Session 4 – The Wheel

As Kuma, Zach and Quentin get back to the ship, they consult with Ten and decide that the three will go and meet up with the Twi’lek to make sure that the droid is transferred to our ship safely.

They head through the corridors of the Wheel and suddenly see ahead of them some dead mercenaries and behind them a group of Rodians who have the droid we were expecting on a grav sled and are speeding away with it through the center of the space station and through crowds of people.

Zach takes shots with both of his pistols and takes out the driver of the sled, and it grinds to a halt, seemingly broken. The Rodians grab the droid and try to drag it away. Kuma sees the leader and yells at him to stop, but it doesn’t seem to have any effect.

The Rodians fire back and disable Zach’s arm, and then Quentin’s leg. We grab the droid and bring it back to the ship. Over the loudspeakers we hear MasterCom, the station security, telling everyone to stop and surrender themselves. The Rodians do no such thing and neither do we.

In the meantime, Ten Je has found a strange device interfering with the ship’s long-range sensors. He is in the process of removing it when the others come back. Kuma yells to him asking why he is doing that now, but doesn’t elaborate on their situation.

The droid is stowed in the hold along with Zach, then Kuma coms Ten Je and lets him know that they were caught in a firefight and that we need to leave. He lets Kuma know about the strange device and it’s agreed that we get it off the ship before we go.

Kuma goes to the cockpit and mans the sensors, and Quentin goes down to the engine room. At that time we realize that Zach did in fact murder someone, so station security will be their way. Before we can take any action, the security arrives and demand that we come with them.

Kuma gives an impassioned speech about how they work for IsoTech and the Yiyar clan had stolen our property and shot our employees, but they seem unmoved. They ask us to come with them. Kuma coms Ten Je and lets him know what is happening. Ten Je preps to take the ship out of the station so he can defend it better.

The rest of us contemplate how we can get out of this, perhaps by contacting Reom and getting IsoTech (or a third party) to help.

Session 5 – Not a Handle

Jean suggests that we cut the tattoo of the woman’s head a bit so the location of the gem is obscured. We do this with an arrow. The plan is for Brokk, Tobruk and Geeves to deliver the woman’s head on the platter while Jean, Vedasi and Maruviel sneak into the basement.

Later that night we range the area to check out the topography. Jean writes notes about where things lie. We also realize that we will need to hire more staff to take care of the manor if we intend to keep it.

We wait until morning and head back to the inn. Vedasi checks the outside of the building but finds no way in, and the windows are barred. The dwarves head upstairs to see Count Von Drachensburg and present the head to him. He asks to inspect it. He gives us the money and lets us keep the platter, and we exit posthaste.

The elves head downstairs and look for Kellerman. The bartender, Klaus, shows them the way. But the man is sitting at his desk and he has been stabbed. They quickly close the doors and see if anyone else is coming after them. They take the bartender down to the cellar and explain that it’s the safest place for him to be. He agrees and reminds them that Kellerman’s associate was Bruno, the former chief torturer. In the cellar they find the diamond in a bag hidden by a dusty bottle of wine. Vedasi takes it and the bartender doesn’t notice. He places a rock in the bag so nothing looks off.

The elves and Jean say that this is a dead end and they have to go back upstairs. They give the bartender two gold crowns and tell him to go back up and keep working. He agrees. They scrub their tracks and head back upstairs. They go out of the window in Kellerman’s office. They leave his body where it is.

The dwarves come down the stairs and the others and their horses are gone. They saddle up and meet the elves a ways away from the inn and exchange information. The dwarves show everyone the money and the silver platter, and Vedasi shows the diamond. We determine that the diamond is worth more like 2400 crowns rather than the 1200 we were going to get for it.

We decide to head back to the inn and confront the Count and his men, if he is indeed a count. The dwarves go inside and Tobruk orders a cask of spirits and pays 10 silver for it. He smashes it to start a fire and chops at one of the guards with his axe. He and Brokk kill all three of the guards quickly and then walk out of the burning building as if nothing is happening. Tobruk casually tells the elves that it is “their turn.”

Patrons come pouring out of the inn, coughing, and the elves see a window opening on the second floor. A rope comes out and a man tries to descend. The elves shoot him full of arrows, and they get back into the window but that man falls down. The dwarves go back inside but the guards aren’t coming out this way. Maruviel goes around the building and sees another window. The man there is trying to get out without a rope and the elf shoots him in the leg and he falls to the ground and dies.

We hear calls from the inn, and they are saying that they give up. Brokk tells them to come out and that we won’t hurt them. Vedasi says not to kill the man-at-arms. Tobruk holds back as the guards come out, but as soon as the count steps foot out, the elf shoots him with an arrow in the shoulder. Brokk and Tobruk attack and nearly kill the man. He starts begging for mercy and the dwarves stop fighting. They ask him to confirm that he was about to murder us and after some coercion he agrees. He says that he doesn’t know where Bruno is, though. After that confirmation, Tobruk kills him by chopping his head off.

As Vedasi is turning out the count’s pockets, he addresses the stunned man-at-arms and asks him if he’d like a job. He looks stunned but agrees. Vedasi announces that he has ‘acquired’ the deed to the place.

We help put out the fire and start cleaning up, including taking the armor from the dead guards. Tobruk explains that the tavern is under ‘new management.’ He tells the staff to start working again now that Kellerman is dead and Von Drachensburg killed him. They seem to agree and Klaus agrees to manage.

The man-at-arms is working with Geeves to clean things up and lets him know that Von Drachensburg is not from around here, he has a minor keep in the Empire. No one will miss him.

We do a full search of the place and we find money in his desk. Also there is a compartment inside Kellerman’s false foot with a key in it. There is a strongbox and the key opens it. There is 1600 gold crowns in here, so we split 2100 total gold six ways.

We plan on spending some time here, potentially a few weeks, learning about the local area and allowing Jean to keep working on his maps.

Session 4 – Right in the Face

We finish cleaning up the room and hiding the bodies, and Geeves recommends that we have more of a strategy next time. We agree and decide that the dwarves will go first to do close combat and the elves will cover us from behind.

Jean listens at the door and doesn’t hear anything except the wind. It seems to open to the courtyard. Tobruk goes first and hugs close to the wall. Jean listens at all of the other doors. He smells animals at one and another seems to be a kitchen.

We decide that our target is probably upstairs, and devise a plan to keep all of the doors down here closed so they can’t flank us. We use the manacles from the jail and tie ropes across the courtyard so the doors keep each other closed. No one seems to notice our little

Then we head upstairs. This is a middle level with stairs to the battlements on the south side and some other rooms. We hear voices but from upstairs several more. There seems to be a hall up there. We attempt to tie these doors closed as well.

We head up the stairs and there is a landing here with a large door to the south. We hear at least half a dozen voices from the room, and they are bragging about people they stole from recently. Tobruk kicks the door in and we advance immediately. There are eight of the Black Arrows in this room at a large table. Tobrok chops one of them in the chest and kills him instantly. Brokk stabs one but he crawls away. Three of them rush to get bows off of the wall but Vedasi throws a bomb into the back of the room and it explodes on them. There is a big cloud so it’s hard to see what is going on.

One of them slices Brokk in the arm. One runs away from Tobruk and he slices him in the leg, and the man falls and dies. Tobruk runs across the room and takes out another one who was near Brokk. Maruviel puts an arrow into the cheek of the one who stabbed Brokk, and he falls to the floor and drops his sword.

Brokk and Tobruk crawl under the table to set up their next attack (not to retreat!). Suddenly a woman appears and rides the chandelier down onto the table. It breaks and lands on top of Brokk and Tobruk, knocking them to the ground. She has a bomb with a long fuse in her hand and she threatens to blow everyone up if we don’t throw down our swords. The elves keep firing their arrows, however, hitting her in the face a couple of times.

Tobruk heaves upward and knocks her off of the table but she manages to keep her footing. She tries to hurl the grenade but the fuse has gone down too much and it explodes in her hand, turning her arm into bloody pulp. She crumples to the ground. Tobruk comes up and chops her leg off and she perishes.

Brokk runs and restrains one of the men coming in the south stairwell and as he lifts him up, Vedasi puts an arrow in his face. Maruviel hits another one right in the face. No face is safe!!

Geeves drinks a healing draught and runs forward, chopping another one down.

The fight is done and we search the woman. She has a key in her pocket and some weapons but nothing more.

We head upstairs holding shields. We see a landing with a double door to the south and a spiral staircase. The man has come through the doors and is getting medical attention by two others. We take them out and continue up the spiral staircase.

At the top is the Black Arrow’s room. The chandelier was suspended from this loft which is how she got all the way down. We find a chest under her bed and we smash it open. It has gems and coins but no diamonds. 200 gold crowns and 100 gold worth of gems.

We find words tattooed on the woman’s head in Breton (which Jean can read) and it shows the heraldry of the crossed lances in a nursery rhyme that warns children that if they aren’t good they will be locked in the cellar. We see that as a clue that it may be hidden in the cellar either here or at the crossed lances.

Looking through the rest of the keep we find no one else. There are stables on the bottom floor and four horses. We go into the kitchen and we hear whimpering from the cupboard. We coax him out and it is a fat halfling named Sleeves. We ask him to stay and cook for us and he is astonished that we were able to get rid of the Black Arrows. He seems to be the only one here. Tobruk gives him a silver piece which is more money than he’s ever seen.

The halfling cooks us dinner and we invite him to eat with us. He says that Annalisa kept all of her valuables in her room, so no leads there. He says that he worked for the previous Black Arrow which was Kellerman, and after he was injured by bounty hunters, he left and made the inn.

The second floor has six beds with foot lockers, and 100 crowns more. The pantry has beer and some sundries, and there is a well. There are food and supplies for the horses as well.

We offer Sleeves one silver per month (1/30th of the going rate) to help keep the place up and he is ecstatic. Searching the rest of the place, we don’t see any sign of the diamond. It is probably at the Inn in the cellar.

We stay the night here and plan to leave in the morning.

Session 3 – The Wheel

We come out of hyperspace and see the Wheel. It is a large spoked space station. It is considered a neutral space station, and there is no Imperial presence which makes it attractive to people who want to do business and not be tracked. It also has several popular casinos.

We get a docking berth for our larger ship and pack up to begin boarding. Viddako and Zach stay with the ship, and the rest of us go onto the station to have a meeting with the cybertech firm. A dock manager greets us and asks if we need any repairs, we don’t have any cash right now so we say that we’ll contact them later. The docking fee is 150 credits which we’ll also have to figure out how to pay.

We make our way to IsoTech which is on the cargo ring. A protocol droid named CZ-13 asks us to give our identities. The doors lock and Kuma is a bit spooked. After about 10 minutes a Twi-lek man comes out and addresses us. He says he is the president of IsoTech and his name is Reome. We follow him and see all of the projects they are working on in their shop. He takes us to a conference room with chairs. Ten says that he wants the payment in hard currency and to include docking fees and fuel costs. The man agrees.

He offers us future jobs if this one goes well, especially for salvaging operations. We speak for a few minutes. The droid comes in and gives us the payment. There are some Imperial credits and some are from CorSec, and some from Hutt currency. It is 5300 credits total.

They work in replacement limbs, eyes and other things to replace human parts. They also do droid parts but doesn’t say much about that. Quentin asks about medical supplies and he points us to the place that he normally uses.

We comm the ship and let them know they will be picking up the delivery. They do the transfer and Zach goes along with them. Quentin goes to look around for the med supplies and also tries to find a buyer for the gundark pups.

The exchange is completed and we get paid. Ten Je wants to take 20% off the top for the ship repairs and upgrades.

The population of the wheel is mostly human. The station is controlled by an AI called MasterCom that controls most of everything.

Quentin does a tour of the promenade and has found a couple of interesting shops, but no one who can deal with the gundarks. He found a clothing shop, a droid repair and sale shop, and the Farlander Outfitters that have general merchandise and they are also a pawn shop. He also saw casinos and Hal’s which does ship parts.

Quentin tries to assess the damage on the shop with Ten Je’s help. It looks like we can fix the ship ourselves with about 4 hours of work.

Ten Je gives each of us 848 credits as our cut. He and Quentin stay with the ship to begin repairs and the others go out to get supplies. We first stop to get a drink at the Blasted Asteroid and talk with the bartender. We also talk with a man from Corellia who may have a lead on where to sell our gundark pups.

We head over to Farlander Outfitters and Viddako buys the medical supplies.

Next we go to the TapCaf and see that they have Alderaanian cuisine. Kuma picks up the tab and sends food over to Quentin and Ten Je. We overhear some people talking about the Sah Dalohar. Kumah remembers that the Sah Dalohar was a fabled treasure supply ship with tons of separatist credits. It was heavily damaged and lost into space. Treasure hunters theorize that it has gone missing in this region of space so many have been looking for it.

Zach purchases his blaster and we head back to the ship. The repairs are complete and we get cleaned up and then go to dinner with Reome.

Reom wastes no time and asks us if we’ve heard of the Sah Dalohar. The pod that we recovered was from the ship and has its last known location in it. He says that he will hire us to find it for him for 10,000 credits. We ask for more and he agrees to do 12,000 with 10% up front. He then gets a menacing look and threatens to hunt us down if we betray him. He has apparently found out interesting things about our pasts and will leak the information to interested parties (meaning the Empire, naturally). He says that a droid will come with us that will allow us to access the ship. Ten bristles and doesn’t want to allow a droid to come on our ship, but Reome says that their people haven’t been able to extract the data from the droid for fear that it would self destruct.

Reom tells us that the existence of the pod has leaked and this is why he has increased security here. There are several other groups that are looking for the ship and we may have opposition. Also the Empire is still looking for it. He gives us a datachip of plans of the ship, data on the captain of the ship and how to find the Raxus Prime facility where we can deliver any cargo that we find. We bid him farewell and head back to the ship.

As we’re leaving a Rodian runs away from the door, obviously having spied on our conversation with Reom. Ten chases him and Kuma calls security, but they are slow to respond. Ten loses him after a while unfortunately.

We head back to the ship and Kuma searches for the insignia on the holonet and finds that it is for Yiyar Clan Salvage, a rival company to IsoTech and in the past they’ve been fighting over salvage sometimes with combat. They are also housed on the Wheel and are mostly Rodians. After the computer search, Kuma heads to the bacta tanks to get his wounds healed.

Ten tries to shop for someone who might want the gundark pups, and doesn’t find anyone, but gets a good contact in a Nautolan ship equipment dealer. He also feels like he is being watched. He finds out that the Yiyar clan is looking to take out one of the IsoTech satellites.

Early in the morning a comm comes through from IsoTech. Reom shows up as a hologram and he is bandaged. He says that the Yiyar clan broke into their offices and found out about the droid. Ten tells him about the satellite attack as an act of good faith.

Quentin goes to the healing center to get Kuma and Zach. They come out of the pods early, and Kuma has only been in for 6 hours and Zach has been in for 8. We stop by the store to pick up more stimpacks.

We get a com from a Twi’lek that says she is Reom’s sister. She has the droid IT3 and will meet us. We await them in the hangar.

Session 3 – Kindly Take Your Bomb Back

Brokk is still talking with the Heathen, who says that his name is Geeves.

The barman takes the rest of the group through a door behind the bar to meet Mr. Kellerman. They see two people in the room behind, a fat bearded man with a well-muscled man beside him with a wooden peg for a foot. The shutters are closed and bolted behind them. The man with the peg foot introduces himself as Kellerman.

Jean inquires about a job and Kellerman says that he has information on a diamond called the Blue Flame that has been lost for some years. He asks if the group is interested and they hem and haw a bit. He seems unwilling to divulge anything without confirmation that they will take the job. He says that the job pays 200 crowns.

Jean discusses with the group and he says it does pay quite well and it would give him the opportunity to go through the countryside. However, it will be tougher since the man doesn’t have a map.

Jean assures Kellerman that we’re sincere and that we’ll take the job. Kellerman agrees and begins telling us about the blue flame. Otto Kessler is the man who stole the gem, but he is now deceased. After the theft, he hid the jewel and supposedly never told anyone where. He says that his friend Bruno (the man sitting next to him) has cast some doubt on the claim. Bruno was the chief torturer to Count Von Drachensburg who captured one of Kessler’s old companions. Bruno interrogated him but didn’t tell the count. The man said that Kessler’s daughter named Annalisa, now known as The Black Arrow, knows the location of the gem. Bruno came to him and told him about it. Kellerman used to lead the Black Arrows before he lost his foot and knows where their hideout is.

The Black Arrows are in a castle deep in the forest, which is secret. He knows of a secret passage into the keep that he will tell us so we can gain entry. Once inside we’ll find out from the Black Arrow where the jewel is, then let Kellerman know. The castle is 35 miles north of here and there is a hollow oak tree 100 yards southeast from the entrance that leads to the dungeons. Jean freehands a rough map of the area for us.

Kellerman agrees to pay our room and board while we are here. Tobruk asks if he wants to buy the tortoise shell that we have and he declines. It’s too late to set off for the castle tonight, so we stay at the inn for the evening.

The route is slightly winding past a toll bridge and then later a bridge that goes across a large chasm. We’ll continue from there to the forest and castle.

We are reveling through the evening and one of the well-armed men from the corner come over and demand that we come to speak with their master. Most of the group declines even though they are urging insistently. Brokk and Geeves agree and go upstairs. The others go next to the remaining guards in the taproom so they will be at a tactical disadvantage. They order ale for the guards.

Inside the private room upstairs, it has a similar layout to Kellerman’s office. We see a gentleman leaning against a table and four more guards. He introduces himself as Count Amadeus von Drachensburg. He asks us to find the leader of the Black Arrows, named (unoriginally) The Black Arrow. He is offering 500 crowns for the head of the Black Arrow — on a silver platter. He even gives us a platter. We start asking more questions about where this person is, or who he is, and he says that he has no information. He says that we can find the band of rogues almost anywhere around here. We continue asking and he kicks us out of the room. As they go back downstairs, Brokk and Geeves comment on what a good negotiation they’ve done.

Meanwhile the other party members have been feeding the guards ale and they are stone drunk. One of them vomits and passes out, and the other thinks that Tobruk is his best friend. The man says that he is from Drachensburg, 20 miles east of here.

We retire early to our rooms and Tobruk takes first watch in the hallway. We stoke the fire and cover the windows. Maruviel is on third watch and hears a window crashing, and also someone laughing maniacally and saying “My friends, your time has come!”

Vedasi awakes to see a bomb with a lit fuse in the middle of the room. He quickly grabs it and throws it out the window and hears a bang and a scream. Jean is also awake and comes to the window with his bow ready, but he doesn’t see anyone. Geeves in the other room wakes up as well.

Geeves, Vedasi, Maruviel and Tobruk go down to the courtyard and see what remains of the man who let the group back to the back room and Vedasi had shown his back to him. They find some loot from him including a couple of bombs.

We decide to leave early since most of us are already up. We pack things and have some breakfast before we head out. There are enough horses for all of us and Geeves’ old mare goes along as a pack horse.

We pass the toll bridge and come to the river without difficulties. The river starts to go downhill to a chasm and there is a rickety bridge that spans the chasm. We go across and soon we are at the hollow oak where we need to enter. We go in and follow a tunnel, and at the end see a flagstone. By lifting it we see a tunnel ahead of us. Vedasi hears a scratching sound. We see a long reptilian tail and whatever it is appears to be walking on two legs away from us. The thing is about five feet tall.

Tobruk is shoved up into the cavern and he attacks the lizard. Brokk goes up after him and hits him with his sword. Jean pops his head up through the hole and covers us with his bow. They see guards above and both Jean and Vedasi fire arrows into him. A couple of guards appear Tobruk smites the lizard down to the ground and as he reaches up to swipe at us, Brokk cuts his right arm clean off, killing the lizard and sending a spray of blood up at one of the guards, blinding him.

The guards try to swipe at us through the grating above, but it is 10 feet and their swords can’t reach the diminutive dwarves. One of them takes an arrow in the leg and goes down. The other one, not being very smart, opens up the grating to try and attack us. As soon as he opens it, Vedasi puts an arrow in his head.

We climb out and search the dead guards. They have some money, armor and shields as well as a ring of keys. There are bows and quivers of arrows as well. Jeeves and Brokk take the armor and shields, and Geeves takes one of the bows. We also take the black masks, but they smell awful. We open up the cell furthest away from the room’s door and put the dead guards in there. Also, we hide the body of the lizard in the pit.

Session 2 – Healing Arrow: It Makes All Your Pain Go Away

Brokk looks after Tobruk and heals his wounds. We continue our journey down the Khyprian Road. After a while we come upon a small hamlet called Freistadt. It is basically a couple of small buildings and one large building. The large building is a coaching inn, which is a mini fortification where you can stable your horse, a tavern, an inn and a fence around it to keep some form of protection. They are common throughout the Empire. The inn is called the Crossed Lances.

There is a small gathering of peasants that are watching something happen. They have someone lashed to a stick and someone is addressing the crowd. The man is wearing armor and weapons, and has a wide-brimmed hat. He has four henchmen along with him.

The dwarves head into the crowd and try to see what is going on. The man is going on about how “We have tracked this foul creature of darkness through forest and mountain, across our great lord Sigmar’s empire to this savage wilderness. He thought he could escape Sigmar’s wrath, he thought wrong!” People in the crowd are chanting “Burn him!”

Brokk asks one of the townspeople who the heretic is, and they say they don’t know. They just arrived in town with him.

The heretic speaks up, saying “Oswald, you fool, you know…” and doesn’t finish as one of the henchmen clocks him with a club. He has longer hair and looks sturdy, but is really beaten up. He seems like a Norska, with a Scandinavian look.

Tobruk asks one of the other townspeople what he did, and she says that he was communing with the devil. He and He then approaches the witch hunter, which and the man greets him warmly. He says that Sigmar favors dwarves. Tobruk asks if the man could be put into service instead of burning him, and the man laughs.

We start thinking that the witch hunter does not have any charges because he is being very vague. Brokk tries to turn the crowd from being rabid into questioning the witch hunter but it doesn’t take. He continues chanting “Where’s the proof?”

Tobruk asks the man if he’s done anything, and he responds that he was just helping in the fields and they arrested him. The thug goes to hit him with the club again and Tobruk goes to stop him. The witch hunter whirls and draws his rapier, his eyes ablaze. The man who was going to strike the prisoner tries to hit Tobruk and misses.

Jean, the cartographer, moves away toward the tavern.

Brokk steps in between Tobruk and the witch hunter and says that he is Brokk’s prisoner, so the man can’t touch him. He sneers at Brokk.

Tobruk is hit in the chest by the guard he is near, and hits him in the chest. Tobruk grapples him. One of the thugs takes two arrows, one in each arm, and then a third in his chest, breaking his ribs.

Maruviel looses an arrow and hits the witch hunter in the chest, but it doesn’t wound him much. He retreats and fires his pistol at Brokk, hitting him in the arm. Brokk turns and hurls his bola at the man, trapping him.

Tobruk slashes the guard in the leg and he falls. A second blow hits him in the gut and destroys his internal organs, killing him instantly. “We’ll make kidney pie later!!” Tobruk says.

Vedasi shoots one of the guards right between the eyes with an arrow. The prisoner, Geeves, breaks out of his bonds. The witch hunter drops his pistol and gets out of the bola. Vedasi fires an arrow at a fleeing thug and kills him. Jean shoots Oswald in the right arm and he drops his rapier. He goes further insane (he was already doubly so) and now thinks that he is worthless. Tobruk chops that same arm right off and he falls to the ground, dead. The last guard is shot dead and the group checks all of the bodies. We take a bunch of their equipment. We notice that they have scars on their backs but don’t realize that they are probably flagellants. Brokk heals himself.

Jean reads the witch hunter’s book and they are insane ramblings, about how he is going to conquer the world with his mental powers. He also has a thigh bone with him with a stylized hammer on it, the mark of the Cult of Sigmar. We pile the bodies into the burn pile and set it ablaze.

Geeves, the man who was about to be burned, goes to the stables and finds all of his stuff. He comes back and asks help to be healed. Brokk says that we should go to the inn and he will help him. Geeves introduces himself and says that he is a traveler who was working as a farmhand nearby and was arrested for no reason. Brokk heals him quite well.

We head into the taproom. There are men playing cards in the corner. Tobruk buys a round for everyone in the bar and explains that they were madmen, and apologize for the mess. They seem to accept us.

We speak with Greeves and he says that he came from the north and was captured by a neighboring clan. He was a captive for a long time until they got raided and then he fled south. He has some skills with healing and alchemy. Brokk gets to know him a bit and they sit and eat.

The others get up and check to see if one of the other bar patrons is Wolfgang Kellerman, as he might be the one who could give us a “quest for hidden treasure” as the note we found had said.

Session 2 – Sigmentus

Quentin quickly takes out his medkit and heals Kuma and Zach of their wounds from the gundark fight. While this is going on, Ten goes inside one of the ships and finds the matching grade 6 power coupling that we need to fix our hyperdrive.

We all take another look around for parts and Zach gets a shock from a panel he is looking at. Kuma finds a repulsor sled that could be used to haul some things back. We fix it and it hums to life.

Ten puts together a pen for the gundark pups. Zach cuts up some of the nerf meat for them to eat, using a vibroknife that he conveniently had.

It is getting late, so we are faced with the choice of returning to our ship for several hours and traveling in the dark, or staying here. We decide to stay with the other ships and look for more equipment while we’re here. Kuma finds some old MREs, enough for the whole group, but they are pretty disgusting.

We get one of the ships setup for staying overnight, and Zach puts the gundark pups in an adjacent room. He then takes first watch while the rest of us bed down. Ten takes the second watch, and realizes that the gundarks haven’t eaten any of the food that was cut for them.

Quentin wakes up next and devises a plan to cut up the meat to a smaller size and funnel it into the gundarks’ mouths, just like their mother would have. They stop their mewling finally.

The next morning, Zach grills up some of the nerf meat and he and Kuma eat it. We also feed the pups again.

We see fresh tracks around where the gundark would have been. They are catlike, which may mean that the Nexu has been around. We quickly pack everything up and set off toward our ship. We need to feed the gundarks again and it uses up all of the meat from the nerf.

We make it back to the ship in quick order and Ten starts fixing the hyperdrive. Zach and Kuma decide to go hunting for some nerf meat to feed the gundarks. We find tracks pretty quickly and come upon a herd. Zach climbs a tree to get a better shot and Kuma tries to hide. Kuma remembers that nerfs will tend to stampede if they are distrurbed and realizes that they are looking at him. He takes off through the forest.

Zach shoots one of them but it is still alive and runs further away, outside of his blaster range. He takes another shot and misses but scares the her toward him.

Kuma, running through the forest, feels something in his back and falls down unconscious. He wakes up a while later and realizes that he has fallen into a hole between some rocks. He notices noise above him and sees the great paw of a nexu trying to hit him. It does look smaller than the pawprint we saw before, however. He takes out his holdout blaster and tries to shoot its paw but misses and gets a faceful of dirt on top of him. That being the case, he grabs his comlink and calls the others. He explains about the nexu and says that he is about 100 meters away from Zach.

Zach continues shooting and brings down two of the nerfs. He then runs over to Kuma and takes a shot at the nexu. It turns and attacks him, biting him savagely. Zach shoots it again and Kuma climbs up from the crevice and shoots it from behind. It decides to run away like a shot through the forest. Kuma helps Zach get away from the area and after a moment they meet up with the rest of the crew coming to get us with the repulsor sled. We head over to the fallen nerfs and grab them up. We then return to the ship.

We get ready to leave but Kuma spies a Z-95 circling ahead. The sensors can’t see the bigger ship but it could be out there waiting for us. We take off and leave atmo but we’re still close to the Z-95. It may not be able to see us at the current range, though.

Ten makes the calculations for the jump to hyperspace. As we are moving away we see the corvette off in the distance. During our flight we hit a small asteroid that we didn’t see and it takes out our front shields. Ten finishes the calculations and we jump to lightspeed. He is also able to shorten our trip to the Wheel so we get there sooner.

Session 1 – Getting Off on the Wrong Foot

The year is I.C. (Imperial Calendar) 2521. The Empire of Man teeters on the brink of Armageddon, as a great Chaos Horde led by the dreaded Chaos Champion Archaon: The Three-Eyed King, Everchosen of Chaos, and Lord of the End Times sweeps southward into the Empire from the northern Chaos Wastes. The vast horde made up of forces loyal to all four of the Ruinous Powers has ravaged the northern kingdom of Kislev, sacking their two greatest cities Praag and Erengrad, pressing further south into the northern lands of the Empire. The eastern and western borders of the Empire have been assaulted as well by lesser Chaos Champions.

To the east, the forces of Crom the Conquerer have eradicated the war band of the Black Orc warlord Grimgor Ironhide in High Pass, laid siege to the Dwarven hold of Karak Kadrin, the Slayers Keep in the Worlds Edge Mountains, and have even entered the lands of Sylvania, home to the Vampire Counts.

To the West, the Witch King Malekith has broken through a nigh impenetrable High Elven naval blockade and has landed on the shores of Ulthuan.

The Storm of Chaos is upon us…

Which means extremely little to the inhabitants of the largely lawless, frontier known as the Border Princes, or the Borderlands. It is more or less business as usual south of the Empire. Surely the Emperor, and his alliance of Elves and Dwarves will be able to stop some filthy savages and Chaos-warped freaks from making it this far south. As a matter of fact, the influx of Imperial residents fleeing southwards into the Borderlands to escape the ravages of Chaos offers more opportunities for fleecing, robbing, and general exploitation than usual. This may prove to be an extremely profitable time for the residents of the Princes…

———

Tobruk Tobrukson of Clan Iron Cleaver (Bill), a dwarf from Karak Norn, was to make a high powered alliance for his family through betrothal, but the family was double crossed and the bride was given away to someone else. Tobruk still crashed the wedding, and although this is not unusual in the dwarf world, the Stone Biter clan used it as a reason to throw him in prison. With his honor lost, he knew the only way to atone was to seek a glorious death.

Brokk Udo of Clan Ashen Forge (Jon), one of the jailers of the prison, fully believed that Tobruk was being framed for political reasons, and disenchanted with his own lot in life, sprung the dwarf from his cell on the condition that they leave the dwarf holds in seek of adventure (and glorious death) elsewhere in the Old World.

Jean Christophe Moitessier (John), a Lyonesse cartographer from Bretonnia, has been commissioned to draw maps of the region known as the Border Princes for the purpose of setting up new trade routes. His patron, Duke Adelhard, reached out to a local KithLord from Athel Loren and asked for a guide to take John through the mountains to the Border Princes territory and assist him in his mission. An elf named Vedasi Avalmon (Paul) was assigned for this duty.

The two set off from Athel Loren, and later they met an elf mercenary named Maruviel (Matt) who also agreed to come along. As they moved south into Karak Norn, they happened upon the two dwarves who were traveling in the same direction. The elves and dwarves came to an agreement to assist Jean Christophe on his way through the mountains, and an unlikely alliance was formed.

———

Vedasi Avalmon has light blondish brown hair with icy/crystal blue eyes. 5’10” with a medium build. Woodland colored clothes (greens and browns) Leather Jerkin. Finely carved Elf Bow and a long sword that looks rarely used.

———

We come through Winter’s Teeth Pass and arrive in the Border Princes region on the 15th of Borgeheim, during summer.

On the northern side of the trail, we see something huddled in the brush. Tobruk goes to investigate, but Maruviel immediately shoots an arrow into it. Tobruk sees that the man now has two arrows in him. The other one is a black arrow with a note attached to it. The note reads “REWARD! Three hundred crowns to whoever can bring the head of the dastardly brigand known as The Black Arrow to his Grace, the Count Amadeus Von Drakensberg. His Grace has means of detecting substitutes.”

After checking the man, he has been robbed almost completely but a secret pocket is found with a rolled-up notice that says “Heroes wanted to go on a quest for hidden treasure. Some danger. Great reward. Contact Wolfgang Kellermann at the Sign of the Crossed Lances.”

Maruviel finds a trail that goes to the direction we were heading. The Cartographer reads out the note and says that it may be of interest. We continue west along the Khyprian road until it begins getting dark, and then we make camp for the evening. The place we find has probably been used as a stopover before.

During the night, while Vedasi is on watch, he hears something moving nearby. He kicks Maruviel to wake him and they hide. They see some orks and goblins coming by, and Maruviel is pretty sure that they saw him as well. Vedasi takes a couple of shots with his bow and the others wake up soon after. The greenskins start charging us but they come to a stop after they see that we have two elves with us. Apparently goblins are afraid of elves.

Vedasi moves up into the woods and sees that there is an ogre crashing through the trees toward us. He comes back to the campsite and sees that a goblin is coming toward Jean. He fires an arrow into a goblin, killing it instantly.

Tobruk slashes at the ork with his greataxe, severing its arm. Maruviel fires arrows at one of the goblins. The goblins and the ogre try to attack us but all miss. The ork dies from blood loss. The goblins are taken out in succession.

Tobruk moves up to attack the ogre and swipes at him with his axe. Vedasi shoots him with an arrow directly in the hand, which is made useless. Maruviel hits him in the leg and it turns into a bloody mass. He falls to the ground. Maruviel says “It looks like we got off on the wrong foot.”

Jean shoots an arrow into the goblin attacking Brokk and he stands there stunned for a moment, then dies. Brokk thanks him, and he replies “In my country, we all this a coup de grâce.”

The ogre doesn’t die immediately but Tobruk swings his axe again and smashes his face, killing him instantly.

We search the bodies and find that the goblins are of the Yellow Eye Tribe. The ork is a black ork, which is strange because they generally are not in this area. They have basic armor and weapons on them. We find a crumpled up piece of paper on the ogre that has a recipe for sheep’s bladder soup. The ork has a tortoise shell box that seems well made on him. Tobruk says that we could ask between 150-200 gold crowns for it. We also come up with 35 gold crowns from the other corpses. The coins are mixed denominations and types of currency.

Jean keeps the shield that the ork was using even though it is huge. It almost covers him and his pony as well.

Tobruk says to Vedasi that he didn’t need help killing the ogre, but that was good shooting. Vedasi nods, and Tobruk grunts and walks away. It may not seem so, but a great deal of respect was shown here.

The greenskins all killed, we bed down for the rest of the evening.

Episode 27 – Bravely Brave Sir Fossar…

We rise early in the morning knowing this will be a fateful day.  Thaddeus presses a potion into the hand of each party member saying to drink it when we find the dragon.  It will help fortify you for the battle head.

At the blacksmith shop, Roland is finishing the assembly of an 8 foot tall iron man with a ghost rock boiler.  It emits a scream as the boiler comes to life, the robot stands and looks at Roland for a command.  At this point there is a rumbling in the town, and the skies start to darken.

Meanwhile back at the cabin we notice the weather is turning.  It is getting darker and cold.  Fossar notices a small girl right outside of the cabin.  She asks to see Maverick.  She introduces herself as Sally and says we helped her family when we first got into town.  She says she thinks we are heroes and she needs our help.  She says her mother is ill and the doctor is busy.  Thaddeus agrees to go with her.  Maverick goes as well.

As we leave it feels like an earthquake.  We see a huge tendril burst out of the ground by the horses.  It grabs a horse and decapitates it.  The other horses runn oft (O Brother Where Art Thou), and three zombies appear from the hole the tentacle made.

Jimmy flies out of the cabin and attacks a zombie.  He slays it with his tomahawks.  Maverick shoots the tentacle and it falls and shrinks back into the ground.  Thaddeus throws a potion that explodes and shakes the zombies.  Fossar engages them in lively conversation.  They respond that they are here to destroy, which the posse can’t understand but somehow Fossar can.  He attacks one of them and wounds it.  The zombie swings and misses.  The girl cowers in fear, and starts to ride away.

Another tentacle and two more zombies appear.  We also hear the outhouse break apart.  Lucille jumps on a horse and get ready to ride.  Fossar kills one zombie but then his shovel flies out of his hand.  Jimmy kills the last zombie near the cabin, but we have more to deal with.  Maverick shoots the tentacle to the south and kills it.  The zombies close with him but they miss him.  Thaddeus shoots another.

Maverick takes out the the remaining zombies.  We all jump on horses and ride for town, except for Lucille who rides north.  Before she leaves she gives a slip of paper to Maverick. We don’t see her anymore.

Once in town we goes to the girl’s house and find her mother.  Thaddeus treats her with his medical knowledge.  Maverick goes to talk to the blacksmith and sees the automaton.

At that moment, more tentacles and skeletons break out in the town.  Roland commands the automaton to attack with its buzzsaw and flamethrower. They attack and bind several party members.  Bat Masterson and the Russian engage but have no success.  Fossar dispatches a tentacle.  Jimmy tomahawks a zombie.  Thaddeus entangles a tentacle and zombie.  Maverick finishes off the tentacle and the zombie.  The party that is left regroups and talks.  Maverick and Thaddeus decide to head out of town and meet up with Lucille, who gave Maverick the location she was fleeing to, somewhere in Saskatchewan. Jimmy goes to assist the Dust Boys and they head out of town as well. Fossar heads to the mine alone.

We see a plume of black smoke rising from the area that was Paradise Falls. The townspeople are never seen or heard from again. Fossar’s fate is unknown.

Session 1 – Sigmentus

We are a group of misfits and malcontents aboard the Corona, a medium freighter vessel that is headed toward the space station The Wheel to deliver a package to a company called IsoTech, are contacts are brother and sister Twi’leks named Riom and Shari. Suddenly we are knocked out of hyperspace.

Ten Je (Paul) is a Cerean pilot who has spoken of having an obligation to an organization which gives him jobs and also multiple families back home. He doesn’t seem to have any love of the Empire.

Vidakko (John) is a female Twi’lek who came from an upper-class family, educated and has some medical and martial arts training. She doesn’t like to be pigeonholed and escaped from her planet to go her own way.

Kuma Vanroh (Jon) is a Bothan former diplomat who has been exiled from the Core Worlds, and has been helping mid- and outer-rim people and worlds against the Empire.

Zach (Bill) is a Corellian gambler who is trying to restore his family’s company from the Empire.

Quentin (Steve) is an unkempt human who tends to keep to himself. He has tech and medical skills and likes to help those in need.

As we come out of hyperspace, Ten Je, Vidakko, Zach and Kuma come to the cockpit and see that we are in an asteroid field. The asteroids are fairly far apart but we are nearing some. Ten Je makes a piloting maneuver to go around them. He runs a sensor scan and sees that there are several small starfighters in medium range to us. He also sees a star and a nearby planet.

Zach runs to man the cannons. Kuma turns on the ship shields, tells Zach to not shoot them yet, and goes over the radios to the ships and tells them to identify themselves. A Zabrak who calls himself Capt. Malice of the Marauder and is wearing pirate clothing comes over the coms and tells us to power down and prepare to be boarded. Kuma tells them that he is a diplomat on a diplomatic mission. They tell him to send his diplomatic credentials.

Ten sees that we are in the Sigmentus system, which has dangerous wildlife. He tries to plot a hyperdrive jump out of here but the drive is not working. Quentin checks the hyperdrive and tells us that the motivator is shot, but he may have some parts. He looks and finds something but it won’t work.

We are now seeing six small ships, Z-95 Headhunters, and a corvette that could be holding up to 200 people. We decide to go toward the planet since they aren’t shooting us, but it may be their goal all along. They continue to follow us as we go toward the planet.

As we get closer we see that this is a mostly temperate world with polar caps. It should support life, and gravity is just a bit more than standard. On the night side, there is a storm system near the equator. Ten Je flies straight toward it, and Kuma asks him if he’s actually going to do that. He says yes, and takes us in. Amazingly there are only a few bumps as we go directly into the storm and we come out below and find somewhere to hide.

As we descend and see forest below us, Zach notices an area that might fit the ship. Ten Je lands it perfectly so there is cover. As we were flying, Zach noticed on the sensors that he saw weak power readings coming from the planet.

We think about venturing out in the storm toward one of the power readings, and find that we do have some protective gear but it is dark and we don’t have a way to navigate.

Ten goes down to the engine room to look at the hyperdrive damage and speaks with Quentin. Kuma stays in the cockpit and researches the planet. There appear to be Gundark (vicious four-armed apes) and Nexu (catlike things) as well as some Nerfs here. He also tries to research the pirate captain, but can’t find anything.

Ten attempts to hide the cargo, as it’s quite large. He uses a grav sled to hide it in the smuggling hold.

The next morning the storm has mostly passed and it is daylight. We decide to head out. Quentin and Kuma work together to navigate us to the nearest power source. We think that we are on track but it is taking a long time to get there and the terrain is difficult. The other three keep a lookout for threats. Ten Je hears gundark calls in the distance which are to the right and also behind and to the left.

We keep moving forward but don’t seem to be getting any closer to our goal. However we are moving to potentially evade the gundarks. They don’t seem to see us right now. Zach shimmies up a tree to look around the area but falls and hurts his ankle a bit.

We continue on and see our objective in the distance. Checking through binoculars, we see several crashed ships that look like freighters. Kuma trips and also hurts himself a bit.

The group stealths toward the ships. We see five of them: a Hawk-290, a Zavatar-Class Heavy Transport, a Barlaz Freighter and various Corellian YT models.

Zach notices some mewling sounds coming from one of the Corellian transports, and we decide to stay away from them. Ten, Vidakko and Quentin go inside the Hawk to search out parts. He sees a lot of carbon scoring inside and outside the ship. The doors have all been forced open so it’s easy to get in. In the engineering section Ten sees several deceased Duros. He takes the transponder off the ship.

Outside, Zach hears a rumbling noise of something large approaching. Kuma radios back to the rest of the group and lets them know. Zach and Kuma see a huge gundark approaching. Kuma runs and hides, and Zach moves to engage it. The gundark closes with Zach and slams him with a huge fist, he drops him to the ground and disorients him.

Vidakko tries to shoot but her gun goes dead, and she notices that the gundark is female. We continue to try to fight the gundark but it is undaunted. Ten moves toward the ship that had the sounds coming through it, understanding that it might be her young there. Kuma tries to get toward Ten but the gundark closes and knocks him down, causing a lot of damage.

Quentin and Zach fire on the gundark and kill it. We decide what to do, with a couple of us needing medical attention, the two gundark babies perhaps being something we could take with us to sell, and the nerf meat that the mother gundark had may be useful for food.

We get 20xp.