Showing posts with label Wasters. Show all posts
Showing posts with label Wasters. Show all posts

Tuesday, 14 June 2022

Gaming in Apr 2022

Looking at my Drafts folder, I realised that I hadn't posted this one.  Basically, that's because during a session of the Beast of Errinsford I was GM-ing I threw the board across the table.  After that, I decided that I should take a break from social media and gaming (which is why there won't be a post for Gaming in May - it remains to be seen if there will be one for June).

  • 3 Apr - Wasters (Normal level) - cyberpunk OSE - on-line
  • 5 Apr - The Beast of Errinsford - OSE - on-line
  • 6 Apr - Board Games - face-to-face
  • 8 Apr - Wasters (Elite level) - on-line
  • 10 Apr - Wasters (Normals) - on-line
  • 26 Apr - The Beast of Errinsford - on-line


Wasters (Norms' Version)

The play-test of this hack of OSE continues.  It'll be coming to Kickstarter soon!


  • 3 Apr

Due to Stuff Happens, most of our crew are weak and pathetic Level 1 characters, so we decided to stay close the Safe Zone and clear out a block (in effect, extending the Zone and claiming it for ourselves).  This started off alright - we had a couple of minor clashes with Gang Wanabees and a Haywire Bot.

Then we got to the only building of note in the block - a derilict department store.  We carefully scouted it, identified and neutralised the Cultists who were in it.  

Great!  Time to go home?  No, there's a void on the building plan - there must be a hidden room.  Sure enough, there was.  That had a number of bots inside, which attacked us - a tough fight, but managable.   But all the noise attracted a patrol of eight Cops.  This close to the Zafe Zone, that about as dangerous an encounter as we could attact.  Things were made worse by the fact that they came into range of our Sentry Gun Bot before we noticed them, which opened fire.  Gone was any chance of negotiation or bribery.  In the end, we ran, abandoning the Sentry Gun and, sadly, all the loot we'd found.
  • 10 Apr
Boosted by a new member of the crew (new player Ben brought along an Engineer call Sliderule), we returned to the block, to find things surprisingly quiet.  Remarkably, the sentry gun was still there and repairable.  Even more surprisingly, most of the loot we had dropped was still there as well (one pile was booby-trapped, which cost the life of a retainer).  

The hover-bots proved less hostile and those that could flew off.  We managed to salvage one of the ones that remained.  There then followed a lengthly excursion into cyberspace, to explore the building's network (much more remains to be done on that front).

The two other things of note were that our Face - Emanuel - continues to show worrying signs of becomming a cult-leader and, secondly, we recovered an Electric Cow (christened Bvtt3rcvp).

The Beast of Errinsford

The Old School Essentials game I'm GM-ing, loosely based on the module The Black Wyrm of Brandonsford by Chance Dudinack.  

  • 5 Apr

The exploration of the barrow mound continued.  Encounters were had, a secret passage found (bypassing a lot of stuff), and rather a lot of loot recovered.
  • 26 Apr
More fun in the lower level of the barrow.  Rats!


Board Games

The store library at The Games Table

Back to our Friendly Local Games Store and its library of over 400 games.  They've now introduced an off-peak reduction in table fees from £6.00 to £3.00.  With my discount as a Kickstarter backer, that means I now get a whole afternoon's of play for a ridiculous £1.50.  I may never leave.

Links below are to the games' pages on BoardGameGeek.
  • 6 Apr
We started off trying to play Ticket to Ride, only to find the instructions were missing.  We thought we could muddle through, but found it a little too stressful trying to remember some of the mechanisms (frankly, neither of us could be bothered with things being more complicated than they needed to be).  So,
  • Azul: Stained Glass of Sintra - one of our go-to games now.
  • Jaipur - a new game to us.  A trading/resource game.  Recommended if you want something that you can play in about 30mins almost anywhere (I can imagine playing it on a train, I've seen people playing it in the pub).
  • Patchwork - also a new game.  This one needs a bit more space (so not train-friendly!), but also fits in the 30min game catagory.
All three are simple, fun games (also suitable for younger players - Jaipur says 12+, the others 8+), and I'd recommend them.

Wasters (Elite Level)

  • 8 Apr
Our Elite crew took on a job to rescue a group of cultists who were lost deep, deep in the Wastes.  On the way, we delivered some valuable data to one of the Corporations, who deemed it a "great service" and offered us future favours.  We immediately took them up, re-couping our costs (I'm sure we could have got a lot more) and borrowing the services of a flyer and a squad of goons to get us to our desitination, thereby avoiding some really nasty blocks.

Wednesday, 6 April 2022

Gaming in Mar 2022

 A less crazy month than February!

  • 4 Mar - Wasters (Cyberpunk OSE), Elite Version - on-line
  • 6 Mar - Wasters, Norm Version - on-line
  • 17 Mar - The Beast of Errinsford (OSE) - on-line
  • 18 Mar - Board Games - face-to-face
  • 18 Mar - Wasters, Elite Version
  • 27 Mar - Wasters, Norm Vesion
  • 29 Mar - The Beast of Errinsford

Wasters (Elite Version)

  • 4 Mar
A continuation of our mission from 25 Feb in which we were tasked with kidnapping a Corpo Exec.  We'd reached the Corporate Outpost and had taken up position where we could surveil the building out target was in.  Hacking into the building's network gave us access to security cameras and locks, which proved useful, but let us know that there was no way we were going to be able to do this job stealthily.

We were lucky to have a piece of tech that neutralised a mecha patrol, and broke into the building.  There we were engaged in a series of firefights with coporate security - heavies, bots and a cyborg.  Having cleared the floor, we paused to bring the van around and fill it with as much loot as possible (including the mecha's autocannon).
  • 18 Mar
The third, and final, session on this mission.  We fought our way upstairs, collared the Exec, tranquilised him, bundled him into the van and got the hell out of there before reinforcements arrived.

Home for tea, payment and a $90,000 medical bill for one of our retainers.

Wasters (Norms' Version)


  • 6 Mar
There are few polite ways to describe want an absolute disaster this session was!

Our crew took on a job to go to a Corporate Outpost and cause mischief.  We spent quite a lot of time in prep, including getting a minigun turret mounted on Pink Wheels, our new van.  And off we went!

On the ways we made a small detour to sell a datastick to the cops.  This proved to be a big pay-out.  So big, in fact that as soon as the Lieutenant left, the other cops tried to shake us down for a even bigger bribe than we'd already arranged.  This didn't end well.  Our new minigun made short work of them, but we had to scarper fast (and were marked down as cop-killers).

On reaching the Corporate Outpost, we trusted to our usual plan of having a couple of snipers in a good position, and then doing some drive-bys.  This didn't work, as we were completely outclassed by the corporate security.  I think we finally realised that we weren't going to get out of there alive when two Cyborgs walked up to our van and tipped it onto its side.

End result: TPK.
  • 27 Mar


After the TPK, our newly-fledged characters decided to avoid the jobs that were advertised in the outpost and instead went out to explore some new blocks (in theory low-risk ones, as being close the the Safe Zone).  The first two we avoided because of gang activity, and we finally settled on one that was only occupied by wild animals.

We almost immediately stumbled onto (literally - they got a Surprise Round) a nest of eight rattlesnakes.  It turns out that rattlesnakes are tough SOBs!  And, unfortunately, one of the first to fall was the only character carrying a anti-toxic hypo.

This one wasn't quite a TPK, but we lost two PCs and three NPCs - seven went out, two returned! 

The Beast of Errinsford

The Old School Essentials game I'm GM-ing, loosely based on the module The Black Wyrm of Brandonsford by Chance Dudinack.   I'm giving up writing my own AAR reports for these sessions: Andreas' are always more consise and much more amusing.
  • 17 Mar


Session 4.  Having been informed by the village priest that there were magical weapons in the tombs of the party that killed the orignal Beast; and by the witch, that another tomb contained a cauldron that would be useful in addressing the curse, our party headed out to the Barrows.

On the way, the found a mule (a survivor of the missing caravan - A Klew!), had an enchanting encounter with a Dryad, and were attacked by wolves (a PC being killed in this fight).  Before they camped for the night, they met a couple of more travellers (a replacement PC and an handy NPC).

Session 5.  The party made it to the Barrow Mounds, only to find that someone had beaten them to the tomb of Errin and his Companions.  They explored, finally started finding some loot and made an unexpected friend.

Board Games

The store library at The Games Table

Back to our Friendly Local Games Store and its library of over 400 games.

Links below are to the games' pages on BoardGameGeek.
  • 18 Mar
We had our long-planned but postponed (because of the apparent complexity of the rules) game of Terraforming Mars.  Once we'd got our heads around it (including watching a YouTube video at the table), it didn't prove too difficult.  One for future exploration when we have another spare four hours.

Sunday, 27 February 2022

Gaming in Feb 2022

I've decided to abandon the backlog of these posts (Oct 2021 to Jan 2022) and to pick up on a very busy month gaming, which saw my return to face-to-face sessions (if you ignore a Hallowe'en one-shot).  

I'm amazed to see that I averaged a session every other day!

  • 1 Feb - "The Beast of Errinsford" (OSE) - on-line
  • 5 Feb - "Wasters" - Elite Level - (Cyberpunk OSE) - on-line
  • 10 Feb - Board Games - face-to-face
  • 11 Feb - "Wasters" - Elite Level - on-line
  • 12 Feb - "Amazing Aliens" - (Stars Without Number) - on-line
  • 13 Feb - "Wasters" - Normal Level - on-line
  • 15 Feb - "The Beast of Errinsford" - on-line
  • 16 Feb - Board Games - face-to-face
  • 18 Feb - "Wasters" - Elite Level  - on-line
  • 20 Feb - "Wasters" - Normal Level - on-line
  • 21 Feb - Board Games - face-to-face
  • 25 Feb - "Wasters" - Elite Level - on-line
  • 26 Feb - "Amazing Aliens" - on-line
  • 27 Feb - "Wasters" - Normal Level - on-line



The Beast of Errinsford
This is an Old School Essentials game I'm GM-ing, loosely based on the module The Black Wyrm of Brandonsford by Chance Dudinack.   
  • 1 Feb
The second session - a full report is here.  

In this session the party continued to question the townsfolk about the Beast, gaining some useful information both about its current activites and its past incarnation.  They had a hiring session at the local inn and ventured out into the countryside in search of the lost caravan.
  • 15 Feb
The third session.

The party took their first long trip into the wild forest (though aranging it so that they were back in the village before nightfall).  The purpose of this was to go and see the Wise Woman who lived there. (Everyone in the village told them she was a witch, but did they believe it?  No.)  On the way, they came across mysterious standing stones and a dead elf which was being feasted upon by giant centipedes.  The creepy-crawlies despatched, a minor dispute arose over what to do with the body (our necromancer wanted to take it home and boil it down to a skeleton) before they buried it.

Finally getting to Vivian's grove (where she cheerfully admitted that she was a witch), they learnt lots from her about the nature of the Beast, including its probably origins and a couple more ways they could gain an advantage for when they eventually confront it.

Wasters (Elite)

The playtest of Wasters contunies, here at 'Elite' levels (ie, Level 9 or 10 PCs).

  • 5 Feb
Our mission to raid a police outpost and recover data drives continued from the cliff-hanger where we'd left it.  

Ripps, my Sneak, had infiltrated the outpost while the rest of the party staged a distraction out in the street.  He had recovered one of the three computer drives and cornered a group of techs who told him that the others were on the floor above.  Unfortunately, after he ushered them up the ladder and through a trapdoor, they slammed it shut behind them and locked it...

The gunfight in the streets oustside had reached epic proportions, the police being reinforced by a mecha and a SWAT team.  However, Ripps was in deep trouble.  He had managed to get on the top floor, only to encounter a group of security bots - he barely got back through the trapdoor with his life.  All question of sublety gone, he called for back-up, asking the rest of the team to storm the building.  Fortunately, by then they had gained the upper hand (and even managed to hack one of the police sentry bots).  The disks were recovered and the job was completed, but it was a messy one!
  • 11 Feb
A new job for our elite players.  This time to disrupt a block occupied by haywire bots (seemingly so a gang could take over, but we don't ask questions, we just takes the money).  

Most of the session was taken up by our careful progress to the remote block, carefully avoiding any signes of trouble.  However, almost as soon as we got there, we encountered a group of four nano-clouds.  These were particuarly nasty.  We were very luck to knock one out in our first round and disable another, but after that it turned against us.  Only our tech users and the half of the crew with energy weapons had any effect on them.  Eventually, we overcame them, but we were knocked about very badly and still have a mission to complete...

Nanoclouds are the cyberpunk equivilent of the fantasy Shades.  Their main attack is level-drain, which we decided is a bitch!  My two PCs dropped from Levels 9 and 10 to Levels 7 and 8, and another PC went from Level 10 to Level 6!
  • 18 Feb
Our mission to distrupt this block of Haywire Bots continued.  Luckily for us, we'd already encountered the worst the block had to offer, but we still had a hard go of it.  At the last minute, we decided to press on 'for one more room', only to encounter a swarm of nanites (the little ones are the worse!), which managed to consume some of my more treasured tech.  All in all, a nasty mission, and we were glad to make it back (mostly) alive.
  • 25 Feb

These Elite missions are deep into the Wastes, and last session we had to leave behind some very nice gear behind (including combat bots we could have salvaged), so to cut down on travel time and increase our loot capacity, our Elite Crew have invested in a van (immediately christened 'The Mystery Machine').  This allowed for some testing of the vehicle rules.

Our new job was to kidnap a Corporate Executive.  This meant travelling deeper into the Wastes that we'd ever been before (something we wouldn't have managed without the van).  It also meant going into some pretty nasty territory, both environmentally (we experienced the Radiation Zone for the first time!) and because of the nature of Corporate outposts and compounds.  Even with the van, it took almost the whole session to get to the target block, where we immediately ran into heavy security.

Wasters ('Norms')


  • 13 Feb

At a less rarified level, our crew of 'Normal' Wasters reluctantly signed on again for the job that had cost so many of their colleagues' lives - to clear out the mutant test subjects infesting a corporate lab.  There reasoning was that the job was now easier as the techs had been rescued and many of the mutes had been killed on previous visits.  More importantly, the reward for the job had been boosted and this time, they were going to be accompanied by a powerful AI (who had her own agenda, of course).

The crew were familiar with most of the layout of the lab complex by now, and efficiently went through, dealing with the mutants as they found them.  These were still tough opponents though.

The session ended with us preparing the enter the underwater spawning labs - unexplored territory for us.
  • 20 Feb

We'd been hacking away at this job for some months now on-and-off, and it felt good to finally complete the mission.  As the GM said, there was so little opposition left and such a good pay-out, it would have been criminal to leave it unfinished.
  • 27 Feb
Away from the Frog Lab, we thought we'd go for a nice simple job: drive out to a block and cause some mayhem.  Unfortunately, the mayham made us - in our first encounter (with wild dogs) three of our retainers were killed and a bot destroyed.  After that, we went more carefully, even chatting and sharing a smoke with a patrol of police officers we met (a sizable weed stash left with them).  But in the end we caused the appropriate level of damage without any more causulties, and went home for tea.

Amazing Aliens

This has been a campaign that has fallen into the black hole of my blogging backlog.  It's a Stars Without Number campaign (link is to the free rules), with the twist being that we're not playing humans, but aliens created using a species generator that our GM has created: as a result there were some pretty weird characters.

We'd been stuck on a space station for some time, trying to cope with the plotting of various factions and crews, all the time waiting for tectonic activity on the planet below to reveal prospects of fining ancient tech.
  • 12 Feb
We'd finally got off the station and down to The Remnant.  There we had a less than friendly stand-off with one of the other crews we'd been dealing with, before we both encountered an even bigger threat.  

It ended with us grabbing the loot and barely escaping the planet with our lives (our badly injured pilot giving the security officer instructions on how to launch from his sick-cot!).
  • 26 Feb
A very short session, in which we decided to sell the artifacts we'd receovered to a rival prospector.  This gave us enough money to repair our ship and be ready for future adventures.

Amazing Aliens Conclusion

And there we left Amazing Aliens, mainly because our GM had far too much on his plate.  I think we all agreed that Stars Without Number is an interesting system with potential, and that we'd like to continue with it as some point.  The problem we had was that the modules we'd been using (written for High Space) were pretty shonky and under-written: the investigation on the space station was a little tedious and never really came to much (now that we've finished, I've read the module), and that on the Remnant (although a nice concept) apparently required a lot of work from the GM to make it playable.

Board Games
The store library at The Games Table

A friend and I finally got around to a long-postponed ('cos of plague) plan to have regular sessions at our Friendly Local Games Store, which has a library of over 400 games.

Links below are to the games' pages on BoardGameGeek.
  • 10 Feb
We played three games :-
  • Azul.  The game of collecting tiles to create Alhambra-style patterns.  I don't think I've played this to its full potential - we've always concentrated on finishing a row rather than on getting a high score.
  • Star Wars: Jabba's Palace.  This card game was a new one to both of us (in fact it is a new release, that had only arrived in-store that day).  I wasn't overly impressed.  However, there were two issues that affected play: first, that there were only two of us; and, second, that we were playing (as recommended for first-time players) to the most basic goal - to end up with the highest score in our hands.  This meant that, in effect, we were just player to knock the other player out.  With three or more players (and the other achievement goals), this game would be more strategic.  It's a quick game, one that I can imanage playing on a train journey.  My opponent was happy enough with it to buy a copy.
  • Pandemic.  A perennial favorite, always reliable.  We managed two games of this, one in which were we overwhelmed and another in which we were sucessful.
  • 16 Feb
We only played two games this afternoon, but that's because we ran out of the will to live on Mars.
  • Pandemic.  This was a long session, but we eventually got there!
  • Terraforming Mars.  A game that we had both wanted to try.  We spent some time reading the rules (which could have been better written), but eventually ran out of energy.  We left it, each resolving to watch a YouTube video before we next met up (which neither of us did!).
  • Azul: Stained Glass of Sintra.  It's the nature of the way that I write these posts that a fortnight has passed since I did the paragraph above on Azul.  When we played the original (2017) game, I thought that we weren't doing so to it's full potential: the mechanisms of this (2018) version means that one is required to play in the way that I was envisioning.  It's a great improvement on an already enjoyable game.  We managed to get a couple of games in.
  • 22 Feb
Despite our intention of trying something new each time we visited the store, we stuck with three favorites, Pandemic, Azul: Stained Glass (these two have rapidly become our go-to games at the moment) and Ticket to Ride.

Saturday, 11 December 2021

Gaming in Sep 2021

Still playing catch-up with these summaries!
  • 3 Sep - Wasters Elite (cyberpunk OSE) - on-line
  • 17 Sep - Wasters Elite (cyberpunk OSE) - on-line
Wasters

Wasters is a third-party hack of the Old School Essentials RPG with a post-apocalytic/cyberpunk setting.  More details can be found on Adversity Games' website here.  

Our playtest of the 'Elite' levels continued.  In effect, we started at Level 9/10 to see how that played as none of our 'Basic' characters had progressed beyond Level 6.


  • 3 Sep

After a long wait (of over a month), the cliffhanger we ended the last session on - being surprised by three Enforcement Bots - turned out to be an anti-climax.  Winning the Initiative and stretching our high-level muscles, we found just how devastating functions can be at that level, being able to disable two of the bots before they were able to act.  The advantage didn't last long, and the last bot standing wasn't a push-over, killing one of our retainers.  The prolonged combat also attached a number of hover bots, but these were soon jammed and picked off one-by-one.

This had all happened as we finished our mission and were about to head home.  The rest of the session was taken-up by a long transit through the Wastes.  During their night watch two off our remaining retainers deserted, taking their loaned equipment as as much loot as they could carry.  We gave serious consideration to putting a contract out on them once we got back to Club Lavender!

We were now down to four PCs and one retainer.  Unfortunately for our reputation, the final retainer was killed in an encounter with The Butch Killers, who set ther attack dogs on us.

  • 17 Sep
For our next job we had the choice of two missions.  One - to kidnap a police lieutenant - we'd be avoiding for weeks, so we chose to destroy some power transformers in a block controlled by one of the Corporations.


As with all these high-level missions, it involved a long trek through the Wastes and several encounters of varying difficulty.  The most challenging took place on the second day and involved a group of four Heavy Loading Bots, perfectly comfortable picking up wrecked cars and throwing them at us.

On reaching the Corporate Compound we weren't surprised to see that it was heavily-guarded, and three combats in quick-succession cost us dearly in retainers.  Eventually, we were able to reach the transformers, only for our Engineer to be killed by a booby-trap while placing breaching charges.


The charges went off, but unsurprisingly all hell broke loose.  A helicopter gunship appeared from nowhere and immediately cut two of our crew in half with fire from its Vulcan cannon.

With only three surviving from our original crew of eight, and massivily out-gunned, our Ronin made an epic Hail-Mary move, using his jet-pad to get close enough to engange the gunship in melee!  Miraculously, this paid off and he was able to do considerable damage to the tail-rotor and down the helicopter!

And that seemed to be a fitting place to end the session...

Saturday, 30 October 2021

Gaming in Jul-Aug 2021

I'm sorry I haven't kept up-to-date with these reports (and even less so with the write-ups of actual sessions).  I can't help but think they are of minimal interest to those who weren't involved.  Partly, the reason for not keeping up was that in the Summer the games I was playing dropped off (as you'll see, I didn't manage a single session in August).  The easing of lockdown restrictions in the UK should have made gaming easier, but as Real Life intervened, it became as difficult to pin people down to a Discord game as it had previously been to get a face-to-face schedule together!

And I was at blame here as well.  A shift in job responsibilities meant that from the beginning of July I have been working on Sundays.  So not only did I have to drop out of the Wasters game we'd been playing (happily it continues), but when my old group reconvened in our FLGS for delves into the Barrowmaze, I had to miss that too.  What was most galling, was that they are on alternative Sundays, so in theory I could have made both!

I'm writing this at the end of October, and it seems that I've settled into a new schedule, so I'm going to try and catch-up here.

  • 2 Jul  - The Evils of Illmire campaign (OSE) - on-line
  • 9 Jul - Wasters (OSE) - on-line
  • 16 Jul - Wasters (OSE) - on-line
  • 23 Jul - Wasters - Elite (OSE) - on-line
Evils of Illmire

Our group has undertaken to clear a lake of Fishmen.  To do this, we're first making friends with the local Froglings (who will give us the materials necessary to breath underwater).  They want us to clean out a nest of Mantismen.  Last session we had reconnoitered the Mantis Mound (which proved to be a lot more substantial that we'd anticipated)
  • 2 Jul

After a quick return to the village in order to regroup, we decided not to be subtle and to do what accounted to a full frontal assault on the mound.  Surprisingly, we were able to fight our way down to the lower chambers (we'd killed off half the warriors in our previous visit), where we confronted the Queen in her egg chamber and defeated her.

And here our Illmire campaign ground to a halt.  As of the end of Oct we haven't had another session.  In a way it's our fault - we'd gone more or less straight into the Big Problem and only had the side-campaigns left.  Nevertheless, I would recommend the Evils of Illmire campaign, and want to run it sometime (and get to see some of the bits I'd missed!).

Wasters
  • 9 Jul
Our crew of Wasters (including a small pack of dogs we seem to have accrued) got the job of recovering surveillance cameras which had been placed in a trading post established by The Radient Family, a cult we'd had run-ins with before.  We had the usual tricky time traversing the Wastes to our target (with a hireling and a dog being killed before we got there).  Our Sentinel jacked into the net to gather info from the cameras and was about to disable them when the GM clarified that the job was to go in and physically remove evidence of the surveillance.  This was going to be trickier, as we'd counted at least 30 cultists...
  • 16 Jul

Having gone into the shop and made a pig's ear of trying to knock the lights out and ransack the place, we ended up doing a night-time raid through the back.  This was tricky, but fortunately most of the cultists in the dormatory were low-level members and fled when the shooting started.  Nevertheless, one of our PCs, a hireling and a particularly characterful dog were killed in the firefight.

The late Phat Dog

This proved to be my last mission with the Old Crew for the time being, as that game returned to Sundays.

Wasters (Elite)

As long-term followers will know, the Wasters campaign is by way of a play-test of a hack of Old School Essentials, transfering it into a Cyberpunk/Post-Apocalytic world.  Although a few of our PCs had reached 5th Level, the author (our GM) wanted to try out the higher levels.  So the Friday night sessions of Wasters morphed into an Elite version and, equipped with 300,000 XP, a couple of us rolled up some 9th and 10th Level characters.
  • 23 Jul
The Job was to position probes around a block to observe the haywire bots there.  

This block was further into the Wastes than we'd been in previous sessions, and getting there didn't prove easy.  Almost as soon as we started we had an encounter with a group of corrupt cops who tried to shake us down.  After some failed negotiation, we managed to defeat them, only for the gunfire to bring another patrol down on us!  We didn't ascertain whether these ones were corrupt or not as, given that we were standing over the smoking, irradiated bodies of their colleagues, they didn't stop to talk.   Cops are tough, but we found that at these new high levels, we could punch it out with them.

We then had no less than three encounters with gang members (albeit that one group were children) before getting to the target block.  We managed to deploy three of the four probes, tackling nano-sludge and a military-grade soldier bot along the way.



As we were setting up the third, an instruction boomed out "You are in a Restricted Area!  Leave Now!  You have 15 seconds to comply!  14...  13..."  Three enforcement bots were 90ft away.

And there things stood for over a month, as the next session (and my next RPG session) wasn't until 3 Sept.

Saturday, 18 September 2021

Adversity Games

This post is going to be a heads-up and plug for Adversity Games.  I have no connection with them other than being a playtester for their currently-in-development cyberpunk RPG, Wasters. 

The reason for the post is that AG have just had two major milestones.



The first is that their first Kickstarter is in the course of fulfilment.  Nightlancer is a cyberpunk tabletop game for up to 4 players - with solo, competative or co-operative options - set in a dystopian future (Birmingham, actually).  In it players are "living out the career of an underworld operative in a world turned to hell, struggling to escape the corrupt society and find freedom".

Nightlancer was 205% funded on Kickstarter last year.  As well as being delivered to backers, it's now available through the Adversity Games website (there's no news there about wider distribution, but there is a page for making enquiries).  Details of the game, a Wiki about the Nightlancer universe and a shedload of reviews (video and otherwise) can be seen on the Nightlancer page of the website.

And the website is the second milestone that I'm flagging - it's just been relaunched.

As well as the section on Nightlancer there is info on other games in development (including Wasters).



Thursday, 22 July 2021

Gaming in June 2021

A belated update on my June gaming (the section on face-to-face was written in mid-June, the rest towards the end of July).  In the end, the Barrowmaze group still hasn't met, however, Wasters now alternates between Sundays and Fridays, so I'm getting some games in.

Face-to-face gaming is coming back!  Well, it's been back for a while, but I managed to get back into my FLGS for the fist time since it opened in April.  It was good to see it busy, with several tables in play even on a Friday afternoon (it certainly seems that the arrangement with the resurant upstairs and getting an alcohol licence are helping!).  While I was browsing Keiran, the proprietor, came over and had a chat with me about how things were going, which was nice.

With the relaxing of COVID restrictions, our face-to-face group (The Tamson Relief Expedition) is going to be meeting again to continue our long-term Barrowmaze delve.  Sadly, at the beginning of this month I started working on Sundays so will miss both these games and many of the sessions of the on-line Wasters game I've been involved with in the last year.

Nevertheless, my visit to The Games Table has inspired me, and I'm hoping to get some boardgame action in (even if that means going on a Thursday night and playing with strangers) or looking for a weeknight RPG group.

So, what have I been playing?

  • 9 Jun - Evils of Illmire campaign (OSE) - on-line
  • 11 Jun - Wasters (Cyberpunk OSE) - on-line
  • 18 Jun - Wasters (Cyberpunk OSE) - on-line
  • 25 Jun - Wasters (Cyberpunk OSE) - on-line

Evils of Illmire
  • 9 Jun

After a long break due to players' work commitments (we last played on 28 Apr) we resumed the second version (with new, Lv 1 characters) Illmire campaign.  Unfortunately, this was the only game we managed that month.

Our party have undertaken to clear a lake of Fishmen.  To help, we've done a deal with the local Froglings to get stuff that will enable us to breath underwater.  The Froglings want us to murder a nest of Mantismen (who have a tendency to hunt and eat them) and bring us the head of their queen.  This rather clumsy set-up is a rare off-tune note in Illmire.

So, accompanined by three young Froglings, we made our way to the Mantis-mound.  Things started well, with some decent scouting and ambushes of a hunting-party and some guards.  When we entered the mound, things got a little complcated...  It was bigger and more complex than we'd given allowance for - our plan of poring oil in the top and setting it all on fire was a little too basic.  We managed to clear some of the top levels, but it seemed likely that we'd merely concentrated the opposition into the lower levels.

Wasters

  • 11 Jun
A new player joined us from this session, which was a pleasure.  We carried on with our task of pacifying a block to extend the Safe Zone and establish our own base.  


Only one building was left to be cleared.  This turned out to be full of Raiders (think Reivers from 'Firefly').  It was a bloodbath...  

All our retainers and all but one of our PCs were killed.  Our bots (including the invaluable brute, Klunk) were disabled and left behind.
  • 18 Jun
Surprisingly, the survivor from our last session was able to persuade some of the rest of the Crew (it being OSE, we all always have two PCs rolled up) to go back to the block (and even recruit some new PCs).  The main reason was to get Klunk back - he was far too useful.

The late Klunk

This time were went in loaded for bear, and spent more time in careful scouting and prep.  Despite all this, we couldn't even manage to get into the building and ended up having a major firefight on the roof.  Again, we lost PCs and Retainers, but in the end got the upper hand.

Klunk wasn't salvagable, but Henry - our hover-bot - was.  We also managed to loot the Raiders stash of cybertech.  

The block finally salvaged we reaped a reward.  Frankly, after four or five bloody and costly sessions, I wonder whether it was worth it.  But that's the bleak, distopian Wasters way.
  • 25 Jun 
The Crew was now free to take on new jobs, but we didn't like any of those on offer at Club Lavender this week, so we thought we'd go a-wanderin'.

Phat Dog

We found an interesting building, tried to recruit some urchins as Irregulars and ended up adopting a dog and a cargo drone.

Friday, 11 June 2021

Gaming in May 2021

A quieter month this month, as work issues meant that our GM for the OSE Illmire game had to drop out for a while.  June might prove even quiter as I'm going to be working on Sundays.

  • 2 May - Wasters (Cyberpunk OSE)
  • 9 May - Wasters (Cyberpunk OSE)
  • 23 May - Wasters (Cyberpunk OSE)

Wasters



After months of undertaking missions in the Wastes, the crew thought they'd earned a nice cushy job a little closer to home - clearing out a block in order to extend the Safe Zone.  [This was actually a new fuction that we were game-testing.]

It proved not to be quite so simple.

Although the block itself was only Threat Level 1, there turned out to be no less than three buildings to clear and a number of groups of ne'er-do-wells.  We moved in on the first building, where our hover-bot had spotted five heavily armed people had taken up residence on the top floor.  We soon found that stealthily moving through the lower levels was impossible, as most rooms were occupied.  Initially, we were clearing these rooms with extreme prejudice, but after almost throwing a grenade in on a family with small children, we took a more cautious approach.  A messy firefight with another group of Wasters and a few minor encounters with civilians followed before we were able to encounter the gang members in their penthouse (who were, of course, well-aware of our approach).  We eventually managed to beat them.

We then rang in to a group of veteran Wasters who were much amused at our messy and ineffienct methods.  Nevertheless, they lets us pass without any problems, and even offered us some leads to future jobs.

  • 9 May
[Only two players this session, myself and one new to the game.]

Having cleared most of the first building, we took up residence in the penthouse, using it as a convenient snipers' nest.  We managed to take out a group of gang members - wanta-be Fast Dogs.  

One going out into the streets, we had a negotiation with some scavengers, who tipped us off about a gang of muggers roaming the block.  We lay in ambush and tried to lure them out of their alley with out bot, but botched it.  However, they were no match for us, and after we killed three, the rest ran.

Little bastards!
By an artist called Valyndril

We then returned to the partially-cleared building (we'd left the basement alone, having detected wireless signals coming from there).  First, we encountered a group of urchins, who Cash Zone (our Face) tried to befriend - to no good effect, other than that they picked his pockets of much on his smaller equipment.  Then we were surprised by the returning Fast Dogs, who took the Face hostage.  The rest of the gang seriously considered ignoring the human shield or letting the Dogs butcher him, but in the end they stripped him of his remaining gear, and moved on.

In the final room of the basement we managed to defeat two haywire delivery drones and relieve them of the narcotics they were carrying.

Decrypting datasticks which we have previously acquired in the Wastes, we found that one gave directions to a stash hidden in a block controlled by one of the street gangs - The Butch Killers,  The other contained info that, co-incidently, would get a premium if sold to the Killers.  We decided to kill two birds with the one stone, and headed out to the Butch Killer's territory.

Butch!

One the way we had minor encounters with haywire bots and a group of muggers, but after a day's travel we reached the target block.  We followed the directions to the stash, only to find that it was in a building now used as the gang headquarters!  We were attempting to scope out the place when we we caught by guards.

We left our negotiations to our Face - Cash Zone - and he prove quite useless!  Eventually the info trade went well, but he then offered the gang the directions to the stash free of charge (despite the rest of the crew's strangled objections that we should at least get a commission)!

We slowly made our way back to base, with some serious discussion of how long it was going to be before we fragged Cash Zone.

Thursday, 29 April 2021

Gaming in April 2021

  • 4 Apr - Wasters (cyberpunk OSE) - on-line
  • 11 Apr - Wasters 
  • 14 Apr - Evils of Illmire (OSE) - on-line
  • 18 Apr - Wasters
  • 21 Apr - Evils of Illmire 
  • 25 Apr - Wasters 
  • 28 Apr - Evils of Illmire

Wasters


'Doctor' Klunk

Another deceptively simple mission which led to an epic session, stretching to five hours of play.  The job was recover a case containing precious metals, for which we would be rewarded with a datastick containing valuable information.

This was my first outing (I'd missed last week's session) with Klunk - our salvaged rescue-bot - which was something I'd been looking forward to.  A brute of a thing, he promised to be able to handle most situations that could be thrown at him.

The trip out to the target block proved pretty much uneventful.  Once we got there (a shop in an abandoned mall) we found a Wastes Hermit in residence.  We've decided that we were being too Murder Hobo-y of late, so made an effort to get on with him.  He proved a decent sort (happy to get some food packs), if a little paranoid about robots.

Exploration of the shop took quite a while and attracted the attention of several of the locals - some haywire Service Bots and a gang of muggers.  These we managed to see off without too much trouble.  The next encounters weren't so simple.  First we found that a homicidal nutter was living upstairs.  Then, as we sent Klunk around he managed to set off a couple of traps and walked in on a couple more Rescue Bots.  These were haywire and set out to 'rescue' us with extreme prejudice.  It was a close call, but we managed to deactivate them (beyond salvage, sadly), mainly by having Klunk destroy the stairs as just before they came down.  Klunk was disabled, but promised to be repairable if we could get him back to the Safe Zone.

Having found the stash, we now had an embarrassment of riches - far too much to carry.  We offered Dee (the hermit, who'd proved useful with a katana) what he wanted.  The kerfuffle also attracted the attention of a couple of Wastes Cops.  Those of our party with a price on their heads hid upstairs with the good loot, while my character tried to blag our way through, laying it on a bit thick.  Fortunately, these were the corrupt, murdering sort of cops but merely the ones who were ready to take whatever took their fancy.   

We made our own cache of loot, said goodbye to Dee and headed back on our slow return journey.  This was also fairly uneventful - a distant sighting of a survelance drone and a gang-member, and a few hours sheltering from toxic rain.


In this session we sold the datastick we'd been given as payment last week to one of the local gangs - the Street Cats - after a tense negotiation (in which we didn't get to speak), and then went to collect the rest of the loot from last week.  

Our new policy of not picking fights with everyone we meet again paid off, and despite meeting the gangsters, some annoyed cops, other Wasters and a very large haywire street cleaner we all got home again without being killed.

The Radiant Family

The job we took on this time was to go and disrupt a block that was occupied by haywire bots.  One of the problems was that this was a long way from base and it took us a long time to get there.   On the way we had a few encounters with wild animals and met a new faction (some very decent chaps who were arms dealers but had some rum views on the purity of the human race).  When we finally got to the target block we were almost immediately attacked by a Stealth Bot.  The session ended with the unfortunate prospect of a near-TPK.

Carrying on with our aim of distrupting the block, we determined to destroy a warehouse.  Not as easy as it sounded, given that it was occupied by bots, and as soon as we tackled them we encountered some nanosludge, which proved difficult to damage.  And to add to that, the noise attracted yet more bots...

Yet it wasn't without reward, there were a couple of terminals which gave our techs access to cyberspace, where they harvested what promises to be valuable data.

Evils of Illmire
  • 14 Apr
The Fearmother

When we left off last time, we'd left our petrified colleague, made our way to the Cultists' lair and neutralised the guards and Hell Hounds at the entrance with a Sleep spell.  When we woke the guards, we used Charm Person on one and our Chaotic fighter used a kill-and-take-their-face magic item on the other - thereby getting a lot of intel on the Temple.

We eventually went in and had a hard fight to make headway.  After a while, we meet the Big Bads - the Fearmother and it's High Priestess.  We ended the session in a very sticky place: - one PC was tied up (because he'd gone a little mad); one was separated from the party and facing-off against half a dozen cultists; and my Cleric was bashed into pulp by the Fearmother.

His last words were to dedicate his death to Shroom (cleansing the valley of the cultists had become a Holy Quest) and a prayer for mercy on his petrified acolyte.
  • 21 Apr
Myxomycetes has a new look...

We started this session in media res (a term that our former GM claimed was horribly ungramatical), with three PCs (one tied up) and five retainers.

Fortunately, two things happened immediately.  First, the tied-up thief freed himself and, secondly - and more miraculously - the soul of my petrified Cleric of Shroom was transmogrified into the body of a revived Mycelian (Myxomycetes was almost immediately dubbed "Mushroom Jesus").    The Grace of Shroom was further evident in the fact that he was able to use his pacifying spoors to good effect.  We were therefore able to scrape a victory.  However, one of the problems in killing a Fearmother is that they explode, causing damage to anyone within 15' - thus killing one of our two surviving PCs (as well as a retainer).

Mass suicide of the Cultists, interrogation of the Priestess and some serious looting followed.

We made our way back to the village.  Due to some very lucky dice-rolls and expediture of a lot of accrued wealth, we were able to attract some very senior clerics (most of Shroomfest wanted to meet the miraclous Myxomycetes) were were able to raise Sir Robert from the dead (just in time for his wedding to the barmaid).

From these two resurrections, you will reaslise that our GM Is A Lamb.
  • 28 Apr

With our main characters variously grieving, becoming accustomned to a new fungal state, or on their hioneymoon, we rolled up some Lv 1 characters and went out on a new adventure.  But first, they decided to play about with the magical items that the main party had brought back from the Fearmother's lair: this left one fighter transformed (permanently we think) into a giant python.

We decided to take up a commission to clear a lake of Fishmen.  To do this, we had to first approach the local tribe of Froglings, who we were told could provide us with a means of breathing underwater.  We were also advised that before they would do this, they were likely to ask us for help in their long-running conflict with the Mantismen.  We thus wandered into the swamp, we ambushed a hunting party of Mantismen and took their heads as gifts for the Froglings.  This got us an audience with the tribe, but we were told that the price of their help would be the head of the Mantis Queen...

Saturday, 3 April 2021

Gaming in Mar 2021

  • 3 Mar - Evils of Illmire (OSE) - on-line 
  • 10 Mar - Evils of Illmire (OSE) - on-line
  • 14 Mar - Wasters (cyberpunk OSE) - on-line
  • 17 Mar - Evils of Illmire (OSE) - on-line
  • 24 Mar - Evils of Illmire

Evils of Illmire
  • 3 Mar

This session was based in the village of Illmire itself.  We had been gradually learning that something was amiss - old illnesses, people going missing and the like.  During a session which I'd missed, members of the party had scouted out the Old Temple and come to the conclusion that the recently-arrived priest and his followers (who were 'renovating' the building) were up to no good.  We therefore decided to have a more thorough investigation.

Yet our snooping hadn't gone unoticed.  On the way to the temple we were tricked into the local tavern - The Waggoner's Rest.  There we found that the usual staff were missing and we were waylaid by half a dozen cultists (Oh yes!  The Temple has been taken over by an Evil Cult!).  A prolonged encounter took place, a major (and probably deciding) feature of which was the use of Holmund's trusty wand of fireballs.

Interrogation of the few surviving assailants confirmed our suspicions.  The cult were worshippers of a creature that fed on fear (a large one in the swamp and a smaller one in the temple cellar), the village well had been poisoned with fear potions and human sacrifices had been taking place.  Most worryingly, the next sacrifice was due to be the barmaid from the Waggoner's (to whom one of our party had formed An Attachment).

Armed with this knowledge, we advanced on the temple at the head of a mob of villagers and had a brief parley with Fr Rand, the Chief Priest.  Under cover of the mob's activities, we crept around the back and let ourselves into the crypt...
  • 10 Mar

...where we found all sorts of incrimidating evidence and useful kit.  We avoided the Thing in the Cellar and moved up into the body of the Temple itself.

Where another long combat took place.  

Suffice it to say, after careful scouting and planning, the cultists were defeated, the barmaid rescued and there was tea and loot all round.  Huzzah!

  • 17 Mar


First, a bit of RP shtick interacting with the NPCs and establishing that one of my clerics was going to remain as the village priest and take an oath to cleanse the place (getting the Temple's super-dooper magical weapon in the process).  We then went and sorted out the Thing in the Cellar (which apparently was a baby compared to the Thing in the Swamp).

  • 24 Mar

Having dealt with the cultists and the Thing in the Temple, we now turned to the bigger picture.  We had already learned from some of our captives and incriminating documents that the cultists had a camp in the swamps, and that the Thing was just an infant of the object of their worship - the Fearmother.  We updated the village authorities on the cultists' activities and got their support for, and promise of a reward on, the destruction of the main camp.  My cleric renewed his vow.

We then headed out to the swamp, with one of our captives as guide.  We had a brief encounter with a Mantisman, which (surprisingly for us went off peacefully) before setting up camp.  Unfortunately, during the night, we encountered three Cockatrices.  A nasty combat followed.  The upshot was that my cleric was left petrified (literally 'left petrified' - we covered him up with some leaves and moved on).

The next day, we reached the Cultists' camp.  We had just taken out the guards and accompanying Hellhounds when we call the session to a halt.

Wasters


For various personal reasons, I hadn't taken part in our on-line Wasters campaign since 14 Jan (and in the meantime, the game had shifted from fortnightly to weekly).

In this session we undertook what seemed to be a simple job - to follow the directions on a datastick (given to us as payment for a previous job) which promised to take us to a big stash.  This turned out to be an epic task (a 5-hour games session!) that resulted in death and mayhem.

Almost as soon as we reached the Wastes, we were waylaid by a couple of cops-on-the-take.  They gave our newly-bought handcart a good going over, but found nothing.  We tried to persuade them that we were low-level scavengers, looking for scrap metal.  So far, so good, but this was going to come back and bite us on the bum later.

A couple more small encounters occured before we reached our target - another waster and some rattlesnakes.  We even had the good fortune to find an old ruined bot that our Tech claimed was repairable (on to the handcart it went!).  We found our target house, but night was drawing on so we made camp in a nearby ruin where we could keep a watch out for any activity there.  A hireling fell asleep on watch, so we were all awoken by the sound of a group of scavenging birds attacking our gear.  One of my hirelings foolishly waded in to shoo them off, only for one of them to nip an artery, causing him to bleed-out on the spot.

The target building seemed uninhabited, so we moved in.  It proved to be quite trappy, to have some structural instabilities, and to be home to some feral dogs, but we eventually recovered the stash (both obvious and hidden).

With various bits of loot (cash, jewelry, advanced tech weapons and even fine dresses) and a damn big bot on the cart we were heavilly-laden.  We started our slow way back.  We soon encountered another group of Wasters and got involved in a nasty conflict with them.  Two were killed, but the survivors managed to hoist some loot off the handcart as they ran off.

And just as we reached the boundry of the safe zone...

...we encountered the donut-guzzling cops again.  Again they went through the cart.  We tried to fob them off with the dresses and some cash, but they made a move to frisk us.  As the really good valuables we hidden on my character's person, he wasn't having any of that.  I turns out that cops are tough!  Three of our crew were killed in the ensuing firefight.

Nevertheless, some of us got back.  It turned out that the bot we'd scavaged was repairable and, as an ex emergency services rescue-bot, very useful.  He was repaired, co-opted into our crew and christened Dr Klunk.