Showing posts with label longshot city. Show all posts
Showing posts with label longshot city. Show all posts

Friday, April 10, 2026

Breakout

 Continuing the NSC mini-campaign.

EPISODE 2: BREAKOUT

CAST

Busy, a 13 year old child and the only friend of Mongo the megaraptor.

Paragon the Laser Swordfighter from another planet, who is renting a room from Busy's oblivious parents.

After the team's other members stopped a handful of super-apes from hurting too many innocent bystanders at the art museum, they tracked a baboon with laser eyes back to its origin point: a hidden lab complex deep in the wetland preserve.

Busy and Paragon rode to the lab on Mongo’s back and scouted out the complex from the safety of the treeline. The whole area was surrounded by a 12” fence capped with razorwire. The tallest structure was a guard tower crewed by two security guards equipped with AR-15 rifles and a radio. The next tallest looked similar to a factory or warehouse from the outside, followed by a motorpool building with four wide bay doors, and finally an L-shaped one-story building like the ones in strip malls.

They both agreed that they should try to sneak in rather than going in hot, but with no clear plan on how to do that, Paragon boldly approached the guard tower trying to knock it down with a telekinetic blast, but was immediately spotted and shot. Shrugging off the injury for now, he attempted a telekinetically assisted leap to the guard platform, but was shot again in midair and ended up clinging to structural beams halfway up the tower.

Meanwhile, Busy and Mongo were circling the complex to smash through both the fence and the west wall of the factory building to find themselves in some sort of testing lab with gym equipment and target dummies. A thick glass wall separated them from a hallway running the width of the building. A door swung open across the way and more armed guards started streaming out, so Mongo smashed his way through the glass wall and bit one of the guards in half at the waist as he fired ineffectually into the ceiling. Mongo then tail-whipped another guard that was moving to flank him.

Outside, Paragon got shot again. Climbing out of the guards’ arc of fire, he took a second to get his second wind, then swung up onto the platform and cut one of the guards down with his laser sword, then telekinetically threw the other off the tower to his death. Alone at the top of the tower, Paragon watched the farthest bay door open and a giant robot walk out with thunderous pneumatic steps—Artillery MK I.

Artillery Illustration by Boson Au

Thinking quickly, Paragon leapt down while half-dragging and half-swinging his laser sword behind him to cut down the tower while also slowing his descent to avoid injury. With a final slice to a load-bearing steel beam, he brought the tower down on Artillery’s processing unit. The broken robot collapsed, smoking and sparking, unfired crew-served weapons sticking up at awkward angles.

In the testing lab hallway, Mongo killed another armed guard and ran back out the hole he’d created in the wall when he entered, employing a stick and move strategy. The guards followed. He ran across the complex under fire and Paragon joined Busy on his back before they turned to charge past the guards and smash through the east wall of the warehouse to find rows upon rows of stacked cages, each containing a super-powered primate and equipped with a device to suppress the animal’s power.

The heroes immediately set to work freeing the primates, slicing through cages and ripping off doors. The newly freed test subjects were smashing their way out of the warehouse and into the swamp as the guards caught up with the team, but Paragon telekinetically threw a mandrill with ice-breath at them, turning one of them into an ice sculpture. The two remaining guards decided they’d had enough and got the fuck out of there.

Having dealt with all immediate threats, Busy and Mongo went to investigate the L shaped building while Paragon checked out the unexplored office in the warehouse. There was a nameplate on the office door: Dr. Sarah Tonin. And on the second line: Director of Operations. The desk was locked, but not laser-sword proof, so Paragon had no trouble finding her research notes. Apparently an experimental drug called FantoMax III had been injected into the subjects as embryos. Every subject that survived gained a seemingly random superpower, which was then carefully measured over time.

Busy and Mongo found themselves in an embryonic lab, where they grabbed a gorilla embryo and a tray full of FantoMax samples, one of which Busy slipped into his own pocket for later experimentation. An interior door was labelled “Growth Acceleration,” and Busy went in. A dizzying mess of cables fed into a 10’ wide pod at the center of the room, shaped something like an upside down pinecone or beehive. With no hesitation whatsoever, he stepped into the pod and had Paragon activate it from a terminal at the other side of the room. A few seconds later, a 23 year old Busy stepped out, still wearing clothes that he'd suddenly outgrown. With no idea how they’d explain this (or the caged gorilla they were bringing home with them) to Busy’s parents, they grabbed Sarah Tonin’s computer and left.

THE END FOR NOW. 


Barrel Of Monkeys

The Longshot City campaign I'd been posting about until I fell off a couple months ago is still going, but I had to step back and cut it down to one session per week instead of the three I'd been running. The accumulated campaign lore that I haven't posted anything about here has gotten to be way too much to give anything proper context.

HOWEVER. I have recently started running a separate mini-campaign every other week on the New Save Collective server, and I've been writing session reports for it. Here's the first one:

EPISODE 1: BARREL OF MONKEYS

CAST:

Jebediah the Powersuit. Jeb built himself a suit of armor that flies and shoots rockets in his basement workshop. 

Gideon the 45th the Brute Cannon. Gideon tampered with his own DNA to give him increased strength, durability, and the ability to produce kinetic blasts. This also happened in Jebediah's basement.

(They haven't named their team yet but a theme is clearly emerging)

The Longshot City Art Museum. Opening day of a traveling exhibition called "Occult Americana." Our heroes are there simply because that sort of thing is cool. Little did they know they wouldn't have time to check out the installation.

Shortly after they arrived, a group of six workers in matching overalls pushed through the crowd to deliver a comically oversized wooden barrel in front of the reception desk and left. Gideon immediately walked up to the barrel and examined it. When he realized no one else seemed to have noticed the barrel, he tried knocking on it. Something inside knocked back.

The barrel exploded in gideon's face as a speedster gorilla, a baboon with heat vision, and stretchy capuchin leapt out.

First the capuchin reached up and pulled himself onto the top of a massive glass tornado sculpture made up of thousands of tiny shards of mirrored glass. It looked like it was going to fall onto a crowd of civilians, but Jebediah flew over in time and used the strength granted by his suit to right it.

Meanwhile a brawl was breaking out between Gideon and the gorilla, and Gideon was not doing well.

At this point the baboon was charging up for a blast of heat vision aimed at a pair of little girls. A man jumped in front of them to shield them from the blast. He surely would have been doomed if Jebediah hadn't intercepted the heat vision blast with a rocket-propelled grenade, throwing the monkey tumbling over the reception desk.

Having pummeled Gideon nearly to death, the gorilla caught sight of an extensive display of medieval weaponry up on the second floor interior balcony, particularly a 17th century halberd, and went running up the stairs for it. Jebediah managed to hit him with a well-timed energy blast, knocking the ape off the stairs. Then the gorilla tried to escape, but jebediah knocked him out with a an armored flying punch to the jaw.

All this happened within one in-game minute of the barrel exploding. The crowd was finally starting to thin out at this point, but the man and two girls were unmoving, frozen in place by the unfolding trauma.

The unmistakeable sound of shattering glass rang out from the direction of the traveling exhibit accompanied by what sounded like a miniature jet engine.

Jebediah and the baboon got into an energy blast duel, with both attacks meeting in the middle like a reverse tug of war. Jebediah gained the upper hand and tackled the monkey, beating on him while mounted on his chest like an MMA fighter, but the beast caught Jebediah by surprise with an energy blast that sent our hero flying.

The baboon got away while Gideon was getting his second wind, preparing to rejoin the fray. Meanwhile the capuchin had climbed up into the orrery hanging well above the reception hall, and was causing havok up there. A blue-green stone sphere, larger than a man and depicting Uranus, fell. It was positioned directly above the man and what the players were by now assuming must be his daughters. Gideon shot it out of the air with a massive blast of kinetic force before it could hurt them.

Another minute passed. Our heroes could now hear the sound of gunfire, at least two different calibers, from the direction of the Occult Americana exhibition, accompanied by the same jet engine sound as before.

Curious, our heroes poked their heads into the traveling exhibit hall. They saw one security guard bleeding but alive on the ground and another crouched down and shooting upward at Rocketman, a notorious art thief and prominent socialite. He was wielding a gold-plated L
uger in one hand and carrying his prize, a hand mirror with a very particular history, in the other.

Rocketman Illustration by JeCorey Holder

Gideon and Jebediah gave each other a look, instantly agreeing without words that this guy looks fucking cool and probably deserves the mirror. They simply let him get away.

They did manage to kill the stretchy capuchin, but not before it pulled down a massive bronze relief directly onto the head of the man who'd been protecting his daughters.

As the police sirens started to get closer, our heroes made their escape in jebediah's geo metro. When they got to their hideout, the girls popped out of their hiding place in the back seat and yelled "surprise!" so it looks like the team has a pair of adopted daughters now.

THE END FOR NOW

Monday, January 19, 2026

Return to Leviathan Island

In which the Bloody Monkeys continue to fuck around and some of them find out.

Gonna be lots of flashbacks today. This campaign’s been going since August and I only just started writing play reports for it.


Cast:
Leo Highwind—a FantoMax-powered paragon with a signature spear.

Vardené Pavardené—a biohacked dracula with a science background.

Daisy Leper—a super-strong zombie cheerleader who vomits death and chaos.

Beaver Babe—born with a mutation that makes her more at home in the water than on dry land.


The gang started the session aboard Leo’s hidden sanctum, an armored zeppelin above the clouds, debating their next move.


Vardené had spent the past week synthesizing a few doses of FantoMax for Leo. This is the superserum Dr. Sarah Tonin has been refining. It was a particularly violent encounter with her super-powered primates that originally inspired the Bloody Monkeys’ team name. Judging from Leo, who escaped Tonin’s new lab (the old one was torched by the Legion of the Inhabited many Mondays ago) she’s made a lot of progress since then.


The vampire also had time to analyze the two blood samples that had been delivered to him by the Legion of the Inhabited and the Murder Patrol. The Legion’s sample, labelled plague, was infected with Dr. Hanna Risto’s Mayfly Virus. The Murder Patrol’s sample came from their own Zero Fighter, an irradiated Japanese supersoldier with enhanced healing abilities. When the Patrol heard there was a frat house infected with the Mayfly Virus (because the Legion brought it there), Zero Fighter decided to infiltrate the house and lick everyone he could find. Vardené’s analysis revealed that Zero’s plan to contract the disease so that his immune system would defeat it succeeded, but he hasn’t been able to isolate and synthesize a cure from it yet.


Given that the Bloody Monkeys now had a new lead on a cure for the Mayfly Virus, and that Hanna Risto was now protected by magic shadow armor (see last play report), they chose to leave bad enough alone at PenalCorp Island for now. I can’t say I blame them.


Instead, they decided to follow a different lead. The relevant entry on hero.net (a secure forum set up and maintained by Singularity and Tara Byte) reads:


Leviathan Island—Dr. Rona Shanti
This is the project the murder patrol first encountered. They were kidnapping homeless people and releasing them on an island full of monsters while billionaires gambled on their survival.
Goal: Genetically engineer monstrous species and elevate individual specimen to kaiju status. Primary Laboratory: Leviathan Island (-23°, 8°)


So, partly because PenalCorp Island had become too dangerous, they chose to fly across the Atlantic Ocean to investigate an island full of monsters.


Normally this would have taken weeks, but Leo Highwind is very strong and can fly very fast so he got out and pushed. 


They were in visual range of Leviathan Island by sunset the next day, when the airship was attacked by six large humanoid bat creatures, which fled after the heroes killed two of them. After a quick aerial survey of the island from above the clouds, they decided to launch an all-out assault on the what appeared to be some kind of control tower. 


Vardené transformed into his alternate form, a foot-long centipede with paralytic venom, and crawled into one of Leo’s coat pockets. Then Leo slung his spear across his back and picked up Beaver Babe and Daisy Leper, one in each arm, and flew down to the roof. He smashed through the roof into a control room packed with terminals and terrified operators dressed in identical lab coats. Beaver Babe grabbed the technician who failed to run away quickly enough and asked her where to find Rona Shanti. The tech said Shanti’s office was on the first floor, and B.B. let her go. 


Leo decided to skip the stairs and start smashing through floors until reaching ground level. Beaver and Daisy started out following him, but stopped at the armory, where they got into a fight with three heavily armed and armored guards. On the ground floor, Leo was confronted by a group of five more of the goons, so he flung Vardené at one. Vardené tried to shift back to his humanoid form in midair, hoping to drain one of the thugs of blood, but took several bullets instead and scampered off having reverted to millipede form.


Beaver took one of the guards out with a fire axe she’d found on the airship, and Daisy killed another with her projectile vomit. The better organized squad on the ground floor managed to give Leo significantly more trouble. He managed to skewer one of them and badly injure another before passing out.


Having donned a set of body armor, Beaver Babe jumped down the hole, got shot, got shot again, tried to run away, and got shot in the back. When she went down her body broke apart; she’d been a robot planted for unknown reasons. Meanwhile the real Beaver Babe woke up hungover on the airship under a pile of empty beer cans, wondering where the fuck everyone was.


Daisy Leper found a grenade bandolier, pulled the pin on one of the grenades, and dropped it from the armory on the fourth floor all the way down to the first floor, where it predictably killed all the guards but through a very lucky dice roll did not also kill Leo. Daisy then used what she had available in the armory vault to set up a machine gun nest and hunker down until next session.

Friday, January 9, 2026

Risto's Ascension

 IF YOU ARE PLAYING IN EITHER MY MONDAY OR TUESDAY GROUP THIS POST CONTAINS SPOILERS PLEASE GO AWAY THANK YOU

Cast:

Strange Angel (powersuit made of nightmares and shadows)

John Tempest (badass supersoldier with a big sword and a gravelly voice)

Megalodon (has Animal Man or Vixen style powers but kinda decided to just be Killer Croc instead)


Replacement Cast:

Beaver Babe (real fuckin good at swimming basically, has a big tail like Squirrel Girl)

Leo Highwind (basically like superman without the laser eyes but with a big fuckin spear)


Sooooooo it’s been awhile since I posted anything about the Longshot City campaign I’ve been running. It's still going strong, I’ve just been stupid busy.


This campaign has three weekly groups. There was a three week gap where everyone had holiday stuff happening, but other than that it’s mostly been real time, as in one week passes in the game when one week passes in meatspace.


This week, my Wednesday group (the Bloody Monkeys—don’t blame me, I’m not naming my players’ teams for them) decided to go back to PenalCorp Island and acquire some experimental cultures in Hanna Risto’s safe.


I should explain Hanna Risto. There are several mad science plots (as in schemes not as in storyarcs, the story is whatever the players do) unfolding at the same time. The PCs worked out awhile ago that these experiments were all being conducted by clones of Dr. Sarah Tonin, whose names are all anagrams of hers. Hanna Risto was, as the warden of PenalCorp, using prisoners as test subjects in researching a bioweapon called the Mayfly Virus.


Last time the Bloody Monkeys met, they raided PenalCorp Island and kidnapped Hanna Risto. They interrogated her this session, and learned that she was working on a cure for the Mayfly Virus, called the Dragonfly Bacterium. So they decided to go back and retrieve the cultures she’d been working on from the refrigerated safe in her office. Crucially, they also decided to take Risto with them, carried by Strange Angel in a sort of womb formed by Angel’s shapeshifting armor.


When they got to the island, the death robot Artillery MK 5 (every time it dies it rebuilds itself and comes back stronger) was waiting for them on the roof of the prison itself. Megalodon managed to get into the prison and eventually the warden’s office. Artillery managed to kill both Strange Angel and John Tempest.


When Strange Angel died, her armor dissipated, releasing Hanna Risto. Risto immediately put on the necklace that had previously given Strange Angel her powers, and became a sort of nightmare Iron Man, who then attacked and K.O.’d Megalodon (whose result on the K.O. table was “resolve a familial conflict” so that should be weird).


Beaver Babe and Leo Highwind just sort of randomly showed up because that’s how replacement characters work sometimes, managed to kill Artillery MK 5, and retrieved a comatose Megalodon while the newly empowered Hanna Risto escaped into the clouds.


So next week I need to run some sort of familial conflict coma dream, and also Hanna Risto has Strange Angel’s powers now. 

Friday, September 26, 2025

Masquerade

sam sorenson tagged me into stella condrey's mask game. i'm gonna cheat a little. this is a supervillain for longshot city or troika!, but the masks would all translate pretty effortlessly to a d20 based system.

aaron i choose you.

Masquerade

Skill:9 Stamina:18 Initiative:6 Armor:4

Bartleby Fontaine has enjoyed a successful 20-year career as a high society art dealer, but he wants something more. His personal collection consists mainly of masks, several of which have unique occult histories and abilities attached.

Fontaine occasionally makes an appearance in the celebrity gossip pages for rekindling his on-again off-again relationship with the notorious Jack Towers, a.k.a. Rocketman.


Special: Bartleby wears a cloak woven from the unformed nightmares of infants, where he keeps a selection of magical masks stashed. Changing masks on his turn still leaves him enough time to act as normal.


Funeral Mask of the Broken King 

The Mayan King Tlacatla of Pétocten who was buried in this jade mask held onto his kingdom through much of the Spanish holocaust by allying himself with a nearby settlement of English privateers. Eventually the English abandoned the colony and its nearby allies to the genocidal whims of the Spanish.

The wearer can cause everyone in earshot to obey a direct command or adopt a simple belief at the permanent cost of one skill point. Luck test to avoid.


Void Mask

Forged, stained and cursed by aristocratic french magician named Jacqueline Du Monde who was executed during the Great Terror.

Absorbs all ranged attacks. Sucks melee combatants into a pocket dimension that drops them back into reality 1d3 miles away.


Bronze Helm of the Gladiator

Infused with the spirit of its wearer, Brutalis, a captive enemy of Rome forced to fight against overwhelming odds who somehow never lost. He lived to retire and die an old man, and he insisted on being buried in his helm.

Imbues the wearer with 2 ranks in Superstrength and 3 ranks in Fast Healing.


Broken Mirror Veil

Infused with the spirit of a bride-to-be named Lily Tenbaugh (to be Lily Pond) who was murdered in her dressing room by the best man, one Richard Haupstein in a fit of jealous rage.

Allows the wearer to become invisible at the expense of one Luck Point per round (or Stamina for NPCs). 


Steamboat Willy Gas Mask

Thousands of these were made in Hawaii during World War Two and distributed to families with small children in the hope that the kids would practice putting them on while playing. A little boy named Bobby Stipend was wearing this one while playing on the beach when a piece of unexploded ordinance from the battle of Pearl Harbor detonated underfoot.

Causes its wearer to physically transform into a child until the mask is removed.


Motives

  1. Add to mask collection
  2. Petty revenge
  3. Appease an impatient entity
  4. The excitement of a good heist
  5. Unrequited lust
  6. Enjoy the company of bad friends


Monday, September 1, 2025

Longshot Low-Down #2

What follows is the second installment of the Longshot Low-Down, a local news radio show trying to keep track of events in Longshot City. (It's actually written by Cade Crites who is playing as an Ace Reporter):

Welcome to the Longshot Low-Down here at 109.5 FM the Caltrop and wherever you get your podcasts, I'm Arden Merle.

Today's broadcast features more chaos taking place in the harbor district, a series of unsettling discoveries regarding Trisha Nano, and a deadly fight between man and monster in the waters off the Atlantic South African coast.

With further investigation into Trisha Nano after the last broadcast, there are no records of Nano's existence, from birth to education to scientific pursuits. Nano has allegedly employed Cleaners, a company with no qualms against burning civilians alive, to aid in her apparent escape from the public eye. Her last known location was the city zoo, giving her a possible tie-in to the primates used as a distraction in the museum heist. Investigation into the superpowered primates is still ongoing.

The follow-up to the museum theft itself has yielded little in regards to finding and capturing the culprits. Jack Towers, a.k.a. Rocketman, has been lying low since the sightings of him fleeing the art museum, presumably at the nightclub he owns downtown. I will continue to provide reports as accurate information comes in.
 
Moving on to the harbor district, chaos has struck once again. An NQA truck was found bombed in a building in the harbor district. Witnesses claim a number of our city's unhoused citizens were within the building, which now bears a hole in the roof and the following ominous message graffitied on one of the walls: "ECHO IS COMING FOR YOU"

NQA Trucking is known to have been making large deliveries of lab equipment to a location deep in the wetland preserve. Investigations into this are underway.

Finally, in news from outside the city: a group going by "Murder Patrol" discovered a deadly human-versus-chimeric monsters spectacle at a wealthy resort on an island far off the Atlantic South African coast. Witnesses report the resort's clientele engaged in orgiastic debauchery while watching the people dying in these fights.

Murder Patrol sent in images regarding this, attached beneath this episode's transcript.

If anyone knows more about these events and is able to share anything—or if you have questions or topics you'd like covered on the next broadcast, contact me at lsclowdowntips@proton.mail. Thoughts and comments are welcome under the episode.

As always, transcripts for today's show can be found under "episode transcripts," wherever you get your podcasts, updated after each Saturday show. Till then, this has been Longshot Low-down and I hope to greet you all again soon.

Stay safe out there.

Sunday, August 17, 2025

Longshot Low-Down #1

from this page where you can learn all about molecular geometry

I've started running a Longshot City megacampaign over on discord. That is, I'm running a big complicated sandbox with lots of evil schemes progressing at the same time, with three separate superteams all trying to sort through the mess in parallel. So I'm running three games per week for groups who aren't in direct contact with each other. We're 5 sessions in.

I'm also running a solo play-by-post game for my fried Cade Crites (you can and should check out their itch page here, they do good work and you may have seen some of it) who is playing as a local investigative journalist for the community radio station 109.5 The Caltrop. They're only in direct contact with one of the teams so far, but I fully expect that to change sooner rather than later. 

The part that's cool for you the reader is they're planning on writing news updates in character semi-regularly, and they agreed to let me post them here! Realistically, this is the only way you were going to get any kind of play reports out of this—between the game schedule I've set up for myself, and the fact that I'm turning this adventure into a book at the same time, means there's no way on this wet rock in space that I was going to make time to keep up with play reports too. 

Welcome to Longshot Low-Down here at 109.5 FM The Caltrop and wherever you get your podcasts, I'm Arden Merle.

Now, things are always a little unpredictable here in Longshot City, but one of the topics I'm covering today is certainly in a league of its own. Experiments turning people into human-sized bugs, murders in the harbor district causing panic, and a daring heist in the middle of our art museum— today's episode will shed some light on these recent events.

A missing persons case led to the shocking discovery of known scientist, Dr. Trisha Nano at Krieger U, allegedly having conducted experiments on citizens. These experiments were disguised as a sleep study, and the one known and confirmed victim so far had gone through a type of metamorphosis to become a man-sized mantis posing as a human. 

After some exploration upon this discovery, cocoons were found in the sewers containing four people that had gone missing over the last few weeks. Upon opening these cocoons, the missing persons were found having various stages of chemical burns from the fluid inside. Two of the victims are currently receiving treatment under quarantine at Breckenridge General Hospital.

I would advise caution around sewer entrances for safety. A team of new heroes, the Legion of the Inhabited, is currently working to find and stop Nano's efforts.

In a separate incident, machine gun fire was heard at the Harborview Café in the harbor district, causing panic among the patrons. Investigations into the cause are underway, though two bodies were found at Pier 13-B. Possibly related to this, an unknown mid-sized barge had docked at the pier earlier that day. I will keep you updated as events develop.

Some of you may have seen social media posts recently about a heist at the art museum. A mask was stolen from the traveling Mesoamerican exhibit, and the presumed suspect is Jack Towers, a.k.a. Rocketman. There were four superpowered primates causing chaos as a distraction for the theft, mauling one of the museum's security guards to death before all four primates were killed by two new metahumans that promptly left the scene. The reason for the theft is still unknown, though investigations are taking place.

If anyone knows more about these events and is able to share anything—or if you have questions or topics you'd like covered on the next broadcast, contact me at lsclowdowntips@protonmail.com. Thoughts and comments are welcome under the episode.

As always, transcripts for today's show can be found under "episode transcripts," wherever you get your podcasts, updated after each Saturday show. Till then, this has been Longshot Low-Down and I hope to greet you all again soon.

Stay safe out there.

Wednesday, February 12, 2025

If You Build It We Will Burn It

Here, have a one-shot adventure for Longshot City. Learn about the real-world context here.

click to download a printable map and time tracker


If You Build It We Will Burn It

TIMELINE OF EVENTS
13:00—PCs arrive at the Parking Lot.

13:05—Surveillance drone flies by.

13:20—Surveillance drone flies by.

13:30—Activists start serving food at the Living Room.

13:35—Surveillance drone flies by.
13:50—Surveillance drone flies by.
14:05—Surveillance drone flies by.
14:20—Surveillance drone flies by.

14:30—Band change.

14:35—Surveillance drone flies by.
14:50—Surveillance drone flies by.
15:05—Surveillance drone flies by.
15:20—Surveillance drone flies by.

15:35—Surveillance drone flies by.

15:45—Band change.

15:50—Surveillance drone flies by.

16:05—Surveillance drone flies by.

16:15—Band change. Police helicopter flies by.

16:20—Surveillance drone flies by. Blaze up.

16:30—Forest Defenders meet at the Living Room to review their plan of action.

16:35—Surveillance drone flies by.

16:50—Surveillance drone flies by.

16:55—Someone in the crowd experiences an opiate overdose. Street medics are quick to respond, treating the patient with Narcan.

17:00—The street medics escort the overdose patient to the Information & Medical Tent.

17:05—Surveillance drone flies by.

17:20—Surveillance drone flies by.

17:35—Surveillance drone flies by.

17:45—Band change.

17:50—Surveillance drone flies by.

17:55—The Forest Defenders at the Living Room adjourn their meeting, agreeing to meet back up here at 19:15 and head out at 19:20.

18:05—Surveillance drone flies by.

18:10—Band change.

18:20—Surveillance drone flies by.

18:30—First speaker takes the stage—a black indigenous woman named Professor Susan Watt discussing the history of the land. The proposed construction site is part of a publicly owned National Park, on land that was once sacred to the Cree Nation. Later a plantation was built there. There are plans to build a firing range on top of a slave graveyard.

Riot police move to take their positions in the woodline on either side of the Power Cut (North). The Bloodhound sets up an ambush at last year’s Tent Village Remains.

18:35—Surveillance drone flies by. Second speaker takes the stage—a black man named Tyrese Walker discussing police militarization. The proposed training facility is designed to simulate residential areas in which police invade homes and brutalize those they swore an oath to protect, as well as commercial districts in which they deny citizens the right to peaceful assembly. The city already has contracts with police and military organizations around the world to train here, including the IDF.

Luke Apostle generates the illusory training facility and waits in one of the houses in the Cul De Sac.

18:40—Third speaker takes the stage—a white woman named Allison Nutley discussing legal and democratic resistance efforts. Through neighborhood meetings, petitions, voter initiative ballot measures, and legal testimony, the people of this city have made their opposition to cop city clear. The city council and police representatives driving the project have repeatedly ignored those meetings and petitions, and have sued the city to have the voter initiative law banning Cop City struck down in court. At best, the case will be wrapped up in the initiative process until after the facility has already been built.

18:45—Fourth speaker takes the stage—a black woman LaVonda Declair discussing diversity of tactics. Some activists prefer to resist in safe, conventional and legal ways, and their many contributions are essential, from the folks gathering signatures for petitions and providing medical support at protests to the attorneys fighting to make the people’s will law. What their efforts can’t do is delay construction of the facility. Dozens of construction vehicles have been sabotaged in the night over the past few years, and one construction company after another has pulled out of their contract in response to unexpected losses, keeping the LSCPD in a semi-permanent state of shopping around for collaborators willing to take on the significant risk involved.

18:50—Surveillance drone flies by. Fifth speaker takes the stage—a black NB named Cookie Nichols discussing protest logistics. There are more than a thousand people here, and many of them have never been to a protest before. Most of the crowd will move through the hiking and BMX trails to gather at the powerline cut to march from there toward the construction site. Those who came here specifically to throw down with cops and protect peaceful protestors will be concentrated in a vanguard block at the front. Most of this group do not intend to retreat unless lethal rounds are used. The protest organizers expect (based on standard police tactics) to be outnumbered by 5-10 times as many cops, and warn against splitting off into the swamp on either side of the powerline cut, where there will likely be police waiting to arrest individuals.

18:55—The speakers and performers all get on stage at once to lead a massive chant of IF YOU BUILD IT / WE WILL BURN IT that builds everyone up into a frenzy. 

19:00—The person holding the microphone tells the crowd the time has come to stop cop city. The vast majority of the festival-goers split up and head through the Trails to gradually gather at the Powerline Cut (South).

19:05—Surveillance drone flies by.

19:20—Surveillance drone flies by.

19:35—Surveillance drone flies by. The Forest Defenders meet up to do a final gear check before heading out.

19:45—The Forest Defenders head north.

19:50—Surveillance drone flies by. 300 police in riot gear take position in the Parking Lot. Many of the festival-goers who didn’t join the Protest March take this as a signal to leave, which at this point the police allow them to do.

20:05—Surveillance drone flies by. The crowd gathering at the Powerline Cut (South) reaches critical mass and heads north.

20:15—The Protestors reach the Powerline Cut (North) and a line of 30 police in riot gear and gas masks forms in front to block them off, and another line of 30 forms on each flank. They do not attack yet. They just stand their beating their billy clubs against their riot shields to a (more or less) steady, intimidating beat.

20:20—Surveillance drone flies by. The angriest and bravest Protestors are concentrating themselves at the head of the march.

20:30—Dusk. The police set up a temporary barricade of Jersey barriers to prevent any more vehicles from leaving the Parking Lot.

20:35—Surveillance drone flies by.

20:39:30—The police announce that this is an illegal gathering and orders the crowd to disperse or face arrest.

20:40—60 riot cops wearing gas masks attack the crowd just behind its head, cutting off the front-line protestors from the rest of the group. Half of those officers and deputies turn to face the head of the march, trapping them in a kettle maneuver, and the other half turn the other way to protect that first half’s rear flank. 2d6 tear gas grenades are fired into the kettle, and the police advance, violently arresting everyone in their path (200+6d6 Protestors are beaten and/or arrested).

This contingent of police is accompanied by Mimic, who remains hidden in the woodline until/unless superpowered individuals (the PCs) try to interfere.

20:50—Surveillance drone flies by.

21:00—The police in the Parking Lot attack the festival, making their way toward the Tent City at the south end and violently arresting anyone in their path. They are accompanied by an Artillery Robot, which is airlifted in via black Chinook helicopter. The robot is currently restricted to non-lethal modes of attack, but that will change if it detects superpowered individuals (the PCs).

21:05—Surveillance drone flies by.

21:15—The first riot cops arrive at the tent city, where they use knives to destroy the festival-goers’ tents and other possessions and clubs to beat anyone who tries to resist.

21:20—Surveillance drone flies by.

21:35—Surveillance drone flies by.

21:50—Surveillance drone flies by.

22:05—Surveillance drone flies by.

22:20—Surveillance drone flies by.

22:35—Surveillance drone flies by. The police find Lilly and Lena, whose single father died in the assault on the festival grounds. They will be adopted by an abusive police officer and his incredibly traumatized wife.

22:50—Surveillance drone flies by.

23:05—Surveillance drone flies by.

23:20—Surveillance drone flies by.

23:35—Surveillance drone flies by.

23:50—Surveillance drone flies by.

00:00—All festival goers have either fled or been transported to jail by now. The vast majority of police and deputies and MPs go home, leaving 3d6+30 stationed at the construction site overnight.


FESTIVAL

Parking Lot This area takes 10 minutes to navigate. 

The lot is almost packed—it takes 40 minutes just to find a space. There’s also a train terminal. This is where the Player Characters meet and make their introductions.


Bouncy Castle

Contains 1d6+2 happy children and 1d2 exhausted adults. There is a generator running an industrial fan to keep the structure inflated.


RC Field This area takes 20 minutes to navigate, or 5 minutes when the crowd is cleared out.

This is where the crowd of at least a thousand activists and concerned citizens have gathered to vocalize their dissent and their support for the Forest Defenders.


Medical/Info Tent This area takes 5 minutes to navigate.

This tent is subdivided into an open front portion for information and a larger, slightly more private rear section. The info desk still has a few flyers from the original stack, as well as a handful of educational zines and pamphlets. The rear half has 8 cots set up along with first response medical supplies. Just about anything you could find in an ambulance is present. There is always at least one EMT here. The pamphlets cover roughly the same information that the speakers will discuss on stage (see TIMELINE 18:30-19:05), in addition to statistics indicating that arrests and violent arrests have both gone through the roof even though violent crime has been consistently declining since the end of the pandemic lockdown. The pamphlets also describe the projected environmental impact of building a potemkin city in that location.


Stage 

The current act is:

1 a hardcore crustpunk band called Genital Chainsaw.

2 a dj called Minister Prime.

3 a hip hop duo called 2elve Oz.

4 an anarchopop band called Sonic Flex.

5 a ska-metal band called Skankz.

6 a bluegrass band called Roadhead Lockjaw.


Backstage

A 20’ by 10’ tent stocked with couches, a snack table and coolers, elaborate but worn rugs, and occupied by a diverse collection of musicians.


Living Room This area takes 5 minutes to navigate.

A 30’ wide clearing with a 5’ fire pit in the middle and logs half buried around it for seating. There are 20 activists here working hard to feed a thousand people with burgers, hot dogs, and vegetarian chili. There is also a smaller group of 2d6+6 Forest Defenders dressed in a variety of camouflage and black, with a couple of red bandanas. All of them have backpacks.


Game Trail This area takes 5 minutes to navigate.

The beginning of this trail would be impossible for most to find, but the Forest Defenders know where it is.


Tent City This area takes 10 minutes to navigate.

Hundreds of differently colored tents. Those who intend to camp here all weekend have joined the ranks of those who have been camping here all week. There’s a trail leading northwest to the Living Room and a trailhead downhill to the southwest. 


DEEP FOREST

Faerie Circle This area takes 5 minutes to navigate.

This 30’ wide clearing is ringed by purple mushrooms with red spots. If a PC eats at least one, they enter a fog-shrouded vision in which their companions are gone, but they are surrounded by the spirits of all those whose blood was ever spilled in this forest. Cree ancestors, black slaves, even a protestor from a couple years ago, before construction on the project began. They all speak at once, but their meaning is clear. They know what is happening to this place and they do not want it. Who will stop it? they ask. Who will help us? Who will protect our grandchildren? They don’t seem to notice the PC. Then the PC throws up, violently, and the vision ends. An hour has passed. For the rest of the session, the PC receives a +2 spiritual guidance bonus to all skill tests.


Mad Tom’s Shack

A haphazard structure leaning against a burnt-out concrete warehouse. The shack’s walls and roof are constructed from bits and pieces of a dozen types of wall and sign. The door appears to have been repurposed from a port-a-john. There are woven stick shapes hanging from the trees in a 100’ radius around the shack, warding it from occult forces.


Stream This area takes 5 minutes to navigate.

The trail follows a wide stream for awhile here, leading northeast toward the waterfall that feeds it.


Base of Waterfall This area takes 10 minutes to navigate.

A series of wide, flat stones provide relatively easy crossing across the stream here. There is an alcove behind the waterfall but there is no treasure there.


Top of Waterfall This area takes 5 minutes to navigate.

A game trail leads northwest toward the construction site. The view to the south is fantastic.


Rocky Slope This area takes 10 minutes to navigate.

This path is a significant shortcut, but more difficult. Every character who must climb without special powers must make a skill or luck save to navigate the slope without injury (1d6 Stamina damage).


Smooth Slope This area takes 30 minutes to navigate.

This path is safe but takes the party much further out of the way.


Tent Village Remains This area takes 20 minutes to navigate.

This area is littered with the shredded remains of old tents, mostly in camouflage or solid neutral colors. The forest defenders camped here last year. One of them was murdered in his tent by the police, who claimed they were shot at first. Their report was thoroughly debunked by an independent forensic investigation. Many of the NPCs accompanying the party knew the martyr. This is the site Bloodhound has chosen for his ambush.


TRAILS

Trailhead This area takes 5 minutes to navigate.

Starts near the southwest end of the tent city. Two trails start here. A sign warns that the BMX path is considered a more difficult trail, and describes the hiking trail as both easier and much longer.


BMX Trail This area takes 15 minutes to navigate.

A winding dirt path that begins to vary drastically in slope after the first hundred feet. It’s often impossible to see ten or fifteen feet ahead on the trail through the surrounding foliage.


Hiking Trail This area takes 15 minutes to navigate.

A wide, mostly flat trail that takes a circuitous route to the stream, which it follows south to the fishing pond.


Shallow Crossing This area takes 5 minutes to navigate.

The BMX trail ends at a wide, shallow stream. Following the stream north leads to the Fishing Pond, while crossing it leads to the Powerline Cut. There is a large pile of 150 round plastic trash can lids with handles bolted on for use as riot shields. None of the activists seem to know where they came from.


Fishing Pond This area takes 5 minutes to navigate.

A sign lists the species of fish in this pond alongside daily catch limits and minimum size limits. You can see a campsite on the eastern shore.


Tex’s Camp This area takes 10 minutes to navigate.

A well-used fire pit assembled of smooth river rocks, surrounded by standard features of a long-term camp: a waxed canvas one-person tent, a wood pile, a log to sit on. Tex is currently cooking several fish on a cast iron frying pan and wondering what all the ruckus is about.


Powerline Cut South This area takes 35 minutes to navigate.

100 foot tall transmission towers are spaced every 600 feet, holding up the electrical cables that provide power to the southwest of Longshot City.


Powerline Cut North This area takes 10 minutes to navigate.

A gravel road turns off to the northeast here. A little ways down the road, close enough to see from here, is the entrance to the construction site. 


CONSTRUCTION SITE

The only locations that can be found here before shit goes down are the Gravel Road and the Command Trailer. Everything else is an illusion made by Luke Apostle. Illusory cops don’t notice the PCs or any real NPCs. Any real gunshots, explosions, or other loud destructive acts in the area will get Luke’s attention.


Gravel Road This area takes 5 minutes to navigate.

The powerline cut meets a newly placed gravel road. There’s a sign that reads “Welcome to the Longshot City Police Department Public Safety Training Center”. Someone has crossed out the text in black spraypaint and scrawled STOP COP CITY on top of it in red.


Command Trailer This area takes 5 minutes to navigate.

The only non-illusory building here so far, this trailer contains a tabletop radio, a locked key cabinet, a locked rifle rack, and a locked chest of ammunition. There’s a row of portajohns outside. The trailer is always manned by 1d3+1 cops.


School This area takes 5 minutes to navigate.

A sign outside this building reads “LSCPD Public Safety Learning Center.” Inside there are four classrooms, a lounge with vending machines, a supply room, and an office/field manual library. Class is currently in session in one of the rooms. The instructor keeps referring to suspects as “bad guys” and no one in the room seems to find this strange.


Main Street This area takes 5 minutes to navigate.

A single five-way intersection hosting a variety of business facades. There’s a bank, a movie theater, and a convenience store, all designed pretty generically. The coffeeshop, library, and faith house, on the other hand, are exact copies of specific buildings that provided sanctuary to protestors during the 2020 uprising. There is a group of 12 officers training to launch tear gas grenades into the window of the coffee shop.


High School This area takes 10 minutes to navigate.

A two-story school complex with mock classrooms, offices, a gymnasium, and a cafeteria. A group of 16 police is being debriefed by a bored but professional range instructor. He sarcastically informs them that the civilian death count for this exercise, 47, is well over the acceptable limit of 19.


Cul de Sac This area takes 10 minutes to navigate.

If this was a real neighborhood, the six houses would imply a dizzying range of income levels, from a modest one bedroom house with a single car garage to a low-grade mcmansion. There is a light on upstairs in one of the middle income houses, where Luke Apostle sits in a well-furnished office. There are 16 cops smashing in the door of a smaller house and shooting the target dummies inside.


Apartment Complex This area takes 10 minutes to navigate.

This collection of three 4 story buildings is arranged in such a way that if you were dropped into the central courtyard, there would appear to be more buildings surrounding them. The two smaller buildings have 8 units each and the largest one has 16. A group of 8 cops is practicing breaching procedures, with another 5 dressed as civilian suspects inside one of the apartments. The instructor passes the group, but gives them one demerit each for the two bystanders they killed. He explicitly tells them they did the right thing when they shot the dog. 


Factory This area takes 10 minutes to navigate.

A simulated auto plant in the middle of a simulated strike. There is a group of 18 cops outside including 2 instructors discussing strikebreaking tactics. Lethal force is not off the table.Timeline of Events (assuming no PC intervention)


RIOT COPS

Skill 5 (+3 per 2)

Stamina 7 

Initiative 4

Armor 1

Damage as Club or Pistol

Will fall back on a successful Luck test after they lose half the present group.


PROTESTORS

Skill 7 (+1 per 5)

Stamina 8

Initiative 3

Armor 0 (1 with Shield)

Damage as Club or Shield or Unarmed


FOREST DEFENDERS

Skill 8 (+1 per 2)

Stamina 9

Initiative 6

Damage as Club or Knife


BLOODHOUND

Skill 12

Stamina 12

Initiative 6

Armor 2

Damage as Weapon


Captain Joe Gabbard is on contract with the LSCPD to guard the construction site’s rear approach. A copy of this contract will be filed away in a locked office at City Hall. They have an unspoken understanding that lethal force will be used, bodies will not be found, and that no witnesses will survive.


He is currently armed with a 1911 pistol, a Thompson submachinegun (damage as Machine Gun), and an M4 carbine (damage as Rifle), all with noise suppressors, as well as 4 grenades of various types.


Special

The Bloodhound initiates combat while hidden in the bushes and impossible to target. While hidden, he fights with a +2 bonus to Skill. When he attacks from hiding, his position can be revealed with a successful Skill or Power test (roll-under) by any targets of his current attack or any PCs with relevant Skills or Powers. If his position has been revealed when his next turn comes up, he usually spends his turn hiding. He rolls with advantage to hide after dusk. 


Moves

1 Run and gun with the tommygun, revealing his position. Up to 1d3 targets.

2 Sniper shot. 

3 Tear gas grenade. Up to 1d3 targets must pass a Luck test or miss their next turn.

4 Fragmentary grenade. Up to 1d3 targets unless spread out.

5 Flash bang. -2 to all visual or auditory attempts to locate him until the end of this round.

6 Remote mine (placed earlier). Up to 1d3 targets unless spread out. This attack does not reveal his position.


MIMIC

Skill 11

Stamina 18

Initiative 5

Armor 2

Damage as Rifle or Power


Mimic has been contracted to accompany riot police confronting the main protest in case any metahumans show up. He hangs back at first, only revealing himself if he sees the PCs using superpowers. A copy of this contract is filed away in a locked cabinet at John Apostle’s militia compound.


Special

Wears a cuneiform amulet of volcanic stone that allows him to temporarily imitate any Skill or Power he sees used. He can imitate up to three Advanced Skills simultaneously.


There is a team of 4 riot police assigned to work directly with Mimic. He will not think twice about ordering them to effectively sacrifice themselves if he sees a tactical advantage in it.

Skill 5 (+3 per 2, so a total of 11 at first)

Stamina 7

Initiative 4

Armor 3

Damage as Rifle.


LUKE APOSTLE

Skill 10

Stamina 14

Initiative 7

Armor 3

Damage as Pistol.


Luke has been volunteered by his father to confound and eliminate any activists who make it past Mimic and the Bloodhound to the Construction Site. He crafts the illusion of a fully completed Cop City, currently being used for a variety of nighttime maneuvers by teams of illusory police. The illusory police cannot be harmed directly and will not notice the PCs or anything they do. The buildings cannot be damaged by anything the PCs or their Forest Defender allies do.


Special

Can produce elaborate visual and auditory hallucinations in others. These are psychological in nature and are not transmissible through recorded media. Carries a gold-plated .44 revolver custom-engraved with Ezekiel 25:17 on the ivory handle grips (6 shots).


Moves (roll on his turn and in response to PC attacks)

1 Create a mirror-self in the middle of the PCs to provoke friendly fire.

2 Cause funhouse vertigo (target must Test Luck or lose their next turn).

3 Steal a PC’s vision (target must test Luck or see only black for 1d6 rounds, may Test Luck again each round).

4 Turn invisible (+2 Skill) and shoot you, or reload if his 6 shots have been expended.

5 Use an illusory explosion to trick a PC into falling into a concrete pit (an unfinished foundation). 1d6 falling damage.

6 Create 1d3 mirror images of himself that move and act as he does. Successful attacks by PCs have an equal chance of hitting him or each mirror image. Every attack that hits a mirror image causes it to disappear.


ARTILLERY ROBOT

Skill 7

Stamina 20

Initiative 2

Armor 4

See Moves for Damage.


This experimental Mark I Artillery Robot is on loan from MiliTronix, a company that designs military drones under the umbrella of the Ryder Foundation.


Its instructions are to, when airlifted in, subdue as many festivalgoers as possible with nonlethal but violent force. If it or the police are attacked by the PCs, it will focus on them and switch to lethal force. Police will stay out of this fight to avoid the crossfire.


Special

If reduced to 0 Stamina, the Artillery Robot explodes into several thousand broken components. These components will slowly reform themselves, building the Mk II version of the Artillery Robot. If this happens, roll 1d3:

1 +2 Skill

2 +8 Stamina

3 +2 Initiative


Moves (nonlethal mode)

1 Tear Gas Grenade (up to 1d3 targets must pass a Luck test or miss their next turn).

2 Electrified net (Damage as Energy Strike, amperage level causes unconsciousness instead of death).

3 Sonic Cannon (pass a Luck test or take a -2 penalty to Skill for 1d3 rounds and miss next turn).

4 Baton Round a.k.a. Rubber Bullet (Damage as Club -1 (see xx), potentially lethal).

5 Taser (45’ wires, Damage as Energy Strike—Electric).

6 Fast-Hardening Foam (pass a Luck Test or become trapped in hard breathable foam)


Moves (lethal mode)

1 Twin Chainguns (Damage ×2).

2 Flamethrower (Damage as Energy Blast—Heat).

3 Rocket Launcher (Damage as Explosive).

4 Release 1d3 Combat Drones. 

5 Electrified net (Damage as Energy Strike, lethal amperage level).

6 Sonic Megacannon (Damage as Energy Blast—Sonic)


COMBAT DRONE

Skill 4 (+3 per 2)

Stamina 4

Initiative 2

Armor 0

Damage as Rifle.


Special

Can fly and hover.


TEX

Skill 10

Stamina 16

Initiative 3

Damage as Shotgun


Tex has been laying low from the law since his last DUI a couple months ago. He’s established a long-term campsite by the Fishing Pond, somewhat hidden from view. Tex is unaware of the Stop Cop City movement, mostly just wondering what all the noise is, but will immediately be on board if it’s explained to him.


MAD TOM

Skill 9

Stamina 14

Initiative 4

Does not usually cause damage directly.


Tom has built himself a shack out of scrap he retrieved from the garbage. It’s bigger on the inside.

He is aware of a large buildup of anger and creative energy to the south, and will offer to help if he meets the forest defenders.

If there are fewer than 3 players (and honestly just 3 players is kind of pushing it), the GM may rule that Mad Tom hears the Bloodhound’s ambush and arrives at the first End of Round, ready and willing to help.


Moves

1 Cause enemy to glow brightly until the End of Round, giving away their location and granting attacks against them +2 to hit.

2 Grant an ally a magical shield until the End of Round that provides 3 armor.

3 Quicken all allies until the End of Round. When player initiative tokens are drawn, place them back in the initiative stack.

4 Briefly confuse enemy. Ignore their next initiative token.

5 Restore 1d3+3 Stamina to an ally.

6 Grant a +1 Damage bonus to all allies until End of Round.


LILLY & LENA

Skill 5

Stamina 4 

Initiative 3

Does not usually cause damage directly.


These young sisters (8 & 11 years old respectively) came here with their single father, whose death after being stepped on by the Artillery Robot will be ruled accidental. If the PCs save the girls, these talented stowaways will continue to follow their new favorite people around with absolutely no concern for their own safety.


Mien

1 Hyperactive.

2 Hungry.

3 Tired.

4 “Helpful.”

5 Sick.

6 Singing.