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Crew (PCs)

  • Pilot Trigger (Owen – Serran)
  • Science Officer and acting Commandor of JC701 Emo (Steve – Deader)
  • Medical Officer Ssanjan “Sam” (Ben – Saurian)
  • Engineer Nolan Brilliant (Alex – Human)
  • Acting Security Officer Ferris (Mike B – Serran)

Others (NPCs)

  • Colonel Jaeger (Kalian), Charter Head for Space Station JC701
  • Tovrin Cable (Human), President of the Omicron Colonies
  • Dr. Steven Ward (Human), JC701 Chief Medical Officer
  • Zhi Fang (Tazanian), Head of JC701 Merchants Association, Owner of Fangtasia
  • Dominic Newland (Serran), Prophet of the Techno-God
  • Martain Capella (Rigellian), Ambassador of the Rigellian Empire
  • Tennor Blackfinch (Saurian), Oneiades Pirate and Spaceport Owner

The explosion ripped through JC701 station, catching Emo, Ferris and the Rigellian ambassador full on. Thanks to the quick work of Dr. Ward and Nurse Sam, there was only one casualty…the suicide bomber himself. Martain Capella warns Emo that the only way to prevent the collapse of the treaty and war with Rigellia is to identify and bring to justice those responsible. “You have two weeks, then, war!”

Acting quickly, the crew begins their investigation. They determine the imposter security officer was actually a member of JumpCorp. After searching his quarters they find evidence that the Oneiades pirates provided the explosives. Trigger suspects President Cable of being involved and finds the financial records for the Omicron Colonies but can’t make heads or tails of them. Ferris reaches out to Zhi Fang, hoping to get some insight into the Oneiades pirates and how to track down the culprits. Ferris makes a great persuasion roll and agrees to do a favor for Zhi if he’ll point them in the right direction and also review the financial documents. Zhi agrees in return for a favor of his own and Ferris agrees.  

Zhi tells him that the Oneiades pirates have a spaceport in the neutral zone between Omicron and Rigellian space. Any answers to questions about the pirates can be found there. In addition he tells them the owner of that spaceport is Tennor Blackfinch. Tennor has a crate that Ferris agreed to pick up, store on JC701, and make available for a ship to pick up. 

Meanwhile, Sam is on the Fangtasia dance floor attempting to charm the JumpCorp and Omicron patrons into telling him where he can find work smuggling illicit cargo while dancing “the Dinosaur” as the craze has now been called. Of course no one could help him.

Emo gathers his key team and Sam and heads out to the Oneiades spaceport. Once there, the key team head off to find Tennor. They find him in the cargo hold next to where their ship is docked. The team begins their discussion with Tennor, trying to figure out how best to get the information they need and the cargo Zhi asked them to pick up.

Meanwhile, Sam sneaks off to the maintenance area and once again tries his persuasion skills. He attempts to convince the pirate maintenance people that he’s interested in some illicit work to raise money for better medical equipment for the station. Of course, learning that he is a JumpCorp employee sets off some alarms. And also, subsequently gets him identified as the Lizard that the Kellan Oneiades has a capture on sight order out on. He’s quickly incarcerated in a shipping container in the middle of the spaceport.

The key team then tries to work out a deal where they get Sam back and get information out of Tennor about the explosives. They are quite successful on the latter, not so much on the former. Tennor tells them he was hired to deliver the explosives to the soon to be suicide bomber, but does not tell them by whom. He also says Sam is worth a lot of money if he is delivered to Kellan, and Tennor will be suitably punished if Sam is not delivered. Negotiations broke down after that. In the resulting melee, Tennor was captured  and his second took over. His second turned out to care less about Tennor’s safety than they had hoped.

Meanwhile, Sam is hiding in the shipping container when one of the pirates opens the door. Thinking quickly Sam throws a smoke grenade out the door to give him cover for an escape. Inexplicably Sam stays in the container rather than leaving when he has the chance. The pirate, confused by the smoke, leaves shutting the door behind him. Sam is speechless. A welcome change.

The key team fights their way to their ship, but the second is not interested in letting them escape. Thinking quickly the GM reminds the key team that they have Tennor unconcious and he can be revived to help them escape. Tennor orders his crew to let the key team go and on Emo’s orders they escape!

Except for Sam. Hiding in the shipping container.

    Game 3 

    Owen – Fighter Level 2 – No Kit
    Steve – Cleric Level 2 – No Kit

    Mike – Ranger Level 2 – No Kit

    Ben – Rogue – No Kit

    Crew (PCs)

    • Pilot Trigger (Owen – Serran)
    • Science Officer Emo (Steve – Deader)
    • Medical Officer Ssanjan “Sam” (Ben – Saurian)
    • Engineer Nolan Brilliant (Alex – Human)
    • Psionicist Ferris (Mike B – Serran)

    Others (NPCs)

    • Colonel Jaeger (Kalian), Charter Head for Space Station JC701
    • Tovrin Cable (Human), President of the Omicron Colonies
    • Dr. Steven Ward (Human), JC701 Chief Medical Officer
    • Zhi Fang (Tazanian), Head of JC701 Merchants Association, Owner of Fangtasia
    • Dominic Newland (Serran), Prophet of the Techno-God
    • Martain Capella (Rigellian), Ambassador of the Rigellian Empire

    It took Nolan 60 hours of work to get the ship back in operating order. During that time, Colonel Jaeger filled the crew in on the history of JC701 and gave them a heads up of what to expect when they get to the station. 

    The original JumpCorp charter was to mine resources from the dozen or so planets and moons in the Omicron system. JumpCorp hired miners to do most of the day to do work, while Colonel Jaeger managed the JumpCorp marines who protected the whole enterprise from the Rigellian Empire who was also expanding into the Omicron System. 

    Eventually enough miners arrived that boomtowns formed and actual colonists showed up to start ancillary enterprises. After ten years of expansion, JumpCorp signed a treaty with the Rigellian empire and peace came to the Omicron System. The colonists soon formed their own representation and purchased the system from JumpCorp and signed the treaty with the Rigellian Empire as well. The relationship was beneficial to both sides as JumpCorp purchases the resources mined by the Omicron colonies and the colonies hire JumpCorp to provide additional support as needed. 

    Now, JumpCorp is mostly administrative and based entirely on the space station know as JC701. Colonel Jaeger explained that the peace with the Rigellian is tentative at best, as the Rigellian Empire does not have complete control of all the slavers, some of which are still attacking Omicron settlements for slave labor. Naturally any legitimate Rigellian business or activity is at best considered suspicious and at worse, is attacked by colonists with little or no provocation.

    At this point Colonel Jaeger shared her files on key personnel. The colonies elected Tovrin Cable as their President. Tovrin lives on the primary colonized planet Omicron I. He is a self serving politician keenly aware that his approval rating is linked to the Colonists deep seeded fear of the Rigellians. On top of that, there are some 100+ colonists that have disappeared in the last 10 years that is a constant topic of political discussions. As the appointed second in command, Emo will have to spend a lot of time with Tovrin. 

    On the station, Dr. Ward is the Chief Medical Officer and Sam will report to him. Dr. Ward is not the best JumpCorp has to offer. His horrific battle history has left him self medicating and everyone hopes they don’t wind up under his care when he is under the influence. Luckily for the Colonel, Sam was paying attention when Dr. Ward was treating her and was able to ensure no mistakes were made. The bad news is, the Colonel is in no shape to manage the station for the next several weeks.

    Next up is Zhi Fang, a Tazanian who runs the only night club/bar on the station called Fangtasia.  Zhi has a large network of criminal enterprises, but mostly stays on the right side of the law, or at least far enough away from actual criminal activities to not be charged. Ferris graciously agreed to take over as Chief os Security and has a compliment of three JumpCorp and three colonial deputees, that’s about twenty too few to keep Zhi’s activities under control.

    Finally, there is Dominic Newland, a prophet of the mysterious Techno-God. He’s an irritating holier than though type with a twist. His God is technology and he considers anyone that not interested in the latest microprocessors a savage barbarian.

     Colonel Jaeger then warns the team, the most important thing they need to do in the next few weeks is to ensure the Rigellian Ambassodor, Martain Capella, who is due to arrive on the station as a permanent residence in the next few days, is satisfied that JumpCorp and the Omicron Colonies are committed to a lasting peace. The last thing we need is to give the Rigellians a reason to declare war.

    So the crew begin their assignments. Ferris finds out from Zhi that an explosive is likely to be detonated somewhere based on the word in the criminal underground. Nolan is unable to find anything concrete about the explosive used on their ship. Ferris also has no information tying the Rigellian slavers that held her back to the Empire. Sam does a medical history scan to identify potential terrorists on board the station. And he definitely finds the guy, a former military soldier named Kurt! (Critical fail on investigation roll.) Ferris arrests him in advance of the Ambassador’s arrival. They also find the explosive device on the docking port being used for the Ambassador’s ship.  They successfully deactivate it and monitor the remote signal to ttrace back, but it never comes.

    The Ambassador is met on the docking ring by Emo and President Cable, the former delivering an eloquent welcome in the Rigellian language (no mean feat!) and the latter scoffing and harumphing the whole time. The Ambassador is duely impressed by Emo and responds to Cable by saying to Emo, “We have a lot of work to keep all of our extremists under control.” 

    Ferris has ensured that only JumpCorp personnel are in charge of the Ambassador’s security, but unfortunately as they are about to enter the Ambassador’s quarters Ferris fails her Danger Sense roll to realize that the guard is someone else in a JumpCorp uniform. The guard is a suicide bomber and he charges at the Ambassador while detonating an explosive!  We’ll have to see next episode if Ferris, Emo, and/or the Ambassador survives!

    pic2496558_t
    We’re playing through the Temple of Element Evil board game. After a rocky start I think we’ve hit our rhythm. Owen’s character bought his way up to second level this week and we didn’t need to use any Surge Counters for healing. So far so good!

    After finishing this week’s ToEE scenario, we played a couple games of 7 Wonders. We all love this game…even if we can’t deal out all of the cards (right Ben?) or manage to pass the cards the correct direction every time. (Yep, we’re the best of the best at this game.)

    The first game was pretty close, with only 4 points between first and last place. The second game…not so close.

    Our scores for the night:

    7w_Score_G9_R1_2015-09-21 7w_Score_G9_R2_2015-09-21

    Game 2

    Owen – Fighter Level 2 – No Kit

    Steve – Cleric – 200gp, Claws of the Umberhulk, Robe of Eyes

    Mike – Ranger – 100gp

    Ben – Rogue – No Kit

    Game 1

    Owen – Fighter – 300gp, Ring of the Ram

    Steve – Cleric – 200gp, Claws of the Umberhulk

    Mike – Ranger – 100gp, Exploding Gem

    Ben – Rogue – 300gp

    Crew (PCs)

    • Pilot Trigger (Owen – Serran)
    • Security Officer Uggh Ubora (Mike – Yeti)
    • Science Officer Emo (Steve – Deader)
    • Medical Officer Ssanjan “Sam” (Ben – Saurian)
    • Engineer Nolan Brilliant (Alex – Human)
    • Psionicist Ferris (Mike – Serran)

    Others (NPCs)

    • Colonel Jaeger, Charter Head for Space Station JC701

    The crew departs the Opportunity to search for necessary parts to get the ship operational. Dr. Sam is able to work with Nolan to modify a cryo tube so that Colonel Jaeger would have a chance at two extra weeks for surviving the time it will take to get back to the starbase. The crew then scavanges the ship for anything useful and find binoculars, a scope, a sensor suite and something else. They also take some tools in case they need to unhook the equipment.

    Emo uses the sensor to make sure they are not surprised by anyone, unfortunately, he was looking for lifeforms and missed the sentry robots. He was able to read the Rigelian writing on the generator and elevators though. Uggh and Trigger spotted the sentry robots just in time though. The sentries were not interested in discussion and started firing right away. Uggh ran ahead and took the brunt of the fire while cooler heads remained behind.

    Trigger was able to use his mini computer to hack into the mining stations net and shut the sentry robots down. Emo coldly dispatched the sentries ensuring they would not be reactivated later. Triggr was also able to pull up a live feed of the mining station underground and found where the replacement equipment was located and also found four Rigelian Slavers with six humanoid slaves working the mines. Some of the slaves had what was left of JumpCorp uniforms on. Others appeared to be colonists. One was a Serran female. This becomes important later.

    After healing up, the crew, seeing the slavers distracted and deafened by the noise of the mining equipment on the other side of the station, decided to use the elevator and head down. Sam stealthily sneaks off, the others don’t bother, Emo tries to be stealthy but fails as he gives away Sam’s position. Uggh once again runs ahead and triggers the war robots to activate. They attack. It’s not pretty. Uggh is killed (critical fail on the incapacitation table). Sam is seriously injured. Luckily Trigger is still hacked into the mining station and is able to shut down the bots. Sam heroicly loots Uggh’s body.

    They find the only way to get the equipment out of the mining facility is through the loading dock doors and the transport vehicles will make it easier to get back to the ship. The three crew burst into the loading dock and kill off three Rigelians, while Mike’s new character, the female Serran named Ferris critically fails her roll to crush the chains in the mining equipment and gets the chain caught in one of the transport trucks…the one the last Rigelian decides to use to make good his escape…dragging six slaves with him if necessary. Mike luckily gets his action before the Rigelian and is able to dislodge the change in time to not die twice in a single game!

    The crew take the slaves and the equipment back to the Opportunity where Nolan can attempt to repair the ship and get them back to the station in time to save Colonel Jaeger’s life…again!

    The newly graduated cadets from JumpCorp academy sit in the train terminal waiting to board and get back to the dorms after a long day of listening to JumpCorp Charter heads give 10 minute overviews of their missions so they can recruit the best and the brightest to work for them.  They notice Colonel Caryn Jaeger walking through the terminal having a heated discussion with a JumpCorp executive, when suddenly an explosion rips through the terminal as the Colonel passes by!

    The graduates leap into action as several very strange acting humans, brandishing flechete weapons and molecular edged swords, attack the Colonel. The fight does not start well as the Colonel takes two wounds, but quick thinking from Nolan Brilliant rigging the terminals near the attackers to discharge huge amounts of electrical energy incapacitating three of the assailants makes clean up of the rest easy for the newly graduated cadets!

    Colonel Jaeger quickly decides these cadets are perfect for her recruits at JC701 – the farthest out JumpCorp station from the known races. It turns out the assailants were Rigelian Slavers, an insectoid race, disguised as humans. She explains to her new recruits that JumpCorp executives just don’t understand the level of danger that still exists from the Rigelians despite the treaty they signed. The Colonel feels that there is no chance the colonies near JC701 are as safe as JumpCorp feels and that the Rigelians are up to something. 

    The recruits show up bright and early (well except Sam) for the trip on the JCS Opportunity out to JC701.  The jump is normally several days, but the relatively inexperienced pilot take the long way and instead the trip will take several weeks. About four days into the trip, an explosion rips through the inside of the ship, throwing them out of Hyperspace and into the nearest planet, an apparently deserted mining world with no atmosphere! Colonel Jaegar is seriously injured and only has 24-48 hours without medical treatment. The ship unfortunately is completely useless until the crew can find supplies to repair the Hyperdrive and bring the systems back online and continue their jump to JC701.

    The Last Parsec Campaign (TLP Primer)

    Character Creation Rules:

    1. Player’s guide is in HHINDY\Bi-Weekly Games\The Last Parsec.
    2. No Cybernetics at character creation.
    3. Min d6 in Shooting, Fighting and Repair (even if you are a pacifist).
    4. Use the SciFi Companion to get stats for the predefined races in TLP.
    5. Note the setting rules for TLP and starting skills.

    Crew Roles:

    • Pilot Trigger (Owen – Serran)
    • Security Officer Uggh Ubora (Mike – Yeti) Deceased
    • Science Officer Emo (Steve – Deader)
    • Medical Officer Ssanjan (Ben – Saurian)
    • Engineer Nolan Brilliant (Alex – Human)
    • Psionicist Ferris (Mike – Serran)

    Disclaimer: Any resemblance to actual persons, living or soon to be dead, or actual events is purely coincidental.

    Alex, Mike and I went to Origins again this year. This trip marked the 10th anniversary of going to Origins and meeting our good friends Dave McGuire, Tom Wisniewski, and Norm “No Relation” Hensley. In honor of this we all ran games in the settings we ran (or played in) 10 years ago. Norm ran Shaintar since it was in Sean Fannon’s epic Shaintar game that we all really became friends. Mike ran Tour of Darkness. I ran Rippers. Dave ran Mordheim. Tom was missing this year due to real life. We hate it when real life interferes with gaming.

    This is the first year in many years that we had to pick up our badges from Origins. It’s a good thing too. While the line was really long, it did move quickly. On the way to our long line, we saw Jim Searcy of Studio 2—the guy who has gotten our badges in the past—standing in the short vendor line. He was still there when we left with our badges.

    Waiting in the Badge Line.

    Waiting in the Badge Line.

    After getting our badges and settling into our rooms, I took some games to sell at the auction. I’ve never done this before. The process was simple and the Origin’s auction people were very nice.

    Now it was time to play our first game. Geek Chic had not set up their tables yet, so we had to depend on Origins to find a table. They dropped the ball. On Wednesday there are empty tables everywhere. The guy at the RPG HQ told Mike he could not use any tables unless he had an event registered with Origins. Say what? The RPG HQ suggested we use the open gaming area. The open gaming area has about 10 tables and is located at the furthest point you can walk to before hitting Lake Erie. Since there were five of us, we had enough bearers to carry all of Mike’s game stuff to the open gaming area.

    On the way, Mike stopped to talk to Origin’s event folks to see if he could register the game as a real event and get a table assignment. Two things happened. One, you can’t register a game at the convention. Game registration is closed. Two, the head honcho at the events area said the guy at the RPG HQ was wrong. The event guy told us we can use any table we want until someone with a real event comes along and kicks us off. This is how it has always been and we were good with it.

    After all that, we played Mike’s Tour of Darkness game in the Opening Gaming. For the rest of the convention we never had to use Origin’s Open Gaming tables Again thanks largely to Geek Chic. Those guys (and gals) rock.

    Wednesday: Mike’s Tour of Darkness

    I was in charge. From that point on things didn’t go well. Our mission was to free US prisoners from a NVA camp. A helicopter dropped us off well out of sight of the camp. Some say the helicopter flew over the NVA camp on the way to the drop off zone, but those claims were never substantiated. Never substantiated! It was a hard jog through the trap infested jungle to get to the camp.

    Once in position to recon the camp, we are immediately set upon by the NVA. Dave’s character, who is carrying our heaviest weapon, is in deep dog doo-doo most of this battle. We also see that the camp is heavily fortified with NVA troops. Some say we should have used the chopper to soften up the NVA. Heck, I didn’t even know the chopper had weapons! (I missed that day of training.) Anyway, after Dave’s character is healed, he begins pumping grenade after grenade into the NVA camp. This cleaned out the camp nicely. We enter the camp.

    We search for the prisoners, but fine only a hatch leading to an underground maze of tunnels. There are strange going-ons down there. We fight our way through most of it. We end in a room containing a NVA wizard summoning something weird and horrifying. It is a creature made up of a conglomeration of bodies all jammed together. Even more horrifying is that we recognized the poor souls within the monster. They are our original characters from 10 years ago!

    We deal with the monster, but the NVA wizard escapes through a secret door. We chased him to the exit door of the tunnels. Then we hear the sound of thunder and feel the weight of tons of dirt and rock cover the exit we are about to go through. We’re stuck.

    Some say we’ll died in those tunnels. We’re about to prove them wrong.

    To be Continued…

    Mike setting up the endless NVA foes in his Tour of Darkness game

    Mike setting up the endless NVA foes in his Tour of Darkness game

    Tour of Darkness: The heroes fight their way through the tunnels.

    Tour of Darkness: The heroes fight their way through the tunnels.

    Thursday: Steve’s Rippers

    The Rippers are called in by Inspector Brunt of Scotland Yard to look into the grizzly murders of three people at a church in a small town near Newcastle, England. Arriving at the scene it doesn’t take long for the Rippers to determine that someone has been trying to use arcane rituals to summon…something. And it appears they were successful. With their knowledge of the occult the Rippers realize that one of the candles used in the summoning is missing. Normally this would not be important, but because of the type of ritual involved that fifth candle is needed to end the summoning spell. Until that happens, the spell will be weakened, but beings from another place can use the spell to enter our world. As if to prove the point, two devilkin appear in the summoning circle and begin attacking the Rippers. It’s a team effort, but the devilkin are sent back from whence they came.

    Mike’s character determines from a sample at the scene that the substance used to create the pentagram is talcum power. They will need talcum powder once the fifth candle is found to make a new pentagram and end the spell. (Mike’s character critically failed the roll to discover what the substance was. This is not good, as you will see later.)

    Now the investigation begins in earnest.

    Their investigation leads them to the existence of an occult book. The significance of the book is revealed in a message carried by a smiling child. Someone named Mr. Jack is willing to trade the missing fifth candle for the occult book. The Rippers decided to meet with Mr. Jack at the park. They find Mr. Jack surrounded by children. He is entertaining the children with his sleight of hand tricks. After some discussion, the Rippers agree to the deal.

    The Rippers search a warehouse where one of the victims worked and find the book. As they leave they are accosted by a weird and very hostile group of (lost?) circus performers. The Rippers manage to kill the ringmaster, which is enough to send the others packing, but not before some serious damage is done to the Ripper’s crew. After some healing and rest, the group is ready to meet Mr. Jack.

    Mr. Jack is in the crypt section of the cemetery. Once again he is surrounded by children. He is also surrounded by tortured souls hanging by chains from posts driven into the ground. Mike’s character tries to deceive Mr. Jack by trading a fake book for the fifth candle. He critically fails his Stealth roll and Mr. Jack immediately sees through the ruse. After that, all hell breaks loose. Literally. The summoned creature is revealed to be what is known as a Horned God. The Rippers triumphantly destroy Mr. Jack and the mortal form of the Horned God.

    Mike’s character constructs the pentagram (with talcum powder) and sets out all five candles to perform the ritual that will break the spell. Unfortunately is was not talcum powder that was needed for the pentagram, but grounded up bone. The last thing the Rippers see is the Horned God appearing above them…and he is not happy.

     

    Rippers: The circus is in town!

    Rippers: The circus is in town!

    Thursday: Dave’s Mordheim

    Playing the characters we played long ago, the Queen sends us on a journey to a new province across the sea. This is more to get rid of us than to reward us for services rendered. I’m in charge again playing an aging swordsman. (What? How could you think this will not end well?) Dave’s intricate plot, well timed diversions, and unending list of characters keep us on our toes. “It’s not a Dave game unless someone is about to die.” (No one said this. I just put it in the write-up because I liked it.)

    We set off with a fleet of ships, a whiny new governor, a back-stabbing first mate, and some other guy that seemed to be there just to be mysterious and cause problems. No slight on Dave, I just don’t remember who the guy was. There is an unending list of characters!

    Back to the fleet. Soon we are free of the back-stabbing first mate because we throw him overboard. Things seem to be going well until the storm hits. Once it passes we find ourselves alone at sea. We manage to make it to the new province, but we’re the only ship that does. (During the game my character repeatedly must console the townsfolks with the notion that the other ships will arrive “soon”.) The “city” we dock at is a huddled mass of badly maintained buildings and a big wall. The big wall is to keep out the lizard men. They have a special name, but I don’t remember it. The city had a special name too. As did everything else.

    We meet the Inquisition…didn’t like the leader or the organization. We fight off a huge lizard man attack and earned the respect of the huddled masses. We catch an assassin trying to kill the mysterious man from the ship that I mentioned earlier. We discover the assassin isn’t there to kill him though. She was there to save him. (That’s what all the good assassins say.) Apparently he has something inside of him (a spirit or something) that is sacred to her people.

    She reveals that she needs to take him to a secret temple deep in the Jungle. (By-the-way, the assassin was not human or lizard man, but I can’t remember what she was. At any rate, she was special.) We decide to help her with her quest. Thanks to our amazing tracking skills and social interaction skills we make it to the temple without incident.

    Then we are attacked by a huge force of lizard men.

    We had to cut the game short, because someone else had reserved our table. (I didn’t know that was allowed!) We find out that the thing inside the guy is a dragon…that appears and … well, I don’t think it ended well for us … again.

    Dave sets the scene in savage Mordhein.

    Dave sets the scene in savage Mordhein.

    Mordheim: The carnage at the Sacred Shrine.

    Mordheim: The carnage at the Sacred Shrine.

    2015-06-04 23.11.10

    Friday: Shogun

    Friday morning we got together with Bob, Phil, and Norm to play some “Shogun”…or “Samurai Swords” if you don’t want to get sued. This is one of my all-time favorite games. I lost an Army first round to Mike. I vowed revenge. It wasn’t long before a few of us were down an army. In the end, I took Mike out of the game, gaining his provinces. Then Norm took me out, gaining all of my provinces. Norm was two provinces shy of officially winning the game, but we called it anyway because he was so dang tough.

     

    Shogun with Bob and Mike.

    Shogun with Bob and Mike.

    Shogun with Phil and Norm.

    Shogun with Phil and Norm.

    Friday: Norm’s East Texas University

    In ETU we all play college freshman at ETU. Each game is a half of semester. Norm is planning on running it for us until we graduate or until we die at the hands of some supernatural evil. Either way it will be great! I am pleasantly surprised how fun this game is. Maybe it’s Norm. Maybe it’s the setting.

    I think its Norm.

    After last game we are either seen as heroes or troublemakers depending upon who you ask. While still trying to live normal lives and pass algebra, we also have to contend with ghost hunting and flaming spirits trying to kill us.

    This game starts with my character trying to get a girlfriend and Mike’s character (a cheerleader named “Double D”) nearly killing a guy with fire extinguisher. Hey, we thought he was a vampire! Al’s/Alex’s character, a college wrestler, gets a chance to wrestle with a big name wrestler. Dave’s character, a rich frat-boy, is seeing his professor on the side. Apparently she—the professor—is insatiable.

    We get a paid ghost hunting assignment, so we head to the Sweat Lodge—the college’s gymnasium. All we have to do is summon a ghost and talk to it. This works…a little too well. While we hope to summon a girl that was killed in the gymnasium years ago, what we get are ALL of the kids that have died in the gymnasium…and there have been quite a few! And they are not happy about it!

    We realize that salt might damage the phantoms. We split up. This always works in the movies.

    In the end we manage to stop the ghosts from killing us and free the one we were concerned about.

    Upon returning to the professor who gave us the assignment, his first question was “Did you get any pictures? Readings? Anything?”

    Uh, no, we didn’t.

    We may not graduate after all.

     

    Norm's ETU. We summon a ghost. Things go bad after that.

    Norm’s ETU. We summon a ghost. Things go bad after that.

    Friday: Steve 1950’s Sci-Fi

    This year our friends Ben and the other Mike were at Origins, so we put together a time we could play Savage Worlds together. Just to make things more interesting Ben brought another friend whose name is Ben. That meant my players were Mike, Mike, Ben, Ben, & Alex…who later changed his name to Steve.

    I ran a Sci-Fi game that took place in 1955, eight years after the Roswell, NM incident. In my game, aliens had landed at Roswell and the government is afraid it’s happening again. This time deep in the Arctic Circle.

    The Army had lost contact with the O’Dell artic research base. This happened just days after receiving from the base pictures that looked an awful lot like flying UFOs. The army then scrambled to form a team to investigate the situation. The government agent in charge of the operation was joined by an a high-profile adventurer, a father-daughter team of scientists, and an alien…yes, an alien. Who better to know the “enemy” than a hotdog-loving alien who survive the Roswell crash of ’47?

    The final leg of the journey to the research base is a six-hour ride in a Polarcat in sub-freezing temperatures. The joyride is interrupted by scientifically augmented polar bears who attacked the team’s polarcat. After the bears are killed, Len-E the alien, confirms that the bear’s augmentations are Alien in origin.

    The team arrives at the base to fine it empty and with lots of damage. The radio antenna is busted, the equipment is busted, and there has been a fire in one of the base’s Quonset huts. While getting the radio and other equipment up and running, a lone figure collapses on the outskirts of the base. This turns out to be one of researchers. He tells the team how they have discovered a UFO in the ice and have moved the base closer to this major scientific finding. The damage to the base he explains away as damage from a storm. The party doesn’t exactly believe him, but decide to go with him to the Beta base.

    It’s a trap!

    They arrive at the Beta base only to be attacked by aliens and furry creatures who look like brown sasquatches. Machinery is humming all around them creating create billows of fog. The aliens are melting the ice to reveal a large alien artifact that looks nothing like anything the team has seen before. But Len-E knows what it is. Len-E also knows that the alien in charge is the Alphan’s worse criminal mastermind, Mik-L. Mik-L intends to destroy Earth with the alien artifact. No more hot dogs for Len-E!

    During the ensuing battle, Len-E switches sides—or appears to. The party is able to take over the alien spaceship and imprison Mik-L. They called in the Army and are hailed as heroes for saving the earth! Of course, no one can ever know about it.

     

    Savage 1950's Alien Encounter. One of these players is an alien.

    Savage 1950’s Alien Encounter. One of these players is an alien.

    Savage 1950's Alien Encounter.

    Savage 1950’s Alien Encounter.

    Saturday: Norm’s Shaintar Extravaganza

    It was a Shaintar game that brought us all together, so it’s only fitting the last game of the convention is Norm running Shaintar for us.

    The game begins with a city in trouble. Our party of heroes known as The Chosen of the Horn are sent out to confront evil, drive them before us, and hear the limitations of their women. Or something like that.

    The Kal-a-Nar have invaded the city and are rounding up the citizens for some nefarious purpose. While the rest of us sneak into the city, Samar the Wise saunters into the city declaring the death of all Kal-Nar at his hands. What Samar the Wise does not understand is that he is only a 25xp character. With him is our ninja-thief-assassin played by Dee. I’m not sure how many men she decapitated but it became her signature move. The rest of us did our best to send the Kal-a-Nar back to hell. Speaking of sending people somewhere, the Kal-a-Nar are sending their captives through portals. To where, we know not.

    As we fight our way to the captives and the portals, Samar the Wise dies.

    But wait! A glow encompasses his body. The Silver Unicorn, seeing us as her champions, has given Samar his life back! Samar is now Samar the Wise and Holy. …And is even more difficult to live with than before.

    The Kal-a-Nar begin retreating into the portals. We follow…

    …and appear in Hell. Hell is decorated with lots of lava, walls, and enemies trying to kill us. These enemies are also trying to free Ceynara, the Queen of Hell. We must stop the summoning! We cannot fail! The fate of all of Shaintar rests on our 30xp shoulders! (We got a level-up.)

    After passing through the portals, our party is divided and appear at opposite ends of Hell. Without showing (much) fear we begin the long battle to the center. It was brutal. Each enemy we kill returns as a fiend from Hell. Each step we take is fraught with peril from lava and foe alike. Inch by bloody inch we battle the Kal-a-Nar and their demons. Against overwhelming odds the two parties of heroes meet at the center summoning area—just as the Queen of Hell was materializing from her long slumber in the abyss! With only seconds to spare, we dispatched the acolytes chanting the summoning spell along with their fearsome demon guardians. The Queen fades back to the Abyss. We have won! Shaintar is saved!

    …and we are stuck in Hell.

    Maybe Samar the Wise and Holy can get us out of here? We can only hope.

    An epic finish to and epic game in an epic corner of the Board Game area of Origins. There were about 30 tables in the Board Game area that no one was using and Norm needed an epically long table for the epic final scene…which was epic!

     

    Shaintar with Norm

    Shaintar with Norm

    Close view of Hell.

    Close view of Hell.

    Wide view of Hell.

    Wide view of Hell.

    The Queen is summoned!

    The Queen is summoned!

    Sunday

    On Sunday we checked out of the hotel. I picked up my loot from selling games at the auction. Then we spent the rest of the day in the dealer area. Mike and I both bought minis for future games. Mike’s minis were AWSOME. Mine were cheap heroclix. J

    We had a great time thanks to a litany of friends who shall remain nameless at this time until the NDAs are signed. What happens at Origins stays at Origins.

    Chaos Steve

    Epic!

     

    Dave welcomes our new alien overlords.

    Dave welcomes our new alien overlords.

    The sheep say "None shall Pass!" (We offered them Alex.)

    The sheep say “None shall Pass!” (We offered them Alex.)

    Not Our Game.  Wish it was.

    Not Our Game.
    Wish it was.