Sunday, March 4, 2018

Banished to the Purple Planet - Part Five


Under a Weirdling Sun


Peril on the Purple Planet is an epic DCCRPG box set devised by +Harley Stroh. The adventure is a hex crawl, so player characters get to explore a completely open and lush world. Characters must discover artifacts, make alliances, battle terrifying worms, and sustain the deadly sun's rays if they are to ever make their way back home.

Care to hear about this week's banishment? Read on!

Previous Tales of the Banished


The Banished



Banished to the Purple Planet, Part Four


Damn, it's been over a month since the last blog posting! This all has to do with a certain new job that I started. While I've been getting to the game table (even managed to play three games of Savage Worlds last month!) I haven't had much time to write about it. Here's hoping things calm down soon.

On to the journal entries:

Day 7

  • The party's evening started out with some Q&A with their new teammate: Dukdiv.
  • Dukdiv the Kith (a class from the Peril on the Purple Planet box set) was a member of lesser clan serving House Cotcyst out of Castellum Cotcyst. 
  • According to Dukdiv, House Cotcyst was the mortal enemy of House Reagen'Tor. House Cotcyst was extremely organized, technologically advanced, and was led by heads floating in jars. 
  • Dukdiv ended up in the belly of the Death Orm during a raid against House Reagen'Tor forces. Judging by the proximity of the Ancestor Peaks and the nearby Mushroom Forest, Dukdiv believed Castellum Cotcyst to be west of the party's location.
  • Unfortunately, when the party investigated the Mushroom Forest, they realized that their hover skiff was too large to make it through the 'shroomy woods. This created a dilemma, as the party sought food and water, and the forest was probably a better source of sustenance than the wastes. 
  • Fortunately, Ssof Rehtaf realized that he could pray to Aristemis for some "Food of the Gods!" The cleric created a massive feast that would take care of not only the active crew, but everyone riding in the back of the skiff. [Judge's Note: Andy had been playing his Paladin, Lil Hammy, for much of this adventure, but swapped over to his other divine character. On his roll for Food of the Gods Andy got a natural 20!]
  • With food in their bellies, the party traveled north in their skiff, choosing to skirt the outside of the forest while retaining their magic craft.
  • During the first couple hours of travel, the party saw several kith warbands and scouting parties. Rather than interact with them, "Captain Floyd" chose to just outrun them all on the open wastes. 
  • The skiff wasn't nearly as fast over the broken hills, so when a small pride of Strekleons appeared (15' long, 6' high porcupine-lion hybrids), the party had no choice but to fight back. Unfortunately, Floyd flubbed his attempt at attacking while driving, and flipped the skiff, pouring the party out onto the sandy hillside. In a tense battle, Watson's eagle-based magic paired with Otto's Axe of Pure Scream (received from Razoul in the first Purple Planet session) won the day. 
  • During this battle, the party almost lost Nutbiter, who had finished off one of the Strekleons, but then took damage for attacking with his mouth, due to spines. When Marc declared that Nutbiter shook the Strekleon's "parts" a bit more after biting, I declared even more damage! Fortunately Ssof healed the war shih-tzi. 
  • Continuing north, the party ran into several abandoned Kith war camps, and another dead Death Orm. This just led to more swag gained. I should note, from the Judge's perspective, that I decided to make the earnings from these scavenging raids more lucrative. So long as they passed a difficulty 10 intelligence check, each player got to roll on the random Kith gear table for loot while searching camps.
  • The party also discovered a Gribb nest at the edge of the Mushroom Forest. Damn, this almost cost the team their wizard! The party saw that there were bits of green shards sticking out of the paper-like Gribb nest. Watson got greedy, and approached, finding a silver gauntlet sticking out of the guano on the ground. The wizard cast a sleep spell on the Gribbs above, successfully putting 4 of 40 to sleep. 
  • The other 36 attacked. 
  • Again, Otto's Axe of Pure Scream came to the rescue! The warrior activated its Scare power, and Jonata rolled a natural 20! After spending a point of Luck, the Axe scared off the remaining Gribbs for enough time that the rest of the party could get to the Skiff. 
  • At least Watson was able to grab the silver gauntlet. Unfortunately, the party wasn't able to figure out what it did yet. 
  • After traversing a few more hills and plains, the skiff came to a halt in front of another Kith Warband. These weren't refugees or mindless raiders. These Kith were members of Dukdiv's House Cotcyst. 23 warriors and 1 warlord, to be exact. Finally, after a week under the weirdling sun, The Free Company would have the opportunity to make contact with some potential allies. 
  • Note (for game purposes), at the end point of the adventure it was 5 am, and there were 4 hours left on the current shard powering the skiff. 



Quotes


Floyd: "How do you execute people?"
Dukdiv: "Would you like a demonstration?"

"If you can't kill someone with your bare hands in real life, you can't do it in the game." - Andy was trying to make a point here. I'm scared. 

"NO PISS ANYMORE!" - Otto screams, as he no longer needs to drink his own urine due to Ssof's Food of the Gods spell. 

"I rolled a 30..." - Andy, rolling for the Judge to determine the number of Gribbs in the nest. 

"I have a bundle of wood!" - Jonata always has wood.


In Memoriam 

  • Almost killed Nutbiter

Saturday, January 20, 2018

Family Game Knights - The Emerald Enchanter, Pt 4




Exploring the Chained Coffin


Welcome to Family Game Knights, our regular tour through of the Shudder Mountains and  The Chained Coffin box set.  

For those uninitiated with the Chained Coffin, creative lead +Michael Curtis and the rest of the Goodman Games crew have created a wonderful and vibrant fantasy campaign setting based on Appalachian myth and legend.  During this journey, we'll be dipping into all of the adventures written specifically for the Shudder Mountains, as well as tossing in a few other favorites as well, thus turning this into a fantastic, ongoing campaign!  Special thanks to the DCCRPG G+ community for so many wonderful adventure suggestions.  

Here are our previously yarns:

Also to note:  I'm working on a Shudder Mountain soundtrack through a YouTube playlist.  Any suggestions?  Here's where we're at so far. 


The Adventuring Party


  • Jen
    • Wize Wizard McBride - Cleric
  • Evie
    • Jefffff - Warrior (she plans to add another "f" after each gained level)
  • Carrie
    • P. Specs - Thief
  • Jeremy
    • Sir Huey, Keeper of the Sacred Door - Warrior
  • Ella
    • Quinn & Kippy - Wizard & Squirrel Familiar
  • Andy
    • Walden - Thief
  • Frank
    • Zzizzle Fenderbender - Dwarf

Rugo USA QQ96, by Cooper Walls

The Emerald Enchanter, Pt 4


Look, I'm not gonna sugar coat tonight's game...

... it was a bit anti-climactic. 

After three previous sessions within The Emerald Enchanter's crazy lair, including a pair of trips back to town to restock and heal up, the party wrapped up the adventure by accepting a payoff to leave. That was it. No big boss battle. No pile of loot. No epic trip back to town, with a bunch of captives in tow. 

Nope, none of that. 

I guess the village of Ugly Bottom will continue to suffer under the ever-vengeful eye of the Emerald Enchanter.

Here are some of the details:


  • The party did a bit more talking with dead things. Quinn used her Speak with Dead spell to converse with Gobur the skull, hoping to glean a bit more useful info about the Emerald Enchanter's Lair. She didn't gain much, only that the group's trip would take them past a prison holding area, and through a trapped room.
  • The prisoner holding area included seven starving humans, a pair of cats that could shoot laser beams from their heads (totally in the adventure, I didn't make that up!), a boring snake, and an alien blob that only spoke in "wub" and "wub-wub's."
  • Let it be known that the alien was henceforth known as "Wub Wub."
  • The human prisoners were of little help, and the laser cat almost killed the Wize Wizard McBride, so the team turned their attention to Wub Wub. Through a series of "yes or no" questions (in which Wub Wub would answer Wub Wub for yes and Wub for no), the party was able to learn a bit more about the dungeons that lay ahead. Specifically of the dangers found in each room.
  • A nearby trap room with a drop floor opening into acid (inspired by Grimtooth) really jacked with the party. On the other side of the short hallway consisting of this door was the chamber with a giant heat ray shooting skull. 
  • It was around this time that Cooper (my 7 year old son) expected his monster/NPC to join the fray: Rugo USA QQ96. With skulls for fingers, and chainsaws around his waist, Rugo was a force to be reckoned with. But by a few lucky rolls, Walden was able to befriend the alien, who in turn attacked the skull, destroying it with his chainsaws. 
  • The party followed a secret passage behind the giant skull to a room full of hands. Just a lot of hands, all being way too handsy. The hands had to be dealt with, and by combat, so that happened.
  • At this point the Emerald Enchanter started to converse with the party. He was able to pay off the party pretty cheaply. He offered Wub Wub and a small gemstone that would help the user learn how to build spaceships better. I thought the offer sounded crazy, but the party bought it. Wild

And THAT is how we finished The Emerald Enchanter! I'm sure your trip was different.




Campaign Crematorium


  • None this game... boo!

Sunday, January 14, 2018

Banished to the Purple Planet - Part Four


Under a Weirdling Sun


Peril on the Purple Planet is an epic DCCRPG box set devised by +Harley Stroh. The adventure is a hex crawl, so player characters get to explore a completely open and lush world. Characters must discover artifacts, make alliances, battle terrifying worms, and sustain the deadly sun's rays if they are to ever make their way back home.

Care to hear about this week's banishment? Read on!

Previous Tales of the Banished


The Banished



Banished to the Purple Planet, Part Four

Holy crap, it's been a long time since I've done a blog post! Over a month. Sorry about that. Not that we haven't been gaming... we have. It's just that life, the holidays, family stuff, and work stuff all just got in the way a bit. But we're back on the Purple Planet, where we belong. 

On to the journal entries:

Day 5

  • The group kicked off their 5th day of travel at the edge of a corrosive lake, trying to figure out how to get the submerged skiff out of the deadly water.
  • Imric put together an idea to use Force Manipulation to raise the skiff, and successfully cast his spell. In just a few moments, the silvery machine was brought on land. 
  • The crew then spent the next twenty minutes or so trying to figure out how to get the device to work. Much like other artifacts on the Purple Planet, the Skiff had a series of eight rune-carved buttons that had to be pressed in order.
  • Nicodemus and Floyd did most of the pressing while Ssof Rehtaf watched, just waiting to have to heal someone. Eventually StarRider started pressing buttons too.
  • Eventually the party got the Skiff moving, and they set out for adventure! Tough decision to make though: where to go?
  • Nicodemus, the Thief with a 4 Intelligence, effectively made himself captain of the Skiff, and travelled south, hugging the edge of the mountain range while staying over the water.
  • The Skiff travelled 54 miles before stalling out. The craft needed greenstone shards to operate, although it could still hover while a new shard was swapped out. Otherwise the Judge would've had a TPK as the party sank to the bottom of the corrosive water.
  • If these weren't long-term characters, you know full well that I would've scored that TPK!
  • The Skiff traveled another 12 miles before coming to a greenstone cache resting on a stalagmite-looking pillar rising from the water. On the top of the pillar the party found a cache of greenstone shards.
  • Ssof Rehtaf cast Detect Magic on the shards and gleaned some details about the magic crystals. First, the shards are part of large greenstones, which must be much larger. Second, enough greenstone shards (at least 25) would have the same arcane effects as the larger greenstone. Third, this conversation reminded the party about what the actual plot of the adventure.
  • The Skiff traveled another 18 miles before Nicodemus had the bright idea to try to run it up the mountain. Yes, the craft hovered, but no, it didn't do inclines too well. The the skiff tipped, and half the party fell out and took damage.
  • Back to the coastline travel.
  • After another 24 miles, the skiff was able to start moving southwest as the mountain range started coming to an end. 
  • At the edge of the beach Nicodemus saw a legless Kith body clutching a rayrifle. The Thief-Captain ordered Screaming Otto to retrieve the artifact. Screaming Otto jumped onto the land but when he rolled the body over, it appeared that the Kith was still alive! He blasted Otto twice (nearly killing him), and the party was forced to slay the legless assailant. 
  • I should note that +Jonata Sodre had to spend a METRIC CRAP TON of Luck to make two DC 15 Fortitude saving throws so that his character didn't get disintegrated. 
  • Back on the Skiff.
  • Another 24 miles and the Skiff ran right into a dust storm. The brutal weather scoured the skin of the team, and forced the craft to move randomly. Fortunately, it randomly made landfall in the nearby wasteland hills!
  • Having reached the south-western edge of the corrosive lake, and with the weirdling sun near rising, the party set up camp beneath the skiff. 
  • They also forgot to turn it off, so eventually they burned out the greenstone shard that was still in use. 

Day 6
  • After a full day's rest, the party decided to take the Skiff towards a forest they saw in the distance.
  • A few miles after breaking camp, they came across the husk of a 45' long worm. 
  • StarRider poked around the inside of the dead worm after making an incision in its side. Clutching the skull of a dead Kith, there was a live Kith! 
  • Rather than attack the Kith, StarRider showed that he meant it no harm. 
  • The two struck up a strange conversation, and started understanding each other.
  • The Kith's name was Dukdiv, and he believed that StarRider was the one who saved him from death. So he pledged himself to the wizard.
  • This gave the Judge an excuse to allow a player to try out the Kith character class featured in the Purple Plant Boxed Set!


Quotes



"James, this is good news! You finally come to Brazil! You don't have the excuse of money." - Jonata. 

"The party needs a nurse." - Alex grateful that Andy was playing his Cleric. 

"There's no seatbelts in medieval times." - Judge James to Andy, who was asking about safety equipment.

"Paint me like one of your French girls, Nicodemus." - Paul to Alex, after the comment about the skiff being like the Titanic. 

"I'm really screaming now!" - Screaming Otto after getting blasted by the Rayrifle a second time. 

"Not quite a colonoscopy." - Paul about digging into the dead death orm.

"He's a genius. Like Antonio Banderas." - Jonata


In Memoriam 

  • None this adventure

Sunday, December 10, 2017

Banished to the Purple Planet - Part Three


Under a Weirdling Sun


Peril on the Purple Planet is an epic DCCRPG box set devised by +Harley Stroh. The adventure is a hex crawl, so player characters get to explore a completely open and lush world. Characters must discover artifacts, make alliances, battle terrifying worms, and sustain the deadly sun's rays if they are to ever make their way back home.

Care to hear about this week's banishment? Read on!

Previous Tales of the Banished



The Banished





Banished to the Purple Planet, Part Three


Fun fact! Since our last session of Peril on the Purple Planet back in October, I've dumped 54 hours into The Long Dark by Hinterland Studios. Needless to say, after all these weeks of scrounging for beef jerky, crafting boots out of harvested deer, and battling wolves, my survival game kung fu is strong! So for last night's hex-crawl, I really tried to inject a bit more of that feel into the game, especially when it came with dealing with a lack of resources and needing to live off the land. 

As I did with the last blog entry, I'm breaking down this play report into more of a "day to day" journal of player activities. That said, I'd love to get some feedback from my players themselves, in the form of character narrative. Something like this:

"Ya know, I never shoulda tried lookin' fer waters in that there cairn. Almost lost me arm doin' that, and I need dat arm to battle critters." - Floyd Pink

Just for the record, I came up with that quote, not Marc. But you get the idea guys.

Oh, and check out this sweet map that Marc is contributing to the game! Since this was the session where the party doubled back towards the lake in the south, you can really visualize THE FREE COMPANY walking in circles!




On to the journal entries

Day 3

  • Running low on food and water the party tries searching the cairn for a source of water. Floyd Pink finds the lowest point in the room, and attempts to pry up one of the stones in the wall. Slipping while lifting the stone, however, Floyd Pink's arm gets pinned and crushed in the wall. See 127 Hours for how I was hoping this scene would go. 
  • Fortunately, water started pouring out of the tiny gap between Floyd's crushed arm and the ground. While the party's warrior writhed, begged, screamed, and threatened to shoot Nicodemus with a silver tube, the rest of the team filled their water skins and their bellies with cool water. There's a good chance that some of Floyd's blood mixed with the water, but that just added some metallic goodness to the flavor.
  • To free Floyd Pink, Imric casts enlarge on Hammy, who in turn lifts the stone. The party paladin then lays on hands and heals Floyd's smashed arm. 
  • Once it was night the party set out into the wild, again hoping to avoid the weirdling sun. They wanted to make their way to the lake to the south, hoping to find cool, sustaining water and maybe some more insight into this strange world. 
  • After a few hours they heard horrible grunts and flapping in the hills to the west. The shadowy shapes of nine lizard creatures flying in the night startled The Free Company, causing them to draw their weapons. These beasts, called Gribbs, set upon the travelers with razor sharp talons. 
  • During the battle with the gribbs, Floyd Pink almost killed himself by fumbling with his ray rifle. He was pointing it backwards when aiming the six foot long silver tube, and shot himself in the chest. Fortunately the armor took the blow, and he didn't disintegrate himself. 
  • The gribbs successfully slashed at Floyd and Imric while getting peppered by the party's ranged weapons and spells. Imric was especially angry at the beasties, and his flaming hands spell cooked three of them in flight. Once half of the monsters had been defeated, the remaining ones flew off. The party harvested the carcasses of the dead gribbs for gear. 
  • The Free Company reached the hills that surrounded the lake a few hours before dawn, but just as they began their uphill march a fierce rain poured down from the sky above. The water created a deluge that poured through the ravines and down the hills, and the resulting flood threatened to sweep away the party.
  • Floyd Pink, Imric, and Hammy managed to climb atop a rocky outcropping before being swept away, but Nicodemus was not so lucky. The thief started to drown, and nearly died [taking 8 points of Stamina damage] before his luck turned and he was able to grab hold of some terrain. 
  • It took eight hours for the waters to recede, forcing the party to remain exposed to the weirdling sun until close to noon. Once the ground dried, the team climbed down and made their way further into the hills. Desperate to find shelter, the party searched the area for any sign of a civilization, cave, or perhaps another cairn. What they ended up finding was an abandoned camp.
  • The small camp provided the party with the materials to make rustic hide tents, and five reed containers filled with some kind of fluid. There was also a bit of jerky to add to rations. The party rested for a full twenty-four hours before heading back out. 

Day 4

  • Once night came on Day 4, The Free Company traveled a mile south until they reached the shore of the long sought after lake.
  • Unfortunately, the water was highly corrosive. Wooden poles and rods placed in the water started to come apart.
  • At the edge of the water, there was a bit of treasure: a dead kith laying next to a cache of greenstone shards! The party collected the shards, and then noticed even more treasure: a metallic skiff just below the water about 40' from shore. 
  • While the team tried to decide what to do next, two forms emerged from the hills to the west. It was StarRider and Saynen, who had both disappeared back in the Lair of the Mist Men! Somehow they had made it to the Purple Planet, and were still alive. 
  • [Note for next game: the game ended around 9pm, Purple Planet time.]


Adventure Notes



  • Gribb Gear: In the true spirit of The Long Dark I allowed the players to harvest the dead gribbs for materials that they could use in their adventures. Each gribb had 10 lbs of edible meat, and 2 razor sharp talons that could be turned into point for arrows, bolts, javelins, and darts. If used as such, the talon-tipped weapons cause +1D of additional damage. In addition, Marc thought up the brilliant idea of converting the gribb stomachs and wing leathers to water skins. 


Quotes



"So, Nicodemus is looking at Hammy like a big pile of bacon right now." - Alex getting into scavenger mode. 

"So, Marc... have you ever seen the movie 127 Hours?" - Judge James revealing the next scene to the party. 

"If enlargement lasts for more than four hours, contact your doctor." - Marc commenting on a popular wizard spell. 

"Oh wise and bright one, lead us." - Nicodemus declares his fealty to Floyd Pink... wait, what?


In Memoriam 

  • So close to taking Floyd Pink's arm. 

Saturday, December 9, 2017

Family Game Knights - The Emerald Enchanter, Pt 3


Exploring the Chained Coffin


Welcome to Family Game Knights, our regular tour through of the Shudder Mountains and  The Chained Coffin box set.  

For those uninitiated with the Chained Coffin, creative lead +Michael Curtis and the rest of the Goodman Games crew have created a wonderful and vibrant fantasy campaign setting based on Appalachian myth and legend.  During this journey, we'll be dipping into all of the adventures written specifically for the Shudder Mountains, as well as tossing in a few other favorites as well, thus turning this into a fantastic, ongoing campaign!  Special thanks to the DCCRPG G+ community for so many wonderful adventure suggestions.  

Here are our previously yarns:


The Adventuring Party


  • Jen
    • Wize Wizard McBride - Cleric
  • Evie
    • Jefffff - Warrior (she plans to add another "f" after each gained level)
  • Carrie
    • P. Specs - Thief
  • Jeremy
    • Sir Huey, Keeper of the Sacred Door - Warrior
  • Ella
    • Quinn & Kippy - Wizard & Squirrel Familiar 
  • Cooper
    • Soapy McSoap - Warrior
  • Andy
    • Walden - Thief


The Emerald Enchanter, Pt 3


As you can probably tell from the cover art of this blog post, I decided to add a little trickery to tonight's session. You see, during Goodman Games' big Black Friday sale I managed to get my hands on Grimtooth's Ultimate Traps Collection. I then spent about three evenings digging through the crazy and brutal inventions. I couldn't wait to spring these on my players, and I had the perfect opportunity during our next episode of The Emerald Enchanter.

Our players are taking their sweet time with this adventure, an they keep going back to the village of Ugly Bottom after exploring part of the Emerald Enchanter's lair. Well, this time I decided that there would be a price to pay. The Emerald Enchanter reached out to Grimtooth and purchased a bunch of traps to catch those pesky jerks that keep messing around with his stuff. My good friend Frank put this idea in my head about 8 years ago. The idea that a dungeon left alone should be restocked and better guarded this time around.

Well the Emerald Enchanter spared no expense to protect his home! When the PC's arrived they found a note on the front door:

"Dear Burglars: Don't come inside ever again. You've been warned. - EE"

Naturally my players did not follow this advice... it would've been a short game if they had!

The party thieves, Walden and P. Specs, both checked the door for traps, and found one: a door knob that would grow spikes, blast off and strike the players. Walden disarmed the trap, and pocketed the spiky knob. They then opened the door. 

The front hallway had a complete home makeover! The Emerald Enchanter replaced the tile floor with black tiles, and the ceiling was a swirling mass of sand. Walden entered the room, and gravity reversed, pulling him into quicksand on the ceiling. Both Sir Huey and Soapy managed to get sucked in as well, but they went in head first and started taking damage. Maybe I should give you some mechanics, as this trap was inspired by Grimtooth, but of my own design:


  • Gravity Sand: PC steps into the room and gravity reverses. DC 15 Reflex Save to go into the quicksand feet first instead of head first. If headfirst, PC takes 1d10 damage every minute. Anyone trying to pull the PC free must make the same save or they get pulled in unless they are tethered. 

Holy traps!


After freeing the PC's (Sir Huey would need to be revived, as he fell below zero hit points) our party wizard Quinn used her Flaming Hands spell to turn the sand to glass. The team then stepped out into the room. Since only the first fifteen feet were glass, Soapy used his shovel to burrow through the nearby wall into a hidden passage. This gained the team access to the next part of the map.

If you read our play report from the last session, you know everywhere that the players went this game, as they didn't go anywhere new. But with every turn, I hit them with a trap:

  • A floor trap in one of the hallways that can be found in Grimtooth's Ultimate Traps Collection. Step on one side, and the floor flips around on a hinge, dumping the PC into spikes below. 
  • Another trapped doorknob, with a handle that turned to acidic slime. On the other side of that door the party would find a signed receipt from Grimtooth to "E.E."
  • A [REDACTED] that the party didn't find, but I really hope they do next game.
  • A rolling ball trap that greeted the players just before they went into the room with the remains of the three dead wizards (the Consultorium.) It was a full 10' wide ball, straight out of Indiana Jones. Three of the PC's ducked into a nearby barracks chamber, while the other three retreated so as not to get crushed. 

This was Cooper's 3rd full game in this campaign, and he did a wonderful job figuring out a way to bypass some of the traps via digging through walls.



When the party finally made it back to the Consultorium, Quinn used her new Speak with the Dead spell. She cast it on both the mummified corpse and the brain in the jar. 

  • Thesipedes (the corpse) revealed that the word "Yasmilon" could be used to destroy Emerald Eidolons. Also, that the safest way to get to the Emerald Enchanter was through a grate in the floor, found later in the dungeon.
  • Istrobian (the brain in the jar): promised Quinn great power, and tricked the party wizard into letting it sneak into his brain, taking up residence. Quinn would gain intelligence with his new second brain, but at the cost of needing to eat human or elf brains. 

Unlike previous journeys into the Emerald Enchanter's domain, this time the party decided not to head back to the village afterwards. 

A Fine Selection of Quotes from the Table


"Wait a minute. I have a bomb." - Andy. And his character really did have one!


Campaign Crematorium


  • None this game... boo!