Thursday, August 27, 2015

wideawake ep2 : Bliss Stage


Episode Two
"Techno one to Trust"

Bliss Stage

With the storm brewing outside, the pilots are separated to two missions:  Takeshi and Kyle sortied to handle the Mission while Katie and Christine stay by the base to handle defenses.  

Takeshi sees Krishelle waiting at the Creches, who complains about him being late.  "Ten seconds can mean the difference of life and death. Get into the pod, now!"  Takeshi grumbles as he slides in, but clearly is starting to get stressed over her tendency to boss him around.  As the Veteran Pilot, he feels the moment was one of having to tolerate her once more.  He thought he had started to understand her more given their drinking session some nights back.   He feels a growing touch of Stress in their relationship.    He slips into the dream and the ANIMa forms.

Not too far away, in the other Creche, Gerard preps Kyle for the Mission.  He even offers the "superstar" young Hotshot Pilot tea or coffee for when he returns.  Kyle remains silent and Gerard excitedly says, "Joe it is!  Remember Superstar, you are Number One." Kyle eyerolls as he slips into the Dream.  He feels his Trust towards him go up by one.  As he drifts into the dream, he has a brief moment of seeing hundreds of people applauding as he descends atop a stage.  Kyle for some reason recalls a rabbit.  His ANIMa begins to form as well.

Chris, recovered from his coughing fit, checks both Anchors if all are well.  Both report an all-clear.  He tells them to relay any Mission parameters from this on as he did not want to declare the details while the others were present.  The Mission is in three-parts and each has to be cooperatively yet independently accomplished by the Pilots.  Mission I: Blue is to arrive at the target location without being spotted.  Mission II: Midnight is to gather sensory information without being spotted.  Mission III: Indigo is to return to headquarters without being followed, and terminate any scout ships that may be following.   Chris reminds them transmitting Scouts mean Heavy Scouts coming in.  If Pilots are unable to handle the enemy, they are best to not return to the base.  At any point in time the Anchors feel the Pilots are making decisions that may jeopardize the safety of the colony, the Anchors are to abort and leave them outside.

Mission Blue begins:  the Anchors contact their Pilots and inform them the first Mission parameters.  The coordinates of their target location are given.   Krishelle considers shutting down Takeshi's weapon to force him to go stealthy, but reconsiders it for now.  Both begin moving to the location, with all ANIMa functions activated.  "Tell Kyle that we have to keep a tight formation to minimize our sensor signature.  I'll lead, and he can follow close behind," Takeshi informs Krishelle.  She questions if he's sure, and she reminds him, "Be very very careful out there.  Or I will be forced to do something drastic.  I am not joking."   Krishelle tells Gerard to inform his charge to do what Takeshi said.  When Gerard asks if "Rockstar" will be leading this one, however, Krishelle absent-mindedly says yes.   Thankfully, Gerard's relaying the information has Kyle learning he should follow Takeshi's lead.  The two emerge from the colony and skim the surface of the ruins and stay low.

They move across the ruins, and soon the rolling hills with parks and markets and other debris.  Occasionally, there are floating mirrors of quicksilver that the two dart past as they move.  Occasionally, a quicksilver mirror suddenly pops into view on the ground, and as they rush past it, both Pilots can see people inside waving at them to come closer.    They move through the dreamworld, invisible to the others.    Back in the real world, Krishelle and Gerard peer out of the access hatches to see the storm building in the distance.  Chris tells them they estimate a 20-minute safety margin before the storm reaches the mission area.  Both remind the Pilots of the duration they have.  Krishelle nags Gerard if his pilot can somehow move faster, so Gerard asks Kyle if he knows anyone who can speed up his movement. Kyle brings up that maybe Kristine can help.  Remembering her, Kyle imagines how she tends to move him around and Gerard activates the emotional resonance to become skates at the bottom of the ANIMa's feet.  "As fabulous as ever," Gerard grins, then to Krishelle, "Happy now?"  

"Focus on the Mission or you might lose your Pilot," Krishelle warns.

"At least I don't bitch my Pilot around," Gerard hisses back.

The two Pilot reach a pile of car wrecks blocking the way.  Takeshi realizes the hill they are skating over is a massive stack of wrecked cars!  Realizing the whole thing can shift and crash, revealing their location, he quickly tells his Anchor to warn the other Pilot via the other Anchor and slows down his movement.  Wanting to minimize his noise, Krishelle shuts off Takeshi's main weapon - the spear of longinus - without telling him.  The existing Trauma Takeshi suffers from complicates things for him in fulfilling the Mission.  Takeshi successfully comes to a halt, although the double legs rattle against the car wrecks.  Some debris tear into the paint job of Darkwing's ANIMa.     Kyle tries to mirror what Takeshi had done.  He succeeds in doing so, but while he accomplishes the same move without mobility bonuses, the newly formed skates shatter.   They descend down the hill.   Blue Mission Successful.

Mission Midnight begins:  The two have twelve minutes left.  Chris tells both Anchors to proceed with gathering information.  Takeshi opts to take the right side for scanning and has Krishelle tell Kyle to take the left side.  They are to meet back in four minutes.   Gerard even adds a counter on the screen to help Kyle keep track of time.

Back in the Colony...   Christine arrives and sees the others there.  She feels annoyed given when she saw Chris having his coughing fit and rushed to help him, he shoved her back.  Kouki walks past Christine as she mutters, "I need sex."  Sitting beside her, the jock admits he doesn't like girls.  Christine offers to be his matchmaker and he decides to shift the conversation to how long she has been a pilot.  The conversation quickly shifts to him asking to know more about Kyle and Christine admits that she doesn't really know him that much.  "He doesn't seem to be interested in sex.  Are you interested in him?"  The jock admits he finds Kyle cute.  "Well, maybe he's interested in boys since he doesn't seem to be interested in me," Christine ponders, then adds, "Do YOU like me?"  The jock just answers she is not so bad.  "At least you don't hate me.  What was your name, again?"

"If I give you my name, will you do something for me?  Introduce me to Kyle."

"When he gets back," she grins.


She admires him for his physique, but he teases her that he works out every day for "the ladies."  The moment allows Intimacy to grow between them.  

In the other room, Jake, Katie, Miranda and the new girl see Christine and Lewis talking.  Katie takes this moment to cheerfully introduce herself to the new girl.  The girl responds coldly, finding Katie "too cheerful" and even asks if she has ADHD or something similar.  Katie, however, is unfazed.   The new girl turns to Jake and asks, "Hey, is this girl for real?"  She doesn't realize she happened to ask the only guy who feels emotionally connected to the cheery pilot.  "Of course, she is!" Jake responds. "Its her optimism that keeps this base going."  The newcomer, however, is angry at how optimistic she is given all the death that has happened in the world.  Katie however reminds her everyone deals with death in their own way.  "Why can't I deal with it in my own way?"  Katie however surprises the newcomer more when she reveals to her that she is the Pilot in her pair.

Back at the Mission, the group ponders on why there are so many Scout ships in the vicinity.  The fact they detected more than ten makes them feel nervous.  Chris asks the Pilots to try to find out why there are so many in the vicinity.   Krishelle suggests to Takeshi to look for something that might still look intact.  That might be what the aliens are looking for.    They find a sixteen-wheeler trailer, with part of it fallen into the lake.  The back, however is still locked shut.  An attempted x-ray scan reveals the interior has a lot of containers.  There is a box inside, among the others, however that cannot be x-rayed.  Takeshi asks Krishelle if he should try to get inside.  She belays that idea, warning him it would take too much noise.  Takeshi suggests using an ultrasound beam on it, and the results are slowly forming, and it looks like a hand.  Human-sized.  But the pilots are in the dreamworld.   Krishelle notes a radio signal however emitting from nearby.    When Krishelle hopes to ask Chris for advice, she discovers to her shock he's stepped out.  Takeshi keeps an eye on the source of the radio signal and tries to stay in place as long as he can for the ultrasound to finish.

Moving into position, Kyle begins scanning the area while Gerard scans for hostiles in the area.   They soon see a ramp-like structure and it seems to be a partial bridge that had been broken into the lake.  With sensors active, Gerard finds no hostiles.  Kyle moves the ANIMa under the bridge to look for anything interesting.  That's when both find a concealed door under the bridge.  It looks human-sized.  Infrared Scanning reveals two heat-signals: one adult sized, and one that of a child.  "They don't look like hostiles to me," Gerard admits.  Their movement suggests they are aware something is outside their door.  Kyle has the scanners switched to x-ray and true enough it shows two humans! Both think they found survivors... somehow inside the dream.

A thundclap.  A flash of lightning.  Heavy drops of rain begin to fall.  Kyle maneuvers Archer to hide under the bridge.  Takeshi ducks Darkwing under the closest building.  The anchors stare in shock at the displays: Both pilots are somehow OUT of the dream!

Further down the corridor... Kouki had run off to chase after Chris.  He finds the boss staring through binoculars to see the pilots in the distance.  "They're in position. They are out of the dream."

The anchors check their pilots and find them both still sleeping in the creche.  But their scanners detect that both ANIMa are now outside the dream.  "If they go home here, what will happen to their bodies?!" Gerard gasps.  Kouki returns and tells them the ANIMa can be seen outside.  Gerard yells at him to drag Chris back.   Both Kyle and Takeshi begin to realize they have slipped out of the Bliss somehow.  They are starting at the quicksilver puddles forming with each rain drop hitting the ground.  Krishelle asks Takeshi to calm down, but there's no denying the terror they are beginning to feel.   The anchors confront Chris, who had just returned, to admit he had his suspicions that this can happen.  He had the pilots undertake the mission to test his theory: that there are hotspots or zones in the Bliss that spill out into the real world.  The pilots are now to try and detect the perimeters of these zones.  They are to visually identify each other.  Gerard reports about the survivors near the lakeside, and goes to talk to the other pilots to discuss retrieval plans.

Kyle studies the rain and starts noticing where the falling rain drops fall but do not hit the ground.  He asks Gerard to mark these areas as the zone perimeters.  Takeshi is directed by Krishelle to go back to the rendezvous point.  Seeing the falling rain, however, Takeshi tells Krishelle to tell her to relay to Kyle that he cannot step into the rain.  But having heard of the time remaining, he decides to risk it and runs into the rain.  Kyle searches for something to use as an umbrella and realizes the large debris atop the door of the survivor can be used.   Gerard begins to calculate the dome of the zone.   Darkwing's systems go wild as Takeshi runs through the rain.  The stress pounds against the relationship composing the ANIMa's body.  A turret emerges from the ground where the radio signals were emitting.  It doesn't see Darkwing, thankfully.   Darkwing moves stealthily to the meeting point, hoping to get to Archer without further detection.  Kouki wonders if with the ANIMa out of the dream means did the  dream turn into actual material?  Archer watches as the door opens after he knocks gently.   Gerard informs Kyle that Takeshi is already in the rendezvous point.  The woman at the door is old, with grey hair and a tired face.  The "baby" he thought in her hands turns out to be a dog!  With the rain pounding around the area, Archer notes where the base would be and points in the direction of the base.  The woman starts yelling in shock then slams the door shut.  Archer turns to see something emerge from the sand.  The turret had detected him!  Archer twists in the land second as the turret launches two missiles at him.  Archer opens fire, launching two crossbow bolts of fire to destroy them.  He then leaps into the rain and makes for the rendezvous point.  Darkwing can't find any sign of Archer, not realizing the other ANIMa is still in the real world.  Krishelle yells at him to go back to the base, but he insists on waiting for Kyle.

Mid-air, the Archer suddenly appears and lands close by, with quicksilver mirrored hands trying to cling on to the ANIMa, before falling to the ground.  Darkwing reports they're reunited and the two now have to head back to the base.  The two zip across the dreamscape quickly making their way back to the base. They see strange sights:  A river that turns into an upside down waterfall that cascades into a rainbow triangle in the sky... like a shark's fin... chasing after the two of them.  Wyrmwood in the sky transforms into a headless corpse at it passes through a cloud.  The clouds seem to distort its imagery each time.

Archer turns to face the closing rainbow shark, and charges his crossbow weapon.  Darkwing hears Krishelle relay to him the message from Archer that he should get to safety.  The bolts fly.  The sensors spark and flash as the blast of the ANIMa flies straight for the shark.  Darkwing watches, ready to help Archer escape if need be, with a plan to buy the young pilot time if need be.  The quicksilver fin recoils, pulling away from the bolt launched by Archer.  Both Anchors yell at their pilots, "RUN!"  The two hurry back, with Darkwing's ANIMa shutting down the extra mobility parts as they are heavily damaged by the energies unleashed.  He leaps into the Conceptual Hangar Bay in time to disengage and safety land.  Archer rushes to head back as well, successfully escaping behind Darkwing's passage.

Takeshi comes to and finds Krishelle scrubbing him clean of the blue goop from the creche.  He commends her on disabling the weapon.  He got pissed at first, but realized it was the right call.  The two feel the stress between them fade down.

Gerard hands Kyle a towel and coffee as he comes to.  Kyle feels the trauma of the mission still haunting him.  The two banter over why coffee would be called Joe and work their way through the trauma.  "Maybe we will save her," Kyle admits, "No.  We will," Gerard reminds him.

As the pilots leave, Kouki rushes back in to the Creche with the others.  Kouki and Pickles begin clean up immediately the room.  Jake and the others arrive with a new supply of the goop to fill the creches with.  Maryanne receives word from Chris that the pilots have to head out again to investigate the survivor, and while that's going on, the two others will remain on base defense.

Jude tells Lewis and Becky, the newcomer, that neither of them have been cleared to be pilots or anchors yet.  Becky laments that someday they get to do what they can to help out.     The four jury-rigged devices will remain tied to the four existing pilots, at least for now.


Thursday, August 20, 2015

The Wardens ep04 : DC Heroes

The Wardens
Episode Four
"Harbinger - Part I of The Quest"

Mayfair Games' DC Heroes

The Wardens attempt to return to their lives, with the breathing room they gain after bringing down Rey Princeton and Le Chateau d' Univers.  Tara White (Trace) focused on her school work and found herself spending time with Dermont, a classmate who happens to be the son of Conrad.   Hadrian Fauntleroy (Reliquary) takes the opportunity to meet with Conrad and introduce his son to the fact he will someday inherit the business. Shin Takenoko (Buzz) and his brother discuss their family's legacy and learn that their parents actually prepared some video message for them regarding the powers to be inherited.  Ben Frank (Apollo) attempts to reconnect with the people, hoping to find ways to help the less fortunate citizens of Port City.  Diego Franco (El Teniente) tries to talk to his mother about the team, and finds the discussion shifting instead towards his Abuela and his sister, Lucita.

Ben learns many have been evicted from their homes, a move which was initiated by some major corporation that seeks to develop the land into better housing.  His recollections of the future do confirm that such structures do eventually stand here.   When he opts to join them for a barbeque at some park , he finds his day crossing into Diego's (whom he recognizes since El Teniente unmasked himself [Editor's note: See the spectacular second issue, "Confessions").

Buzz receives a call from Lucita, asking him to join the barbeque.  His arrival does not come unnoticed by Diego, who still has a beef with his teammate seeing his sister.  The two trade verbal jabs, but its clear that Diego still does not believe Shin is worthy to be part of his family.

But when dark clouds gather, the team opts to send out an alert.  Hadrian learns Tara is with Conrad's son, and insists the boy be taken to safety.  Tara finds herself dealing with an eager Dermont who is amazed to realize he knows people with super powers.   While Hadrian tries to get to the park in time, the rest of the team gather to deal with what seem to be otherworldly enemies:  dark skinned humanoids with disturbing weapons, who speak a language that feels familiar yet strange.   Even worse, they seem to be hunting for "Abuela." The team mobilizes to move people to safety, with Tara teleporting any of those injured to the nearest hospitals, Buzz and El Teniente facing off against a gigantic troll of a warrior, and the suitless Apollo being forced to rely on the damaged Mirror helm once used by Princeton and his skills to fight.  Unexpectedly, a new "heroine" emerges to join the battle as a young girl dressed like a super hero leaps into the scene.  Calling herself Wilder, the girl bites of more than she can chew when her antics place her in danger and the sonic boom Buzz generates to try to bring the Troll Warrior down catches her and grievously injures her.   Apollo grabs a hold of one of the guns held by the goblin-like folk and discovers the thing somehow has an effect on the mental stamina of its targets.  The weapon, however, bears an odd name: Wordsmith.

As Hadrian arrives at the scene, he catches sight of a tall, majestic woman wreathed in dark flames directs the assault from a nearby rooftop.  Hadrian rushes past her, hoping to reach the team, but then stops upon hearing her mutter one word:  Gervaine.  The name of his Alchemist mentor back when he was still mortal!   When he tries to demand for answers, she wades through the resistance with ease and demands for The First Knight.

Seeing more people injured from the wordsmith guns, Trace opts to teleport everyone she can to safety while the rest of the team use their combined abilities to fight against the tall woman, who they learn is called the Minotaur.   Buzz and El Teniente strike true, with Reliquary keeping her off balanced with intense mental assaults.  But just when the group thought they were about to celebrate a victory, they are all swept away from the park through what appears to be a magical portal!   By the time Trace, who had just teleported from the hospital, returns, the rest of the Wardens are missing.  And though she sees the dark shape in the sky, even a series of repeated teleports that push her to the brink of exhaustion fails to bring her any closer to her friends.   Sadly, even Fangirl, whose intense abilities to tap into electronic networks seems unparalleled, is unable to find where they had gone.

Wednesday, August 12, 2015

AD&D (August D&D)!

Gamers and GMs Philippines is proud to announce our seventh Seminar: AD&D (August D&D)!
Sunday, August 30 at 12:00pm

There will be two stages to this month's seminar. The TALKS will begin at 12nn, and will cover certain aspects of D&D 5th Edition. The GAMES will begin at 3pm, and ALL of them will use the 5th Edition ruleset of the Dungeons & Dragons game, tweaked per GM!

Kindly be reminded that, in order for us to cover the rent for the location, we will be charging a PARTICIPATION FEE of PhP 170.00. 

Here are the TALKS:

Genre Savvy 
by BJ Recio 12nn-1:00pm

5th Edition D&D is touted as the most customizable version of the game, yet. Let’s put that theory to the test! In his most technical talk yet, BJ examines tweaks that can be done “under the hood” to run different genres such as weird fantasy, modern, or post-apocalyptic games. Basic understanding of D&D 5th Ed. (whether as a player or as a DM) is assumed for this talk.

(Support BJ at Patreon)


Dungeons and Dragons 101 by Marc Reyes 1:30-2:45pm

What is D&D? How do you play the game? How do you get started playing? Marc Reyes discusses the very basics on how to play the 5th edition of the world’s most famous tabletop roleplaying game as well as how to get started in the hobby.

Here are the GAMES: All Games run from 3pm-9pm

The Eye of Miron
by BJ Recio

Tensions between the Blood of Vol and the Silver Flame have always been high. In Sharn, the city of Towers, this tension takes a turn for the worse when Lord Hazal of the Vol clergy is found dead and all evidence point toward Silver Flame zealotry. Can a famous dwarf investigator solve the murder before tensions erupt into a holy street war?

“Eye of Miron” is an investigative game set in the world of Eberron. Up to five 3rd level pre-generated characters will be provided.

The Broken Tower by Marc Reyes

Ages ago, the Triboar Tower stood as a bastion against bandits and marauders that plagued the Triboar Trail running east through the Neverwinter Wood. But in the chaos of the Sundering, goblin bandits have taken up residence in the tower, and are slowly choking the small mining town of Phandalin by raiding supplies coming to the town. Toblen Stonehill, the innkeeper has made a dangerous journey to Neverwinter, hoping to find a party of adventurers willing to rid the tower of it’s goblin infestation.

“The Broken Tower” is a simple dungeon crawl adventure set in the world of the Forgotten Realms for 4-6 players, Level 1 pre-generated characters are available but you are welcome to use any Level 1 Adventurer’s League compliant character. or any character from the D&D 5th edition starter set.

(This game is not an Adventurer’s League game.)

Return To Baldur’s Gate
by Mon Macutay

A hundred years after the Time of Troubles, Mystra’s death has caused a massive Spellplague, scarring the Realms and changing it forever. Baldur’s Gate, untouched by the Chaos, is now a haven for all races of different ethos and religions.

Your band of adventurers was recently commissioned by a high-ranking official of the Seven Blades, a prominent merchant’s guild of the city, to investigate strange irregularities within its ranks - but everything should be done in the utmost secrecy.

Are you bold enough to earn your keep?

A D&D 5E adventure for Level 2 characters, pre-generated, set in the Forgotten Realms. 3 to 5 players

Dungeon Delvers Extreme! by Jay Anyong

In the near future, the most popular spectator sport to grace the holo-screens of every household is none other than Dungeon Delvers Extreme! Cyber athletes from around the world compete in virtual reality dungeon crawls against other teams, engaging in bloody spectacles of might and sorcery.

You and your team have made it as far as the qualifiers, and this match could mean the difference between moving on to the finals or going home as losers. Which will you be tonight?

D&D 5E, Up to 4 Players, Level 3 Pregenerated Characters

Eyes Upon Amaras by Tobie Abad

Inspired by David Petersen's Eisner Award-winning comic, join the brotherhood of mice who have sworn an oath to serve their fellow civilian mice and protect them from predators. Are you ready to be one of the Mouse Guard?

Enroute to escort Amaras, a grumpy erudite from Lockhaven, back to his hometown, the Mouse Guard find themselves stalked by a vengeful owl. Can the Mouse Guard succeed in bringing the old wizen mouse safely home?

Characters will be partially pre-generated. Some systems from the Mouse Guard role-playing game, using The Burning Wheel system, will also be used.

Maximum number of players: Four

D&D Adventurer's League! 

The D&D Adventurers League is an ongoing official organized play campaign for Dungeons & Dragons. It uses the fifth edition of the Dungeons & Dragons rules, and features the Forgotten Realms setting. You can play D&D Adventurers League games at any place that features adventures bearing the D&D Adventurers League logo. You can create a character and bring that character to games anywhere D&D Adventurers League is supported.

The Adventurer's League DM for AD&D will be Hans Libay.

DDEX2-1 City of Danger
On the southern shores of the Moonsea, the residents of Mulmaster have eked out a living where others woukd likely have given up long ago - in a bleak city where corruption is rampant and the Church of Bane holds sway. In these fuve short introductory adventures, you will travel the breadth of the City of Danger, meet its people, see its sights, and witness firsthand how the city truly has earned its ominous moniker.

DDEX2-2 Embers of Elmwood
A derelict raft drifts into Mulmaster's harbor carrying a young woman. Delirious with hunger, the only words she seems able to speak so far have been "ash and fire." The only other clue to her identity is an ornate tattoo. Is the woman insane, or us something nefarious at play?

Requirement: AL-legal (Elemental Evil guidelines) 1st-level character of any mix of classes/race, as preferred by the player.

The Adventurer's League can supply pregens, as may be required/needed.

Tuesday, August 11, 2015

The Wardens ep03 : DC Heroes

The Wardens
Episode Three
"The Cookie Crumbles"

Mayfair Games' DC Heroes

The Wardens are contacted by Ren Takenoko of ArmsCorp when they discover that one of the children who died in the prison escape turns out to not actually be dead.  The young girl named Lisa turns out to be an artificial life form.  The group, nervous to be invited into the company's technical center, meets with the robot and learns of an unexpected story:  Lisa used to work in a place called Le Chateau d' Univers, an entertainment hub for children to explore virtual worlds.  She had encountered another child who seemed very different from the rest.  And the two found themselves connecting in a way neither ever knew.   The group recalls the young boy, Franklin, who had become Mister Peanut during the fight.  They realize the transformations have to do with the cookie buttons that they are wearing: a form of Futuretech which even Apollo is uncertain how to react to.  They are hard light transmitters which allow them to change and gain a whole new set of abilities.  When the question of what happens to a "robot" who clearly desires freedom is raised, they learn that Ren himself feels it would be better if no one was aware of the robot's existence.  Luckily, the security systems of the facility are down that night and while Apollo worries this may be a ploy of Mason Armstrong, none of them realize it is actually because Mason is actually meeting with people he would rather prefer were kept out of the public eye.

The group then reluctantly escorts Lisa to reunite her with Franklin, who had been placed in a home since the events of the prison escape.  They meet a terrible matron in charge of the place, who seems a tad too religious rather than sensible. Reliquary contacts  Conrad to drive over and bring some clothes for Lisa, as well as a massive wooden rosary ornament to gain the matron's favor.  The group decides to follow the trail to Le Chateau d' Univers  but realizing the two kids might have plans of their own, Buzz is assigned to stay and watch them.  Trace teleports the rest to the address of Le Chateau d' Univers.

At Le Chateau d' Univers, Reliquary and Trace consider their options on how to sneak into the building.  Reliquary decides he will need to change clothes for a disguise, and the two teleport back to Reliquary's home.  While gone, El Teniente and Apollo realize they need to act.  El Teniente dismisses his armor, and tries to sneak inside as a customer, while Apollo stays in touch using the headset.  Inside, El Teniente however discovers how immersive the games actually get in Le Chateau d' Univers as he teams up with a few kids (as El Teniente, video game version) to fight against Evil Robot Cowboys.  Reliquary and Trace return to learn El Teniente is already inside and quickly try to sneak in as well.  Apollo and Trace sneaks around, eventually with Apollo staying at the Server room to see what he can do, while Trace investigates the main office.  There, she learns of Ray Princeton, a man who used to study under Mason Armstrong during his younger years.  Ray is the creator of the robot, Lisa, but never expected her to choose to run away.  The gun he had used to "shoot her" was actually meant to simply wipe out her memory banks and reset her.  No one expected her to impossibly still retain feelings for the boy.  Trace finds herself soon face to face with the Mirror-masked man, who she realizes is probably Ray Princeton, only to realize they are not alone in the room.  The Question is there.  And his actions against Princeton are with a brutality that makes the kids cringe.

Buzz and Conrad, Reliquary's right hand man, continue to watch over the orphanage only to notice a car which has repeatedly stopped, and then drive away from the building.  When Buzz opts to try to chase it and find out who is in it, they find a card with a warning instead left for him.  They realize the car isn't watching the kids nor the orphanage, but Buzz himself. And the people turn out to be The Eye.

While El Teniente and Trace fights against the solid light holograms, which they realize no longer have safety switches on, Princeton attempts to escape by leaping away on rainbow hard light trails which he skates on.  He does not anticipate Buzz leaping after him to take chase, and the Question landing on Buzz's yellow swarm to join the rush.  With Buzz' help, the Question is hurled forward and shatters Princeton's foot, forcing him to the ground.  Buzz returns with the unconscious crook, only to find Le Chateau  burning, and the rest of the team already helping out those who had to escape the building.    Lives have been saved and the crook is taken away by the paramedics.  The Wardens decide to call it a success.

They learn later on, however, that both Lisa and Franklin have run away.   Buzz sneaks a visit to Lucita and finds the Eye's car parked outside.  He overhears a conversation between Lucita's Abuela and a mystery man and realizes she is part of the Eye network.  And in the end, Mason Armstrong's legal team arrives to show documentation proving Ray Princeton's work was done using Armstrong's machines during his tenure under Mason's company... and thus they have the legal right to claim it all.

Monday, August 10, 2015

Dreams Betwixt Walls ep02 : A Red and Pleasant Land

Dreams Betwixt Walls
Episode Two
"The Lion, the Witch, or the Orb Loc."

A Red and Pleasant Land

Fleeing the Castle that resembled the Bathyscape Manor and its Guest, our Fools must now find an Orb Loc for safety upon Archibald the rabbit's urging.

Will they brave the Carpathian Mountains to the North, or will they hope to lose their pursuer in the gardens to the South? 

Into the woods Vidar and Vera accompany Ilya, their daughter and the others, hoping to find a place they can deem sanctuary.  Lead by Archie, Ilya's rabbit which has now become bipedal and intelligent, the gathered find themselves moving deep into the woods and meeting its strange denizens.   A great Catterpillar is found, smoking its pipe, as it offers information on where to go next.  Its instructions enigmatic and its interests strange, the Catterpillar only agrees to be of assistance after Vidar offers it some of his fine tobacco.

Soon the group navigates a massive garden, climbs a tree to see their destination, and makes there way to what may be the location of the Orb Loc.

However, back in the real world, a Jesuit priest named Geoff and another Alyss named Mara find themselves drawn as well to the world behind the mirror.  Initially hoping to find the missing worker and his son who never reemerged from Vera's home (the man who delivered the mirror), the two soon find themselves an audience to reflections with a mind of their own.   And when they cross to the other side, a world of fear, insanity and strange eccentric abandon.  

Vidar, Vera, and Ilya eventually meet a kind old witch who lived in a hut, and Vera attempted to charm her way into subtly intimidating the woman to help them.  The woman, however, it seems has her own secrets given her concern over Ilya and her familiarity with Vera.  When the hosts of threats descend upon them, the witch and the others fight for their lives to keep the vampires from overwhelming them.  But it is Ilya, who somehow learns and is able to steer the mobile hut, who carries them away from the threats and crashes them into the vicinity of the Orb Loc.  There, while the group nurses their injuries and recovers from their ordeal, is where Geoff and Mara eventually find them and gather as a single group.

Obsidian portal page.

Friday, August 7, 2015

dollhouse ep05 : Orpheus


Episode Five


A month has passed.

Everywhere in the city, rave parties are breaking out.  Hard music, sweaty bodies and alcohol swirl in a mix made even more interesting with the introduction of pigment.  The government begins calling for the public's support in locating "The Manhattan Monsters," the term that has been pegged to refer to the crucible as initiated by Madame Cassandra and the Arms of Light.    With their faces being broadcast on television, and their identities exposed to the public, the group is forced to go underground and take refuge in a rest house in the nearby woods.  Frighteningly, Marina and Sophie are made to be guests in Arms of Light itself, and they try to stress how their mother is innocent of the accusations.  Seeing them on television, Natalie Kureya feels more the urgency to find a way to get her daughters to safety.  Misha tries to reach his ex-girlfriend, but her Facebook page seems littered with comments from friends who are happy she is not seeing the terrorist.  She does, however, post a message addressed to Misha on her wall - hoping he is well and that he should come back.  Misha opts to send a Private Message suggesting a time and place where they can meet secretly.   Fiona Parker barely talks to anyone.  Alexander Carter tries to reassure people she is merely going through a tough time.  There is fear of the fact no one from Orpheus seems to have remained as spooks.  They wonder if the Black Smoke in the assault had something to do with that.  

Shepherd tries to gain information from Jessie Osorio and his companion, whom he realizes used to work or Next World.  He risks running his immaterial hand over her hair, and she feels the cold from his Touch of Frost, but does not react with any show of Projector training.  She admits she never finished the course at Next World.
 The group continues to receive advice from Radio Free Death, who communicates to them through radio static, emails and unexpected calls.  Attempts to meet up, however, are rebuffed as Radio Free Death admits he is still unwilling to trust them.  Both however are unconvinced that the crucible are terrorists.

Natalie tries to pay at the counter, but then encounters the people talking about how "that woman" abandoned her daughters.  She ends up talking back, questioning why they believe everything they see on television.   "That's a talk show, of course that is real.  It is not like Grimm."  As they head back out with the groceries, Natalie realizes she cannot leave her daughters to stay at that show and be grilled that way. She tells Wendell he has to head back on his own because she will have to find a way to get her kids.   Wendell tries to talk her out of it, reminding her they are at the safest place being on national television.  He even stresses it was probably their father who placed them on television.

At the television studio, Shepherd arrives with Osorio and the woman.  He soon notices the band is staring at him, aware of his presence.  None however are brave enough to talk.  Osorio receives a phone call and separates from the rest to take it.  Shepherd follows and listens in.  The band turns out to be a group calling themselves "the Shepherds" and that they believe he is innocent.  Their attempts to talk to Shepherd, however alert Osorio that he is present.

Fiona Parker, who has not been communicating with the others, reveals to Misha that she can now silence the chatter of the Crucible's hive mind that they share.  The group attempts to learn more on what they can of the events that transpired.  Shepherd actually makes contact with Roxxon, the spook haunting the bus lines, and learns that most of the talk has the public seeing the crucible indeed as the terrorists.

The studio, they discover, is not safe.  The children's father claims parental rights to take Marina with him.  Sophie tries to argue but it seems to be a losing battle.  Shepherd uses his Wail to gently calm the children down.  A hired gunman has secreted himself into the location, and nearly murders Natalie's children and the host herself, Madame Cassandra.  With the bullets flying, Shepherd tries to locate the gun man as quickly as he can.  Wendell, Fiona and Misha arrive as well, and do what they can to help in the fight.    Outside, Natalie searches for the correct building where the show is being shot.  They soon disable the gun man and Natalie gets her children to safety thanks to the help of Radio Free Death.     But when Sophie endures a terrible moment, it is only thanks to Fiona learning to tap into her Third  Tier in Puppetry that she remains alive.   The group chooses to call this a win.

They also learn of the Burgoyne Academy which has taken over a school and the students inside.  

Elsewhere, however, Alexander Carter hands to what looks like a Spectre the unconscious body of Ellie Baker.  The trade seemingly is intended for Alexander to barter for Fiona's missing body.

Thursday, August 6, 2015

Patreon Fueled

So, after a period of fear and worry, I have finally taken the dive and created a Patreon account.  Rather than making this a per project basis, I felt it seemed more appropriate that I simply focused on a monthly thing since I really planned anyway to release everything free each time.

Currently I have 8 Patrons, which admittedly is incredible and unbelievable as it is.  The pressure now to get my stuff out is real and I know I cannot let these eight people down.


Thank you very much!  Your support and belief in my abilities is incredible.  I love you all.

Wednesday, August 5, 2015

July Gaming Seminar Fragments

Sadly, there were no complete recordings of the talk, nor video recordings of the games, but still it is nice to see how happy people were and how excited we are to host even more in the future!

Awesome video by Fabs!

The slide show can be found here:

The full audio of the talk can be found here:

The full audio of the Blood and Honor game session I ran afterwards can be found here:

The Gamers & GMs seminars continues now with open table game sessions and this August, we have huge plans in store for you all.

Related Posts Plugin for WordPress, Blogger...