Sunday, October 15, 2017

Banished to the Purple Planet - Part Two


Under a Weirdling Sun


Peril on the Purple Planet is an epic DCCRPG box set devised by +Harley Stroh. The adventure is a hex crawl, so player characters get to explore a completely open and lush world. Characters must discover artifacts, make alliances, battle terrifying worms, and sustain the deadly sun's rays if they are to ever make their way back home.

Care to hear about this week's banishment? Read on!

Previous Tales of the Banished



The Banished






Banished to the Purple Planet, Part Two


I'm struggling a bit on the best way to share The Free Company's story on the Purple Planet. In the past I've done some pretty lengthy adventure summaries, complete with all kinds of intricate details. But since this is more of an open world, and given that some of the "game" is actually dealing with the minutiae of scavenging, finding food and water, and evading the sun, I'm going to try something different: a day-to-day log of major events. 

Sure, this might make for a less interesting read for folks who aren't as familiar with our player characters, but I think this makes the most sense for our group. At the very least, if you're running Peril on the Purple Planet as well, you can compare stories. Perhaps when we get to more of the "meat" of the adventure I expand on the conversation a bit more. But for now, here's the adventure log:

Day 1

  • The Free Company selected Nicodemus, Floyd Pink, Screaming Otto, and Imric to lead the first leg of the journey.
  • The party searched the bodies of the dead Kith, and determined that one group (with a banner that appeared to be a head/skull in a box/container) came from the northwest, while the other (with a banner that appeared to be a castle or large structure) came from the northeast.
  • The party spent an inordinate amount of time trying to democratically decide where they were going to go. Three of the four party "leaders" chose northwest, while Imric wanted to go towards the water to the southwest. 
  • Rather than explore during the hot day, The Free Company rested until dusk and then set out across the wasteland.
  • By midnight the party had traveled six miles northwest and found nothing but more wastes. 

Day 2

  • Between midnight and dawn the party traveled another twelve miles, moving slowly so that they could search the area for signs of civilization or anything else that could be used as a shelter for when the sun came up. Nothing.
  • With the sun rising, the party headed west towards the mountains. There they hoped they could find shade, solace, and perhaps a place for Watson to cast his Patron Bond spell with Aquilia. 
  • At the foothills of the mountain (6 more miles) the party saw a party of Kith raiders in the distance (about 2 miles away). Rather than get their attention, The Free Company hid behind some boulders.
  • Once in the mountains, the party discovered an ancient cairn. By this time the party found themselves sapped of Stamina by the ancient purple sun. 
  • Nicodemus disable a falling floor trap at the entrance to the cairn.
  • Once inside, the party uncovered seven sarcophagi illuminated by for greenstone shards embedded in a central pillar. 
  • Fearing the sarcophagi contents, the party rested for the night.
  • Unfortunately, there was a shortage of water in the party. Imric and Otto did not have waterskins. Imric decided to go without for the evening while Otto drank his own urine.
  • After resting until sundown (approximately 8pm) the party started checking the sarcophagi, revealing seven undead kith mummies!
  • The kith mummies had burning claw attacks that nauseated victims. 
  • Wayne and Gastronomix joined in the battle.
  • After defeating the mummies, the party searched the sarcophagi and found valuable jewelry a functional ray rifle with limited charges, a skullcap, and a cache of greenstone shards.
  • While the rest of the party wasn't looking, Nicodemus pilfered the four greenstone shards illuminating the room.
  • Imric agreed to try on the silver skullcap in exchange for some of Floyd's water. Once donning the cap, Imric realized that it would let him translate (and possible speak) in any language he could hear. 


Adventure Notes



  • I know that there is a regaining stamina rule for dealing with the purple sun, but I wasn't sure how the lack of food and water could play a role without dragging down the game. So I went with the rule that only access to both allowed a PC to regain their Stamina loss. I'm interested in how other folks are handling this.
  • Given that Jonata was all for letting his PC drink his own urine, I came up with this quick mechanic:
    • Urine Consumption: DC 10 fortitude saving throw to keep the urine down, and then only regain 1d3 Stamina loss (cannot exceed maximum Stamina).
  • Since we were short on combat for the night, I made the Kith Mummies harder than how they were in the original adventure:
    • Burning claws, +4 to hit, 1d7+2 damage plus burned flesh.
    • The target of this attack must make a DC 15 fortitude save or the smell of burnt flesh and hair sickened the target. -1D for all actions for 1 round.


Quotes



"One minute I was asleep and next all this shit is purple." - Nicodemus wasn't around for the last adventure. 

"Hey, hey! How do I look in this? Does it make me look fat?" - Nicodemus to Floyd upon donning a shrunken kith head belt. 

"The Purple Planet mixed with Candyland." - Marc commenting on Judge James' description of the forest to the east.

"Pee is drinkable... all I'm saying." - Jonata was ready to do this.

"They should call it the Yellow Planet." - Paul was grossed out that Jonata was ready to do this.

"Raging Nicodemus. Like Screaming Otto, with profanity." - Alex describes his character. 

"It's the strength of the pee!" - Jonata after rolling a natural 20 on the final hit on the kith mummies. 


In Memoriam 

  • Screaming Otto's dignity.