I never explained who the players' characters are:
Zora is a Chaotic Human Fighter, she signed up as a mercenary with the Martell Company to spy on their operations and she wants to find some precious elven relics before she tries to leave the island
Allmah is a Neutral Human Thief, she was sentenced to work for the Martell Company to pay for her crimes back in the city (a 9 year sentence), she and Zora kept each other alive during the war and Zora helped her escape her chains when their ship wrecked upon the island, she hopes she can leave the island with enough wealth to never work another day in her life
Diera is a Good Human Magic-User, she signed up as a mercenary with the Martell Company because her cousin, Zora, had as well, she she hopes to find powerful magic on the island which she can claim for her own use
One of our "heroes," Zora, decided she wanted to burn down the glade of pine trees swarming with bees. She snuck off in the morning with her Lava Rug to burn the glade down and immediately stumbled across a nest of vyderac seekers and swarmers. She used the Lava Rug to roll over the swarmers and it protected her from the seekers well enough, but she still got bit through her boots and the seeker dust made her hands go numb, causing her to drop the rug as soon as she made it to the glade. She soon learned the bees will extinguish fires fairly quickly, and they can overwhelm vyderac seekers. After reconnecting with the others, they decided to move their camp closer to the glade.
During the hours of traveling back and forth between the shoreline and the glade, Allmah crossed paths with an earth imp named Gode, who seemed very curious as to why humans have returned to the island. She answered all of his questions and explained about the Martell Company and the lizardmen and salamanders she had encountered. Gode corrected her, "Well, actually, those are the Goa and they're very unfriendly." and "Well, actually, those are the Fuegonauts and they're really stupid."
Zora insisted on exploring around the glade and they found a ruined hilltop that Gode was reluctant to approach. He claimed there were more elementals like him living there and they were cheats and liars. Zora ignored his prattling and walked down the only stairwell amongst the ruins to find a gambling den filled with steam and fire creatures, all drinking and gambling, and being super annoyed that another earth imp, Gode, had arrived. The bartender bet each of the humans one gold bar that they wouldn't be able to get the earth elementals to leave, and Zora took the bet. She talked to the other earth imp, Grine, for a very short period of time before he agreed to follow her. As they left the gambling den, they found there were already steam imps at the top of the stairs with gold bars. This was not so much a bet as it was a payoff. The steam imps helped construct a ship for the humans to sail of the island and then returned to the den, asking the humans not to return with their two "friends."
They moved the second ship, a very simple but large rowboat, closer to their pirate skiff along the shore, then proceeded back into the jungle where they found a copper arch standing in a pond of white lilies. Allmah swam through the pond and found an ornate golden box with a strip of perfectly preserved and tattooed skin inside - nobody could read the runes etched into it. Diera proceeded to study the archway, and they were soon approached by lizardmen who held their hands up peacefully. Some tense conversation led to an understanding that these were Arva, "good lizard people" as Diera put it, and they wanted to know what the arch did. When Diera concluded her study, she shared her knowledge with them: a teleportation gate that required a chime to operate.
"I bet that chime is in the gambling den!" said Zora. The party returned to camp resolved to explore the gambling den, and at the very least attempt to steal the elemental core that dominated the archway over the bar.
Some DMing note:
At first the players thought that Gode was cute, but I emphasized that his questions are tedious, never stop, and are potentially hazardous. "So your hair just gets longer every day? Can you feel it? How can you not feel your hair? are there other parts of your body you can't feel? Does it hurt when I poke you like this? How about here? How about like this?"
Describing the gambling hall, the House of Tranquility, was difficult but I think I pulled it off well enough for the players to understand that this place is part of an elemental society built upon elven ruins. One of Diera's INT checks revealed that these imps weren't summoned, they came here on their own - now she's wondering if there are portals to find on the island. When I described the gray core in the bar, table talk immediately turned to "how can we steal this thing?!" and it became a focal point for returning to the den.
While reading the description of the Arva I realized that their motivation of not wanting "any non-Arva to know who or what their leader is" was not going to work. There didn't seem to be any other way for me to have the players hear the name 'Damadar Deodan' so I ignored this motivation and had them be very open about it, even bragging about how powerful he was. I also really like the character of Damadar Deodan so I placed him in hex 19-03, because why the hell not? It gives the Arva a place to congregate to after they explore, and it's close enough to the bathhouse that Damadar might ask some adventurers to go find the source of power the Arva sense there.
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Showing posts with label swordfish islands. Show all posts
Showing posts with label swordfish islands. Show all posts
Monday, June 17, 2019
Sunday, June 2, 2019
Hot Pirate Island
The players in this game are all women. I feel like I should point that out before I mention that the first thing they did in the second session is seduce the last surviving pirate into having a lesbian orgy with them. It feels like not a lot happened in this session, but there WAS quite a bit of character development. Its difficult to remember in-game conversations, but they definitely spent a lot of time discussing what they wanted to do and what their goals are. My players also don't have a lot of experience with rules so I'm sort of keeping the nuts and bolts rules secret but just offering a lot of options and trying to make "Yes, you can (do that) if you (do this) first" statements. I'm essentially using an Apocalypse World 'success/partial success/miss' kind of roll for everything, but the players always roll a d20.
They had dumped the bodies of the dead pirates into the water of the cove, and the blood attracted some salamanders - Fuegonauts. The salamanders attempted to capture them, but the magic-user in the group, Diera Fireflame, cast a spell called Song of the Poisonous Memory. Diera Fireflame has been having bad luck with her magic, she keeps failing to cast a spell and the magic twists and warps into ways she doesn't intend. So far she has inadvertently and unintentionally possessed a magic club, sent a charm spell backwards in time to convince a hive of bees that she's their queen, turned her eyes into black inky portals to the Abyss (she can still see with them), turned all insects within 100 feet into geniuses, and that's just what I can remember. She finally cast a spell successfully, and infected the salamander brains with brain aneurysms, causing them all to die instantly. Later, she would do the same to a swarm of giant centipedes.
They spent a few days resting, brewing poison, identifying magic items, and converting the pirate cove into a base of operations, then sailed around the southern tip of the island in search of elven ruins. Their surly and rude warrior, Zora Lieng, had come to the island in search of elven relics and their new ex-pirate lover indicated that ancient elven ruins could be found in that direction. After landing on a centipede-infested beach, they made camp and explored for a few hours, finding a grove of trees with massive beehives. Zora has decided to destroy the trees, but it's getting late and so they returned to camp.
1st-level spell
Song of the Poisonous Memory
range: 30 feet
Wisdom saving throw negates
failure = target takes 2d6 damage, damage ignores armor and cannot be reduced in any way, only affects creatures with brains
1st-level spell, cast at higher level to affect more targets (each level adds +1 target)
if rolling for spell, a critical success turns the spell into an area effect (a DCC spell might also increase damage or be able to affect non-brained creatures with a high enough roll!)
They had dumped the bodies of the dead pirates into the water of the cove, and the blood attracted some salamanders - Fuegonauts. The salamanders attempted to capture them, but the magic-user in the group, Diera Fireflame, cast a spell called Song of the Poisonous Memory. Diera Fireflame has been having bad luck with her magic, she keeps failing to cast a spell and the magic twists and warps into ways she doesn't intend. So far she has inadvertently and unintentionally possessed a magic club, sent a charm spell backwards in time to convince a hive of bees that she's their queen, turned her eyes into black inky portals to the Abyss (she can still see with them), turned all insects within 100 feet into geniuses, and that's just what I can remember. She finally cast a spell successfully, and infected the salamander brains with brain aneurysms, causing them all to die instantly. Later, she would do the same to a swarm of giant centipedes.
They spent a few days resting, brewing poison, identifying magic items, and converting the pirate cove into a base of operations, then sailed around the southern tip of the island in search of elven ruins. Their surly and rude warrior, Zora Lieng, had come to the island in search of elven relics and their new ex-pirate lover indicated that ancient elven ruins could be found in that direction. After landing on a centipede-infested beach, they made camp and explored for a few hours, finding a grove of trees with massive beehives. Zora has decided to destroy the trees, but it's getting late and so they returned to camp.
1st-level spell
Song of the Poisonous Memory
range: 30 feet
Wisdom saving throw negates
failure = target takes 2d6 damage, damage ignores armor and cannot be reduced in any way, only affects creatures with brains
1st-level spell, cast at higher level to affect more targets (each level adds +1 target)
if rolling for spell, a critical success turns the spell into an area effect (a DCC spell might also increase damage or be able to affect non-brained creatures with a high enough roll!)
Sunday, May 19, 2019
Hot Springs Island
I ran a session and started with a shipwreck, as per the module's suggestion. We started with a Fiasco-like background starter that allowed me to tie their backgrounds together as well as connect them all to the Martel Trading Company. The players instantly started scavenging from their dead shipmates and the flotsam washing up on shore (hex 13). They found boar along the shoreline but didn't venture into the island interior. One of the players has a geology degree and she immediately pointed out that the black sandy beaches shouldn't be there with the volcanic activity.
They tried to build a shelter and were ambushed by two Goa sneaking around the ship wreckage, then found copperbacks and a magic hammer (Rockcracker) amidst the remains of a scorched battlefield (hex 18). I created a group of pirates who were also looting the wreckage, and the PCs followed them and learned that these pirates had brokered a peace with the Goa and were enemies of Martel. The PCs ambushed the pirates and killed all but one of them, the only survivor a mute and disfigured woman who always wears a mask depicting a white demon. They looted the pirate's cave (along the rocky shoreline of hex 22) and found a couple more magic items (a vest of jungle vitality, see below, and Lava Rug).
As the session progressed I introduced rules, rather than spelling them all out at the beginning or during character creation, such as time passing in-game and measuring the day/night cycle using colored poker chips. Overall, a productive session, and everyone wanted to keep playing! I'm getting pretty good at GMing.
Vest of Jungle Vitality
While the wearer is in a jungle environment they have no need to eat, drink, or sleep.
They tried to build a shelter and were ambushed by two Goa sneaking around the ship wreckage, then found copperbacks and a magic hammer (Rockcracker) amidst the remains of a scorched battlefield (hex 18). I created a group of pirates who were also looting the wreckage, and the PCs followed them and learned that these pirates had brokered a peace with the Goa and were enemies of Martel. The PCs ambushed the pirates and killed all but one of them, the only survivor a mute and disfigured woman who always wears a mask depicting a white demon. They looted the pirate's cave (along the rocky shoreline of hex 22) and found a couple more magic items (a vest of jungle vitality, see below, and Lava Rug).
As the session progressed I introduced rules, rather than spelling them all out at the beginning or during character creation, such as time passing in-game and measuring the day/night cycle using colored poker chips. Overall, a productive session, and everyone wanted to keep playing! I'm getting pretty good at GMing.
Vest of Jungle Vitality
While the wearer is in a jungle environment they have no need to eat, drink, or sleep.
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