Tag Archives: story hour

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!

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

Thirteenth Session (16 page pdf) – “Shatterhull Island” – The PCs follow a treasure map to the wreck of the Sandspider. But who will plunder who’s booty? Only time will tell…

Welcome back to Reavers on the Seas of Fate!  Long hiatus due to summer vacation. But we’re back and played an extra long session to get going again.

Our PCs have ownership of a pirate ship and a crew (half pirates and half escaped Chelish slaves) and Sindawe had a treasure map that’s been burning a hole in his pocket.  Serpent really wanted to go back to Riddleport and get the magic boots he’s had being made there for like four months, but he got outvoted due to the lure of TREASURE!

Early on in the session, they joked that maybe someone was sending out loads of maps to the wreck. I have a good poker face, thankfully, because that was the exact setup.  I adapted “Shatterhull Island,” a mini-adventure from the D&D 3.5e Stormwrack supplement.It was a hag coven that sent out magicked maps, and used their coven powers like vision and dream to lure people in.  One hag appeared in Sindawe’s dream as Mama Watanna a couple times.

When they approached the island, the hags used illusion to obscure the sharp rocks to the south of the island.  Only Wogan making a DC30+ skill check let him see there was something wrong with the wave patterns and make a Will save. The ship managed to avoid being shattered on the rocks due to quick action with an anchor feather token, but was in a bad spot.

Cue the hot woman, Amber, running from ogres! The PCs were of course suspicious of this.  But she had a mantis tattoo, and Mama Watanna had a mantis with her in the dream… And Sindawe is never one to resist sexual advances too much, so they banged in the wreck of the Sandspider while the rest of the group cooled their heels. “She’s so strong,” he noted.

Then a hag attacked the ship to lure the PCs off and more ogres “kidnapped” Amber. The hags knew they needed to all be together to use their uber powers. The PCs dutifully went up to the cave lair and fought the cool, weird zombie ogres – the hags believe a creature’s strength is in its hair, so they shave the corpses and make hair ropes to bind driftwood to their limbs and sew their mouths shut.  The PCs kept collecting the gemstones from their eye sockets, never figuring out they were hag’s eyes. It took them a bit to realize there was more than one hag.

There were gold coins (Infamy points) spent… They forcecaged Sindawe but Wogan spent a coin to let him avoid it. Alas. I would have been content to keep them all in a cage with the hags charming them to love them up while they dined on their crew. I’ve been reading a lot of A Song of Ice and Fire so don’t think I wouldn’t do it… But they managed to hack down one hag, and once one goes down and all the Super Coven Powers go away, they are meat for the beast.

Although it’s funny, Ambraga (Amber) was a low level witch, and when Granny went down she got her back up with a Cure Light Wounds – Serpent freaked out and was giving up; he was sure that they were just all immortal or something.  It’s funny the little things that can demoralize even experienced players.

They are about done with the island; they just have treasure and intel to gather up and then figure out some way of getting their ship out of the rocks safely. Then it’s back to Riddleport! And Tommy should be rejoining us next time (the player’s been on hiatus so it’s really just been Wogan, Sindawe, and Serpent with souls for the last bit).

We all had fun; we played extra long, like 8 hours, but we got the whole adventure done in one session – I’ve got a bad habit of letting them really stretch out.

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

Twelfth Session (12 page pdf) – “Water Stop 2” – In our first sequel, the PCs need crew for their new ship, and remember the island of freed slaves from Water Stop (Season One, Third Session). They head there to recruit! Naturally, it’s not that easy.

This session took a whole lot of work on my part. I think it might be interesting to see how another GM does this stuf fin detail, so here’s a bit of a blow by blow about how I prepped and conducted the session.

As prep, I needed to generate eleven fully realized pirate crewmen and a dozen freed slaves for the PCs to interact with. Eek!  I used some of my favorite random generators, but wasn’t thrilled with most of what came out of them, so mainly made it up myself. And it worked!  The PCs were fascinated by the crew: Seven, Stoke, Orgon One-ear, Dum-dum, Tanned Hank, Little Mike, Big Mike, Mano, Gareb, Goat, and Slasher Jim.

I believe strongly in random generation at sea.  Random weather, random encounters… I eyeballed Zak’s Wavecrawl Kit, pulled random weather tables together from Stormwrack and other sources, and random encounter tables from everywhere they are hidden in Pathfinder stuff (Note to Paizo, I’d pay good money for a big book of random encounter tables by Inner Sea area.  I needed Gulf of Varisia area open ocean and beach/coastal encounters.

So they get going, and I roll some weather up, a snowstorm.  Just a minor one, but it gets them back used to making their Profession: Sailor checks. Sindawe was captain and Serpent was master on the helm; the snowstorm was an assisted check with Sindawe leading and Serpent assisting. They didn’t have any trouble.

Day two, the 8% chance of random encounter triggers.  Roll the dice – 00.  When you roll percentiles and get a 00 you always know something’s going to get fucked up.  I scan down the ocean table in the Bestiary and see 00 – Shoggoth.  CR 19.

Well now some GMs would puss out and say that’s too much for a fifth level party to handle. But not me. Shoggoth it is!  Hey, what’s that ahead, a giant field of sargasso seaweed?  Let’s go around. Why is it starting to come towards us?

They started to put on speed.  I used the naval version of my chase rules this time with Serpent the helmsman leading. On the fly I was assessing penalties for the ship’s skeleton crew (-4) and rolling for how hard the wind is blowing (lightly, -3). It works a lot like the foot chase rules, each side rolls Movement checks and moves up or down a range band from each other.

It was pretty cool.  They didn’t know what it was, and it was gaining on them (shoggoths swim at like 50′). Serpent/Paul joked about “it could be a shoggoth! There would be piping and stuff!” As it drew closer they heard the piping. He was deeply unhappy. He had the presence of mind to order Orgon to go get wax to stopper the crews’ ears (earning an additional -4 on Sindawe’s captaining rolls, sadly, but preventing them all from going insane).

They kept not doing real well in terms of making speed and the shoggoth kept rolling 15+. Sindawe was getting desperate and scanned the horizon with a spyglass for something, anything…  I rolled on Zak’s Wavecrawl “Random Event” table, which can be “nothing.” I got a random ship, table says merchants, d4 for size… A big fat Chelish merchantman! Sindawe rolled a 30+ Perception and saw a chance. They headed straight for it. Wogan and a gun crew had loaded a cannon on the off chance it would be useful against the shoggoth, but now they ran to the other side and loaded one with chain shot. The other ship didn’t spot them till they were barreling down on it. The shoggoth closed to close contact with the PCs’ ship and began ripping holes in it. Serpent crossed the T behind the merchantman and they shot a load into its rigging. The Teeth of Araska sailed away as the shoggoth engulfed the huge ship. They were extremely sobered by this encounter, as well they might be!

That could have been pretty bad, but I have confidence in my PCs. They could have gotten away through sheer speed, but that didn’t work, but they came up with a plan B and executed on it with precision. And that’s the kind of response really being in danger of complete extinction drives!

But we were only 1/3 done with the session by this point, that was supposed to just be a warmup random encounter! The PCs got to the island. What the heck had happened to the slaves?

Well, ahead of time I decided I’d roll 1d20 for each slave. 2-5 they died, 6-10 they were sick, 11-15 they were OK, 16-19 they were great and had leveled. 20 was “special good” and 1 was “special bad.” I got only 1 dead, but one special good and one special bad, and the main 3 slaves from their previous appearance were sick.  I brainstormed and decided that some of the rats that escaped the sinking goblin pirate ship the Sable Drake got onto the island and multiplied and have become a main food source – and one spread the lycanthropy that Captain Naki, wererat goblin captain of the ship, had. One of the slaves got bit, and changed.  Which was fine, but when he was too forward with Sevgi the ex-harem slave and she rejected him, he became forceful and the other two lead slaves had to get firm with him. Looking for revenge, he infected all three with filth fever and was waiting for Sevgi to get sick enough that a) she’s be sure to succumb to lycanthropy when he bit her and b) that she’d thank him for saving her and be hers forever! The PCs’ intervention interrupted this little love story, resulting in his attack on Sindawe.

I didn’t have a huge amount of inspiration for the ‘good special’ so I just had the cook have made some mango wine, resulting in quite a party. The PCs did good in only allowing a small number of the pirates on shore; I had been envisioning a big drunken pirate fight, especially as one of the slaves was trading sexual favors for supplies… Alas, it was kept more bottled up than that. The real challenge in this whole session was personnel management – can you get through this not just without killing a large number of the pirates and/or slaves, but can you make them into an effective crew that likes and/or fears you enough to not mutiny?

Speaking of revenge and sex, Captain Treeg’s woman and cleric of Calistria Ishana had been hiding out on the Teeth of Araska since she was taken. Not all that stable in the first place, her faith in the goddess of lust and revenge has driven her to fanatic heights of kill craziness. She was hoping that if she could rid the ship of the new interlopers that she could control the old crew. But Seven has been sucking up to them and clearly was their favorite. So in standard crazy-chick logic, he became target #1. Serpent was skulking out there when she broke invisibility to hold person and then coup de grace Seven. Serpent whaled away on her good and made his saves against her blindness, but she managed to murder Seven before being beaten down. I was hoping she could re-cast invisibility and escape to beset them but Serpent just does too much damage. Serpent was happy to leave Slasher Jim alone with her corpse.

Oh, and they devised a pirate Articles of Agreement (I mostly copied it from a historical one) and all signed on! The healed slaves decided they wanted off the island (except for the wererat – they marooned him, but figured that as a rat he’d get along OK) and most were good with piracy as long as it’s against the Chelish.

Tired yet?  Well, the session is still only 2/3 over. So they set out for Sandpoint to resupply and drop off the one family that didn’t want to take up the pirate life. We’ve had a shoggoth, and had Survivor-on-crack intrigue, and now we have – a winter storm!

My random weather had the temperature drop and drop some more, and a gale force wind whip up. The seas heaved as a freezing wind buffeted them.  The last third of the session was them weathering the storm.

Now, often in an RPG that can be boring. But I’ve been reading a lot of Hornblower and wanted to make the actual sailing part exciting; there’s no reason that man vs. nature, one of the fundamental kinds of literary conflict, should suck in D&D.

So here’s what we did. I rolled randomly and saw the storm was going to last nine hours (I didn’t tell them this). They had to make shiphandling checks to not founder or have other problems. The slaves, I rolled to see if any had shipboard experience, and a couple had – the others had to make Fort saves against seasickness; a couple dropped out immediately and some more succumbed to it over the course of the storm. And it was cold.  The Pathfinder cold rules say you have to save every hour, DC 15 + 1 per previous save, or take 1d6 nonlethal and be fatigued from frostbite.

This led to a really interesting battle against the elements. Each hour, I had Sindawe roll Prof: Sailor, aided by Serpent and Wogan. As long as they had 20 crew the ship was fully manned; each 5 fewer people manning the ship yields a -2 to all rolls. Based on how well they did they were fine, or being blown off course, or a worse threat like foundering or whatnot. Then came the cold saves. Wogan used the power of Gozreh in the form of channeled healing to throw off a lot of the frostbite damage, but more sailors succumbed as the storm wore on. And third, accident checks. Basically on a 1 on 1d20 something bad might happen to you – a wave comes to wash you overboard, you slip on the icy deck, someone drops a tool on your head. For each 5 by which the captain borks his roll there’s a penalty and if you’re fatigued there’s a penalty, so sometimes people were looking at a 1-3 to 1-5 chance of something risky happening over the course of that hour. Goat fell to the deck from the rigging and Bel and Pirro nearly got washed overboard; finally a chunk of ice fell from the rigging and KOed Bel. Wogan kept as many folks going as he could but by the time it was over more than half the slaves and a good quarter of the pirates were incapacitated. It was an epic battle, but just of man and ship versus the weather.

Finally they ended up in Sandpoint, dropped off the family, and bought supplies.  They wanted to buy crates of weapons, but a poor Bluff meant that the local sheriff didn’t like the looks of them and told the locals not to sell them any. We’ll see if they impress any townsfolk onto their crew in vengeance next time before they set off to find the wreck of the Sandspider! (They found that treasure map when they were returning from Viperwall aboard the Blackfin back in Return to Madness, Season One, Episode 25.)

Goodness!  I was tuckered out by the end of all this, but was happy with the results.  All the NPCs were fully realized enough that the PCs interacted with them with interest and realism. And there were a lot of call-backs to previous sessions; the players are remembering a lot of that stuff and their history is really helping to drive them. I consider it a success!

Unfortunately it’ll be a little; due to work and vacation trips Reavers is on hiatus for six weeks.  But we’ll be back with some hard hitting pirate action soon!