Category Archives: session summaries

Savage Worlds “Empire of Ashes” Campaign Concluded

The eighth and final session summary’s posted from our short Savage Worlds homebrew campaign, “Empire of Ashes.”  Our “heroes” follow the cursed Black Pearl to the Ancient Warlock Plantation Home and kill the heck out of undeads, and face a death knight/lich/ancient warlock kind of guy!

Bruce, our erstwhile session scribe, closes us out with these immortal words.

Lord Versane proclaims, “All’s well that ends well! Now, where have those naughty scullery maids run off to?” The others laugh uproariously. And in the darkness, the zombies scratch against the windows and lurk among the blighted trees.

Don’t worry, if you want more Savage Molesting, we’ve already started a new SW campaign, Legends of Steel!

Alternity Campaign Gets Underway!

We ran an early first session of our new Alternity sci-fi campaign, The Lighthouse.   Let’s meet the characters!

We only had three players, and each player has two PCs but only plays one at a time.  For this demo session, our heroes were:

Dr. Adun Zelnaga, the head of the xenobiology and treatment wing of the Galindus Medical Center on Deck 196 of the Lighthouse.  Adun is a fraal, a psionic alien race that look like traditional Greys.  He’s a gifted surgeon and xenomedicine expert, in addition to his psychic abilities.  The doc is played by Peco, a new player to the group.

Ten-zil Kem, VoidCorp ambassador, a corporate asset assigned to protect the interests of Voidcorp in the verge.  VoidCorp is a stellar nation that’s a huge evil corporation, like Microsoft meets Time Warner meets… every other evil corporation.  Kem is also a mole for the upstart VoidCorp competitor, Insight.  He’s a bit of a rich playboy (think Tony Stark).  With a bit of a hacker side to him.  Ten-Zil Kem is played by Chris, long term fan favorite.

Kem has risen through the Voidcorp ranks by latching on lamprey style to rising stars, then stepping aside when those careers faltered. Described as vapid, greedy, and treacherous by his rivals in the Voidcorp diplomatic corps, Kem has managed to instill respect if not like in his subordinates as well as his opposites in the diplomatic community.

Distinguishing characteristics:

  • Barcode on left side of face, cheek. Left-over from the “prove your loyalty to VoidCorp” fad/craze/McCarthyistic pogrom of 10 yrs ago.
  • Dresses in the latest fashions, sometimes pushing the boundaries into “pimpdom”.
  • Attracted to bright, shiny, expensive objects.
  • Attracted to bright, shiny, and occasionally expensive members of the opposite sex.
  • Buys expensive toys, plays with them, gets bored with them, and re-gifts them.

Markus Oroszlan, bartender of the Corner, the biggest, bestest bar and casino for locals on the Lighthouse.  He’s also a Thuldan warlion.  Thuldan warlions are human mutants engineered by the Thuldan Empire and crossed with lion DNA to be powerful shock troops.  Markus did his time there and has retired to the Lighthouse and the Verge to tend bar.  Well, and to traffic in arms.  The Concord tries to keep weapons out of the Verge, which means they are extremely lucrative.  Markus is my character!

Besides looking a bit like a lion, Markus has a huge “IX” tattooed on his chest to indicate his former membership in the IX Legion (Rapax).  Scars of various vintages criss-cross his hugely muscled body.

In our adventure, Markus,  Ten-Zil, and the doc take leave of the Lighthouse for a lovely beach vacation on Bluefall, in the Aegis system.  Then we’re beset by cyborgs, warlions, and sharks with FRICKIN’ LASER BEAMS ATTACHED TO THEIR HEADS!!!!  Read all about it in The Lighthouse, Session 1!

Third Curse of the Crimson Throne “Skeletons of Scarwall” Session Summary Posted

Quite the drama erupts in Part III of The Skeletons of Scarwall, in which our dear priestess Annata gets killed!  The last sub-boss in Scarwall got her with a Trap the Soul, and all our anti-undead/necromancy/death magic protections were of no avail because – get this – that’s a conjuration spell.  The boys killed the demi-lich and broke the gem, but then had to Shadow Walk back to Kaer Maga to get a Resurrection.  On the one hand, dying is scary, on the other hand, she got to see Sarenrae Heaven first hand and meet the Sunlord Thalachos, Sarenrae’s herald, so after she recovers from the physical aftereffects she’s mentally and spiritually quite invigorated.

Then the Shadow Count (and pet chain devil) finally turns on us and Laori.  We spank him but Laori heads out to Cenobite Heaven to sightsee, so the Boner Squad is no more.  And sadly Laori missed her last chance to put the moves on Annata.

And then we finally get the fabled (and holy, intelligent, and badass) blade Serith-Teal!   Thondyke is chosen as its wielder; as it’s both intelligent and holy it’ll have no part of Malcolm, and Annata (though to be honest a little jealous) thinks he’ll get a lot more use out of it.

And with that, Castle Scarwall is cleansed!  We get a sending from Vencarlo that tells us it’s time to return to Korvosa and whip some bitch-queen ass.  About time, we reply.  But first, we have $50k a head to gear ourselves out like the 14th level master killers we are!  To the magic mall!

Go enjoy the full 10 page .pdf summary of the session (and all the others).  Your favorite adventurers will return next session with Crown of Fangs!

Second Curse of the Crimson Throne “Skeletons of Scarwall” Session Summary Posted

We continue to clear Castle Scarwall in Part II of Skeletons of Scarwall (8 page .pdf).  Two more of the four sub-bosses, a devil bat lady (who really reminds me of an enemy from some video game I can’t place) and a shadow dragon, fall to our swords and sorcery, leaving only one sub-boss to go and then the main boss – who we already killed once before, so no worries there.  Our party is only three strong, but we are mighty!

The main challenge is keeping enough spells held back to take care of Shadow Count Sial when he finally decides to turn on us.  He’s acting even twitchier than usual and it’s clearly only a matter of time.  I hope Laori sides with us and not him when it all goes down.  Though Annata’s not quite sold on the hot girl-on-girl Laori proposed last session, she’s been a good friend so far.

We hit level 13 at the end of the session.  For Annata, I’m thinking adding a level of Crusader (a holy martial artist from Tome of Battle: The Book of Nine Swords) to get more combat prowess.  She’s supposed to be a holy warrior but her damage sucks (1d6+2 whether you need it or not!).  She’s finally worked through the feat chains to add one of the Pathfinder beta crit feats, which will help…  She could make her crits fatigue, stagger, sicken, or bleed an opponent, I’m still deciding which.  But with Crusader she’d get all kinds of nice boosts.  Paul’s letting me swap out Stone Dragon school for Desert Wind school to match Sarenrae’s sun focus, though counting the powers as one level higher.  I’m thinking Death Mark, Fan the Flames, Flashing Sun, Foehammer, Divine Surge, and Thicket of Blades stance.  Although Iron Guard’s Glare is also attractive, and if combined with Fire Riposte and Holocaust Cloak, and potentially the various fire shield magics Annata has available to her, could be compelling.

It’s a shame to lose a level of spellcasting, but truth be told, seventh level cleric spells suck.  First of all, there’s not enough of them.  And four of those, really the only good ones, are basically the same spell (dictum/holy word/blasphemy/word of chaos).  Spells like Holy Word and Disrupting Weapon suck because they specify that they only affect creatures of less than your caster level.  So they’re no use on big bads, they are only mook-mowers, and we have plenty of other mook-mowing options. The symbol spells which also take up several spots on the spell list suffer from the same issue.  She’ll miss the level bump to Channel Energy way more.

First Curse of the Crimson Throne “Skeletons of Scarwall” Session Summary Posted

We head out to haunted Castle Scarwall in Part I of Skeletons of Scarwall (8 page .pdf), the fifth and penultimate chapter of the Curse of the Crimson Throne adventure path.  Fighting undead is where Annata is a Viking, so we’re kicking bony ass and taking ghoulish names.  We were tickled to be fighting orcs and skeletons, it’s like we’re first level all over again.

I know it’s hard for a DM to run NPCs in a party, but these three Brotherhood of Bones hangers-on we have are worthless with a capital LESS!  Well, except for our favorite, Laori, who is always entertaining.  This session, she let Annata know she’d like to sleep with her!  I’m writing a separate blog post about how she dealt with that.  Will it violate the Paizo fansite license morals clause?  Find out, read the full summary!

At the end, we fought and slew what we think is the “main boss” but it didn’t lift the evil aura around the place; Paul was impressed that I then intuited we’d need to kill all the sub-bosses and then kill the main boss else he’d just respawn.   I’ve been playing RPGs and computer games for 25 years, I know how game designers think.

Let me say again for the record how sweet the Channel Energy power is for clerics in Pathfinder.  For those not familiar with it, Pathfinder replaced turning undead with “channeling energy.”  It heals people in short range and harms AND turns undead.  You can augment it with feats as Annata has – her channeling damages (but doesn’t turn) evil outsiders, she can make it heal only her allies (by default it heals everyone in range), and she’s quickened it to a free action with Quicken Turning.  It means that:

  • If you have a day where you’re not fighting undead, one of your major class powers isn’t worthless.
  • You can heal at range rather than always having to incur attacks of opportunity to go heal a comrade.
  • You can heal multiple party members at once.
  • You have loads of dice of healing that don’t eat up  your spell slots.  Thus you get to use spells for useful proactive things.
  • With the quicken, you aren’t wasting your time every round of combat with only healing.

Face it, as damage dealing has grown, Cure spells have not kept pace.  Even low level characters dish out or take like 20 points of damage a round – at our level, 80 points in a round isn’t uncommon and I’ve seen more than 100.  The usual 1d, 2d, 3d, 4d Cure spells are pretty much worthless in the face of that; I’d need ten minutes and my entire spell loadout to take care of just a couple rounds of combat.  So the channeling steps in to fill the gap and let the cleric do something in a round other than heal.  Neat!

Sixth “Empire of Ashes” Session Summary Posted

Now that this new noble guy is safely dead, we consolidate our position in:

Valix Drogue’s old manor is now officially Versane Manor, and we get the dead noble guy’s majordomo to make that nice and legal.  Chuck the GM handed out minions for each of us to run!  The assassin, the majordomo, the doctor, a squad of infantry, a squad of archers, and a double batch of household slaves.  I got the assassin.  We set the rest to guarding/improving the house.  Everyone is quite good-natured about Versane delcaring himself clearly in charge of everything.

Chuck apparently expected us to do something else – rush off to the aid of the city, or something.  Not us!  We have a manor!  We clear a graveyard, some hunter’s cabins, and a local village of undead.  Now we just need some more peasants to staff it.

And they’re all jealous of my horns.

Versane

Second Curse of the Crimson Throne “A History of Ashes” Session Summary Posted

We’re moving quickly, and we finish up the fourth chapter of the Curse of the Crimson Throne Adventure Path this session.

In Part II of A History of Ashes (10 page .pdf), Annata, Malcolm, and Amiri successfully complete our Shoanti ritual as Thorndyke rejoins us.  And then we have to face the biggest Red Mantis hit squad yet.  Amiri and Krojin Eats-What-He-Kills benefit greatly from their barbarian unflankability.  Sadly Malcolm does not, and the fight turns into a WoW-style format of Annata pouring healing as quickly as she can into Malcolm as he hacks at his opponents.  Annata is pretty lucky with striking people blind, her blindness spell succeeds on Cinnabar the Mantis leader.  It’s one of Sarenrae’s prime punishments for infidels so her good luck is dramatically perfect.

Annata respects the Shoanti people a lot more now.  In the beginning she was fearful (as around Korvosa they’re generally considered to be the murder and rape brute squad) and looked down on their “savage” ways.  But living with them, and seeing how they conduct themselves both in battle and in camp, she’s impressed.  They’re certainly brave – Krojin didn’t even bother considering the whole “turn them over to the Red Mantis” spiel from Cinnabar – but they are also surprisingly joyful.  Annata’s never been a big partyer (being largely confined to a temple for most of her post-street urchin life) and their celebrations, even after being attacked, seem much more honest and unabashed than Korvosan life, which appeals to some of her understanding of Sarenrae’s teaching (their worship of the sun also seems symbolic to her).  She gets a bit of a Spring Break experience out of the celebrations and she needed that; being underground resistance in Korvosa had her wound pretty tight.  By the time she has to leave, she is proud to be a Sun Clan Shoanti!

Amiri stays with the clan and Annata works to get her hooked up with Krojin.  Brandie was just temping as a player, and Amiri’s backplot says she was trying to find acceptance with the barbarians so that wraps up neatly.

At the end of Part II, we actually started The Skeletons of Scarwall and did the initial briefing, Harrow readings, etc.  And we get to see Laori again when we go find the Bortherhood of the Bones people!  Shadow Count Sial and Asyra are lame, but Annata really likes Laori.  Except for the evil-god thing they are two peas in a pod and happily chatter away with each other till Malcolm and Thorndyke are driven to distraction.

Fifth “Empire of Ashes” Session Summary Posted

This was a short session, as we went to see Watchmen beforehand.  (And everyone liked it, despite all the naysayers out there).

This session starts with some noble and his retinue rolling up and claiming they own the manor house we just cleared of undead!  Turns out the guy’s the husband of the lady we let loose from Valix Drogue’s dungeon.  Apparently he had something to do with her being in there, as he is with a new mistress already.  I was fine with that, and willing to take a job to go finish her off, but the guy had the balls to offer us 2000 silver for the job.  Killing a noble’s worth 10k at least, 2k is an insult.  So when the assassin showed up for him – we decided to help her out.  No one insults Versane and lives to tell about it.

The session scribe had to leave early, so here’s the quick version of how it finished:

Versane and the assassin fought the Groarg captain and two tough mooks for like ten rounds with no one hurting anyone else.  Finally their sorcerer opened the door and zapped Versane, who filled him full of arrow holes for his temerity.

Downstairs, Garret engaged guard after guard out in the yard, not hurting a one of them, while Ardreth and Seth zap-and-stun them off him.  They were down to three opponents, two of them stunned, when Ardreth decided to come upstairs and help.

Sadly, all three of those guys downstairs then activated in ninja mode.  Two of them ran up and slashed Seth into little pieces.  Bennie spends and fleeing only bought him like a round.  Garret engaged and finally killed the third one but too late for Seth.

Ardreth showed up and zapped the crap out of the Groarg captain.  He still  fought all three of us us off for like five rounds with three wounds on him.  We finally killed all of them, as the two guards who killed Seth showed up.  They saw we were badass and ran off.

And… that’s about it!  The assassin killed the Baron and the paralyzed chickie. The majordomo and doctor surrendered (well, the majordomo just tried to stay between us and the Baron, but that was less “combat” and more “step around him”).

So yes, Tim died again.  He loves making new characters anyway.

First Curse of the Crimson Throne “A History of Ashes” Session Summary Posted

We continue into the fourth chapter of the Curse of the Crimson Throne Adventure Path from Paizo, using the Pathfinder RPG beta rules.

Part I of A History of Ashes is kinda Part II since we got a lot of the initial plot explication out in the previous session.  We were really short on players, so Chris’ girlfriend decided to dive in as Amiri the barbarian, and she learned the joy of the UltraHack!

It was a short session, we screwed around a lot beforehand.  We went to get devoured by the sandworm, but the noob is the only one who got swallowed!  Then we go to perform some barbarian initiation ritual where we have to keep our poles erect for three days straight.  Has anyone else noticed that this whole adventure path has been pretty homoerotic?  In the art, even in the character descriptions, there’s “a lot for the ladies” in Curse of the Crimson Throne.  Good thing I’m playing a female character.

Speaking of females, we pressure one of our groupies into playing this time, and she outshines her bf easily!  Woot!

Fourth “Empire of Ashes” Session Summary Posted

Another episode of our dark fantasy, Savage Worlds shenanigans has arrived!  It’s not enough that we’ve killed Valix Drogue and everyone who ever knew him in the city.  Now we’re off to find his country manor and kill everyone who ever knew him there as well.  Because that’s just the way we roll.

We’re somewhat beaten to the punch by the demiplane of Ravenloft, as his manor is now surrounded by mists and inhabited by undead.  We fight a witch or something, and a lich or something.  And ghost light pillars and bone piles.  We were unclear on a lot of it.  But Bruce’s session summary is quite entertaining, read it at:

The session kinda went bad and people were grumpy towards the end; there was even a bit of GM/player squabbling.  This is a common enough problem so I’ll talk about it frankly.  Your input on similar situations and potential resolutions is welcome!

Seed Issues

1.  Chuck, our erstwhile GM, runs a good game but has one weakness – description.  When game world descriptions are incomplete or confusing, it hinders the PCs from being clear on what’s going on.  We had a number of encounters where there was pretty much no setup, just minis put onto a tactical map and we’re off to combat.  “Are those goblin minis the zombies again this time?”  Tactical maps and minis can actually be even more confusing than not having them when some of the minis/features are representative of what’s going on and others aren’t, and there’s not a clear explanation of what the party sees.

2.   We have a fairly large group for this game and it can be chaotic anyway with people rambling on about random stuff. Even from the start, there were times where the GM was trying to get a word in edgewise for like 5 minutes while people babbled on loudly about whatever story, movie review, or whatever came to their mind.  (I’m guilty of this one too.)

Now, these two things can both be overcome, until the “death spiral” starts.

The Death Spiral

Here’s what happened.  Confused players got a little disaffected and bored and started paying less attention and being even more disruptive.  People would wander away from the table for long periods or be doing other things.  Our host was running some kind of loud industrial equipment at inopportune times by halfway through the session.  During the final combat, it had gotten so bad it was comical.  Chuck was trying to explain what these ghost light pillar things were, and every time he tried to clarify it the host’s girlfriend would hit “puree” on a food processor located 4 feet from us.  Needless to say, this was obviously wearing upon the GM’s poise.

As we’re gamers, and therefore by definition good Marty McFly conflict avoidance types, we all just let this build up till near the end open arguing broke out between the GM and players about a typical “you’re trying to weasel your way out of a trapped area now that it’s been triggered” thing, which was of course not what was really bothering anyone.

So at the end, things ended normally, but I think with negative aftereffects, with some players less enthused about the campaign and the GM less enthused about doing a lot of work for seemingly less than grateful players.

What To Do?

I’m sure everyone will get over it, most of these guys have been gaming together for a decade or something.  I’m “the new guy” because I’ve only been here for five years.  So this isn’t a crisis of Biblical proportions.  But how do you stop the spirals from happening?

It’s easy to say “nip it in the bud early.”  But no one wants to be a hardass out of the gate, and some amount of game disruptions and/or weak descriptions just happen, you can’t make a federal case out of it when it happens on occassion.  But then you start to feel like interrupting the flow of things to address problems is harder later on.  Once it’s already been going this way, it’s hard for the GM to say halfway through the session, “Look, you guys shut the fuck up and pay attention if you want me to be running this game!”   (Though frankly I would have backed that play.)   How do you get back on track, and “gently?”

Second Curse of the Crimson Throne “Escape From Old Korvosa” Session Summary Posted

Things get hot and heavy in Part II of Escape from Old Korvosa.  Annata, Malcolm, and Thorndyke venture into the belly of the beast.  We go to stay at Palace Arkona and decide to do some snooping!  We suck at that, but luckily Lord Arkona seems to be in our corner.

We traverse a weirdo Cube dungeon.  It’s kinda cool, and the decorators knew how to carry a motif, though the proliferation of symbols is more annoying than dangerous.  And finally, we find Vencarlo – or DO we?!?

And then, we find out how three level 8 adventurers fare against CR10 and CR12 opponents – at the same time!

Third “Empire of Ashes” Session Summary Posted

Well, we’re certainly not heroes in the traditional sense.  We murdered fifty men to get a trinket back.  And we’re OK with that as long as there’s money, honor, booty, and drugs in it for us.  (Heck, it sounds like we’re not even getting it back to its rightful owner, but that’s someone else’s problem.)

It could have gone better – after killing Valix Drogue and everyone else in his zip code, we lost half our party to some meddling priests!  Some of it was bad luck, some of it was that we were wounded, some of it was battle fatigue.  We’d pretty much been in back to back battles for three sessions and so rather than negotiate or use tactics, Garret just started a fight and we were scattered and uncoordinated.  Who dies and who lives?  You’ll just have to read the session summary!   Our experiment with Savage Worlds and Chuck’s homebrew setting continues, in: