Sunday, 21 March 2021

The Endless Houses

The Quarter-Ling avatar looks up from the ground ready to cut the fishing line, but Kozue manages to calm the confused creature down. He can’t remember his name or how he had acquired the runes on his body. Kozue takes him in, feeds him and starts to study the strange symbols. There is a map tattooed on his back and words scratched into his skin: “Find Soba” on his shoulder and “Mother Silicon” next to a building on the map. She identifies one of the symbols, a triangle marked “Sky”, that signifies a portal to the fast stars.

Beyond the Dead Bridge lays endless ruinland, a mind-numbing grid of abandoned houses strangles by slow-ivy. Glowing figures lurk in the shadows. They make camp in a surprisingly well preserved high rise. Naida scouts the surroundings and spots a group of silk veiled nomads with their velblood camels. Sherman befriends them with the rest of his rabbit monkey stew. Naida buys a batch of their spider silk.

Kozue prepares a ritual to help the Quarter-Ling avatar recalling his name and trace back his memories. She carves a network of grooves into the ground leading to a placeholder of the avatar's name. She then cuts into a vein on his arm. When the blood finds its way through the maze the mechanical eyes of the avatar light up and Teredo mutters: “I need to go to the Dark Hospital”. Drained from the power of the reversed augury Kozue falls to the ground, lifeless and without a heartbeat only to be revived by Naida. However Teredo turns around and flees when Sami Zivani, the Ultra, steps forward and asks him to take her to the Dark Hospital.

They travel for a week and finally reach the Fools Wall, a radiation blast berm of earth, sand and dead dryland coral that marks the edge of the Last Camp. Inside of the Dwarven autowagon N’Keth hears the warning sound of a hidden meter reading: “Electro-magnificent Radiation”



Sunday, 14 March 2021

Dead Bridge II: The Totem of the Sky

The next morning N’Keth returns to his task of locating the power source of the bridge projector. He concludes that the machine is missing a radiant stone and his mind immediately turns to building a converter who would transfer the energy of the Bio-Diesel engine of the Dwarven autowagon to the bridge projector.

Meanwhile at base camp Kozue and Sherman prepare to cross the Dead Bridge. Kozue conjures a fire elemental from a pyre she built and Sherman fishes a lizard cologne out of the otherworld. Boldened by their preparation they decide to abandon the plan of reactivating the projector and start to cross the bridge. N'Keth who had returned to work on the engine abides.

Repelled by the lizard stench the biomechanical spiders refrain from engaging with the party. After two days they arrive at a huge skeletal tower, miles high and buffeted by the winds that rises from the center of the bridge. When they pass through they find warning signs in several languages and synthetic veins pumping pink and red saps up the tower. Kozue is reminded of the pink goo that was feeding the mother vome back at the Garnet Ford.

Before they start the ascend N’Keth cobbles together a makeshift harness from fishing line and various bits and pieces to safeguard the climbers against being blown off by the wind. After hours of climbing they find a platform to rest for a while and enjoy the spectacular view. To the West lie the Endless Houses, the ruins of a city that must have been destroyed by an apocalyptical event. On the platform they find the carcass of an Androform Husk gruesomely killed by a large predator, which N’Keth concludes must have been the Vile he is chasing. They continue until night falls and huddle together on a barely wind protected platform high above the bridge. The next morning after hours of climbing the air gets so thin that they finally decide to turn around.

Two days later N’Keth who is working on the biofuel fermenter notices a figure from the rear of the caravan approaching fast: A Quarter-Ling covered in apocalyptic runes and wielding an ancient spear. Kozue quickly draws protective symbols on the dirt and elevates them into the air such that the runes when viewed through the dust loses its terrifying effect. Sherman unable to hear N’Keth shouting for support from the turrets (over the loud country music Vigo is listening to) spots the attacker through the rea-view mirror and convinces Vigo to turn the Truck so that he can get a nice shot – with his camera!  

Without slowing his advance the Quarter-Ling strikes at Kozue who parries the blow. N’Keth runs to the truck and mans the turret but stricken by fear he misses the attacker. The Quarter-Ling vaults over the truck dealing another blow but missing N’Keth. With a flick of his wrist Sherman shoots the fishing line at the tattooed creature trapping his legs. Unable to keep his balance the Quarter-Ling falls to the ground.

 

Sunday, 7 March 2021

Dead Bridge

Characters in Season 13

Naida: A Deft 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 Bounty, the animatronic bear.

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.

Kozue: An Wise Elven Moon Mountain Witch, a soothsayer from the Sister of the Near Moon. Her singing spirit (appearing as a wingless, serpentine creature to those who can see it) in a pink bottle aids her in her auguries. She has dreams of the world ending and seeks hidden messages about the looming apocalypse.

N’Keth: A Strong Volkan Diesel Dwarf, bat eared, hyena snouted and with furry skin, who is tracking a Vile intruder from the Void. Armed with a fierce Warhammer and protected by his Holy Symbol, an unageing plastic spork.

Sherman: A Wise Tumult Fisher Wizard, Zoologist for the Tumult University Press and enthusiastic photographer, studying magic creatures for scientific journals. Skilled with his fishing rod and able to hook up objects from other dimensions. Equipped with a dwarven designed camera and a thermos of blood wine.


They leave the Ivory Plain and reach the end of the world - or so it seems. As far as they can see there is a bottomless chasm filled with noxious fog. Ruined towers file the rim. A single archaic bridge of crumbling livingstone and dryland corals disappears into the distance. Warned by Kozue's vision of interdimensional monsters and biomechanical spiders they approach the bridge carefully - with the notable exception of Sherman, who runs to the rim eager to explore the strange fauna of the area. He takes photo's of the spider webs under the bridge and spots three short and squat figures with mechanical eyes hanging in the nets and wielding tools. Sherman identifies them as Quarter-Lings.

Saffron discovers a perilous climbing route down the chasm but decides to not further investigate. Instead they try to communicate with the prisoners using Ostens as a translator. The Quarter-Lings proclaim that they are forced into maintaining the bridge by the spider queen.

N'Keth investigates the towers and concludes that their purpose is to establish a force bridge over the abyss. Unfortunately the mechanism is destroyed beyond repair. However he notices a less damaged tower to the North. While Sherman tries to catch one of the monkey rabbits that the Quarter-Lings mentioned as being the favorite food of the spiders, the rest of the party takes the Redlander truck to the tower.
They arrive at a great plaza carved into the rim with seven great ironstone helices around a projector aimed at the other side of the chasm. When N'keth approaches the towers he spots a glowing radiation ghost stuck in a loop but ignores them. However, despite all efforts he fails to understand the complex mechanism that activates the force bridge and they decide to make camp on the plaza.
Back at the Bridge Sherman manages to take a stunning photo of the flower encrusted spider queen drumming her orders through the vibrations in the web.

Sunday, 28 February 2021

d6 Crashed Void Ships

When you find a crashed Void Ship roll 3d6 for type, state and special facility.

 

Void Ships

1 Saucer: Bigger on the inside, confusing controls

Weapon: Claws

2 Rocket: Cramped, many airlocks, jello food dispenser

Weapon: Laser Cannon

3 Bioship: Intelligent, moody, contains hot springs

Weapon: Ink squirt gun

4 Golden Barge: Luxurious but no cushions, polite but forgetful service droid

Weapon: Harpoon

5 Null-Space Submarine: Dark and claustrophobic, cloaked

Weapon: Torpedo

6 Zeppelin: Badly isolated, restaurant and bar

Weapon: Bombs  

Void Explorers studying the crashed Sky Chariot

State of the Chariot

1    Crashed and burned (toxic fumes and fluids leaking)

2    Destroyed (d6 scrap parts)

3    Destroyed (d6 alien technology)

4    Damaged but repairable

5    Fully functional

6    Fully functional with extra facility 

Damaged but repairable

Special Facilities

1             Kettle and assortment of tea bags (mostly rosehip)

2             Coffeemaker

3             Cold shower

4             Hot shower or sauna 

5             Fully equipped bar withy animatronic bar keeper

6             Roll twice  

The only Void Explorer actually happy about the Rosehip Tea Bags


Sunday, 21 February 2021

Ivory Plain

The caravan leaves the Spectrum Palace in the ultraviolet twilight of the morning. N’keth moves from one vehicle to the other greasing long neglected parts, tightening screws and loosening pistons. Saffron is tending the machine human body while Naida keeps a watchful eye high on the Porcelain Walker. Kozue - aware of the distress her presence causes to some in the caravan - keeps her distance and walks next to the autowagons.

They follow the trail West through regular hills until they reach the deep flat landscape of the Ivory Plain where herds of beasts graze on palely glowing grass. Although most of the time the endless sky is covered with grey clouds the UV radiation is strong and so focused in some places that Saffron gets a terrible sunburn that makes their fur patchy and fries some internal wires.

The Lonely Lodge
They make camp on the plain. Kozue and N’Keth leave the camp to visit the Lonely Lodge, where it is rumored wisdom can be gleaned by those who spend a night there. They find a building carved out of a granite outcropping, overgrown by vines with empty windows and a looming doorway. N’Keth smells the faint odor of wild beasts that frequent the Lodge and Kozue senses the presence of Fae in the multicolored vine blossoms and moving shadows of the carvings. Inside, the building is bedecked by moss and vines, water dripping from the ceiling and gathering in pools and fountains. Naked stairs lead to the upper floor where they rest for the night.

N’Keth lies down on the thick moss and immediately falls asleep while Kozue is guarding him. The moon and stars cast strange shadows that start to deepen and change when a powerful Ultra approaches. Kozue realizes that N’Keth is in danger when Sama Zivani, Eater of Dreamers introduces herself. The Moon Witch allows Sama Zivani to possess her body and take her to the Black City. N’Keth unaware of the deal that protects him from being devoured is visited by a massive Dwarven figure carried by turtles and holding the holy manuals of Volkan. On the scripture a map of the western Grasslands can be seen over which a shadowy creature moves with appendices on its head and small human-shaped parasites hanging from its body. It must be the Vile N’Keth is hunting! When the Diesel Dwarf awakes he can see Kozue gasping from the intense coldness of Sama’s presence inside of her.

Sama Zivani
Saffron, Naida and the caravan guards decide to use the opportunity and go on a hunt. Saffron glides on their furry kite over a herd of massive scaly bovines, trying to lure one away while Ostins and Naida take aim from the Porcelain Walker. Suddenly the air is filled with the terrifying screeches of gigantic predatory birds. Naida rappels from the Walker while killing one of the birds with a head shot while Saffron keeps the other at bay with laser rays shot from their eyes. Ajax comes to the rescue dropping down onto a terror bird that pecks at Naida, and releases poisoned darts from his tail. Amberto is laughing maniacally as he unloads the turret onto the last remaining bird. The smell of grilled poultry fills the air.

The Avatar of the Noetic Biosphere
When they leave the camp and move West they hear the sound of singing and come upon a great herd of beasts, that stampede towards a Giant looming in the distance. Naida recalls stories of a deity that reigns on the Ivory Plain who the nomads call the Avatar of the Noetic Biosphere. They all watch in wonder as the herd starts touching and fusing and melting together in an act of self-sacrifice to the earth elemental.


Actual Play: https://youtu.be/8lAwqS8sjqQ

 

 


Sunday, 14 February 2021

Spectrum Palace II

Awoken by N’keth, who decided to repair the janky heater of their room in the early morning, Kozue performs an augury by concocting a tincture of eyedrops that blinds her but allows her to see beyond the veil. In her vision she sees an iridescent horror emerging from below the Dead Bridge over a chasm where flower encrusted biomechanical spiders build their nests.

The Chasm
Saffron and Naida search for Amberto. When they finally find him on the Hill of Return polishing the glass plate that covers its top they discover to their surprise that he is wearing the dun garb and mindless smile of an Ecstatic. Saffron spots a crystalline rash above Amberto’s ear and decides to have Kozue examine him. They return and find the Moon Witch stumbling blindly through the room.

N’keth and Vigo visit the rehearsal of a Half-Elf theatre company. The Volkan Dwarf is utterly puzzled by the experience. When Vigo offers him a joint in order to make the experience more palpable N’keth eats it. Vigo watches in disgust.

A Disturbing Play
Kozue finds out that Amberto is infected by crystalline brain fungi and after some deliberation the party decide to remove the infection. The operation takes the whole night: N’keth donates blood to lure the blood elementals out, Saffron extracts them and Kozue applies them to the infected skin. When Amberto starts shaking uncontrollably Naida and N’keth restrain him while Saffron guides the elementals to the last tiny crystalline spores inside Amberto’s skull. Finally he opens his eyes.

After two weeks the caravan leaves the Spectrum Palace behind, slowly crawling over the trail that lead West towards the Black City.

Actual Play: https://youtu.be/Vv8787nCuyo

  

Monday, 8 February 2021

Spectrum Palace

Characters in Season 12:

Naida: A  Deft 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. 

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.

Kozue: An Wise Elven Moon Mountain Witch, a soothsayer from the Sister of the Near Moon. Her singing spirit (appearing as a wingless, serpentine creature to those who can see it) in a pink bottle aids her in her auguries. She has dreams of the world ending and seeks hidden messages about the looming apocalypse.

N’Keth: A Strong Volkan Diesel Dwarf, bat eared, hyena snouted and with furry skin, who is tracking a Vile intruder from the Void. Armed with a fierce Warhammer and protected by his Holy Symbol, an unageing plastic spork.

In the modernist building that the party is occupying during their stay at the Spectrum Palace  Kozue sends her fetch inside the perfectly round puncture wounds on Naida’s neck. She identifies tiny micro-vomes that are feeding on Naida’s energy. The witch conjures a star metal elemental from the material she had harvested in the Cholan Woods and orders it to remove the vomes with thin wire protrusions.

A building at the Visitor's Camp
Having spent a couple of weeks at the Spectrum Palace N’Keth, a Volkan Diesel Dwarf and new member of the Cogflower Caravan, has made the acquaintance of Selesta, an Ecstatic for the Satraps, who promised him to ask around about the Vile intruder he is tracking. Together with Saffron they meet just outside the Rainbow Wall that protects the entrance to the palace. Selesta tells him about a hidden lodge somewhere on the Ivory Plains, that grants those who spend a night there an answer to their most pressing question in their dreams.

A Rainbow Wall (of sorts)
Selesta takes Saffron through the Rainbow Wall to the Hall of the Welcoming Eye, where Ecstactics and visitors meditate around a giant gleaming shard, to the Crystal Fungal Field deep inside the palace. A moss-green Satrap with spidery limbs and spindly hoses plucks crystalline fruits from modified trees. Satrap 75 agrees to introduce her to the art of soul transfer.

Hall of the Welcoming Eye (artist's impression)
Kozue visits the Blue Paper Abbey, a former library of prim, pastel livingstone and finds a lumpy Satrap in an Egyptian-blue suit sitting in front of an ancient board game. Satrap 226 invites Kozue to join them. The Moon Witch deploys a devious strategy for the game. While they are playing Kozue asks them about possible signs of the apocalypse. They are none around, the Satrap explains, but there are ghosts from the Long-Long Ago who congregate at the Dead Bridge who might be able to help her. When the Satrap falls for her in-game trap and loses, they glow in delight.

 Actual Play: https://youtu.be/YdD35s7cBYM