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Thursday, April 16, 2026
Cyberpunk 2026: The Klamath Job
Thursday, April 09, 2026
Cyberpunk 2026: The Hatch Bounty
Saturday, April 04, 2026
Southowilson 2026: What Is A "Yo-Sha"?
Yo-sha are independent operators who take risks the average citizen won’t, and that makes them dangerous, useful, and very often short-lived.
Cyberpunk 2026 Campaign: Dramatis Personae
The PC's are a gang of Fringers loosely affiliated with one another, connected through Azrael, a local information broker who also puts together teams for heists and gray operations in and around Southowilson.
Friday, December 26, 2025
Cyberpunk 2026: Heist #1 - Kestrel Rio Vista Campus General Information
The PC’s are hired by unknown parties (probably a Devaraja operative) to steal a set of seeds from Kestrel Agsys for some new food crop, some high-yield, disease-resistant grain strain. They are stored in a guarded facility in the Rio Vista Corridor 5D(a). The job pays $5,000 up front and $5000 on delivery for one night’s work and requires the goods to be dropped off at an arranged location. The patron offers little assistance besides “the lab is on the 5th floor of Building 8", remains anonymous, and provides a burner number to call when the job is done. That, and a chiller backpack (with a 6-hour duration), a 4kg demolition charge, and a timer/remote.
Saturday, November 15, 2025
Second SIOD Case: Nano
Synopsis: Dr. Elias Gray, a rogue American researcher, was attacked by a three-man hit team from the AFR somewhere along the Ikebara Megaroad. In the exchange of fire, the researcher was wounded, and a large amount of an unknown nanotoxin was released, killing the hit team, the researcher's own bodyguards, and several uninvolved civilians. This incident occurred at 16:30 on the first day of the investigation. Forensics and traffic analysis led the detectives to the Baltimora Bar and Grill. They were able to establish that Dr. Gray was in Southowilson looking for Nick Ransom, a local fixer affiliated with SDI and possibly Tex the Tech, a semi-legendary figure. It was also determined that the nanotoxin was a combination of a nonlethal paralytic agent and a "nerveburn"-type nano agent.
Tuesday, September 02, 2025
Cybercops SIOD: First Case, H. Raines Homicide.
Glory Lane Fatal Stabbings
Patrol units responding to a disturbance call early this morning discovered two deceased individuals in a service alley off Glory Lane near The Mirage Circuit VR lounge. The victims, identified as Hector Raines, 46, an Australian national in town on corporate business, and Raisa Myaschev, 23, a local resident, both sustained fatal knife wounds. Investigators describe the incident as consistent with street robbery and gang violence common in the district. No arrests have been made. Authorities advise citizens to avoid the area during late hours and to exercise caution when traveling in entertainment zones.
Friday, August 22, 2025
The Southowilson Police Department fields compact VTOL recon drones, about the size of a kitchen trash can, used for surveillance, suspect tracking, and high-risk entry support. Fitted with advanced optics suites, they can scout alleys, rooftops, or interiors in conditions that would blind human officers. Their mounted autoshotgun is less about precision and more about flexibility: a wide spread offsets the drone’s stability limits, while interchangeable ammo loads (breaching rounds, gas, beanbags, buckshot) allow it to serve both utility and suppression roles. Although armored and surprisingly resilient, these drones are still vulnerable to EMPs and electrical fires, making them expendable yet highly valued tools for SIOD and Maxtac operations.
Sunday, August 17, 2025
Cybercops: SIOD 4th Squad Characters
Friday, August 15, 2025
Cybercops: Southowilson SIOD (Campaign and Character Creation)
The Special Investigations and Operations Division (SIOD) is an elite unit within the Southowilson Police Department, composed of the department’s most skilled detectives and MaxTac officers. Candidates are selected for their experience, intelligence, and initiative. Unlike other divisions, SIOD is centrally administered from SWPD Headquarters in Turner Plaza, though its officers are deployed citywide as needed. They answer solely to the division captain.
SIOD is tasked with cases deemed too dangerous, sensitive, complex, or unusual for other divisions to handle. These range from gangs, organized crime, and drug rings to serial killings, corporate malfeasance, and incidents too obscure for routine investigation. If a case is too high-profile or, conversely, too low-profile to be handled through regular channels, SIOD takes it. Such assignments occur more often than most civilians realize.
The division is organized around a central command element and three to four teams, each comprising three to five officers. Every team is led by a detective sergeant, usually the most experienced officer on the team, and is assigned a distinct case. Squads maintain separate office spaces clustered around a shared briefing area near the captain’s office. Although the division’s base is officially located in the Judicial Center (Building 11, Turner Plaza), SIOD officers typically operate in the field or out of local precinct offices while conducting investigations.
Thursday, June 12, 2025
Cyberpunk, 2300AD: SPM-1 Battleglove
Friday, May 02, 2025
SWADE Group Monster Stats (Chat GPT-generated, for reference in play)
Stats for large, homogenous groups of humanoids in combat. These were generated by ChatGPT for convenience.
Monday, April 28, 2025
K24: First Stop - Taldane and Castle Falastra
Saturday, April 12, 2025
K24: Intro to the Krayten Sea Arc - Il Conte de Vento
Soon after, the PC's signed up with a charismatic Gemiri merchant named Marovio LaVorgna, who has a ship docked in Gillheda, called the Il Conto de Vento, the "Wind's Account". It is a fast two-master caravel of Gemiri construction, small as ships go but worthy-looking enough. His plan is to sail around the Krayten Sea, making planned stops at Taldane (in Alastin), Galadova (in Tregosta), and eventually sailing past Gemric all the way to Port Sovran (in Terathmin), trading and pursuing rumors as he goes. The PC's will serve as guards and mercenaries, keeping him alive during this long adventure. At journey's end, the PC's will arrive in Cio Gemir, which he assures them is the most incredible city in the world, wealthy enough to establish themselves as well-to-do residents should they care to.
Tuesday, April 01, 2025
K24: The Road to Gillheda
To get out of town, the PCs had already arranged a minor job escorting a merchant convoy traveling the road from Dinas Halak to the port city of Gillheda. Sadly, the river that flows through Dinas Halak to Gillheda isn't large enough for cargo traffic, so merchants must resort to the road. Gillheda is a reasonably sizeable walled port town, only a few miles from the border with the Ethestis Concord, specifically the city-state of Enxellon. Merchants of several nations put in at Gillheda, and mercenaries are always in demand.
Week 1
The first week began with surprising fortune. Clear skies and firm roads allowed the convoy to make better time than expected. Spirits lifted with the pace, and hopes for an easy journey rose. Midweek, the caravan encountered a troupe of traveling performers — jugglers, fiddlers, and a storyteller — who brought laughter and news from the south. But the mood dampened slightly two days later when heavy rains turned the road to muck near a narrow ford, costing the group half a day's travel and a great deal of swearing from the ox-handlers.
Week 2
The second week turned sour. Just after a problematic stretch of washed-out Halleck roadway, a laden wagon’s axle snapped. The crew spent an entire day unloading, reinforcing, and resetting the wheel with makeshift repairs. That night, the guards spotted distant lights in the woods — too many, too coordinated. At dawn, the convoy was ambushed. Later in the week, the group limped into a fortified hamlet, where merchants from the opposite direction shared grim rumors: uprisings in the borderlands, a noble’s army on the move, and whispers of monstrous shapes in the woods. The tale of the ambush seemed all the more unsettling in this context.
Week 3
Week three was mercifully uneventful. Clear skies and open road greeted the convoy, and the wounds — physical and emotional — began to mend. The days passed with quiet determination. Although the scouts reported strange tracks near the trail twice, nothing came of them. A rhythm took hold: march, camp, watch. No one spoke much after dark.
Week 4
Misfortune returned in the final stretch. Rough stone paths descending into low country shattered another wagon wheel, forcing another stop. Just one day later, yet another cart suffered the same fate — sabotage was whispered in hushed tones, but no culprits were found. As the coastline came within reach, the convoy passed a crumbling waystation where they heard more rumors: something had stirred deep in the salt marshes, and a city watch unit had vanished upriver. No one slept well that night. Still, by week’s end, battered but intact, the caravan rolled over the final rise and saw the walled town of Gillheda.
Gillheda
Population: ~3,500, Region: Southern coast of Halleck, on the Krayten Sea
Main Trade: Salted fish, peat, barley, sea-stone, modest regional exports
Gilheda is one of the few deepwater ports along the Krayten Sea coast, making it a necessary stop for coastal merchants, fishing fleets, and the occasional long-haul trader. Though never rich, its importance lies in reliability — a stable anchorage with steady hands. The town center and harbor are surrounded by an ancient stone wall that has long since outgrown the town. Taxes are levied at the two gatehouses. Gillheda is old, insular, and proud. Weather-beaten statues of ancient sea spirits linger in niches, and the locals observe odd customs when launching boats or burying their dead. Outsiders are treated cautiously but fairly — coin speaks louder than bloodline.
Baron Aldren Velm, ruler of Gillheda, is an unassuming man to hold a noble title. Stooped with age and more ink-stained than blooded, he wears his baronial station like a well-fitted cloak — functional, not flashy. His family has ruled Gilheda for five generations, holding it as a minor but stable barony on the southern coast of Halleck. Though technically noble, Velm’s power is administrative rather than martial; he governs the town from his chamber above the quay, where ledgers, manifests, and tide schedules occupy more space than banners or arms. Velm came into his title early, following the drowning of his older brother, a more martial soul, during a storm-swept voyage. He never expected to rule, but over the decades, he has earned the quiet respect of Gilheda’s merchant class, dockmasters, and even the clergy of the chapel. His leadership is marked by caution, fairness, and a talent for keeping dangerous tensions — such as trade disputes, smuggling rings, and cult rumors — beneath the surface, where they belong. Though his sword is ceremonial, and his retinue minimal, Baron Velm commands deep loyalty from the town’s clerks and harbor guard. Adventurers are met with polite skepticism. If they disrupt the balance, they’ll find his judgment swift — and measured in tariffs rather than threats.
Points of Interest (for Adventurers or Trouble Seekers)
The Saltwind Quay
A broad, creaking quay where the sea meets the town’s heartbeat. A place of rumor, barter, press gangs, and slow deals over barrels of herring and peat bricks. Certain corners turn quiet after dark — especially near Old Dunric’s Loft, a warehouse with a reputation for moving things “quietly.”
The Dunfield Market
A sloped square of thatch-stall vendors, knife-grinders, and peat-haulers. Anyone looking for unusual maps, counterfeit seals, or dried sea creatures with "alchemical" properties will eventually be directed to a half-blind seller named Maegden, who never speaks above a whisper.
The Lank Manse
A ruined building turned boarding house, just off the northern wall, now home to washed-up monks, self-taught apothecaries, and vagrant scholars. Its old cellars predate the current town, and something about them causes compasses and prayer beads to twist oddly near midnight.
Southshore Chapel of Saint Herlan the Seaworthy
Built directly into the cliffside, its seaward wall is little more than carved stone and tide-splashed lintels. Sailors still leave offerings of fishbones and black candles at its iron gate. Officially an Ordainer temple of Vannemid, it is the only temple in the town.
The Drifted Pint
Gilheda’s most infamous tavern, run by a wide-smiling woman called Dreska, who drinks more than she sells. It’s said she can read a tide’s fate in the scum at the bottom of a cup. A good place to find reckless locals and bored foreigners — or to get into a knife fight over dice.
Friday, March 28, 2025
K24: Killing and Skedaddling
To get out of town, the PCs had already arranged a minor job escorting a merchant convoy traveling the road from Dinas Halak to the port city of Gillheda. Sadly, the river that flows through Dinas Halak to Gillheda isn't large enough for cargo traffic, so merchants must resort to the road. Gillheda is a reasonably sizeable walled port town, only a few miles from the border with the Ethestis Concord, specifically the city-state of Enxellon. Merchants of several nations put in at Gillheda, and mercenaries are always in demand.
Sunday, February 16, 2025
SWADE/Twilight 2000 Resources
This is a repository of useful links for the SWADE-T2K campaign being run on Fridays. Everything here should be considered optional/ guideline/ suggestions unless the GM says otherwise. It will be continually updated as new resources are found.
Sunday, December 01, 2024
K24: The Case of the Kidnapped Jadugar
A Perashdan enchanter has been kidnapped by notorious Halleck knights, and his daughter seeks to rescue him.











