Did you just send us to your favourite restaurant?

Friday, July 14th 1995 starts out in a bit of a haze for the five seemingly random strangers all visited by a mysterious industrial-goth guardian angel the night before. Parker decides that though it may not be his normal style, if there are going to be deranged mages after him he should have some protection. A shotgun and a saw later, he finds himself with a capable, if illegal,means of protection. Elizabeth decides that a taser is the safest option for a woman in her position. Both of them waffle on meeting at the mysterious address given to them by Tegan the night before.

Sandra, with little else to do and more questions than answers, decides to walk from her apartment in Southside to the address that she discovers is across the city and on Alba, AKA Crackhead Island.

When Nicole wakes up she discovers that last night was definitely not a strange dream. The sharpie on her hand gives her the address to meet, and more curious than cautious, she sets off in the early afternoon on her bike, taking a scenic ride through the city toward her destination.

Given that Parker not only has the time, but also the instinct of an investigator, after arming himself he heads to the address. Driving through the recent Government Projects that have sprung up on the north end of the island gives him a certain sense of caution, but as he continues toward his destination he discovers that as he passes the current building projects and low income housing, there are large swaths of land, scenic forest flanking the long island road. He comes to his destination, finding a well hewn fence of limestone, a wrought iron gate leading to a mansion that were it not for the neglect and obvious fire damage, would be one of the most immaculate he’s ever seen. Curious as to why the girl would send him here, he takes his time walking the perimeter of the gated property, only to find it is massive.

Continue reading “Did you just send us to your favourite restaurant?”

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Caledonia

Caledonia is the city where most of the game will take place. The home base of the campaign, as it were. Sure, your adventures may take you elsewhere, but Caledonia is the place you call home.

Like many cities in the 1990s, Caledonia is built on the past and looking toward the future. It is sprawling and diverse, with its own inner workings, politics and culture. It is a microcosm of the world around it, and a place that the characters will help bring to life!

At A Glance

First settled 1789
Founded 1801
Incorporated (city) 1832
Government
• Mayor Richard Ross (R)
• Common Council Municipality
Population (1990)
• City 328,123
• County 968,532
Demonym(s) Caledonian

Demographics
White 50.4%
Black / African American 38.6%
Hispanic and Latino 10.5%
Asian 3.2%

The map is a perpetual work in progress, with sites to be added and changed as the game continues! But for now, this is the map that they players have of their city

Caledonia

Full Size Map

What the Fuck..?

Wednesday, July 12th 1995 in Caledonia starts out like so many others. It is a pleasant mid-summer day, Caledonian adults go about their normal business, while Caledonian kids enjoy a lazy afternoon during their summer vacation.

Elizabeth Falls is a career woman, head of her specific R&D department at Acheron Industries. She clicks through slide after slide, careful to avoid the word ‘synergy’ no matter how many times it pops up on the corporate approved slides. Today she is walking a new team through what is expected of them working not only under her management, but also for Acheron. Her assistant manager Gregg concludes the meeting and leads the new team on while Elizabeth gets to work on a mountain of paper work. It looks like it’ll be a long few nights.

Parker Chea is a private investigator and street running enthusiast, who mixes his passion with work to provide for himself and help out his family. While waiting on a page about one of his current investigations, someone cheating on someone, he can’t even remember which spouse is cheating any more, he decides to catch up on some training at one of Caledonia’s premiere fitness centres. It is there that a guy strikes up a conversation with him, complementing him on his street running and chatting a little while they both catch their breath between exercises. A beep from the pager cuts the conversation short, as Parker heads out for another night of hiding in alleyways taking picture for spouses.

Nicole Farris is getting ready to play a mid-week gig at Charlie’s Place, a not so underground underground club on Main Street in Maxwell. Her band, Maelstrom, has been having some issues with drummer Dan, who has been showing up to gigs drunk, and not showing up to rehearsals at all. Tonight isn’t much different, Dan’s already pregamed, and though he swears he’s good to go because he’s “Keith fuckin’ Moon!”, he can’t seem to keep a hold of his drumsticks. A heated argument between Nicole and Dan ends when Jake, the bassist, jumps in and breaks it up, telling Dan to sober up before the gig, and leading Nicole off to cool down. Despite the rough start, the band has a good night.

Sandra “Fireclaw”, so named for her mean right hook, spends a quiet Wednesday afternoon hanging out and working out at Noice Park before getting some greasy though amazingly good lunch from Meatcher Street Bazaar. A bit of an outsider since her life went south, she’s been making a meager living off of underground cage fighting in Southside while continuing to live off of the savings her parents left her. Her boring week perks up when she gets home and receives a call from “The Boss”, one of the men who sets up the fights. It’s short notice, and sketchy, but the money is too good to pass up. Besides, she didn’t have any other plans for tomorrow night anyway.

Dante Edwards always has trouble sleeping around this time of year. Tomorrow will be eleven years since his life completely changed, but he tries desperately to put it out of his mind and focus on work. Today he’s meeting some clients at Caledonia Park, to scope out the surroundings for ideal wedding photography. While the bride to be trusts the professional’s opinions on scenery, no location, no angle, no exposure is good enough for groomzilla. An hour turns into two, into three while he tries to appease the finicky, dramatic groom. Finally agreeing on the plan, the soon to be married couple goes on their way while Dante heads home. Before he leaves the park, the hairs on the back of his neck stand up, but he sees nothing around. Must be the time of year.

One city, five seemingly unrelated individuals…
Continue reading “What the Fuck..?”

The Grell’s Custom Character Sheets

Hey Fangrells! I like making character sheets for the systems and games I run. But what good are they if I don’t share them? So check it, they’re all free to use so long as you don’t claim them as your own, and you let me know what you think! The latter is honestly more a request than a stipulation for use.

I will continue to update this particular post with the sheets I make. Enjoy!

Advanced Dungeons and Dragons
Red Steel

Adventure Game Engine
Magus Mundi (Homebrewed Modern AGE setting)*UPDATED*
Fallout (Fallout AGE hack)

Star Trek
Far Trek
LUG Trek
Star Trek Adventures

Star Wars
WEG 1st Edition

The Shattered Circle Pt 1

Yusif ibn-Ahmed, the eccentric merchant who lives in Estoque, seeks the party of intrepid adventurers early in the morning after the night of the large celebration. He asks them if, though he knows they have their own destination, they’d be willing to help him. He is headed out to the small shepherding village of Tillo, not the very north-western boarder of Saragón, to escort a Noblewoman to Torre de Manzanas. Before he can even really try to sweeten the deal, the Honourbound Dreigh offers the group’s help.

Through the plains, the terrain starts to turn into gently rolling hills. One night, before getting to the village, the small caravan makes camp just off the trade path, in the shadow of a hill that has a strange henge-like structure. It is on this night that Roen’Thagur, during his watch, spies a a mysterious black unicorn. Before he can really investigate, it seems to blink out of existence. He keeps it in his back pocket for the time being and, after the rest of them wake, the caravan makes their way to the village of Tillo.

The village easily has more sheep than people and, aside from an inn, the only real source of merchandise is travelling caravans making stops to the remote village. However, the village is all abuzz with some strange recent happenings. It seems that a young shepherd named Kurt Charbonnier went missing some nights ago when he passed his sheep through the henge trying to save some time. (Normally, the shepherds in the area steer clear of the mysterious place!) And since he hasn’t returned, villagers and travellers alike have seen all manner of strange creature out by the henge. Including a black unicorn! This piques Roen’s interest, and he presses some of the villagers for information.

Meanwhile the rest of the party explore the small village square, through the various caravans stopped. Yusif ibn-Ahmed introduces the Noblewoman, Queláni d’Elvina, to Dreigh, and soon thereafter to Roen, Roxy and Dren once they are all rounded up. Meeting the Noblewoman is difficult for Dreigh, for on one hand Queláni is an absolutely beautiful half-elven woman, on the other hand, Kyrosh d’Elvina was one of Dreigh’s close friends and a comrade in arms. One of the Honourbound to die in the betrayal by Kyorl. Unsure how to act, Dreigh only expresses the utmost respect toward the woman, while keeping his distance. Although Kyrosh was human, there is a definite family resemblance, though Kyrosh never mentioned a sister or noble birth! However aloof Dreigh wishes to remain, the Noblewoman makes a beeline for him immediately. She recognizes that he is an Honourbound and, though he seems not to be travelling with his comrades, he none the less has an Inheritor and two adventurers with him. She asks that he and his group help the villagers. When they agree to after delivering her, she insists that Don Luis is capable of waiting, and that this is of the utmost importance!

After gathering a little more information from the locals, the group head to the strange circle of stones, about a mile outside the village proper, to begin their investigation.Upon reaching the circle, they find the Devil’s Step, mentioned by one of the locals, and soon find their way to a recently uncovered set of stone stairs leading deep into the earth. Light on provisions, the group has to return to Tillo to find torches and some other random exploration gear. A merchant also sells Roen a fancy belt, which he gifts to Dreigh. No one is interested in the Merchant’s supposed flying carpet, however.

Now properly outfitted for a subterranean adventure, the party heads down the long, winding staircase. They find themselves in a room filled with blue smoke, so thick that they cannot see more than a few feet in front of them! Groping around, they discover a trap! The four of them fall, each narrowly missing spikes in the heart of the pit. It seems Kurt Charbonnier was not as lucky. The party get out of the pit and find there is a door, fashioned like a dragon, spewing the blue smoke. Roxy attempts to use her legacy to pass through, but a magic barrier prevents her attempt. The door, upset by the attempted trespass, spews a green, poisonous fog. Only Dren, the elf archer, was far away enough to not inhale a small amount. His luck turns south quickly, though, as he finds himself stabbed by something in the dark! Two arrows loosed bring the assailant down, and the party find themselves face to face with a strange, pallid creature that looks almost like a cross between a human and a spider. He was holding a dagger fashioned from a large, single tooth.

Unsure what to do next, the party find a few doors. One set is locked, though not magically. Another leads to a small hallway covered in a thick white webbing. Curious, Roxy attempts to cut through some of the webbing, but finds herself stuck! Two more creatures resembling the stabby creature in the previous room emerge from the webbing, chitting and pressing swords into Roxy’s neck. The language barrier is soon broken when, after setting some weapons down and relieving Roxy of her sabre, another of the creatures exits the webbing. This one speaks some of the surface language, though not much. He convinces the party to stand down and asks that they talk to the leader of the creature. Curiously, Dren is forced to stay behind. Called a word none of the party knows, “drow“, the creatures clearly do not trust the one with pointy ears.

The party is brought through a few rooms, carefully guided through the webbing, until they are brought to Uelwen, the leader. To either side of her are massive spiders that seem to follow her command. She explains that she and the other Chitines are refugees, escaped slaves. Through the discussion, they learn that the race called drow are their slavers, and the chitine guards mistook Drn for one of them. They also explain that though they are not looking for a fight, their original leader, Caullum, is. He’s become obsessed with a stone he found, and has been gathering other chitines for reasons she doesn’t entirely know. She asks that the adventurers help her and her people, some thirty chitines in all, find a new home on the surface world. The party is unsure they can help, so ask that she wait and they be allowed to gather their Noble friend who has a better idea of where they could stay. Roen and Dren stay behind while Dreigh and Roxy gather Queláni for assistance. She is willing to help them move through Saragón territory, to a place in Bosque de las Sombras that is secluded enough for them to have their own place, but also still within the Barrier. Together with Queláni, the adventurers and the entire community of chitines make their journey. It takes a few days, and in that time, the adventurers and the Noblewoman learn of the chitines, and the chitines learn of the surface world. The party is also surprized to discover that Queláni can cook.

Saying their farewells, the party leaves the chitines to found their new home, while they make their return trek to Tillo. The journey will take less time with such a smaller group. One night into the journey back, the camp is attacked by bandits! Dreigh, having been on watch, makes quick work of two of them so precisely that one of the bandits pees himself and runs. The others try to take him, but Dren and Roen help out. Strangely, Roxy manages to sleep through the entire encounter. When the battle ends, the bandit who tried to run is sleeping. Perhaps some sorcery has placed him in that state, but with Roxy now awoken, they adventurers tie him up and try to interrogate him. He isn’t forthcoming with information other than they thought the camp was an easy mark. While Dren is on watch, the bandit tries to get away, but an arrow make quicker work of him than taking him back to Tillo for trial would have.

The party return to the village early in the morning with time to get a hot meal. Dreigh has an uncomfortable conversation with Queláni, wherein he reveals that only he and the one who betrayed the order survived the attack on his band of Honourbound. She thanks him for the information and excuses herself back to her room. Unsure how to proceed, he gathers the rest of the party and they make their return to the henge, hoping to at least get to the bottom of the compounding mysteries below.

What lies in store for our intrepid adventurers remains to be told…

Magus Mundi

Magus Mundi

What is Magus Mundi? Magus Mundi is a roleplaying game that uses Green Ronin’s Modern AGE system, with added content from the Fantasy AGE companion.

Magus Mundi is a game that takes place in a world close to our own, but slightly different. Through the looking glass, into an Earth of the 1990s where Mages and Magic exist alongside Monsters of Ancient Legend and Cryptids of Modern Lore. All existing just below the surface of a world that is about to have definitive proof that the arcane exists!

But to put a finer point on it, the game takes place just as the Player Characters are learning that there is a magical world just beneath the mundane. The PCs still have day jobs and obligations, family and friends. But they’ve just been thrust into a world they’ve only dreamed about.

Although the game is set in an Urban Fantasy version of Earth, Magus Mundi games are centered in the city of Caledonia, a fictional and deliberately ambiguously placed modern city somewhere in America (or possibly Canada).

The game will take place with the PCs starting as mundane people, unaware of a magical world (totes not cliché), when something happens and they find themselves awakened to the magical world around them, and thrust into a battle they never knew existed. But of course their mundane lives don’t go away, so they have to balance their jobs, family and so on against their new abilities. They’ll have a mentor, some mystical aid that will help them learn to control and use their new found powers in a war against probably Necromancers!

I’ll be posting updates on the setting regularly, and you can look forward to house rules and actual play soon!

Also! Check out the custom character sheet here!