Sunday, 30 August 2020

Cogflower Caravan: Who is who?

This is a reference document for new players of the Ultraviolet Grasslands campaign on the Gauntlet that should help you getting to know all the relevant PCs and NPCs of the caravan. It will be updated to reflect the current situation (Season 10)

Auto wagons travelling towards the Black City
Current PCs:

Naida: A Yellowlander Climate Refugee and Scope (member of the Legion of the Far Sight). The Legion is a semi-secret society that tries to fight crime on the roads of the Grasslands and around the Circular Sea. Bone grenade aficionada. She is accompanied by Ajax, a grumpy exiled Cat Lord with a serpent tail and Otis, the animatronic bear. 

Azure Dee: A Blue God Cultist on her journey to the Black City where she is supposed to bring the apocalypse by sacrificing Vile organs. The Vile are a species of (demonic?) rulers from the Long Long Ago. She is accompanied by Cataract,Wire-and-bone biomechanical salamander. She has undergone mutation after being exposed to a vome infection that made her muscles grow uncontrollably. The mutation has slowed down after a week of therapy sessions in the solarium of the Pylon Kraal.

Saffron, a Wise Black Gold Industrialist Machine Human whose personality was uploaded to a cybernetic prairie dog after being killed by Johnny-7's auto immune system. Outfitted with positronic double brain, extendable limbs and laser eyes. Accompanied by a furry animate kite. Seeking a prosthetic body for mother.

Sarqo, a Deft Purplefolk Doghead Anarchist, looking for a clue to abmortality in order to break it. After disappearing in the Maze of Light for what felt like a lifetime he is able to cast Full Spectrum Radiation Blast. Honorary member of the Clan of Sanitation in Red Bear Village.   


Vigo Brastec
Current NPCs:

Vigo Brastec: A tall, thin, pale Ghost Hunter with chains wrapped around his body. Hired in the Violet City. Frequently high on Purple Haze and playing an ornate silver flute. Chews his nails.

The Wicker and Bone Fetish: A simple golem with a bird skull, bought at the Grass Colossus to guard the caravan. Slightly creepy.

Amberto Azul: Bearded Anthropologist in a pompous uniform. Hired at the Behemoth Shell. Proud and plucky but secretly inept. 1 HP!

Ostens: A marksman and member of the Legion. On his quest to search for the missing caravans at Three Sticks Lake. He wears a full suit of false limbs, attached to his torso with a system of leather golems and biomechanical switches.Nobody has ever asked him why.

Babeffe, the Bull: An ageing wrestler hired at the Spectrum Lodge.

The Hollow Armed Man: Basic Defense Golem bought at a Satrap Outpost. Armed with a laser rifle.

The Crystal Snail: Not a NPC per se, but an important item that once held the memories of Satrap 88, Saffron and Johnny-7. Currently possessed by Soba do Garoba, a powerful Ultra (ghost).

Amberto Azul
Former PCs, who might get mentioned:

Hamish Mac Rainbow: A Redland District Folk Hero with a black motorbike and rainbow-colored beard. Wielder of the Fractal Blade. Slayer of  a maddened Ka-Elemental. His heroic reputation vastly exceeds his actual deeds but he's working on living up to the legend. Occasionally riding a black metal motorcycle.

Kozue: An Elven Moon Mountain Witch, a soothsayer from the Sister of the Near Moon. Her singing spirit in a pink bottle aids her in her auguries.

Nat Mordecai, a Cogflower Necromantic Lawyer,  caravan leader and representative of the Cogflower Church that funded the enterprise: Soft Spoken and sly. In a relationship with Casey, an Armadilloid, they met on the Steppe of the Lime Nomads. Casey is deeply in love with Nat. Nat's feelings towards him are unknown.

Satrap 88: A Satrap (creature of light in a colorful space suit with bubble helmet) who died at the psychic battle at the City Mountain. Got resurrected in the Violet City but without their memories. 


Johnny-7

Former NPCs:

Johnny-7: Huge decaying autofac (multi purpose auto-factory) whose personality was fused with Saffron's. 

The Replacement Body: A fine, compliant creature with featureless face. Has no soul. Creepy as fuck.
(now possessed by Soba do Garoba, a ghost, who left the caravan)

Monday, 24 August 2020

Random Drugs Table

UVG is all about exploring strange landscapes, having new experiences. ... and taking drugs!

Roll a d6 for type and d6 for specific drug within the type. Some drugs are more addictive than others.


Addiction levels and XP:

Slightly addictive: Saving Throw (ST) with advantage only after repeated usage. 50 XP

Addictive: ST with advantage every time the drug is taken. 100 XP

Highly addictive: ST every time. 150 XP


1 Upper

1 Neon Dip: Root bark of biomechanical baobabs

Application: Chewed, spit frequently for expression of extra confidence

Effect: Confidence, ↑on social rolls

Duration: Up to a maximum of one day, as long as it is chewed.

Addictive

Withdrawal symptoms: Dry mouth, self-consciousness

 

2 Host of the Vile Mother: Crystal wafer blessed by Pleurite Cultists

Application: Dissolved on tongue

Effect: Clarity of thought, obsessive focus on a task. Gain an additional action at a location and while making camp.

Duration: 1h

Slightly addictive

Withdrawal symptoms: Meaningless epiphanies, religious flashbacks at inopportune moments

 

3 Golden Amber: Rectangular amber of condensed beaver sweat

Application: Placed under the tongue where it takes root with dozens of tiny claws after about 10 minutes. Can’t be removed before the effect transpires unless by force (painful).

Effect: Mild euphoria, tunnel vision, hyperactivity, 2 attacks / rd, motor mouth, mumbling

Duration: Lasts for a week. The pearl sweats and shrinks slowly until it disappears.         

Highly addictive

Withdrawal symptoms: Lethargy, insomnia, cold sweat, always acting last in combat

 

4 Atomic Bee Honey (ABH): Honey made from Uranium Sun Flower pollen collected by atomic bees

Application: Ingested, often as honey laced bacon (increase addiction level) or dissolved in tea

Effect: Intense euphoria, tingling of the spine, sweating

Duration: d6 hours

Addictive

Withdrawal symptoms: Tinnitus (phantom buzzing sound) ↓on perception

 

5 Soma Bliss: Juice of the Cubic Shroom found near the core of nuclear power plant ruins

Application: Drops of the juice in a cup of lurk warm water

Effect: enhanced taste, smell and touch, all other senses are dimmed, drowned out by a warm light and the resonance of a gong.

Duration: d6 hours

Highly addictive

Withdrawal symptoms: anxiety, random phantom taste in stressful situations

(roll d4: 1 whole habanero, 2 Surströmming, 3 whole lemon, 4 Marmite) pass a relevant check or play out how the character loses their shit.

 

6 Nexus Vapor (Medicine of the Singing Ancestors): Aluminum capsules from the long ago, filled with a pink vapor, found in the brutalist ruins of the Lime Steppe

Application: Inhaled

Effect: Urge to dance, heartbeat speeds up and is amplified in users head, feeling hunger / thirst suppressed for 24h

Duration: All night long

Slightly addictive

Withdrawal symptoms: Restlessness, trembling hands,  ↓on relevant checks. 


2 Downer

1 Tear of the Black Mummy: Dark viscous liquid extracted from the microwaved mummies of the mountain necropoli. Illegal in most places, considered blasphemous by most Lime Nomad clans. TBM is sold in damp rags: The liquid has to be squeezed out before use.

Application: Eye drops

Effect: Death like state, life changing experience (raise ST permanently by 1 / only once),

Duration: Lasts d6h

Addictive

Withdrawal symptoms: Resting face, nightmares of dying, light sensitivity

 

2 Third-Ling Pipeweed (Lemon Haze): Sativa-dominant hybrid cultivated by Third-Ling farmers, fermented fluffy leaves and /or golden buds

Application: Rolled up in thin paper (any holy scripture will do) and smoked

Effect: Relaxation, sensory distortion, urge to come up with wild theories (at referees discretion there is a 1 in 6 chance of the theory being right), the munchies

Duration: 1h

Slightly addictive

Withdrawal symptoms: Short term memory deficiency, 50XP if that gets the character in trouble

 

3 Near Moon Poppy: Seeds of the Near Moon Poppy grinded to a paste and dried

Application: Smoked (often in a long stemmed pipe) while lying down (preferably on a diwan)

Effect: Intense pleasure, relaxation followed by deep sleep, heals all hp

Duration: d8h

Highly addictive

Withdrawal symptoms: Dilated pupils and blurry vision, nausea

 

4 Autumn Leaves: The fermented leaves of the Rust Juniper tree

Application: Chewed

Effect: Melancholy. Evokes bitter sweet memories of childhood or adolescent. 50XP for a description of the memory.

Duration: As long as it is chewed with a maximum of 1h

Addictive

Withdrawal symptoms: Mood swings

 

5 White Moth Dust The pollen found on the wings of the White Moth

Application: Snorted

Effect: Stupor. Puts the user in the midst of a storm of fluttering wings, that are white on one side and black on the other, evoking a three-dimensional version of static on old tv-sets. Very relaxing to body and mind.

Duration: d6h

Addictive

Withdrawal symptoms: blankly staring into the middle distance for minutes at a time, especially when asked for an opinion about important caravan decisions.

 

6 Golden Flower: Paste made from the spines and flowers of the Cretaceous Cactus 

Application: Paste applied on dagger, infused into the bloodstream by ritual cuts

Effect: Dream walking. Allows for communication over vast distances. The dream walker may also attempt to plant false memories (relevant check).

Duration: As long as the sleep is uninterrupted

Highly addictive

Withdrawal symptoms: 1 in 6 chance of spontaneous bleeding from old cuts at inopportune moments ↓ on relevant checks. 

 

3 – 6 Psychedelia

1 Brain Bleach or Spunk a.k.a WMD (wraaknemende medische druppels): Viscous white liquid. Synthetic drug accidently concocted by Prof. Tessa Hetebrij who wanted to make a nutritious breakfast spread for the workers of Zwaar Ijzer Patronaat (Z.I.P.). She discovered its hallucinogenic properties when the morning shift at Z.I.P. undressed and began to creatively rearrange the machines. Many former workers left the Redlands and now live in a hippie death cult.

Application: Nasal (nose drops)

Effect: Reality dissolves in a kaleidoscope of colors. It’s beautiful!

Duration: d20 h

Slightly addictive

Withdrawal symptoms: None but 1 in 6 chance of brain damage per usage. (-1 INT)

 

2 Neuro-Jizz: A tiny vome that is placed in the ear where it crawls into the brain. Neuro-Jizz is programmed by Golem-coders and tinkers around the circle sea.

Application: Inserted into the ear.

Effect: Every vome is slightly different but all have trippy visuals similar to pictures generated by deep learning networks. Everything might be interpreted as cats. Or has eyes. Or both.

Duration: d6 h

Slightly addictive

Withdrawal symptoms: None, but save or gain vome corruption per usage.

 

3 Mandelbrood: Flatbread made from Black Hole Wheat, baked in mobile math-labs that are run by nomads in the Umberlands.

Application: Eaten (often with humus, feta and black olives)

Effect: Reality dissolves. Infinite zoom into a Mandelbrot set.

Duration: d6 h

Addictive

Withdrawal symptoms: Picky eater

 

4 Shattered Veil: Stinger of the Glass Scorpion

Application: Injected into the eyeball

Effect: Oracle, reveals a dangerous incident from the future - which is immediately forgotten but allows player to resist the negative consequences of an action (upon which the character remembers the oracle)

Duration: 10 minutes

Highly Addictive

Withdrawal symptoms: hysterical blindness (1 in 6 in stressful situations)

 

5 Vacuum Wings: Vial with black starry liquid.

Application: Injected in bloodstream with syringe.

Effect: Void Projection. The mind goes on a voyage through the void, visits (roll d3:) 1 the fast stars, 2 ancient abandoned space ships or even 3 the slow stars far away. 50XP per destination

Duration: d6 h (add a destination per 1h of travel)

Addictive

Withdrawal symptoms: Eyes permanently turn black and reflect the starry void. ↑on social checks.

 

6  Blessings of the Shroom Mother: A bitter concoction brewed from three of the most potent fungi of the Grasslands. Getting the balance between all these shrooms right is tricky and seldomly achieved. Most of the time one of them will dominate.

Application: Three drops of the potion in sweet tea.

Effect: All effects only happen in the user’s mind. However, when the user travels to the void, they can bring one item back to the Grasslands.

Upon drinking the potion the user feals as if hit by a donkey kick in the face (and roll d4):

1 The Doom Shroom: Hit by the donkey again. [The lights go out and] head is filled with drone guitar feedbacks.

2 The Vroom Shroom: Another kick but in the butt, the user is propelled forward at ludicrous speed and can scout ahead. The player will see all random encounters for the next leg of the journey and decide for the caravan to either avoid them all together or pick which one they will have.

3 The Zoom Shroom: Kicked in the butt and propelled 150 ft upwards. They are able to see as far as the horizon and identify all discoveries of the next destination. They stay up there for the duration of the trip upon which they slowly descend.

4 The Mother Shroom: All effects happen at the same time [except those in brackets]. In short: They turn into a rocket, while drone metal is playing. The 150ft maximum height doesn’t apply anymore. Reaching the fast stars takes 3h, the Moon is 6h away.

 

Duration: d6 h

Slightly addictive

Withdrawal symptoms: None, but there is a 1 in 6 chance of permanently changing into a Fungoid with every use. 

 

 


 

 

 

Sunday, 23 August 2020

Three Sticks Lake

As they approach the two gigantic biomechanical trees of Jade Baobab they a greeted by a lone rotten potato thrown against the windshield.

Sister Mercy-Is-Weakness

They win the village youth’s trust by giving away roadside tobacco. All of them seem to have minor vome infections. A cybernetically modified woman in a traditional nun habit invites them in. Sister Mercy-Is-Weakness confirms that the Greenlander trading caravan passed through three weeks ago and that the Purplefolk caravan planned to travel to the Gall Grass plains in order to settle there. They stay for a week in coffin hotel style synthetic baskets. A Half-Ling patrol on huge swift snails arrive collecting taxes for dubious reasons and without apparent authority. Nat befriends them with stories and candy, while Naida and Vigo share Purple Haze with Toll Master Jossip, who decides to join them on their journey - at last for a while. Azure and Sarqo venture deep into the roots of the tree, where Azure finds Vile intestines and Sarqo biomantic Baobab stem cells.

The Rusty Bridge (cross at your own risk)

After a week they continue their journey around the lake. At the pot holed rusty bridge over the Red River they halt, unsure about how to cross. Sarqo tames two rat-like mechs who try to maintain the bridge with duct tape and prayers but Azure (still high and impatient) persuades the heroes to return to Jade Baobab and take the ferry.

The Flesh Princess

On their way across the lake to the Old Isle they witness a ghostly apparition on the shore to the East, a great screen of flickering motes, like static upon a celestial cathode display. A strong wind blows the map away that they bought in Red Bear Village. The next morning before they reach the island Ostens spots a group of half-human nomads squatting around a cold campfire eating ash, while three machine humans with rags of synthetic skin emerge from the water and try to drag one of the nomads away. Naida fires a barrage of warning shots that scares the attackers away, leaving their victim behind. When the ferry docks at the jetty they approach the eerie nomads, who claim that the “Water People” are vehicles for an alien entity who had descended from the void in a sky chariot that still can be found on the High Horse Steppe.

Iron Pike (former Hippie Wizard Commune)

They approach the Iron Pike village, three eccentric globes slowly rotating. When the three circular openings line up they enter and are greeted by a warrior, Broadgrin the Sinewy, who challenges Azure to a wrestling match. Shaking off the vertigo from realizing that the village is not only bigger inside but also that gravity is aligned with the walls of the globe like in an O’Neill cylinder, Azure defeats Broadgrin. In a bunker adorned with barb wire and colorful graffiti, Icing Matilda, a witch with a twitchy mask-like face, warns Naida, that Soba, the Ultra residing in Satrap 88’s crystal snail, will try to possess her if she is not careful.

 Actual Play: https://youtu.be/mOauNj2amRc

Wednesday, 12 August 2020

Random Para-Radio Broadcast Table

The Para-Radio picks up signals from bygone eras. If you want to determine the time period, roll 3d20 and use the columns adjective, culture and period from UVG p. 182.

Scanning the Ghost Field for Transmissions

Roll once a week 2d6 for type and broadcast.

Type:

1      Static

2 - 3 Music

4      Talk Radio

5      Radio Drama

6      Distress Signal 

1 Static

It's better than silence ... or is it? 

Roll a d6: On a 1 the radio is now possessed by a Gavrilov Translation Ghost called "Lektor" who translates all voice broadcasts into Ultra, drowning out the original signal. Lektor is unable to convey any kind of emotions when dubbing radio dramas. On a 6 the white noise instead attracts an Ultra who leads you to a nearby discovery.

Not your typical Folk Song

2 - 3 Music 

1 Atonal. Unless musically trained the PC must save or be overcome by the feeling of ennui for d6 days.

2 Opera or Musical. Roll a d6. On a 1: As long as the para-radio plays all dialog from NPCs will be sung. Common activities will be performed in a dance routine.    

3 Incredibly slow Drone Metal. The good stuff.

4 Traditional Folk. Roll a d6. On a 1: A shamanistic song turns out to be a bad luck curse. On a 6: A shamanistic spell can be learned. 

5 Whale Songs. Heals 1d4 stat damage. 1 in 6 chance the driver falls asleep, crashing their vehicle.

6 Classic Jazz. Roll a d6. On a 6I Don't Want To Set The World On Fire is played and the camera zooms out to reveal a nearby discovery to the players. Inexplicably this is now character knowledge as well.

Listening to Chess on the Radio can be challenging

4 Talk Radio  

1 Amateur Poetry Slam. It’s … pretty bad.

2 “The Hour of Power”. Religious music and sermon. Roll period then go around the table: Every player adds at least one element to the religion (tenet, deity, prophet, symbol, ritual, hierarchical structure etc.)

3 “Counterclockwise Spin” Science broadcast about entanglement. Slightly confusing and there’s a 1 in 6 chance a random PC quantum tunnels through their vehicle.

Broadcast of a Machine Human Chess Tournament or Vintage Baseball Radio Show:  

5 “The Wanderer and their Shadow”. Philosophy broadcast. Roll a d6. On a 1: The driver falls asleep, crashing their vehicle. On a 6: A random PC gains deeper insight in the true nature of being and time. Permanently raise INT (or Thought) by 1.

6 History broadcast. Roll period then go around the table: Every player makes up one interesting fact about the period. Everybody gains d6 x 10 XP per fact.

Mystery Show: The Wages of Sin

5 Radio Drama

1 Crime Show “The Shadow”. Murderhobo PCs might reconsider their life choices for every episode teaches: Crime doesn’t pay!

2 Horror Show “Inner Sanctum”. 1 in 6 chance that an Ultra (L6) escapes the show and tries to possess a PC.

3 Comedy show “Sensible Chuckle”. Really funny. Infact, so good there’s a 1 in 6 chance of peritoneal strain (1d4 appropriate stat damage)

4 Romance show “Invitation to Love”. Roll a d6. On a 1: One of the main characters reminds a random PC of their first love. They get lovesick for a month (- d4 CHA). On a 6: Same but the PC remembers their first love fondly (+ d4 CHA for a month).

5 Mystery Show "Wages of Sin". Pretty great but there’s a 1 in 6 chance of signal loss before the mystery is solved.

6 Retro Science Fiction Show “Atom Age Adventures”. 

Brain in a Jar with Metal Skull Mask

6 Distress Signal

1 A Satrap outpost is under attack by raiders. Except: It’s a trap! Roll on the Raider table.

2 Fallout Shelter. Utterly trashed and looted. There's a 1 in 6 chance that it's inhabited by cannibalistic mutants (L5).

3 Nuclear Power Plant from the Long Long Ago. d6 crates of radiothermal rods (€500 each) but save vs radiation sickness

4 A Satrap Outpost is under attack by raiders. Help the Satraps and be rewarded (€500). Aid the raiders and get a cut of the loot (€1000 but 1 in 6 chance of betrayal)

5 Crashed Sky Chariot (€5000 + alien tech)

6 Underground Science Facility. d6 crates of biomantic gear (€10.000 per crate)

Monday, 10 August 2020

Glass Bridge

Returning character: Nat Mordechai, a Deft Cogflower Necromantic Lawyer and leader of the caravan

Glass Bridge with Three Sticks Lake in the background

After leaving the Gemstone Tomb the caravan picks up the trail of black glyphs leading North. After a week of travelling they come across a blinding light in the distance: The colossal Glass Bridge. They pay the mirror armored nomads guarding the bridge a substantial toll and slowly cross over to the other side, carefully waiting for the singing glass gargoyles to stop their daily work of repairing the structure. At the towering skyscraper of Red Baer village they stay for a week, declining the invitation to sleep in the carved out midden -  euphemistically called the Red Bear Guest & Servicing Accommodation - spending their nights in the auto-wagons instead.

Red Bear Village and Madame Red Star (artist impression)

Naida acquires a detailed tourist map of the area from one of the rude guards in front Red Bear, while Azure impresses Whoosh, the other guard, with her bullyish behavior. The guards reluctantly tell them about two of the missing caravans who have past through: The Redlander Scavengers travelled to Ferry Graves looking for machine parts to loot and the Greenlander trading caravan tried to find a save trading route around the Three Stick Lake. When they mention the letter for Madame Red Star the demeanor of the guards changes and the heroes are lead before the pipe adorned iron furnace that is their spiritual and political leader: Madame Red Star is surrounded by devotees and being fed information by a constant flow of villagers entering and leaving her chamber.  Communicating through pipe signal that her personal assistant Kraka translates, she thanks them for the letter from the Satrap outpost, but rejects the offer mentioned in the letter as she regards both Satraps and Princes to be imperialistic pigs. She also tells Naida that her information about Jade Baobab being in league with the Princes is incomplete at best. Was she reading Naida's mind or was it mentioned in the letter?

High Moon Crossing

Sarqo spends the week carousing in mud baths with the Clan of Sanitation and is treated as family. They discourage him from visiting Ferry Graves, a dangerous slog filled with monsters. Nat meets Nomads herding antlered horses and finds out that the dryland coral seeds the villagers sell is not in demand in the settlements to the West. Azure climbs on top of the building to survey the area and spots shiny object at the mouth of the Gravel River to the North. Naida finds work as a security guard and quizzes her colleagues about Madame Red Star. Maybe if they find a biological body for her they could become allies? On the last night Babeffe entertains the village with a carefully rehearsed wrestling show. Everybody is attending including Woosh, who has asked Azure on a date. Azure gets hooked on Golden Amber, a drug Whoosh is selling. Nat buys two sacks.

Greeted by rotten vegetables at the Jade Baobab

They travel east past crumbling lakeside villas and turn North at the High Moon crossing, a perfectly round hillock ritually pierced with pikes and spears. As they approach the two gigantic biomechanical trees of Jade Baobab they a greeted by a lone rotten potato thrown against the windshield.

Actual Play: https://youtu.be/93j6LVu9J0E

Sunday, 2 August 2020

Spectrum Run

New characters: 

Vandliga, a Wise Salt Dwarf Prospector, tracking a missing ledger.

Sarqo, a Deft Purplefolk Doghead Anarchist, looking for a clue to abmortality in order to break it.

Black Glyph Trail (Drone guitar intensifies)

In purple twilight the caravan is crawling along a trail of black glyphs leaving the Near Moon behind. The para-radio picks up a signal from a long forgotten station conveniently playing Drone Metal. After two weeks of following the rough trail they rest in the shadow of a gigantic harvester machine. They scout the area and find a tall glowing crystal in the middle of a lake and the pastel towers of a Satrap outpost. At the outpost they meet Broken Jane, a tinker and trader of basic defense golems. Over a pot of Cat Coffee they come to an understanding: The microwave wands are exchanged for a golem.

Sarqo, a doghead anarchist

The heroes enter the outpost through an elevator. The Duplicate Satrap stationed here looks bored and is easily impressed by Azure’s impromptu sock-puppetry. While the Satrap informs Naida about the political situation at Three Sticks Lake Sarqo finds interesting information about the abmortality of the Porcelain Princes in the database of the outpost. Naida agrees to deliver a letter to Madame Red Star of Red Beaver Village. She also learns that the villagers of Jade Baobab are in league with the Princes.

Basic Defense Golem

At the lake they send their newly acquired Golem to reconnoiter the crystal. It finds crumbling staircases within crystal arteries that lead down. Vandliga and Sarqo climb into the Hazmat suits from the lurid pines and walk through the oil towards the giant glowing crystal. While breaking into the crystal Vandliga is exposed to infectious dust from the debris but manages to brush most of it off. Descending the stairs they encounter radiation ghosts who beckon to follow them. In the cavern below the ghosts stand vigil beside a freestanding gate that is warded by unholy fire. Through elaborate gestures Sarqo quizzes the ghosts about their purpose and learns that the ghosts guard a revered entity that lies behind the gate. He parts the flames with his glowing brick which allows Vandliga to enter. Behind the gate he finds a metal tank within which floats an ornate metal suit in a toxic liquid. With the help of Sarqo he lifts the suit out of the tank and removes the helmet. The eyes of an old leathery face open. They find out that Soba do Garoba is an Ultra in search of a new body to possess. She has pressing matters to attend to that involves the Heavenly Republic and  Free Will Coalition (long forgotten factions from a bygone era).

The Green Crystal

They carry Soba outside and promise her to find a suitable body eventually. For now Satrap 88’s trusty crystal snail has to suffice as a temporary host.

 Actual Play: https://youtu.be/KWNXEdoDfSU