Tag name:rpg

Traveller Session 2

First published 19th January 2025 (Last Modified 14th August 2025)
Game Date
119-1105
Location
Flammarion
A map of the local jump map around Flammarion
External view of a Type S Subsized Liner

External view of the MV Emperor Cato (placeholder image for now)

Some clarifications from last session.

The previous crew of Vagabonds Hope were Scouts, but they did not have a very good reputation, notes made that they had a very “slapdash” feel to them. They were using the generous refit budget provided by the Scout Service to get the parts need for the ship but instead of using them they were selling them on the Black market for profit and then buying cheaper parts from the breakers yards. They were also noted to not be an exceptionally talented team, the lowest end of the scale as far as Anders is concerned.

Our liner is not set to depart until the following day so the team catches up with any last minute shopping and preparations before relaxing for the evening. The next morning most of us don’t notice anything untoward as we board the Liner, but Junebug notices that some people are paying more attention to those of us boarding, she gives a small nudge to Tharbin to point out what she has observed, for further discussion in private. After we choose our staterooms and get settled Junebug calls us all together to talk over what she saw. The people did not stand out as such with no military style uniforms or fancy clothing they appeared to be dressed as standard dock workers.

Masuyo requests to talk to the Purser, asking about Piracy levels in the region, to which he replies that there have been no attacks recently, but being at the edge of Imperium space and on the borders of the Sword Worlds does somewhat increase the risks. Masuyo asks all of us to not discuss what cargo we brought aboard with us, having planted a seed with the Purser to find out if there is any kind of information exchange aboard the Liner. As an extra precaution Junebug arranges for some extra security measures with our cargo by setting up a clipboard with a regular schedule to run checks at regular intervals to check for tampering she has also implemented some simple and timeless measures with tape. Tharbin has also provided a bug with both live video and sound feeds to watch the cargo as well. After our meeting we all head back to our rooms to change into civvies for the trip.

The ship departs on schedule, and Tharbin decides to have a look at some pictures we managed to get of the "dock workers" that were watching the passengers boarding but he could not establish a connection to the net. 100 diameters from the planet (or any large object), which is for safety purposes, the ship prepares to Jump. as is traditional from earliest memory with Jumps using up almost all of the power, the lights are dimmed. We all find things to keep us occupied during the week in jump space. During our time on board we make a note of the fact that the Purser does not make any kind of checks on the cargo and we have not noticed anything untoward so far.

Being a mechanic myself I have been listening to the ships "hum" and believe that although not dangerous the crew are carrying out the barest minimum maintenance, leading me to the conclusion they do not really care too much to go above and beyond to maintain the ship, they keep it running and nothing more. This is further backed up by the lack of Stewards aboard and the overall shabby and slightly grubby feel of the ship in that there is a bare minimum of cleaning being carried out. There are no High or Low passengers aboard the liner only us Middle passengers, the Scout Service is subsidising the liner, this maybe the reason for some of the noted issues.

Five days into the Jump we are made aware that one of our fellow passengers is a singer and has offered to perform an impromptu recital for any that are interested. the Singer is pretty good and impresses all of the attendees, but I and it seems a few of my party feel uncomfortable for some reason, as if there is something odd about how I and the others are responding.... Something is definitely not normal about the performance but I am unsure as to what it could be. I make a note to discuss it with the others later. After the performance Earl decides to have a chat with the singer to see if he could ascertain the reason for the strange reaction. Was it a drug/gas, Psionic in nature? The feeling was only prevalent during the performance and faded soon after. Upon further investigation no drugs were found to have been used and we all comment on how strange it is that all attendants of the recital agree on how good the performance was, everyone has different preferences so that is also unusual. So Tharbin decides to investigate the singer himself.

Masuyo makes her concerns regarding the condition of the Liner to us all and states that she would like to report the liner upon return to Flammarion to get it checked and serviced before a disaster can occur. She also make us aware of her suspicions that there may be a Zhodani connection, and then explains that the person responsible for helping to rescue Cyndariel and Chase is part of the Anti-Zodani faction and the possible Zodani connection with the singer.

Masuyo has made a fairly thorough check of the Low berths to make sure that there are indeed empty and we have no other signs of any stowaways.

A view of a circular landing pad early evening on a mars like planet (but with a thicker atmosphere. There are two small suns setting with a much larger moon also setting.

View of the landing pad on 567-908 prior to the arrival of the MV Emperor Cato. The buildings of the scout base are behind the viewpoint.

168 hours out of Flammarion we exit jump space at 119 diameters from 567-908, Masuyo and Earl are both in the gallery and make note that no other ships are in the vicinity, The planet is a greyish brown colour with some signs of surface water, and a thin atmosphere. The liner's atmosphere has been slowly adjusted during the jump to help passengers acclimatise. We are given 24 hours planet side whilst we wait for refuelling to be completed by the crew and checked and supervised by the Scout Service personnel. I go off the investigate Mandels Prang, the remains on an ATV that has been crashed into a large rock. It look quite eroded maybe due the high winds that occur planet side. The others wander off to find their own entertainments.

Traveller Session 1

First published 25th December 2024 (Last Modified 14th August 2025)
Game Date
117-1105
Location
Flammarion

A map of the local jump map around Flammarion

After receiving a message from Earl Dumarest regarding a job offer, we all gather and meet in High-port, one of Flammarion Spaceport bars to get reacquainted and to share our experiences whilst we were separated. There is a Scout Way-station attached to the Spaceport, there is a Naval Base which is separate from the Spaceport. X-boats also stop on Flammarion.

We decide to make a party of our get together before meeting with Anders Ascaris the next day.

Engineering Brochure view of the Type K Safari Ship

We are shown into Anders office and welcomed, whom seems to be talking exclusively to Earl in the interim. He/we are offered something called detached duty working for the Scout Service but are informed that currently there are no ships available, but an alternative is being offered. It is a converted Safari ship Type K Safari Ship, jump 2 capability, military grade sensors, 11 staterooms. The only small issue is that the ship is not on Flammarion, but on Walston, a jump 4 away from our current planet. Transport on a subsidised liner has been arranged for all of us. Another problem is that the previous crew abandoned the ship due to being brought up on charges of defrauding the Scout Service by taking the spare parts they were providing and selling them for profit and then buying inferior replacement electronics and spare parts which led to it failing an inspection at Walston leading to the abandonment. The electronics on the ship are in poor condition, but the Scout Service will replace the electronics and any other parts that need to be replaced, and any other faults will be repaired.

Walston is a Tech level 8 planet with a C Class Spaceport, a Scout Base Warehouse, Walston does not however have the parts we need to make the necessary repairs.

Our Tickets for the Liner will allow us to jump to 567-908 E-O where refuelling will take place, and then onto Walston, where we will collect the Vagabond's Hope (the name of our ship).

Earl accepted the contract on behalf of all of us, rules of engagement are we can return fire if we are first fired upon, in the case of hijacking and piracy, we can initiate combat, Masuyo has a full recording of our conversation with Anders.

A view of a modified Type K Safari ship

Modified Type K Safari Ship in flight

D&D Session 1

First published 1st April 2025 (Last Modified 10th August 2025)
A cart of provisions pulled by a two oxen yoked together. The cart is on a dirt trail through a wooden ravine. The cart is driven by an aasimar and is accompanied by two humans, a dwarf, a halfling and a gnome all walking along side the cart. In addition a drow elf on foot is scouting ahead of the cart

The only image where the AI was persuaded to show two oxen. As for the composition of the team, the AI seemed determined to show what the goblins were hoping for (despite the goblins not being mentioned in the image prompt!)

Day 1. The party has assembled in Neverwinter, where we meet a Dwarf wishing to hire us to escort a cart of provisions to Phandain, 2 days travel to the south. there are rumours that the dwarf & his brothers have discovered something.

Day 2. The dwarf and his protector leave in advance of our party the following morning, our ranger keeps a curious eye on them, we set off the a few hours later with the party split with some riding on the cart and others walking. The party is a mix of characters. Silanne an elf ranger, Tharbin a curious dwarf, Tremen the tremulous, Bluebell Maples a druid, Basher & Fiorana Naskill. The day goes uneventfully and we arrive at the camp site chosen by Silanne.

Day 3. The evening watches were uneventful, we wake to a wonderous day, hunters of the party have returned with ample food to fill our bellies. As we begin our journey our ranger takes the lead and heads off to scout ahead. A few hours later some of the party take leave of themselves to head off towards the position of Silanne, we bring the cart to a stop. Up head the advance party have spotted a Goblin ambush and proceed to disperse into the surrounds to seek out the raiding party & dispatch them as fast as they can.

D&D Session 5

First published 30th July 2025

The party proceeds further into the cave I take the left turning as it is dimly lit, the cave system seems to have numerous twists, turns & back tracks as we continue to explore deeper.

A female elf in a cave complex with some friendly wolves

Silanne with the wolves

I see Tharbin & Bluebell up ahead. Silanne continues to look after the wolves we found and helps to calm and feed them whilst slackening off their chains to make it easier for them to move around and reach the food and to lie down, meanwhile Bluebell joins us and casts Longstrider on Tremen, As Tharbin approaches a largish cavern he crouches to have a peek around the corner, and finds he is close to a Goblin to the west but the east appears to be clear, Cromagon shoots at the goblin standing on the bridge spotted by Tarqual earlier, dropping it. Tremen then moves into the western passage that Tharbin took but is immediately shooed away as he is carrying a lantern fouling up Tharbin's Dark Vision. We all hear the wolves that Silanne is with, calling out and get several responses from deeper into the cave, but she is making friends with them and keeping them relatively calm. I for the time being hold position just in case something attempts to sneak up on us. Bluebell moves into the cave system to back us up and heads into the western passage to help Tharbin, but before she does this she casts Goodberries and hands them out with instructions on how to use them. Silanne them signals Fiorana to pass on a message to whole team to Please not kill any wolves you encounter. Fiorana reminds me that the Wolves we encountered at the entrance are part of a bigger pack and are friendly to our needs.

Tremen moves further into the caves to the east passed the prone goblin on the bridge which has been bitten by another wolf that has appeared ahead of us and I move up to the rest of the group heading east. Silanne leaves more food for the wolves and rejoins the team in searching the caves. As we proceed further we encounter more goblins and begin to attack successfully taking most of them down in various ways and we also find that wolves are helping us. Bluebell moves in near Tharbin and casts Ice Knife and kills one Goblin and damages another. Tharbin also kills a Goblin and relays to those that can hear him that he has found a possible human prisoner and seven potential enemies, two of whom are now down, there is also a passageway possibly leading east to the bridge.

A large muscular goblin holding a male male prisoner

The begining of the negotiation

Fiorana manages to find a Goblin to target but struggles to take it down. As the fights continue, a wolf charges past Tharbin and almost bites the head of the next Goblin killing it. Crom is heard off in the distance, as Fiorana is heard shouting for assistance. As the clash and clangs of combat are heard, Tharbin narrowly misses getting hit. A large Goblin finally takes a hold of the human and demands that Tharbin stops fighting or he will kill the human, Tharbin is reluctant but the Goblin say Kill Klarg, let us go, we let him go pointing to the human. We stay here till job done, Tharbin agrees so they let the human go but Tharbin demands that he be fed, cleaned up and healed before we return, the Goblin agrees. So the four of them (Tharbin, Bluebell, Silanne and Tarqual) all back out of the room. I move up to the northeast tunnel and come up against a makeshift dam with water trickling out. I notice some wooden wedges placed in the dam, clearly key to holding the dam in place. Crom is head shouting some profanities at Klark. The rest of the party cross the bridge to join the up with those who encountered Klarg and his crew of Goblins, Cromagon took a bad hit from Klarg almost killing him but he made a last ditch effort and succeds with a killing blow, the rest of the Goblins drop their weapons and run away. Crom is heard shouting a warning Is there anybody who wants to be introduced to Skull Splitter, as he dispatches another goblin with his great axe. After the this the party reassembles & Trem tends to Crom's wounds.

Silanne tends to the wolf who came to our aid & takes the rest of the wolves back to the main area with the restrained wolves, and we find a lot of equipment everywhere and a small cage with a monkey in it.

Cyberpunk Session 14

First published 30th July 2025

Following on from the events of the previous session, Spooky informs Tremen that even with her best efforts she could only get a few more details. SHe was able to reconnect to the Hilton's security system and ascertained the following:

Mr. Smith - a well dressed gentleman with a non-descript

The computer claims this is an image of Mr. Smith but who can know if it actually captured a proper image...

  • Room 205 was in the name of a Mr. Smith
  • An attempt to find security footage of this Mr. Smith shows a man walking from the lobby to the room
  • There is no indication that he left through the front door
  • From the security cameras the room is empty and looks unused, the only unusual aspect is the open window to the balcony
  • Whenever Tremen tries to look at the face of Mr. Smith his eyes are always drawn away from it as if Tremen's body was trying to reject seeing it

Just as Spooky finishes showing Tremen the security footage there is a scream from the main room of the Warehouse - it is at this point when (as prevously recorded) Nameraka's arm slipped onto the black mirror. He immediately collapses and his left arm is missing as if sliced off by a very sharp knife. There is a pool of rust coloured melted ice on the floor between him and the black mirror.

Wakiya and Tharbin go to assist Nameraka (Tharbin leaving the small office) with Tharbin managing to stabilise Nameraka to at least the point where Nameraka isn't going to die. It's apparent that Nameraka's arm has been subjected to extreme cold (at least as cold as dry ice or, more likely, liquid nitrogen levels of extreme cold).

Tremen concludes that the Hilton needs to visit as soon as possible and he and Spooky borrow a car from the forensics team and head straight there.

A tanker truck

The suspicious tanker truck

Just as Spooky finishes showing Trem

Meanwhile outside Shadow continues examines the trucks. One of them is a tanker and tapping the side of the tanker with a metal pole discovers that lower portion of the tanker does not contain same as the top half of the tanker. Opening the hatches at the top reveals that the top half is indeed fuel. Careful examination of the pipes and valves of the bottom of the tanker reveals that one of the valves is connected to the bottom half of the tanker. With the help of Ricky this vale is cranked open with some difficulty. Once open a viscous liquid comes out, splashing them both.

Tremen and Spooky arrive at the Hilton and, with the help of the manager check out the contents of Room 205. It's just a normal hotel room, but there is a slight scuff mark on the railing of the balcony. The balcony looks out over a park (so there won't be any CCTV that will get a good view of the balcony). Checking the adjacent rooms (particularly those above and below) doesn't reveal anything else unusual and even checking the AV landing pad on the roof only reveals that the only flights were the normal airport shuttle runs.

The rest of the team, after getting Nameraka rushed to hospital maneuver the mirror back into its crate and then the crate into our van.

We all then head back to base1 where we notice Lady Kitsune's department of the crate. One of her associates (who probably has a full body prosthetic) examines it. He is seen (by Shadow) to slap a piece of paper on the crate, but when his hand lifts from the spot there is no such piece of paper.

Tremen makes an in-person report to Lady Kitsune's department.

Two days later

Nameraka rejoins us - his arm has been replaced with a cybernetic arm and hand.

Research has revealed the following:

  • The substance in the tanker is blood, but not human nor of any known animal
  • The ash of the Zombie is just the pulped remains of a human and does not have the remains of any cyberware
  • The adversion effect of the footage of Mr. Smith applies to any member of team (i.e. none of us can concentrate on his face. Interestingly this effect applies even to the still images from the security footage). However we do all agree on his clothing and general appearance

One of Lady Kitsune's associates delivers a manila envelope containing real paper and explains that Lady Kitsune wants us to investigate. The paper gives us an address of a farm and notes that by tracing the tanker movements via street cameras etc. this farm was the most recently (if 20 days ago) location which the tanker visited.

Cows in the foreground with farm buildings in the middle distance and rolling hills in the background

Suspiciously mutant cows at Inagawa Kokusai Farm

The farm, Inagawa Kokusai Farm, is a beef cattle ranch run by AI and owned by the agri-business CoAg.

We head out to the farm. From the road we see nothing unusual and it is obviously run by an AI. We are let in. There are two main building and several grain silos. The buildings are a bunkhouse (used by maintenance personnel and the evidence is that it was last used 10-15 days ago) and a machine room holding equipment and supplies for repairs.

A crumbling set of steps leading uphill a dark forest. A Torii gate straddles the path

The Torii gate straddling the crumbling path

Nameraka climbs one of the silo and spots a set of steps heading up into the woods behind the farm. We all head up these crumbling, but recently used, steps which lead to a Torii.

Footnotes

  1. This includes getting the tanker back to base

Cyberpunk Session 12

First published 27th May 2025 (Last Modified 30th July 2025)
Three members of the team entering the warehouse

Three members of the team enter the office part of the warehouse (they'd like to think they're entering cautiously, but you can judge for yourself....)

Exploring the location of the warehouse we cautiously move into its surrounding courtyard. As we approach the loading bays at the back of the warehouse we become quickly aware of hostiles (gunshots are quite effective at that kind of notification). Shadowdancer get a hit on one of the hostiles, apparently downing him (this hostile had earlier shot at Tremen). Meanwhile Spooky has spotted a set of wires leading into the building and is able to ascertain that the data connection is not being used for significant amounts of data traffic (i.e., no major uploads or downloads are in progress).

Tremen enters the warehouse (via a door next to the set of wires and, for his trouble has to duck behind a forklift truck as several shots are sent in his direction. Shadowdancer, still outside the loading bays, continues exchanging fire with more hostiles, downing one of the hostiles, but getting badly wounded in the process. Tharbin gets to Shadowdancer (while still under fire) and performs first aid on Shadowdancer and enabling Shadowdancer to sort out the one remaining hostile amongst the trucks and vehicles in the loading bays. Nameraka assists in this part of the firefight (although Shadowdancer was concerned that Nameraka's help could be seen as being limited to acting as Mobile Cover!)

Ricky and Wakiya also move into the Warehouse and also come under fire, but from a different hostile than the one firing on Tremen.

Outside a final hostile is engaged by Nameraka and Shadowdancer, this hostile seems to be a somewhat different to the others that been encountered so far. Nameraka successfully wounds this new hostile.

Inside the Warehouse, Ricky and Wakiya deal with their hostile while Tremen's hostile moves off deeper into the Warehouse after being wounded.

The different hostile engaged by Nameraka and Shadowdancer moves into the Warehouse, but is brought down soon after (the hostile is not only followed by Nameraka and Shadowdancer, but is also engaged by Rikcy and Wakiya).

At this point, the warehouse is mostly secured (the hostile wounded by Tremen seems to have scarpered), so we can begin a (still cautious) investigation of it.

The warehouse seems to be a packing operation of some kind (there are workstations along side a conveyor belt leading to a some kind of packing station). It does look like what you would expect for that kind of commercial operation.

Ricky reports the discovery of a box about the size of a suit case tucked away in a corner that contains valuables. These include watches, jewellery, and several wallets none of which have any money but one does contain an ID card (someone was careless when emptying it). The card belongs to an Amanda Orwell, it states that she was a purchasing manager for Neuf mères.

Tharbin finds a door secured with an electronic lock and calls over Spooky to open it. Inside is a small room with three people. They are barely alive. Some food and an overflowing bucket are also in the room.

As we continue checking the people, the offices, the crates (one of which has a collection of firearms), a deep resonating voice (more felt than heard) says:

That won't do. That won't do at all. Prey should know what it is, although more quick bodies for the fire is always a bonus.

 

Cyberpunk Session 13

First published 23rd June 2025 (Last Modified 30th July 2025)
A smartly dressed zombie with a green glowing chest

The green thing.

The voice doesn't seem to be coming from any loudspeakers (partially because no loudspeakers are visible). We continue to check out the warehouse with Tremen and Wakiya in the back office (which is full of stuff that's basically junk).

However as spooky moves towards the office she spots of tthe corpses of the previously downed hostile. However two things strike her as odd: (1) The corpse is standing up and looking at Spooky and (2) its cyberware is glowing green!

Meanwhile Tharbin examines the three prisoners to ascertain their status - which is: Alive, not bleeding but not in good condition. Tharbin tends to them providing reassurance and ensuring that a paramedic team is its way to assist these victims.

The green glowing thing now giggles and spits a green acid blob/dart at Spooky hitting her and causing her status to change to Seriously Wounded. Hearing Spooky yell Ricky moves towards Spooky and sees the green glowing human near Spooky. Spooky pops a shot at the green thing and misses (at which it giggles again).

Nameraka, Shadow, Tharbin and Wakiya move toward the sounds of trouble - Spooky takes the opportunity to bravely run away, but not before taking a second pop shot, this time succeeding in hitting. In response the green thing just stands there, turns a little and spits at Ricky. Tharbin takes a pot shot and misses.

Tremen, seeing Wakia moving to assist in the fight and wanting to ensure that there's no surprises remaining in the small office complex that Wakiya and Tremen were checking out opens the one remaining unopened door in that part of the warehouse. Behind the door is ... a smaller office - in better condition1 with a running desktop computer.

The team (including Tremen) converge on the green thing start to concentrate fire on it. Tharbin is the next to gain a hit. He notices that its skin seems to be acting similar to combat armour (despite not being obviously anything other than skin). His next shot also hits and causes actual damage. Wakiya also scores a hit.

Now that the thing is concentrating on Ricky, Spooky takes the time to try to recognise the green thing's cyberwear, but doesn't succeed.

More shots pour into the green thing until Shadow gets into a position where he can see the green thing. He takes a single pot shot at it mortally wounding it with that single shot. The body collapses to the floor and the glow disappears. The body then disintegrates into a pile of mush. What appeared to be cyberwear now just looks like bones. Realising that it's beyond what he can quickly examine Tharbin calls back to Section 9 for a forensics team.

Following this excitement we resume (again) our exploration of the warehouse. Nameraka discovers a locked crate suspiciously just the right size to hold a coffin.

Back in the small inner office Tremen examines the desk while calling for Spooky to examine the computer. In the desk are a set of outbound delivery notes. However these have been completed in a simplistic, even childish way - not even a slapdash delivery driver would find these notes useful.

The ambulance for the victims arrives and the paramedics are escorted in by Shadow and Ricky and Tremen assist the paramedics.

This makes room for Spooky and Tharbin to enter the small inner office. The screen of the computer shows a small red dot and as soon as Spooky touches the computer it shut downs. As the shutdown was triggered remotely Spooky is able to quickly jack in (with Tharbin as backup) and follow the ghost line of the connection. It is immediately apparent to Spooky that she needs all her defences but shes traces the ghost line to the Night City Hilton's security gate. This she easily bypasses and tracks the ghost line to Room 205 before the ghost line disappears and Spooky is attacked by the logo of Neuf mères. Her defences hold and, as the connection is broken, she hears a giggle.

Wakiya's investigates some more crates double checking the finding of wallets, purses and watches (both men's and women's watches).

Ricky helps the paramedics with the three victims. As a result he learns that the victims would, most likely, have died in a couple of days without our intervention.

Outside Shadow spots that only two of the parked trucks have been used recently. A red truck and yellow one as it happens2.

Spooky picks the lock on the large crate found by Nameraka. Within it is a layer of packing about 5cm deep. Under that is a wooden shipping crate. The crate looks relatively old (not decrepit just old). Wakiya and Nameraka start to maneuver the wooden crate out of its outer container while Spooky watches on. As this is going on Tharbin and Tremen are assisting the forensics team which arrived shortly after thge paramedic team. Ricky is returning back to the warehouse as the paramedics depart and Shadow is investigating the most recently used trucks.

Using crowbars Wakiya and Nameraka attempt to remove the top of the wooden box. Unfortunately Nameraka fumbles on his side of the box and his left hand and arm slip inside of the box. His hand and arm hit something very cold and as Nameraka withdraws his arm it is covered in rime and ice. He falls to the ground in agony.

Inside the wooden crate is what would be a large full length mirror if it wasn't for the fact that the surface is black not reflective....

Footnotes

  1. Note that it's still a mess though.
  2. This matches the childish writings on the delivery notes that Tremen found earlier

D&D Session 3

First published 19th May 2025 (Last Modified 10th June 2025)

Bashers secures 7 rooms at a reasonable price for the party - 1GP per night at the Stonehill inn.

Silanne & Tremen head to the townhall and report the possible deaths of the dwarf and his protector at the hands of some goblins, that we adequately hunted down and dispatched.

A single storey building with a peaked roof. The building stretches back some way,

A potential view of the Sleeping Giant Inn

Fiorana approaches the Sleeping Giant (tavern) which suspiciously looks empty and others seem to be wary of. The hairs on the back of her neck tingle, so she decides to scout the perimeter, noticing prying eyes on her movements. A little careful questioning leads to some information about a gang called Redbrands that owns the tavern and are disliked by the locals.

The dwarf that I meet in the miners exchange, after exchanging greetings we begin a discussion. He seems upset at the news about the dwarf missing possibly killed by the goblins, he mentions they think somebody called spider may be controlling the goblins, after I mention that they seemed to be a little organised. I inquire about the mine and where the dwarfs brothers might be, to which he mentions they will be at the secret mine at echo cave. I relay this to Tremen whom I meet on my way back to the inn.

The party assembles in the inn, Basher & Fiorana decide to check out the Sleeping Giant. As they head out a commotion is heard outside. A cart is seen heading into town escorted by locals, full of goblins. The towns folk are cheering. After a short time they head off and discreetly gain entry into the Sleeping Giant. A little bit of snooping around discloses some rooms and a crowd downstairs in the cellar. Basher returns to the party and informs us that Fiorana is hidden inside the tavern and listening to the crowd. Some time passes and no sign of her return yet

A view of a room. There is a window on the left wall and two doors with small barred windows on the wall opposite the viewpoint. There is a desk against the right hand wall.

Interior view of the Townmaster's Hall (entrance hall)

Tremen the Tremolous engages with the locals who brought in the goblins, and discovers that they were caught slightly north of the funeral pyre he set. The locals discloses that the goblins muttered something about a dwarf and human been captured but were separated. The 4 captured goblins are escorted to the cells at the town hall, and returns to the inn. Fioranne returns some time later to the inn around 9.30 and passes on what she overheard.

A short time later a messenger arrives and asks for the party, we are told we are wanted at the town hall as the town clerk wishes to hire us, to rescue the dwarf & human mentioned by the goblins. Tremen heads off to negotiate our fees, & 20GP per person is agreed. He then heads off to question the goblins about the location of the cave, which they disclose as the north of the funeral fire (the hidden goblin path discovered by Silanne). One of the goblin warns him about the water, and a big goblin with stick, which Tremen believes is a lookout.

Our ranger is absent, but is mostly likely doing a sweep of the village perimeter. The party don't worry as Silanne is experienced and very good at not been spotted

Contract terms for detached duty

First published 1st January 2025 (Last Modified 5th May 2025)

Imperial Scout Service Detached Duty Terms and Conditions

Standard Terms

Article 1: Purpose The purpose of this agreement is to outline the terms and conditions under which a scout, hereafter referred to as the “Scout,” will operate a designated Imperial Scout Service vessel (hereafter referred to as the “Ship”) during their detached duty.

Article 2: Ship Allocation The Imperial Scout Service shall allocate the Ship to the Scout for the duration of their detached duty. The Scout is responsible for the Ship’s maintenance, upkeep, and overall condition.

Article 3: Mission Objectives The Scout shall complete any mission objectives assigned by the Imperial Scout Service, which may include:

  • Exploring uncharted regions of space
  • Charting new worlds or celestial bodies
  • Conducting surveys on planetary conditions
  • Providing intelligence reports to Imperial Scout Service HQ

Article 4: Communication and Reporting The Scout shall maintain regular communication with Imperial Scout Service using the Ship’s communication systems. The Scout shall submit regular mission reports, including findings, discoveries, and any notable events whenever visiting a system with an Imperial Scout Station.

Article 5: Safety Protocols The Scout is responsible for ensuring the safety of themselves, their crew (if applicable), and any third-party personnel on board the Ship. The Scout shall adhere to all standard Imperial Scout Service safety protocols and guidelines.

Article 6: Equipment Maintenance The Scout shall perform routine maintenance and inspections on the Ship’s equipment, including but not limited to:

  • Life support systems
  • Propulsion systems
  • Communication arrays
  • Sensors and scanners

The Imperial Scout Service will provide funding for annual inspection and servicing of the Ship and its equipment.

Article 7: Unauthorized Activities The Scout is prohibited from engaging in any unauthorized activities while operating the Ship, including but not limited to:

  • Commercial trade or commerce that requires the Ship to be at a specific location at any time or requires the Ship to perform any specific task
  • Military operations or combat
  • Illegal activities or espionage

Authorization must be obtained in writing from the Imperial Scout Service before the activity occurs. However, in the event that the ship is engaged in combat that it did not initiate the ship and its crew are authorized to act in self defence.

Article 8: Liability In the event of any damage or loss sustained by the Ship during the Scout’s detached duty, the Scout shall be held liable for the costs of repairs and/or replacement. This liability may be waived by the Imperial Scout Service at its discretion.

Article 9: Annual InspectionThe Ship must undergo an annual inspection and overhaul at least once in each calendar year

Article 10: Termination This agreement may be terminated at any time by the Imperial Scout Service, should the Scout fail to comply with the terms and conditions outlined herein or in the event of the vessel being required for other duties. In such cases, the Scout shall immediately return the Ship to the nearest Imperial Scout Base on being informed of the termination of the agreement.

Article 11: Effective Date This contract becomes effective upon allocation of the Ship to the Scout and remains in effect until terminated or superseded by subsequent agreement.

Supplemental Terms

Article S.1: The Scout is Earl Dumarest

Article S.2: The Ship is the Vagabond's Hope, a modified Type K Safari Ship currently at Walston.

Article S.3: The Scout will be supplied with Middle Passge tickets for transport of up to 8 people from Flammarion to Walston. In addition to the Middle Passage Ticket an allowance of Cr1,000 per person will be provided to cover all incidental expenses.

Article S.4: The Scout will be supplied with equipment and software that will allow the Scout to take possession of the Ship and bring to Flammarion.

Article S.5: The Scout will be supplied with Scout Service Refuelling Vouchers that can be redeemed at the Bowman and Asteltine Starports.

Article S.6: Once the Ship is brought to Flammarion, the Scout Service will provide Accommodation and Cr1,000 per person while the Ship undergoes a Full Systems Overhaul.

Article S.7: The Ship may be involved in commercial activities, as long as these do not conflict with the Scout Service

Article S.8: If the ship is hijacked the Scout is permitted to inititate combat to retrieve the Ship.

Article S.9: The Scout is allocated the ship on 120-1105

Cyberpunk Session 10

First published 28th October 2024 (Last Modified 4th May 2025)

(Played on 27th October 2024)

From Tremen's notes

After a short break to clean up and have a short nap we return to Section 9's offices and discuss the latest findings. More importantly though there are have been another 5 masher-style murders overnight while we were in the sewers. The murders all occured between midnight and 1am and were spread out around the city night with no obvious pattern and clearly physically impossible for a single person to do (and clearly not Masher as we were all in the sewers at the time).

After an extensive search of the net Wakiya discovers that the symbol crops up more than once, although it is slightly different each time the basics remain the same. The top search results are a Mercenary company in South America called "Isqun Umayuq Mach’aqway", a publishing company in South Africa called "Inyoka yamakhanda ayisishiyagalolunye" and an antiques company called "Neuf mères". Of these only Neuf mères has any presence in Newport City, a small warehouse on the waterfront in the port at Dejima.

In fact the team discovers (with Ricky having the best memory) that the nine pointed star was used as an emblem by the thugs we encountered just a couple of days ago. In fact it rapidly becomes apparent that the Neuf mères warehouse was one and the same warehouse where we found the body of Hoga Itami. Pulling up the survelliance camera for that area shows that the area is now relatively clean and tidy (there is still the wreck of a burned out car, but that's actually about it for the debris from the fight scene). The camera just about shows one of the outside edges of the Neuf mères warehouse. Pulling the maps and plans for the area shows no obvious overlook for the warehouse, which has several windows on the upper storey, a main loading roller door and a couple of double doors on side walls.

After discussing equipment options and requistioning a Tachikoma as backup we head to the warehouse.

The warehouse is strangely clean, tidy and, despite having many boxes and even shipping containers, remarkably empty (the boxes and shipping containers are empty). After some considerable searching we find a grate in what should be a bathroom (it only has a washbasin apart from the grate). We lift the grate and it reveals a shaft and ladder about one person wide leading downwards.
We head down the ladder - it is a long way down (well below the water level of the adjacent harbour!). In fact our ears pop as we descend and eventually arrive at a small 8x8 metre room with a corridor leading onwards.

Heading down the corridor there is a long window on the left hand side of the corridor which shows outer space as far as we can see. We seem to be in some sort of asteroid or microsatellite!
Despite that worrying view we continue to the end of the corridor where there is a similar 8x8 metre room with a shaft and ladder leading up. At this point Tharbinsan realises that perhaps we should let the Tachikoma know where we are and heads back.

The rest of the team climbs the ladder into a cave! The scene that greets us as we exit the cave is unnerving to say the least. We are stood on an outcropping jutting out from an escarpment
that stretches of east and west. From this vantage point you look out over a vast forest that extends beyond what our eyes can see. Everything is bathed in a harsh green light, the air is breathable but there is a slight musty taste to it.

As we watch there is subtle movement out over the forest and a slowly building hum. The hum builds and builds and then there is a blinding flash and a view of a beam of light launching itself into the sky. There is also the appearance of a pressure wave heading our way and we rapidly retreat back into the cave and down the shaft and back to the warehouse.

A beam of light projecting vartiaclly in the distance. The viewpoint is on a rocky outcrop overlooking a vast forest with the beam of light in the distance.

Alien world?

As we emerge back into the warehouse there are several rumbles and crashes and then a fountain of seawater erupts from the grate and subsides. Shocked and bemused (and, in Tremen's case at least, worried about our sanity) we return to Tharbinsan and the Tachikoma (Tharbinsan is unable to find any evidence of hallucinogenics).