Ashen Stars

I finally had a chance to finish reading the Ashen Stars pdf that I got with the Stellar Nursery preorder.

I have to admit, going in, I was hesitant. It’s another GUMSHOE game, which was originally billed very much as a system for mystery games, like police procedurals. And Esoterrorists and Mutant City Blues both lean heavily on that sort of idea. I didn’t know if playing space cops was going to be different enough to be interesting.

But Trail of Cthulhu works so well, that I figured  was worth looking at. I mean, Pelgrane Press and Robin Laws turn out good books, so I had little to lose.

Ashen Stars goes so far beyond cops in space that I’m almost embarrassed that that’s what I thought at first. See, Robin Laws made a realization that had escaped me: most space opera stories, as shown in shows like Star Trek and Firefly and their ilk, are about mysteries. Not necessarily in the traditional whodunit sense, but in the sense that the stories start with a problem that requires the characters to acquire and interpret information to solve.

It’s this realization that makes Ashen Stars really work. The default setup, where the characters play freelance police ((Thank you, Sam & Max!)), gives it the cops in space premise, but the sample missions and discussion of setting, episodes, themes, and genre show off the range and breadth of the source material. The setting provided is interesting, gameable material, but the game could be used to replicate pretty much any space opera setting: Star Trek, Firefly, Andromeda, Mass Effect, the Vorkosigan books, all of that is doable with minor tweaks. Pretty much any story from those sources can be reproduced easily using Ashen Stars.

Aside from the setting material, the game provides some nice tweaks to the basic ruleset. Space opera needs aliens ((You may wish to point out that Firefly had no aliens in it. I would like to remind you about the Reapers, and ask you if you really think that’s true. Just because they’re human doesn’t mean they aren’t alien.)), so there are rules for different alien species, with different benefits and drawbacks for them. The skill set has been adjusted in keeping with the setting, adding Investigative skills like Energy Signatures. And there are, of course, spaceships.

The ships are interesting. There are several different classes of ship, with different strengths and weaknesses, and the group gets to pick one for their crew to use at the start play. To support the ships, there’s a set of space combat rules that look amazing.

One of the problems with spaceship combat in RPGs is that, while the situation tends to involve everyone, often there isn’t something for everyone to do. Those without shipboard skills ted to wait around for the spacey guys to save the day. Ashen Stars avoids this through a combination of almost-classes that make sure everyone has something to do both groundside and warpside ((This is the term the game uses for “in space.”)), and the tactical rules of space combat.

I haven’t played through it, yet, so I can’t vouch for how they work in play, but there is an extensive example in an appendix of the book ((This is something that I wish more games would do – explanatory examples are extremely helpful, especially for games with new ideas. This is why I played Fiasco and haven’t tried How We Came To Live Here.)) that is quite illuminating.

In case you can’t tell, I love this game. I wish I had time in the schedule to start a new campaign, or even just for a playtest ((I also want to find time for a playtest of Smallville, a Leverage campaign, a new D&D campaign, and a few others. What can I say? I’m a gamewhore.)), but that’s not gonna happen until one of the current games wraps up. But this is going on a short list for the next campaign.

I do have two quibbles with the game, and those are very much personal preferences as to tone. First, the name for the freelance police teams in the game are called Lazers – Licensed Autonomous Zone Effectuators. There’s nothing really wrong with that, but the name and the acronym are just a little too cute for my taste ((This from a man who has a superhero character named S.P.E.C.-T.E.R. Obviously, my house is pretty glassy for me to be throwing stones.)). Second, a lot of the examples deal with mind-controlling viruses, artificial intelligences run amok, and god-like intelligences acting like six-year-olds. These things, to my mind, should be used more sparingly than they seem to be in the rules. But the beautiful thing about an RPG is that they can be in the game you run.

So, neither of those are anything but personal preference, and they’re not big issues. They certainly don’t come close to outweighing the very cool things in the game. Aside from the things I mentioned above, some of the best bits in the game include:

  • The Bogey Conundrum – the strange effect that prevents people from remembering too much about the enemy aliens that almost wiped out the utopian galactic government five years ago.
  • The nice addition of genetic engineering and cybernetics to the more vanilla space opera setting.
  • The vas mal, who used to be gods, and are now a player character alien race.
  • The ex-enemy alien durugh, who switched sides to help win the last war, but no one remembers how.
  • The ideas of personal arcs for each character, which gives the GM a great way to build in subplots and spotlight scenes for the characters.

The part I like best, though, has got to be the discussion of genre and intended feel of the game. I’m going to quote here from the book:

The Ashen Stars setting is designed to feel like a contemporary space opera property. In other words, it feels like a reboot of something older.

Today’s popular shows and TV series tend to be remakes of classic properties from the 60s, 70s, and 80s. Reboots tend to bend the original material they’re teeing off from in one of two directions. They either:

  • shoot for campy nostalgia, referencing the tropes of the original in a winking, yet loving, manner
  • adopt an edgy, revisionist take on the source material, making it gritty, tough, and more adult-themed

Ashen Stars focuses on the second approach. Think of its post-war malaise as the new grim plot device that justifies the reboot’s darker tone. The earlier Ashen Stars that never was would have been optimistic, and in retrospect maybe a little campy by comparison. Yet at the heart of the dark version is the affection the audience feels for this artifact of a quainter time.

That, to me, is an amazing focus for the tone of a game.

Look. Just go buy it, okay? It’s worth it, and then some.

From the Armitage Files: Five Points and Beyond

**Potential Spoilers**

The Armitage Files is an improvised campaign structure. It uses a number of stock pieces, such as NPCs, organizations, and locations, that are strung together by individual GMs to fit player action. The adventures I create with it may or may not match any other GM’s version of the campaign. That means that reading these posts may or may not offer spoilers for other game groups.

**You Have Been Warned**

**Extra-Special Spoiler Warning**

The basic spine for this investigation is outlined in The Armitage Files book. The adventure below doesn’t follow it exactly – with the improvised structure of the game, there’s really no way it can – but the report below can be pretty spoilerific as to the broad strokes. So, think carefully before reading this one.

**Seriously, Dude, You Have Been Warned**

Last Friday night was the latest session of my Armitage Files campaign. A previous session had got bumped ((Thanks to my inability to read a calendar. Sorry, gang.)), so it had been longer than I liked between sessions – especially in the middle of an investigation. It was also a short session ((I was in the middle of a work crunch that required me to work through the long weekend. That meant an early end to the evening, as I needed sleep before going back in to the office on Saturday.)), but we managed to wrap up this particular line of inquiry.

I’ve left the Extra-Special Spoiler Warning at the start of this post, but frankly, the investigation went in a pretty different direction than the original spine. There may still be a few little spoilers, but the overall events nicely avoid the scenes as spelled out in the book. What I’m saying is that this post is pretty safe from that kind of spoiler. but I like to err on the side of non-spoilage.

So, we picked up the game with the players doing a recap of the last session ((Here’s a little trick I like to pull with doing a recap: I ask, “Who needs a recap?” This generally leads to one or more of the players saying, “I do!” I then get the group to provide the recap via Socratic method: “Do you remember where you are?” “Why did you go talk to him?” “And what happened then?” I jump in with little hints here and there, and correct any significant errors of fact (but not those of perception or interpretation), but generally let the group – including those who needed the recap – generate the recap themselves. This has a few advantages: I don’t have to start the game giving the group an info-dump, the resulting recap is based on the group’s perception rather than GM viewpoint, and it gets the players’ heads into the game in an easy, immersive way.)), and then talked about what they were going to do. The consensus seemed to be that they wanted to head out to Five Points and track down the pedlar who had sold Gudzun the Buer coin bank, but first they wanted to check out the other two files taken from Gudzun’s office to see if the people they pointed at were still alive.

A little creative investigation, shadowing, and impersonation revealed that they were alive. Roxy, in her Mary Matthews persona, managed to speak with one of them, who was somewhat reticent to discuss his financial affairs with a stranger, but who did not seem to be in any real danger. Along the way, I had Solis, the keeper of the Buer coin bank, make a few 0-point Stability checks without telling him the results. Whenever he failed, he put a coin into the bank without noticing. When he succeeded, he resisted putting a coin into the coin bank. When he rolled a six, he caught himself about to put a coin into the bank. Sense Trouble checks for the others gave them a chance notice this.

Well, he managed to put a few coins into the bank before he finally caught himself. He then stuck the bank in the trunk of the car they had rented, but I had him make another Stability check, which he failed, so he absent-mindedly put the bank back into his coat pocket, and the fun continued. When Moon finally caught him at this, they again locked the statue in the trunk – cue another 0-point Stability test and Sense Trouble test.

That sorted out ((So they thought, anyway.)), they headed downtown to Five Points.

Man. Talk about babes in the woods.

Okay, Roxy, though wealthy, is very acquainted with the dark underside of society. She knows how to behave, how to blend, and so on. Moon, on the other hand, was waving around money, and Solis sounded like Prince Phillip talking to coal miners. Soon enough, they track down the bar ((Well, essentially a bar. It’s a dirty basement room with a door laid on saw horses that sells what amounts to turpentine with a lemon dipped in it.))  where the pedlar in question drinks, and Roxy manages to flirt the location of the man – right upstairs in the flop-house, as it turns out – they’re looking for. And then it’s time to pay for drinks, and Moon finds that his wallet has been lifted. Solis pays the barman a dollar – about ten times the cost of the drinks – from a wallet suspiciously short of cash that is tucked into the same pocket as the Buer coin bank.

Anyway, they cornered Old Joe, the pedlar, in his little room, but guns got drawn, and coin banks got brandished, and then Moon punched Solis, and Roxy pistol whipped Solis ((To be fair, they were trying to get him to stop feeding the coin bank and to put it down.)), and Old Joe done a runner, but he left his pedlar’s pack behind.

In the aftermath, Moon wrapped his jacket around the coin bank, emptied the pedlar’s pack ((Just junk in it.)), and stuffed the bundle inside. They hadn’t got any real information from Old Joe, beyond the fact that he seemed frightened of the bank, but they had decided the thing was too dangerous to just leave lying around. So, they decided to find a foundry and melt it down.

On their way out of Five Points, however, they were accosted by a gang of thugs who didn’t take kindly to these swells coming onto their turf and stealing from one of their own. They demanded that Moon return Old Joe’s pack, which he did, and the investigators were allowed to leave.

And then it was out to a foundry in New Jersey, where a bit of a bribe and a cover story got Roxy and Moon inside to toss the bank into the crucible and see it melted down. Solis, deemed to be unreliable around the bank, was left with the car. While the others were inside, Old Joe showed up, looking less like Old Joe and more like the man who had offered Solis a box in his dreams. This man offered to make amends for harming Solis unintentionally, offering him The Tears of Azathoth in payment of his debt.

Solis didn’t trust him, so declined, and said that there was no debt. Old Joe told him he was very generous, then had his nightgaunts tear the roof of the car open and carry Solis off into the night.

I was torn, here; on the one hand, I want to make things risky and scary in the game, but on the other hand, I didn’t want to just arbitrarily kill Solis. So, I decided they were taking him off to Five Points to tear him apart at that famous intersection and thus gain magical power for Old Joe. That gave them several minutes’ flying time, which incidentally gave Solis a few attempts to escape. He managed to kick free over the river, and swim safely to shore.

He made it back to the hotel about the same time as Roxy and Moon, who had to walk out to the highway and hitch a ride in, because their car was mysteriously shredded. They got a little more sleep, wherein Solis once again dreamed of Old Joe. This time, Old Joe offered a simple bargain – they would agree not to pursue each other, and that would be it. Solis wheedled and tried for more information about Tears, but was unwilling to offer anything in exchange, so he got nothing. Until he agreed to the bargain, that is. Then, Old Joe told him, as a gift, “It was written here.”

Now if Solis only knew what that meant.

That’s where we left it. This line of investigation is closed, and I’m waiting to see where the game goes next.

Now that we’re four documents in, I’m also starting to keep a Win/Lose/Wash score for the party, with an eye to having it inform the overarching development of the story, and feed into the endgame. I don’t know what the endgame is going to look like, yet, but this will help me shape it.

What’s the score? Well, I’m not going to say. It might give away more of the backstory than I’m comfortable with to get into this in public. If my players start thinking about it in those terms, it could change the dynamic of the game in a way that I don’t want. I’d prefer to keep the objective investigation into the documents, not trying to rack up Wins. Racking up Wins is part of the investigation, but I only count things as a Win if the party both defeats the threat and understands what was happening. Losses are when they fail to stop the threat, even if they mitigate it and understand what was going on. Washes occur when they stop the threat but really have no idea what was going on.

Really, it’s just a tool for me to judge how dark things become, and to keep track of loose ends that can come back to haunt the investigators. Winning more investigations doesn’t mean the characters will “Win” the campaign – it just means that conditions during the endgame will be different, with different pieces on the board.

Anyway, that’s for further down the road. We’ll see how it goes.

Dateline – Storm Point

***SPOILER ALERT***

Two things.

First, I’m using a published adventure for this leg of the campaign, but the group doesn’t know what that adventure is. Please don’t tell them if you recognize it.

Second, because this is a published adventure, my accounts are going to have spoilers in them. If you start to recognize this as the adventure you’re playing – or going to play – you may want to avoid reading on.

***SPOILER ALERT***

Last Sunday ((Yes, a full week ago – I’m almost caught up now.)) was the latest session of the Storm Point campaign. Two sessions in a row with a full roster of players – I’m going to get spoiled if this keeps up ((Not a bad problem to have.)).

I’m continuing to run the published adventure for the group, and I have to say, I’m kinda liking the freedom it gives me and the players. That may seem like a kind of counter-intuitive sentiment, but it’s true. Normally, I only have time to prep a couple of encounters per session, and I then funnel the party towards them. I try to keep a pool of three or four generic encounters on hand for when the party goes completely off my map, but those often don’t fit the story as well as I might like, and prove distractions. With the published adventure, if the party goes somewhere I wasn’t ready for ((As they did this session.)), it’s still right there in the book, and I just ask for a couple of minutes to read it over and refresh my memory.

That means that, not only am I ready to game with minimal prep time, but also that I don’t have to funnel the party towards the adventure in the same way. They get to go where they want, and find the adventure waiting there for them. This may not be news to anyone else, but it’s been a long time since I’ve run a published D&D adventure that works this well ((Most of the published ones I’ve run in the past three or four years that have required almost as much prep and herding as a home-built adventure.)), so it’s a pleasant surprise.

Anyway, when we left our heroes, they had just crossed over into the Feywild. That’s where we picked up this time, and they followed the trail they found through the strange, dark woods to a ridge of dark rock. On top of the ridge was a jumble of buildings, and a cave cut into the base of the ridge. Beside the cave was a strange, taunting poem carved into the stone.

After deciphering the poem, and talking things over – all the while keeping watch for the monsters they were sure were going to pop up at any moment – they went into the cave, where they found three statues – Maiden, Mother, and Crone – blocking the route through. Each statue had a hand extended.

This prompted some more discussion – statues in dungeons almost inevitably come to life and hit you, after all – and Milo finally decided to put a silver piece in the hand of the Crone statue. Sure enough, the statues came to life, but only to step aside and allow the party to pass. The cave opened out into an overgrown garden in at the bottom of the cliffs that supported the buildings high above them.

Instead of pushing on through the garden and discovering the main way into the building complex, they scouted around and found a tunnel into the cliff face that I had overlooked when prepping for the session. It led them up to a building that I hadn’t read over since the first time I had read the whole adventure, but I asked for a bit of a pause while I quickly looked over the description of the area, and then on we went ((This is what I mean by the freedom. No extra prep for me, no false restrictions on player action.)).

The room they found themselves in was an irregular cave-like structure with walls made of the jumbled bones of thousands of creatures. There was a statue in the middle of the room ((This one didn’t come to life. Just sayin’.)), and a grey angel ((I couldn’t remember what these are supposed to look like, so I described it as looking like the death creature from Hellboy II.)). Well, the angel got the drop on the party, and then his buddy showed up. The necrotic attacks, coupled with the life-draining magic of the room, made the fight somewhat tougher than I think either side was anticipating, but they managed to defeat the evil creatures and make it out of the room to a rope bridge where they could rest a little.

And that’s where we left it.

I’ve been trying to boost the pace of these games a little, so that we get more, and more varied, things done in a single session. In that respect, I’m pretty happy with this session. There was exploration, puzzle-solving, and a combat, and we got it all in in about three and a half hours. Ideally, I’d like to speed up the pace of combat, but that would require everyone actually paying attention to the game when it’s not their turn, so I don’t think that’s terribly realistic in this group.

Still, a GM can dream…

New Centurions, Issue #9: Emancipation

Last Saturday ((I’m falling behind again. Work has been nuts. On the up side, I’ve got the bare bones of two blog posts that aren’t game reports on the back-burner. Look for them soon.)), Clint ran the latest installment of the New Centurions campaign, and we wrapped up the invasion storyline.

He also took the opportunity to roll out his new experience system.

Why a new experience system? Well, as he quite rightly pointed out, most comic book characters don’t really level up. Some things about them change, but they don’t often gain new powers, or become permanently stronger, or stuff like that ((Yes, there are exceptions. But for the most part.)). Most experience and advancement systems not only allow, but encourage you to ramp your character up to new power levels, and that didn’t fit for the kind of game he wanted to run.

On the other hand, as players, we’re conditioned to want our characters to get better over time. We want to develop new powers and get better at using our old ones. And he didn’t want to take that motivation away from us.

He came up with a compromise heavily based on the idea of Milestones from The Dresden Files RPG. It focuses on Challenges, and overcoming a Challenge (a fight, a plot, a trap, a complication, etc.) grants certain benefits, which vary depending on how tough the Challenge was. At the lower levels, it lets you tweak some things about your character, and at higher levels, it gives you some experience that you can bank towards a bigger change. Challenges also give you Fame and Infamy, depending on how you resolve them.

So, after a brief talk about the experience system, we got down to play.

We picked up the game right where we had left it, with the New Centurions bursting onto the bridge of the voidship, filled with the illithid crew, with our poorly-armed army of ex-slaves at our backs. The rest of the evening was pretty much taken up by the epic combat that followed.

I’m not going to go through that combat step-by-step, but I do want to comment on a couple of things:

  • Everyone’s getting better at coming up with interesting things to do in combat, beyond the move-hit paradigm. And that’s so important to the feel of a superhero game. Jumping around, throwing enemies, making called shots on brain-controlling parasites, all of that happened. It was an action-packed fight.
  • Little plastic shot glasses make awesome forcefields and flying bases. And they’re cheap at the dollar store!
  • Figuring out how to use the minion rules to your advantage as a player has some real benefits.
  • D&D monsters make great extra-dimensional villains. Illithids and a bullette surprise!
  • Going into the fight with only 21 hits ((Out of a total of 100.)) made the fight extra-nerve-wracking for me. I figured S.P.E.C.-T.E.R. was gonna go down in a valiant sacrifice, but I survived with 6 hits left.
  • This spiced pecan recipe is very good ((What does that have to do with the game? Nothing, except I made them to bring with me, and they were yummy.)).

So, we defeated the illithids, but during the fight, the ship passed through the barrier into our world. The last several minutes of the battle had us hovering over the war-torn Manhattan landscape, trying to get the psychic computer in the ship to help us defeat the incoming armies of returning raiders without blowing up their ships full of captured slaves. We managed to work out an arrangement that allowed the illithids to release their slaves, then stay trapped in their shuttles until the slaves controlling our captured ship released them back on the other side of the barrier.

There were some interesting hints about why our world had a dimensional barrier at all, and some fun stuff with the Defenders superhero group getting most of the credit for helping out during the disaster ((After all, we were no where to be found, having chased the illithids into another dimension.)), and some dark government cover-ups put in place, and S.P.E.C.-T.E.R. reuniting with Shannon, his tech and lifeline. Then we called it a night.

Now I’m looking over the experience system, trying to decide what I’m gonna do with my brand new experience points.

Feints & Gambits: Holy Saturday

Friday night was the latest installment of the Feints & Gambits Dresden Files RPG campaign I’m running, set in Dublin. We picked up right where we had left off the previous session, the early evening of Holy Saturday, with the gang hauling the half-bog-mummified young necromancer they had saved from his rooms in Trinity College back to The Hole in the Wall ((The alternative bookshop/tattoo parlour owned by, and sometimes even operated by, Mark and Nate O’Malley)), which is the gang’s default base of operations.

The cast for the adventure changed slightly, with two of the folks who were at the previous game unable to make it, and the player who had missed the last game attending this time. This necessitated a little fast narrative footwork, and we decided that Aleister had gone off to tap his contacts about what might be going on, and Mark needing to have a little lie-down after his valiant exertions keeping the death spell from killing the boy they had rescued. And we brought Nate in with a cast on his arm on which a rude word had been written ((This was an interesting development that I was pleased to see the game could handle in an interesting and entertaining fashion. Nate’s player pulled me aside when we were going to reintroduce him to the group. I had asked him what he had been doing that kept him out of the action last game, and he wanted to clear some stuff he was working on offstage and writing up as fiction on the forum. He explained the background of what he was doing to me, and asked if he could start with a cast on his arm. I gave him the option of having a cast on the arm that was just jazz, with no game impact, or actually taking the Broken Arm moderate consequence, for which I would give him two Fate Points. He opted for the latter, and it came back to cause him some problems in game, which was nice. I also said he had to decide what his brother would have written on the cast, because Mark would certainly have written something. He thought for a second, and told me the rude word that was written on the cast, and added that Mark, a pretty good Thaumaturgist, would also have turned the cast bright pink and made sure that nothing else could be written on it to cover up his handiwork.)).

Faced with a young man half-way to being a bog-mummy, Nate decided to see if he could try to cleanse him of the evil magical influences, using his evocation of the spiritual nature of water to wash away the watery necromancy used on the boy. I decided this was an interesting idea, and asked him how he’d do it. He put the boy ((I keep using the word “boy” to describe the victim. The guy’s about twenty – a college student – but that makes him a boy to the majority of the players in this game. With one notable exception, we’re all old.)) in the bathtub, and used his evocation to wrench the bad water out of him, replacing it with good water. The first two attempts went poorly, because he didn’t use enough power. The third attempt ((Third time is, after all, the charm.)) resulted in an explosion of peaty bog water in the bathroom ((“Well, I want to be gentle about it.” “If you wanted to be gentle, you wouldn’t be using evocation.” “Oh. Damn.”)), which left the boy’s body floating in a tub of clean, pure water.

The boy’s unbreathing body.

Some quick CPR followed, which got his heart going again, and cleared his lungs of water, and got him sorta-stabilized. The brown stain was gone from his skin and, while still pretty much emaciated, he no longer looked shriveled. They brought him into a hospital emergency room and ditched him there once the doctors got to him, thus avoiding unpleasant conversations with the authorities – both mundane and magical. It was nice to see how the idea of a First Law violation, even by accident, got the group moving to set things right. The Warden, while he gets bad-mouthed a lot by the group, has obviously made a strong point about his power.

Then it was back to Trinity to try and find the nine other wannabe necromancers, and possibly the big bad guy behind them. It being Holy Saturday, a night traditionally associated with the absence of divinity in magical symbolism, they figured that whatever necromantic ritual was being tried would happen tonight, and probably in one of the chapels. Kate remembered that the main chapel had some historically significant people interred in it ((I’ve got zero idea whether or not this is true, but it was a good way to give them a clue about where on campus things might be happening.)), so they went there.

Outside the chapel ((I’ve got to pause here to recommend the iPad and Google image search as invaluable tools for setting the mood and location in modern games. Sixty seconds of searching, and I was able to show the players a picture of the front of the chapel at night. If I’d known that’s where things would have been happening before the game, I could even have eliminated that little lag time.)), Firinne glamoured Rogan to invisibility, and Rogan shifted to her smilodon form to creep in and do recon ((They checked for a threshold first, and found that the normal barrier posed by consecrated ground was gone – all part of the Holy Saturday thing.)). The others followed along behind her. They found seven of the young cultists chanting around the altar, waving knives and wearing black robes.

There ensued a nice little brawl, with Rogan disrupting the ritual, Nate disarming the cultists with a little magnetic evocation, Firinne shooting down the two guarding cultists crouched down in the pews ((She didn’t want to kill them, so I let her incapacitate them without killing. Part of me thinks that this might reduce the threat factor of guns in the game – I want guns to be scary – but the rules do say that, when someone is taken out, the victor gets to decide what exactly that means. Also, she bought the Guns skill up to Great, so it feels kinda prickish to not let her use it.)), and Kate summoning a spiritual aspect of the Great Mother to protect the altar. This last little bit of magic revealed a mystical whirlpool in the air, leading up and away to somewhere else, but the spirit broke the connection, which caused all the cultists who were still up and around to collapse like puppets with their strings cut.

The gang grabbed one of the cultists and scarpered before the police arrived to investigate the gunshots, and took him back to Kate’s flat near the College. Her home has the strongest wards they know of – at least, of the places they have access to – and they were worried that the black cloud they had encountered twice before might try to follow the cultist to tie up that loose end. Just before they reached her place, midnight arrived, and Holy Saturday turned into Easter Sunday. At that moment, Kate felt a massive snapping of mystical tension, as if a huge magical rubber band had been stretched tight and then cut. She didn’t know what it meant, but it added one more layer of worry ((This is, to me, an important part of the game world. I throw out a number of threads for the characters to follow and, wherever they go, they find adventure. But the other threads and plotlines don’t go away, and they don’t wait for PC involvement. If you ignore something, it still progresses. What she sensed was another plotline happening elsewhere.)).

Back at Kate’s place, Nate used The Sight to try and assess what was up with their new prisoner. He saw him as a deep, dark emptiness in the shape of a man, with a tiny figure, far away in the depths, desperately waving its arms as it drifted deeper into the void. He also took a peek at the other characters there, and I gave him a quick image of each of them: Firinne as an elfin figure, Rogan as a human straining to hold back a snarling sabertooth ((Very reminiscent of the Strength card of the Major Arcana, now I think of it. Note to self: look at Tarot decks for visions using The Sight.)), Kate as being surrounded by the spirits of her female ancestors. There was some discussion about him looking out the window at the city, but after I cautioned him about the dangers of looking at a city with over a thousand years of history, violence, death, and fey games, he decided that he’d prefer it if his brain remained inside his head.

It was around midnight in the real world by then, and we’d reached a reasonable stopping point, so we called the game. All in all, it went pretty well, especially considering I had no idea what direction the players were going to go, so I had done no extra prep after the last session.

We’ll see what happens next game.

 

Dateline – Storm Point

***SPOILER ALERT***

Two things.

First, I’m using a published adventure for this leg of the campaign, but he group doesn’t know what that adventure is. Please don’t tell them if you recognize it.

Second, because this is a published adventure, my accounts are going to have spoilers in them. If you start to recognize this as the adventure you’re playing – or going to play – you may want to avoid reading on.

***SPOILER ALERT***

This past Sunday saw our return to the Storm Point campaign, after a hiatus of five months, when I ran the Gammatoba mini-campaign. I was gratified to have a full house for this first session back, and was very pleased to get back to the game.

Anyway, the gang is almost tenth level, so I want to move them out and away from Storm Point, into the wider world and beyond. To that end, I decreed that a year and a half had gone by in the downtime, and started the session with a description of how things had changed in the area: the town of Storm Point prospering, the dwarven city of Silverfalls being resettled now that the heroes had cleansed it, and a little village growing up around the hospital the players had constructed. I emphasized the way things were pretty tame in the neighbourhood, now, and that, prosperous as the town was becoming, it still couldn’t match a larger city for the purposes of selling loot or buying stuff.

With that done, the party was primed and ready when a dwarven merchant asked them to look into missing caravans between Silverfalls and the city-state of Belys, on the far side of the Bitter Mountains. They haggled with the merchant, getting him to make them shareholders in his company and providing them with letters of introduction to merchants in Belys in return for their assistance. Then they tried to get him to give them the carts, horses, and provisions they would need to create a fake caravan to try and trap whoever was responsible, but he wasn’t having that – he was paying them to do a job, they were responsible for getting the job done.

Our heroes took that in stride, however, and outfitted their own one-wagon caravan, and set off through the mountains. The trip took them about a week to get through the pass, and then they reached the Gloaming Wood, a crescent-shaped wood that circled about half the plains that surrounded Belys. A couple of days traveling through that wood, and they could tell that the Feywild was very close. Galvanys had heard tales of the Gloaming Court, one of the minor factions of the eladrin, that he thought held sway here, but didn’t remember too much else.

About a day away from leaving the wood, they spotted some suspicious piles of leaves in a clearing by the side of the road – suspicious in that one had a bloodied arm sticking out of it. They stopped the wagon, got out, and Ssudai crept up on the piles stealthily, while the rest of the group advanced more openly. That’s when they spotted the harpies in the trees, and Thrun decided to try and scare them off.

At this point, the corpses in the piles of leaves revealed themselves as dryads, we rolled initiative. The fight had some interesting movement in it, with things being swept back and forth across the battlefield, and some tree climbing by Ssudai. It took a pretty long time to get through, though, mainly because everyone was trying to remember how to play their characters during the Gammatoba hiatus. Things got a little tense, but really there wasn’t that much danger overall.

The point at which they decided they might really be in trouble was when they killed the first dryad. Her eyes rolled back, she convulsed, her bark and wood turned grey, and mist started to rise from her eyes, mouth, and fingertips. She only stuck around for another round, getting in one more attack before crumbling to rotted wood, but the rest of the monsters followed the same pattern, which weirded the party out a bit – as it was supposed to.

After the fight, the group examined the bones and wood of their opponents and found runes carved on them, still leaking the grey mist. Milo analyzed the markings, and determined that they were necromantic sigils meant to drain off and channel the life energy of whatever the creatures killed, and Faran determined that they called on the power of old, dead gods.

At this point, it was getting a little late in the evening, and  wanted to move things on to a specific stopping point, so instead of making it a big puzzle to figure out where these fey creatures had come from, I let the party follow the grey mist rising off the remains of their foes. It led them into a glade where the trees were dark and twisted, and in the midst of it all, two ancient, half-dead oak trees had grown into a portal to the Feywild, and the next stage of the adventure.

There was a brief moment of panic on my part, as the party started talking about how they could just close the portal, and how stupid they’d have to be to pass through it. My initial response was to force them through somehow, but then I just calmed down and decided that, if they didn’t go through this one, I could get them to the party some other way, and let them decide what they were going to do. In the end, they decided to go through the portal after all, so I needn’t have worried.

And that was the point I stopped things.

It was good to get back to Storm Point after the hiatus, but the hiatus was nice. It let me recharge my enthusiasm for the game, and to think about what’s working and what’s not. In general, I’m happy with the game, but I want to bring in more variety of play – make it less of a fight-of-the-week game. To do that, I’m looking at ways to encourage other types of adventure, more exploration, and more interaction. I’m also trying to make the fights move more quickly, but that’s an uphill battle with this group’s attention span. I’ve got some ideas in that area, though.

Still, it’s good to be back.

Feints & Gambits: Easter Weekend

Friday night was the latest session of my Feints & Gambits campaign. It’s been some time since the last one, so it was good to get back to the game. We had almost a full house, too; only one of the players couldn’t make it.

It being Good Friday, and the game being set in Dublin, there seemed only one storyline that I could use for the centrepiece of this adventure – the refighting of the Easter Uprising by the fey courts, using ghosts and faeries as soldiers, with the ghost of Padraig Pearse acting as judge. The fey courts use this as part of the game they play for control of Ireland, and the group has run into the edge of this thing previously, and, well, it was Easter weekend.

So, rather than use my master list of Aspects to generate the structure of the scenario, I pulled out the Aspects related to the main story and mapped out their relationship. Then I rolled a few more random Aspects to give the characters a way in to the situation.

At the start of the session, I decided I wanted to have a quick scene with each character to give them a hook into the scenario. I had worked out a few of them before play, but swapped a couple of them around and came up with new ones on the fly to fit things a little better, and to make sure that each character got the spotlight for a few minutes ((The random rolls I had done pre-game to select character Aspects to use to hook the characters had pulled up Aspects for the same characters for the last few games, and I wanted to spread things around a little more.)). The scenes I came up with were:

  • A fey messenger warning Aleister that Baglock wanted him to keep out of it, without telling him what “it” was.
  • Kate returning to her flat to find an unsigned note warning her to be careful with her ectomancy, because she was close to violating a Law of Magic.
  • Macha warning Mark that, because the group had involved themselves in the Game previously, they might get tangled in it during Easter Week.
  • Rogan got a prophecy from Mad Mary, saying that someone was trying to change the rules of the game, and it might be the end for an unspecified “him.”
  • Firinne got a call from one of her business contacts, who had someone wanting to buy thirteen black iron athames.

The main thing I was wanting to accomplish with these scenes was to hint that something big was going down, and let the fact that it was Easter point them towards stuff to investigate. After all, they had built stuff during setting creation that tied into the whole thing.

But I misjudged. Thirteen black iron ritual knives was just too sinister for them to just let them go. Firinne was very concerned that they could be used to nasty effect ((In some ways, she’s one of the more responsible and cautious characters in the group, which is odd for a trickster changeling. Obviously, I need to compel her trickster nature a little harder.)), and roped in Kate and Mark to help with that. They were able to give some general answers as to what such things would be used for, but weren’t able to get specific. However, all the general things tended to sound rather… unpleasant, so everyone agreed that they needed to figure out what was going on.

Firinne used her glamours to disguise thirteen empty beer bottles as the knives, and Mark put a tracking spell on the box that held them. Rogan decided to accompany Firinne as backup to deliver them to her contact, who worked out of a dance club called Jesus Murphy ((It got named this way: Firinne asked what the club was called, and I turned it back on her, saying she had invented the contact and where he was located, so she’d have to come up with the name. She responded something along the lines of, “Jesus Murphy, now I have to come up with the name of the club, too?” And thus it was named.)). The knives were delivered and payment accepted, but Rogan got a whiff of something odd with her supernatural sense of smell. She followed the odour, which was that of death, to a trio of young women dancing on the floor of the club.

Suspecting they were undead, she wanted to interrogate them, but not in the middle of a dance club. So, she started a fist fight ((The group seems to love them some bar brawls.)) in order to get the bouncers to toss all five – Rogan, Firinne, and the three suspected zombies – out, where they could settle things in private. This worked marvelously, but the follow-up didn’t go the way they had planned.

See, Firinne isn’t much of a fighter. She carries a gun for when she absolutely needs it, but prefers not to pull it. Rogan is a combat monster, but only in her smilodon form. And these three scrappy young women proceeded to mop the pavement with our heroines. They got to experience first-hand the hard lesson Aleister learned in the first game: numbers are a big advantage, especially when they use teamwork.

Rogan finally shifted her form, which freaked their targets out, and then everything went black and cold. A deep voice spoke out of the blackness, threatening and taunting Rogan and Firinne, and filling Firinne’s lungs with peaty bog water. Our heroines took the better part of valour, and scampered back to the waiting car.

This is the point where I had the others show up – Firinne had called them between getting booted from the club and the fight starting outside. With the numbers so bolstered, they went back to see what was going on, and found three bog-mummies – very much inanimate – that had been living humans shortly before. Rogan had had some inkling during the fight that the women weren’t undead ((You can get quite a good sniff of someone if they’ve got you in a hair-pulling headlock.)), but that the smell had been the taint of death, rather than actual death – more a metaphyiscal thing.

This, coupled with Kate’s use of The Sight on the scene and her sense of necromantic energies at Trinity College some months previous, led the group to decide that there was, indeed, some big necromantic badness in the offing. Some investigation and lurking back at the club ((Also some magic and some breaking and entering, but don’t tell anyone.)) revealed that the fake knives were still there, and they concluded that the women they had fought had, in fact, been there to pick up the knives. Come dawn, Firinne refreshed her glamour, and Mark his tracking spell, and they went to get a little sleep.

So, on Saturday, a day associated with the triumph of death and the absence of god in Christianity, the daggers moved. The gang followed them to Trinity College, where they saw ten obvious students divvying them up and heading off. One of the students kept the box and the extra three knives, and that’s the one they followed back to his dorm room. When they tried to bully him into talking to them, they found a very powerful ward set up in his doorway and, when they pressed the case, the darkness and cold came back, and their target started gurgling and gasping.

Kate used a magic dissolving potion to pull the ward down, and they snatched the boy out of his room. He was already turning brown and withering, with brown, peaty water pouring from his mouth. Mark almost blew a brain gasket, but managed to interfere enough with the incoming spell to break it and save the boy’s life. The group bundled him up and took him off somewhere safe to recover before the bad juju came back.

And that’s where we left it. The investigation is going in a different direction than I had anticipated, and leading up to a very different climax, but it should still be a good one. Next session should finish it off.

Night Fears

So, this happened.

Long ago, in the before time ((Which is to say, back in the heady days of Unknown Armies and D&D 3.x.)), I wrote some RPG stuff for pay. I’m not sure if Fred Hicks recalled that ((Though possibly Chad Underkoffler remembers some of our shared credits on UA stuff.)) – I had used it as a selling point to get in on the Dresden Files bleeding alpha playtest, but that was a long time ago – or if he was asking me primarily as a courtesy because of all the stuff I’ve written about DFRPG on this blog, but he asked me if I’d consider writing one of their free one-shots.

I had to think about it for a while. There are reasons I stopped writing for the industry, but the main two were that it ate up a lot of time and creativity that I could be funneling into my home games (or even work), and that the people I respected and trusted as editors and publishers weren’t looking to buy the kinds of stuff I wanted to write ((Though the ever-charming Dr. Michelle Nephew encouraged me to write a card game for Atlas when they stopped doing the d20 stuff. I really wish I could have figured out how to do that.)) and I didn’t want to work with the people who were buying it.

This was going to be a short scenario, though, and I already knew the folks at Evil Hat were good, professional folks, so I said yes, and pitched them some ideas. Night Fears was one of them ((It was originally called Dare, but I changed that when it was suggested that I follow the Dresden Files naming pattern.)), though not the top option on the list. It was, in fact, number two.

The one Fred and I liked best was a court trial, where the bulk of the action would take place in flashbacks, allowing the characters to build the backstory dynamically as the trial proceeded. I thought it was a cool idea, and could make for some great storytelling, but it was kind of daunting, so I decided to test the concept in my Fearful Symmetries game. After playing, I was reluctantly forced to admit that it would take way too much work to hash it into a pick-up-and-play form that anyone could run at a convention or evening of play.

So, we fell back on the Night Fears idea. I liked this one because it let me work a standard haunted house horror scenario into a DFRPG world, and to focus on being scared, rather than on being hurt ((Don’t get me wrong; the characters can get hurt bad in the scenario, but that’s not the primary focus.)). It also let me cobble together an interesting group of young teens to tackle the problem – I’m really happy with the characters as they turned out, and I think they’re good enough to lift out of the scenario for other teen-centric one-shots.

The other thing I think is important about these characters is that they’re set at Feet in the Water level, the lowest power level in the game. I’ve got a bit of thing about games with sliding power scales – I like to see if they work as well at the lower end as at the higher end. And by “work as well as,” I generally mean they can tell stories that are just as interesting, just as threatening, and just as heroic. I took the low power scale here as a challenge to myself, to put together something that would be as fun to play as dueling Submerged wizards ((The other thing about the low power level is that the characters are very simple to play, so it’s a good scenario to spring on newbies, even if it doesn’t show off the magic system.)).

Hopefully, I succeeded. You’ll have to let me know.

Anyway.

The whole experience of working with Evil Hat has been awesome. Matthew Gandy has taken his place in my list of top editors ((The other three names on that list are John Tynes, Greg Stolze, and Michelle Nephew.)) to work with – he asked the right questions, called me on my flaws, and just generally dragged the stuff I’d written up to a higher level. Thanks, Matthew.

Fred Hicks is just magic. I mean, you’ve seen his layout stuff – he does an amazing job of making his books look both classy and fun, which is a bit of a balancing act, in my mind. Beyond that, he is great to work with, very communicative, supportive, and (maybe most importantly for freelancers) quick to pay. He went above and beyond keeping me in the loop on where things stood with the book, sending me art previews and layout previews. It’s great to feel so involved in a project.

And Kathy Schad is an amazing artist. I don’t know enough about art to discuss her stuff intelligently, so I will just say that she made the stuff in my head look better than I imagined it could. Check out her site.

One of the coolest things about this project happened today, when I got to follow Ruben Smith-Zempel’s tweets as he pulled the map in the book together in an amazingly short time. It’s a great map, and I can’t believe how quick he was with it.

That’s about enough of me prattling on about the scenario. I’ll shut up now. But I encourage you to go check it out – it’s free, after all – and let me know if you run it. I’d love to hear your war stories.

Dateline – Gammatoba

This past Sunday was the final session of the Gammatoba mini-campaign I’ve been running as a break from the Storm Point D&D campaign that’s been going for about two and a half years.

When we last left our heroic mutants, they had just entered the Karney Key Library, after overcoming the ark defenses. The dying ark leader laughed at them and said that they Librarian would take care of them. We opened this session with the heroes opening the doors of the library and seeing what waited for them.

Now, I haven’t been very strict with making encounters in Gammatoba. I just throw a number of cool monsters together, and run things off the cuff. For this game, I came up with the Librarian – basically, I reskinned the Eater of Knowledge Mindstrike from Pyramid of Shadows as a cyborg-centaur kinda thing, with a couple of new tweaks. For the rest, I threw in a double-handful of ark minions and some interesting terrain.

The first room had some sandbag fortifications and over a dozen of the ark minions. The looks from my players – all seven of them were present – were worth the price of admission all by themselves. They were hoping the arks were minions, but they didn’t know for certain, and I’d told them that I planned to leave a few of them dead on the floor this session. They took those out in very short order, with the last three fleeing into the main reading room of the library, where I planned the final combat.

I had expected the group to take a short rest before pressing on, but they didn’t – they just charged after the fleeing arks. So, I started placing every figure I had brought with me ((Well, almost every figure. I didn’t place the chuul figure that I had been using for the warrior-accountant giant crayfish.)) on the balconies and behind the shelves, ready to open fire. I used a sword spider figure for the Librarian, and rubbed my palms together in anticipation of the mutant blood about to be spilled.

The players were scared, which was the right reaction. They knew they were going to die.

And then they proceeded to completely dismantle the encounter.

A lucky draw from the Alpha Mutation deck got one of them machine control, which he threw at the Librarian because I had described it as a cyborg. It only gave him one round of control, but it also kept him dazed for a few rounds. Then the stun whips came out, and the Librarian was repeatedly stunned. Meanwhile, the bulk of the characters concentrated on taking out the ark minions, keeping them off the backs of the mutants taking turns putting the boots to the Librarian.

I got one round out of the whole combat (about eight or nine rounds in total) where the Librarian could attack. He blasted the brains of the group, and then used a special power I had given him to summon in some defensive data constructs ((Basically, some more minions to mess things up.)), but went down before his next turn came up.

Still, it was a tough fight. The group fought smart and used their resources well, but the sheer number of the minions and the damaging aura that the Librarian had almost did for a couple of them.

At the end of the fight, they were all still standing.

I had thought about a skill challenge kind of thing to hold the building until the Ishtarian forces arrived to take possession, but it was getting a little late, and I judged it to be kind of anticlimactic after taking down the Librarian and his minions, so I had the fish-warriors of Ishtar drop in on columns of light and erect a force dome over the library. The group got the crystal charging device they had been promised, wrenched the flying saucer out of the ground again, and flew home to Fort LoGray as heroes – the Fort LoGray Legion’s First Airborne Wing.

That’s where we closed the game.

I want to thank all my regular players for indulging my desire to take a break from D&D to try Gamma World, and to thank Cody for sitting in and playing with us. I had fun.

Now, it’s time to get back to the Storm Point game. I’ve got plans for that one.

From the Armitage Files: Bad Dreams in the Big Apple

**Potential Spoilers**

The Armitage Files is an improvised campaign structure. It uses a number of stock pieces, such as NPCs, organizations, and locations, that are strung together by individual GMs to fit player action. The adventures I create with it may or may not match any other GM’s version of the campaign. That means that reading these posts may or may not offer spoilers for other game groups.

**You Have Been Warned**

 

**Extra-Special Spoiler Warning**

The basic spine for this investigation is outlined in The Armitage Files book. The adventure below doesn’t follow it exactly – with the improvised structure of the game, there’s really no way it can – but the report below can be pretty spoilerific as to the broad strokes. So, think carefully before reading this one.

**Seriously, Dude, You Have Been Warned**

Saturday night, we got back to The Armitage Files. It was the start of a new investigation, and after the little trick I pulled last session, wherein Aaron Moon got a brief glimpse of The Tears of Azathoth, the group decided to follow up what they could on that elusive tome. They had a new set of documents to wade through for clues, as well ((Document Four, for those of you playing along at home.)), so they wound up with a number of references to the book.

I was wracking my brain, trying to figure out what I wanted to do with the tome in question: which version did I want to use, did I want to get it into their hands now, what did it contain, where was it, all that sort of stuff. Flipping through the book for inspiration, I found that one of the sample scenario spines dealt with trying to get the book, and had an interesting side element involved, as well. I read it over a couple of times, thought about it for a day or so, and decided that I would use the basics of that spine ((With a few little tweaks, of course.)) for this investigation.

We started the game with our plucky (but increasingly nervous) heroes latching on to the idea that the book was probably still in the MU library, but lost or misfiled or concealed. They talked with several of the members of the Armitage group who were mentioned by name in the documents as having something to say about the book, but didn’t get a lot of traction. None of them remembered it, until they got to Rice, who thought he had recalled Llanfer (the librarian) mentioning it to him.

The investigators were already somewhat suspicious of Llanfer, because he seemed reluctant to let them paw through the rare book collection unsupervised, so the fact that Rice seemed to be giving him the lie really roused their suspicion. The explanation to this whole bit is under the spoiler tag:

Spoiler
In actuality, I’m going with the idea from the book that Tears of Azathoth exists only in potentia at this point, and that the more it gets talked about and thought about – and the closer the stars come to aligning – the more others will remember it, and the more real it becomes. So, Rice was one of the last people to be asked about the book, and thus had a vague memory of someone mentioning it to him. Of course, I may change my mind about this as play progresses.

There was some discussion about breaking into the library to search for Tears without interruption ((Which prompted one player to say, “You realize we’ve descended to the level of the Whatley clan, right?”)), but they decided to actually ask for permission first. With Armitage’s blessing, the group was given leave to search the rare book collection at MU. I used this opportunity to show why Llanfer was so reluctant to let the unwashed masses ((Yes, Moon is very mindful of the proper way to store and handle books, but really, he’s a tradesman, not a true collector. 😉 ))run rampant through his books – the security procedures, the care in handling, the specific storage requirements for rare books, and so on. By the end of the search – which did not turn up the book – everyone had a better idea about what the rare book collection was about.

So, they pulled a name reference out of the file – Wolfe-Dietrich Gudzun, who is listed as a “late fortune-teller and embezzler,” and started looking for him ((Actually, now that I think about it, Roxy was working on this from the start, while Moon and Solis went snooping around the library. She also sent a telegram to Austin Kittrell, recuperating in Europe, telling him to look for the book. The response was less than agreeable.)). She tracked down a reference to him operating a spiritualist scam in Kingsport about a year and a half previous, when he vanished from the jail cell after being arrested for fraud.

This sounded promising, but further investigation into his mysterious disappearance uncovered a pretty mundane explanation: the mob had threatened him if he didn’t share the proceeds of his scam, and got him arrested to make their point. Gudzun bribed a sergeant to unlock the door and look the other way while he scampered off to New York and a new identity.

They tracked him, now with the name Wallace Goodson, to New York City, where he was working as an accountant. Bearding him in his den, as it were, they managed to reassure him that they weren’t here to hurt him or to muscle in on his current scam ((Said scam involved moving a lot of money in and out of his clients’ accounts to create the expectation for these sorts of transfers at the bank and rudimentary, ponzi-like reallocation of funds, showing each client that the short-term loans always produced a nice profit. Meantime, he was dosing himself with household cleansers to appear sicker and sicker. That way, when he faked his death and all the money disappeared into his pockets, no one would come looking.)), he relaxed and spoke very frankly with them. Unfortunately, he could offer no information about the Tears.

During the conversation, though, he got steadily more agitated and distracted, until he finally dug a quarter out of his pocket and stuck it into a strange, bronze coin bank on his deck. Immediately, he calmed down, and was able to focus again.

Moon took a good look at the statue, and I showed the group this picture, while giving Moon a rundown on what his Occult skill told him about Buer, the demon represented there. Solis’s Medical skill told him the behaviour they had witnessed was similar to morphia addicts needing a fix. When questioned about the bank, Goodson was again quite forthcoming, telling them he had bought it from a street peddler in Five Points ((Okay. This is New York City, in a Cthulhu game. I fully intended to use Red Hook as the setting for the peddler bit, but Michael, one of the players, immediately started talking about how the adventure was going to end up in Red Hook as soon as I mentioned NYC, so I changed it on the fly to Five Points. Screw you, Michael.)).

Not getting any solid lead on Tears, the group left, planning to keep an eye on Goodson – Roxy was pretty sure that they had spooked him and that he’d bee cutting and running now. On the other hand, they didn’t want to spook him any more than they already had, so they gave him a little distance, going for supper before beginning surveillance.

And, of course, they lost him during that time.

So, Moon and Solis decided to break into his office – Roxy, the skilled burglar, was watching Goodson’s home in Greenwitch Village. The burglary was ham-handed and unsubtle, but effective. They found that three files had been taken from his office, along with the Buer bank.

Roxy, meanwhile, was caught up in another vision of the watery, giant city that she’s been haunted by. She regained consciousness just as Moon and Solis arrived to join her, and they broke into Goodson’s home. There, they found two of the three files that had been taken from his office, evidence that he’d packed a traveling case in a hurry, and a missing kitchen knife. They knew the name of the client for the file that was still missing, so they looked her up in the telephone book and took a taxi to her home.

Which was surrounded by police. Goodson had broken in and stabbed her to death, but had been shot by police as he tried to open her safe and empty it of valuables. Solis and Roxy talked their way past the police line to examine Goodson’s body, and retrieved the Buer bank. Meanwhile, Moon caught sight of a shadowy figure slipping away down an alley, and gave chase.

In the alley, he saw a man with a large duffel bag on his back fleeing. He also met a nightgaunt that almost managed to drag him off to god knows where. He slipped out of its grasp, though, and fled back to the street and the police, and the fleeing man called the creature off.

It being late, our intrepid heroes decided to retire for the night to a hotel and get some sleep in shifts before trying to track down this mysterious peddler the next day. Each of them had a dream that night that struck at their drive:

  • Moon (Thirst For Knowledge) dreamed of a vast stone temple, almost Greek in style, with The Tears of Azathoth sitting on a plinth in the centre. He tried to approach it, but was stopped by a strange man who asked what he’d give for the book. Moon tried to push past him, and woke up in bed with a bloody nose.
  • Solis (Curiosity) dreamed of a strange blue puzzle-box being delivered to the hotel room, and a strange man saying that he could have it, if he was willing to pay. Solis turned his back on the box (and his drive), and woke up very shaken.
  • Roxy (Ennui) dreamed she was in an empty, bare room with a single silver door. She sat there for a while, until she got bored, and then picked the lock to find a long staircase leading down. A strange man started to make a pitch to guide her to a land of incredible wonders, but was interrupted by some deep, resonating, booms far down the stairs. Then water started flowing up them. He looked at Roxy, terrified, and said, “Who else is in your mind?” Cue the tentacles bursting through the floor, grasping them both, and dragging them into the depths. Roxy woke up somewhat disturbed.

And that’s where we left it. They’ve got a number of questions, and some good clues and hints to follow up. I expect to wrap this particular investigation up next session, though there are loose threads that will probably wind their way into future investigations.

Looking forward to next time.