Sunday, December 30, 2012

[Old Campaign] One Shot from 2003

Back in 2003, I ran a one-shot of Tunnels and Trolls for a Seattle Group set in The Ring Vaults and then I wrote up the actual play notes. Here it is below:

Game System: Tunnels & Trolls

Game Master: Me!
Players: Alan, Laura, Eric, and James
Characters: Randolf the Troll Wizard (Alan), Daisy the Hobbit Rogue (Laura), Spike, the flying Faerie Wizard (Eric), and Sstuart the Sserp Warrior (Sserps are giant sentient snakes) (James)
Date: June 9, 2003

Recaps
All told, it went pretty well. I brought along visual aids (dungeon tiles) that helped quite well, IMHO (and fulfilled a need of mine to actually USE them).

After a quick character creation and equipage, I ran them through some of the basics for T&T: saving rolls, combat rules, missile rules.

The Adventure of the Evening started with a friend of theirs ("Give me a name" "George" "Give me a race" "Elf"), George the Elf, lost in a dungeon called the Ring Vaults. George owed the PCs money, but was still looked upon favorably by most of them. When his wife came to the PCs and explained he had disappeared in the Ring Vaults, they decided to go look for him.

The Ring Vaults are old goblin vaults. What Randolf the Troll Wizard remembered was: All the vaults are connected with each other by mining tracks, there are over 100,000 vaults, vaults range in size of very small (5" x 5") to very large, there are three kinds of vault doors (normal doors with locks, magic goblin locks which will suck you into the vault if you touch the door, and secret door vaults), and the Vaults are over 10,000 years old.

Over the course of the adventure, they discovered A Magic Skull of Unknown Power (TM); interrupted a goblin meeting (Goblin Local #5) not once, not twice, but three times; avoided rolling their cart off a very steep track; looted the dead who had plunged off the steep track (finding a magical bronze gladius and magic faerie dust in the swag); fought a giant spider (where the Hobbit knocked the Sserp unconscious with her blowgun dart); climbed up a cavern wall into a different part of the Vaults; crossed a room of multiple rope bridges with what sounded like lava far below; got sucked through a magic goblin door as a group, sacrificed the magic skull to a magic fire, and FINALLY found George in a room with an acid pit and 10 guardian skeletons. After a brief battle with the skeletons (they were tough, but the party prevailed), and reviving George from magic induced sleep, the PCs then proceeded to loot the room, finding more magic and gold.

All told, the adventure went well. Over the course of the game, George became more alive as the players talked about him, his quirks, how bad he was at cards, the boots Randolf chewed on, how his wife was nice. It was a good interaction, especially since he didn't show up until the end.

Thanks to everyone for their time, even with/despite the very primative combat rules!

Player Thoughts
Alan: The game was a blast, Matt. I'm glad to finally get a chance to play T&T. I love James' drawing of Ssstewart with a miner's lamp-hat, segmented bronze armor and a giant handy-man's hammer wrapped in his tail. I had fun interupting the goblin meeting. I thought the game in general lent itself to humor. Makes me want to whip up a dungeon and find some suckers! Much fun!

Laura: Yeah, James' picture was great. I also had a lot of fun. My characters full name was Daisy Butterchurn. I think she would fit in with the thread on usually characters acting "evil." My idea is that she looked like an innocent little hobbit, but would really steal your gold teeth while you were still using them. We also had the punk Fairy Spike. Eric kept saying he must be the least charismatic fairy ever.

Friday, December 28, 2012

[S&W White Box] Killin' Dragons: Level 10 - Zu

Zu (ancient Red Dragon)
Desolation: Mordale
Lair: Hursef's Cavern*

Zu is mere legend to many, he's so old. And rarely, if ever, does he leave is lair. Old and fat, they say, with a treasure even the gods envy. But not so old, and not so fat, as one would believe.

When he was last spotted in the night sky, the Temple of Heresy was being built, nearly 2000 years ago. Oh, yes, he's not moved much in the last few millenia, but he's not a push-over. Still sharp as ever, still able to rend and claw.

He sleeps a lot, yes, he does, but becomes instantly awake when someone steps within his lair. But to get to Hursef's Cavern is a trial in itself. The thousand miles of tunnels beneath Mordale are thick with trolls, chimera, and hell hounds, while the surface of Mordale is inhabited by giants of all kinds. Through them first and then great treasure, but only after defeating Zu. Have fun storming the dragon lair, suckers!

History of the name: Zu is a dragon from Sumerian mythology who stole the Tablets of Destiny and hid them on a mountain. Whoever possesses the tablets rules the universe, so Marduk slays Zu to recover them.

Zu, ancient Red Dragon, Age: ~4500, Desolation: Mordale, Lair: Hursef's Cavern, Armor Class: 2 [17], Hit Dice: 10, Hit Points: 80, Attacks: claw/claw/bite (1d6/1d6/1d6), Special: Breathes fire (80 damage, cone 90ft by 30ft), Move: 12 (24 when flying), Spells (4/3/3/2): Detect Magic, Hold Portal, Protection from Law, Sleep, Detect Thoughts, Levitate, Phantasmal Force, Alter Time, Fireball, Protection from Normal Missiles, Hallucinatory Terrain, Massmorph.

Giants dwell within Mordale while trolls, chimera, and hellhounds wander the myriad of tunnels beneath.

* My final theft of an excellent map by Dyson.

Monday, December 24, 2012

[S&W White Box] Killin' Dragons: Level 9 - Jormungandr

Jormungandr (aged Blue Dragon)
Desolation: The Coast of Prylyn
Lair: Esterlea Island, Temple of Heresy*

Jormungandr is a great Blue Dragon that resides as the Grand Master of the Temple of Heresy, a post he has held for nearly two thousand years. Esterlea Island two millenia ago was an evil place and the populace worshiped the dragon, building him a temple and feeding his vanity (and his belly) with many sacrifices gained through piracy and mainland raids. In time, however, their evil overtook them and their pirate fleet was destroyed by the combined navies of several countries on the Coast of Prylyn.

When the survivors returned to Esterlea Island and begged the great dragon for aid in their battle, he laughed at them and feasted upon them. In the ensuing centuries, more and more evil folk have traveled to the island in order to serve the dragon as corsairs and, without fail, they have fallen prey to his depredations after failing in some military action against neighboring navies. So far, there have been five great pirate empires that have built themselves up on the island only to be defeated in battle and then ultimately slain by Jormungandr.

Currently, the pirates of Easterlea Island are few in number but are more than a minor inconvenience for even the heartiest of adventurers. In order to slay the dragon, guile and trickery may be in order. Often, the island is depopulated when the fleets sail, as the evil corsairs trust to the dragon to protect their homes. Perhaps then is a good time to strike ....

History of the name: Jormunganr, also known as the Midgard Serpent, is from Norse mythology. It is a child of the trickster god Loki and an enemy of Thor. It circles the earth, biting its own tail. During Ragnarök, Jormunganr rises from the sea and poisons the sky with its venom. Thor defeats the monster then takes 9 steps before falling to the beasts poison.

Jurmungandr, aged Blue Dragon, Age: ~2500, Desolation: The Coast of Prylyn, Lair: Temple of Heresy, Esterlea Island, Armor Class: 2 [17], Hit Dice: 9, Hit Points: 63, Attacks: claw/claw/bite (1d6/1d6/1d6), Special: Spits lightning (63 damage, line 100ft by 5ft, save for half damage), Move: 12 (24 when flying), Spells (4/3/2/1): Read Languages, Sleep, Protection from Law, Detect Magic, Phantasmal Force, Detect Law, Invisibility, Fireball, Alter Time, Confusion.

Piratical minions uncounted, but probably numbering in the hundreds or thousands.

* Dyson draws some fantastic maps, doesn't he?

Friday, December 21, 2012

[S&W White Box] Killin' Dragons: Level 8 - Vermithrax Pejorative

Vermithrax Pejorative (very old Green Dragon)
Desolation: Dorholt Forest
Lair: The Ocean Below*

Vermithrax Pejorative is a very old dragon who has dominated the Dorholt Forest for nearly 1000 years. Many generations of adventurers have sought the dragon in the leafy trees, only to be killed by the dragon herself or the various dangers that inhabit that evil wood.

Recently, Vermithrax gained the forced servitude of a Djinn named Osedael (who isn't really enjoying the job very much). Should a puissant band of adventurers come to the Dorholt Forest, Osedael may be convinced to subtly aid them in order to spell the doom of his mistress. But he's got a fine line to walk and can be forced to attack to kill the party should he be directly ordered to by the dragon (currently, he's got a bit of latitude in interpreting his standard "orders").

History of the name: Vermithrax Pejorative was the dragon in the movie Dragonslayer (1981). Her name means "The Wyrm of Thrace who makes things worse." The king of Urland sacrifices 2 virgins to the dragon each year, chosen by lottery. The hero of the piece, Galen, wounds the dragon with an enchanted spear called Sicarius Dracorum ("Dragonslayer"). The dragon is eventually slain by the wizard Ulrich of Craggenmoor at the cost of his own life.

Vermithrax Pejoritive, very old Green Dragon, Age: ~1000, Desolation: Dorholt Forest, Lair: The Ocean Below, Armor Class: 2 [17], Hit Dice: 8, Hit Points: 48, Attacks: claw/claw/bite (1d6/1d6/1d6), Special: Breathes poisonous gas (48 damage, cloud area 50ft diameter, save for half damage), Move: 12 (24 when flying), Spells (4/2/2): Charm Person, Sleep, Hold Portal, Read Languages, Invisibility, Detect Invisibility, Lightning Bolt, Hold Person.

Osedael the Djinn, Armor Class: 5 [14], Hit Dice: 7+1, Hit Points: 36, Attacks: fist (2d6) or flaming great sword (2d6+2d6), Special: create food/water, create wooden, cloth or metal objects, illusions, gaseous form, invisibility at will, whirlwind, Move: 9 (24 when flying), Spells (4/2/1): Charm Person, Detect Magic, Read Magic, Light, Phantasmal Force, Web, Alter Time.



* Another fabulous map from Lapsus Calumni

Wednesday, December 19, 2012

[S&W White Box] Killin' Dragons: Level 7 - Ancalagon the Black

Ancalagon the Black (old Black Dragon)
Desolation: Bymarsh
Lair: on the shores of Bypond Lake, Ruins of Corvel on the Mount*

Ancalagon the Black is an old dragon, set in his ways. He's lived in his lair for a long time, in fact, he was responsible for it being a ruin. Over 500 years ago, he flew in from the west and slew the men and elves of Corvel on the Mount in a devastating early morning attack. None survived and he immediately moved in and started gathering his hoard.

A few years ago, a clutch of basilisks moved into the ruins and Ancalagon was surprised that he could speak with them and wasn't affected by their gaze. The basilisks have a free rein in the ruins and make excellent watch-dogs (and rather final security systems).

History of the name: Ancalagon is a dragon bred by Morgoth during the First Age to be the mightiest, from the Middle Earth books by J. R. R. Tolkien. He was slain by Eärendil, who destroyed the dragon by casting him onto the triple-peaked towers of Thangorodrim.

Ancalagon the Black, old Black Dragon, Age: ~800, Desolation: Bymarsh, Lair: Ruins of Corvel on the Mount, Armor Class: 2 [17], Hit Dice: 7, Hit Points: 35, Attacks: claw/claw/bite (1d6/1d6/1d6), Special: Spits acid (35 damage, area 60ft by 5ft), Move: 12 (24 when flying), Spells (3/2/1): Sleep, Shield


3 Basilisks, Armor Class: 4 [15], Hit Dice: 6, Hit Points: 20, 17, 15, Attacks: bite (1d6), Special: Petrifying gaze, Move: 6


* Still another great map from Dyson.

Tuesday, December 18, 2012

[S&W White Box] Killin' Dragons: Level 6: Abraxas

Abraxas (adult White Dragon)
Desolation: Vertkeep Downs
Lair: in the Medusa Chasm*

Abraxas descended on the Vertkeep Downs within the last decade. No one knows where he came from but sages have speculated that he's actually one of the 13 unnamed dragons of antiquity that were sealed within a magical cave by the great wizard Zhedratia the Wise, to sleep until the end of the world. Somehow he's escaped this fate but noone has really knows if this is true. He took a dungeon in the Medusa Chasm as his lair and has a werewolf as his chief bootlicker (and a pack of wolves as his shock troops).

History of the name: Abraxas, also spelled Abrasax or Anbraxas, is a Persian dragon. He is a symbol of Gnosticism.

Abraxas, adult White Dragon, age: ~600, Desolation: Vertkeep Downs, Lair: Medusa Chasm, Armor Class: 2 [17], Hit Dice: 7, Hit Points: 28, Attacks: claw/claw/bite (1d6/1d6/1d6), Special: Breathes cold (28 damage, cone 70ft by 30ft), Move: 12 (24 when flying), Spells (4/2/1): Charm Person, Sleep, Protection from Law, Detect Magic, Invisibility, Detect Invisibility, Fireball.

Bloodrage the Werewolf, Armor Class: 5 [14], Hit Dice: 3, Hit Points: 17, Attacks: weapon (1d6), Special: Lycanthropy, control wolves, only affected by silver or magical weapons, Move: 12.

6 Wolves, Armor Class: 6 [13], Hit Dice: 2, Hit Points: 10, 9, 8, 8, 7, 5, Attacks: bite (1d6), Move: 18.

* Yet another excellent map from Dyson

Sunday, December 16, 2012

[S&W White Box] Killin' Dragons: Level 5 - Glaurung the Deceiver

Glaurung the Deceiver (immature Red Dragon)
Desolation: Fallshore
Lair: The Lost Temple of Mumbar*

Glaurung has ravaged Fallshore for centuries and killed many knights and warriors that have tried to slay him. Glaurung resides in a ruined temple up in the hills and a trio of chaotic Centaurs form the bulk of his minions.

History of the name: Glaurung is another dragon from Middle Earth, considered the Father of Dragons. J.R.R.Tolkein wrote him as a wingless fire-breathing dragon who was slain by Túrin Turambar. His nickname was "The Deceiver" due to his ability to enslave men.

Glaurung the Deceiver, immature Red Dragon, Age: ~400, Desolation: Fallshore, Lair: The Lost Temple of Mumbar, Armor Class: 2 [17], Hit Dice: 10, Hit Points: 30, Attacks: claw/claw/bite (1d6/1d6/1d6), Special: Breathes fire (30 damage, cone 90ft by 30ft), Move: 12 (24 when flying), Spells (4/2): Charm Person, Hold Portal, Read Languages, Light, Levitate, Detect Thoughts (ESP).

3 Centaurs, Armor Class: 5 [14], Hit Dice: 4, Hit Points: 18, 15, 12, Attacks: kick (1d6) or two-handed warclub (1d6+1), Special: None, Move: 18.

* Thanks to Lapsus Calumni for another excellent map.

Friday, December 14, 2012

[S&W White Box] Killin' Dragons: Level 4 - Uwibami the Swift

Uwibami the Swift (immature Blue Dragon)
Desolation: Ironvale
Lair: northern cliff wall in the Waterfall Caves*

Uwibami the Swift is a blue dragon who's desolation is over the whole of the Ironvale. He has successfully kept other predators, both non-dragon and dragon, away from his lands. His lair is in the Waterfall Caves and more than one band of would-be dragonslayers have met their end there - usually by being electrocuted by Uwibami's breath weapon striking the water they were standing in. A clutch of spiders lives in the woods right outside Uwibami's lair and he spends many hours watching them and feeding them captured enemies.

History of the name: Uwibami is a dragon from Japanese folklore. He had a habit of attacking horsemen, grabbing the riders from their mounts and eating them.

Uwibami the Swift, immature Blue Dragon, Age: ~400, Desolation: Ironvale, Lair: Waterfall Caves, Armor Class: 2 [17], Hit Dice: 9, Hit Points: 27, Attacks: claw/claw/bite (1d6/1d6/1d6), Special: Spits lightning (27 damage, line 100ft by 5ft, save for half damage), Move: 12 (24 when flying), Spells (4/2): Detect Magic, Light, Protection from Law, Sleep, Web, Invisibility.

5 Giant Spiders, Armor Class: 6 [13], Hit Dice: 2+2, Hit Points: 12, 12, 12, 10, 9, Attacks: bite (1d6+poison), Special: surprise opponents (on 1–5), save to avoid becoming stuck in the web, +1 to save vs. poison, Move: 18.

* Thanks for yet another great map from Dyson.

Wednesday, December 12, 2012

[S&W White Box] Killin' Dragons: Level 3 - Kalseru the Wicked

Kalseru the Wicked (young Green Dragon)
Desolation: Norden Woods
Lair: Raven's Ruins* near Westron Barrow

Kalseru the Wicked, also known as Kalseru the Green, makes her desolation in the deep forests of Norden Woods. Her lair is near the Westron Barrow, in an old dungeon called Raven's Ruins. A small mixed band of humanoids, including a Bugbear captain, serve as her personal guard.

History of the name: Kalseru is a goddess in Australian aboriginal mythology. She appears as a rainbow serpent and is associated with weather, rain, rebirth and fertility.

Kalseru the Wicked, young Green Dragon, Age: ~200, Desolation: Norden, Lair: Raven's Ruins, Armor Class: 2 [17], Hit Dice: 8, Hit Points: 16, Attacks: claw/claw/bite (1d6/1d6/1d6), Special: Breathes poisonous gas (16 damage, cloud area 50ft diameter, save for half damage), Move: 12 (24 when flying), Spells (3/1): Charm Person, Protection from Law, Detect Magic, Detect Thoughts (ESP).

Crash, Bugbear captain, Armor Class: 5 [14], Hit Dice: 3+1, Hit Points: 14, Attacks: halberd (1d6+1) or bite (1d6), Special: Surprise opponents (on 1–3), Move: 9.

3 Bugbears, Armor Class: 5 [14], Hit Dice: 3+1, Hit Points: 13, 13, 12, Attacks: halberd (1d6+1) or bite (1d6), Special: Surprise opponents (on 1–3), Move: 9.

3 Goblins, Armor Class: 7 [12], Hit Dice: 1-1, Hit Points: 3, 3, 2, Attacks: spear (1d6) or short bow (1d6-1, 50ft), Special: -1 “to-hit” in sunlight, Move: 9.

2 Kobolds, Armor Class: 6 [13], Hit Dice: 1/2, Hit Points: 2, 1, Attacks: short sword (1d6-1) or sling (1d6, 30ft), Special: -1 “to-hit” in sunlight, Move: 6.

4 Orcs, Armor Class: 6 [13], Hit Dice: 1, Hit Points: 6, 4, 4, 3, Attacks: weapon (1d6), Special: -1 “to-hit” in sunlight, Move: 12.

* Thanks to Dyson for this excellent map.

Monday, December 10, 2012

[S&W White Box] Killin' Dragons: Level 2 - Scatha the Worm

Scatha the Worm (very young Black Dragon)
Desolation: Shadowmarsh
Lair: Dorian's Cave*

Scatha the Worm is a clever Black Dragon, prone to tricks and traps rather than a stand-up fight. She has managed to cow nearby monster tribes through guile and intimidation in the swamp where she dwells. Her lair is a subterranean cave guarded by undead skeletons under the dragon's control.

History of the name: Scatha the Worm is from J. R. R. Tolkien's Middle Earth and dwelled in the Grey Mountains. Scatha is described as a "long-worm" and was defeated by an ancestor of Eorl the Young named Fram, son of Frumgar. The recovery of Scatha's hoard lead to a conflict with dwarves and Fram died in the feud. Fram's descendents include ÉowynMerry Brandybuck received a horn from Scatha's hoard as a gift from Éowyn.

Scatha the Worm, very young Black Dragon, Age: ~100, Desolation: Shadowmarsh, Lair: Dorian's Cave, Armor Class: 2 [17], Hit Dice: 8, Hit Points: 8, Attacks: claw/claw/bite (1d6/1d6/1d6), Special: Spits acid (8 damage, area 60ft by 5ft), Move: 12 (24 when flying), Spells (2): Sleep, Hold Portal.

10 Skeletons, Armor Class: 7 [12] with shield, Hit Dice: 1, Hit Points: 6, 5, 4, 4, 3, 3, 3, 2, 2, 1, Attacks: sword (1d6), Move: 12.

* Thanks to Dyson for this excellent map.

Saturday, December 8, 2012

[S&W White Box] Killin' Dragons: Level 1 - Chrysophylax Dives

Chrysophylax Dives (very young White Dragon)
Desolation: Hedgewall Mountains
Lair: Eldor's Cave* on Mount Dorwick

Chrysophylax Dives, also known as Chrysophylax the White and sometimes Frostburn, is a very young dragon, only about a hundred years old. The dragon has recently set up a desolation (a sages term for a dragon's territory or desmesne) and has bullied a goblinoid band in the area to serve as his minions. His lair is located in a cave on Mount Dorwick, which he co-habitates with a Shadow (the Shadow lives in one of the side caves).

History of the name: Chrysophylax Dives is the name of the dragon in J. R. R. Tolkien's Farmer Giles of Ham. He is arrogant, pompous and vain, but can only be bullied so far. Farmer Giles defeats him with the help of a magic dragon-slaying sword called Caudimordax.

Chrysophylax Dives, very young White Dragon, age: ~100, Desolation: Hedgewall Mountains, Lair: Eldor's Cave on Mount Dorwick, Armor Class: 2 [17], Hit Dice: 7, Hit Points: 7, Attacks: claw/claw/bite (1d6/1d6/1d6), Special: Breathes cold (7 damage, cone 70ft by 30ft), Move: 12 (24 when flying), Spells (2): Charm Person, Sleep.

6 Goblins, Armor Class: 7 [12], Hit Dice: 1-1, Hit Points: 4, 3, 3, 2, 2, 1, Attacks: short sword (1d6-1) or spear (1d6, 20ft), Special: -1 “to-hit” in sunlight, Move: 9.

Goreghast the Shadow, Armor Class: 7 [12], Hit Dice: 3+3, Hit Points: 15, Attacks: touch (1d6+strength drain), Special: drains one point of strength with each hit, Move: 12.

* Thanks to Lapsus Calumni for such an excellent map.

Thursday, December 6, 2012

[S&W White Box] Killin' Dragons: An Introduction

Sadly, Dungeons and Dragons, in nearly all of it's various incarnations and derivatives, has a surfeit of dungeons but a definitive lack of dragons. Since it's both "dungeons" and "dragons," there should be an equal amount of both, or a better ratio.

So with that in mind, I've decided to increase the number of dragons out there for brave and cunning adventurers to kill. And, under the assumption that each dragon will lead to enough XP to raise the PCs in question to the next higher level, I've set up the dragons by level, from 1st to 10th, statted out in Swords and Wizardry White Box format.

I've also decided to steal some historical and fantasy dragon names for each of these dragons, match up the dragon with a lair (using a map from one of the other RPG bloggers out there) and a desolation, and a list of the minions the dragon lords over. Treasure, as always, is up to the GM, but should be appropriate for a adventure series where the focus is killing dragons.

I hope you enjoy the following dragons and good luck on killing them!

Wednesday, December 5, 2012

[The Hire] Season 2, Episode 3: Beat the Devil

The final episode of The Hire guest stars Gary Oldman and James Brown and was directed by Tony Scott. This episode has subtitles, but not so the audience can understand The Driver, but so they can understand what the Godfather of Soul and the Devil say. A flashback to 1954 shows a young boy getting into a car and stepping out with a verve and dance moves and a contract.

Modern day, The Driver brings the Godfather of Soul to see the Devil to renegotiate the contract. They make a wager, drag race at dawn, through Las Vegas, with The Driver's soul on the dock. The two cars are neck and neck, with the Devil keeping up or getting ahead. Flying through the Nevada desert, first a semi and then a train thwart the Devil's plan. 

The episode ends with the Godfather of Soul with a new contract, The Driver ordering him out of the car, and a frightening neighbor of the Devil comes to complain about the noise.



Microlite20 Modern:

How do I stat the Devil or his demonic driver?

Monday, December 3, 2012

[The Hire] Season 2, Episode 2: Ticker

Episode two of the Second Season of The Hire begins with The Driver avoiding gunfire spraying at him from an overhead helicopter. A man, played by Don Cheadle, sits in the passenger seat and holds a mysterious case. A series of flashback scenes show that someone wants the case at any cost. As The Driver demands an explanation about the contents of the case, the Passenger notices blood, not his, coming from the case

When the helicopter comes back, the Passenger begs The Driver to drive! A countdown on the case, which has now been breached by a single bullet, shows the necessity of moving quickly. The Driver uses dust to bring down the chopper then demands to know the contents of the case. 

The Driver races to a city and arrives at a checkpoint at an airport. U.S. security, played by Ray Liotta and Dennis Heysbert, escort The Driver to the drop-off location. In a flashback, The Passenger explains that the country is in peril and the contents of the case will save a great man who will maintain the peace. He then handcuffs the case to The Driver. 


Microlite20 Modern:

The Driver
STR 14 (+2), DEX 19 (+4), MIND 14 (+2)
Cunning Hero, Level 8, HP 50, AC 14, Action Points 56
Criminal background
Melee: +10, Missile: +11
Physical +9*, Subterfuge +12*, Knowledge +9*, Communication +9*
* includes human bonus (+1 to all skill rolls)

Equipment: comfortable yet stylish clothes, BMW


Helicopter gunmen
(Terrorist) HP 12 AC 14
Melee: +3, Missile: +3
Physical +4, Subterfuge +4, Knowledge +3, Communication +2

Equipment: Fatigues, M60 (2d10, ROF A, shots: 100 linked)

Saturday, December 1, 2012

[The Hire] Season 2, Episode 1: Hostage

Season two episode 1 of The Hire was directed by John Woo. The scene begins in California, with a man loading a gun with a single bullet and talking about a "grand gesture." The Driver arrives outside a house and makes a call. The man inside invites him in, demands that The Driver show him the money and confirm the right amount by writing it on his hand.

The gunman makes a call with to the hostage and then instructs The Driver to burn the money on a nearby charcoal grill. When the FBI action team bursts through the door, the gunman plays Russian Roulette, empty on the first chamber, then says "Better hurry. Time and tide wait for no man!" The second chamber is not empty.

Rushing to the cell phone that dialed the hostage, he realizes that the number he wrote down is the phone number. Calling the number, The Driver is told by the hostage that she's in a car's trunk, sinking into water at high tide. He races to San Pedro and is soon pursued by police thinking him a crazed driver. He races through the freeway, coming to a stop on the edge of a draw bridge as the car slips beneath the water.

Spotting a antenna ball slightly above the surface of the water, the hostage is saved and later, at the hospital, she confronts her kidnapper in the ICU.



Microlite20 Modern:

The Kidnapper
(Madman) HP 10 AC 11
Melee: +1, Missile: +1
Physical +1, Subterfuge +1, Knowledge +4, Communication +2

Equipment: Rumpled business suit, Colt Python (2d6, ROF S, shots: 6 cyl)

Friday, November 30, 2012

[The Hire] Season 1, Episode 5: Powder Keg

The final episode of Season 1 of The Hire starts with Stellan Skarsgard as a photo-journalist in a South American dictatorship taking pictures of a massacre. Chased by the gunmen and wounded, he manages to get to a U.N. vehicle tasked with taking him out of the country. The Driver is there in the U.N. vehicle.

The dictatorship is supported by the U.S. Government and the photo-journalist complains bitterly about it. He talks of the 15 wars he's covered and how he's focused on taking the picture, never saving a life. He tells The Driver that his mother taught him to see and that is why he's a photographer.

The Driver notices a truck filled with soldiers in his rear-view mirror and then it pulls up beside him, signaling him to move over. But The Driver eludes them as the road becomes more congested and the photo-journalist is gets weaker. His life's-blood is pouring out. He passes his vital film to The Driver as they get to a border check-point.

The Driver has a gun pointed at his head as the photo-journalist takes the border guards pictures in a bid to antagonize them and they make a break for the border through a hail of bullets. The Driver proclaims their success at making it but realizes too late that his passenger has passed on.

The final scene has The Driver arriving at the photo-journalist's mother's home to tell her of his death in a poignant scene.


Microlite20 Modern:

The Photo-Journalist
STR 10 (-), DEX 12 (+1), MIND 16 (+3)
Smart Hero, Level 2, HP 16 [5], AC 11
Investigative background
Melee: +3, Missile: +4
Physical +3*, Subterfuge +3*, Knowledge +4*, Communication +4*
* includes human bonus (+1 to all skill rolls)

Equipment: comfortable clothes, camera and camera equipment, Pulitzer Prize-winning roll of film


Border guards
(Soldiers) HP 10 AC 13
Melee: +2, Missile: +2
Physical +2, Subterfuge +2, Knowledge +1, Communication +1

Equipment: Army fatigues, M16 (2d8, ROF S/A, shots: 30 box)

Wednesday, November 28, 2012

[The Hire] Season 1, Episode 4: Star

Episode four of The Hire was directed by Guy Richie and stars Madonna (his wife at the time). This is also the first time that The Driver talks and looks directly at the audience, as opposed to a voice-over.

The episode starts with Madonna chewing out an underling, Glenn, who turns out to be her manager. The Driver was originally hired by someone else but The Star climbs in his car and demands him to drive. Her bodyguards quickly follow in an SUV but her mobs of fans stop the SUV.

The Driver and The Star  get into an argument right out the gate. Then he receives a call from Glenn, agreeing to drive and "take care of her." He proceeds to drive through the city at high speed, taking breakneck turns and toss his passenger around violently.

Leaving the bodyguards in the dust, there's even a Ferris Bueller jump in the ride and a "look, Ma, no hands!" The ride ends with her ejected from the car right in front of paparazzi, ready to take her picture in an unflattering way.



Microlite20 Modern:

I don't believe an NPC is necessary to stat up here.

Tuesday, November 27, 2012

[The Hire] Season 1, Episode 3: The Follow


The third episode of The Hire has Mickey Rourke guest starring as a husband, interested in knowing what his wife is doing, and Forest Whitaker as his agent. This also has the first voice over for The Driver, instructing the audience how to follow another car.

The Driver follows the wife around town, losing her at an intersection and then finding her again at a bank. Then thorough a flashback of how he got the job. He takes the money and the job.

He follows the wife through the airport and the voice over continues, instructing the audience that the same rules with a car apply to following on foot. During the follow, he notices something about the wife.

Later when he meets up with the agent, he returns the money and explains he lost her and "don't ever call me again."


Microlite20 Modern:

Violent rich and famous husband
(Terrorist) HP 12 AC 12Melee: +2, Missile: +2
Physical +3, Subterfuge +2, Knowledge +2, Communication +2

Equipment: whatever he wants, he's got more money than God.

Sunday, November 25, 2012

[The Hire] Season 1, Episode 2: Chosen

 
The second episode of The Hire was directed by Ang Lee and had a Tibetan theme. The Driver picks up a passenger on the New York docks, a young Tibetan monk and a small silver case "for later."

As he's driving away, a pair of cars, filled with armed men, drive up. A chase soon starts, with three pursuit cars on the docks. Gunfire erupts and a ballet of sorts occurs between The Driver and the following cars.

When one of the gunmen shoots through his car's window, The Driver gets really upset and rams the enemy car. The Driver delivers the child to a suburban house and they are greeted by a monk, who the child doesn't trust. After saving the child, The Driver opens the small silver case and realizes the gift only after the fact.


Microlite20 Modern:

A variety of gunmen
(Terrorist) HP 12 AC 14
Melee: +3, Missile: +3
Physical +4, Subterfuge +4, Knowledge +3, Communication +2

Equipment: Glock 17 (2d6, ROF S, shots: 17 box)


The Sniper
(Terrorist) HP 12 AC 14
Melee: +3, Missile: +3
Physical +4, Subterfuge +4, Knowledge +3, Communication +2

Equipment: M16A2 (2d8, ROF S/A, shots: 30 box)


The Monk at the House
(Bounty Hunter) HP 20 AC 16
Melee: +6, Missile: +6
Physical +5, Subterfuge +6, Knowledge +2, Communication +2

Equipment: Syringe, Monks robes, Cowboy Boots


Friday, November 23, 2012

[The Hire] Season 1, Episode 1: Ambush

The first episode of The Hire has The Driver (Clive Owen) taking a nebbish-little man to an unknown destination at night. A van filled with balaclava-wearing black-garbed gunmen pulls up alongside.

The lead gunman signals The Driver to tune his radio to a specific station, then gives information (the passenger has $2 million in stolen diamonds) and instructions (you are going to pull over or we will kill you).

The passenger panics because he swallowed the diamonds and The Driver might as well kill him now rather than turn him over, because the gunmen will gut him.

What results is a series of excellent car maneuvers and specific tactical choices on the part of The Driver to gain the advantage over the pursuing van. Watch for the part where The Driver takes out the van's lights.

The ending is equally satisfying, with The Driver asking the question on everyone's mind as his passenger pays him and walks away.

Microlite20 Modern:

The Driver
STR 14 (+2), DEX 19 (+4), MIND 14 (+2)
Cunning Hero, Level 6, HP 41, AC 14, Action Points 39
Criminal background
Melee: +8, Missile: +9
Physical +7*, Subterfuge +10*, Knowledge +7*, Communication +7*
* includes human bonus (+1 to all skill rolls)

Equipment: comfortable yet stylish clothes, BMW


Balaclava-wearing black-clad gunmen
(Terrorist) HP 12 AC 14
Melee: +3, Missile: +3
Physical +4, Subterfuge +4, Knowledge +3, Communication +2

Equipment: Black clothes and balaclava, black combat boots, HK MP5K (2d6, ROF S/A, shots: 30 box)

Wednesday, November 21, 2012

[The Hire] Subplot Films


The Hire was a series of 8 short films divided into two seasons (2001 to 2002), starring Clive Owen as "The Driver," a mysterious and (hinted at) former criminal who took jobs driving people around in BMWs. Driving fast and furious.

Each of the films was directed by a different luminary in the Hollywood set and several had big names as guest stars. Each of the films is unique, short in length but long in action (and car action) and quite enjoyable to watch.

If none of them are a good set-up for a modern adventure (or the background of a viable PC), then I don't know what is. So I'm going to give a synopsis for each episode and stat out the major characters. I've decided to use my Call of Duty commercial label since each one of these films is really a commercial for BMW.


Thursday, November 15, 2012

[D20] Traveling Equipment, Simplified

My final plan to avoid lists and lists of equipment is to create another category, Traveling Equipment. PCs specifically have to buy these boxes from the get-go, they don't automatically start with any, mainly due to the expense of traveling, which includes but is not limited to mounts, feed, hirelings or henchmen, food, water, and a myriad of supplies and equipment.

Each box costs a minimum of 50 gp and the GM can change that price as they see fit. The number of boxes available to each PC is only limited by their purses and how far they are going. Assume one Traveling Equipment box will supply the party for one day, so a party of four PCs and a few hirelings and henchmen, traveling for 14 days to a destination and back (28 travel days total), will need 28 boxes. That's 7 boxes for each PC at a cost of 350 gp, which is 1400 gp for the whole trip!

If the PCs choose to go lean, then they can stretch each box for two or three days but risk losing mounts, men, food and equipment along the way, or simply running out at inopportune times. I leave it to most GMs to determine those situations as appropriate.

Gaining Traveling Equipment along the way is easy, provided the GM allows that the little hamlet the PCs stopped in has the necessary supplies. This would require a successful search roll, with penalties for anything smaller than a town (village, hamlet, thorpe, etc) and bonuses for anything bigger (city, port, capital, etc). Trade caravans that are encountered should be treated as towns (for rich caravans) or smaller (for poor). Prices, of course, will depend on a variety of factors.

Gaining Traveling Equipment from defeated enemies is also possible, but are constrained as earlier presented: 1) supplies can only be gained from a mobile group's camp, not a permanent lair unless allowed by the GM, 2) the enemy camp must be specifically (and successfully) searched to find supplies, 3) there is no penalty for searching humans or demihumans camps, but a -2 penalty is levied for searching humanoid camps, and -4 penalty or more for other creatures and monsters, 4) the search takes at least 30 minutes, and 5) only one box can be recharged for that search area unless specified by the GM.

For example, Jim, Giles and Orin are traveling to a nearby dungeon and search an wandering orc camp for supplies after slaying the orcs. They get a -2 penalty for the search and successfully make the roll, finding enough equipment to fill one of Jim's Traveling Equipment boxes.

Later on the return trip, they've completely exhausted their Traveling Equipment. After killing a mendicant otyugh, they search with a -6 penalty and find nothing worth salvaging. The scene fades on a desperate situation as they have another week to go in the wilderness and no known safe havens ....

Wednesday, November 14, 2012

[D20] Ammunition, Simplified

 To continue avoiding extensive lists and lists of equipment, I thought up another area that could use a broad category: Ammunition. I'm not at all interested in tracking each single arrow, crossbow bolt or sling bullet in the game. And that's not all the possible ammunition choices, which can be expanded to include oil flasks, acid, alchemical fire, holy water and smokesticks.

My modest proposal creates a broad Ammunition category, again with 5 starting boxes [_] [_] [_] [_] [_]. If your PC has a bow, his arrows are contained within, as well as his oil flasks, throwing daggers and etc. Again,  if you've been in the dungeon for a while, the GM will ask you to strike off one of the boxes [X] as used and that would be considered using arrows, crossbow bolts, flasks of oil, and sling bullets.

At any point, if you want some acid, smoke sticks, holy water or alchemical fire, it'll cost you a box [X] and you get only one for that box, due to the expense of each item.

Recharging an Ammunition box follows the previous standard - just spend 15 gp while in civilized lands and it's opened up again. Adding more boxes to the original 5 is also possible at the same cost except that is limited by your Dexterity modifier (i.e., a Dexterity modifier of +2 allows a maximum of 7 boxes).

It is also possible to recharge a box while in the dungeon using the previously presented constraints: 1) an inhabited area must be specifically (and successfully) searched to find supplies, 2) there is no penalty for searching areas inhabited by humans or demihumans, but a -2 penalty is levied for searching areas inhabited by humanoids, and -4 penalty or more for other creatures and monsters, 3) the search takes at least 10 minutes, and 4) only one box can be recharged for that search area unless specified by the GM.

For example, Jim, Giles and Orin are searching an orc nest for ammunition after slaying the orcs. They get a -2 penalty for the search and successfully make the roll, finding a barrow of arrows and recharging one of Giles' Ammunition boxes.

Later on, they're low on ammunition again and, after killing a otyugh, search with a -6 penalty and find nothing worth salvaging. The scene fades on a desperate situation ....

Here's how it'll look in a PC write-up:

Phillip of Tradetown, Halfling; Level 1, Alignment: Neutral, Abilities: Strength 9, Dexterity 13, Constitution 10, Intelligence 13, Wisdom 11, Charisma 12. Armor Class: 6 (leather armor, -1 Dex); Hit Dice: 1d6, Hit Points: 6. Attacks: short sword (1d6), short bow (+2 to hit, 1d6). Languages: Common, Elvish; Special Abilities: +1 initiative, halfling abilities. Equipment: dungeoneering equipment [_] [_] [_] [_] [_], ammunition [_] [_] [_] [_] [_].

Tuesday, November 13, 2012

[D20] Dungeoneering Equipment, Simplified

How many times have you had (or, as a GM, seen) equipment lists like this:

Backpack containing bedroll and winter blanket, large sacks (2), candles (4), full waterskin (2), grappling hook, 50' silk rope, hammer, iron spikes (5), block and tackle, bell, caltrops (3), crowbar, flint and steel, hooded lantern, flask of oil (3), line and fishhooks (3), manacles, iron rations (1 week), small steel mirror, soap, whetstone and greasy rag, bucket, iron pot, 10' pole, keelboat (with full crew), pouch of belladona, horse plate barding, and bandages and healing salve.

Belt pounch containing flint and steel, map case with parchment (4), pen & 1 oz. bottle of ink,chalk sticks (4), candles (2), large stone head, signal whistle, iron rations (2 days), water flask (full), wooden holy symbol, and masterwork thieves tools.


Never mind the encumbrance issues, these lists, while fun to assemble, are completely out of control.

So I propose the following: a broad category called Dungeoneering Equipment. Anything that doesn't include weapons, armor or shields, magic items or specialty items would be covered by this category.

Starting values of Dungeoneering Equipment has five boxes like so [_] [_] [_] [_] [_]. If you've been in the dungeon for a while, the GM will ask you to strike off one of the boxes [X] as used and that would be considered eating, drinking, using bandages, torches and other consumables. At any point, if you want a specific piece of equipment, like a grappling hook and a whole bunch of silk rope, it'll cost you a box [X] but you then get to write down that specific piece of equipment on your sheet. As a rule of thumb for the GM, assume the value of the item(s) are around 10 gp, so each box would be equivalent to a grappling hook and 50' silk rope or a hooded lantern and 7 flasks of oil.

Recharging a Dungeoneering Equipment box is easy - just spend 10 gp while you are in town or at an inn and it's opened up again. Adding more boxes to the original 5 is also possible at the same cost except that is limited by your Strength modifier (i.e., a Strength modifier of +2 allows a maximum of 7 boxes).

It is also possible to recharge a box while in the dungeon but there are constraints: 1) an inhabited area must be specifically (and successfully) searched to find supplies, 2) there is no penalty for searching areas inhabited by humans or demihumans, but a -2 penalty is levied for searching areas inhabited by humanoids, and -4 penalty or more for other creatures and monsters, 3) the search takes at least 10 minutes, and 4) only one box can be recharged for that search area unless specified by the GM.

For example, Jim, Giles and Orin are searching an orc nest for supplies after slaying the orcs. They get a -2 penalty for the search and successfully make the roll, avoiding the rat jerky and other questionable meat to find some supplies, recharging one of Orin's Dungeoneering Equipment boxes.

Later on, they're low on supplies again and, after killing a otyugh, search with a -6 penalty and find nothing worth salvaging. The scene fades on a desperate situation ....

Here's how it'll look in a PC write-up:

Phillip of Tradetown, Halfling; Level 1, Alignment: Neutral, Abilities: Strength 9, Dexterity 13, Constitution 10, Intelligence 13, Wisdom 11, Charisma 12. Armor Class: 6 (leather armor, -1 Dex); Hit Dice: 1d6, Hit Points: 6. Attacks: short sword (1d6), short bow (+2 to hit, 1d6). Languages: Common, Elvish; Special Abilities: +1 initiative, halfling abilities. Equipment: dungeoneering equipment [_] [_] [_] [_] [_].

Monday, November 5, 2012

[D20] MicrOSR20

MicrOSR20_Rev1 As a fan of Microlite20 and Microlite74, a few years ago I tried writing my own version and here it is.

Enjoy!

Wednesday, October 31, 2012

[Auld Lang 'Zine] Princes in the Tower, Issue 12

Princes in the Tower, Issue 12 Issue 12 of Princes in the Tower is the final issue and includes a monster the PCs faced during the adventure and a write-up of the campaign.

Monday, October 29, 2012

[Auld Lang 'Zine] Princes in the Tower, Issue 11

Princes in the Tower, Issue 11 Issue 11 of Princes in the Tower contains the last two PCs from the Savage Fringeworthy campaign, Ezra and Marcus.

Saturday, October 27, 2012

[Auld Lang 'Zine] Princes in the Tower, Issue 10

Princes in the Tower , Issue 10 Issue 10 of Princes in the Tower has more minor Fringe Pirate companies and two different Fringetowns.

Wednesday, October 24, 2012

[Auld Lang 'Zine] Princes in the Tower, Issue 9

Princes in the Tower, Issue 9 Issue 9 of Princes in the Tower outlines a bunch of minor Fringe Pirate companies and a new aspect to the Fringepaths - Fringetowns!

Tuesday, October 23, 2012

Saturday, October 20, 2012

[Auld Lang 'Zine] Princes in the Tower, Issue 7

Princes in the Tower, Issue 7 Issue 7 of Princes in the Tower covers a new Edge that allows a non-spellcaster to cast a spell, a new alien race and house rule (post #8 on the RPG.net forum thread) from a kind fellow Savage Worlds fan.

Friday, October 19, 2012

Wednesday, October 17, 2012

[Auld Lang 'Zine] Princes in the Tower, Issue 5

Princes in the Tower, Issue 5 Issue 5 of Princes in the Tower continues the various Fringe Pirate companies that the PCs may encounter.

Monday, October 15, 2012

[Auld Lang 'Zine] Princes in the Tower, Issue 4

Princes in the Tower, Issue 4 Issue 4 of Princes in the Tower is all about the Fringe Pirates, presenting a bunch of different companies of these evil-doers, their abilities, and their trade-in-theft specialties.

Saturday, October 13, 2012

[Auld Lang 'Zine] Princes in the Tower, Issue 3

Princes in the Tower, Issue 3 Issue 3 of Princes in the Tower is all about the campaign idea - rather than use the Mellor, a shapeshifting race that is pretty tough, I chose a little known Fringeworthy foe for the PCs to fight.

A Fringeworthy foe that are pretty rough and tumble.

Friday, October 12, 2012

[Auld Lang 'Zine] Princes in the Tower, Issue 2

Princes in the Tower, Issue 2 Issue 2 of Princes in the Tower outlines the Fringeworthy setting and my PC in the game that the first GM ran.

Wednesday, October 10, 2012

[Auld Lang 'Zine] Princes in the Tower, Issue 1

Princes in the Tower, Issue 1 Issue 1 of Princes in the Tower outlines the tone over twelve issues of this 'zine, including a bit on sharing a campaign among various GMs.


Tuesday, October 9, 2012

[Auld Lang 'Zine] Princes in the Tower 'zine

Right after I finished my Old War Horses 'zine in 2009, I started another 'zine called Princes in the Tower.

This 'zine, in fact, was part of a shared Savage Worlds Fringeworthy campaign that I ran for my old group, the Corvis Monkey Troupe.

Now, three years after I wrote them, the 12 issues of Princes in the Tower will be presented

Sunday, October 7, 2012

[Leveraged Serenity] Werewolves of Londinium, Session 3

Session 3: August 10, 2012

The third session continued with character generation (using the Leverage rules and mixing in the Serenity rules as necessary).
  • L played Tobias Bunt, The Merry Old Gentleman (Mastermind/Thief)
  • X played Gunther Mason, The Road Warrior (Wheelman/Hitter)
  • E played Ella James, The Mechanic (Hitter/Hacker)
  • C played Chaucer Geoffrey Chaucer III, The Actor (Grifter/Thief)
Planet: Persephone
System: White Sun
Year: 2515

The session started with the PCs looking to break up the Zanzibar Marketplace auction run by a shady company called United Spaceship Works (USW). 

Chaucer and Tobias were at the auction location, somewhere in the Eavesdown Docks, watching a vid screen with the extender kit on it, in a different shipping container, also somewhere in the Eavesdown Docks, while Ella and Gunther were outside, gathering resources and closing off avenues for their marks. 


Yet the crew was facing a number of dangerous obstacles, which included, but was not limited to, surplus USW guards and an interested party that had tracked the kit over the Cortex that they had nicknamed The Eye of Sauron.


Chaucer took the opportunity to look very much the rich guy and verbally downgraded the kit, saying it had blood all over it (C created that as an asset). Some of the bidders hesitated, thinking that this auction wasn't quite kosher.


Meanwhile, Gunther stole one of the USW trucks to haul the kit away but was caught by a security guard, in the form of "Hash Browns," an ex-lover from his past who thought he was the "One who Got Away." Gunther proceeded to charm and bed her in the back of the stolen truck, leaving her asleep there as he stole her master keys to an even larger truck and drove off.

Back in the auction, Tobias, acting drunk, started making a scene, saying the kit was well worth the price, whatever was asked for, which caused even more of the bidders to balk. On his way out of the auction, he lifted a radio off of one of the guards.

Ella had tracked the kit down to a shipping container a good mile away and noted that there were a bunch more USW guards around the container.


With the auction in an uproar due to Chaucer and Tobias, the crew quickly assembled and raced off in the large truck to steal the kit, listening to the radio for any signs that they'd been discovered. Along for the ride was a bucket of chicken that they dowsed with knock-out sauce.


The night before, Tobias had met the USW security chief, the one in charge of the group guarding the kit, while out drinking. He remembered that that guy really liked his fried chicken and the bucket of chicken could prove handy.


Chaucer was currently on the outs with his family, a rich Osiris merchant house that was a front for the Tongs. For the past few months, Chaucer had avoided them and rarely accessed his bank accounts (they'd be able to track him if he did). Knowing that his Tong had major dealings on the Eavesdown Docks, Chaucer had Ella break into the Tong server over the Cortex to find out exactly what stolen goods they had on Persephone.


Ella found that the kit's hiding place was right next to a shipping container owned by Chaucer's Tong. So she switched some things around, including some vid feeds, so it made it look like the USW security were guarding the Tong container, with intent to steal. 


While in the Cortex, Ella also discovered that the Eye of Sauron was the Tong looking for the extender kit that had been stolen from them in the first place. They wanted it back. Ella called up the Alliance military, tipping them off to a bunch of stolen goods. With Alliance on the way, they didn't have much time.


Then Tobias stumbled around the corner in front of the kit's hiding place and "recognized" his old drinking buddy from the night before and brought out the chicken, which the guards greedily devoured and promptly passed out.


Gunther backed up to the other side of the shipping container and unlocked it with the Unknown Key (X defined as an asset). They quickly loaded the extender kit into the truck, along with some of the Tong's stolen merchandise, then moved the rest of the Tong's goods into the USW shipping container. Slamming the doors as the Tong and Alliance descended on the location, they hauled ass out of there, giving the Tongs, the Alliance and USW security the slip.


All told, the PCs escaped with the extender kit, which they promptly flew off of Persephone and installed on their Firefly, while leaving United Spaceship Works and their security detail to deal with the Alliance and the Tongs. It would take each of these groups a long while to figure out what had really happened, yet Chaucer was convinced that his family would figure it out first. Best to leave the system for a while!

Assets defined:
The One who got away D6
Jonny the Red (Info Broker) D6
Intimidatin' Phone Call D6
Unknown Key D6
Looks trashy with all the blood on it D6
Radio D6
Bucket of Chicken with Knock-Out Sauce D6

Complications defined:
More guards D6, raised to D8

The Bucket of Chicken with Knock-Out Sauce started as a response to my rolling a 1, which allowed one of the players to define a free asset. When he was stumped, L called out "How about a bucket of chicken?" And off we went - first by defining it as a Bucket of Chicken with High Explosives Hidden Within but the others realized that would cause more trouble than it was worth, so it was changed to knock-out sauce. The Bucket completely made the session snap and the plan came together really well after that.


I also talked with C after the game, pointing out, rightly, that the Tongs were going to figure it all out sooner than later, to which C completely understood and expected. When that particular issue bites them in the ass, as it will, is something I plan to hang over their heads like the Sword of Damocles until the thread snaps at just the wrong (for them) moment. Fun!

Friday, October 5, 2012

[Leveraged Serenity] Werewolves of Londinium, Session 2

Session 2: July 27, 2012

The second session continued with character generation (using the Leverage rules and mixing in the Serenity rules as necessary).
  • L played Tobias Bunt, The Merry Old Gentleman (Mastermind/Thief)
  • X played Gunther Mason, The Road Warrior (Wheelman/Hitter)
  • E played Ella James, The Mechanic (Hitter/Hacker)
  • C played Chaucer Geoffrey Chaucer III, The Actor (Grifter/Thief)
Planet: Persephone
System: White Sun
Year: 2515

The session started with the PCs trapped in the same shipping container and no farther on their individual quests to steal the Firefly Aught Two extender kit, a very valuable commodity.

Tobias used some knowledge of thievin' to break out of the shipping container and the combined group made off, to work on a way to disrupt the Zanzibar Marketplace auction and steal the extender kit.


Just out of the shipping container, the group ran into USW guards, one of whom was an old flame of Gunther that ended tragically (in fact, Gunther has the "Disastrous Love Life" distinction and X was playing it to the hilt).

But it turned out that "Hash Browns" (his pet name for her) actually thought of Gunther as "The One who Got Away" (I had rolled a 1 in the dice-off and that allowed X to declare an asset) and managed to sweet talk her from turning them in.


After escaping the guards, the crew then worked to get more info on the auction. Chaucer met up with an old "friend," an info broker named Jonny the Red. Using an Intimidatin' Phone Call to Chaucer's former kick-ass bodyguard (who promised to break Jonny's fingers, one by one, the next time they met), they got an invite to the auction and learned where to meet.


Tobias and Chaucer went to the meet and once there, noted that the extender kit was not present (much to their displeasure). The bidders could see the kit over a video feed. Chaucer contacted Ella, who quickly tracked down the video feed and found out where in the Evesdown Dock the vid was coming from.


Tobias was playing a drunk bidder and Chaucer a rich man, each pretending that they didn't know each other. As the bidding started, they each asked for proof that the kit was actually there and that the vid wasn't just a tape.


The session ended with the PCs split up, each trying to work the auction or find the kit.

Assets defined:
The One who Got Away D6
Jonny the Red (Info Broker) D6
Intimidatin' Phone Call D6
Unknown Key D6

Complications defined:
More guards D6

Wednesday, October 3, 2012

[Leveraged Serenity] Werewolves of Londinium, Session 1

Session 1: May 11, 2012

The first session started with character generation (using the Leverage rules and mixing in the Serenity rules as necessary).
  • L played Tobias Bunt, The Merry Old Gentleman (Mastermind/Thief)
  • X played Gunther Mason, The Road Warrior (Wheelman/Hitter)
  • E played Ella James, The Mechanic (Hitter/Hacker)
  • C played Chaucer Geoffrey Chaucer III, The Actor (Grifter/Thief)
Planet: Persephone
System: White Sun
Year: 2515

The session started with the PCs in two separate groups, Gunther and Chaucer together and Tobias and Ella together.

Gunther was flying an old Firefly Aught Two called The Erciyes owned by Chaucer. Chaucer is a rich playboy with a shady, criminal past from a shady, criminal family. The two of them heard of an extender kit for an Aught Two to convert it into a Firefly Aught Three available for sale on Persephone. 

The value of this ultra-rare extender kit is fairly high as they are very much sought after for the wide variety of Fireflies around the 'Verse. The crew of the Erciyes want the kit for the ship, 'cause it tends to shake a lot during landings.

Flying into the Evesdown Docks, Gunther and Chaucer did a search on the local Cortex to find out where the extender kit was being sold. Chaucer found out that it was being sold in a Zanzibar Marketplace (a secret auction where bidders give in their top bids and the winner gets info of where to pick up the package).

Tobias and Ella arrive at the Evesdown Docks looking for the extender kit themselves to steal and then sell. Searching around the docks, they come up with some leads: seems the folks selling it are from a company called United Spaceship Works and there is someone named Chuck Findley looking for the kit as well. 

While searching on the Cortex, they also come across a program watching for the extender kit that they call The Eye of Sauron.

While searching for the United Spaceship Works, Ella and Tobias follow a guy eating Kung Po chicken and find a shipping container that looks to be the storage place of the kit. However, they can't locate the Kung Po chicken guy (though they do find his food, on a table outside the shipping container). They enter the dark container, hoping to make a quick score.

Chaucer and Gunther also found out about the United Spaceship Works and find their shipping container (the same one the others found, yet on the other side of the container).

And the session ends with both groups trapped together in a dark shipping container.

Assets defined:
Kung Po chicken lunch D6

Complications defined:
Suspicious worker D6
The Eye of Sauron D6