Tag Archives: actual play

Dungeon Crawl Classics – Fourth Session

Fourth Session – We hang out with some super stuck up Lawful knights of Lushnia, who are looking to gather up magical artifacts, most notably the Helm of Chistu. After we shake them we go into a tentacle pit full of tentacle cultists, and tentacles. It’s as fun as it sounds. Retreat!!!

Tentacle cultists, when killed, emit little tentacle blobs that come and look for your orifices. That’s not great. But Gallfred Weasel finds a really magical shortsword, Shadeslayer! He will attempt in vain to find goblins to use it against for most of the rest of the campaign.

Apparently tentacle cultists come in color coded danger levels: grey, yellow, and red. Giant tentacles brutalize our heroes (but luckily not me, I was on a work trip) and they withdraw after freeing some peasants who are set up on a big wheel grinding tentacles into goo.

Dungeon Crawl Classics – Third Session

Third Session – We delve deeper into the flying iceberg and disturbingly find child souls trapped in the form of trees. Old school dungeoning proceeds, with monsters, traps, puzzles, inscriptions, weird terrain, and of course a load-bearing boss.

But first we all glory in our copies of the DCC rulebook – it had been out of print for a little while and finally a new batch dropped.

I missed last session but made this one. The fire magic the locals gave us was a huge help, and I enjoyed shooting flaming arrows into everything – which is foreshadowing for Hemp’s later character arc!

When we kill the boss the iceberg starts to fall apart. This is no time to screw around; I remember a Basic D&D adventure where this happened and if you paused one round to loot, you died. We had to spend a bunch of Luck to get away – the wizards could just zoom off but we meat-bags had to do it the hard way.

Apparently this was the DCC 2013 holiday module “The Old God’s Return” which accounts for the Festivus-ness of it all.

The rest of the session is advancement, both plot and character – Old Man Fish gets the ability to heal from the village priest, and Podrick decides to become a Knight of Lushnia (which the rest of us refer to as the Loyal Order of Water Buffaloes since their heraldic sign is a water buffalo), which will also become a long term plot thread. We decide to go to a nearby tentacle cult pit that locals get carried off to.

Dungeon Crawl Classics – Second Session

Second Session – Our new first level party goes from Weebrook to an unnamed ville that is all about a fire god. Naturally, they get attacked by a flying iceberg, which has a bunch of “tontuu” aboard, which if you guessed are humanoid tauntauns, you’d be right! Except they steal child souls instead of keeping you warm on a chilly Hoth night.

Sadly I wasn’t here for this game, so can’t report on how the rest of the guys felt about their first level one escapades in DCC. But, they survived, which is good in DCC! And the power of animal summoning is introduced – when individuals aren’t that bad ass and get one attack, the abilty to soak attacks, position, and add actions to the action economy is nice.

You can tell from the early part of the session that much of the character development is quest-based. Old Man Fish the ranger wants to get some clerical healing? OK, go do an adventure that’ll get you that! Very different from the entitlement-based powerups of modern D&D.

Here’s the flying iceberg map – classic DCC, they like their maps being both sketchy and not 3d-realistic, but also works of art!

Dungeon Crawl Classics – First Session

First Session – We start with a brace of level 0 characters each, and giant ants attack a wedding and eat half of them! We end up with a set of surviving level 1 characters – Bruce plays Gallfred Weasel the guild beggar (thief), Tim plays Ned Wimbly the beekeeper (wizard), Chris plays Old Man Fish the locksmith (thief), Patrick plays Podrick the squire (warrior), Matt plays Mordecai the gravedigger (wizard), and I play Hemp the weaver (warrior).

One of the cool things about DCC is you start with randomly generated level zero characters – in other words, normal yokels – and they go through an adventure where they get winnowed down to the survivors you pick your actual character from!

First, we generated 4 random characters each using the super helpful Purple Sorcerer DCC character generation online tool and picked three to put into “the funnel.”

Here’s my four! A jester, a dwarven chest-maker, a miller-baker, and a weaver. Yes, they’re all kind of trash – you don’t get high stats in DCC, you get 3d6 down the line! I pick Happy the Jester, Hot Pie the Baker, and Hemp the Weaver as a personality of 3 does *not* suit my playstyle.

We start the game with three zero level characters for each of us at a wedding that goes bad quickly. Hot Pie gets decapitated by a giant ant in the very first combat. I start to favor the jester, as he has no ability penalties and is a great justification to tell jokes all the time.

Happy asks, “What do you get when you have a room full of dwarfish cheerleaders?”
Nobody knows.
“A full set of teeth!”
The dwarfs do not laugh.
Happy explains, “When you’re dealing with dwarfs, the jokes just write themselves!”

We go to a haunted winery, where both of my PCs end up surviving. I decide to go to level 1 with choosing Hemp the Weaver as an archer type, mainly because Bruce really really really wants to be the party thief with Gallfred Weasel, and I’m a team player. Not enough of a team player to decide to play a cleric, but then again apparently none of us are. OLD SCHOOL!!!

We all had fun. The game system is super easy. You don’t succeed at stuff nearly as much as modern D&D since you kinda suck and have low stats, but you get to try anything and don’t get told “oh there’s no rules for that you can’t do it,” so you are more effective overall if you use your brain, which is frankly how it should be.

Dungeon Crawl Classics – World of Iriolus Campaign

We’re lucky enough to have a gaming group that meets weekly; while on alternating weeks I run my Reavers Pathfinder campaign, fellow GM Paul has started a Dungeon Crawl Classics (or “DCC,” for those in the know) campaign in his homebrew World of Iriolus!

Check out the map he made with Campaign Cartographer!

For those of you not familiar with DCC (by Goodman Games), it’s an old school renaissance (OSR) game, which is code for “like old style Dungeons & Dragons, not this newfangled super complicated stuff from Y2K on”.

There are many OSR games, but DCC in particular has a weird flair to it, with a little bit of “airbrushed van art” look and a Warhammer “beware the forces of Chaos and magic will melt your face eventually” conceit. And, they’ve published rafts of adventures for it – like old school D&D, it’s not about book after book of new character options, it’s about book after book of adventures, which all have weird stuff that can be used to mutate your character in an in game way.

I’ll put the session summaries on the World of Iriolus page and blog them up in more detail as usual!

Reavers on the Seas of Fate, Season Seven, Ninth Session

Ninth Session (6 page pdf) – “The Gnoll Cartel” – To get proof of their crewman’s innocence, the crew pursues drug dealers back to the lair of their boss and his menagerie.

This is a pretty focused session – the PCs ambush some drug smugglers who also have a captive – who turns out to be the famous pirate Falken Drango, who busts loose and helps them! Entertainingly, the session almost completely omits his sad story to them about how his crew and ship, the Nightslink, are missing and he needs help to reclaim them. But, they like him and partner up with him, which is good.

The drug smugglers were an encounter from the Razor Coast book (The Midnight Deal) but I added Drango so the PCs would have another chance to meet him.

They track back to the gnoll smuggler Bonegnaw’s cove where his ship, the Dragon’s Tail, berths. He smuggles in both drugs and exotic monsters. That makes for a lively and very dangerous fight full of chimeras and cockatrices and chuuls and girallons. And many of the monsters don’t differentiate between smugglers and PCs in terms of murder opportunities.

After an orgy of violence, they capture Bonegnaw!

Reavers on the Seas of Fate, Season Seven, Eighth Session

Eighth Session (13 page pdf) – “Back To The Sewers” – Among other shenanigans, the crew heads back down into Port Shaw’s sewers to find a bard’s corpse at his postmortem request.

The plot threads come quickly. Dragonsmoke pushers are working for Bonegnaw who is also the chimera smuggler that burned down the warehouse! They need to go back into the sewers to set a bard’s corpse to rest to find Garr Bloodbane’s treasure! More Salty Dog dock gang issues! New NPCs a’poppin’!

The love of treasure wins out and they go back to the sewers with Cap’n Lester, where they make friendly contact with a crab-man and unfriendly contact with gator-men. Oh, fantasy RPG racism, when will you let us live in peace?!?

Anyway, they find the dead bard and emerge from the sewers with a bunch of skulls from people the gator-men have killed. The locals and Dragoons are just happy it’s not all child corpses this time.

Reavers on the Seas of Fate, Season Seven, Seventh Session

Seventh Session (7 page pdf) – “Arson, She Wrote” – As usual, while our PCs have been off adventuring, their crew has gotten into various forms of trouble. Their Nidalese fisherwoman Arsonee has been arrested for being close to the scene of an arson, and… Her name is “Arsonee.”  Open and shut case!

One of the fun parts of the PCs having an entire crew of pirates is that when they leave them alone, they don’t just peaceably swab decks on the ship, they go ashore and get into pirate style trouble. I put entire charts together to randomly determine it.

There’s some other minor problems but the biggest one is that Arsonee, the fisherwoman they picked up from Nidal (the shadow torture country), got arrested for arson, largely based on being near a burning warehouse and having the name “Arsony.” “I mean, we’d get busted down to private for *not* arresting her,” reasoned the Dragoon responders.

Naturally, they immediately take her to the torturer to elicit a confession, in standard fantasy (?) cop procedure. Being from Nidal where recreational torture is an art form, it’s getting them nowhere. The PCs are on good terms with the Dragoons mainly via making friends with Sergeant Darenar, so they go get them to chill out on the torture while they investigate, and as a bonus take crazed fisherman Harok McFarrow who saw his family eaten by weresharks and was then blamed for the crime to Father Zalen to see if he can cure his insanity, but he’s “only” a ninth level cleric.

Zalen explains he doesn’t have the magics personally to heal peoples’ minds. And the local asylums have been closed down by the city council.

Some discussion ensued about “Oh, just like Ronald Reagan!” which should have been a tip to them about who the bad guy is…

But anyway, Arsonee tells them a weird story about a chimera inside the warehouse and the prostitutes starting to set up the new brothel they’re establishing provide some leads as well. The PC crime wave in Port Shaw is well underway!

Reavers on the Seas of Fate, Season Seven, Sixth Session

Sixth Session (8 page pdf) – “The Roach King” – Disappearing children lead the crew down into the sewers of Port Shaw, where they make various disgusting and gruesome discoveries.

Trigger warning – violence against children. Well, and bugs and slime and stuff but mainly the kids.

There’s a whole section in Razor Coast about Port Shaw’s sewers, which is are a little weirdly sophisticated for a little colonial town, but whatever. They go in with the halfing sewer pirate captain and poke around. I don’t want to spend too much time in the sewers so get them to fun encounter locations quickly. They fight sahuagin! They fight skum! They find the Jawbone of Kaho Ali’i, which is a scrimshaw relic super important to the local Tulita tribe, which they don’t know will be super important later, but it will be.

They fight a quasit and dretches! They need to retreat… But then hear a crying child. They go save her from the Roach King! Which is a big ass (9′ tall, >100hp) roach mutated from an ogre by toxic magical runoff that controls roach swarms. And every Pathfinder player knows that swarms are the most dangerous thing in the game.

After a hard fight they kill it and find, unfortunately, a large number of child corpses from local kids it’s been snatching and bringing down here, “Stephen King’s It” style. The PCs are pirates but not monsters, they want to retrieve the bodies – but the problem is, they’re down here illegally. There being no Erin Brockovich in fantasy Golarion to address the legal side of fatal toxic runoff related problems, this instead generates a side quest to go get a forged set of papers, which all goes well and lets them meet more local power players. Bodies recovered and turned over to authorities and grieving families. Not really a victory to feel all that good about, but… something.

Then Sindawe finds out their crewmember and suspected serial killer Slasher Jim is at it again.

Sindawe is also shown by Serpent that one of the “head” barrels contains the corpse of an attractive young woman that he hears was put there by Slasher Jim. Sindawe concludes this is like the twentieth most pressing thing in his life.

On the one hand, serial killer. On the other hand, it is right next to the barrels they keep the pickled heads of their enemies in (for speak with dead and light entertainment purposes, mainly), and he’s a solid crewmember, and it’s been a long day. Sindawe just tucks it down into his feelings lockbox and goes about his business.

Reavers on the Seas of Fate, Season Seven, Fifth Session

Fifth Session (12 page pdf) – “Shadow Conspiracy” – The night gets longer as they have to dispose of a body. Finally they check in at their ship and split time between planning to fund a brothel and searching down leads related to their phantom attacker, which sends them from the church to a bar to a sewer.

And then guess what the fourth shark took?!?

The party struggles on, having been awake for several days at this point. Every time they think about turning in some new demented entertainment is offered up by Port Shaw. They go to dispose of the phantom/businessman’s mortal remains at a local inn that offers that as a value add service, And, of course, drink and gamble some more. Even when they get back to the ship, they take some reports before finally turning in…

But Serpent’s family has moved out (he forgot that this was the plan, to be honest) and Sindawe’s captain’s quarters are occupied by Lefty and a local girl. A rough night on an improvised pallet for both of them then!

They then split their time between investigating phantom sightings and arranging to own a proper brothel that their four new prostitute besties can set up in. Since Lavender Lil was a proper (?) brothel prostitute back in Riddleport they put her in charge, which is a great idea except for the fact she and all the other women immediately decided they hated each other on sight.

I generally roll informal reaction checks whenever people meet each other to see how well they get along. Years ago the group was entertained by Samaritha and Ameiko Kaijutsu of Sandpoint (the latter eventually travelling to Tian Xia and being the empress apparent in the Jade Regent adventure path) both rolling nat 1’s when meeting each other, causing them to fall into that inexplicable state of implacably cold hate that only women just meeting each other can immediately muster. Well, many years later it happened again, so the rowdy whores are quite a handful and it’ll take a while to get to some equilibrium on that (more to come!).

And finally, they find a sad native girl who indicates that the “Roach King” took one of her friends into the sewers to be eaten. The sewers are suspiciously locked and guarded by Dragoons. This is their cue to find Capt’n Lester Farrows, a swamp pirate (no really) and his raft to venture therein!

Reavers on the Seas of Fate, Season Seven, Fourth Session

Fourth Session (9 page pdf) – “Fight Club Raids and Noose Races” – The crew isn’t done with having fun yet, so they continue to cut a swath across Port Shaw. A Dragoon raid and an infamous pirate cause an early end to the fight club for the evening, so they go find the “Noose Races” they have heard so much about.  But after a Conan-esque night of debauchery, an old threat appears.

Anyone who refers to time an adventuring party spends in a city as “downtime”, give yourself a big ol’ wedgie and then read on.

Last session went great so I took a chance. In the Razor Coast book there’s a very “Captain Jack Sparrow” type of infamous pirate named Falken Drango. However, I know that Chris (Sindawe’s player) hates Captain Jack Sparrow.

So how do I introduce him without triggering that? I mean, he’s not plot critical, but I wanted to use him as a recurring NPC to introduce them to the local piracy scene, so I wanted to do something where they wouldn’t kill him/avoid him. So instead I had him be in disguise and be Sindawe’s first foe in the Broken Skull fight club ring!

Some background – Sindawe decided he really, really hated a Riddleport NPC called the Splithog Pauper who was always in disguise. They were “frenemies” sometimes on the same side, sometimes opposing, like every character in Sons of Anarchy. The last time they saw him was in 2011 and left it like this:

“Our heroes fail to lure the Splithog Pauper to his death behind the building; he makes a “I am keeping my eyes on you” gesture which is reciprocated with “I am going to kill you” gestures.”

For whatever reason he has become Sindawe’s greatest nemesis (in Sindawe’s mind) and so when the fighter was in disguise he was convinced it must be the Splithog Pauper. When it wasn’t, he was so relieved – and then the Dragoons went after him – and the relief plus their normal “fuck the police” sentiment meant they helped him escape!

As they wandered the active night streets of the Bawd District after that, eating lizards on a stick or whatever, they are clearly ready for more hijinks so it’s time for the noose races!!!

What’s a noose race? Beats the shit out of me, but it’s mentioned in the Bawd District writeup in the Razor Coast book and then never after:

The low-burning, smoky tar lanterns of Bawd call sailors and other visitors to her dark twisting alleys and dock-ways, luring them to experiment with exotic and far-ranging narcotics, to lose their shirts (and occasionally their teeth) at gambling dens, to enjoy Port Shaw’s infamous houses of ill repute and to attend her myriad entertainments: performances from the Speckled Eyes snake charmer’s guild, baboon fights, gourd-gazing seers, legendary scorpion baths, noose races and other wild spectacles.

I had read this to the players at some point and the noose races captured their fancy, so I worked them up as a minigame. They give you a swig of arsenic, tighten a noose around your neck so you can’t breathe, and then loose a greased naked Keleshite you have to catch. As there are no other rules, violence between the runners is encouraged. Used our custom chase rules plus the normal Pathfinder “holding breath” rules and losing 1 “breath” per action.

As this is a pirate campaign, they were way into it, and emerge victorious after a hilarious action sequence romp through the nighttime crowds of the Bawd District.

And then they meet up with their new favorite quartet of hookers from last time, Ophelia, Molly, Feather, and Joy. They had them set up a meeting with a local businessman and john of Joy’s that was looking to join the Lodge, the local ruling council. You need their approval to buy businesses and stuff, so from an organized crime point of view they figure he’s a good guy to talk to.

So they meet their friends in the bar, in comes Joy and the businessman – and cyper glyphs burn. He’s a phantom!!! A sudden, brutal fight breaks out.

This was sobering (in and out of game), they hadn’t come across phantoms in Port Shaw yet. So after all the hilarity it was like throwing a bucket of cold water on them at the end of the session! I love GMing. Definitely wound them up for the next game.

Reavers on the Seas of Fate, Season Seven, Third Session

Third Session (7 page pdf) – “Drinking, Whoring, Gambling, and Brawling” – Our crew is in the mood for some shore leave.  They meet a quartet of hookers that they take a shine to and gamble with. Then they go fight at a fight club.  Good clean fun!

Port Shaw is a city of 20,000 people. Sindawe is originally from this area but it’s pretty different from when he left as a youth. Whaling and overfishing and plantations have driven off much of the wildlife. Native practices are considered an entertaining diversion in the city, and something to be whipped out in the plantations. It has four proper districts – Tide, Bawd, Silk, and Jade, plus the plantations and outskirts. In the words of the city’s stat block, Here’s a little interlude that sums the place up pretty well:

  • Silk: Home to Port Shaw’s artisans and artists.
  • Jade: The lair of Port Shaw’s wealthiest upper crust.
  • Bawd: Entertainments abound–narcotics, gambling, prostitution, pugilism and more.
  • Tide: The mercantile heart of Port Shaw encompassing trade, fishing and whaling.
  • Plantation: Slave estates growing pineapples, taro, sugar cane and mangos.
  • Outskirts: Tulita ghetto struggling against disease, famine and aggressive predators.

They got into town and went right into wandering around to fight weresharks, and they want a break. Now it’s time for a slice of life on the mean streets of Port Shaw’s Bawd district. I had a boy (Tanga) offer himself as a guide, it’s helpful to the PCs but also for me to plausibly infodump about local places and practices.

He leads them deeper into the district, past ale houses, houses of ill repute, drug dens, apartments, nice walled compounds, and the general chaos of its denizens going about their business. Dragoons keep the peace by watching and doing little, including a halfling robbing an elder gnome openly on the street. Sindawe intervenes by kicking the halfling robber away. Olgum the gnome leaves with his wallet intact. He sobs and clings to Wogan a moment; the group invites him to lunch with them later. He begs off given a prior engagement, and scuttles off with Wogan’s coin-purse (unbeknownst to them).

They wanted to go to a random inn to eat, so I used this random inn generator to create one on the fly, the Cursed Spear. Then, I can’t even remember what I was using for random encounter tables, might have been “Lawless Port City” from d20PFSRD (576 pages and no random encounter tables for Port Shaw, boo), but they ran across four local hookers in robes and togas, and for some reason they really took to them! Even though none of them had prurient interest, because Sindawe knows Mama Watanna is a jealous loa-lover, Serpent knows his wife Samaritha is a jealous serpentfolk wizard-lover, and Wogan knows his god is jealous of his weiner (or whatever Gozreh’s motivation is).

I pulled up this random brothel generator to generate them but I lost the initial pdf – my notes simply record quick descriptions and who they were hitting up. “Molly (Wogan, impressive, nice, varisian neck tattoo, hood piercing, knows business guy), Ophelia (Sindawe, clean, dragon face tattoo, potter’s apprentice), Feather (Serpent, greedy, dextrous, tiny, long hair, hottest), Joy (30, left out, matching Molly tattoo).”

The PCs and prostitutes (P&P, the exciting new OSR variant) hit it off and gamble, drink, and chat the afternoon away. In a followthrough from the previous quote…

Wogan discovers all his money is missing when the call to ante up comes and has to borrow money to get started. Molly asks him if “He’d like to make 14 gold the hard way,” which he declines to the amusement of the other pirates.

Sometimes, players are really in the mood to role-play and the GM is firing on all cylinders role-playing as well, and you get magic moments that end up being more lasting than the actual locations/NPCs in the source material and session prep. Eventually the PCs leave to go to the Broken Skull and get back on plotline, but expect to see the girls again soon! Spoiler alert, they become long term NPCs.

At the Broken Skull, they discover that Sindawe’s long-lost brother Ochiba (well… technically Sindawe is the long-lost one, since he’s from here and went up north to whitey-land for a decade or so) is currently the champion of the bare knuckle brawler fights the place features. They bet on the fights and Sindawe signs up to fight as well!