Tuesday, November 17, 2015

The Platinum Rule




This moment of seriousness brought to you by Jim …

… yes, I am capable of writing something serious… 

I took a break tonight from my gaming-related blogging to comment on the real world.  I have a blog, so I'm allowed.  

There's a lot of awful stuff going on in the world right now.  I don't need to detail it out, and I'm not trying to start a debate about the "why" or even the "how."  I can see plenty of that in my social media feeds right now already.  Not that I don't have a personal viewpoint and perspective, but I'll leave that to private conversation to discuss.

When something terrible happens in the world, anger and outrage always follow.  This is totally natural, and even understandable.  While much of this anger is about "what" has happened, I think a lot of it has to do with the feeling of being helpless.  Something major just happened in the world, and more likely than not, we have no direct way to make a change.  So we turn to our friends and colleagues, or to family, or to social media.  We proclaim our points of view, snarl at these friends and family, and turn our backs on people who don't share our viewpoints.  Perhaps this makes us feel less helpless.  At least we're doing something, right?

But we're not helpless, even if we are thousands of miles away from the horrible things going on in the world.  There is something completely unoriginal yet surprisingly difficult, that we can do, something that will change the world…

… oh, and by the way, we can do it at no cost!  

Be kind.

Seriously, that's it.  

Be kind to everyone.  And not just the "smirk" and say "hey" to a cashier kind of kind.  Go out of your way to make someone happy today.  I'm not the first person to suggest this, but I'm seeing a lot of folks who are not being kind… which is why we all need a reminder.  

So there's this thing called the "Golden Rule" right?  "Do unto others as you would have them do unto you."  Not a fan.  

Seriously, I'm going to come right out and say that I'm not a fan of the Golden Rule.  But give me a second to explain.  

In this day and age I think we need to go beyond the Golden Rule.  The Golden Rule is a terrible goal line.  No one is perfect, so even if you try to follow the Golden Rule 95% of the way, there's this 5% gap.  Ultimately you are treating people 5% less than you'd like to be treated yourself.  

Do the math.  Or don't do the math, this is more or less just an analogy.  I'll take suggestions for better comparisons.  But I'm getting away from the point.

Platinum is worth more than gold… I learned this by playing Dungeons & Dragons.  So I propose a new rule… the Platinum Rule.  "Treat your fellow humans better than you'd like to be treated yourself."  See that word "better" that I added in there?  I like the sound of that one.  Or perhaps, "Treat everyone around you 150% better than you'd like to be treated."  See, that one has a number, so maybe its a better target.  

Let's all try this today.  Not tomorrow, because tomorrow is always too late.  Also, since its always today and never tomorrow, tomorrow technically doesn't exist…

… mind blown, right?

If you are kind to someone, they will be more inclined to be kind to someone, and then they will be more inclined to be kind to someone, and so on and so forth.  It's like that quarter-drop game at the Wildwood, New Jersey boardwalk.  You drop a quarter hoping that it pushes another that pushes another and you get cheap tickets that you can trade for cheap prizes…

… but with the Platinum Rule you don't get cheap prizes… 

… you make a positive impact on someone else's life.  

Sunday, November 15, 2015

Autumnal Gaming Nostalgia Rant



While I was out running earlier this evening I couldn't help but think about gaming.  The temperature seemed right, and the leaves were falling.  That cool, brisk breeze required me to wear several layers and my hands were chilled.  The first thing I wanted when I got home was a warm tea, rather than a cool glass of water.  

I know… right now you are saying:

"Well Jim, aren't you always thinking about gaming?  Also, what does the temperature or the leaves have to do with this topic?"

Okay, hypothetical questioning reader, perhaps you are right, but let me continue.

While the autumn season may have that ancient link to the end of summer, and in turn the end of harvest, for me fall always reminds me of beginnings.  Since its still warm in August and early September, I don't quite include the traditional "back to school" season with these happy memories, although there is a connection.  

The chilly air and early setting sun often reminds me of starting new role-playing campaigns… probably because I used to kick off my annual campaigns between October and November.  Growing up, and then later in college, those early weeks of school would be spent scouting and recruiting new players.  There was always some kind of turnover going on at my table.  Sometimes friends would bow out after growing tired of Dungeons & Dragons, while others would graduate and move away.  

I'll always remember that particularly difficult year when I transitioned from junior high to high school.  Between the 9th and 10th grade, half of my closest friends departed the RPG world over the course of summer.  

I think they were smitten with band camp, and I was just an instrument-less choir nerd.

But fast forward to November and I was forming off my first Dark Sun campaign, with so many players that I had to split into two separate groups!  I can still remember hanging the Dark Sun pictures on the wall of my room with the window open.  The cool air played games with my imagination as I struggled to conjure images of a hot and dying planet.  

As I ran today I couldn't stop the flood of memories… 

  • Starting Planescape as a senior in October 1997, knowing full well that it would be the last campaign before leaving high school behind.
  • Finally finding players for an Alternity campaign in 2001 after moving to Pittsburgh.  From this group I would make two lifelong friends, Frank and Craig, with whom I still play, fourteen years later.   
  • The start of our Ravenscape campaign in the Fall of 2009, a weekly online D&D 4E game that would last for three years and run from 1st to 30th level.  I was in the middle of getting my MBA and busier than ever, but once a week I had that one special evening with friends.  It was practically the only socializing I would do for nearly two years.  
  • Running our first role-playing game, Numenera, with the Norwin Game Knights back in November of 2013.  This would be the first RPG for most of the participants at the table, as well as my first experience in the Ninth World.

These moments remind me of who I am, and where I've been in worlds both real and make believe.  I have a few more weeks to make this fall a special, gaming-filled season to remember for years to come, but soon enough the season will come to a close.  Of course that will just bring on a whole new wave of memories and emotions linked to winter and snow and hot chocolate and the like.  But of course, these will just be different reminders of games and friends past.

How lucky we all are to be involved in this tabletop hobby!

 


Viking Crawl Classics - Isle of the Abbey - Session 3


#JimCon2015 Continues


Dungeon Magazine Issue #34 arrived at my house in Levittown, Pennsylvania in the spring of 1992.  After falling in love with Issue #29, borrowed from my first dungeon master Chuck, I asked my mom to get me my own subscription.  It would be my second magazine subscription after Ranger Rick.  Issue #34, with its cover picture of a skeleton rising out of the sand to strike down a unsuspecting mariner, was the first issue to arrive at my house…

… and it was perfect!  

Four full-length adventures, one side-trek, two sheets of cut-out D&D collector cards (of course I collected those!), and advertisements for more sourcebooks, supplements, and settings than a thirteen year old could afford.  On the inside of the back cover was an ad for Van Richten's Guide to Vampires, and I'm pretty sure that the epic image of Strahd with his cape of red, vein-filled, membrane sparked my early interest in the Ravenloft setting.

Of the five adventures included in Issue #34, I've run three:

  • Euphoria Horrors, a low-level AD&D 2E search for the faerie dragon best friend of a young boy.
  • The Lady Rose, a mid-level AD&D 2E assault on a ship of technologically advanced (think Spanish Conquistador) slavers.
  • Isle of the Abbey, a low-level D&D Basic exploration of a skeleton filled island.

I only ran The Lady Rose one time as a solo module for my friend Steve in the ninth grade.  The adventure wasn't designed to be a solo adventure, so I'm pretty sure I did a lot of editing.  Most likely I didn't run the game as written, but it was the 90's, and that's how we rolled.  

Since Euphoria Horrors was designed for 1st and 2nd level characters, I've run it at least three or four times over the years.  I even converted the adventure into Savage Worlds back in 2013 for a family-friendly game of Savage Dragonlance.  



Like Euphoria Horrors, Isle of the Abbey was designed for low-level characters as well (1st to 3rd level.)  During my middle-school and high-school years I must have kicked off at least half a dozen adventures on the isle, but they always stalled out.  I can't remember if it was the beach full of skeletons, or the assault on the Abbey's basement, or just a lack of interest, but we couldn't finish this module.  Fast forward to the summer of 2012 and I was still interested in running Isle of the Abbey as part of an AD&D 2nd Edition Dragonlance campaign we almost kicked off.  But when the campaign collapsed after character generation, Issue #34 was returned to my collection.  I would have to wait another three years before returning to the Isle of the Abbey.

I'm now happy to report that through the epic power of Dungeon Crawl Classics, I can finally scratch Isle of the Abbey off of my list of unfinished adventures!

This play report is the third for our Viking Crawl Classics take on Isle of the Abbey.  If you are interested in prior session summaries, you can follow either of these links:



The play report for Session 1 includes most of my design notes for what was going to just be a mini-campaign.  Although following this session, I don't think you're reading the last of our Vikings!  




Our Brave Viking Crew


Hildenoore the Wizard, played by Jennifer
  • 1st Level
  • Occupation: Squire
  • Alignment: Chaos
  • Str 8, Agi 11, Sta 14, Per 15, Int 12, Luc 17
  • Lucky Sign: Wild Child
  • Weapons:  Staff, Dagger, Longsword
  • Spells:  Ekim's Mystical Mask, Flaming Hands, Spider Climb, Ventriliquism
  • Attendants: None
Rolo the Cleric, played by Craig
  • 1st Level
  • Occupation: Astrologer
  • Alignment: Law
  • Str 11, Agi 13, Sta 11, Per 14, Int 15, Luc 14
  • Lucky Sign: Harsh Winter
  • Weapons:  Warhammer, Sling, Dagger
  • Spells:  Darkness, Holy Sanctuary, Protection from Evil, Second Sight
  • Attendants: None
Frelger the Thief, played by Andy 
  • 1st Level
  • Occupation: Alchemist
  • Alignment: Chaos
  • Str 10, Agi 10, Sta 14, Per 10, Int 14, Luc 10
  • Lucky Sign: Seventh Son
  • Weapons:  Short Sword, Dagger, Staff
  • Attendants: None
Brienne the Warrior, played by Cheryl
  • 1st Level
  • Occupation: Herder
  • Alignment: Neutral
  • Str 11, Agi 14, Sta 16, Per 11, Int 11, Luc 17
  • Lucky Sign: Hawkeye
  • Weapons:  Short Bow, Short Sword, Staff
  • Attendants:
    • Orr the Rutabaga Farmer
Calder the Warrior, played by Ed 
  • 1st Level
  • Occupation: Butcher
  • Alignment: Neutral
  • Str 15, Agi 10, Sta 12, Per 11, Int 11, Luc 14
  • Lucky Sign: Four-leafed Clover
  • Weapons:  Battle Axe, Spear, Hand Axe 
  • Attendants: None



Isle of the Abbey, Part Three


After several skirmishes in the basement of the once mighty Abbey, Hildenoore was ready for a break.  Both battles required the wizard to spellburn, and following several arcane misfires, she would require a full eight hours of rest to regain access to her only offensive spell: flaming hands.  So while Frelger, Brienne, and Calder began searching the basement for loot, and Rolo prepared healing magic courtesy of Odin (in turn gaining some disapproval), Hildenoore napped.  

[Judge's Note:  Jen's wizard was down two spells at this point: Ventriloquism and Flaming Hands.  She was not happy to learn that she couldn't regain her points of Strength, Agility, and Stamina after resting.  In DCC rules, wizards and elves only regain their spellburned attributes at a rate of one point for each day spent "not" spellburning.  This of course meant I spent a lot of the game getting scowled at by my wife, who felt that I didn't tell her the full ramifications of spellburning.  Oops!]

The Abbey's basement was stocked with everything a band of chaos-worshiping warlocks would need to live out their unpleasant lives.  Kegs full of nails and corned beef [yes, that's in the original adventure], weapons hidden in lumber piles, three arcane scrolls, and books about chaos lore were just some of the items found by Frelger.  The thief led the search while under the watchful eye of Calder.  Perhaps the lawful warrior feared his mischievous associate would pocket something for himself.  But Calder's interest in Frelger's search would be tested in a room full of statues.

The room seemed simple enough.  A pair of large humanoid statues (a skeleton and a medusa), as well as smaller statues.  When Frelger and Calder went to search one of the statues they realized that these constructs were not made of stone, but of a much lighter, more fragile material: plaster.  Frelger tipped one of the statues, that of a dog, and it shattered revealing the corpse of a long dead canine trapped within.  The thief then did the same to the skeleton statue and the ancient, yet still bizarrely moist, body of a shackled human tumbled out of the fragmented remains.  

Calder looked upon the corpse and saw the hands and feet bound by rune-carved shackles, but could take no more.  The warrior bolted from the room, seeking something to cleanse his hands from the filth of the statues.  He first tried water, but soon realized that something hotter was necessary.  Thankfully, just before Calder stuck his hands fire, his mind calmed, and he regained composure.  

Brienne assured Calder that he wouldn't need to return to the statue room, and the party moved on.  

There were two final unique items that the party acquired during their search.  The first was a set of magic boots, kept in the same chamber that belonged to the shield-armed, elven sorcerer.  Frelger looked at the boots, and thought they looked mighty fine.  While they fit perfectly, he instantly found himself stricken by some kind of cold or flu.  No matter, the boots made the thief more sneaky.  

[In the original Dungeon Magazine adventure, these were Boots of Elvenkind, but since this was DCC I had to twist them a bit.  So I give you the Boots of Fragile Silence!  When worn, the Boots of Fragile Silence instantly give the wearer a +2 bonus to Sneak Silently (even if they are not a Thief or Halfling), while reducing his or her hit point total by 2.  The boots can only be removed by an Elven Cobbler.]

The other unique item would be a strange, yet not magical, amulet.  Figuring that the boots were already cursed, and that his luck could only improve, Frelger donned the talisman.  

After searching everywhere, the rest of the party decided to wait for Hildenoore to wake up before moving on.  They would want their wizard's assistance when they explored the secret door in the basement's meditation room. 

[This was probably for the best, as Jen was getting antsy.  The exploration took about 45 minutes, of which Jen wasn't able to do anything but watch.  Craig had no sympathy for the wizard's player, as he once spent an entire D&D 3E game as a spectator when his character ended up as a stone statue for multiple sessions.]

Frelger offered to take the lead as the party passed through the secret door.  With a ten foot pole in hand, the thief prodded the floor carefully, the passage illuminated by Calder's lit torch.  After only thirty feet, Frelger found himself in the center of a larger chamber…

… surrounded by five skeletons and five zombies!

While Frelger's associates prepared their weapons, the thief silently noted that the undead were not moving.  At least not yet.  The thief made sure that he was moving quietly, making no sound as tiptoed into the chamber.  But the undead also refrained from moving towards the warriors, cleric, and wizard.  Frelger was about to breath a sigh of relief when all of the undead turned towards him, staring at his chest.

They were looking right at the amulet!  

Not only did the amulet keep the undead from attacking the Frelger, it also made the thief their master.  With a sharp command, Frelger ordered the skeletons and zombies out of the basement and into the ruins above.  He then turned his attention to the next door.

[In the original adventure, Ozymandias' medallion would keep the undead from attacking the wearer, but it made no mention of "commanding" the undead.  Still, this seemed to be a fun twist, and I wanted to reward Andy for not just stashing the amulet until it could be examined more carefully.]

The door leading out of the undead chamber took the Viking raiders right into a trap-laden maze full of bugs.

[Think an Indiana Jones and the Temple of Doom level of bugs.]

Using their torches to keep the bugs at bay, the party slowly entered the maze and followed a path east and then towards the south.  A pair of doors opening outward greeted the party before the passage wound to the right.  Brienne opened the first door and was struck by a crossbow bolt!  Fortunately the quarrel didn't penetrate the warrior's armor, but she was much more careful opening the second door.  Brienne allowed Calder to pull the door open while shielding himself from whatever could fly out… 

… like another crossbow bolt!

The two crossbow rooms had nothing else on the inside save for the crossbows.  Brienne grabbed one and then ordered the team to continue west and then south into a much larger chamber.

When the Viking raiders first laid their eyes on the next room they believed their victory to be at hand!  Chests of gold and jewels filled the chamber, encircling a beautiful crystal statue of a woman clutching a broadsword.  Frelger immediately began searching the chests but something was amiss.  The coins and jewels were not what they seemed.  The coins were simply painted wooden chips, while the jewels were shards of glass.  Calder set the coins on fire, frustrated at the lack of riches in the room.

Before the party could continue their search, however, the Crystal Statue began to move!  

Despite it's deadly appearance, the Crystal Statue proved to be little threat.  The statue was barely off the pedestal when Frelger stabbed it in the back with a dagger.  Hildenoore followed up with a Magic Missile scroll.  Using the flickering light from the nearby fire, the Crystal Statue countered, converted the light into a blindingly painful spray.  Only Frelger felt the radiant pain, as the rest of the party shut their eyes.  Calder's battle axe and Rolo's hammer shattered the Crystal Statue into powder.

[The Living Crystal Statue is featured in Isle of the Abbey as a construct with three hit dice.  Here's my conversion: 

Init: 0; Atk crystal sword +3 melee (1d8); AC 14; HD 3d8; HP 16; MV 30'; Act 1d20; SV Fort +0, Ref +2, Will +3; AL N

Special Attack:  Light Arc - combine nearby light into a 360 degree spray.  All creatures in 30' must make a DC12 Reflex Save or get struck for 1d4 damage.]

After the battle the Viking raiders returned to their search.  Several of the chests were trapped, but by this point Frelger was using one of the zombies as an assistant.  

Poisoned darts don't affect zombies!  

A box at the base of the statue seemed of interest.  Carefully Frelger opened the box, but inside was only a simple message:

"Dear thief: a lot of work for nothing, wasn't it?"  

Frelger continued to search the pedestal, and he found a small slot large enough for a coin… 

… or an amulet.

Realizing that this could be the last he saw of his undead controlling medallion, Frelger commanded the undead to flee the premises.  Once he was sure that the path back to the beach was free of undead, the thief placed the medallion into the slot, causing a secret door to the east to open.

The next room was very similar to the last.  Very large, full of what could be treasure, with a humanoid statue at the center.  But rather than a crystal woman, this chamber contained the statue of an iron minotaur!  As soon as Frelger entered the confines of the room the statue animated!  

[As before, I converted the Living Iron Statue into DCC rules, which is a piece of cake:

Init: 0; Atk metal fist (1d8); AC 16; HD 4d8; HP 24; MV 30'; Act 1d20; SV Fort +3, Ref +0, Will +3; AL N

Special Attack:  Crushing Rush, +6 melee attack (1d12) so long as the Iron Statue can charge 20'.]

Frelger wasn't about to stay in the construct's way.  The thief immediately tumbled out of sight and into darkness.  Rolo would be the next target but the cleric asked Odin for a holy sanctuary.  With a mighty, mechanical roar, the Iron Statue charged Brienne the Warrior.

"I'll crush ya!" the statue howled.  With a single shoulder bash the Iron Statue knocked Brienne down, cracking her skull.  Without immediate clerical aid the warrior would die!  

[At this point in the game I think everyone forgot what we were playing.  In Dungeon Crawl Classics, it doesn't take much to knock a character out of action.  But where a 0-level character dies at one hit point, a 1st level character has a round before they "bleed out" in which healing magic can return them to life.]  

Hildenoore had enough of these stupid animated statues.  Pulling out her second Magic Missile scroll the wizard chanted the words and five blasts of energy pummeled the Iron Statue until it's metal frame cracked.  The infernal creation was destroyed!

[Although I suggested Jen spellburn her character on the "boss battle", my wife quickly said "no."  Instead she just rolled a natural twenty, adding her one and only point of spellcasting for a grand total of "21".  Of course in DCC this causes 1d4+2 missiles that cause 1d6+1 damage for a 1st level wizard.  That's a lot of arcane firepower!]

When the dust settled, Rolo ran over and healed Brienne while Frelger searched the rest of the treasures.  At least fifteen-hundred gold pieces were kept in the chamber, with another thousand gold pieces worth of jewels and gems.  All the riches would most certainly make Brienne and her fellow raiders legends amongst their people, and change the opinion of Earl Ivar, once they returned home…

… which, given their burned longship, could take quite some time.  


Quotes


"Okay, so they are chaotic magicky books… without magic?" - Andy's character Frelger discovers the most forbidden-y library.

"What's the mule's alignment?" - Ed wanted to see if the party's pack animal was as freaked out as his own warrior by the books.

"What good is a thief without a sack?" - Andy speaks the truth.

"This ain't fifth edition, I ain't holding your hand." - Jim the DCC Judge lays down the law.

Jim - "What could you do for Odin?"
Jen - "Give him a shoulder rub?"

"Minions, go defend the upstairs!" - Frelger commands his new skeletal friends.

"I'm going first… I'm invincible in this place!" - Andy's announcement would've been epic if his character died.  


Saturday, November 14, 2015

#JimCon2015 - Frozen in Time with the Norwin Game Knights



This adventure counts as Game One of a five game series of DCC adventures that I'm calling #JimCon2015.  Over the next week I plan on running five Dungeon Crawl Classics Adventures, including three live games and two online games.  Those online sessions will air live on both Google Hangouts On Air and YouTube as a celebration of Goodman Games' DCCRPG 4th Printing Kickstarter.

Keep your fingers crossed for me!  

Frozen in Time


Another month of Dungeon Crawl Classics RPG with the Norwin Game Knights means another full table of loud, occasionally obnoxious, and always adventurous tweens looking to role dice.  Back in October I ran nine players through Mall Maul, a 0-level funnel by +Reid San Filippo created for his delightfully over-the-top post apocalyptic ‘zine, Crawling Under a Broken Moon.  At the end of the adventure I polled the group to see if they would like to continue questing with the survivors of the funnel, and everyone smiled with wicked glee.   

I knew I’d have to come up with “something good” for the next round!

Fortunately, as a DCCRPG fan, there is always “something good” to be had when it comes to adventures.   With limited prep time on my hands, I again chose to dig into a published adventure for these 1st level scavengers and mutants.  I wanted an adventure that would fit in well for a weird post-apocalyptic setting, without much need for conversion and reskinning.  Not that I couldn’t do those things, but as a lazy judge, sometimes it’s nice to open a module and just run it as-is.

Thankfully, author +Michael Curtis knew exactly what I was looking for when he wrote Frozen in Time!

I’m going to try and give you a bit of a “spoiler free” mini-review of the adventure in this blog post.  While I enjoy my young batch of players, I know that some of them may read this post, and the crew didn’t get through the entire adventure in one evening.

Frozen in Time is an adventure designed for 1st level characters, but easily adaptable for higher levels.  There’s even a stone-aged era occupation list if you would want to try running this module as a 0-level funnel.  In this adventure, the characters find themselves exploring an ancient yet futuristic complex, once frozen within the confines of a massive glacier.   While very much a dungeon-crawl, the adventure involves finding key cards, traveling through ventilation and service shafts, and dealing with weird and alien technology.  Frozen in Time is one of those adventures that could easily fit into just about any campaign, from fantasy, to pulp, to post-apocalypse, to typical space opera. 

I could place this adventure on an asteroid far out in space, and it would fit perfectly in our Disney Crawl Classics Crawljammer/Spelljammer campaign!

This adventure reminded me of EPIC CON 1996, at Lehigh University. I was seventeen years and at the convention I had my first experience with Expedition to the Barrier Peaks. The idea of having fantasy characters deal with sci-fi threats completely blew my mind!

Like every DCC module I’ve read so far, there is no reason why you couldn’t run Frozen in Time with another d20 system (although why would you want to?)  If you want to go old school, and don’t mind reversing armor class to descending and converting base attack to THAC0, Frozen in Time could be used as an AD&D 2nd Edition module. But like any conversion from DCCRPG to another system, you lose the crazy-awesome critical and fumble tables, exciting magic system, and corrupting influence of the weird dice.

On second thought, maybe you should just run Frozen in Time with DCC…

… it's the only way to be sure.  


Meet the Wastelanders


Lisrayten the Mutant, played by Carrie
  • 1st Level
  • Occupation: Soldier
  • Alignment: Neutral
  • Str 14, Agi 12, Sta 18, Per 14, Int 13, Luc 12
  • Weapons:  Sledgehammer, Revolver
  • Notes:  My daughter's mutant amalgamation of three characters from the last game lucked out during her Mutant Mutation character generation.  Although she suffers from diminished speed (-10), she has an awesome Tortoise Shell now that she can use as protection.  Naturally this means she is often picked to go first.  
Lord Old Man Legolas of Ikea, played by Evan
  • 1st Level
  • Occupation: Livestock Rancher
  • Alignment:  Chaotic
  • Str 10, Agi 10, Sta 11, Per 13, Int 16, Luc 7
  • Weapons:  Staff, Longbow, Two-Handed Sword
  • Notes:  You may note that, between this session and the last, Legolas has gained a few more additions to the name.  We learned at the beginning of this adventure that Old Man Legolas is not only a Livestock Rancher, but also a king of an ancient abandoned Ikea in the Forlorn North.
Joe Tetti the Warrior, played by Matthew
  • 1st Level
  • Occupation: Soldier
  • Alignment: Lawful
  • Str 13, Agi 14, Sta 10, Per 13, Int 10, Luc 13
  • Weapons:  Bolt Action Rifle, Bayonet
  • Notes:  Oh Joe… after last game's attempt to be a pacifist worked out in his favor, Joe decided to try and "converse" with just about everything the party encountered during this game.  Every monster was a potential conversationalist, and Joe was hoping to make a few friends.  Unfortunately, nothing the party faced wanted to talk back.  Not even the John Corbett-faced bore bugs.
Billy the Technologist played by Christian
  • 1st Level
  • Occupation: Robot Handyman
  • Alignment: Lawful
  • Str 5, Agi 10, Sta 11, Per 14, Int 14, Luc 12
  • Weapons:  Wrench, Crossbow
  • Notes:  In our last session this was Mr. Handy, played by Braden.  Our new player Christian wanted a complete name change, and I was happy to oblige.  This session of DCCRPG would be Christian's first tabletop RPG ever!  Of course it took some convincing that he was supposed to help the rest of the party, and not just kill them.
Doug the Dwarf played by Zach
  • 1st Level
  • Occupation: Scavenger
  • Alignment: Neutral
  • Str 13, Agi 13, Sta 14, Per 12, Int 5, Luc 10
  • Weapons:  Spear, Black Powder Rifle
  • Notes:  Zach's play style with Doug is awesome.  Always the first to volunteer, and ever ready to strike with either spear or rifle, Doug seems to be close friends with the party's Elf Lord.  In the last session Doug was a mutant, but I thought it would be fun to let him be a Dwarf at 1st level… 'cuz dwarves are cool.
Fenrir the Cleric played by Hanna
  • 1st Level
  • Occupation: Robot Carpenter
  • Alignment: Neutral
  • Str 12, Agi 10, Sta 8, Per 13, Int 14, Luc 13
  • Weapons:  Long Sword
  • Notes:  This was Hanna's first RPG experience, so I wanted to let her play an interesting character.  As an experienced console gamer, a few dashes of awesome magic would help.  As a deity, I told Hanna that Fenrir worshipped the god "Google."  
Scrooges McDucks IX played by Dylan
  • 3 0-level characters in 1
  • Occupations:  Halfling Cook, Mutant Historian, Elf Janitor
  • Str 12, Agi 13, Sta 9, Per 17, Int 7, Luc 13
  • Weapons:  Cleaver, Large Mop, Heavy Book
  • Notes:  Okay, so last game Dylan played Scrooge McDuck and he died.  For this second session Dylan showed up ready to play but for some reason I didn't think he was going to be joining in.  I was wrong, and Dylan wanted to play!  I was out of 1st level characters, so I told him he could bring three 0-levels along for the ride.  Dylan agreed, but chose three silly names: Scrooge McDuck 2, Scrooge McDuck 3, and Scrooge McDuck 4.  So I told him that he would have all these characters merge into one rolling ball of limbs, heads, hair, and stuff.  I told him his new combined name was "Scrooges McDucks IX".  Gross.  
Lithium Shield the Halfling played by Jeremy
  • 1st Level
  • Occupation: Armorer
  • Alignment: Neutral
  • Str 9, Agi 16, Sta 13, Per 10, Int 8, Luc 16
  • Weapons:  Knife, Short Bow, Tire Iron
  • Notes:  I don't even think Jeremy realizes how awesome this character is.  Lithium Shield's Lucky Roll gives him a Luck bonus on all attack rolls.  So when he's wielding his Short Bow, this little halfling get a +4 bonus to attack!  


Session Summary


Following their heroic exploits in the Mall, our intrepid band of adventurous wastelanders found themselves in possession of a pretty sweet van. 

Like… a 1994 Dodge conversion van.  Like… the one I used to drive!  

On the side of this wicked van was a mural of an epic scene… a headless goat battling a dragon.  Lithium Shield, the party's extremely lucky halfling, called dibs on driving, and he was taking the party north…

… deep into the Forlorn North of legend… to a place once called Canada!  

Although he originally claimed to be a simple headless goat rancher, Old Man Legolas recently revealed to his fellow wastelanders that he wasn't just an old elven herdsman.  He was also a noble!  In fact, he was Lord Old Man Legolas… of Ikea!

For decades Lord Old Man Legolas of Ikea yearned to return to his ancestral home in the Forlorn North, but he never had the resources to travel that far into the tundra.  But now with this rockin' conversion van, the trip would be possible!  But the elven lord feared that he would possibly need more gear… more futuristic swag from the past… that could assist in finding his ancient ancestral homeland.

Fortunately for Lord Old Man Legolas of Ikea, the party had come across a neolithic tribe of humans calling themselves the Timhortonians.  These bestial savages, adorned in animal hides and ancient sandwich wrappers, told the wastelanders of a glacier to the northwest where green gasses seeped out of strange tubes.  Perhaps in this glacier the party could find the futuristic swag from the past that they desired.  

The drive to the glacier took most of the afternoon.

Once at the glacier the wastelanders got a good look at the weird tubes.  A pair of metallic pipes, each six feet in diameter, jutted out of the glacier wall fifty feet off the ground.  Perhaps these tubes were once connected, but as the glacier thawed a portion of the ice tore the two pieces apart.  Green gasses leaked from the tubes, drifting off into the wind.  

Lithium Shield wanted to park the van, and looked for a good spot.  Luckily, right along the base of the glacier were a series of metered parking spots.  Joe Teti knew exactly what these were!  The soldier got out of the van and tried putting a coin in the meter…

… and that's when the rest of the party saw the saber-toothed ice bear approaching!



The beast seemed more interested in the van than the human messing with the parking meter outside.  Perhaps someone inside looked especially delicious.  Lithium Shield figured that the party would have an easier time shooting the beast from the twin rear doors of the van, so he whipped the van backwards and then spun around.  Rather than driving away, abandoning Joe Teti, Lithium Shield trusted the technical expertise of Billy and Lord Old Man Legolas of Ikea.  Billy used his vehicle fixing skills to reinforce the van's frame while the elf cast Ward Portal on the rear doors.

While his compatriots bolstered the defenses, Doug the Dwarf popped his head through one of the windows and aimed his black powder rifle.

*Click - bang!*

The archaic weapon boomed, and the bear roared in anger.  Sheer anger and rage fueled the creature's charge, and when it got up next to the van it tried tearing open the doors.  Much to its surprise, the frustrated bear couldn't enter the vehicle!  The ward portal spell was far too effective.  While the creature tugged on the handle, it didn't notice the robot cleric strolling up from behind.  

With a quick strike, Fenrir stuck its blade into the skull of the bear, slaying it instantly.

There was some discussion on how to scale the near-vertical glacier wall.  The party eventually came up with two possible solutions:

  1. Have Billy the Technologist augment the van so that it could drive up a vertical surface.
  2. Have Lord Old Man Legolas throw a grappling hook attached to 50' of rope.

This became a somewhat heated debate, as #TeamRobotBilly had a lot of faith in his ability to jury rig the van.  But #TeamOldManLegolas won out.  

One by one the party climbed to the top of the glacier.  Along the way four stumbled, falling quite a distance before trying to climb again.  Old Man Legolas made it to the top and then fell halfway to the bottom before a Lucky chant from halfling Lithium Shield encouraged the elf to catch the rope.  Lisrayten, Joe Teti, and Lithium Shild weren't so lucky in their own climbs, as each sustained injuries.  

But the grand god Google bestows his aid to the worthy at times.  Through Fenrir's metal hands the energy of Google healed some of the party, and they continued their quest into the tunnels.

Doug chose the tunnel to the left, but was pushed out of the way by Lisrayten.  The Mutant insisted that her tortoise shell would more effectively protect the party from damage, since there was only room to travel in single file.  Doug conceded and let Lisrayten into the tube.  

About fifty feet into the tube Lisrayten began to hear something scurrying around….something with a lot of legs!  The Mutant went "full tortoise" retracting her head, arms, and legs when three bore bugs appeared!  


[Judge's Note:  Author Michael Curtis has these creatures looking more like centipedes. But personally I described them as six-legged beetles with long spikes sticking out of their head, each bearing the face of John Corbett from My Big Fat Greek Wedding.]

The bugs were no match for the valiant efforts of the wastelanders!  After repelling the creatures' charge, the Mutant stood up and smacked one with her sledgehammer, killing it instantly.  Then she herself was struck by Billy's crossbow.

"What the heck!"  Lisrayten screamed.

By the time the mutant turned around a second bore bug was dead, slain by the toxic fumes from an ancient White Castle burger thrown by the disgusting amalgamation Scrooges McDucks IX.  While back in the van, Scrooges was looking for something to feed the bear, should it get into the vehicle.  He ended up with a centuries old White Castle burger, but saved it for later.  The bug didn't like the burger, as it exploded in a poof of purple death.

Another shot from Doug's rifle felled the final bore bug, and the team was ready to continue their march.

Another fifty feet and the party was at a loose grate.  After Joe Teti checked for traps, Lord Old Man Legolas popped the frame revealing a pathway into a much larger chamber.  The smell of machinery paired nicely with a humidity one would find in some kind of enclosed greenhouse.  Somehow, deep within this glacier, something was alive!  

Taking the path, the wastelanders found themselves in a large mechanical room.  With no threats nearby, the party took several minutes to lick their wounds and repair their gear.  Doug was out of ammo, so Billy was able to fashion some bullets out of scraps and some copper pennies.  Fenrir took one of the teeth from the saber-toothed ice bear from its satchel and blessed it with the name of Google.  

Amazingly, the god spoke!  The robot cleric was quite sure that it now held in its metal hands a new artifact: the Ghostly Gut'er of Google!  

[Ghostly Gut'er of Google Stats:  As Short Sword, 1d6 Damage.  Double Damage against Dinosaurs.]

In the center of the mechanic chamber stood a strange tube, stretching from floor to ceiling.  Fenrir and Billy examined the tube, and were able to open a portal leading into an open chamber within.  Doug used his infravision to look into the tube, revealing another portal forty feet above.  If this were an elevator shaft, however, there was no floor.  But when Lord Old Man Legolas tossed his grappling hook into the shaft, it just floated.  

Gravity generator!  

Electing Lisrayten to scout again, the party watched as their mutant floated up to the level above.  Carefully the mutant opened the doorway on the next level revealing a lush and beautiful indoor garden.  With no danger anywhere to be found, Lisrayten smiled and called for her fellow wastelanders to join her in this new paradise.

… to be continued in December… 

Quotes


"Jim, is there really any law in the wastelands?  It's like every man for himself!" - Matthew lays out the law for the judge.

"Ay kay ah!" - Lord Old Man Legolas of Ikea declares his war cry!

"Is this van bear-proof?" - This question by Jeremy would put ideas in both Christian and Evan's minds.

"We should send them to scout so we don't screw up the van." - Hanna was much more worried about scratching the party's new van than sacrificing a party member or two… or three.  

Evan - "Why are you army crawling?"
Zach - "Because I'm a dwarf!"

"Oh no, not Kenny G. music!" - Dylan's scream would only make sense at one of my tables.  

The Unlucky Dog


Woe to ye who be stricken with the Unlucky Dog!  

To celebrate Friday the 13th (because we celebrate everything) I wanted to include some kind of game mechanic that showcased DCCRPG's Luck attribute.  When I wasn't sure what I wanted to do exactly, I headed over to the DCCRPG group on Google+ and queried my fellow judges.  

You can take a look at the feedback here.

My first instinct was to include some kind of "Benny" mechanic, straight out of Savage Worlds.  But with a table of new players, throwing in rules from another system could be confusing.  I read the feedback from the other judges and was still torn on what to do.  When I sat down for our game last night, I was thinking of just ditching the whole idea…

… and that's when I came up with the Unlucky Dog.  

Grabbing a picture of a dog that I found, I turned it into a small prop.  During the very first encounter I polled the group and discovered that Evan's character Old Man Legolas was cursed with the lowest Luck.  So I placed the unlucky dog in front of Evan.

As the game progressed we followed these rules:

  • The player with the Unlucky Dog (starting with the character with the lowest luck) is guaranteed some kind of crazy event to occur on his or her turn.  Perhaps they would run out of ammunition, or maybe they would drop their weapon.  It could be anything.  I guess this is sort of like a GM Intrusion from the Cypher System.
  • After the negative event occurred, the player must pass the Unlucky Dog to another player.  The only rule is that it can't be passed back to the person who originally gave it to the victim. 

About halfway through the game someone at the table asked if the Unlucky Dog had to stay in our game, or if it could be handed to one of the players at the nearby Savage Worlds table.

I allowed it. 

The other GM, +Craig McCullough, can be seen below, as he gives me a puzzled look while Michael is struck with… the UNLUCKY DOG!  Fortunately for our group of DCCRPG'ers, that creature never showed up again at our table.