What are y'all up to these days?

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The Monday night OSE crew managed to escape the dungeon with a pretty hefty haul - just over 10k gp in treasure and a couple magic items carried out. They had bypassed the main entrance and gone into a lower level through a river tunnel, spent a couple days down there, battling two factions while working for one and trading with another. They lost a hireling and one PC in the expedition, but the impact they had on that dungeon level and their success in bringing out treasures might earn them a bit of a reputation.
All the same, with the party safely back in town I decided it was a good time to take a break. A month, maybe two, but I'm glad that we ended on a high note that I think will make it easier to pick back up whenever I'm ready to.

My other game, Thursday night Call of Cthulhu, finished the prequel chapter of Masks of Nyarlathotep this week. They quite enjoyed it, even if they were left with more questions than answers, but it served well as a relatively safe introduction to the setting and to Mr. Elias. I'm working on prepping the main campaign in FoundryVTT, moving over from Roll20. I've told them to give me a couple weeks for that, so I've got the gaming break I've been wanting lined up.
 
In last night's Champions game we gained access to an evil corporation's lab building by simply rising up to our flying car's flight ceiling above it and having the invulnerable guy step out.

And while waiting for our bruiser character to punch through a reinforced floor, I poured out their coffee supplies because evil scientists don't deserve coffee.
 
In last night's Champions game we gained access to an evil corporation's lab building by simply rising up to our flying car's flight ceiling above it and having the invulnerable guy step out.

And while waiting for our bruiser character to punch through a reinforced floor, I poured out their coffee supplies because evil scientists don't deserve coffee.

You FIEND
 
I'm wondering which literary Carcosa it resembles. I'm most familiar with it in Paul Edwin Zimmer's Dark Border books but there are much older and better-known Carcosas.
Hey Bill Reich Bill Reich I will quote the author LotFP Carcosa supplement regarding his influences:

  • The Cthulhu Mythos in the AD&D Deities & Demigods Cyclopedia is the single biggest inspiration. In fact, Carcosa started as my attempt to make a D&D campaign world based on these pages of DDG.
  • The Mythos stories of Lin Carter, August Derleth, and H. P. Lovecraft (amongst others) also influenced me. I have over 3' of Mythos books on my shelf.
  • The Elric stories (especially the early ones) inspired the sorcerer class.
  • The Wilderlands inspired the variously colored races of men.
  • Prof. M. A. R. Barker's Tekumel was a big influence for its bizarre science-fantasy. Blackmoor and Gamma World contributed to my inclusion of high-tech items in the setting.
  • Gary's D trilogy of AD&D modules (particularly the Shrine of the Kuo-Toa) is a big influence on Carcosa's "feel". The Kuo-Toa influence is behind having Deep Ones on Carcosa who "live in watery and damp cave complexes deep beneath the earth" (Supplement V: CARCOSA, p. 43).
  • R. E. Howard also has a general influence on Carcosa (and particularly with the Snake-Men from "The Shadow Kingdom"). The REH story that feels most like Carcosa would probably be "Worms in the Earth".
  • The Lovecraft story with the biggest influence is "Out of the Aeons"
  • The Lin Carter story with the biggest influence is his "Carcosa Story about Hali" (which I am serializing right now on my blog).
No mention of Robert Chambers but his poem is quoted in the book so there you go.
 
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The kids decided Luchador! would be more fun if we made up our own wrestlers and special moves. I made up El Pico de Oro and La Capitana Mexico, my daughter made up El Tigre Blanco and La Estrella, and my son made up La Capa de Agua and La Garra:
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Hey Bill Reich Bill Reich I will quote the author LotFP Carcosa supplement regarding his influences:

  • The Cthulhu Mythos in the AD&D Deities & Demigods Cyclopedia is the single biggest inspiration. In fact, Carcosa started as my attempt to make a D&D campaign world based on these pages of DDG.
  • The Mythos stories of Lin Carter, August Derleth, and H. P. Lovecraft (amongst others) also influenced me. I have over 3' of Mythos books on my shelf.
  • The Elric stories (especially the early ones) inspired the sorcerer class.
  • The Wilderlands inspired the variously colored races of men.
  • Prof. M. A. R. Barker's Tekumel was a big influence for its bizarre science-fantasy. Blackmoor and Gamma World contributed to my inclusion of high-tech items in the setting.
  • Gary's D trilogy of AD&D modules (particularly the Shrine of the Kuo-Toa) is a big influence on Carcosa's "feel". The Kuo-Toa influence is behind having Deep Ones on Carcosa who "live in watery and damp cave complexes deep beneath the earth" (Supplement V: CARCOSA, p. 43).
  • R. E. Howard also has a general influence on Carcosa (and particularly with the Snake-Men from "The Shadow Kingdom"). The REH story that feels most like Carcosa would probably be "Worms in the Earth".
  • The Lovecraft story with the biggest influence is "Out of the Aeons"
  • The Lin Carter story with the biggest influence is his "Carcosa Story about Hali" (which I am serializing right now on my blog).
No mention of Robert Chambers but his poem is quoted in the book so there you go.

No mention of Zimmer, either, which isn't all that surprising. The Dark Borders is an IP that I covet. The series is out of print and no one talks about it anymore but that wouldn't stop me. I am a master of not marketing.
 
Animal Powered 2: Bloodhound
Ready to sniff out crime? The Bloodhound is a fin mix of sensory, tracking, and offense powers for players who a mix of abilities that go beyond busting heads.

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HEPCATS Episode 23, Part 3

Baron borrows an oven from Bronson Brando and bakes some Schwarzwalder Geisterbrot (Black Forest Ghost Bread) so Franceska can have something to eat, too. Baron says that he hopes the ghost bread helps Franceska to relax, enjoy her vacation, and not worry about Frank. She says she wasn’t thinking about Frank at all until Baron brought it up. Oops...

N0-5R asks The Robobrain some questions about love, including “What is love? Am I capable of being in love? How do I know if I’m in love?”

Roborain says it will need to research the answers, but also mentions that it writes romance novels and offers to give some to N0-5R for inspiration. Baron asks what type of romance novels Robobrain writes. Robobrain says that, since until quite recently, there was long-standing animosity between the Blues and the Dragonfolk, its best-sellers were taboo romances about couples where one person in the couple is a Blue and the other is a Dragonfolk.

When asked “What about the Zipperheads?” Robobrain says the Zipperheads have typically done their own thing, but a Zipperhead named Arkon will be competing for the Princess’s hand.

Baron asks if there are any other von Brauns in the area. Robobrain believes that Baron is the last von Braun, but says there is another clan of Space Vampires in the area. That clan keeps changing their name, and it’s latest iteration is “Trakool.”

Queen Arabella drops by and asks how the rehearsal is going. The team says it’s going very well. Queen Arabella is very happy to hear it, because she wants the competition to find the “absolutely the best, and not just the least-worst” spouse(s) for her niece.

Nearby, Prince Erwin and McNerd have a sparring match that turns into a real fight. Although McNerd is the better fighter, Prince Erwin has the upper hand. Baron interrupts and says that they are doing a great, very convincing job. The Dragonbois thank him for the compliment and stop trying to kill each other. For now, at least…

Zera asks H.Greg what he thinks of his new, angular body.

H.Greg: “I’m still getting used to it. It’s quite different from my other body" [i.e. GREG the spaceship], "which is very smooth.”

Zera: “I know, I’ve been inside it many times.”

H.Greg: “You all have.”

Zera: “Yes, it’s best in groups.”

N0-5R to DJ-Q2: “It’s not like that!”

Which probably didn’t need to be said, since DJ-Q2 has also been inside GREG.

The team goes to the mixer for contestants, where they meet Blorg the sentient cloud, and Zaleer Mashern, who has bits of different alien species grafted onto him, including a tentacle arm and a praying mantis-type arm. There are more contestants but the team doesn’t get a chance to meet them yet, because a robed woman is drawing a circle in the sand with various symbols. At first folks think it’s part of the mixer, but soon they realize that no one knows who this woman is or why she’s there.

Baron realizes she is making a demon-summoning circle and smudges the edge of the circle…

To be continued…

[Also, there was out of character discussion on whether or not there are any good dragon-based pickup lines, and whether or not N0-5R would think that Robobrain is N0-5R’s parent.]

XP: 2
 
Curse of Strahd finally picked up again last night, after a break of a month or so. I think we're nearly finished with the Amber Temple. Savage Worlds is postponed to next week, which is okay because it gives me more time to flesh out my ideas for the session. Beatrix's 5e game in her homebrew world continues to run weekly like clockwork. This week we left of mid-battle, so it will be fun to jump back in on Monday.
 
GM got kind of burned out running Mythras Shaodwrun, so I am picking up and running Mythras core, adventures set in Meeros, a fantasy greek sort of setting. Running Meeros Falling first, then Meeros Doomed. Then we will see.
 
Been running Waterdeep Dragon Heist. Finally getting to the Flaming explosion chapter. Up until now the PCs have rightfully feeling like bumbling fools being dragged around on sort of meaningless quests. They may ore may not have meaning but they have introduced the PCs to various Factions, regions and aspects of city life. It hasn't engaged them terribly and I'd say the second chapter is the least interesting part of the module.
 
GM got kind of burned out running Mythras Shaodwrun, so I am picking up and running Mythras core, adventures set in Meeros, a fantasy greek sort of setting. Running Meeros Falling first, then Meeros Doomed. Then we will see.
Need any players let me know.
 
So, i made them use roll and rearrange for their characters, not any point buy. LOL. we have a 6'2" scholar with a 5 strength and 6 con. He is fortunately blessed in most every other area. We have a politician-priest of fantasy-hermes named Testikles who has 3 stats of 8 or less. We have a 6'4" merchant (Joeicles, played by Joe) with a 6 con - consumption, we're saying. we have an archer (a toxotai, because we read) who is probably the least broken but still has 2 stats under 9.

the last two I don't trust to make character because they are... well, disengaged. I made up a few pre-gen warriors. between the 3 I made, they have a total of 40 points in POW and CON combined.

This group is going to work differently, for sure.
 
So, i made them use roll and rearrange for their characters, not any point buy. LOL. we have a 6'2" scholar with a 5 strength and 6 con. He is fortunately blessed in most every other area. We have a politician-priest of fantasy-hermes named Testikles who has 3 stats of 8 or less. We have a 6'4" merchant (Joeicles, played by Joe) with a 6 con - consumption, we're saying. we have an archer (a toxotai, because we read) who is probably the least broken but still has 2 stats under 9.

the last two I don't trust to make character because they are... well, disengaged. I made up a few pre-gen warriors. between the 3 I made, they have a total of 40 points in POW and CON combined.

This group is going to work differently, for sure.
At least give thdm some money. They should hire a Healer in step one :thumbsup:!
 
At least give thdm some money. They should hire a Healer in step one :thumbsup:!
they are all Gentry. The archer got the least money so far and it was over 2000 silver. They also have decent armor and weapons, and mounts. Thus far, I might argue they've been the idle rich, but times are desperate. With Myceras upset and the earthquake causing so much devastation, Kara has had to look for help in unexpected corners.
 
Just realized I never wrote up the events of this last weekend's Basic Fantasy game. Finding themselves in frigid snows with no immediate signs of civilization in sight and the sun setting, the PCs use their various magics and skills to try to devise some makeshift shelter. Before they can complete their endeavors, they are attacked by a pair of Devil Dogs. They manage to slay the evil hounds, but not before one of them manages to slash the throat of the human cleric. Fortunately the elven druid manages to heal his comrade before he died of blood loss.

The next morning they start heading Southward, in hopes of finding some sort of civilization, or at least warmer climes. They eventually find a mostly-human settlement, which has clearly suffered recent damage, some of which is being repaired by a mixture of human and dwarven forces. They are met warily - not because of the recent structural damage and accompanying loss of life, which they find out is from a few days prior, and from known adversaries - but rather from the strange humanoid who was seen briefly in the settlement the night before, leaving a number of corpses, most without physical marks or signs of harm, but one with his brain sucked out of his skull. Their new Drow companion realizes immediately, and the other PCs somewhat belatedly, that this must be an Illithid, suspecting that this was the creature whose footprints they saw before traveling through the portal to return to this world.

After assuring the locals they are not in league with the Mind Flayer, the enter the settlement, to rest a bit and to learn more. A bit of investigation leads them to believe that the Illithid has since moved on. They also find out the settlement has recently been the subject of raids by a trio of frost giants, who also command a number of devil dogs, taking food, booty, and slaves during their raids. The locals are pleased to know that some of the devil dogs have been slain, but fear that the giants may retaliate for their loss.

Wondering if the remaining devil dogs might track them down instead, the PCs decide to take the offensive against the giants and their hounds. Making their way to the large cave complex that the giants live in, they manage to dispatch both the wight guardians and the remaining devil dogs before entering into combat with the three frost giants, one of which is a cleric and another is a magic-user. The fight is long and brutal, but the PCs prove victorious. They free the remaining surviving slaves, and get some treasure before returning to the settlement. After resting and recovering for a couple of days, they book passage on a merchant ship heading to warmer lands more familiar to them.
 
Wednesday night's game found Slinky Serrano and his three close companions realizing how shortsighted their loyalty to the corner boss and the Nobodies gang always was. They pull off an effortless minor job and tell their boss about some small items that they got, leaving the one major find unrevealed. He claims almost all of the loot they told him about, confirming them in their belief that he deserves no loyalty.

Thursday night, Brother Ameet reported the undead that they had seen to his superiors at St. Anne of the Crossroads. The senior Priest, who has never manifested any Power, told the next-senior Priest, who does have Power, to go handle it. He asks them to escort him. Brother A mentions that likelihood that the spirit-being is guarding treasure, so the strongman and the gambler go along. The undead is overcome and they hear it's spiritual sigh of gratitude as it is released into the afterlife. There is no treasure. However, four Ogres were on their way to the surface and the party intercepts them, killing one and capturing the others. They will serve the Church in the mines. On the street, they meet Princess Ashalla, who they had rescued the week before. She is accompanied by four Shan hereditary bodyguards and a Priestess of the Krone. She had the same idea of destroying the undead.
 
Congrats to my crew for thinking up a ridiculous plan for getting inside the Meeros barracks undetected and getting into Barastes room and discovering his bag of traitor money, then getting out reasonably. All of those who are there for more than a punch in the face got their moments and had a good time.

Great example of using a passion they didn’t know existed - guy playing a merchant (a wine merchant, because fantasy Ancient Greece) goes into the house of Alecia (aka vestel virgin healers) where Barastes (a captain in the city guard, broken leg) is healing up and says he’d like to send him a couple of barrels pithoi of wine gratis because of the job the guards are doing post earthquake, and to celebrate the return of Barastes back to health. Instead of working against Barastes insight (which isn’t great, but still not nothing, and he's a suspicious guy with skilled and loyal guards) and trying to get any information from him, they are hitting his EXTREMELY high love of luxury (love of luxury - 100%). Nearly guaranteed success to get him to want a couple pithoi of wine. Letter of acceptance into the barracks written, now they were able to get a couple pithoi into his quarters. One pithoi with a party member in it, gets left in there, but Illusioned as a dog, so when he’s done he can get out.

Other party members does an inspiring post-earthquake-rallly-the-city speech - instead of willpower he’s going against their high love of Meeros and drawing quite a crowd with glamour as a distraction. Illusion-dog strolls out with little issue.

It was a great heist.

things that worked well
  • a highly toned down Omen from Monster Island on the astrologer/priest of knowledge. He's highly skill manipulative, and it really fits well.
  • the priest of Dolios/politician and his antics. He kind of flubbed the initial surveillance, but pulled out the distraction will. Used Omen to do it.
  • The merchant/warrior wine pithoi trick.
  • this was driven by the toxotai critting a couple of perception rolls to notice the captain really liked the wine idea. The merchant, being a wine merchant, noticed the captain didn't look like he had an alcohol problem.
  • Some good roleplay with the guards at the barracks. They actually got the critical piece of information there (captain was overleveraged and had a taste for the high life), though the evidence in a bag of money required the toxotai in the pithoi
Good stuff. sadly, no fight, but I wasn't going to artificially introduce one into this business. it was good enough.
 
Played our first real session of 5e Essentials, I like the little mini-sandbox set-up although the missions/rumours being literal jobs posted to a board in a small village is clumsy and seems to leave out some role-playing possibilities for no particular reason (not that rping is the DM's strong suit). Assuming of course that is how the adventure is supposed to be run and it isn't the DM tweaking things.

The DM is new to 5e so he seemed surprised by the increased power level of our characters but that prevented the fight we engaged in from becoming a slog.

We're starting at a much higher level (5) than the set is intended, and converting from 2e. So the DM is clearly upgrading our opponents (we ran into a manticore) but it may take a while for him to figure out what will be a real challenge for us.

I just hope that doesn't slow fights to a grind as even in 2e too many sessions were: we travel, have one fight, distribute the treasure, end of session.

From the looks of it this set with its interactions with communities of gnomes (yay, I dig gnomes) and dwarves will give us more opportunities to do something beyond combat but the players may need to lead/push that aspect ourselves.

I'm also enjoying how versatile and effective my priest of Pholtus is as a Life Domain cleric.
 
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The DM is new to 5e so he seemed surprised by the increased power level of our characters but that prevented the fight we engaged in from becoming a slog.

We're starting at a much higher level (5) than the set is intended, and converting from 2e.
This is the GM's first time running 5e and he's starting everyone at level 5? Not saying it is impossible by any means but the amount of spells and abilities available to players takes a jump at 3 and then at 5. That's a lot to manage and stay on top of for someone completely new to the system. Again, not impossible. I am interested in how it turns out.
 
This is the GM's first time running 5e and he's starting everyone at level 5? Not saying it is impossible by any means but the amount of spells and abilities available to players takes a jump at 3 and then at 5. That's a lot to manage and stay on top of for someone completely new to the system. Again, not impossible. I am interested in how it turns out.

Two of the players, myself and a friend, are familiar with 5e so we're helping out where we can. If anything as I noted the fights are going faster, a good sign to me.
 
Steel Aces 6: Changing of the Guard
When demoing Metahumans Rising, a common question was always, do I have a favorite Ace? each of the Steel Aces has a different appeal for me. However, Crossfire tends to be high on my list, as he can be anyone, or at least look like anyone. Also, quick shout out to our first Legendary (Comic) Hero who has a cameo in this week's comic.

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So it had been a long week, and I haven't been in the best of mental headspaces, so I hadn't done a lot (i.e. any) prep for yesterday's Basic Fantasy game. I had considered postponing until next week, but the teens were all pretty eager to play, so I decided to go ahead with it, trusting to random encounters and the fact that the players are actually pretty good about wandering off to follow whatever whim strikes their fancy at any given moment. Having booked passage on a merchant ship to return to their homeland, I figured pretty much anything could happen.

As it turns out, the first part of the session was fairly forgettable. There was some interaction with a few of the NPCs on the ship, but nothing particularly memorable. A couple of random encounters occurred, but they negotiated peacefully with the cult of a local sea god, and the attack of the lacedons was easily taken care of. As they disembark at a local port and arrange passage on another ship, I start to second-guess myself. Do I need to throw in something to spice things up? Is this session going to be, for lack of a better phrase, just treading water?

And then the dice, fickle as they are, came through for me.

My various random encounter tables usually have a 'roll twice and combine' entry. This came up on one of the rolls as they were getting close to their destination - a combination of a sirine and pirates were generated. I decided... nay, realized, that the pirates were of the landbound variety, conforming to the myth (moreso than the reality) of the wreckers, people who lure ships into wrecks to steal their cargo and goods, killing off surviving crewmen to keep their secret activities safe, and that the sirine was an unwilling prisoner of the wreckers that they used to lure ships to their doom.

The PCs rudely awakened by the sudden, unexpected crash of the ship on the rocks. As they account for the crew - many dazed and injured, some dead - the wreckers attack, hoping to quickly finish off any survivors so they may claim their spoils. The PCs are able to dispatch their attackers, and once they realize what was happening, and that the nearby village had done this before, they storm the village and wipe out damned near half of its populace in righteous fury. It didn't really matter that their characters weren't, for the most part, seriously at risk. Once they understood what was going on, they were fully into it, and that made all the difference. From my viewpoint, I'm definitely calling this one a win, just grateful it worked out as well as it did.
 
So it had been a long week, and I haven't been in the best of mental headspaces, so I hadn't done a lot (i.e. any) prep for yesterday's Basic Fantasy game.

My various random encounter tables usually have a 'roll twice and combine' entry.
I have a week from today to get my ass in gear for session 1 so I'm intrigued, what is this roll twice and combine thing?
 
So it had been a long week, and I haven't been in the best of mental headspaces, so I hadn't done a lot (i.e. any) prep for yesterday's Basic Fantasy game. I had considered postponing until next week, but the teens were all pretty eager to play, so I decided to go ahead with it, trusting to random encounters and the fact that the players are actually pretty good about wandering off to follow whatever whim strikes their fancy at any given moment. Having booked passage on a merchant ship to return to their homeland, I figured pretty much anything could happen.

As it turns out, the first part of the session was fairly forgettable. There was some interaction with a few of the NPCs on the ship, but nothing particularly memorable. A couple of random encounters occurred, but they negotiated peacefully with the cult of a local sea god, and the attack of the lacedons was easily taken care of. As they disembark at a local port and arrange passage on another ship, I start to second-guess myself. Do I need to throw in something to spice things up? Is this session going to be, for lack of a better phrase, just treading water?

And then the dice, fickle as they are, came through for me.

My various random encounter tables usually have a 'roll twice and combine' entry. This came up on one of the rolls as they were getting close to their destination - a combination of a sirine and pirates were generated. I decided... nay, realized, that the pirates were of the landbound variety, conforming to the myth (moreso than the reality) of the wreckers, people who lure ships into wrecks to steal their cargo and goods, killing off surviving crewmen to keep their secret activities safe, and that the sirine was an unwilling prisoner of the wreckers that they used to lure ships to their doom.

The PCs rudely awakened by the sudden, unexpected crash of the ship on the rocks. As they account for the crew - many dazed and injured, some dead - the wreckers attack, hoping to quickly finish off any survivors so they may claim their spoils. The PCs are able to dispatch their attackers, and once they realize what was happening, and that the nearby village had done this before, they storm the village and wipe out damned near half of its populace in righteous fury. It didn't really matter that their characters weren't, for the most part, seriously at risk. Once they understood what was going on, they were fully into it, and that made all the difference. From my viewpoint, I'm definitely calling this one a win, just grateful it worked out as well as it did.
I love it when a game comes together like that!
 
I have a week from today to get my ass in gear for session 1 so I'm intrigued, what is this roll twice and combine thing?
It's just rolling again twice on the encounter table, with the two different results being in the same place at the same time. Could be working together, could be antagonistic toward each other, could just be passing each other with minimal drama.

(I suppose you could make a reaction roll to see how the two parties are reacting to each other)
 
Trying to plan a Halloween session for my Savage Worlds group. Sadly, I've misplaced my Savage Worlds Horror Companion. I'm mostly planning to use homebrew stuff anyway, but the companion would be helpful for ideas. At least I still have my Codex Infernus: The Savage Guide to Hell.

I've had the general idea for the session in my head for the past month, but I need to flesh out some details.
 
One guy dropped out of my 5E game. He was one of the more engaged roleplayers which makes it a lose. However he frequently went against the other so it will make things a bit more peaceful. He demanded more of my A game which these days I'm just not bringing so on that regard I'm a bit relieved.
 
Up until the COVID hit, I had not actually done any TTRPG for a couple of years. Then there was the intersection of two things - realizing myself and a lot of ex-gamers I knew suddenly had time in our hands and deciding to try out this new-dangled VTT all the kids are talking about :grin:

I am still close friends with a couple guys who were part of my core Middle School/High School gaming group, so I made a Roll20 account, set up a Discord server and we tried a Session 0.

It was a huge success and I just ran Session 7 of Shackled City/Forgotten Realms/PF1e mashup.
 
So, back in my IRL D&D game, we're doing a little segue from our usual DM and I trotted out a cleric who was ordered to be a wandering friar because of his "over-fondness of the output of the winery" and "certain irregularities in the temple accounts." - Father Jed.

And, yes, I did manage to slip calling one of the NPCs a gobshite into the game.
"No, that would be a vow of chastity. Chastity means you're not allowed to fuck; celibacy means you're not allowed to marry. It's quite an important distinction."
 
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In C.J's Wednesday game, our corner boss, "Smiler," gathered his fraction of the Nobodies gang, fifteen of us, to raid the Sewer Rats, a goblin gang that has its HQ in, you guessed it, the sewers. Smiler detailed the PCs (Slinky Serrano, my Urban Ranger, Ugh, a goblin who does a bit of this and bit of that, and Hoss, an Ogre half/mage fighter) to guard an intersection while he and the rest conducted a raid. We fought off some goblins who were either attacking our friends from behind or just going home at the wrong time.

In the silence following our fight, the sounds of battle could be heard down the tunnel. The other two accepted Slinky's suggestion that we go to the support of our fellow gang-members. When we got near the fight, it became obvious that the Sewer Rats were just mopping up our defeated guys and that they had a powerful goblin fire mage with them, so we booked. It turns out that the Big Nobody didn't authorize the raid. He says that he doesn't blame us but we may go into hiding. Ugh thinks we will be scapegoated because "everyone blames the goblin."
 
In my Thursday game, the player-characters rescued yet another kidnap victim, capturing two roughnecks, but the red-haired mage escaped yet again. They have finally realized that she is an important enemy and gone to the docks to talk to some guys who probably won't talk to the authorities but might talk to Brother Ahmeet. Religious smugglers. On the way, they had to deal with a river scorpion.

Meanwhile, I am finishing a mid-level module in the Silk Road setting, "A Misplaced Prince," and trying to determine if I should do another in that setting or return to the Black Mountain District setting. The former is quasi-historical, with no non-human player characters and the latter is a kitchen sink setting, with the usual species.
 
Reading about everyone's GMing inspires me. It is a lot of work and it is good to hear exciting stories about great campaigns.

I went back to writing my own adventures and have been running Alien. Like I said, a lot of work. The players are really enjoying the game although running virtual is much more challenging than around a table.

During the first two sessions the PCs didn't meet any xenos. They dealt with explosions, radiation, the Company, a rogue android, cultists, and life on Novgorod Station and on board ship.They also lost Buggsy when his air ran out and they couldn't restart his heart. Last session they started a Halloween haunted ship session and the xenos came out. Not the Xeno (those are true killers) but a slightly less lethal variety. The new former Colonial Marine got his throat cut and nearly bled out and the android had an arm ripped off. And they are only through one of two ships and the friend they are trying to find is still missing. Plus betrayal from in the ranks looms as a real possiblity. We talked about competing agendas and possible PC versus PC conflict. We'll see if things turn violent between shipmates.

I have also found the one PC android to be fascinating. He is the alien among the human crew. He doesn't suffer from Stress yet he has emotions, albeit quite different from human ones. But he is property and can be thrown in the garbage if he becomes non-operational. It is honestly the creepiest part of the game so far and actually makes me uncomfortable. I feel bad for the android who only longs to be accepted by humans. Sometimes humans can be the true monsters.
 
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