2013-08-06

Dark Paths 34

Dark Paths of Riddleport
Session 34
August 4, 1023


I Attack the Darkness

Map Tool Chat Log

Session Summary

The Drow press the attack
The battle raged on with the Drow in the magically darkened caverns. The Shadow Demon was wreaking havoc with it's deadly claws that seemed to be able to rip through armor and slash directly at its targets soul. The glowing ring that Aethel had tossed into the room unexpectedly disappeared, plunging the room back into a deep darkness though it sounded like the Dark Elves were hampered by this darkness as well.

Snargash went down due to injuries sustained after being slashed by the Shadow Demon multiple times before Aethel used a stronger magic to fill the room with the glow of daylight. The Drow had fled the chamber and could not be seen though the Shadow Demon remained. Bodi bravely charged in, hoping his enchanted blade would have some effect on the vaporous beast. They traded blows while Aragon, Guy and Paal attempted to drag Snargash to a safer location. The Shadow Beast then fled to the north into the darkened cavern past the magical glow in the room. Strange Elvish voices and yelling could be heard coming from this passageway as well though no one, not even the Elves, could decipher what they were saying.

Aragon rushed off to get his satchel that he had left outside to retrieve several healing potions he had stored up while Paal started searching through his pack for first aid supplies. Drow crossbow bolts began flying out of the darkened tunnel to the north, striking Paal and Bodi and sending them both into a poison induced sleep. Acting quickly to shield his companions, Aethel summoned up a Wall of Wind at the passages mouth, preventing any further shooting through and hampering any who would attempt to cross through.

The 3 unconscious were not safely pulled to safety and Aragon passed out three of his potions, reviving both Bodi and Paal. Snargash's wounds were too serious and he remained unconscious. The three defeated Drow in this chamber were quickly looted and the Crew made a hasty retreat back out onto the darkened ledge. They made the diffucult climb back up to the island and Bodi managed to fall and hurt himself again, knocking him back out. Aragon used the last of his healing potions on him to get him back to walking condition.

Aethel sealed the secret door
Aethel, using the last bit of magical energy he possessed, used his powers of Unbinding to Shape the
Earth around the now closed secret door leading into the caverns. He shifted the stone at the edges of the door, fusing them into one solid piece of rock which would require either magic or serious physical work to remove.

The Crew then made as good of time as they could, dragging the unconscious Snargash back to camp. The guards on duty were surprised to see the newcomers to the camp returning with wounded from the forest since they had assumed they were all in their tents sleeping before their watch duties. Erix rushed up and quickly ushered them into the medical tent and ran to find some stashed healing potions. He returned and revived Snargash, though most were still considerably wounded. He asked what they had discovered and was in complete shock when they revealed that Zincher had been working with the Drow. After getting over this bit of news, Erix revealed that he was also sent here to keep an eye on Zincher and that he was an agent of some group from Korvosa to the south, though he did not elaborate on the matter.

As Erix processed all of this information, he decided he was going to go take care of Zincher right then and there, but was interrupted by a loud commotion outside of birds squawking loudly. Everyone went outside to see the backside of Zincher's tent in flames. Erix rushed inside as the guards ran up. Aragon ran down to the side of the tent and started cutting holes in the fabric, looking in. Guy, meanwhile, floated up high to try to get a good look at the surroundings to see if he could see what was going on.
Up in flames!

Aragon can barely see through the smoke inside as the tent is engulfed in flames. He spies Erix dragging Zincher's large trunk toward the front of the tent. He also spies a body laying on the ground near the back of the front room of the tent. Up above, Guy spies several dark forms fleeing through the forest north of the camp. He calls out that he has spotted some intruders and moves to follow, levitating just above the trees, but low enough to keep an eye on the fleeing arsonists. Guy is ambushed by another hidden assailant and takes a crossbow bolt to the thigh. The Gnome retreats and floats back to his companions instead of pursuing such dangerous opponents by himself.

Back at the camp, Zincher's tent is now completely up in flames. Erix had safely retrieved the trunk and said that Zincher was dead when he got in there, his throat slit. The gathered guards begin to accuse the Crew of killing Zincher, but Erix backs them up while Bodi and Snargash explain the real threat on the island. The guards are shocked and scared at this revelation and quickly fall in line, looking to Erix for direction when he promises to still pay them from the gold that is no doubt locked up inside Zincher's trunk.

Zincher's pets
Finally, with Zincher's tent burnt to the ground, the Crew catches sight of the 'pets' he had been keeping out back. There were several large axe-beaks, 7' tall flightless birds with dangerously sharp beaks. Erix said Zincher was the only one able to approach them and wondered what should be done with them.

Continuing Story Doc

Continuing Story Summary

After the initial shock of the evenings events wear off, a general sense of panic and doom overtakes the camp. Zincher’s remaining guards seem conflicted on what to believe, though most of them appear genuinely scared and look to Akron Erix for leadership. He happily takes this role in stride and begins ordering the creation of a much smaller, more central camp near the large bonfire. He has all the supplies brought to one tent near the fire and has the men set up fires in a wide circle around the tents, going so far as to have the men pull down sections of the partially completed palisade wall to use for firewood.

“We should all stick together in the center of the camp, keep the fires burning bright around the perimeter. Do you all have any suggestions? It’s too late to move camp, but first thing in the morning, we should start hauling everything down to the docks to wait for your ship. What do you say?”

Guy nods along as Erix explains his plan. "Makes sense to me," he says as the bigger man stops speaking. "Sounds pretty much like what I would have suggested as a matter of fact, even if it does seem something of a shame to move everything back down there already -- it seems like we only just finished dragging stuff up to here."

Erix shrugs, “Yeah, you’re right, tiny, but if your ship arrives tomorrow, I think it’s best that we get off this island as soon as possible.” Most of the others react to this statement by nodding and murmuring sounds of agreement

"I agree - without my Hocchiku I won’t be able to do more than basic healing with the medical supplies on hand. While I’m not defenseless without my thunderstaff, I’m better off with it when it comes to fighting. I’ll have to craft suitable replacements for them as soon as possible," Snargash says.

Aragon asks, “Can we contrive a very few entrances and exits to this central area?  They do like to hide in shadows and shoot crossbows.  If we could deny them easy line-of-sight, that might help.”

Erix looks around, “Yea, maybe, we’re not working with much here. I think keeping the fires burning bright will be the best bet. That defensive wall was doing doing less than a Taldan noble after Sunday lunch. We can keep the tents close together with fires burning outside as well as in the middle. We will keep watch from as defensible positions as we can. Hopefully you all put enough of a dent in them to prevent a full on attack tonight.”

If the deepening of the furrows on his brow are any indication, the mention of entry and exit points seems to give the monk Snargash some food for thought - for nearly a minute the butterfly in that portion of his facial tattoo appears to be flapping its wings. He nods his head for a moment then, as if in affirmation of some conclusion he’s reached before calling out softly but clearly,

“Mr. Aethel, I think your judgement here would help us understand the capabilities of our new dance-partners a bit better. Once we exited the tunnels you shaped the stone a bit to seal the entrance and cover our retreat - at least briefly. It’s that brevity we need to consider. Having by now only the utmost confidence in both your magical power and your skill in its application, I wonder then, in your professional opinion, what if anything does the speed with which they were able to breach your barrier and launch a counterattack tell us about their capabilities? Is it remarkable? Merely to be expected of them under the circumstances? Or does it indicate rather that they have more than the one point of access to the surface which they revealed to the late Mr. Zincher? Further, can you infer anything from what you’ve seen of their magic - both in the entryway itself and in our combat with them - including their point-woman whom we encountered last week?”

He looks over at the blade dancer then, adding, “Mr. Aragon, your insight into their fighting style and assessment of their skill is likewise valuable. Did you notice any weakness we may exploit, or any points of attack against which we might better defend ourselves?”

After a moment’s pause he concludes with a question to his companions in general, “Were we able to bring away any of their equipment which might tell us more?”

Before either of the elves respond the Northman replies, “Yes, um, Brother (?) - we did manage to gather a few trophies on the way out. I stashed them under the spare blankets and bandages in your aid-station when we got back. According to your Mr. Aethel, everything but the blades are in some way magical.”

Cast of Characters: 

Aethelarian "Aethel" Flitterseed (270 pts) - Noble Elf wizard played by +Daniel White 
Aragon Whisperwind (275 pts) - Elven Bladedancer played by +Arne Jamtgaard 
Bodil "Bodi" Jantzen (265 pts) - suave and smooth swordsman played by +Mike Biancone 
Guy Greystone (264 pts) - Gnome telekinetic played by +Gren Drake 
Paal Ulfsun (259 pts)- Northman Human ranger played by +Ben Zittere 
Snargash Windblown (270 pts) - Half-Orc monk played by +Amergin O'Kai 
and +Jason Woollard as the DM

2013-07-22

Dark Paths 33

Dark Paths of Riddleport
Session 33
July 21, 2013

Shedding a Little Light on the Subject

Map Tool Chat Log

Session Summary

After the initial shock of the flame trap that burnt Guy and singed Aragon at the secret door on the ledge, Snargash moved forward quickly and played several short tunes on his flutes, healing his comrades even though he still carried several wounds himself.

The welcoming comittee
Impatient, Aragon then pushed the door open and rushed into the chamber beyond only to be greeted
by crossbow bolts fired by waiting Drow warriors. The Crew rushed in and engaged the 4 waiting Drow. Aragon and Bodi brought their blades to bare and Guy made good use of the rubble and rocks around to create a crossfire of psionically charged projectiles. Aethel tossed a ring enchanted with Continual Light into the room and the sudden brightness momentarily stunned the darkness loving Drow.
Snargash broke into song as he moved through the battleground, watching out for wounded comrades. Paal kept his bow humming as he took pot shots at the Drow when able to get off a clean shot in the cramped cavern. 
Take that, Aethel!
As they battled on, Aragon spied some Drow reinforcements arriving from an adjoining chamber and he alerted his companions before pushing his way in there, completely chopping off one of the Drow's legs in the process. The others followed him into the next chamber where they engaged a group of Drow again. The tactics were much the same until a Shadow Demon coalesced out of a dark recess
behind Aethel and raked him with his evil shadow claws. Unaccustomed to sustaining serious physical damage during a melee, Aethel fled the room. Aragon took an unlucky hit from a drow blade right across his neck and went down in a spray of blood, though managed to stay conscious but stunned. Bodi raced to the Bladedancer's aid, battling the Drow warrior standing over the fallen Elf.

Suddenly, the room was thrust into magical darkness and for a moment the tide began to turn for the Drow, but Aethel quickly regained his composure and used his light magic to enchant a nearby rock with continual light. The magical light slices through the orb of magical darkness, allowing the Crew to see again, and possibly blinding the Drow.  He told Paal to grab it and toss it into the next room.

Bzzzzz!
Aragon finally snaps out of his stunned condition only to see a large swarm of buzzing insects form ahead of the approaching Drow!

Session Notes

Again there will be no continuing story for two reasons. One, the PCs are right in the middle of a battle, the final battle of the campaign arc, and I don't like doing battles as PbP for this type of important fight unless I know everyone can dedicate time per day to making it happen, and second, I will be out of town on vacation for a week in between this session and our next one and I know I won't have time to keep a PbP battle ongoing!

Battle in the Drow Caverns!

Cast of Characters: 

Aethelarian "Aethel" Flitterseed (267) - Noble Elf wizard played by +Daniel White 
Aragon Whisperwind (272) - Elven Bladedancer played by +Arne Jamtgaard 
Bodil "Bodi" Jantzen (262) - suave and smooth swordsman played by +Mike Biancone 
Guy Greystone (261) - Gnome telekinetic played by +Gren Drake 
Paal Ulfsun (256) - Northman Human ranger played by +Ben Zittere 
Snargash Windblown (267) - Half-Orc monk played by +Amergin O'Kai 
and +Jason Woollard as the DM

2013-07-08

Dark Paths 32

Dark Paths of Riddleport
Session 32
July 7, 2013


Following Zincher

Map Tool Chat Log

Session Summary

After settling in at Zincher's camp and having some dinner, the Crew is ready to watch and follow Zincher if he leaves the camp, as Erix hinted at earlier. Erix has re-arranged the watch duties so that the Crew won't be missed if they spend the evening out trailing Zincher. Paal takes up a hidden spot just outside of camp to where he can see the back of Zincher's tent while Aethel took on his usual Body of Air form and floated above the camp, watching out of sight in the dark night sky. Aragon and Guy remained at the campfire while Snargash took care of some of the camp's wounded and Bodi spent some alone time with Samaritha Beldusk, the Cyphermage.


Guy Greystone - Telekinetic Gnome
Soon enough, the watchers saw someone sneak out of the back of camp and they followed him, though the figure was making no attempts to be stealthy at all. He skirted around the camp then came out onto the path about 300 yards away from camp and proceeded to head up toward Witchlight, the ruined settlement at the top of the islands ridge. Paal headed back to tell the others while Aethel continued to follow.

Back at camp, Paal told the others what he saw. They spoke to Erix, who confirmed that Zincher was no longer in his tent and then urged them to go out and find out what he had been up to.

Meanwhile, Aethel followed the man as he walked up the path for about a half a mile before turning off toward the steep cliffside and began climbing down a narrow and treacherous path to a ledge some 20 feet above the quiet, rocky surf below. Aethel watched his quarry disappear between to large outcroppings of rock, but did not approach any closer. After about 20 minutes, the figure reappeared and climbed back up the path to the road. Aethel was sure it was Zincher now and when he turned and headed back toward the camp, the Elvish wizard flew quickly back to camp to tell the others. 

Meanwhile, before Aethel could return, the rest of the group (minus Bodi, who was indisposed) got anxious and finally left to go seek Zincher on their own. Paal led them through the forest and to the road at the same spot where he saw the man get on the path. Aethel soon appeared and told them what he had seen. He also told them that he expected Zincher to be coming along the path toward the camp shortly. Aethel then flew back to camp and continued to watch over the quiet camp through the dark of night. 

Sure enough, about 10 minutes later, Zincher was seen walking quickly toward the camp. Everyone had taken up hiding  places to watch for him, though he spotted Snargash crouching awkwardly behind a
Snargash trying to hide behind a tree...
nearby tree. Snargash pretended to be praying and Zincher seemed agreeable to that charade. Zincher told the Half Orc to be careful and then headed back to camp, following his previous path through the forest. Snargash followed him back to camp while Paal, Aragon and Guy went on down the road, looking for wherever it was that he had gone. 

Realizing that Aethel had not given them good enough directions to sufficiently track where Zincher had gone, Paal, Aragon and Guy give up on their search after a few hours on the trail and return to camp.

The next morning, Erix asks them what they had discovered and is disappointed that they had not done a better job at following Zincher. He gives them their assignments for the day, which is to try to capture another of the strange creatures roaming the island while providing security for a skymetal excavation team near the crater. This was completely in the opposite direction of where they wanted to go, but they carried out their duties as assigned. Snargash remained at the camp and attempted to treat two men who had been ill due to bites received from some of the creatures. They were in bad shape and their wounds had become swollen and black. Taking his time, Snargash attempted to cure the disease on one of the men, but his ritual ended up taking too long and the man died. He quickly changed his tact and was able to heal the 2nd man without further incident. The first man was burned to prevent him from returning as a zombie.

That night, after dinner, Erix tells them that he has pushed their guard times back for several hours so if
Zincher's cliffside path
they wanted to go check out where Zincher had gone, they could, though they would be expected back soon to relieve others for guard duty. With Aethel showing the way, the path was easy to find and the Crew carefully made their way down the steep and narrow path. Bodi slipped and fell but caught himself before falling over the edge to the rocky shoreline below. Once on the beach, the group attempted a stealthy crossing, but that was not to be as several folk shuffled around and even knocked a small avalanche of rocks plummeting over the edge to the water below.


magical glyph - fire trap
They found the small alcove that Zincher had disappeared into the night before, and with some searching, Aragon was able to find what appeared to be a well hidden secret door and an opening latch for it. Asking Guy for assistance in opening the door, Aragon opened it and in doing so, triggered some sort of magical glyph trap which exploded in flames, searing Guy and Aragon, though the Elf was able to roll out of the way, staying out of the main focus of the blast.

The door was now open, and anyone inside potentially alerted by the explosion of magical flames.

Scenic ocean front ledge complete with secret door and FIRE TRAP!

Session Notes

We were plagued with all sorts of problems getting to this session. It was almost a month late due to computer and network issues. One player had MapTool connection issues due to an operating system upgrade (but eventually made it online), another could not connect to MapTool from work and another had to leave an hour early, so we were down one and a half players. I was also using a different setup than usual since my network was having problems, and continued having trouble throughout the session (which I think we got under control when we dropped the video feed from the hangout and just kept it to voice chat) though it did allow me to use dual monitors, which was nice for MapTool and Hangouts and having character sheets and PDFs of various references open at once. 

There will also not be a direct continuing story for this session due to being right on the brink of the campaign arc final encounter. Each player has the option of doing a 'flashback' type of continuing story if they wish.

Cast of Characters: 

Aethelarian "Aethel" Flitterseed (265 pts) - Noble Elf wizard played by +Daniel White 
Aragon Whisperwind (270 pts) - Elven Bladedancer played by +Arne Jamtgaard 
Bodil "Bodi" Jantzen - suave and smooth swordsman played by +Mike Biancone 
Guy Greystone (259 pts) - Gnome telekinetic played by +Gren Drake 
Paal Ulfsun (256 pts) - Northman Human ranger played by +Ben Zittere 
Snargash Windblown (265 pts) - Half-Orc monk played by +Amergin O'Kai 
and +Jason Woollard as the DM

2013-07-01

Wandered Roads 24

Wandered Roads of Varisia
Session 24
June 29, 2013

Campaign Timeline



Where's Natayla?


Fireday, 21st of Lamashan
Leela gathered her new companions to take them to the Pathfinder Lodge to have dinner with
none other than Shelia Heidmarch, one of the Pathfinder Venture Captains of Magnimar. Earlier that day, Shelia had invited the “Heroes of Sandpoint” to the lodge, which was also her home, to discuss a possible offer of employment.


Sheila Heidmarch
Eager to make new friends, especially powerful ones, and possibly earn some money, several of the companions headed out at dinner time. Leela led the way, followed by Kallin, Calina, Daellin and Samad. Ehlyna, Ellie and Vexeron were all off doing other things and missed the invitation to dinner. It was only a dinner date, nothing exciting going on, they probably wouldn’t mind.


Once the companions made it to the Pathfinder Lodge, they were led to a parlor where they were met by Shelia. She apologized to them and asked if they wouldn’t mind waiting for a few moments, she had some last minute business come up. One of her Pathfinders, a Half-Elf named Koriah Azmeren, had just returned from an extended foray into the Darklands, and they needed to speak briefly. While they were to wait, Shelia asked them if they wouldn’t mind taking a look at one of the items Koriah had returned with, a stone cube called a Paradox Box. She explained that they were ancient Thassilonian treasures with secret, magical methods of opening. She left Koriah’s notes as well. After some time, the companions realized that a set of 5 runes could be rearranged on one face of the box. Koriah’s notes indicated that they loosely translated to the letters C R U E L. After some time experimenting, the combination L U C R E was finally reached and the box magically opened.


The Paradox Box
Instead of finding some ancient artifact inside, opening the box triggered a magical trap of sorts, summoning 3 gremlins who immediately began insulting the gathered heroes and destroying the room. The creatures actions quickly escalated and the fight was on. Bad luck and clumsiness began manifesting in everyone in the room, causing even more damage and confusion. After a short time, with the help of Shelia and Koriah, who heard Samad’s cries for help, the evil Fey creatures were dispatched. Inside the box was a silver pin in the shape of a feather that radiated magic and 3 small topazes that Daellin valued at about 100$ each.


After the dust settled, Shelia apologized for leaving them in a dangerous situation without meaning to, though she was quite upset with the damage to her parlour. Calina offered to pay for the damaged, though Shelia declined. Koriah then took the Paradox Box, but offered the gemstones and feather pin as rewards for opening it. She then left, telling Shelia they would meet again in the next few days.


Dinner was finally served and Shelia explained that she was looking for help in tracking down a former informant of hers, Natayla Vancaskerkin, a half Varisian woman who was acting as a double agent for the Pathfinders in one of the Sczarni gangs of Magnimar. She had recently sent word that her gang was about to get a hold of an item that would be of great interest to the Pathfinder Society. But then she disappeared. It seems like the Sczarni are also looking for her now and Shelia wants to find her, and the item first. The only good clue she can give is that Natayla often worked with a man named The Amazing Zograthy, a Varisian fortune teller down in Washer’s Row in Dockway.


Wasting no time, the group headed to Dockway and Washer’s Row. Though it was already dark,
Zograthy see's all, knows all... for a price
the streets of Magnimar were still alive with traffic and business of all types. They found The Amazing Zograthy with no problem and by paying him and offering to pay more, were able to find out a little more information about Natayla. She was a member of the Tower Girls, a Sczarni gang known for their burglaries and 2nd story jobs. Now though, the Tower Girls were said to be after Natayla, though Zograthy did not know why. He did not know where she could be, though he did know that the Tower Girls recently were holed up in a warehouse in Underbridge with a disease ridden wretch of a man named Fenster the Blight. He gave directions to the warehouse.


Nothing gets past Fenster's 'good peeper!'
The warehouse was easy to find and Fenster was every bit as vile and disgusting as Zograthy described. He was bribed, fast talked and eventually threatened until he gave up that he knew where Natayla had been hiding out. He led the group to a seemingly abandoned building near the Seacleft, deep under the shadow of the Irespan above.


A quick investigation of the building shows two possible entrances and several boarded up windows. Choosing the nearest door that leads into a room built into the side of the building, they knock on the door. There is no response, though Daellin hears some movement from inside followed by a louder knocking on what sounds like an interior wall. Daellin then opened the door, only to be attacked by a sword from the interior of the building. The group quickly defeated the two Varisian thugs stationed in the house. They claimed to know nothing about anything and tried to flee but were tied up.

During the melee, Kallin, curious about the other door, impulsively headed off around the corner to check it out. He opened the door and peered into the nearly completely dark interior, thankfully his Orcish heritage enabled him to see a little. He could see that the floor to this chamber had rotted away, revealing a disgusting cesspool of sewer water slowly dripping in from 2 large, broken pipes to one side. He also saw a narrow plank leading across the open floor to a door on the far side. As he examines the room, he notices some movement down below in the sewage and some sort of object flying toward him. He quickly ducks back out of the door as the object shatters on the wall just inside the door. The unforgettable stench of sewage and bodily function fills the air. Thinking he needs to quickly get across that plank quickly, Kallin calls upon the Lady of Graves to make him more graceful. He channels her divine energy and feels much more nimble and light on his feet. He sticks his head back in only to dodge back out once more as another projectile comes shooting his way. This time it flies out the door, smashing onto the cobblestone street nearby. He then charges in, running nimbly across the narrow plank toward the door, though the magic had not made him nimble enough and he makes a misstep and falls, face first down into the 3 feet of disgusting liquid 5 feet below floor level. Getting to his feet, he sees he is being accosted by 3 Goblins, approaching with their wicked dogslicers waving in the air. They attack and he does his best to defend himself, but they manage to surround him and get several telling shots, mostly to his legs, just above the water level. Kallin falls and nearly falls unconscious before his companions rushed to his rescue. Daellin rushed into the room while Calina managed to pick a few targets out in the dark, dispatching them with deadly skill. Daellin used his magic to Blink out of the way of a thrown object and reappeared in the water next to Kallin, taking out the final Goblin with his enchanted blade. Leela then stuck her head in, illuminating the disgusting, sewage filled room. Samad stayed back, keeping an eye on the two captured Varisian thugs and searching their room.
Daellin, Calina and Leela assist Kallin while Samad watches the prisoners


Continuing Story Doc

Continuing Story Summary

The companions hope to find Natayla in this rundown, cesspool of a house. They make their way through the house, Daellin and Calina leading the charge while Samad climbed up into the rafters to maneuver though the attic space. Filthy sewer Goblins kept popping up to hamper their progress, but each time, they were put down. Eventually, Daellin was overwhelmed by a pile of Goblins dropping in from above and he was nearly drowned before Leela saved him by stunning the Goblins with her psionic flash! The group was then set upon by unseen archers from the darkness above. Calina made several blind shots into the dark and actually found her mark several times. More foes could be heard further into the house and Natayla was still nowhere to be seen!

Session Notes

We were short several players, and were almost short 2 more. Our hosts (Dan and Carol) were supposed to go to a show at the Muny to see Shrek, but at the last minute, they decided that a night of GURPS gaming would be much better!

This session also had several questions regarding getting things out of backpacks and such, so I had referred my players to a document that I had worked up long ago to address just such an issue. I have shared this document with them before, but it seemed it was time for a refresher. I will share my parts of the document here, as much of it is just compiling GURPS stats for the equipment.


Carrying Stuff:

Backpack, Frame.

Takes 30 seconds to put a loaded* frame pack on (10 seconds with help). It takes 5 seconds to remove a loaded frame pack and requires 2 free hands. It takes 1d6+4 seconds to find anything in a loaded frame pack (must be off the back or someone else must be looking for it). Dropping a frame pack in combat risks breaking any fragile items inside (1 on 1d6).


Backpack, Small.

Takes 10 seconds to put a loaded backpack on (5 seconds with help). It takes 2 seconds to remove a loaded backpack and requires 2 free hands. It takes 1d6 seconds to find anything in a loaded backpack (must be off the back or someone else must be looking for it). Dropping a backpack in combat risks breaking any fragile items inside (1 on 1d6).


Quick-Release Backpack.

Takes 30 seconds to put a loaded quick-release pack on (10 seconds with help). Dropping it is a free action. It takes 1d6 seconds to find anything in a loaded backpack (must be off the back or someone else must be looking for it). Dropping a backpack in combat risks breaking any fragile items inside (1 on 1d6).

Pouch or Purse.
It takes a ready maneuver to open a pouch and an additional 1d3 seconds to find a specific item in a pouch or purse if it is not the only thing present in the pouch, otherwise it takes 1 second to retrieve it.


Weapon Belt.

Holds up to two 1-handed weapons or one 2-handed weapon. Price and cost are included with the weapons.  Any character may wear no more than 2 weapon belts, one around the waist and one across the shoulder. Two handed weapons may only be worn on shoulder belts. It takes 1 ready maneuver or fast draw to draw any weapon off of a weapon belt.


Large Sack.

Requires 2 hands to carry when loaded. Two can be balanced on a pole and carried over one shoulder, balanced by one hand. It takes 1d6+1 seconds to find anything in a large sack. A sack follows the loaded rules for backpacks above. Dropping a sack in combat risks breaking any fragile items inside (1 on 1d6).


Small Sack.

Requires one hand to carry. Up to four can be balanced on a stout stick and carried over one shoulder, balanced by one hand. It takes 1d6 seconds to find anything in a small sack. Dropping a sack in combat risks breaking any fragile items inside (1 on 1d6).


*Any pack is considered 'loaded' if it has more than 1/4th of its capacity in it. Packs with less than 'loaded' capacity can be slung over one shoulder and dropped with a ready maneuver in combat. An unloaded pack can be slung over one shoulder with a ready maneuver if it is being held. It takes one ready maneuver to find an item in an unloaded pack.



Characters Present:

Kallin Hawkril, Half-Orc shaman and budding Priest of Pharasma (341 points) - played by +Daniel Ernst
Calina - Varisian Human archer and scout (342 points) - played by +Carol Coburn
Leela Cardnool, Gnome scout, cartographer and Illusionist (253 points) - played by +Lisa Smith
Daellin Silvanthalas, Elven Farstrider Ranger (310 points) - played by +Ben Lipe
Vexeron, Human wizard - played by +Greg Grady
Ehlyna Fuzziface - Dwarven Warrior - played by +Jodi H
Samad Aldhul, Human ex-mercenary (256 points) - played by +JeCorey Holder
Ellie - Halfling Finder of Things - played by +Megan McCarron
and +Jason Woollard as the DM

2013-06-27

SF Episode 4

GURPS Star Frontiers

Episode 4: Investigative Journalism


GST: 01:25 058.111
Local Time: Evening. 2 hours before sunset of a 30 hour day. “Weekend” day. 

Zade finally arrived back at her hotel room in Buckerton. She was glad to be back ‘home’. On the short drive back from Dobson Vehicles, she felt a bit isolated and alone. She did not like what had happened back there. This was supposed to be a boring assignment, some interviews, maybe some tough questions, but definitely not gun thugs and potential kidnappings. When she got back into her room, she shook her hands, trying to throw off the feeling. She flipped the vid-screen on and scanned through the newsfeeds, trying to put her mind on other things for a while.


Immediately her attention was drawn to the story of a body found murdered in the middle of a busy intersection. The victim had been identified as Alan Parsons, the man she had just met with earlier that day. He had been shot in the head and apparently dumped from a moving vehicle right in the middle of a busy intersection just moments before. She watched, horrified, and then her jaw dropped as the report showed the location, just a few blocks from her hotel!


She moved without thinking, because she knew if she thought she’d be too paralyzed to move.  He was alive this morning, showing her around, and now he was lying dead in the street.  Poor man.  She grabbed her purse and her glasses and was out the door, calling up directions to the location of the accident as she walked.


In no time she was staring at a typical crime scene, except this time someone she had been talking to today was the tragic victim.  She scanned the crowd, getting footage if nothing else, but tried to figure out who might be the detective in charge, if there was one on scene.  She had some information, they had some information, maybe they could work something out.

Inspector Iyer
Zade easily spots the official in charge of the scene. She approaches him and he nods at her as she walks up. “You must be Ms. Arabi. I was hoping you would show up. I have some notes from an interview with you earlier regarding an incident out at Dobson. I’m going to need you to turn that recording device off please. Follow me, we can sit and talk over here.” The Human motions to a crime scene hover van parked nearby.


Zade smiles and turns off her glasses.  “I usually like to keep that running, Detective, um...”  Her voice trails off as she extends her hand, waiting for a handshake.  


“Er, yes Iyer, Miss Zade.  Inspector Sethamura Iyer.”  He shakes her hand and releases it.


“But again, I’m going to have to ask you to turn the recording device off. I can see that it’s still on. You can either turn it off, or I can confiscate it for evidence. Your choice, ma’am. Were on the same side here,” Iyer continues, marking a few things on a datapad. Zade feels that he is an honest, hardworking man who believes in his job. She also senses that he is tired and feeling a bit anxious about something. He glances up, noting that she has not yet turned the recording device off.


She takes off her glasses.  “That’s odd, I gave the OFF command, but the indicator is still on.”  She shrugs and puts her glasses in her purse.  “Of course I want to cooperate.”  They continue to the hover van.  “I still can’t believe it - I was with him just this morning.  And then the robbery, and I still don’t know if Mister Parsons was a crook or a victim.  And now he’s dead.”  She looks into the swarthy Human’s eyes.  “So, what can you tell me about what is going on here?”


Iyer smiles.  “Perhaps I can, Miss Arabi, perhaps I can.  But first, why don’t we go over your experience this morning.  Then, I’d like you to take a look at the body, to make sure our Mister Parsons and your Mister Parsons are one and the same.”  He ushers her into the back of the hover van, where she takes a comfortable chair and crosses her legs.  She tosses her hair and looks at the inspector.  “Fine, I don’t mind going first.”  Her eyes lose focus as she recalls and relates the events of the morning.  “...I had just returned to my room at the Buckerton Arms when I saw the piece on the local news.  That was fifteen minutes ago.”  She takes a breath.  “Any questions?”


The inspector looks up several times as he takes notes on the data pad, “Yes, ok. Interesting,” he mutters. “If you will follow me, I’d like you to take a look at the victim.” He moves to climb out of the back of the van.


She follows the swarthy older man across the street to an area surrounded by police laser lines.  Iyer waves his badge at a cornerpost and punches a few buttons.  The laser flickers and he motions for her to cross.  There is a figure lying in the street, covered by a silver blanket.  He pauses at the side of the corpse, then looks at her.  She nods, and he flicks aside the covering.  The sightless eyes of Alan Parsons stare up at her.  He has managed his last project.


Zade confirms that it is in fact the body of Alan Parsons, at least as far as she knows. They step back outside of the police line and the inspector turns to her. “Thank you for your cooperation. Now, what can I do for you? Of course you know that I cannot give you any sensitive information. Ongoing investigation and all that, but I will tell you what I can. That is, of course, if you keep my name out of your notes.”


Zade nods.  “Honestly, when I left the factory I thought I was done with this.  Some sort of smuggling operation using the plasti-crates that were supposed to carry the axle bearings for the Assault Rovers.  And the transport spacers.  What sort of ‘questionable’ things might one need transport spacers for, Detective?  Any ideas?”  She stares off into space.  “I still don’t know how involved Parsons was...”


The inspector looks around casually, then speaks low to Zade, “Well, from what we have uncovered, it looks as if some of the parts were being shipped WITHOUT the transport spacers because something else was being packed in there instead. Drugs would be my guess. They are giving some of the parts a chemical analysis to see if there was any residue, though I doubt there will be any. They would have been careful to make sure any contraband was sealed very well before shipping it, otherwise customs or someone else would have detected it.


Zade looks confused.  “So how would that work?  The ‘bad guys’ for want of a better term, show up at the warehouse and steal the boxes with the drugs and bearings in them?  I thought the bearings were manufactured in that facility.  But if that’s true, they stole the boxes before they could be shipped somewhere.  That doesn’t make sense.  Or the plasti-crates were shipped TO the factory, with drugs in them, but then where do the spacers come in - they wouldn’t be necessary until they shipped out...”  Her voice trails off as she tries to wrap her head around this conundrum.


Her face brightens as she has an epiphany.  “Wait a minute - I think I got it.  The bearings would have to be made in some orbital robo-fac, and if they were just dropped back down the g-well to the factory, might not go through customs!  If someone were to compromise the robo-fac, they could add the drugs to the crates there, by taking out the spacers.  Then when the bearings got shipped, they’d be damaged and the problems with the Assault Vehicles.  The drugs were extracted here and off they go!”


Inspector Iyer was already furiously tapping at his data pad before she was done talking. “I think you’re on to something here. Let me make some calls, excuse me for a moment,” he smiles at her and steps away, turning his head and holding his hand to his ear, he begins talking excitedly in hushed tones, nodding his head and gesticulating with his hands often.


Zade stands there for a few more moments, but the inspector is off, making calls and such.  She sighs and turns back to the hotel.  It has been a long day, and she still has to write up what she’s discovered, hopefully without a lot of conjecture.  She’d have to double-check that the robo-fac theory held water, both that that was where the bearings came from and the possibility that they were not checked by customs.  If that held, then she might really have something for Argl-Bargl to sell.


And then of course, there was Disc-Blitz Boy.  Whee...  At least she got to hang out on Clarion.  Maybe she’d have time to look up some old friends.


Zade makes her way back to her room and settles in to go over her notes, do a little research and do a bit of writing. After about an hour, her comm pings. It is Inspector Iyer. “Miss Arabi, you were right. I made some calls and checked into your theory. Security on the orbital facility has already apprehended those involved. We have also made some progress on some other leads and my men have apprehended several suspected members of the smuggling ring. Check your data feed for some pics I’m sending you. I’d like to have you come down to the station to give a positive ID on them if you don’t mind, but before that, I was curious to know if you would like to accompany us to the orbital facility to take custody of the smugglers and check out the facility. It’s the least I can do, seeing as you broke the case for us.”


Zade checks her glasses for the pics even as she continues to listen to the Inspector’s words.  Excellent, excellent.  “Absolutely, Inspector, it would be the best way to conclude the piece I write up on these goings-on.  Just tell me where to be and when!”


“Fantastic. I’ve already dispatched a car to your hotel. It should be there shortly.”


Zade sends a longing look towards the shower, loads her gear back into her bag.


No sooner than Zade had grabbed her bag, there was a knock at her door.


Odd, she didn’t expect someone to come to her door.  She pauses before opening.  “Who is it?”


As she calls out through the door, she hears the click of the latch and is able to step back just as the door crashes inward toward her. A bulky man, armed with a pistol of some sort come bursting through the door!


He aims the gun at Zade and mutters “Get on the floor, bitch.”


Great, not twice in one day!  Zade starts to kneel, but the look in the thug’s eyes tells her if she tries to appease him, she won’t live to stand again.  She takes a deep breath, then launches herself forward, grabbing his gun arm with both hands!  He grunts, surprised, and tries to wrench his arm free, and finds that the diminutive reporter has a pretty good grip!  Zade smiles as she applies a hard twist to the pushy man’s wrist.  There is an audible crack.  He whimpers as his gun goes flying.  She twists as she pulls him over her hip and he goes flying to the floor.


Zade stumbles back and tries to run out the ruined door.  She almost trips over the gun, so she tries to kick it outside.  If she can just get some distance from the ugly, she can get the gun out of her purse and try to get control of the situation.  She reaches into her purse as she ducks out the door.


Assaulted by some thugs!
Out of nowhere, she feels a lash across her back, which explodes in agony.  She shakes her head and miraculously manages to shake off the black haze of oblivion.  She backpedals, still trying to get clear and get at that gun.  She starts screaming “Help!  Police!”  A Dralasite, grinning, steps forward and a stun wand flicks out again.  She feels the second shock course through her body, and the blackness returns.


Zade drifts back into consciousness, her head is throbbing like she got kicked by a robo-mule. She is sitting on the bed back in her room. Flashing blue and red lights are coming in through the open door. A police officer is standing in the door, talking to someone outside she cannot see. A medic is kneeling next to her, removing some medical apparatus. An empty hypo is laying on the bed next to her. “You’ll be fine ma’am,” the young Human man says to her. “You took a few nasty hits from that stun wand. Probably going to have some bruises, maybe a little scabbing. Looks like one of the hits burnt you a little.” He packs up the rest of his gear and hands her a glass of water and gives her a few pills. “These will get rid of the headache pretty quick. If you plan on facing a lot of thugs with stun wands, you should consider investing in an anti-shock implant.” He leans his head forward and taps the back of his neck. “Best credits I ever spent, well that and the waterproof boots. The vomit wipes right off ‘em.” The officer in the doorway chuckles at this last comment.


Zade chuckles in spite of her headache and immediately regrets it.  “Ow!  No jokes please, at least for a few minutes.”


Officer Barber
The officer at the door comes in as the medic leaves. “Miss Arabi, we apprehended both of your assailants. Looks like you had pretty much handled one of them before we got here. He was laying on the floor, holding his broken wrist, crying. The Dral tried to run, but we got him.”


Zade nods, shakes her head to clear it and winces again.  “Do you know them, Officer?  Any idea why they might try to pick on little old me?”


“Not sure, ma’am, but I’d assume they were part of that group you and Inspector Iyer were looking into. I just talked to him. He wants to know if you are still up for accompanying him or if you wanted to stay here and rest. He’s ordered us as escorts either way,” the officer responds. Despite her headache, Zade likes this guy. He seems genuine and wants to help her. “We’ll keep you safe, Miss Arabi.”


She smiles at the officer.  “Thank you, Officer...”  Her voice trails off as she waits for his name.


“It’s Barber, ma’am. Rand Barber.” He tips his hat to her.


“Well, Officer Barber, please tell Inspector Iyer that I would be delighted to accompany him on his little expedition.”  She pauses.  “Although that might be the medication talking.  But still, I’m still game if he is.”


“Great. If you have your things and you are ready, we can go.” He steps to the door and waits for her.


Zade looks around and gathers up her purse again.  She makes sure that she’s not leaving anything behind.  “Officer Barber, could you carry my bag?  I’m afraid that until that door is fixed I would feel uncomfortable leaving my things here in the room.  Thank you.”


Zade is worried after the attack
Barber grabs her stuff and puts it in the trunk of the police cruiser. His partner, Officer Zixt’Flix, a Vrusk, opens the rear door and lets her in. The ride to the station is not very long and shortly, she is back with Inspector Iyer. He apologizes profusely for the incident that happened at her hotel, saying he should have sent an officer with her in the first place, knowing that there were dangerous men still on the loose.


He spends some time briefing her on what his team had been able to put together with her leads while on the way to the police departments shuttle port. Its not much of a port, though it has several atmospheric vehicles as well as 2 transorbital shuttles.  Zade, Iyer, two other officers and the two man flight crew board the shuttle and within moments, are rocketing through the sky toward the lower orbital reaches of Kdikit, heading toward the zero-g manufacturing station. Iyer informs her the trip will take
about an hour.


When the shuttle arrives at the zero-g manufacturing facility of Dobson Security Vehicles, the security team is waiting for Inspector Iyer at the airlock. A Human and a Yazarian were in custody and turned over to the police. They were shown a container that had been intercepted. The plasti-crate was packed with small plastic containers, about the same size as the transport spacers. These containers were not solid plastic,
Police Shuttle
like the spacers, but hollow and full of small, bright yellow pills. “Hmm, Jumpstart. This stuff is nasty. You ever come across this stuff before?” he asks Zade. Zade had heard of the stuff. I powerful stimulant, mined from certain comets, supposedly. It made the user hyperactive and full of energy for a while, then caused them to crash and have blissful dreams. Minor memory loss was a common side effect of the drug and often led to a user taking too many doses. An overdose could cause a brain aneurysm, though the most common complication was known to be serious constipation leading to bowel problems. Users were known to take a dose of the drugs, then as it started to wear off, take another one, to prolong the heightened energy level. This pattern would be continued for multiple cycles, sometimes even days at a time, until the users brain just could not function any more without a break and turn itself off. Permanently.


After securing the narcotics, Iyer inspected the rest of the facility, paying particular attention to the two smugglers workstations and bunks, finding little evidence pertaining to the smuggling operation, though he did find a hidden stash of Jumpstart in the Yazarians personal belongings. He then went into the security office where he and Zade viewed several videos depicting the two smugglers unloading the drugs and placing them in the containers containing the parts, removing the real  transport spacers and disposing of them. Iyer looks at Zade, “Great job, thanks for the help, I appreciate it. You got a good eye there.”


Zade smiles at the compliment.  “Thank you, Inspector.  It’s certainly been an interesting experience.”  She waves her hand at the arrayed drugs.  “When I got the assignment to check out the safety problems on some assault vehicles, I never thought it would end up a story about drug smuggling.”  She looks at the detective.  “Okay if I get some pictures and video for my article?  And are you sure you wouldn’t like some positive press exposure?”


Iyer shakes his head vigorously.  “No thank you, Miss Zade.  I’m just happy to do my job.  But feel free to take your media of the drugs and such.  He steps back to give her room, while making sure that he does not end up on camera accidentally.


Zade takes as much footage as she feels she needs (Photography and Video roll) and then Iyer conducts her back to the shuttle.  She is quiet the whole ride down, composing her final article in her head and on her glasses.  She decides that there should be a factual article for her original assignment, satisfying Argl-Bargl and the basic contract.  But the pursuit of the facts, the danger and the tragedy, that she could turn into another article, a feature maybe.  She runs through the five W’s for the Wheel, Track and Hover piece quickly.  She takes her time, though, on the feature.  Reporters were supposed to stay transparent to the story, but dang it, she was almost killed, several times!  In one day!  Soon the parts of her experience are swirling in her head, and seems to come together nicely.  Now she just needs to get back to her room, enter the copy on her comp and run over them one more time, and send them off.  


Whew!  Long day...


Eventually, Zade gets her stories wrapped up and submitted to Argl-Brgl. He is quite happy with the results and surprised by two stories. He quickly goes into his plans to cross publish them and gets lost in some grand plan. Fortunately, Zade still knows how to handle him and she brings him back on task. He credits her account with the regular amount amount times two, with a bit of a bonus thrown in for good measure. That will cover her expenses for the month easily and she only worked for about a week.

Argl-Bargl then tells her that travel arrangements will be made for her to get underway to White Light. There she is to write a story about the new Disc-Blitz team, the Valentia Monarchs, as well as get a personal interview with Eusser Rogonz, a young, top-of-the-game player who is currently stepping out into other entertainment formats, most notably acting and public speaking. She was not looking forward to the next assignment very much, but at least it got her to White Light. She had spent notable time there growing up and even spent some time at one of its universities. Hopefully she would have time to catch up with some old friends while there.

Notes

Zade's CP reward for this episode came in the form of Combat Awareness [5]. This is an advantage that I got by breaking Combat Reflexes into 3 component parts to allow some characters to develop their fighting reflexes over time.

  Combat Awareness - You never “freeze” in a surprise situation, and get +6 on 
  all IQ rolls to wake up, or to recover from surprise or mental “stun.” You get 
  +1 on initiative rolls. (Leveled part of Combat Reflexes 1/3) 

Combat Reflexes were on Zade's Development Plan, so it was a good addition. Two good fights got her to thinking more about what to do in dangerous situations!

My text in bold (+Jason Woollard)
+Arne Jamtgaard is normal text.