Chasing The Sunset & depression

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

Party: Fafnir the Dragon, Stella the Halfling, Agnes the Harbinger, Buckle the Platyperson, and Rook the Remnant.

Fafnir spent the night sleeping under a porch after chasing a lanky black cat. The next morning, she happens upon the rest of the party as they are walking through the streets.  “Good to see you, Dad,” she says to Buckle.  She doesn’t know anything about the trouble last night, and just wants breakfast.  The black cat is walking along with them and Agnes has a vision that this cat will save the world. A magenta Pomeranian appears and chases the black cat.  As the party chases the two animals, a mobster named Billy appears to grab the Pomeranian.  That’s not OK! These are our pets now! Agnes tries to wrest the dog away from Billy and he tosses her aside.  Fafnir flies past at high speed and grabs the dog, but Billy punches her as she passes.  Billy sees that it’s five against one and flees.  Rook floats silently after him, hoping that he’ll go somewhere dark. If he does, Rook will make sure he never emerges.  Since it’s morning, even the narrow alleys aren’t dark. Billy returns to the aquarium and goes inside. It’s dark in there, but Rook can’t enter without an invitation, so they returns to the rest of the party.

The magenta Pomeranian that the mobster was after is named Wallace.  Agnes wants to know who owns this brightly colored pooch, so she holds its collar aloft.  She sees through the eyes of the owner, swimming over kelp fields towards and underwater city, holding a large bag.

GM note: We had a lengthy discussion about the definition of ownership. Is Wallace a possession of its owner? What happens if Agnes holds a mobster aloft? Do pets own their toys and collars? We decided that living creatures are not possessions, but objects given to pets belong to their owners.

Agnes holds Wallace up to Buckle, who can speak to any beast and asks questions through her interpreter.  Wallace lives in a house with other animals. He can’t read and is colorblind, so he can’t give an address or describe the place satisfactorily. Agnes asks if she is his favorite, and Wallace heartily agrees, licking her hands for emphasis.  Agnes tries to overcome her grim demeanor and smile, but it’s hard. Wallace does remember the way home, so he leads the group there: an aquarium

Agnes uses sight beyond sight to look through the wall of the building and sees two figures: a human and a Platyperson. The team prepares to breach the building. Fafnir and Stella are on the roof, reaching it through flight and wall-crawling spider mount, respectively.  Agnes, Buckle, and Wallace the magenta Pomeranian form up at the back door.  Stella’s companions, Gus and Rose, cover the front door. Rook is ready to float to whichever area needs help.

Paulie, the Platyperson, bursts out of the back door.  Fafnir leaps from the roof, grabs Paulie’s head on the way down, and smashes it into the boardwalk with all her weight behind it. Paulie’s still conscious. She gathers herself and lifts her head despite Fafnir’s efforts to keep her down. Paulie draws a nasty weapon, the limb bone of some large creature, with one end snapped off into splinters. She flails about, endangering everyone nearby. Rook approaches and uses his hypnotic voice to calm her so Buckle and Fafnir can get clear. Stella puts a pit trap in the boardwalk between Paulie and her friends.

Billy, the human mobster that fought the crew earlier today, makes a break for the front door. Gus and Rose try to hold him back. Gus is a cook, and forcibly Cinnamon Challenges Billy. While Billy is busy sputtering and coughing, Stella runs over to talk him down. Billy went after Wallace so aggressively because his whole life had been disrupted when the mob was betrayed by one of their own, their leader exiled, and their prized animals scattered. Billy was trying to reclaim the animals (like Wallace) to reclaim a semblance of the order his life used to have. Stella is sympathetic, but says that holding onto the past doesn’t work, and that Billy needs to act on what’s happening now, not what he wishes was still happening. Billy is really encouraged by these wise words.

Paulie is still mad and goes after Buckle, but falls into the pit trap, which drops her into the river. This just lets her escape, since Platypeople are excellent swimmers. Buckle dives in to pursue her, and has a heart to heart talk with her.  She and Billy were trying to hold on to the mobster way of life after their headquarters was smashed up and their people scattered. Paulie (mechanically a “Beast Loner”) realizes that she doesn’t need to cling to this structure that doesn’t even exist anymore. She’s capable on her own. She swims off to make her own way in the world.

Things seem handled here in Port Fennrick, so the crew decides to head up the Mighty River. As they walk upriver, they meet a boat coming down river. It was attacked and is on river. Buckle uses Tail Slap to splash water over the burning boat and put it out.  They ask how the boat caught fire, and the captain says that it certainly wasn’t a fire-breathing lizard. Those have been extinct for a hundred years!  Fafnir fumes, literally.  Agnes tells her to behave, or she’ll withhold Fafnir’s snacks. Fafnir’s Kobold companion Coco will feed Fafnir, so Agnes’ threat is blunted.

Further upriver, Stella’s riding spider (named Silk) bolts off the path after a bird. It’s the chrome songbird that Ori and Melvin released a while back. The chrome bird, (a Crow-m, perhaps?) sings a piercing note that resonates at the frequency of reality itself, and manifests a coiled spring underneath Silk, sending Silk flying into the air. Silk and Stella decide not to mess with this bird and return to the path. Rook is happy, because Songbirds were considered extinct. Nice to know a few are still around.

Further upriver, mysterious music floats through the air. “Do you hear that?” Agnes retorts, “I’m blind, not deaf!”  Fafnir flies ahead to investigate and finds Slick (ex-pirate) playing a harmonica next to a campfire, with a traveller’s bindle nearby.  This is what people do when they are sad and they have nowhere to go, right?  Fafnir likes his music and asks to hear more. Slick is pleased and plays very fast.  Fafnir is impressed. People would like to hear this music. You could be in show business.  Slick is encouraged to hear this. He’s got a goal to aim for now.  He thanks Fafnir and runs towards Port Fennrick at incredible speed to start a new life as an entertainer!

Further upriver, Agnes notices something sparkling on the riverbed. Fafnir hates water and won’t investigate. Agnes sends Wallace, but Wallace is unable to dislodge it from the riverbed. Agnes cuddles him and tells him he’s a good boy and tried his best.  Agnes sends Snek down to investigate and discovers that it’s a hatch, mostly buried under mud. Snek has no hands and can’t open it.  Agnes tells Buckle to go open it, but he puts his foot down and demands that he use his proper name. In the last day she’s called him “Beagle”, “Bickley”, and “Buckley”. His name is Buckle!  With that settled, Buckle swims down to grab the valve. With remote assistance from Agnes, he pulls the valve open, revealing a tunnel beneath the river! Rook floats down into it and finds a hidden tunnel network. There’s a station nearby with a stairway concealed by a false rock. Fafnir pushes the rock aside from the top, and the crew heads down into the mysterious depths.

Chasing The Sunset & aquarium

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

Party: Orichalcum the Construct, Melvin the Rain

Looking west at Port Fennrick on the delta of the Mighty River.

Melvin just arrived in Port Fennrick on de Rolo’s one-of-a-kind racing yacht. de Rolo rescued him and his crew when they were shipwrecked. They jettisoned some cargo that their captain, Jensen, agreed to deliver to some shady people here in Port Fennrick, and promised to keep her safe from their retaliation.  They pull up to the dock where Jensen agreed to deliver the cargo, but no one is there to meet them.  Sebastina, the navigator who did not know about Jensen’s illicit cargo, is very unhappy.  She says, “Jensen, you paid me half upfront, and you usually pay me the rest of my fee after you get paid for delivering your cargo. That’s not going to happen, so how about you give me all the cash you have on you, and I never see you again?” Jensen has to agree, since she dragged Sebastina through a shipwreck and got her in trouble with the mob. After receiving the cash, Sebastina (a mermaid) makes a rude gesture, falls backwards off the yacht, and swims away.

Melvin inspects the dock where Jensen was supposed to deliver her contraband to her underworld contacts.  Strange that there’s no one here.  He digs through some crates and finds disguise kits, and a ring that indicates membership in the mafia.

Orichalcum (Ori for short) appears! Ori is an artificial life form made of aether and energy. Most of his vaguely humanoid form is a shifting purple energy. His hands, shoulder pauldrons, and faceplate are made of golden metal.

He approaches Melvin a bit sheepishly, because he has an odd request.  He wants Melvin to be his master.  Melvin is dedicated to the freedom of all things, so he hates that idea.  “You should be your own master!” he says. Ori explains that he’s been sent out into the world by his creators to find someone.  His creators weren’t exactly clear on who he was supposed to find, but based on how they made him, he thinks that he’s supposed to find a great leader, and he can do that by following various leaders so he knows what good leadership is. Melvin still thinks that’s weird and dumb.

Ori and Melvin have been hanging about on an empty dock for a long time now, long enough to draw the attention of Bork, the Ogre who keeps order on the busy docks. She approaches and demands to know what they are doing.  She’s dressed like a bouncer, but is clearly uncomfortable in the role. She says that if he’s going to be on the docks, he should board a boat, because that’s what people do on docks.  She picks Melvin up and takes him to the nearest ship and deposits him on board. The ship’s first mate is very confused by this, but he doesn’t want to cross Bork, so he thanks her for her good work.  Bork is very pleased and leaves convinced that she’s made the world a better place.  Melvin & Ori apologize to the boat’s crew and quickly leave the docks.

Melvin wants to see the river, so Ori demonstrates his usefulness by taking him there. Ori’s shoulder pauldrons move in to grab Melvin’s shoulders and pick him up, and Ori flies to the checkpoint at the back of the town. There’s a line of complaining boats and carts being inspected before they are allowed to enter or leave the city.  They notice Johnny, a mafia member who had a very bad night last night, in line to leave the city. Ori chats him up.  Johnny says that he used to work for Louie. He checks the time and adds that Louie is sleeping with the fishes now.  Johnny’s responsibilities used to include smuggling things and snatching people, but that’s all over and he’s leaving now.  Ori is still curious, but Johnny wants a favor for more information.  Ori flies Johnny past the checkpoint, so the officials don’t ask him any inconvenient questions. Ori asks who killed Louie, and Johnny is confused. Louie is a merman . He’s sleeping with the fishes in the fancy aquarium back at base. He always takes a nap at this time. Ori is flabbergasted by his misunderstanding.  Melvin sinks into the river delta in town and emerges on the riverbank next to Johnny and Ori. He urges Johnny to make good choices and not to enslave creatures anymore.  Johnny has heard several encouraging yet threatening speeches recently. He hastily agrees and rushes off, heading upriver towards a new life.

Ori flies Melvin back into Port Fennrick. What should they do now? Melvin wonders how to get an audience with the Baron, head of the legitimate government of Port Fennrick. Ori doesn’t think that established leaders are fruitful inquiry for his quest. Ori asks Melvin about his dedication to freedom for all living things.  Melvin wants to free the creatures and people held by the mafia.  Ori wil help, if Melvin will be Ori’s master.  Since it’s not permanent, and it would be nice to have some help, Melvin agrees to be Ori’s master, just for now.  Ori hands over a repair kit and a talisman of calling, which can instantly teleport Ori to Melvin’s side. Melvin absorbs them into his body, like the collection of knives he already has inside.

They go to the location Johnny told them about. It appears to be an aquarium, but there are secret back rooms inaccessible to the public where shady deals go down, and prize animals are kept.  They do the ol’ Chewbacca routine. Melvin shapeshifts into Johnny and says that he’s captured Ori, who is a rare and valuable lifeform. Joey, the mobster on duty, leads them to a secret hall with cells along one side. The cells contain a variety of creatures: a chrome songbird, a little light like the Lanterns have, two animated skeletons, exotic pets including a magenta Pomeranian, and a Halfling. Joey goes back to his post and Ori and Melvin wonder how to unlock all the cells. Melvin can ooze between the door and the frame, and Ori can teleport in, but how can they get everyone out?

GM note: We decided that spending a Rain point was a sufficient expense for the effect of unlocking a door, although that’s not on the list of things that Rain points can be spent for.

Melvin blast the Halfling’s cell open with a burst of water.  The Halfling starts opening the other cells.  When the chrome songbird is released, it uses Power Word Spring to create a large metal spring that knocks the door to the hallway open.  The loud noise attracts attention.  A few more cell doors are opened before two mobsters arrive and block the hall. Our party will have to fight their way out of this.  Ori asks if lethal force is authorized. Melvin says no, and Ori’s eyes switch to glowing blue.  The two mobsters are keeping the animals from getting down the hall. The skeletal boar charges, pushing the mobsters back.  The Halfling herds the animals further down the hall, running over Melvin. His amorphous fluid body is not damaged by being trampled.  Louie, the boss, arrives to help his underlings hold the line right where the secret hall opens to the room with his apartment-sized fishtank.  Louie’s a merman, so to move on land he straps his tail into something that looks like a mechanical Segway.  Melvin blasts the assistive device out from under Louie with a jet of water, sending Louie flopping to the ground. Ori rushes forward, grabs Louie by the shoulders, slams him into the wall of the fishtank and slides him up, until Louie’s tail is entirely off the ground.  Terrified by this show of power, Louie grabs the top edge of the fishtank and scrambles out of Ori’s grip, flipping over into the relative safety of the fishtank.

The two remaining mobsters can’t hold back the animals alone. As the animals rush out of the aquarium, Melvin, who still looks like their co-worker Johnny, tries to rally the mobsters under his leadership. They are frightened by Johnny’s sudden change in personality and his violent take-over, so they flee.

Ori and Melvin are mostly alone in the building now, and eye all the fancy fish in the giant fishtank with Louie.  Ori wonders if they should free the fish as well by smashing the bottom and letting them swim into the river delta.  Melvin isn’t sure if they would survive outside. Do they need salt water or fresh? Freedom isn’t more important than life, so Melvin leaves the fish where they are safe.

The mafia is in shambles, and Ori and Melvin leave the aquarium. Ori asks why Melvin seeks freedom so strongly. Melvin says that the Rain were contained in the past and they hated it. He doesn’t want that to happen to anyone else.  Ori asks if Melvin thinks he is a fool for seeking a master. Melvin says, “If that’s your way, that’s what you have to do.”

GM note: There’s a great line in my notes, but I can’t remember the context, so here it is without context: “Sometimes it is necessary to be someone else in order to learn who you are.”

Chasing The Sunset & mobsters

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

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

Looking west at Port Fennrick on the delta of the Mighty River.

Buckle, Agnes, and Rook have just limped into Port Fennrick on a damaged fairy-ferry that was attacked by a Kraken.  Fafnir the Dragon was also onboard, but is nowhere to be found now.

GM Note: Fafnir’s player wasn’t here for this session. One of the concepts for West Marches is being able to mix and match characters into different groups, so I didn’t want to make a big deal of a character’s absence, but that’s what the players wanted to role-play, so we did it.

Rook is especially worried by Fafnir’s absence, since they was dedicated to caring for dragons in their former life.  Agnes magically senses that Fafnir is fine, and says not to worry.  Rook isn’t happy about this and drags their feet as they floats down the road after her. The party doesn’t know what’s going on in town and looks around for excitement. There’s a commotion at the back of town, where the Mighty River enters. They get closer and see a Giant yelling about pirates upriver.  As people listen to the Giant’s story, a damaged longboat arrives with its own story about a battle with pirates.  People waiting at the checkpoint to go upriver start complaining to the inspectors.  “You say these inspections and regulations are for our safety, but you can’t keep us safe from these pirates! Why are you even here? Get out of our way!” The party decides not to get involved.

It’s evening, so they go to a tavern for food and a room for the night.  Stella, the newest player character, has some space at her table in an otherwise crowded tavern and invites the party over.  Rook sort of floating through a chair, but can’t really sit in it.  Introductions all around. Stella is a halfling. She’s traveling with two friends and a giant riding spider which is out back in the stables.  At another table, Sebastina (navigator of an ill-fated charter boat) tells of her brush with the Kraken.  She never saw the beast, but our party knows exactly what she’s talking about, because they fought and killed it. Buckle interrupts to tell his story, but he’s not good at public speaking, and the crowd shouts him down.  He buys a round of milk, which also does not endear him to the hard-drinking crowd.  He does get a big reaction when he says he was traveling with a dragon, since dragons have been extinct for about 100 years.  The rest of the party decides that Buckle shouldn’t talk anymore and drags him away.  They pile into Stella’s crowded room upstairs for the night.

In the middle of the night, two figures slide open the window and creep into the room where everyone is sleeping. Rook isn’t sleeping, because Rook doesn’t sleep. They screams, waking everyone up.  Stella is near the window and grabs one of the figures clambering through. She pulls him into the room, but he rolls with the movement and throws her to the ground.  Agnes shoves the second figure out of the window. He stumbles off the roof of the porch and falls to the street below.  The one still in the room grabs Stella, but Buckle makes him drop her with a tail-swipe.  The invader turns his attention to Buckle and jams a canvas sack over his head.  The invader is human-sized, and Platypeople are only four feet tall, so the invader has a big weight advantage. As he struggles to fit Buckle completely in the bag, Rook floats through the window after the second figure. Rook is alone in the dark with an enemy, and, using their terrifying ghostly powers, silently rips the life out the would-be kidnapper. Back in the room, the kidnapper has Buckle in the bag and tries to toss the bag out the open window. Agnes steps in a blasts the kidnapper’s leg, wrenching it into a very unnatural position. Snek (Agnes’ pet flying snake) enlarges and coils around the disabled kidnapper, flicking its tongue in his ear.  The kidnapper is unmasked and must explain himself.  Outside, Rook casts Speak With Dead on the other kidnapper ot gather mostly the same information.

the kidnappers were sent to grab Buckle and bring him to the boss, because Buckle knew about a dragon, a rare and valuable prize. The boss is Louie, and he runs the underworld here in Fennrick. Anything that’s not above-board belongs to Louie. The live kidnapper that’s being constricted by Snek is Johnny. The other one that fell out fo the window is Jimmy. Agnes takes Johnny’s ring that marks him as a member of Louie’s gang.  She says that if Johnny crosses them again, she’ll find him, and she won’t be so kind.  She heals his leg. The ruined flesh grows back brand new, pale as a Seattlite, soft as a baby, and hairless.  Snek releases him and they send him out the window. Rook returns at the same time and passes through Johnny, an unpleasant cold sensation.  Johnny finds Jimmy’s dead body, and, keeping to secret gang traditions, disposes of the body. Only Johnny and Rook know that Rook killed Jimmy. No one else saw anything.  Stella’s friends keep watch for the rest of the night, but there are no further disturbances.

In the morning, Stella shares her Halfling food with her new friends. Buckle wants fresh game, so he swims under the city to catch some fish. Port Fennrick is built on a river delta, so most buildings are built on stilts over water.  As he pursues fish, he realizes he is being pursued by a Mermaid with a trident and net. A mermaid mermydon. A mermaidon! he outswims the Mermaid and reaches land, where the mermaid can’t follow. He rejoins the party without fish.  Agnes holds Johnny’s ring aloft to see through is eyes. He’s on a road, holding a bag. He looks over his shoulder, and Port Fennrick is receding in the distance. Johnny skipped town.  Agnes wants a possession from every party member so she can see through their eyes. Buckle doesn’t have many possessions. He won’t give up his hat, and doens’t like the idea of cutting off a lock of fur. He offers a treasure that he took from the Kraken, but Agnes just whips out her runeblade and takes a tuft of fur. Stella refuses to give her a possession.  (These new friends of hers are a lot!)  They linger and ponder their next step until the innkeeper knocks on the door. The inn is busy and need to either pay for another night or make way, because other people want the room.  They leave, and decide to track down the mob boss that keeps sending goon after them.

Chasing the Sunset & pirates

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

Rod the Exile

He’s a Halfling, but knows nothing of Halfling culture, because he was raised in an evil lab and experimented on. This lab, funded by a mysterious and nefarious organization, kidnaps children and brainwashes them to become spies.  Rod lost the use of his legs, but can harness the power of electricity, which he channels through the shock collar still locked around his neck.  He’s been out for about 1.5 years, dumpster-diving and stealing to survive. Tobit the dog is his faithful steed and closest friend.

Sapphira the Spider

She is almost humanoid. She walks upright on two legs ,but has many arms, web spinners, and can spit poisoned needles from her mouth.  Spiders live in fear of each other because they are power-hungry and often resort to cannibalism to consolidate power. Strange electrical current shimmers across their exoskeletons, like that glass sphere toy that sends harmless bolts of lightning to your fingers when you touch it. Spiders can sense each other and communicate via a special electrical frequency. Sapphira carries her babies along with her, which is unusual,since most Spider parents would eat them. She avoids killing if she can help it.

Let’s Begin

Looking west at Port Fennrick on the delta of the Mighty River.

Sapphira, Rod, and Tobit are in Port Fennrick, which is built on the delta of a mighty river. They plan to head up-river to and search for a legendary subterranean Dwarven highway that Rod is sure actually exists.  Sapphira uses her spider silk to make a harness that holds Rod more securely on Tobit’s back.  As they approach the back of town, where the river splits into a delta, they see a gate where all travelers are being stopped by officials.  traffic is backed up and people are grumbling.  Rod doesn’t want to deal with that at all! he hasn’t had good experiences with authority figures or law enforcement.  Our party slips down a sidestreet to hop a fence out of town. It’s trivial for Sapphira, since she was walk on walls, branches, and ceilings.  Tobit is not so agile, so she drops a silk line and pulls him and Rod over.

Outside of town is a jungle. Hunting birds circle overhead, looking through the canopy for weak and isolated prey to pick off. Staring into the dense foliage, Sapphira spots tripwires laid by giant spiders. Lowercase S. These are dumb beasts, used as mounts by smaller humanoids.  Disturbing these tripwires will alert spiders lying in hiding to rush out and attack.  Rod manuvers around the tripwires as best he can, but is forced to push through a sticker bush & takes damage.  Sapphira was made for this challenge. She can easily climb into the trees to avoid the tripwires. If no branches are available, she can use a line of her own silk. She also an expert on webs, so she knows where the tripwires are even before she sees them.  She leaves her mark for the other spiders to find, so they know who they were dealing with.

Our party emerges from the jungle next to the mighty river.  How will they travel upriver? For now, they walk.  After a while, they see a raft coming downriver.  It’s 40 feet on a side, but piloted by a single Giant using a tree trunk as a pole. The raft is damaged. If it carried cargo, there’s none onboard now, and the Giant looks scared and a bit hurt.  Our party hails him to ask what happened and ask for a ride, but he yells something about pirates and doesn’t slow down.  Our party decides to wait for the next upriver boat.

They wait a bit longer, and the next boat that appears looks like a Viking longboat, but without the shields along the side: long, narrow hull that rises at the prow and the stern, one mast, and one row of oars on each side.  Sapphira sneakily attaches two lines to the stern and she and Rod let the boat drag them along as if they were inner-tubing, just with no inner tubes.  The boat’s high stern blocks them from the view of the boat’s crew.  they overhear some chatter from onboard. the crew is worried about pirates. One man goes aloft to the crow’s nest to look about and spots the Rod & Sapphira tagging along.  The lookout calls out, but just then the boat hits something! Its forward progress is stopped immediately and the bow is pushed up out of the water!  The lookout falls from his perch to the deck. From their position behind the boat, our party can only see something large, armored, and spiky rising out of the water under the boat.

It’s a giant crocodile, covered in metal armor, with an armored platform built on its back. It pulls back from under the boat and faces it, nose to nose.  Nose to tail, this fearsome creature must be 40 feet long.  A small man emerges from the armored compartment and dashes in a loop around the boat, leaving a roostertail spray behind him as he runs across the surface of the river!  He definitely spots our party as he passes by.  He returns to stand on the crocodile’s snout and shout to the boat’s crew, demanding that they hand over their valuable cargo.

Rod and Sapphira don’t want any of this mess, so they disconnect their tow lines and discreetly start swimming to shore.  The small speedy man, who calls himself Slick, notices and zooms to cut them off before they reach the shore.  “Not so fast!” he says, “Stay fight there and I’ll get to you once I finish my business with the boat.” Poof, he’s back on the crocodile’s snout.

Sapphira and Rod consider their options.  Sapphira takes a bear trap from her gear and sets it in the water at their feet.  Rod calls out to Slick, saying he’s willing to surrender all the cash and jewels he’s carrying.  This is music to Slick’s ears, and he already has his hands in Rod’s pockets by the time the trap snaps shut on his legs.  Slick howls in pain and tries to flee, but the bear trap has his leg stuck.  The armored crocodile hears and responds to its master’s cry, charging straight for Rod, which means going under the boat! The hull groans and cracks, crew members are sent flying as the armored crocodile rushes forward in uncontrolled fury. Sapphira flees to shore, but Rod and Slick and the bear trap are all damaged by the attack.  With the trap broken, Slick flees as fast as his legs can carry him, which is incredibly fast. He’s out of sight in no time.

Rod ends up on top of the crocodile’s armored platform, and squares up to fight the rest of Slick’s crew, but the platform is empty. Slick was the only passenger.  Sapphira spits needles at the crocodile’s face and eyes to distract it from her vulnerable colleague.  Rod uses the opportunity to charge up and unleash a blast of electricity from his shock collar. Confused and hurt, the crocodile panics and starts swims away, upriver.  This presents a dilemma for Rod who is still aboard. He and Sapphira have been looking for a ride upriver all day, but the crocodile is a dangerous vessel, and Sapphira isn’t with him.  He bails out and stays with Sapphira and the damaged boat.

Calm settles over the scene as our party ponders their next steps and the crew of the damaged boat try to recover.  The captain intends to cancel the trip and return to Port Fennrick. Sapphira offers to protect the ship if it will bear her and Rod upriver. She hopes their swift defeat of the pirate crocodile will reassure the crew.  the captain refuses. The boat is too damaged to continue. Half of the oars snapped and many of the crew are injured.  The able-bodied will be bailing water the whole time that the current bears the boat back to Port Fennrick.  During this recovery period, Rod shares a meal with a sailor named Cooper and forges a bond with him.  Cooper says that if Rod ever needs anything, he’ll be in Port Fennrick, ready to help.

Eventually the boat departs and Rod and Sapphira once more start walking upriver.  Rod is looking for evidence of a secret underground transportation network that he heard was built by the Dwarves long ago.  After hiking upriver for miles, he spots something odd.  A rock on the riverbed shifts up for a moment and air bubbles out from beneath it.  Observing it for a while indicates that the rock conceals a valve that is regulating the air in something hidden below.  Rod looks around and finds a large rock on the riverbank that conceals a spiral staircase leading down into darkness!

Chasing The Sunset & party prep

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

Rod the Exile, riding Tobit the dog, is walking around Port Fennrick with Pikano, who appears to be a human child. The sidewalks in Port Fennrick are boardwalks around buildings up on stilts over the river. They look over the edge of the boardwalk and see mermaids swimming around.

Pikano is a good swimmer, so she jumps in and talks to a mermaid. This mermaid just spent weeks swimming up the river and back down, collecting local delicacies. She offers a blue flower with thick, salty petals. Pikano eats a petal and doesn’t like it. The mermaid has a treat for Tobit: fish that only live in a frigid mountain lake far above. They are two inches long and bright red. The mermaid needs to go. She has been away from her family for a long time and wants to get back. Pikano asks about the mermaid. The mermaid says to head to Finsea: follow the river out to the sea, past the seaweed farms, and that’s Finsea. Ask for Allura, who runs a shop of exotic treats. People know her. She’s be happy to receive you.

The mermaid swims away, and a boat passes. It’s drawn by two manatees, and piloted by a platyperson. Someone on the boardwalk calls out to her, and she quacks back. They throw out lines and tie up the boat. There are humans walking on the boardwalk above, and fairies flying everywhere. They don’t need to respect waterways or sidewalks.

There’s a fairy struggling with a heavy load. Pikano climbs out of the water to assist the fairy. She leaves wet footprints on the boardwalk as she approaches. Rod and Tobit climb out of the water and Tobit shakes himself off, getting water everywhere. The Fairy is named Marigold, and her package is too heavy for her. Fairies are only 11 inches tall, so they aren’t physically strong. Marigold says that Pikano looks big and strong, and will she please help her carry this heavy package? Pikano agrees, and can easily carry the package. It’s not that heavy.

Marigold says that her house is just over this way, and flies off, over a house! Rod and Pikano can’t fly! What will they do? Pikano can turn into a spider, so she climbs up the waterspout. She drops a silk line so Rod can tie it to Tobit and pull the dog up. Once all three are on the roof, they see a big tree growing in the back yard, with branches extending over the roof. Marigold’s house in in the branches. The door to her house is very small and Pikano can’t fit inside. She turns back into a human and knocks on the door. Marigold answers the door and is so happy that Rod and Pikano carried her heavy package for her. She was throwing a party soon, and the package contains all her supplies. Now the party is saved! Marigold digs in the package, looking for something she can give to thanks her helpers. She throws flowers and loops of ribbons around until she finds what she’s looking for: a delicious oatmeal chocolate chip cookie! Pikano thanks Marigold and devours the cookie.

GM note: In real life, Pikano’s player received a real oatmeal chocolate chip cookie at this time.

Rod sticks around to watch the party. The party is in Marigold’s “back yard”, the upper branches of the large tree. Fairies of many colors arrive and dance to music played by songbirds. The dance moves are small, quick, and precise. The fairies find seats all over the branches at many different levels. There’s no dance floor or flat table. The whole party is very three-dimensional.

Chasing the sunset & the Kraken

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

Fafnir the dragon.

She just hatched yesterday, from an ancient egg that Buckle found and incubated. She’s has four legs, wings, and is about the size of a Golden Retriever.  She likes to strike from above with her sharp talons, but doesn’t always control her great power.  Perhaps other eggs or dragons have survived. She’s traveling to find them.  She heard that somewhere out there is a city made of gold.

Long ago, dragons ruled the world, but they were brought down by trickery and almost wiped out. They are vengeful, although not many survive to enact vengeance.  Rumor has it that they are also very greedy.

Buckle the beast.

He’s a Platyperson who has electrical senses to detect living creatures, venomous spurs, and the ability to breath underwater. Incubating eggs is normal for platypi, but it’s quite unusual for dragons to emerge from those eggs. He’s traveling for a reason that he has not shared with his companions.  He heard about a underwater crystalline cathedral.

Platypeople keep to themselves & don’t interact with outsiders much.  Their ‘cities’ (small compared to the cities of Elves or Orcs) can be underwater, on land, or both.  There’s a great festival called Platypalooza scheduled for the next full moon. Platypeople have a reputation of being ignorant, backwater folk.

Rook the remnant.

They is an incorporeal ghost, unable to touch or be touched by anything.  They died near the end of the war against the dragons, but they remains.  They remembers.  They heard that somewhere out there is a temple with the power to restore the dragons.

Long ago, their people served the dragons, but they were all killed in the same war that killed the dragons. Rumor has it that dragon sympathizers like Rook remain because they were cursed by witches!

Agnes Nutter the harbinger.

She’s a blind prophet, who has sight beyond sight. She riding a flying snake named Snek, who can shrink and coil around her neck like a scarf when flying is not needed. Agnes has a ring that lets her see through Snek’s eyes. She also has a vague sixth sense of things near her, so she won’t run into things, even without Snek’s help. She travels to find a legendary library of powerful magical tomes.

The blind prophets are nomads, and avoid each other, since multiple prophets close together cause magical interference, distorting the prophesies.  When prophets dream, they are possessed by some magical force and recite or write prophesies. These prophesies come from several different sources.  Rumor has it that the prophets are just high all the time, and their visions are drug-induced hallucinations.

The “new to them” world

This is not like Europe 500 years ago declaring that lands were unknown and uninhabited just because Europeans didn’t know about or didn’t live there.  Our characters know that the world is bigger than what they’ve traveled or heard about. They are going past the limits of their experience, not to some undiscovered country.  There will be people and nations out there.  Our characters’ ignorance of those people does not invalidate them.

Let’s begin

Agnes found a Fairy Ferry that runs across the sea to the land they will explore. This ferry is made of two enormous leaves. One forms the hull and another forms the deck.  The stem of the hull curves up, providing an elevated platform like the bridge of a human ship. The ship is driven by two propeller shafts, one on each side of the ship. The propeller blades are shaped like giant maple seeds. The shafts run inside the hull and are connected to basically bicycles. Teams of fairies take shifts pedaling to propel the ship.  Fairies are about a foot tall, extremely skinny and delicate humanoids. They fly on transparent insect wings. Their skin can be any pastel shade, and they favor flower names.  They are nude, except for accessories, like Captain Periwinkle’s impressive tricorne hat.  They have a constant glamour that makes it impossible for one to get a clear view of their bodies. They always seem obscured, un-detailed, PG-rated.

Buckle stands at the prow. He’d rather swim.  Boats seem like big-city nonsense to him.  Rook lurks at the entrance to the lower deck.  They can’t enter without permission. Agnes & Fafnir are below. Fafnir is hungry and licks a bench.  Maybe it’s salad.  Fairies powering the screws change shifts. A fairy named Crocus notices Fafnir and yells at her, Agnes gets a glimpse of something strange in Crocus’s locker that he’s trying to conceal. Agnes convinces him to give Fafnir candy in exchange for taking a shift on the bicycle. He gets fruit & candy from the locker, revealing an evil charm. A large splinter of wood with a dried tentacle wrapped around it, secured with twine.  Agnes takes a piece of fruit & uses it to look through Crocus’s eyes. He’s looking at he evil charm, muttering about “soon, close!”

Agnes goes above to gather the team & tell of the danger. Only now do Fafnir and Agnes notice that poor Rook was left outside in the rain.  Rook sinks through the deck to stick their head into Crocus’s locker, but is spotted.  Buckle’s electrical sense & Agnes’ ley lines detect something approaching from starboard, connected to the charm. They go to warn the captain. Periwinkle sends Rose, the burly first mate, to check on Crocus, who is running up to the deck to complain about Rook.

Just as Rose & Crocus meet, the Kraken emerges! Tentacles threaten the ship!  Rook tries to distract a crushing tentacle. It works! The tentacle attacks them, but passes through them and smashes through the deck of the ship. Another tentacle grabs Rose.  Fafnir runs to pin Crocus & hopefully take his charm.  She was thinking of just killing him, but restrained herself.  Crocus dodges & blasts her with fairy dust, damaging her Sense.  Also, the charm is still in Crocus’s locker, not on his person.  Since no one helped her, Rose is yanked overboard.

Agnes goes overboard somehow. Snek flies out to look for her.  Buckle jumps into the water and asks the Kraken to please let them pass.  The Kraken is surprised to hear someone speak to it, so it emerges to look at the situation more closely.

The Kraken’s squishy, bulbous head and giant yellow eye tower over the ship.  One tentacle is still wrapped around one of the propellers.  Snek picks up Agnes & Rose & carries them back to the ship. Fafnir flies up, drops onto the Kraken’s eye, and tears at it without restraint. Chunks of squid-flesh rain down on Buckle, who dives under the ship to safety. The ship can’t dodge & takes more damage.  The Kraken submerges, leaving Fafnir in the water.

Under the boat in relative peace, Buckle notices farms and buildings on the sea floor. He swims down to seek help.

Agnes sends Snek to retrieve Fafnir from the water.  Rook pretends to have Crocus’s charm. Crocus approaches, trying to get it back.  Rook backs up to the edge of the ship, hoping that Crocus will fall overboard, but Crocus can also fly, so they both float past the edge of the ship.

The binding tentacle that no one dealt with snaps off the starboard propeller shaft.

The Kraken re-emerges on the port side of the boat.  Fafnir does the same trick to score another hit, disabling the Kraken’s tentacles. She restrains herself and does not inflict collateral damage.  The Kraken submerges & Fafnir is left in the water again.

Buckle swims into a cave in the sea floor from which light is shining. Inside, there’s a mer-person working metal over a volcanic vent.  Buckle asks for help, but the smith demands something precious first. Buckle hands over a crocodile tooth, a trophy of a previous hunt. The smith starts planning how to turn it into an impressive necklace, but then remembers the business at hand and swims up to engage with his smithing hammer.

Fafnir swims over to the ferry and tries to climb aboard. Coco, Fafnir’s scheming Kobold minion, has planned for just such an occasion and helps Fafnir aboard.

Under the ferry, the mer-smith charges in, striking mighty blows with his hammer. Buckle is going to use the distraction to strike with his venomous spurs, but the Kraken attacks with its beak. The smith is caught in the terrible jaws and drops his hammer.

Agnes manipulates the ley lines to open a path to a closed space: the inside of Crocus’ locker. She grabs the charm and destroys it with her runeblade. The Kraken convulses as the blow is struck, and sinks limply to the sea floor below.

Buckle takes a trophy from the Kraken as it sinks. The smith claims the carcass as salvage, since it fell on his fields.  Even with half its propellers gone, the ferry is able to limp to port under the expert guidance of Captain Periwinkle.

Port Intrepid is built on stilts in a marshy river delta. Folks move around in town either by boat or on boardwalks. A platform overlooking the bustling dock has three important features:

  • Crew bosses shouting orders to workers below
  • A clock tower
  • A big Ogre, who is making a show of being menacing, but seems a bit uncomfortable with the role.

The party heals. Fafnir and Buckle level up. Fafnir teaches Agnes the “Dragoon” move that was so effective against the Kraken. Buckle gains another animal trait and teaches Fafnir how to use electro-sense.

Thus ends the first session of Chasing the Sunset. Next time, a different group of characters will have different adventures.