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Dirk the Average
Feb 7, 2012

"This may have been a mistake."

neonchameleon posted:

I think that was a typo - Fort 18, rolled a 3, had to beat a 21. Which means 10+4+7 seems right.

Though incidentally, it means that his casting stat bonus is incredibly low. He should have at least 26 at that point (16 base + 4 from levels + 6 from item), which would be dc 25 (10+8+7). Still, the important thing is the powerful enemy narrowly failing an instant death save, which is always fun times as a wizardly type.

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neonchameleon
Nov 14, 2012



Dirk the Average posted:

Though incidentally, it means that his casting stat bonus is incredibly low. He should have at least 26 at that point (16 base + 4 from levels + 6 from item), which would be dc 25 (10+8+7).

He's also a specialist Evoker. I think we can assume at this point that he isn't an optimised character in any serious way.

SpiritOfLenin
Apr 29, 2013

be happy :3


In the ongoing adventures of our Rogue Trader group, we just recently acquired an Ork Weirdboy, a new PC for a new player. We'd just returned from our Hex Girls tour to Footfall when our Seneschal got a message that someone had found something to help him with the fact that we had no real Psyniscience users thanks to our former PC Astropath being locked in his quarters and our NPC Navigator being a crazy rear end in a top hat who should be locked in his literal Ivory Tower ( also includes a gambling casino where he gambles against specially made servitors). So the Seneschal goes to buy this problem solving thing, and is presented with a crate. After money changes hands he is given a crowbar and he opens the crate, and out bursts an Ork weirdboy followed by Sparky Squigs, two Snotlings and two Minders (regular Ork Boyz who watch the Weirdboy, making sure he doesn't do stuff like run away from fights). Seneschal is less than pleased by his acquisition, but Honest John's has a strict No Refunds-policy so he can't really do anything and we get a Weirdboy. Other PCs present this session are my Genetor with the whole "put-Tyranid-genes-into-herself"-thing and the Missionary with Power Armour. Both are a bit confused about why we suddenly have another Ork running around in addition to the Freeboota Kaptin that's a guest on our ship, but both eventually shrug and get on with their lives. Especially since both fail their Forbidden Lore rolls to figure out it's a Weirdboy instead of just some random Ork - even my Xenos expert Genetor fucks it up. Kaptin Silvork is kinda wary about the presence of the Weirdboy and gives us a handy tip to essentially keep the Weirdboy somewhere on the lower decks - a tip we promptly ignore because IC our group is notoriously bad at making good decisions.

Six months ago Kaptin Silvork told us where to find a space pirate's treasure (Red Hand's treasure to be precise) in exchange for sparing his life! ...and now, six months later, we finally remember that "oh hey that's a thing we should go get". So we begin the trip towards our destiny of loot and treasure - only problem is our Weirdboy decides he wants to try his hand at this 'Navigatshun thruu spesh'-thing and promptly fails every single roll. We fly around pretty randomly, suffer from Warp Illnesses and generally have a grand old time, up until the point we finally get to our destination - by coming out of the warp directly on top of an asteroid field, instantly crashing into one and taking a little bit of damage. Still, at least we're there? Of course in earlier sessions Silvork has bragged about the treasure in both Footfall and Port Wander (how a naval base let an Ork Warboss in there we have no idea, guess they thought he was with us - technically correct but still...) and so when we get to the location of the treasure there's already some MYSTERIOUS SHIP nearby, sensibly not flying in the middle of the asteroid field unlike some people. There's also a Void Kraken holding the treasure filled derelict ship of the Red Hand in one of its tentacles. Oh, and it's floating right next to us. Umm. So we begin the fight against the monster, peppering it with Macrocannon shots and some Lance hits, hitting it quite a few times all the while we manage to scan the MYSTERIOUS SHIP. The scan reveals that it is the Emperor's Vow, the flagship of Caligos Winterscale, one of the most powerful, influential and richest Rogue Traders in the expanse. Of course his ship is also one of the biggest most powerful ships on the Koronus Expanse as well, filled with elite crew and extremely good weaponry. It is not very hard to guess that he's here for the treasure as well.

We end up hailing the ship and manage to strike a really good deal with him - there's a special map in the treasure of the Red Hand that he wants, and we agree that he gets that and we get everything else. Winterscale also mentions that he found out about the treasure from an Ork Kaptain known as Silvork. Silvork helpfully commented that he was a bit annoyed that we kept "mucking aboot" instead of finding the treasure and leaving him off somewhere. Of course the map Winterscale wants is one of those super special maps that have routes to unreachable places, more efficient routes and everything else that would make a proper Rogue Trader Captain and his or her Navigator ready to do anything to get their hands on it, but, uh, to get that we'd have to piss off Caligos Winterscale. Some of us want to steal it and some of us are all "uh, that's a really loving bad idea", but of course that's all theoretical until we can get rid of the Void Kraken - that's currently trying to crush our ship in its tentacles all the while we are negotiating. The giant space monster trying to kill us is less important than trying to strike a deal with a powerful Rogue Trader after all. Winterscale agrees to help us and he generously agrees to help us get rid of the Void Kraken as well - mostly by shooting a shitload of Macrobatteries at it and us, mercifully at least not using lances. The Kraken dies and we manage to survive, although we had to depressurize a section of the ship, causing some minor losses in the crew as they got vented into space. Poor bastards. All in all the fight went decently even if my Genetor was not a very big help in the space battle, completely loving up her first attempt at giving aid to the machine spirits because they resented her. She is not very good at the Tech part of the Tech-priest thing. Or the priest part. Or the human being part, but at least most Tech-priests have trouble with that too even if it is for different reasons than why the Genetor has trouble with it. The Weirdboy insisted this was taking too long and kept using the Dis Is Takin' Too Long-power. After some fumbling around the fight is over and we begin the slow process of looting the ship good and proper.

We agree with Winterscale to meet up on the ship itself and we go there via shuttles, not noticing any shuttles coming from Winterscale's ship (because he has a fancy schmancy Teleportarium of course). We enter the raider and it is kinda spooky, we can hear weird ghastly voices, see odd lights and all that stuff. Nothing concrete, but unnerving stuff anyway. Eventually we run into Winterscale's group right outside the Command bridge of the derelict raider and notice that Winterscale has brought shitloads of troops, Sentinels, Explorators and all sort of stuff all the while our group is just the PCs, the Weirdboy's retinue, Seneschal's Combat Servitor and 10 random mooks. The ship has very little power so when we gently caress around on the ship's bridge we can't really do anything, especially since my Genetor with her weirdness has not gotten useful Explorator stuff like Luminen Charge, Electrograft Training or most regular Tech-Priest stuff, getting weird poo poo like the Elite Advance Vile Insight, and through it Disturbing Voice and From Beyond instead. Luckily our Weirdboy has a plan! He tries to stick his Sparky Squigs inside some consoles in an attempt to charge them up, but our Seneschal notices and stops him. I look with some disdain when Seneschal manages to get eveyrone's attention on the attempt but offer little comment besides facepalming. At some point the Weirdboy thinks trying to intimidate Winterscale is a good idea and tries to do that with little effect besides making Winterscale look at him funnily. Probably because the Weirdboy just did his best "OOGA BOOGA"-impression. Eventually Winterscale leaves the bridge to go search other areas of the ship and tells us to stay put - Missionary immediately declares he wants to find something to fight and the Genetor agrees, following him out of the room. The Weirdboy stays around the bridge as well as our mooks while our Seneschal attempts to follow Winterscale stealthily. Unfortunately for him, me and the Missionary find a big ominous door which pretty much screams BOSS FIGHT TIME CALL UP THE GANG and we call both him and the Weirdboy to the door. He tries his hardest to argue that following Winterscale is a good idea but we are not gonna let that poo poo fly and soon he too is on his way with his servitor on tow. Weirdboy of course does not try to argue, instead he's just happy that there's gonna be a fight (the mooks stay behind because they are incompetent idiots and we forgot to specifically order them. We really should get better mooks one of these days...). We have some minor trouble with opening the door, but its nothing that four hours of hitting the thing with a Power Sword and a Thunder Hammer doesn't fix. This is unsurprisingly pretty loud. We could have instead tried to do stuff like find the power source for the ship and recharge it or any number of things, but we are impatient and go with the brute force approach. There was also a short bit where our Missionary 'critted' the door after throwing a 10 on one of his damage dice.

DM: You critted the door. Roll where it hits.
M: *rolls* In the right leg.
DM: It is a door. It has no right leg. Your attack misses.
M: *more rolling* Okay, I hit the body now.
DM: It is still a door. It has no body. Your attack misses.

Hmm, this is getting kinda long, I think I should write what we found behind the vault door later. I'm going to spoil that it's going to involve Orky space magic, a boss fight with the late Red Hand and an utter disregard for proper measures in handling priceless ancient Xenos artifacts, or priceless artifacts in general.

petrol blue
Feb 9, 2013

sugar and spice
and
ethanol slammers
Awesome, looking forward to more! Thanks for the write-up.

Jenny Angel
Oct 24, 2010

Out of Control
Hard to Regulate
Anything Goes!
Lipstick Apathy
Sorry if this is a point that's been brought up a lot before or a dumb one in general, but I kinda miss having clearly delineated bad stories and good stories. I understand why they got combined into one thread and agree with the decision, but I really just wanna read bad stories for grognard schadenfraude factor. Is there a way we could maybe have everyone briefly label their story at the top of their posts going forward, like BAD or GOOD or gently caress IF I KNOW?

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

Jonny Angel posted:

Sorry if this is a point that's been brought up a lot before or a dumb one in general, but I kinda miss having clearly delineated bad stories and good stories. I understand why they got combined into one thread and agree with the decision, but I really just wanna read bad stories for grognard schadenfraude factor. Is there a way we could maybe have everyone briefly label their story at the top of their posts going forward, like BAD or GOOD or gently caress IF I KNOW?

Couldn't you just read grognards.txt?

Jenny Angel
Oct 24, 2010

Out of Control
Hard to Regulate
Anything Goes!
Lipstick Apathy
I do, and it's lovely! But mostly in there you get first-person perspectives of unmitigated shitbirds, whereas bad stories in the Notable Gaming Experiences thread are from a more detached, sympathetic perspective. Think of it I guess as the difference between a found footage horror film and a traditionally shot horror film.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

Volmarias posted:

Couldn't you just read grognards.txt?

I took a look at that, and... I don't even really understand what I was looking at. (This, right?) Did some mod just stripmine the forum for their 'favorite' posts and put them all in a single thread?

NGDBSS
Dec 30, 2009






FredMSloniker posted:

I took a look at that, and... I don't even really understand what I was looking at. (This, right?) Did some mod just stripmine the forum for their 'favorite' posts and put them all in a single thread?
That was the old thread, locked because someone's personal information came up. The new one's here. It's about showing off terrible TG opinions, though I agree with Jonny Angel that it's not a substitute for Bad Gaming Experiences.

SpiritOfLenin
Apr 29, 2013

be happy :3


Got time to write the second part of the treasure of the Red Hand adventure now.

So we finally managed to make a big enough hole to the door to be able to enter the room behind it, and our first look inside promised great things: a treasure vault filled with piles of gold spacedubloons, pedestals on which lay especially priceless artifacts and more! Also more than a dozen ancient dead pirate skeletons, one of which seemed to be sitting on a throne at the other end of the room. This particular one seemed to have quite a beard as well as surprisingly intact clothes, including a pirate hat. Our Missionary strode in first, feeling a chill wind blowing from some unnatural source as well as some chilling laughter. He succeeded in his Willpower test and was a bit wary, and the Genetor skittered in after him - almost literally since she just took some Slaught and was running around at quite a speed. Laughing was heard again and the long dead skeleton sitting on the throne sat up, laughing and mocking us for interrupting his long slumber guarding the treasure. He used words like "foolish mortals" and was being a generic undead villain, something that was not very impressive to either my Fear-immune Genetor or the Missionary with excellent Willpower. Combat started with the undead pirate captain, Red Hand himself, acting first - and he of course animated his skeleton crew. Missionary went into a Frenzy, Orks blocked the Seneschal from entering the room and the Genetor climbed on top of one of the treasure piles for a more advantageous position from where to provide fire support. In a moment of brilliance Seneschal, after noticing the Orks had managed to go through the narrow doorway, told his Servitor to go the door way and start shooting at the skeletons.

Technically speaking, this was a good idea - but the problem is that now there was a Combat servitor on the door way and very soon two skeletons charged him and kept him there. For most of the encounter, Seneschal was behind his servitor, trying in vain to climb over him as he just kept throwing really badly on his Acrobatics rolls - and the servitor couldn't move away because of two skeletons blocking him, even though they literally couldn't damage him. The skeletons had sorta crappy damage - the only people they could have damaged were my Genetor, the Ork Minders and the Seneschal , and even then they would have needed to roll high to get even one point of damage through with their lovely weapons. And of course we could just instantly kill them in one hit. The Missionary especially gave no fucks about anything, he was constantly mobbed by skeletons who couldn't do anything to him while he killed at least one a turn in his Frenzy, and when Red Hand finally charged him, the boss did nothing either - now the boss had a weapon that got extra Penetration when he would all-out attack, but he didn't feel it was necessary. Not a good idea when he kept rolling ones and twos on his damage rolls against a power armoured target. During the whole fight the boss got in one hit that actually damaged the priest. Of course the boss was actually a puzzle boss so whacking him with a Thunder Hammer didn't really damage him either, so all in all the duel between the two was mostly just inefficient whacking. Meanwhile the rest of the group (except for the Seneschal stuck behind his servitor) dealt with the skeletons, and the Ork Weirdboy decided to use a power that gave all our melee weapons more penetration and made them better overall. Of course my Genetor was especially happy about this and finally used her natural weapon attack (fangs) against a target and chewed a skeleton to small pieces several times. The only ones who noticed were the Orks who just thought that she is some sort of "chompy-humie" or a "humie-squig". Somewhat surprising since the Ork earlier succeeded at his Int test to realize that something was off with the Genetor because her helmet didn't exactly look comforting if her head was shaped like a normal human's, but that's Orks for you.

The skeletons finally all died and the rest of the group, even the Seneschal started to look around for a solution for the whole "invincible undead pirate"-problem. The Seneschal finally made it into the room and ran for one of the pedestals, and similarly both me and the Ork Weirdboy decided to go for two pedestals at the end of the room as well. Meanwhile Red Hand was less than pleased about the whole no more minions-thing so he started doing some fancy sorcery that rose up all the skeletons and gathered them in a swirling bone cloud in the middle of which there was some glowing crystal. poo poo was not yet hitting the fan despite the fact the Weirdboy tried his hardest by deciding to teleport the small distance to one of the pedestals, surprisingly not killing himself and his minders in the process. We found two things while the skeleton cloud was turning into a skeletal giant, a golden skull and a purple crystal ball of xenos origin.
Naturally we had no idea what to do with them and did really stupid poo poo. The Weirdboy thought that the golden skull looked like a good and proper trophey and stuck it on his armour's shoulder spike while I had no idea what to do with the priceless ancient xenos artifact so I tried to throw it at Red Hand. "STOP MESSING WITH THE LOOT!" was the angry shout that followed. He even attempted to disengage from his fight with the Missionary to come punish the weirdo throwing his poo poo around. I missed of course, since it was, you know, a 20 kilo big rear end ball. It hit a treasure pile near the Seneschal's feet and he ended up putting it in his backpack as well as some Ecclesiarchy artifact he'd found on another pedestal.

Finally the bone giant formed and started attacking people, first hitting the Orks and the Missionary with some weird ranged bone throw, not killing either. Missionary was now flanked by an enormous Bone Giant. Of course since he was in frenzy he didn't care about this, but he decided to start whacking at the monster since his last six or so hits had done no real damage to Red Hand. No one else gave too big of a gently caress about the monster either except for the Seneschal who got a bit spooked, everyone else just shrugged and kept fighting. Or running around doing stupid poo poo. The Genetor ran to the last pedestal on which lay a pair of goggles which were revealed to be able to let their user use Psyniscience. Despite some problems with her odd-shaped helmet the Genetor sneaked a peek through the lenses but didn't really understand much of what he saw and decided to ferry it to the Seneschal as soon as possible. Seneschal's servitor proved he was way more useful than the Seneschal by keeping a steady stream of heavy bolter shots at the Bone Giant, finally doing enough damage to explode it. Number of bosses killed by the servitor: 1. Now things were looking fine and dandy, except that the Weirdboy decided to complicate matters by using a power to throw everyone near him into Frenzy. Our Missionary had snapped out of his Frenzy earlier, got into Frenzy again, snapped out, and next turn, Frenzied again. The Genetor was also in range of the power and would probably have gone in to bite Red Hand and forget the whole psyniscience goggles but he fortunately snapped out and threw them to the Seneschal who then figured out that the undead pirate had somehow bound his soul to a diamond. A couple of rounds of sniper fire and the diamond was destroyed and the pirate was still pretty confident - up until the point the servitor hit him like 6 times with one burst from the heavy bolter. Needless to say the boss sort of exploded. Number of bosses killed by the servitor: 2.

Now came the time to argue about the loot, and there was quite a bit of it - the Seneschal tried to loot the pirate's sword, the crystal ball, the Ecclesiarchy artifact and the goggles, but first the Missionary took the Ecclesiarchy artifact away from him, and then my Genetor took the crystal ball (after we identified it as an Eldar Seeing Eye or something like that - can't remember the exact name). Now the taking of the crystal ball was pretty literal, we had an opposed strength check - of course the Seneschal has a normal human's strength while the Genetor had twice that as well as unnatural strength trait. He lost quite badly. The Seneschal still tried to argue that he should get everything since his servitor did all the heavy lifting, after which everyone pointed out he did poo poo all during the fight. The servitor actually got 200 xp and a fate point for his part! ...that the DM gets to decide when to use. We also found the map Winterscale was looking for and after some short arguing while our Missionary blocked Winterscale from coming in we finally decided to give the map to him, and we got all the rest of the loot. We also intend to scavenge the remains of the ship since it seems to have some workable parts still intact.

Now, of course it wouldn't be our group if taking the loot wouldn't have bad consequences - the golden skull seems to house in it some sort of entity, the soul of a human psyker... And the Weirdboy has it as his shoulder ornament. And the sword is probably going to corrupt our Seneschal. Oh well, business as usual for the crew of Herald of Progress.

NGDBSS
Dec 30, 2009






:allears: Your Circus of Heresies group never ceases to amaze.

Where's your Genetor on the spectrum of Human <---------> Tyranid at this point?

SpiritOfLenin
Apr 29, 2013

be happy :3


NGDBSS posted:

:allears: Your Circus of Heresies group never ceases to amaze.

Where's your Genetor on the spectrum of Human <---------> Tyranid at this point?

Kinda depends? Mentally she's still humanish even if she has a bad habit of biting people and occasionally hitting her head on the nearest wall to silence alien voices in her head, but physically she has a head more fitting for a Tyranid and the body is a bit odd otherwise as well, especially her left leg. Plus of course a mouth filled with sharp teeth (that have been reinforced with adamantium - DM let me get a mono-upgrade for 'em) and poisonous saliva. The DM's stated that if I lose limbs my Regeneration will generally speaking regrow them, but they would be obviously alien after that. Still, she isn't planning to try to call the Hive Fleets or anything even if she barely worships Omnissiah at this point, and in odd ways.

Of course even if she mostly wants to help the Imperium she has some odd ideas about that like forced genetic engineering to improve mankind, trying to figure out how to control Tyranids and other Good Ideas That Can't Backfire. Of course there's a similar situation for most of our group, the other Explorator is still very faithful to the Adeptus Mechanicus generally speaking, she's just, you know, stuck Chaos Artifacts into herself and her very mind has gotten corrupted. The Missionary is an Imperial Missionary that believes in the Greater Good, unfortunately that's Xenos heresy and if the rest of the Ecclesiarchy knew about his opinions they'd burn him alive. The False Man is at the moment pretty loyal but he sorta doesn't understand what is wrong and what's not according to the Imperial Creed, understand what the Inquisition is etc. Because he's a False Man. Kinda telling that the most loyal person in our group was artificially created and mostly through luck.

The Weirdboy doesn't count because he's an Ork. He just likes fighting and the Seneschal bought him.

Zereth
Jul 9, 2003



NGDBSS posted:

That was the old thread, locked because someone's personal information came up. The new one's here. It's about showing off terrible TG opinions, though I agree with Jonny Angel that it's not a substitute for Bad Gaming Experiences.
No, that thread was the second one, and it got vanished and is no longer where we can see it.

Rahns
Feb 15, 2008
My ass belongs to peo
The man from Catachan.
Dark Heresy continuation.

After receiving their orders the acolytes make planet fall and start their investigations, everyone asks around to find information on the gang/cult that they have been told about, with the exception of Séan who decides it's more important to find a machine cult temple so that he could pray. And yes although that is playing up his character he had already spent the last in game month praying on the way to the planet. In the end I say that there is no obvious MC presence, he screams bullshit and we continue onto our merry way.


The group finds one of the gang cults hangouts, a run down bar. Everyone agreed that Andrew (who was our scum) was going to infiltrate the gang to get close to inner circled members and get more information, while Andrew and a higher up talk I ask what the others were doing.

Jeff: standing quietly in the corner.

Myles: sneaking in through the back window and murdering a guy in his sleep,(and he's the group arbitrator.)

Séan : I'm going to hack into their network, and look up information on their weapons systems.
Me alright no rolls and I tell him about the weapons they are using.
Séan::smug: and I get a permanent bonus to using all weapons *starts writing on his sheet*
Me:stare: no.... jus....no there's so many things wrong with just handing a level 2 a +20 bonus to all weapons.

He then does his lizard lick thing while trying to explain why it's such a good idea to let him just become an ace shot over reading about it on an iPad. But deciding to move this along Andrew gets his mission and they begin planning to kill Mr. Mcguffin, going around the table I heard sniping from another building, poisoning, luring and exile, I boot open the door...

wait that wasn't a suggestion...

Séan entered combat with 6 people, alone, armed with steel pipes and revolvers with man stopper rounds. So i was merciful and said it would take d5-ab for the others to get into position as soon as Jeff got setup across the street he opened fire into the room, myles was close behind and started unloading into the mob with his shotgun, Andrew fed up with player and character stayed on the ground floor as a look out. All in all though they were doing pretty good, Séan got lowered to about 3 wounds and they were on the last guy, myles shot into close combat though and pelted the wrong guy, Séan laughed it off, myles rolled a 10 and Séan was the first one to agree that rightous fury is Ok in player vs player, a second 10 blows a hole through his chest.

Séan "I'm going to let him die as I didn't like how you were playing techpriest's in this game"

Some stuff happens they progress the story and I call a break so Séan can roll up a new guy, a Noble Guardsmen from Imperial World Catachan. Which I knew was a bit of a stretch considering what Catachan is (death world, think planet where everything wants to kill you.) but i let him have it. He even came up with the reason why his character is here was because the inquisitor thought that the group would need help being looked after in combat, but that all came out as...
Séan : I've been sent to take the lead of this group, but it feels like I'm babysitting you rather than leading a real team of men.

Again, in character but not the things you want to say on a barren planet where you can get "lost " in the desert.

The next task they get is to raid a warehouse of a rival gang whom they suspected killed the guy that Myles clobbered earlier, on the way to the prep point they could hear shots being fired, and the local law was coming down hard on the guys that were going to help them.

Séan "if you shoot a single cop I will enjoy killing you myself" (keep this quote in mind it will become important later), as he runs off killing all the npc's that they were sent to help.



I'm going to stop for now and continue with part 3 at a later time, I think I may be squeezing up to 7 parts out of our current group.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

And here you guys were worrying about the lack of terrible experiences in this thread.

masam
May 27, 2010
You know, I played with a guy named sean who was a real poo poo head like that too. Never had a character sheet filled out, always hid it from the group, especially the GM. Extremely toxic player who was around for a lot of the time I was learning to enjoy table top gaming as a hobby. I'm really lucky I'm still in it after dealing with assholes like that. I'll have to dredge up some of the nonsense he pulled.

cis_eraser_420
Mar 1, 2013

So, haven't posted in this thread for a long, long while, but the Fallout group I'm in has just finished our campaign. (click the ? next to my post to learn about the characters and such)

Some things that happened in the meantime (roughly in chronological order):

- The shenanigans I wrote about in the previous post finally lead us to fighting against hordes of Brotherhood Of Steel paladins and Commonwealth androids in order to disable an atomic bomb planted smack dab in the middle of Times Square. Schnitz the nazi ghoul and EAGLE died.

- After that, we did a time skip 12 years into the future. A little tribal girl we'd found was adopted by John, and found out she had electric psychic powers. She eventually contacted what was remaining of the rest of the team, asking for help (apparently John had gone mad, which wouldn't actually have any consequences for a long while). We got together (plus Stitch, the ~ masked mysterious half-mutant in a trenchcoat~ played by Schnitzel's former player) and then a lot of pretty mundane things happened.

- Because our GM felt like having a little unrelated sidequest, we took an elevator to a city built on a skyscraper, which also happened to be hosting a church headed by one Father Comstock (totally not stolen from another game no guys). Only, thanks to a typo and our GM being a "we'll just roll with it" type, he became Father Cornstock, the head of the Church of Corn, decked out in a robe with little corns printed on it and all. We wasted him and his Nightkin bodyguard after the latter turned out to be a wanted murderer, and tossed their bodies over the edge. Then we sold the bodyguard's giant machine gun/rocket launcher cross to a weapon salesman who happened to pass by.

- The said weapon salesman was Gorgutz, a Super Mutant suspiciously similar to a WH40K Ork. Oh, and he was driving a giant Battlewagon mashed together from cars we sold him over the course of the campaign (our usual M.O. when encountering enemies with vehicles: magdump into the windshield, grab the car, sell to Gorgutz)

- Renaldo died. He was killed by a man with a bandana, an eyepatch and a beard in a one-to-one hand-to-hand duel on top of a crumbling building while the rest of the team was dealing with a giant tank with drills instead of tracks, driven by a Russian man with electric powers in what was less of a reference and more of an outright copy of setpieces from the MGS games. Right after that, a very confused Charles Barkley, holding a weird looking basketball, appeared and joined our team.

- We instigated a giant bar brawl (including Gorgutz the Ork as a participant) and accidentally burned the bar down.

- We woke up in a dilapidated Vault, in a creepy looking laboratory, without our gear. After getting our bearings, and defeating a couple of rats and psychic mutant tribals on our way to our sweet weaponry, we faced John, the previous character of one of our players. John became a mad scientist, and, after a long fight, we managed to tear him a new one.

- We encountered two familiar figures, standing next to a fuel truck and arguing about directions. These people turned out to be Red and Knight from our very first campaign, and, upon learning that, Stitch tore his mask off, revealed he used to be Batman before Knight took him out with friendly fire from a grenade launcher (he survived by someone throwing his remains into a vat of FEV, which is, well, a pretty valid in-universe reason), broke Knight's jaw and went back to the car.

- Finally, we staged a full-scale attack on the last remaining Commonwealth base, with the Blanco family, a couple of runaway androids and the Enclave working together to bring the biggest threat in the region down. This climatic final fight also featured the triumphant return of Brick the incredibly overpowered Russian man and EAGLE the most American robot on the planet. We shot and punched our way through dozens of androids armed with heavy energy weaponry, finally punching a hole through the wall to the main building. We went in, followed the sign saying "Not An Evil Lair", and faced a bald man hiding behind PlotArmor(tm) bulletproof glass. After a short monologue, he sicced four giant androids on us.

- The androids were finally defeated when Brick wrapped a C4 brick he had in his inventory around his fist, punched it into one of the remaining three, than had Little Lighting, our electric psyker, zap the robot. The explosion took him out and severely wounded the remaining two, who then got dribbled and shot to death by Barkley and Tom.

- After that, the bald man started panicking and flicking all the switches on the control panel. The floor in the middle of the room opened, and out came a giant mech, armed with a MESON minigun cannon and two smaller plasma miniguns. Oh, and it had a tank with a head floating in it. The head had short, neat hair and a square mustache. We have faced Mecha-Hitler. (the scientist gloatingly explained they got the head from Area 51.)

- Brick jumped onto MH and punched the MESON, making it disappear in a flash, along with him. The rest of us started unloading on the mech, finally killing it with a critical burst to the head. The bulletproof glass got busted in the meantime, prompting the Commonwealth leader to pull the self-destruct lever and start running. As the bunker started collapsing around us, we ran after him, finally hitting a fork in the road. LL and Stitch went right, to the stairs leading up, and Tom and Barkley decided to get to a marked saferoom instead. The saferoom was empty, but one of bookcases had a slightly off-color book. Tom pulled the book, causing the bookcase to open, revealing a ladder. We went up the ladder, and found ourselves in a sewer, and being shot at by an android. Barkley slammed the android with his ball, and Tom fired a burst into the escaping Commonwealthian's legs, stopping him in his tracks. Then he blew the guy's brains out with his pistol.

- After that action-packed climax, the whole group reunited on the surface. After expressing our mutual surprise at how nobody died, we said our goodbyes, with Stitch heading to Hawaii with Capitan Blackbeard the Protectron, Little Lightning deciding to go out to the wastes and help people, and Tom and Barkley remaining in New York. The little epilogue revealed that Stitch spent the rest of his life finally in peace, Lighting eventually came back to NY and married an Enclave soldier, and Tom along with Barkley's assistance managed to slowly change the Blanco mob into the legitimate company, Blanco Enterprises. And New York itself? New York managed to get back on its feet and become the first real city in the post-apocalyptic world.

You know, I'd say I'm going to miss these guys, but I'm actually going to be starting a Cyberpunk 2020 game with most of them actually being players soon :v:(my first time as a GM! Anyone got any tips? I mean, I got the gist of it and I think I'd make a decent, non-lovely GM, but I'm still afraid I'm going to really screw something up)

cis_eraser_420 fucked around with this message at 06:33 on Sep 15, 2013

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

It's been a long time, but last night we returned to the Black Crusade game that spawned Vonatar the Hubris-Filled Sorcerer and his critical-failure spawned habit of turning people into chum to spread on machines in order to make them work. His character, due to his hubris, not only still won't admit that that doesn't actually work, but when they were trying to decide what to name their newly acquired ship, got on google translate looking up how to say something in Latin for his suggestion for the newly acquired name. Once he typed it in and hit translate, he just started laughing and laughing.

When I asked him why, he showed me what 'Man-Paste' is in Latin. They are now the proud owners of the dark and powerful raider, the Homo Crustulem.

VanSandman
Feb 16, 2011
SWAP.AVI EXCHANGER
M. Ciaster, the rocket launcher/machine gun cross weapon was almost certainly a reference to Trigun. Nicholas D. Wolfwood is a wandering priest who uses one.

cis_eraser_420
Mar 1, 2013

VanSandman posted:

M. Ciaster, the rocket launcher/machine gun cross weapon was almost certainly a reference to Trigun. Nicholas D. Wolfwood is a wandering priest who uses one.

Makes sense, I guess - our GM is a pretty big fan of anime in general.

Rahns
Feb 15, 2008
My ass belongs to peo
The man from Catachan part duex.


On completion of the raid Séan feels the need to now try to actually work towards the mission by trying to wrestle the gangers vehicles away from the local law, which had mixed results. Andrew and Jeff managed to steal two during the firefight, but now the focus was on the objects in the area, and after being told to be discreet in who they were...

Séan "give me that truck. It would serve my purpose better. "
Me 'not likely it belongs to yadda yadda for evidence of blah blah blah'
Séan " give it to me, as a member of the Inquisition I DEMAND it"

Dropping the bomb over a loving truck they already have two of, but due to lack of official evidence he is who he says he is, he still doesn't get the truck and blew his cover in the process.

Moving along the group gets to the warehouse, evidence of combat but not a single body found. After some suspenseful moments they get into combat with a possessed ganger who managed to get his hands on a daemon blade, could not land a single hit on the group and auto guns took him out fast.

Séan "what are the stats for this weapon?"

Horrified looks from everyone else, I meant for the weapon to get stronger the more corrupted you were and it would deal 1/4 your corruption points as damage, however you took 1/4 damage dealt with no save or reductions unless you gained a corruption point, Plus tiered "bonuses".

He took it and forgetting the objectives they leave, at the end of the session their mission is to go back and get the things, and when they returned the place was swarming with cops...


The session ends with that and it's important to note as the next session was the absolute worst one I have had over any game.

The man from Catachan: apocalypse now

It started off with the guys thinking about how to get into the warehouse to take all the crates, when someone says that they need a big distraction, and Séan agrees to start up a big one, one that will get the attention of all the law he only needs to get Jeffs long las. Now I knew after that he was going to snipe people and he told me he was going to snipe "people that looked scummy and of no importance in the rogue traders bazaar".

Now everyone agreed that this was a sound plan, go in fire a few shots and leave before anything bad could happen, hell, even I thought it was smart.

But plans with this guy at the wheel are doomed to fail.

First shots go out and a panic envelopes the market I allowed it to be a surprise and nobody noticed where it came from...

Séan linking his lips " I aim for another person"
Me" Alright..."

This time I rolled to spot him and succeeded.

Me" the merchants are making a break for their shuttles, you should probably..."
Séan licks again and much louder proclaims " I shoot at the guys going for their shuttles, and tell our landing craft to take out anyone who takes off"

He shoots a few more and three ships lift off, the landing craft shoots it's single Las cannon and gets hammered by six shots in a return volley, and blows up instantly.

That doesn't deter him he can see the law coming up fast on his building. When the building is surrounded, the market void of all life and enforcers making their way up the stairs he feels that now may be the time to leave after some hard convincing from the group.

Now he tries to bend the rules in his favor,

Séan : I should be able to climb down the stairs faster than they could climb up you know because gravity is with me.

Jeff "you should probably duck into one of the floors and hide"
Séan "I drop a grenade down at them, and they are stunned for one round due to the concussive force "
Me" no, they aren't, but I'm willing to allow it if you take the stun as well"

grumbling he denies it, and goes on for ten minutes about physics and how it'd work differently in real life. Then he pulled out his new sword and started mowing them down and trying to attack them on their turn and how his parries also hit and how his sword should hit multiple people because of its size, but the worst part about it was that the enforcers could only damage him with 9+'s and any hit on him would result in a loud triumphant scream of "PING".

I should have killed his character then and there, but in the last ten minutes of the session the other guys miraculously pulled him out under the guise that they killed him, and hid him away with the gang lord, a blind psyker, but...

Me" I see you walk a darker path..."
Séan :smug: "Yeah I just made chum out of a bunch of cops"
Me" so that was you"
And you could guess the looks on everyone's face.
:stare: wouldn't even begin to cover it.

Erberus
Mar 30, 2010
Has anyone ever had a game session which really messed with their head on a personal level?

I've just had my first such experience playing Ribbon Drive last Saturday. If you don't know Ribbon Drive is a very rules light game (it's basically improv with some setup) about a road trip. The twist is that pre-made playlists of songs help you decide the premise and focus the story.

The session I played was about a mixed group of friends/new acquaintances travelling to Idaho from New York. I played a DJ who had failed to make it big and was deciding whether to move back home. Everyone was really engaged and from the first scene was completely committed to their character in a way I've never experienced before. The grounded nature of the setting also really helps blur the lines a lot. What really got to me (and why I'm still thinking about the session) was the resonance between the characters sense of failure (or really questioning what success and whether it's necessary to have it) and issues in my own life.

It's really rather an odd, cathartic, feeling seeing things through eyes and words which are partially but not fully your own. It's definitely reaffirmed my love for the hobby.

Dr_Amazing
Apr 15, 2006

It's a long story

Jonny Angel posted:

Sorry if this is a point that's been brought up a lot before or a dumb one in general, but I kinda miss having clearly delineated bad stories and good stories. I understand why they got combined into one thread and agree with the decision, but I really just wanna read bad stories for grognard schadenfraude factor. Is there a way we could maybe have everyone briefly label their story at the top of their posts going forward, like BAD or GOOD or gently caress IF I KNOW?

I liked the old thread better too. The bad stories are always more interesting. Most interesting stories about good sessions made their way in anyway. Now I'm just skipping any really long posts unless it catches be in the first few sentences.

MizPiz
May 29, 2013

by Athanatos
I'm pretty sure I ruined the first campaign I ever played (Eberron) after a couple of sessions, which I'm disappointed about because it was really fun. There needs to be a little setup just so the actions can be justified.

I was playing a Dragonmarked halfling cleric from the house Jorasco. My character grew up a very sheltered life with parents who were Tywin Lannister and Griselda Blanco personality wise and practically never left Upper Sharn except to go to the Skyway until his very late teens. His only knowledge of the outside world came to him through romantic regalings of the old halfling ways (mostly from his mother, a tribal halfling) and books about heroes and such. Because of this and being heavily harassed for his androgynous looks, he naively dreams of being an adventurer who can do want he wants and actually be happy. As of late, he's become content being a healer at the main Jorasco hospice in Sharn and a disciple of Sahemi the Emissary; that was until six adventurers came in from the Mournlands with an object that may or may not be connected to it.

Now, the ruination of the campaign starts when we depart from our ship into Stormreach; with most of the other pc's having things they needed to do upon arrival, I decide to go around town listening for rumors. I eventually hear of a some killings that seem to have some religious meaning behind them. As an aside, Stormreach is a place where any interaction with the law enforcement is always more trouble than it's worth, and where making them look bad can be worse than actually committing a crime. With my character completely ignorant of this, I get my party wrapped up in a murder mystery that involves evading any sort of law enforcement.

Things go relatively smoothly, and by the third murder that happened since we entered Stormreach we were close to solving it. When we got to the crime scene, though, the guards were there investigating and we had to lay low and wait for them to clear out. We had to, but my dumbass decided it would be a great idea to try to show the guards all the hard work we did and help them bring in the perpetrator for a reward. We went through all the things we learned about the crimes, all the evidence we had (all while the captain threatened us with arrests for any wrong or bullshit information), and even brought the captain to the guy who was doing it (an old, blind drow). The good news is a murderous cultist is no longer plaguing the people of Stormreach, however the campaign has ended with the party split up into different interrogation rooms.

Edit: Ended isn't really the right word, it was actually just abandoned. It's been over three months since this happened with no word from the people putting it together and before I joined, the campaign was focused on the civil war going on with House Cannith, so I figured they just didn't want to deal with that bullshit.

MizPiz fucked around with this message at 12:57 on Sep 20, 2013

VanSandman
Feb 16, 2011
SWAP.AVI EXCHANGER
Not really seeing how that's an ending instead of a way to have a cool prison escape sequence.

the_steve
Nov 9, 2005

We're always hiring!

VanSandman posted:

Not really seeing how that's an ending instead of a way to have a cool prison escape sequence.

Seconded. That doesn't sound like ruining, it sounds like the setup to some good times.

SpookyLizard
Feb 17, 2009
I thin an important part of being a GM is recognizing that things don't end campaigns so much as start new adventures.

NinjaDebugger
Apr 22, 2008


VanSandman posted:

Not really seeing how that's an ending instead of a way to have a cool prison escape sequence.

This. You haven't ended the campaign, you've taken it someplace pretty much inherently awesome. There are all kinds of ways it can from here, and all of them are pretty good, whether you end up on the right or the wrong side of the law at any given point. Interrogation, courtroom, prison, daring escapes at any point or trying to work the system to your advantage or even trying to take over the prison once you get there, slaughter the guards, and set yourselves up as warlords.

Yawgmoth
Sep 10, 2003

This post is cursed!

SpookyLizard posted:

I thin an important part of being a GM is recognizing that things don't end campaigns so much as start new adventures.
It's true. I've been running an Eberron campaign for almost a year and a half now, and while I have my plans (broad outline) of what will/should/probably/possibly/I hope happen, I let the PCs do what they will and solve the problems I put forth in whatever manner they decide. A lot of my notes have "the PCs will do this, somehow. Play it by ear until [this thing] can be added in to connect everything back to the main plot." as the bulk of the framework.

Mind you, my players are incredible and come up with crazy poo poo that often gets them in trouble or makes them the sworn enemy of entire countries/houses for a time, so I can really get away with it.

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
Just played "Forsooth!", the Shakespeare RPG, and had a wonderful time. Every character has an Oath and a Motivation. You are encouraged to speak in iambic pentameter.

I played Lord Xenathon (a Rakish Tyrant) who vowed to turn ancient Athens into a Bacchanalian tourist destination. He vowed to never stop others from carousing. Many others sought to overthrow him and start a war for minerals, including chief senator DuPol.

I also played the bizarrely popular Brachi, a soldier for hire who vowed to never to kill for free.

The most interesting character was the Oracle/Prostitute, who vowed to never give both advice and love to the same person at the same time.

Highlights:
During a party at his estate, Lord Xenathon passed by a group of revelers conspiring against him, drunkenly saying "Lord Xenathon, Lord Xenathon, Lord Xenathon" and exiting immediately.

Helena, the Marquis De Boz's soldier-loving daughter, hosted a gameshow to find Athen's most eligible bachelor. When the first contest was "fight each other to the death", Brachi and Xenathon's nephew both tried to lose the contest. (As an aside, the nephew declared he was going to fake losing and stab the winner in the chest, so Brachi threw the fight. Brachi left the stage, snuck around to put Helena in a hammerlock, and was mistakenly stabbed to death. This drove Helena crazy.)

Helena interrupted formal debate with the statement "Blood, blood, everywhere blood! The mob should kill DuPol!" before being beaten up by Xenathon's bodyguards.

The Marquis De Boz was fought over, as his poem would close formal arguments on the war/no war issue. His player used his uninterruptible Soliloquy to deliver the opening lines of Biz Markie's "Just a Friend."* (This drove the crowd into a murderous frenzy, and they ripped DuPol apart.)

In the end, Lord Xenathon violated his vow to "never stop the party" by stopping a general from sleeping with his courtesan oracle. Two ghosts convinced Helena to marry Xenathon's scheming nephew, who she immediately killed by accident. Xenathon decided to give up drinking forever and turn Athens into a sober, boring place.

Buy Forsooth!


*We had only let him name his character this if he promised that it wasn’t a reference to Biz Markie

Golden Bee fucked around with this message at 02:06 on Aug 18, 2023

Nucular Carmul
Jan 26, 2005

Melongenidae incantatrix
This is more of an out of game experience due to an in game experience, but it sort of counts I think.

My vampire rogue/spymaster/hoardstealer, Robin Nicole, and her brother, Jon Thomas, and Artemis Gage (Professional Mage) just arrived in a coastal town on our way to go get some macguffin so we can beat a big bad evil guy. We were sitting in a tavern (of course) getting a little rest before the next leg of the journey, when in walk a group of people, thirteen in total. It turns out these people are members of a group of undead hunters, which my brother and I happen to be. The armor on these guys starts glowing green, which causes them to start going around the tavern demanding to know where the undead is. It glows brighter as they approach our table, so they come over and ask if we are undead. I say "Noooooooo?" as I roll a d20 for Bluff, natural 20. Unfortunately Jon Thomas isn't so lucky, and they demand to blood test him, find out he is in fact a vampire, and start drawing weapons. At this point I pull out some diplomacy, saying it wouldn't be right for them to kill my brother right in front of me, I'm just his poor little sister and don't know anything, and turn on a little waterworks. So they say they'll take him to the local dungeon and execute him at dawn in the name of Pelor, and I better be away from here, blah blah blah.

Out of character, I have spent several days thinking about this, and have even drawn up a plan, covering three pages on how I'm going to get my brother out of there. I have a shopping list of items I'm going to try to buy, and I have things for Artemis to do. I'm also going to go all Grey Fox and enlist the help of some local homeless folks and beggars. It's been a lot of fun and has kept my mind occupied pretty well at work, and also made me realize I am REALLY invested in this character. Also I just got to 7th level spymaster from the XP from that session, so I am basing her third cover persona around Sterling Archer. I told the DM about it, and also mentioned that I got a class ability called Deep Cover, which blocks certain kinds of detection when I'm in a cover identity. When I told him about it, he looked at me suspiciously, and I casually wondered out loud that I didn't know what sort of ability that armor had, but perhaps it would keep them from realizing my character was undead. This caused him to read the Spymaster ability section, then look in a couple of other books, and after a while he said "You son of a bitch!" and slammed the book shut. :v:

Heavy Zed
Mar 23, 2013

Is there anything here I can swing from?
I had a really weird 13th age session this week where I improvised pretty much everything, but everybody seemed to enjoy it so I guess I'll never plan anything again. :v:

I had the party try stealing ichor from a goblin spawning ground. We went with the idea that goblins are an ambulatory contagion, creating these enormous lumps of rotting flesh that have bizarre internal anatomy and basically exist to spawn more goblins. Inside they found lots of weird stuff like a giant sphincter and a river of acid. Eventually they found themselves in the chamber of the goblin king.

And by goblin king I mean a writhing mass of partially formed goblins. Which the party awakened by tapping the largest vein in the room. While they were filling the bucket a few mooks sort of rolled off of it and were quickly dealt with. Then the escalation die hit one. The side of the king opened up and a literal jet of goblins shot out of it at the party. One of them slammed into the cleric and the rest landed all over the room.

I don't really have any miniatures so I've been using various tokens like buttons and beads as combat aids. I grabbed a handful of beads and just sort of dropped them on the buttons representing the heroes.

They fought like this for a few rounds before seeing the goblin king explode, literally raining goblins around the spawning chamber. It was at this point that everyone ran, leaving the cleric to fend for himself.

The Rogue just vanished and snuck out, but the paladin decided to hang around and help. He got the idea that since goblins are a disease he should be able to use healing potions like hand grenades. I allowed it and he managed to clear some of them off of the cleric, who then ran through the trap room the party had gone through on the way to the chamber that still had un-triggered arrow traps.

He squeaked through without being hit and then ran into some hobgoblins who had been woken up by all the commotion. Meanwhile he was still being chased by the remains of the king, which were runnning with abandon through the trap room, getting shot down by the dozens. He and the paladin managed to fight the hobgoblins off, and not a moment too soon, as the gobs behind him had made a pile of corpses so big they were able to just climb past the arrow traps unhindered. They kept running and managed to get out and get to their horses before the goblins caught up with them.

I think I'm going to retire goblins from my campaign for a while.

Green Intern
Dec 29, 2008

Loon, Crazy and Laughable

Golden Bee posted:

Buy Forsooth!

Forsooth is awesome, especially if you're playing with people who already do Shakespeare or theater in general.

The first time I played, my wizard, Gunther Fisch, had a battle of wits with a sanctimonious monk over the nature of Magic and Religion, where we were just laying euphemism over analogy over metaphor. I think I compared Jesus to a fish, because he walked the waters. And I called him a wizard at the same time fish/Fisch. I wish I could remember the actual details, but it was a good 5-10 minutes of back and forth banter between my friend and I.

Green Intern fucked around with this message at 12:28 on Sep 23, 2013

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

Heavy Zed posted:

I had a really weird 13th age session this week where I improvised pretty much everything, but everybody seemed to enjoy it so I guess I'll never plan anything again. :v:

I had the party try stealing ichor from a goblin spawning ground. We went with the idea that goblins are an ambulatory contagion, creating these enormous lumps of rotting flesh that have bizarre internal anatomy and basically exist to spawn more goblins. Inside they found lots of weird stuff like a giant sphincter and a river of acid. Eventually they found themselves in the chamber of the goblin king.

And by goblin king I mean a writhing mass of partially formed goblins. Which the party awakened by tapping the largest vein in the room. While they were filling the bucket a few mooks sort of rolled off of it and were quickly dealt with. Then the escalation die hit one. The side of the king opened up and a literal jet of goblins shot out of it at the party. One of them slammed into the cleric and the rest landed all over the room.

I don't really have any miniatures so I've been using various tokens like buttons and beads as combat aids. I grabbed a handful of beads and just sort of dropped them on the buttons representing the heroes.

They fought like this for a few rounds before seeing the goblin king explode, literally raining goblins around the spawning chamber. It was at this point that everyone ran, leaving the cleric to fend for himself.

The Rogue just vanished and snuck out, but the paladin decided to hang around and help. He got the idea that since goblins are a disease he should be able to use healing potions like hand grenades. I allowed it and he managed to clear some of them off of the cleric, who then ran through the trap room the party had gone through on the way to the chamber that still had un-triggered arrow traps.

He squeaked through without being hit and then ran into some hobgoblins who had been woken up by all the commotion. Meanwhile he was still being chased by the remains of the king, which were runnning with abandon through the trap room, getting shot down by the dozens. He and the paladin managed to fight the hobgoblins off, and not a moment too soon, as the gobs behind him had made a pile of corpses so big they were able to just climb past the arrow traps unhindered. They kept running and managed to get out and get to their horses before the goblins caught up with them.

I think I'm going to retire goblins from my campaign for a while.

If any campaign deserves to ahistorically invent napalm and flamethrowers, I think it is yours. Consider continuing this with a "green goo" scenario?

DivineCoffeeBinge
Mar 3, 2011

Spider-Man's Amazing Construction Company

Heavy Zed posted:

I had a really weird 13th age session this week where I improvised pretty much everything, but everybody seemed to enjoy it so I guess I'll never plan anything again. :v:

I had the party try stealing ichor from a goblin spawning ground. We went with the idea that goblins are an ambulatory contagion, creating these enormous lumps of rotting flesh that have bizarre internal anatomy and basically exist to spawn more goblins. Inside they found lots of weird stuff like a giant sphincter and a river of acid. Eventually they found themselves in the chamber of the goblin king.

And by goblin king I mean a writhing mass of partially formed goblins. Which the party awakened by tapping the largest vein in the room. While they were filling the bucket a few mooks sort of rolled off of it and were quickly dealt with. Then the escalation die hit one. The side of the king opened up and a literal jet of goblins shot out of it at the party. One of them slammed into the cleric and the rest landed all over the room.

I don't really have any miniatures so I've been using various tokens like buttons and beads as combat aids. I grabbed a handful of beads and just sort of dropped them on the buttons representing the heroes.

They fought like this for a few rounds before seeing the goblin king explode, literally raining goblins around the spawning chamber. It was at this point that everyone ran, leaving the cleric to fend for himself.

The Rogue just vanished and snuck out, but the paladin decided to hang around and help. He got the idea that since goblins are a disease he should be able to use healing potions like hand grenades. I allowed it and he managed to clear some of them off of the cleric, who then ran through the trap room the party had gone through on the way to the chamber that still had un-triggered arrow traps.

He squeaked through without being hit and then ran into some hobgoblins who had been woken up by all the commotion. Meanwhile he was still being chased by the remains of the king, which were runnning with abandon through the trap room, getting shot down by the dozens. He and the paladin managed to fight the hobgoblins off, and not a moment too soon, as the gobs behind him had made a pile of corpses so big they were able to just climb past the arrow traps unhindered. They kept running and managed to get out and get to their horses before the goblins caught up with them.

I think I'm going to retire goblins from my campaign for a while.

You turned goblins into cancer for campaign settings why would you ever retire that?!?

Heavy Zed
Mar 23, 2013

Is there anything here I can swing from?
Only temporarily. I've been leaning a little heavily on them and I noticed I wrote the word "goblins" so many times in that post that the word started to lose any meaning. I do have ideas about where to go with them from here. For example The Lump is near First Triumph. Normally tumors near civilized areas get stamped out for obvious reasons, but the Crusader lets this one be so he can use it as a hazing ritual (which is what I described before) but I figure that when poo poo Gets Real he will convert it into a cannon-fodder factory.

I dunno if we really need to invent napalm when healing potions are so effective against them. At some point I'm sure someone is going to suggest making a healing-potion hose for goblin crown control.

And yeah a potential goblinpocalypse is a scenario I'm considering.

petrol blue
Feb 9, 2013

sugar and spice
and
ethanol slammers
Healing potion, some sort of mist spell, fireball. Fuel-air healing bomb.

And then we're into proper Grunts! territory.

NinjaDebugger
Apr 22, 2008


Heavy Zed posted:

I dunno if we really need to invent napalm when healing potions are so effective against them. At some point I'm sure someone is going to suggest making a healing-potion hose for goblin crown control.

Now that's putting the friendly in friendly fire!

Bieeanshee
Aug 21, 2000

Not keen on keening.


Grimey Drawer
All I can imagine is TF2's Medic waving his medigun and laughing like the Heavy.

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dogstile
May 1, 2012

fucking clocks
how do they work?
The first time I ever played it was a 2.5e game. I was playing as a dwarf fighter while the DM taught me how to play. The idea was that I was patrolling around my mountainhome when I stumble across a few ghouls and kill them, which was apparently the sign of more in the area and my first quest to complete would make itself apparent.

What actually happened was that I killed all the ghouls except the last one. The last one I grappled, shoved my helmet on its head (backwards) so it couldn't bite me, strung it up between two horses and took it to the mountainhome. There I tried talking to it, giving it food, stabbing it and even trying to heal it (which burned it, much to my amusement). Feeding it caused a stir in the mountainhome, with other dwarves in my party and the home itself arguing with me that it should probably just be killed, a faction of people who agreed with me that it was so strange seeing a ghoul that it must have some information and one guy who just wanted us to stop giving it food because it was hard enough hunting dire badger as it is.

I was so drat convinced that the ghoul was a sign of greater things that the GM eventually had it drop a note from a lich and threw the story from "undead infestation" to "lich creating smart ghouls to lead armies". I kind of wish I completed that campaign.

E: I might want to clarify that my first time playing was the best time for me. The sheer shock once I realised I could do almost anything was just, an amazing feeling.

dogstile fucked around with this message at 03:46 on Sep 24, 2013

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