A Rifty Campaign of Extraordinary Magnitude

Session 26 - What's Up With Miguel? Jasper's Return.

Miguel has found himself in a strange place… he rescued a crashed Northern Gun sales rep…

Jasper (dragon from the very first session) returns as a PC!

Party rescues village of people from vampires…

Salvageable Parts from Northern Gun crash:

NG-B40 Bangstick BigBore Anti-Vampire Weapon (x2)
Grenade Knives (x2)
NG-H5 Holdout Ion Pistol (x3)
NG-UV7 Solar Powered Rifle
NG-MC1 Mega-Crossbow

So now where do we go???

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Session 25 - Ambush!

Peter joins us for the day… he plays a character who was dispatched by Reid’s Rangers to find the players.

The party is ambushed by Larhold Barbarians. They win the encounter, but not before the barbarians set off a huge explosion, destroying the Coalition Robot Suit.

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Session 24 - A Grand Scheme

The party comes across an overturned hover vehicle of sorts. It appears to have driven into the side of an enormous rock. They can make out two bodies inside, unsure if they’re alive or dead.

Inside the vehicle:

+ a large sum of credits (500,000)
+ Lightbringer Laser Rifle
+ Equalizer Combat Shotgun
+ several time-delayed explosives

Could these be assassins?

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Session 23 - Infiltrating the Arkhons

The party finds their way into the Arkhon compound where they meet surprisingly little resistance… They do find two new companions, a Cyber-Knight and a Coalition Robot Pilot.

They fight their way out…

Party finds a lot of loot, including:

  • TW Telekinetics (TK) Pistol
  • Nexus Knight Helm of All Seeing
  • Nice looking sword with “Moomer” inscribed on the hilt
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Session 22 - South American Vacation, But Not Really

Manco Capac’s scouts return after a week… they report the sighting of at least two Horune pirate ships off the coast near one of the Arkhon compounds, sailing away from shore. More inland, they found various vehicle and power amor tracks leading from the shore into the hills off the coast. They suspect the cargo has been stored in one of the Arkhon mountain citadels, probably Stonefort.

The party follows the river into the mountains… the Anti-Monster knows of a back-door to the base.

Party is split! Half of the party goes into the base through an underwater opening, the other half is outside.

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Session 21 - In Pursuit?

The party has discovered that a cache of pre-Rifts nuclear weapons has gone missing on Easter Island. They suspect the nukes are on a Horune pirate ship.

Not sure where to go (because returning to the volcano, for some reason, didn’t seem like a good place to look for clues), the party searches the home of Mukki Kehai, the elemental fusionist. They perform an “Object Read” on a personal item and get an image of an Arms Agreement between Maui-tikitki and some group called the Arkhons.

The party decides not to pursue the pirate ship or Mukki Kehai, and instead returns to Fort Reid to inform Doctor Reid that the nuclear weapons have been stolen.

Doctor Reid was not pleased by this news and insists that the party go after them. To get a lead, Doctor Reid tortures a captive vampire to get information about South America. From this vampire, they learn that the Arkhons reside on the west coast of South America, near the Empire of the Sun.

The party flies to South America aboard a Lemurian transport where they are shot down. They do a controlled crash landing onto a beach. Curious locals approach: from the south are two red robotic/power armored soldiers, from the north are two lightly clad ancient-looking folks. They meet at about the same time and there is a stand-off, each side claiming to be a friend of the party, and the other party is their foe.

A fight ensues and, in the end, it is discovered that the red power armored soldiers are Arkhons, and the ancient-dressed folk are Inca.

The party travels to an Incan city and meet with an ancient Incan demi-god. He explains to the party who the Arkhons are and is concerned that they have obtained (or may be close to obtaining) nuclear weapons. Surely, they will use the nukes against the Inca, who have stood in the way of Arkhon dominance of the continent.

The Incan demi-god says he will send scouts into Arkhon territory to investigate whether they have received the nuclear weapons, or if any Horune pirates have been spotted in the area. The party is anxiously awaiting the scouts’ report…

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Session 20 - Water, water, everywhere...

The party arrives at Easter Island. They meet with a local Lemurian leader, Wakka Tutum. The party quickly explains why they’re on the island – to retrieve pre-Rifts nuclear weapons. Wakka Tutum expresses concern about this for fear it will cause more harm than good. The party ends up agreeing. Then Wakka Tutum explained:

There are two volcanoes on Easter Island: Rana Roratka and Puakatike. Both are considered active, but neither has erupted in over 200 years. The Lemurian mages have control over the volcanoes and ensure that they will not erupt.
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However, one of these mages, Mukki Kehai, has gone missing. Whether he was slain, kidnapped, or gone rogue is unclear. Furthermore, since his absence, one of the volcanoes – Rana Roratka – has seen increased activity. We Lemurians on Easter Island are very concerned, but our investigations and research has not yielded any clues as to Mukki Kehai’s whereabouts. Our suspicion is that the increased volcanic activity is linked to his disappearance.
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There’s something else you should know… it has to do with the Mauian Order. They are a small group – a cult – lead by a bitter Lemurian mage named Maui-tikitiki. They have one purpose: eliminate all True Atlanteans and their Chiang-ku dragon mentors.
Maui-tikitiki faults the Atlanteans for all the woes that have fallen upon their civilization and Mother Earth for thousands of years. Mauti-tikitiki is determined to see the Atlanteans and Chiang-ku pay for the crimes against the planet. Pay in blood.
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We’ve spent a lot time and resources looking for Mukki Kehai, but have had no success. However, you have something that we do not: a True Atlantean. I don’t mean to label you as bait, but if the Mauian Order is behind this, you may be just what we need to lure them out and figure out what’s going on.

The party decides to investigate, but stops off at the nuclear base first. Oops, where there once was nuclear weapons is now a big hole in the ground. Sucks.

Atop one of the volcano peaks the party observes activity near a volcano on the eastern side of the island. They investigate. Several things go down:

  • Darred and Tony stay behind a bit but are attacked from the air by a Lemurian craft.
  • Alban observes a Horune pirate ship the size of Rhode Island (yes, exaggeration) off the coast and engages it. The ship submerges and gets away.
  • Sean sneaks around to the eastern side of the volcano where he observes a magical illusion covering up an entrance.

The party goes into the base of the volcano and gets the crap kicked out of them by a fusion elementalist who eventually gets away.

The party returns to the Lemurian base to lick their wounds.

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Session 19 - What Now???

After destroying the temple and losing one of their own, the party encountered several high-ranked officers of Reid’s Rangers. They explained the bright light in the sky, etc… They are escorted back to Ft Reid, except for Tony who chooses to stay outside the gates.

They are informed that General Xavier Stuart’s army (who was sold Naruni equipment) has been discovered up north and is heading South. The most effective way of stopping him is by destroying the vampire intelligence that created him. This particular intelligence is believed to reside in Tula, outside of Mexico City. Reid wants to destroy Tula.

The party is given a mission: recover pre-Rifts nuclear weapons from an old base on Easter Island. This weapon should be brought to Ford Reid.

To aid them in their quest, the party is given a TW Ley Line tank with which they can use to travel on the ley line directly to Easter Island.

The party leaves their vehicles behind and travel on board the Ley Line tank to Easter Island…

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Session 18 - What the Hell Was That?!

The players arrive in Arzno.

While in Arzno, they were hear some suprising/interesting news:

Did you hear??? Some sort of strange light south of the Rio Grande! It was a bright red light that turned several colors finally ending with a brilliant white light – brighter than the sun! – before fading out.

While searching for clues regarding the whereabouts of Erin Tarn, they party hears a lead from some guy, directing the party to an ancient pre-Rifts Mayan temple about 25 miles northwest of Fort Reid.

Along with their newest colleague “Cal”, they follow the trail south into Mexico. While investigating the temple, they are discovered by a new friend (Tony) and an old friend (Hunts With Spirits – resurrected).

As is often the case with this party, things did not go according to plan. The party came under heavy assault with weapons made of a strange material. Adam’s character was killed in the encounter! David (Glitterboy) destroyed the temple with his boom gun and pursued the fleeing dark mage, who succumbed to wounds shortly after being caught.

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Session 17 - Long Day

The sites in the fade town of Lebrechaun, awaiting an emergency/manual fade.

The town fades and conveniently reappears about 60 miles northwest of Lazlo.

The party quickly travels to Lazlo where they are recruited by the city council to undergo an important quest:

Erin Tarn has gone missing and they’re offering a substantial reward (2,000,000 credits) for her safe return.

Another member of the council meets with the party separately and offers 4,000,000 credits for her return to him.

The party Rifts to the city of Kingsdale, MO. While there any encounter a traveling circus who claims to have met Erin Tarn and said she was headed west towards Arzno.

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