Showing posts with label Age of Worms. Show all posts
Showing posts with label Age of Worms. Show all posts

Tuesday, May 23, 2023

Mashaaf, Great Old One

Although I am still very much a beginner with the airbrush, the tool has worked wonders in breaking up my miniature logjam. I had one big model left over from Reaper Miniatures Bones II: The Return Of Mr Bones! that had been haunting my painting queue since 2015: Mashaaf, the Great Old One. This is a massive, multipart figure sculpted by Kevin Williams. I had prepped it years ago for painting but failed my morale check every time I sat down to start work.

The airbrush, though, helped steel my resolve. I was also bolstered by a nice Build and Paint video by Michael Mordor. His YouTube channel has greatly helped me approach some of the larger and more complex models on my workbench. Michael has very mellow, encouraging demeanor, sort of like the Bob Ross of monster modeling. Michael makes you feel like no figure is too tough to tackle as long as you have a plan of attack. Although I am trying to learn how to use my new airbrush, I appreciate that Mordor seems to primarily use brushes on his models, so his videos would be a great resource for any beginner modeler.

I primed this model with Army Painter gray spray primer and then assembled most of the model. Overall, the old Bones material pieces fit together well enough, though I needed quite a bit of Green Stuff on the weird mouth wings. I then airbrushed Mashaaf with a basecoat of Army Painter Greenskin, followed by a wash of Army Painter Quickshade Strong Tone. This was my first time using Army Painter washes, and I have to say I really liked the overall effect. The product seemed to have better coverage and smoother effect than my Reaper or Vallejo washes, which seem to be a little more gritty. I also followed Mordor's general advice on highlighting with greens and yellow: I was skeptical about using a bright yellow highlight on such a dark base, but it worked really well.

Once the paints were dry, I varnished the model with Testor Dullcote, and used Vallejo gloss varnish on the mouth. I then mounted the figure on a Litko 152mm round model presentation base, suitable for a Colossal sized monster. Mashaaf is a very heavy model to hold in the hand, and combined with the Litko base, which is also heavy, feels like a real brick of plastic. In retrospect I might have done with a less substantial base like the Reaper 160mm Base Boss.

Overall, I was happy with how the model turned out, though I would have liked to have gotten a more dramatic glowing eye effect. (The Dullcote always seems to knock the glow down and I haven't figured out how to compensate.) This a great sculpt with a twisting, dynamic form: it really looks like Mashaaf has just burst out of the earth and is about to wreak havoc on some poor adventurers.

Mashaaf looks like some sort of Lovecraftian horror: though it's too small to be a Dhole, it might work as one of the Chthonians, a monster from Brian Lumley's 1975 novel The Burrowers Beneath. I swear there was a 3e monster that looked very much like Mashaaf, right down to the little scythe arms, but I can't put my hands on the illustration I'm thinking of. Third edition had many nasty, giant verminous monsters, including the Avolakia, Neothelid, Psurlon, and Ulgurstasta, and while Mashaaf could stand in for any of them, none of these quite fit the bill. (I think the model could probably fit on a Gargantuan, 125mm base.) There might be a closer match somewhere in the Age of Worms adventure path—I even think I got this figure specifically to use in that campaign, though it obviously never panned out.

Monday, March 29, 2021

One Year of COVID Gaming

The last year has been incredibly challenging for so many people in so many ways, and while my small little world hasn't been completely untouched by COVID-19, I’ve also been incredibly fortunate that things have mostly been OK. And I feel extremely thankful for that.

A strange silver lining of the pandemic has been that I have probably played more Dungeons and Dragons in the last year than I’ve ever played in my entire life. And I’ve played a lot of Dungeons and Dragons. It looks like I’ve logged about 240 hours in the last year, which represents two different weekly games that normally run about 2 to 2-½ hours per session.

Evidently, I’m not alone based on a spate of recent media pieces like “Dungeons & Dragons had its biggest year ever as Covid forced the game off tables and onto the web.” It’s been a very sweet outlet, allowing me to see good friends and family a couple of times a week, and I hope we can continue playing well past the epidemic. Although a weekly game requires a decent amount of effort, I find the experience much more rewarding than a less frequent game. You establish a rhythm and momentum that just can’t be sustained even playing every other week.

I have certainly gained a much greater appreciation for 5th Edition, which is probably the strongest version of the game yet. I am still learning some surprisingly basic things: because the game is so streamlined and so similar to past editions, I have missed many important changes. I don’t know how long we played before I realized I didn’t understand how critical hits worked in 5e: you roll damage dice twice and add modifiers once, which is the opposite of how it’s done in 3e. Just a couple of weeks ago I realized that shield is now a reaction to cast. Shield! As basic a spell as you can get. (I think this is a great change, and makes the spell distinct from mage armor.)

I’ve also increased my proficiency with Roll20, which we use in conjunction with Zoom. Although I have some occasional frustrations with the platform, it has the benefit of being incredibly flexible and reasonably easy to use. My biggest wish would be for Roll20 to develop an integrated chat client that actually works for all of my players.

So here’s a roundup of my year of COVID gaming:

Out of the Abyss: This was the game that started it all. We played two face-to-face sessions in December of 2019 followed by single sessions in January and February. Our last in-person game concluded in dramatic fashion, with Demogorgon rising out of the Darklake. But on March 29, 2020 we pivoted to Roll20 for our ninth session—and at that point the characters were mostly 5th level. We’ve been playing ever since and the campaign is still going strong. There was a fairly steep learning curve and probably took us until September before the campaign really kicked into gear. We just completed our 46th session, with most characters at 11th level and the game is clearly moving into the final stages. At the current pace we should be wrapping up some time in June or July, and my great hope is that we’ll be able to finish this campaign out with an in-person game.

Age of Worms: We were able to pick up and complete an abandoned adventure path. Well worth the effort and one of the more satisfying parts of the year.

Into the Interface: My Roll20 Traveller game never did quite reach escape velocity and got crowded out by too much D&D goodness. I haven’t given up on it, and in fact was able to run a pretty strong session back in February. It’s on my 2021 to-do list.

Lost Mine of Phandelver: Probably 95% of my D&D experience has been on the DM side of the screen. One of the great pleasures of the last year has been the chance to participate as a player. One of my friends ran us through this excellent adventure, and I played a bard—which is a lot of fun in 5th edition. Although we completed the main story line, we went back to finish out a couple of side quests and got ourselves way, way over our heads. I’d never really lost a character I liked so much before. 

Curse of Strahd: The same friend offered to run us through this adventure, and I lept at the chance to play again. I’m not sure why, but everyone committed to playing character classes they hadn’t played before (or at least not in a while). My cleric of the Broken God, Brother Powell, has been a blast to run and so far the adventure has very much lived up to its reputation. I really find myself looking forward to this game each week. The PCs are all 8th level and we are preparing for our journey to dread Castle Ravenloft.

Blogging: My summers are usually pretty busy and so most of my blogging gets done in the winter months. I’ve been able to maintain a pretty good pace for posting, mostly focused on Traveller, and seem to be attracting readers. While I expect the pace to slacken with warm weather, I’m hoping to post more regularly this year than in summers past. 

Miniatures: I had genuinely thought that the pandemic would give me an opportunity to catch back up on my painting backlog, but I really haven’t made much progress. In part, I’ve just been too darned busy running and playing D&D and blogging about Traveller. But in part, without face-to-face games, I’ve got far less imperative to get these models painted.

Here’s hoping the COVID situation improves over the next year, and we all have many more opportunities to play face-to-face. While Roll20 has been great, there is just something about sitting down around the same table with good friends that I miss dearly!

Tuesday, October 6, 2020

The Age of Worms has Passed!

In 2013 I had not run a regular, ongoing D&D campaign for a few years. I was a player in a pretty fun monthly game, and DMing some kids through a mini-campaign, and running semi-regular installments of the Great Dungeon. But no real campaign as such.

It was a weird time: although I had played a ton of Third Edition, I was a little adrift. Fourth Edition had been out for five years, but I had been so turned off by WotC’s handling of the edition switch that I had admittedly never given it a chance. Fifth Edition was coming, they said, but I really didn’t have much interest. Instead, I’d just kept running 3.5e with occasional forays into Swords and Wizardry and Pathfinder. The latter seemed fine, but I had never completely embraced it, even though I had high regard for the Paizo team.

Several of my regular players were hankering for a new campaign, but everyone seemed really busy. And we were scattered across the state. I was hesitant to commit.

But part of me was missing a regular game, and even more so, my gamer friends. I was also hearing good things about the Roll20 virtual tabletop. So on May 2, I sent out a faithful email with five different campaign pitches, including Red Hand of Doom and the Savage Tides adventure path. The players chose my first pitch:

Age of Worms develops from a small town of Diamond Lake, leads to intrigue in the Free City of Greyhawk, and then on to a mysterious cult that serves as a front to bring about the events leading up to the Age of Worms. As the players encounter the various architects of the plot, they uncover the nature of the coming age, and battle the ultimate masterminds behind it.

AoW was only the second Paizo adventure path, published in twelve monthly installments of Dungeon magazine from July 2005 to June 2006 and covering a classic zero to hero arc: characters could go from 1st all the way to 20th level, and maybe further. Although written for 3.5e, I adopted it to Pathfinder, where it provided my first (and as it turned out, last) stress test of the system.

We convened a weekly Roll20 group later that May, the Tuesday Night Casual Encounterists, but not before I gave them all fair warning: “This campaign,” I wrote, “is supposed to be a real motherfucker.” We had five PCs: Braan Amher, a half-orc ranger, Greylen Stahl, a human cleric, Garrett Moore, a human fighter, Melvin the Helvin, a human half-elf rogue, and Fingolfin the elvish enchanter. The players were a good mix of role-players and min-maxers, and all of us had played together in several different games over the years.

Roll20 was a huge revelation: not very fancy and occasionally clunky, but serviceable and easy to use, making it convenient to meet a weekly 3-hour commitment every Tuesday night. You get a pleasant rhythm in a weekly game that you never quite achieve in a monthly or even bi-weekly one. And we did pretty well playing most weeks.

We played a little over two years—through almost 10 of the 12 installments—when the wheels finally fell off. It was a combination of different life events all at once, some really good and some really not. Most games end like this, with a whimper: you start skipping more and more weeks until finally you just sort of stop.

In 2018 we ran a face-to-face session to finish up the 11th AoW installment, “Kings of the Rift,” in an attempt to bring some closure to a campaign I think we had all enjoyed.

But this spring we were all sidelined with COVID-19. I had dusted off my Roll20 account and was running some Traveller and 5e games. But a couple of players suggested we finish off Age of Worms.

And so we did.

All told, it took 94 sessions and maybe something like 240 hours of Roll20. All of the players stuck with the whole campaign. At about the halfway point, Fingolfin retired and the same player introduced Herr Hexenmeister von Formen, an evoker. A few of the player characters were killed but restored with resurrections or wishes. In the end, AoW didn’t prove nearly as lethal as billed—though I did my level best!—but the adventure path was fairly entertaining. A high level Pathfinder game came with a pretty steep learning curve both for myself as well as the players, but by the end I think we did fairly well contending with artifacts, deities, and 9th level spells. (Roll20 macros and character sheets were probably a godsend here.)

For me, the promise of Age of Worms was the opportunity to finally use many iconic D&D elements that I’d never had a chance to use before. During the course of the adventure path the PCs were expected to visit the City of Greyhawk and collect several classic artifacts, some of which go all the way back to the Eldritch Wizardry supplement (1976), such as the Rod of Seven Parts and the Hand of Vecna. The central villain, Kyuss, goes all the way back to the original Fiend Folio (1981) and the loathsome Sons of Kyuss, a creation of Michael MacDonald: “Truly horrible creatures in appearance, these ghastly undead appear as animated putrid corpses with fat green worms crawling in and out of all their skull orifices.” Another major antagonist of the Age of Worms is Dragotha the Undead Dragon, who originated in a memorable Erol Otus map from the revised Module S2, White Plume Mountain (1981). In some ways, the Age of Worms reads like a D&D bucket list.

The execution of the adventure path, though, is a bit uneven. Some of this was likely due to Paizo’s relative inexperience coordinating such a large and complex adventure on a monthly deadline, working with different authors, and fitting it all into a limited page count. More than once you can see some slips that likely arose from the frenetic development pace: a continuity error here, a bum statblock there. Nifty ideas are raised but never really developed: for example, in “Kings of the Rift” the PCs are charged with finding Dragotha’s phylactery, with many hints that this fell item might prove a useful bargaining chip with the dracolich. But “Into the Wormcrawl Fissure” does nothing with this premise: the phylactery has no real benefit, and the PCs might as well destroy it as soon as they get their mitts on it. (Which is what my group did anyway.)

Similarly, the adventure path introduces some new mechanics like Fate Points or authority points but then does relatively little with them. Also, in the course of the early adventures the PCs can find some minor items that seemingly play no part until the very last adventure.

Some of the problems with Age of Worms, though, are fundamental problems with Third Edition, particularly high level play. Back in 2008 Merric Blackman wrote a tough assessment of the adventure path: How Paizo Made Me Hate 3e. Although the title is a bit tongue-in-cheek, many of his criticisms are dead on. Particularly at higher levels, 3e suffers from a huge disparity between classes, enormous modifiers to attacks and saves, and overly complicated mechanics. Each PC has multiple different actions each round that allow them to swamp many solo monsters just with action economy. 

The infamous 15 minute day, in which high level PCs can go nova in one encounter and then retreat to safety to recharge, is endemic to the later installments. Some of this might have been remediated through tighter adventure design: “Into the Wormcrawl Fissure,” for example, is supposed to be a harrowing race to confront Dragotha before Kyuss can emerge from his prison and unleash the Age of Worms. But there’s no real sense of urgency: in fact, the adventure encourages the PCs to complete a series of fetch quests before they face the dracolich.

One critique that Blackman had is somewhat ameliorated by the Pathfinder system. The adventure path relies too heavily on undead monsters, which are immune to sneak attacks in 3e, greatly limiting the rogue class. In Pathfinder, though, rogues can sneak attack undead, allowing our Melvin to shine in combat—particularly when he and Garrett could get into flanking position. But while the Pathfinder system makes a few of these problems better, it also makes many problems worse by adding new layers of complexity. High level play still remains a chore to run.

The most frustrating problems with Age of Worms, though, were ones completely out of the hands of Paizo: here I mean interference from Wizards of the Coast, which had to review and approve all of Paizo’s licensed work. One can occasionally spot WotC’s hand in the insertion of game elements pulled straight from the newest WotC books. Perhaps the most awkward example was a derro warlock riding a wyvern with levels in some weird aerialist prestige class, something that really didn’t make much sense within the context of the adventure. When I ran that encounter I simply substituted the halfling vampire that appears to have been the author’s original intent.

I mentioned earlier that the adventure path clearly suffers from a frantic pace of development. The original plan was for Paizo to release a hardcover “director’s cut” compilation edition that could have smoothed out some of these rough edges and added material that landing on the cutting room floor. Instead, WotC denied Paizo the opportunity.

But my biggest critique of WotC here was how they hamstrung the use of the Greyhawk setting. So many of the iconic D&D elements I wanted to see used in Age of Worms originated in Greyhawk and are tightly connected to that world. Many of the Paizo principals were unabashed Gryhawk fanatics: I first “met” Erik Mona on the old AOL Greyhawk boards back in the early 90s.

But despite this, for some inexplicable reason WotC severely curtailed the ability of Paizo to utilize the Greyhawk setting for Age of Worms. For example, WotC insisted that instead of using Tenser the Archmage, Paizo was forced to use an ersatz Tenser named “Manzorian.” Likewise, Greyhawk City becomes just “the Free City.” The result is a very unsatisfying, uncanny valley version of Greyhawk. It is a great credit to the Paizo team that they got as much authentic Greyhawk content (including several nifty Easter eggs) into the adventure path as they did, but overall this was a tremendous wasted opportunity.

These weaknesses aside, this is a damned good adventure path that could have easily been made great in a compilation edition. And if a few of the early installments are forgettable, the back six adventures are suitably epic and really pick up a load of steam. These final adventures feature some fantastic set pieces: the haunted jungle city of Kuluth-Mar, the Lost Island of Tindalos, the besieged giant city of Kongen-Thulnir, the Tabernacle of Worms, and the Spire of Shadows. As promised, I finally got to see the Hand of Vecna, the Rod of Seven Parts, even a sphere of annihilation in play! To say nothing of Dragotha or Kyuss himself.

I had never run a group all the way to 20th level in any edition, and had never had PCs fight a god, or even a demi-god. In the end, my players prevailed. They played smart, got a little lucky, and pulled out all the stops for the final confrontation with Kyuss. The Wormgod really didn’t know what hit him.

I’ve been blessed to have a few very fun, long-running campaigns that we were able to run to completion. But I’ve probably had just as many campaigns that either never took off or sputtered out well before their time. You don’t often get a chance to finish an abandoned campaign, and I’m so glad we had a chance to do so with Age of Worms. Well done, Braan, Garrett, Greylen, Hexenmeister, and Melvin!

Hexenmeister, Greylen, Braan, Garrett, and Melvin round on Kyuss.

Wednesday, August 26, 2020

End of Summer Update

It’s been a strange summer with COVID-19, and although this blog has fallen fallow I’ve actually been gaming as much as ever. I’ve been running two weekly Roll20 games so most of my spare time has been spent prepping and refereeing those campaigns. And I’ve even had a chance to play a bit, which I always enjoy. A quick recap of what’s been going on:

Age of Worms. Our 1e Pathfinder conversion of the classic Dungeon adventure path, explicitly set in Greyhawk, is drawing near its end. The PCs are all 20th level and have only a few final encounters before taking on the dreaded Wormgod, Kyuss. This game has been a lot of fun: I’m so glad we picked this back up and are finishing it out. But that said, high level 3e/PF is just brutal to run, even for the players. The experience has been a good reminder of all the things I loved—and hated—about that edition.

Rage of Demons. This 5e adventure path has been a really good contrast to Age of Worms, though I sometimes feel a bit of whiplash moving back and forth between ultra-complicated high level 3e and lower level 5e. The group is almost halfway through the campaign; a couple of months ago Wizards began offering a Roll20 module of the book, which has made prepping and running the game much easier.

Lost Mine of Phandelver. A friend of mine ran this 5e module about a month ago and we had a blast. It’s a very nice introduction to the game, with an exciting mix of wilderness, town, and dungeon adventuring. All the players opted for character classes they had never or rarely played, so I had a chance to play a bard—which is actually a very versatile and effective class in 5e. 

The Ruined Tower of Zenopus. Speaking of nice introductions to the game, I recently bought Zach Howard’s 5e conversion of the sample dungeon from the 1977 Holmes’ Basic Set. Howard carefully updated and expanded his brief source text into a very nice adventure, brimful of iconic D&D encounters.

Into the Interface. Unfortunately, all of the D&D games crowded out my Mongoose Traveller 2e game set in Magyar sector, which fizzled in early May. I’ve got some thoughts on what worked and what didn’t, so I would like to take another run at this game after Age of Worms wraps up.

Miniatures. I’ve really had no time to paint much of anything over the summer, which has left several very cool models sitting on my workbench gathering dust. It will probably be a few months more before I will get back to any of them. 

That is Not Dead Which Can Eternal Lie. On another note, it’s been a pleasant surprise to see the revival of the Grognardia blog, which has been sorely missed since its last entry back in 2012 (!). I think it’s great that James Maliszewski has just quietly resumed blogging without any fanfare, in some cases picking up on topics as if he never left. So much has changed in the last eight years and I’d really like to read his take on 5e, which incorporated many of the OSR philosophies he championed.

Monday, April 27, 2020

Flood or Drought

After a couple of years of not running a regular game, I suddenly find myself with more games than I know what to do with. I’m currently running three different Roll20 games:

  • Age of Worms. This is the restart of a fun Roll20 game that ran weekly from 2013 to 2015 before getting derailed by real life. We used the classic Dungeon magazine adventure path adapted for Pathfinder 1e. The PCs have just started the 11th installment, “Into the Wormcrawl Fissure,” and are at 18th level. I think it will probably need 6–12 more sessions to polish this off. So far I’m really looking forward to completing this campaign, but it’s been something of a learning curve going back to a high level 3.5e/PF game after mostly playing lower level 5e for the last few years. 
  • Into the Interface. This is an open-ended sandbox campaign set in Magyar sector circa 1100 and using Mongoose Traveller 2e rules. I’ve enjoyed being able to run a regular Traveller game, though I wish Roll20 offered better support for the Mongoose Traveller system. And I’ve discovered that running a sandbox game with Roll20 has had some unexpected challenges. Any virtual tabletop is designed to use grids, maps, tokens, and so on. With an adventure path, you know more-or-less what visual materials you need before each session. But a sandbox, by its very nature, can very quickly move into unexpected directions. I can already see the utility of having some generic terrain sets purchased and ready to go if necessary.
  • Out of the Abyss. This is a 5e campaign using the Wizards of the Coast module designed by Green Ronin. There’s a lot to like—demons! the Underdark!—but the implementation of the sandbox here is a bit shaky; this might have been better with a more conventional adventure path structure. The PCs are 4th–5th level, so we’re roughly a third of the way through.

The only downside to suddenly having so many games is that I’ve got a lot less time for blogging or painting miniatures. Certainly an acceptable trade-off!

Stanko Downport Patron Encounters

The benefit of playing through so much Traveller is I’ve been using a lot of patron encounters to give the players a taste for the Third Imperium setting. Here are three patrons that I’ve used lately; they could be dropped into Imperial starports almost anywhere.

1. Lord Rush, Noble

Locations The Chapel, Piwiarnia, Sipsmith

Required Skills None 

Required Equipment None

Player’s Information

Lord Rush is a pale, priggish youth of fifteen, the son of the Baroness Leonila Folse, the Imperial representative to Stanko (Magyar 2810 A555649-C). The boy is accompanied by his tutor, Dr. Silvio Medved, a gaunt and rather officious fellow. Four years ago the widowed Baroness married a cunning opportunist, Crawford Folse. While the Baroness was at first completely smitten by her new husband, Crawford soon revealed himself to be a wastrel and philanderer, spending his days carousing and gambling with a group of off-world hanger-ons at Stafford, the Folse family estate on the outskirts of Racimir, the planetary capital. A year ago Lord Rush and Crawford quarreled so violently that the boy fled Stafford in the middle of the night. 

Referee’s Information

Dr. Medved can offer the PCs Cr20,000 if they will drive the wicked Crawford out of Stafford forever, by any means necessary. Crawford has become politically connected, so straight-up violence will likely draw the attention of the local authorities. The attractive but lonely Baroness could also be swayed by the charms of a suitor or even just the kindness of an earnest friend.

Crawford Folse
Ex-Army (3 terms)
Str 7, Dex 9 (+1), End 8, Int 10 (+1), Edu 6, Soc 8
Skills Carouse 2, Deception 2, Diplomat 0, Drive 0, Gambler 1, Gun Combat (slug) 1, Melee 0, Persuade 2, Recon 0, Streetwise 0
Possessions Cloth armor (+4), revolver (10, 3d6-3)
Comments Crawford is a shrewd and perceptive man. He is also impulsive and temperamental, so could be drawn into a duel or humiliated socially. An inveterate gambler, he could be enticed into a high stakes game of chance.

2. Captain Caterina Zheng, Merchant

Locations The Lone Star, Luksus Grand, Scout’s Lounge

Required Skills Investigate, Streetwise 

Required Equipment None

Player’s Information

Captain Zheng is a short, dark-skinned woman with curly brown hair and an intense, abrupt manner. She is the half owner of the free trader Dust in the Wind, which has plied the backwaters of the Walpurgian Main for several years but with only mixed success. A month ago her first officer and business partner, Fitz Kelsey, skipped out with their ship. She has traced the Dust to Stanko, and has determined that Kelsey sold the lucrative cargo of pharmaceuticals and is now living high on the hog with the proceeds. 

Referee’s Information

Captain Zheng will pay the party Cr15,000 to help her locate and apprehend Kelsey before their lender, the Walpurgis Central Trust, repossesses the Dust. Complicating matters is the recent onworld arrival of Made Merric, an experienced skip tracer from the Trust. Kelsey is hiding out in the Luksus Grand hotel.

Made Merric
Skip Tracer (3 terms)
Str 8, Dex 9 (+1), End 7, Int 9 (+1), Edu 7, Soc 5 (-1)
Skills Admin 0, Carouse 0, Drive 0, Electronics 0, Gun Combat (slug) 1, Investigate 2, Melee (unarmed) 2, Persuade 1, Stealth 0, Streetwise 2A
Possessions ceramic carapace (+10, +16 against lasers, fire), autopistol (3D-3), stunstick (2D, stun), 4 stun grenades (3D, Blast 9, Stun)
Comments Made is an experienced skip tracer, but also a thorough pragmatist who could be bought off for Cr10,000.

3. Bathshua Munro, Colonist

Locations Bang!, Dear Zosia, Scout’s Lounge

Required Skills Flyer, Mechanic, Recon 

Required Equipment None

Player’s Information

Bathshua is a tall, resolute woman in her early thirties with a fair complexion and brown hair pulled back. She lives with her husband Gabriel in Jane’s Point, a farming town of some 5,000 located nearly 15,000 km away on the eastern shore of the Sweitny Ocean. Bathshua wants to hire a crew to fly an old ornithopter loaded with farming equipment to Jane’s Point.

Referee’s Information

The biotech megacorporation Schunamann and Sohn AG (SuSAG) has been attempting to buy up land around Jane’s Point to establish a research station for genetically engineered crops. The independent farmers have rejected all offers, so SuSAG has sent in a small security team to harass the holdouts. The team is composed of armed, vat-grown mercenaries. As all weapons outside the home are illegal on Stanko, the farmers have been relatively defenseless against the clones and recently Gabriel was badly wounded in a confrontation. 

Bathsua has traveled to Racimir to purchase a smuggled shipment of 50 Hero HR-5 hunting rifles. The weapons are hidden in the ornithopter, which will not make the entire journey without significant mechanical interventions.

She will offer Cr10,000 for this service, but is authorized to offer up to Cr12,000. 

SuSAG Operator
Vat-Grown
Str 8, Dex 8, End 10 (+1), Int 8, Edu 7, Soc 6
Skills Athletics 0, Gun Combat (slug) 2, Melee (unarmed) 2, Navigation 0, Stealth 0, Survival 1, Recon 1
Possessions assault shotgun (4D, range 50, Auto 2, Bulky), ballistic vest (+4)
Comments These identical clones have standard military training and equipment. Their extreme psychological conditioning makes them nearly immune to bribery or fear.

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