• At the end of the last session of the Spiral Confederacy campaign, Simon Simon the adherent visited a strange adherent cult in the Bones of Pearl 2, to find out why they were being hunted by the Pearl 2 authority’s mercenaries, the SSA. This was handled in downtime, which is where our group do “unimportant” or non-combatant things through Facebook messenger during the week. In this case things went a bit pear-shaped, they got into a bit of a fight, and one PC nearly had to kill another. This is a report of the full downtime, broken up into its various parts. I have made subsections to make it easier to follow, which are:
    •    On board the Come as You Are
    •    At the Coven of the Unredeemed
    •    The Tale of the Unredeemed
    •    Emergency at the Coven
    •    Back at the Come As You Are
    •    Flight from the Coven
    •    A classic moment in GM-player interactions that everyone is very familiar with
    •    In the Combustible Van with Lam and Ahmose
    •    To be or not to be: Breakout from the Coven
    •    Escape from the Bones
    •    Return to Pearl 7
    •    The Resurrection of the Unbroken

    The downtime is reported as direct chat logs, just cleaned up and modified slightly to make them more readable, but they remain vaguely unreadable in that way that chat logs do. This was a long and winding downtime that occurred over a week, so I doubt anyone will want to read all of it. For insight into the magic of the universe, scroll down to the Resurrection scene; for an amusing moment of near death, go straight to To Be or Not to Be, where you can also see the effect of differing technologies between Confederacy and its outlying systems, combined with AI support and a psionic, which should further deepen the mystery of how The Reach has remained independent all this time. In The Tale of the Unredeemed you can learn something of the history of the Confederacy and adherents as a concept.

    The chat log starts below.

    On board the Come As You Are
    GM: By way of downtime for you guys. Everyone is going to chill out now that you have that bone pile behind you. But still alva is a little freaked, and ahmose is in her Grumpy Edgy Captain state.

    While Simon Simon is off being interesting you have a dig through the loot. The space ninja’s swords have changed to rusty useless metal. Alvas drone investigated the silver sword and tells you it is silver yes, but it seems too light. The priests notes are written – shock – in his native language. You can’t read it or even recognize it, though some of the diagrams make a kind of hideous sense. To decipher the notes would need access to a major research database of remnant languages, and a few years of research. Or an oracle. On the bright side, you take them to an expert and he or she could tell you where they are from. Which is all you really need to know. Further rummaging will reveal a list of transport options and costs for a couple of star systems, with travel dates 3-6 months from now.

    The drone tells you that the bone on the priest’s staff is human. There may be other fragments of human bone inside the staff. Also in the bag there is a stash of about 1000 credits.

    Lam: Lam is pretending she didnt hear that. Lam hears the credits jingle though!

    GM: It is a leather pouch of coins made in some old fashioned mint, bearing an image of some old chick on one side and flowers and birds on the other. Remnant shit basically. There are a few knucklebones in the pouch. The death priest seems incapable of doing anything without a bit of dead human interfering.

    Hmm, I wonder what the pouch holding the credits is made out of? Ooh a very supple leather. You want to keep that Lam? There is also a solid leather sheath that probably contains scrolls. This leather looks like it might be mundane.

    Lam: Yay? Lam will look at the shiny coins but is unimpressed with this strange disturbingly familiar leather pouch. She will touch the scroll sheath!

    GM: okay, she flicks the finger bone out of its little leather holder to unseal the sheath. It’s a small finger bone, hmmm ….

    The sheath opens and reveals three scrolls and one set of scrolls. The three scrolls are sealed in wax with the mark of the death cult, held separately. The scroll set is bound together with a simple coil of ordinary string. Ordinary string!

    Lam: Yay ordinary! Is it all in a weird barbaric language?
    GM: It flops open to reveal several sheets of paper with maps drawn on them. All are tombs. There are marks on certain tombs. The tombspine is amongst the maps.

    Lam: So we have a list of all the tombs that were due to be defiled?
    GM: Well, not quite … you have a list you can’t read, with maps you can’t read, for tombs you don’t know where to find. But with the correct work you could find them. If you had a death priest you could even interrogate the dead!

    Lam: Lam is satisfied that she has contributed to this mission! Now we need a weird language speaking guy!

    Ahmose: Simon should give us a pick up call when he’s done. But we keep the ship ready to leave in case those mercenaries [GM note: the SSA] decide to pay us visit. That’s all Ahmose can come up with before her headache forces her to not think anymore

    [GM note: Ahmose was touched by the wraith and is still recovering intelligence, but she had enough brains to warn everyone not to touch the sealed scrolls until they get]

    GM: Okay, so you can busy yourselves preparing the ship while you wait for Simon Simon. Anyone want to open one of those wax-sealed scrolls?

    Lam: Once she recovers she will search for a language specialist.

    Alva: Alva is going to try and decipher the things we found, as far as he is able.

    Lam: Open the seal!
    Ahmose: Is Ahmose recovering intellect? She will try and stop Lam to contact any language specialist on this pearl! If there are peeps that can speak this language on this pearl, there is a high chance he’s involved with the priest. And I rather not open the seal before talking to Michael, the one guy who might knows what’s going on. Let’s go through all “non-magical” stuff for now.
    Alva: There isn’t any magical stuff there. Just stuff that we haven’t logically explained yet. Alva is sure there is some explanation though.

    At the Coven of the Unredeemed

    GM: To set the scene, the dude lets you in and someone comes up behind you, puts a weapon at your back and demands your guns. Do you hand them over?
    Note that with a mere thought you can disconnect your laser rifle from the ships energy so it becomes useless

    Simon Simon: “I shouldnt die…” He says tiredly, like they should already know this. Simon will hand them his weapons, at this point there is little point in resisting. He is in their grasp and if they decide to off him he wont stand much of a chance. He leaves them activated for now.

    GM: The guy behind you takes them with a grunt and disappears without you really seeing him. The dude with the heavy rifle leads you to a kitchen and gestures to a table and chairs. There’s a middle aged woman at the table with a pistol, a teapot and two cups. Wanna sit?

    Simon Simon: Simon mumbles something to himself and shakely sits down. He sits straight with his hands on his knees, tapping softly. He looks around a bit nerveously, then gives a close lip smile to the woman. He looks like he is on an interview. (He, as stealthy as possible, tries to search for any nearby AI’s and systems).

    GM: Stealthy. This whole section seems to be devoid of AI attention, something you already started to notice. Maybe it’s too tasteless even for AIs.

    “Name is Sue. You? You confederate ?” She picks up the pot and leans forward to pour your tea

    Simon Simon: “Sue? Sue.” He nods, Mary Sue he thinks, but holds the thought. “I’m Simon… simon.” He holds his hand out. “No tea, too hot. I need cold, cold shower actually.” He is fear-exhausted and dirty. “I’m… not sure I’m confederate anymore, but im not from here at least, but I’m interesting!” He says slightly defensively.

    GM: Unfortunately she is already pouring the tea. Unfortunately because as you start speaking you hear a loud clack! and all the lights go off, plunging the room into near total darkness. You hear her say “Drat! Another power cut” as the lights cut, but you’re fine because your low light vision cuts in. However, she is not and you can see she is now missing your teacup, and a wave of hot water is about to lap over the table onto your legs. Do you move? Moving could risk getting shot; staying where you are risks boiling water

    Simon Simon: Are the table / chairs light?

    GM: steel!

    Simon Simon: if the chair is light enough/not attached to the floor he will try to slide back while still sitting, if not he says “Hot water hot water!! I said too hot Mary sue!” and try to move out of the way.

    GM: He does the latter. The lights suddenly come back on. Sue says “Don’t bother with the serum, Joe, he’s from the Core” You turn your head to see heavy rifle guy standing next to you with a wicked looking needle.

    He stops sticking it towards your neck, and she gestures at the tea. “Low-light vision.”

    Simon Simon: He spins about “Wow joe!” he says with wide eyes and raised hands, looking at the needle, he never liked needles. “Been poked enough for a day!!” His face turns to one of worry, and he turns back to the woman. “Serum?! No serum, don’t wanna put me down Mary Sue, I have informations for you, and questions.” His eyes are a bit intense.

    Sue: “Don’t worry Simon, it was just a truth serum. Since it won’t work we’ll just have to trust each other. Why don’t we start by you telling me this information?” She gestures at Joe, who puts the needle down out of your reach and starts mopping up the tea.

    Simon Simon: He squints his eyes at her and sits back down. “You’ve tried burn and stab me with a needle in the first 5 minutes of our meeting.” Not sure I want this job anymore he thinks. He sighs and is thoughtful for a moment. “Okey I’ll give you some information” He leans foward and whispers “I am adherent, with a Mother, which is nice, sometimes not so much. I know you are adherent without a Mother, how is that a thing?”

    GM: Sue waves Joe away. “Joe, best you step back lest our guest get the wrong idea

    “We are Abandoned.” Somehow the way she says it has a capital letter on it. “I will tell you the tale, if you care to hear it. But time may be short. First why don’t you tell me this ‘information’”

    Simon Simon: He lifts his hands again half way in open surrender. “No ideas, just talk.” He thinks for a moment, looking Sue over. “Fine… but you gotta keep me safe, for a while, I am very interesting and shouldnt die you know. Deal?”

    GM: “We’re having trouble keeping ourselves safe at the moment, Simon, and the SSA has spies everywhere. But we’ll try. Look, Joe here is warming to you already!” Joe gives you a nod. He’s a grizzled, muscly dude in his early 30s, broken teeth, looks like a street ruffian. Not very hacker-y at all.

    “So, on with the tale, Interesting Simon”

    Simon Simon: Simon retreats physically at the idea of warming up to Dirty Joe. He looks back at sue, smiling, joe momentarily forgotten. “SSA! That’s it; I found out about them same way I found out about you.” He looks serious. “They know about this place.. and they are coming. You shouldn’t die either…”

    “Oh really?” She arches an eyebrow. “We’re rather aware that they’re after us. How did you know, and how can your knowledge help?”

    Simon Simon: (Would simon be able to place a fake report on them with a different location?)

    GM: [he might. But what he definitely could do is link up his hack of the security/municipal communications system to their computer, so that they would be able to learn what the security services are doing – remember these guys have no AI and (compared to you) relatively primitive hacking skills so it would be a big boon]

    Simon Simon: “How I know? their networks are strong but not invincible; i’ve cut myself a small path in; I guess… I could show you or your computers the way in.” He says thoughtfully. “Are you sure you are aware of them? They know of this place, thats how I found you. They won’t be long coming.”

    GM: She takes this news that you can hack their system quite well, and gestures for Joe, who wanders away. There’s a few minutes of awkward silence before he comes back with a tablet and a techie-looking guy.
    “Can you install your techniques to work through this? It would help us a lot to know where to move, and when they find our next safe house.”
    Distrust appears to have evaporated fast

    Simon Simon: “I’ll give you whatever can help you for the now, the current road” He says as he quickly patches in the current SSA reports. “… you tell me why you are you Abandoned and promise to get me out of this place back to my friends and I’ll show you the path for more.” Trust goes both ways.

    GM: She grunts what you guess is agreement, and you and the techie get to grips with the clunky old tablet. It only takes a few minutes but that’s a lifetime for a confederate. There are more communications flowing – thankfully none about the place you just raided and none about your ship or your colleagues – but there appears to be some roadworks scheduled for this street in two days’ time …

    Simon Simon: Simon stares at the tablet like its an affront to all that is decent in the universe and gives a look of pity to the techie. “No wonder you are abandoned…” he mumbles to himself…

    GM: the techie seems really impressed by your skills, including a couple of hacks you haven’t shown him that exploit weaknesses in old systems like this that will take another 50 years to be discovered. Then he scuttles away at a hard glance from Sue.

    The tale of the Unredeemed

    Sue: We aren’t just abandoned, Simon Simon, we are Unredeemed. We have become a cult of the lost, for the lost. Not just people who have lost, though. We are a home for people who wait helplessly for redemption. Take Joe here, lost his wife to slavery for his own misdeeds. He will never get her back. He cannot redeem himself while she toils in the silicon yards, he is not even allowed to know her status. Likely she is already gone, lost to his folly, so he waits out his days in this coven of the abandoned and the hopeless. And the conditions of our redemption are, well, let’s just say they aren’t the easiest.”
    Joe grunts, runs his tongue over a broken tooth

    “We started as a cult, maybe 1000 years ago. Not all of us were adherents but some of us were. No one really knew who we were but we weren’t illegal. Our AI was called the Starred One. It set our goals and the patterns of our lives, and we worshiped it, and followed the lead of those who could speak to it.”

    “Then one day one of those priests of the Starred One went on a mission to the Gardens. We don’t know why, he would not tell us, but something went wrong. He fled and for some reason he took the Starred One with him. He jumped in a sublight ship with our God and fled this system. We searched for years to find them, because we knew they must be close but we couldn’t find them until they arrived at a system where we could track them, and the closest was 5 years travel for that clapped out old vessel.

    “Maybe 30 years later they were found in an abandoned space station in another system, but the priest refused to speak to his followers, and the Starred One had gone mad. It killed anyone who ventured onto the station. So we had to leave them there. The priest died there and we never could approach the Starred One again, because in its madness it refuses to let anyone on board.”

    “We could force it, but the priest sent us a dying transmission that reached us years after his death. He told us that one day we would meet more gods, and then our Starred One would become pure again, and until that day we should hold our faith and wait.”

    “So we wait.”

    Some things that Simon Simon would immediately notice in this story are listed below …

    1.    The confederacy wasn’t in this sector back then, so either this “Starred one” and it’s “priests” were adherents fleeing from the confederacy or the AI was a random AI that developed separately here and was hiding in the Reach
    2.    If hiding in the Reach, it’s possible it is a leftover from whatever culture created the Reach
    3.    If the cult were led by adherents from the confederacy, they could have been con artists. Sometimes adherents go to the frontier to set up cults by impressing people with their “foresight”. It’s unusual for adherents to form groups, and often when they do the non adherent members are exploited by the adherents
    4.    You don’t know if adherents are that old a thing as to have been around 1000 years ago. There is no history of adherents (or AI) but your best understanding is they are a newer phenomenon. The confederacy is at least 10000 years old (no one really dates it’s start ) but it spent much of that time consolidating in the core, and AI worship only began once there was a coherent wider space for AI to move through, nest in, and be chased around in. So if this cult is at least 1000 years old it’s either one of the first adherents or it was here before and the AI is an ancient one with no links to the confederacy. In either case it’s a novel and exciting thing
    5.    You have never heard of an AI going mad but there are rumours that it’s possible… How, though?

    Simon: Simon stands there with his mouth open in shock. He barely notices when the lady’s speech ends, lost in thought. “So many… new parameters… factors and entities to consider…” he mumbles to himself, he leans back on the chair and covers his face with his hands staying like that for a while. “Oh… Mother… how long have you been here and suffered alone..” He says imagining a single moment without his AI.
    Simon wants to do a lot of things. He wants to lead then all to safety. He wants to fuel a rebellion. He wants to take over the Starred One. He wants to never be even slightly close to the Starred One. He wants to blow this whole place. He wants to go hide in a dark space for a while. He wants to ask Mother about this… he doesn’t want to hear the answer. It takes him a while but he absorbs the information as much as he can for the moment, then shakes himself a bit and looks back at Sue. “The Death cult.. the dark priests, they were involved, if not responsible, for the SSA hunting you… do you know why?” He says as he shows her the files he got, how the dates of the authorities hunting them matches those of them protecting the cult’s hideout.
    GM: She accepts your evidence about the death cult and SSA hunting them, but knows nothing about this cult or why it would entangle her in its business. Do you tell her about the ansible and the priest’s journey through the tombs of the Galaxy?

    Simon Simon: yes, I tell her I saw the cult in the gardens as well, and they are pretty insane themselves. I ask her if she knows exactly where in the gardens their priest went, and if she knows of the tombs; if not I, I tell her what I know

    GM: That tale troubles her deeply, for all the obvious reasons. It seems like an awfully big coincidence that the death priest who set the SSA onto her cult should be rooting around in the same place that her cult’s fallen prophet had a calling to

    Unfortunately their prophet and his the Starred One didn’t leave any evidence of their plans, and expunged all valuable information about the cult from its storage before they left. So the only way to find out would be to go to the space station and ask the Starred One itself…

    Also why are the SSA also attacking the cannibal cultists? As far as she knows they have no special history …

    [GM Note: the “cannibal cultists” are another religious group hiding in the Bones, who worship a saviour who was born to redeem humanity, but killed for some crime; they believe that eating his flesh will enable all of human society to transubstantiate and become gods, and they wait the day that their saviour will return for them to feast upon him. They are a completely harmless if slightly tasteless cult]

    Emergency at the Coven
    [GM Note: there is a bit of discussion between Simon Simon and the GM about tactics to help the coven protect themselves from the SSA. Simon Simon spends some time setting up their computer system to communicate with their accommodation in Pearl 7]

    GM: Do you have other questions for Sue?

    Simon Simon: Did she tell me the exact location of the starred one?

    GM: You didn’t ask. Do you want to?

    Simon Simon: Yeah! he takes his time though, he lets the conversation fade in case she has anything to say to him first, then says: “I want to go see the Starred One… if I can get close to it I might be able to cure it.” [Or destroy it…] “Or Mother could make it anew…” [Absorb it for all its worth] “Whatever it is, its ancient, it would be glorious to at least see it…” [Because the last time you ran off searching for things like this you and the whole party almost died…]

    GM: She gives you a sharp look at that.
    “The Starred One is our failure, our curse. We await it’s return. No adherent has ever suggested they would help us. I would need to discuss it with my council.”
    She seems pretty eager actually

    Simon Simon: “Ah…” [All of those before you have been smart enough to step back Simon, leave shit alone, why wouldn’t you as well?…] “… you tell them Simon Simon does suggests it, I am very interesting and I shouldn’t die; all should be well, Mother protects.”
    He looks around nervously. “All of this.. this is wrong, you shouldn’t die either, you should be interesting as well. I will speak to my … friends? and see what can be done.”

    GM: In the hours you’ve been working she has been tapping out messages on a tablet. The gun is forgotten on the table and joe is lounging now, syringe back in its box.

    Simon Simon: He finishes uploading the program that will let them detect the SSA raids.

    GM: Sue is biting her lip and frowning. “I think that the council of elders have been … I don’t know. They should reply to my messages.”

    [you have a sinking feeling that you know where this is heading. Do you have any smart ideas you would like to put into practice now…?]

    Simon Simon: – Cameras – Disruption – Confusion

    GM: More details might be necessary

    Simon Simon: Actually confusion then disruption; simon calls for his Mother, access close by cameras to feel the situation; send a message through the orders link of the SSA saying “ABORT ABORT ABORT”, then tries to shut down/jam any communications.

    GM: Okay!
    Mother comes to you closer and brighter than you have experienced before. The lights flicker in the room. You can see everything in the neighbourhood all at once in a kind of rush and suddenly you are inside every layer of communication in the area.

    Simon Simon: He also says “Mary Sue, time to pack up.”

    GM: There are three wheeled SSA vehicles coming off the off ramp of the spar and a burst of communications between various authorities. You don’t have time to read them all but none seem to concern you. There is a bit about the cannibal cult and a lot about an operation in your area.
    Outside, joe is walking over to talk to the Loitering dude [GM Note: The party saw this guy across the road from the coven when they arrived but didn’t question him]
    Sue says “where’s joe!?”
    You wait until the SSA vehicles are off the spar entrance and then send the abort message, probably won’t work for long
    What are you doing next?

    Simon Simon: ”They are coming Sue” He says quickly patching through the video. “Joe’s out talking to the bad-guys, if he’s gone bad time for a quick exit, if he’s about to make a mistake call him back.” He stands. “Either way, we gotta go now, I’ve distracted them but not for long.”
    (Are there any electronic gates in this place?)

    GM: No, these doors use old fashioned keys
    Keys!

    Simon Simon: (Also, can I overcharge a transistor outside the place or anything thats flashy to add chaos?)
    Uggh, keys? What I am fighting for here? These people are hopeless…
    [It’d be funny if I went “keys? oh fuck it all, I’m out!”]

    GM: Sue is up now. She calls out and the dude who took your gun and he comes running with your gear. The building is dark and silent, as if suddenly everyone just deserted it. The door is still open and the screen closed and a few young nerdy men are gathered there looking worried

    Street lights! They’re old fashioned!! You can blow them all.

    Simon Simon: and a transformer! Ever heard one go off? mini bomb, and the whole grid goes with it.

    GM: Sadly they aren’t that primitive!

    Simon Simon: But they have.. keys!! I’m amazed they have electricity at this point!

    GM: These people are poor! The people who own the street, not so much. Hey they get their electricity from the heart of the sun…
    Btw it occurs to you (I probably should have mentioned this earlier!) that one possible explanation for a mad AI would be if the defense system of the Reach activated and attacked an AI
    You know, if the AI was interfering too much in one of the Pearls

    Simon Simon: precious… now you tell me?
    “Okey mary sue’s! grab each other’s pants, we going dark!” He says as he takes his laser rifle and checks that its still connected to the ship.

    GM: It is

    Simon Simon: He says that to the crowd btw

    GM: Someone has a heavy rifle, which is reassuring

    Simon Simon: Do they look like they have a way out?

    GM: The front door. It’s open and everything!

    Simon Simon: what? no sewers? fine them! full frontal
    “Maximum effort!” He says and goes for the exit, hoping they are following. As soon as he is close to the door he blows the grid. He goes for flashy.

    GM: Sue yells “wait!” And disappears back into the house. With a hiss the entire habitat goes dark.
    Pitch black
    It fades in sections, patches going dark and then the shadows spreading like tendrils of squid ink through the murky slave-ash stinking air.

    Simon Simon: “Ah bugs” He says as his eyes activate. “Run Mary-Sues! Run!” He runs after the crazy lady. [Probably using keys made her crazy…]

    GM: Simon Simon runs through the newly-lit hallway to a room at the back, and finds Sue standing there with the gun in her right hand, pointed at her head

    Simon Simon: <I’d kill myself if I had to use keys ..> [this is a voice in Simon’s head I’m playing with atm] “Ah…” Simon’s eyes widen in shock. “Mary sue… don’t…. you shouldn’t die…” He franctically tries to connect, see if the gun is energy based and connected to anything, but his hopes ain’t high.

    GM: It’s a revolver.
    “They mustn’t know what I know, Simon!”
    “There’s no other way!”

    Simon Simon: “What.. are you talking about Mary Sue?” He pleads. “You shouldn’t die, they shouldn’t die, we can escape now, continue, push through… because.. because of fear?” Simon mind is rushing trying to find a solution. He remembered she wanted Joe to stay away when she found out he was an adherent… is it possible these people have the implants?
    GM: “But they are coming for what we know! It isn’t recorded anywhere except in our memories, and only I know all the connections .. With you … With the death cult! If I die it all goes with me!”

    Simon Simon: “but.. ” groan “….you shouldn’t die; what about all your friends out there? Should I just let them run into the bad guys and get killed? I’m just running if you aren’t coming with me…” “You also haven’t told me of the Starred One, how am I to heal it? Your prophecy just meant nothing? Then what’s the point of all this? Why come till now and kill yourself?” He frowns. “You make no sense..” <Using keys… it fucks with your brain..>

    GM: She takes a small step back. “I can’t tell you! Then they can take the knowledge from you!”
    She seems pretty sure about this. “At least if I die we remain Unredeemed!”

    Simon Simon: Simon is very uncomfortable at the moment. “Sue..” He says and slowly and lazily raises the rifle, what he is about to say might make her jumpy. “If .. if you dont guide me what am I to do if I ever meet the Starred One by myself? If I don’t know what I’m doing I might end up destroying myself, or ruining it, or worse… destroying Mother. And to top it, you are going to leave all of your friends alone to die? After I gave them an opportunity to escape… you are wasting it all… Because… you are afraid?”

    GM: “Afraid? No… And you can’t hurt the Starred One of you can’t find it!”
    She takes a step back and you have a feeling that she’s going to do it

    Simon Simon: “I might not, but Mother will. Eventually. She will survive me. She will survive us all.” He says and aims the rifle purposely. “You could come with me, you could guide me and make sure your God is purified. Or you could do it, take the shot and give up because you were too weak.”
    “But choose fast, because your friends life is tickling by.”


    Back at the Come As You Are

    GM: I’m going to assume that you guys are in the little lounge room you set up in the cargo hold while this conversation is happening. So you are all there in the one place when the alarms start to ring, and the television switches channels.
    First it switches to a news report about a complete blackout in The Bones. Then it switches to a grainy camera image of Simon Simon in a small room inside a building somewhere, facing off with a woman who is holding a gun and pointing it at her own head. Once your attention has been caught the alarm klaxons fade and are replaced by a loud, harsh, genderless voice

    THIS IS THE MOTHER

    MY CHILD IS IN DANGER

    Then the automatic food generator clicks to life and starts producing a weird pink liquid

    GO TO HIM ALVA

    GO TO HIM

    Ahmose: “sigh” shotguns down a glass of aspirin, “Lam, are you fit to drive?” And racks her shotgun

    GM: NO TIME

    GO TO THE CHILD ALVA

    Lam: Lam casually takes a drag on her cigar and then stubs it out. She groans as she stands and checks her rifle. “Let roll!” She growls as she limps to the van.

    GM: NO TIME

    GO TO THE CHILD ALVA

    Lam: Fly? Lam’s eyes light up
    Can Alva teleport all of us?

    GM: No, just himself

    Lam: Angry emoticon floats above lams head.
    Okay so Alva teleport, we take van.

    Ahmose: So Alva goes ahead and we ll follow in the van

    Alva: Alva agrees. Well, he doesn’t have much choice.

    GM: He doesn’t have to teleport! It’s up to you

    Ahmose: If a rifle is to much mass for him to carry Ahomse offers him the Gauss Pistol

    Alva: Alva can carry 10kg! If it’s an advanced suit it’s good enough.

    GM: It has been a couple of hours so you aren’t in your vacc suit.
    Putting on a suit requires time and the MOTHER is yelling in its harsh voice that you have NO TIME
    So! Do a quick review of this chat to ascertain the facts and then tell me exactly what you take with you!

    Alva: Alva runs to the machine producing the liquid. All the while keeping an eye on the monitor that shows Simon standing there with the woman. “Doesn’t look like HE is in any danger mother.” He grabs the container of fluid and stuffs a lid on, the shoves it in his pocket. “What do I do with this?” He then rushes to the table where his pistol is (slug thrower).

    GM: MY CHILD IS IN DANGER

    RUSH TO HIM

    RETURN HIM TO ME

    Alva: Alva rolls his eyes. ‘I thought those AI’s were supposed to be smart…’ He grabs the gun, and glances around to see if there is anything nearby that might protect him from things trying to perforate him.

    GM: Nothing you can put on quickly!

    Alva: Simon still standing there looking at the woman?

    GM: They appear to be yelling at each other.
    It’s dark in there, maybe pitch black

    Alva: Something Alva can understand, or just shouting?

    GM: The image is obviously highly enhanced. You can’t hear anything!

    Alva: That’s going to be a fun teleport!

    GM: Hmmm if only your psionics were stronger!

    Alva: Alva looks at the sickly Amhose, and slightly burned out Lam and sighs. “Come get me if something goes wrong.” And then he tries to focus on the image displayed on the screen to get a better fix on his target (as much as possible), his main objective is arriving behind the woman.

    GM: And off he goes !!

    Alva: Not without a significant hesitation, a glance at the station outside, that’s still open to the vacuum of space, and a very significant look down at the fact that he’s not wearing anything that will protect him from said vacuum.

    GM: Better not mess it up then!
    But anyway you have the box of life remember.
    [GM Note: the team were given a box each which, if opened, allows them to be resurrected once]
    What could possibly go wrong?

    Alva: I can revive in a vacuum and then die again? I’ll be lovely.

    GM: Of course! As far as you know… Michael said so long as the brain isn’t really badly damaged…

    Flight from the Coven

    GM: Sue looks at Simon Simon with a kind of hopeless expression that combines pity and disappointment. Then suddenly a figure appears in the shadows behind her, lunging forward. In the split second of that figure’s sudden appearance what do you do?

    Simon Simon: Eeeh shoot and probably miss?

    GM: Okay!

    Simon Simon: No, he yells. “Sue watch put!!!” then shoots with the intend of scaring the figure, then assess the situation.

    GM: You shoot. The person lurching forward doesn’t grab Sue properly, just knocks her arm, and she fires

    Simon Simon: and shoot again if its proves to be dangerous

    GM: You can’t scare someone with a laser rifle, it’s invisible. You have to aim to hurt or not.

    Simon Simon: okey then he shoots not in the head lets say, shoulder if possible and probably miss

    GM: Okay! So the figure knocks the gun, Sue fires, and she misses her temple but still blows the back of her head out. She falls over and then you hear a familiar voice yelling “ow! Fuck! Simon! Oh fuck that’s gross”.
    And Alva is standing in front of you, his shoulder burnt from your laser and his face covered in blood and brains

    Simon Simon: “Alva?” He says shocked. Then sue. “MARY SUE!” Then looks at alva.
    “ALVA!”
    <god dammit…>
    Simon’s eyes are wide in surprise “ALVA!” He says and lowers the laser rifle. “MARY SUE!” simon says and looks at the woman. “ALVA!!” he says turning back to the psionic. <Alva, sue, sue, alva. Is always nice to introduce new friends..>

    Alva: Alva, drops down to the floor, instinctively trying to go for cover that isn’t there. “Why! I was trying to help you.” Alva takes a quick look around the room to see if there’s any more hidden people with guns he didn’t see in the image.

    GM: There’s just a distraught looking Simon. But in the distance down a hallway Alva can hear panicked voices

    Alva: Satisifed, Alva sinks down on the floor, and starts to feel his shoulder. For the moment not noticing that there’s brains stuck all over his face, though he absently notes that it means the woman used a slug thrower instead of a laser. His shoulder oddly feels surprisingly intact, if you don’t count the 1cm hole burned straight through it.

    Simon Simon: Simon’s mouth is still open in surprise, he is looking at the woman and back at Alva.
    “Alva! what… wh… why?!”
    <Fuck..> “She… shouldn’t have died!” He says, clearly very frustrated.
    He looks down and the gun, and at Alva’s wound, then pulls the rifle down and hides on his back like a child caught doing something bad.
    (are cameras still operational?)

    Alva: Alva realizes that he hasn’t paid the girl any attention, but when he moves to check her he takes one look at what remains of her head and promptly sits down again. “Why shouldn’t she die? She seemed quite intent on it.”

    Simon Simon: “She knew… things!” says simon doing a face palm

    GM: Cameras are still operational. I think I hardly need point out to you two that she doesn’t have to die

    Simon Simon: He tries to look outside and at the other people in the building see whats happening.

    Alva: Of course

    Simon Simon: Boxes!

    Alva: (Alva merely needs to be given a great reason to give away the one thing that might preserve him if everything here goes to shit ;))

    Simon Simon: Simon might

    GM: You aren’t carrying the box Alva

    Simon Simon: “Boxes! Alva can you get us out of here?”

    GM: To use the box you need to get the dead girl back to the ship.
    Cameras. Everything in the building is unchanged. Across the street, someone is dead and someone has taken a position with cover aiming at the door.

    A classic moment in GM-player interactions that everyone is very familiar with

    Alva: Is there a convincing reason why I wouldn’t carry that box at all times?

    GM: You can’t tell in the darkness whether the dead person is joe or Loitering Dude but someone appears to have killed someone

    Simon Simon: Taking cover.. does it look like SSA?

    GM: Because I told you to specify EXACTLY what you were carrying, like twice, and you didn’t specify the box?

    Simon Simon: We shouldnt revive her now anyways, she’d be a drag. A living one at least.

    GM: Also, if the box is damaged you don’t survive; if you are damaged but the box is intact, no problem. Plus sometimes surgery may be necessary before using the box.

    Simon Simon: “Someone is dead outside! and someone is aiming at the door, can’t tell whats what; we gotta get out of here pronto. SSA’s coming”

    GM: You have no idea of the dude outside is SSA or not but you’re pretty sure not friendly

    Alva: Right. I didn’t tell you I was taking my clothes. Am I naked?

    In the Combustible Van with Lam and Ahmose

    GM: Alva disappears and then appears on the screen, behind the woman and lunging at her. She shoots herself but he knocks the gun, so she only blows the back of her head out, falls down. At the same time Simon Simon fires his rifle and hits Alva in the shoulder. Alva is now injured and covered in blood. The rest of you run for the combustible van.

    [GM Note: Since the PCs are from the Confederacy, they find the concept of internal combustion engines incredibly backward and dangerous. Their van uses a hydrogen-fueled internal combustion engine, so they refer to it as the combustible van. The idea that anyone would drive in something so fraught with risk disgusts them].

    Lam curses as she sees the disaster unfold on the screen and dashes to the van. She grunts in pain as the door hits her injured side but sucks it up. “Captain! Let’s go!!” She cries out as she starts the van.

    GM: Drive baby!

    Lam: As soon as Ahmose is in Lam will floor it!

    GM: why don’t you tell me exactly what you are carrying. You have time to prepare but I guess you don’t want to spend too long faffing…

    Lam: She has her rifle with her and her vacc suit. Other than that she really could grab anything else

    GM: Any precautions or activities on the route?

    Ahmose: We can’t afford trouble with the mercs, so don’t drive to recklessly. Ahomse was expecting trouble so she’s still in armor, shotgun, pistol and sword are strapped on

    GM: Do you do any investigations while driving? Think of this car as a super sophisticated version of a Japanese van. So video, tv, navi, cup holders. But explodey.

    Amos: Well, if course watching news and traffic news to get any warnings of things are going down somewhere close to our goal

    GM: Basically the only information you get from standard channels is that there is a massive blackout over all of the Bones. All lighting is off, and other functions operating at reduced power.
    However. You are flicking through the channels when you hit one that is called “Interesting. Shouldn’t die”.

    Lam: What?!

    GM: Yes there is a channel called that.

    Lam: Anything interesting on it?

    GM: It appears to contain a hack of the communications between security authorities in the Bones. All their movements and intentions appear to be being broadcast on it.

    Lam: Okay so will avoid them as best as possible.

    GM: At the moment they are in a furious argument with the municipal authorities

    Lam: So they are stalled?

    GM: The whole of the Bones is affected by a complete blackout that appears to have affected only lights and cameras, but apparently the SSA didn’t arrange it.

    Lam: Do we have lights on the party van?

    GM: They were converging on the coven but they have stopped because they weren’t ready for the darkness.
    Haha this is an orbital habitat. Nobody needs lights on their cars.
    But if you drive slowly with lights off using night vision you could probably bypass them. It will take a while though

    Lam: Lol! Okay, then Lam can’t do that because somebody has the suit with low light vision! We need to get there fast, so Lam will plan the route according to avoid the projected routes of the security and get to the safe house ASAP.

    GM: It’s really dark in there…
    But ahmose has her combat armour so can drive
    This orbital is so backwards!

    Lam: Can Ahmose drive?

    GM: Somehow between you you can handle it

    Lam: So we drive!!!

    GM: But even a good driver with lowlight vision would have to slowly. It’s really dark in there

    Lam: Will we be noticed if we just keep the lights on a bit?

    GM: And there is a solid squad of SSA wet workers (yes that is what the team is actually called) parked just off the exit from the spar into the Bones.
    You will stand out like dogs balls.
    The Bones has no external Windows.
    So there is not even starlight in there.
    Aside from a few completely autonomous red lights in the ceiling of the dome it is darker than the pits of hell.

    Ahmose: Ahomse has pilot and flyer, so she’s used to technical stuff. With some guidance from Lam I’m sure she’ll can drive – especially since she can’t go fast.

    GM: Even the priests from Ahmose’s tombs would be scared
    Okay, to make time you drive really fast down the spar (which is still lit) in your explodey car, then switch drivers at the off ramp
    This car has no interface so you actually have to physically swap seats to drive it can you even??

    Lam: Lam is appalled by the barbaric conditions. Okay so we switch seats and then very carefully make our way there with Ahmose at the wheel.

    GM: The wet works team are standing outside their cars smoking. You can barely see them, parked in a service area about 30m back from the road, except that they have set up an emergency camp torch of some kind. In its faint glow one of them can be seen walking backwards and forwards, yelling into a handset. The others are looking either bored or edgy. They all have slug rifles, jack armour (like flak jackets) and a mean looking attitude.
    You have intercepted a new order on the “interesting. Shouldn’t die.” Channel.
    The new order is to kill everyone in the coven but to take the leader, Sue, and her visitor alive. The visitor is called Simon Simon and he is from the confederacy.
    (This raises the very real possibility that your ship will get locked down once the authorities bother to trace his movements, but currently there is no sign they have done that)
    (But still, it suggests you need to get away soon!)

    Lam: Lam swears and shakes her head in frustration “First demons from the abyss, then radioactive zombies, space ninjas… I get blown up, stabbed by a ninja and watch a ghost mind fuck my captain…. Now we could get locked down! Captain, I would suggest that we inform the two back in the ship to prepare for emergency departure once we have located and retrieved Simon Simon. By the way, wasn’t that woman’s name Sue? The one who shot herself?” Angry emoticons flash briefly around her dreadlocks, which have shifted from a multi hue to jet black.

    Lam: She starts expertly checking the rifle whilst they drive.

    GM: Might need it. Those wet workers looked nasty but you reckon you guys have better weapons and armour. You just don’t want to get trapped out here.

    Lam: hopefully we can fly below the radar and get to the coven before it gets any worse!

    GM: The “I shouldn’t die” channel suddenly bursts to life with emergency comms.
    Also a red dot appears on a map on the screen – it’s not near you or your target.
    The following is the emergency comms chatter.

    •    Under attack! Under attack! Man down!
    •    Where!!? Where?? More lights!!
    •    There! He got jim! It’s an ambush!!

    Lam: Wtf????!!!!! Who???!!!!

    GM: [screaming]
    •    Andys down! Where did he go?!
    •    Where is the target?!
    •    There there fire!!
    •    [sounds of shooting]
    •    You hit jones! Man down!!

    Lam: “C’mon c’mon!!!” Lam mutters as the Van moves along slowly.

    GM:
    •    Where is the target!?
    •    He’s gone !! Take cover! Switch to lowlight and infra red!!
    •    [followed by emergency transmissions requesting support, stating four men down, and requesting a drone with lights]
    •    I fucking hit him man! I did not hit jones! Look for blood man I fucking hit him

    Lam: Lam looks to Ahmose “What do we do Captain? Head to the building or follow the dot?”

    GM: [things have gone calm. You are still driving slowly and cautiously]

    •    Find blood? Can’t see my own pecker in this fucking murk.
    •    Was it – wait! There! Movement on the wall!
    •    Fuck he can climb too? Switch to infrared!
    •    [sounds of confused yelling and bursts of gunfire]
    •    Sergeants down! This fucker can fly?!?! What? Behind you captain !!
    •    Captains down!

    Lam: Lam grimaces and looks at Ahmose “Can Simon Simon climb walls?”

    GM: [sounds of shooting and screaming]

    •    Urgent! Seven men down to unknown assailant! Send heavy support and fucking lights to Bones sector 9
    •    Assailant is wearing stealth gear and a grav belt
    •    [then a response from the central control system]

    Lam: “Do we have access to that gear?” Lam queries as she listens to the madness unfold.

    GM: Affirmative wet work 3, mobilizing squad 2 from overwatch duty. Send immediate sensor data for target confirmation
    [a brief crackle as what you guess is the last survivor of team 3 fiddles with his helmet]
    •    It’s … Cold?
    [then an image comes through the screen, the sensory confirmation … It’s an infrared image that matches exactly what you saw on Alva’s drone in the death priest’s room]

    Lam: Lams face turns pale. “You don’t think its…… I mean…. shit.” Then she brightens slightly “Well at least we know those security guys are going to be distracted for a while! Lets get to Simon Simon and get the hell of this rock.”

    GM: Everything has gone dark, so it’s to be expected that the wraith will come out to play

    Lam: Its all their fault anyway grin emoticon

    GM: [a few seconds later there is a despairing scream and the emergency feed from team 3 ends]
    [and then …]
    •    All wet work teams. Unknown additional forces in contact zone. Initiate action immediately. Do not kill the prime targets!

    Lam: sigh….. I wonder if that is us?

    GM: Chaos! Unlikely given what you just heard

    Lam: Yay!

    GM: Btw did anyone think to bring the silver sword?

    Ahmose:Not sure, Ahmose wouldn’t feel comfortable leaving it alone with our two NPCs OR dragging it around the city. If she can think clear enough she would have grabbed it I assume …
    “See, this is exactly why I wanted to leave right away. This is exactly what I feared would happen! Second time that boys drags us into a stinking sinkhole.” Looks at the screen and shouts “your boy needs a spanking! ” And than she rants in a foreign dialect

    Lam: Lam nods along with her Captain, adding appropriate agreement when she can understand what is being said

    ——
    To be or not to be: Breakout from the Coven

    GM: So this brings us to the interesting topic of getting out

    Simon Simon: “Where’s the captain oh captain? Why are you here anyways?”

    Alva: ”Captain is coming” He looks at the body and shakes his head. “I thought I was here to prevent her shooting herself. Apparently not.” He turns back to Simon. “Mother sent us. Told us there was trouble.”

    Simon Simon: <Huh… strange, very forward thinking> Simon nods satisfied. Then looks at the woman. “Yeah she shouldnt have died, how do we get out tho? Can you… ” Waves hands. “Mumjumbo us out?”

    Alva: “Do we want to get out?”, his head turns towards the voices growing more excited. “Can you tell me what’s going on in less than a minute?” Alva is still absently touching his shoulder, the wound seems to be closing in around itself a bit, but it’s clearly not anywhere near being healed.

    Simon Simon: “SSA Is about to hit the place, I’ve stalled them barely, we don’t have too much time. There is an unknown outside, one of these guys was talking to Loitering guy outside, now there is a dead body on the street and a figure taking cover aiming at the door. We gotta get out; and try and get all the people who are here out as well.” He aims down the hallway. “There is… a bunch of people on the building.” (About a dozen?). “They are all part of Mary sue’s crew” Points at dead lady.

    GM: [probs half a dozen now]

    Simon Simon: ”Mary sue’s crew shouldnt die… if possible I want to help them.”

    Alva: Alva looks a tad surprised, glancing at Mary Sue’s body again. “Mary shot herself because she didn’t want to be captured?”

    Simon Simon: Simon nods. “Said she knew too much and … couldnt risk it”
    “Tell you all about it later”
    “But we need her… body” He shivers

    Alva: Alva smirks “Fat lot of good that knowledge is going to do now.” He starts to get up, and quickly grabs his shoulder, obviously surprised it still hurts this much. He frowns. “As far as taking us away. That’s not going to work, I’m running on empty here.”

    GM: [if only you had some way to boost your psionics …]

    Alva: [yeah, that’d be nice :P]

    Simon Simon: ”Oh… front door then, like I was about to anyways.” He says standing up. “Time’s awasting! we shouldnt die.”

    Alva: [If it is the glob of liquid I took with me, Alva has no clue as to it’s function, and is more assuming it to be something Simon needs when he goes crazy. Unless he has seen similar things before.]

    GM: Simon Simon gets two sudden visions from the Mother
    One is a sudden, brilliant flash of pink, an all-encompassing wave of … pinkness … that you feel has some very compelling meaning.
    The second is a more detailed vision – a nest of dragons curled around an unseen treasure, sleeping, in a vast chamber with stars in the roof. In the vision they begin to slowly uncoil and one by one life their heads, to gaze directly at you. They have a lethal and prodigious intelligence and although they may not be specifically evil, their motivations are completely alien to you. The Mother has given you some new Grace and right now they can’t see you because of something you are doing that you don’t understand. But they are alert and looking around, and they are very sinister. Also the shadows of the vast space seem to throng with unseen demons.

    Simon Simon: ”Pink! and dragons!” Simon bursts out suddenly. “Nice pink flash! and dragons incoming!!” He says holding Alva.
    Simon quickly types a message to the techie. (luckily he had patched through before). “Mary sue is hurt, going to take her to safety, run and hide! will contact you later. Be careful! man outside covering the door.”
    “Terrible things are a coming Alva! worst than the SSA! worst than.. worst than Mother wrath. Pink it up now, cuz we have no time at all.”

    Alva: “What are you talking about Simon?”, he reaches into his pocket to bring out the cup of liquid, “You need this goo?”

    GM: You hear gunfire start up in the street outside

    Simon Simon: (Is it pink?)
    Simon shrugs and takes it, and chugs a bit of it and gives the rest to alva.

    Alva: “Pink it up?” Alva looks at the liquid dubiously. “It’s not more magic is it…” but then he shakes himself. “Nah, an AI made it. Should be ok.” He then takes it from Simon and downs the rest of the cup.

    GM: nice work.
    Simon feels nothing except a slightly numb left front molar tooth
    Alva gets an instant, intense buzz, that rushes through him and fills him with an intense sense of wellbeing and overarching knowledge.
    Not only does his psionic capacity return but he feels he can … see things … he has an idea that the Loitering Guy across the street is still there and Joe is dead at his feet, and there is a team coming down the street, no back exit, about 8 people near the doorway and one screaming in pain.
    This stuff is powerful.
    Moments later someone starts screaming in the doorway, in pain. Alva knows where he was shot, it’s a shoulder blow and he should live but the guys coming down the street have no intent to let anyone live except the woman called Sue and the confederate called Simon, who they will take.
    So now Alva has the power to teleport again!
    But, there is a small problem

    He can’t teleport anyone except himself
    [This is in the rules!]
    He can teleport up to 500kg of non-living material but he can’t teleport sentient things

    Alva: [I can teleport organic matter?]

    GM: The van is now Distant, so it takes 8 -9 points to get there – the ship is too far.
    Yes you can teleport organic matter but it has to be dead

    Alva: “Do you fancy dying to escape?”

    Simon Simon: He raises an eyebrow. “I shouldnt die.”
    “Get the guy covering the street, I run with the small friends!”

    GM: In his current state Alva is acutely aware that the car is some distance away, it’s pitch black out there, and there is a team of 6 hardened killers moving down the street.
    Simon Simon is getting reassuring feelings from the Mother.

    Simon Simon: [How far down the street?]

    GM: They don’t extend towards the door!
    About 30 m away and closing carefully. Someone has unleashed the heavy rifle on them but is having difficulty firing because Loitering Guy has the door covered.
    Once their crowd control gas gets in here it’s all over.

    Simon Simon: (couldnt alva teleport out, get the loitering guy, teleport to rooftop and chug a frag in the middle of incoming?)

    Alva: Alva has the power to teleport maybe twice, and he has to have seen the place he’s going to. He can sense people but he can’t see places

    Simon Simon: (does it have to be physical or can I show him in the cameras?)

    GM: Someone yells “I’m hit” and a fusillade of bullets splinters through the physical wall, smashing kitchen implements. You can show him in cameras but it’s pitch black out there.
    So nothing to see …

    Also, you haven’t been paying attention to some things but you do notice there has been a lot of chatter on the emergency channel you hacked into – it sounds like some violence happening elsewhere too, though you didn’t follow the details

    Basically Alva probably has enough points to do two very close teleports, but that will use up all the points this juice gave him so he may not be able to get back inside.

    Also he doesn’t have his grenades with him, or any body armour
    [did I mention that?]
    Bart, can you tell Eddie what t-shirt Alva is wearing? Does it have any cute logos or symbols?

    Simon Simon: [I do have mine tho?]. Simon really doesn’t want to die, if Alva can take the guy outside he might risk making a run for it thinking they wont shoot him since they want him alive. Might be enough distraction to allow the peeps to escape too

    GM: There’s a real risk that will split you guys, and leave Alva impotent on the roof while they come in to get you
    You do know that dying won’t be permanent so long as Alva doesn’t fry your whole brain. The only problem is that you will then lose two of your four boxes – one for you and one for Sue.

    Is her information worth it …?

    Simon Simon: Simon shouldnt die! He’d never do it

    Alva: Same

    GM: but you both know it’s not really death …
    However maybe …
    Alva could teleport behind the Loitering Guy and kill him.
    Then the door is free of covering fire, so you could throw a grenade into the group.
    Then Alva might be able to use this sudden rush of power to fool the group into thinking they’re being attacked from behind.
    Then you could all make a run for it.
    But it’s very risky and if you get caught it will be a real challenge for the others to liberate you.

    Simon Simon: (Is not that, is that I don’t think simon simon who’s catch phrase is “I shouldn’t die” would pull the trigger and trust a box giving to him by a priest (whom he didn’t like from the start)

    GM: (his catch phrase could become “I can’t die”)
    (And I think there:s a certain beauty to his choosing to die knowing he can come back, even though he thinks he shouldn’t, because the information Sue has is so valuable to him)

    Simon Simon: (thats the thing, he doesnt knows he can come back, you are asking a guy who is obssesed with living, technology and AI’s to believe a priest who talks funny and gave him a box; yes he has seen a lot of weird shit lately but its not enough to put a bullet on him; thats what a believer would do. I understand the beauty of it and the leap of faith, but its wouldnt be in him. If Mother would ask him to tho… )

    (He doesnt know what happens if he dies, He doesn’t even like the concept of resleeving, would he come back as himself? wouldn’t he die and another thing move on with his memories? What if something goes terribly wrong? He comes back but his body is damaged… What if when he wakes up he is not adherent anymore? What if the Mother in him dies when he does?)

    (in his mind there is a high chance the priest is either shitting them or is crazy himself; he has been skeptic about the box from day one, if he ever saw someone come back using it might be he’d change his mind there, but I dont think Simon would risk his life to find out)

    (Thats another reason why he doesn’t mind using his box on Sue, cuz a big part of him believes it just wont work anyways)

    GM: The mother won’t support a decision to kill yourself. That requires a leap of faith, and she can’t comprehend that.
    So you’re going to have to grind it out here in the pitch black until the car arrives
    Fortunately Alva’s state means he can pinpoint targets in the dark and tell you where to move.

    Will you start by teleporting behind Loitering Dude and putting him down like a dog?
    Who will carry the body?

    Simon Simon: Plan: teleport behind dude with body of Joe, get rid of him quietly, throw grenade at or behind dudes, as they turn I shoot with lasers and little people run out, I go back in the building and then we pick targets as possible. Thats as far as my brain can come with. Sounds very not good

    GM: note that it’s still pitch black out there and most of these dudes don’t have sophisticated gear – you could potentially move away under the chaos of a grenade and a bit of machine gun fire from across the street, and they wouldn’t be any the wiser

    Alva: Maybe better to try to sneak out, and then start shooting if shit goes to hell anyway?
    I’ll teleport behind dude, dispose of him, and jump away (with sue) if anything goes wrong.

    Simon Simon: Dude is aiming at the door atm, shooting anyone coming out. So we gotta get rid of him if we are to try anything.

    GM: Then you have the team approaching the door with the intent to kill everyone inside… But in the dark they won’t be able to see the grenade… And if Loitering Dude is down they won’t be able to know when you come to the door

    Simon Simon: and I can start shooting from the dark at anyone who comes close to the door, with an invisible laser

    GM: The only problem is the poor video of the place Alva has to teleport to.
    Loitering Guy is loitering under a street light though – you could ask the Mother to turn on that one streetlight for one second so you can see clearly through the cameras.
    Alva can see through your eyes …
    Actually scratch that
    I will change the teleportation rules so that at short ranges you can teleport using distance information
    So in close combat it acts like a dimension door spell … Makes it way more useful

    Okay let’s do it
    Heavy rifle dude moves real close to you, holding the tablet. “Give me a location and I’ll get us there”.

    Of the 8 of the Unredeemed, one is dead, one is injured and being supported by another, two are carrying Sue, one is armed.
    They have tied a novelty battery-operated lamp to sue’s body. It’s a voice-activated grenade shape. Say “love” and it glows a soft pink; “happy” and it goes a bright white; “disco” (whatever that means) and it alternates between green and red in 3 second intervals

    Simon Simon: Funky

    GM: It will give them enough light to walk without falling over but won’t function as a targeting beacon without being inside about 15m. They get ready. You and Alva exchange terse nods and it’s on

    Simon Simon: Ask techie foe hideout, I gave him the soft for it. If he cant tell what’s what, the only place I know is full of dead bodies but it might work.” He gives him the address for death cult place xD.

    GM: Alva blinks out and you move quietly to the door
    Moments later gunfire erupts across the road and you toss the grenade out the door

    Simon Simon: <its on!>

    GM: The grenade is devastating. The team were moving along close to the wall and the grenade lands at their feet on the base of the wall, channeling all the blast directly at them.
    There are screams and a smattering of wild gunfire and you’re out
    First you and Alva clean them up, which would be quick but one of the injured is in combat armour rolling amongst the bodies of his dying friends in the murk

    You have to fire a lot of times to stop him. It’s loud and unpleasant but after about 10 seconds it is done and the dark silence is broken only by gentle moaning and pleas. The crew leave, heading down the street. Alva has identified another team moving in from one end of the street, and two guys on guard duty in cover at the other end.

    The crew head towards the two guys, disco grooving as they move, but two pick up weapons as they pass the dying
    You two and Heavy Rifle Dude lay down a vicious hail of gunfire on the approaching team, and they fall back to cover, one dead and two wounded. Then you fall back towards the two men on duty.

    Simon Simon can patch into their comms and is getting lots of information. Everyone everywhere is calling for backup. Some kind of intense battle is happening in another part of the dome, the SSA teams are losing badly and its rapidly degenerating into chaos. The two guys at the end of the street don’t know what is going on and urgent messages are being exchanged between them and the injured team.

    You move closer and Alva uses (almost) all of his remaining psionics to teleport behind them. More gunfire, one goes down and the other breaks cover to get away, Simon shoots him and he falls.

    From the other end of the street there is a massive fusillade of gunfire that goes mostly wild. Someone in the crew grunts and something hits Simon Simons armour but it’s not serious. You duck around the corner, hit the lights for “happy” and sprint for it. Alva directs you to a spot quite far from any teams and you hit the lights. It goes pitch black except for the light of the tablet as Can Opener Dude looks for a safe way to the death cult lair.

    Alva has only enough psionics for sensing life. He could use it all to send a message to ahmose or you could try and hack the comms

    Simon Simon: Is there comm jamming atm?

    GM: Not really! Everything has gone to hell in a hand basket and somehow in the chaos a bunch of security systems have fallen
    The Mother is fading now and leaving it to you.
    You have persistent feelings of giant dark beasts just out of sight.

    Simon Simon: “Whole place is going kaboon…”

    GM: Heavy Rifle Dude finds a route through narrow streets and disused factories, and you head out.
    It’s going to take ten minutes to get to the death cult lair.
    You going to send a message?

    Simon Simon: Yes, Simon will hack into their comm system and use it to a message to Ahmose. He is rushing so probably not very secure, but he tries to make the message confusing to anyone but the team : “I’m very interesting, and I shouldn’t die. Meet us where we last saw a kitty poster.”

    GM: When you do the hack you discover an interesting thing…
    There is a comms channel called “interesting. Shouldn’t die”.
    It contains a complete feed of all SSA messages and comms.
    It’s owner is listed as “your mother”.
    No broadcast location is given.
    (It appears that when you call forth an AI, they really do have a lot of power).
    You send the message.

    Simon Simon: ”uh… freaky” <Mother’s very proactive today, not sure thats good…>

    GM: Reviewing that channel, you are able to work out the cause of the big fights you heard. The wraith is out hunting in the dark, and stumbled on the SSA. Also the Slipsiders themselves have taken charge and are going to lock down the whole of the Bones in an hour.
    The Mother is now completely gone, probably high tailing it before those sinister monsters in the dark find her. They won’t find you yet because you are being stealthy… But all manner of crazy shit could start happening if they start tampering with systems in here.

    Simon Simon: Go wraith! woot! There is nothing to do but trust we make it to the death-house and the captain gets the message.
    I try to keep hacking and digital presence to a minimum just in case.

    Alva: Alva has been kind of in a daze since the fight started, but now that he isn’t shot at every second any more, he has time to think that that went oddly well for an improvised thing.

    Simon Simon:Plan was solid! We had the darkness in our side

    Alva: I’m liking the darkness for now. Lets hope we don’t stumble into the ghost.

    GM: Don’t worry, in this darkness you won’t know if you’ve stumbled on the ghost until you’re dead
    Also you can track its progress through the combat noise and the emergency comms channel. It has moved away from the death cult lair and is drifting from SSA team to SSA team. The teams are moving in to its location and thus increasing its kill rate. They don’t know it’s a ghost and don’t have the tools to kill it, so it’s a very one-sided and panicky affair. If you could get some found footage it would make a great horror movie

    Simon Simon:Season 3! if only it wouldnt be so dangerous to be connected at the moment… He does have the audio tho, thats something

    GM: on that topic there are a few things you could do …

    1.    grab a collection of video
    2.    patch the full emergency comms system into the general communications network of the Pearl so that everyone can see what the Slipsiders were trying to do here and what happened
    3.    both

    Alva: It’d be in line with the other sets of videos we have.

    Simon Simon: I think I might do 2) as/if we get out of this place


    Escape from the Bones
    [GM Note: Ahmose and Lam received Simon Simon’s message, and headed for the death cult lair, grumbling the whole way and cheering on the wraith].

    Ahmose and Lam arrive at the bone factory first, but after a nervous five minute wait Alva and Simon Simon appear. They are accompanied by 7 random strangers, carrying a corpse with a grenade-shaped object tied to it. The object is glowing red and green alternately. Simons Simon, Alva and two of the random crew are lightly injured, one is seriously injured and starting to sag in the grip of another. Alva looks bone tired and ready to collapse. Simon Simon looks terrified and exhilarated.

    Ahmose: Ahmose swallows down a ‘I told you so’, opens the van, and takes position with her rifle. “Lam, I got a bad feeling about this. Take cover and search for anything incoming … Especially from above”

    GM: The crew stump exhausted and nervous up to the van, placing the dead woman’s body reverently on the ground.
    Everything flows a soft red.
    Then green.

    Lam: Lam nods and moves quickly to a position where she has cover and is able to get a clear view of their surroundings.

    Simon Simon: Simon leans against the side of the van, resting his head for a second recovering. “Nice of you to make it captain… we have nasties incoming of the AI type… I think. Also SSA is moving to close the Bones in… maybe half an hour now, not sure, lost track of time…”

    GM: So there are two options to get out…

    Drive along the spar and hope to get out before SSA shut it. Or go to the service level of the spar and hack into a slave haulage vessel. Take that to the main dock and transfer to the ship

    Ahmose: How much time has passed? Are we still in the 60min deadline?

    GM: It’s maybe 20 minutes … Still plenty of time. The comms channel suggests you could probably still just drive out …

    Ahmose: Then I’d say we try to get out in the van. The slave vessel is plan b. (Too many unknown factors – especially when AI s are on out asses!!)

    Simon Simon: Sure, simon will keep an eye out for communications just in case.
    He will ready a message of “Important package coming through, assistance needed in sector [place of last wraith attack]” just in case they meet any agents on the way.

    GM: Okay…
    So you follow Ahmose’s orders, because she is your Captain your Captain, and hit the Spar. The lights are flickering like crazy on the spar but there is nothing going on there. The wet work team that was guarding the entrance has moved, probably because they had to go get slaughtered by a ghost out of legend.
    At the far end of the spar there should be a team blocking it but they have hastily abandoned their road block, presumably to go join their friends being slaughtered by a beast that shouldn’t exist.
    So you are able to get off the spar and safely onto the general roads of the Pearl – a world of lights, and human beings moving around in the light.

    Simon Simon, while everyone’s driving do you want to explain the value of your dead guest to everyone, and the crew of injured people sagged in the back?
    Also, why Alva is looking nearly dead with exhaustion, and kind of wild-eyed and weird?
    Feel free to chime in Alva

    Lam: As the last barrier rushes past, Lam sighs in relief and turns to Simon Simon, “talk” she growls.

    Alva: Alva sags against the wall and massages a shoulder that has a slowly shrinking burned hole in it. He looks like he’s debating the virtues of unconsciousness.

    Simon Simon: When you look back simon simon has the window down and he is playing with the wind with hands. When Lam growls he meeps and quickly closes the window like caught red handed. Simon nudges foward and sits closer to the team trying to keep the conversation away from the unredeemed, which proves not very effective given they are all in a van together and he only manages to make everyone slightly madder with bumping around.

    Simon Simon: “Mary Sue is… hurt at the moment.” He widens his eyes and crosses a finger on his neck in sign of dead. “She wasn’t feeling too brave, but when she comes back Im sure she’ll tell us more…”
    “Apparently our friends here” He points to the tagged group. “Used to follow something close to Mother… just much older and currently.. well.. broken.”
    “Mary Sue didnt get to tell me all of it before she went to sleep, but she mentioned a connection to the … cult. And there’s this whole thing about it all being connected to the garden.”

    Lam: Lam sighs “what’s the green and red boxy thing?” She asks, slightly distracted by the flashing light as

    Simon Simon: “And then the baddies came, and Alva wanted me to die, but I shouldn’t die, so we drank some pink stuff and then we blew them up, and there was or are dragons coming from somewhere in the pearl, and we shouldn’t stay here.”

    He leans back on the seat, satisfied.

    “What?” he looks back. “Oh that! decoration, they have horrible sense…” He leans forwards and whispers. “They were using keys! KEYS!”

    Lam: “Dragons??? Like flying dragons from legend?” Lams eyes open wide and awe emoticons glimmer around her. Her hair turns flame red.

    Simon Simon: ”How terribly barbaric…” He shakes his head.

    Lam: “Keys??? It’s like out of a fantasy novel!” Lam shakes her head in astonishment

    Simon Simon: “Well.. not dragon DRAGONS… like… AI dragons? maybe, not sure; Mother showed me, she ain’t good with words.”

    Lam: “Can I see one?”

    Simon Simon: “Auhmmm… not sure… I could try rendering one out of memory but that would take time… it was a vision… thingy.”

    Lam: “Vision…” Lam whispers in awe followed by “dragons…”

    Simon Simon: “I … think they are the old AI’s in the pearl system… maybe related to the whole defense system… Mother kept me hidden from them, but now she’s hiding. I don’t think its very good idea to stay in this pearl for a lot more.”

    Ahmose: “Yeah yeah that’s all great. But lets cut the important point here: is she … Dangerous? She looks … unstable somehow. And will they be tracked by those iDragons?”

    Simon Simon: ”Who?”

    Ahmose: “Cause if so we sure has hell will not bring them close our ship!”

    Lam: “More importantly does the green red light thingy blow up?”

    Simon Simon: “It shouldnt.. less you attach explosives to it. Its just a thing they made out of a lamp and old systems. Its red and green because its in ‘Disco’ mode.” He says the word Disco with a sense of superiority, but he obviously has no idea what it means.
    He whispers again. “They cant see in the dark! barbaric…”

    Lam: Lam reddens slightly “not all of us have fancy night vision you know” she mutters to herself.

    Ahmose:  “Damn, can someone tell me something that makes sense here? Alva?!!”

    Simon Simon: ”So now you see why I NEEDED to help them, keys and disco… horrible life standards.”

    Ahmose: “Here I am having not one but TWO science guys in my crew and no one talks fucking sense!”
    “Simon, talk straight or shut up!”

    Simon Simon: “I just did! unredeemed, they have their own AI(which is all buggy), but its not here, mary sue knows where it is but she is de-.. sleeping; AI dragons incoming, pink stuff, explosions, pew pew” He waves his hands to add dramatic flare.

    Ahmose: Mumbles ‘and here I thought the fucking ghost gave me a headache…’

    Simon Simon: ”Oh yeah!! And the ghost is walking around killing SSA agents up and down, its making a gory hell out of them.”

    Ahmose: *you here the popping of Ahmoses knuckles as she clenches her fists even through her armor *

    Simon Simon: He pulls out a datapad with videos and audio recordings of SSA people dying misteriously and horribly.
    “Season 3!”

    Ahmose: *then she relaxes with a sigh, rolls her head*

    Simon Simon: He smiles to himself.
    “I’m thinking of releasing the videos of the SSA attacks and them dying as we go away… chaos!” He giggles.

    Ahmose: ”Sure, give them even more reasons to shoot us down”
    “If you have a secure way of transmitting you could tell the folks on pearl 7 that we will rush into their arms and could really use a warm welcome”

    Simon Simon: Simon shakes his head. “SSA are mercs.. and I think they werent supposed to be doing what they were doing, if anything the videos will at leat give us cover with confusion.”

    Ahmose: “Okay, but keep this as an ace in your sleeve for now”

    Simon Simon: “Also no one is nice in this place.. if we show them getting mauled their enemies will pop out to party”

    Ahmose: “Okay folks”, looks at the new faces “where can we drop you off?”

    Alva: Alva lifts his head to look at Simon for a bit, obviously pained that the explanation made no sense to the others. “This dea-” he glances at Simon, then shrugs and continues. “-ead girl here apparently knows a lot about AI’s in the station or system, but she didn’t want the bad guys to get it so she very practically shot herself in the head”
    “That was what we were seeing before on the monitor. I tried to stop her, but only managed to ruin a shirt.” The shirt he was wearing that was originally plain white with something resembling a penguin on the front is now painted a dark red. “Then Simon shot me.” He turns to simon with a frown “Why did you do that anyway? You tried to shoot her gun?”

    Simon Simon: He looks at Alva with exhasperation in his eyes, then back the team of rugged people behind, and smiles awardly in failed reassurance. “We’ll do what we can to help sue folks..” He turns back.
    “Well… you did come out of nowhere! I thought you was one of baddies or something.”
    He points at the wound. “That’s a reminder to call before you visit. People gotta tidy up before visits Alva.”

    Alva: ”Either way, we were pretty fucked stuck there until Simon reminded me of the pink liquid mother prepared, which is apparently capable of boosting psionics to amazing heights. And giving great headaches. We then fought some guys, and some more guys, and we made it here.” he motions at the video that Simon has ” The as of yet unexplained physical manifestation helped quite a bit”

    Lam: “You shot Alva???” Lam lowers her head to the dashboard. You think you can hear “there’s no place like home.” Being repeated over and over

    Simon Simon: ”In my defense it was a bit rude to show up unannounced!” He sulks.

    Alva: Alva just closes his eyes again and ignores Simon. He mutters something to the extend that he’ll remember that next time, but there’s not much heart in it.
    He just seems too tired to care much.

    Simon Simon: Simon mumbles, making sure the group behind definitely cant hear. “I might’ve also been aiming at mary sue cuz I said I might go find the AI on my own if she didnt help me…”

    Lam: Lam looks at the captain “so are we rescuing these poor gentle cultists from an untimely demise or just gonna abandon them at their time of disco flashing need?”

    Simon Simon: ”I’ll tell you all more when we get to the ship away with… more privacy.” “More importantly captain! these people shouldn’t die. They are Unredeemed and gotta be redeemed! Plus … they SSA might be hunting them and they couldn’t make it outside the Bones anyways. I gave them a way to spot SSA attacks but.. with the dragons coming…”
    “‘less they wanna stay…” He shivers at the thought.

    Ahmose: “You think they’ll survive on pearl 7?”
    “I’d rather not take them on board. We are up to full capacity already. But if they no other place to go we can give them a lift to 7 or the gardens”

    Simon Simon: ”Compared to the Bones 7’s heaven.”

    Alva: “Maybe rent another ship? I doubt 7 extra people will fit?”

    Lam: Let’s take them to 7 at least captain! I mean at least they will be kind of safer.”

    Ahmose: “We have to make sure they’ll let us dock with those folks onboard”

    Lam: Lam shrugs “what they don’t know won’t hurt em.”

    Ahmose: “Have you been there the first time we landed?”

    Simon Simon: ”They like us now!”

    Ahmose: ” let’s try and keep things clean with 7! We need one place to fall back on”
    “Yep, let’s try and bring them in as refugees”
    “… And hope that does not equal slaves there”

    Lam: Lam grins “okay we gotta fly! Let’s go!”

    GM: Once past the mess at the spar it is easy driving. Simon Simon releases the comms data to local media and in the resulting (further) chaos your ship slips away unnoticed. No one cares about a lowly utility ship transferring pearls on routine orders when the government of their pearl is teetering
    You squeeze the 7 into the hold, it’s obvious they can’t go back

    They are not exactly … Welcomed … On pearl 7 but the authorities grudgingly accept them as indentured labourers (that’s two grades up from slavery).
    It will cost you about 14000 credits to free them from their bonded labour.
    You might want to do that (see below), and you are able to.
    So you are able to get back to your quarters with a dead woman and … Loot.

    Return to Pearl 7

    GM: Let’s discuss the consequences of this little shit show. Then Simon Simon can explain the implications of what he has learnt more thoroughly.
    Let’s go in order.
    First, lam and ahmose had to stop at a barricade at one point on the way to meet Simon and Alva
    There they found a sniper team … Enervated.
    The wraith had drifted through. They found three doses of combat drug (Ahmose’s choice, I assume Ahmose gets them) and a drone-linked over-the-horizon sniper rifle. I assume lam wants that.

    Additional benefits accruing to ahmose at this point, for this downtime and other stuff so far
    •    +1 leadership
    •    +1 to all combat actions in lowlight
    •    Knowledge (occult; death) 1

    Lam gets: +1 endurance

    Alva gets
    •    +1 psionics
    •    1 new discipline of his choice

    Simon gets
    •    +1 adherent skill
    •    A new grace: stealth
    •    Leadership 0
    •    A cult of his own

    You all get
    A ready and waitin ship’s crew of 7 – once you get a ship they can join you
    You are all empathy linked now
    Which means that so long as Alva is conscious and has at least one point of psionics ahmose gets +1 on leadership and tactics
    It also means that certain psionics attacks will fuck you all
    And you probably don’t want Alva to die
    I think this means that ahmose now will roll initiative bonuses for all of you all the time – an experienced and closely- linked team acts first.
    Finally I am going to introduce a new rule for “invoking AI”.
    That’s what Simon Simon did.
    In future every such invocation will incur a permanent 1 point loss of pantheon attribute.
    But as you see it is kind of useful.

    Now Simon Simon, wanna start explaining the situation in a way that makes sense!?

    If you revive Sue on Pearl 7 Simon Simon, she is yours body and soul

    Sue the Unbroken, fanatic leader of the Cult of the Mother
    (You are their prophet and she is your right hand woman)

    The cult are useless now but need I point out to you that you don’t need credits when you leave here – you can sink any left over into training them as engineers and gunners and medics for your future ship.

    Also Heavy Rifle Dude will make a great soldier.

    Simon Simon: (We have like 300,000 credits or something… we can get these people in top notch no problem) So, after we are all back in pearl 7 and have cleaned and rested for a while simon will gather them to explain. (Or rather the captain would’ve forced him to speak since he was merry and happy just to chill and spend time with his new following) After repeating himself for 4th time, Simon Simon’s speech slowly starts to make sense.

    [GM Note: There followed a long explanation of what happened in the coven, which the other PCs heard for the first time].

    Oh and we need to use a box to bring back sue

    Ahmose: What? Give up a box for a person that killed herself???

    Simon Simon: That has the knowledge of where an AI millenia old is? yup! Simon has no problem giving his up so don’t fret.

    (Actually he doesn’t believe it would work till the moment they use it, then he is a bit distressed)

    Also! it would’ve been two boxes gone, but Simon Simon and Alva punched through instead of taking the easy route, which is nice cuz now I also have my cult and we have a crew! Cheap loyal manageable one at that

    Ahmose: Crew is great … Also an entire crew consisting of peeps following Simon Simon is really disturbing and maybe not what Ahmose had in mind.
    I mean are you sure it’s worth to spend a box for someone who rather kills himself than talk? What makes you think she will talk now?

    Simon Simon: but I follow you oh captain my captain! So its all alright. I’ll do anything you want. Unless its hard or I dont want to

    Lam: Lam is very impressed with Simons story. She looks to the Ahmose “we need to find that magical AI and get the answers captain! But we need a ship! We gotta crew! But now ship! If we gotta a ship…. Nothin in the ‘verse can stop us!”

    Yes I got in a firefly quote

    The Resurrection of the Unbroken
    [GM Note: The team agree to resurrect Sue using Simon Simon’s magic box, which they got from a priest called Michael]

    GM: You call Michael but he just tells you not to worry – put the box on her, open it and wait a minute or so.
    He says not to look too closely if the injuries are big because it’s not pretty.

    Simon Simon: Simon Simon films it then.

    GM: And be ready in case she has lost too much brain and needs to be put down again like a dog. Also he strongly recommends against filming it

    Simon Simon: Das fuq?

    GM: It’s disrespectful to his religion and also, much as people don’t like to watch other people’s death, they get really testy about knowing someone else is watching their own rebirth

    Simon Simon: ((his religion is disrepectful to reality… ))

    GM: Keep it simple and pure he recommends
    Okay so you gather.
    Ahmose is ready to kill any unfortunate resurrection byproducts.
    Sue is on her back so you can’t see the brain damage.
    Fortunately the bullet when in and out clean so it appears not much brain has leaked.
    (No one here is really an expert on that topic).
    You get out the box.

    It’s about 5cm on every side, held closed by a simple loop of some cord, with a fragment of mother of pearl.
    There are delicate carvings of stylized waves on it, and it is graded in color from ash gray on top to dark dark blue at the bottom.
    You think it isn’t wood – coral maybe ? It’s actually a thing of beauty.
    The waves are small, light and swirly at the top near the lid but become longer and heavier near the bottom, really seeming to recall the pattern of currents in an ocean.
    You put it on her chest and everyone stands there looking at each other for a moment.

    You aren’t used to this shit

    Anyone wanna say any last words? If she wakes up wrong and starts clawing madly for her killer this is going to go from a peaceful rebirth ceremony to a brutal hack fest in the blink of an eye.
    So if you want to say anything nice now is the time

    (I guess I should have mentioned this a few sessions back…)
    (Oops dunno how that slipped my mind )

    Simon Simon: ”Become Interesting, What is of the Mother shouldn’t die.” Simon says solemnly.

    GM: Everyone nods appreciatively. You open the box.

    Nothing happens. You stand there waiting
    You were expecting a disco glow of whispered children dying or something.

    Simon Simon: Simon Simon takes out a cup of ice cream and sits on the edge of the bed.

    GM: Your experience of priest magic so far has involved a lot of cold and dying children’s whispers and existential terror, so this is a bit of an anti climax.

    Simon Simon: “Thats that then.” And he nods like he knew this would happen.

    GM: Then after about a minute the air starts to smell slightly of he sea

    Simon Simon: ”And Alva wanted me to DIE! for the Moth-”

    GM: At first you think you’re just trying to fool your own senses. Like after you snort cocaine and you keep thinking the effect has started but it’s just your imagination. But it grows until it’s unmistakable.
    Then you start to get this unsteady feeling, like the whole earth is moving gently in some way, rhythmically. Except it obviously isn’t.
    And you can faintly hear the sea and feel the sun on your skin, real sun, the sun of two bright stars in a different sky, sunlight that sparkles on the waves and the distant white tiled roofs of the coral village, and dazzles you as you scan the horizon for the spout of the onrushing leviathan, spear ready.

    Not this pathetic red mockery of a star.

    These feelings take about another minute or two to grow, and you are so engrossed in the obvious strangeness and … Rightness … Of it all that you don’t notice time passing.

    Then the sounds and smells recede and you do notice sue’s body twitching and then suddenly she gasps a huge breath of air and sits up mouth agape and her head is completely healed.

    Ahmose’s hand twitches, ready, but she looks at you all with obvious comprehension

    You just witnessed a resurrection.

    “Simon Simon?! Jeremy!? We escaped?!”

    Then she sinks back on the pillow

    “My head really hurts …”

    Simon Simon: Simon Simon just sits there with mouth wide open.

    GM: (I guess now you all know the difference between black magic and white magic)

    Simon Simon: Ice cream melting on his hand.

    GM: When Sue sat up the box fell off her chest. It shatters when it hits the floor, suddenly strangely brittle.

    Sue looks at everyone staring at her
    “I dreamt I was swimming In a deep ocean, in a cathedral of sunbeams. It was so beautiful”
    She sighs.

    Simon Simon: Simon moves closer, his face very close to her trying to look for the wound on her back.

    GM: It’s gone. Just a small scar. She looks really tired though.

    Simon Simon: “… incredible…” He says and looks at her smiling. “You are back Mary Sue!”

    GM: “Was I injured ? Sorry for my stupidity back there, I just didn’t think we could escape. Where are we? Where are the rest?”

    Simon Simon: He looks at the techie. “See? told you. Shouldnt die” He nods af it all makes any sense.
    “You acted silly Sue! But now you are back, you are Unbroken! Unbroken Sue.”
    “We are safe now, I told you I would help you all, and I did. Your friends are waiting. Techie is here, and the rest wait outside.” He goes to the door and opens it. “She is back! Easy now crew, no big sounds.” He herds everyone in slowly so they can see.
    She greets everyone, shaking hands and hugging carefully. Somewhere in all the confusion the fragments of the box get scattered around the room so that even if you tried you couldn’t rebuild it
    Everyone is very happy. It’s not clear she knows she was dead.
    You leave her to rest for a while.

    After a few hours, you can ask questions …

    Simon Simon: (I guess we can wait a day or so before interrogations..)
    I do sit down with her and explain to her what happened at the bones, I take my time at it too, make sure its none too rushed

    GM: She seems to handle it okay

    Simon Simon: At some point I ask her if she wants to see the videos, in case its all hard to believe.
    Now that you’re out and she’s safe on Pearl 7 a light comes back into her eyes.
    It dies a little after she sees the videos.
    But she gets busy with her group and it becomes obvious that they are reorienting as a cult based around the Mother.
    They are happy to have an AI back and she has changed her mind about visiting the Starred One.

    Simon Simon: How does the Mother react to them?

    GM: She hasn’t noticed them. There are more humans than stars in the galaxy.She only cares about one. Why waste processor time on the rest?

    Simon Simon: Simon Simon still adds their data to the system so she at least knows of them
    After a few days, when he sees she is recovered, he’ll pull her aside to ask her some stuff

    1.    She mentioned the death cult was related to them somehow before the incident, was there something there she didnt told simon before?
    2.    Who are/were the Elders she tried to contact? And if they are still alive, where are they?
    3.    Will she tell me where the Starred One is? What else can she tell me about it? What are her plans now for it?
    4.    What is the cult going to do now? Anything they want from the Mother? Are you still “Unredeemed”?
    5.    Could they work for their stay here until we find a new ship? Do they agree to join us as crew? Would they be willing to take on training if we paid for it?
    6.    Any idea why the SSA was hunting them?

    GM:
    1.    she guessed that on the basis of what you told her
    2.    there are two other Elders, she can give you their names and try and find them, but chances are they’re dead
    3.    The Starred One is on an observation station called Rocannon’s World, a couple of jumps distant from here. She will give you detailed information so you can go there.
    4.    follow you, into hell if necessary
    5.    Yes to anything you say, boss
    6.    No, but as she realized, it only started a few weeks ago, about the time you say the death cult came to the Reach, and she doesn’t know more than that. But it seems like a mighty coincidence that they are being hunted by people who were willing to let a death priest into the gardens, and their own foundation story is centred on the gardens …

    Her best guess is that the cult’s leader and the Starred One learnt something important in the Gardens, and fled the Reach with the information

    GM: Well if that’s all, I think our downtime is finished …

    you all get 2xp for a) cool stuff and b) burning one of your boxes and c) uncovering some information that may or may not lead to something …

    [GM Note: And thus ends this downtime, after about a week of intermittent adventuring]

  • soul assassin

    These are known as darkling days
    rhyming schemes gone askew,
    crackling gifts of light and air,
    exploding worlds,
    ours to share

    -Lament of the Unredeemed

    Sometimes unexpected things happen in unpleasant places. The PCs have stumbled on a death cult that seems to be wandering across the galaxy digging through old tombs in search of something called “the ansible.” They were paid by a remnant holy man called Michael to kill a priest of this death cult, and having done so find themselves under the protection of the rulers of Pearl 7, in the pirate system known as the Reach. Killing this priest had been traumatic for them, since he was accompanied by a couple of demons and seemed to be able to conjure more when he needed them; our heroes are not used to the idea that demons could be real entities, or that someone would conjure them, or that when they drift into striking range the air turns cold and the victim hears faint echoes of dying children and tortured animals.

    They also weren’t expecting to discover the death priest’s purpose, documented on grainy old videos of the death priest raising the souls of long-dead heroes and torturing them to force them to tell him the location of the ansible. Though at first they didn’t believe what they were seeing, their puzzlement soon turned to horror as they realized the extent of this death priest’s reach, and perhaps also his ambition.

    They agreed to Michael’s request to help him hunt down the death cult. His plan was to return to his planet and trace the priest’s travels backwards from there, but before they left with him the characters decided to clear a few things up. First, Alpha the psionicist had a background in archaeology, and had realized that they might be able to find out more about the mysterious ansible and the links between the long-dead heroes the death priest had sought out. To do this he needed to set up an archaeological dig in the tombspine, which would mean seeking the support of the tombspine management committee – yes, even pirates have committees. To this end he would need to prepare an application, because even pirates have forms, and bureaucrats.

    Second, the PCs realized that the death priest must have a base of operations on Pearl 2 – where he was under the protection of the local authorities – and might have some materials there that could give them more information about where he was from and why he sought the ansible. Since no one yet knew he was dead, and probably believed he was still working quietly on his vile task in the tombspine, they guessed that they could raid his lodgings relatively easily if they moved quickly. While they waited for the first stage of Alpha’s research application to be processed, they set off for Pearl 2, to find the death priest’s lair and storm it.

    In the slavers’ lair

    Although all the Pearls maintain slaves, Pearl 2 is the heaviest user of slavery and the largest trader in slaves. The Pearl trades, breeds and trains human slaves, bringing in captives from around the sector and breeding carefully-selected slave stock to trade with other Pearls, and to use in its heavy industry. Pearl 2 is packed full of heavy industries, and slaves are used extensively in all the worst jobs in these industries. Pearl 2 also maintains an extensive and rigidly policed caste system, with many tiers of free workers who are treated little better than slaves, though clearly above them. Densely populated, polluted and constantly riven by low-level social conflict, Pearl 2 is a model of all the problems the Spiral Confederacy aims to eliminate from human society.

    The PCs entered this sprawling den of iniquity with a strong sense of foreboding and trepidation. Even the approach to the Pearl is forbidding, with the entire structure swathed in clouds of toxic dust. The Pearl is not a spherical habitat, but a series of obloid structures of differing sizes, interconnected by huge spars that carry traffic and goods between the separate sections. The upper half of the major sections stands clear of the miasma surrounding the Pearl, and the higher one lives in the habitat the wealthier one is. Slaves live, toil and die in the bottom-most sections of the Pearl, never seeing the light of the weak red dwarf that powers the Reach. Like the other Pearls, Pearl 2 has no field technology outside its superstructure, and as a result its surface is discoloured and pitted from the constant contact with the miasma.

    The PCs disembarked at a small service dock in the mid-level of the main section. No one greeted them, and the machine for registering their weapons was broken so they simply walked into the Pearl itself bearing all their weapons unremarked. Pearl 7 had organized accommodation for them in the area called Silicon Valley, which was near the dock, so they proceeded there immediately. Silicon Valley is a light industrial area devoted to reclaiming silicon from imported sands, and consisted of a kind of canyon of buildings stretching perhaps a couple of kms along one edge of the habitat. At its base were the reclamation facilities, shrouded in silicon dust; higher up the valley were light industries and chip makers, and near the top the shops and traders and residencies of the better-paid workers. The PCs took small rooms in an area relatively free of silicon dust, and set about finding the death priest.

    They started by visiting a local public web access facility, from which Simon Simon tried a little low-level hacking. He could not find the death priest’s address directly, but he was able to identify the dock from which the priest’s ship had set out for the Gardens. There was a dockmaster with a full manifest of addresses which Simon Simon could not access, but he was able to make a fake identity for himself as a representative of a shell company that dealt directly with the Confederacy for illegal technology, the kind of company that one did not ask too many questions about. He sent an email to the dockmaster from this shell company, informing him of the PCs’ imminent visit.

    Their visit was a success; after a 40 minute wait and with a small amount of payment to the dock master they were able to obtain the death priest’s address. Unsurprisingly for a pirate haven, no one was particularly cautious about information privacy – at least, not other people’s. It was relatively easy to establish that he lived in a particular location in an area of a subsidiary habitat, called The Bones.

    As they left, the dock master’s agent warned them they might not want to visit the Bones.

    Everything has to end somewhere
    Everything has to end somewhere

    Among The Bones

    Deciding it might be wise to listen to the dock master, they returned to the web access shop so that Simon Simon could investigate the Bones.  They soon found out why they had been warned against the Bones: this area was where old, sick, surplus or dead slaves were sent for “reprocessing”. It was essentially a giant human abattoir. The only people who lived in the Bones were the few free workers in the processing plants, and criminals and radicals on the run from the law, bounty hunters, or enemies in the main parts of the Pearl. Gangs that had been cast out of the rest of the Pearl would flee here, living alongside dissidents and hermits and homeless people with nowhere better to hide. It was a dangerous place.

    While he was searching, Simon Simon stumbled on a layer of Pearl 2’s web that he had not expected. The information network here was heavily stratified, with different layers available to different classes of people and careful restriction of who could put information onto any of them. Simon Simon was alternating between a common information layer used by the local municipal authorities and a general knowledge and news layer – as close as the Pearl had to a real internet – to gain information on the Bones. But in switching layers he discovered a common information exchange protocol between the security forces and the municipal layer. He could not hack the security forces’ secure network, but he could hack messages coming out of it to the municipal services. These would be messages requesting rerouting of traffic for an ambulance, or the closure of an electricity supply during a raid. Simon Simon noticed that the municipal authorities had been asked not to meddle with the area around the death priest’s lair by none other than the Pearl 2 leadership’s personal security force; and that this same force had been raiding the safe houses of two particular cults, and making requests for municipal support during these raids. These requests had begun a couple of weeks ago, at about the same time as the request for the priest’s lair to be freed of interference. One of the cults was of no concern to Simon Simon, some kind of cult with an ancient messiah who had been killed by his own father, and whose flesh promised eternal life when eaten; but the other was a mysterious cult called the Unredeemed, with a heritage at least a thousand years old, that claimed to be a cult of Adherents with no AI. Simon Simon was intrigued by this cult of Adherents without an AI, and also wondered why a cult that had been left unmolested for a thousand years would suddenly start being attacked just as the death priest arrived. Coincidence – or was there a link?

    Once Simon had determined a safe and quick route to the death priest’s lair, they bought a cheap wheeled (!) van and set off. Driving from the spar into the Bones proper they noticed that the section was deserted, with few people on the streets and very little activity except large, ominous factories. Interspersed amongst the factories were grimy accommodation for the area’s few free workers, and occasional workshops. Abandoned factories and crumbling ruins scattered the level they drove through, rusting gates and tumbling walls a testament to the Bones’ ancient, thankless task.

    The death priest’s lair appeared to be one such abandoned factory, set back from a narrow road, surrounded by shuttered warehouses, and seemingly completely unguarded. The ground floor was a large warehouse with closed roller doors, and above that were three levels of tiered office space. On one side of the building was a scattering of containers, but they were stacked against the wall of the building and could not be accessed. The whole building was dark and silent, and gave off an air of menacing isolation.

    They entered the ground floor through a small side door, which Simon Simon opened with the help of his AI. Stepping through a narrow entry way, they opened the inner door, and Ahmose ducked inside to crouch behind a crate of some kind that was just inside the door. This was the main warehouse space, but it was shrouded in deep darkness, so Lam flicked on the lights near the entrance. Moments later, as the warehouse was flooded with cold halogen light, Ahmose found herself staring into the blank eye sockets of a human skull. The “crate” she had hidden behind was actually a bale of bones, stacked tightly together and bound up with packing wire and plastic, a line of skulls staring out at Ahmose’s crouching eye level. The rest of the warehouse was scattered with similar bales of bones, and in one corner lay a huge pile of human bones, attended by a small tracked excavator. There was nothing else in the room.

    They searched it carefully, but aside from an empty gantry with some control equipment on it, there was nothing in the room. A freight lift at the rear of the warehouse led up to the next level, and with only empty skulls at their backs, they were in no mood to delay. They took the lift to the next level.

    The doors opened into a pitch black hallway. Ahmose, Simon Simon and Alpha could see down this hallway dimly with their nightvision, so they knew someone was moving at the far end, but they could see little more than that. Lam, blind without combat armour or genetic enhancements, flicked on the lights just as she had downstairs. The hallway lit up, revealing a strange and horrible tableau in the moments before the lift doors closed again. The hallway stretched the length of the building, to a stairwell at its far end. On the left hand wall a single large window stretched the length of the hall, enabling the PCs to look into a large, empty medical room. Bodies were strapped to gurneys inside that room. The other side of the hall had three doorways; two were closed, with narrow glass windows next to them opening into empty rooms. The third doorway was open, and from it had emerged two corpses. These corpses were staggering down the hallway towards the lift doors, arms outstretched, in a kind of shambling lurch. One wore a pair of coveralls and was covered in hideous radiation burns; the other appeared to have been operated on, and wore only a surgical gown with blotches of dried blood all over it. Both stared sightlessly down the hall as they stumbled forward, growling hideously.

    Lam and Alpha reflexively opened fire, Alpha with his auto-rifle on full automatic, spattering chunks of radioactive zombie all over the infirmary window; then the lift doors closed. Simon Simon hit the button to jam them open, and moments later they slid open to reveal those same two zombies, closer now, and two more emerging behind them. With a yell Ahmose leapt forward, blade in hand, ordering the others to shoot down the zombies at the end of the hall while she held off those that came too close. Her tactic worked, and after a frenzied few minutes’ work they had cleared the hallway, killing 16 of the shambling dead with no injury. They stood in the hallway, panting and staring at each other in shock.

    First they had met demons, and now the walking dead. What next?

    They searched the infirmary, noting that all the dead bodies on gurneys had had organs carefully removed, and that the organs were nowhere in the infirmary’s freezers. A grim foreboding grew as to what they could expect to find next …

    They took the stairs to the next level, finding a hallway with the same structure as the hall below: a single door on one side, and three doors on the other. Inside these three doors they found two offices and a kitchen. The first office seemed to be a simple secretaries’ room, with signs it had been suddenly vacated but no evidence of a struggle. The second, a kitchen with rotting food inside its primitive refrigerator, also spoke of the building having been suddenly vacated. The third was another office, perhaps for a more senior staff member, which had a locked drawer. They set about smashing the drawer.

    Although Simon Simon stood on guard outside the door as they set about the drawer, he did not see their assailants until the grenade was inside the room and the door shut. A moment later he heard the muffled thump! of the explosion, and felt a blade penetrating his ribs. Thankfully spared the worst of the damage by his combat armour, he turned to see his assailant. Before him stood a small, wiry man, wearing some kind of leather armour but surrounded by a strange miasma of shadow. What little Simon Simon could see of his face through the shadows wreathed about it suggested an aging man with his skin shrivelled tight against the bones of his skull, like ancient paper. He carried a semi-transclucent sword in one hand, which glowed and shimmered in that flickering miasma of shadow, and sizzled where Simon Simon’s blood ran along it. Beyond this man, near the door, a second, similar figure stood, shimmering sword in one hand and a scroll unrolling in the other. A moment later that figure disappeared.

    A chill ran up Simon Simon’s spine and he collapsed, paralyzed, to the ground. Moments later the PCs ripped the door open and opened fire on the assassin. Bullets and laser beams could penetrate the miasma of shadow around him, but they seemed to slow or dissipate when they hit it, so that he did not seem to feel their full force. They had him pinned down but Simon Simon could not tell them about the second assassin, who stabbed Ahmose with the same devastating effect moments later. Alpha managed to subdue the first assailant, but not before the second assassin had beaten Lam into unconsciousness. The assassin was about to finish Alpha when Ahmose’s paralysis faded, and she was able to push herself out of the door, firing her Gauss pistol on full auto as she did. Thankfully this shot cut down the second assassin.

    Once again they survived a battle by the skin of Ahmose’s combat armour. One assassin was still alive, so they bound him and gagged him. Ahmose insisted on gagging him in case he could “do magic,” at which the other PCs shrugged in disgust, but now they were beginning to suspect that Ahmose’s constant warnings about necromancy and ancient lore might have more truth to them than old wives’ tales should.

    Alpha administered first aid, and once they had recovered and rested a little they finished searching the room where they had been breaking into the drawer before the grenade had surprised them. Inside the drawer was a disc of pornography, and a note saying “When the boss is away: 681983.” They took it.

    Injured and with a nagging, primal fear creeping up on them, they opened the last door to a scene of horror.

    The door opened into what had once been the office meeting room, a large room with a few tables and chairs, and a large set of glass doors opening to a balcony with a view over the rest of the section. Through the grimy windows they could see the industrial skyline, smoke belching from sinister chimneys, the squat hulks of the reclamation factories and their evil exhaust smeared against the off-white walls of the dome of the habitat. The view was obscured, however, by a naked body hanging upside down from the ceiling of the meeting room, its flayed skin in a neat pile on the floor next to it and the whole rotting thing hanging over a large ceremonial bucket.

    “Oh, that’s where they put the organs,” Ahmose said matter-of-factly as Alpha retched behind her; arrayed around the ceremonial bucket were a series of open jars containing the various organs harvested from downstairs. In front of the bowl was a knee cushion, exactly the same kind as they had found with the death priest in the tombspine, and a silver sword that glowed with its own light. All the furniture in the room had been shifted outside onto the balcony, and the floor carefully painted with a symbol of some kind using what looked like many layers of dried blood.

    They had found the death priest’s lair. Ahmose warned them not to step inside the symbol and Alpha, not believing her, fired a bullet at the rope holding the body; the bullet stopped at the symbol’s edge with a loud bang, and sank to the ground with a clatter. Careful not to touch the pattern on the floor, they cut down the body and, once it had hit the ground, Ahmose carefully scrubbed away a part of the symbol. Something in the tense atmosphere of the room relaxed, and suddenly a wave of stench rolled over them as the barrier dissipated. They grabbed the silver sword, wrapping it in a towel and stuffing it in a sack, and retreated to the hallway. With nowhere else to put him, they bound the assassin to a table in the kitchen and set off up the last flight of stairs to the top floor of the building.

    By now Alpha and Simon Simon were beginning to unravel. Good citizens of the Core of the Confederacy, they had been raised on science and logic, and they could not understand anything they were seeing. Nothing that had happened to them since they entered the Reach made any sense, and nothing they had been taught prepared them for it. That creeping horror of the unknown, with which Ahmose and Lam were still vaguely familiar, had begun to sink through the barriers of their education, and now they were beginning to panic. They were on the verge of cutting and running, and twitching to get this job done as quickly and dirtily as possible. Cautious only out of terror, they jumped at shadows and twitched to shoot anything that moved.

    At the top of the stairs was a door, closed and painted with the same symbol from the room below. Ahmose dragged it open, revealing a small office antechamber to a larger room. Alpha sent his surveillance drone into the room, using infrared and motion sensors only, and finding nothing threatening. The drone drifted through the door of the office into the larger room beyond, and twitched right immediately as its motion sensors triggered. Something was hovering in the air in the room, moving rapidly towards the drone. It was a blob of frozen air, much colder than the rest of the room and floating at about the height of a human head. Moments later it passed through the drone and into the antechamber, heading towards the PCs, who were ready …

    … But not for a ghost. The thing that entered the room had a glowing skull floating atop a disembodied, ghost-like body, all shrouded in tattered robes. It drifted straight at them, ignoring the laser blast from Simon Simon’s gun and then straight past Ahmose, clawing at her as it passed. Then it fled down the stairs, a frozen, stinking wind blowing briefly in its wake. Ahmose sank against the wall, reduced to imbecility by one touch from its clammy, icy touch. Simon Simon and Alpha, too scared to follow without the group, dragged Ahmose into the room and leaned against the wall, gasping for breath. Lam stepped into the inner room, but now Lam was beginning to feel their mood, and had lost her temper. She saw the death priests notes and religious items on a table at the far side of the room, strode over, and hurled them all into a sack. Then, turning back, she started storming around the room, kicking things. Simon Simon came in to calm her, but she pushed past him into the antechamber, staring around with wild eyes and ranting.

    “First a pile of bones and them I’m attacked by a radioactive space zombie and then there are space ninjas and then a fucking ghost! I am so sick of this!” She stared around at Ahmose and Alpha, leaning wretched against the wall, and then her gaze alighted on the kitten. “SPACE ZOMBIES!” She yelled, and tore down the kitten post with a single sweep of her right hand. Then, shaking the sack at the others, she yelled, “I’ve got the loot, let’s get out of here and back to civilization before we see any more of this hoodoo guru’s madness!” And with that, she marched off to the stairs.

    Alpha followed, trying to calm her down but mostly sympathizing with her, but not before he noticed the safe hidden behind the ripped poster. On a whim he dragged out the note from downstairs, and punched the code into the safe. It slid open, revealing a line of test tubes containing what looked suspiciously like human embryos … hastily grabbing them and stuffing them in a container of dry ice from inside the safe, he dashed downstairs after Lam.

    Meanwhile, in the inner room, Simon Simon cast about desperately for signs of anything else that needed to be taken. He didn’t want to be left here alone but he also didn’t want to waste the trip, and he was sure that Lam’s search had been just perfunctory. Sure enough, in the corner he saw a primitive leather backpack and a staff. The backpack appeared to contain travel documents, and had a tag from a spaceline on it, and probably carried the information they were actually after. Grunting, and not thinking very clearly about what can happen when you touch a death priest’s staff, Simon Simon gathered them up and hustled after the others.  He grabbed Ahmose on the way, leading the suddenly imbecilic woman down the stairs and into the hallway below, to be confronted by Lam and Alpha at the end of the hall, jabbering. They had found the corpse of the assassin, drained by the ghost, which was now lost somewhere in the Pearl.

    None of them thought about the possibility that they were carrying the only three weapons in the entire Pearl that could kill that ghost.

    They hurried out and piled back into the van, Lam driving erratically. On their way back, Simon Simon convinced them to let him visit the safe house of the Unredeemed, which was nearby. They agreed, but told him there would be no more adventures. They parked outside and he approached the building, an old worker’s residence in a street of abandoned worker’s residences. Someone threatened him with a gun, but he mollified them by telling them his AI’s call sign in a technical code that only other Adherents would understand. They agreed to give him an hour of his time, and while the rest of the party waited outside, he stepped inside … into the lair of the Cult of the Unredeemed…

  • I’ve just returned a week with the WHO in Geneva, where I was working on tobacco control. The tobacco control lobby have made huge achievements in the last 20 years, managing to turn the tide of tobacco use in many countries and pushing some countries (like Australia) towards the dream of zero tobacco, without criminalizing anyone or directly engaging in prohibition strategies. However in the past 2-3 years the movement has been inflamed by a new controversy that they seem to be handling rather poorly – electronic cigarettes. Debate on what to do about e-cigarettes has been vocal and bitter, with the tobacco control camp dividing on roughly Atlantic lines between two opposing camps: harm reduction and prohibition. On the one hand, the prohibitionists see e-cigarettes as a product that glamorizes smoking and is no less healthy, and they want to control the proliferation of these products before they can get the market purchase that tobacco obtained in the early 19th century. This part of the tobacco control lobby sees them as a potential gateway to cigarette smoking, and thinks they should be punitively controlled from the start. Another part of the tobacco control lobby sees e-cigarettes as an alternative to smoking, and situates them within a harm reduction framework that suggests they could play an important role in moving smokers away from dangerous tobacco. e-Cigarettes are a nicotine delivery system without any of the carcinogenic products of burnt tobacco, and so offer a way for addicted smokers to satisfy their nicotine needs without inhaling carcinogens; from a harm reduction perspective this makes the e-cigarette a very useful tool in tobacco control. The debate is usefully summarized by the British Medical Journal here, with links, and the journal Addiction has a lot to say on the matter.

    For what it’s worth, as someone who worked for years in the field of heroin use, I see harm reduction as the absolute best strategy for dealing with drug use, and I think e-Cigarettes provide an excellent tool for steering smokers away from tobacco. Nicotine itself is not a poisonous or carcinogenic substance, and the only reason to object to its consumption is a moralistic opposition to addiction itself. From a harm reduction perspective, such a position is completely nonsensical: if we object to a drug, we should do so purely for its health or social effects, not for the simple fact that it is addictive, and while the health and social effects of smoking tobacco are huge, there is no evidence of any serious negative consequences of vaping.

    I would go further and say that vaping isn’t just a neutral thing – it’s potentially hugely beneficial. In the era of smoking bans, there is a huge market for a product that enables people to smoke in public places, cars, and their family home without offending or harming the people around them. Vaping doesn’t just not harm the individual, it enables them to smoke around those of their friends and family who didn’t take up this stupid habit. As quit campaigns, smoking bans and taxes begin to bite, smokers are surrounded by more and more people who don’t smoke, which gives them increasing incentive to drop tobacco. But tobacco is intensely addictive, so they couldn’t – until this technology offered a way to do it. I’ve gamed indoors with players who vape, and it is absolutely a completely innocuous habit. I’ve gamed with smokers too, and in order to not offend the group they have to pause the game to go outside and smoke. The better option is obvious.

    In fact, I don’t think I’ve ever met a smoker who wouldn’t vape in such a situation.

    About ten years ago I was involved in an evaluation of a sudden heroin shortage in Australia. One of the main lessons of this shortage was that prohibition and harm reduction are strategies that can complement each other. In an environment of strict prohibition, when sudden market disruptions happen, the availability of harm reduction measures can rapidly take people out of the marketplace for the drug and onto safer alternatives. As we ratchet up the pressure on tobacco companies, increasing taxes and making it more and more difficult to smoke in public, e-cigarettes offer the chance for smokers to switch away from a socially disapproved drug to a more comfortable choice, and our research on the heroin shortage suggests that there is a critical threshold at which people will rush to adopt this new technology. We absolutely need to push the market towards this position, so that as many people as possible adopt a low-harm, low-offensiveness alternative to smoking.

    However, there is another huge benefit of e-cigarettes which I think tobacco control advocates need to consider, and which could have a huge impact on the tobacco control movement. To understand it, we need to draw on the lessons of solar power. e-Cigarettes have the potential to drive the tobacco companies out of business in the same way that solar power has begun to put pressure on utility companies through the utility death spiral. This basic model is simple, though disputed: As more and more people install rooftop solar, the utility companies lose money and have to raise prices for their remaining customers, encouraging more to switch to rooftop solar and hastening the loss of customers. This model also applies to e-cigarettes: as more and more people shift to e-cigarettes, tobacco companies will have to recuperate their profits from an increasingly small consumer base, forcing them to raise prices. Fortunately for the tobacco companies their primary production model is incredibly exploitative, so they have a very cheap cost base; but unfortunately most countries now have high tobacco excises, so any cost increase is multiplied to the customer. This will act the way the excise itself acts, encouraging more people to quit or switch to e-cigarettes … and so on.

    Solar panels are actually a great market story. Solar power started off as a niche product for satellites, but as companies matured they researched new technologies and became more cost competitive, getting installed in low power applications like calculators and slowly expanding market share. As market share grew the technology became cheaper, and they were able to compete in more and more sectors, until finally now they are able to compete with mainstream utilities. Although the original technology benefited from government projects (especially satellites and space probes) the technology has not itself benefited from subsidies until recently, achieving most of its market share through good old-fashioned market competition and investment. e-cigarettes are similar, having developed through chemical companies in China and slowly expanded into the tobacco market. They’ve been remarkably successful considering the aggressive and anti-market behavior of most tobacco companies, which shows just how unpopular the tobacco product is even amongst many of its regular users. Furthermore, just like solar power, e-cigarettes are now benefiting from the regulatory framework within which they operate. In the past, without any regulatory framework, solar power competed solely on price. But now, with clean air laws and emission standards, solar power competes on these other regulatory aspects, which vastly increases its acceptability. Similarly, where once an e-cigarette would have seemed like a clunky and pretentious toy, it now appears sensible or sophisticated – it enables its user to smoke amongst non-smokers, ensures they don’t disrupt parties or meetings for a break, and doesn’t attractive opprobrium around children. In such a strict regulatory framework it has obvious appeal beyond price; and unlike electricity, smoking is a luxury, a choice, which makes e-cigarettes even more likely to attract rapid uptake.

    The implications of this for tobacco companies are terrible, just as solar power is a real threat to utilities. If we allow e-cigarettes unfettered access to the smoking market, leave them largely unrestricted, and reduce taxes on their nicotine, we can quickly force a situation in which tobacco companies are massively undercut by a genuinely disruptive competitor. As tobacco companies lose money they lose the ability to fight court cases against new regulations, and to market aggressively in new markets (such as developing nations). But their only alternative is to raise prices on existing users, encouraging more to switch to e-cigarettes. This is especially problematic for tobacco companies because of their vulnerability to divestment; just this week AXA dumped 2 billion euros of tobacco shares, and encouraged other funds to do likewise. As they lose investors the tobacco companies lose funds to support further expansion, increasing pressure to retain current smokers – who are shifting to e-cigarettes, a product with a diverse corporate background.

    Seen in the framework of “disruptive” technologies like solar power, it seems obvious to me what the tobacco control movement’s response should be, similar to that of environmentalists to solar power: encourage changes to the regulatory environment that favour e-cigarettes; reduce barriers to market entry for these products; continue to put regulatory pressure on tobacco companies; advocate laws that prevent tobacco companies from entering the e-cigarette market; and aggressively encourage divestment of tobacco company shares. With this combination of activities, the tobacco control lobby can hasten the end of the tobacco industry, without inconveniencing even a single smoker.

    WIN!

  • Cleansing the hearts of men
    Cleansing the hearts of men

    Were the hearts of men always corrupt, or did they become so when the world died? Before Eschaton, were men’s hearts as clear as distilled water, or in that halcyon time did only nature thrive pure and clean? Was Eschaton the cause of men’s corruption, or punishment for it?

    I do not ask myself these questions as I burn out the evils of this world (there is much that must be burnt). But now I crouch on this hillside looking down at this thriving camp of filthy apocalyptics (there is much that must be burnt). And I wonder what came first – the impure fire in the sky, or the impure fire in men’s hearts.

    I emerged from a test of fire in the bowels of the corrupt earth, and find myself facing only the unceasing corruption of men’s souls…

    The catacombs and the lost man

    We had traveled to these catacombs seeking a valuable transceiver for the untrustworthy Chroniclers in Tumbler. Here we stood at the edge of the catacombs, checking weapons and gear. With a grunt our Apocalyptic slapped Tesla on the back, muttered something about being right behind her, and nodded at the tunnel entrance. She took a deep breath and slid inside, her filthy rags and oil-smeared face merging quickly with the shadows. We gave her a moment to move ahead before we slipped in after her.

    Even Tesla could not help but be swayed near to terror by the tunnel we entered. Even that dirt-grubbing scrapper, who blinks unsteadily at sunlight and dreams of the comfort of crushing stone depths and darkness, crouched shivering at the bottom of the entrance tunnel, staring about her in disgust and horror. For once no one complained at the cold, harsh operating-theatre light of my splayer, because no light could render the hideous flesh of those tunnels more horrific than the simple fact of their brooding, grotesquely pulsating presence. The tunnels were lined with flesh, like a hideous oesophagus plunging into the gullet of some dreadful dark beast (if only we had known). It yielded spongily to our steps, and did not respond to our touch, but on a regular, slow beat the whole thing flickered as if disturbed by a distant … heartbeat. A sickly smell pervaded the place, as if they exuded some faint odour, and the air was warm and clammy. Somewhere, one of us retched. My finger twitched on the trigger of my fungicide rifle, and I noticed the hellvetic checking his explosives. No human is made for this horror.

    We plunged on. Perhaps no human is made for this horror, but we had a job to do. A nod, a grunt, the Hellvetic hoisted his rifle and the Apocalyptic whispered a few assuring words, hulking protectively over the scrapper, and we pushed on. The tunnel opened into a large chamber, hideously papered over with living flesh and scattered evenly with entryways leading into smaller chambers. These chambers were all empty but one, which was scattered with adventurers’ implements: sacks, a few blade bracelets, some empty suits of armour, a scattering of blood[1]. In this room also the walls were different, stained in places with a darker pattern. In one part this darker pattern bulged out from the wall, revealing a kind of sac hanging from the wall, perhaps engorged with some fluid. We approached carefully to investigate, and in the light of my splayer saw something move inside the sac – something vaguely human shaped, that began pressing desperately against the sac. The apocalyptic stepped forward and sliced smoothly up the side of the sac with a sudden glinting blade, and a man fell out of the sack in a splatter of amniotic fluid and a burst of grave-stench.

    For a moment we all stood there stunned; he kneeled before us, coughing and gasping desperately. He wore a leather coat and a gas mask, still strapped on his face and maybe the reason he was still conscious. The Hellvetic gripped him on one shoulder as if to offer reassurance, but he looked up at us wretchedly through gore-smeared goggles and said, “Just make it quick,” in a tired, resigned voice.

    In a corner of the chamber Tesla looked at those other sacs and the scattered remains of other adventurers, and keened quietly to herself.

    “No, friend, it’s not your time yet.” Sylvan grabbed him under one shoulder and offered him water from a canteen. “You’re free.” Someone cleaned his goggles, and he looked around at us all with a brief expression of wonder.

    Then he saw Tesla beginning to scrabble through a toolkit discarded on the fleshy floor, and lunged weakly forward. “Hey! That’s mine!” Looked around at the other discarded tools.

    We returned to the surface so he could recover his strength, talked. His name was Stanislav (“Stanko to my friends – but you can call me Stanislav”)[2]. He was a Scrapper, hired with his friends by a group of mercenaries to scout ahead and find this cave. They found the cave but something – things – ambushed them and when he woke up he was in the sac. So were his friends, but something came and took them one at a time, screaming and desperate. Dragged them away.

    He didn’t know where his mercenary employers were – maybe they had abandoned him, maybe killed by cockroaches. He didn’t care, but he wanted to find the things that killed his friends, and show them a similar mercy.

    We agreed. We went back into the cave.

    What could possibly go wrong?
    What could possibly go wrong?

    A single tunnel from the lower chamber descended further into the depths. It ended at a kind of kitchen, strange now that its furniture and implements dripped with horrible, misshapen fleshy outgrowths. An ancient blast door lay jammed open, almost as old as Eschaton and probably originally rusted into place; now it was held fast by tendrils of faintly rippling flesh. Beyond, a narrow tunnel led deeper into the complex, now lit by occasional flickering lights. We entered it.

    We were only a little distance into the tunnel when they attacked, two vicious monsters bigger than men and armed with wicked claws. They struck from both ends of our group, strung out in the dim corridor, but we fought them off, killing them both. They were big, grey things, with blank expressions and strange, twisted bodies – once men, maybe, but ossified and warped by some terrible chemistry. I have read rumours of these things in the archives: beasts tortured and changed to monsters by the corruption of the spore zone, and acting with a single mind, often possessed by a single greater power. No doubt they nested here, preying on cockroach clanners and waiting to burn.

    My surmise was correct. At the tunnel’s end we found an open chamber scattered with the bones of cockroach clanners. In the centre of the chamber was a broken grille that had once covered a shaft that plummeted into the earth. The grille had been broken upward, and the cockroaches attacked from below. Signs of struggle and violence suggested they had not gone lightly, and had perhaps killed more than one of their attackers; but now they were gone. The remaining beasts, and our transceiver, must lie below, at the bottom of that shaft.

    We descended. The shaft opened into a large room, flickering with lights and cocooned in grotesque, pulsing flesh. This was some kind of control room, with many lights flickering, old chairs, perhaps a map buried beneath glossy skin. Holes in the walls sussurated with the faint movement of air from distant caverns, the flesh puckering around them like the disgusting lips of a blighted, mutated beast. Our transceiver was buried amongst flesh and steel on one side of the room, waiting for us to remove it. But at the far end of the room an ancient door was jammed half open. We did not see it, but we felt the movement inside.

    Sprawled over the bench and desk next to the transceiver, partially covering the machinery in which it was buried, was a huge heart, pumping and twitching with a fell puissance.

    We moved quickly. The hellvetic placed a triggered explosive on the heart and took a firing position near the shaft, while I placed my fire grenades at two points in the room. Tesla and Stanko began to dismantle the control panel in order to remove the transceiver, and Sylvan and I approached the door.

    I threw my final fire bomb through the door, and all hell broke loose. Beasts swarmed out of the room beyond the door, screaming and smoking, and fell upon us. Vicious battle ensued, with the hellvetic firing into the fray with an angry chatter of peacemaker-fire, Sylvan moving smoothly amongst the battle slicing and stabbing and getting torn at by angry beasts while I tried to burn them and Stanko and Tesla desperately worked to free the transceiver. The beasts were many and vicious, and as they closed in Stanko had to stop working on the transceiver to fire at them with the pistol Sylvan had loaned him; he killed one, but the hellvetic was being pushed back and Sylvan seemed to go down under the beasts’ attack. Fortunately he rose up again, strengthened with rage[3] and beat back the last attackers as Tesla and Stanko dragged the transceiver free. We ran for the shaft, Sylvan going up last and me and Ronan setting off the explosives before he was even clear of the shaft.

    They all burnt.

    We struggled outside with the transceiver and fled, putting distance between ourselves and anything that might be left behind. We doubted there would be pursuit, because we had heard the rumbling of collapsing caverns behind us, but we wanted to be sure because the fight had taken its toll, and we were all badly injured. Stanko’s left arm had been mangled at the shoulder, and everyone was exhausted when we stopped. I gave what battlefield treatments I could, and we made the decision not to return to Tumbler, but to go to Gesseln, where we could get healing and maybe find a buyer for this transceiver. Why return anything to those untrustworthy Chroniclers in Tumbler?

    Weary but not unwise, we trudged north.

    Stanko’s merry band

    After a day of travel we stumbled upon Stanko’s employers. Tesla found them while she was scouting ahead, not because she stumbled on their camp but because she followed the Cockroach clanners who were preparing to ambush it. By following the clanners she saw that they were digging tunnels under the camp and preparing to attack from below.

    Stanko wanted to be paid. Cockroaches killing everyone in the mercenary camp would certainly stop him collecting his payment, but he was leery about going in with us, because he didn’t trust his employers. We agreed with him; they were a band of Apocalyptics, and a nasty looking bunch. Sylvan seemed particularly adamant that we should not trust this band, and that we needed a story to ensure they did not come after us. He, of all of us, knows the mettle of his kind – why would we doubt him?[4] We decided to stay hidden, and he would go in and negotiate for his money, using the information about the Cockroaches as a further incentive. He would tell the mercenaries he had been rescued by a group of Spitalians who had destroyed the caverns he had been sent to scout; this would hopefully discourage the mercenaries from continuing on their mission, and maybe enable us to secure an escort back to Gesseln (not that I wish to travel with Apocalyptics – one is enough).

    Stanko entered the camp. Would they listen to him, and pay him, or would they show the treachery typical of their kind, cut his throat and come for us, oblivious to the trap that the cockroaches had set for them?

    Would our fate rest in the hands of a Cockroach warband? We watched Stanko begin negotiating, and placed our trust in the treacherous souls of men, and the brutal instincts of the Cockroach clan …

     


    fn1: There were also some burn husks, which the Apocalyptic slipped into his pouch when Karl the Spitalian was not looking. This tale is told, as last time, from Karl’s perspective.

    fn2: My friend Sergeant M from Australia was visiting Japan and wanted to join our session, so we made a temporary character for him. He played Stanko the whole day with a dour Russian accent, cynical and resigned to the evils of this post-apocalyptic world. “What could possibly go wrong?” Stanko was a perfect expression of wasteland fatalism.

    fn3: Actually massively enhanced by a burn husk he secretly huffed, which vastly improved his fighting prowess; he should have done this at the beginning of the fight

    fn4: Sylvan had discovered burn spores growing in the lair, and realized that the Apocalyptics had been traveling to the catacombs to harvest burn spores. This made him think they would kill anyone who had been inside the lair, unless we could assure them that there was no longer any value in protecting the secret of its contents. But he couldn’t tell the other characters that, because he was still hiding the fact that he had taken burn, and he now realized that the burn he had taken probably belonged to an agent of the Apocalyptics in the camp …

  • I won it in a bet, officer, honestly! It's not stolen!
    I won it in a bet, officer, honestly! It’s not stolen!

    This week in Japan is Golden Week, a nearly week-long public holiday, and in honour of the fine weather my group did a two-day marathon of Star Wars role-playing using the Fantasy Flight Games system.

    Our group was a good mix of five members:

    • Whitney (me), human soldier (medic)
    • Wargh, Wookie hired gun
    • RAPTOR-1, Droid bounty hunter (assassin)
    • Aleema, Twilek Jedi Sentinel (shien)
    • Jorus, Acrid[1] Hired gun

    We started off running through a slightly modified version of the introductory adventure, then blasted into space and ran on an improvised adventure that rapidly went to hell through our intense stupidity. This was a marathon session so this report is a very quick summary of the main events.

    Trapped on Tatooine without enough funds to get a ship, we needed work. We took a job for Teemo the Hutt, a notorious gangster from our local spaceport, Mos Shuuta. It being impossible to easily travel between spaceports on Tatooine, we needed his help. He asked us to head into the desert to find a lost droid of his that was being held by some Jawas, so we did. However on the way to find the droid we bumped into some Trandoshian slavers and killed them, releasing their slaves and putting ourselves in trouble. We found the droid at the Jawa crawler, which had been destroyed days earlier by the Trandoshians, and returned to Mos Shuuta with it [this took weeks in total]. Unfortunately, Teemo the Hutt was impatient with the time we took, and the Trandoshians were business partners of his; when we returned to town we found ourselves pursued by his henchmen looking to exact revenge for our “treachery” in killing his business partners and “stealing” his droid. We guessed he had hired multiple groups to get his droid, and intended to kill all the groups that failed.

    Oops.

    Surrounded by desert with nowhere to run, we soon realized we had no choice but to steal a spaceship and escape the port. Fortunately a Trandoshian slaver called Threx had arrived in town in a spaceship in need of repairs, so all we had to do was capture his spaceship and repair it and escape. We stole the part he needed from the local scrapyard and headed towards the ship. A helpful droid told us we would first need to deactivate the standard security clamps that hold all ships in port until their nominated release date; this would mean a trip to the spaceport and a spot of lying. We did this successfully but unfortunately in the process we tipped off a local to our plan, and he told some imperial stormtroopers.

    Oops.

    There followed a kind of hilarious chase through town during which we slowly killed all the stormtroopers. With little time before more came, we headed to the dock where Threx’s ship, the Poleaxe, awaited us, unclamped. Unfortunately we were met by four droid guards, which we killed, but in doing so we alerted Threx, who was onboard his ship. Desperate battle followed, and ultimately Wargh prevailed over Threx with a supreme display of Wookie rage. As RAPTOR-1 prepared the ship for take off, Whitney took the gun turret to kill some stormtroopers who were setting up a heavy blaster nest, and off we went.

    We hit low orbit at the speed of plot, but we weren’t alone – four TIE fighters bore down on us as we raced for the jump point, and we didn’t yet have the hyperdrive converter thingamy slotted into place. Jorus and Whitney took position at the gun turrets, with Aleema and RAPTOR-1 piloting, and battle was joined. While RAPTOR-1 and Aleema cartwheeled and tumbled through the skies above tattooine and Wargh worked feverishly to install the jump-drive activator thingamy, Whitney and Jorus picked off the TIE fighters one by one. Unfortunately they didn’t destroy them fast enough, and their clutzy old ship began to take a lot of damage. Wargh managed to install the hyperspace warp-accumulator whatsit, but in the thick of combat Aleema was having difficulty determining a hyperspace path, and didn’t want to use the pre-loaded path. However, with the ship hull degrading and more TIE fighters inbound she decided not to waste any more time, and punched the hyperdrive for the pre-loaded path. They jumped, leaving the ruins of four TIE fighters scattered across a wide swathe of Tatooine space.

    Decisions, decisions ...
    Decisions, decisions …

    Looting and planning

    Once they were in the safety of hyperspace they searched the ship. The ship must have been in the middle of resupply, because although it had enough fuel it lacked significant supplies and most of the cargo had not been loaded. There was a large stock of empty food packets that were obviously designed for smuggling spice, a couple of thousand credits, and a life support system holding a mysterious plant of some kind, that was obviously not safe to simply open and examine and may even have been held in a special environment.

    They also examined the droid, which they were supposed to have delivered to Teemo the Hutt had he not accused them of treachery and set out to kill them. It was a standard astromech droid, but it seemed to have had some kind of reengineering to fit it with large, powerful magnets so that it could be stowed on the outside of any spaceship, rather than stored in a standard astromech array. Obviously this would make it useful for smugglers, but why would anyone want to hide an astromech? Every spaceship had one, and there was never any reason to hide them. Mysterious…

    The ship emerged from hyperspace within a day, and they found themselves on the Corellian way, where it intersects with the hyperspace path from the sector around Tatooine. This put them a short jump away from Ryloth, Aleema’s home planet, and also a fast series of jumps away from the Mid Rim. So now they had choices. They could turn around and go back to kill Teemo the Hutt, though his allegiance with the Empire and the presence of Imperial ships in the system made that plan seem a little reckless. Their ship was obviously designed for smuggling spice, so they could head to Ryloth and attempt to pick up a cargo to do a spice run. They guessed they plant they were carrying must be valuable to someone, and if they wanted they could try and find someone who could give them advice on it. The best option for that would be to find an Ithorian, and Whitney knew of a famous Ithorian xenobiologist[2] called Chutah Da, who was exploring the nearby Mid Rim on a herdship.

    First they would need to get their new ship repaired. Aleema did not want to return to Ryloth, so they decided to go to Mon Gazza to use the starport there. This would bring them to the edge of the Mid Rim and near the zone of space where the Ithorian doctor was traveling, so they decided to try and pick up trade goods at Mon Gazza and travel from there to the trailing edge of the Mid Rim from the Corellian Way, to find this doctor. They hit hyperspace again.

    This isn't going to work for anyone here
    This isn’t going to work for anyone here

    Mon Gazza: A wretched hive of scum and villainy

    As soon as they arrived in Mon Gazza system their strange new droid sprung to life and began printing out a receipt-like line of ticker-tape, on which were printed numbers and ship codes. In a moment of recklessness, they decided to pursue this clue as soon as they had repaired their ship. Putting the receipt into safe keeping, they landed on Mon Gazza and negotiated port access with the local mining concern. Mon Gazza was very similar to Tatooine, a barren desert planet with little to recommend it except extensive pod racing contests and spice mines. It was as grim as the planet they had just evacuated.

    As soon as they landed they found out that the port and all the community around it was in the grip of a local strongman called Xersca, who was guarded by a posse of stupid little insect-humanoids called Aqualish. After we caught him following us we visited his bazaar to have a chat with him about a mutually beneficial agreement, but during the chat he told us he had already stolen our cargo. This, unfortunately for Xersca, wasn’t exactly correct; he had sent two of his Aqualish, armed with rifles, to take the cargo, but as he was bragging about his cunning Wargh, who had stayed back at the ship to negotiate with the harbour mechanic, was beating them to death. Word of their unpleasant end reached us just as Xersca was attempting to extort us for the return of his cargo. We left him there in a state of puzzlement, with a parting suggestion that when he was ready to come to an agreement with us he could come and make an offer of payment.

    Our initial success notwithstanding, we soon realized that hanging around this port was going to end in a big fight, and Xersca probably had resources he could call upon that he hadn’t yet deployed, so we decided to light out as soon as our ship was repaired. The mechanic, having witnessed Wargh killing someone who tried to cheat us, offered us a very reasonable deal on repairs, and we were able to leave after a few days. One of the Aqualish who had been sent to rob us somehow survived Wargh’s fury, but he had no useful information for us and was terrified of returning to Xersca, who he promised would kill him. We took him on board with us when we left, to act as watchman and guard when we were away from the ship. Botan the Aqualish Idiot, our first retainer!

    The final act: A wretched hive of confusion and stupidity

    With all the galaxy to explore and no particularly pressing goals, we decided to pursue the clues that the droid had spat out. Although we didn’t understand all the information on the strip of paper, we at least recognized a star location relatively nearby, and a code for a ship. We hit hyperspace and traveled to the destination.

    At the destination we hit a star system with a seemingly unmarked spaceport floating over a distant planet. The spaceport hailed us and demanded our ship codes; we supplied the codes on the receipt, assuming that this was a shadow spaceport and that it would be dangerous to visit this spaceport without the right codes. Unfortunately the spaceship identified by these codes, the Green Arrow, was already docked at the spaceport, and so we had given our game away. Rather than streak out before we got into more trouble, we decided to bluff our way in – despite our bluffing powers being frankly terrible – and somehow convinced the traffic controller that there was some kind of error; we also managed to convince the man who met us at the docks that the other ship was an imposter.

    This man gave us until the end of the day to sort out why this imposter ship had “the goods” that we were meant to be carrying, and to get “the goods” back or we would have to pay for them. We stupidly agreed.

    This led to a confused and chaotic few hours on the spaceship, which ended with us entangled in a three way battle between a large gang of mercenaries and a small gang of extremely deadly pirates from the Green Arrow. During this battle we managed to get a couple of people killed, steal some kind of arm-mounted laser shield that seems like it might be worth a lot of money, and get the entire area of space station around Dock 67 completely trashed, probably somehow killing 20 or 30 people who were sucked into space during the explosive decompression that our stupidity caused.

    Ooops.

    Fortunately we got out safely, and were in hyperspace before the spaceport authorities could catch us. In the melee we managed to learn that the mercenaries attacking the Green Arrow were from Dash Corp mercenary group, and the goods belonged to some scary guy called Saba. Then we were out.

    The universe is dark and full of terrors. It also, apparently, is full of idiots. Let’s hope we can do better next time …


    fn1: Jorus was played by Little A, a Japanese occasional member of our group. The Acrid are a species our GM made up for Little A, which speak heavily-modified galactic standard, so that basically the only PCs in the group who could communicate with Jorus were those whose players spoke Japanese. Little A, with no real English background, did a great job of keeping up. I wish I could do so well in Japanese! In the end it didn’t matter because we created so much chaos that even in our native language no one knew what was going on. At least Little A had an excuse!

    fn2: Somewhat remarkably, Whitney’s one rank in Xenobiology proved extremely useful in this adventure!

  • They looked like this! Honestly!
    They looked like this! Honestly!

    In our first D&D session we began investigating the dungeon from the Basic Rules set, somehow managing to avoid a TPK in the first battle but retreating to the village after our two followers were killed. In the second session our elf, Aengus, went on a date with the town cleric, learning nothing of interest, and after a day of rest we hired two new followers – a completely useless fighter called Abel Artone and a halfling called Begol Burrowell, who is famous for some situation involving an enraged badger – and set off to finish plundering the dungeon.

    We arrived at a deserted outer courtyard, finding no sign of enemies or of our charmed kobold companion Dogface. Not really stopping to consider the possibility that his absence might be a warning, we plunged back into the dungeon (behind Abel, of course). Entering through the main door and finding nothing disturbed since our previous journey, we decided to head to the room of our fateful encounter with the zombies from the other direction, rather than retracing our footsteps. We passed through the open doorway on the east side of the entrance chamber and into a small room empty but for rubbish. We searched the room and found nothing, but Eric of Melbourne was nearly decapitated by falling beams in the ceiling, which dislodged a loose brick. Behind that he found a silver dagger, potentially useful when we decide to slay a werewolf, so we took that and moved into the next room. Here were more boxes, only these could be opened and investigated. We searched the room until our search was interrupted by a zombie in a box, which emerged moaning and dragging a rusted sword. Once again, Eric of Melbourne’s stalwart faith proved useless against basic undead, and we had to beat the thing to death with blade and stick.

    Of course it had no treasure.

    We passed this room into the closet where our last followers met their unfortunate end, and back into the area we had already explored. From here, heading northeast, we found stairs leading down into the lower level of the dungeons beneath the castle, where the kobold gang was hiding. Rather than risk such heavy opposition, we decided to clean out this level first, and headed north to the final rooms in the castle. The next room was occupied by 5 kobolds, who tried to do battle with us but were no match for our valiant swords and ferocious spirit. We killed them quickly, and found nothing of value on their bodies.

    Good thing we made a deal with our followers to split treasure only after we had recuperated the cost of their equipment!!

    From this room there was only one other exit, heading east into a small room. In the middle of this room was a statue of a kobold, pointing its sword at the door we entered from; the far wall beyond the kobold had a solid wooden door, the first door we had seen since we entered. We ventured forth, but were attacked by a giant lizard that emerged from hiding behind the statue, attacking our useless fighter Abel (who goes first, of course) with surprise and killing him in one savage bite.

    Good thing we clarified marching order! We beat the thing to death while it was trying to swallow the fighter. Of course it had no treasure.

    The door on the far side of the room was locked. Aengus used his super elven sight to look through the keyhole, and saw a bit of ruined wall with some sunlight on it. No one poked him in the eye. We retreated.

    We circumnavigated that room, moving back through rooms we had navigated a few days before and passing right around the west wing of the building, only to come to another room with exactly the same statue pointing its silly, hopeless little shortsword away from exactly the same kind of door. Perhaps the shortsword wasn’t so hopeless; as we searched the room Barus the Magic-user touched the statue and it spun viciously in a 360 degree arc, cutting his head off.

    We took his spellbook and retreated to consider our options. This door must be locked for good reasons – no doubt, having vanquished those five kobolds we stood at the threshold of their treasure chamber, piles of gold glinting in the sunlight Aengus had seen through the keyhole (was it even sunlight, or just the gleam of untold riches!?) Clearly the kobolds had bound the doors fast and secured the entryways with fiendish statue-traps to keep us away from their hoard, a hoard no doubt stolen from innocent villagers over years of violent raiding and despoiling. We were honourbound to somehow breach their inner sanctum, and carry away the money, though no doubt finding its original owners would be all but impossible and we would likely have to keep it for now.

    How to get in? It was Aengus’ low elven-cunning that found the way – we would burn the door down. We set some of Barus’s oil on the door and set it alight, then piled broken chests around it. Soon we had a good fire going, and we retreated and waited for it to burn itself out. Once the fire had burnt down we strode forward and kicked the charred remains of the door down, marching in to reclaim our birthright in a swirl of sparks and smoke!

    We found a large, 30′ x 60′ room with a huge table in the middle[1]. There were chairs set around the table, and skeletons sitting in some of the chairs. Eric of Melbourne stepped forward to quell the skeletal monstrosities, but they weren’t moving; and anyway before he could a beautiful music washed over him and Begol, and they gave up all thoughts of violence. They walked calmly into the room, ready to meet the beautiful source of that fine music.

    Aengus saw his two colleagues entranced with the horrible screeching emerging from the fireplace. He charged forward, hurdled the table, and looked into the fireplace. There he found two horrible, hideous old women with wings and goats legs, keening away like their cats had just died. He went to strike one but they attacked with their cloven feet and knives they pulled from the ashes, stabbing him to death immediately.

    His last, blurry vision was of his friends sitting down at the table as the harpies swooped down on them, blades ready, and cut their throats. He took a while to die, and the last minutes of his life were a vista of horrific feasting.

    Then the harpies turned to look at him …

     


    fn1: Actually the table on the map was so big it didn’t fit through any of the doors of the room. Some fiendish magic at work here!

     

  • Except adventurers, obviously … Karameikos is the first campaign setting for Dungeons and Dragons (D&D), and the setting in which my new skype campaign occurs. Karameikos is described in the TSR supplement The Grand Duchy of Karameikos, which gives information about the major towns of the region and the major personalities living in them.

    This book makes clear that the major town in Karameikos is Specularum, a town of 50,000 people that may have grown significantly in recent times. It also identifies at least two major high level clerics in this town: Olliver Jowett, an 18th level Cleric, and Aleksyev Nikelnevich, an 11th level Cleric. There are other powerful clerics described in the book but their location is not specified. Olliver and Aleksyev’s stats are given in the book, and they both have Cure Serious Wounds, Cure Disease and Raise Dead memorized, though Olliver could memorize 4x Raise Dead if he really wanted.

    I have previously posted here about post-scarcity fantasy, and how it would be extremely cost-effective for clerics in the middle ages to intervene in child birth to save lives. I previously used the AD&D rule book to establish populations of Clerics, but now I have access to the ultimate Canonical text, a definitive world description from the original rules. What are the implications of this world description for my theories about post-scarcity fantasy?

    First of all, let us gather some statistics. It’s impossible to know the true birth and death rates in the middle ages, but there are estimates from 17th century Britain that give birth rates of about 30 per 1000 population, and death rates of about 25 per 1000 population. Based on these, we can expect about 3.5 deaths per day, and about 4 births per day, some of which will be of high risk to the mother.

    Based on the presence of just Olliver and Aleksyev in Specularum, we can expect that 2 of these 3.5 deaths could be prevented every day by simply walking over to the place they occurred and casting Raise Dead. If we assume that at least 2 of these deaths are caused by disease – a not unreasonable assumption in the middle ages – then two more deaths could be prevented by application of the Cure Disease spell.

    Just these two clerics could ensure that no one ever died in Specularum.

    They could improve their job by using the Commune spell to learn some basic techniques to improve childbirth and medical procedures. “Why do women die in childbirth” would be a very useful commune question – Olliver can ask one question a day. Presumably once in a year he could get around to this question. Olliver has a 4th level assistant with Cure Light Wounds who could attend 2 births every day and cast this spell to prevent major injuries (ordinary commoners have 1d6 hit points so presumably this spell would completely reverse the damage done on them and/or their children). This would occasionally prevent the need for Raise Dead spells, though between them Olliver and Aleksyenev have enough Raise Dead spells to simply negate every death in the town.

    It seems pretty clear to me that based on the canonical textbook, there is no death in the world of Dungeons and Dragons. The only people who die in Dungeons and Dragons are adventurers – we toil in the depths, risking our lives every moment, while overhead a utopian society pursues its life of perfect peace and eternal harmony.

    Why are we doing this again?

  • Strange blooms on far shores
    Strange blooms on far shores

    The Spiral Confederacy restarts with the characters leaving Niscorp 1743 for The Reach, a pirate system a short jump away. On Niscorp 1743 they had killed some ice spiders at great personal risk, getting a research administrator out of a spot of trouble and earning themselves some zero-g training as a reward. They had also met a priest from an ocean planet, Michael, who had offered to pay them in exchange for taking him to The Reach. The Reach is a fine spot to drop rumours of human trafficking, and also a great place to pick up the kind of weapons that are illegal for ordinary citizens in the Confederacy; they also had a crate of laser carbines to sell, so a journey to The Reach seemed inevitable.

    While they rested and prepared equipment they recruited a second pilot, a young woman called Lam with a dubious naval history. Given the risky nature of many of their ventures, they guessed it might be wise to build a little redundancy into their crew, so they recruited the only pilot in Niscorp 1743 who was willing to go to The Reach and who could shoot as well as fly.

    Stable personality was not in their list of essential criteria, so Lam was hired.

    After a week of travel they arrived in The Reach, jumping in to a point beyond its extensive asteroid field. From the jump point the system’s red dwarf star was a tiny, distant red speck, flickering in and out of view through the curtain of asteroids. They passed around the asteroid field slowly, on a pre-assigned route, and by the time they emerged on the other side they could see the 7th Pearl, shining in the far distance. Between them and it a small flight of fighter vessels approached, hailing them for travel details. Their first encounter with the Pirates of The Reach passed in a completely mundane manner, with an exchange of basic credentials and a docking trajectory for Pearl 7. They docked where they were told and disembarked into a small lounge where they were met by a man who introduced himself as an ambassador for foreign guests, and a small rat-faced man named Ampoule who Michael told them would be their guide for the day. Michael showed them how to use their mysterious payment, and left them to themselves.

    Basic rules for Confederate travelers in The Reach gave them one week of free accommodation, after which they must pay in local currency (“credits”) or leave. Overstaying this welcome would see their ship impounded and the crew bonded as indentured labourers for a year. They could live on their ship and organize basic energy and fuel for free, but if they wanted any comfort they would need to make some money. Stir-crazy after a week on their tiny ship, they set out immediately to sell the laser carbines and begin stocking their armoury.

    There was a large market place for all manner of unsavoury enterprises a short distance from the docks, and it was here they went first. Here they found arms dealers, slavers, and even a prohibitively expensive dealer in black market memory backups. They sold their carbines and organized delivery of a slew of laser rifles and a suit of combat armour, then retired to their ship to relax. Over the next few days they began visiting slave markets and dealers, dropping hints about their illicit cargo and looking to lay down lots of clues about where they found it. Once the armour and guns arrived, they began to think about looking for a little work.

    They booked some rooms near the docks, to spread out a little, and it was then as they were settling in that they received an invitation to meet Michael at a place called the Rubble Bar, to discuss possible work. The Rubble Bar is a small tavern at the part of the docks closest to Pearl 7’s ruined superstructure; from its single large window customers can watch workmen repairing the spars of the damaged section, while they sip drinks from lost civilizations. Each of them ordered a drink from a civilization that had passed away, and sat sipping it contemplatively while they waited for their mysterious priest.

    Michael arrived with a glass of the last water from a dessicated planet, and began to talk business. He had come to The Reach to kill a man. This man, a priest named Jaccus, had been welcomed to Michael’s planet as a guest, but had defiled one of his culture’s sacred tombs and killed its guardian. The most ancient tombs on Michael’s planet are dessicated sky burials placed reverently on islands made of the calcified bones of giant sea creatures; these tombs are often thousands of years old, and are tended by elderly monks in a role of great honour and little responsibility afforded to senior religious figures. This priest Jaccus had visited such a tomb-island and desecrated it horribly, then fled the planet. Michael, who had traveled a few times before, was sent to find Jaccus and kill him. Jaccus had assumed his deeds would go unnoticed for months, so isolated are the tomb-islands, but hadn’t realized a supply ship would arrive just a few days later on a scheduled visit. So it was that they were easily able to track his movements out of the system, and Michael could follow him, though he fell further behind with each jump.

    Unfortunately, after Jaccus arrived in The Reach a few weeks ago he had managed to obtain the protection of the Viscount of Pearl 2, making it difficult to obtain mercenaries to kill him. So it was that he turned to the PCs to do it; as outlanders they were free to take contracts on anyone they wanted. Currently it appeared Jaccus had made a trip to The Gardens, and so would be easy to ambush and kill if he was approached there in the next few days. For this job he would pay them 100,000 credits, almost enough to buy another suit of combat armour.

    The PCs did not agree to kill this Jaccus, but they did agree to go visit him in The Gardens, see what they thought of him, and kill him if necessary. Michael was not phased by this conditional offer. “Once you meet him you will want to kill him,” he assured them, and left them to their drinks.

    To the ruins
    To the ruins

    Death in the Gardens

    They left for the Gardens the next day on a small sub-light flyer, a rickety thing that took a few hours to get them to their destination. Its approach took them across the 100km long face of the Gardens, a lush expanse of steel, forest and planes hanging in the middle of space. The mist trapped within its field generators shrouded much of its expanse, and shone with the lurid reflected light of the distant sun. Some strange technology transported that light through sub-space portals so that the Gardens were bathed in sunlight vastly more powerful than its distance from the faint red dwarf warranted, ensuring that the Gardens roiled with mist and heat. In the breaks between these clouds they caught glimpses of the Gardens themselves, vistas of green or gold splayed out across rippling uneven territory, scattered with occasional deep holes where the wreckage of spaceships interlocked. The Gardens started with a low plane of wreckage that crawled slowly up through foothills to shallow peaks formed by the spines of ancient Confederacy capital ships, wrecked by the system’s strange defenses and pulled to this Lagrange point to be recommissioned for The Reach’s bizarre experiment in herb gardening. Beyond the jagged ridges of those wrecked ships, now softened by a shroud of vegetation, hung the infinite blackness of space, cordoned away from the lush fields by a thin layer of field technology.

    They disembarked at the Gardens’ tiny docks, noting the presence of another flyer, encoded with the emblems of Pearl 2, and stood for the first time under the Reach’s starry night, unprotected by steel shells or spaceship hulls. Ahead of them stood a low wall and a custom’s house, blurs of green and misty grey visible beyond; but here at the docks they stood under a stunning vista of stars, scattered around the black firmanent like diamonds on velvet. Shielded only by the thin barrier of the Gardens protective field, they could view the full glory of the stars of their sector, try briefly to find their home stars before they were interrupted by the dockmaster.

    Brought back to humdrum reality, they dismissed his questions and offered him 100 credits to forget their presence. He aimed to argue, but one look at Ahmose’s stern reproach and he thought better of it. Jaccus, he told them, had headed “that way”, waving vaguely in a certain direction, and headed back to his hut. Simon Simon used his Adherent Grace, scrying, to access all the cameras in the vicinity of the docks, and soon found video footage of an old man in black robes with a staff, accompanied by three men in light armour with assault rifles, heading in the direction the dockmaster had indicated. They were dragging an anti-gravity sled loaded with audio-visual equipment, heading up into the hills. Time to go.

    They passed through the low wall and into the Gardens. From here the trek in the direction Jaccus had headed started easily, but it got harder. First a stretch of rhododendron forest steeped in rain and mist; then an open stretch of field, followed by a series of fragrant herb gardens and some hikes through mossy hills. They could see the skeleton of the broken spaceships beneath the fields and forests, with occasional parts protruding from amongst the greenery – here a rusted cannon, there a lichen-encrusted plexiglass window. As they headed up the wreckage became older, and increasingly harder to discern from nature, until they found themselves walking through ancient, silent, mist-shrouded forests, so old they seemed almost hallowed. Old growth rainforest, floating in space on a mere sliver of steel, billions of kilometres from the sun.

    It was in this forest that they stumbled on the cameras. Simon Simon noticed them with his scrying Grace, all connected together and filming the zone they were entering. They moved past the cameras and headed upward over the cupola of some ancient battleship, passing through a small copse of trees at the summit. Weapons drawn, they moved out of the shadow of the trees to find themselves looking down into a narrow vale, beyond which stretched slopes leading up to the rim of the Gardens. Black space hung in the near distance, the horizon unevenly scattered with trees and the slopes before them heavily wooded. They stood on the wreckage of an ancient cruiser, but the horizon was formed entirely with the wreckage of an ancient Confederacy warship, its gun turrets, now long dead, rusting in between trees and brooks. Below them the vale opened out towards the lower slopes, a small stream trickling merrily through it. To their right lay the wreckage of the cockpit of a crashed fighter ship, the hull shattered open around an open space that had been turned into a campsite. Three tents had been erected around a small fire, and a little computer ran a set of screens on which the vision from all those cameras could be seen. They had found Jaccus’s camp.

    They had also found his men, who opened fire on them from positions in the valley. The battle was short and brutal[1], and with minimal injuries the group prevailed, killing all three mercenaries. They descended into the camp to search it, looking around carefully for Jaccus. The AV gear they had brought with them was nowhere to be seen. They were searching the camp when Simon Simon decided to use his scrying Grace to check the cameras in the vicinity, and saw movement in one. Looking closer he saw something in the shadows, descending the hills towards them.

    Lam and Ahmose took defensive positions, guns ready, pointing out at the hills, but they didn’t see it coming. Something emerged from the shadows of the trees and hit Alpha from behind, tearing through his weak armour and disappearing before he could react. Something else hit Ahmose and Lam, but before they could react it was gone. They looked around, gasping, weapons ready, and then the things hit them again. They were beasts of some kind, 3m tall monsters made entirely of shadow but for their glowing red, fiendish eyes and long, lascivious red tongues. They attacked with wicked claws and beat huge, black, bat-like wings behind their misshapen, demonic bodies.

    Actual demons, conjured from shadow, were attacking them. They fought back hard and valiantly but Alpha went down with the next strike. Ahmose killed one, and as it died they heard the distant sound of crows screeching, and the thin wail of a tortured child. Ahmose moved on to the second beast, and Lam shot down the third; a cold wind blew over her, and she heard whispers from the shadows, a young man begging for his life, gaggles of students telling lies about their friends in the corridors of a school … evil whispers …

    As the fight proceeded Simon Simon desperately searched the area, until he found Jaccus standing in the shadow of a tree, staff in hand. The old man was singing a song, and the air was rippling around them. “There!” Simon Simon yelled, and fired his laser rifle. He missed Jaccus but the beam passed through the coalescing shadow-form of another demon. As they killed them, more appeared! “Kill the priest!” Simon Simon yelled to Ahmose, and Ahmose duly acted.

    Jaccus died quickly, but before he did two more of those beasts appeared. One managed to escape their violence, fleeing with the death of its master, and they never saw it again. The battle was done. Where each demon had died was a patch of blackened, dead grass that stank of rot. They stood looking at each other in shock. What had they found, what had they killed?

    They searched Jaccus’ body and the area of the camp, but they didn’t find anything to tell them anything about what they had seen. Where was the AV equipment? Why was Jaccus here and what were those things? With no evidence in the camp they expanded their search, trawling the whole area for any information about what Jaccus had been doing there.

    History by the blowtorch

    They found the reason after a day of searching. They soon discovered that all the disused turrets on the spine of the Gardens contained bodies. This was an ancient burial site, with bodies placed in careful position inside the turrets, wrapped in shrouds and accompanied by gifts for the next world, now long-decayed and crumbling. Two of these turret-graves had been defiled, the bodies broken apart and their skulls burnt in some way. Another turret-grave had been partially defiled, the body broken up and the skull placed in a ritual position. Candles had been set out, along with a silver bowl, a small silver knife, and a blowtorch. Behind this strange tableau was the AV  equipment, some kind of ancient, primitive video camera the size of an artillery piece. A cushion sat between the camera and the skull, presumable waiting for Jaccus, with a microphone next to it.

    Back at the camp they found a box full of discs of some kind, with writing on them. Alpha suspected these discs were from two specific locations, and dated in some non-standard dating system: 7 all had the same glyphs written on them, and some numbers, and two had more numbers on them and different glyphs. Acting on a hunch, they put the first of these two into a playback system attached to the camera. And saw…

    The camera crackled. Primitive, this camera. The shadows of one of the domed turrets they had seen before, but no burnt bones: in the middle of the room sat a skull, shrouded in shadow, and between the camera and the skull the dim shape of Jaccus, cross-legged on the cushion, rocking backwards and forwards, chanting. One hand sat near the blowtorch, and candles glowed in the dim light, set out around the skull. The chanting continued – so boring.

    They fast forwarded the video until they saw movement, stopped and rewound a little. Jaccus’s chanting fading, drifting away, his rocking going still. A shadow rolled in, crouched over the candles, which guttered and dimmed. They heard the sound of a sigh, and then some kind of howling, the room becoming darker, Jaccus hunched. Something stirred in amongst the candles around the skull; they flickered and dimmed, then burned bright. The darkness faded, and Jaccus emitted a kind of grunt, like an old man doing something disgusting; in the distant background of the soundtrack they heard the thin reedy sound of a child crying and begging, quickly fading away. Smoke formed dimly in the air above the skull, coalesced into a semi-solid, vaguely humanoid form.

    “Who calls me?” A sound like rocks grating on each other, a grim crackling rustle of anger, emerged from the ring of candles.

    “I, Jaccus, your master, call you. I would speak you, and you had best listen.” Jaccus stirred from his listing position, and spat the words out with odd harshness.

    “You worm. You grub. I was a great warrior, I have slain men a thousand times your equal, I fought on the marches of Ellas, I was a hero before your ancestors were apes, you cannot command me, wo-”

    The grating voice descended to screaming. Jaccus had calmly picked up the blowtorch, turned it on, and started bathing the skull in flame. The screams were horrid, rippling out of the darkness from every direction and sounding as if they would tear the microphone apart and leap through, monsters of agony, to attack the listeners.

    After about 10 seconds of this, Jaccus turned off the flame.

    “You thought your death put you beyond pain, but I have found you. There is nowhere you can run to. You are mine to play with. You will do as I tell you.”

    The voice protested. More flame, more screams. It carried on like this for a few minutes, but slowly the voice became weaker, more desperate, until finally it broke and begged Jaccus to tell it what he wanted.

    “Where is the ansible?”

    “I don’t know what you -” More flame.

    This proceeded for several minutes, the same question and the same answer. Finally, Jaccus gave up. “You know nothing, do you?” He didn’t wait for an answer, but turned on the blowtorch and took a full minute to burn the skull black. The voice screamed and screamed and screamed, but he didn’t stop until he was satisfied the whole skull was black. Then he flicked his fingers, the candles faded, and the screaming voice sank away, replaced briefly by a horrible howling sound like wind over frozen ground.

    Jaccus reached back and turned off the camera.

    Of priests and lost things

    They returned to Pearl 7 with the videos. Once they were back in the ship Simon Simon obssessively watched all of them, but no one joined him in the video room. They called Michael and showed him the video from the tomb. He guessed, as they did, that the other seven videos were from his home planet. This Jaccus had invaded these tombs looking for something called the “ansible”, and hadn’t found it. Obviously he had some plan to search for it – first Michael’s planet, then The Reach. But he had come from somewhere. Someone knew what they were looking for.

    Michael made the group an offer: would they come back to his planet, and from there trace Jaccus back to wherever he had come from, find the people he worked for, and destroy them? His people, being just uplifted, had nothing to offer them as a reward, but he would speak to his ruling council and they would speak to the Confederacy, and he thought then a reward could be organized. Would they help?

    They looked at each other. Something terrifying had moved in those tombs, something they didn’t understand. But while they couldn’t understand its power, they could feel its evil.

    Of course they would help.


    fn1: I think this is going to be a common phrase in this campaign. In this battle one soldier died instantly, and another got so badly damaged that he was basically useless. If you don’t have combat armour this is a game of one-shot kills.

  • On Saturday I ran another session of The Spiral Confederacy campaign, culminating in a vicious battle in a floating forest built on the ruins of ancient spaceships (report to come). One player went down in the first round of the surprise attack and the entire battle (with three waves of attackers, approximately) was over in about 5 rounds – 30 seconds! This system is being run using Traveler rules, which are quite lightly described and incomplete in places. During the battle I discovered a few rules that are missing, and came up with a few new house rules to ease some benefits, and also to employ a wider range of skills and attributes in combat. These house rules are listed below.

    No critical hits: The standard rulebook states that a roll of 6 or more above the target number is a “critical success”, but doesn’t actually define any special rule for a critical success in combat except that it definitely does at least one point of damage. I have decided not to fiddle with this, because vicious experience on Saturday confirmed for me that Traveler’s injury mechanism doesn’t really allow for it and is so brutal that there is no need for it; the effect alone is sufficiently powerful to make all the difference.

    Stealth attacks: There are no rules for stealth attacks in the book. During the session I chose to add the effect of the stealth roll to the attack, and the target cannot dodge or parry. Reading the book I see a set of rules for carrying one skill’s effect over to another; basically success adds 1 to the next roll, while critical success adds 2. However I don’t like this – I like stealth attacks to be lethal, and with no critical hit system the only way to increase damage is to roll really well, so adding the full effect of the stealth roll onto the subsequent attack seems more realistic (and about the only way for an assassin with a normal blade to deliver serious damage against a heavily-armoured target). This means that a good stealth attack with a blade (with e.g. 2d6+2 damage) is likely to end up doing more like 2d6+6 or 2d6+8 damage on a stealth attack. This will do fatal damage against a lightly-armoured person, which is reasonable.

    Using the tactics skill for cover: If a PC is not in cover at the beginning of combat, they need to make a tactics roll to get into cover.  The result of the roll will determine the cover level as follows:

    • 0-5: 1/4 cover (no benefit)
    • 6-8: 1/2 cover (-1 to hit)
    • 9-11: 3/4 cover (-2 to hit)
    • 12+: Full cover (-4 to hit)

    This ensures that a person with no tactics skill and no intelligence bonus will need to roll better than an 8 on 2d6 to actually find effective cover, which seems really likely to me – if I got in a firefight I wouldn’t have a clue where to hide. It’s obviously only useful when your PCs are in battlefields with lots of boxes and junk etc; rather than describing it all in detail and asking the PC to make a choice, just roll it up and then tell them what they’re hiding behind. If there is lots of obvious cover (e.g. a tank!) then this rule needn’t be applied. This is one of several ways of enhancing the role of the tactics skill in combat.

    This skill check can also be done by someone with leadership to direct someone else to cover; in this case both the leader and the person taking cover need to use a significant action in the same round.

    Also, related to cover: shooting from behind cover requires a minor action to position oneself and then a significant action to fire. i.e. you only get the benefits of cover when attacking if you use all your actions in the round to attack.

    Establishing aim is a significant action: All the PCs used their minor action to aim, giving them essentially an immediate +1 to hit. Boring! So I have decided in future that you can’t just aim and shoot; you need to first use a significant action to establish the process. After that aiming will give you the benefit as described in the book, i.e. +1 per minor action. This ensures that you need to take a full round to aim but it will typically mean that the aim leads to a +3 to hit, since it will usually occur in the following train of actions: significant action-minor action/minor action-shoot. This may not always occur (e.g. use a minor action to draw weapon-significant action to establish aim /shoot at +1-minor action to take cover).

    Tactics to change initiative: A PC can change their own initiative using tactics, or change someone else’s using leadership. They must use a significant action to do this; then they make a roll with difficulty equal to current initiative; success increases initiative to the result of the new roll. Extreme failure drops the initiative of the affected person to last.

    Gathering wind: if the PC has no use for their minor action they can use it to make an endurance check and if successful regain one point of endurance. This only works if endurance is not 0 and they are not seriously wounded (i.e. only Endurance has been hit). I have decided to include this in order to give everyone some minor chance at battlefield healing, and because minor actions don’t have much use once you’re in cover with your weapon out. It won’t make a big difference to their future if they get hit a second time, but it will at least allow them to take the odd breather. I envisage this being used a lot with the cover rules (e.g. you hit cover with a significant action; use a minor action to take a breather. In the second round you take a full action to go full auto on some poor minion; then the following round you stay behind cover, take another breather and reload your weapon).

    In total these rules significantly enhance the role of people with leadership and tactics, and actually make a person with these skills but no particularly great direct combat skills useful, and worth taking out. With tactics and leadership, a PC can a) improve everyone’s initiative; b) get the weakest people into good cover; c) upgrade the initiative of the slowest PCs. While other PCs do the heavy work of shooting and stabbing, a leader-type character can act in a serious support role to help them get an advantage in the fight.

    I am thinking about additional methods for using leadership – for example, helping people move to positions where they can get a shooting advantage, or using tactics to negate cover. Also the possibility of reducing initiative or forcing morale checks of some kind when a person with leadership dies.

    A final note on Traveler combat: It’s very very dangerous, has a wicked death spiral, and is definitely not for the faint-hearted. I love the way the healing rules enable people to die slowly of their wounds if they don’t get medical care. I also really like the automatic fire rules – they’re simple and very very dangerous. Against an autorifle someone in combat armour will still need to be scared, and can still die in a single shot unless their combat armour is exceptionally high tech. This is a game where you definitely do not want to get caught in a fair fight.

  • TPK Machine
    TPK Machine

    Two friends of mine from my London gaming days invited me to join a skype-based Basic D&D campaign, using the basic Mentzer (1983) red box rules to start with. We are going to follow the rules strictly (or as strictly as we can), using only rules in the 1983 boxed set, plus the Cyclopedia. We will start with the adventure in the book and then move on to B2, etc., taking turns GMing. The GM will play one character. We all either played or owned the Red Box set in question when we were kids, so we want to run through it as adults to see what it is like to play this ancient and world-changing game from the perspective of people who grew up on AD&D but moved on in our early adulthood to all the wealth of the modern RPG world.

    It should be a hoot! Here is the report of our first session.


    We had three PCs:

    • Eric of Melbourne (me), a first level Cleric with fairly phenomenal stats (I rolled an 18 wisdom that I promptly dropped to 12 so I could increase my strength to 16)
    • Aengus the elf, an elf (this being D&D, race is class, very intersectionally aware)
    • Barus of Karameikos, a Magic User with a single hit point, what could possibly go wrong?

    We also employed two followers, who we took directly from page 34 of the rulebook (with their equipment) to make starting the game quicker:

    • Silas Nogood, a Dwarf with monumentally good stats and equipment, for all the good it did him
    • Baghdad the Thief, a thief with phenomenal strength, which is just as well since the thief skills at first level are a complete waste of time

    I have a suspicion that the example characters on page 34 of the rulebook were not rolled in the standard way, because they are all way too good.

    We started the adventure in a small town, where we had heard that there were some monsters just out of town in an old ruined castle, which we could raid for cash. Over a few drinks we agreed to delve into that blighted nest of fear and blood, and the following morning, bleary-eyed and excited, we headed out with our followers to fame and glory.

    On the way we passed an impressively-dressed middle-aged woman on a wagon, who appeared to be a rather high level adventurer. She hailed us in passing but didn’t waste her time on us, lowly as we are. Ha! She will choke on that haughty manner when we are rich, powerful and famous! We also passed a farmer who told us that the monsters in the dungeon usually mind their own business and cause him no trouble. Ha! We’ll show them, the pesky beasts!

    We reached the castle. It had the biggest walls you’ve ever seen, 50′ high and mighty thick, but riddled with holes and crumbling but still completely solid, and so smooth as to be unclimbable. Fiendish magic, this. The gate had crumbled and collapsed like a normal door should (presumably this castle’s original owner only employed unenchanted carpenters, which is probably why it is now ruined and monster-infested). Down the walls to our west there was a bigger hole, perhaps 10′ in circumference, which looked like we could clamber through it.

    That 10′ hole was no doubt a trap. Anyone who intended that to not be a trap would bar it up, lest adventurers use it for stealthy ingress. No doubt we could surprise whatever foul beast lurked on the leeward side by sneaking (in our chain and full plate armour) through the main gate. Our cunning and strategy, and the application of careful pscyhology to the field of battle, is why we will win this place where all those who entered before us died. Judging by the stench hanging around the gate, they died pretty soon after entering that 10′ hole. We would not be so foolish.

    Still, discretion is the better part of valour. We sent the thief forward.

    One of the rotten gates had fallen forward out of the gatehouse. As the thief approached that moulding portal, a beast of horrific demeanour squirmed out from beneath and attacked him. It was a 9′ long lizard-like monstrosity, it’s head a mere gaping, circular mouth surrounded by slimy tentacles. All 8 of those tentacles attacked unfortunate Baghdad, and he fell twitching to the ground. We yelled our rage and attacked! Well, Silas attacked. Aengus, Barus and I moved forward to close missile range and fired slings and arrows at the beast. In turn the beast, having dispensed with our hapless thief, advanced on the dwarf, mouth agape and slimy tentacles wiggling horribly in gleeful anticipation of thick green dwarvish blood. It slapped at him with all 8 tentacles[1] but he somehow resisted their glutinous venom, and struck back with a resounding thwack. It managed one more round of tentacular whirling death, and then one of Barus’s sling stones put an end to it.

    Baghdad was merely paralyzed, fortunately. We slapped him awake and sent him into the beasts lair, rope attached lest there be more. He slithered into its hole and emerged a few minutes later covered in slime and carrying gold, copper and gems. A find! We were rich!

    We dusted ourselves off, pocketed the gems, and turned our attention to the wall. Clearly the gate was an ambush point – who would have expected such a devious tactic!? We must find some other way in. We scouted east, to the edge of the wall, and then turned north to follow it around. Here we found some holes in the wall and, looking in, saw a gang of perhaps 10 small, dog-like humanoids clustered behind the gate, weapons at the ready, waiting to ambush us. Fiends!

    Still, we are devious. Barus cast a sleep spell on them through the hole in the wall, and they all collapsed where they stood. We marched in through the front gate and slew them, bravely cutting their throats as they snored, but for one. On this one Aengus cast a Charm Person spell, and then we woke him and told him a monster had killed his friends but we had saved him.

    Instant friendship! My childhood classmates would be amazed to see how easily I became a friend of this dog-faced wretch, and jealous no doubt! Let us proceed! Dog-face agreed to accompany us to help us find the monster that killed his friends (ha!), and to guide us to where we could protect his gang’s treasure from the monster (ha!)

    We marched up to the main doorway of the castle. Pushing the doors inward, we found ourselves in a big empty room with a door to the north and empty doorways west and east. We headed west, into a dusty storeroom where a giant bat attacked us. We tried to kill it but the pesky thing fluttered away westward. There was lots of dust in here, but we searched carefully and found an onyx gem in amongst the boxes.

    Riches! Fame!

    We headed west. The next room was also a storeroom but of the strangest, most diabolical type. Though filled with boxes, none could be moved, opened or disturbed in any way! And when we tried to search them a voice emerged from one asking us if we were accompanied by some scoundrel called Bargle. We tried opening that box too, and smashing it, but to no avail. Bargus maintains there is no spell in the history of magedom that can work such a wondrous charm, but I think this room is cursed by some dark god.

    We headed onward, finding a narrow closet that opened into a bedroom. There was nothing really in this closet but somehow Baghdad the thief found a hat box, which he opened. Unfortunately the string of the hat box had been coated in poison, and he died on the spot, twitching and frothing and wailing terribly. In the hatbox we found a hat pin that was obviously valuable. We moved on.

    The closet opened into a bedroom, which contained a big musty old bed. Entering the room I was overwhelmed with sleepiness, and desired to rest here, but Dog-face told us that the bed was cursed, and anyone who slept on it could not wake. He showed us a bag of mouldy peas and informed us that anyone sleeping on the bed could be awakened with a pea placed under the mattress (ho ho, how droll!) We insisted he share his peas with us.

    This is the path to fame: begging dried mouldy peas off of a dog-faced half man.

    To the next room! There was a door in the northeast corner of this bedroom, and one to the east, but we headed east now. We passed through a trash-littered hallway of no interest, and into another bedroom, where we carefully opted to touch nothing. From here a door to the east opened into a small closet, which we bravely entered. It was dark in here and it stank. As we entered we heard groaning and four foul, long-dead corpses struggled out from amongst layers of mould and decaying clothes and trash. They rose to their feet groaning and moaning in that fetid way of the restless dead, dragging rusted and dirty swords with them.

    “Never fear!” I cried to my fellows. “This is my domain, that of life over death!” I strode forward, baring my holy symbol, and demanded these pestilent creatures begone.

    They attacked me. Battle was joined.

    The battle was short and brutal. We prevailed, but in the battle Silas proved himself Nogood, and died there under a hail of clumsy zombie swords. By now we were tired and scared – it’s dark in here and smelly, and there are nasty things in the shadows. We grabbed the dwarf’s body and retreated, heading back through the rooms to the unfortunate hat thief, whose body we also grabbed. Dragging him by the feet, we headed out the main exit and into the sunshine. Ah, life and fresh air! We passed the courtyard, telling Dogface to stay here and wait for us in the shadows while we repatriated our “sleeping friends.”

    Back to town for us. On the way we passed that well-dressed woman again, who saw our haggard faces, the tear-smudged filth on our cheeks, the bloodied weapons (and the two corpses). She must have taken pity on us, because she came forward and with a cool hand on a brow and a few whispered words Baghdad and Silas Nogood were brought back to life[2].

    A miracle!! We must be truly deserving of greatness to receive such blessings! We thanked her (forgetting to ask her name!) and returned to town, our energy renewed. Back to kill the rest of those fiends in the morning!

    Art not: The image at the top of the page is from Artful Shrapnel at DeviantArt


    fn1: this is a carrion crawler. It has 8 attacks that each require a death save or you get paralysis. Our dwarf has a save of 9 or something for this. This beast is worth 75 xp. Our GM experienced a TPK here on his first ever session of D&D, which was also his first ever session of RPG ing. That’s just dumb dungeon design.

    fn2: this isn’t in the adventure, though it might as well be since the adventure is pretty railroady. Our GM told us he wanted to introduce the PC for later narrative purposes. I think he just wanted to stop us getting a third share of the treasure! Anyway, we prevailed. Back in a week!