Showing posts with label Conventions. Show all posts
Showing posts with label Conventions. Show all posts

Monday, February 16, 2026

Con of the North 2026: A Season Finale

For this and the past three years at Con of the North, I've been running scenarios that involve neo-Nazi antagonists. It started with an idea for one scenario that split into two. While I was writing “Infernal Devices” (for 2023), I realized that what the thieves were trying to steal would lead into a whole other scenario, which became “The Dead Man's Tale” (2024). “Crowning Achievement” (2025) stood on its own, and ended in a place that set up a potential showdown. Wanting to venture into new territory in the future, I wrote “The Thule Ultimatum” to resolve that arc. It sees the heroes being brought into the enemy stronghold—but first I needed to capture them.

That didn't go as I'd hoped.

I started with the heroes aboard a boat in the North Sea. Aboard the boat I put goons armed with stun guns, and thought I might be able to zap the heroes into submission. That's not how it worked. In the first session, I rolled Stealth for the villains as they surreptitiously tried to surround the heroes for an ambush. My roll was a Botch! Not surprised in the slightest, the heroes made pretty quick work of the villains. They then drove the boat into the enemy stronghold anyway and bluffed their way into having the evil Dr. Ingo Hartmann come aboard it, where they subdued him and his berserker bodyguard.

In the second session, the heroes still recognized the ambush; I rolled an 11 for Stealth, but so did one of the heroes for Notice. The fight proved to be a good deal tougher, however, and the bad guys had a couple of the heroes down on the ground with their stun guns. The heroes still won out, however. They drove the boat close to the stronghold, donned SCUBA gear, and went into the water. Thus they snuck into the stronghold, managed to steal some uniforms, and then claimed to be guards (Vaughn, Gavin, Jerry and Linh) who'd captured interlopers (Thaddeus and Magdalena).

Both sides found Professor Hall, strapped into a chair and hooked up to an IV, on top of the howe (burial mound) that the neo-Nazis had built as a nexus of evil arcane energy. My idea with that was that the players needed to solve riddles, to help Hall mentally and spiritually overcome three challenges from Norse mythology. The first group did so. In the second session, however, Jerry pulled his pistol and shot one of the guards, opening combat.

I tried to make the fight more challenging this year, since it seemed a little underwhelming in the second session last year. In addition to Dr. Hartmann, an occultist, I included a Wild Card berserker bodyguard name Hans and plenty of goons. I was pleased with how the big fight went in both sessions. The first table played with more of a run-and-gun style after helping Professor Hall solve the riddles. The heroes at the second table locked themselves in the chamber with the howe and fought the main bad guys, and then, as the remaining goons were cutting down the door with fire axes, burst out and made a run for it. Gavin had Dr. Hartmann in a chokehold with a combat baton, forcing the goons to hold their fire. That scene ended with Linh firing a flare into some fuel barrels, triggering a string of explosions, while Gavin broke the evil occultist's neck and dumped him into the water. It was fun!

Thursday, October 30, 2025

Treasure Hunter Adventures at Con of the North 2026!

I am excited to once again be running Treasure Hunter Adventures at Con of the North in 2026. The scenario for 2026 is called "The Thule Ultimatum." It wraps up a series of adventures involving neo-Nazi sympathizers and their hunt for relics intended to support their evil machinations. The rounds are 10:00 - 2:00 on Saturday and Sunday. 

https://www.conofthenorth.org/


-Nate 

Saturday, November 16, 2024

Treasure Hunter Adventures at Con of the North 2025

I am excited to say that I'll be running two session of Treasure Hunter Adventures at Con of the North 2025. This year's scenario is called "Crowning Achievement."

Con of the North 2025

-Nate 


Tuesday, February 20, 2024

Highlights from Con of the North 2024

This year's convention was a lot of fun. There was one weird hiccup, about which I am still waiting to hear, but I also participated in four fun rounds. Here are the highlights, in reverse chronological order.


Sunday's Treasure Hunter Adventures Session

This was the hiccup. On Saturday night, while I was playing in a D&D Epic, I saw an email that my round for Sunday had been cancelled. That seemed odd, since I as the GM had not asked to cancel it. I went to HQ and inquired, and they created a new event for me. The players had also been emailed, however, so they did not know to look for it. Uncertain, I headed over for it on Sunday, and one of the original players—who had not checked his email—did show up for it. We chatted for a bit and then he headed off to find a game with more players.


The D&D Epic

I played in one of these last year and did not love it. That scenario was a combat meat-grinder, and not a lot of fun for me playing a new 1st-level character. This year's scenario included more options that featured roleplaying and exploration, however, which was nice. Although the DM seemed nervous, thinking that he didn't have much experience, he did a good job keeping the action moving. All in all, it was a good session!




Junk Racers

I had a chance to be the fanboy at this session. It was DMed by Matthew Hanson, who organized the Kickstarter for Graveyard of the Gods, which I backed. This was part of a scenario from that book, which can easily function as a mini-game in its own right. We played kobolds who were scavenging junk on the corpse of the dead god Annihalia in order to build our own junk racer and enter the big race. We had some solid combat encounters, and then joined the race.

That was a blast! Matthew used notecards to represent the track, and it worked well. There was plenty of maneuvering, some crashes, and a few boarding actions, and in the end the kobolds won the race!


Saturday's
Treasure Hunter Adventures Session

I am always a little nervous before I run a convention scenario for the first time. This was the case on Saturday, when I would be premiering The Dead Man's Tale, a direct sequel to last year's Infernal Devices.


I needn't have worried.


It was a pleasant surprise that all five players at the table had played in one of the two sessions from last year. All had enjoyed it enough to come back again this year, which was a good sign. Some of them even had the handouts from last year, including the one that provided a cliffhanger clue for this scenario. They deciphered the markings on the cross, realizing that X did indeed mark the spot. That led to a trek through the mountains in southeastern Germany, with the villains from last year in pursuit. Linh shot down an enemy drone, drawing a Joker and blasting it before anyone else could even react. Vaughn then modified it so that they could use it to spy on their foes, covering their backs as they ventured into a lost World War II treasure cache.


That proved fortuitous. The heroes figured out another clue, revealing the hidden vault, before recognizing that the enemy was making their move. They caught the neo-Nazi mercenaries in a wickedly bad choke point and made quick work of them. Sometimes I'll try to stretch out a combat if it seems to be going too easily, but in this case the players seemed to appreciate that their solid tactics were winning the day.



Friday, November 3, 2023

Treasure Hunter Adventures at Con of the North 2024!

I am pleased once again to be running some Treasure Hunter Adventures at Con of the North 2024. This year's scenario is "The Dead Man's Tale," and it is a direct follow-up to "Infernal Devices" from last year. 

Con of the North 2024


-Nate

Monday, February 20, 2023

My Methodology: Convention Setup

This weekend I ran a couple of rounds for Treasure Hunter Adventures; they were Infernal Devices, a sequel to last year's The Templar Vessel. Here's a picture of the setup. 


The action opens as the Iconic Heroes are arriving for the gala opening of an exhibit featuring the Knights Templar, including relics they recovered in their previous two convention scenarios. It's a red carpet affair complete with media coverage, an exclusive guest list, and the like. Of course, something happens to introduce another adventure. 

Highlights from Con of the North 2022

Here are some of the highlights. 

  • In both sessions, the heroes jumped right into the opening chase, taking a car and tearing through the streets of London in pursuit of a speedboat on the River Thames. This was a good chance for Linh, the driver, to put her skills to the test. 
  • This led to opportunities for Vaughn, Gavin and even Magdalena to leap from the car onto the boat in a boarding action. 
  • The highest roll of the two days was a 21, an opposed Athletics test by Vaughn to pitch one of the thieves off of the speedboat. 
  • Players in the second session really got into the idea of a gala museum exhibit opening; their characters--Thaddeus and Magdalena--filled plates from the charcuterie boards and took glasses of champagne with them as they searched the museum after the bomb threat. 
  • The final fight with the thieves and their boss played out in different ways each time, which was fun to see. In one, Vaughn boarded the van and intentionally crashed it, while in the other Linh shot out its tires to stop the thieves' escape. 
  •  In the last session, once the gala opening resumed, it went long into the night, ending with improvised karaoke--and Vaungh's rendition of The Star-Spangled Banner

Thursday, February 16, 2023

Second Preview of the Meybohm Museum: Plot Elements

Here's a second preview of the upcoming supplement Meybohm Museum of World History: Visitor's Guide; it presents some of the plot elements that are included in that supplement. I think it ties pretty well into this year's theme for the Fast! Furious! February! Creator Jam, which is "Love & Death."

-Nate

#FFFebruary

Fast! Furious! February!



First is a suggestion for treating a museum heist as a dramatic task. 


Second, here are the plot hooks included in the supplement. 


Third, this is the letter that Louisa Meybohm sent back to London from Indonesia; it was the last communication ever received from her. 

Con of the North 2023

Finally, I'm excited to mention that I'll be using the museum as the setting for my scenarios at Con of the North this weekend. 

Wednesday, January 18, 2023

Treasure Hunter Adventures at Con of the North 2023

I have submitted a new Treasure Hunter Adventures scenario for Con of the North 2023; it is pending approval. Infernal Devices continues the story of the Iconic Heroes as they attend the gala opening of a museum exhibit featuring treasures of the Knights Templar, but a kidnapping is only the start of the adventure. 

-Nate 

Update: Those scenario have been scheduled in the time slots listed below!

Con of the North 2023



Monday, February 21, 2022

Highlights from Con of the North 2022

This year I ran four rounds of Treasure Hunter Adventures for the Savage Worlds RPG. Two were on Saturday, at 8:00 and noon, and two in the same time slots on Sunday. Both used the Iconic Heroes (Gavin, Vaughn, Linh, Thaddeus and Magadalena) for pre-generated characters. 

Con of the North

Treasure Hunter Adventures

Iconic Heroes for Treasure Hunter Adventures




The Templar Mystery

Highlights of the Saturday sessions included: 

  • Entering the church depicted above--which was buried inside an unnatural hill--one of the heroes botched and fell fifty feet to the stone floor, barely surviving and spending the rest of the round with broken ribs. 
  • Once a battle with the villains erupted in the hidden vault, Vaughn threw a pickaxe and impaled their leader with deadly results. 



The Templar Vessel

Highlights of the Sunday sessions included: 

  • When villains--the same ones from the previous adventure--stormed the heroes' chartered dive boat, seen above, there was plenty of swashbuckling action, including goons being tackled over railings and into the sea with push attacks. 
  • At one point Thaddeus was locked in a melee with the possessed Professor Hall, with the latter cursing in ancient Sumerian and the prior praying for his soul in Latin. 
  • Finally, the heroes weaponized an ice bucket that first held poisoned champagne, an then was used to with an emetic given to revive a knocked-out character. 

Monday, February 15, 2021

Mysterious Discoveries in Western Poland

 Over the weekend I ran two sessions of The Templar Mystery at Con of the North; I think they went well, and I'm planning to run a sequel to it--hopefully in person this time--at the Con next year. Since one of the main NPCs managed to survive the scenario, I've created a piece that can provide some exposition when the heroes resume their adventures. It takes the form of a short news story that they might find on the Internet, one that makes it clear their rival will be coming after them. 

-Nate 



Friday, February 12, 2021

Professor Hall's Notes on the Knights Templar

Here's one more item as we approach Con of the North--part of Professor Hall's notes on the Knights Templar. 


This is something new I'm trying for the scenario The Templar Mystery, giving the players information directly that can be useful during the session. 

-Nate

Saturday, February 6, 2021

A History of the Knights Templar

Continuing the lead-up to Con of the North next weekend, here's a video that presents a history of the Knights Templar--and it, in turn, links to numerous other ones. 

-Nate 




Monday, February 1, 2021

Three Updates

This is the first day of February, the month in which Con of the North 2021 will take place. Related to that, I have three updates to mention. 

First, I've revised the PDF for Iconic Heroes on Drivethrurpg.com, correcting some errors in character stats. 

Iconic Heroes

Next, I added two titles to Appendix N that were useful in my research for The Templar Mystery, which I'll be running at the Con. They are Dungeon, Fire and Sword by John J. Robinson, a detailed history of the Templars during the Crusades; and A Popular History of the Catholic Church, a pocket-sized book that describes just what it says. 

Appendix N

Finally, there are a few slots remaining for the Sunday Treasure Hunter Adventures game; the one on Saturday is full. 

https://www.conofthenorth.org/2021-con-of-the-north

-Nate

Friday, January 1, 2021

Events for Con of the North 2021

Happy new year! 

I am excited to say that my two sessions of The Templar Mystery were accepted for the virtual Con of the North 2021; they're scheduled for Saturday the 13th and Sunday the 14th at 10:00 am. 

-Nate 

Con of the North 2021


Thursday, December 24, 2020

The Templar Mystery for Con of the North 2021

 I am excited to announce that I'll be running a special Treasure Hunter Adventures scenario for Con of the North 2021 (on February 12-14); it's called The Templar Mystery. Check out the website for more information, and I'll post more information about it as the date approaches. 

Con of the North 2021



Tuesday, June 16, 2020

Iconic Heroes for THA and Savage Worlds

Now available via Drivethrurpg.com are five iconic heroes, ready to print and play, designed for use with Treasure Hunter Adventures and the Savage Worlds RPG.

-Nate




Sunday, June 14, 2020

Iconic Heroes for Treasure Hunter Adventures

Here's a preview of five characters ready for use with the Treasure Hunter Adventures supplement and the Savage Worlds RPG.

-Nate

Artwork by Jeshields. www.Patreon.com/Jeshields



Gavin Kline
Always fascinated by magic, Gavin as a kid would watch performers, try to figure out their tricks, and develop ones of his own. This also started his love of acting, and he found that he could disappear into the roles he was playing. His studies of more serious magic led him to meeting Magdalena Gonzalez, who in turn introduced him to Thaddeus Woodward and his group of treasure hunters. For him, it is the thrill of the caper that makes it interesting.


Vaughn Adkisson
Born and raised in a small Texas town, Vaughn played football and worked in his family's auto shop. It was at a race that he met Linh Soung, who appreciated his mechanical aptitude as much as he respected her skill behind the wheel. She also introduced him to Thaddeus and other friends who were interested in treasure hunting. He sees himself as a protector of his associates.


Linh Soung
From a young age, Linh developed a love of fast cars. She attended street races in which her older brothers competed, and sat behind the wheel before she was old enough to do so legally. It was during a race that she befriended Vaughn Adkisson, who was a skilled mechanic, and in the aftermath of a police raid that she met Thaddeus Woodward, who argued that she could use her abilities for a higher purpose. As long as she can show off a little, she's happy.


Thaddeus Woodward
Growing up in urban Chicago, Thaddeus split his time between the church, where his father was the preacher and his mom led the choir, and the streets, where many of his friends spent their days. He realized that many people were missing a certain spiritual element in their lives, and decided to help others find it. To that end he formed his band of treasure hunters, of whom he sees himself as the leader.


Magdalena Gonzalez
Raised in rural New Mexico, Magdalena spent a lot of time with her grandmother, who was a bruja. From her she learned the basic elements of magic, and after high school she sought to learn more about other cultures and their traditions. That is what led her to meet Thaddeus Woodward, who shared her interest in the spiritual aspects of the world. For her, treasure hunting is the path to knowledge beyond what she can learn from classes and textbooks.


Friday, February 21, 2020

The Wages of Sin

This if the first of two scenarios that I ran at Con of the North this year; it follows upon events from last year's adventures.

-Nate



Adventure Background
Recently the crew of a small merchant aethership became entangled with a band of orc pirates who were preying on passenger-carrying omas in the Asteroid Belt, and who were led by a coven of hags from a sky island on the planet Freya that belongs to a djinni named Khaleed. In defeating them, the heroes also rescued a paladin of Sol named Lady Winifred. She'd been captured while en route to an interstellar summit on Enceladus, a moon of Kronos, a voyage that should have been secret. Because it seems that her mission was betrayed by someone close to her, the paladin now seeks to recruit new allies whom she can trust to help her safeguard the summit and discover the traitor.


For the Gamemaster
The truth of the matter is that Lady Winifred was betrayed by Sir Galen, her brother. They come from a wealthy Homeworld family, and for some time now he has objected to how she gives most of her inheritance to the church, when she could—in his opinion—be investing it in opportunities to generate more wealth. What is more, Sir Galen has become involved with the Freebooters' Fellowship, a group of affiliated pirate crews who operate throughout the Sol System. They pressured him into betraying his sister because they intend to disrupt the summit, a meeting that could unify the military forces of the various planets and thus make the business of piracy a lot more difficult. 

In this plot, Sir Galen is assisted by Lord Kyodaina, an oni who masquerades as the envoy from the Eastern Kingdoms. The oni, in turn, is aided by an ogrekin diviner named Mr. Osoroshi and a human enchantress named Lady Hasu, the latter of whom has thoroughly charmed Sir Galen. Together their plan is to assassinate Admiral Beryl, and to frame the shobhad envoy from Proxima as the culprit. That should throw the summit into turmoil, thereby preventing the creation of an alliance—that is, unless the PCs can do something to stop them.


Part 1—Taking Stock of the Situation
This adventure begins while the PCs are helping take an inventory of the goods stolen by the hags and their orc pirates on a sky island of Freya, in order to determine ownership so that they can be returned. As they are doing so, Lady Winifred approaches the PCs with her proposition. Present the following details like a briefing, or in a conversational manner.
  • Lady Winifred is a paladin dedicated to Sol, and was on an important mission aboard her ship, the Luminous, when it was captured by the orcs.
  • That mission was to help safeguard a secret meeting of interstellar dignitaries on a moon of the planet Kronos.
  • Winifred believes that this interception was no coincidence, but rather a deliberate act intended to keep her from attending the summit.
  • For that reason, she also suspects that someone intends to commit some foul deed at the meeting, and that her betrayer can be found there.
After telling what she knows, Winifred makes her pitch. While she can't offer a monetary reward—she tithes most of her money to the Church of Sol—she does believe that preventing an atrocity at a summit of this importance would help the PCs gain powerful allies throughout the Sol System and beyond, ones who might be willing to provide compensation on their own behalf. What is more, if the meeting is successful, then it should help create a coalition of worlds that will make Aetherspace safer for all who wish to travel and do business throughout it.

What Has Come Before
For more information about the previous adventures mentioned above, please refer to these scenarios.

No Prey, No Pay”—https://d20pirates.blogspot.com/2019/02/adventure-no-prey-no-pay.html

Soldiers of Fortune”—https://d20pirates.blogspot.com/2019/02/adventure-soldiers-of-fortune.html


Time to Go
As long as the PCs do agree to assist her, Lady Winifred has a plan for reaching the summit quickly. Khalid the Djinni, who was being held captive by the orcs until the PCs intervened, can use his plane shift ability to take them to another plane entirely, and then again from their to the moon Enceladus. While that leaves them a fair distance from the summit itself, the PCs have necklaces of adaptation and thus would be protected from the cold; what is more, Khalid can cast wind walk to cut down the travel time considerably. When the first arrive on Enceladus, read or paraphrase the following description. 

For a moment the very fabric of reality seems to shift and shimmer around you, and then you return to the prime material plane. The moon Enceladus is a desolate, frozen place, with wind-swept plains and jagged peaks all covered in snow and ice. Overhead, the deep black backdrop of Aetherspace is lit by myriad stars, ones that are much brighter here than back on Homeworld. While the system's primary is much dimmer than it was back on Freya, the planet Kronos takes its place, with its mottled, thick atmosphere and rings stretching out around it.

The wind walk spell carries the PCs over much of the terrain, but ends shortly before they reach their destination. Shortly after they begin trekking through the frozen wilderness, and as they approach the edge of a patch of exposed sea, a pair of chardas rush out of the water to attack.

Chardas: Refer to page 55 in Bestiary 2 for stats.

These beasts stalk the PCs using Stealth checks opposed to the PCs' Perception efforts. Once in position, they open up with their breath weapons before charging into melee. If reduced below 20 hit points, they try to flee back into the frigid water from which they emerged. The same goes for a remorhaz, which attacks from the land side.

Remorhaz: Refer to page 233 in the Bestiary for stats.

Making Contact
In addition to testing the PCs' combat abilities, these encounters also draw the attention of an Elven Navy patrol traveling in an aetherial longboat. The lieutenant and four soldier-sailors sail in at a low altitude and hovers over the party. The lieutenant calls out, “Who are you, travelers, and what is your business here?” One or more of the PCs may wish to reply before the elves recognize Lady Winifred, who explains that they are part of their entourage for the impending summit. With that, the officer adds, “You've arrived just in time, then, for it is about to begin.” It is important to note here, however, whether or not the PCs want Lady Winifred's arrival to be announced for all who are present. That detail has implications for how wary her enemies are during the opening ceremonies, as detailed below.


Part 2—Friends and Foes
The map above represents the terrain surrounding Star Fort Station; area A is where the PCs arrive as Khalid's wind walk power ends; B is the site of the charda attack, and C is the location of the star fort itself. 

As the PCs reach the summit, read or paraphrase the following description.

True to its name, the elven outpost on this moon is shaped liked an eight-pointed star, but with one of the rays removed. Eight towers rise up from the corners. It sits atop a shelf of exposed rock alongside the steaming waters of the rift. An elven galleon hangs in the air above the fort, while numerous other aetherships ride at anchor out in the water in front of it.

The elven escort delivers the PCs and Lady Winifred to front gates of Star Fort Station, which—after a brief exchange of information—open to admit them. As that happens, the PCs should realize that they are present for an important moment in the history of the Sol System, and one that could have tremendous repercussions moving forward.


Star Fort Station
Refer to the map above for the following location descriptions. The front gates (1) open into a huge central courtyard (3), with a pool in the middle for landing and mooring aetherial longboats. Towers (2) rise up at seven corners of the fortress; each is topped by a ballista, and has a garderobe at its base. Four of the rays (4) are barracks, each housing an elven lieutenant and a score of sailor-soldiers. Of the other three rays, one is a storage room (5), while another is the mess hall (6) and kitchen (7). The final one, opposite the entrance, is a meeting room (8) and quarters (9) for two captains and Admiral Beryl, who is in command of the facility.

The Other Guests
As they arrive, PCs who succeed at a DC 15 Knowledge (local) check can recognize the flags of the various groups who have assembled for the summit.
  • One vessel is a dhow of the Dwarven Mining Guild, the Artifice; it is captained by Rudrig, son of Ragnar.
  • There is also a merchantman that flies the flags of the Royal Interplanetary Company as well as the Order of the Lion, the Majestic, commanded by Marshal Leomund.
  • A junk, the Lotus, does not fly any flags, but because of its type indicates a captain and crew that hail from the Eastern Kingdoms of Homeworld. Lord Kyodaina is its master.
  • Brother Ibrahim, who represents the church of Ptah in the Holy City, commands a bark, the Traveler.
  • An elven galleon hangs in the air over the facility; it is the Sylvana, captained by Corwyn.
  • Finally, aetherial longboats from the Sylvana deliver two more groups of envoys. One is an arborling from the planet Arborea, Mr. Akham. The second consists of kasatha monks and shobhad warriors, led by Gazh Thoon the Nomad and Superior Master Woru.
These guests land in their aetherial longboats on the pond in the middle of the station, and disembark as they are introduced to start the ceremony.

Opening Ceremonies
The assembled groups, then, perform a series of demonstrations, each reflecting on the influence of each party. This consists of the following elements.
  • The three shobhad stage a twenty-one gun salute, with seven shots from each of the three.
  • Next, the kasatha present a demonstration of martial arts prowess, in which their three envoys spar with each other.
  • The arborlings, led by Mr. Akham, sing a traditional song of their people, which involves a lot of swaying from side to side.
  • At the same time, the elves sing a song of their own, which is accompanied by harps.
  • As that song concludes, the dwarves perform their own chant, which they accompany with the banging of hammers on anvils.
  • At that point Marshal Leomund and his fellow cavaliers mount their horses and stage a display of their riding prowess, which includes much charging and prancing of mounter warriors, along with the blowing of trumpets.
  • Finally, Brother Ibrahim—the cleric of Ptah—leads an invocation of his deity, in which he suggests that, while the ultimate purpose of the people throughout the universe cannot be fathomed by mortals, they can all work together in the hope of choosing the correct path.


Mixing, Mingling and Magic
After the opening ceremonies are complete, but before the actual meeting starts, the PCs have a chance to interact with those who have gathered. The elves provide refreshments for everyone, along with some music, while Admiral Beryl and Captain Corwyn make the rounds to welcome their guests. At the same time, the PCs can try to learn more about the situation, possibly including the following options. 

For one thing, they can make DC 12 Diplomacy checks to gather information about the other attendees, as mentioned above. For another, they can use divination spells to learn more details, as adjudicated by the GM. Refer to the Appendix, below, to learn more about the attendees. At the same time, of course, Mr. Osoroshi uses his own spells to spy on the party. Once again, it is left up to the GM to determine just what these enemies can learn about them. Additionally, once the dignitaries retire to the meeting room for the summit, the half-ogre has Mrs. Keirana deliver an arcane lock on the door to make sure that there are no interruptions.

Finally, the PCs—and Lady Winifred—can confront Sir Galen. He is quite surprised to see her, of course, and seems pleased that she is still alive. Even so, Sense Motive checks opposed to his Bluff attempt can reveal that this is feigned. While the exact nature of his feelings remains to be guessed, detect magic reveals that he is under the effect of a powerful charm spell. What is more, if given time, Sir Galen soon makes his way to the side of Lady Hasu, and his infatuation with her is plain to see.

Shipboard Activities?
While this action focuses on events inside Star Fort Station, the PCs might want to visit one or more of the ships riding at anchor just off shore. Such investigation should confirm the good intentions of most of the dignitaries in attendance; the exception is the crew of the Lotus, a family of ogres that waits to wreck havoc on the station in the event that Lord Kyodaina's plan runs into difficulty.


Part 3—The Plot is Revealed
Just as the dignitaries are finishing their meeting, and ready to announce the formation of the Celestial Council, the oni makes his move. To do so, he uses his change shape ability to take on the form of a shobhad warrior, and thus to acquire one of their longrifles. He then takes up a position atop one of the towers—the one that stands between the mess hall and the barracks adjacent to the meeting hall—and prepares to shoot and kill Admiral Beryl. Depending on how the PCs have investigated the situation, they might be prepared to intervene; alternately, they could be forced to react to that effort. Whatever the case, chaos ensues in the aftermath of that shot. 

Once it is time to roll initiative, Lord Kyodaina tries to make a quick and quiet exit, so as to claim no responsibility for what has happened. Failing that, he hunkers down while his crew brings the Lotus to his rescue. This should make for a big, sprawling battle. For his part, Sir Galen tries to go with Lady Hasu, unless freed from her charms or physically prevented from doing so.

Lord Kyodaina: Refer to page 221 in the Bestiary for stats.

Lady Hasu: Refer to the Appendix below for stats.

Mr. Osoroshi: Refer to the Appendix below for stats.

Ogres: Refer to page 220 in the Bestiary for stats.


Conclusion
If the PCs manage to stop this assassination, then they score an important victory for the forces of law and order in the Sol System. Once they've heard the whole story, the members of the newly formed Celestial Council issue a proclamation thanking the Larks for their act of service. What is more, based on testimony from the PCs and Lady Winifred, they resolve to take action against the pirates who inhabit the system. First, however, there is a grand celebration, one at which the heroes are lauded for their deeds.

Further Adventures
Although this business is now concluded, it could still lead into all manner of additional adventures; detailed below are just a few of the possibilities.
  • Given the intention of the Celestial Council to eliminate piracy, they can extend letters of marque and reprisal to the party.
  • What is more, each of the parties in attendance could have business of their own. For example, the Royal Interplanetary Company could recruit them to guard a vessel carrying a valuable cargo until it reaches its destination.
  • The Church of Ptah strives continually to explore new worlds, and could ask the PCs to join an expedition—especially as they are gaining access to new star systems, such as those that are home to Arborea and Proxima.


Appendix 1—The Proclamation
The text of the Celestial Council's proclamation is as follows.

By decree of the Celestial Council, let it be known that,
on this, the 28th day of Aquarius, in the year 846,
the crew of the ship Skylark did foil a vile plot to disrupt
the establishment of this body and its mission, to foster
peace and justice among the worlds of the Sol System
and other planets from beyond this star,
and for such deeds they have earned our gratitude.


Appendix 2—NPCs
Presented below are stats for many of the people in attendance at the summit.

Elf Sailor-Soldier
CR ½
XP 200
Various elf fighter 1
N medium humanoid
Init +2; Senses Perception +2; Low-light vision
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 12 (1d10+2)
Fort +3, Ref +2, Will +1
Resist Elven immunities
OFFENSE
Spd 30 ft.
Melee Longsword +3 (1d8+1)
Ranged Longbow +3 (1d8)
Special Attacks Point Blank Shot
STATISTICS
Str 13, Dex 15, Con 12, Int 10, Wis 12, Cha 10
Base Atk +1; CMB +12; CMD 14
Feats Point Blank Shot, Weapon Focus (Longsword)
Skills Climb +5, Profession (sailor) +5
Languages Elven, Common, one other
SQ Low-light vision, elven immunities, elven magic, keen senses, weapon familiarity
Combat Gear Leather armor, longsword, longbow, 20 arrows

These elves form the backbone of the Navy; they are competent sailors and skilled in battle.
Elf Lieutenant
CR 4
XP 1200
Various elf fighter 5
N medium humanoid
Init +3; Senses Perception +2; Low-light vision
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 38 (5d10+10)
Fort +6, Ref +5, Will +3
Resist Elven immunities
OFFENSE
Spd 30 ft.
Melee Longsword +9 (1d8+6)
Ranged Longbow +9 (1d8+1)
Special Attacks Far Shot, Point Blank Shot, Rapid Shot
STATISTICS
Str 13, Dex 16, Con 12, Int 10, Wis 12, Cha 10
Base Atk +5; CMB +6; CMD 20
Feats Far Shot, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Longbow, Longsword), Weapon Specialization (Longsword)
Skills Climb +9, Profession (sailor) +9
Languages Elven, Common, one other
SQ Low-light vision, elven immunities, elven magic, keen senses, weapon familiarity, bravery +1, armor training 1, weapon training 1 (heavy blades)
Combat Gear Leather armor +1, longsword +1, longbow +1, 20 arrows, cloak of resistance +1, bosun's whistle


Refer to the Aethernaut's Handbook to find deck plans and stats for the elves' aetherial longboat and galleons.


Elf Captain
CR 8
XP 4800
Various elf fighter 9
N medium humanoid
Init +3; Senses Perception +2; Low-light vision
DEFENSE
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 64 (9d10+18)
Fort +9, Ref +8, Will +6
Resist Elven immunities
OFFENSE
Spd 30 ft.
Melee Longsword +15/+10 (1d8+7)
Ranged Longbow +15/+10 (1d8+5)
Special Attacks Far Shot, Point Blank Shot, Rapid Shot
STATISTICS
Str 14, Dex 16, Con 12, Int 10, Wis 12, Cha 10
Base Atk +9; CMB +11; CMD 25
Feats Far Shot, Improved Critical (Longbow and Longsword), Point Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Profession: sailor), Weapon Focus (Longbow, Longsword), Weapon Specialization (Longbow, Longsword)
Skills Climb +14, Profession (sailor) +16
Languages Elven, Common, one other
SQ Low-light vision, elven immunities, elven magic, keen senses, weapon familiarity, bravery +2, armor training 1 & 2, weapon training 1 & 2 (heavy blades and bows)
Combat Gear Studded leather armor +2, longsword +2, longbow +2, 20 arrows, cloak of resistance +2
Elf Admiral
CR 12
XP 19,200
Various elf fighter 13
N medium humanoid
Init +3; Senses Perception +2; Low-light vision
DEFENSE
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 64 (9d10+18)
Fort +14, Ref +13, Will +11
Resist Elven immunities
OFFENSE
Spd 30 ft.
Melee Longsword +20/+15/+10 (1d8+8)
Ranged Longbow +20/+15/+10 (1d8+8)
Special Attacks Far Shot, Point Blank Shot, Rapid Shot
STATISTICS
Str 14, Dex 16, Con 12, Int 10, Wis 13, Cha 10
Base Atk +13; CMB +11; CMD 25
Feats Critical Focus, Far Shot, Great Fortitude, Improved Critical (Longbow and Longsword), Iron Will, Lightning Reflexes, Point Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Profession: sailor), Weapon Focus (Longbow, Longsword), Weapon Specialization (Longbow, Longsword)
Skills Climb +18, Profession (sailor) +20
Languages Elven, Common, one other
SQ Low-light vision, elven immunities, elven magic, keen senses, weapon familiarity, bravery +2, armor training 1 & 2, weapon training 1 & 2 (light and heavy blades and bows)
Combat Gear Studded leather armor +3, longsword +3, longbow +3, 20 arrows, cloak of resistance +3


Refer to page 242 of Bestiary 4 to find stats for the shobhad envoys,
and to page 174 to find stats for the kasatha.

Cleric of Ptah (Initiate)
CR ½
XP 200
Various human cleric 1
LN medium humanoid
Init -1; Senses Perception +3
DEFENSE
AC 9, touch 9, flat-footed 9 (-1 Dex)
hp 9 (1d8+1)
Fort +3, Ref -1, Will +7
Resist None
OFFENSE
Spd 30 ft.
Melee Warhammer +0 (1d8)
Special Attacks Spells
STATISTICS
Str 10, Dex 8, Con 12, Int 16, Wis 16, Cha 10
Base Atk +0; CMB +0; CMD 9
Feats Iron Will, Skill Focus
Skills Craft (writing) +10, Heal +7, Knowledge (any three) +7, Linguistics +7
Languages Common, three more
SQ Aura, channel energy 1d6, orisons, domains (artifice, knowledge)
Combat Gear Warhammer, chain shirt, light steel shield, clothing, holy symbol, books and writing materials, healer's kit (most of this is not carried during normal daily activities)
Spells per Day: 3/2+1
Spells Prepared: Detect magic, guidance, read magic; animate rope, comprehend languages, sanctuary
These clerics lead privileged lives, having been chosen to worship the Universal Architect and study what lore they can obtain from this world as well as others. They are well fed, meaning that they are generally robust, but somewhat awkward when it comes to social situations.

Brother Ibrahim, Cleric of Ptah
CR 6
XP 2400
Various human cleric 7
LN medium humanoid
Init -1; Senses Perception +4
DEFENSE
AC 9, touch 9, flat-footed 9 (-1 Dex)
hp 42 (7d8+7)
Fort +6, Ref +2, Will +10
Resist None
OFFENSE
Spd 30 ft.
Melee Warhammer +5 (1d8)
Special Attacks Spells
STATISTICS
Str 10, Dex 8, Con 12, Int 16, Wis 19, Cha 10
Base Atk +5; CMB +5; CMD 14
Feats Improved Iron Will, Iron Will, Scribe Scroll, Skill Focus
Skills Craft (writing) +16, Heal +14, Knowledge (any three) +13, Linguistics +13
Languages Common, three more
SQ Aura, channel energy 4d6, orisons, domains (artifice, knowledge)
Combat Gear Warhammer, chain shirt, light steel shield, clothing, holy symbol, books and writing materials, healer's kit, headband of inspired wisdom +2 (most of this is not carried during normal daily activities)
Spells per Day: 4/5+1/4+1/3+1/2+1
Spells Prepared: Detect magic, guidance, read magic, resistance; comprehend languages, detect evil, detect magic, endure elements, protection from evil, sanctuary; augury, make whole, owl's wisdom, spiritual weapon, wood shape; dispel magic, invisibility purge, magic circle against evil, stone shape; divination, minor creation, tongues

These clerics are every bit as entitled and coddled as their lower-ranking brethren, only more so. They enjoy extra privileges due to their seniority, including being able to call on initiates for help with their research and other projects.


Delve Captain Rudrig, son of Ragnar
CR 8
XP 4800
Male dwarf fighter 9
LN medium humanoid
Init +0; Senses Perception +2; Darkvision, 60 ft.
DEFENSE
AC 13, touch 9, flat-footed 13 (+4 armor, -1 Dex)
hp 72 (9d10+18)
Fort +8, Ref +2, Will +5
Resist Hardy, bravery +2
OFFENSE
Spd 20 ft.
Melee Dwarven waraxe +14/+9 (1d10+7)
Ranged Heavy crossbow +11 (1d10+3)
Special Attacks Hatred, weapon training 1 (axes) and 2 (crossbows)
STATISTICS
Str 14, Dex 9, Con 14, Int 10, Wis 14, Cha 6
Base Atk +5; CMB +6; CMD 15
Feats Critical Focus, Improved Critical, Point Blank Shot, Precise Shot, Rapid Reload, Skill Focus (Profession (miner), Weapon Focus (dwarven waraxe, heavy crossbow), Weapon Specialization (dwarven waraxe, heavy crossbow)
Skills Climb +14, Knowledge (dungeoneering) +12, Profession (miner) +17
Languages Dwarven, Common
SQ Slow and steady, defensive training, stability, stonecunning, weapon familiarity, armor training 1
Combat Gear Clothing, chain shirt, dwarven waraxe +1, masterwork heavy crossbow, case of twenty quarrels, backpack, masterwork mining tools (pick, shovel, sacks, rope, hammer, iron spikes, lantern, etc.), miscellaneous personal items, potion of cure critical wounds, stash of 300 gp

Rudrig is the son of Ragnar, one of the dwarves who accompanied the first expedition into the Asteroid Belt. He has an iron sense of loyalty and desire to see all of them find success—something he regards as a legacy inherited from his father.

Dwarf Asteroid Miner (Rookie)
CR ½
XP 200
Various dwarf fighter 1
LN medium humanoid
Init +0; Senses Perception +1; Darkvision, 60 ft.
DEFENSE
AC 13, touch 9, flat-footed 13 (+4 armor, -1 Dex)
hp 12 (1d10+2)
Fort +4, Ref -1, Will +1
Resist Hardy
OFFENSE
Spd 20 ft.
Melee Dwarven waraxe +3 (1d10+1)
Ranged Heavy crossbow +0 (1d10)
Special Attacks Hatred
STATISTICS
Str 13, Dex 9, Con 14, Int 10, Wis 13, Cha 6
Base Atk +1; CMB +2; CMD 11
Feats Skill Focus (Profession (miner), Weapon Focus (dwarven waraxe)
Skills Climb +5, Knowledge (dungeoneering) +4, Profession (miner) +8
Languages Dwarven, Common
SQ Slow and steady, defensive training, stability, stonecunning, weapon familiarity
Combat Gear Clothing, chain shirt, dwarven waraxe, heavy crossbow, case of twenty quarrels, backpack, mining tools (pick, shovel, sacks, rope, hammer, iron spikes, lantern, etc.), miscellaneous personal items, potion of cure light wounds, stash of 5d6 gp

Each of these miners is a daring and hearty soul, one who accepts the risks of life in aetherspace in the hope of becoming comfortably wealthy from the profits that can be had in asteroid mining. While the typical dwarf miner is all business during a delve, he can relax and share a good story or song over a cup of ale once the day's work is finished. These dwarves can be fierce foes, too, when they think that their territory or livelihood are threatened.


Superior Master Woru, Kasatha Monk
CR 6
XP 2400
Kasatha male monk 7
LN medium humanoid (kasatha)
Init +8; Senses Perception +3
DEFENSE
AC 19, touch 19, flat-footed 13 (+4 Dex, +2 Dodge, +3 Wis)
hp 10 (1d8+2)
Fort +6, Ref +9, Will +8
Resist Evasion, still mind, purity of body, wholeness of body
OFFENSE
Spd 50 ft.
Melee sai +10 (1d4+1) or
unarmed strike +9 (1d6+1) or
flurry of blows +9/+9/+4 (1d6+1)
Special Attacks flurry of blows, stunning fist (1/day, DC 13), Scorpion Style
STATISTICS
Str 13, Dex 18, Con 12, Int 10, Wis 16, Cha 8
Base Atk +5; CMB +6; CMD 27
Feats Combat Reflexes, Defensive Combat Training, Gorgon's Fist, Improved Initiative, Improved Unarmed Strike, Scorpion Style, Stunning Fist, Weapon Finesse
Skills Acrobatics +14, Climb +11, Escape Artist +14, Survival +10
Languages Kasatha, Common
SQ desert runner, desert stride, jumper, multi-armed, stalker, fast movement, maneuver training, ki pool (magic) 5, slow fall 30 feet, high jump
Combat Gear Light clothing, two masterwork sais

Superior Master Woru is the epitome of calm and determination. Very few circumstances can shake his composure, and he runs his caravanserai with gentle but firm instructions for his trainees. While he feels a debt to the elves because they supply the place with water, he remains aloof from their political ambitions.
Mr. Akham the Arborling
CR 2
XP 600
Arborling ranger 3
CG medium humanoid (arborling)
Init +0; Senses Perception +8; low-light vision
DEFENSE
AC 10, touch 10, flat-footed 10
hp 30 (3d10+9)
Fort +6, Ref +4, Will +3
Resist +2 racial bonus on saves vs. mind-affecting effects, paralysis, poison, polymorph, stunning, exhaustion or fatigue
OFFENSE
Spd 30 ft.
Melee Unarmed +4 (1d4+1)
Ranged None
Special Attacks Two-Weapon Combat
STATISTICS
Str 13, Dex 13, Con 16, Int 8, Wis 14, Cha 10
Base Atk +3; CMB +4; CMD 15
Feats Endurance, Improved Grapple, Improved Unarmed Strike, Two-Weapon Combat
Skills Climb +7, Heal +8, Knowledge (nature) +7, Perception +8, Survival +10, Swim +7
Languages Arborling, Common
SQ Growth, plant traits, rooted, slam, sunlight dependent; favored enemy (outsider, fire), track, wild empathy, favored terrain (forest)
Combat Gear Phylactery of faithfulness

When the Elven Navy first made contact with his homeworld, Akham volunteered to return with them to their own planet so that he could serve as an ambassador and learn of their culture. He did not anticipate coming to live on this icy moon, but has come to enjoy working with Mr. Lemuel. Akham is modest and moderate in his way, but can become very loyal to those who demonstrate their good qualities and thus win his trust.

Note: This character is created using the Player's Toolbox: Arborlings supplement from Clockwork Gnome Publishing. It is available from online distributors such as rpgnow.com.

Lady Hasu
CR 6
XP 2400
Female human wizard 7
NG medium humanoid
Init +1; Senses Perception -1
DEFENSE
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 deflection)
hp 34 (7d6+7)
Fort +4, Ref +4, Will +5
Resist None
OFFENSE
Spd 30 ft.
Melee Quarterstaff +3 (1d6)
Ranged Light crossbow +4 (1d8)
Special Attacks Spells
STATISTICS
Str 10, Dex 13, Con 12, Int 16, Wis 8, Cha 16
Base Atk +3; CMB +3; CMD 14
Feats Combat Casting, Eschew Materials, Scribe Scroll, Spell Focus and Greater Spell Focus (enchantment), Silent Spell, Still Spell
Skills Craft (writing) +6, Knowledge (arcane) +7, Knowledge (geography) +7, Linguistics +7, Spellcraft +7
Languages Common, Dwarven, Elven, Draconic
SQ Arcane bond (amulet), arcane school (enchantment), cantrips
Combat Gear Clothing, spellbook, quarterstaff, light crossbow, case of 10 bolts, amulet, pouch with writing materials, cloak of resistance +1, ring of protection +1, elixir of love
Spells per Day: 4/5/4/3/1
Spells Known: All cantrips; charm person, comprehend languages, hypnotism, identify, mage armor, shield, sleep; daze monster, eagle's splendor, invisibility, touch of idiocy; arcane sight, dispel magic, hold person, suggestion; charm monster, lesser geas

Lady Hasu was once a Navigator, but now she is the courtesan of Lord Kyodaina. Her task is to beguile his enemies, winning their confidence and thus causing them to lower their defenses, thereby allowing her allies to take exploit them.
Mr. Osoroshi
CR 7
XP 3600
Male ogrekin wizard 7
CN Medium humanoid (giant)
Init +0; Senses Perception +0; low-light vision
DEFENSE
AC 16, touch 11, flat-footed 16 (+5 natural, +1 deflection)
hp 55 (7d6+28)
Fort +7, Ref +3, Will +4
Resist None
OFFENSE
Spd 30 ft.
Melee Quarterstaff +8 (1d6+5)
Ranged Light crossbow +3 (1d8)
Special Attacks Spells
STATISTICS
Str 20, Dex 10, Con 18, Int 16, Wis 10, Cha 5
Base Atk +3; CMB +8; CMD 18
Feats Greater Spell Focus (divination), Greater Spell Penetration, Improved Familiar, Scribe Scroll, Skill Focus Spellcraft), Spell Focus (divination), Spell Penetration
Skills Appraise +13, Knowledge (arcane) +13, Linguistics +13, Profession (sailor) +10, Spellcraft +16
Languages Common, Draconic, Giant
SQ Deformities (thick skin, weak mind); arcane bond (familiar); arcane school (divination)
Combat Gear Clothing, cloak or resistance +1, ring of protection +1, spellbook, component pouch, writing materials, quarterstaff, light crossbow, case of 10 bolts, elixir of vision
Spells per Day: 4/5/4/3/1
Spells Known: All cantrips; comprehend language, detect secret doors, feather fall, identify, mage armor, shield, true strike; detect thoughts, fox's cunning, locate object, see invisibility; arcane sight, clairaudience/clairvoyance, dispel magic, tongues; locate creature, scrying

Mr. Osoroshi is a diviner, navigator for the Void Spirit. His service is valuable, he is mistreated by the others—by Lady Hasu because he is ugly, and the ogres because he is not as strong.

Mrs. Kireina, the Cat
CR --
XP --
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +5
AC 18, touch 12, flat-footed 16 (+2 Dex, +2 size, +4 natural)
hp 27 (half of Mr. Osoroshi's)
Fort +1, Ref +4, Will +6
Speed 30 ft.
Melee 2 claws +4 (1d2-4), bite +4 (1d3-4)
Space 2½ ft.; Reach 0 ft.
Str 3, Dex 15, Con 8, Int 9, Wis 12, Cha 7
Base atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Climb +6, Perception +7, Stealth +14; Racial Modifiers Climb +4, Stealth +4
SQ Alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind

While most people think of Mrs. Kireina as nothing more than a comforting pet kept by a lonely and unhappy person, she is in fact Mr. Osoroshi's secret weapon. In her feline way, she often rubs herself against people's legs; what they don't know is that this allows the ogrekin to deliver touch spells against them. Given her small size and natural stealth, too, she can spy for him on situations in which he would not be so secretive.