Category Archives: session summaries

Reavers on the Seas of Fate – Eighth Session Summary

Eighth Session (14 page pdf), “Death in Riddleport, Part II” – The PCs find a hidden temple under an abandoned house and engage in vicious combat with serpent men!  “Sorry, Vincenz, but that’s too tough!” they conclude after a couple runs at it.

The adventure was a beefed up version of Green Ronin’s “Death in Freeport.”  (Spoilers for that adventure ensue).  Did I beef it up too much?  The weakest part of the Freeport Trilogy, I thought, was that the great legendary serpent men were 1 HD (and 3.0 HD are like worth 1/2 a Pathfinder HD) pieces of crap.  Paizo printed some more “real” serpentfolk in their 3.5e Into the Darklands supplement.  I had to do the degenerate-statting and conversion to Pathfinder myself, but was left with some nice CR4 brute types.  I didn’t think that would be a horrible problem – these PCs are Pathfinder and pretty optimized, and have pretty much happily rolled over all the other fights so far.

Well, they got tromped by two of them.  There were a couple reasons why.  One, they were down a PC because Blacktoes wasn’t here, which means they were only four men against an unknown foe.

But shouldn’t a party of 4 second level PCs be able to take (though have it be tough) 2 CR4s?  Well, secondly, they’re pretty tough even for CR4s, I think, and I made a mistake in not nerfing their poison more (I converted from 3.5e to Pathfinder poison on the fly and the latter procs each round for 6 rounds, so needs a much lower penalty value).

But also some of it, the third part, was the PCs I think.  I’m trying to get them to think more tactically as part of a “gritter” campaign, but I’m afraid they still default to “screw it, let’s run around like butt monkeys.”  The villa assault in Three Days to Kill was a good example; they started in decent SpecOps style but then all started running round solo (and still did well – I tried to scare them some but I guess they may have gotten the lesson that that’s OK…).

Although maybe it worked out kinda decently in the end.  Samaritha went with them and they fought ten skeletons and three serpentfolk at once!  (You don’t hit a dungeon, leave, and return after two days without them getting a good reaction plan in place.  Sorry.)  And once the players got scared into really thinking hard, they did a good fighting withdrawl that they converted to a hasty ambush and took the enemy all out (albeit with using all their remaining action and Infamy points).  Which would have been fine, but that fight demoralized them enough that they bailed – not even to come back after healing, but just “bah, maybe after we level.”  I made it crystal clear that they were leaving Vincenz to his death, but that didn’t impress them.  They figured any more of those serpentfolk and they were meat.

Ironically, they had killed all of them off and just had the boss to fight – he’s tough but not as tough CR-wise as e.g. two serpentfolk.  But they didn’t know that and I don’t like giving metagame info; courage isn’t real courage if you are told the risk was low, so they walked away and I didn’t do much to stop them (except having the voice of an NPC speak as a conscience.  “You’re gonna leave your friend to die?”).   They pushed me to get a level at the end of the session.  Perhaps I’m cussed, but I didn’t want to reward failure with a level (and have them think on some level that I gave it to them so they can go back and succeed).  Not like they’re going to hang around awaiting the PCs’ leisure; I’m not big on static dungeons or villains that don’t respond to stuff like that.

They got some of the disappointment out of their system by going and beating the crap out of Braddikar Faje.  Second Darkness has some badly balanced encounters; as if a third level NPC fighter with some goons is going to be a credible threat to a whole party of PCs.  I had built up his street cred enough that they took him seriously, at least, but he couldn’t damage them worth a darn.

Now I have to figure out what’ll happen next.  I pretty much run things from a simulationist point of view during a session (what would logically happen next) but from a story point of view during sesssion prep (it might be interesting if person X goes and does Y…).  I reckon trouble will start coming to them; my hope is that they snap and become the ruthless pirates they are destined to be…

This group of players is a little of a challenge as I found out when they hated my Mutants & Masterminds campaign.  They really don’t like being bested, even if it’s nonfatal or dramatically good.  I guess we’ll see if this demoralizes them or what.

Reavers on the Seas of Fate – Seventh Session Summary

Our heroes (?) continue in their shenanigans in Riddleport in Reavers on the Seas of Fate: Death in Riddleport, Part I.  I’ve been borrowing from Green Ronin’s excellent Freeport setting to flesh out the pirate haven of Riddleport and here’s where we kick into their classic adventure, Death in Freeport, but adapted to Riddleport and generally getting beefed up.

Seventh Session (14 page pdf), “Death in Riddleport, Part I” – Crimelord Avery Slyeg makes the PCs an offer they can’t refuse, so they hunt down the Splithog Pauper (the leader of the criminal gang from “St. Casperian’s Salvation”).  And they look for their kidnapped friend Vincenz – rubbing elbows with Cyphermages requires them to clean up a bit.  The practical and moral dilemmas get harder as they work to rescue their friend.

I was pretty happy with this session.  The trick to a good campaign is having interesting NPCs that the PCs believe in enough to deal with realistically, and this session was all about that.  Man, the Splithog Pauper has gone from a side sub-boss with no real personality – less backstory than the average Paizo NPC, really – to a major player.  The first time he escaped, the PCs found his disguise kit and decided he was a master of disguise – to the point that as they were walking out right after the fight, they interrogated a legless homeless guy to ensure he wasn’t the Pauper in disguise.  This time, he lived up to their expectations by being disguised as a peg-legged pirate captain.  Once they caught him and took him back for interrogation, he managed to talk his way out by trading the location of his hidden treasure for his life, and after they let him go, he told them the treasure was in the artificial leg from his disguise they already had in hand.  They were all impressed and like “Damn, he totally conned us!  That took balls of steel!”  Now they’re convinced he’s Golarion’s answer to James Bond.  DM pro tip: every time the PCs decide an NPC is really bad ass, give them a level.  Ding!

And besides the Pauper, the interactions with Avery Slyeg, Samaritha, and Iesha are all going well.  When the PCs are taking NPCs as or more seriously than fights or loot then you can get some real stories going.

Other things I was proud of – I don’t like when NPCs know things they shouldn’t; I hate the “hivemind complex.”  So the Pauper had a signal arranged – if he started singing “What Shall We Do With A Drunken Sailor,” that meant trouble, and his new rent-a-goons should come downstairs shooting.  Well, the PCs were spread all over the bar doing various things and the goons had never seen them before, so they just started drive-by style random shooting at anyone that looked dangerous.  And in turn, that galvanized the PCs much more to immediate action than a standard thug attack.

During this session I made use of two of my custom rulesets – the gather information/random encounter/rumor combo I discussed in Life in the Big City – Gather Information, and the chase rules I laid out in Life In The Big City – Chase Rules.  Both chases (the Pauper and Enzo) went well; I think after another use or two the chase rules will be nice and solid.  The trick is to not make them too much of a “separate minigame” that causes problems with interactions with all the skills/feats/spells/etc of 3.5e play.

Next session – some shockingly brutal fights!

Alternity “The Lighthouse” Session Summaries 11 and 12 Posted

Welcome back to our tales of the Lighthouse, the wandering space station operated by the Galactic Concord to keep peace in the delicate frontier of the Verge in the Alternity Star*Drive universe!

Eleventh Session – Subplots are visited upon us en masse as we starfall towards Hammer’s Star.  Crazed cyborgs rampage and the station populace begins rutting like crazed weasels.  And we have the first real combat for like three sessions.  Not that there’s anything wrong with that.

On the one hand, I like that our custom subplots help drive the campaign.  On the other hand, this game session was just chaos.  People weren’t listening, interrupting, yelling off topic stories about whatever damn TV show they watched last night…  I don’t mean “not behaving optimally for people to roleplay” or “enjoying socializing with friends,” I mean “acting in a distressingly impolite way.”  At one point I seriously considered punching another player in the head if he interrupted me again.    Then I considered just packing up and leaving.  Then I decided to just quietly ride it out.  Sigh.

Twelfth Session – The Lighthouse starfalls to the Hammer’s Star system.  The normal shenanigans and subplots ensue until an entire klick fleet appears and Captain Takashi gets to yell “FIRE ZE MISSILES!!!” again and again until they stop moving.

I think we’ve discovered the best way to use the Alternity space combat mechanics…   Ranges vary widely on normal weapons, from 1 to 12 hexes.  The Lighthouse itself can’t really move in combat and has short range beam weapons, so if anyone gets through our screen of defending ships we’re in trouble.  But missiles move like 6 hexes a round, and thus can get .  So really you  just want to fire all missile tubes at once before the other ship(s) are even anywhere on the tactical map; the chance of any significant weapon hit taking out major systems is very high.  We lost one of our two destroyers because we “played nice” and didn’t insist on engagement at very long range.

PC on PC Violence

There is always a lot of advice about how you never want PCs to actually come into physical conflict with other PCs, how that will ruin your game and you should take any meta-game action necessary to prevent it.

Well, that’s complete and utter crap. Here’s a gaming anecdote about some awesome PC-on-PC violence from an old AD&D 2e Forgotten Realms game I ran.

Bad Neighbors

SPOILER WARNING – this is full of spoilers for the 2e Forgotten Realms adventure “Bad Neighbor Policy” from “Four From Cormyr.”

In general I prefer gritty, low magic campaigns like Greyhawk or even Warhammer Fantasy. But for a change, our group said “Let’s play a high level high magic game!”  This clearly meant the Forgotten Realms, and since I was a crazed D&D DM I had every product put out in the 1e/2e days, so the PCs munchkinned themselves out with high level (10 or 12 or something) powerz and magic items and everything and I prepped a Realms game, which though it went off track, ended up a thing of beauty.

We ran something else forgettable first, but soon began “Bad Neighbor Policy,” in which the PCs are travelling to the Orvaskyte Ruins out in the swamp for one reason or another.  But first, there’s a random interesting location on the way – the “Inn of the Undead,” an inn run by two hot women.  The first, the scenario claims, is “a voluptuous blonde” and the other is a “tall, attractive woman with a luxurious, tousled mane of fiery red hair.”  They are also vampires, as it turns out, and there’s a 12th level necromancer who hangs out with them.

One of the PCs decides, true to form, that he’d “seduce that hot blonde chick who owns the place!”  She says, “Okay…  Come upstairs after closing  and we’ll take a bath together.”  “Well that was easy,” he thinks.  The PC comes upstairs with her, doffs all his armor and weapons and gear and gets in the bath.  Then the other woman, the redhead, comes in too, and the blonde says “I thought I’d ask my sister to join us, if that’s all right.”  The player, nursing a woody by this point no doubt, is all like “Woo, threesome, I win!!!”  They disrobe, get into the bath with him, and and then the fangs come out and ENERGY DRAIN ENERGY DRAIN ENERGY DRAIN ENERGY DRAIN the poor bastard is a vampire himself.  I laughed and laughed and laughed.  It’s scenes like that which make all the BS you have to deal with for being a DM worthwhile.

But it gets better. The necromancer’s there for no stated reason except an “alliance” with the vampires.  So I decide they’re doing some experimentation trying to make the ever-popular vampire that can walk during the day.  There was some spell they published around that time, I think it might have been in the Spell Compendium, where if cast on a vampire, their powers wax and wane over the course of the day but the sun doesn’t kill them.  So the dead PC gets that spell permanenced on them by the necromancer as part of his undead rebirth.  I also decide that the PC has to rest in water not in earth because of the circumstances of his death.  Success, a new weird variety of vampire!

Anyway, the PC wake up as a daywalking water-sleeping vampire and doesn’t let on that anything’s wrong.  “I’m evil now right?  I’m gonna turn them all into vampires!”   The party, upon hearing that he looks “pale and drained” the next morning, just responds “Yeah, I bet.  Let’s get going.”  The PCs travel out through a day or two of swampland to the Orvaskyte Ruins, where they really have a hard time of it what with dragons and cornugons and whatnot.  Half of the PCs are unconscious or otherwise disabled after the final fight – so of course the vampire PC picks that time to strike, paralyzes one PC and drags another off into the swamp for vampirification. The frozen PC gets free and drags the other PCs into the convenient shrine that undead can’t enter in the ruined keep.  (That shrine is actually in the adventure; I didn’t plan any of this.)

So then what unfolds is pure beauty. No hold barred combat between the vampire PCs and the living PCs. For three weeks the players come over and eagerly take seats in separate rooms, and I scuttle back and forth as they try to outsmart and overcome each other.

The living PCs didn’t understand how things were working exactly with the vampires being active in the day – even without their vampire powers, they were still 10+th level Forgotten Realms characters and put down quite a whupping!  The PCs try to hole up in the shrine, but the vampires snipe at them and summon critters to go in and disrupt their sleep, so they’re not getting spells back.  They try to escape through the swamp, but the vampires catch up and attack and they have to retreat back into the shrine.

My favorite part was when the living PCs ventured out during the day and used spells to track down the dead PC the vampires had carted off and stuck under some roots in an icky swamp pond to turn.  One of the vampires is lurking nearby in a tree and summons a bunch of giant crocodiles into the pond.  The PCs come up and one, thinking for some reason that they’re safe during the day, dives right into the muck without a second glance.  All those crocs latched right on and started spinnin’.  “OH JESUS NO!!!” he was screaming as his hit points disappeared.  I had to devise a quick hit location chart to determine what part of him a given croc was attached to.  The rest of the PCs panicked and Lightning Bolted the entire pond killing everything; all the crocs and the PC floated to the top and they pulled him out to see if they were in time to heal him but he was gone below the torso.   Everyone screams.  Retreat to shrine, cast Raise Dead.  The living PCs had one Raise Dead a day which was very helpful.  Sometimes the vampires would catch a living guy and turn them; sometimes the living guys would catch a vampire and Raise Dead them.   They kept this up for hour after hour, session after session.

Finally after a couple sessions of this the remaining living PCs made a successful break for it, but the vampires were faster and got back to that inn first.  One of the PCs, a monk, was suspicious of the inn as “That’s where all the trouble started!” and stayed outside, clinging to the roof to peer into windows.  Another was disgusted by the whole thing and just marched in to get a room.  When he went upstairs and closed the door to his room, the initial vampire PC was standing behind it with bared broadsword.  The monk peeped down just in time to see the inside of the room’s window suddenly become completely coated with blood.  More screams.  In the end, a couple living PCs retreated under cover of magically created fog while the vampires plotted a daywalking vampire apocalypse to take over Sembia.

The campaign ended there (it was supposed to be short anyway), but everyone had a grand time.  People fight hard against DM-run monsters.  But they fight HARD against other PCs.  It was a very meaningful test of abilities for everyone – the DM couldn’t pull a punch if he wanted to, and each opponent wasn’t one of many faceless critters being multitasked by the DM, each one was backed by a clever and bloodthirsty player’s undivided attention.  Each session, I kept asking “Do ya’ll want me to wrap this up?”  But each time, they were excited to get there and continue one of the most exhilarating fights for their lives they had seen in a game.  I was surprised with how long it went, I would have expected one side to get a numerical advantage and then just roll over the other.  But each side could safely retreat and when things started getting bad they fought harder – using one-use magic items, desperate tactics, and more to avoid being wiped out.  I was really proud at some of the stuff “my players” came up with when the chips were down, I saw balls to the wall crazy kickass things happen I hadn’t seen before or since.  It was really a memorable experience for everyone.

Lesson Learned

After that, I would often bring in a “guest star” – some other gamer not in a given campaign – to run a major villain at the climax of an adventure.  “Here, you’re this guy, here’s what you know, you have free rein to defeat them any way you can.”   You could tell by the “Oh, shit” looks on the PCs’ faces that they realized they needed to step their game way up when that happened.  The villains were always extra clever and brutal and self-preserving (and therefore realistic) when they had a dedicated brain behind them.

And sure, the simple “PCs shouldn’t hit each other” advice is all well and good for the 13-year-olds and emotionally maladjusted out there, where people are just acting disruptively or whatnot.  But in a game for grownups, it has its place.

Reavers on the Seas of Fate – Sixth Session Summary

The characters become more proactive in their criminal enterprises in the sixth installment of Reavers on the Seas of Fate, “Three Days to Kill.”  It’s based on a 3e Atlas Games adventure also called “Three Days to Kill.”

Sixth Session (14 page pdf) – One of the crime lord Clegg Zincher’s capps, Braddikar Faje, is headed out of town on the road to Roderic’s Cove to conduct some kind of sale at a villa in the hills.  Jacking up Zincher’s day is more than enough motivation for Saul to send his favorite scum off to break up the deal.

But first, Tommy heads to the local whorehouse/temple of Calistria to see his favorite gal, Lavender Lil.  He finds her hiding behind a tapestry; Captain Scarbelly and his orc pirate crew are visiting, and, as she says, “I like it a little rough, but not orc rough.” So Tommy tells her he and his comrades are headed out into the woods to try to find the secret Calistrian lesbian orgy they hear tell of, as a cover story for their real job.

It’s probably about this time I should share the rumors the PCs got from hitting the streets of Riddleport.  It may explain otherwise bizarre behavior on the part of the guys.  (The weird terminology is mostly Riddleport slang…  As you can tell they are meant to be exactly as a random Riddleporter would relate them.)

Bonfires are sometimes seen in the mountains to the northeast.  I hear a bunch of priestesses of Calistria gather there every new moon for secret all-lesbo orgiastic rituals, and they murder any man who glimpses them.  It still sounds pretty tempting to try.  Woooo!  Man, I wonder if that Pamodae sideshow goes there… Mmmmm…..

When the missionary who founded St. Casperian’s Mission died, he left behind a treasure cache of the money he defrauded from credulous citizens.  Although the building is dilapidated and overrun with grog-blossoms, there is a secret room beneath the ground where the priest hid his ill-gotten gains.  They say it’s guarded by a magical protector that has disappeared everyone that’s tried to claim it.

There are orcs wandering the streets of Riddleport!  Captain Scarbelly’s pirate ship, the Bloody Vengeance, is in town and the whole crew is orc.  People say he’s killed twenty-nine men in hand to hand combat.  He’s probably hooked up with Boss Croat, that snout-lover.  I could totally take an orc.  It’s about speed, not strength!

Gebediah Crix, keeper of the Riddleport Light, got killed by one of those devils he summons.  His parts were strewn all over the lighthouse.  The gendarmes have posted guards outside the place.  I wonder if the devil’s still around?  Hey, I recently came across some Vudran charms, guaranteed to keep evil spirits away.  Wanna buy one?

There’s some kind of gang of whiskers that operates in the Rotgut District.  I have a cousin who got robbed by a bunch of rats in an alley that suddenly turned into people.  And the gendarmes don’t do jack crap about it, say they’re low on funding.  The rats must be connected and that’s why they’re getting a pass.

Some guy, an out of town wizard, wanted to become a fancyboy, but when they wouldn’t let him in, he insulted Elias Tammerhawk, the Speaker of the Order of Cyphers.  They had a duel in Zincher’s arena.   Tammerhawk totally wasted that guy’s dumb ass in short order and magiced up a swarm of rats to eat the body.  He said that was what he got for running his rathole.  Haw haw haw!

There’s been some turf changes on the streets lately.  I hear Avery Slyeg is totally Croamarcky’s bitch now and they’re consolidating and looking to squeeze competitors out of the gambling biz.

The completely false St. Casperian rumor is what caused them to go all SWAT team on the mission last session.  Although their minds are going overtime, and they mentioned that “planting a rumor like that would be a good way to get someone to go in and kill off a rival gang…”

Anyway, they head out to the Trail’s End villa and get a lot more than they bargained for – besides Faje and his men, there’s Asmodean cultists, Marcello Marcellano (the Chelish son of Ox’s former owner from “Water Stop”), and a bunch of raiding Shoanti braves.  They actually carve through the guards OK, but when the Asmodeans start summoning freaky demons from the mirror Faje is selling them, they decide to bail (over Serpent’s objections, who really really wants to kill Faje and everyone else, despite Saul instructing them not to kill him.)

The PCs for some reason thought they had done poorly, I guess because of the default D&D expectation that the only success is found in killing everything in sight and looting it.  But Saul praised them – they killed everyone but Faje and one of his goons, who had to ride into town two to one horse.  The Asmodeans got the mirror without paying for it.  So Clegg is out like 8 guys, a bunch of horses, and the mirror with nothing to show for it, and Faje did NOT get killed and bring the wrath of Zincher and potentially other crime lords down on the Gold Goblin.  The PCs kinda wanted to murder the Asmodeans, Marcellano, and the Shoanti (which Saul couldn’t care less about) and Faje (which would have pissed him off mightily).

But before they got back…  They happened upon the secret Calistrian lesbian orgy ritual.  Or, at least, Tommy snuck up onto something that might have been it and promptly got chased off by a manticore!

I was prepared to run an actual chase scene here, with the mounted PCs fleeing from the manticore, using chase rules from Adamant Entertainment’s Tome of Secrets for Pathfinder.  It was not to be, however, as the usual D&D group problem emerged of one guy refusing to run and that making the rest of the party stand with him.  We then had a weird start-and-stop chase as Sindawe stopped to fight.  But when the manticore dropped his horse in one shot, he thought better of that and hid in the underbrush.  But of course Wogan and Serpent had stopped to help him…  They got away by popping obscuring mist and letting the manticore eat all their horses.  Ah well, all’s well that ends well.

Once they got back, they went with the guy that they let live from the Splithog Pauper’s gang, Madrat, to hit one of Avery Slyeg’s couriers.  Of course, Madrat was a mole working for Slyeg.  So we left off with the PCs facing down a dozen crossbowmen and a crime lord in a warehouse.  Will they sleep with the fishes?  Find out next time, in Reavers on the Seas of Fate: Death in Freeport Riddleport!

Tenth Alternity “The Lighthouse” Session Summary Posted

Tenth Session (10 page pdf) – In the latest installment of The Lighthouse, we participate in a beta test of a new missile system and generally sneak around the Thuldan scientific research space station and cause problems.  A new character, Professor Pepin of the Borealins, is inflicted upon us.  He has an outrageous French accent.  And we find pod people who look like Warhammer 40k escapees!

This session was fun even through we didn’t really get much done.  The missile test goes semi-horribly wrong and we do some sleuthing to find out why.  We find clues, although not actually culprits or reasons.  Martin St. John and Taveer have a near death experience piloting a fighter near a space-singularity to try to fix it with SCIENCE!.

My favorite part of the whole thing is the commendations Captain Takashi gave the two afterwards.

The group returns to the Lighthouse, where Captain Takashi awards Martin St. John the Distinguished Service Cross for his heroic actions. Taveer isn’t a member of the Concord Military, so he can’t be awarded a medal, but he isn’t forgotten. Captain Takashi sends a recommendation through channels to the Administrator hierarchy about his valiant acts. They award him with a “STAR Award” and a $50 gift certificate to the restaurant of his choice. He discovers this when a Concord HR administrator shows up at his cube and drops off the certificate and a nice plaque made out to “Thomas”.

That was all my invention.  You can tell I’ve worked for corporations for too long.

Reavers on the Seas of Fate – Fifth Session Summary

The characters decide to take the fight to the mean streets of Riddleport in the fifth installment of Reavers on the Seas of Fate, “St. Casperian’s Salvation.”

Fifth Session (11 page pdf) – Michael Vick, eat your heart out.  The PCs start off by arranging one of the Gold Goblin’s underground animal fights.  The NPC ranger, Bojask, got a diseased bear off the back of a ship somewhere, and their boss Saul wanted a championship match with the current champ, Pigsaw the boar.  Here’s the naked bear:

I based this on reality – I read a recent news article about how all the spectacled bears at this German zoo all lost their fur all over except for on their faces.  Zoo staff is baffled.

Anyway, player reaction: OH MY GOD LOOK AT THAT THING.  They then spent an inordinate amount of their funds buying some drugs to knock it out so they could paint it green.  It seemed like the thing to do at the time.  They started channeling Don King and dubbed the fight “Pigsaw vs. Bearclaw.”

The PCs wandered through Riddleport separately to go spread the word and got the worst end of the deal.  It’s a rough town, and when Ox went into the gambling district run by the head crimelord and started putting up flyers, three goons quickly showed up, beat his ass senseless, and robbed him.  Others fared slightly better.

I was planning to run the 3e Atlas Games adventure “Three Days to Kill.”  I handed out some rumors, though, gleaned while beating the streets doing fight promotion, and they were fascinated by a (totally false) rumor about a haunted treasure hoard in the cellar of St. Casperian’s Mission, a local derelict flophouse where, it turns out, their old buddy Vincenz is hiding out.  I had planned to run “St. Casperian’s Salvation,” a set piece adventure set there, later, but the PCs were all over that mission like white on rice as soon as they heard a rumor of cash.  Ever prepared, I switched and ran that instead.  Basically there’s a local small street gang using the second floor as a hideout.  This was somewhat of a surprise, and it was a brutal tight quarters battle.  The gang leader, the “Splithog Pauper,” got away with the gang’s loot.

Eventually they had the fight and the bear won.  In attendance was Captain Scarbelly, the orc pirate, a clear warning to those in the know that the Freeport trilogy is almost upon us.

Next time – Three Days to Kill!  I hope.

Ninth Alternity “The Lighthouse” Session Summary Posted

Ninth Session (12 page pdf)  – Intrigue and staff meetings reign in our Alternity-based campaign aboard the Lighthouse space station as all the characters madly follow their own personal paths to power.  Little space monkeys infest the station, the station AI gets a little bent, and sneaky teleporting space Nazis visit the captain.  Some of the characters get ready to mess with some Thuldans, while Ten-Zil Kem pretty much concentrates on the chick from Bluefall.

This campaign was enjoyable, pretty much a freeform roleplaying riff by all the characters – we each played both of our characters this time.  There were some plot hooks – Thuldan arms, space monkeys, the station AI fritzing – but really we just kicked stuff back and forth, introducing new complications as much as we could.  I find this session summary hilarious, it captures the command staff banter, the places Ten-Zil found to bang Angela, the many annoyances our too-proactive station AI inflicts upon us, poor St. Cloud’s assignment as Animal Control Officer…

Personally I was happy; Markus walked away with a briefcase with 100k Concord dollars as commission from the illegal cyber deal, and Captain Takashi got to have his staff meeting.  Everyone gets what they want.

I’m sure next time it’ll be a killfest again but this was a great change of pace.

Reavers on the Seas of Fate – Fourth Session Summary

Our would-be pirates are at large on the streets of Riddleport in this, the fourth session of Reavers on the Seas of Fate – “Cheat the Devil and Take His Gold.”  [Warning: Spoilers for Second Darkness]

Fourth Session (11 page pdf) – First, I hand out fake pirate gold coins I bought at a party shop to represent each character’s Infamy Points!  I explain how they work (very powerful but rare hero points) and the group seems to like the idea.

Then, the PCs wander around Riddleport and I take the opportunity to introduce various local NPCs.  Snake meets Samaritha Beldusk outside the Cypher Lodge and they hit it off.  Tommy and Ox go to the temple of Calistria (aka whorehouse); Tommy gets real friendly with the tiefling prostitute Lavender Lil, and Ox gets requested by Selene.  Faithful readers will remember Selene was the captain’s woman aboard their last ill-fated voyage; she was a hooker before meeting the Captain and so it’s back to the life of a working girl.  Sindawe goes to find an altar to his god Shimye-Magalla; he finds something that looks kinda similar (the Mwangi worship a janiform incarnation of the god of wind and wave Gozreh and goddess of dream Desna) and has a bad string of luck – a stirge discovers him, and when he tosses himself into Riddleport Harbor to get it off, a swamp barracuda takes notice.  It chased him to shore and then chased him onto shore; there was an entertaining chase scene with both of them only moving like 10 feet a round (uphill in mud for Sindawe, and swamp barracuda aren’t all that fast out of water).

I open up “Shadow in the Sky,” the first installment of the Second Darkness Adventure Path, for the next part.  Tommy knows a local guy named Saul Vancaskerkin who owns a gambling hall; they go to his big devil-themed gambling festival “Cheat the Devil and Take His Gold” and end  up thwarting an armed robbery by two colorful miscreants and their gang of thugs.  I took Thuvalia’s opening line from the restaurant robbery in Pulp Fiction; our session scribe didn’t get it quite right in the summary but close enough.   I decided it would be fun to kinda base the two principals on Pumpkin and Honey Bunny from that fine film.  A more notable omission is that Sindawe used one of his Infamy Points to run across the heads and shoulders of a bunch of patrons to jump-kick Thuvalia and take her out before she escaped. Also, Wogan got to use his gun (and my firearm rules) for the first time – and the damage dice exploded; he shot Angvar right through the heart.  They end up being recruited by Saul to help run the Gold Goblin and, perhaps, some “side jobs” as well.

A lot of the session was spent getting introduced to Riddleport, the staff of the Goblin, et cetera, so not much action, but everyone had a good time role-playing!

Eighth Alternity “The Lighthouse” Session Summary Posted

Eighth Session (14 page pdf) – We return from a six-week hiatus to our Alternity-based campaign aboard the space station Lighthouse!  First, half the players were gone, then the GM was, but now we’re back on track.

Back on the Lighthouse, a gambling scam leads into a mystery.  The hot naked chick from Session 1 is back, and is accused of murder and sabotage!  Needless to say, we all vie to prove her innocence.  Cops!  Aliens!  Spies!  Massage parlors!  All we’re missing is Lennie Briscoe.  WE MISS YOU JERRY!!!

The gambling tournament was run by the GM completely off the cuff.  It was fun, though a bit anticlimactic when we all washed out.

I want to brag on myself about our escape plan after robbing the gamblers.  I read the Lighthouse supplement way back when.  So were in this massage parlor playing cards, and the pirate captain lady came up and started talking about stealing the money – and I totally had this flash from the past and asked, “Wasn’t there some massage parlor on the Lighthouse that has a hidden airlock in it?  Is this the one?”  Well, it was.  “Hey, baby, how about you get someone from your ship to bring some spacesuits over to this airlock.”  Ding, automatic escape plan!  All the other players looked at me like “Where the hell did you pull that out from?!?”  Setting details FTW!

Then the murder mystery was fun.  Though when Chris (Rokk Tressor) theorized that someone had just incinerated a piece of the alien chick to put her DNA at the scene and was really rendering her, Paul (the GM) replied, “No, but that would be a better plot than this one!”  We’re happy Angela Quinn is back, we really enjoyed that first adventure where we were motorboating around Bluefall with her.

Oh, and we’ve levelled up – check out my warlion at level 5 and the Captain at level 4!

Reavers on the Seas of Fate – Third Session Summary

Our aspiring pirates get their first taste of honest ship-to-ship combat in the third installment of our Pathfinder campaign, Reavers on the Seas of Fate – “Water Stop.”

Third Session (12 page pdf) – The crew of the Albers goes foraging on an island to replenish their stores, and comes across some escaped slaves.  Of course, the Chelaxian naval frigate bearing their former owner arrives shortly thereafter.  Just as they discover a goblin pirate ship!  It’s hot three-way action in a naval boarding action.  And then it’s off to Riddleport!

This was a stretch session.  I had planned for them to get to Riddleport and get into that this session, but the character who has lived in Riddleport and has most of the hooks for them wasn’t going to be there.  So I figured I could expand the travel part enough to fill a session.

Leafing through some random supplements, I found a couple things that struck a chord.  In WotC’s Stormwrack, there is an adventure called “The Sable Drake,” basically an encounter with a goblin pirate ship.  I had thrown some canoes full of goblins at the PCs last time, supposing they came from a village on the nearby island.  By converting those to goblins on two ship’s boats from the Sable Drake, it was a lead-in.  Then in Atlas Games’ En Route II: By Land Or By Sea, there’s an encounter called “Water Stop” detailing some escaped slaves hiding on an island; the PCs meet them and then their old master shows up looking for them.  This was perfect; I wanted to start pulling in elements from PCs’ backgrounds, and most of them have a beef against the Chelaxians.  Ox had been the slave of Captain Marcellano, a Chelish seafarer.  Thus I mixed the two together.

It wasn’t too hard to convince them to go onto the island and poke around; they thought maybe the goblins came from there and they’d get to kick some more ass.  They came across the slaves and managed not to kill them (the way the encounter’s written is that the poorly armed commoner-type slaves surround the PCs and try to get them to surrender to figure out if they’re likely to rat them out; somewhat dangerous in that often PCs take any manner of threat as an invitation to maximum overkill).  The slaves tell them about a “weird black ship” in a hidden cove and then the Chelaxian Navy ship Raptor appears and approaches the Albers to see if they have seen some missing slaves.  Soon, they’re both going after the goblin ship, who the PCs finger as having drug off a bunch of escaped-slave looking people.

Really, the tough part about all this was that in Golarion, goblins are all total meatheads.  It was hard to believe they could pilot a ship, even with a wererat captain and a handful of adepts.  But hey, you work with what you’re given.  I changed them substantially from the “leet ship” in Stormwrack to a barely actionable converted fishing ship.

In the end, everything worked out for the PCs and the slaves.  The PCs hoped that the goblins would whittle down the Chelaxian marines enough that they could take them; they were quickly disabused of that – one of the things I wanted to get across before they took  up their future life of piracy is that the Chelaxian navy is no one to screw with. They were pretty sober as the goblin ship took three massive broadsides and sank to the bottom.

The noble was Marcello Marcellano, the son of the guy who owned Ox.  I expected him to go to greater lengths to try to kill him, but he played it cool.  A shame, I built a pretty good 4th level swashbuckler using the new class from Tome of Secrets (Adamant Entertainment) and the duelist feats etc. from Way of the Duel (Sinister Adventures).

They went back and started diving the goblin ship for loot…  It was funny, they encountered a reefclaw and after beating it all borked their Knowledge: Nature checks so that they were “sure those things live in large colonies!”  (They’re solitary).  They made the checks in the open and came up with the alternate interpretation themselves.

Selene, Vincenz, and Thalios Dondrel son of Mordekai are now at large in Riddleport as well, so I’ll have some good NPCs the PCs are very familiar with to use.  Next session’s based on Pulp Fiction!

Reavers on the Seas of Fate – Second Session Summary

The second session of our new Pathfinder campaign, Reavers on the Seas of Fate, went off like gangbusters.  Hearken to “The Tale of the Sea Bear.”

Second Session (15 page pdf) – Insanity and chaos reigns as the crew of the Albers investigates the derelict Sea Bear.  Soon, they are turning their suspicions against each other.  And then, things get out of hand.
Later, the survivors struggle against the uncaring sea and the fury of random encounters!

This is the second part of the intro adventure I was running as a heavily modded combo of Maiden Voyage (3e, Atlas Games) and the new Mysteries of the Razor Sea (3.5e, Sinister Adventures).  In this episode, the PCs board a ghost ship that had its mainmast replaced with a native totem pole.  As you might expect, things started getting weird fast.  I was impressed with how much the players went with it – I started passing them notes about “You think person X is acting suspicious” and they just up and started stabbing one another.

Fun scene – Ellis went running down into the hold to stop Ox and Bull, and Ox failed a Perception check so he got “a figure suddenly looms behind you in the hold!”  He stuck his pike right through the poor sea dog’s chest.

The biggest DM dilemma I faced was when the PCs had the good idea of tossing the skeletons overboard.  The skeletons, incidentally, were the new Pathfinder “bloody skeletons” that have fast healing.  I had the totem pole raise them back to full unlife with two rounds of its drumming (it couldn’t attack with animated objects during those rounds).  So Chris, quite innovatively, dumped them overboard when killed.  The big question – can a skeleton swim?  I ruled yes just to keep the heat on, but await the rogues’ gallery’s dissection of the physics involved.

I’m really happy with how the NPCs are working out.  Thalios Dondrell and Vincenz especially are being treated like “real people.”  In find that by portraying NPCs as competent, but not infallible Mary Sues, PCs respect them – it’s just that most NPCs you meet in games are such one-dimensional chumps, they don’t get that.

After the ghost ship, a pretty large percentage of the crew was dead, including the navigator.  I am using a combination of the Stormwrack (WotC) and Broadsides! (Living Imagination) sea/shipfaring rules, so as they wandered the seas they exercised their skills trying to follow the charts and keep safe and on course as storms hit.  They weathered a big one, but got blown somewhat off course and got their rigging fairly jacked up.  They’ve come up on some islands they think delimit the Gulf of Varisia and stopped in a cove to refit, and had a more lighthearted combat with a dozen demented goblins.

I love the Paizo take on goblins; they are well and truly insane.  Dangerous in their way, but spend half their combat actions running around like butt monkeys instead of actually fighting.  One clambered up to the crow’s nest and was doing the Pantsless Goblin Victory Dance over the shrieking Old Pete when Ox finally got to it.

Seems like everyone enjoyed themselves!  Wogan was happy to get a wheellock pistol off the dead captain of the Sea Bear, Serpent was happy that his snake had the biggest kill count in the goblin fight, Ox liked being able to go nuts and kill allies, Sindawe liked the massive combat, and Blacktoes… liked fleeing a lot, I think.

As a final bonus – it turns our our group played Maiden Voyage once before!  I didn’t remember because I was a player then and GMing now, and it was like four years ago.  Here’s the session summary of our Eberron party going through Maiden Voyage! I think you’ll see some similarities and some differences…