Showing posts with label piratecrawl. Show all posts
Showing posts with label piratecrawl. Show all posts

Saturday, 7 August 2021

Summer oneshot: Werewolf - Into the Maelstrom

We're taking a summer break from my Belswick campaign so I can work out how to drive that game through its mid and endgame. Instead, we'll be running a couple of oneshot adventures and a 3-5 session campaignlet. End of July we logged into Skype for a little jaunt of Werewolf: the Dark Ages (simplified) set in my Maelstrom archipelago.

 

Spoiler ahead: the Big Nasty at the end of this story is a reskin of the Soulmonger from Guy Gavriel Kay's Fionavar Tapestry. Dragon stats from Mage: Dark Ages by White Wolf, soundtrack by Two Steps from Hell.

THE PLOT

My players voted to set one of our summer oneshots in my Maelstrom Islands piratecrawl region, so all I needed to do was pick one of the islands to focus on: Quellport, with its plague of Red Honey drugs sounded like a fine place to explore. 

I added Skerples' Mehabara as a waypoint to stretch out the sea voyage a bit and give them a place to find information. The trip from the starting point of Ysland > Mehabara > Maelstrom will serve as a nice journey into the Mythic Underworld: things wil get increasingly stranger the further they go.

In line with point 1 of Game Prep (below), I decided not to fuck around with overly subtle plots here. Added the following ingredients and stirred vigorously:

  • An honoured Viking Wolfchanger, who after a lone quest to end a drug plague came back befuddled and without his Wolf spirit.
  • The vile drug Red Honey (from the pc game Sunless Sea), made by cunning vampires out of the souls of the innocent.
  • A titanic soul-singing Sea Wyrm caught in / causing a leagues-wide maelstrom, whose slobber was being refined into said Red Honey.

A friend in need! Vampires! Drugs! A sea dragon! (Spoiler: they didn't even TRY the drugs.)

The Maelstrom Islands are where I keep all the really nasty stuff in my piratecrawl.

 

PLAYER RESPONSES

Blanche Sidwell, bearshifter ridden by the spirit of her grandmother who saw her entire family burned by missionaries:

  • Fun and exciting story. A system with many parts that hook together in obscure ways and only when playing does it start to show.
  • The raven with persuasion 👏🏼
  • The teaching moment about how not to wake up a were shark 🤭😬

 

Mugin Rafida, scoutin', lootin' ravenchanger with a spirit-gift of a silver tongue:

  • Reynard's lie, the gift that keeps on giving.... 😋 Furthermore, of course, the mega funny "Are You Sleeping?"
  • Our accidentally finely balanced party. (2 big berserkers & 2 small & sneaky guys) For me this whole system was new, but definitely delicious. Encore! To grandma!
  • Not to mention the fact that we are playing Werewolf: the Dark Ages but the only werewolf is an NPC who lost his powers and should be killed off if he doesn't get them back.... ("Can I really not become a farmer!?" "NO!")

 

Gorm, sneaky, shadowy ratchanger with the same spirit-gift of a silver tongue that Mugin has:

  • The waking up of the shark with the rite of silence was genius
  • A oneshot game is a nice way to cut loose without too many long-term consequences 👍🏻
  • Lovely powerfull combat😁

 

Fükka the wereshark, fully invested in using the Burrow gift to tunnel like a landshark:

  • I loved EVERYTHING is this oneshot. From the introduction scene and meeting Snorri to the sea trip.
  • From the werebear at the market and the herbalist to rescuing/kidnapping Joelle.
  • Demolishing a galleon to make a point was a personal highlight.
  • From dicking around in the mayor's office to the alarm clock joke.
  • And the short but powerful combat in the monastery.
  • I also loved how the party was put together for this oneshot. Raven and Rat talking the socks off everyone they meet. Bear and Shark leave a trail of destruction 😂

 

GAME PREP

Step 1: get in the right frame of mind

  • Attain proper epic mood by splicing 2 Steps From Hell directly into cortex.
  • Reread words of wisdom from the Jeff on How to Awesome Up Your Players. In short: start a little larger than life, escalate from there. Werewolf characters can shrug off cannon attacks and splinter ships' masts by throwing cannons through them, so revel in that and give them both mooks to mow down and Big Opponents to pit themselves against.

Step 2: summarize Werewolf: the Dark Ages ruleset

  • This game is wordy. Only one other group member knows the lore about all the Garou tribes, breeds and auspices, so I stripped out that and the whole spirit world angle to get a streamlined system of totem warriors who can shift into animal form and use gifts from the spirits.

Step 3: create characters.

  • Remember how I started this out by saying we'd be playing WEREWOLF? Naturally, the group asks if other shifters are also a possibility. And so I add Wererats, Wereravens, Werebears and Weresharks to my stripped-down system. 
  • In the end, none of the four players picks a werewolf. Luckily my plot wasn't dependent on that; they're a bunch of weirdo barbarians tasked with helping a fellow totem warrior.

 

RUNNING THE SESSION

Intro: love of faith?

No meeting in a tavern. I ask each player: love or faith? and run them through a mini-scene where they can introduce their character.

Love: 

On the northern Ysland, werebear Blanche Sidwell and wereraven Mugin Rafida are clearing a road through a lavafield to win the hand of the lovely Frigga in marriage. They suspect foul play when all the workers except themselves fall sick due to poisoning. They scare them away using Reynard's Lie, a silver-tongue Gift which will see A LOT OF USE in this oneshot.

Faith: 

In Smokehaven on Ysland, wererat Gorm Olsen and wereshark Fükka are looking on as a new christian church is erected on the island. Christian workers and an Asatru mob are facing off and stones are flying. Using that same silver-tongue gift, Gorm intimidates one of the workers' leaders to back. the fuck. off. Meanwhile, Fükka gets hit by stones thrown by a woman called Magritte. He takes narrative control, sets her up as a loveless fanatic and then uses the Burrow gift to go all landshark on the woman. The rest of the group don't miss a beat as they drop into the Jaws tune.

 

The Lost Wolf

Haggard Aedja the Crow summons the players to an ancient runestone overlooking Smokehaven and introduces them to morose wolfshifter Snorri Longtooth. He's "lost the wolf" (no more raging, shapeshifting and using spirit gifts) on a loner quest to find the source of the nasty drug Red Honey. Lead: his last known location before losing his memories was the Mehabara archipelago.

Quest: take Snorri to find his wolf spirit and bring him back with it - or not at all. "Life without your totem is not worth living", hints Aedja darkly as Snorri, sweat beading, asks if he really can't become a farmer. 

I realized during the scene that I hadn't given Snorri a lot of lines yet - he was more of a will-drained McGuffin than an NPC, really. So decided to have him speak up and ask if he couldn't just retire. That brought out a darkly humorous side in Aedja, which I rolled with. Never doubt where your mad scrabbling for coherent dialogue takes you.

Captain Haakon (which sounds exactly like Captain Hook in Dutch...I wrote it down without saying it out loud) will get the players to the Merabaha in her drakkar, the Storm's Light; after that, they're on their own.

 

Shipping trip - that poor storm

I didn't have a lot planned for the trip from icy Ysland to the sunny Mehabara; luckily I didn't have to! Asked players to roll for weather, then for encounters on the way on this handy travel chart by Skerples. The result: a bad storm. The response: sharkshifter Fükka climbing into the mast and using a magic rite to browbeat the storm into blowing the Storm's Light to the Mehabara extra fast.

 

Skerples' Mehabara Islands (islands his, map mine)

Mehabara: wreck that market

As the drakkar sails into the tropical, fortified harbor Alamet of the nation of Tarracon, bearshifter Blanche spots a witch burning in progress. There's soldiers, a crowd, a crying young lady, priests, a pyre - and then very quickly there's a LOT of screaming as Blanche goes red-eyed, flashes back to her grandmother who was burned at the stake, and makes the world shrink as she grows into a 15 foot monster that proceeds to tear apart the market.

That Deranged Ancestor flaw sure sounded fun when the player bought it in character generation! 

With a couple of musket bearing soldiers coming down from the fort, the group pick themselves and off the street and ask sort-of-witch Joëlle (cook's help, really) for info about illegal drugs. Well she sure as hell doesn't know, but one of these crazy fur-wearing barbarians just turned into a couple tons of bear and saved her from death by fire, plus this is a oneshot, so she points the lunies to Jimena the Herbalist and bargains for a spot on the boat.

Jimena, of course, is deeply paranoid, has a hair-trigger and a bound fire elemental, and is absolutely NO match for a rousing new round of Reynard's Lie by Gorm and Mugin. "Don't you remember you wanted to tell us everything?"

I should have turned every use of this gift into a drinking game. It's is an absolute gift (ahah) for the DM to spoonfeed info to the players or speed the plot along. And so, they handily discover that Red Honey is made on the isle of Quellport in the Maelstrom Islands, further west on the spice route.

 

Rite of the Questing Stone

Give them tools and see how they use those to fuck over the world is my DMing philosophy in a nutshell. Case in point: Fükka has chosen to invest heavily in the Rites background which gives him a lot of magic spells to play with. Like Rite of the Questing Stone, which he uses to confirm their heading.

When Fükka rolls six successes in a system that caps "absolute brilliant success" at five though, I decide to go a bit beyond what the spell calls for. His pendulum points straight to the Maelstrom Isles all right, but I feel that's not nearly enough.

And so Fükka drops like a stone, thrashing and foaming at the mouth on the deck for hours while his spirit flashes to the Maelstrom. There he senses an ancient, hungry power under the waves. He's a big boy wereshark, but this thing is vast and corrupt. And with that, Fükka wakes up again, bathing in sweat and getting a lot of scared looks from the crew.

Nothing like a bit of foreshadowing, right?

 

Negotiating passage

Captain Haakon (I suck at names) isn't too sure about sailing on to the Maelstrom. Snorri is game, but doesn't really remember a thing about the route and has no sway on board; it's all down to the captain and her crew, and they'd much rather head back to Ysland.

"There's big monsters in the sea - no wonder they use big ships over here like that galleon - look, they've got rows of rows of cannons and we've just got a ballista! Also, whirlpool over 30 miles wide." 

"That scary galleon over there?", asks Fükka as he casually steps off the side, shifts into a 20 foot megalodon monster shark and pulverizes the magnificent ship's hull.

"Yeah, that one", concedes Haakon as some Reynard's Lying by Gorm and Mugin seals the deal: the captain and crew are either reassured or more scared of the players. Probably a mix, but: it's a oneshot! Gotta keep things going.

 

Dinner reservations

Sailing checks are disappointingly boring and the Storm's Light reaches the slowly counter-clockwising waters outside the Maelstrom Islands in a couple of weeks' sailing.

Fükka (as shark) and Mugin (as raven) scout ahead and find the biggest port on the isle of Quellport, conveniently also called Quellport. Rounding Quellport's southern tip, they spot a beautiful white-walled monastery on a high cliff and notice the water starting to flow faster. They're in the outer grasp of the Maelstrom now! 

Quellport is a very Ranstead town, which means I get to break out slight German accents. The drakkar makes port and the party asks around for info: where can they get some Red Honey? The harbormaster has no idea but points them to the mayor's large and somber house on top of the hill.

Some more Reynard's Lie secures an appointment, and Mayor Stijn Gellink confides that he does remember a similar drakkar and viking berserker coming into port a half year ago. Snorri offered to track down the source of Red Honey, but wasn't seen since. If the party can put an end to the drug ring and its evil effects, the mayor will pay them a goodly sum. He's heard rumours of the Rose Garden Monastery being somehow involved, but honestly cannot imagine the Good Sisters being up to drug running.

 

Wake-up call

Can the party perhaps stay the night? Of course they can. It's at this point that Blanche tries out a little magic ritual she's learned: until she speaks, all sounds she makes is silenced - to be unleashed in one big cacophany of sound around her when the ritual breaks.

In the early morning she gets up, casts the rite and then spends a good 15 minutes stomping around, smashing pan lids together, rattling drawers and so on in absolute silence. She then whispers next to Fükkas ear: "you awake yet?"

Of course this leads to the entire room getting blasted awake, Fükka spectacularly failing (succeeding?) a Rage roll and turning into a half-man, half-shark abomination which rakes its inch-long claws through Blanche. Bleeding out (with 1 or 2 health levels to spare - low roll!) she manages: "worth it"!

Forget classic D&D Silence, this rite is the superior version.

 

Rose Garden

After recovering, the party scouts out the Rose Garden Monastery in animal shape and discovers that the place is a fortress with a lot of nightly activity. Burly, red-faced nuns with cudgels and swords keep watch as tired workers from the town come in to work in what sounds like an underground distillery. Once every few days, a small boat called La Balleine takes a prisoner out to sea and returns with barrels filled with some pinkish slime.

The best part? The abbess Sister Zaira and her confidante, the poet Isery, only come out at night. Blanche's deranged ancestor immediately recognizes one of them: that's the missionary who burned her whole family! And yes, the pair are deathly pale.

Fucking vampires, man.

 

Front Gate

A plan? Storm the place during the daytime, of course. Reynard's Lie opens the gate, then it's rage-out time as the party absolutely tears through about twenty burly nuns. Some of which pack quite a punch and move like the wind for a couple of second, until they burn out.

Ghouls (mortals who drink vamp blood and gain a couple of mild powers) are tough, but not Werewolf tough. Fükka tears into them, Gorm rat-teleports on top of the watchtower to strike the musket-wielding occupants with beautifully coordinated strikes, Blanche forgets to shapeshift and is struck down by a raging nun - only to pop up 15 feet tall and in a death rage which only subsides an hour after the fight.

From the cellar with its weird arcane distillery and two comfy coffins, a soothing voice with hypnotic suggestions swaft up. By sheer luck, the party manages to stave off vampiric Presence and Domination and not turn into hapless minions for the bloodsuckers! Gorm dives into the cellar and turns his claws into silver for extra rage and murder power, taking out the hypno-poet Isery. Fükka starts to demolish the roofs to let in the sunlight.

Vampiric speed keeps Sister Zaira out of claw's reach of Blanche for a few seconds, but once the raging bear manages lands the tiniest glancing blow, she can spend Rage to buy sickening amounts of extra damage (other shapeshifters can take extra actions per round; bears just hit like an artillery barrage). A vampire turns into a smear on the ground turns to ashes and this fight is over.

In notebooks scattered across the monastery, the party find evidence that the vampires were trading prisoners' souls to someone called Grandma who lives deep down in the Maelstrom. In return for regular souls, they received the raw pink slime they then purified into Red Honey.

I didn't narrate every blow in this fight; every player got in a couple of licks and was sort-of-attacked, then I sped up and went to the next highlight of the fight. It's a oneshot; got to keep things moving. And with my tendency to spin out scenes for extra roleplaying, we had to call it a night here! The party had found the source of Red Honey, but hadn't recovered Snorri's wolf-soul yet. And where was that pinkish slobber coming from that the vampires turned into Red Honey? We found out in part two of this oneshot.

 

Finale: in Grandmaw's House

A couple of days after session one, we all log in for the grand finale. I recap that there's a final mystery to be solved deep in the Maelstrom. The party inexplicably decides to take captain Lutèce of the prisoner/pink pre-honey-smuggling boat La Balleine instead of their own, sturdier Storm's Light.

Not that I minded!

 

Down the hatch

La Balleine is off (you guessed it, after some fast Reynard's Lying to convince the captain she's too stupid to ask questions and should just do what she's told. Six successes on the roll means the story really takes, and she's a bumbling fool for the rest of the trip.

I take them in a grand tour around the map while Fükka and Mugin decypher the strange navigational chart on board the ship. Isle de Carcosa with its forbidden inland city, Henderson Island and its many identical shipwrecks, fog-haunted Graben Island and its strange-eyed fishermen, icy Kerguelen and its basalt ruins, and then in, in, in past the horrible prison of Dreadhold, where the sea tilts down in a roar.

Blanche sends a Gift-spirit in the form of a crow ahead to scout and help out the navigators, and good that she does, because that nets them enough successes to spot the lonesome rock in the foaming whirlpool. Some hard rolls crash La Balleine on the relative quiet of the rounded rock wall's wake. Here they find a couple of small rock islands with the remains of a temple or shrine.

As the group explores, Mugin spots heaps of treasure all around the site and all hear a faint singing, as of many voices that are trying to come into harmony. Mugin awakens a golden cup with strange geometrical designs and spends some time talking to the ritual vessel of blood for Tlaloc of the Ice Knives, Aztec god of rain (and of course bloody sacrifices).

Mugin takes off and scouts from above in raven form, to see a titanic shape moving in the circle of the rock wall and reefs. It rises to the surface, growing, ghostly voices starting to chorus as the head of a sea dragon breaches the waters. Its head is yards across, its body vast beneath the waves, its maw slavers with pink slime and is filled with fangs, some of which made of ice and shivering with the song of all the souls this thing has fed upon.

Grandmaw demands her next offering of souls.

 

UNLEASH THE DRAGON!
Terrain by Dwarven Forge, Terrible Sea Monster by the shop in the Albuquerque Natural History museum.



It's improv time again: I hadn't prepped a voice for Grandmaw, but I do know what I based the monster on - the Soulmonger of the Fionavar Tapestry, who eats the souls of all the elves trying to sail beyond the world. And so in the spirit of the moment I hit on using a different voice for every new sentence. Old and gruff, light and imperious, sickly, arrogant, fearful - it's a chore, but it seems to have the intended effect at the table!

Of course the party isn't about to offer anyone else - not even the slaver-captain - to this creature of the depths. Gorm, in rat form, has uncovered symbols on the temple indicating that the monster is chained here, near the bottom of the Maelstrom. But its prison is slowly breaking and each soul eaten breaks the bindings just a bit further.

It's slaughtering time!

I play this battle blow-by-blow, have the Soulmonger sing its song and drain the willpower and rage of the shapeshifters, rip into their forms - almost kill one - but in the end the action economy dooms it: four shapeshifters unloading multiple actions a round blow through the beast's health at a frightening rate. Especially when Fükka goes blood-mad and tunnels into the things side just as Gorm slashes through its palate from inside the maw!

And so, after 45 minutes of rousing combat, Grandmaw sinks bleeding into the icy depths. She's not dead yet - as long as she has souls to digest, she will return, and she's got six of them lodged in the icy fangs in her mouth. Luckily Gorm twigs onto that and uses his last bit of air to shatter them all before he passes out. Blanche, along for the ride, then uses the last of her strength to get them up to the surface.

GET INSIDE ITS MAW!
Gorm the wererat going for the teeth as Blanch the werebear hangs on for dear life


Final plunge

The battle is over but the party is far from safe; they're still deep inside the Maelstrom behind a rock wall that starts to break apart before their eyes. I start pushing over the pieces that make up the rock wall to add to their sence urgency as Blanche, Gorm and a revitalised Snorri get on board La Balleine.

Mugin keeps track of what's really important and has been ferrying chests of gold and silver onto the ship as all this happens.

And the wereshark? He circles the corpse as he feels its dominion over this spirit-strong sea fade and I can feel the player wanting to claim the domain as his own. But he's needed aboard ship, because with crappy sailing and the increasingly dangerous waters the boat is almost breaking apart. Hope and spit keep the boat sort-of-together - until the second sailing botch of the evening rakes it across the rocks.

Gorm does what rats do, empties a barrel of gold and uses it to abandon ship.

Clever use of Fükka's rites turn La Balleine into a functional raft, but they've lost the capacity to steer. The group finally rolls well on their sailing check so I have them veer dangerously close to the very heart of the Maelstrom - giving them a hazy vision of a king on a throne writhing senselessly to the sound of pipers as a thousand-masked jester waves to the passing ship - and then catapult them past Gorm's floating barrel beyond space and time into the starless void. 

Again, this was sheer improv. I had no real idea of what was at the bottom of the Maelstrom, and I think the spark of ideas went like: catapult orbit past a black hole - azathoth - court of the writhing king - nyarlatothep. Because adding Nyarlathotep to a world is always a good idea.

 

Wrap-up

I roll on a special table with all my piratecrawl regions to see where the five shifters end up after their voyage through the Warp; by an amazing stroke of luck they end up in the Mehabara where they began! (Could have stranded them in Chult or on the Isle of Dread - oh well.)

After months, they recover their drakkar Storm's Light from the Maelstrom Isles, where it has picked up Gorm the wererat from where he crashed on the doorstep of Dreadhold Prison.

The group is rich, has saved their wolfshifter friend and most importantly: slew vampires and an ancient Sea Wyrm. Time to call it a night - this was an awesome oneshot to play and I look forward to the next one!

Monday, 23 December 2019

Piracy oneshot: wonky spy gas

A second group! I'm running a series of oneshots with my wife and her astronomy colleagues at the university. A bunch of them have never roleplayed before, so I can dust off my resolutions for how to introduce new people to the hobby

My plan is to first run a couple of oneshot adventures to showcase different aspects of play, rules systems and settings. There's a big group of potential players, so first I want them to get their bearings; then we can zoom in on a system and setting to dig our teeth into.

In this first oneshot the players join a pirate crew, get mutinied, navigate the Merabaha islands and a nearby office X-mas party, get pulled by conflicting secret missions and finally retake their ship. We didn't get to the dungeon at the end (a reskinned Hand of Dominion), but the trip was worthwile nonetheless. 

And all that thanks to wonky spy gas.


THE OPENING

The New World is full of potential for those willing to risk life and limb; dangerous, sure, but here there is still freedom from the Old World powers and their grasping fleets. We find ourselves in the Merabaha islands, a vaguely Caribbean-esque archipelago in a sort-of 1600s time period: colonists, traders, pirates and just a whiff of the weird and strange.

The five player characters wake up out at sea with splitting headaches and a confused voice crying out for the captain. Said Jean-Marc Traneuille is slowly succombing to his wounds after being shot in the chest.

How did you get here? Flashback!

In the hurricane-struck settlement of Crimsontown, the Ranstead are hanging on by the skin of their teeth. The Valois captain Traneuille of La Belle Poule is holding court and hiring on crew in the Lusty Limpet tavern. The players make their way to the Limpet and into the back room. Here they introduce themselves to their captain and his mountain-of-muscle first mate, the quartermaster Silas Winch. Last one in is the artillerist Mark Brandzaam, who has spotted a bunch of customs men sneaking around the tavern and hurries in to sign his name to adventure on the high seas.


THE CREW

I'm using my Jar of Dirt ruleset and discovering that it still takes quite some time to build premade characters in it. Hence, I rolled up one character for each class and let the players choose. I also handed out personal secrets and missions to give the players some extra motivation. Sadly noone drew the "you're a vampire" background. Next time!

  • Fiorest Gump - Tarracon Sawbones: opium-addled ship doctor looking for money and drugs. Due to a typo on his character sheet, he is the confused owner of "wonky spygass". Waste not a good opportunity: we decide this is an experimental spyglass that uses a strange hallucinatory gas to increase range. Fiorest is secretly working for the Tarracon Inquisition and hunts for foul and unnatural things.
  • Nicholomir Candlano - Tarracon thief: a smooth operator and sneak thief who wants to get rich off the fabulous treasure that's being whispered about. Nicholomir is smuggling a jar of the dangerous and illegal Red Honey drug.
  • Claartje Gerritsen - Ranstead brawler: Claartje is here to break heads and hearts. She's muscle with a dangerous secret: nine months ago, she signed an old blacksmith's contract to get a knife that can cut through anything. (Sadly not explored in-game.) In return, she has to find 100 idiots to sign over their soul to the blacksmith for a year, or she'll have to serve for eternity.
  • Mark Brandzaam - Ranstead artillerist: an ex-miner looking for MOAR CANNONS. Has a huge arquebus and packs of gunpowder to play with. Mark is secretly working to get back into the Ranstead's good graces and wants valuable information on piracy in the region.
  • Fakse Zandbergen - head of the Wexlish/Ranstead Crew: Fakse is a gambling addict (and secretly a spy for the Ranstead) who leads an oafish group of 12 Ranstead religious separatists. This mass of buffoons acts as one regular character, sharing hit points, inventory etc.


A SECRET MAP

As the quartermaster sets out ship rules to the new crew, captain Traneuille confides in his new ship's doctor Fiorest Gump: "it's not just gold we're going for, doctor - there's far more interesting finds in these waters! See this map? It belonged to the great pirate Jonas Booth. They say he owned a devil's toy, the Casket of Ys - with that casket, he was everywhere and nowhere at once. And I know where to find his stash."

The map indeed shows a small island off the main Merabaha islands and a riddle besides it. The captain even proudly presents Jonas Booth's own pet monkey as a sign of good fortune. The little flea bag screeches, too late, as a small serving boy snatches Traneuille's map and makes a run for it. At the same time, constables and customs men with muskets kick in the door!

Shenanigans ensue as the characters try to escape. Nicholomir escapes via the roofs, others play drunkard or claim to be the bouncer who's taking a pirate to jail. Half of The Crew get taken to jail; the wonders of this class mean that the rest can just leave them behind and keep on adventuring. After running away from the Lusty Limpet, Fakse needs to feed his gambling addiction. He manages to scrounge some silver off a pair of cargo haulers by using his deck of marked cards.


The complete and true map of the pirate Jonas Booth - archipelago and settlements by Skerples, this layout and Booth's island (top right) by me 


TO THE SHIP

Eventually everyone makes their way to La Belle Poule. Captain Traneuille and his gang turn out to be a wonderful distraction, chased as they are in the background through market squares, church processions and a pig sty; the merry band makes it to the docks, customs guards in hot pursuit.

While La Poule is already casting off, Fiorest and Nicholomir spot the map-stealing serving boy peering out of an alley and run over. Nicholomir almost manages to knock the kid out, and then it's just a snick of doctor Fiorest's trusty scalpel before the wadded-up map is theirs again. Claartje tosses a rope and hauls the pair aboard. The ship heads out to sea.

Quartermaster Silas Winch is first at the scene to chew them out for being late. His eyes bulge when Fiorest waves the map in his face - "results, dear man!" No-one notices that the quartermaster swaps one wadded up map for another, more basic one. The captain is unperturbed; he knows the riddle and location by heart.

The characters are told to go asleep and take the day shift. Hours later, they wake to gunpowder and swordplay: a mutiny! Silas has the true map of Jonas Booth and is taking control of La Belle Poule. Half the crew and officers are behind him. Captain Traneuille is shot in the chest, the player characters are thrown in a longboat with him and his sketchy monkey, and they watch helplessly as La Belle Poule sails away.

It's about this time that the first scientists from the physics x-mas party across the hall wander in; apparantly the x-mas tree in the astronomy wing is a site to behold and needs to be photographed. They seem surprised at finding a roleplaying game in progress at the coffee table. We smile, wave and roll more dice.


THE WRECKS

Now what? The captain is dying and there's no food aboard. While the group discusses if they should eat the monkey - or the captain - the group discovers a tattoo below the luxurious fur of the beast. Drugging it with Fiorist's etheric vapours, Nicholomir shaves the poor animal. He discovers a map to the unnamed isle of Jonas Booth, with four lines of verse that seem to spell out a way to find the captain's treasure:

Follow the maiden's turnings three
Where Matthew met a sudden drop
Follow the stream till swimmer's stop
Thrice hold your breath and come to me


New map in hand, Claartje manages to find a bottle of rum hidden in the longboat. This is promptly used to sedate the captain while Fiorest does his best to stabilize the man. A few days of haphazard navigating leads the crew to The Wrecks, a shantytown of stranded sailors who hide from law and taxes in the shadow of Shipkiller Rock.

Bargains are made for food and other supplies, and Claartje builds up capital by going toe to toe with the Wrecks' best in their makeshift fighting ring. She wins enough favor and silver to resupply the group's longboat, buy a war canoe and sign on some new crew.

Literally sign, that is, as she whips out a little booklet and has each new crewmember sign their name under a contract to The Old Blacksmith. Five more souls for hell! The rest of the players seem quite perturbed at this little cult being formed under their noses.

Nicholomir, after some dealmaking with shady characters, turns up with a big wheel of cheese and concentrated rat poison.

It's at this point that Fiorist's player starts to gun for the Nicholomir; trying to poison the cheese or steal it. I could've nixed that - seems to be an out-of-game thing between the two that's being brought into the game - but the pair seem ok with it and it's not really disruptive. I'll regret that later on.


RETAKE THE SHIP

There's a brief debate about where to go next. Retake La Belle Poule, ignore those bastards and win Jonas Booth's treasure, or set out into the unknown? An old sailor tells Mark and Nicholomir of a place where you can get a proper boat. Siren's Point, he sketches in the sand, is just a day's sailing away. The name is foreboding, and the offer is politely declined.

It's time to end those bastard mutineers.

On the way to Booth's island is the Wretched Reef - La Belle Poule would have had to go around it, but the players' smaller longboat might just slip across. And it does, although the group sails into a dreadful storm that sets the crews on edge and makes morale plummet.

Two more days of sailing, and there's landsign: clouds and birds on the horizon, then a dark strip of island and the profile of a familiar ship. Planning time, while Mark starts making makeshift bomme's to throw.

Doctor Fiorist whips out his wonky spy gas and, drug vapours leaking in his face, makes out an undercrewed La Belle Poule. The rowing boat is headed to the island, and the ship is ripe for the picking. Making sure to stay out of the arc of it's prow cannon, our pirates slip close, ...

(We interrupt the game for a minute to chat with a not-too-sober physicist from across the hall, who explains that there's beer left and would we like to come over? Tempting, but the dice beckon. We game on.)

..., and then make a mad dash to get in boarding range of La Belle Poule before they're spotted. Wondrous stealth checks by the players and lousy spot checks by the lookout combine with a disastrous sailing check by Fakse's crew. It seems that "more sail" is a maneuvre his crew knows by heart, while "brake, brake, for gods' sake we'll smash right into it" was only in the advanced class.

We slip into bullet time as the longboat smashes into the side of La Belle Poule at break-neck speed. Fiorist, Fakse and Claartje all manage to jump for a rope; Mark takes a bit more time to clamber up, and Nicholomir discus-throws his wheel of cheese into one of the enemy pirates.

A big fight flares up on deck! There's gunplay, furious stabbing, rope-swinging and vein-cutting (that sawbones class is a killer) before most of the mutineers lie on the ground.


WRAP-UP

Only the guy in the crow's nest is left. As he takes pot shots at the group below, Fiorist lays into Nicholomir with his scalpel. We ask why, and get a spiel about the secret mission I gave (inquisitor) - now, Nicholomir definitely has shady things going on, but he's not demon spawn. It turns out to be a rivalry over a game of chess finding its way into the game - almost all players are new to roleplaying, so they don't automatically . Both Nicholomir and Fiorist kick the bucket.

I could've paused the game here - and should have, in hindsight - but it's getting late and a full run of the island would easily take another hour, so I let the fight play out, then wrap up the game.

There's winding paths on the island, riddles to be solved and even a little dungeon to explore. At the end of it all is the secret treasure of Captain Jonas Booth. A casket of ivory and ebony, just big enough to fit a man inside. Crawl in, and your shadow duplicate steps out for a couple of hours. You can ride them from inside the casket, or make a deal and both go on your way. A wondrous treasure for the right buyer - or the group themselves.

Update: Because we didn't explore Booth's tomb, we didn't get to the part where the players have to crack a safe to get to the treasure. The prize would've been Booth's casket, but also one free reroll in the next game for everyone who managed to make it to the end.

Safe by Ugears

CLOSING THOUGHTS

A nice evening's worth of play with lots of piratical tropes; players had fun, I had fun, and I got to field test my Jar of Dirt system (needs work ;). I'm still happy with my idea to introduce the players via a flashback, then work back to the 'present' of the opening scen. Good way to set the mood, although I could've kept this tighter - it spiralled into over an hour of finding tavern, spotting guards, introductions, theft and escape and finding map and casting off and mutiny.

My three resolutions for the next game:

  1. spend less time on character introduction;
  2. perhaps don't give out secret missions that can derail play, or prove hard to impossible to achieve;
  3. most importantly: explain at the start of play that I won't allow out-of-character beef at the table. What happened wasn't vicious or agressive, but it did come out of nowhere and dragged out scenes so that we couldn't make it to the "planned" end of the adventure in one go.

Monday, 16 December 2019

Ship combat cheat sheet

It's been very quiet here, because my IRL gaming has perked up significantly with a second group. I blame Critical Role - one of my players got my wife hooked on them and now she's wrangled a bunch of colleagues into trying out some oneshots.

Right now I'm prepping a pirate adventure for Thursday evening, and found myself in need of a ship combat cheat sheet. Ruleset is my own Jar of Dirt, pirated from Skerples' original. Print out these sheets on A4 (ship) and A3 (manoeuvres) and have at it!

Google Doc: PIRATE SHIP SHEET



Friday, 18 October 2019

Piracy GLOG ruleset: Jar of Dirt

I sound like a cooking programme on Netflix. "So full of flavour!" But it's true: I'm looking forward to a low magic, high hijinks piracy campaign and especially to using awesome GLOG classes instead of clunky D&D.

Classes don't make the entire game, and so I pulled together all the material I need to run a GLOG game into one document. Here it is. Jar of Dirt steals, proudly, from dozens of sources. It's a work in progress, but I definitely want feedback at this stage, so - board those comments and fire away!

Want a quick bit instead of the entire document? Check out my random tables at the bottom of the post.


>> CHECK OUT JAR OF DIRT <<


https://docs.google.com/document/d/1QlMC4qwV3rQtD24OwVIxbE6NaZ92qAoKfZ8LmO91GQk/edit#heading=h.xieycj9pdwpg


WHAT'S DIFFERENT IN THIS RULESET?

  • a roll-over system, because I prefer the "high is good" mnemonic for all rolls. The original GLOG attack roll gives me the heebie-jeebies because it reminds me of thac0. I may (have) know(n ;) university level math & physics, but thac0 is the devil's spawn. (Also I like an uncomplicated roll vs target number, rather than "roll versus your stat, but let me look up the penalty first". Just works faster at my table.) 
  • Cool tables, if I do think so myself (check them out below):
    • reasons why you are down on your luck!
    • tales to make your hair stand on end!
    • unfeasible life goals!
    • magnificent pirate hats!
  • The most important rolls -skill checks and saves- run directly off the ability scores, not the bonuses; if these numbers are so central to the character, they should be central in the rules as well. Added lots of little rule-lets (language slots, quick slots, hireling slots) to put the ability bonuses to work as well.
  • a new trade system to figure out where the high value routes are and what different regions are looking for.
  • backgrounds, professions and skills to quickly flesh out new characters.
  • many classes copied or adapted from all around the Blogosphere: the Artillerist, Assassin, Brawler, Crew, Duelist, Sawbones, Scholar, Scoundrel, Thief and Weather Witch. That's three rogueish classes (Assassin, Scoundrel, Thief) and social abilities in pretty much every class.
  • no exact XP system but a milestone mechanic lifted from Into the Odd.
  • lots of little tweaks and additions: extra ship types, weapons, advanced firearms, ship manoeuvre modifiers and so on
  • two new regions to replace the Golden Isles: the Maelstrom Islands and the Spice Islands (under construction)

STILL TO COME

  • spicier tables to stock merchant ships
  • Spice Islands region and map, based on the Moluccas/Banda islands. I'm now working through the epic load of homework that Richard of the Countercolonial Heist Crawl gave me...
  • world map with travel times and relative positions of regions
  • a group to play this with!


TABLES TO MAKE YOUR PLAYER' LIVES MORE INTERESTING

What's a roleplaying game without random tables to prompt the DM and inflict wondrous misery on your players? (Quiet there in the back, with your "less antagonistic"!)

Here's a couple of tables from Jar of Dirt to spice things up. Seldom necessary, but handy to have around.



We search the drowned guy (d30)

d30
We search the drowned guy
1
deck of cards, marked
2
Valois maid costume
3
enormous sunhat
4
fantastic wig
5
uniform
6
lantern and flask of oil
7
vial of poison (2d6, 50 sp)
8
saw, hammer and 10 nails
9
pickaxe
10
iron pot and cooking utensils
11
penny dreadfuls or erotic pamphlet
12
hammock
13
scissors
14
riding whip
15
3 bottles of rum
16
empty book, ink and pen
17
incomplete island map with warnings
18
pearl earring (50 sp)
19
navigation tools
20
small but vicious dog
21
bottle of indigo (50 sp)
22
bundle of scandalous love letters
23
letter of marque
24
spyglass, wonky
25
hourglass
26
klepto performing monkey
27
rope and grappling hook
28
water flask, 25% diseased
29
packet of opium
30
incriminating papers, 50% forgeries


Magnificent pirate hats (d10)

d10
this hat
with
it is
1
fez
gold stitching
enormous
2
beret
pearl strands
exquisite
3
enormous gem
dainty
4
turban
huge feathers
perfumed
5
top hat
gigantic brim
smelly
6
bicorne
a foot high
worm eaten
7
tricorne
music box
patched
8
bandana
corks on strings
infested
9
mitre
hidden knives
a bad fit
10
veil
smuggling space
collapsing


What's your life goal (d20)

d20
Life goal
1
lead a quiet, ordinary life
2
find true love to settle down with
3
find your father's bones
4
free your brother from Dreadhold
5
restore your family honour
6
retire in a seaside mansion
7
become a filthy rich trader
8
gain a position of political power
9
discover a wholly new species
10
prove that the world is rational
11
discover a new continent
12
circumnavigate the globe
13
found your own private kingdom
14
break the hold of the Old Countries
15
remove the blight of slavery
16
find incontrovertible proof of magic
17
take gruesome and epic revenge
18
find the secret of immortality
19
break the curse on your family
20
create something unique


What's up with you? (d20)

d20
Backstory
1
afraid they'll find out you're not a true hero / explorer / scientist / daredevil
2
framed for smuggling / counterfeiting / murder / piracy
3
2d6 x 500 gp debt to gambling ring / bank / criminals / drug smuggler
4
fell in love with the sweetheart of a cruel courtier / judge / merchant / captain
5
dishonoured your family name / mentor / army / betrothed
6
fleeing ringleader of failed revolution / union / religious reform / free press
7
get support for your crazy scientific theory / political ideas / trade scheme
8
escaped suffocating life as religious initiate / noble heir / bank clerk / farmer
9
exiled after a scandalous affair / raucous play about the king / anarchist pamphlet
10
out of grace after a failed treasure hunt / trade coup / assassination / spy mission
11
just started your job when your master was exiled / murdered / disappeared / claimed he never met you
12
failed as a bodyguard / soldier / guide
13
looking for better pay / religious freedom / excitement / your disappeared love
14
promised job fell through / land turned barren / cargo spoiled / friends left you
15
mistaken identity as a navigator / lawyer / accountant / banker
16
just drafted as a sailor / marine / smuggler / dockworker
17
your ship left without you / robbed you blind / tried to sell you / marooned you
18
you woke up alone in your village / on your ship / on the plantation / in jail
19
unfortunate penchant for gambling / opium use / petty theft / forgery
20
memory loss, but you have lash marks / book in strange language / map of strange island / tattoo, seems to move


Tales to make your hair stand on end (d12)

d12
And they were never heard of again
1
fell in love with a mermaid and chased her around the world to marry her
2
heard the melodies aboard a cursed ship of decadent nobles and ever sought them
3
boarded a derelict ship where all the crew lie died with fright on their faces
4
shot an albatross and wore it around his neck as a lucky charm
5
struck fire on an island where the wood is alive and the ground hates iron
6
vowed to hunt down the great white whale that plagued the Maelstrom
7
from old sea charts and star maps, was convinced of a faster way to Yoon-Suin
8
sailed out to catch a woman beloved by the sea, plagued by wave and water spout
9
dove down to haul up the sea king's gold, always signalling: more rope! more rope!
10
found an ivory statuette adrift and was born by the sea to an underwater temple
11
saw faces in the water in the eye of a hurricane and called out to them
12
swore he would make the fastest trip to the Mehabara. His ship arrived in perfect shape, fully stocked and crewless.

 
Item of Dubious Provenance (d100)

d100
item
d100
item
d100
item
1
alms bowl
35
fine wine, 1 bottle
69
pipe, 3 doses of opium
2
bag of coal
36
fishing rod & tackle
70
pocketful of nails
3
bag of flour
37
flask of oil
71
pot of glue
4
bag of manure
38
flint, steel, and tinder
72
quality cloak
5
bag of salt
39
foppish wig
73
quill, ink, parchment
6
bag of vegetables
40
glass jar
74
3d rations
7
bagpipes
41
grappling hook
75
religious tome
8
barrel
42
grave marker
76
rope, 30'
9
bear trap
43
groin cup
77
scissors
10
bearskin cloak
44
hammer and chisel
78
sealable scroll case
11
block and tackle
45
helmet
79
set of scales
12
bone dice
46
horn
80
silver ring
13
book of poetry
47
iron lockbox
81
spyglass
14
book of star tables
48
iron pot
82
stepladder
15
bottle of fortified wine
49
iron spikes (3)
83
stuffed cat
16
bottle of rum
50
iron tongs
84
tablet with chalk
17
broom
51
jar of dirt
85
tarot deck
18
bundle of rags
52
jar of grease
86
ten-foot pole
19
bundle of wood
53
jar of honey
87
tinderbox
20
bundle of wound wool
54
jar of leeches
88
tiny barrel of beer
21
cake of soap
55
jar of worms
89
torch
22
caltrops (5)
56
lantern and oil flask
90
two yards of linen
23
candles (3)
57
leather bag
91
vials of dye (4)
24
cask of ale
58
loaf of bread
92
waterproof bag
25
chain, 15'
59
lute
93
wax seal stamp
26
chalk, 5 pieces
60
magnifying glass
94
wheel of cheese
27
crow-beaked mask
61
manacles
95
wheelbarrow
28
crowbar, cold iron
62
map (foreign lands)
96
wicker basket
29
cube of incense
63
metal file
97
winter clothes
30
deck of marked cards
64
monk's habit
98
wood bore
31
deer pelt
65
necklace of teeth
99
metal wire
32
devotional statue
66
needles (10)
100
wooden bucket
33
dose of poison (2d6)
67
net (10')


34
fancy clothes
68
palette and pigments




Random books (d30)

d30
title
topic
author
1
Desultory Notes on the Government of Yoon-Suin 
administration
Taylor Meadows
2
De Humani Corporis Fabrica 
anatomy
Andreas Vesalius
3
Locke's Illustrated - art and history of numerous cultures 
appraisal
Theophil Locke
4
I Quattro Libri dell'Architettura 
architecture
Andrea Palladio
5
On the Revolutions of Heavenly Objects 
astronomy
Nicolai Argentik
6
The Remaining Signs of Past Centuries 
astronomy
al-Biruni
7
Exhaustive Index of Herbs 
botany
Sandwall
8
The Complete Art of Artillery
cannons
Kazimierz Siemienowicz
9
The Sceptical Chymist
chemistry
Robert Boyle
10
Pictorial of Tea Ware 
courtesy
Shenan
11
An engine for raising of water and occasioning motion
engineering
Thomas Savery
12
Wapenhandelinghe van Roers, Musquetten ende Spiessen
firearms
Jacob de Gheyn
13
Die Lieder alter Völker 
folklore
Gottfried von Herder
14
Golden Sticks 
folklore
Fraiser
15
Salty and Salacious Tales of the Sea Volume IV 
folklore
Dellwecker
16
Essay on the Theory of the Earth 
geology
Georges Cuvier
17
Von den äußerlichen Kennzeichen der Fossilien 
geology
Abraham Gottlob Werner
18
Der arme Heinrich 
larceny
Hartmann von Aue
19
Treatise on the Origin of Language
linguistics
Gottfried von Herder
20
Principles of the Four Humours
medicine
Avicenna
21
General Chart of the Variation of the Compass
navigation
Halley
22
Journey Beyond the Three Seas 
navigation
Nikitin
23
Rudolphine Tables 
navigation
Johannes Graz
24
The Savior from Demise 
poisons
al-Hasan ibn Tha'labah
25
Opticks
physics
Isaac Pound
26
The Motion of Falling Things
physics
Isaac Pound
27
The Complete Ambassador
spycraft
Walsingham
28
Treatise on the Dissection of Birds and Animals 
taxidermy 
Bentley Reaumur
29
A Short Treatise on the Wealth and Poverty of Nations
trade
Serra
30
Histoire Naturelle des Animaux 
zoology 
Lamarck