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[[Image:MondayNight logo.gif|frame|]] [[Image:SGA logo.gif|[http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/?yguid=77043035 Seattle Gamers Assemble!] ]]
 
[[Image:MondayNight logo.gif|frame|]] [[Image:SGA logo.gif|[http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/?yguid=77043035 Seattle Gamers Assemble!] ]]
  
The following [[Seattle Gamers Assemble!|SGA]] games took place in 2005:
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The following games took place in 2005:
  
 
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; Additional GM Thoughts
 
; Additional GM Thoughts
 
:
 
:
 
 
  -->
 
  -->
 
=Savage Nyambe=
 
; Game System
 
: [http://www.peginc.com/Games/Savage%20Worlds/Savage%20Worlds.htm Savage Worlds]
 
; Pitch
 
: The evil monkeys are waiting...
 
; Game Master
 
: Edmund Metheny
 
; Players
 
: 3
 
; Characters
 
: Ajani (Wayne)
 
: Kianga (Sophie)
 
: (Laura)
 
; Date
 
: November 21 & 28, 2005
 
; Technical Notes
 
: Used the setting from [http://www.atlas-games.com/nyambe/index.php Nyambe].
 
; Recaps
 
:
 
; Player Thoughts
 
:
 
; Additional GM Thoughts
 
:
 
  
 
=St. Dympha Confidential=
 
; Game System
 
: [http://www.dog-eared-designs.com/games.html Primetime Adventures]
 
; Pitch
 
:
 
; Game Master
 
: Alan Barclay
 
; Players
 
: 4
 
; Characters
 
: Dr. , psychiatrist (Laura)
 
: Joshua Tesfamichael, Jamaican nurse (Edmund Metheny)
 
: Herbert, patient (Ed Freeman)
 
: Ghost (Sophie)
 
; Date
 
: November 7 & 14, December 5 2005
 
; Technical Notes
 
:
 
; Recaps
 
:
 
; Player Thoughts
 
:
 
; Additional GM Thoughts
 
:
 
 
=Masquerade=
 
; Game System
 
: [http://www.talsorian.com/cfindex.shtml Castle Falkenstein]
 
; Pitch
 
: It's two years after the incident on the brand new Orient Express and Lady Cecilia Wentworth has invited the other players to a Masquerade Ball on her estate...
 
; Game Master
 
: Laura Mortensen
 
; Players
 
: 2
 
; Characters
 
: Lady Cecilia Wentworth, Adventuress (Sophie)
 
: Richard Upton, Gentleman Thief (Edmund Metheny)
 
; Date
 
: October 31, 2005
 
; Technical Notes
 
: Third episode in a long-term mini-series.
 
; Recaps
 
:
 
; Player Thoughts
 
:
 
; Additional GM Thoughts
 
:
 
 
=Serenity=
 
; Game System
 
: [http://www.serenityrpg.com/ Serenity RPG]
 
; Pitch
 
: ''Serenity'', on its way to Sihnon to disembark Inara, has detoured to Persephone after the events in "Objects In Space" in order to make arrangements for salvaging Jubal Early's ship. After a long, difficult negotiation with Badger Mal sells him the location of the ship in exchange for a good downpayment and a cut of the profits.
 
 
: Simon, having been shot and generally beaten up by Jubal Early, comes down with a severe case of the flu due to his weakened immune system and opts to stay aboard Serenity and be sick while the remainder of the crew heads out to take care of a very important event - Kaylee's birthday!
 
; Game Master
 
: Edmund Metheny
 
; Players
 
: 6
 
; Characters
 
: Captain Mal Reynolds (John Powell, 1st game; Dennis Poor, 2nd game)
 
: Pilot Hoban "Wash" Washburn (Johnny Bliss)
 
: First Mate Zoe Warren (Sophie)
 
: Mechanic Kaylee Frye (Laura)
 
: Public relation agent Jayne Cobb (John Reiher)
 
: Shepherd Book (Ed Freeman)
 
; Date
 
: October 10 & 17, 2005
 
; Technical Notes
 
:
 
; Recaps
 
<blockquote>
 
<p>'''Part 1:''' While Inara was gone and Simon was sick (and worse, nursed by River!),
 
the rest of ''Serenity'''s crew celebrated Kaylee's birthday. A pleasant
 
perspective at first, this turned into a shopping marathon followed by a
 
karaoke evening in the preppiest bar one can find on Persephone...
 
Kaylee, Jayne, Wash and Mal got pretty plastered; Shepherd Book and Zoe
 
had the dubious pleasure of stacking them like cordwood on the Mule and
 
hauling them back to ''Serenity''. But as soon as the crew walked or
 
staggered in, a dozen nattily dressed goons showed up in the cargo bay,
 
pushing a groggy Simon. Mal and the crew angrily sat down in the galley
 
as told. A big samovar was sitting in the middle of the table.</p>
 
 
<p>Their old friend Adelai Niska walked in and greeted them suavely. But
 
behind him walked a woman dressed like a babushka in black, her head
 
wrapped in a scarf; her face was that of a kindly grandmother, her body
 
that of a tractor puller. "Adelai!" she called sharply as  she whapped him in the back of the head with her purse. Niska seemed
 
to shrink a bit and stepped back. The woman introduced herself as
 
Alexandra Niskova, Adelai Niska's wife.</p>
 
 
<p>In a lilting Russian accent, she explained that she was unhappy that the
 
relationship between Niska and Captain Reynolds was no longer business,
 
and had become personal. She wished to make amends and restore a
 
business relationship. She and Niska had a short, vicious argument in
 
low-spoken slavic, which ended when the woman pinched and pulled Niska's
 
ear, with a vicious: "Adelai!" Grudgingly, Niska stepped forward and
 
muttered and apology for the "misunderstanding." Wash, still pretty
 
drunk, got up and tried to throw his teacup at Niska, but was clumsy and
 
ended up spilling it in Mal's lap instead.</p>
 
 
<p>Mrs. Niskova was not offended, but she did point out that Mal too had
 
some responsibility to bear in the feud with her husband. Not because
 
he had put Crow through his engine, no; that she found understandable.
 
No, it was because Mal, when offered the chance in the original
 
dealings, had refused to find out what were the contents of the train
 
cargo he was to steal for Niska. Mrs. Niskova felt that she could offer
 
a new job, one for which she would answer all questions, and which Mal
 
and his crew would be able to take without remorse: an Alliance payroll job.</p>
 
 
<p>An Alliance cruiser was scheduled for what appeared to be a routine
 
patrol on the border; but secretly, it carried 60,000 platinum in
 
unmarked, untraceable funds, earmarked to pay Alliance informers and
 
covert operatives. The Alliance-operated facility where it should
 
normally refuel in a few days was "unfortunately" forced to close for
 
maintenance so that the cruiser would have to refuel at a privately-run
 
station. The Serenity could be there two days ahead if it left
 
promptly. Mrs. Niskova wanted the money stolen and delivered in a town
 
called Tamartaha on Beylix, to the priest of the "onion church".</p>
 
 
<p>As payment, Mrs. Niskova offered, on the one hand, to call all accounts
 
quit; and on the other, to supply Mal with a computer worm that would
 
remove Serenity's name from the short list of Firefly-class vessels the
 
Alliance was investigating in connection with numerous bulletins on the
 
Cortex (transport of known fugitives, theft, smuggling, robbery of St.
 
Lucy's Hospital on Ariel, etc.) While the Alliance would eventually
 
figure out that its database was compromised and would start its
 
investigation from the beginning, it would buy Mal a few months. As a
 
final bonus and incentive, she assured him that if, upon delivery, he
 
decided that he could not in conscience support the use to which the
 
money was to be put, he could keep the entire sum. She did put the
 
condition that no Alliance personnel be killed, as she didn't want to
 
attract attention to the Organization.</p>
 
 
<p>Mrs. Niskova and her thugs left Mal and his crew to discuss the offer;
 
they decided to take the job. They obtained stun weapons -- molecularly imprinted sonic rifles -- from their old
 
friend Badger, covered by an expense account from Mrs. Niskova. After a
 
discussion of various wild schemes to rob the cruiser, they decided to
 
get there early, refuel, and leave Shepherd Book and Zoe there to watch
 
for the cruider while Serenity waited in the black nearby. The cruiser
 
would be staying at the refueling facility, the Hard Burn J, for about
 
12 hours during which the crew of 16 would get R&R in shifts.
 
Serenity's shuttle would approach one of the cruiser's other airlocks
 
away from the docking ring; Kaylee would override the airlock control
 
and Mal and Jayne would go in to search for the money.</p>
 
 
<p>Things went relatively smooth at first. When Book and Zoe spotted the
 
Whitfield, they signalled Serenity. The first two personnel rotations
 
seemed relatively crisp, so Mal decided to wait a bit, hoping to get a
 
watch officer that was less vigilant. The third watch brought back
 
three enlisted men and an officer who seemed to have had pretty intense
 
R&R, so Mal decided to move. Wash did some pretty fancy piloting to get
 
the shuttle in position, and Kaylee opened the airlock. Mal, Jayne and
 
Kaylee boarded and started looking for the loot. Meanwhile, Book and
 
Zoe spotted the captain heading back to his ship. Book distracted him
 
by trying to strike up a conversation, and Zoe cold-cocked him from
 
behind (the captain, not Book). Meanwhile, on board the Whitfield, Mal
 
had a bit of a problem when the crewman he had knocked out fell on the
 
control console and accidentally started the undocking sequence.
 
Fortunately, Kaylee and him managed to avert disaster while Jayne
 
located the money.</p>
 
 
<p>After picking up Book and Zoe, they ran from the Hard Burn J, leaving
 
the bewildered crew of the Whitfield to a likely court-martial. An
 
uneventful trip took them to Beylix, the landfill planet (it's HoL!)
 
Beylix Control didn't know of any town called Tamartaha, however. But
 
when asked about the "onion church", they said it must be Tumbletown --
 
a town of destitute scavengers living in an active cell where waste was
 
dumped by the spaceship load. (Did I mention HoL?) Although Serenity
 
couldn't land there, they were able to land nearby and take the Mule.</p>
 
 
<p>In Tumbletown, they looked in vain for the church - until someone told
 
them it had just been destroyed the day before. All they had to do to
 
find it was follow the plume of smoke. They did, and found the ruins of
 
what had been a beautiful church. Around the wreckage were a few bodies
 
of priests and children. Suddenly, Zoe spotted movement in the debris!
 
She and Jayne managed to pull a little girl out of the ruins. The
 
wounded girl wept, repeating over and over that men in black had come
 
and taken everyone away before destroying the church. (No, no hands of
 
blue!)</p>
 
 
</blockquote>
 
; Player Thoughts
 
:
 
; Additional GM Thoughts
 
:
 
 
=Savage World Spellslinger: Adventures in the Fantastic West=
 
; Game System
 
: [http://www.peginc.com/Games/Savage%20Worlds/Savage%20Worlds.htm Savage Worlds]
 
; Pitch
 
: "Seeking young adventurous riders, for dangerous but good paying and exciting work as part of the Fortune Rangers. Must be an expert rider, shooter and able to live off the land if need be. Must own yer own guns, but will be provided horses. Orphans and youths preferred.  Iffin' ye haven't heard of us, we provide express package and mail delivery service throughout the Territories. We also take on the tough jobs that no one else wants and this work includes, but is not limited to – bounty hunting, undead and vermin pest extermination, monster clearing, investigation, treasure seeking, and protection services. We do the jobs no one else can or is a willing to do.  Iffin' yer interested and think ye are qualified, then report to Fortune Station #72 in the town of Skull Creek on 12th of Coldeven at noon sharp.  Remember our motto – 'Fortune Favors the Bold'!"
 
; Game Master
 
: Karl Hubbs
 
; Players
 
: 5
 
; Characters
 
: Gideon (Wilhelm)
 
: Shalahazel Lightbringer, Elf shootist (Edmund Metheny - 2nd game only)
 
: C.M Folbert, Half-Orc investigator (Sophie - 2nd game only)
 
: (Manu - 1st game only)
 
: Halfling (Laura - 2nd game only)
 
; Date
 
: September 26 & October 3, 2005
 
; Technical Notes
 
: Set in a Wild West somewhere in the future of Greyhawk.  Some house rules on character creation (see [http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/files/Savage%20Worlds%20Files/Savage%20World%20Spellslinger/ Files section] of the Yahoo Group.)
 
; Recaps
 
<blockquote>
 
<p>Well when the group made it back behind the Sheriff's office, and the
 
unnatural silence fell down on the group, the Halfling saw the gray
 
cat on the roof of the barn, almost smiling at her. Then a slot on the
 
back door opened and a shotgun shot at the Halfling but missed. A
 
silent gun-battle with the Deputies quickly ended.</p>
 
 
<p>When sound returned to the area they went looking for the Sheriff but
 
he was not in office, but they found some strange fur and stuff in his
 
desk. About then they heard some screaming and went out to the main
 
street, when there was a crowd gathering. There were two headless
 
bodies on the ground and the Elf found a trail of blood. Him and the
 
half-elf and halfling followed trail, while the half-orc examined the
 
bodies.</p>
 
 
<p>Inside the General Store, the bloody trail led to the storeowner and
 
his wife's bodies, also headless! The trail then lead out the back
 
door and straight to the church!!! They started going that way, when
 
the half-orc saw some strange people walking down the road… staggering
 
and walking funny – Zombies from the local graveyard!</p>
 
 
<p>Another battle, with zombies this time, hurts the half-elf but they
 
kill all the walking dead!</p>
 
 
<p>So into the Church they go, following the trail, and find a stairwell
 
down into the earth. The halfling went down first and was surprised by
 
a spider webs that wrapped her up tight… and a half-giant spider,
 
half-gray cat came up and bite her. They killed it, but the halfling
 
was hurt really bad and down for the count.</p>
 
 
<p>So the half-orc and the elf went down deeper, while the half-elf
 
carried the halfling out… thinking he would sit the fight out as he
 
was badly hurt. But one brave town-folk name Gus (Laura playing an
 
extra), decided to go down also.
 
</p>
 
<p>Downstairs, the half-orc and elf saw the a big pit that was spouting
 
fire and a strange steel frame over it… with 9 heads stuck into the
 
ironwork! The priest Otto started taunting them and the elf shot him…
 
only to discover that he had some big barrier in front of him.</p>
 
 
<p>Then about as the half-orc was going to shot him also, the sheriff,
 
dressed in a huge robe of elk-skins, wearing antlers and carrying a
 
big, mean looking scythe slashed at her.</p>
 
 
<p>After many bad rolls by the party, and great rolls by the priest, the
 
party was all killed!</p>
 
 
<p>What was really going on?</p>
 
 
<p>Well the priest, Otto, was trying to open a hell-gate to release Orcus
 
from his prison. This "Doomgate" as it was called needed heads to fuel
 
it, and he was killing off people to fuel it. When the party arrived
 
it forced him to move up his plans. The sheriff was his main follower,
 
and the gray-cat was a type of Imp-daemon familiar of his.</p>
 
</blockquote>
 
 
; Player Thoughts
 
<blockquote>
 
<p>'''[[User:Shosuro Kando|Shosuro Kando]]:'''First a disclaimer - I'm only discussing the Savage Worlds system here,
 
so any critical comments I make should in no way be construed as
 
critical of Karl, his game mastering, or the scenario. I had a good
 
time at the game and that's really all I ask of any roleplaying experience.</p>
 
 
<p>That having been said, here are the things I liked about the system:</p>
 
<ol>
 
<li>It is pretty fast and furious, with very little of the system drag
 
that Deadlands suffered from. There was one exception to this (which I
 
will discuss below) but overall the game kept moving at a good clip
 
without getting bogged down in the rules.</li>
 
<li>Skill resolution was simple and straightforward - most of the time
 
you have only one target number to worry about (4) so it is pretty easy
 
to determine whether you succeed or fail.</li>
 
<li>Character creation is simple, and the rules seem to allow for a wide
 
variety of character types.</li>
 
<li>Combat is tense - one bad die roll and you can be pushing up daisies.</li>
 
<li>While I am not sure that the system is infinitely customizable (I
 
don't think it would be a good system to port "Skyreams of Jorune" to,
 
for example) it seems to be reasonably customizable to a wide variety of
 
settings.</li>
 
<li>Bennies are a nice addition, that can save your bacon six ways from
 
Sunday and help take a bit of the bite out of an otherwise lethal system.</li>
 
</ol>
 
<p>Sadly we didn't use the magic system much, so I can't talk much about it
 
- except to curse the evil priest who killed poor Shalahazel!!!! It
 
seemed to work smoothly for the GM anyway.</p>
 
 
<p>Some things I didn't like about Savage Worlds</p>
 
<ol>
 
<li>Initiative was a little too random. On several occasions during one
 
fight I was out-initiatived by a bunch of zombies. It seems a bit
 
strange that having high Agility does not help your initiative.</li>
 
<li>The rules for Knockout Blow seem cumbersome, particularly by the
 
fast, furious standards of Savage Worlds. Rolling for location, effect,
 
permanance, and possibly continuing effect each round is the slowest
 
activity I found in the game</li>
 
<li>When fighting Wildcard characters, bennies become extremely
 
important - perhaps too important. The ability to reroll is huge, and
 
any party going up against Wildcard characters with less bennies than
 
the Wildcards they are facing are likely in for a serious kicking.</li>
 
<li>Injured characters quickly lose most of their effectiveness, and are
 
reduced to rolling dice each round and hoping for a lucky shot. Having
 
someone with healing abilities in any party is essential, since without
 
healing a single lucky shot by even a low level henchman in a minor
 
encounter can take a character out of the action for the remainder of
 
the evening.</li>
 
</ol>
 
<p>Overall I would certainly play the system again, and might even try to
 
run it some time.</p>
 
</blockquote>
 
; Additional GM Thoughts
 
 
=In the Name of The Father=
 
; Game System
 
: [http://homepage.mac.com/unearthed/paladin/ Paladin]
 
; Pitch
 
: Our world.  Now.  God looks upon his creation, and weeps.  Atrocities committed in His name tear at His heart.  Misery blankets His creation.  People despair; they have lost Faith, and Hope, and Charity.
 
:
 
:For thousands of years, God has stood by as his people made war in his name; as they committed all manner of unspeakable horror, only to justify it by invoking the word of God.  As men destroyed, raped, killed, ravaged the land under the guise of spreading His word, God wept silently.  After thousands of years, on His throne in Heaven, His angels hear God cry:  “ENOUGH!”
 
:
 
:God is not the omnipotent being many believe him to be.  His power is Vast, beyond mortal imagining, but not without limit.  God cannot undertake to fix every wrong while still preserving the order of the universe.  God must concern Himself with the larger workings of the universe, leaving other concerns to others.
 
:
 
:Unto creation, God sends His three Archangels.  As Angels were once mistaken in days past for gods themselves (leading to the rise of many pantheons), the three Archangels have elected to manifest only to those few they deem most worthy.  These few become God’s Messengers on Earth.  To the vast majority, the Messengers will carry word of God’s Love and Hope.  To those who commit foul deeds in His name, and those who incite such misdeeds, there is a different message: God is Angry.
 
; Game Master
 
: John Poole
 
; Players
 
: 3
 
; Characters
 
: Miriam Smith - Social Worker and Messenger of Faith
 
: Elijah "Ham Bone" - Exotic Dancer and Messenger of Charity
 
: Holly - Librarian and Messenger of Hope
 
; Date
 
: August 15, 2005
 
; Technical Notes
 
:
 
; Recaps
 
:
 
; Player Thoughts
 
:
 
; Additional GM Thoughts
 
:
 
 
=Rune Soldier: Child's Play=
 
; Game System
 
: Big Eyes, Small Mouth
 
; Pitch
 
: Louie and his gang of adventure (as well as many others) are off to the Grand Conjuction. When they come across this tiny town with a special little festival all their own. But thing are not always what they seem and when all the fun and games stop it becomes a mad house for everyone.
 
; Game Master
 
: Abraham Torres
 
; Players
 
:
 
; Characters
 
:
 
; Date
 
: July 11, 2005
 
; Technical Notes
 
: Playtest for a game Abraham planned to run at [http://www.dragonflight.org/ Dragonflight 2005].
 
; Recaps
 
:
 
; Player Thoughts
 
:
 
; Additional GM Thoughts
 
:
 
 
=Amber=
 
; Game System
 
: Amber Diceless RPG
 
; Pitch
 
:
 
; Game Master
 
: Jack (Cat)
 
; Players
 
:
 
; Characters
 
:
 
; Date
 
: June 13, 2005
 
; Technical Notes
 
:
 
; Recaps
 
:
 
; Player Thoughts
 
:
 
; Additional GM Thoughts
 
:
 
 
 
=For Love or Money=
 
; Game System
 
: Warhammer Fantasy Role-Play
 
; Pitch
 
:
 
; Game Master
 
: Karl Hubbs
 
; Players
 
: 6
 
; Characters
 
: Edgar Burrows, Halfling Bounty Hunter / Vampire hunter (Ed Freeman)
 
: Yuviel Huir, Elven journeyman wizard (Ed Freeman)
 
: Philippe de Moche, Halfling Bounty Hunter (John Reiher)
 
: Max Warmfeet, Halfling Rogue (John Reiher)
 
: Silma Hayfooot, Halfling Tomb Robber (Laura)
 
: Human squire (Brenna)
 
: Human Apprentice wizard (Brenna)
 
: Maruviel endil, Elf Apprentice Wizard
 
: Imrak Mousebane (Wilhelm)
 
; Date
 
: May 9 & 23, 2005
 
; Technical Notes
 
:
 
; Recaps
 
<blockquote>
 
'''Part 1:'''
 
<p>Six unlikely heroes, heeding the call of the Emperor
 
himself, decided to travel to the northlands. In the wake of the
 
Storm of Chaos, main cities and towns and villages were destroyed,
 
and bandits and beastmen raiders abound. For those brave enough to
 
seek it out, the rewards are said to be great indeed!</p>
 
 
<p>Traveling towards the Great Dwarf Road, south of the River Stir, the
 
party of unlikely companions was hoping to make the next town before
 
nightfall, with darkness less then an hour away. Most of them were
 
walking, except the young squire Regina Durer, whom had left her
 
masters service to seek out glory for herself. Trailing along
 
besides the horse were two Halfling, one male one female. The male
 
spoke with an odd accent, and called himself Phillip de Moche, a
 
very non-hobbit name indeed! But then he also claimed to be a bounty
 
hunter, a Halfling bounty hunter? What? The other called herself
 
Marie Goold and was a bit secretive… the others had heard rumors
 
that she was a tomb raider by trade and not a very honest sort… a
 
fact that would be proven wrong later that evening. An tall, rail-
 
thin woman almost glided along nearby, a hood concealing her pointed
 
ears. She has an almost unworldly alien look about her, no less for
 
the fact that she had no eyebrows. She claimed to be a wizard, but
 
then who would want to claim that around the suspicious who would
 
like nothing better then to burn a witch at the stake… and an elf to
 
boot! She called herself Maruviel endil, and was for the most part a
 
quite sort. Last in line tailed two dwarves… and if there could be
 
as different from one another they were. The first wore a cloak and
 
hat made of rat skins and carried a long pole with more fresh ones
 
dangled. Imrak Mousebane was his name, and hunting and killing rats
 
was his trade. Claimed to have seen a man sized rat that walked on
 
two feet once, but no one believed him. The other, called Karnak
 
Flamebeard, with red eyes and a spiky red Mohawk, was a Slayer it
 
seemed. No one knows what deed had caused him to seek a glorious and
 
gory death, but from the size of his axe he carried few would ask.</p>
 
 
<p>As the shadows of the dying day stretched towards night, Squire
 
Regina, Marie and Phillip hears screaming and cries for help around
 
the bend in the road! Racing forward Maries little legs could not
 
carry her fast enough and Regina scooped her up to race to the rise
 
to see what was happening. Phillip pulled his large crossbow and
 
tried to run and winch it up at the same time, and succeed at
 
neither. The others, figuring something was up, raced after their
 
more alert allies. At the rise, Squire Regina and Marie come upon a
 
horrible scene… a Coach has been turned over, the horsed dead and
 
full of arrows, and a group of seven raiders feasting on the horses
 
and the Coach Driver! One of them had tentacles instead of arms!
 
Mutants!! Dropping off the horse, Marie raced to some bushes and
 
readied her sling to attack, while Squire Regina charged down the
 
hill and stabbed one of the mutants in the leg with her lance. It
 
screamed and turned on her… causes her to draw back for a second as
 
the skin on the "man's" arms and face were transparent!</p>
 
 
<p>She also got a better look at the rest of the mutant raiders, there
 
was one on the over turned Coach, trying to pry the door open. A
 
female voice inside was screaming, causing the monster to giggle
 
with glee. On the horses, three mutants were feasting on their
 
remains and ignoring the young Squire. The first was insanely fat
 
and covered with fur. The second had a goat like head with horns,
 
while the last hand a pig like face and the powerful muscles of a
 
blacksmith. The mutant feasting on the dead Coachmen was also
 
covered with fur but his face was that of a dog's or wolf's.</p>
 
 
<p>The rest of the party then arrived at the hill rise and saw the
 
horrors below… Phillip, thinking of the bounty these mutants would
 
bring, loaded his crossbow with renewed vigor, while Marie tried to
 
hit the one on the Coach but missed. The two mutants in front of the
 
Coach attacked young Squire Regina, the tentacle mutant with a spear
 
striking her a glancing blow on the side of her head… luckily her
 
mail coif defected much of the damage. The other misses and almost
 
falling over as it over extended itself. Regina dropped her lance
 
into the saddle catch and drew out a battle axe to swing at the
 
pair, while Imrak raced down the hill and slashed at the Wolf-headed
 
mutant. His scored only a glancing blow as the creature leapt up and
 
slashed back at him but missed distracted by a small, but viscous
 
dog barking at his hells. Maruviel touch fast and cast a spell that
 
caused weird shouting behind the mutant the Coach… it worked
 
somewhat as the beast started looking in the opposite direction of
 
the party thinking they were being attacked from two sides. Almost
 
lazily, Karnak looped down the hill to attack the three mutants
 
feasting on the horses.</p>
 
 
<p>In the terrible battle that ensued, many arms where destroyed, major
 
arteries cut open and much mutant death was had. They also learned
 
that while the dwarfs claim to be the best melee fighters, they were
 
distracted or something and failed far more then they connected with
 
mutant flesh. Squire Regina was seriously wounded, while the
 
Halfling Marie killed a mutant with her small short sword! Maruviel
 
gained one of the mutants discharged bows and killed one of the
 
mutants with an arrow from his own quiver (he was stunned at the
 
time).</p>
 
 
<p>Phillip and Imrak then had a small competition on who could chop the
 
heads off of mutants the best, while Squire Regina, Marie and
 
Maruviel tried to calm the woman inside the Coach down. It seems she
 
and her brother (the dainty looking man with some blood his head and
 
out of it right then) were traveling to see their auntie in the big
 
city when the mutants attacked! Finally awaking the young man and
 
getting them out of the Coach, the young mistress ordered the dwarfs
 
to recover their luggage. When they did not jump too, she asked
 
Squire Regina why she employed such rude servants, and muttered
 
something about giving them a good trashing to keep them in line.
 
Karnak, hearing finally that there might be a reward for carrying
 
the chest and bags, started looking inside, to which the young
 
mistress and master screamed (in equally feminine voices) about
 
their "delicates". Marie found the Coached lockbox and picking the
 
massive lock, found a bag of letters and the Coaches money bag that
 
seemed quite full.</p>
 
 
<p>In the end, the dwarfs did carry them and off to Mittleredorf (opps
 
last night I got the name of the town wrong… sorry about that)
 
arrived after nightfall. Squire Regina, Karnak and Imrak headed to
 
the young mistress' and masters' house to return the two and claim
 
their promised rewards, while Phillip, Marie and Maruviel headed
 
towards the Burgermeisers house to collect the bounty on mutant
 
heads and any reward from the Coach on returning their letters.
 
Little did they suspect the honesty of Marie when she also turned
 
over the full money bag! The owner of the Coach serves, the "Horse
 
and Stag Coaches", said that for there great honesty he might have
 
another job for them if they were interested, and that he would send
 
someone to fetch them in the morning.</p>
 
 
<p>After some talk, haggling and a trip to the Apothecary for the
 
wounded, the party meet back up at the Merry Halfling, one of the
 
largest, best inn in the city. Rooms where secured and at least one
 
keg of beer was ordered (by Karnak) as the party settled in for the
 
eve…</p>
 
 
</blockquote>
 
 
; Player Thoughts
 
:
 
; Additional GM Thoughts
 
: Overall, loved the Warhammer RPGv2 system, its' fast and easy and crits are REALLY deadly. It did seem that at least HALF of the hits were against the right arm, which was weird but funny. The Dwarfs with the two best melee scores in the group, had a hard time hitting but they seemed to be able do dodge and parry a lot of blows.  Halflings with short swords can be deadly! Weird noises can be very distracting, never leave bows lying around for elves to pick up and shot at your bad guys with.
 
  
 
=Gettin' Doggy=
 
=Gettin' Doggy=
Line 617: Line 41:
 
: Ed Freeman
 
: Ed Freeman
 
; Players
 
; Players
: 2
+
:  
 
; Characters
 
; Characters
: Sister Abigail (Laura)
+
:
: Brother Caleb (John Reiher)
 
 
; Date
 
; Date
 
: April 7 & 21, 2005
 
: April 7 & 21, 2005
Line 631: Line 54:
 
; Additional GM Thoughts
 
; Additional GM Thoughts
 
:
 
:
 +
  
 
=Missing in Seattle=
 
=Missing in Seattle=
Line 727: Line 151:
 
:  
 
:  
 
; Recaps
 
; Recaps
: '''Part 1:''' Seth Green, Plato Ferris, and Stefano Renault discovered a large, magical bear from the land of Faerie at Dr Dan's Den of Darkness Freakshow near Southcenter. They made a deal with the White Witch of Fremont to help send "Antoine" the bear back to Faerie. Only now, it seems that trouble is a brewing in Southcenter, and starts with T and that rhymes with "B" and that stands for bear...
+
: Seth Green, Plato Ferris, and Stefano Renault discovered a large, magical bear from the land of Faerie at Dr Dan's Den of Darkness Freakshow near Southcenter. They made a deal with the White Witch of Fremont to help send "Antoine" the bear back to Faerie. Only now, it seems that trouble is a brewing in Southcenter, and starts with T and that rhymes with "B" and that stands for bear...
 
; Player Thoughts
 
; Player Thoughts
 
:  
 
:  
 
; Additional GM Thoughts
 
; Additional GM Thoughts
 
:
 
:
 +
  
 
=The Cold Heart of Distant Stars=
 
=The Cold Heart of Distant Stars=

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