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June 14, 2026

0

Someplace in Time 1

 


ORUS Mission Log: Scene 1

Mission Log: The Bugle Sounds

Timeline: Crimea, 25 October 1854 | Anomalous Target: Maynard Rollins (The Ghoul)

🌀 Drop Zone: The Valley of Death

The temporal dislocation passes with a sharp tug behind our knees. When our vision clears, the smell of damp grass, leather, and gunpowder fills the air. We are standing directly inside a staging area at the southern end of a massive, open valley. All around us, hundreds of British cavalrymen are checking their reins, adjusting brass buckles, and soothing anxious mounts. Our modern fabrics are momentarily lost in the brilliant sea of blue and red regimental uniforms, though a few nearby lancers glance curiously at Lucy's bright neon clipboard.

Looking north down the half-league expanse, the danger is immediately clear. The high ridges flanking our left and right are crawling with green-uniformed Russian infantry and artillery. At the far end of the valley, a formidable battery of heavy cannons sits surrounded by swarms of Cossack light cavalry.

To our right, a military horse handler stands holding the reins of several fresh combat replacement mounts. To our left, an aristocratic officer with prominent, lion-like whiskers stands furiously arguing with his staff—he is wearing a gold-laced blue uniform coat completely unbuttoned over a bare chest. This is the Earl of Cardigan, commander of the Light Brigade, and someone has clearly stolen his uniform vest.

Suddenly, our wristbands begin to vibrate. The spatiotemporal tracking matrices emit sharp, contradictory pings. Both the anomalous entity and our primary time token are directly ahead. At the very front of the British line, a top-hatted rider sits astride a black charger, wearing the missing blue cardigan uniform vest and hoisting a large, tattered blue flag bearing a skull and crossbones.

🎲 SYSTEM MECHANICS: SITUATION ASSESSMENT

Before the regiments move out, Dr. Stevens uses his vast historical knowledge to assess the tactical environment, while the rest of the team cross-references their spatiotemporal extrapolator data.

Challenge Difficulty: CR 15 (Easy)
Lead Character: Dr. Stevens
Calculation: Mental (3) + Xenoarchaeologist (1) = +4 Bonus
GM Secret Target: 8
Success Span: 4 to 12
Player's Estimate: 7 (Normal Success)

Result: Dr. Stevens successfully verifies that this is the infamous, ill-fated Charge of the Light Brigade. The opposing forces outnumber the British cavalry heavily, holding all high ground. Furthermore, the bizarre figure leading the vanguard is confirmed to be the anomaly, Maynard Rollins, operating under the guise of a British Ensign to sabotage history.

🐎 Requisitions and Rumblings

Recognizing the impending catastrophe, Corporal Osprey wastes no time. Walking directly up to the horse handler, he projects absolute military authority. Combined with a few pieces of local currency from our issued pouches, the handler immediately relinquishes four fully outfitted combat replacements. The horses are complete with military saddles, water bottles, and holstered carbines. We mount up just as the final preparations conclude.

The trumpet sounds, echoing off the ridges. The bare-chested Earl of Cardigan rises high in his stirrups, his sabre flashing in the sun. "Forward, the Light Brigade! Charge for the guns!"

Six hundred horses move forward, their trot quickly accelerating into a thunderous gallop. Clumps of sod fly through the air as we plunge headfirst into a wall of thick artillery smoke. Shells detonate around the formation, filled with the terrifying cries of charging cavalrymen and the roar of entrenched cannons.

🎲 OPTIONAL CHALLENGE: STOP THE MADNESS

Realizing the brigade is charging into a tactical trap instead of redirecting toward the flank artillery, Dr. Pfennig spurs her horse forward alongside Lord Cardigan, shouting medical and tactical warnings over the din of battle to alter his trajectory.

Challenge Difficulty: CR 30 (Difficult)
Lead Character: Dr. Pfennig
Calculation: Mental (2) + Scientist (1) = +3 Bonus
Assisted By: Osprey (+1), Lucy (+1)
Total Party Bonus: +5
GM Secret Target: 19
Success Span: 14 to 24
Player's Estimate: 9 (Failure)

Result: The roar of exploding shells completely drowns out Dr. Pfennig’s warnings. Lord Cardigan cannot hear over the chaos of the charge, and the original timeline holds. The CR of subsequent challenges remains unmodified.

🎲 CHALLENGE 1: RUN THROUGH THE HILLS

The party must navigate the devastating artillery barrage, avoid incoming shrapnel, and close the distance with the Ghoul without losing their mounts.

Challenge Difficulty: CR 30
Lead Character: Cpl. Osprey
Calculation: Physical (3) + Security Officer (1) + Shotgun (1) = +5 Bonus
Assisted By: Dr. Pfennig (+1), Lucy (+1), Dr. Stevens (+1)
Total Party Bonus: +9
GM Secret Target: 14
Success Span: 5 to 23
Player's Estimate: 15 (Normal Success)

Result: Normal Success. The party successfully navigates the exploding valley without taking personal physical damage. However, a nearby explosion causes a shrapnel fragment to injure Dr. Stevens' horse, rendering it unable to continue. Dr. Stevens quickly double-ups onto Corporal Osprey’s mount as they keep charging forward.

💣 Breaching the Battery

Halfway down the valley, a concentrated volley of artillery rips through the front ranks. The blast wave tears away the flag-bearer's balaclava mask, revealing the horrifying, pallid, skeletal features of the Ghoul beneath his out-of-place black top hat. Maynard Rollins smiles a gruesome, unnatural grin and continues to spur his horse forward, completely unbothered by the iron rain around him.

Ahead, the surviving members of the brigade crash directly into the Russian line, engaging in fierce hand-to-hand combat with the green-coated artillerymen. As our horses leap over the defensive earthworks, our path directly toward the Ghoul is completely cut off by a defensive line of green-coated infantrymen with fixed bayonets, flanked by three mounted dragoons leveling deadly lances at us.

⏳ Ready to Alter the Fabric of History?

Enjoying the reality-bending exploits of our ORUS agents? You can jump into the timeline yourself! Gear up with your own spatiotemporal extrapolator, hunt down CthulWho's escaped anomalies, and protect the space-time continuum in this standalone Timepunk adventure.

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June 13, 2026

0

Someplace in Time 0

 


ORUS Mission Briefing

The Chrono-Files: ORUS Mission Briefing

Date: June 13, 2026 | Author: Strike Team Alpha Scribe | Subject: Project "Someplace in Time"

🚨 MISSION BRIEFING: Bedlam in Bergen

The alarms are blaring at Area 60355, the top-secret ORUS (Office for the Research of Unusual Science) facility tucked inside the historic stone walls of King Håkon’s Hall in Bergen, Norway. Cosmic chaos has struck the space-time continuum, and our team has just been handed the ultimate cleaning duty.

The Threat

A cosmic entity calling itself CthulWho has broken five highly dangerous, reality-warping Mythos test subjects out of the North American Area 4791 research facility. Even worse, CthulWho’s time-traveling vehicle—the Radio’Luminescent Yonder-Epoch Habitationizer (R’LYEH)—malfunctioned, scattering the monsters across history to turn famous disasters from bad to worst:

  • An Elder Thing
  • A teenage Shoggoth
  • A Victorian Ghoul (Maynard Rollins)
  • A pugnacious Deep One
  • A trendy Mi-Go

Experimental Timepunk Issue Gear:

  • Spatiotemporal Extrapolators: Chunky plastic wristbands featuring Bluetooth-sync, tracking matrices, and holographic local camouflage.
  • Molecular Compressor & Stasis Jars: An orange pistol to shrink target anomalies once disabled, and 5 one-quart glass jars to secure them alive.
  • Assorted Currency Pouches: Local coins allowing one strategic transaction or bribe per historical era.
  • First Time Token: An iron-wolf-headed walking stick linked directly to the Ghoul. Destination: Crimea, 1854.

👥 MEET THE STRIKE TEAM

Fresh from Junior Practitioner Lassen’s armory, here is the roster of the specialist crew stepping into the time rift:

Dr. Steven Stevens The Brains & Lore
🧠 Mental: 3
💪 Physical: 1
  • Traits: Xenoarchaeologist, The Occult, Linguist.
  • Special Gear: Heavy Walking Stick, Reference Tome, Elder Sign (Consumable).
  • Profile: A 5-year ORUS veteran with a sharp Edinburgh accent. Enjoys word games and specializes in UFO archaeological remains.
Cpl. Morgan Osprey The Muscle & Tactics
🧠 Mental: 1
💪 Physical: 3
  • Traits: Security Officer, Architecture, Calm.
  • Special Gear: Tactical Shotgun, Extendable Mirror, Flashbangs (Consumable).
  • Profile: Brash team leader from an ORUS jet-ski squad. Spent years in special ops and remains entirely unflappable.
Dr. Stella Pfennig The Caffeine & Chemistry
🧠 Mental: 2
💪 Physical: 2
  • Traits: Scientist, Pharmacology, Kickboxing.
  • Special Gear: High-Voltage Taser, Kevlar Armor, Pocket Chem Set (Consumable).
  • Profile: Former RCMP kickboxing instructor. Perpetually over-caffeinated and expert at testing pharmaceuticals on weird biota.
Lucy The Wildcard
🧠 Mental: 2
💪 Physical: 2
  • Traits: Anarchist, Conspiracy Theory, Funny.
  • Special Gear: Pearl Derringer, Feather Duster, Hair Spray (Consumable).
  • Profile: A comical redhead and former Mythos cultist reprogrammed by ORUS. Consults on conspiracies between freelance housekeeping gigs.

"All the wristband displays blink a line of text reading 'Crimea, 1854, Ghoul, clothing.' We tap the 'GO' icon... knees weaken, vision blurs, and the vortex pulls us through time..."

Next stop: Scene 1 – "The Bugle Sounds". The adventure is afoot!

STATUS: TIME JUMP ACTIVE
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June 12, 2026

0

2400 Data Loss 12

DATA LOSS // LOG 12: Staring Down a Laboratory God

The alarm klaxons are screaming in the crimson dark, and the armored airlock doors hiss open to reveal a chamber that looks more like a high-tech cathedral than a research facility. Suspended in the center of this massive, shadowed vault is ERESHKIGAL—the secret laboratory’s resident metamind. It’s a terrifying mass of cold obsidian plating, exposed processing nodes, and a single, massive, shifting glass optic right at eye-level. If that primary lens locks onto me for a microsecond, an industrial-grade laser array will incinerate my clone instantly.

The warning on the frame still rings clear: No weapons permitted. My broken Arcwire Tool sits uselessly on my hip anyway, and my shattered environment suit offers zero protection. But I didn't come here to trade bullets. I came here to take back my life. I have the experimental doIT patch wired directly into my brain, and I’m going to use Ereshkigal’s own administrative network architecture to blind it.


THE METAMIND CHAMBER (COMBAT / THE RESOLUTION)

I step out onto the narrow, high-altitude maintenance catwalk, right in front of the behemoth. The massive glass optic of Ereshkigal immediately begins to pivot, a low, mechanical growl vibrating through the floor as the laser arrays charge to a blinding white heat.

Instead of running, I extend my hand, locking onto its localized network array with my newly acquired doIT mod. I’m not just trying to push it—I’m utilizing my deep-tier knowledge as the system's architect. I feed a direct administrative command string into its sensory loop, mimicking the executive biometrics I just recovered: a hard, low-level directive forcing its primary optic drive to execute a 180-degree diagnostics turn, looking completely away from the entry catwalk.

MECHANICS CORNER: THE FINAL SYSTEM OVERRIDE
Janse is executing a high-stakes electronic attack using his newly downloaded tech mod. Per the rules, using an Arcwire mod in combat requires a Logic roll (Janse has a d6).

However, our explicit objective is resolving the protagonist's narrative arc using his recovered identity. The GM rules that Janse’s deep insight into his own creation grants an extra d6 for overwhelming circumstantial advantage. Furthermore, because Janse is pushing for a definitive resolution to pull the plug on this sector, he accepts a risky stunt (hindering his physical safety if it fails) to roll his Integrity (d6) as well. We take the highest die.

Rolling 2d6 (Skill + Circumstance) and 1d6 (Integrity)...
Results: d6 = 3, d6 = 5, d6 = 2.
Highest Die: 5 (Success!)

The GM Renders the Verdict: A 5 is a Success! The administrative patch overrides the metamind's defense protocols just in time.

The data packet hits Ereshkigal’s cognitive array. The massive glass optic violently jerks, its crimson targeting lasers flickering wildly as my voice-coded command forces its internal systems to obey. The giant, faceless head turns 180 degrees away from me, firing a spectacular, blinding laser blast into the far concrete wall of the vault instead of my chest.

The path is completely clear. I don't waste a heartbeat. I sprint down the catwalk, sprint across the gap, and take a desperate leap onto the machine's massive, obsidian-plated shoulder. With its primary sensor blindfolded by my exploit, I scramble up the coolant tubes behind its head, grab the twin primary power cables keeping the machine tethered to the laboratory grid, and channel my raw TK Shatter mod one last time.

*CRACK-CRACK.* The heavy fiber-optic cables violently snap, spraying a fountain of blue electrical sparks into the abyss.


DEFEATING ERESHKIGAL // THE FINAL MEMORY

The giant machine gives a deep, dying electronic groan. The blinding crimson alarms in the lab instantly cut out, replaced by the low, steady hum of emergency backup power. Down below, the facility's automated guard units drop their weapons and stand down. Ereshkigal is officially offline.

As the metamind's synthetic core dies, a massive feedback loop of pure, uncompressed raw data floods through my implant. This isn't just a stray fragment—it's the missing link to my entire existence on this planet.

LOG DATA INITIALIZED // FULL CORE SYNC:
You remember the final day. You weren't captured by corporate security. You walked into the Prometheus core willingly. You realized that the only way to save the thousands of human minds trapped inside the Sapience Optimized Uplink Log (SOUL) network was to inject your own consciousness into the system as a living virus.

Your physical body—the real Director Janse—is currently acting as the central anchor for the entire planetary grid inside the City, keeping the metaminds from completely wiping humanity's digital remnants. But the loop is failing. Every time you die and clone, a piece of your virus degrades.

I stand on top of the deactivated colossus, looking down at my hands. I’m not just a piece of meat spit out by a cloning vat. I am a targeted strike. The path forward is no longer about survival, and it's no longer about escaping this rock.

The lab's primary security checkpoint gate clicks open, pointing straight toward the shattered urban ruins of the City. The massive silhouette of PROMETHEUS towers over the skyline, waiting for me. It’s time to go to the City center, find my original body, and shut this entire corporate nightmare down for good.


And that brings an end to Chapter 1 of Janse's journey. We started as a nameless, gearless clone in a puddle of fluid, and we leave the deep dark labs knowing exactly who we are and what we have to do. Next stop: The City. Thanks for tuning into the dice rolls, the grit, and the data loss. See you in the next post!

If you're interested in playing 2400 Data Loss, you can find it here.

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