Sunday, December 7, 2014

Shadowrun: San Bernardino Barrens 2053

One of the regulars of our group couldn’t make our holiday game last weekend, so we decided to play another game for the day. Recently, I’d been playing Shadowrun Returns on the recommendation of the other guys in the group, so I offered up running a quick Shadowrun game.

All of them had just played / were playing SRR as well, so it was an enthusiastic yes!

I opened up my old files, and realized, yup, it has been 10 years since I ran or played in a SR game; and more than 5 years since I’d even looked at the rules (2004 April and 2009 Feb in fact)! Nonetheless, I remembered the basics enough that I felt fine muddling through the mechanics portion of it. Plus, one of the guys ran two campaigns for us, and another was a player with me in those games. As I knew 3rd edition best, and haven’t even looked at 4th or 5th, I decided on that rule set.

I had the BeCKs character creation files on hand, so they all quickly generated some characters (I wanted to keep it low level, so 225 Karma creation – that was something that always didn’t sit right with me about standard SR, PCs started pretty well off and experienced). I had an Excel sheet I made 10 years ago that randomly generated stats for low level characters and a old Word document with some Shadowrun adventures ideas that I used. We had a lot of fun, and may continue it as a side game for days when the whole group can’t get together.

Here is their tale:

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Date: 2014 Nov 30

Player Characters:

  1. Hellboy/John - Troll melee: His parents worked in Redlands, and when they gave birth to Troll, they left that insular society rather than give him up. Moved to the Barrens where he grew up. His father was killed when young while looking for work, and mother descended into substance abuse. He is left alone by the gangs due to his size and takes occasional labor work.
  2. ?? - Dwarf shaman: He had a comfortable life working as a wage mage for Bourne Industries in the Barton area when he underwent goblinization later in life. One area of R&D for the company was the study of metahuman genetics, and his sudden change propelled him into being a very valuable resource for the company. Getting confirmation of his suspicions, he fled to the Barrens before he could be entered into the project.
  3. Gruumsh - Ork samurai: Redlands was a wonderful place to grow up as a popular gifted young boy that was destined to be an Allstar baseball/football/wrestler. Goblinizing at puberty, all those plans were dashed and his parents moved to save the family from embarassement. Through friends, they were able to get him into a vocational security training program for Ilumina, who trained the innately atheletic young man and fitted him with cyberware. Those plans for a comfortable corporate job were dashed when a meta go-gang led a raid into a warehouse he was tasked to guard. They made off with valuable equipment, and knowing that he would be held to blame, fled into the Barrens to track down the thieves.
  4. ?? - Elf conjuring samurai: Growing up in the Morongo tribe, he heard from the spirits that the elders were betraying the tribe. When looking into the accusations of the tribal casinos being sold to LA megacorps, he suddenly found that he was being regarded as a threat by the leadership. Fleeing west to the Barrens, he met up with his acquaintance.

 

Hellboy welcomed the newcomers to the Barrens in exchange for some cred. In the first week, they found the body of a salariman who had succumbed to his addictions in the Barrens where he sought his next hit. They find an unsecured cred stick with 186 nuyen on his body, which they bury in the cemetery. Deciding to celebrate, they head to the nearby Stuffer Shack at Foothill and Baseline, but are attacked by some go-gangers who mistakenly saw them as easy targets. The group dispatch the gangers and return to the cemetery home to lick their wounds.

Needing healing, Hellboy leads them to Father Oscar who asks for their help in return. An acolyte training under him, Paco, had recently showed that he possessed the gift of healing. The Falcons kidnapped him when he was visiting his mother in their territory as the Falcon's new young leader Miguel sees him as the key to expanding their territory. Until now, Father Oscar was the only healer in the area, and his warehouse church was a neutral zone where the surrounding gangs - the Falcons to the northwest, the Metas to the east, and the Stripes to the south - put aside their differences to heal. Miguel was keeping Paco secured at the Falcon base of operations - a converted Walmart strip mall, and the implicit threat to his mother kept him there.

The group decide to try getting the mother to safety first, and take their mopeds into Falcon territory. They are stopped by some Falcon go-gangers, and tell them that they are trying to join the gang; they are told that they need to collect sufficient "taxes" to buy their way to see Miguel - 2,000 for them, and 5,000 for Miguel.

Hiding their bikes, they make their way on foot stealthily to her domicile and convince her to go with them to Father Oscar's house, for the safety of her son. They sneak back in, and reach the Walmart, where several dozen of the gang are milling about or resting in the strip mall.

Peeking into the Astral, the dwarf glimpses another in the front of the store who likewise is watching the Astral. Rather than attempt the sneak through the well-lit parking lot full of humans, they head around back where the dwarf calls an urban spirit to conceal all but the troll. They fail the bluff the 3 youngsters guarding the back door, and when the oldest goes in to ask Miguel for guidance, they pounce. The troll rushes in and turns off power at the fuse box, breaking the handle in the process, while Gruumsh and the dwarf incapacitates the other two guards in the back. In the confusion, the elf severely wounds the shaman with several well placed AK-97 rounds. As the gangers begin getting a light on the ork, the troll and elf rush in and carry off the confused Paco. The dwarf's manabolts takes care of the remaining guards in the back and grabs their keys to the two scooters in back.

The ork, desperate to finish off Miguel barely limped out of the back door, bleeding from a dozen wounds that would have fallen a man. As they zip off in the stolen bikes, the dwarf summons another urban spirit to grant him speed and concealment, appearing as a dog running alongside the bikes.

Upon returning to Father Oscar's, they hid in the back as they hear the Falcon's bikes pulling up. Peeking through the holes in the wall, they see the Falcon's bringing the wounded to Father Oscar - among them, a barely breathing Miguel. "My boy, my boy, what have you done?" the older man softly says to him, even as he moves amongst the others, soothing the wounds of some and closing the eyes of others.

Saturday, December 6, 2014

Dwarven Forge Caverns Kickstarter

I finally got a chance to play around with the DF Caverns I received from the Kickstarter they did. They are gorgeous and so I threw together some set ups and snapped pics.
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Playing w/ new Caverns Kickstarter sets
Playing w/ new Caverns Kickstarter sets
Playing w/ new Caverns Kickstarter sets
Playing w/ new Caverns Kickstarter sets
Playing w/ new Caverns Kickstarter sets

Tuesday, February 4, 2014

Rise of the Runelords–The Shadow Clock, Part 2

[Game date: 2014 Feb 02]

  1. Session 19
    1. Date: 2014 Feb 2

                                                              i.      PCs: Camla, Derik, Gragdar, Vaelmorn, Dikembe (Shoanti barbarian played by a guest player)

    1. Returned to Townhouse

                                                              i.      Took bats with use of darkness, and managed to return without attracting too much attention.

                                                            ii.      Carried bodies of Ironbriar and Xanesha

    1. Met with Lord-Mayor

                                                              i.      Filled him in, and he fainted. Removed magical ruffle.

                                                            ii.      Convinced him by taking guards to Sawmill and showing evidence of Ironbriar’s journal

                                                          iii.      Got rewarded.

                                                          iv.      Met his personal bodyguard, Markinen.

1.      Met Four-Tooth, Lieutenant of the guards

2.      Met Dirk, sergeant of guards

                                                            v.      Invited to a ceremonial dinner

                                                          vi.      Got a writ from temple of Sarenrae to have Restorations cast

    1. After resting, went with Dirk to collect evidence at Clock Tower

                                                              i.      Waited outside as guards went in and encountered Scarecrow.

                                                            ii.      Went in and defeated it

                                                          iii.      Valemorn levitated with Camla to top.

                                                          iv.      Gragdar climbed stairs and triggered bells falling. Barely survived, but many on ground perished.

                                                            v.      They cleared out the clocktower

    1. At the dinner party, were honored.

                                                              i.      Lord Mayor then asked them to look into a small matter with the Black Arrows. They are a group of rangers based out of Fort Rannick that keep the ogres and giants from the Storval Plateau in check. They have missed sending reports the past few months. The last messages from the hamlet of Turtleback Ferry indicate that they hadn’t been seen in several weeks.

    1. Return to Sandpoint

                                                              i.      Camla requests and gets Tsuto’s body to return to Ameiko for burial.

 

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Saturday, December 28, 2013

Rise of the Runelords–The Shadow Clock

[Game date: 2013 Dec 26]

  1. Session 18:
    1. Date: 2013 Dec 26
      1. Players: Camla, Derrik, Gragdar, Vaelmornhttp://cdn.obsidianportal.com/assets/208290/the-shadow-clock.jpg
    2. Rested in Sawmill for the evening. The following morning, they released the assumed messenger ravens found on the rooftop and followed them by riding on Vaelmorn’s giant Bats. It led the group to a rickety clocktower in the Underbridge.
    3. Assault on Clocktower

                                               i.     Vaelmorn and Camla leapt into the top floor through an open doorway. As they did so, a demon appeared in a cloud of smoke and lightning, accompanied by the smell of pungent sulfur.

 

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                                             ii.    Seeing the fight, the others followed in on the second bat, but Derrik was suspicious and stayed out of combat, instead spending 3 rounds detecting evil. It paid off as he realized that the demon was just an illusion! And the true source of evil was just behind them! Just as the Paladin tried to warn his companions…

 

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                                           iii.     The other demoic being cast off her clock of invisibility – a woman from the waist up, and a large snake below; Xanesha as she was known attacked Camla from behind, the devastating blow almost killing the man outright.

 

creature-xanesha

 

                                            iv.     The group shifted their attention to her. Gragdar’s undead hosts bore the brunt of her deadly spear attacks, giving the others time to reform battle lines.

 

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                                             v.     A decisive use of the Blindness spell by Gragdar allowed them to finally close and surround Xanesha without provoking the deadly attacks of opportunity, even though she was able to remove Blindness on her next action.

 

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                                            vi.    Lots of magical summons and Xanesha was trapped; boxed in by the confines of the small tower made her unable to use her spear. The naga resorted to the use of powerful magics, with particular benefit of Scorching Ray, to the chagrin of Vaelmorn.

 

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                                          vii.     The heroes eventually succeed in killing her and find in her possession a letter from “Lucrecia”.

 

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    1. Taking stock of their situation, they are deciding whether to explore rest of the Clocktower, or return to the Mayor.

 

 

 

Here’s the overview of the DF layout – as it was just the top floor of a clocktower, I used just the minimul of pieces. This picture is of when Camla and Vaelmorn leaped into the open doorway from atop the flying giant bat.

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MECHANICS:

I ran Xanesha as written in the re-released Rise of the Runelords hardback version (Rogue 1). She is the first creature the group has fought with a base 6d12 combat dice; combined with her magical spear and her spellcasting, she was quite a formidable opponent. An illusory deman, and invisible sneak attack on Camla brought down half the group; later, two 8d6 Scorching Ray attacks on Vaelmorn brought the pain.

Wednesday, December 11, 2013

Rise of the Runelords–Sawmill

[Game dates: 2013 Dec 07]

    1. Session 16:
      1. Date: 2013 Dec 07

                                                   i.     PCs: Camla, Derik, Vaelmorn, Gragdar

      1. Meeting with the Mayor

                                                   i.     Heroes meet with Mayor Haldomeer Groboras in City Hall, where they are informed that one of the Magnimarian Justices is leading the hunt for the murderers.

                                                 ii.     Justice Ironbriar is summoned and they meet a stern tall elf. Unbeknownest to them, he is also the leader of the cult of the Brothers behind the murders – of whom Aldern was only a puppet.

      1. Assault on the Sawmill

                                                   i.     They manage to track down which sawmill and then try to gain entry, but are turned away. Derrik detects evil in the workers.

                                                 ii.     They decide to scout, and fly on bats to rooftop, where they sneak in through the messenger raven coop.

                                               iii.     They drop into the main floor, where they find Justice Ironbriar! He is surrounded by cultists in the midst of a ritual murder. In addition, they see Lyrie and Tsuto are part of the group!

     

     

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                                                iv.     Vaelmorn drops in, and puts up darkness, but finds that it is repeatedly countered by Daylight. The fight is touch and go, leading to the destruction of most of Gragdar’s undead horde, but they prevail in the end.

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MECHANICS

I thought that Ironbriar would be an ideal Inquisitor – not only the NPC background of a stern Justice, but specifically the Infiltrator that defeats the pesky Paladin’s Detect Evil. And with the high-crit Elven Curveblade, and the ability to make it Keen and Bane, he was a formidable opponent. Adding on his followers, plus Tsuto and Lyrie (whom’s freedom he saw to – and who warned him about the drow’s Darkness abilities), the encounter turned out quite challenging and fun for all.

Ironbriar

Elf Inquisitor (Infiltrator/Preacher) 8
NE Medium Humanoid (elf)
Init +13; Senses low-light vision; Perception +11
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Defense
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AC 20, touch 16, flat-footed 14 (+4 armor, +6 Dex)

DEF +9 DR 8 / 10 (magic)
hp 58 (8d8+8); judgement of profane healing 3
hp 69

Fort +8, Ref +11, Will +10; +2 vs. enchantments
Defensive Abilities judgement of profane protection +2; DR judgement of profane resiliency 2: magic; Immune sleep; Resist elven immunities, judgement of profane purity +2, judgement of profane resistance 6 (fire)
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Offense
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Speed 30 ft.
Melee +1 Elven Curveblade +14/+9 (1d10+2/18-20/x2)
Melee keen BANE +1 Elven Curveblade +16/+11 (1d10+2 + 2d6 bane/18-20/x2 – 15-20 w/ keen edge)

Special Attacks bane (+2 / 2d6) (8 rounds/day)

Spell-Like Abilities Detect Alignment (At will),

Inquisitor Spells Known (CL 8):
3 (2/day) Keen Edge*, ??, Ward the Faithful* (+2 to AC and +2 to saves)
2 (5/day) Litany of Defense (double defense), Hold Person (DC 14), Invisibility, See Invisibility
1 (5/day) Doom (DC 13), Shield of Faith, True Strike, ??, Protection from Law
0 (at will) Resistance, Daze (DC 12), Detect Poison, Read Magic, Detect Magic, Bleed (DC 12)
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Statistics
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Str 12, Dex 24, Con 11, Int 12, Wis 15, Cha 8
Base Atk +6; CMB +7; CMD 23
Feats Combat Reflexes (8 AoO/round), Improved Initiative, Toughness +8, Weapon Finesse

Skills Acrobatics +15, Bluff +6, Climb +6, Diplomacy +8, Disable Device +11, Heal +7, Intimidate +10, Knowledge (arcana) +6 (+8 to identify the abilities and weaknesses of creatures), Knowledge (dungeoneering) +6, Knowledge (history) +3, Knowledge (local) +4, Knowledge (planes) +8, Knowledge (religion) +8, Perception +11, Sense Motive +12, Spellcraft +7 (+9 to determine the properties of a magic item), Stealth +18, Survival +2, Use Magic Device +2 Modifiers
Languages Common, Draconic, Elven
SQ domains (murder), elven magic, judgement (3/day), Combat Gear; Other Gear MW Mithral Chain shirt, +1 Elven Curveblade, wand of daylight (10 charges) 150 GP
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Special Abilities
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Bane (+2 / 2d6) (8 rounds/day) (Su) Make the weapon you are holding a bane weapon. Swift to change type.
Combat Reflexes (8 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Determination (3 / day) (Ex): free action

- Aggression: Re-roll attack roll

- Defense: Immediate action to get +4 DEF

- Warning: If ally hit, can force reroll of attack

Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.

Inquisition (Justice):

- Judicious Force (2/day) (Su): +4 confirmation roll for crit if you or ally w/I 10 ft makes threat.

- Chains of Justice (1/day) (Su): bind opponent w/I 60 ft w/ spectral chains (Will negates). Damage is mirrored to both.

Judgements (3 times / day): Can use 2 @ 8th level

- Profane Destruction +3 (Su) Weapon Damage bonus.
- Profane Healing 3 (Su) Fast Healing
- Profane Justice +2 (Su) Attack bonus
- Profane Piercing +3 (Su) Concentration and vs. SR bonus
- Profane Protection +2 (Su) AC bonus
- Profane Purity +2 (Su) Save bonus
- Profane Resiliency 2: Magic (Su) DR/magic
- Profane Resistance 6 (Fire) (Su) Energy Resistances
- Profane Smiting (Magic) (Su) DR bypass
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Misdirection (Sp): Detects as a LN elf.

Necessary Lies (Su): +8 on saves vs. lie detection

Second Judgement (3/day) (Su) Variable bonuses increase as the combat continues.

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Tactics HERO POINTS: 1
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Before Combat Before combat starts, casts keen edge, shield of faith for +3 deflection, and Ward the Faithful

During Combat

1st round: Uses Judgment (swift) for Protection and Resiliency, Standard for Chains of Justice, Move to Melee

2nd round: Swift action to use bane

- Litany of Defense if going into melee (Doubles armor DR?)

- Judicious Force to get +4 to confirm.


Saturday, November 30, 2013

Rise of the Runelords–Magnimar

[Game dates: 2013 Nov 30]

  1. Session 16:
    1. Date: 2013 Nov 30

                                               i.     PCs: Camla, Derik, Vaelmorn, Gragdar, Sharptooth (another friend took over running the goblin)

    1. Sandpoint

                                               i.    Returning to Sandpoint, they decided to keep Aldern’s death and subsequent undeath a secret.

                                             ii.     Camla went to store to get an airbladder for Gragdar’s newest goblin ghast acquisition

1.     Ven asked if they caught who did it.

2.     Camla couldn’t hold it in and said yes, and that he was punished. Ven retired crying and thanking Camla.

3.     He saw Orik in the shop with Shayliss, and Orik helped him find the bladder.

                                           iii.     They filled in the Sheriff and Mayor.

1.     They requested that everyone be armed and trained. Mayor said it’ll have to be run by the elders.

                                            iv.     They got a card reading by Madame Mvashti

                                             v.     They got summoned by Brodert and told more history about the Sihedron, as well as that some kids went to Chopper’s Isle and found an opening.

                                            vi.     Heroes decided to go to Magnimar as soon as possible.

    1. Magnimar

                                               i.     Camla and Derik went to Aldern’s house disguised as Aldern and a guard. They got to the upscale Naos neighborhood, and paid for a porter to clear the way for them to the townhouse.

                                             ii.     The others flew in by bat and walked in. They had trouble getting through the guards at Naos, and had to sneak in.

                                           iii.     Camla and Derik arrive at the house, and bluff their way in. But are shocked at suddenly seeing Iesha in there. And then are ambused by the “servants” – all four of them turning out to be faceless stalkers!

                                            iv.     Vaelmorn, Gragdar, and Sharptooth arrive in time to turn the tide of battle.

                                             v.     They manage to capture one alive, and questioning him, learn that they were hired by Aldern, but knew of his transformation. They also learn that Aldern had a visit from a woman and a pale elf some 4 months previous. They find the deed to the house, and the mention again of the Brothers and the Seven’s Sawmill.

 

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