Sunday, 31 July 2016

CSR Dark Sun Play Report # 2 - Dangerous Mystery Items (P1)


Overview:
  • Play report 
  • Second session - Part 1 of 2
  • Rules: Cypher System
  • Setting: Dark Sun - Burnt World of Athas 
  • Number of players: 3 




This is the continuation of our Dark Sun campaign. The first session, "Mekillots and Marauders", was described in previous posts.

I was going to outline the prep work for this session before posting the play report, but I decided that it would spoil the surprise.





     Morning dawns in Balic. This is the city where Gator earned his freedom after years of fighting in the colosseum. It is a rich, beautiful city, known for both its gardens and its trade. The king/dictator, Andropinis, controls the matters he cares about with an iron fist. All other matters he leaves to a Democratically-elected council.

     The adventurers spent the night at the King's Pig Inn. They awake to a hot day, not uncommon in these parts.

     Nameless did not sleep well. He had crazy dreams all night about warring armies, fires, battling giants, and death. He does not remember ever having had dreams like these before. The images were vivid and persistent, repeating themselves many times throughout the night.

     When Nameless arrives in the common room, Goron is speaking with Amalia. He is negotiate with her to use kitchen that evening to prepare a meal  with the blood spice he obtained. Intrigued by the possibility of trying blood spice for the first time, Amalia agrees, on the condition that she and two guests of her choosing get to partake in the meal.
     Goron returns to his room and carefully pours half of one of the bags of blood spice into a new, smaller bag. Then he measures out the spice he will need for tonight's meal into a smaller bag, and places that back in the locker. He picks up the three bags and heads back to the common room.
     The half giant places one and a half bags of blood spice on the table in front of Gator and Nameless. "I'm going to use half a bag to trade for the ingredients that I will need for my meal tonight. The rest is yours."
     The half giant then returns to Amalia to get information about the best vendors from which to purchase ingredients. She gives him names and directions, all of whom do business on the other side of town.

     The three head out from the inn together. They leave their weapons and armour behind, as is the custom. Gator keeps the token of the Veiled Alliance deep in one of his pockets. Nameless leaves the wooden box in the inn. They take their ceramic pieces with them and, as a group, they head toward the guild precinct. They intend to find a safe house where they can deposit their earnings. Gator knows one that has decent rates on the holdings. He has used the same one for years to store his earnings from the arena.

     As they distance themselves from the inn, Nameless begins to feel better, as though he is finally managing to shake off last night's nightmares.

    They soon arrive at the IronWorks Repository. They are greeted by the owner, Rufus, who is a scraggly man with a mustache. He greets Gator warmly, but avoid further pleasantries. He informs the two potential new customers that he charges 2 ceramic pieces per month for a standard storage unit (lock box).
     Gator deposits 250 pieces, keeping 30 on his person.
     Nameless does the same.
     Goron deposits 230 piece, keeping 50.

     With their money safely stored, the group proceeds to the market. Gator intends to sell the blood spice while Goron hunts down his dinner ingredients. The two part parts as they enter the marketplace Nameless follows Gator, but peers at the crowd about them. He hopes to run into Tarez again - he is curious why the merchant would draw them into the Veiled Alliance.

     Gator heads to the shop of a shady elf trader he knows. Iggy (the level 2 shop-keep) is crafty and he will take full advantage of any weakness you betray, but he will also trade in just about anything.
     Iggy remembers Gator, and is quite interested in the blood spice. The two quickly begin to haggle over the price. Gator strikes an okay deal. Iggy agrees to take the one and a half bags for 100 ceramic pieces and two cyphers.
     (Note: Cyphers are randomly selected form a pack of cards and their level is rolled).
     The first cypher is a little glass pendant with feather inside of it. Iggy informs him that the thing is supposed to protect the wearer when he is high above the earth. Nameless glances at the item and identifies it as a device that lessens the impact of falling (Level 5 gravity dampener).
     The second cypher is a crystal ball set into a metallic-looking base. A faint light swirls within the crystal. Iggy states that his sources assure him that it is magical. Nameless looks at the item and shrugs. "It's magical, all right, but who knows what it does."
     Gator decide that both cyphers are more valuable than the ones he is currently carrying (both of which manipulate metal, which is exceedingly rare in this world). He places the new cyphers in his bag. He pulls his old ones out and places them on the counter. "Here. These are useless to me."

     Normally, Nameless would be more interested in a mysterious magical artifact. But just before Iggy produced the crystal ball, Nameless glimpsed Tarez walk by the window of the store. The merchant was walking slowly, turning this way and that, as if looking for someone. He was followed by several men who could only be described as "goons", including a half-giant.

     Not far away, Goron is negotiating with a root vendor for the final ingredients he needed. He had obtained everything he wanted with ease, as most vendors were anxious to trade for the spice. Now, he is completely focused on picking out the best tubers from the lot.

     Nameless emerges from Iggy's shop into street. He quickly spots Tarez and his followers. At the same moment, Tarez freezes and points to something further down the street. Looking in the direction he pointed,  fifty paces away, Goron towers over the crowd. The merchant beckons his gang and heads toward half-giant.
     "You there! There he is!"
     Goron turns around when he hears the shouting. Spotting Tarez, he smiles and calls, "Hello, friend."
     "Don't "friend" me! I know you took it! Give it back!"
     Goron looks down at the sack in his hand. "What? The tubers?"
     "No. My little wooden box. It was in my wagon. I know the elves didn't get it."
     Goron stares at the man blankly. He honestly does not know what Tarez is talking about.
     "I do not remember any little boxes. You had many big boxes. And some jars. And sacks…"

     Nameless moves close enough to overhear the exchange, but stays out of sight. Tarez continues to accuse Goron of theft, but the half-giant just stares back at the merchant in confusion.
     Exasperated, Tarez tries a new tactic. "Where are your friends?"
     Goron looks around. His height allows him to scan the crowd with ease. He can see Gator and Nameless approaching from across the marketplace. 
     "Nearby." Then he adds, "They will be here soon."
     Tarez looks around wildly. He spots the Mul warrior in the crowd. He points and yells, "There!" And he and the goons hurry toward Gator.
     Goron shakes his head at the merchant's antics and then tags along behind the small mob.

     Due to his long legs, Tarez's half-giant gets to Gator first. He glares down menacingly and growls, "Stop."
     Gator calmly looks about him for someone else who could have angered the half-giant, and then points to himself and asks, "Me?"
     Gator and Nameless wait patiently until the others approach.
     Tarez stomps in close to the two men and yells the same questions and accusations he previously fired at Goron. He is surprisingly energetic for a man who took a spear through the shoulder yesterday. As he gets close, Gator can see the blood stain on his jacket that indicates that the man is currently bleeding through his bandages.
     Gator bluntly states that he did not see the box Tarez is searching for. Nameless, who knows the exact whereabouts of the item in question, bluffs. "Frankly, I don't know what it is you are talking about."
     After more than an hour of questioning, accusations, swearing, and threats, Tarez finally clams down and accepts the possibility that these men did not take his belongings. He withdraws a bit, thinking and muttering to himself. Then he declares, "It must have fallen out of the wagon and got covered in the sand in the skirmish. Come on, boys! Back to the desert!"
     The whole group turns and hurries off the way they came. Goron calls after them, "What's in the box you're looking for? Something so small cannot be worth so much trouble."
     Tarez half turns to look at the half-giant over his shoulder and snorts. He storms off without properly answering Goron's question.

     Gator leans in close to Nameless and whispers, "What the hell was that all about?"
     Nameless stares at Tarez's retreating back and replies, "Tell you later.""
     (Chris: "Now I'm really curious about what is in this box.")
     (Matt: "Why didn't you open it earlier?")
     (Chris: "Forgot I had it.")



To be continued...

 

Sunday, 24 July 2016

CSR Dark Sun Play Report # 1 - Prep Work

Overview:
  • Planning of the first session
  • Rules: Cypher System
  • Setting: Dark Sun - Burnt World of Athas 
  • Number of players: 3 







Now that we've told you what happened during the Mekillot and Marauders session, I'd like to tell you a bit about the work that went into preparing it.

Clay daydreams a lot about upcoming gaming sessions: possible plot hooks, NPCs, fight scenarios, challenges, and complications. He almost always has an overarching goal or opponent, which the players have agreed to work toward. But he usually has surprisingly little prepared when we sit down to play. 

At first, I thought this practice would hinder the plot or the flow of the game. But it can be quite advantageous, especially when running a session for creative and unpredictable players.

By "creative and unpredictable players" I do not mean those people who refuse to follow plot hooks. But, rather, such incidents as:

  • One of the party members drinks heavily (purely narrative) for an entire scene, and then fails his roll to climb the ladder to the next scene.
  • The brawler decides to eat the wild mushrooms in the middle of the fight.
  • When facing off against a super-powered convict during a prison-break, the tactician decides to recruit the enemy to their team - he rolls a success.
  • The elf decides, on a whim, to pickpocket a random person in a crowd. He fails horribly, then proceeds to make the situation much worse, and ends up fleeing the city.
  • The magic compass points into a dark, dangerous wood. The party decides to take the main road that skirts around the woods, and turn in when the compass indicates they've passed their destination. The destination turns out to be on the other side of the woods. The journey took two extra days, but they avoided all the fights and traps.

So, going into the Mekillots and Marauders session, Clay had prepared the following:





Objectives: 
  • To introduce Chris and Matt to the Cypher system - specifically, the battle system.
Plot Points:
  • Party finished job of escorting goods to Celik. Returning to Balic to find next job.
  • Goron smells blood spice.
  • Encounter stampeding mekillot.
  • Encounter Elvin marauders attacking merchant wagon.
NPCs:
  • Tarez - merchant (spices) - Lv 3
  • Elvin marauders - Lv 1
  • Mekillot
Resources / Bookmarks:
  • Description of region - Estuary of the Forked Tongue / Road of Legions
  • Description of Balic
  • Description of Mekillot
  • Map - Road of Legions
  • Map - City of Balic 
  • Cypher Deck
Available Items:
  • Random cypher - elf marauder
  • Black wooden box - outside merchant's wagon (part of that overarching goal I mentioned earlier)






That's about it. The session lasted about two hours.

When we started the battle scene, Clay threw coloured glass beads onto the coffee table to give us a rough idea of where everyone was and how many elves each player was facing. He changed his mind about how many marauders there were after the first round of combat - enough to be challenging, but few enough that the battle would not drag on forever.

Sometimes he has a lot more planned - extensive notes, even. But many sessions start like this.



Saturday, 16 July 2016

CSR Dark Sun Play Report # 1 - Mekillots and Marauders (P2)

Hello.

I'm Clay's other half. 
I'm the one who takes notes on his campaigns, puts his books back on the shelf so they don't get damaged, and prompts (occasionally nags) him to get his ideas down on paper.

I noticed he hasn't posted in a while, so I asked him to add me as an author. Perhaps I can inspire him to write again with a few play reports.

Continuing where he left off...





     Goron pulls a small runestone out of his belt pack. He holds it up for the elves to see.

     "You shouldn't have attacked him. Now I'm angry. I'm going to call my friend from the elemental plane to teach you a lesson." He hold the rune up in the air. "Come forth, fire elemental! Heed my words and burn my enemies!"
  


Cypher
Mental Imager
Level 4 (handheld)
When activated, the user can project a single moving image into the cypher. The scene can be up to one minute long, but it has no sound. It lasts forever if put in a globe, and it goes into memory if phased into an eye.



      (Note: Upon review, we think we used this cypher incorrectly. The scene should have been inside the globe, not projected into the air.)

     The runestone glows and a swirl of flame emerges from it. The flame rises into the sky and grows into a large mass, with twists and writhes. It forms into a huge fire elemental, suspended above Goron's head. It glares at the elves before it as it materializes.


     The two elves closest to the illusion panic and run.



     The two elves closest to Nameless are too distracted to notice the noiseless image behind them. They attack Nameless, rushing at him with swords. The wizard manages to use his whip to disarm the first attacker. As the second is attacking, he catches a glimpse of the fire elemental out of his eye, and stumbles a little, resulting in a sloppy attack that is easily defended.

     The elf that just spotted the fire elemental considers fleeing. Before it decides, Gator attacks. He swings his axe and severs its head cleanly from its body.

     The last elf turns to flee.



     Nameless faces the elf in front of him - the one he recently disarmed. He crackles with energy as he strikes the elf with his whip. The elf convulses and flails in a cartoony manner and smoke begins to poor out of its ears. There is a prolonged electric "Buzzt!" noise.

     (Side note: Chris rolls a 20).



     The battle is over. Three elf marauders escape into the distance. Two lay dead.



     Goron walks around to the other side of the wagon and nudges the merchant's prone form.

     "Hey. You alive?"

     (Chris: "If you're not, can we have your stuff?")

     The man groans and then slowly, and with great difficulty, sits up. He stares at the javelin that is still sticking out of his shoulder. After a moment, he tries to pull the javelin out with no success.

     Gator walks over and asks, "You need some help with that?"

     The man nods. Gator gets a good grip on the javelin and the merchant braces himself. With a sharp pull, the javelin is removed.

     There is an awkward moment as no one really knows to do next. The merchant goes about treating his own wound.

     (Matt: "No one has any healing? Great.")



     Once bandaged, the merchant introduces himself as Tarez. He explains that he was on his way back to Balic, delivering a cargo of spice to the city. He figures that all his cargo is still salvageable, but he is distressed by the logistics of getting it back to the city without his pack animal.

     Gator inquires "What is the retrieval of your pack animal worth to you?"

     Tarez stares at Gator suspiciously for a few seconds and then he answers, "I don't know ...perhaps double the reward for saving my caravan."

     Gator asks Goron if he'd kindly go retrieve the mekillot. The half giant lumbers away, humming off-key.

     (Ngaire: "He hasn't told us what the reward is yet. Double of what?")

     (Clay: "Does he seem the sort to try to cheat you?")



     Tarez begins to gather his scattered goods up from the ground and reload them into the wagon. He stops occasionally to assess the condition of an item or container.

     At one point, when Tarez is inside the wagon securing a carton or jars, Nameless spots something laying on the ground near him. On closer inspection, it is a black wooden box about the size of a book. He glances at the wagon to confirm that the merchant is out of sight, and then picks up the box and stashes it in the pocket of his coat.

     In the meantime, Gator checks bodies of the dead elf marauders. They carry the spears and daggers they fought with, which aren't worth much. But one of the elves has a cypher in its pouch. It is an old, worn contraction that appears to be designed to be worn on the wrist. The device is covered in runic inscription and contains one oddly shaped dart.

     Gator passes the device to Nameless for him to look at. He spends a moment reading the runes and inspects the dart. He hands it back to Gator and declares that it is an enchanted projectile meant to penetrate metal objects (Level 2 magnetic attack drill).

      Gator huffs, "Not very useful, then." But he stows it in his bag anyway.



     A few minutes pass, and Goron returns with the mekillot. He ties the creature off to the wagon and turns to Tarez with a wide-toothed smile. The merchant reaches into the wagon and pulls out two large sacks and hands them to Goron.

     "As promised, your reward. Blood spice. I doubt I have to tell you, but it's quite rare and valuable in these parts. Worth the dangers of transporting such long distances."

      Goron cracks open one of the bags and sniffs the contents. He sighs contentedly and then carefully places the bags into his larger carrying sack, double-checking that the bags are securely closed.

     The half-giant points at the broken wagon. "Even with the mekillot, you're going to have a hard time pulling a wagon with a broken axle and a missing wheel."

     Tarez grimaces. "I will think of something."

     "Would you like some help?"

     (Clay: "There is very little wood around, but you may be able to find a smallish tree with some time. What kind of repair or handyman skills do you have?")

     (Ngaire: "Oh. I was just intending to lift things, hold things, and hammer things for the guy. I wasn't planning on thinking here.")

     (Goron gets +1 experience).



     As Goron and the merchant are jury-rigging the wheel back onto the axle, Gator points out that some of the elf marauders escaped and they may return with reinforcements.  He offer to escort the wagon back to Balic ...for a small fee - 50 ceramic piece each, paid upon arrival in the city.

     Tarek agrees.

     The journey takes twice as long as it would have without the wagon. The group arrives at Balic just as dusk is falling and just before the gate closes. Goron is carrying one of the wagon's wheel hubs, as wheel fell off some time ago. The wheel was haphazardly thrown on top of the wagon.

     (Clay gives us a summary of Balic: its political system, its exports, the weather, etc.).


From the Dark Sun Wiki (darksun.wikia.com/wiki/Balic)

     As the wagon pulls into the stables, inside the city, Goron sets down the wagon. It groans, a few boards crack and splinter, and the whole things leans to one side. One of its doors falls off and lands on the ground with a thud.

     Gator turns to Tarez and declares that they have fulfilled their half of the contact. Tarez produces a coin purse and counts out the ceramic pieces. He says that he is quite grateful for their service. He would take them out for a drink, but he must fetch his comrades to unload the cargo before night falls.

     After handing Gator the money, Tarez edges in close to the Mul warrior. He presses a wooden coin into Gator's hand. The coin has an eye craved into its surface, which is not the normal design in these parts. "If you present this to my friends in the Merchant District, they will help you when you need it."

     Tarez  takes a step back and says more loudly, "If you are looking for an inn, I suggest heading to the Merchant's District. I have several friends who deal in spice, vegetables, and food in those parts. They speak highly of the King's Pig. But don't try the hummus (an ongoing joke in our campaigns)." He then hurries away to give orders to some of the stable hands.



     Gator hands the coin to Nameless. He takes a quick glance at it and hands it back to Gator. "You might want to keep that out of sight."

     Nameless recognized the coin as a political symbol. It is the sign of the Veiled Alliance, which is a rebel group that plots to overthrow dictators. Considering the political state in Balic, it would be very troublesome if the Templars were to see the coin.



      Although this is Gator's hometown, he has not been free long enough to have secured any residence. With no better plan, the group decides to head toward the King's Pig. They ask directions from one of the stable hands. Apparently, it's easy to find.

     On the way, Goron sniffs at the entrance to many doors they pass. He does not intend to stay at the inn if the cooking is sub-par.

     The city is huge and after a decent walk they finally arrive at the inn. It's made entirely of stone, perhaps granite, and is noticeably nicer and cleaner than the buildings that surround it.

     Upon entering (Goron has to duck through the door, but he makes it), they are quickly greeted by the innkeeper - a chubby woman who introduces herself as Amalia. She takes one look at the half giant and informed them that her inn is one of the few in the city outfitted for folk of his stature. The main room has ceiling that are high enough that he should be able to stand (but watch the joists and the fixtures). There's a table and a bench that'll accommodate him for meals. And there's a room off the stables that may not look like much, but at least the cot is big enough for him to lay proper. She then turns to Gator and Nameless and adds "And, of course, we can accommodate you gentlefolk as well."

     (Clay: "Do you want to negotiate the price?")

     (Matt "I don't really have any skills for that.")

     (Chris: "Me, either")

     (Clay: "Well, you happen to have a half giant on your party who is very good at positive social interactions.")

     (Ngaire: "I look at Amalia and state "I like food.".")

     (Clay: "Roll for it.")

     The half giant beams at the inn keeper and loudly declares "I like food!"

     Amalia stares at Goron for a few seconds and then chuckles. "I imagine you do. Listen, I'd be willing to offer you lot a good discount, if you are planning to stay a week or more and are willing to pay in advance. For the half-giant's quarters and a two bed room, including secure storage locker and two meals a day, I'll charge you 20 ceramic pieces each."

     This is a sizable discount. The party readily agrees and pays the innkeeper. They head to their rooms to settle in. They lock up their valuables in the in the provided storage locker, eat a hearty (if quaint) meal, and turn in for a good night's rest.

    (End of session).


 

Sunday, 8 May 2016

Star Wars One Shot - World Building

Planet Building Summary

I am preparing to run a two hour long Star Wars one shot game for some of my friends this week. Not having much of a background knowledge of the Star Wars universe, I felt it would be best to have my friends who know a lot more than me help me design the setting.

I set about creating a method which we could use as a group to create the planet on which our game will take place.  I borrowed a lot of ideas from Luke Crane's - Burning Empires, in which the players first design the world they are going to be playing in.

The following steps outline the process a GM can use to have his players help him with setting creation!



Step 1 - Time Period 
What time period or era should the game be set in?
I know nothing about this except like there was an old republic, and now there isn't, and there WERE lots of Jedi but now there isn't.  I decided to leave this portion entirely up to the two dudes I am running the game for.

Step 2 - Galactic Location
Is it a world located in the center of heavily settled regions, or is it one that is along the wilder edges of the known sectors. Perhaps it is a void world, spinning in long forgotten uncharted space? Decide upon the world's location or a system a name if appropriate.

Inner Sector World
The planet is located within well charted, well populated areas of space.

Outer Ring World
The planet is located at the edge of civilization, a simpler possibly more lawless frontier.

Furthest Reaches World
The system this planet is a part of is for some reason lost to all charts and maps and not ruled by any inter galactic body or government.


Step 3 - Atmospheric Conditions 
What is the planet's atmosphere like?

Alien Life-Supporting
Another species on the planet can breathe the atmosphere, but humans and other life forms with similar needs to ours cannot survive here without proper breathing apparatus.

Human Life-Supporting
This planet has the right stuff for human (and similar) breathing! It may be thin and polluted, or fresh and perfectly balanced, but either way it won't kill you.

Non-Life Supporting
The air here is simply too toxic for any known species to breathe. All creatures must use breathing apparatus and be protected from the atmosphere at all times.

Partial Life Supporting
There are areas of this world that harbour a breathable atmosphere.  Perhaps low valleys that trap in breathable gases or safe areas above low hanging clouds of toxic gas.


Step 4 - Weather Systems and Hydrology
How stable and predictable are the conditions on the planet? How much water is present?

Stable Weather System
Normal weather patterns for a planet of this type. Stable seasons and systems with somewhat regular storm systems and visibility.

Turbulent Weather System
The planet is wracked by terrible storms, or has eerily uneventful weather or conditions that never change.

Primarily Water Covered
The planet has large oceans which sustain life on the land, similar to Earth.

Primarily Land Covered
The planet has relatively little to no water, or no surface water. Life is harsher here and survival may only be possible in areas where water can be found.


Step 5 - Technology Level
Different planets and cultures have access to differing levels of technology.

Sub Technology
A sub technology planet does not have any real off world presence. Planetary Governments usually do not exist. Space travel limited to less than early space age or less (rockets, probes etc.). Native species may still be even be quite primitive with little technology at all.

Low Technology
Low technology cultures have a presence in space. They may have several bases or settled a few moons or handful of planets in a single system.  They have yet to develop reliable jump engines or faster than light technology. They have access to blasters, lightsabers and small spacecraft and fairly advanced medical technology.

High Technology
High technology planets have spaceports, inter system trade, galactic alliances or trade.  They are often part of interplanetary or inter galaxy governments or partnerships.  They have access to the most advanced weapons and vehicles.


Step 6 - Primary Form of Government
Is there a planetary government (one governing body or council / group for the whole world)? Or is control of the planet fractured? Perhaps countries ruled by warrior kings? Two different powerful countries or species sharing rule of the planet? Are the various bodies or forms of government on hostile terms?


Step 7 - Organizations
Choose several different factions or organizations which are present on the world and will be a factor in the game.

Are their Jedi on this planet? An academy, a base or a Council?  Is there an Empire or Republic presence? A great guild of merchant houses?  An indigenous species or people?  How about a religious organization? Is there more than one government or power ruling the planet?
Is the planet home to a Rebel Faction or a powerful crime lord and criminal empire? Is there a Slaves and Serfs class within the population?


Step 8 - Security / Access 
Is access to the planet tightly controlled, or is there high planetary security? How accessible is the area or world to visitors or other peoples or species that want to live there? What is the attitude towards outsiders.


Step 9 - Notable Characters
Create at least one notable character for each of the factions. Who are they? What is their personality like and why are they involved in the story?


Step 10 - Final Details and an Example
Top it off with sweet buttery FLAVOUR! Fill in any missing details and toss around a few ideas for names of cities or areas on the planet in which the game will take place.




We haven't yet finalized all of the details for this game yet, however I am going to post an update here with our created setting and characters once we have finished the game. I'll do a small play session update as well!

Thanks for reading!
-Whoosh!



Numenera, The Strange, the Cypher System, and their respective logos are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC. Content derived from Monte Cook Games publications is © 2013-2016 Monte Cook Games, LLC.

Thursday, 28 April 2016

CSR Dark Sun Play Report # 1 - Mekillots and Mauraders (P1)

Greetings Readers!
This is it, the first of my actual play reports from our Darksun campaign.  So far we have been having a lot of fun. These reports will be partly actual play and dialog form our games, and party fiction blended in to make things more exciting.

Before I introduce the players, I would like to give a special shout out and thank you to Ngaire, my wonderful spouse. She is a great player, and takes excellent notes during our sessions (so that the GM who won't do it himself can remember things days later). She also reminds me to work on my games when I am feeling lazy.

Thanks babe!

And now... our group of hardy adventurers!





The Players

Matt is playing as Gatoralaz, a Mul Gladiator (Warrior) who Masters Weaponry.

Gator is an ex-gladiator who has won his freedom from the slave pits of Balic.  He paid for his own life may times over with the blood of fallen foes, and was awarded a valuable Steel Great Axe by his grateful owner on the day of his release. His friends (and his lazy GM) call him Gator.

Chris is playing as Nameless, a Doomed Sorcerer (Adept) who Rides the Lightning.

Nameless is accompanying this rag tag band of adventurers because of some dark omens.  He belives that this path they tread, may be the only path that leads to his salvation.  Perhaps with their help he can find a way to save himself.  He carriers a long leather whip as his main weapon, and enjoys charging it with arcane electrical energy.  As of yet, he has not defiled the earth to power his magics.


Ngaire is playing as Goron, a Half-Giant Explorer who Hunts with Great Skill.

Goron is a gentle and friendly half giant.  He towers over the rest of the party and is a fierce defender of his friends, but rarely seeks out danger or combat.  He is most happy when there is new food to discover, and game to hunt.  Goron loves to cook!  He wields a great club as his weapon when the situation calls for it, but has been known to hurl a large rock or two as well.

Neil is playing as Corvid, A Tiefling Cutthroat (Explorer) who Summons Demons (Controls Beasts).

Corvid is a stranger to this plane of Athas. He and his people were long ago stranded and settled within the Grey, the land of shadow and death.  He was suddenly ripped from that world and deposited within the alleyways of Balic.  If only he hadn't tampered with that powerful magical artifact!  Now he searches for a way home.   Corvid wields daggers for close combat, and carries a bow as well.  He can also summon a Shadow Hound to do his bidding.




The weather is hot and sunny and a dry wind carries light dust across the Road of Legions. A few hours from the gates of Balic, Gator, Goron and Nameless are resting along the side of the road and enjoying a midday meal of roasted lizard (Corvid joined our group a few sessions into the game).

They are returning from working as caravan guards. A team of wagons needed some warriors to escort them South to the black markets of Celik.  The work was dull and uneventful, but it paid well.

("Clay: Each of you begins play with 250 ceramic pieces!" Also, Chris I need a name for your character.)
(Chris: "I'm doomed - I don't need a name.")


As Goron swallows his last few bites of his meal, he picks up on a tantalizing scent drifting on the warm wind.  It is familiar, but it takes him a few moments to recognize what it is.  It is Bloodspice!  A rare and highly valued spice found only in the Southern Wastelands.

The half-giant doesn't hesitate. He stands and quickly stomps off in the direction of the smell.  His mind is so fixed on finding the source of the odor, he doesn't think to tell his companions where he is heading.

Goron is showing no sign of turning back, so Gator and Nameless finish the last of their lunches and begrudgingly follow him over the embankment and South from the road. After trudging along the rocky back for a few moments the party begins to hear a rumbling noise that soon gets quite loud. They peer over the crest of a hill, and see a large lizard charging across the sand towards them!

The beast is panicked and racing across the sandy ground towards them. There is a large portion of a wagon traces and tackle dragging in the dust behind it.  Goron decides he can stop the beast! With a mighty cry he leaps behind the lizard as it passes by and grabs a hold of the traces trailing behind the behemoth. He plants his feet to pull with all his might and try to make the beast stop.

(Ngaire: *Rolls a 1* "Oh no!")

Goron underestimates the power of the great lizard andis too stubborn (or stupid) to let go of the reigns.  He his pulled from his feet and dragged off, kick and bouncing through the dust and brambles.

Gator sees that his friend is in distress and reach into his pack, pulling out a small device and hurling it ahead of the charging lizard. It is a Level 4 - Web Detonation Cypher.

As the lizard passes over the device there is a hissing pop and it suddenly becomes engulfed in a cloud of thick sticky webbing.  It slows to a stop and after a few minutes of frantically tugging to try and free itself it calms down visibly.  Goron skids a halt several feet short of the sticky webs, dusts himself off, and ties the beasts up on a nearby rock.

With the animal secured Goron once again leads the party off in the direction of that tantalizing smell. Two minutes further along the rocky hills and the party stumbles across a chaotic scene. Below them is another road, which connects one of the southern Silt Sea ferries with access the Road of Legions. The road is smaller, and less traveled, only used by those merchants and adventurers who are brave enough to cross the Silt Sea. A large merchant wagon lies upon its side in the valley, one of its wheels is badly damaged.  There are goods and cargo spilled messily across the nearby sands.

The damaged wagon is surrounded by a group of five Elven raiders. On top of the wagon, a figure wearing a dark robe is holding the attackers at bay using a scimitar. At a quick glance, it is apparent that the marauding elves have attacked this merchant, who is admirably defending his wares but is greatly outnumbered.

(Matt: "So, how do we engage the elves? Do we roll initiative? Can we reach them in one turn?") 
(Ngaire: "Who says we are attacking the elves? Really, what's in it for us? Maybe we are only interested in the reward.") 
(Chris: "In which case, we could wait until they finish their fight and then take on the weakened victor.") 
(Ngaire: "Do we want to be heroes?") 
(Matt: "I just want to fight.") 

Without hesitation, Gator rushes down into the valley toward the wagon. His great axe is already in is hands and he has THAT look in his eye.

Nameless shrugs and follows the Mul, but picks his path down the slope with more care.

Goron saunters down the hill in a low easy gait. He calls out loudly while rubbing his hands together. "Hello, friends! I smell something delicious!"

As the party approaches the scene, they are able to make out some more details.  The man standing atop the toppled wagon was covered in tattoos and many cuts.  He holds a large scimitar in his hands and is waving it wildly to keep his attackers at bay.

Goron calls out to the merchant. "Are you willing to trade some of your tasty smelling wares for assistance?"

The merchant barely appears to register the words, however after a couple of moments he notices the others approaching and nods affirmation to the Half-Giant.

Elf Mauraders - Lvl 2 - Swords and Javelins - Speed Defense as Lvl3
Designed to be part of an introductory battle to teach my players how the system works. The elves are wearing little armor or clothing, they have cheap swords and javelins which they can toss up to a short distance.
Motivation: Steal as much as possible and flee if things get too risky.

(Clay: "LET'S ROLL INITIATIVE!")
*Dice clatter*
*Chris rolls a 20.*

Nameless sparks and courses with electrical energy. His adrenaline kicks in and he springs into action before anyone else does.  He rushes down the hill into the valley and strikes at the nearest marauder, cracking his whip into the air near the Elf.  His foe is prepared for the onslaught however and manages to avoid the blow.

The Elf responds by hurling a javelin from close range! Another nearby marauder runs a few steps and tosses a javelin as well.  The sorcerer gracefully dodges both of the missiles.

Goron charges down the hill at top speed.  His large size and bulk make him a terrifying sight! He rushes right through the Elven lines and positions himself between the attackers and the overturned wagon.  He turns, flexes his muscles and plants his huge feet firmly.

With his heavy club held in his hands he roars to his companions. "DEFEND!"

The two Elves closest to the Half-Giant bravely (or stupidly)engage him.  The first takes a cautious swing his sword, which Goron easily deflects.  The second attacked uses the opening to chop at the giant as well.  The hit is solid and strikes Goron's body armour. The stone sword shatters into pieces as it impacts with the armour, and Elf's face falls.

The final Elf aims his javelin at the merchant standing atop the wagon. The javelin impales the merchant through his shoulder and he drops his sword, stumbling backwards and tumbling down from the wagon into the sands.

Gator rushes the Elf who just wounded the merchant and swings his axe wildly. The Elf quickly ducks beneath the weapon and avoids the blow.

Goron pulls a small rune stone from his belt pouch.  He holds it up for the Elves to see.
"You shouldn't have attacked him. Now I'm angry! I'm going to call my friend from the elemental plane to teach you a lesson."

He points the stone in their direction. "Come forth, fire elemental! Heed my words and burn my enemies!"



Thanks for checking in and reading this play report. In the stunning conclusion to our story we will see what the results of this wanton cypher use will be!

- ZIP!

Numenera, The Strange, the Cypher System, and their respective logos are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC. Content derived from Monte Cook Games publications is © 2013-2016 Monte Cook Games, LLC.

Thursday, 14 April 2016

The CSR Dark Sun Primer: Part 3

Character Creation Continued....

Here are the rest of the Racial Descriptors I provided for my players to choose from.  With a special guest star: The Tiefling!  One of my players is a pretty big metal head, and the concept of playing a dagger wielding blood thirsty demon-like character was too sweet to resist.




Racial Descriptor - Halfling

Once halflings were the masters of the world. In fact, during the Blue Age the halflings were the only intelligent beings on all of Athas. They were the original inhabitants of the world, and all human, demi-human, and humanoid races are descended from them.

Halflings grow to a height of 3½ feet and weigh 50 to 60 pounds. They are muscled and proportioned like humans, but they have the faces of wise and beautiful children whose features never succumb to the rigors of age.

Their language is made up of words and the sounds of nature, making it very difficult for outsiders to understand.

As a Halfling you gain the following Characteristics:

Stealthy
+2 to your Speed pool.

Light Footed
Skill: You are trained in all Stealth actions and Initiative actions.

Resistance to Magic
You gain an asset on all actions to defend against magic and magical effects. Enabler.

Halfling Tongue
Inability: You only speak one language, the Halfling language composed entirely of nature sounds and hand gestures.

Suggested Initial Link to the starting Adventure:
Choose one other player, that player gains the following skill training: Trained in: The Halfling Tongue.
This character is likely the only character who understands your language, and is your longtime companion.


Racial Descriptor - Mul

Muls are born of mixed heritage, created from the union of humans and dwarves.

Muls retain the height and adaptability of their human heritage and keep the durability, bulk, and raw strength of their dwarf side. As such, muls are among the most powerful of the demihuman races. Adults grow to heights of between 6 and 7 feet tall, weighing in at over 250 pounds.

Muls found in the slave pens of the city-states and merchant houses usually work as gladiators or laborers. Their great strength and endurance make them valuable in both positions, and because so much goes into creating and maintaining a stable of mul slaves, their owners often pamper them—provided they perform well...

As a Mul you gain the following Characteristics:

Powerful
+2 to your Might pool.

Mul Vitality
Your recovery rolls are made at 1D6 + 2 + Your current tier. Enabler.

Extremely Tough

The duration of attacks or effects that would Slow, Stun, Daze or Immobilize you are halved.  Additionally you gain an asset to rolls which defend against these effects.  Enabler.



Racial Descriptor - Thri-Kreen

Thri-kreen are large insectoids —the least “human” of all the intelligent races of Athas. Standing 7 feet tall at the shoulder and growing about 11 feet long from end to end, they have six limbs, sandy-yellow exoskeletons, and large, multifaceted eyes.

Many things make the thri-kreen strange and alien to those of the other races, not the least of which is their appearance. Add to that the fact that thri-kreen don’t sleep, that they don’t collect wealth or possessions, and that they sometimes eat other intelligent creatures, and the differences between humans and thri-kreen seem vast and imposing. 


Those who have won the trust and friendship of a thri-kreen wind up with a friend for life. The pack mentality is so ingrained in thri-kreen culture that they apply it to every situation they find themselves in. As they would in an all-thri-kreen pack, they leap to protect their clutch mates (regardless of race) whenever danger strikes, no matter the risk to themselves.

As a Thri-Kreen you gain the following Characteristics:

Multi-Limbed
+2 to your Speed pool.

Non-Standard Body
You cannot wear armor due to your unusual body shape.

Chitinous
Your natural chitin provides you with an Armor value of 2. Enabler.

Extra-Arms
Thri-Kreen have four arms and as such can wield up to four ‘hands’ worth of weapons choosing which to attack with each round. Enabler.

They also gain the following special ability:

Multi-Arm Attack
Cost - 2 Speed Points

You may make 1 additional attack during your turn. This must be made with a different weapon than your first attack. Action.



Bonus Racial Descriptor - Tiefling

NOTE: This text is abridged from the 4E Darksun Campaign Setting by WoTC.

Tieflings are descended from humans who bargained with dark powers for the strength to surviveon Athas and destroy their enemies. 

Most tieflings lurk on civilization’s fringes in nomadic bands, drift ing through the wastes in search of victims to rob and kill or hiring themselves out as vicious mercenaries.

Many tieflings believe that they carry a blood debt the price to be paid for their ancestors’ bar
gain and face an eternity oftorment unless the debt is paid in their lifetime. Some assume that the debt
can’t be paid and live in debauchery while they can, whereas others lead lives of virtue in the hope of
breaking their patron’s hold. The most dangerous tieflings are those who believe that their debt must be
paid in blood, and that each soul they send into death reduces their own burden.

As a Tielfing you gain the following Characteristics:

Cunning
 +2 Intellect

Prehensile Tail
You have a dextrous tail which can attack, grab objects and hold a light weapon. Enabler

Fiend Blooded 
You resist two points of all damage from fire or heat sources. Additionally you deal +2 damage to any foes who are Bloodied (reduced to less than half their total Health by damage). Enabler.


Demon Vision
You can see heat signatures with infra-vision via your demonic eyes. However you are very sensitive to bright lights and take a two step penalty to actions in bright light. Enabler.




The character's each of my players ended up with are listed below:

Matt
Playing as Gator: a Mul Gladiator (warrior) who Masters Weaponry.

Ngaire
Playing as Goran: A Half-Giant Explorer, who Hunts with Great Skill.

Chris
Playing as a Nameless Doomed Sorcerer (adept) who Rides the Lightning. "I'm Doomed, I don't need a name!"

Neil
Playing as Corvid: a Tiefling CutThroat (explorer, warrior flavor) who Summons Demons (controls beasts).

When next we revisit this setting, I'll get into play reports.  We have a good number of adventures under our belts so far, and I am excited to tell you about them!

- BAM!