Author Archives: mxyzplk

Reavers on the Seas of Fate – Season Two, Fifteenth Session

Fifteenth Session (13 page pdf) – “Shadows Over Riddleport” – The PCs get back to Riddleport at long last with their new ship and spoils, but it’s not all booze and broads – the phantoms from the Devil’s Elbow are here too!

Welcome to Riddleport!

It’s the Teeth of Araska’s first time into port under their new charter, so there was a lot of fiddling around with how to calculate treasure shares and when to pay out what amount and the like. Chris and Paul spent a good part of the first hour of the session cross-checking their cargo lists against each other, valuating the goods, etc.

Prepping a session like this now requires me to bring a metric ass-ton of materials to the game. They can go anywhere in Riddleport, which I have cobbled together from Riddleport and Freeport materials; vex me with questions about past and future adventures that I need to look up, and you never know what high level NPC it’ll enter their mind to try to kill. I had a duffel bag full of books, another full of papers, and a computer will all past session summaries and other notes in it.

Anyway, after briefly contemplating murdering their hostage, they dock and take the traditional pirate crew’s pilgrimage to the temple of Besmara. All pirate crews go there and toss a coin per man into the beast-haunted pool before doing anything else to thank her for a safe return. They run into friends new and old, but it’s not long before the gendarmerie shows up and tells them the Overlord wants to see them. Apparently the All Due Restraint’s absence has been noted and all pirate captains who dock are being hauled in for questioning.

Along the way, another squad of gendarmes turns out to be phantoms in disguise! The characters’ sigils warn them by flashing with pain at their approach.  Once revealed, they float about with shadowy bodies, have broad sword-blades for arms, and impassive white masks for faces. “Very anime,” noted Paul. And they seem to absorb blood at a frightening rate. They kill all but one of the gendarmes before the PCs manage to defeat them with their orichalcum weapons. (Wogan healed the head gendarme, which is the only reason he survived.) Which was a bit of a disappointment, I had hoped they’d kill all the gendarmes – let the PCs try to talk their way out of that! “Oh, it was disappearing monsters that killed all those cops that were taking you in last time they were seen? Sure it was…”

The PCs manage to parlay their questionable decision to retain the corpses of the dwarves from the drifting All Due Restraint into a full pardon for past crimes from the Overlord, once he is convinced they had no hand in it. So despite two cunning plans to entrap them, they come out smelling like roses! Ah well, I’m sure they’ll do something demented in the future where I can get them all on the run and underground.

Speaking of that, then they wander by the Cypher Lodge looking for boots and poontang (no, really, pretty much) and discover the place is mostly abandoned and really creepy and Thorgrim, who was there when they fought atop the Riddleport Light, is in charge now and has portraits of himself hanging everywhere. They poke around until they find some trouble, and we left it at a cliffhanger – hey, why is half-orc God Squad member Salvadora Beckett hanging from shackles in Thorgrim’s battle circle?  Why are our sigils burning?  Why are the shadows moving? “I CAST THINGS” cried all the PCs at once, and I said “And that’s where we’ll pick it up next time…” Always leave them wanting more!

Reavers on the Seas of Fate – Season Two, Fourteenth Session

Fourteenth Session (11 page pdf) – “Return to Riddleport” – Extracting the Teeth of Araska from its precarious harbor at Shatterhull Island is difficult, and becomes more difficult when some merrow show up to the party.

Shatterhull Island

The first part of the session was the PCs sweeping and clearing the hags’ lair looking for treasure. But quickly they had to turn their attention  to getting  their ship out of its dangerous perch surrounded by rocky spurs.

This wasn’t a trivial maneuver and proved to be the action setpiece of the session.  It actually got a lot worse by dumb luck – I was rolling random encounters by the hour and three sea ogres showed up first thing in the morning, which was when they decided to try to extract the Teeth of Araska. So what I figured would be an important but minor part of the session turned into most of the session!

Maneuvering a large sailing ship is very imprecise work. They wisely decided to try to tow it out with the longboats.  This is safe if arduous in open water, but in the swells that near the island it was extremely dangerous. The first critical step was swinging the ship’s prow around to point away from the island. Sindawe and Serpent each led a longboat and Wogan and Tommy kept order on the ship. Many Profession: Sailor checks were made and they got the ship reoriented OK (though Serpent’s launch was bashed against underwater rocks enough that it was starting to leak). And then the sea ogres attacked.  Dude, the saltwater ones are fricking huge!

This was complicated for me, the beleaguered DM. The PCs had a crew of twenty diverse crewmen (some pirates, some ex-slaves) I was handling, along with the merrow and the forces of nature. There was fighting, sailing, paddling, shooting of cannon, falling overboard… My goal with this game is to make the naval stuff not just “color” but to make the sea, and the ship, important characters of their own and I think it was a success.

Then they loaded on the cargo from the island and headed out. They came across the Riddleport ship that left the Devil’s Elbow before them, the All Due Restraint.  All the gendarmes had been killed and were missing; all the dwarves had been killed and hung by ropes off the ship so that sharks and whatnot would eat their lower halves. This caused a lot of debate amongst the PCs. Bringing in or trying to claim the ship would almost certainly get them hung for piracy against Riddleport. They made the somewhat questionable decision to leave the ship, but take all the dwarves with them, stuffed into barrels in the hold. The crew was so not happy about that. The PCs, ever frugal, seriously asked “Can’t we fit more than one dwarf per barrel?” “Fuck you, man,” was the general tenor of the response to that. Then Wogan spent a lot of time down in the hold muttering to the barrels. This revealed that Morgan Baumann of the Kraken’s Claw took the ship, and further convinced the crew of the monstrousness of their new officers.

And then finally, Riddleport hove into sight! R&R at long last?  Fie on that!

Alternity “The Lighthouse” Session Summary 52

Fifty-second Session – The A Team deals with yet another station computer STD and then liberate Mantebron with a startling lack of fanfare.

This was a short session; Paul didn’t have much prepared and Chris and Bruce were out, so we wrote up some plot cards and fiddled around a bit. It was fun to have a low level station threat we could get our hands dirty with, and also our cunning plans with our alien prisoners started to bear some fruit.

Then we sent a fleet to Tendril, but it turns out the alien fleet had skedaddled. Alas. I think there’s two fortress ships lying in wait out there somewhere. We spent some time working on our new governmental organization – it used to be somewhat complex when we were with the Galactic Concord, and now that we broke off from them there’s a lot of “who reports to who now?” kind of stuff. The main change was that we changed the somewhat lame Concord Administrators into the Verge Rangers and sent them out to Judge Dredd it up.

Then we used the medurr’s drivespace denial weapon to catch the Twelve Clutch, a T’sa ship that had been testing a new stardrive and has been “unstuck” for some time, zapping in and out of the real world.  Next time we’ll go aboard; we have every expectation that it’ll be a real jacked up Event Horizon/Pandorum kind of thing. Woot!

Alternity “The Lighthouse” Session Summary 51

Fifty-first Session – We infiltrate an illegal mining operation on Alitar and determine it’s a Galvinite plant. We are unable to decide between shooting it up, blowing it up, and calling in the Army to shoot it and blow it up, so we do all three.

The biggest pre-session news was that Bruce (Lambert Fulson) and Georgina (long-time groupie) are dating now. It took a while to get this clarified; when Bruce Skyped in they were both at his house, which isn’t that unusual. After about an hour of weird oblique Yankee-style passive aggressive hints and googly eyed shemping at the camera, we demanded of him, “Just say ‘we’re going out’ already!!!” I’m not sure he was ever able to choke the words out, in retrospect.

First, we dickered over the plan for a while. The rest of us didn’t mind a chance to shoot up the aquatic devil mandrills they have on the planet, but Chris (Ten-zil Kem) was adamantly against it; the picture of those critters awakened some deep seated fight or flight response in him, so we infiltrated via train instead.

We decided that our cover was that we were in a crate of “Slu.” I provided the name, I remember Slu fondly from an old Commodore 64 game called Motor Massacre. In that game it’s an addictive food substitute that has turned most of Earth’s population into zombies, and you go all Mad Max on their asses. No reference is too obscure for me!

Anyway, once we got down into the underground part of the base the fighting started. At first it was just guards, but then it was crab-bots and a crazy scientist lady with a gun that combines aspects of a Super Soaker shooting mercury with depleted uranium bullets. I focused on the crab-bots because I have a bunch of pulse grenades, which do max damage to electronics – I hate freaking robots. They are hard to kill. I make sure and have something special on hand for when we confront some.

The crab-bots had SMGs, but Paul (the GM)’s descriptions made it sound like they were little better than Skorpions and Tec-9’s strapped to dowel rods coming out of the top of their shells. This entertained me because those guns always bring to mind hapless easy-to-kill goons on dirt bikes from Asian action movies. They couldn’t hit much either so we didn’t take them too seriously, though Peppin got taken down by them – he’s a syphilitic psychic and so he gets taken out by things like walking into doorframes all the time. My favorite move was putting my satchel of C-25 (you know, futuristic C-4) in to the elevator and sending it up to forestall any reinforcements. Very cinematic.

Ten-zil Kem (Chris) is usually not that great in a fight but he upgraded to a render rifle and he was totally zapping bad guys right and left with it.

Finally we left, after Lambert Fulson (Bruce) critically failed his Vehicle Operation roll time after time, basically reducing the train to a huge lump of scrap metal. We had to take dirt bikes out down the train tunnel.

And then we meet assassin Kelvin Otterschmidt, the abducted kid of Concord auditor Hans Otterschmidt, who was a serious thorn in the Lighthouse command staff’s side for many sessions. He takes us to his boss, renowned crime lord Carmine Blake!  He is like the Kingpin, and basically tells us the Galvinites have started an X-men style academy for developing psychics, probably with the help of filthy aliens, and would we go destroy it please. Sounds like a plan!

Geek Related Has Its Own Domain Name!

Well, I finally gave in and ponied up for a custom domain name. So though you can still use mxyzplk.wordpress.com, the primary name for the blog is now geek-related.com! Tell a friend!

Alternity “The Lighthouse” Session Summary 50

Fiftieth Session – The B Team goes to Algemron to investigate the war between Galvin and Alitar. We discover why Alitar is losing; apparently they are even having trouble suppressing the native population of cute little sea otters. We offer to help.

Bruce was gone so Tim took the session summary, it’s a little short and stream of consciousness. We went down to Alitar and decided our “in” to the whole situation was the Alitarian problem with the sealfins. A lot of the session was wandering and talking to guy #1 who told us we needed to go talk to guy #2 who then told us we needed to talk to guy #3…  No really, I think we got up to guy #6 in the daisy chain (although the sixth was a sea otter) by the end of the session.

We did have a lively firefight at a motel though. Ten soldiers (we eventually find out they’re Galvinite military intelligence) hit us, and as we’ve discovered with our Concord Marines, ten dudes with charge rifles can lay down the hurt pretty well.  We had to escape while under fire, though I (Markus) took a couple down and KOed one to stuff in our trunk for later interrogation.

Session #50!  Man! This campaign has been going strong for a while. Paul has started to make noise about “what’s next,” maybe we can bring the External War to a close and then start something else up. We’re all having fun and don’t want to stop till we see the war through though!

Alternity Book Report: Zero Point

My third Alternity novel set in the Star*Drive universe is Zero Point, but Richard Baker. It is better written than Gridrunner, the book that preceded it, but it shares a number of unfortunate similarities that aren’t to its benefit.

In Zero Point, bounty hunter Peter Sokolov snatches his mark Geille Monashi to bring back to Pict territory on Penates. But they have to make a blind hyperjump and come across a previously unknown alien ship. They are then caught in a feeding frenzy of those who want to exploit it…

I found this book especially interesting because in our Lighthouse campaign, we have actually met and allied with these aliens, the warlike Medurr (or “draco-centaurs” as we like to call them). They keep all kinds of slave races and have a kind of infinite energy drive (“zero point”) that makes all kinds of brute force tech possible. Also, Sokolov is cybered up and you get to see that at work (clearly using the game rules for it). The novel also reveals a lot more about AIs in the setting than previous novels; Sokolov’s ship has an onboard AI named Peri that is a secondary character. For all the alleged hacking in the previous novel, this one has a lot more rubber-hits-the-road examples of hacking ship computers, AIs, and Sokolov’s onboard nanocomputer.

However, I also found it somewhat tiring because of the relationship between the leads – it was weak in general but was more annoying because it was the exact same dynamic as in Gridrunner.  Powerful man captures skilled woman, falls for her for no good reason, they bang, then they alternately betray and/or bail each other out in turn for the rest of the novel.  It’s a little obnoxious once, and a back-to-back dose of it was doubly so.  I mean, I know that when I abduct women they always fall in love with me, but who else could be so gifted? Plus, Sokolov spends an awful lot of time as a prisoner (like half the novel) – good for character interaction and explication purposes, I guess, but it becomes tiresome.

The book was better written than the previous two, though, and besides the aliens and cyber you get to see a variety of Star*Drive cultures at work – more about Lucullus/Penates, the Union of Sol, megacorps, space pirates… Very helpful for players and GMs of Alternity Star*Drive to get a feel for the setting.

Alternity Book Report: Gridrunner

The second in my stash of Alternity Star*Drive books, Gridrunner, details the exploits of Lazarus, a CIB man (space cop), and his prisoner-cum-love interest Sable. She is of course a misunderstood soul who has been forced into the life of a criminal courier by a bad man who has her brother prisoner.  “Gridrunner” is the Star*Drive term for a decker/cyberspace hacker. They perform various undercover work in Port Royal, on the criminal-run planet of Penates in the Lucullus system. We spent a lot of time there in our campaign dicking with the Jamaican Syndicate and Picts and other colorful characters.

This novel is a mixed bag. It’s reasonably engaging, but in the middle there’s this 50 page long heist/Mission Impossible intrusion sequence that gets really boring.  From a RPG point of view I guess you could mine it for ideas on how to run a scene like that with plenty of technical work and skill checks, but it would still be a bit long for that. The love interest between Lazarus and Sable develops somewhat artificially and is of the “oh I am making career- and/or life-risking decisions because of this broad I met a day ago” type.

The descriptions of Gridrunning are pretty interesting, I can’t help but think “Second Life,” which is fair enough since this was written way before SL came out. It’s a pretty typical Snow Crash kind of setup, with people’s “shadows” in a VR world.

I was a little surprised at the (mild) rape/torture content – I don’t mind it, but usually WotC type stuff is pretty tame. So far between this and Two of Minds the Star*Drive universe is portrayed as pretty darn gritty.

On a personal gaming level, the most interesting part was the description of the Corner, a bar on the space station Lighthouse – my warlion character in our Alternity campaign owns the place.

All in all, this was OK and helped flesh out the milieu (especially Penates, the Lighthouse, and Gridrunning), though the 50 page thievery scene definitely forced me to start skimming for a span.

Alternity Book Report: Two of Minds

I was looking through my bookshelf and realized that I own five, count them, five old Alternity novels!  As I’ve been playing in Paul’s Alternity campaign for more than two years now, I thought it was high time to root them out and read through them!

The first is Two of Minds, by William H. Keith, Jr. The story features Spacer, a tunnel rat living on the crappy Total Recall-esque mining colony of Lison, who wants a bigger life among the stars. A guy he’s conning gets wasted by VoidCorp (evil megacorp) agents and next thing you know he’s joined up with a typical adventuring party and is headed for the planet of Storm to interface with freaky aliens and get shot at by VoidCorp.

It’s decently written, though a couple times I wished the writing “grade level” was a couple higher. The plot keeps on moving and the characters manage to be just a smidge more interesting than they are flat. They have a couple more main characters than the writer can handle well. Although I was entertained by the Rigunmor guy who basically did nothing but occasionally be a jerk until he sacrificed himself to help everyone in the end – mainly because that’s how Bruce’s Rigunmor character in our campaign is.

Really the main point of interest is how Spacer uses a “holotarot” (space tarot) deck his grammama gave him to interpret and predict events, something the fraal (Grey psychic alien) in the group posits is linked to a latent kind of psychic power. I found it inspiring for Pathfinder games as well, where Harrow (fantasy tarot) decks and use thereof play a big part in the world of Golarion.

It’s also pretty good for inspiration for plots about exploring hostile planets and meeting new aliens in a discovery-oriented campaign. The aliens in Two of Minds are very alien and it definitely reveals the setting as being one where there are some pretty cosmic-scale weird things.

The novel does do a pretty good job of establishing a “look and feel” of the Verge, which is helpful for Alternity Star*Drive players. I would call it cinematically gritty – the Schwarzenegger movie Total Recall is probably the best comparison. The book is an average sci-fi popcorn read in general, but to an Alternity player is definitely worth reading.

Free Ropecon Adventures

Courtesy our fine Finnish friends that put on Ropecon last weekend, a bunch of free adventures!  They had an adventure writing contest and have posted all the entries – D&D 3.0, 3.5, Pathfinder, and even OSR stuff like Lamentations of the Flame Princess, Labyrinth Lord, and Swords & Wizardry.  Go get them for free! And raise a “Kippis” to NiTessine and his con co-c0ordinators for sharing.

ENnies Results – Paizo Wins Again!

Courtesy the sharp eyed folks on the Paizo forums…  The ENnies awards results!  Let’s count the Pathfinder wins…

  • Fans’ Favorite Publisher
    Gold: Paizo Publishing
    Silver: Wizards of the Coast
  • Product of the Year
    Gold: Advanced Players Guide, Paizo Publishing
    Silver: The Dresden Files RPG, Evil Hat
  • Best Game
    Gold: The Dresden Files RPG, Evil Hat
    Silver: Mutants & Masterminds Hero’s Handbook, Green Ronin Publishing
  • Best New Game
    Gold: The Dresden Files RPG, Evil Hat Productions
    Silver: The Laundry, Cubicle 7
  • Best Supplement
    Gold: Pathfinder: Advanced Player’s Guide, Paizo Publishing
    Silver: Space 1889: Red Sands, Pinnacle Entertainment Group
  • Best Adventure
    Gold: Pathfinder Adventure Path #43: The Haunting of Harrowstone, Paizo Publishing
    Silver: Delta Green: Targets of Opportunity, Arc Dream Publishing/Pagan Publishing
  • Best Setting
    Gold: Pathfinder Campaign Setting: Inner Sea World Guide, Paizo Publishing
    Silver: Dark Sun Campaign Setting, Wizards of the Coast
  • Best Monster/Adversary
    Gold: Pathfinder: Bestiary 2, Paizo Publishing
    Silver: Monster Vault, Wizards of the Coast
  • Best Miniatures Product
    Gold: Mousling Heroes, Reaper Miniatures
    Silver: BattleTech 25th Anniversary Introductory Boxed Set, Catalyst Game Labs
  • Best RPG Related Product
    Gold: Castle Ravenloft Boardgame, Wizards of the Coast
    Silver: BattleTech 25th Anniversary Introductory Boxed Set, Catalyst Game Labs
  • Best Aid/Accessory
    Gold: Hero Lab, Lone Wolf Development
    Silver: D&D Essentials: Dungeon Tiles Master Set – The Dungeon, Wizards of the Coast
  • Best Electronic Book
    Gold: Continuity, Posthuman Studios
    Silver: Shanghai Vampocalypse, Savage Mojo
  • Best Free Product
    Gold: Old School Hack – Basic Game, Kirin Robinson
    Silver: A Time of War: The BattleTech RPG Quick-Start Rules, Catalyst Game Labs
  • Best Rules
    Gold: The Dresden Files RPG, Evil Hat Productions
    Silver: D&D Rules Compendium, Wizards of the Coast
  • Best Writing
    Gold: The Dresden Files RPG, Evil Hat Productions
    Silver: Delta Green: Targets of Opportunity, Arc Dream Publishing/Pagan Publishing
  • Best Production Values
    Gold: Pathfinder: Bestiary 2, Paizo Publishing
    Silver: The Dresden Files RPG, Evil Hat Productions
  • Best Cartography
    Gold: Pathfinder Campaign Setting: Inner Sea Poster Map Folio, Paizo, Cartography Rob Lazzaretti
    Silver: Bookhounds of London, Pelgrane Press, Cartography by Beth Lewis
  • Best Interior Art
    Gold: Pathfinder: The Inner Sea World Guide, Paizo Publishing, Art Direction by Sarah E. Robinson
    Silver: Dark Sun Campaign Setting, Wizards of the Coast
  • Best Cover Art
    Gold: A Song of Ice and Fire Campaign Guide, Green Ronin Publishing, Cover by Michael Komarck
    Silver: Shadowrun: Attitude, Catalyst Game Labs, Cover by Echo Chernick
  • Best Blog
    Gold: Best Blog goes to Critical Hits
    Silver: Best Blog goes to Gnome Stew
  • Best Podcast
    Gold: Yog Radio: The Cephalopodcast from Yog-Sothoth.com
    Silver: Chronicles: The Pathfinder Podcast, d20 radio
  • Best Website
    Gold: Obsidian Portal
    Silver: d20pfsrd.com
  • Judges Spotlight Award from Mark Green: Wayfinder #4: The Mwangi
  • Judges Spotlight Award from CW Richeson: Smallville, Margaret Weis
  • Judges Spotlight Award from Wil Upchurch: Outbreak, Hunters Books
  • Judges Spotlight Award from James Surano: Fortune’s Fool, Pantheon Press
  • Judges Spotlight Award from Tracey Michienzi: Eat & Run, Brainpan Games

The way I count it, that’s 9 gold for Paizo directly and then 1 gold, 2 silver, one Judges Spotlight for other Pathfinder related products (Hero Lab is mainly for Pathfinder, really, then d20pfsrd, Wayfinder, and Pathfinder Podcast). Also good to see Green Ronin representing, and Dresden Files getting love (6!). Congrats to all the winners!

Reavers on the Seas of Fate – Season Two, Thirteenth Session

Thirteenth Session (16 page pdf) – “Shatterhull Island” – The PCs follow a treasure map to the wreck of the Sandspider. But who will plunder who’s booty? Only time will tell…

Welcome back to Reavers on the Seas of Fate!  Long hiatus due to summer vacation. But we’re back and played an extra long session to get going again.

Our PCs have ownership of a pirate ship and a crew (half pirates and half escaped Chelish slaves) and Sindawe had a treasure map that’s been burning a hole in his pocket.  Serpent really wanted to go back to Riddleport and get the magic boots he’s had being made there for like four months, but he got outvoted due to the lure of TREASURE!

Early on in the session, they joked that maybe someone was sending out loads of maps to the wreck. I have a good poker face, thankfully, because that was the exact setup.  I adapted “Shatterhull Island,” a mini-adventure from the D&D 3.5e Stormwrack supplement.It was a hag coven that sent out magicked maps, and used their coven powers like vision and dream to lure people in.  One hag appeared in Sindawe’s dream as Mama Watanna a couple times.

When they approached the island, the hags used illusion to obscure the sharp rocks to the south of the island.  Only Wogan making a DC30+ skill check let him see there was something wrong with the wave patterns and make a Will save. The ship managed to avoid being shattered on the rocks due to quick action with an anchor feather token, but was in a bad spot.

Cue the hot woman, Amber, running from ogres! The PCs were of course suspicious of this.  But she had a mantis tattoo, and Mama Watanna had a mantis with her in the dream… And Sindawe is never one to resist sexual advances too much, so they banged in the wreck of the Sandspider while the rest of the group cooled their heels. “She’s so strong,” he noted.

Then a hag attacked the ship to lure the PCs off and more ogres “kidnapped” Amber. The hags knew they needed to all be together to use their uber powers. The PCs dutifully went up to the cave lair and fought the cool, weird zombie ogres – the hags believe a creature’s strength is in its hair, so they shave the corpses and make hair ropes to bind driftwood to their limbs and sew their mouths shut.  The PCs kept collecting the gemstones from their eye sockets, never figuring out they were hag’s eyes. It took them a bit to realize there was more than one hag.

There were gold coins (Infamy points) spent… They forcecaged Sindawe but Wogan spent a coin to let him avoid it. Alas. I would have been content to keep them all in a cage with the hags charming them to love them up while they dined on their crew. I’ve been reading a lot of A Song of Ice and Fire so don’t think I wouldn’t do it… But they managed to hack down one hag, and once one goes down and all the Super Coven Powers go away, they are meat for the beast.

Although it’s funny, Ambraga (Amber) was a low level witch, and when Granny went down she got her back up with a Cure Light Wounds – Serpent freaked out and was giving up; he was sure that they were just all immortal or something.  It’s funny the little things that can demoralize even experienced players.

They are about done with the island; they just have treasure and intel to gather up and then figure out some way of getting their ship out of the rocks safely. Then it’s back to Riddleport! And Tommy should be rejoining us next time (the player’s been on hiatus so it’s really just been Wogan, Sindawe, and Serpent with souls for the last bit).

We all had fun; we played extra long, like 8 hours, but we got the whole adventure done in one session – I’ve got a bad habit of letting them really stretch out.