Session 3: Visions in Smoke and Ash

The adventure begins with Kahuna Akamai sharing a vision he had with Princess Anahera. The vision was of a lush new island, with limitless coconuts, obscured by smoke and ash. Akamai suggested Anahera may be destined to find this island, if she can lift the veil of smoke covering its path.

Akamai said, “I’ve had this dream many times. Each time different voyagers are converging on the island, and each time a different outcome. Sometimes the voyagers destroy each other on the journey, other times they reach the island together, and sometimes they fight once they arrive. I have no doubt we must rush to find this place; Motu Oa I will call it. I also expect the journey to be filled with great dangers.”

Akamai paused for a moment. As he continued, he said, “We’ve had visions like these before. You must travel to Ngauru and consult with the volcano god Ruamoku. He will need a sacrifice, if he accepts it he may lift the veil hiding the path to this island.”

Princess Anahera turned to the adventurers. The young Kahuna’s Abby of Tane and Jeff of Hina, the Wayfinder Connor, Jules the Shapeshifted, Anani the Ariori, and Blake, a mighty warrior. They quickly agreed to escort her to Ngauru.

Connor then steped aside to quietly ask Kahuna Akamai, if perhaps, they are required to sacrifice the Princess. Although no one else heard what was said, everyone instantly saw the color drain from the Kahuna’s face and the look of shock as he vigorously emphasized that was not the case.

The PCs debated what they might sacrifice. Not coming to a conclusion, they asked if anyone had gone on this journey before. Princess Anahera suggested they speak with a village elder, Kai-Alu.

The PCs walked across the village to Kai-Alu. An old man in 70s, a famous adventurer in his youth. He looked up as the PCs enter his hut. The PCs gave him the space and reverence a man of his mana and stature deserve. He asked, “what brings such a young spry group and the princess to my humble home.”

The PCs describe the adventure they had been tasked with. Then Kai-Alu told of his adventure. “I can still remember the putrid stink of sulfur today. The whole way up the mountain was obscured with smoke and ash. We made it to the top and sacrificed a truly beautiful feather headdress.” He pauses for a moment. “But alas, I don’t think it was enough. One voyager died on our return journey. And the chief whom we sought a blessing for had a terrible, short, and violent reign over Moanatu.”

The PCs asked why the sacrifice didn’t work. Kai-Alu responded, “I don’t think the sacrifice meant anything to the chief. Ruamoku saw through it as trivial and meaningless wealth cast into his pit. He let us leave, but I think he cursed the chief.” Kai-Alu warned of other dangers on the island. Great Pele-Hele’s (Lava Monsters), and wandering paths obscured in smoke and ash where adventurers can lose their way.

The PCs bid Kai-Alu goodbye and went to prepare to take the Princess’ new vessel to Ngauru. The mid-size outrigger canoue was recently blessed by Hina, Goddess of Fertility, Death, and the Moon. Jules, knowing  about poisons gathered some last minute herbs in case anyone was struck ill from inhaling the sulfur. The others gathered food supplies and makeshift tapa cloth face masks. Ready to move on, the group set out for Ngauru.

Connor, and his trainee Bob, were well renowned for their navigation skills. He made the journey in record time with smooth sailing the whole way. As the group beached their outrigger, they recalled the warning about the Pakangans. That Princess Anahera was probably not the only one to have received this message from the gods. The heroes then found an alcove to hide their boat in and a good vantage point to scan the sea for approaching vessels. A tiny dot appeared on the horizon.

Knowing the warmongering nature of the Pakangans, the heroes found the perfect location to set an Ambush. They set a fire to draw the other vessel in, laid a trap of sharp obsidian in front of it, and hid themselves among rocks on the coast.

The Pakangan vessel beached itself, and then its riders cautiously disembarked. As this happened, Blake stepped out behind the fire and threatened the group of Pakangans. One brave Pakangan charged forward, tripped on the trap, and impaled himself on a series of daggers. His life slowly drained down the rocky shores and into the see.

More cautiously the rest of the crew inched forward and clustered near the boat. Abby called upon the power of Tane to lull the Pakangans to sleep with a gentle breeze carrying the soft sound of birds chirping. In moments, the Pakangan leader stood alone on the shore of Ngauru facing the brave group of Maonatan adventurers.

A brief attempt to parlay was made with the leader who resisted the song on the wind. However, this lone Pakangan moved towards his sleeping comrades clearly intent on waking them. Then all hell broke loose.

The PCs emerged and threw spears at this lone warrior. One spear pierced his skin, the other putting a small cut in his shoulder. He yanked the first spear out and threw it to the ground as if it means nothing to have been impaled. The Pakangan leader was encircled by the heroes. He deftly maneuvered through the Moanutan warriors and walked over his crew yelling at them to wake up.

The rest of the PCs charged the disoriented group of drowsy seamen. In moments, several fell dead. Heads smashed in with clubs, guts spilled across the ground. The morale breaks on the remaining Pakangans and attempted to flee. Combat stops almost as suddenly as it started. With the two survivors, the leader and Steve, fleeing to the relative safety of their vessel.

Then, the two remaining Pakangans surrendered. After tieing them up, the heroes debated what to do with their prisoners. Let them return to Pakanga, execute them, or sacrifice them to Ruamoko. Ultimately, they decided to sacrifice them. In a desperate plee to find a way out, the Pakangan leader attempted to lead the heroes astray. Lying he told them they need to sacrifice a Pele-Hele heart to Ruamoko. While not true, it would be a fine sacrifice.

The PCs then commandeered the Pakangan vessel’s tiki to Ku, god of war, and prepared to drag the prisoners to the top of the mountain. Deciding to see if they can get more information out of Steve, the group bargained with steve, for his life. Persuaded by Connor’s utterly incomprehensible confidence, coupled with a total lack of decorum, Steve and Connor bonded instantly. Steve told the group that they were the sacrifice they planned, and that they need no Lava monster heart.

The entire group, except Bob who stayed behind to watch the two vessels, headed up the Volcano. They found a clear path and eventually come to a juncture. Glancing in the smoke they saw images representative of Hina and Tane. Realizing they must choose a path, they deliberated whether they follow the albatross (Tane) or the stars (Hina).

Jules attempted to scout ahead and saw that the entire Volcano was covered in an obscuring layer of smoke. Impenetrable from above, he realized for he was lost. He landed, and used one of the pair of echoing conch shells to talk to the group, and find his way back. During this time, Anani, performed a dance for Hina and Tane each symbol lighting up in turn. Eventually, deciding Hina has blessed their journey so far, the heroes followed the stars.

At the next path the heroes faced three more choices, each a constellation. Sirius, Ekoru (a tail), and Tautoru. Unsure what these symbols were meant to convey they again deliberated on the path forward. Turning to Steve, they asked if he knew anything. Steve suggested it had something to do with the first sound (letter) of each constellation. Still uncertain, Jeff prayed to Hinna for guidance, she lit the way highlighting Tautoru. This pattern repeated, as they spelled out TOP and found their way to the volcanoes summit.

As they reached the top, they looked down into the pit of the volcano. Lava began to bubble up, and Ruamoku took form. A gigantic humanoid shape, made of pure lava slowly emerged from the pit. His form remained constant, but within lava circled continuously, quickly hardening wherever the current stoped.

The PCS offered the enemy leader to Ruamoku. Without a word he rose up to his full height of almost fifteen feet and swiped him into the pit. The leader attempted to dodge but was no match for the speed and ferocity of this god. He screamed as he fell, until moments later, his form was engulfed in lava.

With a simple wave of his massive hands, Ruamoku cleared a path for the heroes down the mountain. He spoke in a voice with the sound of thunder, “The way is clear.”

Once the heroes reach their outrigger, Princess Anahera described the new Mele Hoku to Connor. She then asked if the group would accompany her to this new land, Motu Oa. Deliberating on what to do with the extra boat and passenger they decided to take both vessels and test Bob’s abilities as a Wayfinder.

The group feared the sea, with no god to guide their vessel. But, while the group ascended the mountain Bob carved a beautiful Obsidian moon to represent Hina. Finding a strange piece with two colors, he captured her ever shifting duality with almost perfect precision. However, insulted by the sacrifice of his totem and his worshippers, Ku himself took notice of the group of heroes.

They set sail, again Connor’s impeccable wayfinding skills helping them navigate the waters with ease. A few days into their Journey they saw a massive Pahu ahead. Jules changed into a massive albatross, and scouted ahead to the Pahu.

It was clear the Pahu was built for war, with symbols of Ku along its massive canoes. However, the passengers looked peaceful. It was a group of families, potentially looking for a new island. Jules also spotted two small outriggers scouting ahead and behind the massive Pahu. As the heroes deliberated what to do, one of the outrigger canoes spotted them. It then changed course to intercept the heroes between their current location and the Pahu.

Anani, examining the sales, recognized that this flotilla all flew patterns associated with the island of Tahiti. Once the vessel approached, the heroes and foreigners exchanged pleasantries. Then Anani persuades the Tahitians to grant them an audience with their leader Prince Tapiti.

Prince Tapiti and Princess Anahera exchanged pleasantries and shared that they both sought a bountiful new island. They seemed to hit it off, with Prince Tapiti perhaps a bit more enamored than Princess Anahera. Potentially because of his two recently called off engagements, which sent him sailing into the unknown to seek new lands.

Discussing that they both seek to claim the island, Princess Anahera proposed a race. They agreed to terms. A single vessel each, six occupants, and quite imbalanced prizes. Prince Tapiti wins a date, but must put the very island they sail to on the line.

Shortly thereafter the two outrigger canoes chosen for the race take off, leaving behind the rest of the flotilla. The first day of the race, the heroes pull ahead, but never made it out of sight of Tapiti’s outrigger. The next day, Tapiti (with a little assistance from Ku granting Tapiti’s crew strength for paddling), closed the gap. On the final day, the two vessels remained neck and neck until Hina blessed the heroes with a favorable gust of wind. Blowing them ahead with the island in sight.

Seeing he may lose Tapiti, launched himself from the boat and swims ahead to almost make landfall first. He emerged, soaked and exhausted, and looked to Anahera and said, “Surely that’s worth a date.”

She replied, “I believe you mean, that’s worth a date, My Queen.” After a brief pause, “Perhaps, you can earn one another time.”

The two walked off to discuss, and returned agreeing Anahera is queen, and Tapiti may rule as second in command. With both their people welcome to settle on this island. Tapiti, is clearly infatuated with Anahera, while Anahera’s intentions remain somewhat less clear.

The heroes slowly part ways. Jeff, Abby and Anani staying on the island, the others returning to Moanatu to tell Anahera’s cohort they may follow her to a new land.

Upcoming Publications!

The post title might be a little ahead of itself. But I’ve got two adventures for the without number series ready (one for worlds, one for stars). Now, I’m looking for play testers. I want feedback from both players and GMs. I’m thinking about starting a discord server to do play testing. If you’re interested, head over to my contacts page and reach out!

Echoes of the Void

Introduction: Dr. Ohno, A famous nuero-psientologist went on a short-term research assignment and went missing. His wife Debra started investigating his disappearance, and everyone she talked to started to go missing. A week ago, she received a cryptic message and hired the PCs to follow this clue to find her husband.

Shortly after taking the assignment, Dr. Ohno realized his research was intended to create psionic super-soldiers for a biotech megacorp. This bio-tech firm discovered a lost world with strange psionic properties. Not only did this lead to breakthroughs in psionic research, but the system’s position could completely change the sector’s economy by breaking up monopolistic trade routes. Realizing what was happening, Dr. Ohno attempted to sabotage the research and managed to leak a short cry for help to his wife Debra.

This adventure is a roughly four-hour adventure for 4-6 first level characters in Stars Without Number. It’s part of a longer campaign that I have outlined but haven’t been able to run in its entirety yet. I have run this part of the adventure a few times using SWN and Fantasy Flight’s Star Wars RPG. My plan is to publish the whole campaign in parts, making each module a standalone product.

The adventure starts on the most populous planet in the sector, with a chance for the PCs to follow up on the leads that turned into literal dead-ends for Debra. Then the PCs take a shuttle to a backwater space station to follow the message from Dr. Ohno.

On the space station the PCs get to the space station they’re able to acquire a ship, but it comes with some string attached in the form of a powerful new enemy. They’ll be pursued by local authorities as they leave the backwater space station. The players then end up at an abandoned research station, where Dr. Ohno was conducting research, in a unknown system. The station itself is basically a space dungeon, inhabited by aggressive robots and a torched psychic. Here they can piece together what happened, find Dr. Ohno (in the one-shot version), and realize how big an enemy they’ve made by taking this job.

Mystery in Elanysia

Introduction: Below the Tower of Arcana in the sprawling metropolis of Elanysia sits a seemingly endless maze of passages. For centuries the doors have been sealed shut, and in that time their purpose was long forgotten. Recently, a local thieves guild has taken up residence in these catacombs and allied themselves with forces they don’t fully comprehend, threatening to bring disaster to Elanysia.

This adventure is a dungeon I’ve placed in almost every campaign I’ve run. It’s inspired by the lost woods in the original Zelda game. The module is based on a one-shot version of the dungeon I put together while quarantining with Covid (it’s been sitting half-done for a while!) The adventure has the PCs following a series of robberies, where Imps provide a distraction while something valuable is stolen. Eventually, the PCs should figure out that George, and indebted gambling addict, is at the center of all events. Following him should lead the PCs to an endless dungeon maze where a local thieves’ guild has taken residence. Then the fun begins, as the PCs learn how to navigate the maze. They must stop the thieves’ guild from allowing a demon trapped in the maze from threatening the safety of Elanysia.

Pamona Cider RPG Night January 2025

Hi all, making a short post for my next one-shot. If you’re in the Milwaukee area come join for the third installment of Journey to Hawaiki. Follow this link for sign-up details: https://forms.gle/ZixRYorCpsTS2TgT8

This adventure will take you to a volcanic island to commune with a fiery god. Your island’s Kahuna received a vision, clouded by smoke and ash, and suggests you can decipher the vision atop this volcano. Escort your princess to the island to find out the meaning of this vision!

I’ve also formalized a couple more things to test with the setting as well.

Other systems are ready for playtesting like trade and crafting, but I won’t be including them in the one-shot.

Upcoming One-Shots

I’ll be hosting a series of one-shots, starting with three events at the Midwinter Gaming Convention on the 9th and 10th of January.

I’ll be submitting games for additional events, and will share details on those events in this post.

Midwinter Gaming Events:
I’ll be using Stars/Worlds Without Number deluxe rules for all the games below. The Journey to Hawaiki games will include pieces of the Ancient Polynesian rule set I’ve started building.

Journey to Hawaiki-1 and Journey to Hawaiki-2:

Embark on an episodic campaign in the mystical world of Ancient Polynesia.

The gods are meddling in human affairs, each god searching for a heroes to champion their cause. They aim to reclaim the sacred Hawaiki (the mythical homeland to all Polynesians) and need the mightiest champions to undertake this perilous journey. Heroes from various islands are pitted against one another in divine contests, as the gods seek their hero. Every one-shot changes and develops the world for this setting.

Each adventure will start with the chief of your island assigning you an urgent mission. Most involve a balance of roleplaying, combat, and puzzle-esque game opportunities.

Echoes of the Void:

This is a snippet from a longer sci-fi campaign I’ve been writing. The heroes are given a mission by a brilliant widow whose husband disappeared on a work assignment. In classic soap opera style, the heroes will quickly find themselves irreversibly involved in a larger set of problems. It features classic sci-fi action (space combat), some sci-fi horror, and a little science fiction esque magic.