Category Archives: session summaries

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…

Reavers on the Seas of Fate – First Session Summary

We’ve already had our first session of Reavers on the Seas of Fate, entitled “Maiden Voyage.”

First Session (12 page pdf) – The characters, still lowly seamen, meet for the first time upon a poorly-disciplined ship, the Albers, bound to Riddleport from Kintargo.  With women on board and gambling and fighting allowed, it’s only a matter of time till the captain turns up dead, filling the crew with mutual suspicion, and then a mysterious ship comes out of the fog…

For this first adventure, I combined the old Atlas Games 3e scenario Maiden Voyage and the new Sinister Adventures pdf Mysteries of the Razor Sea.  Both are first level ghost ship scenarios; Maiden Voyage focussed more on the ship and crew the players were travelling with.  Mysteries of the Razor Sea was totally about the ghost ship – it had more horror and is tougher.  So I felt they complemented each other well; basically I am using the ghost ship from Razor and everything else from Maiden Voyage, with some changes to lead in to the next part of the adventure, which will be in Riddleport.  Entertainingly, the crewman “Bull” was actually named “Ox” in the adventure.  I considered letting him keep it and having him and the PC “Ox” really hate each other in the same way chicks wearing the same dress to a party would, but even with the minor name change they’re both bald Garundi and I got a lot of the same dynamic.

As a side note, lots of the Atlas Games stuff is on clearance sale at paizo.com and it’s good material.  Besides this adventure, I may use some of their other scenarios like Three Days to Kill, and I’m using Nyambe: African Adventures to flesh out the Mwangi Expanse.  Heck, if I decide to cross the sea to Arcadia I may use Northern Crown: New World Adventures.  Stock up while it’s cheap and still available!

I felt the first session went well – I thought we’d get a lot farther, but the players got into the interaction with each other and the NPCs; we played three hands of the card game Skulls, investigated the death of the captain…  There were only two very minor combats, a boxing match between Bull and then the PCs helping to subdue Bull when he attacked the first mate, convinced he had murdered the captain.  The rest was all roleplaying fun!

And it’ll be a great object lesson for when later in the campaign the characters sign on to a pirate charter and read “no women, no gambling, no fighting…”  They will nod sagely to themselves about the wisdom of all these strictures.

Two New Alternity “The Lighthouse” Session Summaries Posted

In these two sessions, we go through the Alternity hosejob called “The Last Warhulk.”   I think we’re starting to regret not going with more combat-monster characters, or at least as monstery as we could be at such low levels.

Sixth Session – A holographic yet stabby and underage prospective lover appears in Ten-Zil Kem’s room.  When she’s rejected, a huge warship appears and pulps the Lighthouse and her destroyer contingent.  The command staff shuttles over to beg for our lives, and we are tentacle-raped by warbots as the ship departs into drivespace.

I don’t mind losing, but the space combat took such a long time to resolve – and all there was to resolve was us being pounded for two rounds.  Apparently it wasn’t supposed to be a totally one sided shellacking; in games where levels etc. count less it can be hard to estimate a good challenge level.

Seventh Session – We determine the crazy AI in charge of this ship has to go.  Happily, we have popguns and level 2-3 characters to pit against the well armed, armored, and sensored robot legions.  But then we find some plastic explosives and it’s BOOM time!  Oddly, the female alien on the ship’s crew does not find herself irresistibly drawn to Captain Takashi, to everyone’s disappointment.

We manage to pull this off, but the only way to hurt the warbots is by using whole clusters of 6 energy grenades at a time (seriously) liberated from dead robots.  Did I mention I have all of one rank in Pistol and carry a little laser pistol?

This session was more fun than the last one since we had a lot more people to spread around and the crazy AI and the aliens were entertaining to interact with.

This scenario showcases some of the worst spots of Alternity, sadly.  All the technical skills needed to open doors etc. took minutes to use.  So when a robot firefight broke out, you couldn’t have people dramatically closing blast doors or hacking computers to help.  That sucks.  And then the difficulty scaling was an issue.  We all started at level 1 recently and a level 1 Alternity character can’t hit crap.  Which is fine, but everything we fight (pretty much in all the sessions) has Good armor and really heavy arms.  Paul’s used a couple of the printed Alternity adventures so far and they’re all like this, assuming you have heavily armed, armored, and skilled PCs at all times.  So of course we have to resort to bandoliers full of grenades and plastic explosives.  And then it’ll be hard to have a normal fight with normal opponents if we get acclimated to generating huge explosions with impunity.

I’m still enjoying the campaign, but session 6 was very un-fun and the continued trend of needing uber combat is sad – I’ll just have to bring my Warlion on every adventure instead of the Captain.

Final Savage Worlds “Legends of Steel” Session Summary Posted

In Legends of Steel Part IX, our brave heroes take on the invading Yarite army all by themselves, and are laid low by the invulnerable boss riding a demon wyvern.  But first, Manoj’s girlfriend poisons half the party; we strangle that elder from last time for the crime of “douchiness,” and Singh and Manoj are told by the Witch-Queen to “dance for me my little monkeys!”  Enjoy.

I don’t know why the final battle scene only is one page in the summary, it took about 182 hours of real time.

Fifth Alternity “The Lighthouse” Session Summary Posted

Sadly, I was out of town, but the rest of the guys seem to have had a good time in the fifth session of our Alternity campaign.  Our other “B team” characters (ambassadors and other space station hangers-on) swing into action, attending a lovely Void*Corp charity ball and hobnobbing with the rich and famous and buying them drugs.  Meanwhile, our “A team” Concord command staff characters get cut to bits by mutated alien croath thingys down on Meribel.  Then, they spread the plague up to the Lighthouse itself!

Really, a game session that has both strippers and PowerPoint presentations…  How can you resist?

Read the Full Session Summary

Penultimate Savage Worlds “Legends of Steel” Session Summary Posted

In Legends of Steel Part VIII (10 page pdf), some wyvern-riding moo-rons show up and convince the local yokels that pass as the government in this farm town that they should hand us over to the evil empire.  In retaliation, we murder three wyverns and everyone who dares open their bitch mouth to us.  And Manoj gets a crazy psycho stalker girlfriend!

We were pretty confused and frustrated by the RP session after that.  So the hapless city, now that we’ve murdered their prospective new overlords, feels they are probably going to be razed to the ground in retaliation by the bad guys’ army.  This is probably accurate; from what we can see a bunch of Catholic schoolgirls could raze them to the ground.

So then they want someone to take a message asking for help to their King.  We volunteer, if only because it will get us out of this dunghole.  They go to have an Important Council Meeting that they try to get us to come to.  Being averse to boredom, we go get drunk instead.  Then this local elder shows up and makes the following pitch “behind the back” of the local baron.

1.  Some people don’t like kicking taxes upstairs to the king.  But everyone’s scared of acting on this.  And the Baron is scared of asking for help.

2.  So we should delay the King’s forces in getting here.

3.  Because they will then throw off the invading army by themselves, and have enough mojo left over to throw off the King’s army too.  Freedom!

4.  And we should do this because we “owe them” for provoking the bad guys’ wrath.

My rebuttal, admittedly somewhat obscenity-laced, was:

1.  “Sounds like you’re a bunch of scared motherf***ers all the
way up the chain of command. What do you need us for?”

2.  …

3.  “But your farm town here couldn’t fight off a dozen drunken goblins on a good day.  You’re asking for help to fight the one army, but now you think you can take two?”

4.  “I’m sure you mean to say there’s something else in it for us…  Because if we owe anyone for the impending violence, which you brought on yourselves in the first place, you’d think we’d owe the Baron, the actual legitimate ruler of this place, and the King.  And not some random fat f**k like you.”

But no, that was his best offer.  I tried to help what appeared to be the railroad plot out.  “If only you were to offer us positions of power in this new regime…  Or money or booze or something…”  But no.  So I told him he’s better f**k off or else he was going to get three feet of steel rammed through his guts real soon.  The rest of the players all nodded sagely in agreement. He scuttled off.

The elder, and the GM, seemed somewhat taken aback.  But we were getting grumpy and don’t like nonsensical adventure hooks – come to a party with an offer that has an up side.  If we just want to kill people there are a lot of takers – why should we kill for you?

It’s one thing if the hook is what “good” or “heroic” characters should do, which is a mistake in a game where most characters are amoral mercenaries, but in this case it isn’t even the good, or brave and glory-filled, option. It’s the craven and bad option for zero compensation. Huh?

Fourth Alternity “The Lighthouse” Session Summary Posted

In the fourth installment of our Alternity science fiction campaign, we rescue the ground troops and sesheyan VIPs off the pirate base before the Void*Corpers pummel it into plasma, and get a turncoat spy in the bargain.

Then the space station command staff, in true Star Trek fashion,  heads to Meribel to investigate a murder at a terraforming outpost, which goes all District 9 on us real quick.  A mad doctor in a big ol’ diving suit gives us problems until we run 1.21 gigawatts through him.  Then, the alien plague!!!

Read the full session summary!

Curse of the Crimson Throne Finale

Crown of Fangs Part III is the campaign finale for the Curse of the Crimson Throne.  Annata, Malcolm, Thorndyke, and Cayen have to depose the evil queen and then stop her weird blood ritual from killing everyone in Korvosa.

For nine months (realtime and, approximately, game time) we’ve been working towards this moment.  Over many battles we’ve learned our own powers and how to work together as a team in perfect concert.  And it all pays off.  We storm Castle Korvosa and liberate it, only to discover the real Queen has already left for an ancient Thassilonian site for her blood ritual.  But the hounds of war have been loosed and distance and sorcery do not deter us from the pursuit of justice.

When everything has settled, we get the rarest of rare things – a real storybook ending.  You’ll have to read the full session summary for the details!

I personally enjoyed this campaign the most of all the ones you see here, and I think the other guys feel the same way.   Using the Pathfinder beta rules, we didn’t have much in the way of rule frustration that mars some of our other games, and the mix of solid roleplaying along with interesting NPCs, sweet locations, and demented foes came out as a totally solid mix.

I hope you’ve enjoyed our tale of the Curse of the Crimson Throne.  Check out our continuing adventures for more fun!

Alternity “Lighthouse” Session Summaries Posted

We’ve completed two more sessions of our space opera Alternity Star*Drive campaign!

Second Session – After warming up with a bar fight against Old Series Klingons (aka Scotsmen) we misjump into a system right as a VoidCorp warship shows up.  Tense diplomacy ensues as they have been “requested” to come quell some local “pirates”.  We send some destroyers with them, and the more scurrilous characters sneak aboard the pirates’ space station to steal things and get glory for their nations!

Third Session – Sadly, I missed this one, but Bruce made it and did a session summary. The party engages in an exciting parallel space combat (with one set of characters) and ground combat on the space station (with the other set).  Without their resident warlion and Thuldan, the guys on the ground are really bad off, but the space combat went really well!

More Legends of Steel Session Summaries

Here’s a double helping of Savage Worlds goodness.  We have completed two  more sessions of our “Legends of Steel” swords & sorcery campaign and I’m getting caught up with publishing the summaries.

In Part VI, we rally and kill the contingent of bad guys trying to get the Green Sorcerous Rock of Unholy Death or whatever it is.  The main problem is that they have two werewolves with them.  The first one we end up having to kill with a sling juryrigged from an Indian chick’s halter top and silver pieces.  We prep a little better for the second one, and wipe out the rest of the baddies.  As I always like to say, “Wolfman has nards!!!”

In Part VII, the “Witch-Queen of Yar” sends some folks through a gate to ask for the stone too.  Some of the party wants to just hand it over.  But I, having just read Robert E. Howard’s “The Black Stranger,” decided to pull a daring double-cross.  As we were conducting the exchange, I asked “You know, the last group of guys gave us two werewolves to fight. What’s your offer?” and attacked!  Sadly, they got the stone anyway, but we got to fight a bunch of undead thingys and actually see the Witch-Queen in person.

Legends of Steel – Two New Session Summaries Up!

Our gaming group has been playing a Savage Worlds campaign set in the “Legends of Steel” swords & sorcery milieu.  Our brave heroes – well, at least we’re definitely batting more than .500.  We only lose less than half 0f our fights.  Mainly, we consort with Indians and pirates – it’s like some demented Never-Never Land, with us as the Lost Boys.  You get to decide who’s Tinkerbell.

Anyway, we’re up to five sessions completed.  Read all about it!

Here’s a bonus sample:

Baba Ali explains to the others that Radu is the Dark City, inhabited by sorcerers, beastmen, pirates, priests of forbidden gods, mortgage agents, same-sex couples and other monsters. They recently went to war against the city of Albana, summoning dragons to scorch the towers and merchant fleet. The city is one of the few where sorcery is openly practiced, among other perversions. Baba Ali lowers his voice when he tells the others that the city retransmits Major League baseball games with implicit oral permission, not explicit written permission! The others are horrified.

Second Curse of the Crimson Throne “Crown of Fangs” Session Summary Posted

In Crown of Fangs, Part II, it gets interesting.  We go back to assault the castle again.  And we get to use a deck of many things!  Old school indeed.  And we mostly survive!  Thorndyke gets to kill a horned devil not once but twice with the magic sword Serith-Tial.  And Malcolm gets a keep and lands; his long held goal of becoming Doctor Doom is near at hand.

Annata has a bit of a bad day – she gets tentacle-raped to death by a worm devil.  Her deck of many things draw is the only thing that saves her!  And she goes from orphan to noble in the bargain.

And our new bard Cayen has a complicated love life.  First, his brother shows up to play his barbarian girlfriend, which is weird out of the gate.  Then, he gets his alignment changed by the deck to Lawful.  And finally, the Red Mantis leader falls in love with him (again, the deck at work).  Hell hath no fury like a high level barbarian woman scorned!

Next session will be the campaign finale.    Will we defeat the Queen?  Will Snu-Snu cleave Cayden in half?  Will Vencarlo finally romance Annata?  Will Thorndyke do justice to the legend of Blackjack?  Will Annata become the next Queen?  What will Malcolm choose to defile with his bodily excretions now?  And will Korvosa finally be free?  So many questions – but nothing might and magic can’t answer!