Welcome, dear Guest!
The day Urda Sank is a three-arc pulp horror scenario in which Extraordinary Ladies and Gentlemen counter the vile plot of Deep Ones and their alien deities wishing to submerge the world under a catastrophic flood. Each arc of this adventure should take one gaming session, but if you have a spare day (or, even better, a night) you can invite your friends for a gaming marathon and complete the entire story during one long play. What I have for you today is the second part – On Alien Tides, an adventure taking place in a northbound, chased by a kraken submarine full of spies. Have a good read!
By the way: this week is Technology Week on Steamagination’s Facebook. It means that every day I’ll post there an awesome gadget for Extraordinary Ladies and Gentlemen. When the week is through I’ll collect them in one post and show here as well. Why technology? On Alien Tides is mostly about cool steampunk technologies – submarines, airships and even time machines.
On Alien Tides
Our second arc begins just after Our Ladies and Gentlemen have defeated – or, Goddess forbid, have been defeated by – the mysterious Messenger possessing the body of a wicked, mutated halfling godmother. Remind your players what happened so far and then show them the fate of Lyonesse.
Did the doom come?
This fate depends on the results of two conflicts from the last session – a combat with the kraken as well as the final showdown against The Messenger.
If the kraken won, most of Lyonesse is currently under water and the city is being evacuated. If The Messenger also won all the halflings from scyllas got transformed into Deep Ones and now these small piscine creatures sabotage the evacuation.
If the kraken lost but The Messenger won the Lyonesse is being flooded by the river Tetera, but it isn’t even half as dangerous as the sea would be. Only the riverside districts will be underwater.
Finally if Our Ladies and Gentlemen won both conflicts the city is saved thanks to them! They clearly deserve an additional token at the beginning of this session.
And what happened to The Messenger? Thankfully such alien beings can’t remain in this mortal coil for long. Even if it won it had to retreat to its alien dimension just after the ritual was completed. Any Lady or Gentleman trained in occultism feels that this evil presence wanes and disappears from Lyonesse.
The League of… well, you-know-who.
Let the session begin with something awesome: an airship! Just as Our Ladies and Gentlemen leave the Tall Tom a rope ladder falls to the ground next to them. The ladder leads to an impressive airship in Alfheim national colours and our old friend, lieutenant Griffin, waves at the PCs from the top of this ladder to invite them to this flying wonder.
Inside they meet not only the lieutenant, but also duchess Aethylswith Fatestring of Velvetmoor, a beautiful Elven aristocrat known to be a distant relative of Queen Tytania. The duchess of Velvetmoor introduces herself to be a member of country’s intelligence (without any details of her exact post) and informs the PCs that the expedition to the North Pole is ready to depart – only its leaders, Our Ladies and Gentlemen, are being awaited. Well, they weren’t aware that they are leaders of anything, but they agreed to help the government, didn’t they? Besides, who on Urda would refuse to take part in such an adventure?
The duchess gives following instructions and explanations: the North Pole is surrounded by a savage storm so the expedition has to travel in a submarine! This vehicle was built for such emergencies below the riverbank of Tetera and right now it emerges at the harbour, waiting for Our Ladies and Gentlemen. It is crewed by two dozens of trusted (but not trustworthy, as we’ll soon see) mariners. The submarine wasn’t christened yet – it’s up to the PCs to choose its name.
When the conversation ends the airship is already above the docks. The submarine emerges, but it’s far from being safe…
Men against fish!
The machine emerges surrounded by vicious Deep Ones trying to pierce the hull with metal-sharp coral weapons! Our Ladies and Gentlemen swiftly descend the rope ladder with lieutenant Griffin and are almost pulled into the tower of the submarine by one of the crew. There is no time for introductions, first and foremost the expedition has to escape the Deep Ones!
These creatures are too numerous to be defeated – especially that the submarine, while fast and well-armoured, isn’t heavily armed. Escaping is the only option, but escaping in a submarine from a horde of Deep Ones is very, very different from a typical chase.
First and foremost, the players can choose their role in this vehicle:
The pilot: the person who sails the submarine. He is the only one who can attack using drive. He gains the gadget traits of the submarine: endurance in chases +4, drive +3, with a raise: it takes an extra challenge marker in a chase. However, when the pilot is finished the entire confrontation is lost. If none of the PCs wants to be the pilot the submarine has 3 challenge markers and endurance 16 but it doesn’t get an initiative card.
A gunner: a person operating one of light guns mounted in the submarine. The gun adds +3 to firearms and allows to shoot during chases with no penalties.
Outside help: somebody who fights the Deep Ones from outside the submarine. As long as the vehicle isn’t submerged he can simply stand on the hull but once it goes underwater he has to wear a special mask that supplies him with oxygen from the submarine. A successful aimed attack at this mask causes daze and can be an undeclared finisher.
Inside help: somebody who maintains the engines, coordinates the crew, sets the course etc. such Ladies and Gentlemen count as backup [Wolsung, p. 135].
The adversaries also don’t work as usual. The Deep Ones can either be chasing or sabotaging the submarine. At the beginning of the conflict four Deep Ones are chasing and one is sabotaging (add an additional saboteur if the halflings got changed into Deep Ones during the last session).
When they chase the submarine they count as extras (each of them rolls 1d10 and one attack is enough to finish them) and they can’t take any challenge markers from the submarine. They can be attacked only by the pilot, gunners and, if the submarine isn’t underwater, the outside help using firearms. However when a Deep One hits the submarine with an attack it approaches it and begins the sabotage. When they sabotage the submarine they have their full dice pool and three challenge markers. They make attacks against submarine’s (or pilot’s) endurance with their 9/8+ chase skill or against the outside help with their 6/9+ combat skills. They can be attacked by the outside help at close range and by the gunners.
As long as there are any Deep Ones two new ones appear every round, chasing the submarine.
To add a little fun to this conflict you may ask at the most dramatic moment: “so, after all, how will you christen this submarine” and if any of the players comes up with a cool name reward him with a token.
If Our Ladies and Gentlemen win, the submarine swiftly overtakes the Deep Ones and leaves Lyonesse safely. If they lost, the submarine is severely damaged – it loses all its gadget traits, the guns don’t work anymore and a lot of oxygen is lost, so everybody has to pass a TN 20 athletics test or lose a point of Constitution. However, they still are at the open sea.
Twenty Thousand Problems Under The Sea
As soon as the chase ends Our Ladies and Gentlemen finally can become acquainted with their crew. It consists mostly of trolls and ogres, looking strong and steady. Players won’t learn this now, but three quarters of the crew are foreign agents – one third for Slavia and Hrimthorst as well as one extremely dangerous spy from Jotunheim. Those from Jotun and Hrimthorst are agents of their governments while the Slavians are members of Sons of Piastun, an underground organisation believing that killing another dragon may lift the curse bestowed on Slawia by dying Cinder.
The captain of this submarine is sir John Dimster, an ogre. His real name is Jorgen Dahl and he is the leader of Hrimthorst group. His second-in-command is Peter Cor, in fact Piotr Koryski, a Son of Piastun. He pilots the submarine unless one of Our Ladies and Gentlemen choose to replace him. The submarine’s chief engineer is miss Staunton (in fact Skovgaard), the lone agent of Jotunheim.
How did these traitors get there? Well, they really are the best people their counties could have sent and the expedition was organised in such hurry that it wasn’t difficult to infiltrate it.
Right now they faithfully obey Our Ladies and Gentlemen’s commands. Their treachery will be the climax of this arc. Right now the expedition has other troubles…
The madness of Iron Maiden
After a few hours of sailing the navigator notices another, smaller submarine, only partially submerged. It sends signals ordering our expedition to go back at once in the name of the Monastic Order of Knights of Our Lady of Iron. When Our Ladies and Gentlemen refuse to carry this order out, they are asked to resurface and listen to the Monastic Knights for they have a warning so important that it can’t be delivered through a crystalograph.
The sea surface is stormy and very dangerous so the conversation has to be very brief. Our Ladies and Gentlemen are greeted by Master Sigmar Eisensturm, the leader of Order’s expedition. He is formal but not hostile and becomes nearly friendly if the PCs explain that they want to stop the disaster at the North Pole. He then thinks for a moment, declares that “the strategy of cooperation is calculated to be more beneficial” and reveals the purpose of his expedition: the submarine is a part of Fleet of Time, sent here to reverse the catastrophe when it threatens entire Urda. How? Well, it’s the most brilliant idea given by the Iron Maiden to her faithful servants: the Fleet can record a moment in time over a huge territory – like the Arctic – and then reverse this territory to the recorded moment. Sounds crazy? Even Sigmar Eisensturm has to admit that “imperfect mortal technology” of his order is not enough to conduct such an endeavour safely and that the time continuity of Urda will probably be damaged in unpredictable ways. However, he considers this risk to be “rationally justified” for the good of the entire world and, in particular, the Monastic Order.
Sigmar was preparing to use the Fleet of Time in few hours but our expedition gave him hope (“a new promising variable”) that such a dangerous manipulation might not be necessary. He offers to give Our Ladies and Gentlemen time and launch his device after two days. The PCs might not like the very idea, but they don’t have a choice because it isn’t the only ship – if they sabotage it, they won’t stop the entire operation, only make it even more unstable and catastrophic.
What’s the point behind this scene? Well, I want to be sure that Our Ladies and Gentlemen’s actions affect the future of Urda. If they lose at the North Pole, they’ll die and the whole world will be doomed – doesn’t sound like a good point to start a new campaign unless you like Victorian post-apocalypse. However, if after PCs’ defeat the Order will use their Fleet of Time, Urda will be even more playable then ever – saved from being flooded, but corrupted in more subtle ways. Villains may become heroes and vice versa and the facts from the core rulebook may no longer be facts at all.
Of course this isn’t the end of the expedition. On Thursday I’ll post here the last episodes from the submarine while the final showdown on the North Pole will be ready before this week is out. Beware!