The Chaos Engineers – An Issue…

If there is anyone out there still reading this and actually following the stories of The Chaos Engineers then I have some bad news.

It would appear that, for some reason that I cannot remember, I stopped doing write-ups at this point in season 2 and only started again near the end of season 3.

In total, it looks like around 6 or 7 episodes are missing.

So, the usual Saturday post will be delayed while I try and figure out how best I can fill the gaps in the story.

It’s a real shame as, as a REF, I felt that the story for season 2 & 3 was much better than season 1.

Watch this space and I will deffo sort something!

Stormbringer – The Chaos Engineers episode 1 Season 2 – The 8 Pointed Circus

The Zentity was taken from these lands by the brave sacrifice of Derek but nature abhors a vacuum and it would appear that there are new dangers out there in the mists of raw entropy.

Meanwhile, the Southern Wastes have started to grow. Kennard Wanderer (with Storrian and Cran to a lesser extent) has been nominated to assist with the repair and help direct things especially the necessary expansion of New Lormyr.

Refugees started coming through the Straits of Entropy. A trickle at first but this soon turned into a flood of people. Kennard was instrumental in permanently widening the Straits and also making them stable (no longer needing trained horses to traverse). This also meant that they needed to be guarded now so nothing untoward can get out to the Young Kingdoms!

In the next few months, these people brought with them stories of Vilmir claiming ground on the Southern Coast and of King Faden allowing the capital to regress into filth with very little by way of civilisation surviving, hence the large numbers of refugees fleeing for the Wastes. They also came with the right attitude so they are happy to help with building work, farming and staffing of the businesses that need it.

New Lormyr now has a budding Marketplace, more buildings, rudimentary farming and even some of the old existing buildings have been renovated. The Town Hall was built upon and made bigger and more stable. The Law Temple also upgraded but not even close to the extent of the Chaos Temple. Money, materials, workers and Chaos Acolytes started flowing through the Straits and the Temple was soon nearly as big as the Town Hall and definitely more lavish than any other building out here.

The most notable and popular new building was the new watering hole – The Boar-Dello Inn. Named after one of the Heroes of the Zentity. It soon served a couple of great and important purposes in the Wastes. It allowed the hard working and honest residents of New Lormyr a place to go and let off steam after constant hard work in making the town work but also it became a hub of information. It was here that it was discovered that Faden was sending more recruits through to assist with the rebuilding of the town.

Meanwhile, travelling to the Straits from Lormyr are – Lady Rowena Lockwood (an accomplished warrior of Law but from a noble family), Gideon Bradshaw (another warrior but a follower of Balance) and Flentick Homestead (a Farmer and follower of Law). They have all been directed to go to the Wastes and assist/ensure that the original mission of finding resources/warriors/a new land for the King is in effect. Despite all of this, they all have their own reasons for getting away from the Young Kingdoms…

They finally get through to New Lormyr and disembark the carriage in the town. They are met by Kennard who greets them and shows them to the Town Hall. Flentick gives his dog some food and leaves it waiting obediently outside for him. They are swiftly joined by Cran and Storrian of Chaos.

The conversation in the Town Hall is a difficult one to say the least. The Heroes (REF NOTE – This is a loose term for the survivors of season 1 that I shall use from now on) and the newcomers are both very suspicious of each other and don’t try to hide it. The newcomers make it clear that they are here to help and that they know a little of what is going on here.

After a bit of verbal sparring the heroes and the newcomers settle that the first thing they will do is try to find out what is happening with the children going missing from New Vilmir. They move to the Boar-Dello Inn to try to find out some more.

After some failed attempts at trying to Orate to the inn and get information that way. Flentick goes to the bar-keep and asks for any information. He is successful! It is discovered that not only have all of the children gone missing from New Vilmir (further South into the Wastes) but there are rumours that there was a survivor from a rescue party. One person came back with a child apparently but no more is known about it.

There is some discussion and Storrian announces that he will volunteer to stay behind in New Lormyr in order to safeguard it from any outside dangers. The new party are not sure about the wisdom of Storrian not being with them when they venture south and this culminates with Flentick also staying behind!

REF NOTE – The party has split up in the first session…AGAIN! Well, that ended so well last time didn’t it…

Storrian arranges for furs and rations to be loaded into Gideon’s cart and in order to get to New Vilmir before sundown, Kennard, Cran, Rowena and Gideon set off immediately.

Their journey is largely uneventful but there is some surprising sights for the new arrivals as they see the patches of raw entropy, ever changing and transforming.

They arrive at new Vilmir eventually and are greeted by high built walls and a large wooden gate. Atop the makeshift battlements are archers who all have arrows trained on the visitors as they approach. As the party get closer, Kennard is recognised and the bows are lowered. The gates open and out walks Elspeth (The farmer’s young daughter with the crossbow from season 1) but she is almost unrecognisable in the familiar armour of the militia here in New Vilmir (also seen last season).

With a huge smile, she hugs Kennard warmly. She turns to do the same to Cran and stops short asking what has happened to him (REF NOTE – His skin was transformed to a green colour by the Chaos Levels near the Rogue Mistress and he was also subverted to Chaos worship from Law). An uncomfortable conversation is had about this…

Once Kennard introduces everyone, he explains that they are here hoping to find out if the rumours were true about the survivor. It appears that it was true. Elspeth shows them through New Vilmir to where they are.

New Vilmir was always more advanced than NL and nothing has changed there. The buildings here, despite being made purely from wood are much more advanced, as is the Marketplace and everything else for that matter. The only thing that was not as advanced as NL was the Chaos Temple…

They are taken to an infirmary which is basically a long narrow room with beds on either side leaving a walkway between them. They are taken to the far end of this room where there is a bed with a little girl who looks asleep and a man and woman weeping at the bedside. They are taken past this bed to a man who appears awake yet stares into the distance.

As Rowena walks past the bed with the child in, she slows to a stop as her vision rests on the girl laying in the bed. Her eyes glaze over, almost as if her vision is taken elsewhere. She lets out a whimper and her eyes fill immediately with tears. Being the strong woman that she is, she quickly turns and walks out of the infirmary lest people see her emotion and see it weakness.

REF NOTE – Without giving too much away, I was particularly cruel with Sara’s backstory and she failed (maybe even fumbled?) a POW roll so was affected quite badly. That being said, I was not expecting her to be out on the street at that point and as I write my campaigns/scenarios as a timeline where things happen at specific points, she was witness to something that wasn’t meant to be discovered until session 2 at least…

Whilst outside, Rowena saw something that caught her eye. 2 large crates were being delivered to a very advanced and well invested in building. In itself this would not be odd but the crates bore the mark of Donblas. If there was church activity here then why wasn’t she notified? Rowena decided to get a closer look but was barred from entry by 2 burly men wearing a uniform but not that of the town guard. They appeared to be some sort of private militia.

Meanwhile, back in the infirmary, there was some progress as Kennard managed to get some reactions out of the survivor by using some key words. The nurse was amazed as they had no joy up to this point. They managed to discern that he was ‘in there’ somewhere but couldn’t bring him out completely. Kennard, in his ‘wisdom’, leaves his dagger with the catatonic man.

They decided to go and see if they could manage to find anything out from the parents (without causing further upset). Cran left the room at this point looking for Rowena. She had managed to work up the courage to make her way back in and told Cran all about the strange things she had seen. She went on in and Cran remained outside to investigate further if possible.

It was not easy talking to the parents as they were understandably upset but with a little bit of coaxing and silver tongues (REF NOTE – Some very lucky dice rolls on low fast talk skill percentages!) they discovered that leading up to her abduction, she went through a phase of talking to Mr Squigglesworth a lot more than normal. Mr Squigglesworth was a toy Jester from a particularly nasty children’s tale about a Jester who comes and snatches naughty children to eat them.

Again, Rowena’s face drops and her eyes widen causing her to turn on her heel and despite her heavy plate armour, she starts to run towards the couple’s house (REF NOTE – Another cruel background moment from the cruel ref).

Sensing that she knew more about this than they do, the rest of the crew run to the outskirts of the city to the house. They burst through the door and up the stairs along with the father who had managed to speed past them (spurred on by anger and hate). He demands to know what is happening as he snatches the cruel looking Jester toy.

Meanwhile, back in New Lormyr, The Farmer and the Pig are busy trying to out-manoeuvre each other. Disturbed by the fact that the Chaos temple is so much more advanced than the Law temple, Flentick attempts to raise the temple by means of Chaos Engineering. As this area is already mostly stable it is difficult. Things suddenly go horribly wrong as he loses control of the already stable matter and 4 foot of the base of the Temple devolves into big fat rats which instantly disperse into the town letting what is left of the temple collapse onto the floor.

Storrian offers some assistance in re-building the Temple but Flentick decides that the Temple is now corrupted by Chaos and as such, needs to be dismantled and re-built from scratch.

The stone that is taken from the Temple is taken away to be used as fortification walls for the town. Flentick puts his farming skills into very good use and, after a quick look over the lands here, teaches the locals where and how and what they should be farming. (REF NOTE – This is actually a huge plus for the town and will make a discernible difference on the ‘secret stats’ that I keep for the towns wealth and sustainability levels. In fact, it slows down an impending crime wave that would have caused havoc there. Mantrap is rewarded with Law points for this which makes up for the Chaos Points he received for tainting the Temple!)

REF NOTE – Both players spend the rest of their element of the session carrying out tasks in secret of each other and it would be unfair to go into detail in this write up but I will say that they both manage to make some successes that will become evident in the narrative over the next couple of sessions…

Back in New Vilmir, The heroes eventually calm the father down and, with a promise that they will do what they can to take revenge on whatever is responsible, they manage to get the toy from him. He leaves to go back to his daughter. The heroes start to examine the doll. The thing itself looks sinister. It has the traditional colourful garb you would expect to see a Jester in but it is dirty and gives the impression that it has been to hell and back. The face however is grotesque. It has a huge grin and black eyes that feel like they are black fists punching through your soul. The stitching on it appears to have started to come away at the mouth making the teeth look jagged and sharp.

There is some examination of the thing and it is deduced that it could possibly be an item that held a bound demon. They decide that they will be safe rather than sorry and after some talk of ‘trapping’ the toy in an 8 pointed star of Chaos they eventually realise that this would only make a demon stronger and place it within the triangle of Law (REF NOTE – This was almost soooo funny but a roll was made at the last minute that averted this funny but potentially violent turn of events). They set watches to guard against it but are interrupted before the night begins by Elspeth along with some guards?

They discover that allegations have been made against them. They learn that ‘somebody’ has informed the militia guarding the warehouse that the heroes are blaming them for the missing kids and are looking to cause trouble for them. Elspeth says that she will try to calm things down but it would be best if they stayed on this outskirt of town until she can defuse this. They agree. Guards are set close to the house.

The first watches are largely uneventful with no movement from the grinning, staring toy but at the beginning of the last watch (about 4am), Kennard sees a figure coming through the darkness from the direction of town. The figure sneaks past the guards with ease and Kennard sees that the figure is holding his dagger…

Kennard decides that he won’t put anyone else at risk and decides to follow him into the wastes. He climbs carefully out of the window and attempts to scale down the wall quietly. Unfortunately his footing slips past the rock he was attempting to balance on and manages to fall unceremoniously to the floor with a huge crash that brings the guards running to him. (REF NOTE – I do love it when someone rolls a fumble (96-00 on the dice) at an inopportune time such as this)

Cran however, seizes this opportunity while the guards are distracted, to follow the man instead. It would appear that he was awake and watching all of this anyway…

The heroes manage to placate the guards and Kennard completes the last few hours of watch without any issues. The next morning brings Elspeth back along with guards who then state that the catatonic man came around late last night and threatened a nurse with Kennard’s dagger. He then escaped into the mists. This, coupled with the ‘disturbance’ that Kennard was a part of last night has only served to enflame the anger towards the heroes and as such Elspeth tells them that they need to leave and not even go back through the town. They have created a huge issue for her and they need ‘a win’. She tells them that if they can stop the children from going missing then she will be able to use that to put them back into the ‘good books of the town.

Meanwhile, a couple of hours ago, Cran is wandering through the mists trying to track the comatose man when he sees a rainbow coloured, thin gossamer wing flutter through the Bewilderness….

Episode 1 closes there but many questions are left unanswered – Why is New Lormyr leaning towards Chaos so much? What is the deal with those crates with Donblas on the side? Is the doll somehow connected to the abductions or is it a red herring? Was that really the wings of a Chaos Butterfly in the mists?

Find out in episode 2 of Season 2 – The Chaos Engineers – From Chaos Comes Order

The Chaos Engineers Season 2 – New Characters!

Season 2 New Character Generation

Season 2 was about to start and 2 of the players who had characters die wanted to create new ones while a brand new player, Sara, joined us for some fun in the world of Elric!

So tonight, we saw some new Chaos Engineers recruited.

Flentick – Played by Richard Harries

For Law, we have Flentik Homestead-Buck – A farmer from Shazar who has found his way to the temples of Law and the narrow path.

Lady Rowena Lockwood – Played by Sara Bellanato

Joining him is Lady Rowena Lockwood of the Lormyr Lockwoods. This family has a rich heritage in Lormyr but for reasons that may be made clearer in the future (once the background has been fleshed out) is now furthering the word of Arkyn of Law on behalf of King Faden.

Gideon Bradshaw – Played by Leon Digney

For Balance, we have Gideon Bradshaw who has been directed by the Grey Lords to join the Chaos Engineers in the Southern Wastes.

They will form the second party to be sent to the Wastes by King Faden. The reasons, according to rumour, are to bring order to the Wastes on behalf of the King.

All will be made clear when Stormbringer – The Chaos Engineers season 2 begins on the provisional date of Sunday November 5th!

Stormbringer Season 2 – Pre-Season Blurb

As I had finished the bulk of the writing for Season 2 of The Chaos Engineers Trilogy, I started to post little tasters of the story, similar to teaser trailers for TV shows. I did this to generate a bit of buzz for the players and get them wanting to find out more. It worked, the chat group that had been left empty shortly after Season 1 finished was suddenly back to life again with excited chatter and planning!

The following few paragraphs were those teasers –

New Lormyr. 2 weeks since the Zentity was defeated.

A family, distraught. Their daughter, missing.

Witnesses have said they last saw her befriending a large grey cat with bright yellow eyes…

The Southern Wastes – The old site of the Rogue Mistress. 4 weeks since the Zentity.

This place has not been the same since the ship left the Young Kingdoms. It is stable enough to travel through but Chaos reigns there. The locals now refer to it as “The Bewilderness”.

The locals also believe that something is in there. Something dangerous.

6 weeks have now passed since the Zentity left and progress is coming thick and fast.

With the help of the Chaos Engineers, more ground is claimed and building work is begun.

New Lormyr now has a Tavern (of sorts). Due to their help, the Chaos Engineers are asked to name it.

8 weeks after the Zentity.

Refugees from Lormyr start to arrive through the Straits of Entropy. A trickle at first but this soon turns into a flood.

They come with horror stories of invading marauders and demons on the streets of the homeland.

The Southern wastes is suddenly very populated…

10 weeks after the Zentity.

Rumours are starting to spread of the King planning to send a force through the Straits to come and “administrate over the Wastes”.

The word is that an advance scout got drunk and talked too much in the Boar-dello Inn.

Stormbringer Episode 5 – The Zentity

The final episode finds the remnants of our party in the prow of the crashed Rogue Mistress trying to assess exactly what has just happened and how best to move forward.

Having got to the ship before the others Kennard earnestly asks Storrian where Yaddish and Korrs are. Storrian gives him the terrible news that they came to a violent end at the ‘hands’ of the Earth Elementals.

What follows is a quick regroup of the party and some agreements that they must stick together regardless of personal aims. Kennard takes a bronze piece out and scores 2 lines in the coin to represent the 2 fallen soldiers.

The glowing image of the scantily clad woman is insistently beckoning them further up the strange metal corridor. It is at this point that they start to see how the corridor is finely crafted with no visible seams in the metal whatsoever.

They follow her further up the corridor for a few minutes, passing what looks like oval doors set into the walls. It is after a few minutes of travelling through this dark vessel with only the spectral light of the floating woman to illuminate the way that a couple of them pick up on some sounds from further down the corridor. Storrian in particular hears some noises in detail that he has heard many times before (REF NOTE – Rodders rolled a critical success on the Listen roll). He identifies the specific type of demon, imps, and the sound of them scratching against metal. He then takes a deep sniff with his new pig like snout and confirms his theory.

As they approach the source of the noise, they see 2 imp-like creatures with red skin, razor like teeth and claws and pointed ears. They stand approximately 4 feet tall and are currently doing their damndest to get through one of the doors by continually attacking it.

The party gather themselves ready for a fight and slowly approach them. Kennard, having made it clear that up to this point, he has not been hurt or even tired out once (REF NOTE TO SELF – Must try harder) so volunteers himself up front with Cran just to the side of him leaving Storrian and Derek to cover the rear.

The small demons turn with a snarl and pounce at the group with unnerving speed (REF NOTE – They have a DEX of 21!). The Imps manage to attempt to scrape Kennard’s face off but are unsuccessful. Between Kennard and Cran, they manage to hack them to pieces with axe and sword respectively, painting the walls with red flesh and black ichor!

Once the dust has settled, the glowing spirit woman gestures at the door that they were scraping revealing a figure lying in a pool of its own blood.

Once the party are sure that the immediate danger has passed they go into the chamber to investigate the fallen figure. What they find is far from normal but that is no surprise given the circumstances. The figure is some sort of hybrid of a humanoid toad! Maybe a demon? It still lives and as Kennard and Storrian both look it over, they find that it lives but has been clinging on to life for some time and does not have long left.

They sit it up against the wall of the chamber. It speaks! The language is unintelligible and the confusion on the party’s faces is met by a look of frustration on the creature’s face. It says something else in yet another language nobody recognises. It would appear that the 3rd time is the charm as this time it uses the common tongue and they all hear it say “What about this?” to which they all respond.

The creature says that his name is Plunk and that he is a member of the crew of this vessel. He pleads with them for help as it looks like he will not be able to do what needs to be done. He tells them that the Rogue Mistress is a prison vessel that was transporting prisoners when she crashed here. The prisoners had escaped and managed to kill most of the crew. The captain (who he refers to as Ramirez) was left on the bridge and he was sent to make repairs when he was attacked by the demons and cornered in this room. He doesn’t really know how long he has been here.

The party are confused by this. How can one ‘man’ repair a ship this size on his own? As they ponder this, Plunk produces a cone shaped red jewel that he describes as an SRPC (Ship Repair Paradigm Crystal) which means nothing to our heroes. He tells them that this crystal needs to be inserted into a glowing hole in the bowels of the ship. He refers to it as ‘The Engine Room’ but as he sees the confusion on the faces of the gang he quickly changes that to “The place that makes the ship move”. Kennard asks inquisitively if he means the oarsmen chamber and Plunk smiles and agrees.

He is however equally concerned that he has left the Captain for too long and that if she dies then all is lost anyway. Plunk says –

“I know that I do not have the right to ask this of you but I must ask 2 things of you. The ship must be repaired but Captain Ramirez must also be saved if possible. These things are of equal import. I would ask that some of you take the crystal to the ‘oarsmen room’ while the others then go to the bridge to check on the Captain. Orpheus (apparently the name of the spirit lady) will be able to take you to the bridge and the oarsmen room is at the far end of this corridor and the last door on the right”

REF NOTE – The players drop out of a character for a brief moment as they easily see through my attempt to split the party up and discuss this openly stating how foolish that would be. Ben (Kennard) quickly points out that this discussion should really be in character.

The group are at odds as to whether they should split up and many pros and cons are thrown around. Storrian however, impulsive as he is, decides that as he has the crystal, he is going to the oarsmen room. Cran decides that he is not letting the crystal out of his sight. What this results in is Cran and Storrian setting off down the dark corridor mid debate. Kennard and Derek look at each other, shrug and decide to follow Orpheus toward the bridge in the hope of finding whatever happened to Captain Ramirez. Before he leaves, Kennard ensures that Plunk suffers no longer and gives him the gift of a swift death.

Cran and Storrian feel their way through the dark corridor now that Orpheus is no longer with them. The corridor is deceptively long and as such they take some time to get to the end of it. When they do, they see an open portal to a huge cavernous room. They see a small ledge with the top of a steel ladder bending over it and going down out of sight. They are very surprised to see however that it goes down into water. The whole chamber resembles a large and deep lake! There is some light in this chamber thankfully and while they both peer into the dark water to try and see the glowing circle that they have been told to insert the crystal into, Cran sees a large dark shape moving along what he assumes to be the bottom.

Meanwhile, Derek and Kennard are also experiencing the chaotic topography of the Rogue Mistress. As they are led through the ship to the bridge, they see many strange sights. There appears to be constantly shifting borders with what can only be described as ‘other places’. It is likened to how drops of mercury move on a surface with the size and shape changing and moving but in this example, the mercury is patches of elsewhere. They see huge open forests under red and black skies with horned creatures roaming; a huge cliff-face with many naked beings chained to it being plucked off for food by what looks like a Chaos god; A great ice plain with a boat made of ebony cutting through it.

Orpheus, despite getting less substantial and bright, still manages to help them avoid the other inhabitants of the craft. Demonic creatures seemingly wandering the ship unmolested. Eventually they reach the bridge and with one last wave of her flickering ephemeral hand, Orpheus opens the door and blinks out of existence.

Inside the bridge, the group see what look like solid tables full of dials and levers scattered through the room. Straight ahead of them they can see windows that show the lopsided countryside outside. Most disturbing of all, they see the figure of a once beautiful woman slumped against a wall with 3 thick ‘ropes’ jammed into crusty wounds in her head!

Meanwhile, back in the engine room, Cran and Storrian decide that the best way forward is to dive straight in and try to find the glowing aperture. They both do so but Storrian appears to be a much more proficient swimmer (REF NOTE – Despite having a lower Swim Skill percentage, Rodders rolls a critical and will proceed to do so again shortly after while Ceirun has a very difficult time with failing his rolls!).

Storrian, begins to make great progress swimming deeper and deeper into the cavernous hall while Cran has very little joy at all. Storrian is about halfway down when they both see it – A huge squid, grey in pallor with a disturbingly ferocious maw. It appears to somehow sense Storrian and starts to make its way towards him with an inevitable slow advance.

Storrian, suddenly starts to feel threatened and begins to take in water! He thinks fast and remembers some of his training regarding the natural world. If he swims directly at the creature it may not be able to see him any more due to the positioning of the eyes. He doesn’t have much choice as going back to the surface will just mean they will never repair the ship so he decides to press forward with his plan. He swims as fast as he can directly towards the creature and gently comes to a rest on its domed head.

IT WORKS! Storrian is able to skirt unnoticed along the side of the confused beast. It continues upwards now seeing Cran while Storrian continues into the dark depths, out of sight.

Cran is still struggling and now, seeing the beast coming up towards him decides to retreat back to the surface to catch his breath and get out of potential danger. (REF NOTE – This system has a points system to manage the alignments of each character. Cran is a Law Priest and the way of Law is that of the singular arrow, always pointing forward and never going back. Due to retreating and also potentially leaving Storrian to a watery death and thus endangering everyone on the ship, I award him a D10 of Chaos points – He rolls a maximum 10 and this is the beginning of a slip for Cran…)

Meanwhile, Kennard and Derek enter the bridge to closer examine the body slumped against the wall. She was definitely once beautiful but now seems ‘drained’. A quick once over reveals that she is physically ‘dead’ but it would appear that somehow her brain still works. Kennard is feeling at a loss at this point and calls upon the Grey Lords for guidance. He closes his eyes and then suddenly he is no longer on the Rogue Mistress. In fact, he senses that he is no longer in the Young Kingdoms at all! He is in a clearing that seems to be completely symmetrical. Two figures stand equidistant from him on both sides. They speak with 2 tones at the precise same time – “YOU MUST STOP THE ZENTITY. IT WILL LEAVE NOTHING FOR ANY GODS TO GOVERN. WE CANNOT INTERVENE IN ANY WAY WITHOUT TIPPING THE SCALES. IT MUST BE YOUR CHOICE. YOUR ACTIONS. THE WEAPON IS IN FRONT OF YOU. A SACRIFICE MUST BE MADE”. Then he is back in the Young Kingdoms.

Kennard touches her hand and stares into her eyes and is all at once overwhelmed by the psychic surge directly into his mind!

She is Captain Ramirez, the skipper of the Rogue Mistress. The Mistress travels across different planes of existence and is sometimes used as a prison ship. He sees the Mistress subdue a huge cat-like demon with bright yellow cats eyes using the ship’s weapons only to see it then get bound into a cell in the bowels of the ship. He knows that the creature’s name is the Zentity!

He then sees the vessel travelling across the multiverse when something goes wrong and they crash. They crash here in the Southern Wastes. The crash is a bad one and all of the prisoners escape including the Zentity itself. The crew are all killed barring Plunk, the alien Navigator and her but time is running out. They hatch a plan. Plunk must take the SRPC to the engine room to restore power and get control of the plane shifts but he will have no chance if the ship is not brought under control somehow. She decides that she will be the one to plug herself into the RM’s psychic control module as this will buy Plunk some time to install the SRPC. The downside is that it will be fatal for her.

Once plugged in, she can divert enough power for some basic systems to operate (Lighting, doors, Orpheus etc) but she soon realises that Plunk will not be able to make it alone. She uses the psychic module to send visions out. She even manages to send one past the wastes to the fat King (he interpreted this as a vision from the gods) which resulted in the party coming here. Unfortunately, the Zentity identifies the 2 strongest people here and manages to take them over in order to use them to escape the Wastes. It influences them by giving them ‘gifts’. Palanthus was given a hammer and Trevellich was given a ‘Queen of the Hive statuette’.

Kennard falls back away from her as the visions violently leave. While this has been happening, Derek is alerted to Palanthus smashing through the mist into the clearing and marching meaningfully towards the ship. This is followed shortly by Trevellich Maw and his army (REF NOTE – The original plot had Trevellich marching through towards the Young Kingdoms and not part of the end scene but due to Yaddish calling out to him with a lucky roll last session, here he is).

The Zentity must know that it is in danger as it appears to be influencing greater control over the 2 powerful agents as they are not attacking each other. They are marching meaningfully towards the Rogue Mistress. It is likely that they are here to manage the ‘infestation’ of interlopers!

Back in the engine room, Storrian continues swimming towards the floor of the chamber looking for the glowing circle. He has been underwater for close to a minute now and is slowly running out of air (REF NOTE – The mechanism is a diminishing set of CON rolls and every fail means a D3 of direct damage to represent the lungs taking on water). He swims to the bottom and sees the glowing circle. He takes on more water and is in danger of blacking out which would mean certain death! (REF NOTE – At a certain low point of hit points a Con times 5 roll is made to stay concious and this decreases each round that passes. He rolls under it and stays concious but this was a potentially fatal roll if he failed it).

Cran, probably realising that he is slipping towards Chaos if he continues to abandon Storrian gets back in and prepares to attempt to swim past the creature but fails again to make any headway in the water. The squid approaches, its beak and claws snapping in the water.

Down below, Storrian manages to get the crystal out and as he feels more water coming into his lungs, inserts it into the hole!

The instant this happens, a wave emanates from the crystal leaving clear air in its wake! It spreads outwards and Storrian takes a huge desperate gulp of air and collapses on his back, panting and watching the very strange sight of the growing bubble of normality effectively pushing the water back to whatever plane of existence it leaked through from. The bubble catches up with the creature and it too is sent back from wherever it came.

Cran is confused at this point and suddenly realises that the water that is currently somehow keeping him afloat will soon be gone leaving him over 100ft in mid air. He swiftly swims back to the ledge but luckily, he wasn’t that far away due to his terrible swimming skills. He gets to the ledge and is left clinging to it as the bubble expands to cover the whole of the ship.

Back at the bridge, Kennard and Derek suddenly see that the ship rights itself and lights burst into life all the way across the ‘tables’ here.

Kennard decides he must get to the oarsmen room and speak to the others and sets off in a rush leaving Derek to guard the bridge. Kennard gets to the engine room and tells the others that they must take the power back out. After some brief conversation, Cran is making his way down to the floor of the engine room to remove the crystal while Kennard makes his way back to the bridge with Storrian following behind.

Derek manages to get the door of the bridge closed but he has had to force it and worries that it will not be as secure as it should be. He begins to try various levers and dials in a desperate act to be lucky enough to do something but nothing happens. He is toying with the idea of plugging himself in but doesn’t want to take the plunge. (REF NOTE – Both Benedikt and Leon are realising at this point that IF someone takes this course of action then it will mean death and neither of them as players want to lose their characters. This is totally natural and EXACTLY the sort of moral dilemmas that I like to play with in these games).

Kennard is making his way back to the chamber as quickly as possible and hears the sound of the buzzing wings that he recognises as the footsoldiers of Trevellich Maw. It comes speeding around the corner at him and attacks! In a very unlikely set of circumstances, it misses the attack badly and he misses his counter attack badly resulting in the creature hitting him against the wall but flying over his shoulder (REF NOTE – They both rolled critical fumbles!).

By the time Kennard reaches the bridge, Trevellich and Palanthus are attacking the door of the bridge and it looks like it won’t be long before they are through.

The creature that missed Kennard flies straight past a nimble Storrian and is heading straight for Cran. It reaches the top of the chamber and begins to swoop at Cran. Cran is running as fast as he can to get to the crystal and remove it but is just not fast enough! (REF NOTE – At this point Ceirun’s Law alignment points are diminished and his Chaos points are increased through chaotic actions that there is only one point difference. I present him with a moral choice that will have greater consequences…). He feels the Chaos gods close to him. A voice in his head whispers to him telling him he can get there in time if he will leave Law and come to them.

He accepts and in a flash he is there in time to remove the crystal! The bug creature smashes to the floor of the chamber as all the power leaves the ship once more and Cran Liret transitions to Chaos for ever more. His soul now belonging to a certain Chaos Lord who will become more apparent in the future!

Kennard tries to reason with the lords but they are disinterested in this and are about to order their men to kill him. Suddenly the ship lurches again as the power is gone. Kennard uses this distraction to his advantage and calls upon every ounce of his ability to coerce and slowly the 2 agents begin to fight against the bindings. Suddenly the hammer and the idol shatter! Palanthus, Trevellich and their respective troops scream in agony as the Zentity’s hold on them slips away. They begin to transform back to the humans that they once were!

Sensing that things are desperate, the Zentity forms physically out in the clearing! It is a huge cat-like being. Translucent like mist but with two solid yellow cat’s eyes as big as boulders set into its feral skull! It roars and begins to draw everything around it into itself. First the colour and then the substance eventually leaving patches of nothingness similar to a painting with a section ‘rubbed out’.

Inside the bridge, Derek is starting to realise that his choices are few and the hourglass of his life appears to be nearing the last grains of sand. He too calls to the grey lords for guidance (REF NOTE – This is far from an easy thing to achieve btw. The player must roll under his/her current alignment score which is generally pretty low – Leon rolls a critical success). He gets the exact same vision that Storrian did but this time, he knows what must be done.

Cran knows that things are better now and re-inserts the crystal. Trevellich and Palanthus are utterly outraged at the manipulation that has taken place and leave the ship with the sole purpose of hurting this thing despite how futile that may be.

With resignation, Derek makes the choice to join with the ship. He takes 2 of the 3 ‘metal ropes’ out of the head of Ramirez in each hand. They apopear to have very sharp points. Storrian, who is now back on the bridge, takes the 3rd one.

They drive them painfully into Dereks head and he becomes – A CHAOS ENGINEER!

In an instant, Derek is no more. He is now one with the ship and his mind is full of so much information that it is almost overloaded. His body, like that of Ramirez, cannot handle it and collapses to the floor of the bridge but his mind is now ‘aware’ of every part of the ship. He has located the prison cell that the Zentity can be held in and knows that it is made with Law enchantments but requires a Chos binding to lock it.

The plan is formed but Derek knows that they must be quick as his simple life-form will not be able to support this arrangement for long before his life energy is fully used up.

Derek restarts Orpheus but this time in the form of a Chaos Butterfly. He directs Storrian to get to the cell telling him that Orpheus will lead the way. He must be ready to bind the door closed when the time is right.

Cran and Kennard leave the ship in order to assist the attack on the physical form of the Zentity. Trevellich, Palanthus and their troops are dwindling in the attack but they are weakening it and more importantly, distracting it from the Rogue Mistress.

Captain Derek lifts the impossible craft from it’s crash-site. The crystal has repaired it fully so it does so with the grace of a ballerina that metaphorically dances through the air. He brings the many gun turrets to bear on the creature. Captain Derek calculates that the Rogue Mistress will be 95% accurate in weakening the physical state of the Zentity if he destroys the troops fighting it too. This is too important to risk and he lets loose with all guns. the sheer impact of the explosions destroy the 2 Lords and the troops but the Zentity is hugely wounded and reforms to an ethereal state.

Storrian prays to the Lords of Chaos and attempts to take the weakened Zentity on in a battle of wills (REF NOTE – POW Vs POW roll and the odds are only slightly against him).

He does so and is successful! The Zentity is sucked screeching back to its cell and with a slam, the metal door closes and the symbols of both Law and Chaos glow for a second and are gone!

All is quiet for the first time in a long time.

There is much discussion about ways to save Derek but it is soon realised that the Zentity must be taken far away from here. Preferably to a place where even if it escapes it cannot harm anyone else. Everyone else leaves the ship and Darak (REF NOTE – I think his sacrifice deserves that I use his proper name at this stage) jets off with his vessel to a plane far away from life, taking the Zentity away with him.

Storrian finds the doll of Yaddish outside the craft with the demon still bound in it. A gift from the Lords of Chaos?

THE END (of season 1)

Epilogue –

The Southern Wastes were dealt heavy damage by Trevellich Maw and his men when they marched northwards due to the actions of Yaddish the accursed and his deal. They will have to spend a lot of time rebuilding what was destroyed. The party from the Young Kingdoms have elected to stay here so they will no doubt be expected to help with these reparations.

Nature abhors a vacuum and as such, the hive and the tower appear to have inherited new occupants. The other prisoners who were on the Rogue Mistress have moved in and they begin their plans for the future of the southern wastes.

As the party walk away from the scene and the credits roll, the camera zooms in on the belt of Storrian where he has the doll of Yaddish and the eyes of the doll appear as little yellow disks of cats eyes and a huge cheshire cat grin appears underneath…

Stormbringer – Season 2 – The Agents of Entropy – Coming soon (ish) to The Great Escapism Games Club

Stormbringer – Episode 4 – The Rogue Mistress

We begin the latest episode of The Chaos Engineers with our party rested in the Oasis and calmly discussing (not) what the next step needs to be. They are passionately debating what is the next best step with Yaddish and Storrian wanting to take the horses back out to the farm in order to reclaim the carriage while the rest of the gang want to rest up in the Oasis and then decide. None of them particularly like the idea of heading back towards Palanthus and his men.

This debate goes on for about 30 minutes until Yaddish and Storrian take decisive action. They mount the 2 horses and prepare to ride back Northwards into the mist.

REF NOTE – Yaddish is starting to get concerned at this point that he will not be able to keep up his end of the bargain with Trevellich and is slightly worried with the prospect of his soul being trapped in the plane of the Insect Lord and being eaten alive by a million insects only to be revived to do it all over again every day. Understandable really…

While this is happening, Kennard jumps towards the horses and lands way off for some inexplicable reason (REF NOTE – He wanted to jump on the back of one of the horses but failed miserably!) and Lisbeth starts to squint and stare at the mists to the North. The party follows her line of sight and can see silhouettes in the mist of what appear to be large figures. There is one huge one at the front that seemingly raises a large hammer-like object way above his head and brings it down.

With a loud CRASSSSHHHH! The mists part leaving the way clear to see Palanthus and 6 of his men visible, angry and still showing the face plate of Donblas the Law God of Justice and Retribution!

Cue instant panic!

REF NOTE – The players are now put into DEX order and the following hour and a half of real time is spent in an ‘action scene’ so although in game terms it seems like not a lot happens, the reality is that each decision and eventuality is considered. As a ref, I like to rush the players decisions in these circumstances in an attempt to replicate the sense of urgency of a battle scene.

There is a lot of screaming and shouting as the party try to decide how best to manage this horrific turn of events. The outcome of this is Cran who takes Lisbeth, Byron and Mary and ushers them further southwards, basically in the opposite direction away from the danger. He is joined by Kennard, and Derek who feel that this is likely the safest way out.

Korrs bravely hangs back a bit and cocks an arrow aiming it at Palanthus and strategically positioning himself between everyone else and the enemy.

Meanwhile, Yaddish and Storrian, both still sat on the intelligent horses have a quick muted conference and then head to the mist wall to the West away from the rest of the group.

As the rest of the party retreat south, the enemy moves on relentlessly. Kennard sees this as the opportunity to try something to allow them and the innocent family to retreat easier. He shouts to Palanthus – “PALANTHUS! THE DEMON HORDE HEAD WEST WITH THE PRIESTS OF CHAOS!”.

REF NOTE – This is a long shot so I ask Benedikt to roll his ‘Orate’ skill and he pulls it off! He succeeds in persuading Palanthus to follow the other sub group!

Palanthus and his men appear to have turned to follow the Chaos priests Westwards. The rest of the party retreat South. Within 30 seconds or more, both sub parties are at the mist wall ready to go. Cran Liret concentrates and with comparative ease, manages to open a 15 foot wide globe of ‘order’ in the Chaos Mist (REF NOTE – The system I have created makes it easier for Law Priests to convert the raw stuff of Chaos into Order)

Over to the West of the clearing things aren’t going too well. The horses are not responding well to the riders attempts to move forward and the Chaos priests are unable to open the mists (REF NOTE – Conversely, transforming Chaos to Order is anathema to the whole concept of Chaos so is MUCH harder for them to pull off!) and Palanthus is almost upon them!

Storrian realises this just as the enemy is almost upon them and jumps from his horse. Yaddish formulates a plan but just as he is about to put it in motion, an arrow comes flying in from the south and lands just before the feet of his horse. The fletching on the arrow is unmistakeable as belonging to Korrs of Law!

Korrs, having just missed his shot on the horses retreats into the causeway that has been created by Cran. The Balance and Law priests, along with the family are now advancing into the mists and the gap is slowly closing behind them.

Storrian (or Porky as he is now starting to be called) tries to reason with Palanthus as it appears that even in this state he is open to this. He tries to convince him that the demons are through the mists back north with the king! This is true but unfortunately he is unable to convince him (REF NOTE – He fails his Orate roll). Picking up on this and trying to build on it Yaddish also tries to do the same (REF NOTE – At this point Richard rolls his Orate skill and gets a 00 which is a critical fumble!). Yaddish, in a bit of a fluster panics and blurts out – “Yes, go North to where the Demons are. That is where my King is…”. Hearing that this man is loyal to a demon king only serves to further enrage Palanthus.

Yaddish jumps from his horse and slaps it’s rump directing it at the mists, condemning it to a horrific death. The horse charges straight into the mists. As its head touches the mist, there is a noise unlike anything any of them had heard before. A guttural noise of pain on a level not experienced before. The horse is already moving forward and just through the mist, the Chaos Priests can see it being disassembled and then reassembled into random items. They can see clothing, furniture, vegetables and even winged creatures flying off as the poor creature pushes forward. As the horse gets approximately halfway through the mists the lifeless rump collapses to the floor. On the other side, the torso hits the floor and ‘explodes’ into a load of spider like creatures some of which skitter out into the Oasis. This turns out to be a great move for Yaddish as Palanthus sees these creatures and instantly creams “CHAOS SCUM!!” and proceeds to set about crushing them buying some much needed time for him and Storrian to run as fast as possible from certain death.

Meanwhile, back at the southern edge, Cran is aware that if he continues then the likelihood is that the Chaos priests will be unable to follow and will likely not survive. He decides to move forward nonetheless.

This outcome is also foreseen by Kennard and despite everything that has happened up to this point, decides that Balance must be kept and creates his own Order bubble from the Chaos and he waits. Yaddish and Storrian are now running at full steam with Palanthus and his men gaining slowly but they eventually collapse into the bubble which Kennard immediately shrinks in order to close it to Palanthus, at least for now.

REF NOTE – During the final run, the person playing Yaddish, Richard, hands me a private note saying only “Command my demon to attack and kill Korrs as soon as we get a chance”. I advise against it as an impartial Ref as this sort of thing generally ends badly for the attacker but he insists that his character would react in this way after being shot at by Koors during a life threatening situation. I cannot disagree with someone staying true to their character.

After a little quiet time travelling through the mist and seeing yet more debris from some sort of ship, the party all emerge into yet another huge clearing but this is quite different as the outskirts are in a state of flux. Way ahead of them, the party sees something majestic. They see what must be the Rogue Mistress!

It has the appearance of a large and ornate galleon on first glance but it is so much more when examined thoroughly .It appears to have crash landed here as the prow of the vessel is damaged leaving a large hole. Despite this it still gives the impression that it is a sleeping predator. The ‘wood’ it is made of appears to glint in the light giving the appearance of being one smooth surface (as opposed to planks). The sails are another thing again. Despite being ‘down’ they are still full and are made from a material that none of the party have ever seen before. They are translucent but with the multi-coloured rainbow effect rippling through it. There are also conical metal shapes of a huge proportion at the stern of the vessel. Included in this strange vision are what appear to be many stubby metal poles sticking out from various points on the ship. To make matters worse it looks like lightning is sporadically crackling all over the deck from nowhere.

Unfortunately, this spectacle appears to have attracted further attention. Wandering around in front of the vessel are 4 large, ugly and dangerous looking greater Earth Elementals! (REF NOTE – For a rough description see the rock creature in Galaxy Quest).

Korrs decides to get a closer look and successfully manages to sneak in unnoticed to the tune of 30 feet or so. The rest of the party are all whispering to each other to try and work out how to manage this with the least danger possible. Kennard does the same but in a slightly different direction but unfortunately does not do so as quietly. Luckily, the Elementals don’t hear him. Yaddish decides that now is the time and advances in pursuit of Korrs. He commands the demon to attack Korrs and kill him.

The demon ‘leaps’ out from the doll around Yaddish’s neck and takes form. It has a stylised ‘quiff’ hairstyle, humanoid, pointy nose and ears with green skin. Padded leather armour in a jacket style and horrific looking claws at the tips of its fingers. It starts to run towards Koors.

Koors instinctively fires off an arrow at it, wounding it quite effectively. He then screams out the word “DEMON!!!”. The whole party turn to see the turn of events. Unfortunately, so do the 4 Earth Elementals. Their stone heads making a gravel scraping noise as all their heads turn to face Koors and then make their way towards him!

Instant panic part 2!

Derek is still exhausted from the last time he did some Chaos Engineering as they have been unable to rest since then.

The stone elementals are like boulders rolling down a hill in as much as they are really slow at first but as each second passes, they pick up speed. It won’t be long before they are on Koors. This is exacerbated by the fact that Koors is now running towards them to give him more chances to attack the demon from a distance. (REF NOTE – Koors started the game with maximum 18 Dex and managed to go up a point through the course of play and as such is MUCH quicker than the demon, much to Yaddish’s disappointment).

Koors manages to let another arrow off into the demon while Yaddish realises that he will have to personally intervene at this rate and starts to take chase himself.

Back at the outskirts of the mist, Everyone who is left suddenly realises that there is unlikely to be a better chance to get into the ship past the elementals while they are occupied with Koors and Yaddish. Exhausted, Derek is currently resting with his bow aimed at Yaddish. Seeing this, Porky is not happy and begins to try to wrestle the bow out of his hands. A struggle ensues and after some displays of ineptitude from both sides (REF NOTE – They both managed to roll fumbles!) the bow snaps in the struggle and both of them are injured from it.

Cran appears to be in tune with the environment as he starts to see there are lines of power arcing from the ship to several different directions in the mist. He deduces from everything they have learned that this is the prison ship from Byron’s dream and that this is the key to everything that is happening in the Chaos Wastes.

One by one, they take advantage of the distraction and make their way to the vessel, all following Cran who makes his way to the hole at the front of the ship as he is tempted by a ghostly image of a woman beckoning him. He is convinced that this is his dead wife…

Out in the field, disaster is about to strike.

Koors has realised that his chances of surviving this encounter are slim. If he continues to run towards the earth elementals, the demon will catch up to him and slice him to pieces, if he stops to fire then he will get attacked by the elementals with little speed to dodge through.

He makes his choice and jumps into the air, twisting his body and knocking an arrow in the process. He releases the arrow and it flies through the air at the demon as he slides backwards across the floor, vulnerable in the path of the elementals. The arrow hits the demon dead in the chest and it yelps, transforms back to the black mist and jumps into Yaddish’s doll around his neck. Yaddish is still determined to finish the job but now realises that he is also in great danger from the elementals as 2 of them break off and head towards him with all the speed and ferocity of an avalanche!

Koors manages to get on his feet and make a move towards the elementals but, without the momentum he had will be unable to dodge them. He has only one hope. They must just miss him.

REF NOTE – The elementals are greater elementals and as such have a base attack of 70%. There are 2 on him and they will get one swipe each which effectively means Koors has 2 x 30% chances of not being hit. They cause 1D12 + 2 D6 damage. On 3 dice, this means that if they hit they will cause a minimum of 3 and a maximum of 24 damage. Potentially a one hit kill…

Koors runs at them, one of them swings and catches Koors across his shoulders and neck with a huge boulder where its fist should be. It ignores his armour and knocks him sideways and forward, smashing his cheekbone and shattering ribs and other bones in the process. He manages to remain conscious and his inertia carries him forward. The second elemental takes a swing and connects. At this point, Koors is barely alive and it connects with his head, shattering it like an over-ripe melon.

Meanwhile, Yaddish runs as fast as he can towards the vessel. He swiftly realises that there is little he can do to escape. In desperation, he calls upon Trevellich Maw and succeeds (REF NOTE – Straight POW roll and rolls under 17 with a percentile roll – Lucky B’stard yet again). Unfortunately, they are just too far away to help him now. He decides that he must try to let them get past him and hopefully the inertia they have gathered will cause them to go past him and give him a chance to escape.

The first one approaches him, swings and makes a direct hit on his head (REF NOTE – I roll a critical hit with my attack dice meaning that it is double damage). It hits and Yaddish is no more as his head explodes in a cloud or crimson and bone fragment. His lifeless body hits the floor.

The group are now at 4 and the episode finishes with them being led into the dark metallic corridors of the vessel by a shimmering woman (who is NOT Cran’s dead wife!).

Epilogue – Yaddish’s soul awakes in a dark and foreign land. He feels that this must be the domain of Chaos and he will get his reward in the service of his patron for his years of loyal service. He hears a low sound increasing in volume that sounds like buzzing. It is with horror that the realisation dawns that he is now in the hell realm of the Insect Lords as they fill his screaming mouth and eat him from the inside out only to be reborn every day to do it again and again for all eternity…

What will they find in the Rogue Mistress? What is the secret of the ship? Is it a prison ship and if so, what prisoner is loose? Will the 4 remaining survive to tell the tale? Find out next week in Stormbringer – The Chaos Engineers – Episode 5 – The Zentity

Stormbringer – Episode 3 – 2 sides to Every Coin

The episode begins with the 2 warriors who had been suffering from the Fugue sleeping sickness wake up (REF NOTE – The 2 players who were unable to attend before are able to be here this session so we in fact have a full party for the first time since we started the campaign!). There is scant time for the sleepers to be filled in on the previous events before Palanthus and his men arrive.

Storrian and Darrick (Derek) now face the same challenge that the rest of the party faced regarding fighting off the warping effects of the Chaos around them.

REF NOTE – This a simple mechanic whereby the CL (Chaos Level) of the location is used as a contested number versus the character’s POW stat to avoid being permanently changed by Chaos. Derek makes the roll easily but Storrian fails by 1%. Rodders (the person playing Storrian) has the opportunity to call upon the gods of Chaos and make this 1% up but decides against it…

Shortly after waking up, Storrian holds his hands to his face as the Chaos aura all around him changes him permanently! He squeals in pain and as the pain subsides, he moves his hands away from his face and reveals a large pigs snout and 2 upwards facing tusks!

Unfortunately, the group do not have time to deal with this as Palanthus and his men are rapidly approaching.

Having been forced to do so by the quickly decreasing time available, the group quickly work out a plan. What little they know of Palanthus leads them to believe that he is a bit of a purist so even if he is in ‘Arkyn state’ and therefore friendly, he is likely to react negatively to a Chaos Priest, especially one that has been warped by it. It is quickly agreed that Kors, Derek and Storrian will stay upstairs in the farmhouse while Kennard and Cran will stay downstairs and greet Palanthus.

Storrian works out that a military type unit like this would likely have a standard bearer. Armed with this knowledge Kors and Storrian, from their vantage point in one of the bedrooms manage to spy the standard and with a sigh of relief they see that it is that of Arkyn!

REF NOTE – Had it been Donblas, then the party would have been in for a fight. I took this opportunity to give the players an Idea roll (a derivative of the INT stat). Only Cran succeeds in this and I share with him the knowledge that if this situation goes tits up then the group do not stand a single chance. This is just to re-iterate the ease with which characters can die in this game.

Within minutes, Palanthus and his men arrive at the Farmhouse. He is a huge man and the first thing that Kennard and Cran note is that his white plate armour and Pale blue cloak are seemingly immune to the grime of the Southern Wastes. Somehow he is positively gleaming in the murk. His men however seem to suffer from being grime magnets in much the same way as the group does.

All of the soldiers, including palanthus himself are in full plate, cloaks and all have War-hammers as their weapon of choice. They have a full helm with a moulded image of Arkyn (a stylised beautiful almost feminine young man) on the face plate leaving holes just for the eyes to see out from.

Palanthus, in a clipped and authoritative voice states clearly – “Who are you and what is your business with these farmers?!” to which Kennard replies – “We are allies and are here to protect this family”.

The atmosphere is quickly defused by this as Palanthus strides past them in an effort to go inside the Farmhouse. Unfortunately, his way is cut short as Lisbeth steps out with the Crossbow and shaking hands with an almost hysterical shriek – “YOU WON’T DO IT AGAIN! I WON’T LET YOU HURT THEM ANY FURTHER!”

The atmosphere is suddenly tense again…

Meanwhile, upstairs in the Farmhouse, Kors is continually watching the guards just in case anything changes. Storrian is starting to look for an effective place to hide for obvious reasons. He appears to be checking the rafters (too low), the rooftop (too unstable) and then out the window and climb down which is the idea he appears to settle on. Derek watches on with a smile. Storrian pushes himself out of the window and ‘thinks’ he has a solid foothold but misjudges it entirely. He slips and falls! It is only one level and he manages to angle himself so that when he lands he isn’t hurt but he does total a row of plants beneath him.

Derek looks down with a snort of laughter in order to see Storrian get up and run over to the outside structure that houses the livestock. He decides that he won’t chance the drop and makes his way downstairs to the exit without risk.

Over in the Hive, Yaddish (Yiddish) is finally summoned back into the throne room of Trevelich Maw, the leader of the Insect Demons.

REF NOTE – As, at this point, it was looking very unlikely that the party would be rejoining each other I made the decision that we would do all the RPG in front of each other and that the players would have to ensure that they do not act on things/information that happens when they are not there.

In the previous conversations (that weren’t shared in the previous write ups) between Yaddish and Trevelich, Yaddish had asked the Insect Lord to come back to Lormyr with him to aid the king and help turn the tide of the war. Trevelich has considered this overnight and has decided to agree to this but on 2 conditions –

1 – Yaddish has means of traversing the Straits of Entropy and must ‘lead’ them out

2 – The Insect army will need sustenance if they are to make this journey so they will need to feed on the villages they come across on the way. Yaddish must not only stand back while this happens but must assist in making this happen too!

Yaddish thinks for a second and realising that if he refuses this then the help for Lormyr will be gone and that he will likely end up being a meal for the ‘children’ here, decides to agree. Trevelich is happy and they share a blood ritual to seal the deal. This means that should Yaddish not fully meet the agreed points that his soul will instantly be forfeit and will be dragged to the plane of existence ruled over by N’nuuurc’c the Insect Lord himself. He will spend the rest of eternity in a never ending cycle of being consumed, regurgitated and consumed again and again by the insects there…

Meanwhile, back at the ranch, Storrian is looking at first to hide amongst the pigs here but instead realises that he is likely to be safe here. He waits and notices that Derek is on his way closely behind. As Derek comes in he deftly steps over Storrians outstretched foot which was (accidentally?) in the wrong place. Somehow, Storrian then goes on to convince Derek to smear himself with mud from the floor. (REF NOTE – There is absolutely no need for this whatsoever and Storrian gets some Chaos points for his mockery while Derek gets some Balance points for agreeing in order to keep the peace).

In addition to this, Storrian puts his new found skills to the test. He finds that he has the ability to sniff out things but not just any old scents, he can sniff out magic, chaos or otherwise. He takes a good long sniff and suddenly he can smell something powerful. Something alien. It stretches from the Southeast and the Southwest. The same but different. It is all very confusing just getting used to the new way his body works)

At the farmhouse, Lisbeth is calmed by Kennard and realises that the knights are in ‘Arkyn mode’ so are safe, at least for now. The situation is calmed again.

Palanthus strides into the house shortly followed by Kennard while Cran stays outside. Cran can ‘feel’ something at this point. A powerful source of magic. He concentrates (REF NOTE – He rolls a critical – His second stat crit of the session!) and is almost knocked off his feet by the sensation as suddenly he can see a huge power source being pumped INTO Palanthus’ Warhammer. It is coming from the white castle in the distance.

Kennard talks to Palanthus to try and understand the situation better.

K – “Why did you attack these innocent people?”

P – “We did not, we are in fact here to give healing aid.”

K – “So who do you think attacked these people?”

P – “We suspect that it is the work of Chaos agents trying to spoil our reputation!”

K – “So, if we come across these things then we have your blessing to attack and kill them?”

P – “Of course!”

Satisfied that he has ‘permission’ to do whatever is necessary should the need arise Kennard follows him inside. Palanthus and 3 of the guards go inside leaving 6 outside ‘guarding’ the doorway. Palanthus begins to pray to Arkyn over the prone bodies of Lisbeth’s parents. A soft white glow starts to emanate from them and their bodies start to heal. The dented cheekbone of the mother ‘pops’ out visibly to its original shape. Within minutes they are coming around and Byron (it is discovered that this is the father’s name) is mumbling something about having a most strange but vivid dream. It is mainly incoherent at this point but 2 words stand out in particular – “Rogue Mistress”

From upstairs, Kors spots something odd with the soldiers that are guarding the doorway. The face plates on their helms are currently shaking, vibrating and starting to softly blur.

He decides, despite the fact that he is not supposed to be upstairs, that he will warn everyone by shouting down – “THERE IS SOMETHING WRONG WITH THE GUARDS! SOMETHING IS HAPPENING TO THEM!”

REF NOTE – In his defence, Paul (The player of the character Kors) was concerned that this situation would go South very quickly and wanted to warn the party. Unfortunately, all it did was accelerate the situation. What follows is a frenetic action scene with a lot going on all at once. I will do my best to recreate the urgency in the writing.

Palanthus, the 3 guards and Kennard all snap their heads upwards upon hearing this. Kennard responds by shouting back – “THANKS FOR THAT EVEN THOUGH IT IS A BIT ODD THAT YOU ARE UPSTAIRS AT THE MOMENT!!!”

Very quickly, the following things happen – Lisbeth starts panicking and staring wide eyed over Kennard’s shoulder as she can see the masks are also blurring and changing; Kennard and her start to support her mother and father to get them out quickly, they are still weak but getting stronger by each minute; Cran sees the guards starting to change too and makes preparation to leave quickly; upon hearing the noise from the farmhouse, Storrian and the freshly mudded Derek make their way to meet the party as they emerge from the door of the farmhouse; Kors quickly makes his way out of the house to join the others; Yaddish is out travelling with the army of insects and is rapidly approaching the farmhouse from the Southwest road!

Everyone tries to help the family remain safe. Thankfully, the guards appear to be in a dormant state while their face plates change. This is now gone from a slight vibration to an intense blur with parts of the helm now settling into a different face than before.

Kors realises that the carriage itself will be too slow to get them away in time and begins to cut through the harnesses to release them. A couple of them can hear a buzzing noise in the distance and see that the Southwest road is blocked by the army of the insects!

Cran realises that the only real choice they have left is to cut directly South into the Chaos mists but this will require one of them to use the prayer they have been taught that will settle the raw Chaos into substance, albeit temporarily. If they can get to the mist without being caught by Palanthus then it ‘should’ close behind them. The downside to this is that it will be the first time they have carried this task out and don’t really know how or if it will work…

As the party are busy putting the farmers on the horses, Kennard manages to see a familiar figure striding confidently amongst the Insects, clearly not a prisoner or held against his will – Yaddish!

The group, are all starting to feel the fear of the knights who are slowly coming around and are all hurriedly trying to decide the best course of action. Motivation to make a decision comes swiftly in the form of the door being smashed off its hinges by a now partly mobile Palanthus, his warhammer crackling with black energy as he crouches through the wrecked doorway to get closer to the party.

The party start moving as fast as possible to get behind the farmhouse and head directly towards the mists, leading the horses with them.

Yaddish peers ahead to see what is happening and recognises his party. He sees the horses being lead at speed towards the Chaos wastes and panic runs down his spine. Quickly he turns to one of the creatures walking alongside him and tells them of the danger, without the horses the Straits of Entropy are closed (Which means Yaddish will become insect food forever!). The Insect he speaks to takes flight and heads to the front of the swarm.

Meanwhile, the group are heading as fast as they can towards the mists. They prepare to use the prayer for the first time.

Trevelich himself strides through the swarm back to Yaddish and says – “This is your problem, not mine. You resolve it and we will move forward to the Straits. You will have 3 days”. He sets off to intercept them but he fears he is too far away.

The group are all rushing and can hear the regimented sound of the troops marching behind them giving them extra motivation (REF NOTE – I am at this point stamping my feet in a rhythmic march in order to give an extra edge to the chase scene. The things we GM’s try to do to build tension!)

They get to the edge of the mists. Storrian, after a failed attempt to harness the stuff of Chaos, sees his partner Yaddish and decides that he is running back to him. It is clear that this will be the best chance for him as Yaddish is clearly not handling the exertion of running very well at all.

Now at the mist wall, Derek resolves to give it a go. He concentrates, applies some of his soul to the process (REF NOTE – They have to sacrifice some POW temporarily between 1-3 points depending on how much they want to succeed) and he is successful! The Chaos mist parts and the heaving and ever changing bubbling floor settles, albeit temporarily, into solid ground!

The space is big enough for all of them to enter so they do. As they move forward, the way behind them already starts to collapse leaving a small gap. As a follower of Balance, the sensation of shaping the raw stuff of Chaos is both painful AND sweet. The potential within the entropy is infinite. It is dangerous.

By now, Storrian has reached Yaddish, picked him up and is carrying him back (In the style of An Officer and a Gentleman!). He is making good ground.

The Law priests make a decision to not wait but instead, press on with the horses and the family. Both the Balance men decide to wait despite the level of pain and discomfort it is causing Derek.

Kors concentrates on manipulating the Chaos and finds it a LOT easier. The causeway he makes is much wider and longer and lasts a long time. They leave the Balance men behind…

Eventually and with great exhaustion, Storrian and Yaddish manage to catch up and collapse into the portal. They are supported on into the mist as the portal closes behind them.

Kors and Cran make it through the mists into what seems like an Oasis. A rest point. Cran recalls hearing tales of Aubec of Malador who literally created points like these when he formed the Young Kingdoms out of Chaos so many moons ago. There is fresh water, fruit, straw for the horses etc.

Cran makes use of the time well as Byron is now almost completely lucid and tells Cran in detail about it. Cran resolves to keep this to himself as best as possible.

Eventually everyone else comes through and as soon as it is clear that the danger is over, Kennard levels his axe at Yaddish.

What follows is much discussion, raised voices, accusations and misdirection from all. It results in a very uncomfortable atmosphere and not many people actually sleeping through the night.

It is decided that they will all soldier on through the mists as going backwards is not an option.

What is the story with the motivation of Trevelich and Palanthus? What is through the mists? Will the Insects assist Lormyr in the battle? Find out next episode in Stormbringer Episode 4 – The Rogue Mistress

Stormbringer Episode 2 – Step into my Parlour

The sound of the buzzing was becoming almost guttural. It felt like the vibrations in the air were churning the guts of the occupants of New Lormyr.

The party were awake! Well, all except for Storrian and Derek who appeared to be in an unbreakable slumber. It would be discovered later that the warping effects of Chaos can sometimes cause those subjected to it to fall into an unnatural slumber.

REF NOTE – Unfortunately these 2 players were unable to attend the session so this was a mechanism to take the characters out of combat and more importantly, out of danger.

Yaddish begins to put his armour on and makes his way to the window of the Chaos temple to see what approaches. Kennard and Kors (who also stops to put his armour on) make their way out to the village itself to try to assist in the evacuation of the occupants into the safety of the Town Hall and Cran Liret (who had mainly been observing up to this point) makes his way from the Law temple to the town hall, also to assist. Interestingly, he selflessly doesn’t take the time to put his armour on, thus putting himself in harm’s way in order to be there as quickly as possible for the village!

REF NOTE – The person who plays Cran was unable to be there at the 1st session so we decided that he had been there all along for ease!

What they see initially are 4 ever growing dots on the horizon. Within minutes (and by the time those that did so have put their armour on) the figures can be seen. They are large humanoid flies. They appear to have some sort of plate armour on that looks to have been corrupted by demonic forces. Kennard is the first to notice that all 4 have the symbol Chaos in exactly the same place on the armour…

Kors immediately aims and lets loose with an arrow at one of the 4 creatures who are now looking like they are about to land in the southern end of the village where some of the villagers have yet to be evacuated from. It is a direct hit in the head! Unfortunately, it bounces off with seemingly no effect!

Kennard heads straight underneath the creatures into a hut which houses a mother and daughter who are distraught and seemingly frozen in place. He tries to calm them so that they have a better chance of escaping to the town hall. It works and they make their way out.

Cran considers the thought of barricading the doors of the town Hall from the outside thinking that it would be better to definitely save the ones who had already made it whilst unfortunately then condemning those who had yet to make it in the process. He is only stopped from doing this when he realise that the bar to lock the door is on the inside and it would mean he would effectively take himself out of the combat in doing so (REF NOTE – THIS is the behaviour of true Law).

Yaddish stands cruciform in the window and reaches out to one of the creatures with the strength of his will. He shouts “COME TO ME CREATURE. TAKE ME TO YOUR MASTER!” Unbelievably, it hears and obeys! (REF NOTE – This was unexpected and causes me to have to do some on the spot mental juggling to see how this will affect the storyline. That’s the nature of RPG though, anything can and does happen with players having free will and all that!).

The 3 remaining creatures land with a crunch between Kennard and the town Hall. Kennard takes a moment to weigh up the choices he has. He decides that although at the moment he is isolated and outnumbered, he has no choice but to attack the fly creatures. They are currently prone so he won’t get a better chance to hurt them as much as this. After that first blow though, he will likely be in great peril.

He runs at them and swings his mighty axe at the back of the middle one of the 3 (this was the one that he saw the arrow hit). He lands a hefty hit but all that results from the creature are sparks as it scrapes across the creatures seemingly impenetrable armour. It does however, have a strange look across its horrendous alien face. It almost looks as if it is surprised…

Kors lets loose with another arrow but this time misses. The arrow flies over the shoulders of the creature and Kennard. Cran positions himself in the doorway of the Law temple while considering his next move.

Cran is positioned such that he can see directly into the entrance of the Chaos Temple opposite and he sees one of the creatures buzz down and walk into the open door of it.

REF NOTE – A conversation happens here between Yaddish and the creature but, again, I cannot share this here due to the spoilerific nature of the discussion. Further into the write ups, all will become clearer.

Kennard is now locked in combat with one of the creatures. He appears to be on a back foot and is defending himself, seemingly unable to get a swing in. An old man emerges from one of the huts to the left of him and one of the creatures heads straight for him. Kennard manages to get another hit on it but frustratingly there are more sparks but no discernible damage.

Seeing the desperate nature of the situation, despite having no armour on, Cran makes his way into the fight swinging at one of the 2 bugs still on Kennard. He swings, hits and with what sounds like a surprised hiss, the bug takes to the air! Kors sees this as his cue and moves in, dropping his bow and bringing out his sword (despite not being very good with it!). At this stage, there are now 3 of them surrounding the last bug and they finally have the upper hand!

One of the creatures swipes at the old man to pick him up but has over exerted itself and fails. It waits mere seconds while its fellow bug gets surrounded and then, unchallenged, picks up the old man with ease and lifts him onto the air to snatch him off!

Between the 3 of them surrounding the final bug, they manage to hit it enough times to drive it off, unfortunately, the bugs are now too high to reach with melee weapons and 2 of them have Yaddish and an old man in their grasps.

Yaddish tries to cast Bonds Unbreakable on the bug holding him to break the grasp but he realises pretty quickly that this creature is MUCH more powerful than he is.

Kors has a choice. He can get 2 arrows in before the bugs are out of sight and he can either target the one holding Yaddish or the one holding the old man (REF NOTE – At this stage, mechanically, it is almost irrelevant as he will need 4 ‘hits’ to shock the bug into letting go so with 2 arrows he would need 2 critical hits – rolling under 10% of his skill level).

He chooses to shoot at the one with the old man, calculating at 30 feet, he would be hurt but should survive.

He notches one arrow, pulls back, releases and it is a perfect shot! (REF NOTE – He rolls his first critical hit!) the arrow strikes the bug squarely on one of the tender muscles holding one of its arms in place. It however does not let go of the man.

He notches another arrow, pulls back, it is further away now so the chance of hitting is lower, releases and… It is another perfect shot! (REF NOTE – Against all the odds, the player has rolled under 10% yet again!). This time, it hits him in the side of the head shocking the bug enough to let go of the old man. He falls to the floor with a sickening CRUNCH. Seconds later, he emits a small pained moan. He lives!

Yaddish however is gone, presumably to the ‘hive’ that these things reside in.

The rest of the party then assist in the cleaning up of the village. Thanks to them, there are no casualties!

They discuss with Haskel what has happened and they come to the conclusion that they will travel to New Vilmir to warn them of the attacks and share the knowledge they have learned about driving them off and also to learn what they can regarding the bug creature they believe the New Vilmirians have trapped there.

They set off reaching further into the Chaos Wastes. They carefully and gently take the sleeping bodies of Storrian and Derek and place them in the coach. They now start to see the changes and feel the warping effects of Chaos much stronger. The land itself now starts to break up and they can see small ‘puddles’ of Chaos. This is the first time they have seen this phenomenon. It is like a black oily mess but it is constantly moving and changing shape. It can be mesmerising to watch.

After a few hours of travelling, the party begin to feel the effects of a lack of proper rest. They then see the much more civilised and better defended village of New Vilmir.

New Vilmir is much better ‘formed’ than New Lormyr. Most of the buildings are stone with a minority of mud huts. They have actual defensive walls dotted around the much larger village. They have farmlands within their lands.

The group are greeted by some gruff and very fit and able looking female warriors who after some brief exchanges almost turn them away. It is only when Kennard, in a throwaway comment as they were about to give up, mentions about the attack and how to fight the bugs are they noticed and let in by what is clearly the magistrate here.

Enter Tayla. Older than the rest here (late 30’s which is old in the Young Kingdoms), she brings the group in. The group find out a lot more about the surrounding areas here but, despite a long debate about it, they do not get to see the trapped bug! They do however, discover that there are more than just the bugs out there. They learn of a troop of soldiers dressed in white armour. It appears that they ‘patrol’ the land further south.

After some discussion regarding the ‘prisoner’ it transpires that Tayla will not let anyone in with it. They can look from a distance as it is in a pit with wooden spikes as its roof (but interestingly they do not). They learn that this thing has now been with them for close to 3 weeks and largely has remained dormant only bursting into life at seemingly random intervals.

The group take Tayla up on the offer of a few hours rest and some fresh food before setting off further south in search of the hive that Yaddish is likely to be trapped in.

Meanwhile, Yaddish is indeed at the Hive. Unfortunately, yet again, for purposes of secrets, this part of the story cannot be shared as of yet…

REF NOTE – As I mentioned earlier, this turn of events was wholly unexpected and very unlikely (The POW vs POW roll that was made earlier was very spawny!) so it has intrinsically changed the pacing of the story as I intended from the start. It has had 2 main effects – 1. It has forced me to re-write a few aspects of the story to accommodate this & 2. It has effectively shortened the campaign due to meeting the ‘big bad’ much earlier than the story intended them to.

After a few hours of rest, they decide to set off further into the wastes. The feeling of entropy increases as they trek further into the south. They can now, for the first time, feel the harsh effects of the environment actively trying to warp them! Luckily, they manage to resist it but they know full well that the further they go in, the harder it will be to do so.

The scenery becomes much less tamed too. The ‘puddles’ of Chaos have now become lakes and in some cases they behave like geysers, spewing the raw stuff of chaos high into the air with the splashes hitting the floor and changing the earth as it hits into random formations and fresh puddles of pure entropy. Ahead of them they see a fire elemental born from a lake of the stuff and shoot directly into the sky.

A few hours in and they see a structure on the horizon. They adopt what appears to now be the standard with Kennard advancing on foot while the rest follow slowly behind in the carriage. Once Kennard gets close, he can see that it is a farmhouse and that there is someone that appears to be tending to the fields. The farm is a huge and impressive wood building that is 2 storeys high and looks extremely sturdy. There are several fields that have strange vegetables growing in them. They even have livestock. There is a ‘cow-like’ creature with 3 heads and fungi growing on its back (that the party instantly christen a Moo-Shroom!).

Once they get closer, they see a young girl who now appears to be levelling a crossbow at them with a shaking hand. She is sobbing and clearly very scared and nervous. She is about 20 years old and quite pretty indeed. Kennard does a good job of calming her down and she eventually drops to her knees clearly very weakened.

It transpires that her parents are inside the farmhouse and that they have been very badly injured. When the party ask what had happened, they learn that the white armoured knights are very fickle and dangerous. It would appear that they carry the symbol of Law but they have 2 sides. They apparently have helmets that change depending on which aspect of Law that they are enforcing at that time. They can either be as kind, gentle and protective as the most beautiful of Arkyn’s children or they can change and be as cold, cruel and violent as Donblas, dispensing his most vicious brand of justice!

Kors has stayed watch outside and while looking around he learns a few things. He notes that in the southwest there is a large white keep on the horizon. It is still probably a good few days ride away but due to its scale it can be seen glistening in the distance. He can also see the hive in much the same way in the southeast. He also notes that the ground floor of the farmhouse has slash marks all over it. There are clear footprints in the mud all around it. Footprints that suggested an armoured foot and also that the impressions left show an extremely disciplined regimented march.

Meanwhile inside, the party manage to stabilise the girl’s parents and despite some broken bones, there appears to be no internal damage. The girl tells them that these troops use war hammers as the chosen weapon. She also says that she knows who is in charge of these troops. A Law general by the name of Palanthus. When this name is spoken, there is a noticeable change in the atmosphere as both Cran and Kennard appear to know the name…

She begs them to stay and help her just in case as they come once a week as regular as you would expect from a Law fanatic. The danger being that you never know what state they will arrive in. Helpful or Vengeful.

They of course agree to assist this poor girl and prep themselves ready. Sure enough, they eventually see the regiment marching towards the farmhouse. There are 3 groups of 3 in a 2-1/2-1/2-1 arrowhead formation which is a standard Lawful regiment formation.

They approach close enough and they are almost able to see what face the helmets are showing…

What will they face? A hard trained regiment of Lawful warriors looking to dispense justice or a kind and helpful troop? What is the fate of Yaddish in the Hive? How has the situation reached this stage out here and is there more afoot?

Find out in the 3rd episode of the Chaos Engineers – “2 Sides to Every Coin”

The Chaos Engineers – Episode 1 – The Corrupted King

The group are finally brought together and are summoned to an audience with King Faden. They make the journey from their respective temples to the palace at the centre of the capital city of Malador.

Squalid living conditions surround the temples with little to no guard presence. Children living rough on the on the rain soaked muddy streets. Beggars, disease and crime are rife.

As they proceed towards the centre of the capital of Malador, things start to improve. At first a higher guard count is noticed. Crime and unrest are naturally lessened. It is also noticed that the housing is looking better maintained with the residents looking cleaner and better kept by way of clothing.

As they get close enough to be able to see the palace, they note that there are now market stalls and a massive increase in City Keep forces. This section of Malador is reminiscent of the whole of Lormyr before the war. There are children playing in the streets and sounds of laughter replace that of the crying children.

REF NOTE – There are a few characters that have feelings of loyalty & love for Lormyr and the difference is heartbreaking to see. There is however balance here but it is stark.

Once near the palace, it is noted that the walls that surround it are being fortified and in some parts, elevated even higher. It appears that the Palace is becoming fortified. Kennard actually recognises some of the timber they are using for these renovations used to be part of the housing used by some of the same families that he saw scrabbling in the dirt on the outskirts of Lormyr. The king is making people homeless in order to defend the palace…

They step within the palace grounds and notice the sheer stark change into opulence almost immediately. The serving staff are well fed, healthy and wear clean smelling pressed clothes. The group are stopped by several guard checkpoints who check their details thoroughly and the guard presence overall is very high. This is definitely the behaviour of a paranoid man.

They are led through the temple which is laden with bowls of fresh fruit everywhere. Storian takes a few apples into his robes and nobody bats an eyelid. The Throne Room doors are large and ornate and are opened for the group.

Inside the large high ceilinged and empty chamber is a large oval table set into the floor. The only people in what would normally be a busy environment are a handful of the Kings generals who surround the table. The table is a small scale model of the lands of Lormyr, Vilmir and the Dragon Sea that separates them with many troops and boats represented there. The generals do not even look up from the table when they enter. This is either because they are deep in thought or that they do not see the group as any sort of threat at all.

REF NOTE – It is at this point that I remind the players how god awfully dangerous Stormbringer is and that fighting seasoned veterans such as this would be tantamount to suicide. Some of the people there who have played it with me before agree…

Despite the opulence in the throne room, there is a prevailing smell of rotten food and something else…Demons!

On the other side of the table is the King himself.

Faden is fat and lazy. He has a long ill kept beard with food scraps and egg yolk dripped through it. He is eating as they arrive. He is stood up at the head of the table diametrically opposite where the party have entered and as they arrive, he looks up and greets them in a loud booming voice – “WELCOME WELCOME WELCOME!”

Then, he moves from behind the table but he lurches with a gait that just isn’t natural. It seems that he walks in a deep lunging see saw motion. And then they see it…

He is sat on a huge grotesque grey skinned demon!

It has huge strong, long muscular legs that carry him around. Its skin looks coarse like tree bark but is grey in colour like a diseased tree. It has eyes ‘peppered’ all over its skin but they are bloodshot and watery like that of a dying diseased man. The muscle tissue continues up behind Faden like he was sat in a veiny padded throne. At the top of this there are several ‘branch-like’ tentacles that move independently. They are shovelling food into his mouth hardly giving him room to breath or speak.

REF NOTE – All of the players roll a POW check adding in any Chaos or Balance points. Derek is successful and notices something pretty horrific happening. I cannot share this with you here as the other players are still unaware. Maybe further down the line.

He lurches towards the party with his arms wide open.

He says (In a voice like Brian Blessed because who doesn’t like to do a Brian Blessed impression?) “Gentlemen! You have been summoned here today to be briefed on a mission of the utmost importance. The war effort is dying. Within a year we will have run out of the necessary resources and Malador will be lost.”

“I have had some… inspiration to send some representatives down to the Southern Chaos Wastes. Your mission is to search out anything at all that can help the war. Materials, weapons, people, artefacts, ANYTHING AT ALL!!!!”

With this, he appears to pause for a moment, leans his fat head to one side and then dismisses them just in time for a fat greasy chicken leg to be thrust into his mouth.

The group are ushered out, given the prayer that allows them to forge the raw stuff of Chaos, a carriage and some (extremely well trained) horses. They are sent to the Southern Wastes.

Storrian, seeing the starving children, throws some of the fresh fruit out into the street. There is instantly a rush of people fighting over it!

The horses take them through the war torn landscape of Lormyr. The further away from the centre they get the worse the standard of living gets. The main difference this time is that the closer they get to the Wastes, the stranger things get.

A few hours into the journey, they notice a change in the flora and fauna. Trees start to look odd in as much as they slowly start to grow at odd angles. Some of the more observant and used the natural world notice that the background noise of nature’s animals has all but disappeared. A couple more hours in and they notice stark and disturbing warps in the rare animal sightings they encounter. At one point, a fox runs out into the road in front of them, looks at them and a 3rd eye blinks at them from his forehead before scampering off again.

A little further down the trail and they come across a lightning blasted tree stump. An even rarer sighting of a crow which lands on the tree stump only to have it open up into a giant teethed maw which swallows the bird whole!

There is a constant feeling of being watched as they enter into a land that is much more barren with patches of earth that appear to shimmer and shift beneath the eyes. They pass a cliff face and one of the group feel like they can see a huge face in the side of it but when they turn around to look straight at it, it is nothing more than a random group of outcroppings…or was it…

Eventually they reach the Straits. This must be the place as stretching across the horizon is what appears to be a huge wall of boiling Chaos stretching from the ground to the sky with one single stable causeway going through it. It is nigh on impossible to look straight at this stuff. This is the raw stuff of entropy! There appears to be two huge statues on either side of the entrance to the causeway.

Kennard scouts ahead to ensure that the way forward is safe for everyone. He sees that the 2 huge marble statues are representations of Arkyn and Arioch. Both of them at their most beautiful and dangerous.

After some trepidation, the players note that the horses they were supplied with are not afraid of the Chaotic Mess ahead of them whereas the horse that Kors brought through with him is going crazy. They decide it is best to tie the horse very closely to the carriage so it cannot run out blind into it.

REF NOTE – I take this opportunity to describe the system that I have created to manage the forging of the way through the entropy and also to describe the effects of wandering into the raw stuff of Chaos. Warping of a subtle nature or of an extreme nature – totally random as to what they could become. Not recommended…

Once inside time and space begin to distort. The barriers between the realms are weakest here than they have experienced prior to this. The feeling is one of utter confusion as the group are barraged by a seemingly unending amount of images, sounds, tastes and experiences. All of which are utterly chaotic and random. That is except for Yaddish. He attempts to discern some sort of sign or message from the entropy, gets something but it begins to slip away. He calls upon help from his dark lords and falls silent as he gets his own vision.

REF NOTE – Richie (Mantrap) gets taken aside at this point and given a private vision that may or may not be relevant. Clearly I cannot go into detail on this for fear of potential spoilers

Then they are through!

They have reached New Lormyr. It is a fair sized village (they find out later that it houses around 100 or so people), mainly straw and mud huts but with 3 stone buildings that they also later discover to be a church of Law, a church of Chaos and the Town Hall.

They are approached almost immediately by 2 men dressed in grubby leather armour. They have the appearance of men who are trying to look strong and fit but are failing. They have worn short swords.

The land here is cold with a frost covering everything around them. The sky is dark but there is no rain and more noticeably, in the distance there is a huge lightning storm continually stabbing at the earth but there is no thunder to be heard. The air feels ‘greasy’ and there is a constant feeling of uneasiness that puts the party on edge. They notice almost immediately that there are subtle warps within the population here that are clearly the result of living in the Chaos wastes. Children with scaled skin, men with gnarled teeth and women with partial horns being just a few examples of what they see.

They are greeted by Haskel Du, the appointed leader of New Lormyr. Haskel is in general a good man. He is approximately 25 years old, has a few battle scars and is mainly fit. What strikes anyone who meets him at first are his striking blue eyes and pointed ears. He is a half Melnibonean!

After a very tense conversation with Haskel, Yaddish being very literal with the order of the king and demanding that Haskel gives over whatever able bodied men (and/or children?!!?) to the cause while Kennard became very defensive of the people of New Lormyr defending their rights and offering Haskel whatever assistance he could offer to make life better for them here.

REF NOTE – This was the first real time that the opposing views of the alignments came to the fore and it reminded me of one of the things I like about this game. I can see an interesting dynamic growing between Yaddish and Kennard

One of the points of discussion is that the biggest problem of New Lormyr is that they come under regular attack from insect-like beings. They come, mostly at night, in search of food and as this is so scarce, they sometimes leave with a villager! No-one as yet has been able to kill or even hurt one of these things. The group discover that further South is New Vilmir and there is a rumour that they have managed to capture one of them. It is resolved that they will leave for New Vilmir tomorrow after a night of rest.

Both the Law and the Chaos priests retired to their respective temples. Conversations were had there but again, these must remain private conversations for now. Needless to say, it would appear that everyone has secrets of some sort here.

A few hours into much needed rest, the group are all awakened by a buzzing noise that is rising in volume. It would appear the insect guards are here!

Find out what happens next in The Chaos Engineers – Episode 2 – Step into my Parlour…

The Chaos Engineers – Player Character Descriptions

Character write ups – Session write up to follow shortly (ish).

Stormbringer – The Chaos Engineers – Season 1, Episode 1

The story begins with the assembly of the Engineers from the 3 disciplines (Law, Chaos and Balance).

From the temple of Chaos –

Storrian Klenger – Of above average height and a muscular build, Storrian has long hair that hangs down to his cleft chin. He wears chained leather armour and being raised by a family of hunters from the city of Dorel, he wears a mixture of browns and greens atop it. From what little he has discussed of his past, his parents died through disease leaving him unable to pay his taxes which left him conscripted into the Chaos Temple to fight for Lormyr.

Yaddish Mellock – A tall and slender man originally from the Sorcerers Isle. He wears a brown robe atop leather armour. He carries an elegant Great Sword which is rarely used due to his allegiance to the Chaos Lords. An older man by the Young Kingdom’s standards (early 30’s), he has a weathered look to him having been in some sort of accident which has left him with burns on the one side of his already crooked face and a dent in his forehead in the shape of a trident. A Tax Collector by trade, he has been given this mission by the church in order for him to prove his worth.

From the Temple of Law –

One priest is yet to be known.

Kors – A smaller man and one of humble beginnings. He comes from a clan of Lormyrian hunters who have always been loyal to Lormyr and fought in the wars with Vilmir. His main weapon appears to be a Long Bow which is symbolically the closest weapon to Law representing the one direction of the faith. He wears light armour which is then covered by a cloak of badger fur. His tale is also tinged with tragedy as the rest of his clan were massacred and a horn stolen which was sacred to the clan. He still searches for this.

From the Grey Lords of Balance –

Kennard Wanderer – A tall man of Vilmirian heritage (A difficult background considering that he works for the Lormyrian king). He has the appearance of a man who is well worn and travelled. His hair and cloak is muddy wearing light skins and furs. He has a Sea Axe and round shield native to the Vilmirian army, a final reminder and gift from his now deceased brother. His commitment to the Grey Lords of Balance is firm and he appears to be a fair man with a good heart (which is rare thing in the Young Kingdoms).

Darrick (Now referred to as Derek) – Darrick is a stocky man who is lightly armoured with fur coats atop. He comes from a hunting family and uses a long bow to keep balance. A barrel chested man with chestnut hair and striking blue eyes, he appears to share a common bond with his Kennard and also seeks to keep the Balance wherever possible. It would seem that the Balance representatives are both kind souls and that the Chaos Wastes could be better off for them being present.