Lacking Natural Simplicity

Random musings on books, code, and tabletop games.

WVHTCF 50 Fathoms, Session #5: Pirates, Salvage, Healing

WVHTCF 50 Fathoms, Session #5: Pirates, Salvage, Healing

date:

2010-11-04

version:

2021-08-09 12:01:56

This is an actual play report from the Savage Worlds 50 Fathoms plot point campaign from Pinnacle Entertainment Games. These actual play reports are available in html from T.K.B.'s blog.

Attending

Clockwise round the table, starting with the GM:

  • T.K.B. — GM

  • B.MC. — playing Azrulektos, a Kraken warrior/wizard

  • C.A.H. — playing Karl Kroc, a Masaquani treasure hunter and navigator

  • M.A.H. — playing Moorumah, a charming but rather dim Grael

Introduction

[Session report by B.MC., lightly edited]

Actual Play

Here Be Loot!

After escaping with the only serious injury being Azrulektos's burnt and useless arm, our adventurers sorted through the booty captured. Mooramuh forced open the chest and we found a magic ring that made the wearer feel better about sailing (a [Captain's Ring] which gives a +2 bonus to Boating) which was given to Karl Kroc, a yellow potion (restores power points) and $4,375 ($3,938 after 10% salvage fee).

A Sad, Sad, Day!

On the 8-day voyage back to Baltimus to find healing for Azrulektos’ arm, we happened upon the black pirate ship, a sloop known as the “Red Fox”, attacking the crumbster ship named “Windfall”. We defeated the pirates, saving some of the Windfall’s crew, and captured the pirate captain. Unfortunately, Mooramuh accidently threw her beautiful mallet far, far away into the ocean never to be seen again. The Fox had been chasing the Windfall for two days. We found $1,070 in general loot on the Fox and also found a pair of thieves slippers (+1 climbing and stealth) which Azrulektos took.

A Happy, Happy, Day!

We were given a $6,750 salvage bounty for the Windfall and $10,000 bounty for the Red Fox when we reached Baltimus. We sold our skiff for $5,000 and bought the Red Fox for $20,000. We found, through amazing, stupendous luck, that there was a very powerful healer named Benga Mamoto in the village of Tulago. He was from an Earth slave ship. We also bought Mooramuh a 2-handed great axe ($500) with a strap ($100) to replace her mallet. She subsequently bought a formal gown ($268) and went on a date with the weaponsmith Grimnar, having a wonderful time talking about our adventures.

Moorumah the Shark Killer!

We hired two privateers and two novice sailors to help sail the ship and also resupplied for the trip to Tulago. We also repainted the Red Fox sea green and the sails blue before leaving port. Our ship was attacked a half day from Tulago by a giant shark that was almost as large as the ship. Azrulektos pummeled the shark with screaming water bolts and Mooruamuh jumped to its back attempting a killing blow. Unfortunately she missed and the shark began to swim to the depths with her holding on. Azrulektos fired another volley of bolts and stunned the fish which sank to the depths.

Healing

We easily found Benga and he agreed to heal Azrulektos’ arm for $1000 and the promise that we would search for his brother Machawi (~410 lbs and 7’8” tall), who is larger than an elephant (whatever that is), and was last seen on the slave ship the Black Prince. The healing took one week during which time the crew relaxed and Mooramuh worked lifting heavy things and making $35 spending money. We ended up having $2537 after paying crew, repairs, supplies and various trading and fees.

Aftermath

Each PC each got +2 XP. B.MC. submitted a session report, so Azrulektos got a bonus +1 XP. (Azrulektos has 15 XP, Karl Kroc has 14 XP, Moorumah has 14 XP).

Evernight, Play Session #1:

Attending

Clockwise round the table, starting with the Games Master:

  • T.K.B., the Games Master.

  • M.A., playing Jostein, a Human Red Knight.

  • T.A., playing Corazon, an Elven Battle Mage; and Dag (who was almost D.B.'s character), a Human Sun Priest.

  • E.A., playing Danyell, an Elven theif.

  • No L.B., alas.

Actual Play

Played Act I through to the beginning of Scene Six, “The Savage Caves”.

Reflections

This was a better than average game. We were able to play an unusually long session, even though we had to stop for pizza for dinner in the middle, watching ½ hour of The Mummy while we ate.

WVHTCF 50 Fathoms, Session #4: Razorwings, Giant Octopus, and Octopons

WVHTCF 50 Fathoms, Session #4: Razorwings, Giant Octopus, and Octopons

date:

2010-10-21

version:

2021-08-09 12:02:25

This is an actual play report from the Savage Worlds 50 Fathoms plot point campaign from Pinnacle Entertainment Games. These actual play reports are available in html from T.K.B.'s blog.

Attending

Clockwise round the table, starting with the GM:

  • T.K.B. — GM

  • B.MC. — playing Azrulektos, a Kraken warrior/wizard

  • C.A.H. — playing Karl Kroc, a Masaquani treasure hunter and navigator

  • M.A.H. — playing Moorumah, a charming but rather dim Grael

Introduction

Session report kindly provided by M.A.H., and lightly edited.

Actual Play

We have $3663 and a Letter of Marque, which allows us to attack pirates and get a percentage of the value of the ship and cargo. We paid the Letter of Marque, and then headed out 4 days out to Knells rock and 4 days back. Before heading out, we go to our stash first. Azerlectos notices that around the chest on the floor of the ocean are a bunch of dead fish men. Kahena like to eat Doreen. We loaded up on food and headed back to Baltimore. We received a total of $1800 profit.

Mooramuh was trying to see if there are any pirate ships, and there were some observed in the Sea of Pirates in the area ast of Balkus and Calib's rock. We filled up one cargo space with provisions, which cost $500. We decide to go to the third island from the South in the Whip Islands. Before we go, we buy one canon for $200, which takes up one cargo space, plus ammunition and grapeshot. We end up buying 10 grapeshot, 10 chainshot, and 200 shot for a total of $300.

Off to the Whip Islands Again

Then, we are attacked by swarms of bird-like creatures. [Razor Wings] We defeat these swarms, but some crew members are lost. John Smith has perished, and Caras also died. The dead were buried at sea. After some expert navigation from Karl, we arrive at the island, where we search for treasure. We do find treasure, worth $80, plus gold and silver items worth $1000. We also find a very ornate short sword which is obviously not just an ordinary short sword.

Octopus Pie!

Then, Azrulektos notices a snake-like creature coming out of the ocean towards us. Actually, it's huge, and there's more than 1. It turns out to be an octopus. Yay! We defeat the octopus and make calimari. We then descend down into the dark, watery pit from which it came... Octopii travel backwards, with their tentacles first, and then their head wth the eye following behind.

Octopon Caves

We encounter a large tunnel that splits into smaller tunnels. One of the smaller tunnels opens up into a 20-30 yard wide chamber, with part of the chamber being above water. There are a lot of ledges here, some above and some below water. Lots of mermen statues are here, some with swords and some unarmed. We conjecture that this is some sort of gathering place for a cult that worships the octopus. Then, on one of the ledges, we spy a small golden glint. The glint turns out to be a small, golden triangle.

In addition to the several ledges, there are a large number of tunnels leading from the chamber. We also see a throne at the far end of the gloomy chamber.

Mooramuh goes to investigate the throne. She sits on the throne and commands all creatures to follow her and bow before her. Then, something grabs her from the murky water below and pulls her underwater. A large battle begins, with mermen creatures coming up from tunnels seen and unseen. They party takes refuge on the throne ledge, and then Trix finds a secret passage behind the throne.

Riches and Wounds, Not In That Order

We retreat into the secret passage, with some brave members of the party retreating last to cover the others' departures. Then, we proceed with great haste to flee the island. We escape to the boat, with 8 of the mermen in close pursuit. Azruleektos loses the use of one arm from having been seriously injured by fire and acid in the underground chamber. We finally make it back to the boat, with only a few Klingons.

M.A.H. gets a benny next session for shuffling.

Everyone gets 3 experience points, and everyone gets an advancement since we all passed 10 experience points.

Aftermath

Each PC each got +3 XP.

Keep on the Borderlands, Play Session #18: Undead, Dungeon Cleaners, Goblins

Attending

Clockwise round the table, starting with the Labyrinth Lord:

  • T.K.B., the Labyrinth Lord.

  • M.A., playing - James the Cleric and - Jeffrey the Monk.

  • T.A., playing - Glen the Strategist (a wizard) and - Dooley the sly (a thief).

  • E.A., playing - Curufin the Elf and - Drusilla the Ranger.

  • L.B., playing - Taffy the Halfling and - Alice the Cleric

Actual Play

Went back through J to 50, where they had discovered the secret door. They went through and discovered skeleton. Jeffry has the boots. Spent a bunch of time arguing, which lead to a wandering monster encounter: 4 goblins easily killed, with no loot. Went through second secret door, explored 63, nothing valuable. Headed north & Dooley ran into a gelatinous cube. Others pulled him back and fled. Argued about how to kill the gelatinous cube, which lead to another wandering monster encounter: 22 goblins, the rest of the tribe, looking for their lost 4 scouts. This left half of the party unconscious, but thanks to the staff of healing, wand of paralyzation, & sleep they survived. They had used up their healing for the day, so went back to the keep for 1 week, then on to 62, where they opened coffins until they found a wight. It rolled a 3 for its attack on its surprise round, then lost initiative to the party, whereupon James rolled well and turned it. It fled. They found a hidden compartment with a helmet, which Dooley promptly put on. Alas for everybody, it was a helm of evil. Intra-party conflict ensued, until Dooley was rendered unconscious by Curufin's sleep. At the end, the scroll went to Alice, the +1 flaming sword to Jeffry, the elven boots to Dooley. Gelatinous cube loot: 4 cp, 5 sp, 5 ep, 3 gp, 2 pp, wand of fireballs.

Reflections

I was really off at this session, even though I had been looking forward to it. The kids were unfocused and I was unable to get them to concentrate. Eventually I gave up. The kids played some of Lily's new games (Doodle Dice) until Charlita called for her kids to come home.

Fabled Curse of the Brigand Crypt, Play Session #4

Played Labyrinth Lord with the kids. E.A. went to the Jubilee, but T.A. and M.A. stayed to play Labyrinth Lord.

Attending

  • T.K.B. — Labyrinth Lord

  • T.A. played Arlow (an Elf) and Grimmin (a Dwarf), and also played James (a Thief), who was created by D.B.

  • E.A. played Elsie (an Elf) and Leanna (a Dwarf), and also played Hermes (A Magic User), who was created by D.B.

  • M.A. played John (a Cleric) and Zedd (a Magic User).

Actual Play

1st day: They all hunted, since Mad Sammy's stores were running low. They found 20 days worth of food, which they shared with Mad Sam.

2nd day: They went back to the crypt, to the room with the orange and green painted keyholes. The two shadows attacked them, but luckily for the PCs, by this point in the adventure many had magic weapons, and they were able to land some good solid hits. The shadows faded into the gloom, and then attacked again when the PCs attention was diverted. This time the party handily disposed of the shadows.

They then used the Green & Orange Rod Keys, and the secret door opened. The climbed down the chain (a couple slipped, but caught themselves) to the lower level and opened the double doors into what turned out to be the final room of the crypt. It contained two stone coffins with statues atop each. They were talking about pulling down the statutes so they could open the coffins when the statue on the left coffin attacked — it was actually a gargoyle. They killed it without much trouble, and turned to the statue on the right. That statue was firmly fixed to the coffin and they were unable to pull it down. They turned back to the other coffin, which opened easily. They pulled out the treasure and read the note wrapped around the ring, and heard the banging and screeching start in the right-side coffin, while simultaneously the statue from that coffin fell and struck two of the party glancing blows.

Despite the noises from the coffin, they opened it with the key none-the-less — the lid was pushed back, and a medusa sat up, surprising them all. All but one of the PCs were turned to stone by the baleful gaze of the medusa. Grimmin was the lucky adventurer, and he resisted the gaze once again, while he ran around behind the other coffin, where he quickly rifled through his backpack and found the silver mirror. Standing up with the mirror before him, he avoided the medusa's gaze, while she looked full into the mirror and was turned to stone.

Grimmin was left alone, surrounded by the petrified bodies of his friends. The Stone to Flesh scrolls they had found earlier were also, unfortunately petrified, as was all the treasure they had accumulated before this room. Fortunately, there was plenty of treasure in this room. After spending a night with Mad Sam, Grimmin set off for civilization to find more scrolls of Stone to Flesh and a novice wizard to accompany him back and read the scrolls to free his comrades. Eventually he did, but it cost him all the loot from the last room. He traveled back to the crypt with Harlan, his hired magic user, but as they came down the steps they were attacked by skeletons. Grimmin, knowing that if Harlan was killed it was all up for his companions, bravely threw himself in the path of the blow intended for Harlan, and was stuck by the other skeleton as well, and luckily survived both. After that, with help from Harlan's Magic Missile, it was easy to finish off the skeletons.

Once they got to the statues, the magic user read the scrolls and the PCs were restored. After a night's rest in Mad Sammy's basement they all (except for Sammy) set off for civilization. However, on the first night out, on the sleeping Grimmin's watch, they were attacked by wolves. Once awake they fought back valiantly. When the Guardian of the Crypt, a great glowing orb with one eye, appeared they were at first taken aback, and feared the Guardian had killed Harlan when it sent a bolt of magical energy into the tree where Harlan had hidden. However, Arlow ended up killing it with one Magic Missile, and they finished off the wolves without too much difficulty They returned to tell Sammy that his nightmare was over, and then all (including Sammy, this time) left for civilization.

Loot & XP

The loot for the final room was 5930 gp, all used to buy scrolls and hire Harlan to read them. The previous loot was 3108 gp, so everybody got 388.5 gp. Total monster XP for the whole adventure was 797 XP divided by eight PCs and rounded to 100 XP. Total XP with the loot (once they got it back to civilization), per PC, was 1230 XP each. Not even James the Thief leveled!

So ended the Fabled Curse of the Brigand Crypt!

Afterward

I pointed out to the kids that very little of their final XPs came from killing monsters, that most of it came from taking their stuff, and that if they could do the later without the former they'd be better off.

We talked about what game to play next, during the school year when L.B. isn't here, and they eventually decided on Evernight, the Savage Worlds campaign, at T.A.'s suggestion. That was fine with me!

Next week, when L.A. is in, we'll work on Keep on the Borderlands. We are getting near the end, and L.A. has said that she doesn't want it to end. I'll have to see what I can do about that. Perhaps I'll populate one of the dungeon maps I've drawn recently, and make it the Cave of the Unknown