Showing posts with label Dying Star. Show all posts
Showing posts with label Dying Star. Show all posts

Sunday, 30 August 2020

Gaming in Aug 2020

 ROLE-PLAYING GAMES

  • 16 Aug  - The Tonisborg Dungeon (on-line)
  • 23 Aug - Call of Cthuhlu (face-to-face)
  • 26 Aug - Blackmoor (OSE) (on-line)
  • 29 Aug - Dark Sun (on-line)
Original D&D - The Tonisborg Dungeon


I discussed this one-shot briefly here.

Call of Cthuhlu
  • 23 Aug

This was by way of a birthday treat.  It was my first face-to-face session in over six months, and it felt great!  I introduced 'the Home Group' to Call of Cthuhlu, playing the 'Edge of Darkness' module from the 7th Edition Starter Set.  

It went down very well.  After a couple of false starts with unecassary intimidation (and "I shoot the nurse!") the group got settled into the idea of investigation and spent a lot of useful library time.  We got much further into the scenario than I expected - I'd thought that it might take three sessions (if they wanted to go on past the first), but they're more than half-way through and are planning the next.

In prep for the next session I've statted up a NPC who they had dealings with as a spare in case of character death (I may also do a second, just in case).

It was also the first time I'd been Keeper in a Call of Cthuhlu game, something I'd been looking formward to.  I must have been doing something right - the mother of one of the players claimed that she had nightmares!

Blackmoor (OSE)
  • 26 Aug
The first session of this Blackmoor-based old-school game saw us mapping on behalf of the the Tunnel Fighters Guild of Booh.  I got to play a cleric of my favourite petty god - King 'Shroom.  Dozens of giant rats and goblins were encountered.

Dark Sun/Dying Star

  • 28 Aug - The One With the Tortured Templar and the Vegan Undead


This was our last session in this setting for a while as Dave focusses on the Blackmore/OSE.  I've missed the last few (three?) sessions, so had a bit of catching up to do.  We continued on our mission(s) in the Ziggurat of Tyr.  Torturing a Templar, defeating the Undead Guardians (50 of 'em!) and a couple of giant psychic centipedes.  Much fun was had!

Sunday, 16 August 2020

Gaming in Jul 2020 (And Some Wider Thoughts)

This is a post is very overdue.  Regular readers will know that I try to give an overview of the month's gaming, and often do it in the very early days of the next month.  Often I have written up my notes of the various sessions and link to them.

Well, several things have conspired against this for July/August.  First is a positive one: for me furlough ended on 23 June and in the journey back to 'normality' I've pulled a lot of six-day weeks.  Because of that I've been too busy or tired to sit down and write up session notes (they may eventually come, but the longer I leave them, the less important they are - and most of them seem to be from June).  Secondly, a major blow in my personal life means that I've withdrawn from gaming, social media and some social stuff altogether.  But as I write (on 16 Aug) I'm getting ready to play my first game in well over a month, so I want to get this draft post out of the way.

Of course, the 'campaigns' have moved on in my absence.  Both of those I was in were (intentionally) limited to 8-10 sessions and they are now ending.  As this might be my last write-up, I'm going to give some opions of them.

ROLE-PLAYING GAMES
  • 3 Jul - Dark Sun (Online)

Dark Sun/Dying Star


3 Jul - The One Where We Went Underground and Had Spider Flambe

Following on with our party's reluctant involvement in the politics of Tyr, we have been engaged by a couple of groups of rebels to do (mutually incompatible) missions in the Under-Tyr.  So we went underground and have a traditional dungeon delve.  We were rather too cautious and indecisive for my liking.  Dave talks about it here.  There have been several subsequent delves which I've missed.

This min-campaign is drawing to an end.  I enjoyed it a lot (follow the link to my write-ups), but to be frank I enjoyed it more when we were a bit more free-flowing and sandboxy than when we got involved in the politics that are part of the canon of the published literature.  That's not to dis the GM or my fellow players: quite the opposite, the relative freedom of the earlier sessions brought out some great creativity.

ODD Sci-Fi


After a few Jobs that I missed, the crew of the Bastion have now suspended operations.  This is a great shame, as I think the game had legs (but better to go out on a high). 

I enjoyed these sessions a lot (no surprise to those who know that I've a great Firefly and sci-fi fan).  I will miss the characters that our players developed.  It was an experiment by our GM, who wanted to try out the Electric Bastionland/ODD system, but disliked the EB setting.  Well, the system I think works very well.  It is very light - it can be explained in a couple of pages*.  Indeed that's part of the problem people have, because the product does that, and then the rest of the book is very setting-specific.  I don't have a problem with that, but then I suspect that I would quite enjoy the setting anyway.  Not everyone has Dave's way with creating his own settings (which as I've hinted takes and twists the tropes of such things).

WAR GAMES

I still haven't written up my quick-ref precis of Blood, Bilge and Iron Balls or indeed played a game since last May.  This is a shame because (as you all know), 6 Aug was International Naval Wargames Day, being Fred T Jane's birthday.

However, co-incidentally, I have bought a copy of  Battle of Trafalgar 1805 by Florian Richter and Peter Denis in the Fleets in Profile series which Helion & Co have produced*. This includes colour profile models of every ship on both sides and is a bargain (as we know, teeny-tiny ships are horribly expensive!).

*The only other title I've seen in the series is Armada 1588.  There are more titles in the Paper Soldiers series, some of which (PLUG, PLUG) Diplomatist Books carries.


Tuesday, 30 June 2020

Gaming in Jun 2020

ROLE-PLAYING GAMES
  • 5 Jun - Dark Sun (Online)
  • 15 Jun - ODD Sci-Fi (Online)
  • 19 Jun - Dark Sun (Online)
  • 28 Jun - ODD Sci-Fi (Online)

Call of Cthulhu: Forget-Me-Not


Episode 5 of this game - Armed and Dangerous -  is now on-line.  Our merry band gain access to weapons and cocaine, and of course end up killing a hobo.  This is one of the sessions from March which I couldn't make and therefore doesn't include my character.

Andy Goodman, the Keeper, discusses the experience of running the game here.

Dark Sun/Dying Star

5 Jun - The One With (Legalised) Highway Robbery and Frayne's Undead Army.  Written-up here.

The second part of our journey to the city of Tyr carrying a secret message of the upmost importance.  We encountered extortionate elves and an army of the undead.

19 Jun - The One With Politicians, Stabby the Retainer and Sacks with Legs.  Written-up here.

We deliver our message to the Tyr rebels (who turn out not to be Men of the People) and discover that people aren't to be trusted.

ODD Sci-Fi


14 Jun - A Quick Meet-and-Greet Job (Part 2).  Written-up here.

This saw the completion of our crew's first job, with a confrontation with the forces of law and order on the final frontier.  Two of our other crewmates joined us (only for one to be killed).

28 Jun - Into the bowels of Christopher Hemsworth

In which we do a quick smash-and-grab on an ancient colony ship only to find space-cannibals and a crazed-AI.

Friday, 19 June 2020

Dark Sun No 4: The One With (Legalised) Highway Robbery and Frayne's Undead Army

Dark Sun, 5 Jun 2020 (online session)

Fifth session of an on-going campaign. 

Dave
Game Master

Edwin
Garrok
Wandering Mul Druid (Lv.2)


Tom
Frayne
Human Templar (Lv.2)

Follower: Rajal (II)
Spencer
Geo
Half-Giant Ranger (Lv.2)

Follower: Vacancy
Ian
Fribb
Halfling Psionicist slave (Lv.2)


Aengel
Gre’kkt
Thri-Kreen Druid Trader (Lv.2)

Follower:  Seemingly Fribb!

Seph
Unayra
Halfling Assasin (Lv.2)
Follower: Unnamed Elf slave.


The Story So Far...


Following our rescue of the Rebel Princess retrieval of the radicalised heiress we have learnt that she is part of a wide-spread network aiming to overthrow the Sorcerer-Kings of Athas.  She has information that leads her to believe that it is essential that her counterparts in Tyr – The Veiled Alliance – postpone their revolt.  With the promise of rich rewards, we have agreed to convey this message from Urik to Tyr.


Our last session ended just as we had defeated psychic attacks from a Gaj.

On The Road

Sweet, eh?
Despite our lack of rest, as the unforgiving sun set we determined to press on and make as much headway as possible in the cool of the night.  As if an omen (for ill or good?) one of Gre’kkt’s cargo of silkwyms hatched.

As we headed west to Tyr, Unayra speculated about the nature of the dragon we had seen attack Ulrik, and even suggested that we turn around and make the long journey back to the city in order to investigate. 

After two hours of listening to her prattle on, Geo spotted lights on the road ahead.  We had reached the crossroad oasis of Silver Springs.  Gre’kkt, a seasoned traveller in these parts, advised us that the oasis was owned by the Elves of the Silver Hand, who charged a levy for entry into the walled-settlement and ran a disreputable bazaar.  True enough, as we got closer we saw that the road ran through a toll-gate guarded by two elves.  The suggestion that we go and investigate the bazaar was greeted by an annoyed chittering from Gre’kkt, who withdrew with her kanks and insisted that she would skirt around and meet the rest of the party on the other side.  Fribb followed his new mistress, and after some consideration, Geo joined them.


Therefore it was Frayne, Garrok and Uranyra who approached the gate.  They were somewhat taken aback by the size of the toll, which Frayne managed to pay.  When the guards made a further charge for the beast of burden, it was only met by Garrok offering one of the casks of brandy he had stolen while hiding in Kurlak’s cellars.  This was so warmly received that one of the guards advised them that “if they wanted a cushty deal” they should seek out his cousin Bravelthook.


The bazaar was hectic.  As soon as the travellers entered the narrow, crowded streets they were set upon by carpet sellers, food vendors and beggars.  Even Unayra was unable to intimidate the urchins, and in the end was forced to part good coin for an obsidian dagger (though she was secretly delighted with its dragon-motif).

Bravelthook proved to be the dodgiest of dodgy traders.  Having ensured that they were not observed, he whipped back a carpet to reveal six leather sacks.  These, he claimed, contained the finest unprocessed iron ore – worth a fortune.  Garrok quickly ate one of his enchanted fruit – in this case a pear endowed with the power of Divination.  Much to his surprise, this confirmed the elf’s story.  Negotiating was quickly settled: Garrok exchanged three of the casks of brandy for three sacks, while Frayne bought the other three with more conventional payment, Unraya, having spent her worldly wealth on the dragon dagger, watched on.  As soon as the deal was done, Bravelthook packed up his belongings and disappeared into the throng.

Meanwhile, as Gre’kkt, Fribb and Geo circumnavigated the walls, they noticed a storm in the far distance heading towards us.  They hastened to the Western Gate, only to find the rest of the party astonished at being charged to leave the oasis!  Gre’kkt could barely hide her amusement.

The party continued on its westward journey, keeping a wary eye on the approaching storm.  Geo’s weather-sense was that there was something un-natural about it.  Gre’kkt took out her auger stones and performed one of the druidic rituals of her kind.  “Does the storm have hostile intent?” she asked, “Yes” came the answer.  After travelling for a further half-hour, it was clear that we couldn’t outrun the storm and we prepared camp to hunker down.


As the storm enveloped the camp, blotting out what little light there was, the party heard the sound of many marching feet and were terrified to see an army of ancient, desiccated corpses approaching them.
 
"Part the Dead, see!"

Gre’kkt cast Turn Undead, but merely managed to make a slight parting in the oncoming wave of zombies.  It was here that Frayne’s true power as a Templar of Hamanu, Sorcerer-King of Urik, Lion of the Desert, became apparent.  As he blew his battle horn and cast Turn Undead, they obeyed his commands!  Over the next few hours, Frayne managed to Turn around 70 of the zombies, who formed a protective barrier between the party and the rest of the horde.  At dawn the storm dissipated and the zombies sank back into the sand: all except a company of 31 – the survivors of Frayne’s Undead Army. 

These zombies continued to obey Frayne’s orders, and accompanied the party onwards towards Tyr.  Before we reached the city outskirts, Frayne ordered them to hide themselves in the dunes in the hope of retrieving them later.

Reaching the city was a blessed relief to the travellers, who had not rested for some time.   After being questioned by the Templars at the gates, who were told they were traders from Urik, they found a tavern and retired to the common room for glasses of fermented Kank Liqueur (for the Ladies) and pints of Tyr Brown Ale.


Saturday, 6 June 2020

Gaming in May 2020

WARGAMING

Blood, Bilge and Iron Balls

17 May - Battle of San Domingo, written up here.
27 May - Single ship action, written up here.

It's been an age since I've done any wargaming, so I was pleased when I finally got my act in order to do some solo naval wargaming (a very long-term aim!).

As I've been reading about the C17th and C18th navy recently, I pulled out Blood, Bilge and Iron Balls, which is an age of sail (well, Napoleonic) set of rules.  It's a nice, simple set of rules, without the complexity which is the bane of naval wargaming.  Way back in 2014 I took part in a play-by-post game, which I enjoyed (there's some eye-candy in the blog archives if you want to look at it - Clint, the host had some rather nice models he set up for us).

Wanting to do a fleet action, but wanting to keep it manageble, I played using the order of battle for the Battle of San Domingo.  It was a learning experience, but BBIB plays well.  I'd like to master this before I try any of the more complex rulesets.  I'm going to have to do a bit of work making my own aide-memoire before I play again.

Sir Henry Fearless
 in command
On 27 May I cleared the decks (well, the kitchen table) for a quick ship-on-ship action, with two 38-gun frigates meeting.  It was a bit of an eye-opener, showing how the draw determining the turn action can seriously affect the outcome.  The British figate was completely out-classed.  She had lost two masts and three-quarters of her effective crew, with damaged steerage and four fires.  Her captain had no choice to strick her colours at the end of the six turn - without having fired a shot!  

A demonstration of superior French seamanship and gunnery.


ROLE-PLAYING GAMES

  • 3 May - Call of Cthuhlu
  • 8 May - Dark Sun
  • 17 May - Melcher's Vale
  • 22 May - Dark Sun
  • 30 May - Gordon's Alive!
  • 31 May - ODD Sci-Fi

Call of Cthulhu: Forget-Me-Not

3 May

RIP Charlie
Well our Call of Cthulhu game came to an end.  And it was suitable climatic.  Our party of investigators from the tv programme 'The Supernatural Files' finally got to the bottom of what had happened in the Cooper House and met the Big Bad.

It didn't end well for the party or for the world as a whole (upon which we unleashed a great evil).  My character Charlie was likened to the cook from The Shining: he spent four weeks trying to get back into the action only to meet a particularly interesting death (but not before killing a cop and developing a new form of madness).

This was my first taste of Call of Cthulhu, which I'd been wanting to play for some time.  I enjoyed it a great deal, helped of course by being among a fine group of players and having Andy Goodman (a master of the art) as a Keeper.  I certainly would like to play again.  I know the contemporary setting isn't typical of CoC, and might want to try something a little more jazz-age and pulpy next time.  That might yet happen.

Episode 4: Lung-Flesh and Toad Gods which we played on 27 Mar is now on-line.

Dark Sun/Dying Star

8 May.  Written-up here.
22 May.  Written-up here.

Met a beastie...
This fun campaign continues.  We completed our first job, but have been comissioned to do a follow-up that involves high matters of state...

The Black Hack2/Melcher's Vale

17 May

This was our last venture into Melcher's Vale for a while.  Having run an average of two sessions a week for the last six months, Dave wants to rest and rethink.  He promises to take us back once the creative juices have refreshed.

Lady Elvira
This session focused on one of the patrons we have been dealing with - Lady Evira Bund.  Two of us - my character Bolton and a fighter called Bodar - had fallen under her shadow.  We'd been feeling rather drained of late, developed an aversion to sunlight and an appitite for spiders.  Perhaps to boost our spirits, Lady Elvira had annonced a masked ball at which we would be welcomed fully into the Bund clan and 'the most ancient form of nobility in Shroudwick'.

Well, we were shocked (shocked!) to discover that the Bunds were really vampires.  Bolton and Bodar received Lady Elvira's 'kiss' and were turned.  We were then invited to drain the blood of a victim to complete our initiation.  As these victims were our companions, much to-do followed.

In the end the Lady was killed, leading to the destruction of her followers (Bolton and Bodar escaped this fate as they hadn't completed the ritual).  Having been Turned, Bodar fled the mansion, and drained the lifeblood of the first passerby he met (fun was had with random NPC generation).  He has completed the transformation and is now completely a vampire (though without a without a sire - does that make him a Ronin?).

Bolton, who had been caught in a web, didn't complete the transformation.  Unfortunately, during a skirmish with the Bund retainers he was staked and turned into a pile of ash (a one-in-six chance once he was reduced to 0 HP).  However, one of our party has a pot which will re-incarnate the soul of a cremated being...


Dave has indicated that if the resurection pot is used, Bolton's soul might end up transmuted into Stuart the Monkey Porter.


Gordon's Alive!  (ICRPG)

30 May


I played Ditmo, robotman

Another one of Pete the Dragon's one-shots using the very playable Index Card RPG system and using a nifty virtual table top (I thought the images Pete selected were particularly good).

In this one Andy, Spencer and I were prisoners of Ming the Merciless on our way to a life of servitude in the Radium Mines. During our inevitable escape, the rocket-ship we were in crashed into one of the swamps of Arboria.  What will our heroes do next...

Cracking fun!


ODD Sci-Fi

31 May - Written-up here.

And on the last day of the month we started a new game, the first episode in a new campaign.  This was a sci-fi adaptation of the Electronic Bastionland ruleset.

Dave's pitch is
  • The core worlds are owned by the corporations.
  • The savage frontier is inhospitable. Adapting to life on the fringe means becoming something not quite human. You have to go into deep space to get anywhere. Some parts are better travelled than others, but all the same deep space warps people in terrifying ways.
  • There was an ancient race of alien precursors. Their technology was far superior to ours, but that did not stop them from being utterly destroyed.
  • You are damaged goods.
  • You have incurred a colossal debt and have a share in a spacecraft.
  • Now get trucking
The rag-bag crew of the Bastion took up a contract from a collector to extract an alien artifact from under the noses of one of the mining corporations.  There was a distinct frontier feel to the game, this session being book-ended by bar fights.


My character was a mutant with an uncommonly fierce firearm.  I picture him as Jayne Cobb with chicken feet.

Monday, 25 May 2020

Dark Sun #3: The One Where We Got Kanks All Round and Another Mission


Dark Sun, 22 May 2020 (online session)

Fourth session of an on-going campaign. 

Dave
Game Master

Edwin
Garrok
Wandering Mul Druid (Lv.2)


Tom
Frayne
Human Templar (Lv.2)

Follower: Rajal (II)
Spencer
Geo
Half-Giant Ranger (Lv.2)

Follower: Vacancy
Ian
Fribb
Halfling Psionicist slave (Lv.2)


Aengel
Gre’kkt
Thri-Kreen Druid Trader (Lv.2)

Follower:  Vacancy

Seph
Unayra
Halfling Assasin (Lv.1)
Follower: Unnamed Elf slave.


The Story So Far...


Sirdar Kurlak of House Kurlak
Our party had been hired by Sidar Jai Kurlak, head of one of the merchant houses of Urik, to recover his daughter Aspis, who had apparently been kidnapped by a group of escaping slaves.   When we caught up with them, it turned out that Aspis was a willing victim and was aiming to start an uprising that would destroy her father and the basis of the Urik economy.  We declined to assist her, knocked her out and got her back across the desert.

Once we returned to Urik, we found the city under attack from a dragon and in chaos.  Kurlak was preparing to escape to his country estate and was unwilling to pause to pay us.  We reluctantly agreed to act as guards for him and his party.  While travelling across the city, we were ambushed by a party of elves.  Aspis originally helped them, but once she saw her father seriously injured changed her mind.  We defeated the elves and, as the dragon had gone, returned to the Kurlak Mansion.

Aspis Dumps Some Plot

Back at the mansion, Jai Kurlak rested and took refreshments, allowing his daughter to deal with our business (he had received healing from Frayne and Garrok). 

The rebel princess
Aspis found an excuse to send Frayne away.  

She made a half-hearted apology for her actions and explained that she now realised that we were people to be taken seriously.  If we would listen, she could offer us a mission that would not only be of the utmost importance, but would be worth our while to undertake.  

She had excluded Frayne because, as a Templar of Hamanu the Sorcerer-King, she did not know if he was to be trusted.  She explained that she is a leader in a conspiracy to overthrow the king and that the slave revolt was to be the first step in this.  

A similar revolt is to take place in the city of Tyr to overthrow their own tyrant.  Aspis is in contact with the rebels there – a group of mages known as the Veiled Alliance.

A crystal of the
purest green
However, now that the dragon had appeared her plans have changed.  It was known that Hamanu planned to send an army attack Tyr.  She believes that the dragon’s arrival will only hasten this attack.  If the Tyr uprising takes place, that city will be weakened and fall to Hamanu: if that happens, he will be in such a strong position that any attempt to overthrow him will fail.  Both cities will remain under his rule.

She therefore asks that we take a message to her opposite number – Agis of House Astricles – asking him to postpone the Alliance’s plans.  She gave us an olivine crystal as a token to present to him (and with a hint that it may be of other use to us).

Rewards are Dished Out

At this point, Gre’kkt and Garrok pointed out that we had been of much service to House Kurlak already.  We had fulfilled our contract to retrieve Aspis, and had saved the life of the Sirdar himself.  During these actions, several of our retainers had been killed.  We had not yet received payment.

Kurlak immediately saw the point.  With the city in turmoil, he could not give us cash, he said, but he did have several family heirlooms of great value.  He promised that if we undertook Aspis’ mission, upon which the future of his House depended, much more would follow.

First, he wished to compensate Gre’kkt for the death of her nephew, who had been killed during the fight in the marketplace.  He presented her with the slave Fribb.  Fribb “was not very intelligent, nor particularly appealing”, but he was loyal; he had done much reliable service to House Kurlak.  Gre’kkt also received a bladder of the finest brandy and a promise to further her trading ambitions.

Frayne, who had now returned, received a suit of armour and a shield; Geo, a bronze amulet of strange design; Unayra, an iron dagger; and Garrok a bowl of fruit each blessed with miraculous powers.  In addition, and to hasten our passage to Tyr, Kurlak presented with us three mounts with tents and letters of passage as agents of House Kurlak.

Gre’kkt additionally, negotiated for equipment to incubate her silkwyrm eggs and left her broken metal sword with him for repair.   

The Feds Arrive, and Frayne Makes a Choice

As this point, a slave rushed in and announced that a Templar was at the gate, demanding admission.  Kai and Aspis urged the party to retreat to the wine cellar.  Frayne offered to remain, in order to soothe things over, and Unayra hid in a nearby pot.
 
Antephos and his assistants
The Templar, who was accompanied by four half-giants, turned out to be Antephos – an old rival of Frayne’s late master and his nemesis.  He demanded that Aspis accompany him and face questioning regarding her recent activities.  Frayne’s attempts to talk him out of this were unsuccessful and things looked bleak.  Aspis again took matters into her own hands, casting a spell which destroyed two of the giants in a gout of flame.  In the ensuing fight, Antephos and his giants were killed.  The party concluded that it was time to get out of Urik, and left Kurlak with the task of disposing of the bodies.  It was hoped that the Sorcerer-King never learned of Fraynes part in this.

As we left, Aspis told Frayne that she was grateful for his attempts to protect her: she now looked upon him in a new light...

On the Road

The party took the main road south to Tyr.  In leaving the city, we again noticed the devastation wrought by the dragon: ruined buildings and desiccated bodies. 

We camped through the day, and travelled at night.  We met a slave caravan heading north and, exchanged news with them.  They advised us that they were probably the last caravan to come out of Tyr as King Kalak had commandeered all slaves to work on a mad project to complete his giant ziggurat.  Indeed, they warned, as we travelled south we should be on the lookout for Kalak’s forces rounding up more labourers.

We did indeed see such a pressgang on the road and, forewarned, was able to avoid it.  From then on we travelled off the main highway.  We made camp in the stony barrens.

Several of us had strange dreams, reflecting our worse fears.  Fribb woke to find himself abandoned, his new mistress a diminishing dot on the horizon; Garrok found himself forced into combat with Gre’kkt; Unayra found herself in a cage, captured by the pressgang.  Gre’kkt – who of course, needs no sleep – was on watch and puzzled that Fribb and Garrok were each calling her name in their sleep.  She attempted to wake Garrok, only for him to attack her.  She shrugged him off, and went to rouse the others.


It turned out that a Gaj had made its way into Fribb’s tent and was making a psionic attack.  Both Garrok and Gre’kkt were paralysed with overwhelming fear. Unayra was able to make some hits, and finally Geo was again able to put his trusty impaler to good use.