Showing posts with label pulp. Show all posts
Showing posts with label pulp. Show all posts

Thursday, November 14, 2013

Cancelling The Dino Apocalypse

When Evil Hat Productions announced they were KickStarting a series of pulp novels set in their Spirit of the Century universe, I was all over it like fleas on a gorilla! I jumped at the chance to support this endeavour to produce new stories in the genre I love so much. While the KickStarter resulted in a whole slew of novels by the time it wrapped, it began as a trilogy by Chuck Wendig. Since then, the first two of the Dinocalypse trilogy have been released, Dinocalypse Now and its sequel Beyond Dinocalypse.

The Dinocalypse trilogy follows the adventures of the core members of the Century Club as they battle strange creatures from beyond time, lead by the villainous Gorilla Khan in his attempt to take control of the world from the hands of man. Dinocalypse Now takes place in the 1930's, while Beyond takes place... elsewhen. I don't want to spoil anything.

Chuck Wendig does a great job of recreating the action of the classic novels that were written when pulp ruled the book stands. The first book opens in the middle of the action, and barely lets up from then until the last page, sending the heroes jet-setting from tall cities of secret lairs. Mysterious artifacts, impossible devices and wondrous weapons from ancient worlds are all presented in classic pulp fashion.

But it is the characters that shine through all else. As well as the larger task of wanting to save the world, each gets their own personal goal. Some simply want to prove themselves more that their progenitor, others want to impress their colleagues, while more simply want the fame and glory. They are real people with real emotions and desires, and they can be hurt, both physically, with punishing blows, and emotionally, with humiliating defeats.

Everything in these books is paired down to a sharp point. Chuck Wendig manages to set up more inthe opening pages than some authors manage in opening chapters. We immediately get a sense of who we're up against, and what's at stake. When the twists and reveals come, it simply reinforces what's already there, rather than taking the story on a wild, unexpected tangent. Dialogue is equally sharp, with every character having their own voice, reading sufficiently differently from each other throughout the story.

The two books available in the Dinocalypse trilogy so far are a blast, taking readers on a thrilling ride through a suitably epic pulp adventure. I have no doubt that the final volume, Dinocalypse Forever will be equally as exciting when it hits bookshelves and e-readers everywhere in 2014.

Edit: The original upload of this post had a mix-up with the names of the second and third books in the series. It has been corrected here. Annoyingly, I didn't notice, despite the correct titles clearly visible on the embedded cover art. Sorry for any confusion caused.

Steel Yourself For Adventure

On January 1st, 1900 a group of people were born across the world that would go on to be a little more than human, a little faster, a little stronger, a little more intuitive. As adults, they would form the core members of the Century Club (along with a talking gorilla, but that's for another story), an organisation whose mission is to protect the world from the evil that lurks in the Shadows. They would stand tall against the darkness, becoming a beacon of hope and of honour. Those who met them would call them heroes, those who knew them would call them friends.

But even heroes and friends have to spend time growing up, learning life's hard lessons and allowing events to mold them into the people the world will come to love. Few heroes start adventuring in their twenties or thirties, and in the world of Spirit of the Century, the best start out as daredevil teens who have a tendency to get themselves into more trouble than your average kid.

Sally Slick and the Steel Syndicate is an action packed Young Adult novel from author Carrie Harris (Bad Taste In Boys) set in the world of Evil Hat Productions Spirit of the Century roleplaying game. It follows the release of other books set in the same world that focus on the same heroes, but later in their adventuring careers, including the first of this wave of pulp adventure novels, Dinocalypse Now, by Chuck Wendig.

Sally Slick and the Steel Syndicate follows the adventures of The Century Club's premiere inventor and gadgeteer, Sally Slick, during her first brush with the world beyond her home and away from racing tractors and tinkering with engines in her fathers garage. In this pulp action novel, Sally is just sixteen years old and unaware of her potential, or her future as a globe trotting adventurer with her childhood friend and co-star, Jet Black.

This first book, in what I hope becomes a series, is a fantastic introduction to the world of pulp heroes and villains, packed with fresh takes on classic tropes. I really, really don't want to spoil a single moment from this book, but if you're a fan of the pulp genre you'll enjoy the twists and turns the story takes as our heroes battle the bad guys to save not the world, just a family member who has fallen in over his head. If you're a fan of the Spirit of the Century world, either from the roleplaying game or the previously published novels, then you'll love seeing the characters grow over the course of the story from imaginative children into the heroes you already know.

There was much to squee loudly about over the course of Sally and Jets adventure, for new and old fans. Reveals were masterfully executed, especially... well... especially one in particular that had me smiling with joy and slapping my head that I hadn't seen it coming, despite the setup that suddenly seemed so obvious! Villains are suitably nefarious, action scenes are daring and dramatic and characters are incredibly well realized, leaping fully formed into my minds eye.

"But Dennis", I hear you asking, "what about if you've never played Spirit of the Century, or read any of the other books in the setting?" First of all, it's Denis. One "n". The French spelling. Secondly, and more important, however, is the fact the Sally Slick and the Steel Syndicate is just simply a great book. The story is fun and fast paced, the central characters are all well crafted, and each gets their time to shine, while even the secondary characters seem more rounded than some big-budget movie supporting cast (I'm looking at you, "Man of Steel").

Sally Slick and the Steel Syndicate is the perfect introduction to the world of the pulp adventurer for the young reader, and a wonderful addition to any library that might also contain Flash Gordon, Doc Savage or The Shadow. It's an easy read, without ever being too basic, an action story that gives its characters time to develop between rounds of intense and masterfully written conflict.

If Carrie Harris is a new name to you, you'll be keeping an eye out for her work after reading this. If Sally, Jet and The Century Club were unfamiliar titles before starting this adventure, then you'll find yourself seeking out their other tales of daring and heroics before you even reach the final page.

Wednesday, April 25, 2012

Fan Expo Vancouver: From One Rocketeer To Another

If you know me or follow my blog for long enough, you may have gotten the slight impression that I have a favourite genre. I've long been a fan of the pulp era. I love the Indiana Jones heroism, the lost cities, the deep jungles, the mysteries and marvels. I adore the fashion and wish some of it would swing back into fashion while I can still enjoy it! I just love the pulp era novels, the action, adventure and thrilling tales of daring-do! It's even been the genre of my most successful RPG campaign,  and it all started in 1991.

Now, admittedly, I had already been a fan of Indiana Jones at this point, but in the summer of 1991, I learned about the word "pulp", and what it meant. I saw, and fell completely into the world of, The Rocketeer!

The movie adaptation of Dave Stevens comic book stayed with me for years, taking up residence in the back of my brain, slipping out in dreams. When I got to college I discovered role-playing and found a hobby and friends where I could live out my adventures. Eventually I tracked down a copy of the DVD online and watched it for the first time in years.

And it was even better than I had remembered! It was subtle and witty, romantic and action-packed. It was four-colour action-adventure at it's finest. I watched it twice in two days, and both times were magical. I would watch it again and again, whenever I felt bored or lonely, or just to relive that excitement of childhood.

I wanted to be the Rocketeer, and thanks to the most incredible wife ever, I got to be, just a little. I got the jacket for Christmas, and with the help of the best group of friends in the world, she got me the helmet for my 30th birthday (link includes the video of me receiving the gift).

One of my long-term dreams was to meet Billy Campbell. I wanted to just meet him and tell him how much I enjoyed his portrayal of Cliff Secord. I know that any motion picture is a collaborative effort, with directors, writers and other actors all contributing to the experience, but Billy was Cliff. He was the Rocketeer. So in some small way, he influenced who I am today.

Billy Campbell was a guest at the recent opening year of the Fan Expo Vancouver. Even before I found this out, it had been my intention to attend in costume as The Rocketeer. I mean, really, who else? But once I saw his named added to the official list, my excitement went from "Happy to support a new comics convention" to "Oh. Emm. GEE. *high pitched squeal only dogs can hear*". Claire, once she got her hearing back, agreed to attend too, especially now that she had the opportunity to watch me go speechless.

So last Saturday we got up early, had a shower (a must if ever attending conventions, thank you very much), put on my costume and got into Downtown Vancouver early. The convention opened at 10am, and by 10:15 there was a significant line-up. As we reached the head of the line, one of the staff stopped me and said "You'll be wanting the Electric Playground booth. That's where Bill will be." "Thanks", I responded, grabbed my ticket and headed in.

As it turned out, Billy wasn't due to be at the signing booth until noon, so Claire and I wandered the floor, taking in some of the other attractions available. As noon approached we headed for the booth and joined the queue. I was a bit of a nervous wreck, but was delighted with how many people recognised the costume, both males and females, of all different ages. At one point I glanced across the booth and spotted Billy chatting to some fans. Rather than wait in the queue, I asked Claire to hold my spot, dashed around the area and said "Hi".

I chatted to him briefly, but really just wanted to know if we'd have a chance to get a photo at the booth. He assure me he would be delighted to do so, and I excused myself, returning to Claire.

We stood in line for a few minutes. We were near the head, but there were a few others in front of us waiting to meet other people at the booth. Then the staff called "Hey! Hey, Rocketeer! You just want to see Billy?" "Yeah!" "Come on forward."

First off, Billy is tall! Like, 6'4" tall! You can see the difference in the photos. He wasn't standing on anything. Secondly, every last inch of that 6'4" frame is pure, genuine kindness and decency. He was just incredible to talk to. He was so delighted to see someone wearing the costume, and even asked if he could try on the helmet! Billy "The Rocketeer" Campbell asked if he could try on my helmet that my wife and friends got for me! Now, there may be some vicious rumors going around online that I started crying, but it was just something stuck in my eye. The convention center was very warn with all us nerds in one place...

I had my Rocketeer DVD with me, one of only two DVDs I brought with me from Ireland, and he signed the cover. He even signed my sketch/autograph book too! We talked about the movie, and Dave Stevens, and a bit about the new comics from IDW, a company that really should update its own website with its own licenses. We briefly discussed the new Captain America movie and what a great job Joe Johnson did on it (the connection, for those of you lost on the apparent non-sequitur, is that Joe also directed The Rocketeer), though we both expressed dismay that there was no Billy Campbell cameo!

At the end of the few short minutes we spent talking at the booth, Claire and I whole-heartedly thanked Billy for his time and stepped aside to allow others to meet him. Without Fan Expo Vancouver, I and many other fans of his work would never have gotten to meet him. So thank you to everyone that helped make this event happen, and here's to many more to come!

But as I walked away through the crowds, I turned to my wife and kissed her, thanking her for being who she is and knowing me so well. Without her I wouldn't be here, I wouldn't have the costume I have and I would never have met Billy Campbell.

With Number One crossed off the "People I Most Want To Meet In The World", it's on to Numbers Two and Three, Sigourney Weaver and Dennis Quaid, in that order! Shouldn't be that hard.

Post Script: Two things before I go:

1) While standing in line someone asked to take my photo, then told me he was sending it to a friend. That friend had been one of the producers on The Rocketeer!

2) After signing the DVD, Billy commented that he should have written "From one Rocketeer to another". Don't worry Billy. I'll be back next year, and I'll have something for you to sign that on!

Saturday, September 27, 2008

RPG's And Tangential Learning

Ever since I got back to Cork I've been itching to run a new RPG, using the Spirit of the Century Fate 3.0 system. My last game was a huge success, of completely unexpected levels, filled with action, combat, danger (sorta), guest stars, a growing core cast, and generally a good time for all involved. It was the very first campaign I ran that lasted more than three sessions, and by the time we got to the wrap-up, we had put in 14 episodes, which is the Fox equivalent of a great first season!

With the upcoming release of Starblazer Adventures from Cubicle 7, Brian Caball putting me on to the 1990's setting Torg, my good friend Gar's Traveller available from Mongoose, the brand new Flash Gordon comics from Ardden Entertainment, and the recently started Monday Night Gaming here in Cork, I have tonnes of inspiration, adventure ideas, story arc seeds, characters and more to play with, all swimming around in my head, all battling for center stage.

In fact, I have so much stuff, I actually have three RPG's in various stages of development. I just like the setting of Torg, but haven't come up with much of a campaign concept yet. I really, really want to run an idea I have for a deep space Traveller/ Starblazers/ Spirit of the Far Future campaign but need to flesh out a few opening adventures before I'm happy with it yet, and finally, I have my most prized campaign seed, which, I have to unfortunately admit, Brian Caball inspired/ fully created!

This third one is the campaign I most want to run right now. It's also the one I have most ideas for already, and have started detailed research on. I like my games to be fast and easy, without the requirements of too much specialised knowledge on any areas, but at the same time, I like having hard facts upon which to hang my crazy adventure story.

So off to Wikipedia I went, and there I got lost. Thankfully, I was not alone in the depths of information overload; my wife* Claire was along for the adventure, clicking links on her laptop behind me, and passing back and forth interesting facts that caught our attention. If you have ever spent time on Wikipedia, you know this story already: you search for a subject, while reading that you click on an interesting link, repeat several times until you've forgotten where you started or you're reading an article on wet t-shirt competitions.

In our case, we started researching the origin of one of the English names for this chunk or rock we live on, Earth. From there, we got on to the etymology of the word Earth**, but not really being certain of the spelling of that term (I always pronounced eN-tim-ology, which is closer to a very different area of study), I wikied "origin of words", and discovered this interesting page as the third link! The list includes the obvious, such as banshee, as well as a few that surprised me, such as phoney, slob and Tory! And you'll be surprised where the word kibosh originates from!

I love tangential learning. Leaning things that you have an interest in is so much easier than being force to learning something that you might consider boring. I guess that's why I love to research facts for RPGs. It gives me the chance to learn about so many things that I otherwise might never have looked at. And, in a weeks time, in a months time, even in a years time, I'll still remember these facts. I'll still know who the various religions and cultures that worshipped Mars are, and the names they all gave it. I'll still know where the word galore comes from (it's obvious if you think about it as an Irish phrase).

Thankfully, I don't have to explain anything about the concept of tangential learning, or why it's valuable, not only in RPGs, but for books, comics and computer games. Daniel Floyd, with the assistance of James Portnow, has created a short video explaining the benefits of this method of learning. Click play below, and hopefully you'll learn something along the way.***

Via Rock, Paper, Shotgun; via Edge Online

*- I really need to actually add the post about all that to the blog at some point! If there is anyone out there reading this that hasn't heard that I'm now a married man, I'll try to post something soon!
**- Turns out, no-one knows!! Hah!
***- See what I did there? Yeah. I hate me too...

Tuesday, May 06, 2008

Why Do You Need A Testing Facility That Far Into The Desert?

Session Four: Stop That Train!!

Available: Maurice LeBec, Sir Alistair Montgomery, Chloe M, Ares Astral, Hank Scorpio
Guest Starring: Agent Smith, Agent Johnson

The morning after the events at Carnegie Hall, the group were contacted by Atlantic Philanthropies and told to meet at a building in the city. Once there, they were met by two agents from the Department Of Investigation. Someone had stolen a piece of valuable technology and the DOI requested the assistance of AP in it's recovery. The agents were "not at liberty" to discuss the details of the stolen technology, but assured the party that it was in their best interests to help.

And so, off to San Francisco!

They knew that the stolen goods were being transported by train, and the agents had leads as to which one. They arrived at the train depot and began investigating the container storage area. Chloe had to turn on the heat to help get passed the guards at the gates, one or two decided to sneak in, and soon everyone was snooping around. Maurice found a long, office-like building toward the back of the area and ducked in, just in time to see some shady characters handing a thick envelope to a plain-clothes youth. Maurice waited for the courier to leave and managed to pickpocket the envelope, open it and return it to the young man all without being seen. Inside he found and took blue-prints for a one-man jet propulsion device, a rocket-pack!

Meanwhile, the rest of the group had managed to dramatically disable all the Mafia thugs in the depot, even finding a few more on the street behind the offices and interrogating them. Learning that the container with the stolen goods was already well on it's was to Salt Lake City, they quickly decided to give chase.

This was the point where I folded my arms and listened in amazement as the players took the initiative and began a whole scene that I never expected. My notes read "Players learn where train is and race to catch it. Once at the train...", fully expecting to just say "Ok, you arrive in sight of the train as it screams down the tracks..." Instead, the players all took it upon themselves to have an elaborate race to get to the prize first. Ares and Maurice took Gir, Ares' Martian tripod, Agents Smith and Johnson took their Custom Ride, a fully kitted out Stunt, Sir Alistair took his own Stunt gadget, a one-man clockwork helicopter, and Chloe and Hank simply relied on an excellent driving stat, nabbed the mafia car and took off while the others agreed on the "rules". The spontaneous action was hilarious, as all sorts of back-stabbing and shenanigans came to a head! Sir Alistair spent a while fiddling with his copter, thinking he could make it faster, but it would "Need More Cogs". Unfortunately, without Sir Alistairs player even seeing, Maurice's player rolled to pocket a few cogs in order to slow the contraption down. Because both rolled the same, I simply negated the effect of Sir Alistairs tinkering!!

Eventually things got back on track, so to speak. Everyone arrived at the train, though some were shakier than others. Gir put a foot through a passenger window and Ares had to reign it back from zapping the screaming "fleshbags" inside. They checked the containers attached, but the one they were after was nowhere to be found. Searching the rest of the train was fruitless. I threw in the old "Runaway Train" trope here as well to give them something to do onboard, but while they were solving that, Gir detected a cargo container in the mountains. Once the train was safe, they backtracked along the tracks to a split that lead upwards into the hills. Following it, they discovered an abandoned mining facility with several storage buildings and an unusually high number of armed thugs for such a dilapidated area.

Fighting and explosions later, Maurice had explored one empty building and a second with several large cargo containers. The rest of the party arrived in and helped search the containers until they found the one they were looking for. Cracking it open, they recovered the missing technology, as well as the young man wearing it, much to the surprise of everyone involved.

At this point, I threw in more mob thugs and a leader to give the players someone to question and learn more about who was in charge. As it was getting late, we left all the questioning for the next week, but they did they did learn that the vile Doctor Eternity was somehow connected!! Dun-dun-duuuuuuuun!!

Friday, April 18, 2008

I Wee When I Get Excited

When I get all excited about something, I clench my fists, shake them side-to-side, and screech "weeeee" through a huge grin that spreads from ear to ear. Rather like Wallace I suppose. When I get really excited, the screech becomes audible to dogs and kids that can still register that annoying mosquito sound places use to disband hoards of emo and goth kids. What...? You thought the title meant something different?

At the moment, any time I think about my Spirit of the Century game, I find myself shaking and screeching. A lot. Looking back on the last few weeks, things have been going far better than I could ever have hoped (I'm a little behind in my summaries, but hope to post new ones soon), with everyone now rushing head-long towards the endgame. Looking forward, plots seem to be jumping out at me, coming together with very little effort, tying directly into player characters backgrounds. Next Tuesdays scenario was particularly fun to research. (Ack! Just now, even writing that last sentence, I let out a little screech!) Of course, I can't go in to detail now, as some of my players do read my blog occasionally, and I'd hate to spoil anything.

Monday, March 31, 2008

I Prefer Jazz Anyway

Session Three: Music To Calm The Soul
Note: This session was stolen from RPG.Net's Roleplaying Actual Play thread. As such, credit goes to the original author, walkerp. While I'm at it, I took inspiration from the excellent comic miniseries Umbrella Academy by Gerard Way for some modifications to the nefarious villains of the piece.

Available: Maurice LeBec, Sir Alistair Montgomery, Chloe M

After their adventure in Africa, the party were granted some down-time, and offered tickets to the opening performance of a symphony that has swept through Europe to high acclaim. Reluctantly accepting the tickets, the party were whisked away to New York, and the famous Carnegie Hall.

Arriving at the show, Sir Alistair spotted an old acquaintance of his, Doctor Deedes, and wandered off to join him in the parquet. Maurice and Chloe headed upwards to the first balcony area, but did not sit together. Chloe had spotted a well known adventurer, Jack Savage, and pointedly chose to ignore him.

As the music began, Maurice realised he was experiencing something wonderful. His knowledge of the Arts meant that he was aware that this was truly as great as the reports from Europe were claiming. The music was astonishing, and he soon found himself taken away by it all.

At the break, the party joined up briefly in the bar and discussed the show so far, as well as having time to chat to fellow attendees. But, with a mere fifteen minutes for the intermission, they learned little of value save that everyone seemed to be enjoying it in varying degrees.

The second half of the show was a little different. Very shortly after it began, Chloe noticed that people were staring more intently at the orchestra than usual, and some had their heads tilted slightly to one side, while a small few were even drooling. Looking around, she noticed that Maurice has seemingly fallen asleep!! Sir Alistair noticed his friend acting strangely, as well as an unusually strong sensation of calm. Using a handy Gadget he just so happened to have with him, he found that something was producing a frequency that mimicked and caused a state similar to REM sleep in the people who could hear it. It was clear someone was tampering with the audience.

Chloe woke Maurice, who proceeded to scale the walls and head along the drapes and balcony boxes towards the stage. Sir Alistair attempted to awaken Doctor Deedes and some others, but was met with resistance. The music changed and all the hypnotised people began to crowd around him chanting in a monotonous voice "Don't stop the music. Don't stop the music..." At the same time, Chloe spotted men moving through the crowd, hold large sacks. They were dressed in impeccable tuxedos and every one of them wore a small domino mask. As they passed through the zombiefied high society of New York, they simply held out the bags and people put wallets, jewelery and anything else of value willingly into them.

Despite drifting off to sleep again while clinging to some drapes, Maurice reached the stage and leaped down to attack the conductor. Sir Alistair fended off zombies, trying desperately not to hurt anyone, but pushing to get towards the men in the domino masks. Chloe raced down the back stairs to try to get to the stage, and almost ran into some more domino masks who were on the way up.

After dropping the curtains and various other items on the orchestra, Maurice managed to stop the symphony long enough to pound on the conductor. The violinists were firing bows using their instruments like bow and arrows, and the orchestra proved themselves capable of a fight. Chloe spotted someone in the rigging about the stage, and climbed the ladder to investigate, but was almost blasted away by an ear piercing sound. Sir Alistair took down one of the men in domino masks before the hypnotic effects wore off and people began to press towards the exits. He caught a brief glimpse of one of them reaching to remove his mask, and then they vanished into the crowd!

With the conductor beaten and bruised, and himself not much better, Maurice pulled the conductor through the trapdoor in the stage for questioning. Getting only babbling, incoherent phrases and the odd unexplainable apology to an unnamed someone. Heading back up to the stage, Maurice spotted Chloe dangling off the ladder and went to help. Sir Alistair was determined to examine the instruments immediately. Up on the catwalk, Chloe and Maurice confronted a shadowy figure. He was wearing a cape with a high collar, and over his mouth was a piece of grated metal. He roared at the two adventurers, sending them rolling back alone the catwalk, and Chloe almost fell. "You ruined this symphony", he said. "But our Apocalypse Suite goes on! This shall not be the last time we meet!", and with that, he seemed to drop from the far end of the catwalk.

Chloe and Maurice raced back down, but neither could see the enemy, and Sir Alistair seemed to have not noticed anyone moving. Rushing down below the stage, they discovered the body of the conductor, blood weeping from his eyes, nose and ears. Frozen on his face is a look of unnatural horror. Sir Alistair's cursory examination revealed that he was most likely killed by a sonic device bursting blood vessels in his head. Investigating the area reveals a simple pulley lift shaft that runs from the catwalk to under the stage. Going up, a skylight is open, letting in the cool New York night air.

A round of questioning the captured domino masked man, as well as a few of the orchestra, revealed some interesting facts about the symphony and it's creator, though nothing to help track him now. Sir Alistair was intrigued by the devices he found in the instruments that allowed them to be attuned to the frequencies of the human mind, putting it into a trance-like state. Naturally, he pocketed one for further study. Handing all the captives over to the police and spending some time relaying their own findings, the party then called it a night and headed back to their hotel rooms for some well deserved sleep.

Not a bad night at all this one. Everyone got to do lots, and had a ball of a time. The session ran on just enough for the night, feeling neither rushed, nor dragged out. It was interesting to put the PCs up against a non-physical threat, making them role Rapport, Resolve and Arts more than Guns, Might and Athletics. Fun, and funny, and while the original author pointed out that it ran late for him, I found it to be a nicely paced, enjoyably session with just the right mix of action and investigation for my group.

Truth And The Nile

Session Two: Welcome to the Jungle

Available: Maurice LeBec, Hank Scopio, Sir Alistair Montgomery, Chloe M

Called to the Society again, the party were brought up to speed on some missing members, two of the original founding members of AP, Reginald and Sarah, who had been searching for the True Source of the Nile. On Donald Fairfaxs information, the party were instructed to travel to the National History Museum in Cairo, retrieve an artifact, and then travel on to Kigali, the capital of Rwanda, to pick up Reginald and Sarah's trail.

Arriving in Egypt the party questioned the museum curator, and noticed that some of the shadows in the exhibition hall were unexplainably "off", but the huge overhead skylight washed the room in harsh African sunlight, so further investigation proved pointless.

The following morning, the party boarded a zeppelin bound for Kigali with the required artifact, an ancient Egyptian urn. While relaxing on board, they noticed the headline on a newspaper: "History Museum Attacked. Priceless Artifacts Stolen" and discovered that robed attackers broke into the museum late last night and made off with random artifacts. Most interesting was that they came in through the skylight in the room that had contained the urn! Dun, dun, duuuuuunnnnnnn...

The discussions on the implications of this were cut short as robed assailants attacked the zeppelin, arriving on board via bi-plane. Getting up into the main body of the zeppelin, the party discovered two dead crew members on the walkway that circles the gasbags. Before they even had time to investigate, they were attacked by the robed figures, who flung knives across great distance with stunning force. One acrobatically enriched combat scene later and the attackers were defeated and revealed as (unsurprising to everyone at the table) gorillas!!

In Kigali, they spent some time investigating the disappearance of Reginald and Sarah. In fact, they spent longer than I had anticipated, but came up with lots of ways to track an impossible trail and they discovered that the missing members had been in the company of a pygmy tribe before they disappeared.

While investigating the hotel room Reginald and Sarah had been using, the group were quick to note a lack of any sign of a struggle or forced entry. Questioning the staff, they learned that the missing couple had gone to their room, but were not seen leaving. Only a single burn mark on the carpet hinted at anything unusual. Sir Alistair questioned the nature of the mark, and upon closer examination discovered it was created by a high energy electrical discharge. Stupidly, I made Ray role for this, but when he questioned it, he had the puzzle solved already, even naming his nemesis, Doctor Eternity, as being involved. I should have just thrown him one, if not two Fate Points straight away without a role and confirmed his suspicions, instead he wasted a bunch of Points on rerolls as he just kept rolling minus'!! Ah well. I learned for the future.

Resting over night, the party proceeded into the thick jungle in the morning light and followed Reginald and Sarah's trail toward the Source of the Nile. Before they knew it they were surrounded by a large tribe of pygmy's, bows and spears pointed at the adventurers. After leaving the team to sweat for a little bit, an English speaking voice told everyone to calm down.

A tall figure dressed entirely in purple, with a black domino mask stepped out into view to address the PCs. After some introductions, the Phantom admitted to having met Reginald and Sarah, as well as offering the assistance of some of the native people to safely return to Kigali. After expositing some plot, and answering all he could, regretted that he had other business to attend to for now and vanished into the jungle once more, taking the tribe with him.

Proceeding on to the temple, the party discovered evidence of movement all around the site, as well as evidence of recent movement into and out of the temple itself. Moving into the temple, they were tricked into a trap room. Behind a metal grate in the high ceiling, the imposing face of a bespectacled gorilla looked down on the group. "Give me the urn."

A Brief Tangent: This is the first, and so far only time that I have done something that I completely regret in hindsight. In my haste to wrap up the adventure for the night, as the investigating in Kigali went on far longer than I expected, I had the lead gorilla talk, and express his desire. Looking back, there was no need for him to speak. He could have grunted and groaned, pointed and flailed. The party already knew what he was after. Plus, having him talk made him just another villain, but in a primate suit. Leaving him with just the Language of the Primates would have added something unique to his character. Besides, nothing he actually ended up saying was vital or required.

The party refused to relinquish the urn, and the room began to flood quickly to drown the characters. I had planned on the Phantom showing up at the Last Possible Second to rescue the team, but instead they came up with a great escape plan of their own, and I decided to let them enjoy the fruits of their teamwork. Bursting into the upper room, the party found themselves in a cylindrical room with a domed ceiling, an unopened sarcophagus with a pedestal at the head and beyond that was a finely carved stone chair, upon which the head gorilla was awkwardly seated, surrounded by minions.

Combat wrapped up with the lead gorilla leaping for Hank, getting shot in the chest, crashing into the Unsteady Floor (a Sticky Aspect placed on the room by one of the PCs!) and falling through, into the Flooded Room below. Once things had settled, the body of the gorilla was nowhere to be found! This, of course, lead to chants of You Thought I was Dead, Not All Gorillas Are Poor Swimmers, and Hardly the Last Time We'll See Him from the players. Honestly, I was just writing him off as dead at the time. I was far too tired to be clever, but when my players did the work for me, I knew what had to be done. Oh yes! He will return!!

Only one thing remained. The urn, and the not-at-all-obviously-placed pedestal! Cracking open the sarcophagus first, they found an undisturbed Pharaoh's body, mummified in the traditional manner. Placing the urn on the pedestal, a mechanism activated, opening a small window in the ceiling allowing light to pass through some crystal directing it straight down on the pedestal. Originating from the urn, light shone out onto the cylindrical walls, showing a surprisingly detailed map of the eastern half of the African continent, the flow of the Nile, and the location of the temple. Sir Alistair took some photographs of the strange phenomenon, then, after some further investigations and questioning the GM about various factors, the urn was removed from the pedestal and the party made their way back to Kigali.

In this session, the players used Fate Points far more, and benefited from them as well. I messed up once or twice, as I pointed out above, but over all, I was once again happy with how things went. This game ran a little late, and I had to cut some content to get it done in the session, but the players had a blast, and everyone seemed pleased with the outcome. The urn is important to the overarching plot, while still being an interesting discussion point for that session. After mutated shrewmen and intelligent gorillas, I promised regular humans for session three, and almost lived up to that promise...

Saturday, March 08, 2008

Should We Just Call The FF?

Session One: Adventuring 101- Thrilling Tales and Monstrous Creatures

Available: Sir Alistair, Ares Astral, Maurice LeBec

The groups contact at Atlantic Philanthropy (AP), Donald Fairfax, informed the attending members of trouble in Chicago. Reports were coming through of unusual disappearances and large holes around the city. The party was to travel to Chicago immediately and make contact with an associate of the Society, Professor Harvey Dale.

On arriving at Chicago they were greeted by a Friendly and Talkative taxi driver who filled them in on the large science labs overlooking the city, what little he knew of the Professor and the rumours that were spreading through every district about what might be really going on. Suspicions were firmly on the labs, but there was no time to think them out, as another car slammed into the side of the taxi, putting both through a shop window!

An Elephant Sized badger stood between the party and the remains of the entrance to a hospital. Obviously Bad Tempered and Out of Control, it was thrashing and causing chaos! Two Japanese tourists raced past the shop window screaming something about a mutant dinosaur. After being driven into, set on fire and generally shot at, the monstrous creature was lured up onto a building and onto the tracks of an elevated train, frying itself and shorting out the line! Ares investigated the remains, with the assistance of Sir Alistair, before both clambered down the ruins and headed toward Maurice, who had made it into the hospital.

Maurice had discovered that the creature had come up through the hospital floor with some more unnatural friends, and was seemingly lead by a small, grotesque man who, according to one hysterical nurse, referred to himself as "The Mushroomoid". The hole they came up was already filled in, and the creature dealt with.

As Chicago's finest arrived on the scene, the party chose to beat a hasty retreat instead of having to stand around answering questions. The ventured on to the labs, using a car Maurice appropriated.

Greeted warmly by the staff at the labs, the party was immediately brought down an elevator into a large, advanced lab, and was met by Prof. Dale, who showed them an interesting goo that had been discovered and delivered to his labs some months ago. Only in the last few days have they made any progress with it, as running an electrical current through the goo causes it to move, shift and reach out tiny fingers of goo. However, they discovered too late that their experiments were coinciding with the strange occurrences in the city, and fear there may be a connection.

After some brief talking, the lab began to shake and rumble, and the party, after making successful Alertness rolls, felt as though they were back in the elevator again. The lights went out, and everything and everyone was plunged into darkness. Maurice's excellent night vision allowed him to see strange creatures moving in the shadows, and over the din of the chaos, he heard a high-pitched voice command "The gir*crash*! Take *crash, bang*rl! Pretty girl. So commands the Migh*crash, bang, wallop*manoid!!"

Lights come up, and a hole leading out of the base of the lab into a cavern is found. Once in the cavern, it becomes clear that the labs have been Sunken Into the Ground, and now only the top floor of the building remains above ground. Following some tunnels leading down and towards the city, the party ended up in a huge, deep chasm with a spiral walkway leading all the way down, and several dodgy looking bridges criss-crossing the cavern. Wandering downwards they hear scratching and scraping noises from several of the tunnels leading off this central area. Below, a blue glow illuminates the floor of the cavern from a side tunnel, and strange creatures can be seen scurrying around. Reaching the floor, the creatures turn out to be blind Naked Mole Rats! Huge, blind, naked mole rats! Everyone made Stealth checks, Maurice blending seamlessly into the shadows, while Ares trips on a rock and stumbles into Sir Alistair, both falling loudly onto the cold rock floor. Some mole rats wandered over to investigate, but a quick bright flash of a torch into their faces caused them to reel back in horror and flee.

Investigating the blue glow, the party discovered a smaller cave with a Tesla Coil, a Mysterious Contraption, made of bits and pieces of various stolen things from the city, a pedestal with the goo positioned between the Tesla Coil pylons, and a badger in front of it. Just the regular kind! And finally, to one side of the cave was an impish, ugly man, siting on a rough stone throne, with a female lab technician chained to the wall, as all good Damsel In Distress' should be!

The small figure gestured dramatically, and complained loudly about surface dwellers invading his Subterranean Empire, sacred home of "The Mighty Shrewmanoid"!! Yup. Turns out, the nurse has misheard him, much to his annoyance once the party explained questioned it. This brought howls of laughter from all three players who had been quizzing everyone in the labs earlier about intelligent fungus, and discussing among themselves how to defeat a plant-based opponent!

Combat ensued, someone shot the Mysterious Contraption, Maurice used the shadows to get to behind the Shrewmanoid, Sir Alistair was horrified by a Star Faced Mole, and Ares tussled with a large, but not elephant sized badger! Once the dust cleared, Maurice had a wire around the Shrewmanoids neck and a few rounds of combat was brought to a dignified conclusion. Dragging the villain to the labs, with the rescued lab assistant in tow. Questioning him got all the answers they needed, before handing him over to the authorities.

Overall, the first session went well. Most importantly, everyone had a blast, there were lots of fun moments and laughter, and the players got right into the spirit of the game! None of us really made much use of Fate Points, and I needed to reread combat before the next week. Also, I learnt that I need to be harsher in combat. Characters can take a lot, and don't go down easily. I tend to be cautious in dealing damage as I don't want to remove players from the game. Mechanically, though, that's a rather difficult thing to do, so I need to be more ruthless with what my NPCs can do!!