Wednesday, May 18, 2016

Attack ships on fire off the shoulder of Orion, C-beams glitter in the dark

Diplomatic Mission Brings Surprise Victory!

A while back I played my first and only game of Full Thrust, using the Cross Dimensions rules. I greatly enjoyed the game and finally experienced an Epic Space Battle.  Our attempts to do this as kids, using Starfleet Battles rules, resulted in 2-day long games with a metric ton of paperwork. Using Full Thrust, we were able to finish a multi-ship game in 3 hours, with minimal bookkeeping.

Our host had a cool starfield mat for our game, and Pat and Ryan had impressive ship collections, so I was able to borrow a fleet.  Together Ryan and I would have a total of 6 capital ships and 6 gunships; Pat would have 2 battleships, a number of missile destroyers and smaller capital ships, and at least 6 gunships. However, his force would be split; some waiting in-system, the rest forced to wait at least 5 turns before coming on to the board.  I'm going to continue in narrative form, because the game really fired my imagination!

With great care and stealth, we infiltrated a gunship squadron of 3 ships and and 1 small escort into a gas cloud near the flagship of the enemy Neu Swabian League (NSL).

We approached in 2 groups and made good speed towards the planet.  The stance of the NSL fleet changed in a manner that seemed rude and hostile.  We sent out communications assuring them that we were on a diplomatic mission while putting our crews on battle-alert.  After a short while it became obvious that the enemy fleet was moving to attack, and we decided to activate our insurance.

The gunships exploded out of the gas cloud and massed around the sides and stern of the enemy battleship. Attempts at communicating with the battleship were pointless, as it immediately opened fire on our ambassadors of peace. My gunship Kukri was crippled almost immediately, and was soon lost with all hands. However, my allies scored many hits on the battleship, and my gunships Dagger and Raj fired all they had.



Our capital ships were still too far to assist, so the gunships were all on their own for a while.  They continued to inflict heavy damage on the battleship, but before long gunship Raj was obliterated. The Dagger finally pulled away and made towards the planet. About that time the capital ships came into contact, and the darkness of space was filled with missiles, torpedoes, and beams.  To be honest, my gunners did only slight damage to the enemy fleet, but my allies scored hit after hit; many of them well-placed shots to power cores, life support, and fire control systems. Our right flank advanced steadily, while I held the middle, and sent the CL Victory to meet gunship Dagger at the planet. Victory had a full complement of elite and heavily armed diplomats that planned to land at the planet’s capital city.

The NSL’s reinforcements had arrived and entered the fray by now, scoring many hits on the Dagger but failing to destroy her.  She would shortly take up orbit around the planet and begin to disrupt planetary communications. My allies continued to disable or destroy enemy ships; the first of the NSL battleships drifted, without bridge control and a failing life support system, directly into the path of my battle cruiser Vengeance.  Vengeance’s boarding parties, wearing vacc suits, were soon swarming over the crippled hulk.

The light cruiser Victory took heavy damage on its way to the planet but took out a gunship in return and was well on its way to landing troops, I mean diplomats, on the planet, when the NSL fleet retreated and engaged their FTL drives.  Our colonists could rest a little easier, knowing the border had been pushed back...at least for a little while.

Sunday, January 3, 2016

Barbarians of Lemuria

I ran three seasoned rpg veterans and one newer player through the Ghost of Acheron adventure, written by G-Man.  My first time running Barbarians of Lemuria, and one of the few games I've run for a mixed player group of men and women.

Legendary Edition


It was a blast. The system is a lot of fun to run; combat was fluid and deadly, and the magic system was excellent. Character generation took longer than I expected, but I think that was due to the many questions and inexperience with the system. We used the Legendary edition, but I plan to try Mythic edition next time.


Mythic Edition

One of the players took copious notes, and I asked him to write up a session report. A month later I thought he'd forgotten, but then he sent me this excellent report in ballad form. No wonder it took him a month!

tl;dr: chased by Picts, looted a tomb, killed a princess


Captain Skybastard and the Sphinx Diamond

Lend me your ear and I’ll tell you a tale,
Of a daring pirate cap’n with the wind in his sail.
He was out be-yond the mighty River Black,
Chased through the jungle just tryin’ to get back.
A thousand Pict savages were right on his heels,
The Gods wouldn't listen to any appeals.
He rallied what remained of his crew which were few,
A eunuch, a killer, and a young rogue that was new.
They ran and they ran for all they were worth,
Just trying to get back to some more friend-ly turf.
They'd stop and they'd rest, but never for long.
The drums of the Pict made a disheartening song.
The crew were exhausted but in their captain did they trust,
He said that they'd stand and fight if they must.
With a wry smile and a wink, a plan did he think.
They'd set up an ambush and have a good drink.
As they sat 'round the fire hearin' the drums,
The young lad a fine tune he started to hum.
He pulled out a lute and he plucked at the strings
'Fore long the others started to sing…

Skybastard, Skybastard, the pirate most feared.
The bane of the skies who at danger just sneered.
Skybastard, Skybastard, the sly cunning fox,
Sent many a man to crash on the rocks.
Skybastard, Skybastard, will never get caught,
If you think that you're smarter, you're obviously not.
Skybastard, Skybastard, his legend abounds,
Run for your lives when the warning bell sounds.
Skybastard, Skybastard, we'll kill for you now,
To no king or no queen will ever he bow.
Ya-da-hey! Ya-da-hey! Ya-da-hey-hey-hey!
Ya-da-hey! Ya-da-hey! Ya-da-ha-ha-ha!

The savages were swift and the drums they were loud,
But our daring pirate captain, with his bow stood proud.
The wolves were snarling so very close by,
But into the fire, one of his arrows did fly.
Enchanted with magic, smoke arose in a cloud,
The captain jumped out with his bow held proud.
Such a frightening and terrible visage to see,
Caused the savages to stop and turn to flee.
The wolves snarled and circled round and round,
Standing tall with his bow as more drums did sound.
He shot each one dead with an arrow to their head.
Some tell of one shot that dropped two it is said.
Through the jungle to a small hill, his crew ran
While he covered their backs and developed a plan.
They'd hold the hill and make their stand,
There was no getting out of that curs-ed land.
Upon their drums did the savages bang,
To bolster morale, the cap'n sang…

Skybastard, Skybastard, the pirate most feared.
The bane of the skies who at danger just sneered.
Skybastard, Skybastard, the sly cunning fox,
Sent many a man to crash on the rocks.
Skybastard, Skybastard, will never get caught,
If you think that you're smarter, you're obviously not.
Skybastard, Skybastard, his legend abounds,
Run for your lives when the warning bell sounds.
Skybastard, Skybastard, we'll kill for you now,
To no king or no queen will ever he bow.
Ya-da-hey! Ya-da-hey! Ya-da-hey-hey-hey!
Ya-da-hey! Ya-da-hey! Ya-da-ha-ha-ha!

He topped the hill and saw quite a scary sight,
Too many Pict warriors, even more than he could fight.
Circled they did, but they dare not approach
A thousand warriors afraid of his reproach.
On that lonely hilltop, the crew wasn't alone.
A mystical scholar was there examining old bones.
He stood by a hole and he offered his aid,
Said he could sneak 'em out if only they paid.
How much coin do you want, the bold cap'n asked.
Neither coin nor gems, just a quick, simple task.
Go into the tomb with your impressive blade,
And bring back the bones within that are laid.
So into the hole our brave cap'n descended
The crew sang out while he on the rope he suspended…

Skybastard, Skybastard, the pirate most feared.
The bane of the skies who at danger just sneered.
Skybastard, Skybastard, the sly cunning fox,
Sent many a man to crash on the rocks.
Skybastard, Skybastard, will never get caught,
If you think that you're smarter, you're obviously not.
Skybastard, Skybastard, his legend abounds,
Run for your lives when the warning bell sounds.
Skybastard, Skybastard, we'll kill for you now,
To no king or no queen will ever he bow.
Ya-da-hey! Ya-da-hey! Ya-da-hey-hey-hey!
Ya-da-hey! Ya-da-hey! Ya-da-ha-ha-ha!

Soon all were gathered in a dusty old tomb,
With two gems that sparkled even through the dark gloom.
One was held by a sphinx, the other a snake,
Diamonds are best, so that's what he'd take.
No sooner done, than the beast did stir,
No stranger to magic, he wouldn't deter.
He pulled back an arrow glowing with power,
The beast tried to run, but it had nowhere to cower.
When their vision returned, the crew was amazed,
Inside the diamond the sphinx sat fazed.
If you look very close, your eyes'll go wide,
For there is the sphinx with the arrow in its side.
The crew let out a cheer as they jumped in the air,
In song they broke not caring who they'd provoke…

Skybastard, Skybastard, the pirate most feared.
The bane of the skies who at danger just sneered.
Skybastard, Skybastard, the sly cunning fox,
Sent many a man to crash on the rocks.
Skybastard, Skybastard, will never get caught,
If you think that you're smarter, you're obviously not.
Skybastard, Skybastard, his legend abounds,
Run for your lives when the warning bell sounds.
Skybastard, Skybastard, we'll kill for you now,
To no king or no queen will ever he bow.
Ya-da-hey! Ya-da-hey! Ya-da-hey-hey-hey!
Ya-da-hey! Ya-da-hey! Ya-da-ha-ha-ha!

Working their way down hallways most dusty,
They found a room glowing warm and not musty.
Inside the room, a huge feast was spread,
Inviting them in, was a beauty in the bed.
She was scantily clad in fine silks and jewels,
Most of the crew were seduced into fools.
But our cap'n, although handsome, as any would swear,
Wouldn't be tempted by the vixen's flowing hair.
He suspected foul play and wouldn't be tricked,
Although he was the one she obviously picked.
She pleaded and she schemed to trap him there,
For she was an ancient sorceress and he wouldn't be spared.
Dropping all guise, she used her arcane might,
To summon two giant warriors into the fight.
The eunuch was down, the thief was sorely pressed,
The killer was wounded with a spear in his chest.
The sorceress called forth dark powers most foul,
Our captain just looked at her with a sneer and a scowl.
She shrieked as she struck, but our cap'n was quicker,
Upset that she missed, she never saw him stick her.
She looked down and saw his bloody dagger in hand,
Confusion on her face, she couldn't understand.
Killed by a mortal, a scoundrel and his gang.
She asked for his name and in reply his crew sang…

Skybastard, Skybastard, the pirate most feared.
The bane of the skies who at danger just sneered.
Skybastard, Skybastard, the sly cunning fox,
Sent many a man to crash on the rocks.
Skybastard, Skybastard, will never get caught,
If you think that you're smarter, you're obviously not.
Skybastard, Skybastard, his legend abounds,
Run for your lives when the warning bell sounds.
Skybastard, Skybastard, we'll kill for you now,
To no king or no queen will ever he bow.
Ya-da-hey! Ya-da-hey! Ya-da-hey-hey-hey!
Ya-da-hey! Ya-da-hey! Ya-da-ha-ha-ha!

They finished the guards and climbed out of the tomb,
The Pict hadn't come closer giving the hallowed ground room.
The scholar kept true to the promise he swore,
He smeared a potion on all that they wore.
Through the enemy camp they walked like a ghost,
Not making a sound as they made for the coast.
They burst from the jungle and he saw his ship there,
Away from the savages, they sailed through the air.
He never lost faith or gave up his hope,
He just looked at that hill through his shiny brass scope.
I wasn't there, so I cannot attest,
But some say he bid the sorceress a long deserved rest.

Skybastard, Skybastard, the pirate most feared.
The bane of the skies who at danger just sneered.
Skybastard, Skybastard, the sly cunning fox,
Sent many a man to crash on the rocks.
Skybastard, Skybastard, will never get caught,
If you think that you're smarter, you're obviously not.
Skybastard, Skybastard, his legend abounds,
Run for your lives when the warning bell sounds.
Skybastard, Skybastard, we'll kill for you now,
To no king or no queen will ever he bow.
Ya-da-hey! Ya-da-hey! Ya-da-hey-hey-hey!
Ya-da-hey! Ya-da-hey! Ya-da-ha-ha-ha!

Sunday, March 22, 2015

Into the Odd Islands

Shortly after my copy of Into the Odd arrived I was pleasantly surprised by the announcement of a pick-up game for the system over Google Hangout. I jumped at the chance and was joined by two others, one of whom had worked on the book and created some of my favorite illustrations--Kamil Wegrzynowiz. God I hope I spelled that right.

One of the many things I love about Into the Odd is that the setting is an idea, a feeling. It's not locked into a time or space, and although it's traditionally played with a tech level that varies between 17th and early 20th century, our GM for this game had pushed it farther into the 1930s. And with a more North American feel to the people and the architecture, which was also interesting.

Levels exist in Into the Odd, and I was allowed to use a character I'd used before, meaning that he was no longer a Novice but a Professional. Broke in terms of cash, Vargas is loaded in terms of weapons and Arcana.

Kamil played Quinn Parfait, a Novice who came equipped with a pick-ax and a set of manacles. I was never sure if he'd recently busted out of a chain gang, spent time as a slave, or was perhaps an underworld bounty-hunter. His Chilling Cloud Arcana caused us some problems, but I tell you what: his quick-thinking and pick-ax proved useful.

Ben played the lovely but modestly-dressed Eloise; also a Professional, armed to the teeth (machineguns!) and holding some Arcana herself. Eloise proved to be very charismatic and more than willing to use her mental and physical charms on the easily manipulated.


We had to pay a little extra to get the captain of a little boat to take us over to the Tavek Islands, because nobody wants to go there. The islands are way out in the Deep Country and known for lousy weather and marshy land. But the weather was decent when we arrived, and we were immediately greeted by an old, wheelchair-bound, shotgun-toting Elder with a posse of bodyguards.

While I questioned Elder Glenda about locations of interest on the islands, Eloise walked over to the bar, Stella's Bar and Boarding House. Her goal was to gather up some intern-hirelings to accompany us, but it was slim pickings. Eventually she made an impression on a young kid, who talked like he read too much fantasy or lived in a ren-faire.  His name was Billy, but she gave him a saber and that became his Adventuring Name: Saber! His voice reminded me of Amy Sedaris, which cracked me up.

In the meantime I'd discovered that the town had a sort of local deity, Marsh Man, and that there was a derelict ship we could investigate, as well as the mansion of what used to be the wealthiest family in town. That sounded promising from a cash-looting perspective, so off we went.


The Belgott Estate, mysterious figurine, skull with butler's cap.

The mansion had a very Gothic, haunted-house feeling to it that I greatly enjoyed. We liberated a locket with a picture of Stella (of Stella's Bar) and a bunch of fine china which we piled into a Bedroll TreasureSack(tm), quickly reducing value of said china. Then we came upon a filthy den of Lynxes which attacked us and nearly killed "Saber", so we had to kill them all which felt a little like killing cats. That bothered me some but didn't seem to bother Eloise at all as she gleefully machine-gunned down the whole cat-family.



We came upon a bedroom that was eerily clean and intact but when Saber walked in, the door tried to swing shut! Only Quinn thought to jam the door, which he did with his pick-ax. That might have saved Saber, as the room went nuts and it became apparent there was a poltergeist in there. However we weren't afraid of no ghost, and after it quieted down we got Saber and looted the room. That's when we found desiccated bodies in the closets, and the red butler cap that we convinced Saber to wear.

Additional weird loot included a small marble-grey stone sphere, baseball sized, which was clearly Arcana but we couldn't figure out, and a sketch-book journal full of disturbing drawings which had belonged to Sam Belgott.


The biggest problem we ran into was a statue that we found in a dry bathtub. Quinn deduced it was Arcana and tried to connect with it, but the entity inside it was very strong and very malicious. It took control of him and he immediately used his Chilling Cloud to encase Saber in ice. I used my Bone-Magnet to try to pull Quinn towards me and knock the statue out of his hand, but he resisted and I failed. Eloise saved us all by knocking Quinn to the ground and pulling the statue away from him. Into the treasure-sack it went. We used a torch to melt Saber out of his ice-shell.

Our return to town was bittersweet, for though we were able to sell some of our lootings for good cash and were promised Free Drinks Forever by Stella for giving her the locket we found, the townsfolk and parents of Billy were full-on angry at us for bringing him along and nearly getting him killed. Even though he was easily Most Improved Character and had discovered his own inner strength! I sweet-talked Elder Glenda and she agreed not to banish us from town, but they were staring daggers at us.


Felt a twinge of concern at selling the Malicious and Powerful statuette to merchants who will be taking it to Bastion, but a shilling is a shilling. 

*Future exploring companies can find us camped out at Stella's.*

Saturday, January 17, 2015

Star Wars Age of Rebellion, A Study in Two Acts

I thought Nick, the GM for the Star Wars Age of Rebellion game I was in, had been dabbling in crazy experimental game ideas when he suggested that we start the new year off with a new direction. Or directions. To do this he planned to have us all come prepared to the Google Hangout with an idea we wanted to explore; he would play through this idea one-on-one with each of us in two Acts. This would give us the story lines we could investigate, individually or together as a team, as the game unfolded.


I assumed Nick had been dabbling in here somewhere.

I was worried this might lead to chaos, with other players checking out mentally, or the GM forced to contend with insane and grandiose schemes *cough Dutch player cough*, or everybody weeping openly at the beauty of my American-inflected spoken word soliloquy. We could find ourselves facing human sacrifice, mobs in the street, the breakdown of our Hangout social order.


This is actually worse than chaos, but it sums up my fears nicely.

BUT INSTEAD!  I really enjoyed the session, the First of its Name in 2015. I really dug it. Not sure where our GM got the idea; maybe it's right in the rule book, and maybe I could have asked him before I wrote this blog post, but damn it Jim I'm a blogger not a reporter.

We ended up with four solid story ideas to pursue, and gave our GM a good idea of the stories that especially interest us as players. For any GM, that is bubblin' crude! Oil that is, black gold, Texas tea.


Coincidence that GM Nick and Santa share same first name?




Wednesday, January 7, 2015

Illustrated Ideas for the Arcana of INTO THE ODD

I was reminded of an old computer game called "Arcanum: Of Steamworks and Magick Obscura" after my first game of Into the Odd. Some research revealed that I still had the documentation, and dozens of Arcana ideas were found. Here are the first of many that provided inspiration, re-imagined for Into the Odd.

First, let us contemplate the Key Principles of Arcana:
1. They do new things.  
2. They encourage creative and risky use.
3. They aren't something you'd want to use all the time.

Turns out the Key Principles, like all Key Principles, aren't so easy to follow. I did my best but if you have suggestions for improvement, please let me know by Comment, Email, Private Message, Sky-Writing or Teletype.

One last thing, a reminder from The Rules Themselves:  "Characters that are open about the Arcana they carry will find themselves the target of collectors, thieves and con artists."  You have been warned.



Chapeau of Magnetic Inversion

The Chapeau combines a top hat and an electrical coil to create a strong magnetic field. Bullets, fragments, arrows and blades that are made of iron or steel are rerouted away from the wearer when it is activated. Care must be taken around magnetic items of the wearer and his party; horrific consequences may also occur if used near someone who has been tattooed with iron-based ink.

+1 Armor vs bullets, pellets, arrows, darts, fragmentation, blades.


Illus by Stephen Beat

The Aether Bombast combines technology and arcane forces to create a formidable weapon.  An intensely hot "bolt" of pressurized plasma is fired from a compression cylinder; it can be fired out to great distance, and very accurately. The effect on organic matter is horrific, and the damage it can do to synthetic materials is impressive. Rate of fire is very slow, maintenance on the device is virtually impossible, and it should be used with care on airships and water craft. It should never be fired in a submarine unless self-destruction is the goal.

Heavy Gun (two hands), d12 damage. Cannot move and fire. Flashbang effect on those not wearing eye protection when fired. Sets target alight, d6 damage for 1d3 rounds. Burns through most materials.



The Mechanized Arachnid is roughly the size of a dog when extended and active, but folds into a small compact shape for ease of transport.  It has "large extendible claws to aid in subduing any opponents" but it can also be used to carry small items (such as healing salves or timed explosives), recover small items that are out of reach, and map areas that are currently unreachable or too dangerous for one to map oneself.  The claws are extremely sharp and the Arachnid can get red-hot from the pressure of its miniature steam engine if left activated for too long, so care must be taken around animals and children. It vents steam, and while it is not a loud device, neither is it quiet.

STR: 12, HP 10, Fast, d6 damage. Can Scurry up steep inclines and through small holes. What the Arachnid sees, the owner can see IN THEIR MIND.



The Necromizer taps into dark powers beyond the edge of our understanding and combines that with galvanic technology to raise the very recently dead and compel them to fight mindlessly by your side. This is especially useful when you are the last one standing, but can be helpful if even one or two of your party has fallen in combat.

The Fighting Dead will mill around aimlessly for a few minutes after the fight is over, and that is when they must be dispatched with bullets to the head or machetes to the neck. Otherwise an odd light will appear in their eyes, they will assume disturbing facial dispositions that imply evil cunning, and they will try to maim you and kill you, in that order.

Dogs tend to bark at people carrying a Necromizer on them, milk tends to spoil around the Necromizer, and babies are sometimes born with very sharp teeth if the mother has been in contact with the device.

STR 10, HP 6, damage as per weapon or d4 strangling/clawing. Frightening to behold and vomit-inducing to EVERYONE (except the owner of the Necromizer) as they have invariably soiled themselves upon violent death and are likely to be trailing intestines or brain matter.



Tuesday, January 6, 2015

Metamorphosis Alpha Or What's This Shiny Thing?



A massive colony starship hurtling through the vastness of space, out of control and chock-full of mutated humans, animals, and plants. That's the setting for Metamorphosis Alpha, a game that captured my imagination as a kid growing up in an incredibly mundane suburb of Chicago. I ran the game for some friends back in junior high a few times; it was always fun, but I struggled back then because the rules leave a lot to your imagination.  And I never had the chance to be a player, despite the stacks of characters that I rolled up because there was no Xbox or internet or smart phones, so why not spend a few hours rolling up weirdo mutants?


Heavily armed rabbits are heavily armed.
Never bring a knife to a rifle-and laser-pistol fight. Unless you can blow up their brains WITH YOUR MIND...

Now step back in time to December of 2014: I finally got to be a player in a game of Metamorphosis Alpha, and it was fantastic! Fast, exploratory, violent, and funny. I admit that the GM and fellow players were smart, seasoned players with a great sense of humor--that obviously adds a lot to any game. But the setting held up very well and +Wayne Rossi wrestled the rules into submission nicely.

I'd also read a couple of the short stories, written when sci-fi was still young, that specifically inspired the game: A.E. Van Vogt's "Rogue Ship", Brian Aldiss's "Starship", and Robert Heinlein's "Orphans of the Sky". Skim them to understand the setting of the game and mine for ideas--these books are not fantastic works of literary art, if you get my meaning.


A very good representation of the vast starship world in Metamorphosis Alpha, except the sides and top are neither transparent nor reflective: holograms and actual weather hide the reality.

The game was similar in system, and compatible with, Gamma World which has a much larger following, multiple editions, and plenty of support.


A little about the game we played.  Our party consisted of two Mutants ("Doctor" Shock-Tober and Cubert) and three Humans (Miquel, Mascon, and Keir).

After leaving our village, I was promptly attacked by a metallic bush that hit me with a sonic blast. Then we found a gun, but I was like "Does it fire a projectile, a beam, or summons angels. Possible Angel Gun!"  We crossed the river, and got into a round building with help from the gun, which it turned out fired persistent laser beams, not angels.

Cylindrical metal thing on wheels with arms--turned out to be a Security Robot!
I found a Med bracelet and the Metal Man (Security Bot) got Respect for me, and started calling me Doctor.  I ordered the Metal Man to pursue the Cat People who’d been squatting in the building and had brutally attacked us. Sadly, it never came back. What was your fate, Metal Man?


Our village in the middle, Forbidden Zone south, river and round building to the east. Player-drawn map.

We spent the night in the Security Hut and struck out Forward to the Ramp. We fried an android after he attacked me with a vibro-sword and nearly cut me in half.  DON’T OFFER PEOPLE SQUIRREL MEAT OR VINEGAR CRISPS THEY GET SUPER PISSED. 

Now east of the river, we name the big fortified town north of us "Syracuse" because they are orange. Lake on the right is detail between "Cliff" (side of ship), Syracuse, and the ramp leading to next level of ship.

Ultimately I used my electrical power to electrify an electrical building with electricity and it blew up two cubes of C4 in my Gucci bag, killing the entire party. So it goes!
Light blue line is the ramp, which took us to the Forestry level of the ship. And, ultimately, our doom.

This game took place over Google Hangouts, and one of the players handled all the map duties, first time I'd seen it done that way. It was very fun figuring out what things were, and Wayne did a great job of explaining modern (and futuristic) tech to us. Looking forward to playing again!


By Lindsay Archer

Monday, January 5, 2015

One Possible Bastion for Into the Odd

I want to keep +Noah Stevens concept for the City of Bastion percolating, as I thought it worked very well for the episode that I was in. 

We approached by airship and it turned out that Bastion was a multi-level metropolis who's smells and vapors extended far into the sky, and far below ground.



Yeah that's a fin up top. And it's not to scale either!


I made an arcology that looks like a Chilean torta!

This child-like drawing helped me keep track of where we were, roughly, when we played the game.

The Frothing Gates are disgusting from what I remember, composed of swirling, falling sewage.

The Sky District had the best air but the worst red tape; customs and tax officials, backed up by armed guards. Luckily, they are amenable to a nice bribe.

The Voracious Crab-Birds are a constant threat to travelers, despite their impressive plumage and inspiring wing-span.  Guns and rockets are your best bet against them, but if they get in close, you can knife them like it's lunchtime at County.

The Temple District is a life-saver if you're trying to ditch the law, and it's pretty fun, too. Many gods, many temples, pilgrims, hustlers, robe-stands and henna application specialists abound! Obviously, keep an eye on your money at all times.