Tag Archives: session summary

Collection 3 – Kaiju World Tour

Our third collection of the Sentinels RPG with our Aussie family of Kaiju hunters went swimmingly. I (The Yowie) got bone cursed and had to go to the Dreamtime to fix that up, that was fun.

Follow along with our exploits!

Thirteenth Session – “New Charleston Incursion”
The Abyssal is now The Umbral, sinking even deeper into dark magic depravity. We go pub crawling until we are interrupted with a call for help fighting kaiju off from New Charleston Island. If the Samoans can’t handle it, it must be bad! Sure enough, it’s basically Starship Troopers except most of us don’t have guns, or look good naked. And Yowie gets a death curse put on him for appropriating Aboriginal magic. Fair enough.

Fourteenth Session – “The Beginning of the Endlings”
We get to meet the Endlings, which is some Jack Kirby on crack shit. Yowie likes the Terminarch, Jansa Vi Dero, because she’s huge! We then go to catch a kaiju for her, but of course way more dangerous than a giant monster is some rich one percenter bastard.

Fifteenth Session – “The Dreamtime”
The Aboriginal sorcerer Merricumana refuses to lift the bone curse from Yowie, which means we have to venture into the Dreamtime to try to fix the problem! We go to Ayers Rock and smoke it up and sure enough we end up in the Dreamtime. We then have to intervene in various Very Symbolic Activities, hoping that we are intervening in a way that will help and not hurt. And then we get to fight dark versions of ourselves! Except for Umbral, who fights a jolly shining elf version of himself (I’m kidding).

Sixteenth Session – “Fear the Bunyip”
After enjoying some finger limes, we have to fight some weirdo carrying a giant black rock and protect a giant white rock who has two cute lil’ whale and koala pals. We are traumatized by having to fight the cute guys. We fight the Bunyip, the Yowie dies but is brought back to life by the Rainbow Serpent, and defeats the Bunyip with the help of his friends… We return successful to the waking world, to be confronted with a plague of spore-bearing pterodactyls.

Seventeenth Session – “What To Expect When You’re Expecting”
First we have to save Sydney from a rampaging Kangasaurus Rex (or, as we like to call it, “Tuesday”) when Golden Key’s daughter from the future comes back! She tells us we must fight the future and so we go to Zurich and fight a Tatzylwyrm and eat Strudel and look for magical instruments.

Eighteenth Session – “Sleepless in Seattle”
We have to join up with the Argent Adept, who Umbral hates, to fight Heretic, who we all hate, in Seattle, which we all also hate. A random environment generated dude, Stan the Battalion Mechanic, a gruff blue-collar maintenance man who keeps fixing the battle platform we’re trying to invate, becomes a favorite of ours during the fight so we recruit him once we win.

Collection 2 – Atlantean Memories

Our second collection of six issues (game sessions) of the Sentinel Comics RPG hits newsstands! In a desperate bid from alliteration, we go from Australia to Argentina to Atlantis over the course of the arc. We ally with El Genio, fight The Heretic, and then alternately ally with and fight the Luminary/Baron Blade.

You don’t really “level up” in Sentinels RPG, you just can do anything from swap little things to rebuild at the end of a collection. I (The Yowie) don’t change much but others do.

We’ve gotten used to the rules and the “ticking clock” of each combat. I do wish there was a little more texture to the rules – you really need to min-max those dice to get successes, and there’s not much to do with them if you don’t have a power other than the basic moves, so we have started doing the same moves a lot.

Follow along with our exploits!

Seventh Session – “We Come From A Land Down Under”
We travel from Australia to Argentina to earn our “international Kaiju hunter” certification from GLOBAL. There a giant hydra is molesting both the livestock and the gauchos. We fend it off with the help of El Genio (think El Santo), who is laid low in the process.

Eighth Session – “The Serpent and the Rainbow”
The heroes take on an Argentinian black site with a super-scientist in residence. Then things get really weird and we go deal with a bunch of gods of the Guarani people, including a set of challenges from Jasy Jatere and a wrestling match with Teju Jagua to get some juice from the infinita fruit to heal El Genio.

Ninth Session – “American Serpent”
The Heretic demands 300 billion pesos or else he’ll destroy the Los Caracoles Dam and flood a lot of San Juan. We defeat the hydra and head out to find the Heretic, who has taken refuge in a vineyard and winery. Little does he realize that we are Australian and drinking plonk is one of our superpowers!

Tenth Session – “Armenian Vodka”
We get our own rooms back at Kaiju Defence Inc. headquarters until we are interrupted by a host of giant tentacles. Then we go sit down for a lovely Mordengradian lunch with what turns out to be the deposed Baron Blade aka the Luminary aka Ivan Romanat! Well obviously we have to team up with him to go to Atlantis…

Eleventh Session – “The Inevitable Betrayal”
Baron Blade turns on us and sics Cthulhu on us. We try to look surprised. He bails after we grind his forces to cornmeal and smack Space Cthulhu around. Piece of piss.

Twelfth Session – “Reality Discontinuity”
The Abyssal freaks out and goes dark magic crazy. But we need to go to a super hero convention, Freedom Con! More chaos than usual ensues.

Collection 1 – Kaiju Defenders: Next Gen

We’ve finished our first collection of six issues (game sessions) of the Sentinel Comics RPG, as our brave Aussies fend off all kinds of kaiju from the Australian shores. You can read all the individual session summaries in depth on our session summaries page (including some kaiju pics!).

Paul’s doing a great job running the game. I’m playing a Magnum P.I. inspired PI who can grow into a giant Australian yeti monster (the Yowie). Bruce is playing the arcane weirdo The Abyssal, Chris is playing speedster X-Celerate, Patrick is playing the gyrocopter-flying Overwatch, and Tim the killer robot Dynamo Joe.

One of my favorite parts has been researching Australian slang terms and phrases and inflicting them on the group. I worked with some Aussies at a startup once so I have some bonus ones to pull out on them. I enjoy the reaction when we pulled up to a trailer park being ravaged by a kaiju and I get to say “Well let’s get started, we didn’t just come here to fuck spiders!” (Do it in a strong Australian accent for best results.)

We’re playing semi-remote. Bruce is in Dallas and the rest of us are in Austin, so we’re using Google Meet and Roll20, though Chris, Patrick, and I have taken to getting together for fellowship and booze.

Follow along with our exploits!

First Session – “Fire on the Deep”
Giant sea serpents and pretty darn big fleas attack an oil rig of the Australian coast and need fending off! It’s hard yakka!

Second Session – “Scared Heart Hospital”
The fleas have infected everyone with chest-bursting fleas and we have to go flea stomping yet again, and end up fighting a giant mutated dog in a trailer park with many bogans looking on.

Third Session – “Between the Tasmanian Devil and the Deep Blue Sea”
The heroes have to go defend a supervillain transport barge from the attack of a giant mutated kaiju. You’d think the yobbos would be grateful, but of course not.

Fourth Session – “Melbourne Nights”
The Vegemite factory in Melbourne is at risk from not one but two kaiju! The heroes must overcome their greatest hurdle yet – getting to Melbourne from Sydney.

Fifth Session – “Basic Cthulhus and Catwomen”
The Dijkstra Museum of History in Sydney is threatened both by a giant sea kaiju called “Squidface” from without and from Ermine and the Gentleman (think Catwoman/Black Cat and Gentleman Ghost before he dies and becomes a ghost) inside. And our emo bro Nightwalker gets sucked into some bad dimension.

Sixth Session – “Advanced Cthulhus and Catwomen”
X-Celerate hooks up with villainess Ermine and gets to know her intimately and impregnates her. At the same time, the Nexus of the Void gets to know Nightwalker intimately and impregnates him. We rescue one of the two of them. Finally we go to a big spooky mansion to have it out with Cthulhu (aka the Herald of xxtz’Hulissh).

Reavers on the Seas of Fate, Season Five, Twentieth Session

Coral Golem

Twentieth Session (14 page pdf) – “Devil’s Arches, Part IV” – The PCs brave an abandoned secret base full of traps and undead and terrain and other such impediments.

There’s a brutal fight with a coral golem that ends up being an exercise in escape and evasion. Then more elite Chelaxian undead water marines! And a chimera! And traps!

Best quote: Sindawe asks no one in particular, “When will authoritarian regimes realize that aquatic warriors are not the solution to their problems?!?”

Reavers on the Seas of Fate, Season Five, Nineteenth Session

Treasure of Chimera Cove

Nineteenth Session (8 page pdf) – “Devil’s Arches, Part III” – The shore team heads out into Chimera Cove and a secret Chelish naval base. It’s not as abandoned as you’d hope.

So they finally have reached the Treasure of Chimera Cove and delve into it looking for the undead dragon turtle war machine called the Terraken.

They have some fights – giant poison octopus, elite sea zombies – but the trap with the gas and mimics is the most dangerous. PCs hate mimics! They refused to touch anything on the grounds “it could be a mimic” for the rest of the session.

Reavers on the Seas of Fate, Season Five, Eighteenth Session

Devil’s Arch

Eighteenth Session (8 page pdf) – “Devil’s Arches, Part II” – A shore team strikes out across Devil’s Arches to find the resting place of a Chelish naval superweapon. Sindawe has his usual amount of luck with the ladies.

So I did some quick research and decided from geography to base the island on the real world Bissagos Islands. I also had a problem in that I didn’t know where they were going to go necessarily. So here’s my session prep; I looked up some perhaps relevant monsters.

Devil’s Arches (Bissagos islands)
Palm products, coconut, timber, slave trade

The people – animal masks (ox, stingray, shark), 
Ox wars http://www.africanamerica.org/topic/bijago-people-guinea-bissau-african-matriarchal-tribe
river banks are coated in mangroves, blue mud/slime, decay – malaria (http://www.d20pfsrd.com/gamemastering/afflictions/diseases/malaria-jungle-fever) is prevalent, dysentery, yellow fever
Gholdako if investigate arch in city of bleeding stones, duppies maybe
native village 
Soucoyants (https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/soucouyant/) near the cove.  They know to lower a holy symbol of Aroden on 5 fathoms of silver line. But of course they want blood.

That’s all I need to prep sessions nowadays. So I describe the island as they head across it, where they meet some natives I base on the Bijago people. Sindawe gets another visit from Mama Watanna, who doesn’t want them to keep the undead dragon turtle they seek as a weapon, but to set Turtle’s spirit free. Conflict!!!

They don’t bother to go to the City of Bleeding Stones, and then they decide to give their native guides to the soucouyant for their blood to find out how to get into the Terraken base. (The soucouyant is reminiscent of the witch that tries to get Conan and then flies off as a fireball in Conan the Barbarian, I wonder if there was a relation there.)

Reavers on the Seas of Fate, Season Five, Seventeenth Session

Seventeenth Session (12 page pdf) – “Devil’s Arches” – Another naval encounter sets the pirates to flight. They decide to visit Medruzbal on Devil’s Arches, and ply the town for all it’s worth.

The Teeth of Araska, fresh from taking the Solution, is suckered in and ambushed by the Omen, a larger ship with 18 pound guns. They take some shots and decide to break contact, which they manage to do with some quick thinking spell work.

Then they sneak ashore on the island of the Devil’s Arches, where they want to go to Hell Harbor but don’t want to approach it by sea. So they go ashore on Medruzbal and plan to go overland. Luckily my copious collection of Golarion lore gives me some starting points and I improvise from there.

Our session scribe must have been hitting the sauce this time because the jokes roll hard. One of my favorites is “A hungry guard trips the trap while searching for the warthog. He squeals and yells and flops around like a Spanish soccer player.” There’s meme references, like “The torturer is dragged off to the gibbet. ‘You got knocked the fuck out!’ exclaim his soon-to-be-ex-comrades.” There’s inside jokes. Festive!

Reavers on the Seas of Fate, Season Five, Sixteenth Session

http://loztvampir3.deviantart.com/art/Pirates-503786848 | D&d dungeons and  dragons, Fantasy creatures, Fantasy characters
Kuutamo the Kenku

Sixteenth Session (10 page pdf) – “Hell’s Harbor” – The Teeth of Araska travels to Devil’s Arches, and fights some other ships in the meantime.

The Araska gets a new crewman in the form of a stowaway kenku. (The summary claims it’s a tengu but, you know, random Japanese critter names.) Now that they’re in the Shackles I have plenty of material from the Skull & Shackles Adventure Path, but at least one of the players has been in that one so I have to stay away from its major features.

They they come across a Port Peril “naval” schooner, the Solution, and capture it after a short but fierce engagement. The running joke of “Serpent is a doppleganger” is turned around by Serpent who uses his hat of disguise to take on the form of Sindawe and claim that Sindawe is a doppleganger, which gets him stabbed by his own crew till it all gets worked out. Serpent is hoping his PC immunity will protect him. Will it? We’ll see next time!

Reavers on the Seas of Fate, Season Five, Fifteenth Session


Fifteenth Session (10 page pdf) – “Twister” – The sea-twister is dispatched in unusual style.  Then it’s to Drenchport for drinking and betting on Green Blood on a Black Rock!

I’m firmly of the opinion that “how are the PCs going to get out of this one?!?” isn’t my problem as the GM. The Teeth of Araska, courtesy of a critical 00 on a weather roll, runs afoul of a waterspout and isn’t fast enough to escape. So one of the PCs spends one of their scarce Infamy Points and they’re saved – one of the pirate lords of the Shackles is a high level druid, the Master of Gales, so he happens by and just magics it out of existence as it is a minor inconvenience to him.

They end up in Drenchport and make a cursory effort at following up on plot leads but the drinking distracts them and they get super interested in the Green Blood on a Black Rock monster pit fight tournament. I should have known this already, but anytime there’s an opportunity for wagering the PCs demand to know all the participants and the odds and it becomes an entire session. And lo thus I pulled out a crapload of pirate captains (Shackles pirate lords, captains from Freeport supplements, whatever) and random high level monsters (off a high level encounter table) they could conceivably capture and fight and they spend the time running through the whole bracket and trying to influence the odds. I actually run some of the fights with the PCs’ participation for some combat fun. The eventual winner is a tetrolimulus, courtesy of its DC 22 paralysis poison, sponsored by werewolf pirate captain Avimar Sorrinash.

And then they sail towards our next adventure, Treasure of Chimera Cove.

Blades In The Dark – Session 20

Twentieth Session – The final fight on dark Leviathan-haunted seas as the Gambler’s Orphans execute upon their last contract as a mercenary group, the death of Lord Strangford, and try to save all of Duskvol in the bargain!

Before we sail for death or glory, there’s one last Downtime. Reis makes love to Delasia Finchester for what may well be the last time, and puts together a ritual to the sea demon Setarra to summon a horde of sea zombies at the cost of two human sacrifices. Everyone else blows off stress in their accustomed ways. Hasten and Marto go out to party with Rauth Kinclaith and Cantor from the Bloodletters, which ends up adding so much heat on the group they have to go mess with some bad guys from a gang called the Hive to undo the damage. Kraid gets a tier 7 anti-Leviathan rocket bomb and also kills some Hive goons, sending us to war with them. Then we take all our gang and cohorts and armaments and Bloodletters and a demon hunter named “Salty Gomash” and board ship.

The Dagger Isles ship Ischariyya’s Lament cuts across the dark haunted seas as we seek out Lord Strangford’s ship Unironic and his crazy plan to lead a Leviathan right to the city.

The Unironic has an anti-ghost field to keep off all the sea ghosts attracted by Leviathan blood. They torpedo us and we rocket-bomb them, knocking the field down – ghosts attack everyone. We board but our gang starts taking heavy losses. Reis casts Setarra’s Lament and suddenly we have like 80 zombies on our side. Troll the Hull uses his electroplasmic gatling gun on the sailor cultists.

A wave of bosses come after us – some ninja kid possessed by a demon, and Old Man kung fu killer who sprays Leviathan blood, and a hydraulic hull. Horribly violent fighting results.

Kraid goes belowdecks and confronts Lord Strangford, and promptly is burned by ectoplasm and thrown to the tentacles. The Orphan’s forces try to pin him down as Reis, RC, and Hasten Doom get the ship underway and try to lure the oncoming Leviathan away from the city. Everyone starts migrating down to take a crack at Strangford but he’s tough. Kraid rallies and attacks him again and again falls unconscious into the loving embrace of the tentacles in the hold.

Reis decides “fuck this shit” and drops a high-Tier grenade down through a hatch, sorely wounding Strangford. Given this opening, people pull back and Troll and Marto pour fire onto the man. He eventually falls into the tentacles. Some folks try to pull Kraid out of the tentacles but they are too naughty and they are forced to retire.

We lure the Leviathan away from the city by kiting it with the Unironic, and abandon ship for our corsair right before it catches up and tears up the huge oil tanker sized ship like it is a Christmas present. Kraid is lost, to our chagrin.

Back in Duskvol, the surviving Gambler’s Orphans are set up pretty well. Hasten Doom becomes their bear-blood quaffing leader as Marto goes to wander the wastes. Reis retires to the Dimmer Sisters’ mansion and the arms of Dylasia Finchester… And possible the arms of Setarra, eventually.

Kraid washes up on shore. His eyes open and they are jet black.

The end.

Blades In The Dark – Session 19

Nineteenth Session – Time to put Lord Strangford six feet under, but he’s skipped town in his Leviathan hunting ship so we need a ship and a crew to go after him.

We got him kicked off the City Council and he bails. We go find a gang called the Bloodcutters with some ex-Leviathan sailors and plan to take them and their tattoo parlor over. Via Captain Luckett we make contact with one of their lieutenants, ex-Captain Keel. She says she’ll bring them to talk to the boss if we steal her some Leviathan blood. So we do, it’s valuable so we expect resistance. Indeed, we fight teamsters and dogs but steal 4 barrels, keeping 3 for ourselves.

We “deliver” the blood to the tattoo parlor and find a bunch of corpses and a well-altar to Setarra the sea-demon in the basement. Reis summons her and she appears and tries to get him to serve her and put all of Kotor’s parts into himself. “Tempting…” he thinks. She wants horrible things but what if one could, you know, string her along without doing anything too bad… She apparently has some member of the gang named Oscar in her thrall already.

Then we have some personnel problems in that our new Hull (steampunk flesh golem thing) inhabited by the ghost of Sergeant Troll is all depressed because he can’t drink and whore any more. We decide to get a favorite hooker of his, Moxie, to try to make him feel better, which she agrees to do for a large sum of money. We get him “drunk” on electroplasm and they do… something. But he ends up happy, which is important for an incredibly strong killing machine.

Then we go take over a Dagger Isles corsair ship to go after Strangford, with some of the Bloodletters to help sail, RC Keel and Cantor. A lot of pirate fighting happens; Reis manages to take out the Captain, which he considers himself required to do since he’s a Dagger Isles corsair by heritage himself. We have the ship and get it underway! Reis dumps bodies overboard while consecrating them to Setarra. Cantor complains, “You sound just like Oscar.”

Next time – the campaign finale!

Blades In The Dark – Session 18

Eighteenth Session – A key to a ghost vault of the Sonurian family and infiltration of a parade lead us to the Mellified Man.

In an odd side quest when a Leviathan is coming to devour the city, we discuver the ghost key we stole from the Iruvian Embassy opens some supernatural vault from the now-defunct Sonurian family. But to use it we need a Sonurian family member.

Some research with the Circle of Flame puts us on the trail of Lord Dunville’s wife, who is from the Sonurian bloodline. She is on a float at the annual Hadar Parade put on by the Iruvian Beneficial Society, which we sneak onto. And yes, we make a bunch of immature jokes about “So, how is it living with IBS?” and the like.

She gets attacked by some of Strangford’s goons which is good because our sweet-talking wasn’t really working; we beat back the attackers and get in her good graces. Reis has to take a devil’s bargain to realize she’ll never sleep with him (she is one of his two “types” – powerful high society women or powerful weird supernatural women. Delasia Finchester combines both of these so she’s the alpha, but, you know, options…).

Finally Lord Dunville pays us for the key and we go take his wife and two of his hirelings, Kelly and Nathaniel, to go open the magical gate to the tomb (it’s in a sodden part of town). It’s weird and spooky and we are all on super high alert. We find an irritable zombie monk, Ilock Theer, who Lady Dunville interrogates about ‘the Mellified Man.’ We don’t know what that means but Kelly about shits a brick when he hears it. The monk gets us a piece of the Mellified Man, a honey-infused piece of flesh from the progenitor of their line that is said to cure any disease.

We go to leave but a bunch of Iruvian cultists lie in wait outside. Kelly turns on us. We kill them all; Nathaniel fights us some because Kelly’s his boyfriend but we let him leave. Mission accomplished, and Dunville agrees to vote Lord Strangford off the City Council!

Then for downtime, it’s mostly gambling and bear blood snorting but Reis does get a Hull online and uses Sergeant Troll’s ghost to inhabit it. (The summary says Private Pyle, but he’s not dead as best as I know.)