Session 73: Get in the Car


The party has captured Sil and looted her treasures. She is tied up and led around by the group.

Looking around, the party sees where they are. The landscape is dry, red, hot, lifeless, and basically miserable.

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Session 72: You again?


The PCs head toward another set of rooms in the ship as they float down the hall and run across the party of Belgarian Truesight!

After a bit of god-on-god smack talk the Party ends up in Hell and Belgarian attacks Mod with the claim of man-on-man combat.

The party doesn’t follow along and Tor holds Sil with hold person and silence.

Mod almost bites it but everyone working together brings Belgarian down. Then Hush and Sheridan step over and teleport out.

Sil has her things taken and is still held.

But now you’re in Hell. What the… hell?

X.P. 10,000

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Session 71: Head for the bridge


Baughb continues to lead the party forward. There are some skirmishes with some guards feeling the wrath of the party.

The party blasts through the wall in the ship and the key pulls itself forward. It slides on its own and shuts down the ship.

X.P. 10,000

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Session 70: What’s that map?


The party heads forward and has to go past Astrometrics. While they run past a few star maps they see an image of a circle being constructed in the blackness of space.

File:Indirizzo Stargate Abydos.png - Wikimedia Commons

They don’t have time to waste and continue on.

X.P. 10,000

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Session 69: Fight forward


The Illucidor Key around Baughb’s neck is leading her forward. The party makes their way forward and enter a giant loading bay. They make their way most of the way across but eventually are detected and end up fighting again.

Mod, Reck, and Cory go up the gangway and throw grenades while Baughb climbs into a loader to see if she can stop the loader coming their way.

The PCs fight their way to the door to the north and escape.

X.P. 10,000

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Session 68: Interrogation rather than torture


Welcome to the brig.

The Brig

The PCs get taken to a conference room for interrogation. While there they start hearing “whoosh” sounds and there are muffled explosions far away.

The party eventually distracts the guards enough to overpower one and get weapons. Oh oh. They manipulate this into more guards coming into the room and subdue them… but not until one of the guards gets a full burst off into Eol. He slumps to the ground, dead. Tor has no healing and no one else is there to help. The ranger dies far from home in a cold metallic place without a tree or bird song to help his passing.

The party is stunned.

X.P. 10,000

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Session 67: Warm welcome


Baughb gets the shuttle into free space and the party sees the Orc ship coming back to life, connected to the much larger human with cables and it looks like it won’t be burning up in the atmosphere this time, however it is tethered by the humans.

A human ship is right above them and it pulls them into a hangar and they get boarded.

X.P. 10,000

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Session 66: New beginnings, new endings


The party is in a dead Galactic Orc starship and they decide to head for the landing craft. A group of Orcs approaches (finally, after much debate and many encounter rolls … made public…). All is well, Baughb was wisely not attacking them and letting them pass when she noticed they were staring up the hall toward the bridge…

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Session 65: Again with the torture… oy vey


The scenario starts much the same way as the last time the PCs were abducted by the Galactic Orcs… they are singled out and tortured to try and get information. They feed the Orcs some tasty tidbits:

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Session 64: Reentry


The PCs fought their way to a hangar with two landing craft (big boxes they saw land on the planet). They engaged some autopilot functions and were able to get the landing craft out of the hangar as the Orc starship was burning up in the atmosphere. As the autopilots took them to a safe orbit they saw it below them breaking up and burning. Sparks flying from the wreckage were likely Orcs trying their luck with a suit reentry.

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