Sunday, April 19, 2015

Under Strange Suns - Session 3 - a Sherlock Holmes/Dark Sun/Star Wars Campaign


Wine Soaked, Cheese Encrusted Sands of Athas


I have to apologize for my game master performance last night, and the resulting game summary that you are about to read.  After several afternoon games of The Strange with our friends, we decided that this month we'd try an evening session.  My wife Jennifer and I invited our regular players to the table, but also two new Estate Agents: cheese and wine.  The result was a rather raucous session, in which my players were more often trying to one-up each other on "quotes", rather than proceed with the mission.  Towards the end of the evening, however, I started to drift a bit.  First it was a lazy gaze at the clock, and then it was a soft yawn, and then… uh oh… 

I started to fall asleep!

I don't often drink more than one or two beers in an evening, but by my third glass of wine (following a small glass of a terrible vodka-based punch I made), and fiftieth cheese laden cracker, I was getting warm and sleepy.  Around the same time I was trying to role-play the Sorcerer-King of Tyr, with limited success.  Coming up with dialogue was a challenge, and even with a list of motives in front of me, I stumbled on responses to player interaction.  I kept hoping that no one in my group did anything too crazy that would require a completely ad-libbed scenario…

… I kept looking at Jeremy, who had already killed one NPC without hesitation during the evening.  Why not try again?  

But it all worked out!  The banter was fun, though, and in the end everyone had a great time.  Enjoying a few drinks at the game table is awesome once in a while, but I think it'll be a few months before I try mixing the two again!

Agents of the Estate



  • Barbara "Babs" Goldstein, a Strange Paradox who … 
    • Works the System on Earth
    • Shepherds the Dead on Ardeyn
    • Casts Spells on Athas (Elven Preserver)
    • and is played by Emily
  • Jacqueline Dingo, a Skeptical Spinner who … 
    • Solves Mysteries on Earth
    • Embraces Qephilim Ancestry on Ardeyn
    • Focuses Mind over Matter on Athas (Human Psionicist)
    • and is played by Jen
  • Arlo Coulton, a Graceful Vector who … 
    • Is Licensed to Carry on Earth
    • Carries a Quiver on Ardeyn
    • Fights Dirty on Athas (Mul Gladiator)
    • and is played by Jeremy
  • Chuck Lannigan, a Stealthy Spinner who … 
    • Operates Undercover on Earth
    • Channels Sinfire on Ardeyn, 
    • Crafts Powerful Poisons* on Athas (Half-Elf Bard)
    • and is played by Andy
  • Dr. Sybil Holloway/Ka'cha Kano'kek, a Lucky Paradox who …
    • Conducts Weird Science on Earth
    • Embraces Qephilim Ancestry on Ardeyn
    • Hunts with Great Skill on Athas (Thri-Kreen Ranger)
    • and is played by Ethan 

* Crafts Powerful Poisons is out of Ninth World Assassins by Metal Weave Games


Adventure Summary



Although the silk wyrm's lair was moist and inviting, the newly escaped slaves/Agents of the Estate had a mission to complete.  Sherlock Holmes was somewhere near Tyr, perhaps in terrible danger!  Babs was delighted that her new crodlu Zoidberg had survived the terrible flaming tornado, so imagine her concern when Arlo made the request to "borrow" the creature for a quick scouting of the area.  The graceful vector planned to team up with his thri-kreen friend, Dr. Sybil, and sweep the perimeter for clues, salvage, and possible threats.  Something about the sandy wastes of Athas had turned Agent Arlo Coulton into a bit of a murderer, so Babs was apprehensive of her new pet being taken out for a joyride by a stone cold killer, and all-around bastard.  

But for the good of the mission, Babs agreed.  

After several hours of scouting, Babs and Dr. Sybil eventually came across a smashed wooden storage container.  Measuring at least a dozen feet long and eight feet wide, the "crate" seemed mostly empty, but Arlo wanted to be sure.  The vector enabled his chameleon flesh wild talent and slowly approached the salvage.  Inside was a single broken cask of wine leaking into the sand, and a single human form.  Arlo remained camouflaged, and Dr. Sybil carefully approached as well, noting to her mul associate that the human was still breathing.  Dr. Sybil approached, observing that the human was wearing a light, sandy robe with a hidden orange covering closer to his body.  There was a tear in his robes along his right side, and a trickle of blood was soaking the sand below.  

Dr. Sybil reached into her thri-kreen memory and realized that the orange covering must have meant this man was a templar of Urik.  The two agents of The Estate started to interrogate the templar.  His name was Kempo Tigranus, and he was indeed a templar of Hamanu, the Sorcerer-King of Urik.  Tigranus was on a mission from Urik to spy on the happenings in Tyr, especially after the fall of its Sorcerer-King, Kalak.  According to the templar, a new Sorcerer-King had ascended to the throne after a gladiator slave killed Kalak.  Tigranus was on board the large wagon that had held the rest of the party when they first traveled to Athas, and was thrown far into the air when the tornado struck.  

Dr. Sybil and Arlo didn't have any way to heal Tigranus' wounds, so they decided to return him to the silk wyrm's lair.  The templar surrendered his bone dagger, but when he was placed atop Zoidberg Dr. Sybil tried to relieve the human of his heavy coin purse.  Tigranus would have none of this, and immediately started praying to his Sorcerer-King for repeated Flamestrikes.  The second fiery blast left Arlo in extreme pain, Dr. Sybil's chitinous hide rather charred, and Zoidberg a burning cinder on the ground.  Arlo hacked away at Tigranus' flesh with El's Drinker, and a carefully landed claw-strike by Dr. Sybil ended the templar's wicked life.  When the scouts returned to the rest of the party, they sadly gave Babs the head of her beloved Zoidberg.  

She was not amused.  

The Estate agents waited until the evening to travel the last eight miles to Tyr.  Upon reaching the city walls it was early morning, and the team needed to figure out how to enter the grand city.  The Caravan Gate was the most well traveled, and Agent Dingo insisted that the party sneak into town by stowing away on a wagon.  Arlo preferred a more stealthy approach, sneaking in by climbing over the walls.  Unfortunately, the graceful vector was the only member of the team that could easily remain out of sight, so this was ruled out.  Eventually the team decided to masquerade as "Athasian Day Laborers", offering to help a trio of dwarven mushroom farmers in carting their wares into the city.  Pokko, Metzla, and Laurie were from the nearby village of Kled, and appreciated the help.  The city guards paid the Estate agents no mind, not even Babs who refused to get her hands dirty, and instead just gave a single, long motivational speech to encourage the heavy lifting.  

Once inside Tyr, stories of the new Sorcerer-King were on the lips of every guard, noble, merchant, and slave.  This came as quite a surprise to Chuck Lannigan, who remembered that, in the Prism Pentad book series, the slaves were freed following King Kalak's death.  Something changed in this recursion, and it only took one look at a piece of street art depicting the new king's visage to tell the tale…

… the new Sorcerer-King of Athas was Sherlock Holmes!  

The team of Estate Agents needed to get an audience with the Robert Downey Jr. version of Sherlock Holmes, and see what his plans were for Tyr and the rest of Athas.  Using the silver pieces that she had stolen from Templar Tigranus, Dr. Sybil purchased a fine silk robe for Agent Dingo, so that she could talk her way past the palace guards.  On the south-western side of the city was the entrance to the Templars' Quarters and Palace.  Adorned in finery, and sporting a rag-tag entourage, Jackie Dingo talked her way past the first guard by claiming that there was a terrible plan by the city-state of Urik to assassinate the new king.  

While this story worked for the lower-level templar guard, it didn't seem to work with Gharana, the mid-level templar for Sorcerer-King Sherlock Holmes.  Despite her best efforts to persuade Gharana, the templar stated that just about everyone wanted a sorcerer-king dead, and that there was no need to bring the issue directly to Sherlock's attention.  That's when Chuck Lannigan mentioned "Mrs. Hudson."  This name got the attention of someone at a higher level, and within moments Gharana escorted the party to the Sorcerer-King's chambers.  

When the agents of the Estate entered the Sorcerer-King's suite, they stood in amazement at Robert Downey Jr.  His form was somewhat changed from how he had appeared in the movies, with a giant brain that expanded his skull to be twice the size of a normal human's.  But the rest of his body was perfect.  Babs boldly asked to gaze upon Sherlock Holmes' incredible abs, and the sorcerer-king willingly complied.  While the paradox gawked in awe, Holmes revealed that he knew everyone in the party.  He was aware of the Estate, aware of their desire to return him to 221 B Baker Street, and aware that he was only an "awakened" fictional character from a Guy Ritchie interpretation of a Sir Arthur Conan Doyle series.  But on Athas, Holmes proclaimed, he had full control and power of the recursion.  His incredible intellect was warped by the psionic nature of this recursion, allowing him incredible power.  

"Here, I can write the story myself," Sorcerer-King Sherlock Holmes boasted.  

Not sure of any means to force an empowered Holmes to leave Athas, but knowing that this scenario must have meant trouble, the party decided to leave the recursion and get instruction from the Estate.  Holmes offered to let the party use his meditation study for the translation, and within moments the party was on Earth.  

Director Katherine Manners, was not happy about the situation.  She feared that Sherlock Holmes' innate mental ability could cause havoc throughout the Strange, perhaps even elevating the rather small recursion of Athas into a place of significant, and dangerous power.  An even worse risk would be that Holmes ascend past the demi-godhood of a sorcerer-king to becoming a Planetovore!  Director Manners told the party that they would need to travel to another recursion and find the only other individual throughout the universe who could possibly stop Sherlock Holmes… 

… another Sherlock Holmes!

Opening a secure file, Katherine Manners revealed that the Benedict Cumberbatch version of Sherlock Holmes had gained the spark and escaped his own recursion several months earlier.  This version of Sherlock Holmes became interested in a recursion called "The Old Republic", and began training to become a Jedi.  The Estate Agents would need to travel to this Star Wars recursion and convince the Benedict Cumberbatch Sherlock Holmes to intercede against the Robert Downy Jr. Sherlock Holmes.  The fate of The Strange itself was at risk!

Agent Chuck Lannigan looked over at Agent Babs Goldstein.  

"Goldstein," Chuck stated.  "We're going home."  

Quotes from the Table


"Is it moist?" - Jen had to go there… when they were exploring the Silk Wyrm's lair.

Ethan - "So... what do you bipeds want to do?"
Andy - "You know, you're a biped too."

"Just return Zoidberg safe and sound… or your nuts will hang from the wall." - Babs to Arlo, before the Mul took her precious crodlu into the wastes.  RIP Zoidberg.

"I WANNA STAB HIM!" - Jeremy (as Arlo) had a unique method of interrogation.  

Ethan - "Tupac's not dead, he's on Athas…"
Emily - "… with Elvis… and Freddie Mercury."

"I'm in mourning over here!" - Babs, head in her hands about Zoidberg, didn't have time to consider moving forward.  

Jen - "Use the medallion to bring Zoidberg back to life."
Ethan - "He [Arlo] cut off his [Zoidberg's] head!"
Jen - "… details."

Jeremy - "Are there any 'seers' in this city?" - 
Ethan - "I want to buy some slacks!"
Jen - "Put on your Sunday best, kids…" 

"Once you go lizard… it's a slippery slope." - Jackie Dingo may have had the quote of the evening.

"Excuse me, man-sir-guard… " - Andy says that it was "ma'am sir guard" but that doesn't make sense either.  

"I mean, do you want to fight him?  Do you want to fight 'Sherlock Holmes the God King?'" - I think Andy said this… it was brilliant, and something you'd only hear in The Strange.



New Stuff



Athas Recursion Rules

If you are interested in how to use Wild Talents, Defiling Magic, and Inferior materials, check out our first play report for Under Strange Suns, where I detail these rules.  

Tuesday, April 14, 2015

Tabletop Day with the Game Knights

 

 
 

Still Recovering

 
I don't know about all of you, but our family is still recovering from a very busy International Tabletop Day weekend!  Preparations for the Norwin Game Knights event were weeks in the making, from coordinating tasks to promoting the special day.  We even got our event featured in the local newspaper!  Our amazing club member were on Facebook, Twitter, Google+, and out in the community spreading the word and looking for gamers.  Thank you to everyone who brought games, snacks, and great attitudes!  I have to thank Andy, Jeremy, and the entire Schock family for helping with decorations on Friday night.  Cheryl also organized the food and helped find people games to play during the event.  I certainly have to thank my determined wife Jennifer, who coordinated most the logistics for the event. 
 
All I really did was show up and play!
 
 
Thanks Jennifer!
 

Tales from the Table

 
 
We had board games, card games, and other tabletop favorites on Saturday, but most of  my time was spent at an RPG table.  I ran a pair of events, and I thought I'd share a few of the high points from those sessions:
 
 
 
 
The Strange:  My first role-playing event for International Tabletop Day was a slightly altered version of "The Curious Case of Tom Mallard" featured in the back of The Strange corebook.  Since we had a short two-hour limit for the session, I turned the adventure into a chase, with Tom Mallard still in the home when the players arrived for the stakeout.  The player characters then had to follow Tom through a translation gate and into Ardeyn, experiencing an exciting foot-chase through the busy streets of Shalmarn.  My favorite scene from the event was when Steve, playing Arlo a Sharp-Eyed Vector who Carries a Quiver, wanted to snipe Tom Mallard from nearly a quarter-mile away.  Using a cypher that supernaturally extended his range, and a can of Red Bull that I allowed to translate without alteration, Arlo managed to seriously wound his target. 
 
As an added bonus, we played this game to raise money for Genre's Kids with Cancer Fund, and collected $60 for charity!  My players rock!
 
 
 
 
Dungeon Crawl Classics - Stormtroopers:  The second RPG that I ran was a wicked romp through the abandoned Mos Espa Podrace course, with a platoon of twenty-four stormtroopers, played by eight young gamers.  We used the occupation list that I compiled last week to come up with some fun backgrounds, from Death Star HR Admin to Tauntaun Tamer.  A bantha was captured, there was some player versus player conflict, and everything came to an exciting conclusion when the fourteen remaining stormtroopers confronted their target: an exiled Jedi.  Only half of the remaining stormtroopers survived an encounter where every missed blast was redirected back towards the armored soldiers.  Two players even had their stormtroopers flee, just so that they could say their characters lived! 
 
 

The Next Generation

 
What made this year's International Tabletop Day more special was that my son Cooper was finally able to participate in an event with us!   We've had him at our home game table, and he's visited the Norwin Game Knights before, but never had the chance to sit down and play.  Here's hoping he'll behave at next year's event! 
 
*     *     *
 
How did you celebrate International Tabletop Day?  Did you go to a local game store or club, or did you stay at home and hang with friends and family?  We'd love to hear your stories and see your pictures!
 


Thursday, April 9, 2015

Stormtroopers - A Dungeon Crawl Classics Take on the Saga





After a terrific game of Dungeon Crawl Classics last Friday I was craving some more weird dice, critical hit tables, and 0-level funnel carnage.  However, I've also been really interested in getting back to some Star Wars gaming, going so far as to purchase Fantasy Flight Games' X-Wing Miniatures starter set… and a few extra ships of course.  With the limited time that I have as a busy geek dad approaching International Tabletop Day, I decided to scratch my itches for both DCC and Star Wars…

… by running a 0-Level Stormtrooper funnel!

I even generated a "crawl"… the one that starts at the beginning of a Star Wars movie, not the dungeon/classic variety:

*     *     * 

Star Wars

Stormtroopers

When you joined the Empire you were nobodies:  Order 66 Dodgers, Nerf Herders, Rancor Gongtenders, and other private sector failures.  The hipster rebel scum said you would never amount to anything in your life, and that the Force was most certainly NOT with you.  

You wanted to prove yourselves, to be a part of something greater.  You wanted to show the Galaxy that you had the drive, determination, moxie, and luck necessary to bring all of known space to its knees for the greater glory of the New Order.  

You became Stormtroopers…

Now, on the hot desert world of Tatooine, you face your inaugural mission - a terrifying manhunt through the abandoned Boonta Eve Classic Podrace track for a forgotten Jedi. 


Perils abound, and most of you will die.   

*     *     *

Sound interesting?  Do you want to try it as well?  With the help of the DCC communities on Google+ and Facebook, as well as my incredible friend and fellow Norwin Game Knight Andy, I threw together this list of starting Stormtrooper occupations and trade goods.  Feel free to use them in your own DCC Star Wars game!  

Just have each player roll a d100 and let the saga begin!

1     - Academy Mascot      -      Small personal cooling fan
2     - Alderaanian Travel Agent      -      Coffee Table Book of Alderaan
3     - Astrogation School Dropout      -      The Star Wars equivalent of a Hot Pocket
4     - AT-AT Knee Hinge Lubricator      -      Spray-on adhesive 
5     - Backwards Fringer      -      Leather chaps
6     - Backwater HoloNet News Anchor      -      Comb, hairgel 
7     - Bacta Tank Repairman      -      Small container of Bacta (heals 1d8 hp)
8     - Bantha Fodder Shoveler      -      Shovel
9     - Blast Door Repairman      -      Can of Space-WD40
10    - Blaster Targeting Range Officer      -      Paper target of rebel trooper
11    - Bountyless Hunter      -      Hold-Out Blaster Pistol (1d4 Damage)
12    - Cantinatender      -      Bottle of Gungan Brandy
13    - Carbonite Chemist      -      Sample of a beetle in carbonite
14    - Career Stormtrooper      -      Improved helmet targeting system (+1 to hit once per day)
15    - Closeted Nearhuman      -      Makeup
16    - Cloud City Barista       -      To-go cup
17    - COMPNOR Scout Master      -      Extra merit badges
18    - Corellian Cockpit Installer      -      Spanner
19    - Coruscant Community College Grad      -      Yearbook
20    - Dance Routine Coordinator      -      Chain, collar, and mix-tape
21    - Dark Side Apologist      -      Informational pamphlets
22    - Death Star Contractor      -      Memo to seal off exhaust port
23    - Death Star HR Admin      -      Assortment of contracting company pens
24    - Deathstick Dealer      -      Pack of deathsticks
25    - Demoted Fleet Admiral      -      You’re lucky you escaped with your life!
26    - Desert Comber      -      Sunscreen
27    - Dewback Breeder      -      Dewback Prod (1d6 damage)
28    - Disgraced Noble’s Former Butler      -      Serving tray
29    - Down and Out Sabbac Player      -      Deck of Sabbac cards
30    - Droid Washer      -      Can of Oil
31    - Escaped Hutt Slave      -      Slave Outfit
32    - Ewok Poacher      -      Ewok Ceremonial Knife (1d3 damage, 1d6 vs. Stormtroopers)
33    - Exhaust Port Scrubber      -      Heavy duty brush
34    - Exiled Senator’s Brat      -      Sunglasses and a terrible attitude
35    - Failed Slicer      -      Datapad
36    - Fizzyglug Dispenser Technician      -      6 bottles of Fizzyglug
37    - Force Sensitive Masseuse       -      Gaudy jewelry
38    - Former Kessel Run Record Holder      -      Thrift store trophy
39    - Galactic Census Taker      -      Handheld body counter
40    - Geonosis Concessions Vendor      -      Meat on a stick
41    - Hidden Base Barber      -      Straight Razor with Imperial Insignia 
42    - HoloNet Blogger      -      Encoded access to personal Blogsite
43    - Hoth Snow Cataloguer      -      Samples of melted Hoth snow
44    - Hutt Informant      -      One-way radio to Jabba the Hutt
45    - Imperial Garden Landscaper      -      Can of weed killer
46    - Imperial Outpost Plumber      -      Plunger
47    - Impossibly Deep Pit Architect       -      20m long measuring tape
48    - Ion Cannon Consultant      -      Spare parts for an Ion Cannon
49    - IRS (Imperial Revenue Service) Auditor      -      Vibroblade (1d6 damage)
50    - Kashyyyk Forest Ranger      -      Fire extinguisher
51    - Landspeeder Detailer      -      Landspeeder Wax
52    - Mandalorian Armor Adorner      -      Trinkets, baubles, and hooks
53    - Max Rebo Bandmate      -      Mic Stand
54    - Moisture Farmer      -      Spare Vaporator Parts
55    - Mon Calamari Trapper      -      A trap
56    - Mouse Droid Programmer      -      Mouse Droid (unprogrammed)
57    - Mynock Milker      -      Dried Milk Bars
58    - Naboo Real Estate Agent      -      100 credits
59    - Nar Shadaa Bouncer      -      Brass Knuckles (1d4 Damage)
60    - Nerf Herder      -      Nerf Herder's Handbook
61    - Old Republic History Minor       -      Unusual artifact signed by somebody named “Revan”
62    - Order 66 Dodger      -      Formal disciplinary notice
63    - Outer Rim Hermit      -      Necklace of animal fangs
64    - PalpaTeens Editor      -      Subscription to PalpaTeens Magazine
65    - Paralegal Trooper      -      Worn out copy of the Republic Legal Code
66    - Pod Race Bookie      -      Worn pad of paper, a pencil, and a list of names
67    - Pod Race Groupie      -      Signed Photo of Sebulba
68    - Power Converter Delivery Agent      -      Spare small energy cell
69    - Probe Droid Refurbisher      -      5kg of scrap metal and a buzzer
70    - Protocol Droid Tamperer       -      Spare protocol droid parts
71    - Quixotic Jedi      -      Lightsaber handle (no crystal)
72    - Rancor Gongtender      -      Pooper Scooper
73    - Rebel Sympathizer       -      Stolen Imperial Base Plans
74    - Sail Barge Server      -      One month worth of tips (17 credits, and a Hutt's phone number)
75    - Scruffy Looking Petshop Owner      -      Something that could pass for a rodent
76    - Senatorial Maid      -      Feather duster
77    - Short Order Cook      -      Dex’s Diner Menu
78    - Sienar Sales Associate      -      TIE Fighter Catalog
79    - Space Slug Interior Decorator      -      Breathing mask
80    - Speeder Thief      -      Speeder hotwiring tool
81    - Spice Taster      -      A pinch of stolen spices
82    - Star Destroyer Janitor      -      Microfiber Cleaning Cloth
83    - Star Tours Travel Guide      -      Travel Brochures
84    - Stormtrooper Armourer      -      Electrical Tape
85    - Stormtrooper JROTC      -      Can of shaving cream for hazing ritual
86    - Submersible Bilge Bailer      -      Bucket
87    - Swoop Ganger       -      Baby doll head collection
88    - T-16 Aficionado       -      Custom flight yoke for a T-16
89    - Tauntaun Tamer      -      Wampa Repellant 
90    - Thermal Detonator Quality Tester      -      Thermal Detonator
91    - TIE Bomber Loader      -      Six bungee cords
92    - Trash Compactor Attendant      -      Bag of space monster kibble
93    - Turret Engineer      -      Extra blaster power pack
94    - Used Speeder Salesman      -      Cheap suit
95    - Vaporator Technician      -      Vaporator Toolkit
96    - Villainous Scum      -      Secret fan letter to Darth Vader
97    - Washed Out TIE Fighter Pilot      -      TIE Fighter Jumpsuit
98    - Womp Rat Catcher      -      Shock Stick (DC 10 Fort Save or 1d10 damage, 2 charges)
99    - Wookie Fur Stylist      -      Wookie Shears
100  - Wretched Hiver      -      Loose change, less than 1 credit


Other Rules

For most of the other rules I'm just going to "wing it" and run encounters on the fly.  Actually, since I own mostly d20 and Saga Edition Star Wars materials, everything converts over to the Dungeon Crawl Classics system quite nicely!  The rest of the changes will be minor:

  • I'm going to rename "Luck", and call it "The Force" instead.  
  • Starting equipment, a Stormtrooper blaster rifle, will do 1d6 damage
  • The only other equipment the Stormtroopers will have is an empty utility belt… I guess they will have to do some scavenging.

I'll make sure to post the results of the game after International Tabletop Day.  Until then, let me know your thoughts!  Any and all feedback is appreciated!

Happy Tabletop Day everyone!


Monday, April 6, 2015

Dead and Loving It - My Evening as a DCC Player



Last night I had the opportunity to play Dungeon Crawl Classics with Judge and DCC Icon: Doug Kovacs.  If you are at all in tune with the DCC community, you know that Doug is an incredibly talented artist/graphical mastermind who creates much of the artwork and cartography that makes the DCCRPG so special.  See that awesome cover above?  Yeah, that's his!  So last week when my friend Scott forwarded me Doug’s Google+ call-out looking for players to delve into Sailors on the Starless Sea, I jumped at the opportunity!  

While I’ve had the chance to judge DCCRPG on four other occasions, this would be my first time on the other side of the table as a player.  This would also be my first time on the receiving end of the legendary “0-Level Funnel.”  In a DCC funnel, players receive multiple 0-level characters, often generated through dice rolling and table upon table of random goodness.  All character attributes are 3d6, in order, no re-rolls, and a 0-level PC only receives 1d4 hit points.

If a player would rather keep things electronic, they may also use Purple Sorcerer Games’ 0-Level Character Generator… which is what I did! 

I ended up with a pretty amazing party!


Sendrasta, Khan Tigranus, Garland, Chuckles


Of course the expectation with a funnel is that with three or more other players also bringing a handful of 0-level characters, character death would be frequent and bloody.

Needless to say, Judge Doug Kovacs did not disappoint!  

At 8pm last night I joined Scott, Craig, and Todd as Judge Doug threw our characters into the fray.  Our party of adventurers from the town of Questreal arrived in a valley where an abandoned keep lay in ruin.  While I’m not going to give out any spoilers, I did want to share how each and every one of my characters died during the game… 


  • Garland was the first to go, taking a spear to the neck in the first fifteen minutes of gameplay.  This was a shame, as the little Halfling was probably my favorite of the bunch at character creation.  I even had some backstory for this little guy, stealing the name from the first boss in Final Fantasy 1.  Garland had planned to become a great and powerful villain at some point further in his career.  I guess that lizard man was doing the world a favor.


  • Chuckles was the second to die, getting splashed in the face with hot tar inside a boarded up temple.  Too bad he didn't take heed of the sign on the outside that said “Repent.”  On the bright side, he had a very memorable scene earlier where he attacked a lizard man with a jar of mustard!


  • Khan Tigranus died trying to save Sendrasta from Todd’s armorer, who had been charmed by an ancient artifact.  The armorer was trying to toss the elf sage into the Starless Sea and Khan came to the rescue… only to get dragged into the black waters by a tentacle.  The shame of Khan's death is that despite his terrible statistics, he had some big victories during the evening.  He killed a vine horror early in the night, and also drove back one of the tentacles when Sendrasta first explored the Starless Sea.  Oh well.
  • Finally Sendrasta bought the farm fighting beastmen in the epic finale.  With her 6 intelligence she spent most of the evening giving useless yet sagely advice to a disinterested party.  


Our group was lucky in that three of the characters survived the adventure, and made it out alive and on to greater glory. I can’t speak for Scott and Todd, but I bet they will always remember those that lived to tell the tale.  I’ve watched other players in a DCC funnel experience the bonding that goes on with some of these weak and flawed 0-level characters.  As a judge I could appreciate the connection, but I didn’t quite understand it until last night.  

There I was, at the end of the adventure, in a one-shot, and I really, really wanted Sendrasta to survive and make a name for herself.  

In most other D20 based systems Sendrasta would’ve been considered a terrible character.  Save for her 14 Luck score, her second highest stat was an 11 Stamina (identical to Constitution), and it was all downhill from there.  But as a 1st Level “Elf” (DCC uses Race as Class), she would’ve had an incredible backstory, a developed personality, and a group of fellow adventurers who had been through the same hellish first quest.   I wanted to see her acquire a powerful patron, and spellburn herself to oblivion.  But instead she died from a simple claw swipe.  

As a hatchling DCC judge I learned quite a bit about running a successful game from Doug last night, and I hope to both play and judge the game more in the future.  I challenge any of my readers who have never tried Dungeon Crawl Classics RPG to give this game a try

 especially those who feel warm, snuggly, and comfortable in your more modern fantasy systems ...

 I’m looking at you, Pathfinder, D&D 5E, and 13th Age players!

Even if you end up preferring your home fantasy systems, and I’m sure some of you will, there are a lot of great fantasy RPG lessons to be learned at a DCC table. 

*   *   * 


Interested in learning more about Dungeon Crawl Classics but not sure where to look?  Have you played before, and are you willing to tell your tales of adventure and woe?  Let us know!  

Wednesday, April 1, 2015

Numenera - Pulse - Session 5



Cold Bath


Our story-arc for Pulse came to a close last night as our brave band of Numenera hunters discovered the source of the strange blood and fluids.  


Characters

  • Chase Rombek or Raa-em, a Mystical Nano who Sees Beyond or a Mad Nano who Wields Power with Precision, played by Frank
  • Jak, a Mutant Glaive who Constantly Evolves, played by Craig
  • Glyquorg, an Exiled Jack who Controls Animals, played by Andy
  • Ralyx, Mlox Jack who Throws with Deadly Accuracy, played by Marc
  • Takkorek, Slaker Nano who Entertains, played by Jeremy
  • Garren, Varjellen Glaive who Studies Anatomy, played by Andreas

Non-Player Characters of Note

  • None this evening



Summary


With Garren kidnapped, the brave party of ex-bounty hunters and numenera seekers examined the long artery that lay before them.  It was a thirty foot long, floppy structure, easily five feet wide.  Just moments before, the party's varjellen doctor was dragged into the tube by the enigmatic oorgolian soldiers.  Having just returned from a walkabout in the area, Jak the mutant glaive agreed to follow Takkorek the slacker nano into the cave from which the artery protruded.  

Using a glow globe, Takkorek and Jak noticed that the cave extended fifty feet horizontally before ascending at a forty-five degree angle upwards for another seventy-five feet.  The artery stretched the entire length with no end in site.  The rest of the team soon entered the tunnel.  Halfway up the sloped passage, the party noticed a digging artifact, and after closer examination Chase/Raa-em realized that he could reengage the device if he chose to do so.  

Maybe later.

Glyquorg was interested in what was located at the top of the tunnel, and so the exiled jack continued to climb, noticing a faint blue glow at the end.  Cresting the top, the jack was in for an amazing sight!  Just ahead, the artery was dangling from a sheet of clear glass, connected to a massive form on the other side.  Awestruck, Glyquorg took stock of the amazing scene.  Beyond the glass was a six-hundred by two-hundred foot glass cylinder full of glowing blue liquid.  In the center of the pool was a five-hundred foot tall varjellen.  When Takkorek ascended he accidentally touched some of the weird foam that caused a seal around the artery, allowing the blue fluid to spray out and coat some of the party members still climbing.  The substance was incredibly cold, inflicting intense pain when it struck bare skin, as well as causing a mild sedation.  

The body of the giant varjellen moved a bit, as did the artery, giving Garren a chance to break free.  The varjellen glaive slid the entire way back down the artery into the bloody pool below, before tracking the party back to the ascending tunnel… 

… which was right about the same time that Takkorek decided to create a portal between the glass and the pool.  Quickly, thousands of gallons of the cylinder's contents sprayed out, covering the tunnel, as well as Garren, in a frosty brew.  When the glaive appeared he was not amused.  Using his medical knowledge, as well as that of his holographic assistant Nodwick, Garren explained to the party that the giant varjellen was like nothing he had ever seen, but was clearly in some kind of cryo-sleep.  Garren was also able to deduce that the amount of blood infecting the river Wyr was more than this body could hold, even with its immense size.  Something was refreshing the blood supply, perhaps the other tubes connected to the massive creature.  

But the mystery remained: why were the oorgolians so interested in this creature?

Using his wormhole portal esotery, Takkorek sent Glyquorg into the giant varjellen's body.  Moving through the artery, and into the circulatory system of the incredible living creature, Glyquorg eventually came to the heart.  Consisting of two chambers, the first chamber had a pool of blood at the bottom, and a passage connected to the second chamber.  It appeared that several oorgolians were collected in the opposing chamber.  Glyquorg went back and brought the rest of the party into the giant's body.  One by one, Chase/Raa-em used his hovering esotery to carefully carry each numenera hunter across the bloody pool and into the chamber.  Sure enough, four remaining oorgolians were standing on a platform, collecting items and placing them in metal cylinders.  The platform was stretched across the chamber, preventing the heart from crushing the oorgolians should it start to beat again.  

Glyquorg wasted no time, and leapt into the room, slaying the first oorgolian scientist with a single slice.  The second exploded in white hot flames, burned from the inside out by one of Chase/Raa-em's esoteries.  The dying oorgolian, still on fire, fell into the pit below, which must have helped to wake the giant, as the heart again tried to beat, still struggling to overcome the artificial structure inside.  Ralyx attempted to throw a razor ring, but forgot to let go of the weapon and went tumbling below.  Deftly he caught the edge of the platform, but knocked one of the containers open, spilling a small fleshy lump the size of a human head.  The reforging gland allowed a varjellen to reshape their heart, lungs, and other organs, and the enzymes that the gland secreted must have had some strange qualities.  As they dripped over the dangling Ralyx they caused his muscles to slightly atrophy, but his wits to become keen and sharp.  

When the last oorgolian was slain, the party grabbed their dangling mlox, one of the reforging glands, and moved into the first chamber.  Hoping to restore the creature to good health following the experiments that the oorgolians must have been doing, Glyquorg and Garren worked to repair any of the damage done to the heart, including cutting the seal that kept blood from flowing into the primary organ.  Once this started to fill the chamber Takkorek created another wormhole and everyone ran out into the tunnel.

After much debate, the numenera hunters came to the conclusion that the giant varjellen should be set free.  Chase/Raa-em engaged the digging artifact to bore through stone and glass at the base of the tunnel complex, which would take an hour.  From a quarter-mile away the party watched with fascination as part of the nearby hill rotated and lifted away, and a giant, five-hundred foot tall naked varjellen stood up!  The majestic creature surveyed the land and looked confused.

"Hey!" called a lone voice.  The rest of the party backed away from Raa-em, who was clearly in control of his better half.  The mad nano wanted to get a closer look at the giant, and was very interested in making friends.

Carefully the giant varjellen walked over and knelt down next to the party.  Laying its hand down the giant motioned for Raa-em to climb aboard, which he did.  Raa-em immediately regretted this decision!  The giant's grip was crushing and incredibly painful.  Worse yet, the giant wasn't letting go!  Instead, it stood up abruptly and ran off into the distance, covering a mile in mere moments.  With that kind of speed, there was no way the rest of the party could catch up!

Quotes



"Balls…" - Jeremy gets a GMI.  Tough cookies, sir.

"I have an inability at making plans… so its entirely possible." - Takkorek definitely has an "act before thinking" personality.  

"I think we should take it apart... for the sake of science!" - Andreas is all about the science.

"Hey guys, we found Varjellen prime!" - Garren gasped as he gazed upon the 500 foot long varjellen in the cryo tank.

"… into the peanut…" - Andy commented on Jim's drawing of a double-ventricle heart.

"It's like a wormhole 'stint'…" - Frank commended Jeremy's doctoring skills as Takkorek teleported blood from one side of the heart to the other.  

"My character definitely wants to befriend this thing!" - Frank, just before his character got picked up by the giant varjellen.  

"Frank, you're that blonde chick in King Kong… he's going to climb the nearest skyscraper with you…" - Craig after Frank's character got hefted off into the sunset.  

Tuesday, March 31, 2015

Savage Princess Bride - Character Builds



Help wanted!

I had an incredible time running Savage Worlds at Gen Con last year, so when event registration opened up back in January I was incredibly excited to sign up.  As I've learned from reading about other Savage Game Masters, conventions are a great venue for creative and delightfully unusual adventure concepts.  Since I attempted to run a horror game at last year's event, I thought I'd switch gears and run something light and comedic for Gen Con 2015: Savage Princess Bride!

"After the Princess bride" takes place immediately after the movie ends.  The adventure outline was written before I registered the event, and I have some pretty cool twists up my sleeve for this fun and lively romp through Florin.  Last weekend I started working on character creation…

… and that's where you come in!  

I'd really like to run some of these character concepts and builds past all you incredible Savages.  Take a look, give me some feedback, good or bad, and tell me some of the stuff you'd tweak or change.  I really want to make this adventure awesome, and would love your assistance!  If you enjoy the builds, please feel free to try them at home.  After the convention, I'll see about posting my adventure outline for others to use… including some of the crazy twists!

Our Cast


Buttercup - Commoner Princess

Strong willed, fearless, and incredibly poised under pressure, Buttercup has dealt with a lot of emotional hardship over the last few days, and is ready to take the lead now that her true love is injured.  Whereas "The Princess Bride" seemed built around Westley saving Buttercup, I wanted to take the angle in this adventure of Buttercup leading the flight out of Florin.
  • Attributes:  Agility d6,  Smarts d6,  Spirit d8,  Strength d4,  Vigor d8
  • Rank:  Seasoned (20 xp)
  • Pace:  6,  Parry:  5,  Toughness:  6,  Charisma:  +2
  • Edges:  Brave, Command, Charismatic, Nerves of Steel, Inspire
  • Hindrances:  Bad Luck, Wanted (minor)
  • Skills:  Fighting d6,  Persuasion d8,  Shooting d8,  Notice d6,  Swimming d6,  Riding d6

Westley - The Dread Pirate Roberts

Creating a Savage Worlds character that can best a duelist, wrestle a giant, and outwit a mastermind seemed daunting, until I figured out an end-around: bennies.  Who says that Westley has to be faster, stronger, or smarter… maybe he's just lucky?  Coupled with Elan, Westley always has the opportunity to come out ahead when relying on chance.  
  • Attributes:  Agility d8,  Smarts d6,  Spirit d6,  Strength d8,  Vigor d8
  • Rank:  Seasoned (20 xp)
  • Pace:  4,  Parry:  6,  Toughness:  6,  Charisma:  0
  • Edges:  Danger Sense, Luck, Elan, Great Luck
  • Hindrances:  Lame*, Heroic*
  • Skills:  Fighting d8,  Notice d6,  Stealth d6,  Taunt d6,  Boating d6,  Swimming d6,  Climbing d6
* For the purposes of this convention game, I'm allowing Westley to have two major hindrances.


Inigo Montoya - Spaniard

I wanted to completely maximize the duelist capabilities of Savage Worlds, so I chose edges and skills that matched Inigo's fighting style in the movie.  While I was tempted to make Inigo ambidextrous ("I am not left-handed") there really was no benefit to doing this in the game… besides, the character admits that he is still better with his right.
  • Attributes:  Agility d10,  Smarts d6,  Spirit d6,  Strength d6,  Vigor d6
  • Rank:  Seasoned (20 xp)
  • Pace:  6,  Parry:  7,  Toughness:  5,  Charisma:  0
  • Edges:  Trademark Weapon, Frenzy, Acrobat, Dodge, Counterattack
  • Hindrances:  Overconfident, Death Wish, Enemy (minor)
  • Skills:  Fighting d10,  Intimidation d6,  Notice d6,  Tracking d6,  Stealth d10,  Swimming d4

Fezzik - Giant

Okay, I'll admit that this one was easy.  A big, tough, bruiser with a heart of gold.  
  • Attributes:  Agility d6,  Smarts d4,  Spirit d6,  Strength d12,  Vigor d10
  • Rank:  Seasoned (20 xp)
  • Pace:  6,  Parry:  6,  Toughness:  8,  Charisma:  0
  • Edges:  Brawny, Brawler, Martial Arts
  • Hindrances:  Clueless, Loyal, Pacifist (minor)
  • Skills:  Fighting d8,  Intimidation d6,  Notice d4,  Climbing d10,  Throwing d8

Miracle Max - Miracle Worker

The first four characters were easy to choose from, but coming up with "5" and "6" was tough at first… until I remembered Max and Valerie.  For Miracle Max, I plan on using the Alchemy rules from Accursed, which gives him four starting powers.  I haven't chosen those yet, but am open to suggestions!
  • Attributes:  Agility d6,  Smarts d12,  Spirit d8,  Strength d6,  Vigor d4
  • Rank:  Seasoned (20 xp)
  • Pace:  5,  Parry:  4,  Toughness:  4,  Charisma:  -2
  • Edges:  Arcane Background (Alchemy), Power Points, New Power, New Power
  • Hindrances:  Elderly, Hard of Hearing (minor), Ugly
  • Skills:  Fighting d4,  Notice d10,  Alchemy d12, Knowledge (Arcana) d10, Investigation d8, Streetwise d8

Valerie - Not a Witch

She might say that she's not a witch, but I gave Valerie the Arcane Background (Witchcraft) from Accursed.  Despite being the typical "spellcaster" I think that this character's hindrances will open a lot of doors for role-play, especially during social interaction.  Personally, I think this character will be the most fun at the table!  As with Max, I haven't picked powers yet, but would love to hear your thoughts!
  • Attributes:  Agility d4,  Smarts d8,  Spirit d10,  Strength d4,  Vigor d8
  • Rank:  Seasoned (20 xp)
  • Pace:  6,  Parry:  4,  Toughness:  6,  Charisma:  -2
  • Edges:  Arcane Background (Witchcraft), Power Points, New Power, Beast Master
  • Hindrances:  Curious, Big Mouth, Mean
  • Skills:  Fighting d4,  Notice d8, Witchcraft d10, Knowledge (Nature) d8, Healing d8, Survival d8
*     *     *

As you can see I still have far to go, including equipment, powers, and some more fine tuning.  Again, if you have any suggestions please send them my way!