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July 05, 2026

0

Road Hogs 1

Road Hogs Cover

Road Hogs: Chronicles of Redemption

Chapter 1: The Curse and the Crooked Town


Meet the Crew

Perry Temple

Trait: Crafty
Concept: Con Artist
Perk: Gift of Gab
Quirk: Arrogant

"Mac" MacCready

Trait: Agile
Concept: Mechanic
Perk: Ace Driver
Quirk: Impulsive

Buster "The Brick"

Trait: Brawny
Concept: Enforcer
Perk: Muscular
Quirk: Stubborn

Every member started with 3 Karma Tokens and 3 Resolve Tokens.


Prologue: The Reckless and the Ruined

The asphalt burned under the midday sun as our trio tore down Route 66, their custom choppers roaring like dragons. They were reckless, proud, and completely unconcerned with the world around them. That was their first mistake.

Their second mistake was cutting off an old, battered sedan driven by a notoriously short-tempered local warlock named Morwen. As Mac swerved dangerously close, sending Morwen's car veering into a ditch, the warlock didn't just honk his horn. He stepped out with eyes glowing in a terrifying violet light.

"You think you own the blacktop?!" Morwen's voice echoed with magical thunder, halting their bikes mid-stride with a wave of her hand. "You act like absolute road hogs! If you want to behave like beasts, then beasts you shall be! Until your karmic scales are balanced by selfless deeds, hide your faces in shame!"

A blinding flash of purple lightning struck the trio. The agonizing transformation was swift. Their helmets cracked under expanding skulls. Bristly hair erupted across their arms, noses flattened and hardened into round, snorting discs, and sharp tusks pushed past their lips. When the smoke cleared, they were still hardened bikers—but with the literal faces and mannerisms of wild pigs.

Shunned by society, living on the run like the heroes of old television shows, they vowed to roam from town to town, using their unique talents to help those who couldn't help themselves, hoping desperately to break the curse.


Adventure 1: The Poisoned Factory

The rumbling of three heavy engines signaled the Road Hogs' arrival at their first destination. The adventure generation tables determined their fate:

Element Result Description
Town Type Old and run-down Oakhaven, a faded industrial town.
Noteworthy Feature Corrupt local cops The local law enforcement looks the other way.
The Scenario Infiltrate a group Investigate the town's primary employer.
The Location Shabby Factory A sprawling manufacturing plant active at night.
The Objective Dirty Money The factory is a front for illegal operations, with the Sheriff bought out.
The Complication Don't Shoot the Sheriff Sheriff Ironwood wants the Hogs gone or dead.

Pulling up outside a greasy diner on the edge of Oakhaven, the trio adjusted their bandanas to hide as much of their porcine features as possible. Inside, a tearful waitress was pleading with a stone-faced local deputy.

"Please, Deputy! My brother worked the night shift at the chemical plant and hasn't come home," she cried. "There are strange trucks moving in and out at midnight!"

The deputy pushed his coffee cup away carelessly. "Keep your nose out of the plant's business, lady. The CEO runs a tight ship, and the Sheriff says it's off-limits."

Perry Temple smoothed down his leather vest and sauntered over, a confident grin flashing past his tusks.

Perry: "Excuse me, officer. My associates and I couldn't help but overhear. We're logistics experts passing through, and we just love a good mystery. Surely a fine lawman like yourself wouldn't mind us asking a few friendly questions around the plant?"

Deputy: "Beat it, freak show. We don't like your kind in Oakhaven. One wrong move and Sheriff Ironwood will lock you in a cage where you belong."

🎲 Challenge: Smooth-talking the Deputy to get the guard rotation details

GM Designations: Crafty Challenge | Difficulty: 5

Player Dice Pool: Perry rolls 3 dice (Matches Crafty Trait). He invokes his Arrogant quirk to brag about his criminal insight, increasing the difficulty to 6, but allowing him to bank future karma/resolve if he succeeds!

Dice Result: [2, 5, 6]

Outcome: Success! The 6 matches the increased difficulty. Because he used his quirk and succeeded, Perry recovers 1 Resolve Token (bringing him to maximum).

Perry: "A cage? Oh, my dear deputy, I’ve been thrown out of much finer establishments by much bigger men than your little local squad. In fact, I happen to know exactly how your night guards operate—they’re lazy. Let me guess, they take their coffee break right at midnight when the big shipments arrive?"

The deputy blinked, flustered by Perry's unshakeable arrogance. "How did you... I mean, that's none of your business! Just stay away from the north gate at midnight!" He shoved past Perry and stormed out of the diner.

Buster rumbled from the corner booth, cracked his massive knuckles, and snorted. "North gate. Midnight. He just gave us the keys to the castle, Perry."

Mac: "Let's roll. I want to see what kind of hardware they're running in that old factory."


Midnight at the Shabby Factory

Under the cover of darkness, the trio slipped through the cut wire fence of the Oakhaven Manufacturing Plant. Massive green barrels were being loaded onto trucks by heavily armed thugs. Standing at the center of it all, counting a thick stack of dirty money, was Sheriff Ironwood himself.

Sheriff Ironwood: "Get these crates moving! The CEO wants the illegal narcotics shipment across the state line before sunrise. And if those pig-faced bikers show up, shoot to kill!"

Buster: "I don't think we need to hear any more. It's clobberin' time!"

Mac: "Wait, Buster! It's a trap, look up!"

Before they could leap from the shadows, floodlights flickered on, blinding them. Armed corporate thugs and deputy cars surrounded the yard. Sheriff Ironwood laughed, drawing a heavy shotgun.

Sheriff Ironwood: "Fell right into it! Take 'em down, boys!"

⚔️ Combat Challenge: Defeat Sheriff Ironwood and his corrupt deputies

GM Designations: Brawny/Agile Battle | Effort Tokens Required: 6 (3 players x 2 effort)

Round 1: Buster charges the front line!

Dice Pool: 3 dice (Brawny). Difficulty: 5.

Dice Result: [5, 5, 1] — Exceptional Success!

Outcome: 2 successes remove 2 Effort Tokens. Buster narrates an extra benefit: he smashes two guards together, disarming them completely!

Round 1: Mac provides covering fire from his custom bike!

Dice Pool: 3 dice (Agile). Difficulty: 5.

Dice Result: [3, 4, 2] — Failure.

Action: Mac spends 1 Karma Token to reduce the difficulty to 4, justifying it with his Crack Shot perk. With the difficulty lowered, the 4 counts as a success!

Outcome: 1 success removes 1 Effort Token. (Remaining Effort: 3).

Round 1: Perry uses tactical distraction!

Dice Pool: 3 dice (Crafty). Difficulty: 5.

Dice Result: [6, 1, 4] — Success!

Outcome: 1 success removes 1 Effort Token. (Remaining Effort: 2).

Buster squealed with warlike fury, his massive hog-jowls shaking as he bowled through a line of corrupt deputies like bowling pins. "You call yourselves lawmen? You're just bullies with badges!" he roared, slamming two guards' heads together with a resounding CRACK.

Meanwhile, Mac revved his engine, drifting his chopper across the gravel. He pulled a specialized flare gun from his tool belt, shooting a blinding streak of light directly into the path of a deputy car, forcing it to crash harmlessly into a stack of empty pallets.

Sheriff Ironwood: "Hold your ground! They're just overgrown pork chops!" Ironwood aimed his shotgun right at Perry.

Perry: "Hey, Sheriff! Look over there, is that the FBI?!" Perry yelled, pointing dramatically. Ironwood instinctively glanced away for a fraction of a second—long enough for Perry to hurl a heavy wrench right at his hand, knocking the shotgun away.

⚔️ Combat Challenge: The Final Push (2 Effort Remaining)

Round 2: Buster delivers the finishing blow!

Dice Pool: 3 dice (Brawny). Difficulty: 5.

Dice Result: [5, 6, 2] — Exceptional Success!

Outcome: 2 successes remove the final 2 Effort Tokens. The encounter is won!

With a thunderous charge, Buster tackled Sheriff Ironwood right into a pile of dirty money sacks. The corrupt lawman groaned, completely knocked out, as crisp hundred-dollar bills fluttered through the air around him.

The remaining deputies threw down their weapons and raised their hands in surrender. Within an hour, Mac had used his mechanical know-how to wire the factory's mainframe, broadcasting the CEO's hidden ledger and smuggling logs directly to the federal authorities. The missing night shift workers were found locked safely in a back room and promptly released.


An Unsatisfied Hunger

As the flashing lights of the state police appeared on the horizon to clean up the mess, the Road Hogs stood on a hill overlooking the town. They could hear the cheers of the liberated townsfolk below.

Perry looked down at his hooves and sighed. "Well, we saved the town, exposed the dirty money, and locked up the bad guys. But... my face still looks like a holiday ham."

Mac: "The warlock said we need enough good deeds to balance our karma, Perry. One town down. Who knows how many more to go?"

Buster: "Then let's stop flapping our jaws and hit the road. There's more folks out there who need a few hogs in their corner."

With a kick of their starters, the engines roared to life once more. The Road Hogs rode off into the sunset, leaving Oakhaven a little safer, their long journey toward redemption just beginning...

Did you enjoy the high-octane, porcine adventures of Perry, Mac, and Buster? Road Hogs is a thrilling standalone tabletop roleplaying game powered by the rules-light Tricube Tales system!

Both the system and this fantastic adventure setting were created by the brilliant game designer Richard Woolcock (the same mastermind behind Maidenstead Mysteries).

👉 You can find it here: DriveThruRPG - Road Hogs

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July 04, 2026

0

Someplace in Time 21

ORUS Mission Log: Final Chapter - The Banishment of CthulWho

 


Mission Log: The Deimos Showdown

Timeline: Deimos Moonbase, 2145 | Status: Final Anomaly Neutralized

🔥 Old-School Heavy Ballistics

Before stepping into the breach, the agents sweep the futuristic lounge. While Dr. Pfennig snatches the advanced medical kit to run a quick diagnostic scan on the squad, Corporal Morgan Osprey and Lucy head straight for the vintage weapon rack. Ignoring the high-tech, non-lethal equipment, Osprey structure-grips the classic sawed-off double-barreled shotgun in one hand and fires up an industrial gas-powered chainsaw with the other, the engine roaring to life in the thin 0.1 G atmosphere. Lucy lifts the massive BSG9000 "Big Splat Gun," locking a balloon-sized payload into the chamber with a satisfying mechanical clank.

They burst through the airlock door in a full-scale, synchronized frontal assault. The low gravity turns their advance into an incredible display of kinetic theater. Lucy fires the BSG9000, launching a massive, dense gel-pack that impacts CthulWho squarely in his octopoid chest, covering his striped shawl in heavy containment fluid and staggering him backward. Seizing the opening, Osprey leaps a full twenty feet through the air, bringing the roaring chainsaw down in a terrifying arc that cleaves straight through CthulWho’s overcoat, forcing the cosmic entity to drop his silver-tipped acoustic auger onto the grated metal floor with a resounding clang.

🌀 Portal Sabotage & Spatial Collapse

While CthulWho frantically flails against the roaring teeth of Osprey's chainsaw, Dr. Steven Stevens and Dr. Stella Pfennig sprint toward the primary power grid of the 15-foot magnetic donut-ring. Leveraging their deep expertise in temporal mechanics, they bypass the base’s fried mainframes and wire their electronic pads directly into the copper coils wrapping the portal framework.

"The frequency is fluctuating! We need a localized anchor!" Pfennig calls out over the din of battle. Stevens pulls the recovered golden thread spool and the double-bladed Minoan bronze axe from his tactical pack, placing the ancient, paradox-laden time tokens directly across the primary magnetic conductors. The raw, concentrated chronal energy bleeding from the artifacts creates an instantaneous technical feedback loop. The blinking lights on the magnetic ring flare into a violent, blinding violet spectrum. Instead of ripping open a tear to R’lyeh, the counter-hack forces a beautiful, contained spatial collapse. A localized prismatic singularity blooms right inside the ring, generating an inescapable gravitational suction field.

🎲 SYSTEM MECHANICS: THE FINAL TAKEDOWN (CR 50)

By masterfully coordinating a high-impact ballistics diversion with a precise quantum overload, the team crushes the final boss challenge on their first attempt.

Base Challenge Difficulty: CR 50
Frontline Strikers: Osprey & Lucy (+1 Heavy Weapon Boon)
Tech Hackers: Dr. Stevens & Dr. Pfennig (+1 System Boon)
Time Token Paradox Bonus: +2 Boons Applied (Thread & Bronze Axe)
Total Combined Strategy Roll: 54
Result: Absolute Success!

Outcome: CthulWho is ripped completely from his footing by the localized vortex. He does not die, but his 12-foot form stretches, distorts, and is cleanly sucked backward through the prismatic field, banishing him into a harmless alternate dimension for several centuries. The portal snaps shut with a quiet pop, leaving nothing behind but his floppy hat floating slowly down in the low gravity.

🛸 Mission Complete: Heading Back to Bergen

As the alarms across Area M23 gradually wind down to a steady, rhythmic hum, Sergeant Guy lowers his rifle and lets out a long whistle. He carefully retrieves the stasis equilibrator jars containing your collected biological samples, walking them over to a high-tech refrigeration unit labeled “Biological Specimens” and sliding them in alongside dozens of other jars filled with anomalous, multi-limbed creatures.

The square-jawed Marine turns around, extending a gloved hand to your squad. “You should probably head back to your timeline, it isn’t prudent to stay out of your spacetime for too long.” He smiles, pointing at the face of your wristbands. “Looks like your presets have kicked in.”

Glancing down at your spatiotemporal extrapolators, you see the blinking crimson warnings have completely cleared, replaced by an orderly, green-lit line of destination text:

“Bergen, 2026, unknown, unknown.”

With a sense of profound relief, you reach down and tap the flashing green 'GO' icon next to the prompt. Instantly, your knees go weak, a familiar, deep pulling sensation tugs at your core, and the rotating frame of the Deimos Moonbase blurs away into a warm, comfortable rush of chronological light.

🎉 CHRONO-STABILIZATION ARCHIVED: Reality preserved. Earth saved from millennia of misery.
Current Coordinate: Bergen, 2026

The End ... Someplace In Time ...

⏳ 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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July 03, 2026

0

Someplace in Time 20

ORUS Mission Log: Epilogue - Mayhem on the Moonbase

 


Epilogue: Mayhem on the Moonbase

Timeline: Deimos Moonbase (Area M23), 2145 | Current Objective: Thwart CthulWho
“Your vision clears and you see that you are in a futuristic lounge dominated by a panoramic window. You are momentarily disoriented as a huge red planet slides across the window, followed by a speedier bright light. The structure you are in is rotating like a giant Ferris wheel, and you are slightly nauseated by the very low gravity.”

🔴 The Red Planet's Shadow

The crushing weight of the Theran ash cloud vanishes instantly. You materialize into a world of sterile steel and slow, rotating momentum. Out the panoramic viewport, the colossal, rust-colored mass of Mars fills your vision, flanked by the swift, bright streak of its sister moon, Phobos. Area M23 is a highly classified ORUS facility tucked away on this lumpy chunk of space rock. Because the station loops like an enormous, 100-yard-wide Ferris wheel, you are left adjusting to a disorienting, feather-light 0.1 G gravity environment.

Through an open airlock at the end of the lounge, tactical yells shatter the hum of the life support systems. A half-dozen ORUS Mars Marines clad in heavy ballistic armor are desperately taking cover. They are unleashing barrages from non-lethal splat rifles—designed to protect the station's delicate hull from decompression—while screaming commands into the adjacent chamber: “Game over!” “Go to hell!” “Stand down!”

📦 LOUNGE INVESTIGATION (CR 20)

Before leaping through the airlock into active combat, the squad has an immediate opportunity to scour the futuristic lounge area for hardware.

Success Rewards (No Check Required for Retrieval):

  • Futuristic First Aid Kit: A single-use medical pack that automatically removes a -1 injury penalty from one agent's trait or attribute.
  • The Heavy Weapons Rack: Contains a raw, vintage sawed-off double-barreled shotgun, an industrial-grade chainsaw, and the devastating BSG9000 "Big Splat Gun" capable of launching balloon-sized containment gel-packs.

🐙 Hell on Mars

Stepping through the airlock, you enter a massive, 20-foot-high control hub lined with flickering server banks and heavy structural beams. Crouched behind the consoles are the battered remnants of the defense squad. Standing in the center of the destruction is a towering, 12-foot-tall octopoid-faced humanoid wearing a tailored overcoat, a striped wool shawl, and an absurdly floppy hat. It is CthulWho, the erratic, reality-hopping cosmic lord of time and space.

CthulWho is currently braced inside a 15-foot magnetic donut-ring wrapped in thick copper coils and pulsing temporal lights—the base’s experimental dimensional portal. He is aggressively tuning the portal framework with a sleek, black acoustic auger topped with silver.

A grizzled, square-jawed soldier with three chevrons stitched to his chest—Sergeant Guy—spots your arrival. "Did the Magister send you? Are you here to help? He's disintegrated half my team with that damned rod! Our splat guns aren't doing jack against him... we need something with actual kick!"

Hearing your boots click in the low gravity, CthulWho turns his bulbous, ancient eyes toward you, his tentacles twitching with amusement. “I’ve been anticipating you, my clock-crossing ill-wishers. I sense my minions are near … but there is something else … a disturbance in the force … of spacetime … objects out of space and time. You must leave, now. Do not dare oppose my merry mayhem!”

📋 Final Challenge: Defeating CthulWho (CR 50)

If the entity completes his calculations, he will open a prismatic tear in reality oozing red ichor, reclaim his lost city of R’lyeh, and flood Earth with millenniums of demonic misery. He must be banished back into the deep void right now.

Climactic Encounter Modifiers:
  • Time Token Paradox Boons: Brandishing your recovered historic artifacts (the golden thread reel and the double-bladed bronze axe) disrupts his connection to reality, granting a +1 Boon per token (+2 Total) to the squad's actions.
  • Strategic Mechanics: The base difficulty is a steep CR 50. Every failed assault inflicts a standard trait injury but systematically unravels his focus, lowering the difficulty of the next attempt by 5 points.

How will the ORUS Agents end this chronological nightmare?

⏳ 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.

Keep Reading
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