Atlantis: The Second Age (Omni Edition)
Cast of Characters:
Glade Everwhen, an Erian Tribeswoman raised in Atlantis (Liz)
A session where a character is rolled up and designed to the players taste and a little back story and a sample of game mechanics in play as well as combat.
Glade was born in the City of Atlantis, the daughter of a slave who served in a merchants house. Glade was raised as a servant (and friend) to the merchant’s daughter, Echo Uno.
Glade’s mother, Amber Everwhen, was bought in the market by Hector Uno this was 17 years ago. Hector learned that Amber was with child and still he kept the slave, Glade was born in the Uno Household around the same time that Echo was born.
Growing up in the City of Atlantis, Glade, learned the urban life, she was taught and educated along side of Echo. Glade also was taught to be by the Uno’s head guard in the art of fighting as well, so that she would be the perfect companion for Echo if trouble should ever occur.
Our adventure begins one morning as Echo and Glade are wandering through a market square looking at vendors and other wares when Glade spots they are being followed by an scruffy looking fellow. They loose him in the crowd and proceed to go about their business.
They return back to the Uno household for the evening. As they go about the house they can hear Hector Uno arguing with a gallant looking fellow, the gentleman leaves in a huff. Hector straightens his composure and greets the girls. Echo inquires what’s that about and Hector assures her it is nothing.
It’s late in the evening and Glade is in her room, when she hears something in the colonnaded garden that is just outside her doors. She peers out to see three figures scaling the wall and are moving silently through the garden with weapons drawn. They signal each other to move about the domicile, Glade decides to put her training to the test and using Non-Lethal Force surprises the first culprit.
She takes him out in a few short maneuvers and then proceed to track and find the second intruder and engage him in combat as well. This fight is a brutal one as they are in the kitchen area and fighting with anything at hand, though the noise does seem to wake the household.
Glade takes down the second intruder, though she receives a few knife slashes as the sentries arrive. She tells them that there are three of them and two of them are down and so they do a search of the house and the third one had fled out a window.
Hector scolds Glade for not alerting the house to the intruders, though he can understand why she did what she did and is glad that she was skilled in the art of battle.
Hector orders the guards to patrol through the compound throughout the night as he goes to his study, and then calls for the guard. Glade rushes into the room as well to see on the wall someone had drawn what looked like the face of a cougar on the wall…
Cast of Characters:
Ellynn Synn, A Shapechanger (Liz)
Meryshynia Willows, Elf Ranger
On the way to Port City of Seahaven Bay the coachman warns travellers heading the direction the came of a band of Gnolls in the area.
Billy is feeling better, his mother Allison is grateful to Meryshynia. Though, the elf is riding topside with the coachman. Keeping an eye on the roads and territory. Ellynn is also on alert as well, keeping her eyes peeled on the woods beyond the road for any sign of movement or activity.
Once they break from the forest and into the fields, the coachman eases up some. They spot a farm where several horses have gathered, and spotting the colours of the road wardens. The coachman decides to stop and alert the road wardens. They just so happen to be at a farm investigating the disappearance of cattle. A farmer on the outskirts of the city, has several cows missing from his herd. He doesn’t know where they went too and figures that some other farmer has “claimed” them like before.
Maybe these two have connection?
The coach line makes it to the city just as the main gates have closed for the evening, the coach pulls into an inn in the town outside the gates The Frost Giant’s Friend Inn is open for business. The coachman tends to the horses, also seeing to arrangements for the other dead stagehand.
They get a room in the Inn, a small bunk room for coach and riders who get caught outside the city gates prior to closing for the evening. As the guests get settled for the evening, Ellynn decides to take a walk about town, to stretch her legs and have a look around some before the shops close.
Outside of a small cafe, Ellynn sees that she’s being followed by a fellow. She heads back to the inn, just before she enters the fellow attacks. With swords in hand he goes in for the kill, slashing away at her and calling her a “witch”. Ellynn is dealing with a puritan survivor whose out for blood. He strikes with fury and vengeance and his strikes are true, cutting deep into Ellynn. She breaks free and staggers into the inn.
Bleeding she falls between some tables, as her attacker runs in and wants to finish the job just as Meryshynia steps from the back room to witness the hunter approaching Ellynn as the rest of the patrons in the tavern look on in horror.
The last thing Ellynn sees before she passes out from blood loss is Meryshynia charging forward.
Ellynn awakes in her room, to see Meryshynia sitting by her bedside. Ellynn has been sleeping for a few days now. She’s been at the Frost Giant’s Friend Inn now for five full days and she feels fresh. It’s simply because Meryshynia has been tending to her wounds with herbs, plants and the like. Meryshynia tells her that her attacker will not be bothering with her again.
Though the Sheriff would like to ask a few questions as well, he’s been popping by for the past few days now inquiring about Ellynn’s health. Ellynn get’s dressed in new clothes, Meryshynia have dispatched with the other bloodied ones.
Ellynn is hungry and they go downstairs for breakfast, the innkeeper is glad to see her up and about, and see that she has recovered nicely. Ellynn eats heartily as the Sheriff enters, he sits down and asks her a few questions and she answers them stating she doesn’t know her attacker, why he would attack in the first place. She lied of course. The Sheriff satisfied with her answers tells her she’s on her merry way.
The coach had long entered the city with Billy and his mother, Meryshynia stayed behind to look after Ellynn. Ellynn is thankful for that, and the two friends head into the city.
Another world designed for Worlds Beyond RPG.
Marine III: Is a water world with ice caps and two small land masses. It has three underwater cities; Nemo, Nautalis and Verne City. Marine III is also known for the Spaceport which being tended to the Lucci, (A starfish race of people) who live on the Marine and cannot leave the water world or else they perish within a weeks time. Other races presume it’s due to the chemical of the water, and there is no way it can be brought or used as a breathing apparatus for the Lucci.
The longest a Lucci has survived off world with such a device is 8 weeks.
Here’s one of the worlds I designed for Worlds Beyond circa 1989-90. There was a hook here to get the players intrigued in the mystery of what happened to the original colony.
Thale: A colony world settled by “Captain” Jonn Thale 101 years ago. He wanted to start a puritan world free from the shackles of modern technology and to live off the land as the gods had intended it to be. It was three years later that a second ship stopped to drop off one of the relatives of the first group to discover the original colony had disappeared.
There were no trace of the 3,000+ humans who had followed Thale to this world. Though, over the years Thale has been populated much due to the rich agricultural soil and the old, ruins of a civilization that once flourished 10,000+ ago. This serves as a tourist attraction to those willing to explore the ruins and speculate on the fate of the original colony.
Inspired by a “Sleepy Hollow” episode as well as a “Supernatural” espisode an idea for a Dark Conspiracy adventure was born. I plan on haunting the players with. It’s a very “evil GM” idea.
Don’t know if this particular idea can evolve into a campaign because I’m sure players will perish once the big secret is revealed. I think It seems more of a convention type scenario than an actual adventure.
This years Boxing Day gathering promises to be a house full of players past & present. It’s an annual tradition here going on for 18 years now, each boxing day is a day long event that goes well into the evening of gaming, socialising and much merriment.
One of the games I will be running for this event is Murphy’s World: The Humourous Role Playing Gaming World Where Reality Takes A Vaction. It’s a fan favourite of my players; it’s silly, it’s horrifying and basically it’s steampunk techno science fantasy. It’s a great game to run! Though, it’s tough to get a long term campaign going; I normally run it for a few sessions now and then.
The adventure I had jotted down notes for was written 2-3 years ago, I called it “Pub Crawl City” and deals with the players going from tavern to tavern to find clues and other things and fending off an invasion of some kind. Very similiar to the movie that was released this year called “The World’s End” starring Simon Pegg. I think I just might have to use this this year.