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Sunday Afternoon Gaming Cancelled July 22, 2018

Posted by jkahane in rpg hut, torg eternity rpg.
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This afternoon’s gaming session is off for today.

Tammy is working on-call for her job today, so the Sunday gaming session of Torg Eternity has been cancelled. A little sad that I won’t be running any game this afternoon, since she and SteveR are at an interesting point in the current adventure.

The worst part of the 2 weeks on, 2 weeks off gaming set-up for Sundays is that there’s no real flow of the game from week to week. Not that I’m complaining, to be honest, as I’m just glad that the Sunday players are actually gaming. 🙂

So I guess it’s a day off from roleplaying games today. Just gonna relax and take it easy.

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Friday Evening Game Report – Torg Eternity, Session 7 July 21, 2018

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The Friday evening gaming group continued on with their Living Land campaign of the Torg Eternity RPG yesterday evening. You can read about the previous session of the game by following the link. This post is somewhat long, so I’ve put it behind a cut for those who don’t want to read about my roleplaying game campaigns.

Torg_Eternity_Core_Book-cover.jpg

CHARACTERS:
Melanie Franconi (KathyB) – Cat Burglar/Thief
Wendy Saltman (Angela) – Courier
Sandra Mitchell (Ellie) – Librarian/Magical Dabbler
Lucas Wells (Mark) – Realm Runner
Andar (Andrew Quilling) (Peter) – Transformed (Living Land) Athlete

April 6th, 2017

The Storm Knights and their allies spend about thirty-five minutes or so resting, recovering, and generally catching their breath. And trying to dry out some of their clothes under what appear to be primeval deciduous trees. Lucas Wells is relieved to see that all the Storm Knights and their civilian charges are all right, though several have scrapes and bruises here and there. One of the medical personnel does a bit of patching up here and there. [Lucas, Melanie Franconi, Wendy Saltman, and Sandra Mitchell require some healing of their Wounds, while Andar needs a serious injury stitched up.] Eventually, Lucas tells them there’s something not quite right about the area, but he can’t put his finger on it. The group prepares to depart the area, and cautiously heads in the direction that Lucas tells them leads towards Philadelphia. The vegetation is relatively light as they do so, and they make good progress. Eventually, it is Sandra who spots what appears to be a four-legged dinosaur of some sort through the brush. She brings the creature to the attention of the others, but it is gone as soon as turns to the others.

Andar is worried, and has Melanie and Wendy take the civilians in tow and move them along at a faster pace, while he and Lucas stay back somewhat and try to lure the creatures (whatever they are) after them. Sandra almost falls into a crevice as she moves, guiding and steering the survivors as she goes, but recovers [spends a Drama card]. The others keep moving cautiously forward, making good time, but some of the civilians are sorely wounded. The creatures chasing them become visible: They stand about 1 metre at the shoulder, with 30-centimetre long necks. They have noticeably very long front legs with short but strong hind limbs, and have small, blunt claws. However, their necks are quite long, and their jaws are full of razor-sharp teeth. Meanwhile, Lucas and Andar manage to draw the dinosaurs off [using Trick, and a Second Chance card], but when they try to rejoin the rest of the group, they discover the dinosaurs have followed them [while they make the Stealth test, they manage to fail the Dexterity test by a good margin]. For the next while, a chase that is more like cat-and-mouse unfolds, as the dinosaurs pursue the Storm Knights and their charges. Lucas realizes that the party is being herded to some specific location. It is too late, as the dinosaurs seize the moment and are virtually on top of the Storm Knights and the survivors, and May Armitage turns back and runs toward the dinosaurs, much to Wendy’s dismay and alarm. [Wendy rolled a 1 to spot May’s action.] She trips in the dirt and the grass, but then picks herself up and shouting for the others to follow her, races towards May – too late, as the dinosaurs tear her apart, and then start to fall on the rest of the survivors!

The Storm Knights, despite their momentary shock and horror [they each passed a Spirit or Willpower check with a DN 10], take the attack to the dinosaurs, but find they are no simple opponents, with twenty (20) plus of the creatures attacking the Heroes. As they engage with the creatures, Lucas, Wendy and Melanie shout for the survivors to grab whatever they can as weapons and fight for their lives. [Peter plays the Best Defense Cosm card, giving each character another Possibility.] Andar engages a pair of the creatures, killing one instantly and inflicting grave damage on the other [he spends a Possibility]. Lucas tries to fire his Glock at a pair of the creatures [he rolls a 1 on die] and Disconnects! The Glock doesn’t go off. Melanie thrusts her spear at one of the creatures, and manages to injure it [she spends a Possibility], but sees three more attacking the survivors and tries to move towards them. Wendy clubs another of the creatures with her staff [spending a Possibility] and takes it down with a single blow. Sandra propels a sharp rock at one of the creatures using her [Bullet] spell, and takes down the beast as well. The creatures return the characters’ attacks with those of their own, and the Storm Knights are hard pressed. With his second dinosaur all but disabled, Andar races to where Melanie is charging [he plays a Flurry card], and takes a fleeting blow [inflicting a Wound and 2 Shock] from the claws of another. The fight goes poorly for Lucas, now unarmed, as the two dinosaurs attack him and inflict a serious injury with their claws [2 Wounds and 4 Shock. Note: He can’t Soak the injury because he is Disconnected!]. Wendy’s staff work and Melanie’s sword work prevent the two from taking serious damage [both suffer 2 Shock], but Melanie is too late to save the three survivors (all of them boy scouts). The fight continues, the seconds feeling like minutes, and the Storm Knights hear barking noises – the dinosaurs flee, having taken a lot of casualties. When the Storm Knights take stock of the situation, they find that only fifteen (15) of the survivors remain, all the rest falling at the claws of the dinosaurs. The Storm Knights collapse in grief and shock.

A battered and weary Lucas tells the Storm Knights and the survivors that they cannot remain here, and medic William Droyer (the only surviving medical person among the civilians and survivors) tries to patch up the injuries and wounds of the survivors and Storm Knights as best he can, but he quickly runs out of medical gear and supplies. Wendy is still devastated at the death of May Armitage, not to mention most of the other survivors, but Sandra and Melanie try to raise her spirits. They take consolation from the fact that Sophie Kang and [David] Sanders survived the attack, as did Steve Hardiman, Wayne Derson, Emma Johnson and Jose Vasquez. Vasquez says that he blames the Storm Knights, especially Lucas, for the deaths of the other survivors/civilians, his tirade becoming a rant, until Sandra tells him to be quiet – if it wasn’t for her and the other four Storm Knights, he wouldn’t be alive! That shuts him up for a bit, but he continues to mutter under his breath about matters. Travelling on as best they can, the characters come shortly to the top of a ridge as the sun begins to set. It is Sandra who spots a path leading down that takes them to a hidden vale. There are tall cliffs surrounding the vale, with flowering vines and bushes growing on the rocks. The floor of the vale is covered with moss, there are trees growing in some areas, offering shade from the sun. The survivors are delighted to find streams cascading from the rock walls in small waterfalls, with deep pools linked by gentle currents. The pools are separated by rock walls or dense bushes and fruit trees, offering privacy. While Andar and the weary Lucas are alert for danger, all they find are brightly lit birds and small monkeys (the latter barely visible in the upper branches). After quickly scouting the area, Melanie and Lucas and Andar and Emma Johnson return with some trapped and killed birds and a couple of woven nets of fruits. The Storm Knights relax somewhat, and tell the survivors that the place seems safe and they should make themselves comfortable. The Storm Knights split up, as do the survivors and tend to themselves and wash off the dirt and blood.

Andar goes to one of the waterfalls, and stripping down, takes a shower that leaves him feeling somewhat invigorated. [He gains a Possibility from it.] He is surprised, but not embarassed, when Emma Johnson joins him there, and the two enjoy each other under the waterfall, her passion igniting his. As they relax beneath the stars after he’s made a fire for them, the two talk and she learns a little about who he was (though he remembers his past only vaguely). There’s a growing attraction between them, and the two decide perhaps they should gather up the others and have an evening meal together. Andar tells Emma that she should remain on her guard; in Lanala’s land, there is danger everywhere to test one’s resolve and experience new sensations.

At one of the small streams, Melanie cleans herself up and washes away the dirt and blood, as she mourns the death of the security guard, Chip Haley, earlier in New York as well as those who’ve perished recently. She is joined by William Droyer, and the two talk and reminisce together. It’s there that Andar and Emma find them.

Wendy goes to one of the secluded waterfalls, and takes a nude shower. [She also gains a Possibility.] Steve Hardiman comes upon her as she’s drying off, and he averts his gaze. Hardiman tells her that it’s been hard on all the characters but that she shouldn’t blame herself for May Armitage’s death. The old gal sacrificed herself to buy the rest of the survivors time, and he’ll never forget that; people are doing what they have to do to survive in this horrible time, but some go beyond thinking just of themselves – same as she and her friends have. They are joined by Droyer, Andar, Johnson, and Melanie.

Sandra finds herself alone with her thoughts at one of the waterfalls, and takes a leisurely nude shower in the cold water [and therefore gaining a Possibility], wishing that it were warm water. After cleaning herself off and taking care of her injuries, she’s joined by Wayne Derson. The two talk about various things and in a fit of pique with her, Derson admits that he’s had a crush on her for a long time. She’s somewhat surprised, and says that she thinks of him as a friend, nothing more. And there’s too much going on at the moment, what with what’s happened to the New York area and what’s going on with her personally. She talks to him a bit about that, and then they are joined by the other Storm Knights and their accompanying civilians.

At one of the large pools in the area, a despondent Lucas mulls over everything that happened during the fight with the dinosaurs. He strips down, and bathes in the pool, not noticing he’s being watched. Jessie Haller comes up to him, having doffed most of her clothes, and enters the pool with him. Jessie gushes about how he saved them all, but Lucas isn’t convinced at all, his mind’s eye still replaying the fight with the dinosaurs. She coerces him closer to her, and Lucas distracts himself with her during the course of a romantic interlude, but his heart’s not in it, much to Jessie’s dismay. As they dress afterwards, she tries to talk to him, but he’s rude with her, and she stalks away. Jessie passes the other Storm Knights and their companions on the way out of the pool area. Andar and the others talk to him, and tell him that what happened was not his fault. While he’s obviously not convinced, he does agree to accompany the others and they go gather the rest of the survivors, and eat a hot meal with them.

Some two days later, the Storm Knights have realized that they can’t stay in the “safe vale” any longer if they plan to travel to Philadelphia. Unfortunately, one of the survivors and refugees has transformed [to the Living Land axioms] in the two days, and the former Daniel Payne has come to believe that the vale is a sanctuary of Lanala that guided the Storm Knights and the refugees here. Melanie, Wendy and Sandra talk to Lucas and tell him that he needs to rouse the rest of the survivors and convince them to leave. Lucaa’s heart isn’t in it, but Wendy talks to Jessie, and she is able to bring him around to it. Lucas makes an impassioned speech about the need to leave the vale and travel on, and convinces all the refugees, except Payne, to move on the next morning. [Lucas spends a Drama card doing so.] The Storm Knights and the survivor refugees make preparations for departing the next morning.

The next morning, another couple of the refugees transform, and decide that they will stay in the vale with the former Daniel Payne. The Storm Knights and the remaining ten (10) civilans/refugees set out on the next leg of their trip as the sun is beginning to rise. They arrive at Princeton, and Sandra suggests that if there is any bastion of civilization left there, it will be at the university. When the group reaches the university, they notice the centre of the university is less overgrown than the rest of the city, and is still recognizable as the university though plants are growing on the buildings and animals are now nesting in the offices. And then a T. rex makes its appearance!

Shouting to get the survivors moving, Melanie, Wendy and Sandra get them to the safety of the trees [using Maneuver rolls], but the T. rex tries to cut them off, though it is discouraged as Lucas fires his Glock at it to no effect due to its tough hide and size. Andar’s bat also proves of no use against it, his pure prowess just not a match for the dinosaur. Melanie, Wendy and Sandra get the survivors and themselves up trees [with the expenditure of 2 Adrenalin, a Supporter, and a Hero card], and watch in horror as the T. rex pursues Andar and Lucas through some of the university buildings. The T. rex manages to bite Lucas, inflicting a dangerous wound [that he manages to Soak completely, using a Drama card], but the attack on Andar is nimbly avoided by the transformed athlete. However, the two Storm Knights suddenly find themselves backed into a dead end, with nowhere to run, as the T-rex moves in for the kill.

The Storm Knights are saved as a group of edeinos come to their rescue. Riding triceratops and flying pteranodons [lakten], the edeinos and their leader kill the T. rex in a fight of savage brutality yet orderliness, with a ferocity that is underscored by efficiency. They seem to be using miracles and raw force to take out the T. rex. As the dinosaur dies, it lets out a tremendous roar that is answered from three directions. Once the three new T. rexes arrive, the edeinos brutally and ruthlessly take them on, and kill them efficiently. When the battle ends, Andar and Melanie notice that the edeinos put their weapons away. Their leader dismounts from his pteranodon, and comes forward to talk to the Storm Knights. Melanie, Sandra and Wendy, along with the refugees/survivors, approach Lucas and Andar cautiously, waiting to see what happens.

The two groups attempt to talk to one another, at first with no success. Then, Sandra (the librarian) hits on the solution. Through a combination of gestures and drawing in the dirt, she manages to establish communication with the edeinos. The edeinos than try to convince the Storm Knights of their good will, and doing so, wait patiently. Using his wit and charm, Lucas is able to get the edeinos to agree that the characters are good people. The Storm Knights realize they must convince the edeinos they are worthy allies. After all, the edeinos proved their worth, having driven off or killed three T. rexes. Based once more on what Lucas tries to convey, and his gesturing to Andar, the edeinos accept that the Storm Knights are worthy allies against their foe [the High Lord]. Finally, the Storm Knights try to convey, with Lucas once more carrying the load, that they need to get to Philadelphia. Galmok, the leader of the edeinos, understands what they want to do and offers to go with the characters. [Note that this entire sequence of communication was a Dramatic Skill Resolution, and was a lot of fun for the players to handle, with everyone giving the primary task attempter at each step advice – and the trading of lots of Destiny cards went on as well.]

The player characters learn that Galmok Heer leads a small tribe of 24 edeinos, the Iceflower tribe, and their flying creatures, the lakten, and the triceratops. At one time loyal to the High Lord Baruk Kaah [and he explains the term of “High Lord” as he understands it], Galmok saw that Baruk Kaah did not obey the laws or Lanala. He does not think the High Lord serves Lanala any longer, and after several moons on this new world, he and members of their former tribe who agreed with him broke from it. They now travel this part of the realm and work to help the Core Earthers when they can. The edeinos welcome the Storm Knights and the refugees into their campsite for the night, and revelry occurs. The Storm Knights talk among themselves that night, and come to several conclusions and make a few decisions.

Last night’s (Friday) session of the Torg Eternity RPG campaign was a lot of fun, with some serious fighting, some tomfoolery and a bit of (adult) romance, and some wonderful roleplaying all making for a memorable game session. The players all commented that they had a terrific time of it, and Mark said that he thought Lucas was going to buy it when he Disconnected during the fight with the small dinosaurs. [That was again a mess-up on my part, as both the player and I forgot that he had the Realm Runner Perk, which allowed him to reduce the penalties on Disconnections and the like, among other things.] All the players were surprised at how tough they were, though they acknowledged that it was more their numbers that almost took them out. They also admitted to some shock given some of the other events of the session, but overall had a great time with the game.

I’m rather looking forward to running the next session of the Friday night Torg Eternity campaign next week. Can’t wait! 🙂

Getting Ready for Friday Night Gaming July 20, 2018

Posted by jkahane in food hut, rpg hut, torg eternity rpg.
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Getting ready for Friday night gaming.

It has been one of those weeks where, to be honest, I’ve been jonesing to game for much of it. Fortunately, the Wednesday gaming group met for its monthly session, and tonight I’ll be running the Friday night game. They’ll be continuing on with the Torg Eternity campaign set in the Living Land that we’ve got ongoing. All the players will be here this evening, so I’m looking forward to the game tonight.

In the meantime, I need to make some supper.

Have a good evening, folks. 🙂

Wednesday Night Game Report – Torg Eternity, Session 3 July 19, 2018

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The Wednesday night gaming group played last night and continued their Torg Eternity RPG campaign that is set in Aysle. You can read about the previous session of the game by following the link. This post is somewhat long, so I’ve put it behind a cut for those who don’t want to read about my roleplaying game campaigns.

Torg_Eternity_Core_Book-cover.jpg

CHARACTERS:
Cindy Hazelton (Donna) – Transformed (Aylish) Mechanic
James Wellington (DavidW) – History Teacher
Palle Sundstrom (Kendall) – Transformed (Aylish) Police Officer
Damaris Haynes (Crystal) – Artist (Painter)

April 3rd, 2017

As the player characters and the various civilians move towards Charing Cross Station, several more tremors strike the area and a few more cracks appear. Only her quick reflexes and quick thinking allow Cindy to prevent a businesswoman from falling through one of the cracks. A massive bolt of lighting strikes somewhere in the area, blinding the various characters momentarily. Palle and Damaris both hear a faint whirring sound coming from somewhere off to their left, and looking in that direction see a large metal statue of a lion that looks like it’s made of clockwork – moving! It turns its deadly gaze towards them, and then bounds in the direction of the characters. Shouting at the others, Palle tells the civilians to keep running for the station, and she and the other player characters race towards the clockwork lion. Palle strikes it with her baton, but can’t damage it. In a truly heroic shot, James fires his Colt .45 at the creature and strikes it a massive blow [inflicting 3 Wounds and 6 Shock], killing it instantly as the creature explodes, pieces of metal, stone, and clockwork pieces flying everywhere [he used a Drama card and a Supporter card from Cindy, rolled a 63!! Cindy played the Glory card she had, and the tale of this heroic attack by James will spread for the next few weeks!] The rest of the player characters clap James on the shoulder and credit him for his terrific shot, but James shrugs it off and says they need to get back to the civilians.

Panic is reigning among the civilians as items transform to more low tech materials. Damaris’s mobile phone changes to a parchment scroll, but as Core Earth reality reasserts itself, the scroll changes back to a mobile phone. Unfortunately, it has no signal. The player characters are horrified as several people around them change to suit the new reality, including several business types who transform to 13th Century nobles. Briefcases give way to satchels, umbrellas give way to fans and walking sticks. Two fighter jets scream overhead, pursued by a huge shape with massive bat-like wings, its horrible roars echoing everywhere. The roars set off another wave of panic, and the civilians race towards Charing Cross Station. As the player characters get closer to the station itself, they see the throng pressing into the station halt as a thick cloud of dust erupts from the stairs leading down. Screams of panic ring out, and the Storm Knights see bestial creatures with mottled pale white skin, oversized heads and gnarled teeth swarm from the entrance, slashing at everyone they can reach. Taking front and point, the player characters rush at the creatures, and see they are wearing fetid leather armour and carrying spiked clubs and bows with wicked, barbed arrows. They can also see tall humanoids with pasty, white skin and sharp features, that wear ornate robes. Cindy and Damaris hear them ordering the savages to “Take that one below for the ritual,” and “That one will suit Lord Antenoch’s purpose!” and the like. Before they can react more to the two types of humanoids, the two sides reach each other.

The fight with the savage creatures [the Lurks] is brutal, but violent. Cindy attacks the three that charge her with her wrench, and drive them back (though not before she takes an injury [1 Wound, 2 Shock]. James uses his short sword, and manages to hit two of his three targets and takes them down, but suffers some minor damage [2 Shock]. Palle uses her fighting skill and a sword to take down all three of her opponents [using a Flurry card, a Possibility, and an Adrenaline card] in one solid flurry 🙂 of blows. She looks around her, and sees Damaris in trouble. Damaris uses her cane, now a spear, and manages to take out one of the three savages, and cries out that “we can take them, so get on with it!” [she plays the Inspire card]. She manages to avoid one of the attacks made against her [by playing the Opponent Fails card], but is struck for a nasty wound by the third attacker [and takes 2 Wounds and 4 Shock]. [She uses a Possibility, and Soaks some of the damage.] Cindy moves in on her two remaining opponents, and takes both of them down wth a couple of vicious strikes, though she suffers some minor damage to her left cheek [2 Shock]. James takes the opportunity [and a Flurry card] to strike the remaining creature down, and then turns to see if any of the others require help. Palle comes to Damaris’s aid, and strikes down one of the two opponents facing the woman. The remaining creature stabs at Palle, but misses her, and then turns and flees. Damaris grabs up her spear, and throws it at the creature’s back, striking it through it’s body and killing it instantly [Crystal was furious at what happened, and spent a Drama card and and got a total of 52 (!!) on the dice roll].

Before the Storm Knights can recover, James tells the others that the creatures are rounding up people, and then riding herd on them and go back underground. James and Cindy hear a terrified scream that they recognize, and searching around see that one of the pale skinned savages is carrying an unconscious Amelia Walsh into the underground, while one of the ornately robed humanoids follows them into the Underground station. Enraged,the two Storm Knights head for the Underground station, and are almost hit when with a scream, a mauled F-35 fighter jet and a huge red dragon crash to the ground! [Only Cindy’s play of the Alertness card allowed the two Storm Knights to get out of the path of the two incoming objects.] The jet fighter remains crash into the Charing Cross entrance, sealing it in a terrible explosion. The obviously badly injured dragon turns its serpentine eyes on the Storm Knights, and demands to know “Who else dares stand against Belzadrakus, the Living Inferno?!”

While the various Storm Knights attempt to catch their breath, maneuvering around the dragon and trying to assess it, James taunts the dragon mercilessly, the creature reacting very poorly [he managed to roll a Taunt and Very Stymied it]. While Cindy is unable to hurt it with her wrench (LOL!), Palle runs her sword through the creature, inflicting a nasty pair of wounds and the creature goes down, not quite dead [as it makes the Defeat roll]. It slices at Cindy, but misses barely [as she plays an Opponent Fails card]. Using one of the spears she found littering the ground, Damaris strikes the killing blow against the dragon [that required both a Drama card and a Possibility spent]. The Storm Knights feel somewhat dazed after the two rapid fights in succession, and James comments, “We just fought an honest-to-god dragon and lived to tell about it! Whaa-hoo!!!”. Damaris is quite stunned at what she’s just done, but she quickly starts to blush as someone says, “Dragonslayers!”. Cindy says that their job isn’t done quite yet, they have to go and rescue Amelia and the other people taken into the Underground.

Wednesday night’s session of the Torg Eternity Aylish campaign went marvellously well, and everyone at the table had a great time. The Storm Knights took on three different foes in a row, with virtually no break between, and did an outstanding job of it – even getting a Glory result on one of the creatures! The benefits of achieving the Glory were a truly pleasant surprise for the players, and one they really appreciated. The session was one with a lot of combat, and the players never really got a breather between the fights, but Donna, DavidW and Kendall told me they loved every minute of it! Crystal was a bit more circumspect afterwards, but she got into a fighting frenzy during play, the other players being somewhat taken aback by her…joy in the violence. LOL!

In any event, a good night of gaming for all. I’m rather looking forward to running the August session of Torg Eternity on the Wednesday night players, Goddess bless ’em every one! 🙂

Getting Ready for Wednesday Night Gaming July 18, 2018

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Well, it’s the third Wednesday in the month, and that means it’s gaming night!

The Wednesday night gaming group will be continuing on with their campaign of Torg Eternity this evening, their campaign taking place in the magical land of Aysle. I’m rather looking forward to this evening’s game, as the players have been jonesing for it pretty much all month!

With the gaming group playing once a month, on the third Wednesday, this will be a relatively long scenario, but I’m really looking forward to it.

Have a good evening, folks. 🙂

Sunday Afternoon Game Report – Torg Eternity, Session 6 July 17, 2018

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The Sunday afternoon gaming group continued play of their Torg Eternity RPG campaign, set in the Cyberpapacy, two days ago (on Sunday the 15th). You can read the blog entry on the previous session by following the link. This post is somewhat long, so I’ve put it behind a cut for those who don’t want to read about my roleplaying game campaigns.

Torg_Eternity_Core_Book-cover.jpg

CHARACTERS:
Jean André Bernard (SteveR) – Unstoppable Cop/Gendarme
Celeste Dubois (Tammy) – Cyberwitch
Jacques Dumont (GM/NPC) – Realm Runner

April 15th, 2017

The player characters are resting at home with their families in new residences in the Paris zone, which has slowly turned into a Core Earth hardpoint. Reality storm rage all around the city, but life seems to have found a way to continue on in a somewhat normal fashion…for now. Each Storm Knight receives a message by courier to meet at 2112-a Chambourcy Street at 8:00 pm that night. The characters do some research each on how to get there, and the locale. Celeste Dubois goes to the public library, and finds that it has been transformed for the most part, with GodNet-hooked terminals and systems as well as friendly librarian drones that seek to help clients. She uses the old-fashioned card files and stacks to find out what she can. Both Jacques Dumont and Jean André Bernard use their local directories through the GodNet to learn about the area. The location is a warehouse in the seedy part of the Parisian docks on the southern edge of the city. Jacques calls Celeste and offers to share a cab with her to the address that night; she agrees, and he says he’ll pick her up “one hour before we’re supposed to be there”. Because of his being wanted by the authorities, Jean disguises himself before heading out by cab for Chambourcy Street.

The Storm Knights reach the warehouse that belongs to La Rochelle Agricultural Ltée., to find the area even more seedy than they expected. And totally deserted. Only Jean notices the jury-rigged security system, a camouflaged drone at the top of the warehouse’s main doors. As the characters approach the door, they are scanned and the entry doors *click* open almost soundlessly. Cautiously, the Storm Knights enter the warehouse. The somewhat brightly lit, large warehouse, shadowed in places, is full of quiet talk as the Storm Knights enter. Jacques is met by Regis [Lalonde], and the two embrace as if old friends, the former pleased to see that the latter survived the incident two days prior, and the two chat merrily. Celeste wonders who this man is and how he knows Jacques, but answers must wait. Marcel Koropoulos, with bandages on his face and one arm and the other arm in a sling, re-introduces the Storm Knights to Marie [Joubert] and introduces Celeste and Jean to Regis. There are also three other men present, and they are introduced as Claude, Armand and Felix. The warehouse’s lower level is full of the expected equipment and materials, and the characters notice there are some 30 or so crates of various shapes and sizes, Marie leaning against the closest of these. [Jacques is the only one to notice that there’s a man leaning against one of the nearby walls, partially obscured by shadows and the drapes in that area.]

Celeste comments on how deserted it was outside the warehouse, and Regis tells her that there is a curfew in the city but that the south part of the city is rife with criminal activity and the docks are not a safe place. He says there have been attacks on the alone and the unfortunate by cyberwolves (wolves that have escaped from the Paris zoo and that have become augmented somehow), and the Church Police are everywhere in the poorer parts of the city. Marcel breaks up the pleasant conversation, and asks the three Storm Knights, though specifically Jacques, if they’ve decided to transport the goods and supplies down to Orange and Avignon. Jacques says that he is, and that Celeste will be coming with him as will Jean. Marie is still hostile towards Celeste, and asks how they can trust her because she’s a witch and a heretic. Celeste bristles at this once again, Marcel once more scoffs at this, and the conversation turns to the cargo (the 35 crates with the La Rochelle Agricultural Ltée. logos stamped on them, and their contents), the semi-truck that’s available to them, and the trip to Orange. Jacques asks about the role of the man in the shadows, and the group is introduced to Francois Marchand, who steps into the light. He’s ex-military and is potentially a travel companion whose job is to protect the cargo. [He is an Ord, but Celeste and the others do not know the distinction as yet.] They discuss the means of getting out of Paris, and learn of the three types of checkpoints – the major checkpoints, where a new type of Church enforcer, the Hands of God (or HOGs), can be found; the minor checkpoints where cyberpriests and cyberknights can be found with Church police; and finally the potentially easiest way out, the Church Police checkpoints, where only the streetbeaters and occasionally a cyberpriest can be found. Celeste reacts with a shudder and shies away from the others momentarily as she deals with the memories of the hellfire spell and the cyberpriest who attacked her two days ago. Regis casually mentions, however, that the Church Police checkpoints are actually small fortresses almost, with bunkers near them. The Storm Knights discuss their options, and make their plans.

The Storm Knights begin their trip to Orange, having decided to have Francois accompany them for protection. Due to his wanted status, Jean travels in the back part of the semi-truck along with Francois and the crates, while Jacques drives with Celeste in the passenger seat. The trip out of Paris is somewhat tense, but the stop at the Church Police checkpoint goes well. [I didn’t play out this checkpoint passage, as it seemed to be something that needed to go swiftly and safely, so as to get to the meat of the scenario.] Some three hours after leaving the farmlands outside Paris, Jacques spots what appears to be a dust cloud slightly off to the east of their path. The two agree, and Jean concurs, that they can’t not help endangered people if such is the case, and Jacques heads the semi-truck in the direction of the dust cloud. They arrive to witness a horrible scene – there is a hover tank (!!) parked in the wide expanse of grassland upon which can be seen a convoy of covered wagons. A group of six Church police are attacking the wagons with Godmeeters, advancing on it in their Church armour.

Without a word, Jacques slows the semi-truck, leaps out of it as he draws his pistol, shouts for Francois to stay with the truck, and then starts to run towards the fighting. Celeste and Jean get out of the truck, and both of them prepare to run after Jacques and help in the defence of the wagons. Celeste casts the scrambler spell first [and spends a Possibility so as to extend the range to 100m radius], and then heads after the Jean. The six Church Police stand no chance against the Storm Knights. Celeste takes down three of them with her GodMeeter, one of the defender with a large bore gun, a Rom male, takes down another one, and Jean and Jacques with their inferior weapons take down one between them. The last Church Police person flees back towards the hovertank, but is taken down from behind by the Romani marksman. In the aftermath of the attack and the suddenness of the violence, the grasslands fall quiet.

As the Storm Knights wait to see what will happen next, an attractive Rom man (the same who attacked the Church Police) approaches the characters, rifle in hand. He thanks them for their help and says that they came just as “She” had predicted. When Celeste asks who “She” is, he replies, “Why Queen Rashilda, of course”. He says that in exchange for their help, the Romani are willing to offer them shelter for the night. An attractive, young dark-haired girl comes up to them. She says her name is Rani [short for Ranilda] comes up to them, as various Romani emerge from the wagons, and says that they should come with her and Josiah, and makes themselves at home. The Romani are planning to camp, while they take stock of themselves after the attack by the Cyberpapal heathens. She suggests that they bring the semi-truck and the cargo to the safety of the Romani wagons, and the Storm Knights agree. Jean heads back to the semi-truck, to bring the truck in and tell Francois what’s going on. Celeste sees that there are several drones now circling the Romani wagons and when she asks, Rani laughs. The Roma girl tells her that those are the Romani’s, well, now anyways. They’ve subverted them for their own use. With Josiah accompanying them, Rani takes Celeste and Jacques by the arms and leads them towards the wagons.

The Storm Knights and Francois find there are seven wagons, two others having been destroyed by Cyberpapal weapons fire. They are taken to the middle wagon, where a large Egyptian man with a scimitar stands guard. They meet with the ancient woman who descends from the wagon, Queen Rashilda. She examines each of the Storm Knights, including Jean and Francois, who have joined the group. She talks with Celeste and the others, saying that “trusting and helping are not the same”, but the Queen says they are currently among friends. She says of Celeste that she is “not one of ours”, but Celeste is more puzzled than anything by this. The Queen calls for the healer, Alida, who talks irreverently with Rashilda, and the Queen has the healer treat both Jean and Jacques injuries [they had suffered a Wound each during the attack]. Before Alida departs for her own wagon again, she tells Jacques to meet her at her tent later. When he asks why, she says, “Because you are fated to.” The Romani go about setting up camp, while several of the men prepare to cremate the bodies of the Church police. While the Storm Knights had the desire to take the armour [of God] and weapons that they had, they decide not to as they may be bugged and the threat of being tracked.

The food and the company of the Romani is very good, though one of the Roma women, Hamma, warns the Storm Knights to keep an eye on their valuables. After the meal, while Celeste and Jean, along with Francois, check the semi-truck out, Jacques heads over to Alida’s tent. The Rom woman tells him that she wanted to talk to him because his life may be in danger. She has had visions of him lying on an altar of some sort, with the chant “Sobek! Sobek!” being heard in the background as a wicked knife of some sort descends towards him. Jacques feels a chill, as if death has touched him, at her words, but puts on a brave face. Alida tells him that perhaps his fate can be changed, but that it is up to him (and perhaps his friends). She also tells him that she senses that he will be betrayed “from within”, but does not know the meaning of it. She hands him a small vial of greenish liquid, and says that it is a potion of healing acquired elsewhere. She tells him that he will know when to use it. He puts the vial in his right breast pocket of his shirt.

In the middle of the night, the Storm Knights are woken by a roaring sound from outside the wagons. Celeste and Jean discover that the hover tank is gone. They can see the impression in the grassland made by the vehicle, and the deep imprints of its landing gear. Almost none of the Romani come out of the tents and wagons to see what has happened. Celeste asks one of the Roma woman, Valara, what has happened. She tells the Storm Knight that the floating vehicle has gone back to where it belongs. For some reason, Celeste is of the opinion that it teleported.

The next morning, the Storm Knights wake to the smell of an oatmeal breakfast cooking. As they sit eating, Celeste and Jean are worried about Jacques, who doesn’t appear to have gotten a whole lot of sleep and who has a disturbed but thoughtful expression on his face. He says he doesn’t have anything to tell them, just that he needs to think through something. Jean spots a suspicious bulge in the breast pocket of his shirt under his jacket. Rani comes uo to them, and says that Queen Rashilda wishes to talk with Celeste. Now.

Somewhat in awe of and afraid of the Romani queen, Celeste is surprised when the woman beckons her over to sit by the fire while they continue their breakfast. Rashilda tells her that she’s had visions, perhaps omens, to share with Celeste. First, she tells her that she must beware of cyberware addiction. If she does not, she may lose herself, her best half, to the CyberFrance abhorrence. Secondly, she tells her about her magic: “You must seek the blind man who holds no key. He is the one who will teach you what you need to know in order for you to meet your destiny on a mountaintop far from here.” Celeste tries to ask her more, but Queen Rashilda dismisses her with a wave of her hand.

Sunday afternoon’s game session of the Torg Eternity RPG campaign was a lot of fun, and I really enjoyed the game session and the stuff that was going on in the adventure. Now that I’m not totally winging this scenario, it was more relaxed for me and somewhat less hectic in feel. (At least to me.) The encounter with the Romani was a lot of fun to run, though I was disappointed that none of the players had the Romance card since I would have liked to have had either Josiah or Rani involved with one of the characters, but such was not to be. Otherwise, the session went pretty well, and the players are working their way through the Act quite nicely.

I’m looking forward to the next session of the Sunday Torg Eternity campaign. Unfortunately, Tammy is back on-call for two weeks, so we won’t be gaming again until the first week of August. *sigh*

Getting Ready for Sunday Afternoon Gaming July 15, 2018

Posted by jkahane in food hut, health hut, personal, rpg hut, torg eternity rpg.
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Another morning that was a bit rough in terms of digestion issues and bowel stuff. Not sure what’s going on, but it stems from Saturday’s habits, I guess. Better now.

I’m getting ready for the afternoon gaming session with the Sunday group. The group will be continuing their Torg Eternity game in the Cyberpapacy, which I’m looking forward to.

Anyway, I need to go upstairs and see what I can make for lunch. In the hopes that I can actually keep it down. Maybe a simple sandwich? Or maybe a bowl of soup? Hmm…

Have a good afternoon (and evening), folks. 🙂

Friday Evening Game Report – Torg Eternity, Session 6 July 14, 2018

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The Friday evening gaming group continued on with their Living Land campaign of the Torg Eternity RPG yesterday evening. You can read about the previous session of the game by following the link. This post is somewhat long, so I’ve put it behind a cut for those who don’t want to read about my roleplaying game campaigns.

Torg_Eternity_Core_Book-cover.jpg

CHARACTERS:
Melanie Franconi (KathyB) – Cat Burglar/Thief
Wendy Saltman (Angela) – Courier
Sandra Mitchell (Ellie) – Librarian/Dabbler
Lucas Wells (Mark) – Realm Runner
Andar/Andrew Quilling (Peter) – Transformed (Living Land) Athlete

April 5th, 2017

The player characters and the survivors set out on their day’s travels, Andar leading the way once more. Steve Hardiman walks with Sophie Kang, as it’s been decided that the girl will not be allowed to roam off on her own again and endanger the group. The group discover that they have gone through too much of their food, despite the FEMA packs they had found earlier, and it’s decided that they’ll have to live off the land. The survivors defer to the Storm Knights in regards to the hunting, though Jake Wilson and Emma Johnson, who’d accompanied Lucas Wells on an earlier foraging expedition, decide to stick it out with the Storm Knights. Lucas takes William Freeman and Jake Wilson to hunt for food, while Andar and Emma Johnson team up as the second group. While hunting, Andar spots what appear to be edeinos tracks, and tells Johnson that they must get back to the rest of the “tribe” as quickly as possible with whatever they can gather. He doesn’t notice that the young woman is attracted to him despite his rough edges. Lucas and the others are successful at hunting down some game, four squirrel-like creatures with scales, and also head back to the rest of the Storm Knights and the survivors.

The other Storm Knights, Melanie Franconi, Wendy Saltman and Sandra Mitchell, discuss their situation. Both Wendy and Sandra know that they have some unusual abilities, ever since the change in Reality happened, but neither understands what’s happened to them. They liken their abilities to miracles and magic, but still have doubts. A rabbi, Abraham Marsberg, overhears them and offers his opinion. Some of the laws of physics have changed to suit them now, and they need to be confident of their abilities, learn to use them, but also…have faith. The group continues to travel, and come upon some strange shapes in the roots of the vast trees that now occupy the area. Melanie goes over to one of them, brushing away some of the debris. She realizes that she’s found a rusted out SUV of some sort. Moving some more of the plants and roots out of the way, she makes her way into the SUV, hoping to find something of interest. She emerges triumphantly with a sealed in plastic first aid kit and a set of five (5) flares in a small rusted box. Several of the others decide to search for things as well, but find no other vehicles or anything of note. Wendy does manage to barely avoid being struck by a large, fist-size black spider on one of the plants.

The hunters return with what they’ve managed to acquire food-wise, and the Storm Knights and the survivors are cheered up by this. Andar tells them of the edeinos tracks that he spotted, and the survivors are eager to move on and avoid the lizard-men. After some time, the Storm Knights and several of the survivors point out that there is mist starting to obscure their way. [Angela/Wendy played the Deep Mist Cosm card.] After an hour’s travel, the mist deepening and thickening, the Storm Knights and the survivors stop. They can barely see each other, let alone the way ahead. It is only with luck [and a Possibility or two] that Andar and Lucas are able to keep the group of characters together. After doing a head count, the Storm Knights realize that they’ve lost eight of the survivors during this time, and it is with worry that the survivors decide to stay in this spot, while the Storm Knights search for the missing characters. Sandra tells Andar and Lucas that she wants to help find the missing survivors. They scoff at her, but the librarian tells them that she can help. And in the end, she is proven correct [with the use of a Possibility and Drama card, getting an Outstanding success]. The group are dismayed to find that Jose Vasquez and two of the other survivors have fallen into what is a well-made, concealed pit some 3 metres deep. Using some jungle vines found by Andar, the Storm Knights manage to bring the survivors up, none of whom are seriously injured (fortunately). The Storm Knights and the subdued survivors return to the other survivors.

The group questions whether to continue on for the day in the mist, but are surprised when it recedes over the next hour or so, though Lucas says that they’ve lost travelling time. Lucas and Andar lead the way, and the Storm Knights and the survivors continue on their travels. Wendy sees that May Armitage is very depressed, and decides to walk with her for a while. May tells her that she still blames herself for what happened to that “lovely young man”, but Wendy says that David Harrington knew what the risks were coming out into the jungle, and he took his chances just like everyone else. May adds that she’s not a young woman, and she’s not sure that she’ll be able to complete the trip to Philadelphia. Wendy tells her that she’ll be looking after her, and says that Lucas and Andar will make sure that everyone reaches Philly safely. The old woman gives her a pitying look, but then smiles forlornly. Wendy watches as she hobbles back to stand next to Sophie Kang and Andar. The rest of the day’s travel passes uneventfully, with the various characters and Storm Knights being bedazzled, fearful, and awed, respectively by some of the wonders of the plant world they see during their travels. Andar is just bewildered at their reaction, though he too is awed at some of the marvels of Lanala.

The next morning dawns bright and clear, but the temperature is already high and the humidity makes all of the characters uncomfortable. Some two hours after setting out, the Storm Knights are stopped in their tracks by Sandra, who tells them she hears the sound of screaming and possibly fighting coming from off to their left. The survivors tell them to go and check out what’s happening, they can take care of themselves. Lucas is doubtful, but Sandra leads the group off in the direction of what she heard. They are almost caught in an ambush by ten edeinos, but are saved by Lucas’s sharp senses [he plays the Awareness card]. Andar and Lucas are attacked by three edeinos each, while one of the lizard-men goes after Melanie, Wendy, and Sandra. Andar makes quick work of two of his opponents, but Lucas is hurt somewhat [2 Wounds, 4 Shock] though he manages to take down two of the edeinos that attack him as well. Sandra is able to attack her opponent with a spell, hurling a rock at it that seems to knock the edeinos out cold. In desperate need, Wendy is able to repel her edeinos foe, sending him flying into the nearest tree. He falls to the ground, inert. [She achieved an Outstanding success on the miracle roll!] Melanie gives as good as she gets with her spear, and her edeinos falls. Both Andar and Lucas finish off their two remaining edeinos, and watch as Melanie hurls her spear and impales the lone, fleeing edeinos [she rolls a 44, including spending a Possibility and a Hero card!]. They both congratulate her on her “superb athletic skill”, and Melanie blushes with the praise. The group quickly heads in the direction that the edeinos came from.

They come upon a small group of boys, some six in all, hiding nearby in the trees. While two of them have obviously transformed, and are now wearing loincloths and carrying spears, the other four are obviously boy scouts. The oldest boy, Michael (one of the transformed), is their leader and he says that while the group has survived on its own so far, they would like someone older, an adult, to take charge. Michael defers to Andar, but the other four Core Earth boys defer to Lucas, much to his chagrin. Michael says that they were on a camping trip with Michael’s father when the Maelstrom bridge fell, so they were well-prepared. When they met a group of edeinos first, Michael’s father gave the boys time to flee. They had set up a rendezvous point, and even though Michael knows deep down that his father is dead, he wants to go to the rendezvous location just to be sure. The Storm Knights lead the boy scouts to the other survivors, where they are greeted warmly, even those who have transformed.

When it is learned that the rendezvous point with his father was not out of their way to Philadelphia too much, Lucas agrees that the survivors can go a bit out of their way. Later, when the group stops for a meal and a bit of a rest, Lucas tries to talk to Michael about his father and what happened, but gets nowhere. He talks to Wendy and Sandra, to see if they can get the boy to talk to them. It is Andar who makes the breakthrough during their talking together as the group travels. He tells the young man that while he may want to go to the rendezvous point, he has a responsibility to the other boys, his tribe, to get them to safety. However, if Michael truly wants to go to the rendezvous, Andar understands and will persuade the others to let him go with the boy(s). Melanie becomes chatty with one of the boys, Sanders, while they walk, chewing on a sweet root that Andar found for them. She learns the truth of what happened during the attack, and realizes that Michael’s father is indeed dead. She tells Lucas and the others what she’s learned, and they go and confront Michael. He is chatting with Sophie, and when the Storm Knights come up to him, they go very quiet. Michael acquiesces to Sandra and Lucas’s appeals not to go to the rendezvous point. The survivors need to get to Philadelphia as quickly as they can. Melanie doesn’t buy Michael’s giving in so quickly, and vows to keep an eye on him.

The day’s travels have been exhausting for everyone concerned, and the Storm Knights call a halt to the around sunset as the skies open up and it starts to rain. Once the group sets up camp for the night, the Storm Knights review the day’s events and make their plans for the next day. That night, Michael and the boy scouts attempt to sneak out of the camp to go to the rendezvous point with him, but they are stopped by Melanie (who was alert for this action on his part), and along with Lucas are able to convince him for the moment not to do this. He’d be endangering the other boys, and surely he doesn’t want that? They appear to have convinced him – for now. On waking the next morning, the Storm Knights discover that one of their items has been destroyed by the Living Land [Ellie as Sandra played the Law of Decay Cosm card]. Melanie’s lock picking set, Wendy’s mobile phone, Sandra’s laptop computer, Lucas’s mobile phone and Andar’s small cube of family photos are all destroyed by the world Laws of the Living Land. The rain continues to fall…

The Storm Knights are woken up in the middle of the night. They’re not sure what, but something feels…wrong. It takes them some time, but Lucas finally realizes what’s going on when he hears something threatening – the sound is that of an approaching flash flood! And it’s very close. Andar and Lucas realize they need a route to safety and some high ground where they can be safe. The Storm Knights rouse the survivors, who are very grumpy, but quickly start to panic somewhat. Lucas tells Andar to scout around a bit and see what he can find in terms of high ground, and the other Storm Knights go about calming the survivors of New York and the boy scouts down. Andar returns and tells Lucas and the others what he has found; he indicates there is a good deal of danger involved. Melanie tells the survivors that they need to calm down and pack their belongings as quickly as possible, and she, Sandra, and Wendy get the survivors organized and ready to leave. Andar leads the way towards where they must go, the whole time the sound of the flash flood getting closer and closer. The group reaches the base of a sheer cliff, and when Andar tells them they must climb it, most of the survivors balk. The Storm Knights have to help themselves and the survivors and boy scouts go up the cliff, but fortunately two of the boys have climbing rope with them as well. It takes a heroic effort on the part of all the Storm Knights to get themselves and the survivors and boy scouts up the cliff face. [There was a good play of several Destiny cards, as well as the use of Possibilities, and there were a couple of moments where the safety of the group, and notably Andar, was in jeopardy.] At last, The Storm Knights and the survivors lie panting and soaked by the rain at the top of the cliff face, as they watch the torrential flash flood flow past where they were moments ago…

Friday night’s game session of Torg Eternity was a lot of fun, and I had a pretty good time of it, enjoying how the players and their characters dealt with the New York survivors and the perils of the Living Land. The players had a good time of things, and commented afterwards that the Destiny cards seemed to be in motion most of the night. Kathy wasn’t fond of the play of the Law of Decay Cosm card towards the end of the session, but she enjoyed the sense of danger in the final sequence of climbing the cliff face, and admitted that she was worried the characters would be trapped in the flash flood due to needing to rescue all the New York survivors first. Peter told me afterwards that he liked the sense of danger the Dramatic Skill Resolution rules bring to the game, but hadn’t experienced anything like that in his old days of gaming. The group had a good time of it, but I was exhausted when the session was done.

That said, I’m really looking forward to next Friday night’s game session of Torg Eternity, and can’t wait to see what the player characters get up to! 🙂

Getting Ready for Friday Night Gaming July 13, 2018

Posted by jkahane in food hut, rpg hut, torg eternity rpg, writing & editing.
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Getting ready for Friday night gaming.

To be honest, I’m looking forward to gaming this evening with the Friday night group. They’ll be continuing on with the Torg Eternity campaign set in the Living Land that we started some five sessions ago. All the players will be here this evening, so I’m looking forward to the game tonight.

I’ve been so buried in editing stuff for a game that I can’t talk about this week that I’m a little burnt out from it all. Gaming Torg Eternity will give me back some of “balance” that I get from running games while editing other stuff. In the meantime, I need to get upstairs and make (something) for supper for the night.

Have a good evening, folks. 🙂

Sunday Afternoon Game Report – Torg Eternity, Session 5 July 12, 2018

Posted by jkahane in rpg hut, torg eternity rpg.
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*sigh* I meant to post this blog entry on Monday (the 9th), but things got away from me and then an editing job took over the week. Anyway, I was lucky enough to be able to transcribe the notes on the game session, and am posting them here a few days late!

The Sunday afternoon gaming group continued play of their Torg Eternity RPG campaign, set in the Cyberpapacy, on Sunday (the 8th). You can read the blog entry on the previous session by following the link. This post is somewhat long, so I’ve put it behind a cut for those who don’t want to read about my roleplaying game campaigns.

Torg_Eternity_Core_Book-cover.jpg

CHARACTERS:
Jean André Bernard (SteveR) – Unstoppable Cop/Gendarme
Celeste Dubois (Tammy) – Cyberwitch
Jacques Dumont (GM/NPC) – Realm Runner

[Prologue]
April 8th, 2017

While out and about in Paris, Celeste Dubois attempts her scrambler spell but fails badly [she backfires the spell], thus summoning up a minor demon. She watches in horror as the creature kills three of the Parisian gendarmes. She sees a group of Church Police streetbeaters running towards her and the demon, then notices a mysterious figure in a nearby alley who beckons her towards him with a cyber-clawed hand. She hesitates to go towards him, but the soon-to-arrive Church Police motivates her, and she quickly moves towards him and enters the shadows of the alley. They move off a bit down the alley, and the hooded figure tells her his name, Henri Chabot, and he’s “like you”, and then gestures and a small ball of light appears in his hand. He tells her that he’s come from Magna Verita with other members of a resistance movement, and that they are there to aid the Core Earthers fight the evil of the Cyberpope. He tells her that the demon is her responsibility, as it was her spell’s “failure” that brought forth the demon. He tells her there is a way around the backlash, but that it involves cyberware. Henri says that he’s aware of her actions (and those of two of her friends, though she says they’re not friends, exactly) in Orange and that she knows of a cyber shoppe in Avignon (through a mutual friend of theirs). She can get the aid and work done that she needs there. Henri says that the trip to Avignon will be dangerous, so she should consider her choices wisely. Feeling guilty, she goes back to the entrance to the alley, but there is no sign of the demon. The Church Police have fanned out in their search for the creature, but she also notices that several medtechs are examining the bodies of the gendarmes, and they are also treating several other wounded. Startled as he whispers in her ear, Henri comments that it’s fortunate that one of the four gendarmes survived the attack…

Elsewhere in Paris, civilian dressed Jean André Bernard reports in to the gendarmerie of Paris, only to find that the building present there is now called the Gendarmerie Centrale, and that it is a sleek, modern building with seeming state-of-the-art security systems outside and all manner of giant video screens and the like. On entering the building, Jean sees that the changes are more than cosmetic, and that the majority of the gendarmes present seem to be sporting uniforms or partial uniforms of the CP streetbeaters. Many of the people present also seem to be cyber enhanced and he recognizes a couple of gendarmes that he knew from their tours in Rouen. They don’t acknowledge his presence when they see him. Jean goes up to the duty sergeant’s desk, and tells the man who he is and that he’s reporting in. The sergeant checks his name, and the flag is triggered about the “incident” in Orange and his role in it with two other unenlightened ones. He hears the “click” sound of three weapons, and turns to find three of the Church Police streetbeaters behind him. In a bold move, Jean attempts to leap over the sergeant’s desk, but slams into the forcefield that’s been activated there [taking 3 Shock damage], and he falls back to land at the feet of the streetbeaters, looking down the barrels of their GodMeeters. Accused of heresy by the Church, he attempts to explain the situation, telling them of the old man he saw shot to death by the streetbeaters in Orange. The desk sergeant crouches over him, and says that “did not happen the way you remember it”, and the memory of it seems to be somewhat less tangible in Jean’s mind. After he cries out about liberty and freedom, he is slugged with the butt of one of the GodMeeters, and loses consciousness.

After having gotten himself, his wife, Cecile, and his son, Dolland, settled into a decent condominium on the Rive Gauche, Jacques Dumont is taking some time to himself, and looking around the city. He wonders if he’ll ever be able to return to his normal life, but thinks that the arrival of the Cyberpapacy will likely never allow for “normal” again. As he walks, Jacques is sure that he’s being followed, and attempts to give the pursuer the slip, and thinks he does. As he emerges from a small alley, however, his pursuer, a young man with a bushy beard and a cyber left eye, is waiting for him, a smile on his face. He introduces himself as Regis Lalonde, and says that Jacques is just what they are looking for. They talk for a while, and Regis explains that he’s part of a group, a “resistance group, if you will”, that is looking for people to undertake small ventures out into the “wilderness” of CyberFrance, taking foodstuffs, supplies, and other materials out to the small communities, also looking for like-minded individuals. Jacques asks why him, as he’s just a history professor, but Regis says he’s more than that, he’s someone who can “go anywhere, be anywhere”. He tells Jacques that the first job they have for him is to head back to Avignon, “the place where this all seems to have started,” and bring in some food supplies. For some reason that he’s not sure of, Jacques agrees to do so. Regis tells him to meet him and some others at a warehouse on the Seine at a certain time (five days hence, in early evening) and gives him a written piece of paper with an address on it. Jacques ponders how he’s going to explain this to Cecile…

Back at the Gendarmerie Centrale, Jean regains consciousness to find himself in a holding cell. He has a sharp pain in his forehead, and reaching up realizes there’s a metallic chip of some sort (2mm x 6mm] embedded in his forehead. He immediately reacts by slamming his head into the nearest wall; the chip is not damaged, but he goes [temporarily] blind after a sharp burst of pain at the point of contact. He attempts to pull out the chip or whatever it is, but receives a jolt of pain [and suffers 1 Wound and 2 Shock]; it’s too much for his system, and he loses consciousness again. He comes to again, to the feel of a feminine hand on his jaw. Opening his eyes, he sees a dark-haired, blue eyed attractive woman with pouty lips; she lets go his jaw when she realizes he’s awake. She doesn’t tell him her name, but says she’s there to help him and that she’s removed the chip that had been implanted in him. He reaches up, and doesn’t feel the chip at all or sense any wound where it might have been [was that all hallucination or not?]. She says they’ve got to hurry, and she seems to cast a spell that scrambles electronics and surveillance for a short period of time. She leads him through a dizzying set of corridors and three rooms before they reach a door that is iris-like in function. As she taps in the keycode, she tells him that he had best leave Paris. As the door irises open, he looks out at the cityscape. On several of the large jumbotron screens and advertising billboards, his face is brightly lit up, with the caption below: “WANTED DEAD OR ALIVE, Reward: 10,000 Euros”.

[Main Events]
April 13th, 2017

The various Storm Knights head for the meeting at the warehouse on Rue Charmit near the docks. Arriving on the scene, each Storm Knight can tell that the warehouse is somewhat dingy. They are met by a young woman with a mohawk cut, lots of metal studs, and cyberwar [think a Cyber Punk], and admitted to the warehouse. Inside, the player character encounter four individuals, two men and two women. One of the men introduces himself as Marcel Koropoulos, the leader of this “cell,” and the other being Regis Lalonde. Jacques and Regis acknowledge one another, the latter having a slight knowing smile on his face. One of the women tells them she is Marie, but the other woman doesn’t introduce herself and seems somewhat standoff-ish.

Marcel tells the characters what has happened in the ten days since the Maelstrom bridge dropped in Avignon, and how the populace seems to have accepted the arrival of the Cyberpope as their salvation, but that they have all (giving Jean a look) seen examples of the “forcefulness” of the approach the Church Police are taking at times. When Jacques asks why he’s there, Marcel says that he has some skills that will be of use to them. “They” are the start of a small resistance group, and Jacques will be useful in helping them transport foodstuffs, goods, and perhaps weapons to places where they’re needed or required. Marcel adds that his first job would be to take some materials to Orange and Avignon, the place where it all started for him. Jacques agrees to do so, and Celeste tells Marcel that she’ll go with him, at least to Avignon; she has some things to take care of pertaining to her magic in Avignon. Marie sneers at her, and snidely says she’s a heretic, since she uses magic, but Celeste refutes this vigorously. A conflict appears about to start between the two women, but Marcel smoothly intervenes and calms the situation down, though it’s obvious that Marie is still not happy about this. Marie comments that they have other problems to deal with, and looks at Jean. Celeste asks Jean why he’s wanted in Paris, and Jean explains to her about the events at the Gendarmerie, his being chipped, and the escape courtesy of the mystery woman. Everyone chides him for his foolish decisions, and Marcel can’t help but question him about his loyalty to CyberFrance. Before they can debate the matter further, the cyber punk lookout[, Marielle,] informs them that a group of Churchies are heading their way – looks like a Cyberpriest, a Cyberknight, and a bunch of Church Police. Attention turns back to Jean, as the others accuse him of bringing the Church forces down on them. Before Marcel can say anything else, and the groups starts to scatter, the delivery set of doors at the warehouse’s loading bay explode inward, and the Church forces arrive.

Jacques immediately reacts by firing his pistol in the direction of a shadowy figure he sees through the flames and fire, but his bullets have no effect on whoever is standing there, as he hears the pinging sounds of it ringing off the armour. Jean attempts to fire at the same target as Jean, but his attack has pretty much the same effect. Celeste keeps an eye on the door where the female lookout came from, and watches as the door dissolves. She sees the figure of a cyberpriest in the doorway and shoots at her. Her shot with the GodMeeter is ineffective, and the cyberpriest intimates the entire group [causing the Storm Knights to be Stymied]. The cyberpriest throws a hellfire miracle at Celeste and she is hurt [she takes 2 Shock] and her clothes burst into flames. She stops, drops, and rolls and manages to put the flames out. With the assistance of the badly wounded Marcel, Jean, Jacques, Regis and Marie take out the Church streetbeaters coming in through the loading area, and Jacques shouts the way out is clear. Jacques takes a nasty hit from a GodMeeter but doesn’t seem to be hurt badly [he Soaks the injury, and recovers all but 1 Wound]. The cyberpriest attempts to use the hellfire spell on Celeste again, and she is hit for a terrible injury, though her clothes don’t catch fire. [She took 4 Wounds and 8 Shock. Note: This sequence is where I botched it up. I allowed her to use two Supporter cards and an Adrenaline card to raise her Toughness, thus reducing the damage significantly from the hellfire miracle, but you can’t use cards and the like to increase Toughness at all. You can only Soak the damage, and then take your chances with a Defeat roll to avoid death, in actual fact. Oops!] Celeste is shocked that she’s still alive, but dashes out of the warehouse with the rest of the people there. There’s no opposition to their escape. Marcel, being supported by Regis, tells Jacques that he’ll be in contact in the next day or two about the planned trip to Orange and Avignon, and then the resistance members (including Marie, who gives Jean a hate-filled look) vanish into the Paris night, while the Storm Knights make their way away from the docks. As they do so, Celeste can’t help but wonder why the Church party allowed them to escape so easily…

Sunday’s game session of Torg Eternity was an interesting one for a couple of reasons. First off, I’d had no ideas of what scenario to run the group through and figured that I’d wait to see what kind of plot ideas and stuff the players would give me. Second of all, I’d been distracted by some Real Life(tm) stuff going on and wasn’t really all that focused on Sunday, to be honest, on the game. With all that said, things worked out much better than I expected them to, and using the Prologue material in Paris as a basis worked well. There’s the doubt about SteveR’s character, Jean, right now because of the chip business; his decision at the gendarmerie, given the events of the first scenario in Orange, gave me an opening for a sub-plot, though whether he works with it or not is another matter. I also decided to use the NPC’s role as a realm runner to take the characters back to Orange and Avignon for the rest of this adventure, and then we’ll see how things go from there.

Hopefully, I’ll have some time today or tomorrow to jot down some stuff for the next Act or so, but we’ll see. My time is at a premium this week, it seems. In any event, I’m looking forward to the next session of the scenario.