Tag Archives: actual play

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

Nineteenth Session (27 page pdf) – “A Pirate’s Life For Me” – More time at sea; the crew gets into the pirate spirit and wavecrawls the hell out of the region. Vikings! Whales! Dead Vikings! Dead whales! Mass hysteria!

We started with role-play.  Sindawe caught a case of the Lawful Goods during the first part of the session, confusing his comrades.  He gives money to the ex-slave family trying to make it in Riddleport, and then has management interventions with the crew over Slasher Jim killing too much and Tommy sexing too much. Eventually the other PCs were like “this is a pirate ship! Come on now!” I thought it was interesting because Sindawe is clearly wrestling with how to perceive himself as a “good guy” while being a pirate and also with the burden of leadership.

Then we got to sea and I started up the random encounters. Man, if anything my “Today at Sea” encounter list was shorter than last time. But it sure expanded out! This session summary is 27 pages long.

First there was an Ulfen longship and a Mordant Spire elf skimmer fighting. This could have been 5 minutes if the PCs bypassed it, but they first threw in with the Ulfen and fought the elves and then fought the Ulfen. And then took Ulfen prisoners, etc. This was a livelier naval combat than usual; it’s the first time they’ve had significant amounts of magic used against them in an engagement.

We find a great deal of hilarity in the fact that Serpent and Wogan always seem to roll 1’s (or at least very low) on Spellcraft and Knowledge: Religion checks.  They are good sports about coming  up with super ignorant incorrect things they believe as a result. In this case, Serpent saw the elven command crew gathering up as their ship was overrun and teleporting out, but with his 1 he interpreted it as some mass disintegration suicide ritual.

I’m not really sure they intended to fight the Ulfen initially, but basically they had their blood up and decided to kill till there was no opposition. Wogan luckily saved all the crew from dying – I need to come up with a better mechanic hooked to my mass combat system to figure out who snuffs it.  I’ve been letting him make a Heal check with his healing burst to see how many downed crewmen he can save and he’s rolled very, very high each time so they haven’t lost anyone in action yet. They end it all up with a new crewman, an Ulfen barbarian named Olgvik.

Then the PCs were confronted with the sad fact that sailors refuse to eat fish! They got some from the fishing ship last time and a bunch of pickled herring from the Ulfen ship, but as in RL Europe, all red blooded sailors eat fish as only a last resort, and feel themselves ill used if they must.

Then over the course of the week, the ship is attacked by an angry whale, then meets the same whale again but it’s undead. (This is from the random encounters; of course as the GM if one day says angry whale and then two days later there’s an undead whale, if they aren’t linked somehow you suck.) Then a homunculus came by. The PCs were horrified and intrigued when it simply gathered information from them about the whale like a modern telephone survey taker. “On a scale of one to five, how terrifying was the whale both before and after it was dead?” This is a good example of how linking some simple random encounters on the fly, you create what seems to be a hideous master plan going on in the world with absolutely no relation to the PCs. Makes the world seem real.

Finally, they take a prize – a small spice merchant. They take his cargo and money but leave him his ship, wife, and life. (The cook’s resultant experiment with “cinnamon eggs” was disgusting.) They enjoyed finding a book of tiefling pornography entitled “Fiend Folio.”

I’ve done a lot of reading up on historical pirates and it’s odd – same captain and crew, sometimes they’ll let someone go, sometimes they’ll sink a perfectly good ship, sometimes they’ll kill everyone with little provocation, sometimes they’ll do some of both! “Took three ships, sank two, killed some of the crew, let the rest get in the third ship and leave.” Not always explainable rhyme or reason to it (the drinking probably helps) but it’s interesting how our PC pirates are kinda turning out the same way.

Lots of great roleplaying fleshed this session out even more – good PC-to-PC interaction and also with various members of the crew.

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

Eighteenth Session (12 page pdf) – “The Fishwife’s Lament” – The motley crew of the Teeth of Araska heads to sea, and immediately decides that they are on a search and destroy mission for every random encounter ever! And then, they meet the dreaded fishwife.

I didn’t really expect this leg of the voyage to take a whole (long) session.  Behold the power of the random generator. I was using Zak from D&D With Porn StarsWavecrawl Kit, specifically as administered by the great “Today at Sea” random generator on Abulafia.

Here’s what turned into six hours of gaming, once roleplay and PC initiative was added in… Randomly generated plus a preening pass from me.

  1. Annoying weather. Make a control roll. Failure results in… Amid the ship’s tossing and confusion on deck, someone slips over the rails. Man overboard! Determine who it is randomly.
  2. Annoying weather. Make a control roll. Failure results in… Some miscellaneous marine leviathan has crashed into the hull in its sleep, starting planks all along one side before plunging down into the depths in its startlement. The ship is leaking badly, gaining on the pumps by 2d6 inches per hour, and will eventually founder unless something is done to alleviate the situation.
  3. Giant seasnake
  4. A small (if appropriate to type of vessel) passing ship is sighted. What is it?
    Fishing boat (probably lots of food on board).
  5. Bad weather–Make 12 control or piloting rolls to avoid damage to the ship. Failure results in…
    Something caught in the rudder–someone needs to climb down there and get it.
  6. Dead calm sea (lose a day of movement)
  7. A medium-sized passing ship is sighted. What is it? A fishwife sailing the seas in a waterlogged cog, seeking a husband. She sends her harpies to go fetch a pretty one.
  8. A quiet day at sea

They tried hard to get their money’s worth from each encounter – like they were determined to take that “small fishing boat” back to its home port and then work it over.  I rolled randomly and the place was just Godawful. I find visiting some places like that make PCs feel validated in their choice of being wandering adventurers, as they pity the poor local bastards in their squalor.

And I got to use pretty much all of our add-on rulesets this session.  First it was sailing in general, and having storms and other problems requiring various ship control rolls to overcome.  Then, when they were becalmed and bored, Captain Sindawe set up a melee between two halves of the crew, which used my quickie mass combat rules. And finally, when the fishwife tried to escape they used my naval combat rules (a mix of my chase rules and cannon rules). But it wasn’t all rules minigames, there were also more developments in the Serpent/Samaritha pregnancy drama.

They got to fight a fishwife – also courtesy Zak. This definitely got their juices going!

Once they got to Sandpoint they wanted to investigate Sandpoint, which was easy enough since I had both the old (Rise of the Runelords) and new (Jade Regent) versions in Paizo AP installments. In fact, it was a little entertaining because our brand new PCs were just leaving Sandpoint in our other Jade Regent campaign, so we put some easter eggs in both ways (the Teeth of Araska sold its old dragon figurehead to the Rusty Dragon, for example).

Easter egg – the orichalcum statue of Shelyn that Wogan buys is directly inspired by the Macguffin in the first season of the anime series Slayers. The fishwife had reminded me of Noonsa, the Flaming Fish-man, from that same series, so I riffed on it.

Also, I roll reactions routinely when meeting NPCs; Lavender Lil and Ameiko Kaijitsu rolled 1’s against each other and everyone enjoyed the not unfamiliar sight of two women deciding to hate each other at first sight for no reason anyone else can fathom.

And then unexpectedly they wanted to go to Magnimar to shop.  Realizing that at this rate such a side trek might take two more weeks, I told them we had to handle it in “montage” fashion. This allowed us to get through it in reasonably short order; they got their must-haves done and I think it went OK.  This group kinda tripped out at a similar narrativist insertion back in my Redeemers campaign but this one went fine.

Next time – more random encounters!!!

 

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

Seventeenth Session (15 page pdf) – “Press Gang” – As usual, a little bit of time in port results in the PCs really tearing it up. A whole long session, and no real fights, but it’s not slow, with two beatings, several sexual escapades, organized crime activity, shopping, drinking, jail time…

First of all, sorry for getting behind.  Between the holidays and job hunting, I’ve been strapped.  I’ve got like four sessions of Reavers in the can as well as three of our new Jade Regent campaign.  Here’s getting to it!

Last time, everyone finally leveled to level 6.  I am all about the low level play and slow progression; they got 5th in February I believe. So they all showed up with kewl new powers to use. But as usual, we kicked right back in seconds after the last session ended.

They took the first part of the session recapping and trying to assimilate new knowledge into what the overall deal is with the Cyphergate and orichalcum and serpentmen and portals and phantom creatures. It’s inevitable that PCs get a little confused about what’s up even with reasonably simple plots because of the long time between games and the somewhat distractable nature of any given PC. So if you have orichalcum glyph pieces embedded in people and orichalcum plates taken from a portal seal, people get them confused. So I helped walk them through a solid statement of “what we know so far.”

Next, I had one of their NPCs mess with them. Last time, you will note how Pirro the pirate got the short end of the stick on healing. Well, they came away from the fight with four magical treasures, so he’s due one, right? He wakes up early, takes one of the items (a magical mithral axe), and goes down to the casino to put it on pledge to get some gamblin’ money. Naturally he loses badly (I rolled for it fair and square), and this causes the PCs a little consternation. I liked this scene because it let me reinforce that the PCs’ pirate crew are by no means mindless minions, and in fact the nature of being a pirate means they are unruly and like it that way.

Next, two things happen that deserve blog posts of their own.  The first is the unexpected and sudden “Hey, Serpent needs to get Samaritha pregnant!” plan that emerged to surprisingly unanimous support. See Pregnancy & Pirates for more. The second is the sheer impatience of Serpent wanting to get magic items sold and bought – he literally goes from place to place till 2 AM in the morning desperately trying to swing deals. More on that in Insomniac Monkeys on Crack.

What this demanded of me was a large amount of improv. Urban adventuring is challenging because it’s not like a dungeon or wilderness where there’s a limited amount of stuff that can be going on.  A big lawless city like Riddleport is guaranteed to liven up quick if you go through the wrong door at the wrong time. So they kept wandering around and I kept coming up with stuff that I hoped wouldn’t get me into real trouble.

I generally like to use the dice as a general determinant of “is this going to go real well or real badly.” For some reason the PCs were rolling really poorly this session. So when Sindawe goes to the House of the Silken Veil trying to find a Mwangi (African) hooker that might have fertility drugs or magic (I am not sure it ever occurs to the PCs to look anywhere but in bars or whorehouses for anything in this game), the roll comes up really low, so instead he gets a Garundi woman dressed up like some far northerner’s idea of a Mwangi witch doctor for the fetishist market. Heh. Also they’ve gotten on the bad side of Madame Pamodae; they are remarkably unconcerned about this given that she’s a priestess of a deity of revenge.

Then they recruit new shipmates! First it’s the traditional “set up a table in a bar” method, where they try to figure out what’s wrong with the people applying. As it’s a pirate ship, they find plenty wrong but decide”what the hell” with all of them but the last guy. This was a shout out to a previous player who was always an obstreperous muffinhead, and one day in a SF game came in with a new character that we were interviewing for a position on our tramp freighter.  Since he was a new PC we were just trying to get any kind of excuse to hire him but his response to every single question was vague “I do… things!” crap. We left him on the planet and in fact he got disinvited from the group (last straw syndrome). This explains Sindawe’s overly violent reaction. (Knowing how to push your players’ buttons and not just the characters’ is a good GM technique.) They also invite their girlfriends Samaritha and Hatshepsut and Lavender Lil along! And they shanghai the hated Bojask, a guy who works for Saul and they’ve never gotten along with.

Also, they make a couple runs at trying to extort a local new bar for protection money. They were hilariously shy about it really. I based the friendly but yelling owner/bartender off a male cheerleading coach in a horrible Comedy Central movie that was on while I was prepping that morning.

Part of this game is definitely the crew control.  I rolled for each crewmember’s shore leave. Basically 1 is something SUPER bad and 20 SUPER good; 2 means trouble the PCs can’t fix, 3 means trouble they can fix, and everything in between is general levels of doing well versus doing poorly. There were a lot of 4’s, including Pirro, which basically means “all money gone and got a good beating in the process.” The only bad result was a 3, where Goat got arrested for murder; some guys in a bar hassled him about being a tiefling and they turned up dead later. The PCs went and bailed him out in a remarkably civilized fashion; I liked their sudden realization about “Hey, wasn’t Slasher Jim washing blood off his knife back on the ship?” Turns out Slasher Jim also used to be on Morgan Baumann’s (their new quarry) crew. Big Mike got a 20 so I figured he parlayed into part ownership of the new bar – good for him, and a complication for the PCs’ protection racket!

The one place where the PCs rolled well was around the House of the Silken Veil – Pamodae has it out for them once she found out they killed her pirate ally, and they went back twice; both visits were sexy and hilarious in turn but they didn’t degenerate into murder, and let’s just say that was an unlikely result. It ended with Sindawe bluffing his way past a guard by playing the race card.

And FINALLY they get on their ship and underway!  Whew!  I thought it would never happen.  I think I run pretty fun urban scenes and (properly!) depict cities as full of people and stuff and places and whatnot, so PCs seem to get drawn into doing random things there even when they planned to go do something else.

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

Sixteenth Session (14 page pdf) – “The Cypher Lodge” – Looks like the phantoms have taken over the Cypher Lodge, and the PCs have to throw down with Thorgrim and some old friends.

Yep, this was a big finale boss fight. It was built in three parts. (you may want to check out Thorgrim’s character sheet).

First, they (the three PCs and Pirro, an ex-slave and one of their crew) fought a bunch of phantoms and Valgrim down  in the sand-floored fighting ring he has under the Cypher Lodge. He cast a mess of spells that were really sweet – shifting sands, hungry pit, etc. Sindawe surprised me with his ruthless innovation – Salvadora was chained over a rafter, so he leapt up and crushed her hand with a vicious blow – shattering the bones, but also immediately causing her to fall to her semi-freedom! She’s a no-nonsense half-orc so she holds no grudge whatsoever about that.

Second, once Thorgrim figures they’re a legit threat, he goes gaseous form and guards and wards kicks in and also everyone gets teleported around the Cypher Lodge – and phantom impostors get seeded into the mix.This was loosely adapted, believe it or not, from a My Little Pony: Friendship Is Magic episode where Discord causes all the ponies to turn on each other. My daughter said “you should put this into your next game!” I was looking for something interesting and interstitial to happen – in Madness in Riddleport, they had part one of a fight, then an excursion to the shadow realm, and then the second part and this session was deliberately mirroring that one (shadowy mirrored reflections being a major trope in the game). And it creates a more interesting dramatic structure than “long ass fight to the death in a single location.” So I figured, “Sure!”

The funniest part was how Serpent told Pirro “I’m out of healing!” and then proceeded to heal himself. He’s just an NPC, what does he know?

He heals Pirro to consciousness, then announces, “Pirro, I have no more healing for you.” He turns and heals himself with the last charges from the wand. Then he guzzles some healing potions. Then notices his Lesser Restoration potions at the bottom of his pack, and exclaims, “Oh hey!” He drinks those too. A large tear rolls down Pirro’s cheek.

That’s exactly how it happened; everyone was in stitches.  Paul (Serpent) was just like, “What?” Although second funniest moment was Wogan running invisibly from an impostor Samaritha just to run into another Hatshepsut and Samaritha.  Everyone enjoyed the portly cleric trying to sneak around to avoid all the potentially killer women.

Third was the big fight with Thorgrim. Thorgrim is bad ass. He is a Fighter 4/ Wizard 5/Eldritch Knight 5. He has a pair of magical axes that he throws along with a Sliding Axe Throw feat that lets him trip with them – like a machine gun. He was getting six thrown axe attacks a round. Despite there being three PCs, three PC-level NPCs, and one goon NPC, they were all unconscious or prone when Serpent had Samaritha case erase to get the rune off his forehead.

I like when the cinematic thing happens! They could have killed Thorgrim just through damage – in fact, he was down to like 21 hp or something; he might have gotten another attack routine in (certainly killing someone!) but he wasn’t unbeatable through sheer fight.  He had, however, seen what was going on when Chmetugo the shadow demon was taking control of him/seducing him via the extraplanar connection of his glyph fragment, and cast hidden knowledge – a spell that conceals information you know even from  yourself, but you can release it later. In this case he had encased more than a simple piece of information, more of a concept – his Ulfen-ness.  He comes to his senses and cries out, “I am Thorgrim, son of Halgrim, the Bloody, the berserker! We do not bend our knees to spirits! Demon, show yourself!” Thorgrim has a complicated backstory, he was an Ulfen (Viking) warrior back in the day and got turned to stone by a gorgon for 200 years and was rescued by the Cypher Lodge – he swore fealty to protect them and also learned magic there. But, in a bit of a Howardian theme, his primal, savage origin is stronger than his subsequent civilization and enchantment. (He’s actually originally from Green Ronin’s Freeport, and I expanded on him.)  Anyway, I allowed for several end states; they just about did the “fight to the end” one but Serpent put it together and went for the cool story ending instead!

And then they all leveled!  I’m doing XP by fiat in this campaign, and it’s been a long time since 5th (there’s just so much fun to do in the low/mid levels) so they were psyched.  Level 6 is where you become independently dangerous in Pathfinder, so it’s a benchmark level.

Alternity “The Lighthouse” Session Summary 56

Fifty-sixth Session – We meet the Acererak equivalent in this sci-fi Tomb of Horrors, and he tears us a new one. But in the end, with the aid of the ghost of a stoner mollusk, we activate the ancient doohickey and free our comrades from their alien possession!

We did a little sci-fi ruin exploration but then a super duper dimensional horror attacked. It just about killed Markus outright and came real close to carrying him off to an alternate dimension for consumption. Alternity isn’t like D&D – even a buff high level character doesn’t have more hit points than a first level one, and if a bad guy gets a bunch of attacks in, even a killer warlion in power armor folds fast. Luckily, they got me back on my feet eventually and we found a Stoneburner… entity? Psychic remnant? Something? That would help us get the machinery started, and so between that and the blix (blue four armed techno mute midgets) we set it off and saved our possessed crewmen. Of course it took Taveer all of 30 seconds to make us want to stuff him back into his containment sarcophagus again.

The session ends with this foreshadowing of the next session, the campaign finale! Purple prose courtesy Chris (Drest, Ten-zil Kem, Rokk Tressor):

Drest replies, “I sense the war is winding down. The I’krl are hunkering down in their stolen systems building their strength back up. The ambassadors are talking. Planetary populations feel safe. But we haven’t killed enough of them to fill our Hell and their Tentacle Heaven. God loves us when we send him fresh souls. We need the political will for the next war.”
“Amen.”

Alternity “The Lighthouse” Session Summary 55

Fifty-fifth Session – We investigate a huge ass dungeon Stoneburner ruin looking for an alien artifact to de-possess our crewmates. It turns out to be a Gygax Special, sigh.  At least we get some cool magical loot.

So we get to this ruin and start going through it – and it’s huge.  Level upon level. And what’s more – teleportation traps.  Yes, you heard it here first.  There appears to be some trick to going through these portals but we mainly come out in random locations.  It’s a little obnoxious, but there have been some up-sides, like the floating snack bowls and everfull Guinness mug I found.  It’s just like Tomb of Horrors, except more obviously built by stoners. I call it “Tomb of Stoners.”

No, really, the aliens (they were some kind of crab/mollusk thing) grow some kind of herb, and harvest it, and dry it, and mix it, and smoke it, and lounge around to see alternate dimensions through heightened consciousness. The entire place is like a big drug den. The mollusk aliens had Snuggies for God’s sake. And magical drug-smoking pipes. And this was all written after Gygax’s big coke snorting phase!

Markus had some good times. He found some cattle prod thing that really makes the dimensional horrors run off. They were some kind of Stoneburner pet and it’s the equivalent of a squirt bottle. And then at the end, we were getting kind of punchy, and I had found some scepter thing and we went into the nautilus king throne room and I was all like “WORSHIP ME” and I’ll be damned if the other party members didn’t worship me (those that failed WIL checks that is). We had to fight an invisible robot tiger thing but every time some party member started to give me lip I would just boom “WORSHIP ME” and they’d fling themselves on their faces. I about peed myself laughing.

It’s clear we have at least one more full session of old school dungeon antics ahead of us. That is a little unfortunate but as long as the pseudomagical gizmos keep flowing, we can entertain ourselves at least!

Alternity “The Lighthouse” Session Summary 54

Fifty-fourth Session – We send all our I’krl possessed crewmen to some weird alien living on Bluefall to see if he can fix them. Needless to say, he can’t but sends us on an interstellar fetch quest. And then our favorite space vampire, Krl’Zenoth Nurhan, teleports onto the Red Queen with his shock troops for a stint of ass-kicking.

A fifteen page session summary!  You know some stuff happened. First, Bruce’s second mechalus character showed up. After Taveer, we were justifiably gun-shy.Then an evrem (space Jews, apparently) gives us a bunch of interstellar backstory that as usual doesn’t really help us tactically.

Let’s see, the most entertaining parts of the session… Well, there was how we are having to handle our possessed crewmates.  There’s a lot of interrogating them with Marines with stutter rifles arrayed around them, to stun everyone involved into a coma whenever anyone sneezes.  And storing them in C4-laden sarcophagi. They are so dangerous, it really would be much more prudent to just kill them (and man, this side quest is really taking a lot of time) but, we’re the good guys.

My idea that Joe’s Crab Shack had grown into a small stellar nation (kinda like “all restaurants are Taco Bell” in Demolition Man) entertained everyone.

And then as we take our sarcophagi to Yellowsky to try to cure them – an I’krl strike force shows up and the teleport aboard the Red Queen for some freeform killing, led by our old foe the space vampire himself. They really want the possessed guys; it would provide them a direct link to their space god. The B Team and our Concord Marine support staff fire a lot of weaponry. Markus is hell on wheels with his chainsword; I finally got to tear that space vampire SOB a new asshole with it! Woot!

But that wasn’t the end; we got to Yellowsky and headed out into the wilderness to look for some ruins, and got to fight the local flora.

Enjoy the summary, lots happened, some of it pretty funny.

Alternity “The Lighthouse” Session Summary 53

Fifty-third Session – The A Team rescues the t’sa experimental science vessel the Twelve Clutch from drivespace and boards it.  As expected, it’s all Event Horizon + Pandorum in there, and we lose a crew member to Great Old One-induced insanity/possession!

The session summary tells most of the story. We were 100% prepared for it to be all Event Horizon mixed with Pandorum, so when it was, it wasn’t all that terrifying – blame it on our jaded palates.  Well, with a side of the Wil Wheaton movie The Curse thrown in – you know, the one based on Lovecraft’s The Colour Out Of Space. A blast from the past!

The most notable part of all this was the crew member who pretty much opened themselves up to I’krl possession – we have some leads on some ways to maybe reverse that but mostly it seems like new PC time.

Get caught up with our exploits, we play again today!

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!