Tagged: Role Playing Game.

On The Wings of Hope

An Abney Park’s Airship Pirates tale

Cast of Characters:
Grace Shepherd, MD, a Neovictorion Doctor (Nevion)
Dalton Rivers, a Skyfolk Mercenary (Derek)
Quincy 18, a Neovictorian Automaton (Peyton)
Jhyn Lynx Adirondack, a Neobedouin Gadgeteer (Darryl) away

Our adventure begins back on Skyloft city of High Tortuga. Our heroes had rescued Scabby Jack’s son and having been rewarded they go about getting supplies and other items for their ship.  

While in the busy market square browsing about the various shops and stalls and picking up a few items here and there. A urchin runs through the crowd and bumps into Quincy 18. The urchin, Scottie is part of a group of pick pockets, had realized he bumped into an Automaton and regrets it since she knew he took something from her. He immediately hands back her purse and apologizing for doing so.

Quincy lets the young lad scamper off and the group continues to spend a little of the Helios on personal items. As Grace, Dalton and Quincy discuss what their next course of action is. They are approached by an elderly Neovictorian woman who introduces herself as Helga. She has heard of their exploits of rescuing Scabby Jack’s son and would like to hire them to see if they can find her daughter, Cyndi Hendershott.

Cyndi is part of a exploration team that goes down to the ruins on the land to see if they can salvage items to bring back to either use or sell. The Wings of Hope is the name of the ship that she is on and they where heading too some ruins a few days south. Helga is desperate to find her daughter since it’s been several days since they had disembarked and haven’t returned. She offers the gang 100 Helios  for the task.

Our heroes mull it over and think it’s a good idea. Since the small ship Cyndi is on has other crew and they might be inclined to receive more bounty from the search and rescue.  They stop in the Cock & Bull pub for a pint to celebrate the deal. Helga gives the party 50 Helios upfront, simply on trust and they will get the rest upon return.


Grace, Dalton and Quincy head back to the wharf and pick up a few other items; food and some spare blankets and whatnot. As they load their gear, Quincy notices a fellow at the far end of the dock jotting down into a small notebook after watching him. This fellow sees that they spot him and he just goes about his merry way.

Our heroes disembark from High Tortuga once again, and this time they spot another ship leaving as well: The Iron Elk. The ship is basically following the same flight path our heroes are on.  The gang decides to keep tabs on the other ship to see if it follows them to where they are going.

While flying through the mountains they hit some turbulence, from a Turbulence Cannon. Dalton manages to ride the beam while the Iron Elk caught in the wake, and the gas-bag erupts causing a huge tear meaning their ship is going down.

Quincy realizes that the turbulence is caused by a device known as the turbulence cannon, and used by pirates and warlords to take down other ships that happen to pass to close to it. Grace, Dalton and Quincy discuss their options.

Should they continue to the ruins to find Cyndi, or do they go and see if they should help the Iron Elk in their predicament. Realizing that it’s a turbulence cannon means that their a pirate cove is nearby and they could be after the salvage. Dalton, being the captain of the airship, decides they should go down and see what they can do.

Dalton banks around and prepares to get closer to the ground. Breaking through the clouds they can see that the ship has crashed amongst the ruins of a small town. As they prepare to land, they also see the crash of another ship off to the woods as well.

Dalton lands the ship close to the Iron Elk to see three bodies of crew men lying amongst the ruins and one lone survivor tossing something into the Iron Elk and then running to an old stone building. Dalton, Grace and Quincy decide to trail the lone survivor while Jynx stays on board.

The Iron Elk survivor fled to a building, Dalton scans the inside from the door of the abandoned building to see that it’s been claimed by mother nature. He sees that there is one set of footprints that run across the foyer, but also the set of many other tracks.

Grace scans over the floor and realizes that instead of multiple animal tracks it’s one giant insect tract; a giant spider to be exact! Our heroes opt out of going into the building but go around to see if the survivor had run through the building. As they go around, Quincy sees that the survivor is stuck on a gigantic web. Dalton decides to question him.

The survivor, Jack “The Big Nose” Ellentry, says he was he and the crew were hired to follow our heroes and keep tabs on what they do. And to retrieve the property of Boss “Mojo” Molejolly, a criminal warlord. When asked about the property. Jack says the Automaton Quincy!

Quincy has no recollection of being owned by Boss Mojo, her memory banks have no recollection. So Dalton, Grace and Quincy  to leave Jack to his fate of being spider bait.

They walk over the wreck of the Iron Elk and see what they can savage, and they discovered what Jack had tossed into the Iron Elk. A clockwork bomb that is ticking down! Dalton grabs the device and chucks it all his might away from the group.

the bomb lands inside the foyer of the house they where in and it explodes! Killing not only Jack but also the giant spider that resided inside the building. Our heroes see a Neobedoudin gang coming down from the hills, and will be there within 10 minutes.

Our heroes grab the loot they can salvage from the Iron Elk before taking off in their ship to the heavens. Being pursued by long range weapons, they are out of harm’s way in no time.

11:20 am, by mana-junkie 1

The Tribulations of Scabby Jack

An Abney Park’s Airship Pirates tale

Cast of Characters:

Grace Shepherd, MD a Neovictorian Doctor (Nevion)
Dalton Rivers, a Skyfolk Mercenary (Derek)
Jyhn Lynx Adirondack, a Neobedouin Gadgeteer (Darryl)
Quincy 18, a Neovictorian Automaton (Peyton)

The Tigerfish Class Ship,  Tatterdemalion.  Capt. “Mad” Max Cube is trying to out run to Barracuda class ships. Capt. Cube calls for the Mercenary Dalton Rivers to the bridge. He hands him an item that needs to be delivered to High Tortuga, to a fellow named Kempton Keep.

"Take the Guppy, she’s yours now and assemble others to assist you on this matter," Mad Max tells Dalton.  "Once we hit those clouds, disembark and "The Tatterdemalion" will make sure those bastards don’t see you."

As he makes his way to the Guppy ship, explosions and flak light the night sky. He nabs Grace, who is tending to a wounded crew, telling her it’s an emergency and he’s been charged with an important mission. As they get to the Guppy. Jyhn Lynx and Quincy 18 are there making sure the ship is moored properly. Dalton tells them that they are to head to High Tortuga on a special assignment from Max.

They board the guppy ship and then in the cover of the clouds, they disembark and The Tatterdemalion lights the cloud with a colour of lights! And then they hear the sound of tearing and a blinding flash of light and the ship is gone.  

The Guppy class ship manages to get away without incident.

They sail to High Tortuga and dock, they deliver the item to Kempton Keep, a Neovictorian Inventor, who thanks them from the bottom of the  heart.

While the crew is in High Tortuga they decide to get a breakfast while waiting for word of the Tatterdemalion. they see “The Breezy Bolt-Hole” and head inside for some breakfast. Inside, other than the bartender there is one customer sitting at the counter. He glances up as our heroes enter the establishment and then goes back to drinking his Java.

The bartender is one Jose “Big Hands” Beaney who greets the party and offers them the breakfast special. The party orders and wait for breakfast and discuss the fate of The Tatterdemalion.

The party notices the fellow at the bar staring at the party, especially at Quincy and when he sees them catching his eye he diverts his attention elsewhere. They are about to go over and talk to him when the door to the place opens up and a young lad enters. He sees the party and approaches them.

"Fair winds to thee, I bring a message from Scabby Jack…" the young lad tells the party. The messenger is Kingston Lipp and he tells the group that he had been sent to escort you to Scabby’s manor since he has a business proposition for them.

Kingston informs them that Scabby Jack knows all and sees all, especially who comes and goes in this area of town and has eyes all over the place. The party agrees to follow the lad, and say goodbye to the bartender. The other patron who was watching them earlier had gotten up and left when Kingston arrived.

Quincy gets a flash of memory of her and Capt. Cube talking about something, but then it’s gone.

Kingston leads the party through a maze of alleyways and doss-houses and into the another ring where the wealthier inhabitants of the city live. Quincy and others notice the fellow from the Breezy Bolt-Hold has been following at a distance to see where they go.

As they approach Scabby Jack’s manor, Grace alerts the sentries at Scabby Jack’s that they are being followed and to keep on guard. Once inside the manor they are brought to the den and they take a seat and Scabby Jack gets down to why he had called the heroes to his home.

He wants them to rescue his son whose been kidnapped by brigands and are holding him for ransom. He doesn’t want to pay the helios and the goods they kidnappers demand. Instead he will pay the party to go in and rescue his son.

The party agrees to do so, since they have a small ship and figure the kidnappers will be expecting a huge ship instead of a wee guppy class ship. Scabby Jack gives them some helios up front as an incentive and send the heroes off on their way.

As Grace, Dalton, Jyhn Lynx and Quincy 18 are heading back to the docks to their ship. They are ambushed in the alleyway by the patron at the bar and a few other thugs. They demand they hand over the automaton without incident since the thugs outnumber the party by 2 to one.

Quincy gets a flash in her fragmented memory of Capt. Cube showing her a map, though the map is fuzzy and unclear at the moment.

Before any decision can be made, Grace decides to fire off her revolver. And before you know it combat is engaged! In a small alleyway our heroes engage the thugs in an all out fight. Bullets fly as well as knuckle dusters as well. In the end the lead thug goes down in a blaze of glory and the other thugs who are still standing fade into the shadows as quickly as possible.

After a quick search of the fallen thugs, our heroes make their way to their ship and proceed to head to the location where Scabby Jack’s son is located.

Now, I won’t go into details of what happened once the players arrived at the destination since it’s the introductory tale in the main rule book and I won’t spoil it for, just say that the guppy ship arrived at the destination. It was quite a surprise for both sides!

In the end the party rescued Scabby Jack’s son and returned him, though they nearly did so at a high cost!

02:09 pm, by mana-junkie

On Saturday I Did Game

With four players sitting around the table, I had put the players through the introductory adventure from the Airship Pirates core rule book. It was nice to see the game mechanics in play, it was both a learning experience for not only for my players but for me as well.

I wasn’t too sure about the combat and how to resolve damage but went with my gut instinct and it worked well. I think I will make this a house rule for me the way the successes will add dice to the damage pool.

The session seemed to go by pretty fast and it was a hoot and a holler. And nothing beats the feeling of having a ton of d6’s rolling on the table was a satisfying sound that’s for damn sure.

09:24 am, by mana-junkie 1

A Change In Plans

Last night was suppose to be the first session of Airship Pirates but due to unforeseen circumstances in real life it didn’t happen. As they say in the movies “that’s life.”

I had the game set up to run, but since that wasn’t going to happen, since two players had to create players and then decide on a Schtick for the character.

So, basically with the numbers around the table I ended up running a quick & dirty Rifts scenario (will blog that session in a bit).

08:37 am, by mana-junkie 1

Rifts of Tomorrow

Let’s just say that I was inspired by the movie “Edge of Tomorrow”.

After watching this movie, I felt a surge of inspiration for a scenario idea. Borrowing heavy from this movie, as I sat with pen, putting down on paper several ideas and a main plot to thread them together with. Let’s just say I am not going with the same day over and over schtick. Just the basic premise of the movie: an alien invasion and a small group of heavily armed warriors trying to hold these beasts at bay.

It got me thinking of the Xiticix from Rifts and then an idea began to form in my head and I sort of went with it. While feverishly writing down and drawing up a map of an abandoned settlement, one of my kids wanted to know what was I doing. Was I writing up something for this weekends game? I said no… just an idea that I’m working on at the moment and she wanted to know more.

On that note we generated a quick character and the quick & dirty adventure session was underway.

10:10 am, by mana-junkie 1


Okay, so last night I had this crazy dream about werewolves battling aliens on a ghost space ship. So this morning I put pen to paper and designed an derelict spaceship that just happens to have a few xenomorphs nesting in it.

I thought Hounds of G.O.D would be a perfect since it deals with the dark future, werewolves and space travel I figured I’d make it a convention scenario! So you have Aliens and Underworld combined in a free for all in space.

For me it’s a win-win!

12:48 pm, by mana-junkie 2

Last Night Was A Fiasco

After a long day of hanging around the Lombardy Fair yesterday; seeing the sites, playing a fixed carnie game (or two), listening to some bands perform in the Park and breaking my diet with some fair ground foods, I wasn’t expected to do some gaming last night since three players were engaged in other activities.

Imagine my surprise when an old player shows up at the door for a visit and before you know it we were talking about role playing game and a new rpg he had picked up and been wanting to play: Fiasco.

Fiasco is a Storytelling Game of Powerful Ambition and Poor Impulse Control. Basically, a Coen Brothers movie for table top role playing. It was a fun night of mirth and mayhem.

06:48 am, by mana-junkie 5