Showing posts with label dm report. Show all posts
Showing posts with label dm report. Show all posts

Sunday, October 2, 2022

Massive Session Report: from West to East

       Hello, folks, it is time for a massive update! There were two sessions recently, both played on a weekend. In the first one we had

      Hans Shrek, World's Strongest Halfling and his henchmen

      Ingrid, Fighter and her henchmen

      Thorin, Fighter/Thief and his henchmen

      Starkiller, Cleric/Fighter/Magic-user, and his henchmen

     Graystar, Magic-user, and his henchman

Monday, September 5, 2022

Session Report: War in the Stone Hills!

   The most recent sessions took place in the Stone Hills west of Seaward.




The heroes were:

Carlton - 6th level paladin. The Hero of the Battle of Eagle Valley. Famed as a master of the lance.

Fiona - 4th/4th Fighter/Magic-user. Elf. Known as a tactician and for her keen senses.

The Sparrow - 8th level Thief. Through magic and cunning fights with a two-handed sword. One handed. Senior thief in the Company.

Akira - 7th level monk. The Man with the Eldritch Fists. 

Conrad - 6th/5th Fighter/Cleric. Dwarf. Champion of the Innocent, Defender of the Downtrodden, hammer of Foes.

Henchmen brought the party to a total of 11 members with levels. The Hills are rugged and empty so they brought a dozen mules loaded with provisions and gear, 2 drovers, a cook, and a camp guard to hep the henchmen.

Sunday, January 2, 2022

The WASP War, an Atlantaverse Update

 Strap in, folks, this is the summary of 8 years of roleplaying. Back in 2013 I started a new Champions campaign with my oldest sons and many of their friends. They players have changed and everyone followed my 'every players has multiple characters' rule, and we ended up with multiple games with multiple GMs in a shared universe, so there have been a LOT of PC heroes! The 8 years of real time have equaled about 8 years of game time, for various fun reasons involving session timing. Because of a statement made by a player in 2014 we started calling this sprawling shared shared campaign the Atlantaverse.

  When I started the campaign I made a new, unique setting of an Earth like ours that had minor history divergences in 1801 and 1908 and a major one in 1938. By the time the first game started in-universe in 2013 the Atlantaverse had superheroes, supervillains, mages, aliens, and trans-dimensional visitors. The United States in-universe is a parliamentary system with 3 major and 7 minor political parties. And so on. All told with the contributions of players and other GMs the Atlantaverse grew so big, so complex, and so interconnected that my licensed setting book will be released in 2022.

  But one of the antagonists in the Atlantaverse, the first villains they ever faced, is WASP. WASP is a mysterious international organization that combines organized crime, terrorism, radical ideology, and cybercrime. Their uniformed agents are about on par with the soldiers of standing armies but armed with bleeding-edge weapons, allowing them to go toe-to-toe with any conventional forces and win.  Their elite troops are bionically and genetically enhanced and have even better armor and weapons, making them equal to low-level supervillains. Divided into cells that make it virtually impossible to attack the organization as a while WASP has been a thorn in the side of the heroes from literally Day One of the campaign. Their secret origin is available to my patrons on my Patreon page (see the sidebar).

  So the players all agreed that their long-erm goal was to take down all of WASP. This weekend, they succeeded. This is a summary of what the in-universe press calls the WASP War.

Saturday, November 27, 2021

Play report: Blackstone

   On Black Friday we had a long, involved session set in Blackstone, my AD&D 2e Players Option campaign, which is 14 years old ('the new campaign').

The party:
Disco (6th level fighter, master of the battle axe) [Alex]
Joan (6th level cleric, front line fighter) [Jen]
Albrecht (6th level mage, creator of the School of Healing) [Jack]
Alazne (7th level thief, assistant guildmaster of East Port) [Sam]
Lawrence (6th level mage, master of Song magic) [Nick]

Wednesday, October 6, 2021

Play Report: Atlantaverse Cleveland

   As a change of pace the crew decided to play villains for a while! We started off with the following:

Sam is playing Singularity, a cyborg with an special senses and built-in weapons and a huge chip on his shoulder about how he is 'the future of humanity'. Not always in touch with reality.

Nick is playing Electron Davis, frustrated candidate for the city council who has sworn to use his new electrical powers to make the citizens too dim to elect him pay the price for their foolishness. Underwent tricky procedures to get powers and he isn't quite right anymore.

Jack is playing Captain Claw, whose father, grand-father, and great-grand-father were all professional henchmen to supervillains. Between his own 2 years henching and the gear, trophies, and loot of his family he's been able to cobbled together a decent costume and weapon, the Claw. He hopes to become the first generation of his family to have henchmen rather than being one.

Monday, August 23, 2021

DM Play Report, Champions 6e: Atlantaverse - Pulp


The adventurers:

Jack: Francis Xavier 'Frank' O'Brien, called 'Philosopher' by cops and criminals alike. An International Courier and P.I. based in Chicago, he specializes in cases involving ghosts and magic. Can see auras and his gun can fie 'ghost bullets'.

Sam: Edward Oliver Wilson Arthur John 'Hammy' Hamm-Smythe, called 'The Mask'.  Amateur archaeologist and professional polo player. Wields numerous magical artifacts.

    Edmund. Hammy's valet is Edmund, a gorilla of Gorillaville in Africa. Human-level intelligence and speaks French. Other seem to never notice he is a gorilla until it is pointed out to them.

Nick: Grigore Zugravescu, Carpathian nobleman called 'The Baron'. Master of mystical 'sunshine boxing' techniques and a vampire hunter.

Saturday, July 31, 2021

DM Report: Expedition to Eagle Valley

   The crew finally decided to head to Eagle Valley to see what they could learn about the Duke of Bandits and his incursions on the Seaward frontier. The players and PCs:

Jennifer: Brigid, 8th level barbarian, wielder of Mor Altach, the berserker's blade.

   henchman: Byron, 7th level cleric.

Jack: Athanasius, 7th level cleric.

   henchman: Carlton, 5th level paladin

    henchman: Chiun, 6th level monl

Alex: Starkiller, 5th/5th/5th fighter/mage/cleric

Sam: Greystar, 7th level mage

    henchman: Alton, 6th level cleric

    henchman: Benton, 6th level fighter

Nick: Thorin, 6th/6th fighter/thief

Monday, July 19, 2021

DM Report of Play: Into the Northwest!

 A quick session on Sunday was a ton of fun. The players and characters were:

Jack - Lenard, 4th level nobleman

Sam - Ludwig, 4th level nobleman

Nick - Akira, 7th level monk

Theo - Sir Dredd, 5th level fighter

Daniel - Sanguinius, 5th level cleric

Henchmen - a religious brother, a hedge mage, a bushi, an wu-jen/ninja, and a man-at-arms, all 3rd level

Sunday, July 4, 2021

Midsummer at Skull Mountain

   It's that time again! The players prepared for Midsummer and sent in a pretty serious team of PCs.

Jack played Seeker, a 7/7 Mage/Thief. He brought two henchmen

Alex played Starfalcon, a 6th level elf ranger

Jennifer played Ingrid, a 7th level fighter. She brought two henchmen.

Nick played Talner, a 7th level cleric. he brought two henchmen.

Sam played Clint, a 6th level paladin. He brought 5 henchmen.

Sam also began play with Clarence, a 6th/6th fighter/ninja. he brought one henchman.

Seeker had his 4 heavy crossbowmen and 4 heavy footmen from his level. The other players combined added 8 more heavy brossbowmen and 8 more heavy footmen as well as a cook, a healer, and a valet.

Monday, June 21, 2021

Dragons!

   We started this session in May and finished it over Father's day weekend, which just passed.

  The Players:

  Jack- Athanasius, 6th level Cleric

  Jennifer- Ingrid, 6th level fighter

  Alex- Seeker, 8th level thief

  Sam- Graystar, 6th level wizard

  Nick- Akira, the Man with the Eldritch Fists, 6th level monk

  Theo- Sir Dread, 5th level Fighter (hologram of his first character)

  Henchmen- only 6, but includes a paladin, a monk, and a 6th level Religious Brother

The Setup:

The Company of the Dark Moon has been tasked with occupying Whitehill's Castle to prevent it from falling into enemy hands and to begin patrolling the wild, lawless areas south of the capitol city. There had been scattered settlements in the past, but in the time since the death of Whitehill and the Scouring of the Treacher's Way more people have moved into thearea. 

  The Company only patrols along the road that stretches from the Fords of the White River to the ruins of Pirateport and within about 8-10 miles of the fortress proper. Scouts and rumors reported that there was a witch in the areas south of the road and west of the patrols and that, worse, livestock and people were starting to vanish in the same area. A group of Company members saddles up and set out

Adventure!:

  The growth of small 2-3 family thorps with rough palisades in the area startled the PCs a little bit. There were many reasons: the open areas near the Briars were, well - near the Briars; the lands around Wyvern Keep were first in line if the orcs ever went to war again; the places near Eastport were also subject to raids and war. With the Company and Whitehill's Castle the area was seen as a great place for 2nd and 3rd sons to get a plot of land large enough to live well.

  The party spent the night in the barn of a young family (the religious brother baptized their newborn daughter) and learned that the farmer had seen the threats - dragons! Not very big and obviously not very old, a pair of red dragons were starting to prey on the new locals.

  The big shock was finding the witch. She was a skilled hedge mage! She and her husband, a retired city guard, had settled here in hopes of a living as the local wise woman. The shock was they had moved into one of the lairs of the Red Maiden! It was a stone house with the outside carved and painted to look like a gingerbread house. With the Red Maiden's illusions it must have been a deadly place for wanderers.

  While speaking with the pair Athanasius checked for magic and the party soon realized that the husband of the hedge mage was charmed! With a Dispel and some questioning he'd been surprised in the forest and one of the dragons had charmed him. When he had gone for water he had warned the dragons of adventurers via a lantern. The party and the couple fled for their lives.

  They were able to evade the pair of dragons, but the stone hut of the Red Maiden was destroyed. The couple left for Adrian to rethink and the party went on.

  Soon they found the lair, another old bolt-hole of the Red Maiden., in the Graywal Mountains. The entrance was a 60' diameter tunnel stretching 300'+ into the granite then opening into an enormous cavern divided into two sections - the front section was level with the tunnel, the rear half was essentially a massive ledge 180' up a steep slope. In the ceiling's highest point was a natural gas vent that was alight, fulling the entire space with an eerie, dim, flickering, bluish light.

  Graystar's Clairvoyance spell confirmed that both dragons were asleep! The party carefully and quietly crept into the cavern. Akira clambered up the sloped and pulled the rest up with ropes. The two dragons, each with a separate sleeping hoard, were about 200' from each other, the largest in the back. The plan was to attempt to kill the small one in its sleep and then deal with the larger, hoping the loss of the smaller would make it easier to parley or subdue.

  The party attacked and through planning and the luck killed the first one in it's sleep. Carefully following all the AD&D 1e rules, the other remained snoozing. They quietly shuffled over to the bigger one and - also killed it in one round before it awoke, a stunning feat. Theo got a round of applause because his first two combat rolls were both 19's and his first two damage rolls were 1 off max and then max damage.

  The party really worked hard and the encounter was much more intense than this summary can convey including the monk rolling a 02 for danger sense, barely avoiding setting off an Alarm spell that would have awoken the big dragon when the party was too far away to charge and too close to flee.

The Loot:

  The gold and such was good, but a bit below what was expected. The magic items were a bit better and included a Cube of Force! The treasure had a surprising number of traps and tricks and the party decided to carefully examine the cavern, eventually finding a large (10' x 12') secret door that opened to a tunnel heading south-southwest along the mountains. The door had the entrance to Skull Mountain on the inner face.

  There was also a huge scroll, the size of a king mattress, to the dragons from their sire, the dragon of Caerfadch Daw, giving them the rules he expected them to follow. The points that stuck out to the PCs were that he got all gnomes and that the two dragons were to 'obey the treaty with the men from Skull Tunnel'.

  When Sam had Graystar read the letter he specifically folded up the bottom of the scroll and said,

"I will not read the signature, at all."

He then gave it to Athanasius who said,

"You know what? I cast Dispel Magic on it."

  My notes on the scroll? 'Anyone reading the signature must save vs Spell or be Charmed by Tyraxus unless the scroll is Dispelled.'

  That's right, they dodged it. They also learned that Tyraxus, the dragon from Caerfadch Daw, is a powerful mage, too.

Exploration:

  Then, in a bit I did not expect, Athanasius and Ingrid used spells and potions to fly up to and through the jet of fire in the ceiling - and found a tunnel. A tunnel I hid in 1983 and no one else has ever found. Following it they eventually entered a room high on the cliffs of the mountain they were in. The room was a semaphore station with one set aimed to and from the closest island in the Demon's Tears, aother aimed at a mountain further west, and the third aimed at the ferry crossing where the Adrian and Freshet Rivers meet.

Aftermath:

  Every character and henchman leveled up, many to the edge of domain play. This led to a wonderful 3 hours talk over dinner about the domain game, the frontier of Seaward, Seaward's history, and PC plans that I wish I had recorded as a podcast. 

  The summary, though, is that the players expect 2-5 characters to enter the domain game within the year and are starting to prepare for that level of play

Friday, June 4, 2021

Terror in the Baneblade

 Just as an update: A few weeks ago my father-in-law was suddenly hospitalized and remains in the ICU since, well over a month of being on the edge. In the middle of that *I* ended up in the ER with a serious health issue that I am still recovering from. Gaming, blogging, and writing have been pretty disrupted and I apologize.

On Memorial Day we switched from another session of Seaward and, instead, made new characters for Only War and I GMed the PCs as crew of a BAAAAAAAANEEBLAAAAAAAADE!

The PC's Baneblade is the 79th Super-Heavy Company of the 27th Benrei Super-Heavy Regiment. The Regiment is set up with Only War rules as a standard armored regiment but with combat drugs: recaf. The background is the planet Benrei is a major recaf hub, growing and exporting some of the finest recaf in the Imperium of Man. Flush with cash they purchase super-heavy tanks and train crews so that they can meet their conscription targets while minimizes population loss - after all, a regiment of super-heavies takes 40 men from the recaf fields while an infantry regiment takes thousands away!

The players made an officer type (the Honored Lieutenant, commander of the Baneblade), an enginseer, and a commissar. The rest of the crew were comrades.

The mission is part of the Night of 1,000 Rebellions arc and their task force is focused on subduing the planet Lamanarr where the troops in the middle of a levy rebelled, meaning the rebels have 3 PDF armies and a fully-equipped (if inexperienced) Imperial Guard army as part of their forces. The Commodore is dedicated to preventing this force from joing the Chaod fleets in the area. The task force's primary goal is the destruction of the rebel troops - all else is secondary.

79th Company is detached to the 6th, 7th, and 8th Regiments of the Zamaran Mechanized Infantry and the 1515th Combined Mechanized Infantry Regiment for a total of 60 chimera, each with a squad of infantry. They have been dispatched to engage and destroy a force intelligence believes to be 2 regiments of infantry, a regiment of mechanized infantry, and a regiment of Leman Russ armor. The commanding colonel was very accomodating tot he Honored Lieutenant with a Baneblade and allowed the PC to set up the formation.

The terrain was massive fields surrounded by centuries-old hedgeros that even a chimera would struggle with criss-crossed by roads wide enough to easily fit 4 chimera wide formations, but 2-4 meters below the level of the surrounding fields. The PCs had a screen of 4 chimera in front, then the baneblade, then a column of the rest of the chimera behind. Then they started the 600 kilometer road march.

Shortly after Noon a pair of hellhounds (that had somehow evaded the auspex systems) attacked the rear of the column as 3 Leman Russ tanks (also suspiciously unseen beforehand) opened fire from the front in a classic attempt to fin the column. The PCs (asting as force commander NPC, as well) ordered 10 chimera per flank to climb the embankment and establish a perimeter while the teriary gunner engaged the hellhous and the primary gunner engaged the Leman Russ still 1.5 klick ahead.

The sponson lascannon both hit the closest hellhoud (which was blocking fire on the other) and caused it to explode, which set off the other hellhound. And the combined explosion caused the closest chimera to explode. And those explosions caused ANOTHER Chimera to explode. Then that stopped, wheew.

The leman russ company was closing at their usual stately battlefield speed but their battle cannon shots were bouncing off the baneblade's glacis.The baneblade cannon took 4 shots to destroy two of the leman russ (unlucky rolls) but the third was taken out in 1. The baneblade took a few points of damage, but it was the eequivalent of scratching the paint.

The chimera that went to flank engage 5 enemy chimera per flank and a merry brawl of chimera and dismounted infantry was going on in the surrounding fields as the baneblade annihilated the enemy armor. In the end the Imperial task force lost 6 chimera (10% of forces!) in the ambush.

The PCs put out a scout screen for the remainder of the day's movement. As sunset approached the colonel sent a recon patrol then the task force laagered for the night with the baneblade the center of a circle of chimeras. Watches were set and the taskforce bedded down.

About 2 am local the XO woke the commander about an echo on auspex. Soon the commissar, enginseer, and commander were in the command deck looking at what looked like a patrol approaching. The enginseer burned some incense, splashed oils, and uttered a chant causing the auspex to show - cattle in a field. Just as the players were relaxing 20 krak missile hurtled toward the baneblade as 10 more ripped into the encircling chimeras. The surviving chimeras facing opened up quickly and the baneblade soon joined in, ending the fight rather quickly.

As the battle ended the auspex picked up a single space marine speeding offf via jump pack. The laager opened and the baneblade drove to the area of the fight to inspect and looed for clues. After discussion the dismounted baneblade officers realized both ambushes must have been "pre-set" to engage and slow any attack along the only real access to the defenders. They were probably in total radio blackout to avoid detection by the fleet and ground-based auspex, and just followed orders, baneblade or no. The two ambushes had alreadt inflicted 20% losses to the mechanized infantry on the *first day of travel*. Without the baneblade the task force might have been mauled enough to be forced to await reinforcements.

In a bit of roleplaying the baneblade officers invited the infantry officers to join them on the outer hull of the super-heavy tank on a set of camp chairs to enjoy recaf and lho sticks and watch the sunrise. The players were talking among themselves (we were also enjoying a bit of whisky and cigars in Real Life) when the discussion went something like this:

Jack/Tank Commander: "Odd. The enemy is a bunch of green Imperial levies but they keep camoflaging themselves enough to ambush a baneblade."
Nick?Commissar: "And their discipline is very high. The night ambush was foot infantry with missile launchers but they kept firing against APCs and tanks."
Sam/Enginseer:" And a lone space marine? It must have been a chaos space marine, but why did he risk using a jump pack at night in the open? It guaranteed we'd see him and we almost took the shot. Not even a chaos space marine wants to get hit by a lucky shot from a baneblade cannon. Really weird."
Jack: "Chaos space marines that are good at stealth? Chaos space marines that are good at stealth! COLONEL< I NEED YOUR MEN!"

soon an entire squad of infantry, two with meltaguns, are scouring the inside of the baneblade with the crew's help. In the bunk area they find - an Alfa Legion Chaos Space Marine! Initiative was rolled; attack rolls were made; and in a case of astounding luck the two NPC guardsmen with meltaguns both hit and, combined, killed the CSM.

A thorough search revealed that the lascannons had been rigged to explode the next time they were fired, the commander's chair had a grenade rigged to go off the next time he *stood up* after sitting in the chair, and the air scrubber had been turned off. The players talked about how it would have looked the next day - all day every hour or two another crewman would just - vanish until only the driver or someone was left, then the traitors would have an intact baneblade!

That's right, they thwarted my attempts to stage the movie Alien inside abaneblade.

We all had a ton of fun and will continue this side arc over discord during the weeks ahead.

Sunday, March 28, 2021

DM's Report: Solo Adventure - Sir William

   Most of the players in Seaward are content with the PCs they have, but Jack wants a new one. So now we're doing Discord-based solos 1-2 times a month. Last week was the first session.

The Character:

Sir William, 2nd level Paladin. LG. Mail & Plate with shield (A.C. 3); lance, long sword, crossbow.

    Henchman: Karl the Unlucky, 1st level Scoundrel. LG. Leather armor (A.C.  8); club, dagger

Saturday, March 20, 2021

Seaward, GM's Report: The Spring Tourneys

   Once again, it is Spring in Seaward! The players got out the ir PCs and prepared for the even of the year1

The Characters
Jen played Trixie Finespark, gnomish cleric/thief, 3rd/3rd
Jack played Lenard, nobleman, 4th
Alex played Gari Byuzi, mage, 4th
Sam played Ludwig, nobleman, 4th
Nick played Anarawn, bard, 4th
Henchmen were Murdain (magic-user, 2nd), Maura (religious brother, 3rd), and Emerson (man-at-arms, 3rd)

Details on tourneys are found here.

Monday, September 30, 2019

DM Report: the trip to Robias

  Over the weekend we had a bookkeeping session/mini-adventure/investigation mission.
  The Party:
  Jennifer = Fiona, half-elven Fighter/Magic-user
  Jack = Athanasius, human Cleric
  Alex = the Sparrow, half-elven Fighter/Thief
  Sam = Clarence, Human Fighter/Ninja (books, wishes, and such involved)
  Nick = Thoren, half-orc Fighter/Thief

Monday, July 15, 2019

DM Report: Seaward - The South Ford of the White River and Pirate Port

  In anticipation of the 40th anniversary of my 1e campaign next month we started a cycle again.

  The South Ford of the White River: The evil Lord Whitehill, formerly a noble warrior of the grand Duchy of High Morath, has completed his fortress in the Bandit Lands south of the capitol city. Only the foul magics of his consort, Lady Jacinth, allowed him to do so over the winter.
  The king has hastily erected a line of towers and rushed reinforcements to Longnor Fell, the walled town that protects the norther ford over the White River. he also sent out the word - all noblemen and knights of the realm must prepare for war. The nobles of Ekull must guard the Briars, Eagle Valley, and the Stone Hills;  Timberlake the North and the border with Eastford; and this frees royal forces to muster against Whitehill.
  The paladins of the Shining Keep also are mustering to the king and, for the first time, the monks of the Order of the Way are sending members to war under the banner of Seaward.
  Also summoned? The Company of the Dark Moon.

Saturday, June 1, 2019

Blackstone Campaign: The Cult That Waits

One of the overarching plots in my AD&D 2e S&P campaign (which is 13 years old already) is about M'Andry V'Heve've, a term in an ancient, almost forgotten language, that means She Who Waits.

Spoilers Follow: My Players Stop Here

Thursday, July 5, 2018

DM Report: Deep Into Skull Mountain

Setup found here.

Later the same game-day the party sent the henchman mage/thief to watch the trog caves while Invisible as they scouted the cavern again, making sure their map is accurate and paying close attention to the waterfall and the eastern tunnel. They heard distant thunder from the eastern tunnel.

Monday, July 2, 2018

DM Report - Short Session in Skull Mountain

Saturday the crew did a shirt foray into Skull Mountain.
Players and Characters
Jen - Ingrid: 6th level fighter
Jack- Hans, 5th level fighter (halfling)
Alex-  Starfalcon, 6th level ranger (elf)
Sam- Clint, 6th level paladin
Nick- Telnar, 6th level cleric
Henchmen: 15 (!) including clerics, men-at-arms, illusionists, religious brothers, thieves, and more
Hirelings: 10 pikemen, 5 heavy crossbowmen, 5 shortbowmen, 10 heavy footmen, a cook, a healer, and a porter
Animals: A heavy warhorse (Clint's 6th level man-at-arms henchmen, sergeant and commander of the henchmen); a paladin's mount (Clint's), 3 mules (pack train)
Other: Han's steam-powered war moose construct mount

Tuesday, June 19, 2018

Two Tales: North to Greenbough and Back Into Skull Mountain

Over Father's Day weekend the wife and I were sick, so gaming was limited. But not zero!

North to Greenbough
The Company of the Dark Moon was contacted by 'mutual friends' and a group set out for Greenbough, capitol of the county of the same name.

Sunday, June 10, 2018

Play Report: Tournaments in Seaward

Spring in Seaward is cause for nobles to leap out of bed with a smile - the tourneys have begun! As soon as the blooms begin there is a tourney in Ekull, then at Wyvern Keep, then Timberlake, then at the Shining Keep, and then the Royal Tourney at the capitol.

The noblemen Ludwig and Lenard assumed they could not attend this year when an agent of the king met them and asked them to solve a series of murders....

Note: Adventure added, needs more edit.