Chasing the Sunset & Misdirection

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

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

Last time, Stella was pulled into interdimensional shenanigans by a mad scientist Lantern piloting a scarecrow. Buckle and the rest of the world were insulated from the effects by another Lantern named Mira. Continue reading “Chasing the Sunset & Misdirection”

Chasing the Sunset & Forgeries

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

The fellowship: Edna Crusher-Harcourt the Ogre, Vestri the Dwarf, Yuri the Outlander

Last time, the Fellowship announced the death of one ruler, threatened the life of another ruler, and found a library with information about the Remnants (the civilization that made Yuri’s magical sword)
Continue reading “Chasing the Sunset & Forgeries”

Chasing The Sunset & Interrogation

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

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

Last time, the Fellowship started a huge brawl in Swallet’s Fight Club and released the “Dragon” which turned out to be a giant Armored Crocodile. Not quite a Dragon, but still terrifying. Continue reading “Chasing The Sunset & Interrogation”

Chasing The Sunset & Imposters

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

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

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

Chasing The Sunset & Trash

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

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

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

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

Continue reading “Chasing The Sunset & Trash”

Chasing The Sunset & 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 & Fight Club

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

Party: Orichalcum the Construct, Fafnir the Dragon, Melvin the Rain

Ori is searching for his master along the Mighty River, and sees smoke rising above the trees.  Too much smoke for a campfire. Ori flies in to investigate. Perhaps giants are literally smoking trees.  Alas, reality is much less fun. A group of robed figures are tearing up a wagon, throwing the cargo into a fire. They yell about removing temptation from the youth.  The wagon owner, tied to a nearby tree, urges them to “Please be chill!” but they don’t listen. Ori swoops in, grabs the robed figure who appears to be the leader, and carries him aloft for a chat.  Ori demands to know what’s going on. The leader says that they have an annual ritual of removing contraband from the area.  The wagon was carrying an intoxicant that is unacceptable according to the laws of this group.  The leader agrees to let the wagon owner away safely, but when Ori returns him to the ground, the robed figures takes a swing at the Construct! Ori crosses his arms and blocks the blow.

Melvin has noticed this commotion and approaches unseen, still in the form of the late Allan a Zham.  He summons rain to douse the fire and unties the wagon owner during the confusion. Melvin and the owner slip away, and Ori also disengages once he sees that the owner is safe.

Ori and Melvin rendezvous and make camp. During the night, Melvin has a strange nightmare, and when he awakens, there’s a small statue of a monster holding a pearl next to his head. he examines the statue.  It’s a mountain troll, Trolls are rumored to be clever, but there are no stories about trolls and pearls. Weird.  Melvin chucks the statue in the river. As the statue moves away from him, he gets a bad headache. He groggily walks through the river to retrieve the statue. He wears a big trenchcoat and stores the statue in an inside pocket.

There are tracks leading away from the camp. Ori floats up to see where they lead.  He finds a campsite with two people sleeping. One seems like a normal traveler, curled up in a bedroll under the stars. The other is in a very fancy, very neat tent. The traveler is exhausted, but the occupant of the tent is busy with his morning routine. It’s the Brianiac who was recently exiled from Thaumatown!  Ori asks if he could have a word with the Brianiac. The Brainiac says he has a vocabulary of over 45,000 words. Which one does he want?  Melvin approaches, and Brainiac recognizes him from the trouble in Thaumatown! He wakes up the other traveler in a panic!  The man apologizes to Melvin.  He is the previous owner of the statue, and it wouldn’t let him sleep. Now that he has passed it to Melvin, he can sleep again.  He’s scared that Melvin will retaliate, so Melvin takes a calming posture, keeping his hands in view and staying a distance away from the man.  Melvin wants to know how the man acquired the statue. He just woke up one morning and found it. He couldn’t get rid of it, and he couldn’t sleep.  The statue told the man to give it to Melvin. It wants Melvin more, somehow. The man carried it for weeks, and he can finally sleep now that it’s gone.  Melvin asks what the man will do now, and he shrugs.

Brianiac always knows what to do next! He has retreated to his tent and emerges with a strange metal capsule. He fires it at past the tired man, knocking him to the ground, and capturing Melvin!  Nonporous containers are the only things that Rain can’t just ooze through. Ori flips out his claws and slashes the capsule to burst it, but it’s charged with electricity! Ori’s own energy is disrupted, making it difficult for him to control his physical components.  Brainiac gloats. Ori may have more physical power, but that power is subject to the laws of science, so Brianiac always has the advantage! Brain over brawn!  Ori recovers during the monologue and snatches Brainiac up for a forced chat.  “We’re less trouble for you if we leave,” says Ori, “so it’s better if you just release Melvin.”  Brainiac is impressed by Ori’s logic. From his many belts and pouches he produces two tools. One will turn off the electricity, and the other will open the capsule. Ori lets Brainiac down and he flees.

Ori releases Melvin and they continue on their journey towards the two volcanoes on the southern horizon.  Melvin warns Ori that the cursed statue may make him a bad master.

At the foot of the two volcanoes, Ori and Melvin meet Fafnir and her Kobold servant Coco as they search for a route up to the peaks.  Smoke rises from the eastern peak, but the western peak is dormant, so they head for the dormant volcano, since that seems safer.  They recognize each other as fellow adventurers, kindred spirits.  Fafnir says, “Since we aren’t fighting, we can be friends.” Ori thinks that’s a good idea, and does not anticipate violence. “Yeah, if there was, I would win!” says Fafnir.  Introductions all around. Fafnir is amazing when Melvin demonstrates his shapeshifting.  Coco is the brains, and Fafnir is social muscle.  Ori asks Coco to be his master. Coco objects, saying “Fafnir is my master!”  Ori realizes his mistake and addresses Fafnir, “You’re not hired social muscle. She’s hired brain muscle.”  Ori asks Coco about her experience serving Fafnir. Coco does a lot of damage control.  Ori decides to try serving Fafnir for a while.

Melvin says “This is my first time meeting a dragon. Do you like treasure?” He shows Fafnir the cursed statue, and she immediately jams it in her mouth.  Melvin gets an awful headache, so Fafnir spits the statue out. it’s not so easy to be rid of the curse.

Fafnir flies up above the two volcanoes to look around.  The smoke from the eastern peak smells like wood and garbage, not molten rock. The caldera of the western peak contains staircases spiraling down. Around the caldera are signs of an old camp.  It’s a war camp. Decades old. It was abandoned, not destroyed. Its defenses point in towards the caldera, not out towards a threat coming from the mountain slopes. Very strange. Fafnir points out a route to her earthbound companions, and they all join her at the top and look around.  There’s a memorial: 40 spear points stuck in the ground in neat rows, and a chunk of volcanic stone engraved with the name “Crusher”.

GM note: I apologized for delaying the game by flipping through pages of notes at this point, but my players were thrilled to learn that they were seeing the aftermath of a one-shot played by a group on the other side of the country.

The group wonders about sending Ori down the caldera to investigate further. Ori asks Fafnir, “Is that an order?” Ori is never in Despair when following orders.  “Yes!” says Fafnir, and Ori goes.  The two spiral staircases in the calera are old and haven’t been used for a long time. one of them is broken near the top. The bottom of the caldera is a thin layer of dirt and rubble over a perfectly smooth sphere of hard rock. The sphere is so big that it extends past the edges of the caldera.  Fafnir and Melvin join Ori at the bottom to look around.  This rock is not natural.  Melvin figures it was created by magic, in a ritual that would have taken minutes or hours. Hard to do while besieged by an enemy army.

Coco has a couple of plans. Fafnir could dive bomb the rock sphere and try to break it, or they could investigate the other volcano. Ori worries that whatever they find might be hostile.  Fafnir thinks getting in a fight would be fun.  Ori worries that they might be powerful, but Fafnir would welcome powerful allies. Ori tries one more time to make her understand “OK, combine the two.”

Ori looks inside the caldera of the eastern peak.

The inner wall is covered with metal chimneys, pipes, and hatches. The smoke comes from these and from a smouldering pile of trash at the bottom. This is clearly artificial!  Ori brings Melvin down into the caldera and they float into one of the large pipes. It slopes upward as it goes into the mountain, and at the top is a dumbwaiter. Apparently trash is loaded into the dumbwaiter, then sent up the shaft. At the top, the dumbwaiter tips over, and the trash slides down the chute and falls into the smouldering heap at the bottom of the caldera.

Ori and Melvin take the dumbwaiter down and emerge in a bustling industrial facility. There’s a whole city hidden underground! The inhabitants are Goblins: short, green-skinned humanoids.  Those who spot the intruders are surprised, but not panicked. Outsiders aren’t unheard of.  Ori and Melvin go back outside and tell the others.  They take a different route inside. Melvin unlocks a maintenance hatch, so they can enter the city by a route intended for people.  The tunnels are winding and branching, but the crew eventually reaches that same facility. It’s a waste management facility.  Loads are brought in, valuables are sorted out, then the rest is either burned, dumped, or poured into a large stone pipe.

Ori floats out into the bustling street and says “Take me to your leader!” which causes quite a commotion!  There’s an official-looking Goblin directing traffic who offers to navigate Goblin bureaucracy for the right price, if you know what I mean.  A shady Goblin slips a card to Ori and says, “This is the real power!” The card has an address for a place called “Cloorick’s”  Ori consults with the team to see which option to choose.  Coco recommends bribing the official, but no one has much money, so they go find Cloorick’s.  It’s an unfriendly looking building with no windows. The main entrance is a heavy metal door with one of those sliding slots like a speakeasy.  Fafnir knocks, the slit opens, and a pair of bored, dismissive eyes peers out at her.  Fafnir asks for access, but the doorman couldn’t be less impressed, and tells Fafnir how she’s uninteresting, weak, and unworthy.  fafnir immediately smashes the door in!

A big metal hand reaches out from under the door and tosses it aside. The doorman is a Goblin wearing robotic arms attached to his real arms and a harness on his chest. he congratulates Fafnir on figuring out the test so quickly. Kicking in the door is the way to prove that you deserve to enter Cloorick’s Fight Club!  The doorman’s name is Rabbish.

Players: The doorman is rabid? No, he’s rubbish. Rabbit?  Radish? Not quite rad, only rad-ish.

GM note: Say your characters’ names out loud a few times before revealing them to players.

Rabbish explains that Cloorick teaches martial arts as a means of self-improvement. The crew wants to join and learn, but they have to earn their way in.  Ori suggests that the crew has styles that the fight club hasn’t seen, and letting them join would give the club access to these new techniques. Rabbish is impressed enough to let them meet Cloorick.  Cloorick is a Spider, not one of the giant arachnids, but the intelligent humanoid kind.  He wears a Goblin Power Suit, modified for his multi-armed physique. He hears the crew’s pitch, and says that in order to join, they have to win one-on-one fights with some of his students. All FOUR of them have to win to be admitted.  Coco has to fight too!  Thinking quickly, Ori asks if Coco can wear her armored suit, like Cloorick. You see, Ori IS power armor.

GM note: For time, we had one four-on-four battle instead.

The circular arena has a raised platform in the middle, with half-walls to give some cover.  The crew enters from the doors on one side, while Cloorick, Rabbish, and two Goblins with rifles enter from the other side.  Cloorick leaps to the center platform. Ori engages Rabbish, parrying his big metal fist with his own metal blade-arms. The impact damages Ori’s blades, and Rabbish grabs him with his other hand and throws the robot across the arena. A gunner takes advantage and shoots Ori where he lands.  Fafnir flies up and smashes into Cloorick, destroying part of the platform with the  fury of their battle.  Melvin rushes a gunner, transforming into Cloorick on the way. The gunner is shocked, and Melvin slams him into the wall, terrifying him out of the fight.  Rabbish hits Ori again, and Melvin comes to his aid, distracting the enhanced goblin.  Fafnir disengages from Cloorick, giving the remaining gunner a clear shot at her. Blammo!  Ori rushes  Rabbish, getting too close for Rabbish’s big metal arms to swing, and pummeling him all the way out of the arena into his own locker room.  Cloorick leaps in and strikes Ori. Ori’s taking a real beating in this fight.  Fafnir takes off and drops onto Cloorick, striking a lethal blow!  The last gunner makes a show of throwing his gun aside and forfeiting the match.

The crew has prevailed!  Rabbish is very impressed!  Since Fafnir defeated Cloorick, she is the new leader of Fight Club! Cloorick had many apprentices, but none ever managed to defeat him. The crew stays to train at the Fight Club for a while and get much tougher. They all gain the Iron stat at +1.