Mon, 28 Dec 2009

Savage Worlds: Journey to Red Temple, Part 1
Attending
Actual Play

Note

This is a timewarp post.


Sat, 28 Nov 2009

Savage Worlds: Lost Property, Part 2

Spoilers!

Lost Property, Triple Ace Games

On Saturday we continued Triple Ace Games's Ace Tale, Lost Property.

Attending

Clockwise, starting with the GM:

  • T.K.B. — GM
  • E.A. — Aspen Thistledown & Sigisund Thorinsson
  • T.A. — Sir Deelan the Ignoble & Belinda Warmhearted
  • M.A. — Alfros Bladesinger
  • L.B. — Sir Leopold Drakehelm & Cassandra Lightfinger

Unfortunately, D.B. wasn't available.

L.B. had been dissatisfied with the character she had been playing, Belinda Warmhearted (a pacifist with a low Fighting skill), and switched her for Sir Leopold Drakehelm.

She and E.A. both wanted to try playing two characters.

Actual Play, Afternoon

As they rested, they heard noises approaching from the unblocked side of the tunnel, and prepared for battle, but it turned out to be the remains of another group the criminal syndicate had sent to find Jeck Lightfinger, Sigisund Thorinsson and Cassandra Lightfinger. They gladly joined forces against the ghouls of the tunnels.

After resting, Aspen Thistledown was able to track her way back to where they had left the tracks of the dragged body. Once there she had no difficulty tracking them to the ghoul's feasting room, where they found many bodies in the various stages of decay, including that of Jeck Lightfinger. Unfortunately, the item they sought was not on what little remained of the body. Search the room, they noticed that many of the corpses showed the signs of having died from the blood plague, which lead them to the thought that someone had broken into the burial tunnels where the plague bodies had been interred. They hurriedly left the ghoul tunnels and headed back to report.

▶ Here we broke for supper.
Actual Play, Evening
▶ After supper we picked up again.

The criminal syndicate gave them all medallions to protect them from the blood plague and sent them off to the plague burial tunnels. They found that the seal on the door to the tunnels had been broken, and someone had been coming and going. They spent some time exploring the tunnels, and eventually came to area where another had broken into the plague tunnels, coming from further in the mountain. They followed this tunnel until they heard chanting from ahead. Sneaking up, they found an ancient temple carved into the mountain, with rat men chanting and praying.

The kids knew that they needed a plan, or they'd get wiped out by the rat men, but it took them a little while to agree on one. They decided to sneak onto one of the balconies that ran along the sides of the temple, so that they could only be attacked through two places, the hallway leading to the balcony from the tunnel at the back of the temple and the stairs leading up to the balcony at the front of the temple. They positioned their ranged fighters to target the rat man shaman leading the chant, their melee fighters to hold the entrances, and started off their attack with Alfros Bladesinger casting fear on the area with the greatest number of rat men.

It was a good plan, and it worked out well for them. The fear spell drove away many of the rat men, back into their tunnels deeper into the depths. They managed to Shake the shaman, and keep him Shaken most of the time. The melee fighters kept the other rat men off the ranged fighters long enough for the ranged fighters to finish off the shaman and dispose of several of the other rat men, and they the finished off the rest as they came up the stairs and down the hallway.

They searched the shaman and found the item they were looking for, so they left to report.

Reflections

I really need to start a regular Savage Worlds campaign for the kids.


Thu, 26 Nov 2009

Savage Worlds: Lost Property

Spoilers!

Lost Property, Triple Ace Games

Late in the afternoon the kids wanted to play an RPG again, so I pulled out one of Triple Ace Games's Ace Tales, Lost Property. TAG's Ace Tales are their equivalent of PEG's One Sheet Adventures: a short adventure in PDF that fits on the front and back of one sheet, often with accompanying pre-generated characters. This particular one is a generic fantasy adventure that has the players working for a criminal syndicate trying to recover an item.

There weren't any pregens for this particular Ace Tale, so I got the ones from PEG's Wizards & Warriors Genre Supplement and the ones from Against the Orcs and let the players choose which they wanted. T.B. brought along a fantasy character he had created, a noble, and D.B. chose Sir Leopold Drakehelm, so we had two nobles working for a criminal syndicate, so I decided that they had to be disgraced nobles.

Attending

Clockwise, starting with the GM:

  • T.K.B. — GM
  • E.A. — Aspen Thistledown
  • T.A. — Sir Deelan the Ignoble [1]
  • M.A. — Alfros Bladesinger
  • D.B. — Sir Leopold Drakehelm (later played by T.A. after D.B. had to leave)
  • L.B. — Belinda Warmhearted
Actual Play

An unsanctioned thief, Jeck Lightfinger, had fled with his ill-gotten gains into The Widow's Hold, a local haunted house. The characters were charged with finding Jeck and

They entered the ill-omened house and soon found the entrance to the tunnels below. They were soon ambushed by ghouls (in this scenario a type of undead), but fought them off. When the last ghoul fled, Sir Leopald

[1]The character T.A. brought was a noble with the tag “The Brave”, but since they were working for a criminal syndicate he had to be disgraced noble and hence had the tag “The Ignoble” was more appropriate. I assured T.A. that Sir Deelan the Ignoble was just an ignoble alternate version of Sir Deelan the Brave, and he could play the original character in another game.

Mon, 29 Dec 2008

Tales of the Fabulous N, Part 1

I haven't been able to get in as much gaming this holiday season as either I or the kids would have liked, largely because I haven't been able to prepare things. However, we did get to play through part of the Triple Ace Games free adventure “The Tale of the Fabulous Four”. Luckily, there were actually six pre-generated characters supplied, since there were actually six kids playing. It's set in Boston in 1915 and is about a bunch of kids who overhear some criminals planning to steal a diamond and decide to thwart them.

Attending
  • L.B. playing Nancy Hestletwain
  • T.A. playing Lucius Munroe
  • E.A. playing Samantha Hardcastle
  • M.A. playing Oscar Whitfield
  • T.B. playing Arthur Abrahams
  • O.B. playing Brent Hardcastle
Actual Play

We played through Act 1 and Act 2, though I compressed much of Act 2 because we had a very limited amount of time for the session; I skipped Scene 3 entirely, and wrapped things up completely differently.

I was definitely off my game, and six screaming kids didn't help things — for some reason I had more trouble keeping them settled down and on track than usual.

There were some good moments, though, and I think the kids had fun.

As for the adventure itself, I had a few problems with it. I suspect that if I'd had more time to adapt it things would have gone better. Oh well.

We'll probably finish this off this summer, when T.B. and O.B. are back visiting.


Fri, 28 Nov 2008

Actual Play: Tomb of Terror, Part 2
Introduction

Unfortunately my notes for this session aren't very good. I'm not entirely sure if everybody who played the previous session was here to finishing the adventure off in this session, but I think so, because L.B. was here and all the pre-generated characters for this one-sheet were in use.

Attending
  • M.A. played Gar IronHelm;
  • E.A. played Merula Lanus;
  • B.B. played Marcus Two Hands (when he wasn't helping out with baby C.A.);
  • D.B. played Ramel Ramelson; and
  • T.A. played Fox.
  • L.B. played Serena, Aevakar Priestess (from the Shaintar: Immortal Legends free download Heroic Archetypes)
L.B. joins the group with a shiny new character

L.B. was here, and wanted to play, of course. Since all the pregens were in use, I pulled out the characters from the Shaintar: Immortal Legends free download Heroic Archetypes and had her look through and see if she liked anything. She found Serena, the Aevakar Priestess, and fell in love. (L.B: “Look! An Angel!*” T.K.B.: “Well, not an angel, but she is magical and can fly…” L.B. “Cool!”) I swapped out a few *Shaintar-specific items and adjusted her XP up to match the “Tomb of Terror” pregens, and we got down to play.

Actual Play

Like I said, my notes for this game were…not good, so I don't have much to report. I do remember that they tried to burn the obviously magical journal of the insane necromancer, which put out a poison cloud that forced them to evacuate the village, and L.B.'s character Serena got to fly above the evacuees and make sure they were headed away from the poison cloud.

The kids seemed to have fun, and L.B. really wanted to play with her character again, so we might come back to these characters at some point. Certainly I have my doubts as to whether the journal could be destroyed by a simple fire…


Sat, 01 Nov 2008

Actual Play: Tomb of Terror, Part 1

I ran the first part of the Savage Wolds fantasy one-sheet “Tomb of Terror” for the kids after we got done with farm work.

Attending

Around the table, starting with me as the GM at 6 o'lock, going clock-wise:

  • M.A. played Gar IronHelm;
  • E.A. played Merula Lanus;
  • B.B. played Marcus Two Hands (when he wasn't helping out with baby C.A.);
  • D.B. played Ramel Ramelson; and
  • T.A. played Fox.
Actual Play

We got through the first encounter with very little difficulty, largely because I forgot the very important surprise packages the zombies had that should have gone off when they died, and then nearly had a TPK when I set them all off at once. They got to where they could hear the next encounter when we had to quit.

Maybe we can finish this at Thanksgiving.


Sun, 20 Jul 2008

Gaming Weekend: 2008/07/20: The Eternal Nazi

Second, I ran “The Eternal Nazi”, a Savage Worlds pulp one-sheet for them. Like many of the one-sheets, it didn't come with a map, so I made one a couple of nights before using printable PDF tiles. The kids had fun, but I can see why Kator the Ape Boy wasn't in the most recent pregenerated pulp characters download intended for use with “The Eternal Nazi”: as the sole melee-only character he was at a serious disadvantage.

I think this was actually the first time I've used modern weapons in Savage Worlds. It went ok, although I did forget each shot on auto-fire counts as three bullets expended. I think I'll add some grenades to the PCs gear the next time I run it, suggest the PCs other than Buck pick up some of the germain submachine guns, and up the number of extras with the big bad.


Sat, 05 Jul 2008

The Secret of Smuggler's Cove

Spoilers!

Smuggler's Cove, PEG

Saturday after the 4th I ran another Savage Worlds game for the kids. This time it was “The Secret of Smuggler's Cove”, lightly adapted for the Savage Worlds: Explorer's Edition.

Attending
  • L.B., playing Amy and Josiah
  • T.A., playing Billy and David
  • E.A., playing Catherine
  • M.A., playing Devlin
Actual Play

The PCs in this adventure are all kids, and T.A. wasn't any too happy that none of the characters had any weapons more effective than a slingshot! Still, they all had fun with the first two sections of the adventure. In the first they raced small sailboats, and they managed to split the characters up so that all the characters run by the two boys were in one boat and all the characters run by the two girls were in the other boat, and each had fun taunting and distracting the others. I ran it as a chase and let good taunts and distractions affect the Boating rolls of the two captains, and I let every success and raise on the Boating roll move the boat one range increment forward [1], which may not be strictly by the book, but did allow for dramatic changes in position. The girls won on the last Boating roll, and then it was time to eat a picnic lunch. They observed the thug hide the map and papers, dug them up, figured out the notes were in German, reburied them, followed the man who picked them up back to Rydel Mount & figured out that he was the gardener, headed back home (very, very, late), saw the Gypsies cooking fire beyond the old Roman fort & traipsed over to see what was happening.

Note

This is a timewarp post.

[1]I think the actual rules move a range increment only for a success and the first raise.

Tue, 10 Jun 2008

Savage Worlds: The Wreck of the Solarah

Spoilers!

“The Wreck of the Solarah” is the example adventure in the back of the Savage Worlds: Explorer's Edition, so if you haven't played that you might want to skip this entry.

Attending
  • T.K.B. — GM
  • B.B. — Playing the Pirates of the Spanish Main pregens, Alice Pettigrew, Isaiah Kestrel, Phillipe Gujon, Scarred Jack
Actual Play

I let B.B. make 18 bombs out of powder and kegs and nails, etc., from the Solarah and blow up most of the village. The PCs got away with Isabella and two small chests of treasure.

Note

This is a timewarp post.


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