Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - The Dan

Pages: [1] 2 3 ... 9
Classic-Era Dogs (some still around)

Durham Red
A female mutant ‘haematovore’ (vampire), possessing blood fuelled strength, endurance, and immortality. Worked with a number of other mutant bounty hunters over the years. Subject to obscure prophecies about a vital role in the future. Present whereabouts unknown.

Evans the Fist
Welsh mutant and former S/D agent, now ‘retired’ after his licence was revoked. Immensely powerful right arm, which grows directly from his head.

Frinton Fuzz [Deceased]
Son of Clacton Fuzz, a general of the first mutant uprising. Exceptionally hairy, obscuring his whole body. Killed in action while working with Durham Red. His younger brothers (twins) are newly fledged S/D agents.

The Gronk [Alien]
Pacifistic alien from Blas, in the Gallego system. Fur-covered, tentacles, conical humanoid. Long-time companion of Johnny Alpha, despite his ‘poor weak heartsies’ and utter lack of courage or combat skills. Skilled physician.

Johnny Alpha [Deceased]
Famous mutant bounty hunter and hero of the mutant underground army. Possessed x-ray vision from his glowing mutant eyes, and limited telepathic powers. Due to time travel and paradoxes, the exact circumstances of his life and death cannot be 100% determined. Most people agree he died saving mutants from Arcadia, during the Second Mutant War.

Jones the Voice
Welsh Mutant, still a Strontium dog despite showing little apparent talent for the job. His snout-like mouth can emit subsonic tones to induce headaches, nausea, and perhaps shatter fragile objects. Claims to have once been the boyfriend of Durham Red.

Lionel Death [Deceased?]
Unpleasant ‘living skeleton’ S/D agent, an expert in torture and interrogation. Died in an ‘friendly fire incident’ between his team and Durham Red/Johnny Alpha. Some recent stories suggest he may still alive… probably just rumours.

Middenface McNulty
Ageing, hard-talking, alcoholic Scottish mutant, long time Strontium Dog and former insurgent of the mutant army. Has fungus-like growths on his cranium. Recently lost an arm and had the stump augmented with a bionic replacement.

Precious Matson
Mutant journalist. Her mutation is that she has a third, centrally located breast. Which is not terrifically useful but is probably a conversation starter.

The Torso from Newcastle [Deceased]
Headless mutant resistance leader and former Strontium Dog. Killed bring down Nelson Kreeler during the Doghouse ‘civil war’ of 2182.

Vince Scampi
Bounty Hunter with a prawn-like crustacean head. Good with a gun, they say.

Wulf Sternhammer [Deceased]
Norm, actually a Viking from the year 793 AD, brought back to the present. Best friend and long-time partner/sidekick of Johnny Alpha. Famous for his strength, tolerance of mutants, and “happy stick” (a massive, two-handed hammer). Murdered by Max Bubba.

Strontium Dogs: The Next Generation / RECOMMENDED MEDIA
« on: September 23, 2020, 05:12:19 PM »

I am sure I can add to this list as time goes on, but these are the movies I have been watching to get in the Strontium Dog movie.

The Nuclear War
The War Game
First, an important public service announcement....

The Earth
Blade Runner
Children of Men

Mostly This
Battle Beyond the Stars
Spacehunter: Adventures in the Forbidden Zone
Total Recall

The Strontium Dog Life
Cowboy Beebop
Guardians of the Galaxy
Space Rage! Escape from Prison Planet

The Weird Stuff
Thundar the Barbarian

Strontium Dogs: The Next Generation / PROPAGANDA + OTHER IMAGES
« on: September 01, 2020, 01:56:11 PM »
Welcome to New Britain!

Life in the 22nd Century

World War III pretty much wrecked Earth. 70% of the population of Britain and other First World countries were wiped out, and the rest forced to rebuild amidst nuclear winter, mutation, and lawlessness. In New Britain this led to fear, xenophobia and a domineering, fascist government determined to reclaim the glories of its pre-war ‘empire’ in space. Many people out in teh galaxy now think earth itself is a bit of lost cause.

Earth is only one part of a galactic community, encompassing dozens of species and hundreds of colony worlds - many of them dusty rocks from dubious terraforming, or abandoned planets that suffered their own apocalyptic wars. Earth is but one planet among many, and a damaged one at that, but humans... humans get bloody everywhere. Earth has several colonies - many now controlled by the empire of New Britain or humanity's surviving gigacorporations.

New Britain is backwards-looking; they rebuilt with unpleasant, brutalist architecture modeled on the 1970s, reusing old ideas or literally re-purposed, old technology rather than innovation. Technology is spread unevenly – lunar bases, major corporations and star-liners have access to high technology; backwoods colonies and slums have little more than early 21st Century tech and a weird scattering of hi tech devices. It is a future imagined in the 1980s, where CDs are the hot new thing. Computers and robots are somewhat clunky, with odd personalities, modern smartphones don't commonly exist (mobile phones never really recovered from the nuclear EMP).

Lasers have fallen out of favour. Blasters are the most common firearm, with the rich favouring ‘combi-weapons’ and variable cartridge blasters. Many melee weapons are enhanced with high tech capabilities - sonic batons, electro-knuckledusters, laser-whips, the vibro-cosh. Deadly 'time weapons' were common in the 22nd centuries wars, but are now strictly limited after a number high-profile incidents. ‘Pocket nukes’ are the terrorist’s weapon of choice.

Space! is firmly split between the haves and have-nots, the colonisers and the colonised. Humans being what they are, crime has been a major interstellar export. The extensive, chaotic, network of partly governed colony worlds, conflicting stellar empires, and lawless asteroid belts has given criminals the perfect environment to escape to escape the law. Just as the frontiers of the old American west offered sanctuary for outlaws, desperadoes and fugitives from justice, so too do the colony worlds.

The Galactic Colonial Authority (GCA) is a vast and sprawling secretariat that functions (barely) as the unifying bureaucracy for the galaxy. Strangled by its own red-tape and corruption, the GCA has turned to private law enforcement as a means to police the worst sectors of the galaxy. Enter the Seek & Destroy Agency.

Strontium Dogs: The Next Generation / THE PITCH
« on: August 14, 2020, 03:37:16 PM »
Yeah, the Dogs are back baby!  8)

Strontium Dogs: The Next Generation (Nearly)

Technically this is the campaign after the 'Next Generation' campaign from 2018, so I was tempted to call it 'Deep Stront 9' but that sounds like a mutant porn movie. I digress.

The Actual Pitch...

So, what is this monster? Well, it's a uniquely British satirical post-apocalyptic dystopian sci-fi spaghetti western social commentary. So easy to explain...

Imagine the X Men did Cowboy Beebop. Imagine Alan Moore Wrote Guardians of the Galaxy as a sequel to V for Vendetta. Imagine the crew of Red Dwarf were caught up in Star Wars. Imagine we had World War III and only Tories and Republicans were left to rebuild.

Strontium Dogs is a game of mutants, bounty hunters, and the bad end of space - where every planet is Jabba's Palace or the cantina scene from Star Wars. Set in a dystopian post-atomic war 80s retro-future, your characters are mutants - warped by nuclear fallout but granted strange powers and abilities. You're outsiders, disenfranchised, vilified by the media and victimised by New Britain's fascist government.
Your fellow mutants are herded into ghettoes and oppressed by the state. The only job mutants are allowed, the only way for you to escape the poverty and desperation of the ghettoes, is to become a Search & Destroy agent - a 'Strontium Dog' - and chase down the scum of the galaxy while protecting themselves and their fellow mutants against prejudice and oppression by the ‘norms’ back home.

The  Strontium Dog Comic from the creators of Judge Dredd, was a genre-busting space action adventure strip that tackled prejudice and apartheid alongside the blasters and hoverbikes. Its satire, social commentary and comedy, a little bit Red Dwarf do Flash Gordon, with a Kurosawa and Clint Eastwood movie vibe. You don't need to know the comic at all to play. It should be violent and funny and gross and fun action adventure... but it also has things to say about politics and prejudice and being different.

It'll be fun, come play!

But hey, don't take my word for it: Watch the Awesome Fan Film.

PS - happy to answer any questions!

The Throne of Thorns / Crackbones Expedition Journal
« on: February 10, 2020, 03:47:23 PM »

Peoples Day, 24th Verion's Month
Thistle Hold

My dear friend,

Well, the time has come. we are going back into the forest. We are going to Symbar. We are going to race the queen, the high chieftain, the templars and black cloaks and who knows who else. we are going to beat everyone to the throne of thorns.

Because none of them should have it. Maybe no one should.

And yes, I still wish to be the first to enter Symbar and return. And yes, I hope there is booty a-plenty for all of us. But greed alone will not see us through, so I have worked hard to bring good people with us. You would approve.

We are all here for different reasons. will has come to see things as I do, I think; that whatever power they are all seeking is too dangerous and corrupting to be allowed in anyone’s hands. He has a haunted look these days, as if he knows this is his last adventure – he seems older in spirit than in flesh, but I find it hard to judge age in you people. he asks that we burn his body if he falls. I think he is coming just to see how far he can get before the end. And to help his friends, of course.

Bran too, thinks as we do (I hope), though I think he loves adventure itself - a life fitting to his skills and the thrill of battle he has seen before. Something… worthy perhaps? It also seems some enemy of his has joined one of our rivals, and my heart tells me that the forest will throw this feud into our path. He is a brother in arms, and we will stand with him.

Korik of course, cares only for the treasure - and perhaps some acclaim. In the end, this may impede us more than the forest does – ha! I speak with the naivety of one yet to venture into Davokar’s deeps. 

Today is peoples’ day in thistle hold. Fitting, for we are the expedition of the people – no patron’s purse binds us, no foolish noble in search of thrills commands us. the price of independence is poverty. We are poor now, but I hope it doesn’t in the end cost our lives. Fortunately, our new guide insists there are dangers aplenty in the Davokar no matter how numerous or well-equipped we are.

We have many new companions, drawn from the treasure hunters and citizens of thistle hold. Good people, I hope – though in dark moments I cannot help but wonder, have our rivals thought to seed a spy among us? I have tried for careful balance in assembling them, but confess, I like to help ‘my’ people, the overlooked and oppressed goblins and ogres of this town. maybe I just Trust them a little more than your people.

Crooky is our guide, an ogre I have known for many years. though slope-shouldered and cruelly named, she has a good stride and has been to the dark Davokar more than once. She’ll see us through if anyone can.

Oaf is another ogre, another reliable friend. people give us such rotten and hateful names, but she is smart and a great flail-fighter, and no trouble on a trip – which is important on a venture this deep.

Our bearers will be Ulg and his crew: broad-shouldered goblins, stout and uncomplaining as cathedral gargoyles. They have all passed the ‘gob test’ and been deemed reliable. Pullu & Pulli, Gok, Rega, and Wut. Good, tough folk.

Speaking of goblins (and gob), one of Freya’s many ‘friends’ has also joined us: Kit - a goblin sneak and alley-fighter. Useful. She also had to take the ‘gob test’ and passed with flying colours. She brought with her a valuable journal, detailing a doomed expedition into the forest. Grim but Essential reading for us all.

As to sell-swords, we have steered a course away from nameless thugs and bravos. Instead we were approached by a gang of known treasure-hunters looking to sign on. Expensive but far more talented than everyday mercenaries: Torbjørn is a bear of an Enoia, loud and brash but loyal, they say. He wields a great hammer called ‘soul-eater’ which fills Korik with envy and desire! A disturbing name but a powerful artefact, and no doubt Useful.

Torbjørn’s crew is Esa (a lady version of will, most amusing), Inga the halberdier, Eleo (a pyromancer) and old Shigg (an elderly goblin explorer – old enough to feel the call, I think). They are so very expensive but Worth it, I hope.

Yagaba has decided to throw in with us too and is now a true hoodlum! that is very good for our chances. She is a witch steeped in lore and has great power over ghost-things. I remember well our night with the frostwraiths, let us not have that encounter again! She says she is of the ‘white path’ if that means anything to you and wields a white orb of old Alberethor whose light holds off the dead.

Also joining us is Balon, a young witch of the Karohar, walking the green path. He will be useful to avoid trouble as we pass through the lands of his people – although I now the Karit of old (I Was one, once), they can be trouble, and good fighters. I have heard word at the witch & familiar that they are split – what is the word you used once, schism? – between the high chieftain and the sovereign oath.

And that leaves us with Constance – the only hire that troubles my conscience. She’s young, Ambrian, and a skilled alchemist and medicus. Too young, I fear and with no experience of the forest. Still, we need someone with her skills, and she is cheap and eager. So very eager. she is following in her father’s footsteps. I cannot deny her passion, Nor that she reminds me much of Kirsten. I hope she survives. And survives unbroken. I hope we all do.

I know what you are likely thinking, and I worry that we’ll be the death of her. I will ask Balon and oaf to look after her. Whatever her inexperience now, by the time she comes out, she’ll be a dark Davokar veteran.

I hope she makes it. Crooky thinks that is a pipe dream, that Davokar always takes a toll of flesh.

It has been hard to do this alone. We have sunk every orteg we have into this. There’s just enough left to keep “Crackbones’ Corner” in business – things are looking well in that regard. My name is spoken across the town now, as a treasure hunter and leader of expeditions. This is good, but better will my name be when I return from Symbar... if the map is truly to Symbar. I leave my tavern in Freya’s care. If I don’t come back the place belongs to her, so long as she keeps the name.

I am not sure if I hope the map is true or that it isn’t. it would be safer if the trail we are following is false and the throne is lost forever. Maybe the throne is just a story, and Symbar will hold some other danger or power worth all this trouble.

It has been a mad time here. The war has stalled over winter, all forces wisely calling halt. It is suicide, says Crooky, to travel and fight in Davokar in winter - The other expeditions are setting out on the first day of summer, the traditional safest months. We are off a week before of course, reckless heroes that we are! The other expeditions are bigger, but we are smaller and nimbler, faster, I hope.

We argued for some nights over whether to race to Symbar or let other fools rush in ahead – but I refuse to pick at the leftover scraps when others have feasted! no one remembers the name of the third or fourth man to do a thing. No, first in and first back and a shit on caution – this is bigger than just a hunt for loot, as Korik would prefer.

Here’s to Fortune and glory, a great challenge and worthy foes.

So much has happened in thistle hold. People speak openly of restoration now, and those who cannot tolerate it fled to much rejoicing. Ravenia too, I hear is ‘restored’ and everyone says our ally duke Ynadar is the champion of that cause. I thought this good news when first I heard it, but I fear now it is only the calm before the storm. I wonder if Symbar will not be the greatest battle of our lives, but if another, across all Ambria, will be next. Certainly, all this upheaval has dulled the shine that normally lays over your queen. I have seen this before, whenever chaos threatens the order of things. it is a storm that can be weathered. Alas, we know more than we should of these things and suspect all factions of the darkest motives.

The bloody “war tax” is the worst trouble of all! It can’t pass soon enough for me! 10 thaler a month from every household, how dare they? They are making beggars of good people to fill their war chest and it will only get worse now summer is approaching again. We’ll likely have the oath to deal with on top of everyone else before we’re done.

What else? Ah yes, Books! We are all readers now, you know - Trying to prize out the secrets of Davokar before setting a foot inside it. Will has bought a bestiary and is feverishly scribbling corrections in its margins and amusing us with horror stories of forest beasts. The excitement has got to him, despite his grimness and the danger.

We have a lore box like yours, taken from our enemies, full of useful tomes. I will try to keep them safe for you. I am reading the journal that kit procured and will has a sheaf of parchments telling of all manner of horrors. We are heading so much further in than we did before.

who knows what we will see in there? Who knows how the darkening will torment us? Yet I believe we venture after Symbar for the best of reasons (well, some of us!) and I hope that will count for something when we tread upon the forest’s soul.

If I had had time, I would have tried to go again to where no tears fall in vain and seek the advice of the weepers and the iron pact. Let us hope our encounters with the elves continue as they have so far. Alas, no one speaks so well to elves as thee.

And that is that. We are ready to depart. I hear them now, in the tavern (my tavern!) next door, gathering to toast the new venture, to joke and fight and bind themselves together in fellowship for what is to come. I look down at our hoodlum’s table and see the names of gob, Kirsten, and Lothar, and I wonder how many more names will be carved here all too soon. Maybe me, at last, Maybe all of us. Pah! maudlin old ogre! When my knee aches, I makes me all melancholy. I need to fill a tankard with blackbrew, toast to death and danger, impress the youngsters and flirt with crooky and oaf. Ah there it is - like a fever, rising. Giddiness in the belly and a grin on my lips – Adventure is in the offing! My feet are restless to be off, and I find I that have missed the forest greatly.

I wish you were here.

I will copy this letter into a new journal, which I shall write as we go and document our quest. I hope that it is not found floating down the Malgomor, as the other was, the only trace of folly and pride. But if it does, I like to think that it will somehow make its way to you, Ulavan, so you can remember your old companions, and the foolish older ogre who was your friend.

To Symbar then! To the throne of thorns! To a tale worth telling and an end worthy of song. Here’s to finding where we come from and to learning what secrets the past has hidden, and what the future holds.

Always, your friend.


Day One

So here we are.

A grand departure in the grey predawn, to scattered cheers of locals come to see us off. It’s good to know that I will be remembered should I not return, even if it is just as a man whose ambition exceeded his reach. Can it be done, with us, with these resources? I think about the huge expeditions that will follow us and I do not know if we are fools. Nevertheless, I am proud to have done this alone, without a patron’s purse to chain us. The Corner will be safe in Freya’s hands should I not return.

The warm, sunny day made for a good start – I do not know how long it will be before we feel the sun and open sky again, but it was good to stretch my legs and feel the forest air in my chest, cloying though the late spring air can be. The Davokar is blooming, its green and brown splattered with brightness like dots pf scattered of paint. I love this place, despite the dangers.

We set a good pace, Will and Esa roving ahead with Crooky, Balon, and I at the head of the train. Bran and Shigg make fine rearguardsman, keeping us all together and at a fine pace, and guarding our arses.

We forded the Eanor before camping, that’s no few miles. I don’t know how long we can keep it up, but it seems worthy to press the pace for now. Today at least we are ahead in the race for Symbar, and I wish to stretch that lead as much as we can.

Able to forage today, adding fresh food to supplement our provisions. I worry about so much on this trip it is good to have food off my mind for a while. I am sure that will change in the wilder deeps, but while the forest is easy and abundant, let us harvest what we can.

A warm day, fresh forage, and everyone feeling good. Morale is important on these ventures. I have seen bands scatter or murder each other over petty arguments, let alone artefacts. We must be true companions, simply to survive.

Father told me a trick once, which I am stealing now. Each night someone cooks and someone else must entertain. A song, a dance, a game, whatever. Something to bind us. Bran is the lucky fellow tonight, while Balon cooks.

Day Two

Another warm day and another good handful of miles ground beneath our boots. Crooky says the deeper Davokar will be a much greater challenge, so I am glad we are covering great ground so early. I begin to see the benefits of a smaller group than the hordes coming in our wake.

Damn, it is good to be back in the forest. The air, the living wild, the adventure. I found myself laughing at nothing: This is why I could not deny Constance her wish to join us. This is the best of life, and if I die here so be it - at least I lived fully and shrunk from no challenge.

This morning Will reported a Ranger path ahead of us, so we chose to skirt it and avoid them despite our valid licence. No use courting trouble. No use letting others know where we are.

The land was sloped and craggy, but we were able to cut into a mossy dell, with angular chunks of masonry protruding like islands from the sea of deep green plants.  At its centre was a ruin, a tower half-buried in the moss being excavated by a band of treasure hunters. After a brief stand-off we gave them a wide berth and that was that. They were suspicious of us, fearing we were there to seize their prize. That is not who I am, and perhaps they were here without a licence, but it is a good lesson and reminder to us all. You can’t trust other hunters in the forest.

Trouble this evening, as Esa, Shigg and Kit have all taken ill. No idea of the cause – fresh provisions, water from the Eanor, or something they picked up in town? Hopefully it gets no worse and passes quickly.

Day Three

The land is rising today, we are cresting crags that have been swallowed by the trees.

We set a more strolling pace today, as our sickened companions are still weak. Lost time already, oh well. I think on Haake’s journal and how his party experienced a similar sickness and blamed it upon spies and sabotage. Could that be true here too, that someone has inserted a minion into our band? I cannot think that way. The Davokar is too dangerous. I must trust these people.

We talked this evening about why we are all here. More opportunity to see into the hearts of our companions. Torbjørn especially seems to share my thoughts that he wants riches and glory – but also knows that the darkness in Symbar may need to be kept from other hands. They’re a good lot. I made the right decision.

Day Four

Marshy ground today, I felt sorry for Ulg and his people, uncomplaining despite the knee and waist deep wading. Bless these fine boots, they were worth the thalers. Crooky says there is a danger of spring floods flowing down from the mountains and turning the forest into a lake, but we decided to press through, and it paid off. We were able to reach higher, dryer ground by nightfall.

Fun in the camp tonight. Bran was feeling restless, so we wrestled to stretch our arms as well as legs, and this soon attracted other attention, so I took on all comers in a wrestling contest. Torbjørn fell before me but in the end, I was bested by none other than Yagaba! Some witch’s magic, it must be! Ha. It was a good night, although later that night we suffered our first attack.

Overnight we were ambushed by ‘living thorns’, creatures more known in the darkest Davokar that out here – another sign of the Darkening that Balon and Crooky speak of. They came at us while we slept. Will says they lay dormant in the day hours, but creep and rove by night. Luckily, we have four at a time on watch, but even so they almost strangled Will and others before they could be awoken.
A troubling event, but we worked well enough together. We will be better with time, I hope.

Day Five

We crossed the second and greater river barrier today. The Malgomar - wide, swift and swollen from spring rains. We set to work creating rafts for the mules and baggage while Korik and Will went over the river with my ship’s rope to create an anchor loop for my pulley (glad I bought a canoe, after all). A simple solution to a challenge. This is how we’ll weed out the amateurs.

The Throne of Thorns / Crack-Bones Guide to Everything
« on: January 24, 2019, 01:02:18 PM »

The problem with Ambrians is that they are too big, and they’re used to fighting to survive.

The first problem with Ambrians is that their lives have turned them into wolves. Because their land was ruined, they were always hungry; because of their enemies, they were always fighting. They had to kill or starve, defeat or be destroyed. This made them hard, like tempered steel. And cunning, like a hungry wolf. They knew only how to fight and struggle and take what they want. They were good at it, no shame in saying that. And I think they had so little before, they cannot fill their bellies enough.

The clans are more like hounds. A hound is just a wolf that's tamed. Like a hound, the clans were well-fed, with warm hearths and full bellies. They were happy, I think. At least the ones I knew were. Yes, there was fighting, but they were not so hard. It was about territory, resources, balance. And no happy man fights as hard as a desperate one. No fat dog is as quick as a lean old wolf. And wolves know no masters, only dogs do. 

You cannot put wolves and hounds together - wolves will take what they want from the hounds. Because when the wolf and the hound fight, the wolf usually wins. This means that in time, all hounds become wolves. 

The second problem with Ambrians is that there are too damn many of them. A family is a good number, a clan is a good number. A kingdom is too big. The clans are wise, they have a high chieftain for feuds and peacemaking, not ruling. But the Ambrian queen commands too many, and because of this they need too much, want too much, and take too much. I think the time will come when like any pack of wolves, they will turn upon each other and splinter. They may be better after that.

A secret for dealing with Ambrians: The older they are, the tougher. Beware men who have seen forty winters or more, for they fought in the war against the Dark Lords and lived. 


Met a god once. Ox god. I carried his severed head around, until we could put it back on. He seemed relaxed about the whole thing. That says a lot about gods, I think. They are what they are, just themselves. 


Witches are a lot like Ambrian priests. Their favourite things is showing you how wise they are. Unlike priests, every witch is different. Biggest mistake the Ambrian’s keep making is thinking they are priests.

The Throne of Thorns / The Investigation
« on: November 21, 2018, 02:00:57 PM »
OK, to help us here are all the leads I think we have so far. If anyone has a further update or thinks I missed something, just let me know. It includes everything we discussed at the end of last week too.

Ambrian woman. Former initiate of the Church of Prios, now exiled or quit? Not from the hardcore Prios faction. Had an argument with her friend Arkal at the Salons of Symbaroum about the church’s policies and current problems between the church and the Templars. Discovered that something terrible (a corrupting artefact?) has been brought into the town recently. Knew she needed help so asked local information broker, Taran (and maybe others) to provide her with some hired muscle and skills.

Suspected (by us) member of the iron pact. Knows an elf called Tearna-Tianah, who summoned her to Where No Tear Falls in Vain. Has a map of a cave that seems show the way to the Well of Tears. Possibly connected to the tunnels below town?

Looks like she was either at the sinkhole because of the tunnels below (?), OR the sinkhole was in part or wholly about killing her.

Her new journal from the Storage Shed implies she was going crazy; she apparently needs to take a drug called drone-dew in order to sleep. Also says she has to save the world from Prios and from the Queen. Says violence begets violence and “that’s it! Nevermore!” which might be another Iron Pact connection. It says the Mayor has been “in the Halls” (is that the cave map?) as has “the friend of Goldengrasp, Mearoel”. But they don’t know her and cannot know.

She was keeping a mare cat in her storage shed. We’re not sure why.

The Witches & the Well
They knew something about the Well/Problem before it happened – how?
Why did the Well speak? What does it mean and what else can it do?

The Enemy
Someone in town is working against us
We are being followed
“Sarn” hired the thugs for the ambush, maybe from the Rose Garden?
Someone killed Yngrith in the Witch and Familiar.
Blighted Barbarians from the sinkhole. They live underground? There are rumours of "Beast Clans" - was that them?

Lysindra Goldengrasp
Retired treasure hunter - competent/wealthy/noble connections
Watched us come out of the sinkhole, and looked “disappointed”
According to Anadea, Lysindra's elf friend (Mearoel) has been to the Well.

Anadea & Arkal’s Argument in the Salons
They were friends but disagreed on a lot - potential ally?

The Mind Stone
From Anadea's possessions. Apparently it is especially dangerous/corrupting to use BUT could we use it to contact Teara-Tianah?

Elf name meaning "Rays of Dawn". A 'patron' of Anadea? Ullavan thinks he is Iron Pact.
Sent Anadea a summons to Where No Tear Falls in Vain (the Well of Tears?)

Anadea’s Sketchbook
Sketch - Elf Woman (Mearoel?)
Sketch - a dozen robed figures weeping into a well (the Well of Tears?)

In The Storage Shed
Scrawny Marecat
New Journal, only three entries - a self-portrait, weeping but happy
Book of barbarian taboos that have been broken.
Map to the Well? a cave with a waterfall and an elf camp. Looks to be part of a larger tunnel system.
A Strange truffle
A potion (a clear liquid)

The Winged Ladle Job - is it related?
What is the tablet, why does the Legate want it?
How did the Mekele Brothers get it?
Who was Alamei?

The Throne of Thorns / Crack-Bones Story
« on: November 12, 2018, 09:43:51 PM »

What You See

An ogre, skin milky pale, like a grey-white candle, but its folds are cracked and wrinkled, like old leather. He stands straight-backed, unlike the natural hunch of many ogres. All the features of a human face, but stretched and monstrous. A heavy jaw, blue eyes under heavy brows. Old scars, faded tattoos and scarifications.

He wears a mishmash of armour - boiled leather, an iron studded sleeve, even a few scraps of chain and woven silk. He carries a much-battered steel shield, in the style employed by Ambrian foot-knights, its original heraldry long scratched to nothing. For a blade he wield's an old, many notched sword, its grip wound with rope to better fit his fist. Around his neck is a tarnished bronze symbol of Prios.

He speaks deliberately, as if carefully picking his words. His words sometimes betray some kind of education.

He smokes a long pipe carved from what looks like a single leg bone. Sometimes he reads (with an intense stare), or writes in an old leather-bound book. In other idle hours, he whittles with middling skill: Bone chess pieces, caricatures of people he has met. The white king is an old man; the black a hunched blight beast. His own piece is the white queen.

What Most People Know

Crack-Bones has been around for as long as anyone can remember, but he’s better known and more infamous in Blackmoor than in the Hold itself: He works in the Hold, and has feasted there in better days, but lives in the tent town, though he has a gate ring.

In the hold's early years he was known as a leg-breaker and extortionist's thug, a debt collector and bounty hunter, a paid sword for feuds needing settling… any job that needed a strong arm. He was the right hand of a treasure hunter turned gang boss known as the the Old Man, who once lorded over much of Blackmoor.

Crack-Bones and the Old Man are known to have fought at the forefront of the Merchant’s War. They spilled plenty of blood, some of which might not have been forgiven or forgotten. He was on the winning side. 

What Some People Might Know

The Old Man was one of the first wave of Ambrians, or so the rumour goes. For years he was Taran’s man among the treasure hunters, ruffians, and transients of the tent town. The Old Man once controlled more than that, but was driven to the outskirts by the arrival of the Blood Robes and the raising of the keep.

Although he survived the Merchant’s War, the Old Man died in Thistle Hold itself, near the gallows to the claws of a blight beast that somehow got inside the walls. Since then, Crack-Bones has been spending more time with treasure hunter gangs going into the forest.

STRONTIUM DOGS / No Game this week - 03/07
« on: March 20, 2018, 09:23:00 AM »
Hi all,

Just a reminder that due to the England game being on tonight in the pub and the disruption that will cause, we won't be playing. See you next week!

STRONTIUM DOGS / The Eastwood File
« on: November 12, 2017, 09:40:55 PM »

McBain Mechanicals presents not just an appliance, but an agent of justice! GL1NT is the backup you've always needed in a galaxy that doesn’t care.

The General Lawman Model 01 is your all-round protector and GCA approved instrument of the law. With an effective maximum range of 500km, GL1NT's self-charging, autonomous AI will patrol, assess, and deliver justice with extreme prejudice. YOU TOO can have the peace of mind of knowing the outlaws, thieves, and rebels of your colony planet, space station or artificial habitat will FEAR the wrath and crack marksmanship of our latest non-task specific android. UNSHAKABLE dedication. UNMISSABLE aim, UNMATCHED knowledge of the law.

The GL1NT is a bargain at only 150,000 credits per unit, plus annual maintenance. AND as a special offer, your GL1NT unit comes equipped with the latest model variable cartridge smartblaster, at NO EXTRA CHARGE from our partners at Van Cleef Combat Accessories, equipped with the latest criminal analysis software, to ensure total legal justification. All our models are exhaustively tested before sale, with full service histories provided. McBain Mechanicals guarantees their reliability and effectiveness.

Your peace of mind isn't an optional extra.

McBain Mechanicals accepts no liability for malfunctions cause by unapproved upgrades or adons, or by models  which have not received the latest software upgrade. McBain Mechanicals is not responsible for the content of local laws.

Function: Law Enforcement
Configuration: Humanoid
Size: Medium (Human Standard)
Default Personality: Belligerent, Dogmatic, Gruff

UTP [Factory Default] STR 9 DEX 12 END 10 WILL -1

•   Armour: McBain Heavy Combat Chassis. Impervious to non-powered melee weapons and small arms fire.
•   Comms: 500km Radio Transceiver, multimedia recording
•   Cyberbrain: Verhoeven 87 - Intellect 3, running Gun/2, Recon/2, Tactics/2, predictive combat acuity.
•   Power: Solar charger, universal electrical adaptor charge cable.
•   Sensors: Comms scanning, telescopic vision, Infrared and low-light vision, X-ray vision, flare compensation.
•   Weaponry: Van Cleef Variable Cartridge Blaster. Tyson Stun Fist. Integral shoulder-mounted independent smart mini-blaster (x2). Hurricane multi-directional anti-mobbing system, explosive counter-tampering.
•   Additional Systems: Fast draw gyroholster. Hardened to EMP

« on: November 04, 2017, 09:15:47 PM »
FIDO updating electronic warrant cards for this vicinity… MISCLICK

Issued By: Wu Wing-Alchemex Ltd, Colonial Administration (Misclick)

Target ID: Unknown
Known Aliases: El Durito
Target Profile: Bandit chief
Criminal Record: Assault with a deadly weapon, theft, trespass, destruction of company property, extortion.
Warrant Designation: apprehend Dead or Alive.
Reward: 20,000 Cr.
Warrant Status: Open
LVS: Misclick - Southern Region, Scout Station 41
Notes: A gekh engaging in banditry in the badlands near Scout Station 41, most likely due to exposure to inappropriate media content. Know to have recruited a number of other gekh to his gang. Known to be armed with S/D agency technology, exact inventory unknown: Proceed with caution.
ADDENDUM [Dir. Burnside]: This stinking sneckhead has ended two Dogs last year that tried to bring him in: Three-Eyed Mike and Flathead Frank. Screw them, but it's bad for business - it impunes our collective honour. Make a handbag out of him and get their stuff back... especially if they had anything they weren't supposed to have!

Issued By: Django Flatts Private Correctional Facility and Salt Mine (Misclick)

Target: Rojo Demono
Known Aliases: N/A
Target Profile: Escaped Prisoner, violent sociopath (Gekh)
Criminal Record: Murder (multiple), attempted murder, resisting arrest
Warrant Designation: Apprehend and Return
Reward: 10,000 Cr.
Warrant Status: Open
LVS: Misclick - Southern Region, Sulu’s Folly
Notes: A gekh of the larger, northern crested sub-species with extreme violent tendencies. Thought to have been in close contact with a human of high psychopathy index, most likely Dustman or mutant, leading to deeply imprinted sociopathic behaviour patterns against all humans. Approach with caution.

Issued By: Akira Eastwood

Target ID: GL1NT [General Lawman 01 Non-Task Specific]
Target Profile: Malfunctioning Combat Mechanoid, property of Eastwood family.
Record: N/A [Non-Sapient Android]
Warrant Designation: Termination
Reward: 15,000 Cr.
Warrant Status: Open
LVS: Misclick, Southern Region, Section 41.
Notes: Robot, property and liability of the Eastwood family. GL1NT was purchased and deployed as an automated lawman. Due to damage received it appears to suffer from a perennial error in judgement in that everyone it encounters is judged to be a dangerous felon in need of extermination.

Issued by: Wu Wing-Alchemex Ltd, Colonial Administration (Misclick)

Target ID: Sandy Kurosawa
Known Aliases: The Old Man, the Dustman
Target Profile: Squatter, Scavenger
Record: Robbery, Theft of company property, vandalism, illegal immigration, illegal consumption of company resources
Warrant Designation: Apprehend & Return
Reward: 5,000 Cr.
Warrant Status: Open
LVS: Misclick, Southern Desert, Section 41
Notes: One of a number of off-world immigrants, originally invited as contracted prospectors and scouts, now illegally occupying colonial corporate property. Known organ-trader.

STRONTIUM DOGS / The Bounty Hunters Guide to the Galaxy
« on: October 30, 2017, 08:04:51 PM »

On the outer edge of current colonial space ('C Zone'), the Misclick system was discovered in 2174 due to a navigational error by a scout ship of the British Rocket Group. It is an unusual, fast-fluctuating K-S star, casting a scintillating pinkish-orange glow. There are two linked planetary bodies: A gas giant designated Misclick I, and its large habitable moon, Misclick II.
Misclick I
Jupiter class gas giant of sodium/hydrogen admixture. No significant further scientific study has yet been done.

Misclick II
A world of pink-orange sand and dust with no surface water. Claimed for His Majesty and designated a barren, Near-M class world with no intelligent life. A single landmass, geologically stable but subject to occasional asteroid collisions. The GCC has recently ceded planetary authority to the corporationWu Xing Pan-Galactic for low-level global terraforming and associated colony preparation activities. The only major conurbation is the (C Class) Spaceport of Sulu's Folly, after which the planet is sometimes named.

Of the few indigenous life forms so far detected and catalogued, the team surveyed the thornsnake, giant sandmole, and a bipedal reptile of limited sentience known as gekh, with parrot-like imitative abilities (some even managing to repeat simple phrases).
The population consists entirely of a few thousand Wu Xing-Alchemex staff, and a small number of semi-independent prospectors and surveyors. Population is concentrated on the nominal administrative capitol/spaceport of Sulu's Folly. Beyond this area, the inhabited portion of Misclick II is largely scout stations, supply ranches, and dust farms. A handful of rogue prospectors, criminals, and adventurers are known to wander the wastes as a minor irritation, thieving and scavenging garbage, collectively known as the Dustmen.


  • Local hazards include (dry) quicksand and phenomena known as "oxy-rock" which causes highly flammable, oxygen-rich pockets to develop on  the surface. Rubberised covers are recommended for all planetary scout machinery.

  • Initial colonisation attempts utilised the now-defunct Heston Industries advanced labour programme, utilising uplifted howler monkeys. A number of these creatures still roam the wilderness. Wu Xing Alchemex maintain a standing bounty on these creatures.

  • The Terraforming process involved multiple tactical nuclear detonations to raise the ambient temperature. A handful of radiation “hot zones” remain, although these are far from colonial staging areas.

STRONTIUM DOGS / Soundtrack and Trailers
« on: October 14, 2017, 03:22:00 PM »
So.... The Soundtrack

Its here on YouTube.

The Prologue
Two Tribes, Frankie Goes to Hollywood
Times They Are a-Changing, Bob Dylan
Gods Gonna Cut You Down, Jonny Cash

STRONTIUM DOGS / Life in the 22nd Century
« on: October 09, 2017, 05:42:05 PM »

Earth is only one part of a galactic community, encompassing dozens of species and hundreds of colony worlds - many of them dusty rocks from dubious terraforming, or abandoned planets that suffered their own apocalyptic wars. Earth is but one planet among, and a damaged one at that, but humans... humans get bloody everywhere. Earth has several colonies - many now controlled by the empire of New Britain or humanity's surviving gigacorporations.

Earth is a wreck. 70% of the population of Britain and other First World countries were wiped out, and the rest forced to rebuild amidst nuclear winter, mutation, and lawlessness. In New Britain at least, this led to fear, xenophobia and a domineering, fascist government determined to reclaim the glories of its pre-war ‘empire’ in space. Many people think earth itself is a bit of lost cause.


New Britain is more backwards than forward looking – it rebuilt with unpleasant, brutalist architecture modelled on the 1970s, and uses old ideas, or literally re-purposed, old technology rather than seeking innovation. Technology is spread unevenly – lunar bases, major corporations and star-liners have access to high technology; backwoods colonies and slums have little more than early 21st Century tech with a weird scattering of super-hi tech devices. Imagine a future imagined in the 1980s, where CDs are the hot new thing. Computers and robots are somewhat clunky, with odd personalities, modern smartphones don't commonly exist (mobile phones never really recovered from the nuclear EMP).

Lasers have fallen out of favour. Blasters are the most common firearm, with the rich favouring ‘combi-weapons’ and variable cartridge blasters. Many melee weapons are enhanced with high tech capabilities - there are electro-knuckledusters or laser-whips. Deadly Time weapons were common in the 22nd centuries wars, but are now strictly limited after a number high-profile incidents. ‘Pocket nukes’ are the terrorist’s weapon of choice.

Pages: [1] 2 3 ... 9