Wednesday, September 27, 2023

Traveller Bounty Hunter, Session 2 Recap

After returning to Checkmate Acquistions headquarters for a brief nap and regroup, Shintari and Anastaisa head to the port. The class A starport on Zeng is a huge complex, though most of it is set up for the Imperial Navy and Scouts. Perhaps 10% of the actual port is for civilian traffic. 

They meet up with Charlie Michelson, who is running his 4 autobot cleaners across Annex 43. He is at first disappointed that the film crew for On The Hunt are not there, but Shintaro explains that they want to set things up and make sure the conversation goes smoothly and will be ready for recording and broadcasting later. They find that Charlie saw a blond woman and two men go through the Navy security gate. This particular gate is often used for Navy personnel returning from shore leave but is still guarded well as it does lead to the Imperial Navy's section of the port. Charlie said he has spoken with a Jan Voohikan, a Navy captain working the case. The blond woman and the two men did not look like Navy, and Charlie has seen a lot of Naval crewmen return to the base in all sorts of states. 

At this point, Mac, Wild Bill and Martha, the film crew, show up. Mac starts getting things moving while Bill sets up his records, and Martha sets the 3 camera drones to start getting some blocking and background shots of the starport annex. A small crowd gathers to watch the interview process. A few more Navy personnel show up at the security gate, including an officer or two at least. Charlie shares the autobot cleaners footage of the group entering the Navy base, but the footage does not give enough resolution to identify the group. They have low-res cameras and lidar to avoid people while cleaning floors, not for surveillance. Though now I am thinking that could make a good way to spy in public spaces in Traveller. 

During the discussion, Charlies lets them know that Lisa also works the same shift as he does, over in the OnePrint shop, a news and printing service. As the shop may have better security, they talk to her. It turns out that the shop sells local and regional tourist things, as well as having an extensive library of books. Anastaisa decides to get an actual printed volume of War and Peace, and while not getting the top-of-the-line acid-free paper, Smythe binding, pseudo-leather cover and satin ribbon, she does get the book maker to manufacture a decent book. At a cost of Cr15. Yes, my Traveller universe has Makers, but some are a bit smaller and make books. People in the future still like to have physical things. And I personally prefer real books (as I type on an electronic story...)

The security cameras from the shop only cover the shop area, though Linda does mention that the SPA cameras would have high resolution 3D imagery. And while I strongly hinted that between their admin and advocate skills they could probably get access to the recordings, the players decided that they were at a dead end. 

Sitting down and having a coffee, one Navy Lt. Pratricia Kern walks over. She lays it on the line: yes, Navy Intelligence would prefer to capture Katja Rigg themselves, they want her captured at all costs. Which is how the bounty got put out a day after the explosion. She lets them know that the two Naval guards are both being interrogated by her boss, Capt. Voohiken. They were bribed but not aware of Katja's ID: they thought she was just another Navy junky who wanted a quick peek at the shipyards. A few hundred credits and promise to be fast and she was in. An hour or so later she left, and not long past that the explosives took out the INS Far Stretch, the Imperial courier. Our group also notices one of Martha's drones perched up high. This area of the starport is probably 3 stories high, but those drones have 360-degree views with very high-definition cameras. They have done this before, and their commdots can be linked to the drones, so our bounty hunters are recording this conversation just in case. They are used to Martha recording things after several episodes of their show.

Handing them her card, Lt. Kern follows up that she will be available if they need more, and that her card would also aid in getting access to the SPA's security. She also gave them the list of civilian ships that have come and left in the last few days:

Incoming last 7 days (other than Navy or Scout ships):

  • Free trader (type A2), Empress Natashia. Left night previous to explosion
  • Subsidized merchant (type R) on charter from political group bringing in an executive party from a neighboring system to plead for aid. Still at the port. Giddy Up
  • Subsidized merchant (type R) on free trade status, Fat Chance. Left day before the explosion

Leaving last 3 days:

  • Seeker (type J). This ship may be on a trade mission or may be prospecting on the moon. Hopper, heading to the Belt in the Zeng system
  • Free trader (type A1 ), Empress Natashia. Left night previous to explosion. Destinatin: Agdarmi
  • Far trader (type A2) leaving system, Empress Brooke. Had been there almost 2 weeks. Destination: Oriryu

  • Subsidized merchant (type R) on subsidized merchant route.  Carrying mail and loading up on aid supplies. Gilded Princess, heading to Sorel

And that is where we left that session.



Unfortunately, despite Zeng being fleshed out in my head pretty well, I don't think I am getting the "feel" across to the players. And they do prefer fantasy or more pulp science fiction games, so I am thinking as much as I enjoy it, they are not enjoying it as well. Dry, rather than juicy was mentioned. Part of this is that every time I run Traveller with the current group (even years before) they always play the straightlaced Imperial citizens. Even as bounty hunters, they don't want to carry weapons, even though the stunners are allowed in the port (well, they do have their stun sticks). Of course, in a high-tech world like Zeng, and especially in the port, there are cameras and things. So getting caught is a lot different than a fantasy game. In the end it is my failing - while I really enjoy Traveller, both MTU & OTU, the wide divergence of play style from fantasy RPGs, as well as the lack of an established sense of what the technology has available, detracts from that. For those who play Traveller a lot, there would be a lot more digging into the differences in the tech levels, how to use their skills to better things, and all that stuff. I think if I run Traveller again, I'd much prefer the players to generate not only their characters, but also at least describe their home worlds and systems. None of them want to actually roll up the worlds (and I'd go full Book 6 on that!), but from the descriptions I can establish the details. And then we could establish at least that corner of the universe and perhaps they would "understand" at least that MTU. Unless they wanted to roll up the system as well, but this group is NOT a crunchy rules group. We play a lot of rules-light games. I'd really like to get back to games and get better at understanding the rules, as for me that is a lot of the fun. And while we do play for much longer than the previous 1-to-2-month cycle, we rarely go back to an earlier game. We talk about it a lot, but everyone one keeps getting more games, and wants to play and run that. One of the reasons I stopped buying games - I want to get good at the ones I have. I prefer a more in-depth approach to a lot of things (probably one of the reasons I write software: it is ALL details!) Just a difference in how we play and enjoy the games. Which does make for some fun games, and I appreciate getting to play at all. 

I did do a survey of our group using the types of players as described in Robin's Laws:

3/4 picked "the story teller", much more interested in telling a story and not preoccupied with XP or levels: The Storyteller: Like the method actor, is more attuned to the roleplaying side and less interested in XP or levels. More interested in taking part of a fun narrative that feels like a book or movie than strict identification of his character. Quick to compromise if it moves the story forward. The other was a butt-kicker: The Butt-Kicker: wants to let off steam with a little old-fashioned vicarious mayhem. Picks a simple, combat-ready character whether or not that is the best route to power. Wants to let off steam and prove his superiority over all who would challenge him. May or may not care about the rules as long as he gets plenty of chances to clobber things.

Bottom line: I need a better way of running Traveller for this group. The way I played in college (where 3 of the 5 of us all had dog-eared copies of the game as it was our primary game we played for years) does not work here as that group knew Traveller and we all played or ran the game pretty much the same way as each other. At a guess, the first several sessions may have been "dry" but as we played most Fridays for 5-8 hours (yeah, I used to stay up late!) we all figured out Traveller. Heck - one of the players created an Aslan font. And this was in the early 80s, so way before the internet gave us all these cool tools. Another player actually had Vargr custom tags - yes, we were really into Traveller! Which goes back to my really wanting to play a system enough so that I can understand the rules. And I actually like crunchy rules (again, I write software. It is also all crunchy. Been doing that for 40+ years so apparently, I do like crunch!)

Saturday, September 23, 2023

Traveller Bounty Hunter, the Ship To Be Named

I used the fairly simple Mongoose v1 ship rules to create their ship. Based on the 0-Hr Tachikaze Interceptor, it is a 30-year police pursuit craft that has seen better days. But is is also how they can afford it: the new 40-year mortgage is for 1/4 the original price which was just over MC120. And also, they have a bit more income than normal as they are the stars of the On The Hunt holo-series, a reality show about bounty hunters. And they also do product placement for Instellarms, LIC. 

Working out the basic costs, I get the following:

Monthly costs:

                Pilot                        Cr6000

                Navigator               Cr5000

                Engineer                 Cr4000 x 3 = Cr 12,000

                Life Support           Cr2000/person (x5 crew = Cr10000)

                Power Plant fuel   Cr2000

                Mortgage               Cr125,000 (MCr30 / 240 payments over 40 years)

                ==========

                Cr159,000


Which for starships is not so bad. And also, the PCs will fill in 3 of those roles, so we can really subtract that. Life support I am going with Cr2000/person/month which is how I read those rules. Though I think Classic is Cr2000/person/week but that always seemed really high to me. Regardless, house rule if nothing else!

We also need to figure out how much they are getting paid, both from the residuals for the show and their sponsor, Intstellarms. A search indicates that a popular bounty hunter in real life gets $75,000 a year for his show. As credits are about $2/credit (well, they were in the late 70s, and I'll go with that!) meaning the players also earn Cr150,000 a year, or Cr12,500/month. Which is already 2x the pilot pay! We'll add a bit more as the show does promote the arms maker, so let's add Cr50K/year, bringing our players getting Cr200,000/year, or Cr16,666/month. Plus, any bounties they get. 

We have a few decisions to make: is the ship the characters' ship, or does it belong to Checkmate Acquistion? I am going to go with the players are owning this but use their company to help back the loan. Assuming we get 3 players (only 2 showed up the first night), the mortgage split 3 ways is Cr41,666/month. So, while it looks like they are making a LOT of credits, they are really still in the hole. Starships are really expensive in Traveller. 

I've pegged the bounty on Katja Rigg at MCr2.5. And there may or may not be accomplices - they have yet to do any real investigation other than talking to one of their contacts, which did give them the lead to the starport custodial engineer who "saw something he should not have". 

Maybe they will name it this session. They did just get it

everyone needs ID cards (I'll add the skills on the back and voila, character sheets!)

And as I've noted before: Traveller is really different than most SF games. Things are expensive. Star Trek and Star Wars everyone and their dog has a spaceship, can fly it, and it costs nothing. Of course, RPGs should not be accountants in space, but things should not just be given away. Similar to why I like low-level games - there are consequences and this this is not just a fantasy fulfilment thing for me. Traveller has a different set of struggles than a lot of SF games in addition to your normal things. One of the reasons I really enjoy it!

And yes - it is also time for the next Organic Towns for Windemere Crossing. I may get that out tomorrow, though I also need to finish my 3 sessions outline (and one session is done). I generally plan the overall arc, but never define how to get to the endpoint specifically. Basically, we start at A and need to get to F. There are a number of ways I throw out there, and then build on the choices the players take. And yes - part of that comes from the XDM book which I need to re-read. And yes, I did back yet another GM book, The Secret Art of Gamemastering though I only backed the book and not the whole thing as the other two books are really just forms, and I can make those myself. One of these days I'll be good at running games (though it seems the ones I do less prep work run better. But I like prep work!)

Tuesday, September 19, 2023

Traveller Bounty Hunter, Session 1 Recap

Setup

There was a bit of housekeeping to set things up, characters 4 and 7 were picked up, so let's give a bit more information from the players.

Bounty Hunter support specialist Shintaro Ruye has a heavy autopistol and a stun gun. I tried to get him a stunner, but the player wants a shotgun that shoot bean bags basically to knock people out.

UPP 989577 age 29, Bounty Hunter Support, Rank2
Skills: Slug Pistol-2, Investigate-1, Computer-1, Admin-1, Deception (Lies-1), Electronics-0, Streetwise-0, Broker-0, Advocate-0
Cr10100, Auto Pistol, shotgun w/stun bags, Cloth armor

Bondswoman Anastasia Rozhenko is proud of her Deception (Disguise-0) and apparently carries a wig with her most of the time. She wears a cloth duster over a flak vest a lot of the time as well. And for some reason, no idea what guns she has!



UPP: 7889B6 age 34, Rank 4, 4 Terms, Trust 4

Skills: Advocate-1, Melee (Martial Art-1), Investigate-1, Remote Operations-1, Carouse-1, Deception (Disguise-0), Gun Combat (Energy Wpn-1, Slug Pistol-1), Medic-0, Streetwise-0

Cr30,000, Gun, Flak Vest, Cloth Duster

They are still employed by Checkmate Acquisitions, a bounty hunting company situated on Zeng. With a population of only about 10,000, you may be wondering why Zeng? Beyond the metagaming aspect of me picking a random planet in a system I've never played in again, of course! Zeng is the capital of the Zeng subsector, and the class A port has a huge Naval component as well as a a large Scout base. There are almost 10,000 service personnel who move through Zeng on a yearly basis as their terms move them from system to system. Communication is top-notch for the sector, and so our bounty crew is based here.

Johanne Von Num owns Checkmate Acquisitions, but with the fame of our hunters becoming a subsector phenomena from the On The Hunt holo-series (brought to you by Instellarms, LIC) bringing in even more revenue, they have managed to purchase an older police pursuit ship. Which the players have yet to name!

The police version retains the Tachikaze name but ditches the heavy weapons and armor to focus fully on speed and maneuverability. There are several of these law enforcement ships in service throughout the Zeng subsector as they excel at their pursuit and interception role. They can chase down just about anything heavier than a fighter, but are lightly armed and fairly fragile. This means that they are excellent for law enforcement against common civilians and merchants, but must depend on backup in order to bring more serious criminals to heel.

300 tons, TL 13

Jump Drive D: Jump 2      25 60 (2xjump 1, 1x jump 2)

Man Drive E: Man             5 9

Power Plant E:                  16 20 (4 weeks)

Bridge 20

Model 2 Computer

Basic Military Sensor Specs 2

Kintaro from 0-Hr

I'll see about the Traveller details in a later post, but we are handwaving big chunks of what I consider basic Traveller game mechanics. I feel my players would rather fall into a pit trap than deal with the details of managing the details. The handwave is that between the product placement for Instellarms and the residuals of the popular show, we'll just keep the high cost of starship ownership in the background. Should we decide to play more than what is assumed to be a 3-session deal, we will start layering in those details. Probably via an NPC so it will be me, but they will be aware of more. But my breakdown of the ship-to-be-named will cover operating costs (and it is a 30-year-old ship. so not brand new). 

Our holovid crew consists of the 3 people mentioned in the set-up post though they were only background in the office when we finally got to the start of the session.

The Job Starts

The explosion was 2 nights ago, and Johanne finally has the information needed, and the license, to go after our fugitive Katja Riggs. Getting Anastasia and Shintaro off the sofa, our two decide to check in on one of their known sources, a Miss Dawson. 

Miss Dawson is a companion for hire, who is usually available at the Star Dwellers Bar and Lounge. Taking the underground walks, it is not too far from their headquarters. Which, like 80% of the population, lives in Startown. The transient population of Zeng is about 10x the locals. 

Finding her at her usual haunt, they start talking with her and find that her friend Charlie Michelson, a custodian at the starport in Annex 43, "saw something he should not have." While Anastasia was questioning the diminutive Dawson, Shintaro noticed two goons watching with a bit more than the usual interest in the conversation. Paying for their drinks, they use a bit of a ruse to exit the bar, and noticing that they are being followed, go up the street to the Star Motel, a cheap hotel frequented by Navy personnel on shore leave. There is much discussion and planning as to what to do, but in the end, they took a simpler route. Anastasia puts on the far-too-small clothing of Miss Dawson and dons her wig. Hoping to be a distraction while Shintaro goes out the back and grabs a handy lead pipe. No one questions why a TL-C world has a lead pipe lying around, but this is not the nicest of neighborhoods. It really should be some lightweight composite pipe, but that just does pack the same punch. And pretty sure plumbing is not made of crystaliron...

Anastasia horribly fails her deception/disguise roll, but is distracting enough as is, especially as the dress starts to tear for her first (and only - this is a PG-17 game!) wardrobe malfunction. But it is enough for Shintaro to come up behind one the thugs and knock him down, to stand on top while Anastasia uses her martial arts to successfully take the other thug down.

While they want answers, the thugs were singularly unhelpful in giving them any information, and eventually they are let go. 

Returning to the Star Motel, they give Miss Dawson Cr25 to pay for the dress, and the ever-helpful woman mentions that the Ine Givar would never just stay on the planet after something like that. 

Calling her friend Charlie, the janitor who runs 4 auto-cleaner drones on the night shift, they make plans to interview him in the morning. They will bring along the camera crew as he is a huge fan, and his parents on Quirinal would love to see him on the holoseries. Of course, between editing and transit time, it will be months before the episode on Katja Riggs even airs, let alone gets transported 4 parsecs away!

And session 1, done!

I've mentioned before that running Traveller is a bit harder than most games to run. Not for the mechanics, but for the "feel". The OTU is a distinct type of universe, and though Zeng is TL-C, they've been staying inside as the very thin atmosphere if nitrogen trichloride is not particularly appealing, even with compressor/filter masks! And being that high tech, the entire city is on grav plates, so the 0.5G that the planet has is not noticed. We did comment on the sun being far larger than ours is as they are all of .25AU or so away from the M3 star. And the day sis a 20 hour day, but other than that, it mostly feels like just being here on Earth. 

I'll have to try and get some underground future city pictures to help, but by golly, we are going to get  into a spaceship as this IS Traveller, not On the Hunt (brought to you by Instellarms, LIC). Have to make sure that they do some product placement while interviewing Charlie next week! Meaning I need to get some products ready :)

I'll also get more details about the potential worlds they can go to. They do have the investigation skill but we've been light on actual skill usage. Investigate: The Investigate skill incorporates keen
observation, forensics, and detailed analysis. Which really does not apply in this scenario much...

Finally, including the cover to the Clement Sector rules. The starport and startown could look like this but probably not. I'll have to get some good pictures for next time to help them get a feel for the science fiction.


Sunday, September 17, 2023

Bounty: Katja Rigg, Insurgent

 Katja Rigg, Group Commander of the Ine Givar

Katja Rigg is a human female, approximately 38 years old. Raised with a twin sister, they took wildly divergent approaches when the Tigress Incident of 1094 happened. While her sister ended up being an agent for the Imperium, Katja thought that the Imperials were the ones at fault, and somehow came into contact with the Ine Givar. She has been an active member about a dozen years, and quickly moved up the ranks within various cells. She has had to move often but has only been compromised twice. A quick bribe to a port guard allowed for access to the Naval base.

Character

UPP: A46A97 Group Commander Katja Rigg

Weaponry-2, Mechanical-2, Slug Pistol-1, Blade-1, Instruction-1, Combat Engineering-1, Comms-1

A tall blond, with a perpetual smoke stick hanging from her lip, though never lit. Though strong she tends to be clumsy, though watching her tear down any weapon and put it back together seems to bely her normal physical ineptitude. Her last act of sabotage against an Imperial Naval Base on Zeng resulted in the deaths of more than 2 dozen Naval personnel and Marines as well as the complete destruction of Naval Courier. She has escaped the system, current whereabouts unknown.

History in the Ine Givar

Year 1: Training, Recruit -> Recruit 1st class. Gun Combat: Slug Pistol-1, Blade-1, Operations

Year 2: Military Support, -> Section Leader, Instruction

Year 3: Intelligence Gathering, Compromised -> Support Services

Year 4: R&D, Weaponry-1

Year 5: Sabotage, -> Group Leader, Combat Engineering-1

Year 6: Intelligence Gathering, -> Force Leader, Comms-1

Year 7: Internal Security, bribed official Cr6000, Mechanical-1

Year 8: R&R year (visited with family for an extended time)

Year 9: R&D, -> Commander, Weaponry-2

Year 10: R&D, -> Group Commander

Year 11: Sabotage, compromised and on the run.


The Navy has one less on Zeng now...

The character was rolled up from the RIPs In Traveller (Rebels, Insurgents and Partisans). From Adventure Gaming, Dec 1981. I miss the days of general RPG magazines!

The PCs are part of a bounty hunters' group. One of them (and if none of the players pick character #6, instant NPC on deck!) did so well is a media star which is where a chunk of the funding comes in as there will be a holovid crew on board for the popular holo-series, On The Hunt, brought to you by Instellarms, LIC. Would also explain how shiny and new their weapons and arm or may be! And allows me to handwave the expense handling for this group for a bit. As well as have some interesting characters. 

Holovid Crew:

  • Mac Tudor, manager. Handles most of the expenses and directions on the show. Has some say in where the group may go as well as a hand in picking out the next target. I picked Katja Rigg as he is also getting an advance from the Imperial Navy with the understanding he shares all footage and info with them first, before broadcasting. A small man just under 5' tall, he is loud for his size and wears flashy clothes. He is not afraid to be in the midst of firefights.
  • "Wild Bill" William Davidson. Considerably the opposite of Mac, Wild Bill is almost 7 feet tall, making the holographic gear he carries look tiny in his hands. An eye for detail, he seems to know just where to go for the best shots. Though the more dangerous shots do use drones for holo-capture. A fairly quiet man, he does not want to be in the spotlight but does want to capture the spotlight. 
  • Martha Snow, technician and runner. Evan smaller than Mac, Martha is the tech wiz maintaining the equipment as well as doing most of the initial editing and processing of the various feeds. Gregarious, she gets along with pretty much everyone and is very tech-focused. 
  • Holo-equipment. The main system is the gear Wild Bill carries on him, for capturing the hunters close up and giving that raw footage style. Even though the cameras have extensive image stabilizing, they often add fake jitters to make it seem "more realistic". They also have 4 remote drones used for wide-angle and distance shots. 


Saturday, September 16, 2023

Traveller 3 session game - Pregens

One of the players will be unable to play for 3 weeks, so I get to run a 3 session Traveller game! I've an entire weekend to put together an arc that should last for 3 sessions. To start, I'm going to generate several characters and they can pick and choose. We've decided to do a bounty hunter game as that is pretty focused and has a definite endpoint: get the bounty! 

I have a few bounty hunter careers, and actually did one a while back in the character challenge. Though he only lasted 1 term and was generated using the Cepheus rules. As this is a quick game, I am not going to go through the Cepheus backgrounds and all that, but since most of the careers have the events tables, there will be in-career events for things that shaped the characters.

I am also leaving the cascade skills as slots, so that they can pick the specific skill they want. Same for the benefits - roll a gun and they can pick a gun. I'll have the list of options at the end of this post.

Probably not as exciting as you would think...


Character 1: Mongoose v1 Agent: Bounty Hunter Thieftaker

A bounty hunter that worked along merchants and merchant vessels, hauling in criminals for the price on their heads.
=================================================================

Final Stats

UPP: 975A67 age 34, Trust 6, Rank 2 (Bailsman)
Skills: Investigate-2, Persuade-1, Carouse-1, Gun-0, Melee-0, Recon-0, St4alth0, Streetwise-0, Trade-0
Cr13,000, +1 END, Gun, Gun
=================================================================

Career

Initial UPP: 874A67

Term 1 (age 18-21) Basic Training, picked up all basic service skills at 0. Made promotion to Rank 1.

Chased after a target the entire term but never caught them. 

Term 2 (age 22-25) +1 STR. Not promoted.

Not paid in full for a bounty, -1 DM for all subsequent benefit rolls (taken into account above)

Term 3 (age 26-29) Investigate-1, promoted Rank 2

A renown legal advocate attempts to throw your company to the media to get your mark off the hook. You succeeded in the persuasion roll, +1 Trust and +2 to next advancement.

Term 4 (age 30-33) Investigate-2, promoted rank 2, Persuade-1

A powerful criminal organization attempts to bribe you. (even/odd, and rolled odd so you refused). Gain +1 Trust.

Decided to muster out after that last bribery attempt. Collected Cr13000, +1 END and 2 guns (or 1 gun and +1 skill in that gun)

Character 2: Mongoose v1 Agent Bounty Hunter Shiptracer

You worked as a galactic tracker of starships for a living. Then as a special operations police officer. 
=================================================================
UPP 886655 age 25, Bounty Hunter Shiptracer 1 term (Trust 1), Polic Special Operations 1 term (Trust-2)
Skills: Astrogation-0, Comms-0, Computer-0, Gunner-0, Pilot-0, Sensors-0, Heavy Wpns-0
Law Enforcement  Equipment
=================================================================

Career

Initial UPP: 886655

Term 1 (age 18-21) Basic Training Astrogation-0, Comms-0, Computer-0, Gunner-0, Pilot-0, Sensors-0

There is an opening in the local police force and they really want you! You may automatically qualify. Even we become police, odd stay as a bounty hunter: huh, we could have a copper on board! Choose to enter the police! On the way out the door you pick up some law enforcement gear!

Police Career, Special Operations

Term 1 (22-25) Basic Training Heavy Wpns-0. Barely survived, but a political shift forced you out of your new career. But do gain the trust of the local police force.

Character 3: Mongoose v1 Agent Bounty Hunter Shiptracer

=================================================================
UPP: 87B988 age 39, 5 terms, Rank 4 Star Tracker, Trust 3
Skills: Pilot-2, Astrogration-1, Computer-1, Vacc-Suit-1, Comms-0, Gunner-0, Pilot-0, Sensors-0
Cr16,000 TAS Membership, Law Enforcement Gear, Combat Implant, Armor, weapon
=================================================================

Career

Initial UPP: 87B988

Term 1 (18-21) Basic Training Astrogation-0, Comms-0, Computer-0, Gunner-0, Pilot-0, Sensors-0 Promoted Rank 1 Navitracker, Astrogation-1

Spent an awful amount of time in underground casinos looking for your mark. Deception-1

Term 2 (22-25) Gunner-1, Rank 2

Sent to another planet to search for a particularly difficult mark, Sadly, you did not get him.

Term 3 (26-29) Investigate-1, Rank 3 Finder

A charming mark convinced you to let them go, -1 Trust but extra cash benefit roll

Term 4 (30-33)  Computers-1

You hitch a ride to a mark on a Star Marine and learn a few things; pick up Vacc-Suit-1

Term 5 (34-38) Pilot-1 Rank 4 Star Tracker (Ship Share) Pilot-2

Life Event: someone close to you died, perhaps a family member or a buddy in the team you are in. You decide to retire.

Character 4: Mongoose Agent Bounty Hunter Bondsman

You spent your time hunting down escaped prisoners and bail jumpers for many galactic slams and Imperial prisons
=================================================================
UPP: 7889B6 age 34, Rank 4, 4 Terms, Trust 4
Skills: Advocate-1, Melee-1, Investigate-1, Remote Operations-1, Carouse-1, Deception-0, Gun Combat-0, Medic-0, Streetwise-0
Cr30,000, Gun, Armor, Gun, Gun
=================================================================

Career

UPP: 7A89B6

Term 1 (18-21) Basic Training  Carouse-1, Deception-0, Gun Combat-0, Melee-0, Medic-0, Streetwise-0, Hunter

You encounter aliens while tracking a bounty. No success on the roll, so just an interesting encounter. Promoted to Rank 1

Term 2 (22-25) Remote Operations, Rank 2, Bailsman, Investigate-1

You spent an entire term chasing a single target. And failed. Hey, it is a 10+ on 2d6, so hard to hit!

Term 3 (26-29) Melee-1, rank 3, Con Runner

You are in a position to take a bullet for your mark to make sure he gets delivered. You succeed but lose an eye, DEX-2, but then get promoted.

Term 4 (30-33) Advocate-1, Rank 4, Combat Implant

You are heralded as one of the best in the business. Your missing eye is replaced by a cybernetic eye giving you effectively binoculars and IR/light intensifier vision.

Character 5: Cepheus Bounty Hunter, Hunter

You are one of the people who hunt down those who have skipped out on bail & tried to run to another world to escape justice.
=================================================================
UPP: 98C663 age 30 Bounty Hunter - Hunter, Rank 1, 3 terms
Skills: Gun-1, Language-1, Stealth-1, JoT-1, Survival-0, Tactics (Military-0), Recon-0, Streetwise-0
Cr4000, Armor, 1 company share
=================================================================

Career

UPP 97C663

Term 1 (18-21) Basic Training Survival-0, Tactics Military)-0, Steath-0, Recon-0, Streetwise-0, JoT-1, not promoted, Language-1

Being in pursuit of a target often involves being intimately familiar with the cultures of other worlds. Picked up Language

Term 2 (22-25) Not promoted, Stealth-1, Gun-1

You spend a lot of time at the gun range, Pick up Gun

Term 3 (26-29) Rank 1, Stealth-1, +1 DEX

Life Event: something good happened to you! +2 on 1 benefit roll

So good in fact that you decide to head out on your own. Plus slightly miffed you've only been promoted once in 12 years...

Character 6: Cepheus Bounty Hunter, Repossession

You hunt down vehicles and ships for which payments are late or unpaid.
=================================================================
UPP: 9B6798 age 30 Bounty Hunter, Repossession 3 terms Rank 3
Skills: Deception-2, Tactics-1, Pilot-1, Drive-0, Flyer-1, JoT-0
Cr 4000, Armor, Armor
=================================================================

Career

UPP 9B6798

Term 1 (18-21) Survival-0, Electronics-0, Tactics (any-0), Pilot-1, Drive-0, Flyer-1, JoT-0, promoted Rank 1, Deception-1

You often have to deceive your prey. Deception-1

Term 2 (22-25) Promoted Rank 2, Tactics-1

Your success has angered a rival. Gain a rival.

Term 3 (26-29) Promoted Rank 3, Deception-2

A holovid producer has become interesting in following your team and the show becomes very popular across multiple worlds. A good time to join the entertainment career apparently.

Character 7: Cepheus Bounty Hunter, Support

You are part of the support network that assists bounty hunters
=================================================================
UPP 989577 age 29, Bounty Hunter Support, Rank2
Skills: Slug Pistol-2, Investigate-1, Computer-1, Admin-1, Deception-1, Electronics-0, Streetwise-0, Broker-0, Advocate-0
Cr10100, Weapon, Weapon
=================================================================

Career

UPP 989577

Term 1 (18-21) Basic Training Admin-1, Interrogation-0, Electronics-0, Streetwise-0, Broker-0, Advocate-0, Deception-1

Your job requires you go undercover; gain Deception.

Term 2 (22-25) Rank 1 Computer-1, Gun-2

Sometimes you just have to fight; Slug pistol-1

Term 3 (26-29)  Rank 2 Investigate-1

You work hard and play hard, Carouse-1. And too hard - you are asked to leave.

Character 8: Manhunters Independent Hunter

You hunt down criminals for your own enrichment.
=================================================================
UPP A47857 age 38, Independent 5 terms, Rank 2
Skills: Tactics (Military-1), Electronic-1, Stealth-1, Broker-1, Recon-1, Navigation-1, Admin-1, Streetwise-0
Cr6500, +1 INT, Weapon, +1 Int, Armor
=================================================================

Career

UPP A46657

Term 1 (18-21) Survival-0, Tactics (Military-0), Steath-0, Recon-0, Streetwise-0, Broker-0, Admin-1

Keeping records is important when you work for yourself! Admin-1

Term 2 (22-25) Recon-1, Electronic-1

Technology is the friend of the hunter, pick up Electronic-1

Term 3 (26-29) Rank 1 Stealth-1, Recon-1

You must be aware of your surroundings: get Recon-1.

Term 4 (30-33) Broker-1, Navigation-1

Targets often hide in inhospitable places. Gain Navigation-1

Term 5 (34-37) Rank 2, +1 END

You have them right where you want them: gain Tactics(Military-1)

Character 9: Manhunters Thieftaker

Killer - you deliver justice to the wronged by eliminating those who hurt them.
=================================================================
UPP 9CD777 age 38 Killer 5 terms Rank 3
Skills Melee-2, Advocate (Law-1), Gun-1, Survival-1, Tactics (Military-1), Interrogation-1, Art/Science-1. Electronics-0
Cr80,000, Weapon, Armor, +1 END, Weapon
=================================================================

Career

UPP 8CC777 

Term 1 (18-21) Stealth-0, Gun-0, Melee-0, Electonics-0, Recon-1, Rank 1, Gun-1

You need to be aware of your surroundings, gain Recon-1

Term 2 (22-25) +1 STR, Survival-1

Some targets are on hostile worlds, pick up Survival-1

Term 3 (26-29) Recon-2, Rank 2 Tactics (Military-1), Interrogation-1

You need information and gain interrogation-1.

Term 4 (30-33) Melee-1, Art -or- Science

Your hobbies help keep you sane. Take a level in Art (any) or Science (any)

Term 5 (34-37) Melee-2, Rank 3, Advocate (Laws-1)

It's important to know the laws on your target's world. Gain Advocate (Law-1).

Stuff To Pick

Law Enforcement Gear:
  • Flak jacket
  • commdot
  • stunstick
  • autopistol & 2 magazine or stunner
  • 2 smoke grenades
Pilot Options:
  • Small craft (shuttles) to 99 tons
  • Starships
Gun Skill Options:
  • slug rifle
  • slug pistol
  • shotgun
  • energy rifle
  • energy pistol
Heavy Weapons:
  • Launchers (rocket, grenade)
  • man-portable artillery (fusion and plasma gun, man portable)
  • field artillery (mortars and other indirect weapons)
Melee:
  • unarmed combat (martial arts, boxing...)
  • bladed (fencing, swords)
  • bludgeon (maces, clubs)
Deception:
  • Lie
  • Disguise

Tuesday, September 12, 2023

OSE Session 2: At the Barrows Part 1

 Our characters had made it to the barrows in the evening of the 20st day of Eggfast in the fading of summer month of Haelhold. Unfortunately, Quinby, though a thief, is not a typical thief but rather a ditzy kleptomaniac who has gotten through life with his charisma and personality. Hearing the sound of people inside, and the clink of glasses, he decides to go charging in. Baldur, our Druid, managed to tackle him before he got too far into the barrows. A bit of a conversation, and they decide to camp out in a place they can see the entrance. They figure the thieves will have to come out at some point, and they hoped to whittle them down one by one if possible. Alas, none came out, and there was no smoke hole or anything over the barrows that they could clog up to get the thieves out.

As they were talking, a sandwalker made an appearance. It was a bit of an interesting fight as everyone kept missing with some seriously low rolls, even some critical rolls. I'll have to look up some critical failure tables once they bump up another level or two. They did manage to finally kill it, even though Baldur took several hits of damage. Unfortunately, OSE is a pretty brutal game and not sure any of them have a healing potion at this point, It had a small bag of coins and jewels worth 60GP. Which Quinby pocketed and Kragh merely grunted. This group has no sense of financial responsibility!

Enoki can maintain a light surveillance as he roots into his dirt for the night. With Kragh and Quinby sleeping, Balder casts talk to animals and finds a rat leaving the barrow in the search for food. 

"Not much in there except for those bony people. Ain't no good to gnaw on. And they will swat us if we try" squeeked the rat, amazed that he could talk to this Druid. Balder had made a discovery about the thieves: perhaps there is more going on in the barrows than expected! "And yes, there are other ways into the caves. That flappy thing uses that tunnel over by those bushes. And oh yes, may I have another piece of cheese?"

Next morning, at dawn, Deputy Newtonson and Sargeant Grace Carver show up on horseback. Stopping well away from the entrance, they horribly flub their roll to find our characters. Which is okay, as both Kragh and Quinby failed their sneaky rolls as well. 

Turns out that Rennor, after seeing the group head out from her father's stable, decided she should tell the sheriff that there was a group heading to the barrows. Rennor tries to help everyone, even though as an Orc few people in town trust or like her. So early in the morning the deputy and guard ride out to see if they need help. And knowing that this group was new to area, packed up some supplies as well. Among the supplies they have 4 health potions, one of which was given to Balder helping heal him up a bit.

Baldur lets the group know what he discovered though not how: Orcs have a large mistrust of magic. And Kragh is quite large. Going to the tunnel, with the deputy and guard watching the main entrance, they decide that as they can't all fit (Kragh and the deputy are unable to fit into the tunnel), they want to do some exploration. Tying a rope around Quinby, he starts into the tunnel on hands and  knees. It opens up not too far in with a 4 way intersection. Going straight ahead, his hands on the mossy and dripping walls, he heads forward step by step. And I did keep rolling per segment and never had any random encounters! Quinby decided to try the moss, which made him a bit nauseous. Finally, the tunnel opened up and his hand went from rocky and moss-covered walls to a bricked wall. Covered in spiderwebs. Which he got caught in. Trying to free himself, the spider missed his attack. And feeling the frantic tugs on the rope, all three of the characters outside the door hauled ass, freeing Quinby from the webs. He managed not to hit his head on the low ceiling as he popped out.

Having a candle for his next trip in (I think), he turned right at the intersection. This led him to a room with small furniture. It was in disarray, so he straightend the room up. Thinking the lichen yellow rug would make a comfy bed for later, he picked that up to discover a rock covering a hole. Under the rock was a small jar with 500 gold pieces. Taking that, he goes back and leaves the barrows. He gives Kragh the bowl, thinking it is a match for Enoki's helmet. Quinby is a few marbles short of a full slingshot load.

Next, Baldur goes in, armed with a torch. Going left, he moves cautiously up the tunnel. Hearing water, he peaks around a corner and sees an undead Treant. At first it is angry, thinking Baldur is another of the undead. And while it hit both times, Baldur was fated by Hern the Antlered God to not die: I rolled 1's for the damage for each attack! Like Baldur, Treants are very close to nature and this one abhors his current existence. But Baldur is amazingly charismatic, and they become best buds. He rolled a critical success for a charisma check. Elkin, the Treant, gave Baldur an acorn and asked him to take it to the Great Groves far to the west. Though being an acorn on an undead Treant gives me some ideas... They briefly talk and Baldur finds that there are a few live creatures or humans in the barrows. Though the one that often cries goes to the group that merely whimpers, and then there is one less whimpering one. Elkin hates the roaming undead. Which, as I kept rolling 5 & 6s, they never showed up!

Leaving the tunnel, they decide to go through the front as it may not be as dangerous as they thought. And that is where we left that session!

Characters Encountered

Sandwalker monster, defeated
A large, talkative rat.
Deputy Ellis Newtonson
Sargeant Grace Carver
Elkin, undead Treant stuck in a cave. But wanting to die. Again.

Deputy Newtonson

Sargeant Grace Carver

They also picked up about 245 XP or so each. Of course, with the deputy & guard, the XP gets split 6 ways. But, as they actually have healing potions, it is probably worth it. And perhaps Kragh & Baldur should ask for another. Though the deputy and guard will retain one each for themselves - healing potions don't grow on trees!

Miscellaneous other notes

Actually used the Monster Overhaul, which is where the sandwalker came from. And we used Owlbear Rodeo. It went mostly okay - I'm adequate at the fog of war stuff as I made several patches and covered up sections that could be revealed as they got there. Though I am honestly thinking of something a bit different: not even have that map up there, but just draw out the room sizes when there is combat. More theater of the mind. Of course, hopefully one of them will map where they are going. But for simpler maps like this one, simply draw it as they see it. While it may miss some of the nuance of the drawings, we all have rich imaginations!

I'm also going to use the single person initiative system. OSE does it per side, then I think (and I may have misunderstood) each side goes based on that order. While that works in the groups favor if they get initiative, if they don't it can be a quick and messy death. We'll see. As always, I seem to have a hard time with combat. Why I really like The Fantasy Trip: combat is explained a lot better. Though to be fair, I've not run this system enough to get how it works memorized. TFT I've played for years so it is second nature. Traveller combat I tend to do a home brew, mostly CT/Striker in an odd combination. 

Think they are having fun - had two of the players said it was good. 

And finally, I turned adsense back off. It was not going to make me money and was annoying.


Friday, September 08, 2023

Respeth Kingdom - How The Dwarves Have a Kingdom

As it came up in a character conversation, I've decided I do need to come up with a reason why the Dwarf King Khermumi Axechest rules over a kingdom of a few hundred square miles.

From the By This Ax book:

The process of becoming a ruler begins with the acquisition of an area of land, known as a domain. Domains can vary considerably in size. A very small domain is a 2-square mile area of land (one 1.5-mile hex on a local map). A typical domain is a 32-square mile area of land (one 6-mile hex on a regional map, or sixteen contiguous 1.5-mile hexes on a local map). A very large domain, fit for a king, is 500 square miles (one 24-mile hex on a continental map, or sixteen contiguous 6-mile hexes on a regional map). The area of land making up a domain is called its territory. A domain’s territory is often contiguous, but it may be noncontiguous if desired. While there are no restrictions on a domain’s size or shape, large and noncontiguous domains are harder to control, as explained below.

Domains are classified as either civilized, borderlands, or wilderness. A newly established domain is civilized if all of its territory is within 48 miles of an existing dwarven vault with at least 625 urban families. A newly established domain is borderlands if all of its territory is within 72 miles of an existing dwarven vault with at least 625 urban families. All other newly established domains are wilderness. Dwarves may not establish new vaults within 72 miles of human settlements with 625 or more families. 

As the Respeth Kingdom is (quickly pulls out a number) about 70 miles x 30 miles along the mountains mostly, but a bit into the Ocean Trade Route in order to tax the caravans. Using 6-mile hexes, it is roughly 11 x 5 hexes along that mountain range. Which I should really name. Though the name may vary based on what side of the mountain you are on, or who you ask. 

Reading through that, I realize that the much larger Respeth Kingdom is larger than Dwarven domains usually are. This one is a special case: they have essentially taken over the defunct previous kingdom. Their original domain was centered in the Thuluhm mountains for a few miles around that. But, seeing the potential riches in those western, and as yet untapped, veins of ore and crystal as well as there not being a ruler of any sort for more than a century, gave King Firbear Axechest ideas. And the non-Dwarves in the former kingdom, while now paying taxes again after a few generations of not paying taxes but getting Orc raids, are willing to pay their bit for the protection Axechest proffered. And thus he assumed the previous kingdom.

Considered a borderlands domain by the Dwarves as it has been ruled by the Dwarves since Axechest's father, King Firbear Axechest took the ancient Tuvano Kingdom as his own. Centuries ago, the Wizard King Kalinore of Tuvano, after his wife's death, slowly descended into madness. Though rumors of his still being both alive and dead remain to this day, the kingdom itself was dead. Firbear Axechest, having a holdfast in the Thuluhm Alpine, had always kept his eyes above as well as below ground. Seeing a way to expand his vaults into the western ranges, and having no real opposition, started Dwarven patrols along the Ocean Trade Route. He re-established the borders while scouts and explorers studied the mountains. A rich vein of ore sits on the border shared with the Kingdom of Ismelkonia. The current Queen Belion, known as the Prodigy for her tactical skills, is aware of the ore and did not want to give that potential treasure up. Her son, Prince Artwain, is rumored to have a contact in the Respeth Kingdom that keeps him informed.

For 30 years, there was a stalemate between the kingdoms. King Firbear was killed by an unknown assassin, whose only trace was a short run of mucous slime and the poisoned dart in his neck. King Khermumi was just under 100 years old when he took the crown four years ago. Since then, he has started increasing some of the taxes and has been building up his own garrisons at the vault. The trade route has remained untaxed, though selling wares from the caravans invokes a tax of about 1% the value, which is about average for the southern kingdoms. Dwarven tax collectors have been known to be fairly zealous when inspecting caravans at major trading cities. In Windemere Crossing, this is Henrutha Alerock. Our characters never met her, but the caravan master did (which reminds me, I probably should have him or her set up just in case they go back to town and inquire about the caravan. It will give me a chance to see about a merchant NPC as I do have a merchant class).

King Khermumi Axechest

The By This Ax book has a chapter devoted to Dwarven domains, so I am using some of that. And yes, I've decided to also back Kobold Press' Castle & Crown KS even though I barely use the 1st book in the series (Cities and Towns). But I like books and I do re-read these and get new ideas once in a while. Even if most of the world building stays in my head. Though I did use the battle maps the 1st one had, and yes, I did back at a level where I get those maps in the new campaign. And we do meet for face-to-face gaming every other week so these will eventually get used. Regardless, these books are really aimed at player characters creating their own kingdoms and towns which is what a lot of higher-level players end up doing. While at least one other player like to do this, not sure it fits with the others as anything other than background they usually don't care about. But who knows - perhaps we will level up faster than by the 2031 estimate given by one player based on the entirety of 300XP split among 4 players from killing that giant python. The next session, assuming they survive, actually has a fair amount of treasure. But there are a LOT of skeletons!


Tuvano is actually a Fantasy Trip adventure. The actual city is over the mountains south of Windemere Crossing. My TFT players were heading in that direction before that group fell apart. If push comes to shove, it will be easy to adapt to OSE. Or hey, we could always translate the characters to TFT and play it that way! The group did not stick around in town long enough to pick up many rumors, which may have covered some of this. Or not.

And to close out this length world-building post, my perpetual refrain of "how much of this is really useful?" The main point is that I do this for fun, so useful or not, in the end that does not really matter as this is one of my forms of entertainment. But how much is useful at the actual table? If I could present it well enough, I think it adds to the verisimilitude of the world. The Ax book gives me the information needed to help calculate the number of families per hex based on the Dwarf expectations and world model as presented in that book. I need to cross-reference the Organic Town and the Campaign Builder: Cities and Towns to see how they all compare in terms of populations. The Ax book does have peasant Dwarves that farm and do other regular things. Someone has to supply the grains for that Dwarven bread! Not all Dwarves are fighters or blacksmiths. In fact, the majority are just doing regular things which is all background. But the background actors are also important, I think. We just don't interact with a lot of it. 

For those of you who are Traveller fans - yep, list like Scouts Book 6: let's generate the entire system, dozens of moons and calculate orbital mechanics. Why? Because it is fun!

Tuesday, September 05, 2023

OSE Game Session 1: A Slow Start

It was a bit of a slower start than I was hoping. First, an introduction to our characters:

  • Quinby Glimmertouch, Halfling Thief who is more a kleptomaniac than a thief. 
  • Enoki Matsutaki, Mycelium (aka Mushroom Person) fighter
  • Baldur Woodburn, human Druid Ovate
  • Kragh the Unshackled, half-Orc Barbarian





Our characters get to Windemere Crossing near sunset. One of the guards, Tara Serk, seemed awfully anxious and rushed through the gates into the walled trade town. Quinby tried to stop her but she was in a rush and hurried on, not hearing his cries. As the party hesitated outside the town walls (Baldur really does not like being inside or in walls), Rennor came out, carrying her knife on a pole. She introduces herself and greets the travelers. She recommends the Nimble Priest Inn if they want food (as she really does not like the half-Elves running the Silver Pirate). 

Our group eats and drinks, or at least those eat and drink do so. Enoki just needs a pot of soil and is in fact in search of an Earth Stone that can produce a cubic yard of earth per day. At the inn they hear the ballad of Grace Carver and Quinby joins in. At one point, Deputy Newtonson comes by and retrieves the drunk Sheriff Sprigbasher to take him home. They overhear that it must be that time again. And by the end of the night, Quinby has managed to keep the lute from the bard. Having more coin than they can really understand (this group has no one that really understands the concept of money, not even the very odd thief. It will make for some peculiar and interesting sessions if I can remember that and not always play the honest merchant!). The head priestess. Zhou Smithensonne, rents them the room upstairs.

Spending the night at the inn, they awaken to the sound of fighting in the back yard of the inn. The priestesses, all shave-headed, are fighting. They are amazingly fast, and Zhou is taking on three others. Quinby rushes down to help her only to find out that this is the morning practice and a form of prayer to the First Lady. He tries to stick with it but is easily outclassed but seems to have a good time.

Tara Serk pays them a visit, dark circles under her eyes. She has interrogated the other passengers/guards on the caravan and our group is the last one. She somehow rolled a natural 20 n perception so strongly believe Quinby does have her message tube, but his dumped-out backpack revealed nothing. But she has her eyes on him.

They head to the job board and have a few options. But first, they decide to find Zesp Zrag, the Goblin merchant whom Enoki had heard had an Earth Stone. Finding the store, and Zesp surrounded by a wreath of pipe smoke, Enoki comes to find that Zrag had traded the stone for an obsidian staff. Letting Quinby play with it, he manages to coat the floor in ice, causing Enoki to fall into Kragh. But they find that Carrabus Blue, a Tradewalker, had left a few days before heading south into the mountains.

Deciding that the stone was to be the first thing they needed, they go to find Lurbuk, the Orc stablemaster, outside of town. Not wanting to buy but rather rent a wagon and horses, Lurbuk has nothing to do with that. Part of that is cart rentals for outside the city, especially from strangers, is just not a thing. Credit history is NOT a part of my fantasy world! But another part of that is Kragh: half-Orcs are not welcome by Orcs or humans. But he may be willing to trade for a discount: the family sword has been stolen by thieves, known to be hiding at the barrows perhaps three leagues southwest of town. Baldur heads off at a trot. Entirely ignoring that they could have been paid and had companions to go these very barrows as it was on the job board....

On the way there, they encounter a giant snake! Baldur recognized the crushed grass and the large snake scales. Seeing the snake up ahead, they attacked! The fight went on for about 4 rounds. Quinby I don't think ever hit it, Kragh did 1d4 damage initially with his shield, his only weapon, and Enoki actually got a critical hit. Baldur hit it a few times with the sling. Unfortunately, the snake attacked Kragh, managed to both bite him and get around him to crush him to death. Fortunately, they did manage to kill the snake. And a python does 2d4 automatically per round when constricting someone. They took some teeth as a trophy, and Quinby actually had a healing potion so Kragh is not entirely spent. Recovering a bit, they make a really good check & find the barrow door, which is where we left it for the next session.

I tried not to do too much of an info dump (though I obviously have a LOT of info!) but hopefully it was not too overwhelming. The first and only combat was a little rough as I reversed one roll, but it got a bit smoother as each round went on. I also think it helped our newest player (and follower of the blog - thanks!) realize that this game is unforgiving. His character only survived because he did some amazing rolls on Discord on his constitution as well as hit points. It would have killed two of the characters. And I rolled who the snake attacked in front of everyone so I was not fudging the dice there.

What they all missed was, while at the shop, as they have no healers, they really should be buying a crapload of healing potions and the like! But they rushed in, rushed out, and rushed into meeting a giant snake. That only attacked them because they attacked it. Even just bypassing the snake peacefully they would have received the 300XP without Kragh getting hugged. And Kragh, though he likes milk, does NOT like hugs apparently. 

The obsidian staff, Carrabus Blue and the Tradewalkers are part of the RPG challenge: I'm bringing in some of the things we come up with. Some may not make it into the first game, but I'm adding these pieces to my document of RPG things and, if allowed, will post that final list at some point. Possibly over several posts as some of us are quite wordy! 

NPCs Encountered and Where

Tara Serk, Human female fighter, caravan guard.
Rennor, Orc female, teen, outside of town and at her father's stables the next day
Zhou Smithensonne, Human female priestess, owner of the Nimble Priest Inn
Deputy Newtonson, Human male, picking up the sheriff at the Nimble Priest Inn
Sheriff Sprigbasher, Human older makle, passed out at the Nimble Priest Inn
A bard who is missing a lute, at the Nimble Priest Inn
Zesp Zrag, Goblin male, at Zrag's Mercantile
Lurbuk, Orc male, stable master

Friday, September 01, 2023

Our Own RPG Challenge, and final OSE game prep

We decided to run our own personal RPG thing a day challenge. Anything, stream of consciousness sort of thing. Part of it was because we just finished a pretty epic arc in the Delve game. We managed to clear the city of Calion of the Grendle (aka Hobgoblins), my character's mother was still alive, as were two of my missing Goblin cohorts that we lost months ago. My grumpy goblin Fugh, now King of the Goblins, and his boon companions Flick the half-Elf bowman and Orrum the fighter Dwarf, along with a hired mercenary group and an awakened basilisk, triumphed. There were some losses, including some of Fugh's guards and not one but two of our mage companions. We seem to run through our NPC companions no matter how hard we try to keep them alive!

Anyway, one of Fugh's royal guards is Gookin, a not-quite-right-in-the-head Goblin. He has attacked a giant snake by biting it, charges literally headfirst into battle. He has been both the clown in the party as well as someone who we've grown to respect, even if we need to keep him away from tasty goats.

In light of that, my first RPG item is for Gookin, Ogre Killer. And yes, he did kill off an ogre and kept an, err, interesting trophy. Later replaced by a leather bag with walnuts as it was getting a bit ripe. 

GooGookin’s Headbutter

A thick club sized for smaller humanoids such as Goblins or Halflings. Gookin’s Headbutter is an enchanted club when wielded by chaotic smaller humanoids. Giving a +1 (or +10% depending on mechanics) on a chance to hit. Legends have it that the mighty Gren, Gookin Ogre Killer, crafted this weapon and the Elder Viwulf enchanted it so that Gookin would not always use his head in attacks. Other stories indicate he may not have had the brains for this, and his fellow Gren crafted it for him. Critical hits roll on the table below:

1

Kneecaps the opponent. They cannot attack next round as they drop to ground this round

2

The Gookin special: a groin hit and the opponent cannot attack for the next 1d4 rounds

3

Dazed and confused: somehow managed a blow to the headpan. The target’s next 1d2 attacks are at disadvantage or similar mechanic

4

The Toe Smasher: the target is at a disadvantage the next 1d2 rounds and speed is decreased to 50% of normal speed

5

Lights out! Stunned so hard the target is seeing stars. Double damage but as stun (i.e., may knock them out but not kill them)

6

Glass Jar: the blow knocks out the opponent for 1d12 rounds


AI Goblin has some peculiar legs!

I actually prepped a bit as I am often out of time for the fun stuff. Well, out of time and inclination overlapping. I always want to be doing something other than what I am doing. A perpetual "the grass is always greener" sort of thing I think endemic to human nature. I have almost a dozen things ready. Several are overlapping and I'll do post on that set of things as it helps expand out my little fantasy world, as well as adding another god to my growing pantheon.

As for the final preparation, I've actually got a notebook and have printed out my players' character sheets (thank you all for getting them in!). I've been updating my Windemere Crossing PDF, and found I can cross-link within that. Those links persist in the PDF (which I'll include the still WIP thing. But it is allowing me to link my character descriptions to the locations they are normally located at. So that should make that part a bit better. I plan on actually using the OSE DM's screen as it has a lot of the rules I'll need. I will print out my NPC tracker to keep track of when the players meet the NPCs and try to take better notes. There is also a Dolmenwood calendar so we're going to use that to track the days. I'll add a few local holidays. And of course, I plan on doing a game recap within a few days. 

Interestingly, I've managed to get a coworker in to join us. He's never played an old-fashioned RPG, just the various video games. So this will hopefully be a good introduction for him! 

my set up for gaming (sorry, apparently panorama mode does not do monitors well!) and add books, pens, paper, etc.And yes, there IS a giant pile of LEGO behind that wall. 

Windemere Crossing (WIP)