket brigade for staying back like cowards.  Stella and Buckle return to their hotel and sleep for the rest of the night.

The next morning, they set off for Templeton to deliver the Mayor back to her people. It’s about a five day journey to the east. Across the river, through grain fields, past Fairmeadow. The road runs just south of a forest for much of the way.  On the second night, they camp near the edge of the forest.  During the night they feel small tremors coming from the forest. They get stronger, then stop.  They hear scratching and rustling about 100 yards away and can see the trees swaying a bit.  None of them see very well in the darkness.  Stella remembers the invisible monster that threatened (or saved?) the Fairmeadow Fair.  The team sets out timidly to look for the source of the rustling. They find a clearing, but can’t see anything in it because of the darkness.  Stella sends Silk up a tree to see if he can see anything from there. They all see another spider on the opposite side of the clear. Buckle thinks it might be a reflection. He steps forward into the clearing and sees another Platyperson opposite him.  His electro-sense does not register this Platyperson as a living being.  He approaches and finds a giant mirror across the entire clearing!  The side facing them is reflective, and the other side is a metal framework. The ground around it indicates that this huge object fell out of the sky. They notice that the four twinkling lights near the moon are gone.

Buckle: Apparently the sky is falling.

On the fourth day, a crowd of people traveling the opposite direction on the road rush upon the group.

Mob: Where did they go? Where are the prisoners?

Buckle: With the Paladin?

Stella: Do you work for him?

The mob are actually opposed to the Paladin and have been pursuing him for some time.  Team team tell them that he has a week’s head start on them, and he was last seen in Sugar’s Crossing, thataway. The mob runs on.

So ends the long journey from Sugar’s Crossing to Templeton.  A volcano looms in the distance and the Mayor excitedly says that this is her city! Next time, the team will enter the city.

End of session move. The team earns 3 boons: heal, heal, gear.

GM note: The team watched a lot of events happen this session. I’d prefer them to be more active. They had quests to do: getting Pomplamoose and the Mayor home, so one way to look at it is I threw more plot hooks then they can deal with, and they prioritized.

Chasing The Sunset & Hidden Dungeon

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

The party: Stella the Halfling, Buckle the Platyperson

Last time, Stella, Buckle, and Ori sought hospitality at the house of a noblewoman. Stella and Buckle found a secret passage behind the wall of their bedroom and decided to investigate while Ori stayed behind to look at the sky.

The party started in the leftmost bedroom, and the red line represents the secret passage inside a wall.

Stella and Buckle peek into the next two bedrooms. They are clean and functional, but nowhere near as fancy as the ballrooms they walked through to get to their rooms.  They get the impression that they are not honored guests.

They peek through the eyeholes of a painting that looks into the ballroom on the other side of the wall. Two fancy people are having a conversation. One is a woman dressed in expensive-looking black & magenta clothing with gold accents.  She has pince nez glasses and long, sharp fingers.  She’s talking to a thin man in grey clothes. he has a gaunt, severe face with sunken cheeks.  The party dubs him “Resting Evil Face” he’s explaining how he is looking for a Halfling boy, probably riding a dog, who ran away.

Evelynn: “If there’s one thing I hate more than pets, it’s kids!”

In consideration of her long relationship with Anton’s organization, Evelynn will keep an eye out, but she does not want to babysit! Stella is worried about her fellow Halfling, since these two do not seem benevolent.

GM note: Evelynn is based on K/DA Evelynn from League of Legends and Antony is based on Anton Ego from Ratatouille.

At the east end of the secret passage, there are ladders leading up and down. The party climbs to the upper floor.

The secret passage is in the north wall.

They peek through the peepholes and see two large, fancy bedrooms that are much nicer than their quarters downstairs. Two humans are asleep in the western room. The woman has a shiny suit of armor on her side of the room, and the man in the other bed has gadgets spread out all over his side of the room.  They are Dryden and Lucia, player characters! Buckle looks over Dryden’s gadgets: a magic stone, a gun with a coil of rope, a Dwarf-made hammer, and other strange objects.  Stella slips a Halfling snack (cashews almonds, an apricot, and grapes) into Dryden’s bag. Buckle writes “Buckle was here” on Lucia’s shield.

On to the next room. The room is set up and there’s luggage here, but no one is inside.  There are elbow-length rubber gloves, first aid kits (especially for burns) and a bottle of odd-smelling fluid (probably chloroform).  There’s a planner that details Anton’s search for “Experiment #72” with several place names checked off, including “Port Fennrick”. They hear footsteps approaching in the hallway and dive past the painting back into the secret passage.  Too close! They watch and Anton enters the room. He doesn’t seem to notice that anything has been disturbed. He needs to de-stress after that important conversation. Talking to people takes a lot out of him. He gets out a pad of paper and does some chemistry puzzles to relax.

Confident that their intrusion was not noticed, Stella and Buckle move on.The entrance to the eastern room is behind a shield. It’s a trophy room, with tables around the room covered in fancy items. There’s a large pedestal in the center of the room. Buckle comes out of the wall and dives under a table.  Stella confidently walks up an examines the central pedestal. It has glass sides and a metal lid, so it could probably support quite a bit of weight. It seems the fanciest trophies are here. As Stella leans in to looks at the treasures, she unknowingly presses a hidden button and the pedestal lowers into the floor!  Stella is now teetering over a shaft going down to who knows where!  Buckle runs out to grab her, but he’s on the other side of the shaft, so now the two of them are leaning on each other over the shaft. They both push off each other at the same time and regain their balance.  They retreat to the secret passage. Buckle is sure they’ve alerted someone and wants to retreat to their room, but they hear footsteps approaching from the ladder that leads back to their rooms. They retreat to Lucia and Dryden’s room.  They listen for the footsteps, but of course they can’t hear people moving in the secret passage from inside the rooms. That would not be very secret. Buckle slides the painting aside just a little and sticks his snout in to the passageway. His electrosense detects the servant moving into the trophy room then back into the secret passage. The servant suspects one of the guests, but will alert Evelynn before questioning the guests. He goes back into the trophy room, leaving the secret passage clear. Buckle and Stella hustle back to their room.

Ori is gone!  There’s no time to figure that out now. Stella and Buckle quickly get into bed. Stella pretends to sleep but keeps one eye open. She sees someone look through the peepholes from the secret passageway, then shortly afterwards there’s a knock at the door.  Stella  slowly opens the door and yawns. Buckle is snoring in his bed. Jayce is checking on the guests. He doesn’t see Ori and wants to come in and investigate, but Stella warns him not to.

Stella: “It’s not wise to wake Buckle, he’s gets violent.”

Jayce is bamboozled and will not press the issue. He leaves and Stella snags a key from him.

Once he’s gone, Stella goes over to Buckle and finds out that he was actually asleep!

Buckle: “Best way to pretend is to do.”

They wait for the house to calm down, then venture out into the secret passage again. This time they take the ladder down and emerge in the cellar.

Stella peers out from the secret passage before stepping into the room. There is a row of small holes in the ceiling above the door in the north wall. The south wall is mostly a huge vault door. On the east and west walls, three doors each with small barred windows. In the middle of the room, a square hole with a piston extending from it through a matching hole in the ceiling.  Buckle detects life-signs from two of the cells.  Every few seconds, there’s a sharp click from the northwestern cell.

GM note: Attempting to replicate this sound over a webcam by tapping on the desk produces a terrifying, earthshaking sound.  I gave my players entirely the wrong impression.

The party considers how to approach the prisoners. Stella thinks they should have fake names. Buckle doesn’t think that will work. He’s a Platyperson. He’s sure to stand out.  Maybe he could pretend to be a dog.  Stella steps out fo the secret passage, then steps back in,

Stella: “Just so you know, your name is Pickle!”

They step out and peek through the windows of each cell in turn. The middle cell on the west wall contains a giant albino Platyperson sleeping on the floor, using the cot as a pillow. Stella examines the cell and sees some dog-eared books on the floor and tally marks scratched on the ceiling. Stella doesn’t wake the creature and moves over to the cell that’s making noise.

That cell contains a female Dwarf in a fancy but tattered dress, lying on the cot and bouncing a rock off the wall and back to herself. She spots Stella at the window and rushes over.

Mayor: “You’ve got to help me! I’m the Mayor of Templeton! I was kidnapped by insurgents!  I’ve been here for weeks!”

Buckle: “What’s up with the giant Platyperson in the other cell?”

Mayor: “I have no time for such trivial matters.  You’ve got to get me out of here!”

Buckle: “We’ll get you both, but maybe not in the same trip.”

Mayor: “Me first!”

Stella wakes up the Platyperson. Her name is Pomplamoose and she’s eight feet tall, twice as tall as a normal Platyperson. She and Buckle exchange a traditional Platyperson greeting. Stella tries the key she stole from Jayce and it opens the cell door!  Pomplamoose doesn’t know why she was kidnapped, but she hopes it’s not for taxidermy!  Buckle asks why the Mayor is here.

Pomplamoose: “I heard Evelynn says something about ‘disrespect.’ She threw the Mayor in the cell personally. Well, her shadow did, technically.”

Buckle: “You mean her beast shadow?”

GM note: Buckle’s Destiny playbook, the Apex, lets him gain a Shadow, a companion with abilities like his own that lets him be in two places at once.

Pomplamoose: “No, an actual shadow.”

Stella: “Is the shadow here now?!”

Everyone looks around, but the shadows cast by the torches that light the room show no signs of intelligence.

Stella: “How did they get you in here?”

Pomplamoose: “Roughly?”

Stella: “No, which door? What about those holes over that door?”

Pomplamoose goes to look at the door Stella indicates, and Stella has to scramble to stop her! Those holes are definitely a trap. Anyone who opens the door will be shot with arrows. Stella and Buckle plot how to get everyone out. Should they activate the elevator in the middle of the room? It caused quite a distraction last time. The secret passage is a tight squeeze for a human. Pomplamoose has no chance of fitting.

Buckle: “Pomplamoose, how do you feel about being ridden?”

Pomplamoose: “You are small and sickly. I’ll carry you.”

Buckle and Pomplamoose do a Platyperson ritual to prepare for battle.

Stella opens the Mayor’s cells and warns her sternly.

 Stella: “You must say nothing. Pickle will throw you back in!”

Buckle and the Mayor leave through the secret passage and head back towards the bedroom. The Mayor is having a lot of trouble staying quiet and following orders. Buckle finds Rose, Gus, and Ugg in the bedroom. Ori is gone. He’ll have to fend for himself.  Silk the giant spider is in the stables. They have to retrieve him on the way out.

Stella counts to sixty to give the others time to get to their room before causing trouble.  She asks Pomplamoose how impenetrable her tail is, then decides a cot is a better shield.  Pomplamoose holds a cot up to the ceiling to block the arrows while Stella opens the door. The trap fires, injuring Pomplamoose.

Stella and Pomplamoose burst out of cellar doors on the north side of Evelynn’s manor while Buckle and his four companions jump out the window on the west side and head for the stables.

Akali, a petite woman with red skin and small horns on her forehead, runs from the stables towards the cellar door, accompanied by a Hellhound.  Buckle attempts to avoid notice as he and his followers approach the stables to retrieve Silk. It works, because Akali is laser-focused on the giant escaping prisoner.

Stella’s player: “OK, I’m ready to fight this demon child!”

GM: “She’s an adult. She’s just petite!”

Pomplamoose slams her tail on the ground and roars. Stella enlarges to her maximum size in a threat display.  Akali leaps with a flying kick, smashing into Stella, who knocks back into Pomplamoose, who is violently sandwiched into the manor wall.  Stella no-sells the attack, which intimidates Alaki. That was her best shot and it did nothing.  She retreats and doesn’t see Pomplamoose fall over unconscious. The Hellhound still thinks it can fight, but it hears a terrifying howl from Buckle, looks south and sees half a dozen angry creatures charging it.  Stella also draws a longsword and charges, and the Hellhound flees with its tail between its legs.

The alarm has well and truly been raised.  Lights tun on on the upper floor, and a woman throws her windows over to look down on the crowd of fugitives.  The lamplight behind her throws a dramatic shadow on the lawn, and this shadow starts pulling itself out of the ground.  Oh, THAT shadow.  Now they understand.  All seven conscious escapees get under Pomplamoose to carry her away, down the path to the mill and into the water.  Stella starts to heal her as everyone floats down the river on her belly.  Surely whatever town is downstream will be safer than the estate they just escaped, right?

GM note: No end-of-session move

Chasing The Sunset & UFO

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

The party: Orichalcum the Construct, Stella the Halfling, Buckle the Platyperson

GM note: Before we started, I asked my players if they were OK with fighting cops in the game, since that’s very close to scary things that are happening in real life.

Buckle and Ugg are in a locker room in Cloorick’s Fight Club inside the hidden Goblin city of Swallet.  Ori comes in and Buckle in intimidated by the energy robot that’s 50% taller than him. Ori gives Buckle a very specific compliment on his fighting style and victory over Ugg. Ori, Buckle, and Stella share introductions.

GM note: The players had not met each other IRL, nor seen each other’s characters, nor encountered their cultures, so there were a lot of introductions!  Buckle and Stella’s players were impressed when I said that this was the player of the strange robot they saw fighting last session.

Ori explains that his life’s goal is to look for a master. Buckle says that sounds like slavery.

Ori: Maybe I am a slave, but I don’t like the connotation.

Buckle: Were you hatched?

Ori: No, I was built.

Buckle: That’s weird. I’m Buckle. I’m a Platyperson.  I was hatched from an egg, and I accidentally hatched a dragon too.

Stella: We have to save him a lot.

Buckle: I saved myself just now against Ugg.

Rabbish rushes in. He was replacing the front door (wrecked by Fafnir) and noticed suspicious movement out from. There could be trouble!

Cloorick's fight club & surrounding buildings: fish cannery, warehouse, black market, merch shop

Ori and Buckle take the ladder ot the roof and peer over the front edge.  There’s movmeent of people entering the warehouse to the right. People are fleeing the fish cannery on the left (which is actually a front for money laundering) Two Goblin police in Power Suits are walking down the street right in front. They are Nub-Nub and her partner, who have already crossed paths with Stella and Buckle. The second Power Suit leaps from the street to the roof of the warehouse, spotting Ori and Buckle! Buckle tries to run and the cops go loud!  Windows on the top floor of the warehouse break, and Goblins hidden inside point personal, customized ranged weapons at the Fight Club and unleash a barrage of arrows, bolts, bullets, metal rods, and other projectiles!  One projectile smashes a hole in the roof, and Buckle dives through to the relative safety of “inside.”  Nub-Nub is surprised. The posse wasn’t supposed to attack just yet, so she turns on her loudspeaker.

Nub-Nub:   Cloorick, we have evidence that you are harboring spies seeking to steal our precious Goblin secrets. Surrender them at once!

She hasn’t heard that Cloorick is dead and the Fight Club is under new management.  Ori peeks over the roof and asks for parley. Nub-Nub tells the squad of gunners to cease fire, and tells Ori to come out the front door to talk. He goes back inside and wonders who these spies are.  Stella and Buckle fear that they are wanted as spies.  The three of them walk outside, and Nub-Nub immediately shouts, “There are the spies!”  Her partner leaps down from the roof to arrest Buckle.  Buckle tries to flee, but the cop’s Power Suit fires a rocket fist to grab him and winch him back in.  Ori wants to know what will happen to Stella and Buckle.  Loss of technological secrets is one of the worst things that can happen to Goblin cities, so those who try to take their secrets can never be allowed to leave.  Stella’s companion Rose holds up a bag of unknown powder and Stella yells that it’s a toxic chemical, and if the cops try anything, she’ll release it on all of them!  The cop releases Buckle, who flees and hides in the merch shop. (Fafnir quickly became a local hero, and there’s an unauthorized merch shop next door. Buckle dives into a pile of plushies and blends in, like that scene in E.T.) The gunners back up out of toxic cloud range and open fire!  Ori grabs Stella and flies around to the back of the Fight Club. The companions run back inside the front door.

Ori admits to Stella “This is as far as I’ve planned ahead.”  The gunners are fanning out in the street in front, slowly encircling the building.  Ori & Stella aren’t sure where to go, when Ugg opens a hidden door in the back of the building.  Of course the ilegal fight club has secret getaway routes.  Buckle wants to rejoin the team, but he’s trapped across an alley watched by several police gunners.  Ugg spots him and beckons him over, but he cowers. Ori transforms into a Goblin in a Power Suit, steps into view, and says the fugitives are on the far side of the building. Nub-Nub and the gunners on that side start o move, then notice that the other Power Suit is right there. Who’s in the third suit?  The distraction is enough for Buckle to cross the alley & join the others, but Nub-Nub leaps down the alley right on top of Ori, She’s very suspicious and tries to read his badge number.  Ori grabs her and says that she’s the fake, not him!  He’s got her immobilized, and she’s blocking fire from the gunners at the far end of the alley, so everyone can get away except for him. He’s safe until he tries to disengage.  Gus (Stella’s cook) leans around the corner and starts throwing food at the gunners. Like real cops, these gunners are terrified of milkshakes, tomatoes, and water bottles, so they retreat and hunker down.  Ori throws Nub-Nub across the alley and everyone flees down the secret escape route, which is shut and invisible by the time the cops recover and turn the corner.

The crew is in The Blackest Market, a building that sells unregulated obsidian.  It’s very dark. The walls are painted black for the look.  They have some time before the police figure out where they are, but they shouldn’t dawdle. They consider the exits from Swallet.

Going up the waterfall is difficult. The caldera isn’t intended to be an exit, and climbing out is also difficult. The sewer seems like the easiest way out.  Clearly Stella and Buckle have to flee, but what about the others?  Ori was staying at the Fight Club, and it looks like there won’t be a Fight Club anymore, so he might as well go with them.  Ugg lives in Swallet, but he’s loyal to Buckle after being beaten in a duel, so he’s also coming along.  they sneak away from the police and head for the garbage processing facility.

The garbage processing facility is a big dangerous industrial building with pipes, catwalks, conveyor belts, and big containers of trash. Goblins take trash, sort it, pick out valuable items, then send it to be burned, dumped, or poured into the sewer, a big pipe that matches the one that forms the waterfall in the park across town.  As a load of trash is dumped into a fire, the fire flares but doesn’t subside, It grows, takes shape, and starts moving on its own. A Fire Elemental has appeared!  The Goblin workers flee, calling for the shift leader and the cops!  Some run to the fire extinguishers, big backpack-mounted units with nozzles that come around the side, like Ghostbuster proton packs, or the Heavy Bolter from Warhammer 40K.  There’s also a gas-replacement bomb in the middle of the facility that will remove all the oxygen in the facility in case of major, uncontained fire. Obviously this would be very unhealthy for anyone still inside the facility.

GM note: We said “Halon bomb” at the table, but actual research reveals that Halon fire suppressant causes only giddiness and is safer than carbon-dioxide.

Ori: Hello, fellow energy being. Whom do you serve?

The Fire Elemental makes an effort to shape itself into something with a face,and makes talking motions, but vomits flame all over instead.  Ori puts out his hands and makes his body long and thin behind them, like a diver trying to make as little disruption in water as possible. It works! He comes through the barrage unscathed, but more of the facility is now on fire.  Stella grabs a fire extinguisher. The Goblin workers will take all the help they can get and point her at the Fire Elemental.  Instead she clears a path through the flames to the sewer entrance. Buckle and the companions follow. Again, Ori is in trouble as the rest of the crew beckon him towards safety.  Stella suggests setting of the bomb and running for the sewers.  Goblins close in with fire extinguishers, and the Fire Elemental retreats from them, unintentionally cutting Ori off from his route to the sewer.  Ori just powers through and zips right past the Fire Elemental, braving the heat radiating from it.  he makes it, and the crew flees down the sewer, leaving the Fire Elemental and the Goblins to fight it out.

Only liquid waste is poured down the sewer, so there’s nothing to run into in the long, dark journey, but the water is pretty dirty.  Buckle electro-sense can detect living creatures, but doesn’t notice anything except rats and bugs.  After hours and hours, the crew reaches the end of the tunnel.

A map showing the scret tunnel emptying into a river. There's a mill on the river, with a path leading up a hill to Evelynn's manor, surrounded by a wall with a gate.

There’s a small platform at the end of the tunnel, about the size of a studio apartment. It’s level and high enough to stay dry. there’s a door at the far end of the platform.  The crew floats out of the mouth of the tunnel and into the river to wash in the clean water. Most of Ori’s body is energy and can’t get dirty, but he rinses off the metal armor bits.   The mouth of the tunnel and the door from the platform are both camouflaged from the outside.  It’s night now.  The moon is up, and there’s a bright light near the moon that is not a normal star.  Ori is very curious about the light, but can’t tell much about it.  It’s not moving visibly, but maybe observing it through the night will reveal very slow motion.  Back on the ground, there’s a mill a little ways downstream.  The crew goes up to investigate.  No one is working at night, and the doors are locked, which seems a bit paranoid for such a remote location. A sign on the door reads “LE GRIND KEEP OUT!” so they assume the mill is owned by someone named “le Grind”  There’s a hill behind the mill, and lights from a large estate are visible on top. They follow path up towards the estate.  The estate is surrounded by a wall, and the wall is surrounded by topiary sculptures. The sculptures represent a wide range of creatures, all predators.  They knock at the gate, hoping for hospitality.

GM note. This is Evelynn‘s estate, from the Fairmeadow Fair campaign.

After an awkward pause, a petite woman slowly walks to the gate.  She’s wearing a leather jacket and has a cap with a bill specially shaped to fit around the small vertical horns on her forehead. She regards the crew with bored eyes and asks what they want.  They ask for hospitality. She’s heard of it, but it’s more work for her, so she’s not a fan. She says she’ll check, and slowly walks towards the main building.

After a while a different person returns from the house. He’s a tall human man, probably about 50. He has neat slicked back hair, black but greying at the temples. He introduces himself as Jayce and apologizes for the delay.  of course Lady Evelynn respects the ancient rite of hospitality and will grant travelers a night’s rest and a hot meal.  He calls for Kaley, the sullen Teifling, to stable Silk, Stella’s giant spider. There are six humanoids: Ori, Stella, Buckle, Ugg, Gus, and Rose. Jayce takes them in the front door, into a spectacular foyer with big staircases leading to balconies all around. he leads them through a door into the less impressive side of the house and assigns them to three bedrooms with two beds each.  He will fetch food and bed clothes for each of them.  Jayce inquires after Ori’s needs, since he’s never seen someone like Ori before. Ori doesn’t eat or sleep.  Jayce leaves to make preparations, urging his guests to make themselves comfortable and to stay in their rooms.  Stella examines her room and finds a secret passage hidden behind a painting! Jayce returns with nightgowns and food.  For Stella, Gus, and Rose: Halfling food with meat, fruit, and veggies. The food is prepared well, but the portions are too small. Buckle gets fish. The fish is fine. Can’t complain.  Ugg usually eats subterranean food like mushrooms and bat meat, but he gets freshwater crab. It’s OK.

Jayce bids them goodnight and reminds them to stay in their rooms.  Buckle and Stella convince themselves that the picture is part of Stella’s room, so the secret passage must also be part of the room, so it’s not technically breaking the rules to go exploring. Ori declares that a clever bit of sophistry and stays in his room, watching that mysterious light through the window. After several hours, he determines that it’s moving with the moon, which moves across the sky slightly faster than the stars. it’s a little closer to the moon than it was at the beginning of the night.

GM note: I was not prepared to explain all these celestial mechanics, even though “mysterious light near the moon” was 100% my idea. Would a waning gibbous be visible right after sunset? How much does the moon move against the background of stars?

Since Ori can’t determine what the mysterious light is from here, he decides to use his unlimited-range teleportation to TELEPORT TO THE SURFACE OF THE MOON.

GM note. Oh. Oh, OK. We’re doing this.  This is happening right now.  I wanted the players interested in the moon, but this is skipping quite a few steps.

Ori disappears from Evelynn’s estate and reappears on an endless field of giant hexagonal metal mirrors.  Each mirror is 100 feet across, and machinery underneath allows them to be steered somewhat. There are towers every few mirrors, and cables between the towers lead away, over the horizon.

The planet is visible below. The location that Ori just left is in shadow.  If Ori teleports back, his accuracy will be poor. He might land in the location next to the one he aims at. The mysterious light is there between the moon and the planet, still a bright featureless light, still not moving visibly.

Ori watches the mysterious light for a while and consumes some fuel.  A cable car arrives at the nearest tower and a Kobold gets out and approaches Ori. The Kobold isn’t wearing a suit or mask, so there’s air on the moon.  The Kobold is curious. How did you get here? Ori says he came from the planet to look at that light. The Kobold looks up at the light in surprise.  He didn’t notice.  It’s not on any of the sensors. The Kobold decides that Ori should come with him back to base. Wait! Show me your teeth!  Ori doesn’t have teeth, which reassures the Kobold, and they zoom away on the cable car.

GM note: Players have a tendency to run mysteries to ground as they notice them. The GM wouldn’t mention it unless it was important right?  Of course they want to see what the GM prepared. I didn’t think the players could do much about this particular mystery just yet, but I was wrong, and I am excited to see how this goes when one player jumps right into the middle.

Characters also made big strides. Ori gaines a level, and Stella and Buckle both took powerful Destiny playbooks.

 

Chasing The Sunset & Swallet

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

The party: Buckle the Platyperson, Stella the Halfling

GM note: Stella was last seen in Bogden, but Buckle is in Swallet. Instead of playing out scenes of the two deciding where to meet and going there, we decided that Stella had traveled to Swallet with Buckle in the previous session. She was just in the background.

Stella and Buckle emerge from the waste disposal facility and see the city of Swallet for the first time. It’s underground. There’s a roof over the entire city. Light is provided by crystals in the ceiling that refract sunlight from the surface.  There are busy streets filled with goblins rushing around on various strange, unique vehicles. A park on the far end of the city is visible even from here. A large stone pipe emerges from the far wall near the ceiling, and a waterfall pours from the pipe into a pool below. A 20-foot tall taper candle in a nearby square acts as message board for adventurers. Stella and Buckle read notes written by other players about the city.

Buckle came to this city chasing Brainiac, but he’s never met the man. “Why are we fighting this guy?” he wonders aloud. It’s really hot in here, which is a bit worrisome since heat in a volcano has an obvious and dangerous source.  The park with the pool seems like a nice place to be, so Stella and Buckle head that way.  As they walk down a street, two figures leap over the buildings from opposite sides! Goblins in Power Suits! Goblins are about the same size as Halflings or Platypeople, but inside their robotic armor, they would tower over humans.  Nub-Nub, the leader of the pair, says, “Outsiders! Here to steal the secrets of our technology, no doubt! You must leave at once!” The party truthfully explains that they don’t know anything about secret technology, and that they are chasing an outsider who broke into Swallet for nefarious purposes. Less true is the claim that they are searching for him in the park.  The armored police leap ahead to search for the other intruder.

The park is busy, since it’s unusually hot. In additional to green space for recreation and relaxation, the park also contains large swamp coolers that pump cool air elsewhere in the city.  Stella wants to look behind the waterfall, because there’s always something cool behind a waterfall.  She does not find anything cool behind the waterfall, but while she’s looking, a chunk of stone falls from the pipe from which the waterfall emerges! She gets out of the way and sees someone climbing into that pipe. No doubt that person dislodged the stone that nearly crushed her.  Nub-Nub and her partner leap up into the pipe in pursuit.  Silk, Stella’s giant spider mount, takes her up the wall and drops her off at the mouth of the pipe. She sends Silk back to the ground to bring Buckle.  The pipe is about 5 meters across, made of old stone, and water is pouring out of the broken end constantly. She has to brace herself to walk against the current and not be swept away and over the waterfall!  Silk brings Buckle up, and Buckle swims against the current.

It’s dark in the tunnel. The only light is from the opening at the waterfall.  Buckle’s electrical sense can easily detect the two Power Suits, since they generate a lot more electricity than most living creatures.  Stella and Buckle walk up the tunnel after them.  When the party reaches the Goblin police, they have apprehended the Brainiac!  He demands that they unhand him, lest they face the wrath of the great wizard, Allan a Zham!  Buckle pipes up, “Don’t you mean the LATE wizard?” Brainiac doesn’t get it. “A wizard is never late. Nor is he early.”  Buckle has to clarify. He means that Allan a Zham is dead.  Brainiac doesn’t know that he was sent on his mission by someone impersonating his dead master, so he’s still confused.

Stella has a plan to wreck this jerk. She shrinks to the size of an apple and has Buckle tail-swat her towards Brainiac’s chest. She was going to enlarge in mid-air to strike a powerful blow, but Nub-Nub is too quick, spinning and knocking Stella out of the air with a rocket fist! Stella is pinned to the wall by the metal fist! “You dare attack a prisoner? He is under my protection!”  Brainiac finally understands why Allan a Zham was acting so strangely at their last meeting and freaks out! He wails about his dead master and struggles against the other Power Suit restraining him.  Stella tells Nub-Nub, “I’m trying to help!” Nub-Nub doesn’t want help, and fires her other rocket fist at Stella!  Brainiac gets loose and runs further up the tunnel into darkness. the police aren’t sure whether to pursue him or arrest Stella and Buckle.  Buckle yells at them to pursue Brainiac.  Nub-Nub agrees, but says that they’d better be gone by the time she returns!

The armored police disappear up the tunnel, leaving Stella and Buckle alone.  “That was a bad plan,” says Buckle.  “They can’t all be good,” says Stella.  Buckle leans back and lets the current carry him back to the mouth of the pipe.  Silk ferries them back to the ground. It’s still very warm in Swallet, but our party is all wet, so that will keep them cool for a while.  They need more information, so they stop a friendly Goblin named Gabber and ask about some things they read on the message board.  Gabber has never heard of a troll holding a pearl.  Gabber knows where the fight club is, but he wasn’t allowed in.  He built a weird gadget that he thinks would give him an edge. He’s happy to demonstrate it, but it hasn’t been fully tested and the party convinces him not to.  They ask if there’s a source of great power in the city, something magical.  Pretty much the worst thing that could happen to Swallet is outsiders coming in to steal the secrets of their technological power, so our party just revealed themselves as an existential threat to poor Gabber. He stammers that there’s no magic here, and activates his steam-powered heelies and zooms away in a panic.

Stella and Buckle follow Gabber’s directions to Cloorick’s Fight Club.  There’s scaffolding over the entrance because the front door is being replaced.  The workers are dismissive and insulting, until Buckle asks if they have seen a baby dragon.  “You know Fafnir?!” yeah, Buckle knows Fafnir. He hatched her from an egg.  Suddenly Buckle is a celebrity. Fafnir is the leader of this Fight Club. They are replacing the door because she smashed it in.  Rabbish says, ‘One time, she punched me in the face. It was awesome!” The fighters in the club all want to be just like her, but they can’t because they don’t have wings. The party recommends that they build some wings, since they’ve already built giant arms and other technological aids. Several goblins immediately pull out sketch pads and start working.

Rabbish shows Buckle and Stella around the facility, including the arena, where they see Ori sparring with a Goblin wearing exo-sketetal robot arms.

GM note: I described Ori, who is like nothing the characters have ever seen, and the players were impressed. Then I told them that Ori was another player’s character, and they were impressed again. It’s cool to have a world changed by real people you haven’t met.

Buckle wants to spar! He’s matched against Ugg, the Goblin who just fought Ori.  Buckle prepares for battle by applying warpaint to his face and bill.  The arena has been recogfigured since Fafnir and friends fought Cloorick. There are still doors for the opposing teams on opposing sides and a raised platform in the middle, but there are also stage hazards: mechanical arms coming out of the floors and walls that will punch, grab, and throw anyone who comes near.

The fight begins, and Buckle runs up the ramp to take the high ground. Ugg is right behind him, when Buckle yells and slaps his tail on the ground in an intimidating display of force!  Ugg is terrified and can’t approach, but he won’t give up.  If he can’t walk up to Buckle and hit him, he needs to hit him from far away. A projectile! Ugg approaches a hazard and starts to rip the mechanical arm out of its fixture.  Buckle takes this opportunity to break line of sight, dropping off the far side of the platform away from Ugg.  Ugg turns to throw his makeshift weapon, but can’t see Buckle.  He warily circles the platform, seeking his opponent.  Buckle strikes from ambush, delivering an aerial spinning tail-slap right to Ugg’s unarmored face!  Lights out! Ugg is knocked unconscious. Stella cheers from the stands, and other Goblins rush in to tend to Ugg.  Ugg is not hurt, and after he wakes up, congratulates Buckle on a well-fought match.  All one needs to do to get the respect of these martial artists is to beat them up!

After all this, Stella and Buckle wonder if maybe they are looking for the magical power in the wrong volcano. There are two of them, after all.

Chasing The Sunset & volcanoes

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

The party: Agnes Nutter the Harbinger, Buckle the Platyperson, Rook the Remnant

Anges and Rook quickly leave Thaumatown and arrive in Bogden in the aftermath of a werewolf attack!  Most of the people who arrived to celebrate Platypalooza are fleeing in panic.  Those bitten by the werewolves have been put in cages. There is spirited debate about how dangerous they are and what to do with them.  Festival goers are mourning the victims of the werewolves, and the werewolves themselves. Agnes grabs a fleeing Buckle and they all duck into an empty shed. Agnes demands an explanation from Buckle. Buckle gives a brief summary of last night’s werewolf attack. Buckle’s consistently bad at telling stories, but Agnes gets the gist.

Nobody wants to stay in Bogden to help, and they aren’t welcome in Thaumatown either.  People in both towns indicated that twin volcanoes to the south were important, so the crew decides to head that way. They join the hurried exodus of partygoers.  Crowding is no problem for Rook, who just floats through people. This startles someone, who throws a punch at this strange phantom. Her fist goes right through Rook and hits the next person. This causes a confused scuffle/stampede! Rook shrugs, since the fight won’t affect him any more than the crowd did, but he uses his hypnotic voice to dazzle the crowd into calming down.

The crew reaches the Mighty River and needs to get across. Rook just floats across, dragging his toes in the water.  Wallace (the magenta Pomeranian) is scared of water and won’t approach the river!  Buckle makes a blindfold of Wallace, and holds the dog on his belly as he floats across. Agnes flies over the river on Snek.

On the far bank, they are beset by Platythugs: young ruffians with switchblades shaking down travelers for cash!  Agnes is not impressed. She declares a terrible curse in a big spooky voice. Whenever they threaten someone, they will poop their pants! To break this curse, they must help 20 people. One platythug doesn’t believe this weird lady and her big talk, so he threatens her, and finds out she wasn’t kidding! The whole gang flees in terror!

The crew approaches the twin volcanoes and must decide which one to investigate.  Anges flies ahead on Snek to scout. She discovers that the smoke from the eastern peak isn’t volcanic smoke. It’s from wood and garbage. She also sees Brainaic (who arrested her in Thaumatown) climbing the eastern peak. She flies into the Caldera and sees it’s covered with pipes, smokestacks, and hatches. A very unnatural mountain.  She returns to share this information with the team. They sent the Brainiac this way to get rid of him, but he’s on the trail of something amazing!  Rook says “We thought this was a fool’s errand” and Buckle replies “We are also fools.”

Buckle and Agnes follow Brianiac stealthily. Brainiac looks over the lip of the caldera, gets excited, and rappels over the edge. Rook just floats through the mountian, but discovers metal structures that count as “inside” that he cannot enter without permission.  Buckle & Agnes peer over the edge to see what Brainiac is doing.  Brainaic swings at the end of the rope to reach a door in the wall and go inside.  Agnes and Buckle look around, but there are no doors or access panels on top of the caldera. To get inside, they need to go down into the pit.  Buckle uses Brianiac’s rope to swing to the same door that Brainiac used. He invites Rook inside, and Agnes flies in as well, thanks to Snek.  Inside the door is a smooth metal ramp leading up into the mountain, with a swinging door at the end.  Rook scouts ahead and peeks their head through the door. It reveals the top of an elevator shaft, and the elevator car is headed down with Brainiac inside!

When the car reaches the bottom of the shaft, Brianiac slips out and hides as a team of Goblins start loading trash into it.  Rook returns to report to the rest of the team, and htey discuss what to do next. They take so long discussing that the car is filled with trash and sent to the top of shaft, where it tips out and starts sliding down the ramp! The crew is trapped between an avalanche of garbage and a sheer drop! Not Rook, of course. Trash just passes through them. Agnes flies out, and Buckle runs for it, but is bowled over by the tide of garbage. Agnes, flaoting by the mouth of the chute, grabs Buckle as he falls out, but she’s pulled off of Snek by his weight, and now they are both falling!  Snek dives, coils around both of them, and pulls out before they and the mass of garbage smash into the ever-burning trash heap below! Agnes gets bonked on the head by a toaster, and the whole scene is witnessed by an amazed Goblin on a lower walkway!  Agnes waves and the Goblin hurries back inside the mountain.  Buckle would very much like to be put down now.  Snek deposits him on the walkway that the Goblin used, and they all follow the Goblin inside.

Rook asks the goblin to help them find Brainiac, saying that he’s a shady character who means the Goblins ill.  This seems reasonable to the Goblin, whose name is Grickle. Buckle is just tickled to meet Grickle. With Grinkle leading the way through the tangle of pipes, catwalks, and tunnels, they spot Brainiac down below. He activates a booby trap, bursting a steam pipe and burning Agnes!  Brianiac runs for it and Rook follows. Agnes sends Snek ahead to block Brainiac’s escape route with a cloud of poison gas! This lets Rook catch up to Brainiac, but Rook lets him go.  Brainiac flees the facillity, passing a crew of Goblins headed to repair the damage from his trap. The Goblins arrive at the broken pipe and blame the unauthorized intruders (Agnes and Buckle) for the damage. Agnes says they are after the real intruder, who actually did the damage. Grickle confirms her story. Agnes asks the repair crew to help search for Brainiac, but they need to fix this pipe first.  (Also, Agnes is pretty creepy.)

So the crew leaves the sanitation facility and emerges into Swallet, the underground city of Goblins.  It’s really hot down here, and they don’t know where Brainiac went.

Chasing The Sunset & Platypalooza

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

Party: Fafnir the Dragon, Stella the Halfling, Buckle the Platyperson

The full moon will rise tonight, so it’s time for Platypalooza, the greatest celebration of Platyperson culture!  A party boat heading upriver spots Buckle and invites him and his companions to join.  They do, and the boat goes up the Mighty River and takes a tributary to the north to the Platyperson town of Bogden.  Paulie, the former mobster, is also on the boat, but there’s no reason to fight anymore.

From the river, all that’s visible is the great dam of Bogden, which creates a large, flat marsh suitable for Playtpeople living. the waterfall prevents the party boat from advancing further, so everyone has to disembark and walk up the switchbacks to the top of the dam.  Bogden is a village year-round, but Platypalooza temporarily makes it a vast city. Platypeople from all over the continent come here to celebrate, and people from other cultures also attend because it’s a great party. The permanent dwellings are off in the back. and most of the artificial marsh is a fairground, with booths, stages, games, and so on.

The leader of Bogden officially kicks off the festivities with an opening speech, but our crew realizes that he’s a tricky politician. Listening to his speech will damage their Sense, so they ignore him and explore the shops and stalls.  Fafnir loves food and Buckle points out traditional Platyperson food.  Lots of fried food. There are giant spider legs on skewers, competing hot sauce vendors shouting about the virtues of their special recipes, and so on.  One booth has a challenge: eat a spicy seed pod. Only a few seeds are needed for a whole pot of hot sauce.  Fafnir jumps at the chance, and since she’s immune to damage from fire and heat, she has no problem eating the spicy seeds!  She gladly receives the cheers of onlookers and a sampler platter from the impressed vendor.

Stella finds Clara, a fellow Halfling running a booth.  Clara sells pastries, which are a staple in Halfling culture, but an exotic treat to Platypeople.  Clara is one of many Halflings who fled the Halfling homeland during the Giant War, a war against Giants. Part of the reason that Stella explores this continent is to find scattered Halflings and tell them the good news: It’s safe to return home. The war is over! The Halflings won by surrendering! Instead of fighting the physically superior Giants, Halflings let them settle in Halfing towns, then relentlessly pranked them until the giants got so annoyed that they fled!  Clara is delighted to hear the news ,and starts a batch of celebratory peace cookies.  Stella asks if Clara knows where other Halflings are. There’s usually one in every city.  Clara mentions Sam, living in a walled city to the north. Stella and Clara say farewell with the old Halfling saying, “You always have a home.”

As the crew is moving through the crowd, looking for more fun, a large Platyperson roughly shoulders past Fafnir.  Fafnir won’t stand for such ill-treatment.  “I’m not stairs! You can’t just stomp over me!” The large Platyperson is The Champ! He says “I’m on my way to win the Fluming championship again. There’s still time for you to sign up. Meet me on the field and see how easily I can stomp over you!”  It’s on now!  Fafnir, Stella, and Buckle rush to sign up for the tournament.  Fortunately, Buckle can explain the rules of the traditional Platyperson game to the Dragon and the Halfling.  Silk, Gus, and Rose will cheer from the stands.

Each team has to take a log from the log pile, stand it upright at their base, and climb it.  One point for reaching the top. One bonus point for flipping the log during the dismount, but failing the dismount costs one point.  It’s a foul to clearly hit with another player, so don’t get caught! The field is flooded, since Platypeople are amphibious.

The first team that the crew faces in the preliminary round is three lumberjacks. The referee slaps his tail to begin the match, and everyone rushes for the log pile!  Stella keeps the lumberjacks busy while Fafnir and Buckle grab a log.  Fafnir is ready to climb the log, but Buckle can’t raise it himself. Fafnir switches with Stella so she can help raise the log. Once it’s up, Fafnir runs from the lumberjacks, spreads her wings, and flies to the top of the log! One point!  A flippy dismount for a bonus point and it’s 2-0.  Fafnir goes in to get another log, but the lumberjacks block her path out. She’s super-strong, so she picks up the log and flies over them, dropping the log to her teammates and continuing into the stands.  Stella and Buckle raise the log, and Stella flies in to land on top. Foul! It’s illegal to score from out of bounds! The crew loses a point instead of gaining it. Next, Fafnir interferes with the lumberjacks and gets caught. She has to wear a penalty vest, restricting her movement. The vest is designed for Platypeople, so it’s especially awkward on her. She’s around the same size, but has more limbs, and in different positions.  The field is reset, and when the refereee slaps his tail, Fafnir and all three lumberjacks rush for a log. Fafnir draws their attention by running in a figure-8. With all three focused on her, there’s no one left to score or prevent Stella and Buckle from scoring. Buckle is barely able to lift the log by himself, and Stella struggling upwards, barely slapping one hand on top. It counts!  The crew wins and goes to the next round of the tournament!

Now that they have the hang of this, the crew is able to beat other opponents and reach the finals, against The Champ and his dangerous team!  The match begins at sunset, and the stands are packed as most other events have wrapped up, and everyone wants to see the final showdown!  Big lenses on towers around the arena catch the last light of sunset and focus a spotlight on the referee, as he announces the two teams and hypes up the crowd.

The Champ’s team is mean and effective. In addition to the Champ, widely known as the greatest individual player the game has ever know, there’s a Brawler, tough and strong; and a Hunter, who disappears under the shallow water to reappear at an inconvenient time. The crew huddles to discuss strategy before charging into battle.

At the tail slap, Stella and Fafnir rush for a log.  Champ and Brawler get in their way, and Hunter silently slips under the water, disappearing.  Stella insults Brawler’s mother as she tries to slip by, and he angrily slams her into the stack of logs. Obvious foul!  The field is reset.  At the tail slap, Champ heads right for Fafnir. Stella moves to intercept, but Champ dodges to the side and kicks her leg as he passes. Stella falls into the water and is face to face with Hunter, who strikes her again.  No call from the ref.  Meanwhile, Fafnir and Buckle try to keep Brawler away from the logs, but he wrestles one away from them.  Stella gets in Champ’s face to keep him busy, and snatches something from his pockets while he’s distracting.  It’s blackmail material on the referee! No wonder our crew aren’t getting the calls they deserve! Fafnir and Buckle steal Brawler’s log back. While the three are tussling near the stack of logs, Fafnir breathes fire, setting fire to the whole stack! Flaunting her immunity, she climbs on top of the flaming pyre and lies down.  Brawler and Buckle fall into the fire and catch a light!  Fafnir grabs Buckle and hurls him out to their goal, where the shallow water extinguishes his flames.  She follows that up by hurling a flaming caber out to Buckle.  Stella tries to set the log up for Buckle to climb, but Brawler is coming for her!

During this exciting match, the sun has set, and the full moon has risen.  The cheers from the massed spectators turn into screams! People start running, and three large figures emerge. Three werewolves: one of the left, one of the right, one near Stella’s companions! Buckle looks closely and realizes that the bite of these monsters can turn its victims into more werewolves! He yells at the crwod to run!  A werewolf slashes at Silk, knocking it out of the stands into the flooded playing field.  This clears space around the werewolf, so Fafnir seizes the opportunity, hefting a flaming log, and throws it like a mighty javelin! It strikes the  werewolf and carries it through the stands! Nothing left but a pile of flaming debris!  Buckle assists Silk, and Stella engages one of the remaining werewolves to keep it away from civilians. It still has clothes and pockets, and she swipes a slingshot.  Fafnir’s about to leap into battle, but the Champ is upon her.  He yells, “You’ve ruined the game, and you’ve stolen my spotlight!” and throws a mighty punch.  Fafnir catches the Champ’s fist in her claws and her face shines with the power of her conviction. She says, “You say you’re the hero of these people?  Prove it! Save them from these creatures!” The Champ is stirred by her impassioned speech. He agrees, but after they beat these monsters, he wants to finish the game and beat Fafnir. the Champ strides towards the werewolf by Stella. The werewolf swings down with his massive paw. The Champ dodges the paw, which crashes into the benches.  The champ steps on the paw, pinning the werewolf, and winds up a powerful blow to the jaw. These things don’t look so scary after that humiliation.  Stella finishes that werewolf with its own slingshot. As the werewolf crumples to hte ground, it transforms back into the Platyperson that it used to be.

Was that all of them?  Some people are hiding under benches. Other have fled the stadium and cowering in tents around the fairground. There’s a third werewolf that no one engaged! It left the stadium and is running for a tent full of helpless civilians!  Fafnir flings herself into the air and hastily attacks form the air! This will be an awkward landing that leaves her in a bad position in front of rampaging, but she’ll land a mighty blow first.  The blow is enough! They both crash to the ground, but only Fafnir gets back up. The werewolf also shrinks back into a human form as it dies.

All the stands and booths have hastily closed. Shopkeepers and partiers alike are fleeing the area.  The Champ wants to continue the game, but Hunter disappeared in the chaos and hasn’t re-emerged. The referee declares that hte Champ’s team can’t continue and must forfeit! The Champ is going to tell the referee something, but notices that he no longer has the blackmail material!  He’s lost the game, lost his leverage, and Fafnir outshone him in combat. His defeat is thorough!  He stomps away, but his little webbed feet make funny slapping noises.  The Mayor of Bogden hails out crew as heroes! they receive the prize money, and for saving the town, he tells them a secret:  There’s a legendary magical site under extinct volcanoes to the south.  The crew examines the blackmail material. Platypeople don’t use paper, since it would dissolve in water, so documents are written on wax tablets. These documents prove that the referee is actually a beaver with a false bill, not a Platyperson at all!