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Vanguard Session 01: Signals (Take 1)

Red Dwarf by Justv23

Red Dwarf by Justv23

Note: We had some audio issues with this first session so we rebooted the adventure and recorded it again over here.

Captain’s Log: Stardate 1266.01

“We’ve received a message from the civilian exploration starship Ventura that their long-range shuttlecraft called the Susquehanna has gone missing in the Carina Nebula, deep within the Taurus Reach. The Susquehanna was investigating an unusual alien signal that originated from the nebula when all contact was lost. We have been ordered to enter the nebula, find the shuttle, and determine the origin and cause of the alien signal. Starfleet has also advised that Romulan and Tholian ships have been sighted in the region, so we should exercise caution since they may well have detected the alien signal as well.”

Characters

  • Lieutenant Bennett (the Human Chief Medical Officer, played by Bailey)
  • Lieutenant Commander Abossas (the Andorian Chief Of Security, played by Mason)
  • Ensign Sevek (the Vulcan Science Officer, played by Jeff M.)
  • Captain Gregory Konstans (NPC)

Episode Summary

Captain Konstans summons an away team aboard the U.S.S. Darius, a single-nacelle, Saladin class starship patrolling the Taurus Reach. He dispatches a team of 3 to beam down to a Class M planet recently discovered nested in the Carina Nebula. The Darius had traced the ion trail of the lost shuttle Susquehanna to this location. Heavy electrical interference in the atmosphere is making reads on the planet difficult, but a clearing in the perpetual storms allows the away team to beam down.

Planetside, the away team beamed down and were almost immediately attacked by 3 Romulans. Due to their superior training and tactics, the Starfleet officers manage to stun the Romulans.

A tricorder scan of the area indicates three notable areas of interest.

  1. Two kilometers to the North are trace signs of civilian Combadges, a signal consistent with the crew of the lost Susquehanna.
  2. Three kilometers to the Southeast, a trail of smoke (barely visible in the red, dim horizon) snakes up into the sky.
  3. Six kilometers to the Southwest the tricorder picks up a chirping signal consistent with the signature of the alien signal the Ventura was seeking when it dispatched the shuttle the Susquehanna to investigate.

The episode ends with the away team communicating with Captain Konstans about their findings and discussing next steps before an incoming magnetic storm again disrupts communications.

Rules Questions

  1. Does momentum go away at the end of a scene? (We seem to recall it does in Conan)
  2. How many questions does Momentum grant you? (With a successful roll and 2 momentum earned and spent, is that 2 questions, or 3?)
  3. GM picking who goes first (Need to read the full rules on initiative)
  4. Turn order and cost to retain the initiative (Bailey’s character had a special ability but we had questions on how it exactly worked)
  5. General questions on how Advantage and Complications work and what mechanically it means to create a problem (Quickstart rules are unclear on this)
  6. What type of ‘Ice pick’ does the Andorian have? (Answered: It’s a climbers ice pick).

Redmark Session 25 Epilogue: The Forgotten Kobold Shaman

(A cut-scene that occurs immediately after Session 25)

In the pre-dawn hours of the battle of Agincourt, flames consume the tattered pavilion of the Duke of Bar. Shocked French guards hazard the flames to rescue the beheaded Duke’s body, ignoring the hapless screams of the Duke’s ‘demon’. Gone are the interlopers who entered the tent then disappeared, abandoning the tent, and the kobold inside, to the flames.

Inside the wood shed, a metal cage grows heats and burns the kobold shaman inside. He writhes and shouts curses in French. The immolated kobold with one hand clutches a lump on his chest beneath his tunic, lit orange by rippling, consuming fires. With his other hand, the dying creature pulls a vial from a hidden pouch and unstoppers it with a thumb. He consumes the fluid therein. His face is a rictus of horror as his body jerks in unnatural spasms.

The kobold’s agonized shouts transform into a scream of triumph. A burst of smoke, and the cage, still aflame from the collapsing timbers around it, is now empty, the flaming kobold’s body gone. A disembodied, maniacal cackle rolls over the French camp like a gathering thunder.

The French soldiers who witnessed these chilling events die within hours, the shafts of English arrows peppering their bodies.

Star Trek Campaign Name & Monologue

Starbase 47 by archangel72367 on DeviantArt

Starbase 47 by archangel72367 on DeviantArt

A quick blog post to get feedback on our upcoming Star Trek opening credits monologue, and also on the name of our Star Trek campaign.

First, a bit of context on what I’m aiming for in the campaign.

We’re currently doing a Season 1 which is a prequal series of planet-of-the-week adventures using pregens. We’re aboard the U.S.S. Darius.

Later, maybe mid-year, we’ll move on to Season 2. We’ll do joint character creation using the full rules. Anyone who was in love with their pregen can ‘upgrade’ them into a long-term PC. 1st Thursdays will be the Star Trek main campaign with these characters. I’ll call this the ‘Alpha’ campaign. Then, we’ll additionally have opportunistic games which I’ll call ‘Omega’ missions that will feature below decks characters on your ship, or possibly characters on other starships in the sector. We’ll have 2-3 starships in Starfleet attached to Starbase 47 (also known as Vanguard). So focus will be on main crew and campaign but we’ll have other organized-play style games in the same universe. A PC in an Omega game (sidequest game) could be featured in an Alpha game as an NPC. If Omega game characters fail in a mission and are captured, the next Alpha game could be to save them.

The setting is the Taurus Reach, which is also called the Rimward Frontier. We include the names of the starship (the U.S.S. Darius and others to come) in each opening monologue, and if we switch to an Omega game with a different starship, then we have a different opening that references _that_ starship.

Or, we could just reference Starfleet having operations in the area.

Here are some examples. Happy to entertain other takes on what we should say on the opening.

For reference: Star Trek The Next Generation Opening Credits Monologue

“Space… The final frontier…
These are the voyages of the Starship Enterprise.
Its continuing mission:
To explore strange new worlds…
To seek out new life and new civilizations…
To boldly go where no one has gone before!”

Here’s some possibilities for us.

Star Trek Adventures Concept 1 (Campaign Name: ‘Star Trek Darius’):

“Space… The final frontier…
These are the voyages of the Starship Darius.
Its continuing mission:
To explore strange new worlds…
To seek out new life and new civilizations…
To boldly go where no one has gone before!”

Star Trek Adventures Candidate 2 (Campaign Name: ‘Star Trek Taurus Reach’):

“Space… The final frontier…
These are the chronicles of Starfleet in the Taurus Reach.
Our continuing mission:
To explore strange new worlds…
To seek out new life and new civilizations…
To boldly go where no one has gone before!”

Star Trek Adventures Candidate 3 (Campaign Name: ‘Star Trek Rimward Frontier’ or ‘Star Trek Frontier’; maybe Season 2’s ship is named the U.S.S. Frontier):

“Space… The final frontier…
These are the tales of Starfleet in the Rimward Frontier.
Our continuing mission:
To explore strange new worlds…
To seek out new life and new civilizations…
To boldly go where no one has gone before!”

Star Trek Adventures Candidate 4 (Campaign Name: ‘Star Trek Vanguard’):

“Space… The final frontier…
These are the tales of Starfleet in the vanguard of Federation space.
Our continuing mission:
To explore strange new worlds…
To seek out new life and new civilizations…
To boldly go where no one has gone before!”

Thoughts? Let’s chat on GroupMe!

Star Trek Away Mission: Signals

Below describes a quickstart adventure I plan to run this Wednesday (quorum permitting) or at some other future point in time.

Away Mission: Signals

CAPTAIN’S LOG
STARDATE 2266.01

“We’ve received a message from the exploration vehicle Ventura that their long-range shuttlecraft called the Susquehanna has gone missing in the Carina Nebula, deep within the Taurus Reach. The Susquehanna was investigating an unusual alien signal that originated from the nebula when all contact was lost. We have been ordered to enter the nebula, find the shuttle, and determine the origin and cause of the alien signal. Starfleet has also advised that Romulan and Tholian ships have been sighted in the region, so we should exercise caution since they may well have detected the alien signal as well.”

What You Need to Know

Basic familiarity with the Star Trek universe (The Prime Directive, Phasers, ‘Beam Me Up’) is desired. Rules will be taught in-game, with all accessories needed supplied by the GM. Read the ‘Quickstart Rules for Players’ PDF below and pick a Pregen character from below if you have time before the game.

Setting

The game takes place in the Star Trek universe in the year 2266, during Kirk’s “Five Year Mission” in The Original Series. Adventures take place in the Taurus Reach which is a region of space in the rimward Alpha Quadrant. A zone of Federation expansion in the mid-23rd century, the Reach was also bordered by the Klingon Empire and the Tholian Assembly. It is largely an unexplored, stellar frontier.

Quickstart Rules for Players

Download and read the quickstart rules on your digital device.

Species Mix

For story reasons, we want about half or more of characters to be human.

Pregens

Download and select a pregen from this folder.

Theme Music

Before we air the podcast, we will compose a nice intro. audio track with a voice-over using this as the background music.

You Starship

You are crew members of the U.S.S. Darius (designation NCC-502, a single-nacelle Saladin class starship).

'U.S.S. Darius' by unusualsuspex on DeviantArt

‘U.S.S. Darius’ by unusualsuspex on DeviantArt

 

Redmark Session 25: You Took My Life—Now I Take Your Future

October 24, A.D. 1415 (Earth Time)

Bring Out Your Dead!

Our five heroes find themselves in a strange land where their magic doesn’t work and everyone is speaking an incomprehensible language and eating escargot. A few mimes in berets roam about—an utterly terrifying place.

Fortunately, two our heroes—Ivamel and Duke Leopold—speak the language they call “French.” They tell Ghost Dancer, Marcus, and Quintos that they are in a place called Agincourt on the eve of a battle with someone called “The English.”

The man the party had seen with an Urthjarl Stone in the hilt of his sword turns out to be Edward III, Duke of Bar. He’s a real Weinstein. He disappears into his tent complex to abuse an unfortunate young woman he calls “Miss Tuesday.” Within the hour, a man pulling a cart exits the tent complex hauling away the dead, bruised body of Miss Tuesday. Duke Douchebag has beaten her to death.

Dude Looks Like a Lady

Ghost Dancer, stripped of his magic, turns to his disguise kit. In a few minutes, he’s in drag and ready to help the party bluff their way into the Duke’s pavilion as Miss Wednesday Morning—or as Mason calls him out-of-game, Mrs. Ghostfire.

Duke Leopold commandeers the cart and its hauler, identifying himself as the Duke of Dorn. The humbled hauler agrees to bring the party of Moors (“Allah! Allah!) into the pavilion. Duke Edward needs his ladies, and this new one looks exotic—and a bit feisty. With a bit of an Adam’s apple.

Ghost cross-dresses and gains entrance to the holding hut.

Ghost cross-dresses and gains entrance to the holding hut.

Into the Holding Tent

Leopold talks his way into the pavilion, and has all the guards trembling at this new, mouthy noble. The party goes into a holding tent where they loosely tie Ghost Dancer to a pole alongside two other poor wenches destined to fall into the clutches of the perverted Duke Edward. Marcus remains with Ghost and protects him from being groped, beaten, and Shawshanked by the guards. Meanwhile, the rest of the party goes into the main pavilion.

The party splits up. Always a good idea!

The party splits up; always a good idea!

The Duke, the Sword, the Kobold, and The Dark One

Leopold talks his way into the main pavilion, brushing past the guards with noble contempt. They find Edward speaking Latin to his sword and small tendrils of flame briefly flickering on the blade. Then, they hear an outhouse gimp with a high, squeaky voice speaking French to Edward about magic.

Leopold enters and parlays with the Duke. Deception ensues!

Leopold enters and parlays with the Duke. Deception ensues!

Leopold introduces himself to Edward, and tells him that he has brought him a sorcerer who can teach him how to use his sword: Quintos. Quintos speaks in Latin, impressing the Duke. Then Quintos clutches his own Urthjarl Stone, granting him a brief spark of magic, which he uses to cast Thaumaturgy, making his eyes glow red and his voice boom.

The outhouse gimp—a kobold shaman, as it turns out, caged in a small structure designed to look like an outhouse—cries out that Quintos is actually the Dark Lord, Dis-Dool. Edward is even more impressed. Quintos says with his booming voice in Latin, “Give me the sword, and I’ll show you how it works.”

Edward eagerly hands over the sword.

Ivamel’s Revenge

As Quintos holds the sword and brings the two Urthjarl Stones in proximity of each other, they both begin to glow brighter—and Quintos feels more magical.

Ivamel, who recognizes Edward and remembers what he’s done to Ivamel (though Ivamel does not yet share that story with the party), can wait no longer. He sprints to Edward, sword drawn, and stabs him as he says with a grim look on his face, “You took my life; I take your future.”

The fight begins, and the Duke's bodyguards come to his aid

The fight begins after Ivamel’s biting words, and the Duke’s bodyguards enter the fray.

Meanwhile, Back in the Whore Tent…

Leopold comes from the pavilion to the wench-holding tent and tells the guards that Edward has called for the dark hottie, aka Ghost Dancer. Marcus, outside of the tent, waits and pulls the tent over Ghost and says, “Follow Me,” as the sounds of battle erupt from the Pavilion.

Ghost and Marcus go into the pavilion. Leopold, however, feels an unusual feeling for one of the wenches. What is this strange feeling? It’s something called sympathy, apparently.

Rescuing Ghost!

Rescuing Ghost!

He frees the wench who claims she has a baby she needs to tend to. Leopold tells the guards the Duke wants another lady for his crazy night of debauchery. Leopold gets the woman outside and frees her. She runs off to tend to her infant daughter—Joan of Arc.

Let’s Do the Time Warp Again

In the pavilion, all hell has broken loose. Ivamel gets really stabby with Edward. The fire sword speaks to Quintos: “Hey, ya’ll.”

The sword also says it must be wielded by one worthy, and then it leaps to Ivamel’s hands. Ivamel speaks the Latin phrase etched on the hilt, conjures full flames, and stabs Edward through the mouth…but not before the imprisoned kobold gets a chance to pick up a dropped dagger and stab Edward, too.

The Battle with the Duke

The battle with the Duke and his guards.

Ivamel decapitates Edward and sends his flaming head rolling. Then he looks up to see Ghost Dancer performing a writhing, shimmying dance as two guards poke their heads into the pavilion to see what the noise is. When the guards see Ghost doing his stripper dance and odd contortions, they shake their heads at the growing perversity of Duke Edward, and leave.

Ivamel downs the Duke!

Ivamel downs the Duke!

Looking at his new sword and then at Ghost Dancer and, Ivamel makes a crack about the group having two flamers now. Ghost is not amused. Well, maybe a little.

Leopold runs in and joins the group as Marcus prepares to cast banishment and hopefully return them to Vridensia. The kobold begs to come with them, promising them to of great help and service. Quintos, instead, casts fireball at the outhouse-cage, and the kobold shrieks in flames. Marcus, remembering how things went wrong with Hashar the Bugbear, is happy to see the kobold burning instead of joining the party.

Marcus casts the spell. With a whoosh, the party flies the same kind of tunnel that got them to this place called Agincourt. They whoosh along and end up back in the hut at the village by the giant King Kong wall. Those who were watching this banishment ceremony ask the party why Ivamel hasn’t gone anywhere, and the party realizes that their journey to France only took a mere blink of an eye in Vridensia time, but clearly took an hour or two in France-time.

That’s when the other observers (Ash, the chief, the village shaman) notice that Ivamel is now holding a flaming sword he didn’t have a second ago, and that Ghost Dancer is suddenly dressed like a strumpet. Everyone freaks out, and the party realizes that while they still have much work to do, they now have two Urthjarl Stones, a flaming sword, and a small glimmer of hope that they can save Thrëa from the dark forces that seek to destroy it.

LOOT REPORT

  • Ivamel—Gets a sweet new Flame Sword +2 (+3 if flame is activated); almost gets a pet kobold
  • Ghost Dancer—Some mascara and a nice purse that matches his loincloth
  • Leopold—A sense of sympathy
  • Quintos—Jock itch—wait…that’s just a little Hunger of Hadar left over
  • Marcus—A strong desire to get back to Juana-Nona and make sure she doesn’t have an Adam’s apple
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