Tuesday, July 9, 2024

Memory Lane: Legerdemain for V&V

Back in the dark, misty days of the mid-late 80's I was running a lot of games, but thankfully one of the other people in my circle, Mike, was also willing to run things. So while I GMs the preponderance of the time Mike had active V&V and Marvel Super Heroes games, along with his homebrew action hero "Soldier of Fortune" system which was all d30. 

Mike's V&V game world was, interestingly, set 50 years in the future of _my_ V&V world. Mike extrapolated out politics from a mid 80's baseline so of course the USSR was still there, etc. but the future time solved the problem of us playing ourselves when people already had PCs based on them in my game, so we were able to do the comic book thing where, say, Jesse's PC Banner (as in 'star spangled!') was a tech genius millionaire. My main PC, Legerdemain, was an alien warrior monk who became BannerTech's chief of security as his sinecure while he was primarily a crime fighter. 

I can't tell you how much fun I had playing this character. It's likely because of him that "magnetic powers dude" is my fall back PC when I'm about to start a new campaign. He hit all the right notes for both a solo hero and and team player, with the HP needed to solve mysteries by getting he crap kicked out of him Sam Spade style. 

Legerdemain (Bak-Maran-Seng)

Side: Good    Experience level: 8

Affect/Gimmick: Magnetic powers hero who flies by means of a large metal disk, backed up by superhuman endurance and martial arts skills. A 'noble alien with single power', his origin borrowed a lot of Dr. Tachyon from Wild Cards (exile from world where nobility has powers who tries to protect Earth) with the visual being these guys from issue 29 of Legion of Super Heroes. I just loved the image of these guys, and when I got Magnetic Powers and Vehicle I built the PC around that. Given the source material I must have started playing him in early 1987.  


Status: Well established hero, has a 'legal job' at BannerTech which pays him enough to live on while he pursues justice and the defense of his adopted home. He's got OK ties with the government, which are shakier now that he has refused to join the federally sponsored super-term FORCE, run by the head of BannerTech's rival defense organization.  

Powers: 5

  1. Heightened Endurance B: his alien metabolism along with extreme martial/monastic training give him +20 Endurance. 
  2. Natural Weaponry: +3 to hit, +6 on damage in unarmed combat; he seldom uses this, but it's a great surprise backup. 
  3. Magnetic Powers: A gift of his bloodline, he is a Tel-Ren Metal-Mage, able to control both meta and magnetism. Per book, 18" range, 9,000 capacity, PR 5/use, lasts 18 turns.
    1. Invention: with a use of magnetic powers he can triple the structural rating of any metal. 
    2. Invention: Carries a metal lasso/whip that is 15 lbs, 10' long, +3 to hit, +1d8 damage, SR 11.  
  4. Paralysis Ray: a side effect of his magnetic powers, he can tune his blasts to stun people rather than damage them. 66" range, PR 7/shot
  5. Vehicle (Item): His magnetic flying disk can reach 67 MPH in a constrained environment, 670 MPH when he has altitude and space to move, or MACH 6.7 in low Earth orbit, has 50/75 HP, and anyone on it has a Magnetic Powers defense. It is SR 14 metal, and can be compressed down to the size of a frisbee for easy carrying. PR 1 per hour of flight. 
Weight: 181                Basic Hits: 4    Agi Mod: +0
S: 18          E: 33        HP: 48
A: 16          I:  12        Pow:  79
C: 16                          Move: 67" ground, 295" on disk
Accuracy: +2, +5 HTH, +3 Magnetics. 
Damage Mod: +1 or +7 HTH
Reactions Mod: +2
Carrying Cap: 825    HTH: 1d8
Inventions: see above 

Background/Origin: He's a lesser nobility warrior-monk from the world of Tel-Ren, where each of the noble bloodlines has a single power, honed through martial training. The nobility of Tel-Ren had been considering Earth as a testing ground for their powers and technology, but Bak-Maran-Seng betrayed his people and raced ahead of them to warn humanity. This has, at least temporarily, forestalled the invasion. 

Since arriving on Earth he has fallen in with a larger group of heroes, with whom he regularly works. One of them, Banner, has arranged for his gainful employment. He has routinely clashed with the unstoppable energy monstrosity Power, secret assassin/vigilante turned government task force head FORCE, the League of Nations led by the telepath Mind Lazer, the Fighting Urban Commando Units (FUC-Us), the cryogenically revived Jim Shooter and his Marvel-Comics-Clones, the mercenary Warpath, and the dream-tulpa Oracle. 

Monday, July 8, 2024

The Battle For Vulture Point Act III Scene V

 Time passes in the caves and basement under the library. Our heroes have their immediate physical needs seen to, and receive thanks from both the Paladins and the Ferrantino library staff. Johann's testimony, along with the obvious corpses of the boar men, confirms that this is a chaos-related activity, and by Emrikolian law all the pirate's goods (whose original owners cannot be immediately identified, being clearly loot stolen from citizens with no connection to these events) are given over to the town's newest noblemen (and women). While all were aware of this law, the degree to which it might profit them was unguessed by Cybele and Hiram. Martin promises Cybele that he will have some library staff organize it for them and deliver it to their residence (and if his eyes seemed to linger in long gazes with those of his most comely rescuer, again, we might find our way clear to excusing him). 

Dietrich, meanwhile, spoke briefly with Johann and, after ascertaining that the gnome was bereft of other commitments or employment within the city, give the fellow his card and offered him the opportunity to apply for a position as the Von Eisenwald manor chef. The gnome was most humbly grateful at the opportunity and left with all speed to investigate the kitchen that might someday be his and to procure what comestibles would be required to produce a repast that would earn him the job. 

During this, Hiram couldn't help overhearing the discussions between Honesto and Portia D'Ferrantino concerning the captured pirate. Honesto, well aware that the evidence found this way would not be admissible in the man's trial without a previous order from the magistrate, nonetheless convinced Portia to perform a divination to read the luckless buccaneer's thoughts - his arguments aided in no small part by Portia's own son being a target of the pirate leader's plot. Eventually, the Loremistress is able to provide the paladin with sufficient landmarks that he feels confident in his identification of the pirate's base of operations within Scornbul. 

As they were leaving, Honesto asked his new friends if they might consider one further task for the republic (and, as goes unspoken, the spirit of the emperor). The city guard is capable enough to secure the caves and capture any pirates that return there, but Honesto has concerns that word might slip back to the pirates in the city. Therefore, speed was of the essence. He plans for himself, one of his fellow paladins named Theodoro, a handful of guards, and, by their leave our three noble companions, to raid the pirate's base and round up the whole of the gang - including, one hopes, this mysterious Reme. As one would expect, his inquiry is met with uniform agreement.

The small band worked its way through the interconnected maze of Sconrbul's ill planned but vibrant streets, eventually locating the building in a row of double storefronts - seaward is a netmaker's shop, shoreward is the pawnshop that serves as the pirate's cover and fence. The buildings are separated by alleys only tall and wide enough for a dwarf or smaller citizen, the upper stories having grown together through profligate woodworking, so there are only 3 means egress - the storefront, the connected netmakers and access to the roof. Honesto's plan is to set the guards as a bulwark at the netmaker's and for the noblemen and paladins to enter through the pawnshop. The only concern is the roof. Cybele volunteers for that duty and, apparently drawing upon the climbing skills of her serpentine soul, all but slithers up the face of one of the adjoining buildings [Honor points at work, to look good for the paladins] where she took position over the building’s roof entrance. 

With that assurance Hiram and Deitrich entered, with the Paladins directly behind. The room is full of oddments and treasures large and small, though few of much value. The men behind the counter go from bickering amongst themselves to trying to shoo away the unwanted interruption to full panic at the sight of the Paladins in the space of a few seconds, with one drawing a weapon and the other two fleeing - two upstairs, one out back. 

Hiram's dart did its work again, disabling the armed pirate with the flick of his wrist, but the other managed to momentarily confound pursuit by overturning a dressmaker's dummy into the young actor's path. Dietrich leapt across the room, drawing and skewering the calf of the rearmost man on the stairs to send him crashing down, but the other made the second floor and raised an alarm. The battle was on!

The door behind the counter led to a storeroom filled with piles of boxes, crates, barrels and additional pirates. Hiram abandoned the ground, clambering into the boxes to regain sight of his quarry as Honesto closed in behind him, his great sword out but sheathed. The flat of that expertly wielded blade sent one of the pirates reeling, and the counterstroke doubled another one over. Hiram located another one fleeing through the maze and brought him down with a flying tackle, slamming the buccaneer's head to the floor and rendering the fellow insensate. Wasting no time, he regained his feet and laid chase to other escaping felons, only to pause in his tracks as the foremost of the pirates wrenched out one of the chocks holding the stacks of barrels against the wall in his flight. That stack fell immediately, and only Hiram's sharp reflexes saved him. Seeing the other stacks falling in two waves - one towards him, the other towards the other pirates and the exit, the actor dared all and dove forward, outrunning the further wave and gaining on the shocked pirates! 

With the smell of sardines and salt pork filling the room as some barrels shattered and spilled their contents Hiram fairly flew into the back of one of the fleeing pirates, who had already been abandoned by his comrades by slamming the upper half of a split door on them to slow the apparently mad youth's pursuit. In a pratfall worthy of the great Ricardo, Hiram showed the presence of mind to pull the collapsing pirate over him, maneuvering himself through the open half of the door and leaving the other to take the bunt of five stone of salt pork. Recovering his footing in the back room of the netmaker's shop the lord Desaud heard an affirmation of Honesto's strategy in the sounds of the guardsmen taking the wind out of the fleeing pirates' sails. He then heard a polite request for help and moved to assist the aforementioned worthy Paladin, who had been holding an unbalanced stack of crates to prevent it from killing both himself and his unconscious captives. 

On the floor above Dietrich and Theo encountered a baker's dozen of pirates attempting flight from the authorities. Deitrich fairly flew up the stairs, catching the pirate he had first set his sights on with a shove that sent the man tumbling into the mass of pennyhangs that festooned the room. Sensing more than seeing a movement behind him he spun, then checked himself as a disheveled young lady rose with a look of panic in her eyes. Recognizing her as being more likely an unfortunate employee of the pirates rather than a miscreant herself he offered a quick bow before returning to the conflict at hand. (Tom: But I'm not doing anything like _trusting_ her!). Theo, a pugilist born, was laying into the pirates with considerable skill, focusing on those who were trying to pry open a passage into the next building over to avoid the crush at the rope ladder to the roof. Quickly getting his feet onto one of the pennyhangs the master of Von Eisnewald manor leapt across the room, clearing the pirates’ heads and, with a slash, severing the rope ladder on which so many had hung their hopes. At this some of the pirates surrendered, other tried doubling back, but Dietrich, who had fair rebounded off the wall like a child's toy, was ahead of them - with a tumble he dropped down the stairs, landing in front of the tangle of freebooters with a slight grin. Escape made impossible, the remainder dropped their weapons and raised their hands in surrender. 

Standing solitary but never alone, Cybele felt her serpentine soul securing her footing and sharpening her senses. When the first of the pirates was all but thrown by his fellows out of the trap door onto the roof the sorceress was calmly waiting, her saber leaving a wicked slash across the man's chest and sending him into a roll down the roof to get trapped in the narrow wedge of space between this building's roof and the one further inland. She spared a moment's glance at the figure to confirm that as uncomfortable as he was, he was still among the living, and this moment of seeming inattention allowed one of the pirates to burst free of the trapdoor and begin his scramble across the roof seaward. Another's face appeared in the trap, only to be met by the lady Floriane's boot, sending him sprawling back into the fierce melee below. Cybele is briefly startled to see her companion Dietrich fly the open trap, but not so startled that her familiar Renee lost track of the remaining pirate. 

"Halt where you stand!" she yelled, but instead the man turned and made a rude gesture before attempting his leap across to the slightly wider gap separating the netmaker's shop from its seaward neighbor. His leap is arrested by a dual blast of eldritch fire, snaking the distance between Cybele's casually held hand and the felon's chest. His flight made more of a fall the figure fell with a sickening thud to the street twenty-five feet below. Chagrined by this, as Honesto had asked for the pirates to be captured alive if at all possible, the lady Floriane again touched her more serpentine aspects and slithered down the roof to pull up the other wounded pirate, before applying what aid she could to prevent the man from passing beyond the reach of justice. 

As the winter's waxing sun slid into the west and the already sunlight starved streets of Scornbul succumbed to twilight, our heroes engaged in some clean up from the last battle of their very busy day They confirmed that the presumed leady of the evening was what she appeared and arranged her an escort back to her home to be questioned later. They also confirmed that Reme, the pirate's leader, was not present, though he had been expected. Honesto and Theo also found in the captive's testimony that they, much like the surviving pirate from the caves, was unaware of their leader's connection to chaos and none save Johann had heard of his master plan concerning the ruination of Sebastian d'Ferrantino, Cardinal of the East. Much fatigued and seeing nothing more they could do, our heroes excused themselves from the matters of police work and began the trek back to the Von Eisenwald estate, where they hoped to find both their comrade at arms Melas and a dinner made by the talented Johann. 

They were only half disappointed.

Upon their return home they found that Johann had indeed been busy: he later apologized for making his way through an opening window around the back of the house, selecting wine from the cellar and taking the liberty of establishing a line of credit for Lord Von Eisenwald at three of the local grocers, but he felt he was operating within the mandates of Dietrich's original request. With this, Dietrich concurred, and once they had taken the opportunity to wash up, they convened in the dining hall to try out the repast the gnomish chef had prepared. (Brian: and remember, when thinking of gnomish cooking, the operative word is 'Spices' Bec" Hallelujah! Brian: this differs from halfling cooking, where the operative word is ‘Sausage’!) 

The first course was a spicy tomato soup that perfectly captures the robust nature of the hearty Emrikolian breeds of that fruit, cultivated to ripen year-round. This first proved to be a little on the spicy side for the lady Florane, who, for all of her desire to appear cosmopolitan and experienced, had been raised on more delicate elvish fare. (Bec missed her fortitude save. Tom: so, the advantage of being a fighter means I can eat spicy food?) The flames in her mouth were quelled by the plentiful rice served with the chicken, but she wisely peeled away the brilliant red crisped skin of the foul, enjoying the spices that had infused through that coating into the delicately cooked flesh. Her companions did not have such problems and found the multi-layers taste of the chicken much to their liking. Then, in gnomish tradition, followed the cool mixed greens to offset the physical and flavorful heat of the main course, and then, the pallet cleansed, the berries and thick whipped cream. All told, a most satisfactory meal, and the group voted with one voice to keep Johann with them for the months ahead. Dietrich directed the diminutive chef to claim the live-in servants' quarters and jotted an appointment to speak to his solicitor concerning the good fellow's payroll and expenses. 

After that, the company fell into a pleasant reminiscence of the day's events - aided by the remains of the wine from dinner - and making plans for the future. Specifically, what to do with the goods they acquired today, in addition to all of those they had previously claimed. With Johann safely to bed (it having been an act of titanic will for the gnome to cook such a meal the very day he was freed from his imprisonment) the trio divided up the items that were within the house - much of it, for Martin had been true to his word and Johann had signed for the shipment of what could be easily moved from the library - and jotted down notes as to the disposition of the rest. 

Deschu's paintings found homes on the walls, with Cybele requesting the swampscape for her own chamber, something about it being appealing to her artistic and serpentine soul. Likewise, she claimed the dresses, with the plan to have them fitted the next day and so expand and enhance her wardrobe. Hiram mentioned his brief acquaintance with a gnomish swordsmith and speculated that such a man might take the beast-men's weapons cache for a fair enough value. Left unclaimed were the serpent-entwined bracelet, the men's clothing and the crystal decanter and glasses - Hiram set its value at high indeed - and for the moment it was pressed into service in the household. For the rest - the green dragon blood, the cockatrice feather and the enchanted pearl - those would have to wait until they either contact 'Aslan Nightshade' or found someone else who might more fully benefit from them. 

Heading for bed they voiced their wonderment at Melas' continued absence. Surely, however, with their days near constant motion and battles, their companion must have had a more restful day. "Likely he found himself some rich window with whom to while away the day" Hiram jokes.

Thursday, July 4, 2024

More on HONOR and Terror

Yesterday I commented on the art in the modules Enter the Dragons Claw: HONOR and Terror by Night. Done by Jim Holloway and Patrick Zircher respectively these really added to both modules effectiveness. I thought examples would be good.  First, HONOR 




These images really are delightful in capturing the somewhat goofy tone of Ninja fighting Superheroes. The garbage can Jack in the Box attack, the look of concern on the super heroines face, the ninja's toe braking out of the panel box…. Holloway’s art was so distinctive and memorable. This reminds me a lot of his work on Chill where the absurdity of monster fighting was just under the surface.

Next Terror:

Zircher's art here is pure comic book. I really don't know how much art direction Steven Crow gave to Zircher on these panels, but I would love to find out: was Zircher just given the module and told to draw what was in it? maybe. Neither Crossfire or Rocketman are called out in the Copyright notices as belonging to someone, something that V&V was very good at in the early days at least, so these are likely Zircher's original characters. Both of them feel 'right' in terms of name meeting design, you get an immediate sense of the characters powers and motif, and I particularly love how Rocketman's glove/armbands evoke the Marvel C list hero Torpedo while their outward feels like Kirby technology.

Both panels carry the funhouse vibe of this sequence of the adventure, including the "Wait! Something's wrong!" thought balloon. If either of these showed up in an issue of a comic I wouldn't blink and eye - not surprising given Zircher's later career. 

Wednesday, July 3, 2024

New Salem: Renaissance - V&V Module Retrospective for "Enter the Dragons Claw: HONOR" and "Terror by Night"

This may feel like a strange pairing for two V&V modules this week, but bear with me, because I think it makes sense. 

More solid covers - Jim Holloway is always fun, and his interior art in Honor is just a delight
Patrick Zircher is to me the 2nd most influential V&V artist.
 

I have a great personal fondness for both of these modules because I was able to run them with my college game group to the exact right effect. Why? because they are inherently Modular. Which is a big thing that the prior ones were not. The other 5 modules all postulated world changing events, mass casualty scenarios, etc. and two of them were sequels. Including these could radically change your game world if the heroes failed, so of course there's a strong strong impetus to make sure the heroes don't fail. (Which is mostly baked into supers as a genre, but even more so here). In HONOR, the stakes are an inter-generational power struggle for control of a Japanese electronics company that just some part of occurs in the PCs city to hook them. In Terror By Night a reformed vampire is testing the heroes capabilities while conventionally wooing a human woman. The stakes are just so much lower. 

The former feels like a guest author has taken over the comic for 2 issues. The latter feels like an annual. In both cases it's a disruption from the PCs normal plotlines to deal with this one off thing, and then resume normal programming. In which case, super-helpful for a GM who wants to take a break, or if one player wants to run the game for a couple sessions without breaking anything. Both of these are easy, training wheels modules. 

In my personal use, I ran HONOR over a couple of sessions with two players in college. They rolled up random heroes with an aim for "these should be Avengers level" and got some pretty archetypical heroes - a Flight Invulnerability Strength Speed Himbo with a Sneaky Royalty Cat Lady - and just jumped right in. 

The plot is pretty linear: the heroes see a news report about a corporate merger, stumble across an attempted ambush of one of the people involved, a request from that person for protection, a pretty slick kidnapping that shouldn't make the heroes feel stupid but can be stopped by clever play, and then a weird and unnecessarily complex turnabout ending. The stakes are super small; and will likely turn out the same if the PCs do nothing. It's useful for NSR play only in that the PCs can just safely ignore the whole thing. Plus the villains are generally cool, interesting enough for this sort of one shot fight... unless the heroes some day end up in Japan. 

Since Terror by Night is designed to test the heroes, and my college V&V game was the classic "players as PCs" it was easy for me to slot it in as their midterm exam. But even without that additional hook, the module it just a classic set of tropes where the Players will go "Oh! We're doing the circus thing!" and hopefully run with it. It doesn't so much fit the dark and gritty tone of of New Salem, but that might be seen as a nice break or a an excuse to ramp up the threat level in the various tests and have the villain vampire be as bad as villain vampires can be. There are a handful of "what you can do next" ideas at the end of the module if the players enjoyed it and want to see more; I like the open ended nature of it and made use of it in my campaign. 

I personally adore the leaning into the tropes, and just as Holloway's art in HONOR catches the slightly silly vibe of the whole ninja thing. Zircher's internal art here is just fantastic with panels of the sample heroes in the test chambers of the vampire's funhouse. Just great stuff! Again, it's completely trivial and modular, but as a module that's a good thing IHO.

Monday, July 1, 2024

The Battle for Vulture Point Act III Scene IV

Over the next hour or so the situation in the library labyrinth reached something resembling calm. Healing was provided for the wounded and food was produced as the exploration expanded into lunchtime. Eventually they were able to confirm that there were no other beast men in the library, and that the creatures our heroes previously laid low had entered the library's hidden basement through a cave that had likewise been sealed up by magically molded stone. This cave ran for some distance and based on its angle and the relative freshness of the air, likely connected with the cliff face caves on Emirikol's northeast shore. Having been properly fortified Hiram, Cybele and Dietrich volunteered to explore these while the librarians awaited the arrival of the town police and the paladins. This offer was naturally accepted at once. 

The trio lamented at length their not being properly armored - who thought they would need such at a library? - but at least Hiram had been able to secure the lead boar-man's crossbow and supply of bolts. The long, winding cave eventually terminated at a sinkhole down to another cave. The group's cautious and quiet approach gave them hope that they might be able to surprise anyone who might be in the chamber below. Cyble approached cautiously and using her keen elvish vision in the dim light both from below and behind her in the form of a blocked torch she was able to make out at least one boar man along with the snuffling form of another creature, a dog, or perhaps an actual boar. There was also a pair of ropes attached safely outside the sinkhole that the boar men must have used to ascend.

Working her way back to her companions, the three ran through several plans of how to best surprise the guards below, but in the end settled on the most direct: Hiram slid down the rope while Deitrich relied on his training to fall the 15 feet unharmed, with Cybele providing cover from above. The boar man apparently *had* heard Cybele's previous approach as he had moved to a position with cover from where he might fire his crossbow on anyone climbing down the ropes, but the creature was entirely unprepared for the suddenness of Dietrich's approach - the lord Von Eisenwald fell gracefully, dispersed his moment with a roll, bounded off the back of the boar onto the outcropping the boar man was using for cover and dispatched the creature with a single thrust. The heavily muscled and ferocious boar proved more difficult, but eventually the three laid the beast low. 

An exploration of the cave reveals yet another occupant - a panicky gnome hiding behind one of the twisted chamber's stalagmites. Once assured of his safety the bedraggled gnome emerges, almost pathetically grateful for his salvation.  He gives his name as Johann and spins a tale of woe worthy of any melodrama: he and his brother had been passengers on at ship bound for points east of Emirikol that was captured by pirates; he is a chef, his brother a designer of clockworks, and the pirates took them both to work for them as slaves. Worse, once they were ferried under the cover of darkness to these caves, both were taken by the pirate's master, a blond man named Reme, to this chamber to cook for the beast men. His brother was taken away to perform task after task, and eventually just did not return. The beast men took to tormenting him, and continually sending him down the tunnel to the southeast that held their supplies of weapons and foul foods - a location the beast men now avoided due to the appearance of a ghostly dog that would leap from the shadows and rend them limb from limb. The ghost hound hasn't attacked Johann yet, but the gnome lived in terror of the day when a snap of those jaws would end his life. He knew his life would end in these caves in any case, as Reme discussed parts of his plan in front of the gnome, and Johann, with all that entails. 

With a little prompting the gnome lays out what he knows of Reme's plan - something about disguising himself as some priest, and how that will gain him access to the temple. These beast men were to be used as muscle for this plan, while the pirates remained in the shadows to ferry people and goods, as well as to draw out the priest. Not being a native to the area Johann didn’t recognize or remember any names he might have heard, but it matters little. 

"So that's what's going on," Deitrich mutters. 

"What?" Asks Hiram.

"Audacious," admits the lady Floriane. 

"What?" says Hiram, obviously so adept at being a character in the play that he cannot see it from the outside. 

Dietrich directs the gnome to climb the rope to the tunnels overhead and follow the cave to the library. Mention their names, he tells the small man, and let the lady d'Ferrantino and any Paladins present know that an actor and pirate named Reme is engaged in a plot to discredit her son, the Cardinal of the East in the church of the endless ocean, Sebastian d'Ferrantino, by assuming his likeness while performing foul deeds in Scornbul, deeds that would be difficult to discredit as the parties that would investigate such a claim - the Loremasters, the Cardinals and the Paladins - would all be tainted by a lack of apparent objectivity concerning their son, their brethren and their friend. 

With that the three nobles eschew the cave with the 'ghost hound', heading instead north, deeper into to the caves and, based on the salt tang to the air and the increased moisture, into the pirate camp discussing how they were fortunate to find Johann - after all, Dietrich needs a cook.

Facing the usual problems of traveling through sea caves, the trio find a few others, including a series of razor-edged clockwork driven traps apparently set to kill the small lizards that skitter through the moss and mushrooms that proliferate in the damp rock. Finding another branch and correctly deducing that the one to the right will lead them to the pirates they opt for the one to the left in an attempt to make sure that they will not be surprised by some other unforeseen threat when they do engage the aquatic scoundrels in combat. The selected passage shows some sign of occasional passage, ending in a chamber that contained, in order of discovery, a mass of natural pillars, stalagmites and stalactites, a hinged box holding a collection of dead lizards, a sinkhole obscured by a film of salt doubtless left behind by the last seasonal flooding, some piles of detritus that Cybele identifies as the waste of a serpent and said serpents - a pair of sea vipers whose length was half again the height of a man, but whose sense of self-preservation caused them to retreat in the face of eldritch bursts and a solid whack from Hiram's wooden sword. It was clear that someone had been using the trapped lizards as food for the serpents, but whether the serpents were just pets, a way to dispose of enemies or guardians of something our heroes could not locate in their brief search was not clear. 

Their safety from behind apparently assured our heroes return to the passage that must, by process of elimination, lead to the pirates. With well practiced strides our heroes traverse down the tunnel, once again with Hiram taking the lead, Dietrich backs him up and Cybele making all the noise. Still, even with her feet unerringly hitting some stones that skitter down the slope, their approach goes unnoticed, but the trio is halted by an ominous, looming shadow at the point where the passage branched out into the cave that opened to the sea - a giant crab!

Freezing in position are heroes are able to discern that the crab is likewise immobile. A closer look reveals that the lower half of the crab was made of wood, while the upper half is metal, rusted to appear the crustacean’s usual reddish brown. The joints are lovingly articulated, and the legs flair outward, ending with broad, oarlike bases. 

"The Pirates have a mecha crab?" Dietrich whispers. 

"Johann's brother must have been really skilled." Cybele replies. 

Hiram cranes his neck to look over the clockwork crustacean, locating a quartet of pirates engaged in some sort of discussion by a pair of rowboats pulled into the cave. The noble threesome wait as they learn to filter out the background sounds of the sea to make out snatches of the pirates words. Their focus, it appears, is on their boredom, and how they must wait for high tide before the sea is high enough to reach the cave; at that time the pirates pretending to be fishermen in the city will return, letting the two swap guard duty of the treasure cache while slowly working the stolen goods into the local black market. The group argues at length as to which of them will have to claim which of the items they had stolen through blood and threats from their rightful owners, and eventually it is clear that random listening will yield no additional information. 

Unwilling to listen to their boastful, brainless blather any longer, Dietrich offers up a quick prayer to the overseeing spirit of the emperor and inches forward. Caution tempers with audacity in his plan as he silently undoes the catches to the driver's compartment of the clockwork crab and, with surprising rapidity, teases out the likely uses for the controls. Slipping in and locking himself into the beast he activates the primary spring, driving the mechanical monster towards the unsuspecting pirates! For all of their apparent ineptness the pirates had been diligent in their oiling of the mechanism to protect it from the briny spray, and it moved forward greased silence, taking all save one of the pirates by complete surprise!

The most aware of the pirates started to yell a warning, only to be struck square in the forehead by a bolt from Hiram's crossbow. Inside the beast Dietrich engaged the right claw, which shot forward and, with an understated snap, split one of the pirate's torsos clear in twain. A third pirate was felled by a blast of eldritch power that snaked across the room and stopped his heart mid beat. The fourth, so totally overwhelmed, barely had time to surrender as the leftward claw moved to engulf him. Within a score of heartbeats, the forces of the republic stood triumphant!

(GM Note: Tom spent an Honor Point to get a temporary +10 on his Move Silently to pull off stealing the mecha crab. I let him make another roll at -20 to sneak up on them in the giant clockwork automaton. He rolled a natural 20, easily surprising the pirates! He was even able to add his Sneak Attack bonus to the crab strike. This is EXACTLY why I put Honor Points in the game.)

Quickly disarming their stunned prisoner, the group makes a quick essay of the items in the room: crates of the finest cotton clothing, a crystal decanter and table set, a bejeweled bracelet, some sacks of coinage and a quartet of paintings by the lesser master Dechau - a Halfling native to the lands around Emirikol centuries ago. Hiram is able to identify the artist (Dave: Another 20!) and even provide a brief history of his work, starting with the lighter landscapes of the Rheel valley and, in his middle age, moving to darker, more ominous paintings of the seawall swamps to the west. On his 40th birthday he invited his friends to join him for a feast in the swamp, at which he got drunk, declaimed that this was his kingdom and then was unexpected eaten by a crocodile. "Fitting, really" Hiram adds.  

Knowing that the other pirates can't return until at least high tide they escort their prisoner back up the passage towards the library, stopping at the chamber where they rescued Johann and killed the guard-boar. Down the remaining passage of the sea caves, according to the rescued gnome, lay not just the implements of destruction and supplies for survival of his boar men captors, but also a ghostly hound that had been materializing from the shadows to kill the boar men but leave the timid gnome unharmed. 

If timidity is the protection against such a beast then our heroes are ill-armored indeed, for the lady Floriane placed her safety instead in her magical education and her endlessly courageous heart - suspecting she knows a possible origin of the beast she leads her companions forward, lending her sinews to the task of pulling aside the boar men's supplies and the makeshift wall they had erected in their futile quest for protection to explore the area beyond. That dank and dismal cave held not just the stench fetid air but the subconscious scent of hunter and prey, the pheromonal warning that alerted the doe to flee from the unseen wolf. Refusing to show any trace of fear the sorceress drive the darkness to bay via her mystical might and did not leap when the hound - golden of hue with a gray diamond on its chest - appeared before them in an instant. 

The creature growled at them, but then lowered its head in the face of their obvious nobility and sureness of purpose. "It's a blink dog," Cybele informs her companions, "They're the spectral hounds who hunt with our ancestors in the afterlife. Sometimes a mage will convince one to share souls, taking it on as a familiar." The dog, obviously able to understand her speech, nodded, and then with some urgency led them to a far corner of the room where some excavation revealed the skeletal remains of the last Loremaster, the librarian who sealed up the lost volumes and then attempted escape down the tunnels to the sea. Alas, instead, according to the great man's journal, which was buried with his body along with his spellbook, both damaged by the elements and the centuries, the caves had been taken and had suffered a dolorous wound before falling back to this location. There he spent the years unheralded, surviving on the energy his necromantic spells could drain from the lizards and other denizens of the cave before his infirmities did him in, unwilling to affect a more violent escape lest his reappearance galvanize the beast men to further explore these caves and thus locate the sealed chamber above. 

Cybele pieced this together from his water-stained journal while her companions directed Honesto Merin and the city guards to the locations of the pirates and helped oversee the removal of the stolen merchandise. The Loremaster Farin's touching final days, the scratched-out poetry he left behind, and his obvious dedication to the city and the library brought tears to the young woman's eyes as the blink dog lay its amber-maned head on her knee in sympathy. As she stood to leave the dog extended its muzzle down to the sand beside Farin's remains, extricated a slender wand and extended it to her. As she took it, the beast vanished as if it had never been, leaving behind only the echo of the name 'Slate' in her mind and the confidence that she would see him again, when needed. 

That transition, from the old empire to the new republic, from the gentle librarian to the daring swordswoman completed, Cybele oversaw the removal of Farin's remains, ensuring that they reach Loremistress d'Ferrantino with as much dignity as possible. Portia accepted them gratefully but pressed the spellbook back into Cybele's hands . . . with the tacit understanding that the library would want to make a copy of any marginalia or unique enchantments it contained when time permitted.