Chasing The Sunset & Thaumatown

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

Party: Agnes the Harbinger, Lumen the Lantern, Melvin the Rain, Rook the Remnant

GM note: In the original West Marches, it was easy to have new characters team up, because everyone went back to a single home base. In Chasing the Sunset, characters can be in different places, and we players must contrive ways for them to meet in a single place.

Lumen (last seen on a racing yacht docked at Port Fennrick) has a problem projecting herself into reality and uses Melvin as a beacon to pull herself back into this dimension.  Melvin, fresh from busting up mafia headquarters, still wears the form of one of the gangsters, and Wallace, Agnes’ new dog, recognizes him and runs back to him. Agnes and Rook run in after Wallace a short time after. Lumen asks Agnes “Do you know this dog?” Agnes asks Wallace, “Do you know this being?” But they make introductions and realize that they are follow adventurers and should go on adventures together.  Melvin tries to shake Rook’s hand, but the shapeshifter and the ghost can’t touch each other.  But what adventure should they seek? Lumen swore to protect Jensen from the shady people that she was smuggling contraband for, but the mafia is already destroyed. Agnes and Melvin saw to that. They decide to head upriver, and try to get a ride from Jensen. She would help, since she owes them for saving her from the mafia, but her boat is wrecked, so she can’t.

Our crew heads for the mouth of the river to look for a boat that could give them passage. There’s a raft piloted by a giant, and a longboat with a crew of humans. Agnes gets a doomy sense from the longboat, so they choose that one, and exchange work for passage. Melvin uses his Rain powers to clean the boat, while Rook floats above and keeps watch.

Agnes checks in on Johnny, the mobster who has been fleeing upriver for some time. There’s interference in her vision, like the interference when two Harbingers are close to each other. Through the interference, she sees a crowded city with narrow streets.  That’s Thaumatown, and the longboat is headed there.  Agnes doesn’t want to go to a town with another Harbinger, but she’ll go anyways. Anything could happen.

Thaumatown is a crowded, bustling city. There are clockwork robots everywhere. Automatic cranes load and unload boats at the docks. Flying surveillance drones watch everywhere, and police robots expertly direct traffic to keep the crowded streets moving. The streets are narrow and the buildings loom over them, so they sky is barely visible.  Two towers are visible over the roofs of the other buildings: a large clock tower on the civic center, and a wizard’s tower on the far side of town.

Melvin drops into the water to look around while the rest of the crew disembarks like normal people. The police robots direct them like they direct everyone, but it seems the robots are taking a special interesting the crew. Melvin finds some big pipes taking in water from the river, and dumping water into the river, He swims up the pipes into a water treatment center. His formless body can squeeze through the filters, but it will take some time. As he’s squeezing through, he sets of water quality alarms, and someone is coming to investigate, so he abandons his search of the water treatment plant and flows through other pipes under the city.

Some police robots approach Agnes and tell her to follow them. They clear crowds out of their path, quickly leading Agnes, and Lumen to the civic center. In the central chamber of the civic center, there’s a piston rising all the way up the clock tower. This piston retracts, and on the end is a fancy chair, and in that chair, Brainiac, who controls all of the robots, and thus the entire town, from this central location.

GM note: Not the comic book character. A very smart man.

Brainiac explains that he works for a wizard, an amazing man who can see the future! He foresaw that one day another Harbinger might come and threaten his rule, so Brainiac devised a plan to ensure the stability of the town.  Brainiac gestures, and a police robot brings a weird hinged cage, like a tea strainer, but two feet long, up to Agnes. It’s like a Faraday cage for magical powers, and will block the interference that Anges is causing the wizard, and vice versa.  Brainiac demands that Agnes wear the helmet!

The crew decides to go loud instead of accepting captivity! Lumen’s light flashes ,temporarily blinding the police robots and surveillance drones, but Brainiac was prepared and sends the surveillance drones crashing into Lumen’s last known location. She didn’t move, so she’s hit.  Melvin arrives at the civic center and lets Rook in.  Rook floats in and whispers spookily in Brainiac’s ear.  Lumen starts fighting the police robots with her knife and light. In the melee she drops her knife and smashes her bare hand into the unyielding armor of a police robot.  Brianiac raises his chair to escape to the clock tower, and Rook floats up after him, but Brainiac is prepared and activates an electric grid beneath his chair, zapping Rook & stopping his advance. Brainiac arrives at the top of the tower, where huge control panels and screens are arrayed before him, letting him control everything in the city. He’s sure to call in reinforcements.  Agnes uses the ley lines to reach out from Brainiac’s position, flipping switches and yanking wires. Traffic goes haywire as the police bots malfunction and direct people into impossible patterns.

At this point, the wizard decides to step in. A beam of energy from the top of his tower cuts across the twon and into the side of the civic center, burning a spiral pattern through the wall and into the floor, widening and widening until Agnes is hit! The harbingers interfere with each other’s vision, so Allan a Zham had to fire blindly towards the densest static in his vision.

The tactical situation changes in an instant. The crew needs to close the distance since they can’t match Allan’s power at range. Lumen’s light moves to shield Agnes. Melvin causes a fog to appear, hampering Allan’s vision. Agnes puts on the Faraday cage helmet, so she disappears from Allan’s view.  Lumen, Melvin, Rook, and Agnes all fly, float, or clamber over rooftops and across alleyways towards the wizard’s tower and Allan continues to fire on them.

Rook is floating straight in, confident in his incorporeality, when a flask of holy water teleports right on top of him and bursts! Agnes is flying on Snek, Allan’s attacks force them down below the roofline, towards police droids!  Melvin and Lumen are running over rooftops together and a fireball explodes under them just as they leap from a barbershop!  Barbers are thrown through the air with a perfect four-part harmony of screams! Clients stagger out of the rubble, haircuts burned away.  Melvin and Lumen are singed, but escape further fire and confront Allan a Zham in his sanctum at the top of his tower!  Windows look out over the city. Screens show camera feeds from surveillance droids. Maps, scrolls, and books are stuffed into shelves and piled on tables all over the room.  Allan is furious! HE knew that someday someone would come to overthrow him, and now these adventurers have come even to his inner sanctum. He will tolerate no threat to his power!  Melvin causes rain inside, soaking reams of irreplaceable magical research. Allan is momentarily distracted by the destruction, and Lumen seizes her chance!  She uses her survival knife as a focus for her Light, and fires it with laser precision into Allan’s head, killing him instantly!

Down on the streets, Anges is receiving conflicting instructions from two malfunctioning police robots. One orders her to take a path blocked by the second, which tells her to turn around. They will get rough if she doesn’t obey, so she stalls for time and starts a fire inside the second robot. When it is too damaged to insist, she obeys the first robot and just walks away.

The whole drew assembles in the wizard’s upper room. Most of the papers are ruined, but there is one note about twin volcanoes. Sure enough ,the two peaks are visible to the south.  Rook speaks with the spirit of the slain wizard, asking why he attacked them. Allan wanted order above all, and proactively removed anything that could cause upheaval or disruption.

Melvin shape-shifts into the exact likeness of the wizard and leads the crew back to the Civic Center. Allan a Zham had a “I can do what I want” badge, and flashing that to the police robots allows Melvin to ignore their senseless, contradictory orders. The citizens of Thaumatown are not so lucky.  One group is being sent in a never-ending circle by a few police robots, and an automated crane on the docks just shoved and entire shipment off the deck of a boat and into the water.  Brainiac has put the Civic Center in panic mode. Big metal shutters cover all the doors and windows, and a Stone Sentry has been activated inside to eject any trespassers.  The crew gets onto the roof and climbs up catwalks to the outside of the clock tower.

The clock faces are transparent, and they can see Brainiac desperately trying to regain control of the city.  Brainiac is suprised to see the wizard with some of the troublemakers, but Melvin assures him that it’s fine. Brainiac opens the window and lets them in. He gives a situation report to Melvin, who he thinks is his boss.  The damage is severe, but in another six hours he cna have the robots back to 65% efficiency. Brainiac requests that Allan a Zham lend his magical aid, since the situation is so dire.  Melvin says, “Are you implying you’re not up to the task?” Brainiac is cowed and promises to work even harder. Lumen whispers “You should fire him” to Melvin. Melvin agrees and tells Brainiac he’s be reassigned because he’s handling this crisis so badly.  Melvin hands over the paper with the twin volcanoes on it and tells Brainiac to go take care of it.  Brainiac pushes back a little. It’s such a long and dangerous journey that he’s going to take a surveillance drone. That way, he can call for help if he needs it. Melvin agrees to these terms, having no intention of actually helping if Brainiac gets in trouble.

Finally, Melvin appears to all the people on the docks. He says that the people are strong and capable. They no longer need rulers over them. He tells them to elect representatives, then walks out onto the water and sinks in. The rest of the crew also slip out of town, which has no king, no overseer, and whose overcrowded streets are jammed with malfunctioning police robots.

Chasing The Sunset & shipwreck

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

Melvin the Rain

He a slime person who can’t be hurt by normal weapons, and in fact keeps several normal weapons inside his gooey, malleable form to produce and weild when the need arises.  The Rain (singular and plural) arrived on this world as fragments of an ice comet. Rain tends to live with other Rain and not in the cosmopolitian, multi-species cities that are common across the world.  They all answer to the Ice King, and Melvin is exploring new lands partially because of some unpleasantness back at the royal court.  Rumor has it that the Rainwant to create a great Ice City.

Lumen the Lantern

She appears to be a female humanoid accompanied by a small floating light, but really she’s an extradimensional traveller, and the light is closer to the “real” her than the humanoid form it projects.  Maintaining the humanoid form is tiring, but makes interacting with others in this world much easier.  There are not many Lanterns in this world.  She’s exploring to right wrongs, enforce justice, and protect the innocent, and she’s focused all her skill into making her Little Light as versatile and dangerous as possible.  Woe to the wicked! Rumor has it that Lanterns can possess other creatures, kind of like they ‘possess’ their humanoid projections.

Grokch the Goblin Tinker

He’s a little Goblin in a big suit of power armor, equipped with a blaster gun and giant drill.  Goblins are somewhat shy and stay in their technologically advanced underground cities, never venturing to the surface.  Grockch (be sure to to pronounce the guttural ‘ch’ after the hard ‘k’!) was voluntold to explore topside for new materials or power sources to help advance Goblin civilization. In addition to seeking scientific progress, he also wants the chance to show off his cool toys!  Rumor has it that Goblins are redirecting underground streams.

Bungo Trotter the Squire

He’s not the champion of humanity. He’s just a guy who’s good at making friends and is a little over his head. He wants to see the sights and maybe discover more about who he is, deep inside.  Rumor has it that humans are brainwashing the Goblin scouts that are sent to the surface, so they will go back and infiltrate the Goblin underground cities.

Rumors

  • There’s a new material that enables a new form of energy
  • A swamp monster lurks inside a lake
  • A mystical shrine that lets one recover from grief
  • Drinking from a certain natural spring brings euphoric feelings

Let’s Begin

Bungo, Grokch, Lumen, and Melvin did not take a ferry like the previous party.  They took a charter vessel that was already carrying some cargo to Port Fennrick.  It’s a small boat, with barely enough room for the six passengers and crew, plus the carefully wrapped, couch-sized cargo.  The boat is pulled by two manatees, commanded by Jensen (a platyperson) and guided through an unconventional route by Sebastina (a mermaid). During the journey, some vast undersea creature passed by. A fast-moving hill of water, pushed up by the unseen monster, overtook the boat and threw it off-course.  The manatees broke loose and fled in panic. Sebastina barely held on to the hull, and the boat and its six occupants washed up on an unfamiliar shore.

Our heroes take stock of the situation. No one is injured, and the boat’s hull seems intact, but their propulsion is gone, and they don’t know where they are relative to their destination.  Lumen surveys the scene. They are on a sandy beach.  The water is shallow, dotted with many islands of strange, unnatural shapes: a hemisphere, a cube twisted at an odd angle, curlicues, and other shapes which wind, water, and time would never create.  Inland, there’s dense jungle, and hills rising far beyond.  Lumen’s sharp eyes detect giant spiders lurking in the jungle, hunting birds looking for stragglers overhead, and the tops of masts far away to the south.  So the main shipping lane is to the south, but how can they get there?

Melvin walks into the sea and shapeshifts into a manatee.  He calls out, hoping to find the lost manatees.  Instead, he finds strange fishes, as misshapen and twisted as the islands they swim among.  They head towards him, and they don’t look friendly!  Fortunately for Melvin. he’s hard to see when he’s immersed in water, and normal weapons like fish teeth can’t hurt him anyways. Bungo still throws rocks to distract the fish and pulls Melvin to shore.

Just then, from behind a perfectly cylindrical island, a small racing yacht appears.  It’s zooming dangerously close to the island, it’s lone occupant leaning so far off the side that the pontoon on the opposite side is out of the water.  It’s do Rolo, the millionaire thrill-seeker!  Bungo knows him!  Bungo helped de Rolo select the perfect tree to turn into that yacht’s mast.  Bungo hails the yacht and de Rolo swiftly heaves to.  The castaways explain their predicament, hoping for a ride on the yacht, or for de Rolo to build a mast for their boat so they can finish their journey under wind power.  de Rolo is excited by the strange, large creature that got them into this mess. He’s a thrill-seeker, so of course he wants to pursue the creature immediately. Of course he won’t leave them stranded.  They can all accompany him on this grand chase, and then he’ll take them to Port Fennrick.  The castaways are not interested in heading into danger, especially Captain Jensen, who really wants to deliver her cargo on time.  It’s very important.  They convince de Rolo to make a mast for them so that he can go chase monsters and they can go to Port Fennrick.

de Rolo is now fixed on his new mission and marches boldly into the jungle to select a proper tree.  He doesn’t see that he’s walking right towards a couple of giant spiders!  The spiders’ attention is all on de Rolo, so Melvin and Lumen blast one with their respective ranged weapons.  The second Spider pounces on top of de Rolo, but Lumen drops that one with a single,well-aimed shot!  Our heroes move forward to secure the area, and de Rolo finds a good tree.  He and Grokch attempt to fashion a mast from it, but Grokch has only a blaster and a drill, tools better suited to other uses.  He destroys the tree.

de Rolo is frustrated and won’t try again.  If the party wants to leave, they had better accompnay him on his yacht.  They all return to the beach, but the yacht isn’t there!  Neither are Jensen or Sebastina. They’ve stolen the yacht and stranded our heroes! Melvin can move through bodies of water at incredible speed, so he catches up with the yacht and pleads for Jensen to return and pick up the others.  She reluctantly agrees, and Melvin owes her a favor.  When everyone is onboard, their destination is hotly debated. Jensen wants to deliver the package to Port Fennrick immediately, but de Rolo wants to pursue the creature.  During the commotion, Lumen sneaks a peek at the mysterious cargo.  It’s a large wooden box, maybe 2m x 1m x 1m, wrapped in canvas and secured by rope.  Lumen unites a few knots and lifts the lid. Inside, there’s a creature that has been reshaped so much that no original shape is left.  Eyes, limbs, teeth at all angles.  It lies perfectly still, because on the inside of the lid is a glowing Symbol of Sleep!  Lumen manages to cover it with her hand just before it knocks her unconscious.  Now she remembers Jensen’s mannerisms and her insistence on delivering the package.  She’s smuggling this beast for some unsavory folks, and if it’s not delivered as promised, Jensen is in serious trouble.

Just as Grokch is convincing Jensen to go on de Rolo’s adventure first and deliver the cargo later, Jensen spots Lumen messing with the cargo!  Lumen reveals the secret of the cargo. She doesn’t uncover the Symbol of Sleep, of course, but explains the situation.  She gives an inspiring speech about slaying this foul creature and fighting the mobsters who put Jensen and everyone else in danger with it.  Most are convinced, but Melvin is dedicated to the freedom of all things, and sees the Chaos Beast as a prisoner. Everyone starts arguing as mutant fish start circling the boat, drawn to the Chaos Beast.

Melvin prevails. They will release the Chaos Beast from its enchanted slumber, but they don’t want to deal with an active Chaos Beast on the crowded yacht.  Grokch rigs some floats and a time-release spring so they can set the Chaos Beast adrift, and dump it into the water when the yacht is a safe distance away.  Unfortunately, the spring goes off immediately, throwing the box high into the air. The lid opens, throwing the Chaos Beast clear, but also flashing the entire crew with the Symbol of Sleep!  Jensen, Sebastina, de Rolo, and Bungo all collapse, but Grokch no-scopes the lid right out of the air with his blaster, destroying the symbol.

With all immediate threats dealt with, the racing yacht heads for Port Fennrick.