Sunday, October 21, 2018

Road Crew Event - Shadow Under Devil's Reef, Part 2



"We fight the fish with the fish." - Steve James

This quote from our player Will is so very, very important. Embedded in those words are the heart and soul of our Road Crew campaign (that is increasingly becoming NOT a Road Crew campaign but just a regular store game... which is totally fine with me.) If that quote doesn't seem to make sense don't worry. It doesn't make sense to me either, and yet it totally does. 

During today's session of Jon Hook's Shadow Under Devil's Reef, our party finally completed the adventure using a combination of quick thinking, fishy spell-casting, froggy clerical magic, and high die rolling. A very well cast Paralysis spell from Turd Fergeson essentially one-shotted the boss encounter. That was the kind of day I was having as a Judge. 

At the end of the session, I made a comment that the party beat me quickly with the high rolling. All the players seemed surprised that I would take an adversarial tone against the them in my games.

Sorry guys, I'm here to roll dice and kill characters. Unfortunately I didn't kill any characters today, but I came close a few times.

And there's always next time. 

As an added bonus, Robert brought a whole mess of Dwarven Forge for us to use for the game. I had SO MUCH fun with the caverns and dungeons, and can't wait for my own swag to come next year! I've gotta wait a long time, but after seeing the stuff in play, it's gonna be worth it. 




Cast of Characters

  • Larkin, Elf, played by Shannon
    • Glassblower by trade, whose magic is derived through careful use of lenses, crystals, and light. 
    • Native of the Eastern Forest.
    • Owns a prized hen.
    • Seeks the Great Pumpkin as a patron
  • Turd Fergeson, played by Ryan
    • Faithful servant of Amon-Tor, goddess of mysteries.
    • Originally from Earth. 
    • Has possession of an endless suite of one-liners to fit every occasion.
  • Marco, Thief, played by Cody
    • Born and raised in Black Sand Port.
    • Tried to join the Thieves Guild, but was too rebellious. 
    • Learned several alien alphabets from his former Guildmaster's secret library. 
    • Partially possessed by the soul of a magic door named... Door. Door can grant Marco aid in dealing with other doors, at a cost. 
  • Steve James, Wizard, played by Will
    • Earth native who left home, joined the French Foreign Legion, fell into the DCC Planet, and became a great wizard.
    • Father of Steve James II (evil Cult Wizard, RIP) and grandfather of Steve James III (lost teen who wanted to discover his family, RIP)
    • Specializes in all-fish magic (Ichthyomancer).
  • Tonya, Warrior, played by Robert
    • Badass figure skater from Earth. 
    • Wields a big-ass sword, and not afraid to cut you with it. 
  • Lars, Dwarf, played by Rob
    • Human from Earth who was transformed into a Dwarf after traveling to the DCC Planet.
    • Seeks entrance into the CCPR (Card Carrying Punk Rockers) but needs to complete three acts of legendary vandalism.
    • Wielder of the Demon's Claw, an enchanted scimitar from Fu-Lamia. 
  • Bueno, Cleric, played by Evie
    • Gender-shifting villager from Reed who was a simple hireling trying to save some of their friends from the Crimson Flame before gaining Clerical powers. 
    • Twisted worshipper of the froglike Bobugbubulz.
    • Extremely chaotic.




Adventure Overview

(Judge's Note: I'm going to take full advantage of the Dwarven Forge, and use the pictures to illustrate this tale of danger.)



The party opened the great onyx door leading down into the depths of Devil's Horn Island. Time was of the essence, because the more time the party spent on Devil's Horn Island, the more they mutated into fish/amphibian beasts. 

The sloping passage was super cramped. Halfway down there was a four foot gap spanning a pit. Seemed easy to cross! Marco played scout throughout the adventure, and during this first segment he easily crossed the gap. Unfortunately, the tentacle beast at the bottom of the crevasse wasn't thrilled to see a meal get away. 

As the rest of the party tried crossing, he beast would try to devour Lars and Turd Fergeson. To distract the horror, Bueno summoned forth a feast of food, and dumped it atop the creature. While the thing ate the food of Bobugbubulz, Tonya charged forward and skewered. 

One shot. One kill. 



Moving into the next chamber, the party discovered six mutated Fu-Lamians. Five of them were only slightly mutated, much like some of the party members. But one was huge, much further along than his associates. The lead mutated Fu-Lamian didn't want to let the non-mutated party members past. Tonya wasn't about to be told what to do. 

The two troupes threw down. Before too much blood was spilled, Steve James cast Sleep on all the mutants. What a peaceful way to end the combat!

That's when Tonya walked up and lopped the head off of the lead mutant. 


The next chamber featured a small portal leading further down, with a rather large pool to the right. Each party member who entered the chamber was psychically "called" by something in the water. Marco and Larkin easily resisted the call of this unknown evil, but Bueno and Tonya were not so fortunate. As soon as they entered the chamber, they dropped their weapons and headed for the pool. 


Realizing that it could be dark magic at work, Turd Fergeson ran into the room while casting Protection from Evil. The spell worked, breaking the hold on both Tonya and Bueno. That's when the evil arose from the water. The massive shambling mound of tentacles, eyes, and human mouths was truly terrible to behold. The slap of its limbs caused terrible acid burns, as Larkin realized when she was attacked. 

Tonya collected the party, and had them evacuate from the chamber, while Steve James cast a Sleep spell in retreat. The spell worked! The monster collapsed into the water. Earlier, Marco had chucked a dagger at the beast, so he tried to collect it from the pool. Unfortunately, there was enough acid in the water that he burned his hands when he tried.

Ouch!


Thirty feet down the corridor, the party came to a door. A magic door. The Judge revealed that the locked door was "humming." The players made fun of the humming, and mocked the Judge. They made sounds as if the "humming" was musical in nature. So the Judge complied.

"Door" was a jovial sort, very eager to see the rest of the dungeon. Door offered Marco a means to open him. If Marco agreed to take Door with him, Door would open up. 

Marco agreed.

Door then possessed Marco.

At first Marco didn't realize that his soul fused with that of an intelligent magical door, but after a while he caught on. Fortunately, Marco was mostly in control of his own body...

... that'll change with time.


Even though it cost the party's thief part of his soul, the team let Marco lead the way down a long hall to another door. Door made Marco wave at his "friend." This was when the party realized that the possession had taken place. 


The next hallway was bizarre. A series of chambers, some holding tentacles, others holding imprisoned Fu-Lamians that were being transformed into tentacles. 


There were a few open chambers, and the most mutated of the bunch - Steve James - had to struggle to not throw himself into the vacant room. Actually Tonya did the struggling, as she wrestled the party's wizard away from an attempted suicide. 


Once at the end of the hallway, there was a locked door. Marco tried unlocking the portal but failed. That's when Door offered to help. Marco agreed to let Door take control of his arms. This unlocked the door, but again... at a cost.

I should point out that the mechanic I used for this was a simple percentile system. At the beginning of their arrangement, Marco was in control of 80% of his body while Door was in control of 20%. Every time Marco gives in to Door he will trade 2d10% of control. This act cost him 19%. 

The current scoreboard is now 61% to 39%. 


As the party moved into the chamber, they found a pair of Elder Things working a control panel. Three great, glass chambers were attached to the central room, each holding weird creatures floating in water. One held a large, injured starfish thing. The other held a dead starfish thing. The final chamber held a fully transformed, amphibian Princess Kaeko, along with her attendants.

The Elder Things weren't about to let the party rescue the princess! The two aliens charged the party, met quickly by Tonya.

But Turd Fergeson wasn't in the mood for a long, drawn out battle. He cast Paralysis (and got a 25) and both aliens were immediately stunned and on the ground. 

Rather than a great, magnificent clash of blades and spells, the boss battle was finished like a bar room brawl. The party encircled the aliens and bludgeoned them to death with fists, pole-arms, and Tonya's crowbar. Because blades didn't work that well. 


With the Elder Things dead, the party used the central console to release the princess. Unfortunately her mind was not her own, and the same went for her attendants. Steve James cast Sleep on two of her attendants while Lars slew the other two. The princess's precious PsiSpider, carried by Larkin, then freed the mind of her mistress.

Together, the party fled the dungeon before anything else terrible could give chase. Once back in Black Sand Port, the team received their reward with a healthy dash of glory!

Quotes

"They're not fish! They're cephalopods!" - For some reason this made a different to Lars.

"We fight the fish with the fish." - Steve James being the Steve James. 

"Run!" - Tonya grabs the party, and pulls them out of the dungeon before more eldritch terrors could ruin her day. 

Open Story Points

  • With Princess Kaeko saved, would the party's good standing in Black Sand Port be of any benefit?
  • Now that he was possessed by Door, was it only a matter of time before Marco lost his own soul? 

Character Crematorium 
  • None this game!

What's Next?

I think our adventuring party will be headed back to sea for Moon Slaves of the Cannibal Kingdom!



Saturday, October 20, 2018

Banished to the Purple Planet - Part Ten


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


  • Marc
    • Floyd Pink, Warrior
    • Andy
      • Ssof Rehtaf, Cleric
      • Lil Hammy, Paladin
      • Alex
        • Gastronomix, Dwarf
        • Nicodemus, Thief
      • Paul
        • StarRider, Wizard

      Banished to the Purple Planet - Ten


      Day 10
      • Time to set out again.
      • Weapon swapping. Floyd takes Faerie Stomper and Ssof takes the Bronce Skull Mace of Heavy Doom.
      • Starting up the Skiff, 6 hours of juice to begin moving.
        • 8pm - Left
        • 8:15pm - DEATH ORM, knocks Floyd stupid and nearly kills Ssof. StarRider takes Greater Corruption to destroy the beast, but in return grows a crab claw. 
        • 8:30pm - Battle ceases, party cuts into the Death Orm revealing a plasma torch and some greenstone shards in addition to a lacquered helm, and a death orm hide shield. 
        • 9pm - Party sets out again.
        • 9:15pm - The heroes encounter a party of 12 kith scouts a mile away. 
        • 9:30pm - No encounter
        • 9:45pm - No encounter, however party sees a depression in the sand to the south. 
      • The party comes across the Orm Pit and the Orm Mother.
        • Team not sure what it is at first.
        • Gastronomix fires a pair of crossbow bolts into the sand, and something rumbles.
        • Ssof places his vibrating mace against the sand, and the rumbling continues. 
        • Ssof casts Second Sight. Figures out that something at the bottom is pretty dangerous. 
        • Party gets close, lowers Gastronomix down. 
        • Gastronomix got eaten, the party was in combat. 
        • StarRider goes crazy, casting a massive Magic Missile (28)
        • Floyd pilots the craft away, and the Orm Mother retreats.
      • The party ends the evening at 10:30pm, with 3 1/2 hours of power left on the skiff. 

      Quotes


      "What are we playing tonight? Tonight we're playing a Fantasy Age reskin of 9 1/2 Weeks." - Judge James.

      "... the spice..." - Alex whispers. 

      "In his absence, someone has to scream." - Ssof channeling his inner Screaming Otto.

      "I'm tied off around my waist, like a piece of ham, or bait of sorts." - The last description of Gastronomix. 

      "I feel like its especially appropriate that the guy who has a culinary themed name is eaten by a sandworm." - Marc

      In Memoriam 

      • Gastronomix, eaten by the Orm Mother. 

      Friday, October 19, 2018

      Savage Worlds Adventure Edition Kickstarter!

      Click here to go straight to the Kickstarter!


      With the new Savage Worlds Adventure Edition Kickstarter in full swing, I thought I'd chat a bit about my introduction to the system.

      Let's take a journey back to May, 2012.

      I was in the waning months of a 3 1/2 year long D&D Ravenloft/Planescape weekly online campaign that had started in 3.5 and transitioned quickly to 4E. Our party level was in the high 20's, and I had promised from the get go a full 1st to 30th experience. It was a wonderful experience, but I could tell that several members of our group were burning out a bit on the 4E system mechanics. 

      Personally, I was burning out on D&D as a whole.

      I really wanted to try something different...

      Really, really different!

      More specifically, I wanted to explore something either a steampunk or dieselpunk. One of my favorite settings of all time is FASA's Crimson Skies. I love the video games, and love the miniatures game even more. I had painfully crafted a conversion to D20 Modern in the mid-2000's, leading to a fun but short lived campaign. But wouldn't it be awesome if I could grab something that would let me run something similar, but without all the heavy lifting and rules rewriting? Maybe I could run a Crimson Skies RPG!

      Turning to the internet, I took a look to see what all was out there. I fished through the countless D20 versions of games, but I really wanted to stay away from the old D&D mechanics. I wanted something that would just "run" straight out of the book.

      I kept seeing people on forums talking about a game called "Savage Worlds." Digging a bit deeper, I learned that Savage Worlds was designed by the same folks who created the only non-D&D/D20 game I had played in the mid-2000's: Shane Hensley and Pinnacle Entertainment Group. I adored both Deadlands and Deadlands: Hell on Earth, so I set out to have a look at Savage Worlds.

      I strolled into Phantom of the Attic in Pittsburgh after work on a Monday. I clearly remember the day, because the next morning I had a long drive to Atlantic City for a three day work trip to Atlantic City. Needing some good reading material, I started picking through the books on Phantom's shelves. It didn't take me long to discover Savage Worlds. The big, sturdy hardback Deluxe Edition was featured prominently on the shelf. Picking it up, I saw the four setting "emblems" on the logo:

      A sword an shield. A skull. A ray gun. An airship.

      Wait... an airship?! There was an airship on the cover of the book? 

      Does it sound shallow that the airship symbol totally rocked my world?

      I spent about 15 minutes flipping through the book. I loved the art and the presentation of mechanics, so it was an easy purchase. I bought the book, and over the course of the next few day I read it cover to cover. I was hooked! 

      Check out that sweet airship on the far right!


      Like so many other Savages, it didn't take long for me to build up a tower of Savage Worlds sourcebooks. 

      My very first purchase was Thrilling Tales, which I read during our trip to Disney World a week later. I then picked up (in very quick succession) Realms of Cthulhu, Weird War II, the Horror Companion, Space 1889, and Rippers. I read and loved each one, and after a few months of research, kicked off my very first Savage Worlds campaign. An avid mash-up fan, I crunched together Rippers, Space 1889, and Realms of Cthulhu, with a few dashes of Deadlands tech, to create a steampunk, Dr. Who inspired campaign I called "Clockwork."

      There were many other campaigns and one-shots during the six years that I've played this game.


      Actually, after Googling "Living 4 Crits Savage Worlds", I've realized two important things. First, I've played a LOT of really, really cool sessions of Savage Worlds. Second, my kids have grown up playing this game... which is just kinda cool.


      We're still playing Savage Worlds, and we plan to continue another six years. 

      You should be too.

      I'm super excited for everything I'm seeing in the Savage Worlds Adventure Edition, so if you haven't checked it out yet, drop what you're doing and follow this link. If you have any questions about the system, the settings (oh, all the great settings!) or anything Savage Worlds, and would like to get some of my feedback, just hit me up. 

      Hell, if you want to see some of the mechanics in play cuz you've never tried it before, who knows... maybe I'll run a quick online session for you between now and the end of the Kickstarter.

      You just gotta ask me nice!

      Sunday, October 14, 2018

      Save Against Fear 2018

      (The alternate title for this excursion could be "James & Evie Hang With Brendan Con")

      To continue our quest to help spread the good word of Dungeon Crawl Classics, Mutant Crawl Classics, and all things Goodman Games, Judge Evie and I joined forces with Brendan LaSalle at the Save Against Fear convention in Harrisburg, Pennsylvania this past weekend. This little boutique con featured just about everything you'd see at much larger venues, but in cute, smaller doses. 

      Except for Pugmire. There was a crap-ton of Pugmire at this con! But it only makes sense, since Onyx Path Publishing was a big sponsor for the event. 

      But I wasn't at Save Against Fear to be a spellcasting terrier... I was there to spellburn and glowburn my way into glory!

      Here's how things went...


      When we arrived at the Harrisburg Mall, Evie and I were a bit confused. I think we were expecting a more obvious "gaming scene", but Google Maps took us to an entrance near a Bass Pro Shops. We could've rolled initiative with the stuffed animals, but instead we decided to keep hunting around.


      Our first view of the convention... a convention being held in an abandoned Boscov's. Weird! So, so weird! But it kinda worked. Actually, it would've been a great place to run some zombie games. 


      Our first game Saturday morning was Mutant Crawl Classics. I decided to run my oceanic hex crawl Nothing's Free in Oceanworld. Here, Judge Evie helps me set up my table.


      I had a great group of players for this event, including a pair of folks from Canada and a brand new, first time RPG'er. WOOT! 


      While I ran MCC, Judge Brendan was busy running DCC nearby. Since she had played in my adventure before, Evie decided to hang at the cool kids table.


      We had a two hour break between sessions, so we checked into our hotel across the street from the mall. Here was our view of the mall from our room. If you see the department store entrance at 9 o'clock on this picture, that's the entrance to the con. There was also an RV convention going on at the same time. We debated checking it out.


      I was scheduled to run Children of the Fallen Sun at 4:30 on Saturday. But there were a lot of open seats at a lot of tables, so I wanted to show off a bit. Hence this swank display of awesomeness.


      Unfortunately the swank display didn't work. Here's the busiest our table got. Zero players. ZERO! This was only the second time that I had ever been stood up at a convention. The first time was way back at my very first convention in 1996 (EpiCon at Lehigh University). 


      Even Judge Evie's sweet dance moves couldn't attract players.


      At least Brendan had a full table, and was busy running a rousing game of Xcrawl. 


      The scene from the con, right about when we called it quits and packed up.


      We needed to find something else to do!


      Holy crap, is this The Long Dark? 


      Phew! It was just Bass Pro Shops.


      It was here that Judge Evie discovered the love of her life. 


      After bouncing around the mall a bit more, we scooped up Judge Brendan and headed for the Lancaster Brewing Company pub. Wow, that was a great meal! The pretzel was great. The edamame were great. The pizza was great. Brendan said his salmon caesar salad was great. The bread pudding was knock down, drag out phenomenal. 

      Pretty much everything, including the beers, were incredible.... with the exception of the Shoe Fly Porter. Brendan ordered a flight of different beers, and both he and I sampled the hot mess that was the pie-inspired beer. Steer clear of that one!


      After going to sleep at 9pm and waking up at the crack of 7am, Evie and I lounged around and played on my SNES Classic. Mostly Street Fighter II, but a little Super Castlevania IV, a tid bit of Secret of Mana, and some Mario Kart.


      Uh oh... another day, and another empty table. I couldn't get any players for Shadow Under Devil's Reef. Evie tried super hard to recruit, but we just couldn't get anyone to stick around longer than to have a brief chat. 

      Actually, this was a bit of a trend at the con. There seemed to be more GM's than players at times. 


      But what Save Against Fear lacked in DCC players, it made up for in breakdancing Brendan LaSalle's. 


      Look at him go!


      Holy cow, he's doing a flip!


      After packing up our DCC stuff, I did a bit more shopping. I found a slightly used copy of Lamentations of the Flame Princess at a used bookstore in the mall for $15. Sold!


      I also bought a whole set of Chrono Trigger bead art to put up on my wall or shelf. Big purchase of the con!


      Then it was time for Brendan's DCC session, an adventure call the Tavern at Five Points. It was also time for a heaping mess o' Taco Bell. 


      I've been hanging with Brendan at cons for several years now, but this was the very first time that I've ever been at his table as a player. All I've got to say is "WOW, you need to get your self to one of his tables!" 


      I played a lawful Dwarf named Vengefulio, who carried a bunch of weapons that were also named. Like his battleaxe "Gwendylin" or his crossbow "Elsa" (let it go!)

      Unfortunately we figured out early on that "Vengefulio" is Italian for "friendly fire." I sure hurt a lot of other party members during our session with some truly poor rolling.


      In the end it all worked out. If my 10:30 game hadn't been cancelled, I never would've had the opportunity to play in Brendan's 12:30 session. 

      After the game was over, we called it a day. We said some goodbyes, grabbed some Sheetz coffee, and took Brendan back to the airport. 

      Although 2/3 of my games didn't get off the ground, I think we learned some valuable lessons at this small, regional convention:

      1) There is always good gaming to be had, you just have to find it.

      2) If possible, bring a posse with you to the convention so that you will have a few extra gamers on hand.

      3) Schedule your games at the same times as those of your friends. That way, if one of your games cancels, you can join the other.

      4) Whatever you do, if you are at Save Against Fear in the future, and its at the same abandoned Boscov's in the Harrisburg Mall, DO NOT use the bathroom in the back of the area. Take the long walk to the Bass Pro Shop and use their bathroom instead. 

      Happy gaming folks!