Homebrew RPG Session Notes
8/29/20
First game with new group. Lots of changes to
rules updates. Noticed a couple spells I wrote needed nerfing and
buffing. Did that before the session.
Players rolled up new characters while I explained
the system and the world: post-apocalyptic, 1000 years after the collapse, a
magic-powered society fell apart under the weight of its own complexity. It was
hard to explain the difference between build points and skill points. It takes
me a while to fund the proper words to explain things and I don’t know what’s
not obvious. Two players selected pre-fabs I rolled up before the session.
Then the game began. I introduced the main city
and the surrounding topography and explained they were adventurers who want to
make money scavenging the wilderness for old artifacts and treasure. I
described a giant mountain visible from miles and miles away and one player
jumped on the idea. Another player asked around for jobs and found a group of
artificer vat-farmers who heard a rumor from a scavenger that there were vats in
a cave past the cataracts down the river. The vat farmers loaned the players a
wagon pulled by Golden Axe steads and off they went. The fighter (who was
driving in real life and therefore playing a prefab) was able to secure this
loan on the basis of his reputation, having completed his apprenticeship to his
sword master. They purchased flaming oil as well.
In the second say the players saw a group of poisonous
snakes in a river and safely avoided them.
They navigated the bluffs near the cataracts,
followed the river some more, and got to the cave. Nearby they camouflaged the
wagon with reeds and approached the cave. They camped out and entered the cave
on the fourth day of travel.
They entered a room with two living
metals eating a destroyed psi-mech guardian. There were signs of battle
and also living quarters. They lured the living metals out with torches (they
are attracted to warmth) and eventually found their way to the chamber with the
sentient fungi, who had the vats they were looking for. One player inspected
the fungi and observed (with a great nature knowledge roll) that they are
poisonous, have ranged attacks, and are slow. Along the way they found a note
alluding to another location, 50 gp in a sack, and a broken down, wall-mounted
control panel with plenty of good scrap to take.
After tense negotiations with the fungi they
agreed to return with four lizard men bodies in exchange for 2 vats. We used
this as an opportunity to establish that one of the players has a tribal
lizardman connection named Nicholas, who is an artist. (I will name this
Lizardman "N'claws." He will be a renowned rock stacker among his
own.)
On their way out the players salvaged what scrap
they could from the wall-mounted control device. Near the exit, the two living
metals had left (actually they were successfully camouflaged into the psi-mech
guardian, but they learned not to fear this group of adventurers) and the
players retrieved a random artifact found in the chest cavity of the fallen
psi-mech warrior. It was a phosphorescent… entropy… locator. I do love that random chart I made! (When repaired, glows
when there is a source of entropy nearby.)
So far the players correctly guessed the abilities
of the monsters they were up against. The brightly colored snakes were, in
fact, poisonous, the living metals were vulnerable to acid, but little else,
and the fungi totally outclassed them. It was great having players who avoided
fights when they thought they were outclassed. (Which they were throughout this
session.)
The two characters with scavenging earned their XP
as soon as they made in back to their wagon, which counts as a safe camp,
more-or-less.
Players:
Fighter (pure combat) – was driving !!!
Ranger (combat and scavenging)
Scout (roguery, combat, and scavenging -who dipped
out before the action began, so I’m saying he wasn’t there)
Biomancer-fighter-scavenger (Bougalais)
Elementalist-fighter
A good mix of the game’s capabilities, but no one
has selected an artificer yet.
Treasure: 50 gp in a sack, random artifact worth
400 gp, scrap worth 1000 gp.
XP (for scavengers only): 263 XP to the ranger and Bougalais.
(This means 263 XP each to the remaining two players when they return to
civilization.)
Arrangements:
-borrowing a wagon and animals from the
vat-farmers on the fighter’s honor and reputation, to return the goods
-Sentient fungi will trade 2 vats for 4 lizardmen
bodies
Established NPCs:
-Vat farmers
-The fighter’s sword master
-N’claws, the lizardman tribal chief who stacks
rocks
-Some group of settlers that secured a place “at
the edge of the jungle”
Time passed: 4 days.
Next session begins around noon of the 4th day.
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