Posted in: Role Playing Games

Campaign Update: C&C Session 1-2

Castles and Crusades Campaign– Play Report Catch Up

OK, so I’m getting caught up on my play reports for the sessions that have already passed. Today we are going to cover what happened during the last two sessions of the Castles and Crusades campaign.

I had a one-on-one session with each player, and we roleplayed why and how they got from their hometowns to The Grand City of Roses. Each player got to name the hometown that the character came from since this is a shared storytelling environment and not just “You’re playing in Carl’s made-up world”. It’s less stress for me as a Game Master this way. I had a basic idea of how I wanted the world to be set up. There are coastal kingdoms that are primarily human (mostly unnamed) and The Grand City of Roses smack dab in the middle of them all where a massive trade river meets the sea.

The Grand City of Roses has been a city-state for more than 100 years. It is run by a ruling committee in conjunction with the Grand Mayor. This Grand Mayor is elected by votes from each of the city sections called “Petals”. If someone were to see the Grand City from the air, they would be looking down on a series of islands in the mouth of the river called the Stem Islands. Some of these islands are the oldest sections of the city. On the banks are walled city sections that looked like petals on a rose. Hence, the name.

Each section catered to either a racial group or a particular trade or service. So, think of something like the Little Italy, Chinatown, financial district, warehouse district, etc. that are commonly seen in big cities. All of the races had trade delegations and their own sector in the city including elves, dwarves, halflings, goblinoid races, humans, etc. As you can imagine, keeping the peace was both difficult (old grudges) and easy (we don’t want to lose our trade rights in the city).

What the players did not know is that during their trip to the Grand City, or just entering it, they were drugged, stripped of their weapons (if it wasn’t hidden) and thrown into a basement dungeon near the docks. They had been observed doing something good and were selected by a secret group of concerned leaders called The Purple Petal.

They wanted to see if the characters could work together and get out of the prison without killing a bunch of people. The characters were placed in two different cells with an NPC (one of the testers) in another cell. They observed a jailer bringing them food using a mechanical pulley system with levers to open the doors. The PCs were able to get out of the chains, and the magic user cast Magi’s Reach to pull one of the levers. They wisely freed the NPC prisoner who accompanied them on their escape attempt.

Going through the lower levels of the dungeon, they found various equipment (not theirs) and additional prisoners (more civilians and kids). They also encountered a pack of dogs held in a pen (keeping them trapped) and eventually the jailer who had brought them food. To get past the jailer, one of the characters freed the dogs and led them to the jailer’s quarters where he was storing food for both the animals and prisoners. In the confusion they were able to knock out the jailer and escape while the dogs tore into their food packs.

On the next level up, the players discovered the “mad wizard and his cult” and quite literally ran a scene from Scooby Doo where they distracted the “cultists” one way and ran through other doors. Stealing the knockout potions (that had been used on them) and using some of them to escape.

When they got to the last room in the dungeon, the NPCs they had “rescued” then revealed that they were observing the party actions to see if they were worthy of being hired on as a member of a “Thorn Team” to help troubleshoot issues that the Purple Petal had identified. There were special teams that the group could use to discreetly resolve small issues before they became big incidents that affected the delicate balance of the city. A few characters were concerned with the recruiting methods, but the money and benefits were too good to pass up (free room and board with their “cover jobs”, etc.) thus ending session one.

The basis for this first adventure was The Madhouse Meet, originally developed for Dungeon Crawl Classics Lankhmar and published in the Goodman Games Free RPG Day 2016 book. I altered it from being captured by an actual cult to the secret society test.

Between sessions, I had sent out emails to the different players letting them know how their characters had settled down in the Grand City. This included some hint drops for future gaming sessions. I’ve been also doing this for the Star Trek Adventures campaign with the USS Magnanimous crew. I’ve enjoyed coming up with the different items to send out (and wondering if the players would find the hidden nuggets of information within them).

Session two is currently being played in two parts. This is an original adventure and is set a week after the first adventure. The members of the Thorn Team were given special instructions to show up at a hidden rendezvous point (The Violet Ledger). There they met their handler (Master Corvin Hale) who informs them that their services are needed to prevent a guild war from breaking out in the streets of The Grand City of Roses.

Everything that is brought into or out of the city is subject to a fee. This includes the garbage collected by the two goblin refuse hauling guilds. One of the guilds, the Iron Cart Consortium is starting to suspect that their rivals, the Green Barrel Collective is illegally disposing of the garbage they have collected instead of hauling it out to an approved burn location (far away from the city where it won’t be a nuisance) and thus avoiding the same amount of fees that the Iron Cart is paying. The Purple Petal knows that if the two guilds responsible for hauling the garbage out of the major city start fighting (instead of removing the waste) it could be dangerous in different ways. They also know the numbers don’t match from what Green Barrel has picked up to what they are taking out of the city, but they don’t have proof to take to the city’s leadership. Thus, they wanted the team to leave immediately to an entrance to the sewer tunnels under the Human Petal (city-sector). A member of the town guard will “be on his lunch break” allowing the team to slip into the sewers without being noticed. Their mission is simple, get into the tunnels, get between the barriers that separate the sewer tunnels between sectors and find out what is going on and report back. All without making the situation even worse.

The characters easily get into the tunnels (a magic token was given to them, which Master Hale wants back) and the party works their way towards the goblin sector. Along the way they hide from a tunnel surveyor, avoid a guard patrol, spot a giant alligator (confirming the rumor that it had escaped from an animal sanctuary in the city), stumble across a hidden smugglers shrine (look at all of this stuff we can’t carry), and discover a hidden kingdom of rats. There was one encounter with some tunnel maintenance workers that required the use of the knockout drug the players had acquired in the first adventure.

When the players find the gate between sections, the magic token allows them to shut off the magic wards guarding them. But they discovered that one of the needed cogs to mechanically open the old tunnel doors was missing. Upon inspection it appears that the rat kingdom had stolen the cog, so they head back. At the rat kingdom the players are brought to King Scritch the Burrowed. A wererat who commanded the hidden kingdom. He had taken the cog to prevent goblins from crossing over and hunting his rat subjects for food. He would be willing to temporarily loan the cog back to the party in exchange for a service. For some reason the giant alligator had been content with hunting rats and small game in the goblin section of the tunnels. However, it had recently moved to the human sector and started feasting on Scritch’s subjects that he had sworn to protect. Find the gator, take care of the gator (Scritch didn’t care how) and he’ll have the cog returned for 48 hours.

The hunter had now become the hunted. The party was able to track down the gator to his new lair in a cistern (these forgotten tunnels had hundreds of them). After a pitched battle and receiving some wounds, the party was able to slay the alligator. They discovered that it still had its tag from the zoo it escaped from, some of the rats it had eaten, and some partially dissolved rats that it refused to touch.

Upon delivering the body of the alligator to the rat kingdom, Scritch provided them with the cog, and the players were able to finally open the door to the goblin sewer tunnels. This is where the game ended for that session. What awaits them on this side of the door, the players will find out soon.

OK, I’ll try to make sure that these play reports come out quicker. (I had to ask the players to remind me how they escaped from jail). I’ve also started putting together my own Campaign OneNote document to keep track of all the NPCs and minutia that we’ve used in the game.

Do you have any questions (that I can answer publicly) about the campaign? I’ve even set up special channels for the two campaigns on my Discord server. This article is open for discussion on the TardisCaptain dot Com Discord server. You can also email me at Carl (at) TardisCaptain.com or click on my social media links with any comments.

Posted in: Role Playing Games, Science Fiction, Star Trek

STA Play Report- USS Magnanimous Episode 2

Star Trek Adventures- USS Magnanimous episode two play report

Wait, Carl, I don’t see the play report for episode one of the USS Magnanimous STA game that you ran. Did I miss it?
Nope, you didn’t miss it. The reason I haven’t posted it yet is because it is the same adventure that I’ll be running at the upcoming SaltCON End-of-Summer event. I know some of the SaltCON attendees read my blog, so I’ll have to post that later.

Today’s episode- The Taylor Incident

Posted in: Role Playing Games, Star Trek

Campaign Update: STA and C&C

These are the adventures of the USS Magnanimous.

So apparently I am insane enough that I’ve been busy working on my two new campaigns (and getting ready for SaltCON End-of-Summer) that I haven’t blogged about them yet. So this is a quick catch up on what has happened so far.

Star Trek Adventures 2nd Edition:

We held a session zero where the players made their characters for the Starfleet game. We are going to run a six-episode season and then re-evaluate from there (keep going, change eras, etc.). We will be playing in the “Lost Era” just after the end of Star Trek VI: The Undiscovered Country and before the end of the 23rd century. We did have one more player drop out, but that left us with seven players in total with the following crew:

Captain Fae Hy-Lyra- Efrosian Commanding Officer

Commander Jean LaFluer- Human Executive Officer

Lt. Commander Gemini Jones- Human Chief Engineering Officer

Lt. Commander Shiftar Vong- Edosian Chief Security Officer

Lieutenant K’Mara (Doctor)- Caitian Chief Medical Officer

Lieutenant Nikael Dulas- Betazoid Chief Science Officer

Lieutenant Clay Frtizberg- Human Chief Communications Officer

As for the vessel they would be serving on, while I was scanning their hand-written character sheets, I pulled out my massive book of FASA Starships and dropped it on the table. It was so heavy that it made the table bounce in a loud thud. I advised against any dreadnoughts or massive battleships. This crew would be filling in the gaps while there was a massive shift of fleet resources to help out with the Klingon evacuations. They almost went with the Chandley Class Starship, but they didn’t want to deal with a Marine contingent. They voted for the Miranda Class Starship that was used quite a bit in the show. The name of the vessel came down to USS Magnanimous or USS Taylor (to be named after Roger Taylor) with the Magnanimous getting the larger number of votes. So I reached out to a friend who was a massive starship fan and he generated the registry number of NCC-31947 (note the 47 in the registry). Another friend who generates starship SFX for several Star Trek fan films was generous enough to make a graphic that I could use for the campaign (see the image above). Thank you Dennis and Ross.

We were able to have the first session, but we haven’t completed the episode yet. So I’ll have another blog post when the episode is completed. So far, the crew is reacting in typical Star Trek fashion.

Castles and Crusades:

We had a session zero for this campaign as well. There are two less players for this campaign so we have five in total. I’m hoping that the last player who had to bow out at the last minute can get his his schedules freed up to play. I have a place in the campaign where he could be slotted in.

This world is a new one of my “making”. I’ve set down some basic items, but I haven’t filled in every nook and cranny. The reason for this is that I’m allowing the players to contribute to this world since this is a shared storytelling experience. They get to make up the names of the villages and kingdoms their characters are from. If they follow a deity, they get to make that up as well. This means that I don’t have to work on minutia that may or may not be used in the campaign. Already some of the players have come up with some items from their backstories that I’m weaving into the campaign.

The magic users in this world received a special “Puzzle Scroll” that challenges them (those that pass get a free 0-level cantrip that allows them to easily create the Puzzle Scroll on a blank parchment). If the magic user solves the puzzle, then they have made it to the next level and a new puzzle appears. This is how the player knows that their character has received enough experience points to go up to the next level. It also allows them to test possible recruits into the Magic User’s Guild.

After the session zero, I was able to get some one-on-one RPG sessions with individual players to find out why their characters are traveling to the Grand City of Roses. Think a medieval city with a cross between London and Venice where different races (even Goblinoids) have their own Petal (sector). Unfortunately I wasn’t able to get all of the one-on-one sessions done, so I ended up having a session 0.5 to get them all caught up. The players are under strict orders not to talk about what happened in their one-on-one with each other. I wonder how the married couple are getting along with this challenge? We will be having the session one very soon and I’ll blog about that separately as well.

So far the characters are:

Noturin Boshk- Half-Elf Rogue

Ellywick Cogsprite- Gnome Wizard

Victor Goldweller- Dwarf Bard

Lorelei Murphy- Human Cleric

Albert Shepherd- Human Ranger

I can’t wait to torture…. errr…. put the characters through the story that I’ve planned out.

Do you have any questions (that I can answer publicly) about the campaign? I’ve even set up special channels for the two campaigns on my Discord server. This article is open for discussion on the TardisCaptain dot Com Discord server. You can also email me at Carl (at) TardisCaptain.com or click on my social media links with any comments.

Posted in: Dungeons and Dragons, Role Playing Games

5E players trying OSR for the first time

The calm before the storm

So as I have mentioned in previous blog posts (Here and Here) that I had volunteered to put together and OSR one-shot in-person game for my college aged daughter and her friends. This group had been playing (mostly) together since junior high school and had only played 5th Edition. I elected to run with the Basic Fantasy Role-Playing Game using the core rulebook. I added on the 0 Level Spells and Magic User options supplements. During our online session zero, I had the players roll percentages and used the chart found the Background Skills supplement to give them a life before they started their apprenticeship with the Union of Adventurers and Explorers (aka The Adventurers Guild). I sent the players the BFRPG Character Sheet designed by James D. Jarvis (it had the page numbers on the sheet for the different sections, something that I thought was very helpful). For the game masters screen, I printed out the works of Scott Abraham and attached it to a Star Trek RPG Narrator’s screen from Decipher that I had in my collection. The map that inspired me was drawn by Tim Hardin and made available on his website.

In my preparation for the adventure, I decided to purchase a larger battle mat. The one I had used previously to help teach my nieces and nephews Dungeons and Dragons session was too small for the online map I had elected to use. When I read that the mat would only take marks from wet-erase markers, I purchased some of those as well. I also borrowed a case of figures from my friend, Jeff Sullivan, who was my Dungeons and Dragons 3.5 DM for years. This was also the first time I had an opportunity to play with the North to South dice that I had received earlier this year. In the same room was a TV that I had connected to the internet. Bringing up YouTube, I had it run the Diablo dungeon music (it was the only one that I could quickly find that was long enough for our session). I did have one of the players tell me that it added to the spookiness of the adventure.

I also wasn’t the only person preparing. Since this is the first time my daughter’s friends had gotten together in person for quite some time, my daughter wanted to make two recipes from Heroes’ Feast, the Official Dungeons and Dragons cookbook. She made the Mithral Hall Potato Leek Soup and Bytopian Shepherd’s Bread. While making the food, she discovered that the book was very well made as it survived her spilling a little bit of water on the page she was reading from. She wanted me to add that to my review. The players loved the soup and bread when we stopped to eat.

The view from behind the DMs screen

Overall the adventure went really well. I warned the players in session zero that, since this was a one-shot, I was going to railroad the party to the meat and potatoes of the session. I had named this adventure “The Ruined Temple of Glimri Orehaul.” The characters had to go into the catacombs below a destroyed dwarven temple to rescue the son of a dwarven noble and get him out before the orcs guarding the place discovered them (causing a diplomatic incident between the two kingdoms). I’ve had some readers ask me if I’ll “publish” the adventure. I’ve got my notes and some feedback from the players, but I think I may want to re-draw the map. The online one that I used was very good (and gave lots of options for the characters to get lost in) but is very, very large. The number of squares across the map was larger than the new mat I had purchased just for this session. As much as I tired to stay true to the map, I started cutting off sections just to make it fit. I had also written the adventure with some flexibility in mind. The clues (including some handouts) and where the son they needed to rescue could be placed in any number of rooms. This way I could allow the party to explore, but also keep within our limited time frame. I think this helped as I read some of the feedback from the players (see below). I had more plot items that never got fully explored but were hinted at during play. This caused one of the players to ask me at the end of the session to tell us what they missed (and they had missed a few things wandering to and fro). I took this as a good sign that they were interested in the adventure. There were a couple of items I would have loved to seen their reaction to while playing. I may have to run a second play-test when I complete a second draft of the adventure.

The Players:
Note, all players are identified by their character name.

Chad McBuffman is a human fighter. The player has been enjoying RPGs for 4 years. The only other game she has previously played is D&D 5th edition. As the DM, I had to remind myself not to start blurting out MST3K “Big McLargeHuge” names from the riffing of Space Mutiny. But I loved the humor this player had.

Irisk Vannfu is a dwarven thief. The player has been enjoying RPGs for 7 years. Besides 5th edition she had also played D&D 3.5 and her first game was with the Decipher Star Trek RPG. She loved the fact that her character had been a cook before the adventure.

Sillari is an elf magic-user. The player has been enjoying RPGs for 9 years. She has previously played 3.5, 5th edition and something called Pokemon D&D. She had typed up her spell list with her cantrips and 1st level spells. She also made a sketch of her character.

Tryx Smolfollow is a halfling thief. The player has been enjoying RPGs for 4 years and has only played 5th edition prior to the Basic Fantasy one-shot we just played. The player had a ton of notes (before and during the game) for her one-shot character and drew several drawings of party members.

Zephyr Silversong is an elf cleric. The player has been enjoying RPGs for 6 years. She has also played 3.5 and 5th edition D&D. The player also came up with the name of the god her character worshiped, Azalea (uh-zay-lee-uh). She even provided an image of the holy symbol.

Player Questions:

I had asked the players in session zero if they would be willing to fill out a questionnaire after the game. I wanted to use the answers on this blog. Thankfully they agreed. They answered these questions without conferring with each other.

–Question: What did you think of the Basic Fantasy character creation system?

Chad: It felt limiting, which isn’t necessarily a bad thing. But one of my favorite parts of RPG’s is making all these fun fantasy characters, so I wasn’t a fan of that.

Irisk: I didn’t mind it! It made me choose something I might not have on my own. I really grow to like the guy I got.

Sillari: It was good! It was fairly straight forward and easy to understand. Thought I was confused on some mechanics just because I’m so used to 5e at this point.

Tryx: It was very interesting. It’s interesting what race and class you could play was limited by your dice rolls. Also interesting that you had to roll them in order rather than picking and choosing what stat goes where. Normally I think of a character idea and have my stats, class and race match that. For this one, I dreaded to roll my character first and then figure out what I wanted to play. Also interesting that there wasn’t backgrounds or personality stuff so you could play a wide variety of characters.

Zephyr: It was simplified which made it easier to understand. Rolling for stats in order was a fun challenge. I do wish there was more for backgrounds since that helps me flesh out a character’s story.

–Question: What did you think of the Basic Fantasy game?

Chad: It was fun. Definitely different than 5e, but similar enough that the learning curve was pretty easy.

Irisk: I loved how simple and simplified it was. I think it’s more approachable than 5e is. I especially loved initiative rolling and as a lazy player I liked that the DM helped handle many traits and tasks. I love percentages. (DM note: I rolled all spot, search, find type rolls behind the DMs screen so they didn’t know if they failed the roll or not)

Sillari: It was fun, and while it felt very different from what I’m used to, I definitely appreciate the simplicity and use of playability. It was definitely different from what I was expecting, but it was very enjoyable.

Tryx: Again, very interesting. It’s interesting that there wasn’t skill stats, though that makes sense because you can still just use the overall ability stats. Also interesting that the GM rolled a lot of things for you rather than the character rolling. I think I’m most intrigued by initiative. Rolling it each round means you’re not always at the beginning or end of initiative – you get to move around more. But having it change also, I think, adds more complexity to combat, which I already struggle to keep track of.

Zephyr: It was very fun! It ran similarly enough to 5e that it was familiar, but new enough that I had a bit to learn. Rolling imitative every round was a fun change, but overall it provided a good roleplaying experience for me.

–Question: What feedback would you give the DM on the adventure?

Chad: It was fun! I liked the improv and humor. Though sometimes I felt like I was misheard, but we were always able to clear things up.

Irisk: It was fun (smiley face). I wish we had more time to explore, because I wanted more colorful dialogue and world building, but that wasn’t really possible with our time limit.

Sillari: I really had a great time with it! I’m not use to just doing dungeon crawls, but they’re always really fun and I had a lot of fun. It had a good balance of encounters.

Tryx: It was a lot of fun! This was the first time I’d used a mat and figures and I really enjoyed that. I also enjoyed the maze and getting to uncover it. I’m a little sad we didn’t get to discover the whole thing, but that’s okay. There was a lot of interesting depth I didn’t expect in a one-shot. Not just an abandoned dwarf temple with dead orcs and dwarves, but also kobolds, rats serving/reporting to rat man, and Sheeka the spider and her children. Also removing the helmet resulting in the undead. Very curious if we could have removed that differently, if it wouldn’t have triggered the undead… Anyways, all of this to say I really enjoyed it. Thanks for putting so much thought in!

Zephyr: I really enjoyed it ! It was a well rounded adventure with puzzles, traps, encounters, roleplay, treasure, etc. The party worked well together and I enjoyed the ambiance and suspense added by the DM’s descriptions throughout the game. there were also several ways to accomplish our goal which made it fun to figure out for ourselves.

–Question: What advice would you give other D&D 5e players who try OSR for the first time?

Chad: Let loose and have fun and have a good party! The best part of RPGs is, well, the role playing. So as long as you have fun characters and don’t get caught up on the differences, you’ll have fun.

Irisk: Don’t get attached to your character too early.

Sillari: Familiarize yourself with the rules, but don’t get overwhelmed by the reading! It’s more simple than you probably think. Have fun, loosen up, do what ever you enjoy, whether that’s roleplaying, min/maxing, stat crunching!

Tryx: Don’t go in with an existing idea of what you want your character to be. Let the dice determine it. After the dice tell you your race and class, figure out a personality that is fun for you to play and goes along with it. I think a lot of the game is kind of like simplified D&D (may be pretty similar to earlier editions, I dunno), so just have fun and don’t worry so much about all of the complexities you’re use to in 5e.

Zephyr: Read the rules. It’s very similar in concept, but uses different dice and different methods. Overall though, just have fun! Be open to the new methods and use them to your advantage.

Final thoughts from the DM:

Overall, I’m very pleased with how this one-shot went. The players were very interested in the game and I’m glad that they had fun. They were more worried about the encumbrance rules than I was. As they were wandering through the dungeon, I kept thinking “yes they are about to reach one of the kewl areas of the map” only to turn at the last minute and go in a different direction. But they bumped into enough of the planned events that I was able to present the clues. They didn’t know it, but they had figured out one of the puzzles even before I had all of the clues put into place. I think this was more of a testament of the players ingenuity than the puzzle itself. I’m also grateful that they let me throw notepads at them with notes for them so they could roleplay off of the knowledge only they knew (such as if they spotted something everyone else missed)

I have had some of the fans of Basic Fantasy ask if I would submit the adventure to them for possible “publication”. I have all of my notes and sending a party through the game was a good way to see where the rough spots were at. I think I want to re-draw the map as it is about 10-25% to big for the adventure (as well as the battle mat itself). I think once I have this done I’ll round up another set of victims…. errr… players and run it again.

Thank you to the players (you know who you are), Tim Hardin for his map that started the creative juices flowing, Chris Gonnerman (I watched some of your BFRPG videos prior to running the game) and to all of the blog readers out there who gave me feedback in preparation for the session.

And finally, here is a gallery of the characters drawn by the players during or just after the game. They gave me permission to share them on this blog post.

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