D&D5e One-Shots, Part 1: Getting Started

Previously, I told everyone they should be running D&D5e one-shots. Here, I shared some of my techniques for pregens, as well as some actual pregens. In the next few posts, I’m going to actually talk about what techniques and tricks I use to make D&D5e one-shots sing, starting with the start of the session. For this post, I’m assuming that you’re running for players who have played D&D or another tabletop RPG before – my next post will be about players who are completely brand new.

Pregens / Characters

D&D5e is unusual in that, thanks to Adventurer’s League, often players will expect to be able to bring their own characters to the table. Also, if they have D&D Beyond, they can probably whip up a character in 10 minutes to your spec. I try to embrace this as much as I can – if I advertise a game, I’ll be clear that although I’ll bring pregens, if they’ve got (standard array) characters at the right level, I’m happy to have them instead. They do have to meet that spec though – no “I randomly rolled these stats,” or “My sorcerer is 4th level instead of 2nd, is that still ok?” – again, with the app it’s really easy to make those adjustments, so they should be at least initially balanced to the other PCs.

I usually turn up with a selection of my own pregens, a few extras from the excellent FastCharacter website, and let them pick. Running D&D, of course, that you might well have players who really know the system – so if they want to adapt or change stuff from a pregen, they can usually just go ahead and do it.

Forming a Party

This does mean that you can often have a fairly disparate band of PCs at the start of the session. I’m blogged here about using charged questions to help bring groups together, but I’ve recently started using Backstory Cards, and these have worked really well to not only tie a group together but also tie them to the setting.

With Backstory Cards, you have a few lists of individuals, groups, and locations, and then ask questions of the players to establish some shared history. With a set of cards, they can be drawn at random by the players, but I just pick some interesting questions from the cards and my lists, and manage it so that everyone gets some screen time.

Example questions might include:

  • Pools, you and Fuuwde did something in Hightower that at least one of you regrets, or is ashamed of. What lengths will you go to hide it?
  • Van Erp, your allegiances aren’t clear when it comes to the Dock Rats thieves’ guild. How did Jansora find out? What don’t they know?

As you can see the questions are pretty multi-levelled – I’m not too bothered if we don’t get right to the bottom of the question – just spitballing a heist in Hightower that went wrong will be enough to bond the players together. I use a mixture of groups, individuals and places from the one-shot itself, and peripheral to it – so, although the city watch might not specifically be mentioned in the scenario, they are around, and having some history with them means they can be on stage during scenes as much as the players (and I) want.

I do this straight after an introduction – so the start of the session looks like this:

  • players go round the table and introduce their PC’s name, race, class, and anything obvious they have set in their mind about them
  • we do the backstory cards – making sure that each PC gets some screen time. I’ll use this to drip-feed anything important about the setting, too, as they do this – sometimes I’ll amend my prep notes as well if something particularly juicy comes out
  • players introduce their PCs properly. I get them to do this like an opening montage in a cheesy TV series, like Robin of Sherwood or Quantum Leap – we see each PC in the middle of an action scene from a previous (or future) adventure, doing something that defines them in some way

This all of course takes a bit of time, but it’s well spent. At the end of this process (which I normally budget about 30 minutes for, longer if players faff around with their characters) you should have an adventuring party, rather than a collection of individuals. I’ve lost count of how many one-shots (and D&D is over-represented here) where half an hour in I still didn’t know the character names of my fellow PCs.

So that’s my approach for the start of the session. In my next post, I’ll talk about running D&D one-shots for players that are completely brand new to Tabletop RPGs, which simplifies some of these ideas a bit.

Review: Call of Cthulhu Starter Set

I have a complicated relationship with Call of Cthulhu (CoC), Chaosium’s venerable, once disappeared, now resurrected d100 game of acute sanity-smashing horror. Like Traveller, terrible experiences in my early days as a player have made me resist it’s appeal. Unlike Traveller, I suspect that CoC is really quite good. It takes the right GM (or “Keeper,” in CoC parlance) to make it sing, certainly; but it’s an ever-present at UK conventions now – the tendency for PCs to die or go insane in the face of cosmic horror makes it an ideal one-shot game.

So, the Starter Set. It’s a slim boxed set, with three books, handouts, investigator sheets (some pre-generated – always useful, some blank), and a set of dice – with an extra tens d10 for bonus dice rolls. Like all Chaosium’s recent products, it has stunning art and layout, although the covers of the books leave me cold with their massive text and small pictures.

The Fluff

20190626_173110Alongside the pregens, there are four adventures in this starter set. The first, Alone Against The Flames, is a choose-your-own-adventure solo game, in which you generate your investigator (which is a nice touch!) and attempt to avoid being burned in said flames. I know from my own experience that these things are a bugger to edit and write, but it’s a great way to learn the basics of the rules and even character generation, and well worth the effort. It would be great if new games could have something like this – I can think of only this and the excellent Monkey 2nd incarnation that have this.

The next adventure is Paper Chase, a one-on-one (“Duet,” is I think what the cool kids call them these days) adventure; and Edge of Darkness and Dead Man Stomp, two ‘traditional’ group Cthulhu adventures. These are, I believe, all ‘classic’ CoC adventures that have been updated and revised, which is no bad thing. All do very well to showcase what 1920s CoC is all about – investigative, slow-burn but not boring, and satisfyingly dangerous.

What the adventures are also excellent for is explaining how to run them. There’s plenty of advice for the GM, sorry, Keeper, and reminders about rules which are really helpful. I wouldn’t mind more of this in all published adventures – I like a reminder of rules I’m likely to forget – and ideas for pacing and what to do if the players get off track. Dead Man Stomp also has a mature and helpful section on how to address racism in the 1920s – the adventure is set in Harlem – in a sensitive way.

The Crunch

The second book contains “introductory rules,” and is easily the slimmest of the three. It manages despite this to contain character generation, skill description, and sanity and combat mechanics, which is admirable. I’d go so far as to say you could just use this for long-term play – you could easily buy Doors to Darkness after this and continue your game.

What’s great is to see them condense what appears as a traditional “hardback book” game with plenty of rules into a slim pamphlet with just the important ones. I guess this does demand the question of what else is in those two big hardback books that makes your game better – and the answer of course is Chase rules; every game needs Chase rules, and Luck spends and more gorgeous art of course.

The One-Shot

This is an excellent resource for the one-shot GM. Both of the two full-party adventures are ideal for single-session play, and contain a lot of explained structure that really helps you to think about prepping your own investigative one-shot (for more on this, see the series I did that starts here).

Indeed, this is an ideal entry drug to the joys of Cthulhu one-shots, to the point where I’m actually considering running Dead Man Stomp myself at one of my meetups – as much to get my Cthulhu chops in as anything.

All in all, a great product – and a fine addition to the new crop of Starter Sets. Even if you play Trail of Cthulhu or Cthulhu Hack, all the adventures in it are classics that it’s easy to drift or steal structure from – and it’s excellent value.

Fly-Traps and Capitalists – a Fate One-Shot

Red PlanetLast weekend, at North Star convention in Sheffield, UK, I ran two games of Fate. This was my Sunday afternoon end-of-the-con offering, a pulp Soviet sci fi raygun romp using Jess Nevins’ excellent Red Planet Fate World. I’ve written up my prep notes and post it here both as an example of what my current prep structure looks like, and also a look at what Fate can do for the Fate-curious. I used the pregens included in Red Planet itself – like all the Fate Worlds series, it’s PWYW at DriveThruRPG.

I’ve got another post cogitating that’s a sequel to my Fate one-shot advice post – since I’ve seen and stolen some more really good ideas since then – but for now, please join the Progressive Materialists of the Martian Union in finding out what happened to Trotsky IV.

Introduction

The Martian Exploratory Force Trotsky IV has disappeared in the Venusian jungles; their last contact said they had found an ancient relic and were concerned about Geometrist involvement, but they haven’t been heard of in a week. You are dispatched to sneak into the jungles on the far side of Venus and explore the jungles, but the Americans have also intercepted the message and are already on the scene.

Upon arrival the PCs find a crashed Geometrist ship, and must overcome its security systems to unlock the computer core before finding a town of native Venusians in league with the Americans have captured the Expeditionary Force. They must show the villagers the error of their ways and help them defeat the Americans, dealing with the double-agent in their midst who led the Americans to the village.

Cast

Sarah Bannon is the American Spy leading the forces on the Venusian Jungles. She is a devoted capitalist who grew up hunting deer on her father’s ranch before serving in the “quiet war.” A zealot, she has no time for the Martian communists with their socialist ideals.

Felk Yath is the commander of the town of Hath’met, in the Venusian jungle. His guards were attacked by Bannon’s forces and he was asked to capture the Martians and hold them; he’s been offered the riches of America and better weaponry for his forces, to allow him to conquer the nearby villages of Reth’met and Yess’met, and to defend against the robots that keep guard at the crash site. Yath is a typical Venusian frog-man, and he has eschewed the American trappings of his lieutenants.

Yath’s Guards wield a mixture of crude spears with shiny American Reagan-class Rifles. They are old models and prone to misfiring, but they are very proud of them. The sergeants wear baseball caps and weirdly-made baseball jackets, and call each other “Chuck” and “Buddy”

Paskin Petrovich is the leader of Trotsky IV – he’s grizzled and injured, walks with a limp and is out of his depth.

Kinyev Kusya is Petrovich’s lieutenant – she’s angry and doesn’t trust the Americans, and doesn’t know how they managed to capture her.

Vladlen Krupin is a double agent. He has been in contact with Bannon since the start, and revealed their location to the Americans so they could be captured. He hopes that a rescue mission (such as the PCs) will decipher the Geometrist’s code so he can take the weaponry himself for the Americans. He’s a physically massive man, part of the early New Man program that grafted muscle onto its subjects.

Arz Vangodal is a Geometrist who is currently trapped in the computer system of the crashed spaceship. He only really wants to return home to his own dimension, but to do this he needs his computer core to be repaired, and so far every 3D being he’s encountered has wanted to kill or rob him. He’s paranoid but could become an unlikely ally.

Scene One – Approach to Venus

The PCs will attempt to avoid the patrolling ships – there are many American forces patrolling around the far side of Venus, and they need to try and sneak in to the planet and make a safe landing

Aspects: Cloud cover and Venusian Storms, Lots of Spaceships

This is a Challenge, involving, in turn

  • A Pilot roll against +2 (Fair) to avoid the patrolling ships
  • Stealth or Crafts against +3 (Good) to evade the on-site sensors
    • If this is failed, their ship takes a consequence “Engines Damaged” as it is fired on
  • Finally, a +3 (Good) Pilot roll to land – the jungle is too thick, but they can find a clear spot and land safely
    • If this is failed, take a “Position Compromised” aspect – people know they are there

Once they have landed, safely or otherwise, they can make their way to the co-ordinates that Trotsky IV gave them for the Geometrist site

Scene Two – Jungle Attack

As the PCs venture into the thick jungle, they have to contend with the natives – a Venusian Tooth Beast, as they venture into a clearing of Venusian Fly-Traps. The Tooth-Beast looks like a 2m tall velociraptor, and is clearly enraged by activity around the site. The Fly-Traps are man-sized carnivorous plants.

Aspects: Thick jungle vines; Even the plants hate us

Venusian Tooth-Beast: stats are on p37 of Red Planet
Physical: ††††                     Mental: †††
Mild (2):
Mild (2):

Venusian Fly-Trap: Fair (+2) Fight, 2 stress per plant (default 4 plants)
††                           ††                           ††                           ††

Once they are dispatched, a search of the area reveals papers and polystyrene debris around the Tooth Beast – a Fair (+2) Lore check reveals these as wrappings of burgers and other American fast foods – and that this is what must have sent the Tooth-Beast into an even more deadly rage.

Scene Three –The Spaceship

The PCs can find the crash site now; a circular ship – think classic flying saucer design – has crashed here, and is clearly damaged. As they explore the bridge, it is clearly of alien design – there are no life support systems, and there are no signs of the robots that crewed it – they must be around the area. The doors have been brutally jury-rigged to seal them by the Venusians – it is a +3 (Good) overcome action from Craft or, a +4 (Great) Physique or Shoot to get them open – failure leads to a 3-stress explosion. Inspecting the mechanism finds that it is of American design – it’s a Bush Mk II Grenade.

Aspects: Geometry not meant for 3D people; Remnants of defence systemsBigger inside than outside – or is it smaller?

The main bridge is deserted and has clearly been for some time. They can find the state-issued insignia of their Martian comrades here, along with traces of blood which shows this is where they were attacked.

The computer core is where the geometrists, Arz Vangodal, is currently hiding. There are powerful sensors that would be able to find their comrades, and a loose CCTV -type system which Arz uses to understand the actions on the bridge, but they will have to unlock it.

This is a Contest of whichever players attempt to hack the system against Arz.

Arz Vangodal has the standard Geometrist profile from p33 – his most important skills are Will +7 (which he will use to defend against any attempt to persuade him to let them access the systems) and Craft +4 (which he uses to try and stop any attempts to hack his systems)

As soon as the contest begins, a group of security robots arrive and attack. Two arrive in each exchange until they are defeated or the area is hacked. They show evidence of self-repair from the jungle around; Arz’ ship is able to do this as well once the core is online, something that Arz has not noticed yet.

Security Robots: Fair (+2) Shoot, Average (+1) Notice; Weapon: 1

This is likely to play out as a parallel contest / conflict with some PCs attempting to hack the core while others fight off the robots.
                                                       

Scene Four: Captured!

As they are dispatching (or being defeated by) the robots, a Venusian patrol happens upon them, alerted by Bannon’s monitoring of them. They speak through awkwardly-translated voices (with American accents) that the PCs must surrender and come with them – if they want to see their friends alive. One of them carries a crackly monitor showing the three Martians at gunpoint, to reinforce this threat.

If they succeeded in bringing the core online, Bannon herself appears – and thanks the PCs for helping her to hack the system.

“This will prove very useful for the President and our ambitions on Venus – I guess you commies must be good for something! All that free education and healthcare you waste your money on I guess!”

As the PCs are having to concede, they each earn 1 fate point, plus 1 for each consequence they took in the conflict, as they are taken to the Venusian village.

Scene Five: An Audience With Trotsky IV

As they arrive in the village, they are taken to Yath, who explains the situation; he has all three members of Trotsky IV, but he needs to give them to the Americans or they will destroy his village. He has seen the technology they have, and that they will stop at nothing to get what they want. He is a formal and careful leader – but it is obvious that he is uncomfortable with the deal with the Americans. He takes the PCs out to see his men working in the jungles, distilling spirits from the Fly-Traps “A technique the Americans have already given my people,” they pass Venusians feasting on chocolate bars and drinking Bud.He speaks to  The Americans have armed his people well, he tells them – and he should be able to conquer the surrounding villages with the arms and armour he has.

As they do this, they see Venusians bringing the parts of the spaceship back, along with robot parts that are being deactivated.

They can meet Trotsky IV, who tell them, separately, that there is no hope – the Americans have a strong force here – their best hope is to try and escape.

Scene Six: Finale

There are a few options for the PCs to resolve this. It should be obvious that the Venusians are ripe for conversion – use the rules on p25 of Red Planet for this. As they turn the Venusians against their forces, they might also have an ally in Arz to trigger his robots.

It is expected that the start of this scene will be a Conversion roll to get the Venusian village on side, but other options are a Contest to sneak out of the village – use Yath’s Great (+4) Village Leader to oppose this. On a failed attempt, Yath won’t fight them himself, but he’ll use his alarm to alert Bannon, and they must fight both his village guards and Bannon.

As they do this, Vladlen’s treachery will trigger – as they see him communicate to Bannon what is happening, and a force of Americans attack!

Sarah Bannon: American spy
Aspects: Veteran American Spy; Carries a torch for Vladlen Krupin; For Mom and Apple Pie!; Deadeye Shot; Exploit the Exploitable
Skills: Fantastic (+6) Shoot, Deceive; Superb (+5) Athletics, Fight, Physique; Great (+4) Investigate, Notice, Will
Stunts: Mook Shield – spend a fate point to divert an attack to a nearby GI; No Taste for Personal Danger – +2 to create an advantage with Athletics by diving behind cover
Stress: Physical  Mental 
Mild (2):
Moderate (4):

Vladlen Krupin: Martian Double-Agent
Aspects: Super-tough super-spy; In love with Bannon
Skills: Fantastic (+6) Physique; Superb (+5) Fight, Shoot
Stunts: Poison grenades – by spending a fate point you can physically attack everyone in a zone
Stress: Physical  Mental 
Mild (2):

GI’s: Good (+3) Shoot, Average (+1) Athletics – Weapon +2
†††    †††    †††    †††    †††    †††

As always, let me know if you find this useful – or even run it – and watch out for more one-shots in future. I’m trying to write up as many of my convention games and put them on here as I can, so let me know if there’s anything you’d like to see.

Snowblind – A Star Wars Age of Rebellion One-Shot

After my post reviewing the Star Wars options, I dug out my old convention one-shot for Age of Rebellion, FFG’s rebels vs. Imperials game of strange-diced Star Wars. It’s balanced and designed for five starting AoR characters – the pregens that I used are here.

A note on how I’ve described NPCs here – a score of YYG, for example, means 2 yellow and 1 green dice – although often enemies will be instead adding red and purple dice to the PC’s rolls when they are opposed. This one-shot also predates my standard trad format for one-shots – I ran it several years ago at one of the first Go Play Leeds meet-ups.

It’s also here as a single .pdf – let me know if you run it, hack it, or just use it for inspiration. It was largely inspired by the fantastic Strongholds of the Resistance sourcebook, which has further details on Hoth – as well as other rebel locations and lots of adventure hooks. One of my pregens is a Pol Massan from that sourcebook, too. And note that this is an entirely planet-bound adventure; it avoids the ‘pilot’ being useless by making them a Tauntaun tamer and including a Tauntaun chase in the finale.

And let me know if you want more Star Wars content – I’ve got at least four or five one-shots sketched out, and only two of them involve Ewoks and Gungans.

Snowblind

An Age of Rebellion Adventure

Background

TaunTaun

Tauntaun – these might be important later

Three days ago, sensors on Echo Base picked up a signature of a shuttlecraft; it appeared to have breached Hoth’s limited orbital defences by accident, and crash-landed on in the hills to the North. A patrol, led by Lt. Nela Arseli, was quickly despatched to investigate and check that the base had not been discovered. Communication was lost with them – there are rumoured to be radioactive deposits in the hills which can interfere with comms, so this is not necessarily a problem, but the rebels are twitchy and cannot risk Echo Base being discovered this close to its completion.

The PCs are sent out in a snowspeeder to identify the lost patrol, and find out what happened to the shuttle. They have the shuttle’s coordinates, and some details of the signatures of their allies sensor packs.

The shuttle, the Emporium, is a brig, escorting Vander Krag, a notorious pirate and Hutt ally, through backwaters to be tried. Krag somehow seems to have hacked the shuttle’s navigation systems and landed it on Hoth, but has fallen foul of the planetary defences. He and his pirates escaped in the crash and took shelter in some caves nearby, hoping to find the resources needed to repair the shuttle.

It has been attacked by planetary defences triggered by Goran Zuck, a Bothan rebel and quartermaster who used to serve with Krag. Zuck, a one-eyed, bad-tempered rebel, plans to join up with Krag and reveal the rebel base’s location – he reckons that only someone as experienced in skulduggery as Krag could help him escape the rebels and the Empire.

The remaining Imperials are sheltering near the shuttle, having booby-trapped it for when Krag returns with a bomb.

Arseli’s patrol never got as far as the shuttle, being ambushed by Krag’s pirates as soon as they got near – but now both rebels and pirates are held in the caves by a tribe of Wampa. Krag is pretty sure that they’ll get rescued, but Arseli is worried that more rebels will reveal Echo Base’s location.

Synopsis

The PCs track the signal to the shuttle and approach it, and the booby-trap (set by Zuck) and subsequent Imperial Ambush damages their shuttle. They can track the escapees to the nearby caves through the Biting Snow, and navigate the caves, facing a Cave-In and hiding from wampa to eventually rescue the Arseli and Krag from them in the Wampa Caverns. At this point they encounter Zuck and his loyal rebels; Krag then takes flight upon learning of the base, equipped with the scavenged equipment from the rebels that he will need to repair the shuttle – and the PCs must give chase in a Tauntaun Pursuit to capture Krag and decide what they do with him.

Scene One – Briefing

The PCs are briefed of the previous situation – there is their team and another in the room, Goran Zuck, a one-eyed Bothan who works on shuttlecraft, keeping them in good repair. Zuck and his crew of 3 rebels are to scour the wider area looking for the shuttle and the escapees, while the PC team is to search on the ground. Upon launch they find Zuck is inspecting both his own shuttle and their snowspeeder.

Scene Two – Imperial Ambush

The coordinates of the shuttle crash lead to a narrow valley ringed by crags. The shuttle lies half-buried in the snow, its nose deep in the drifts. As they approach they trigger the booby- trap; the speeder will crash into the snow, but the Pilot can make a Hard Piloting (Planetary) check to try and crash ‘safely’ – unless they succeed each PC takes 3 Strain as they are jolted about. They can see shapes moving around in the site, and are ambushed by the remaining Imperials – there is a Tie Ace leader, the pilot, 4 Tie Pilots and 4 Troopers. The troopers attack in pairs as minions, but the pilots are alone. This is a combat that uses Vigilance for initiative.

Vindo Palass, captain: Initiative GG, Soak 2, WT: 12
Attack – Lt Blaster Pistol GGGG, Dam 5, Crit 4, Stun setting

Crewmembers: Initiative GG, Soak 2, WT: 5       5      5       5
Attack – Lt Blaster Pistol GGG, Dam 5, Crit 4, Stun setting

Pairs of Troopers: Initiative YGG, Soak 4, WT: 10        10
Attack – Lt Blaster Pistol YGG, Dam 5, Crit 4, Stun setting
Frag grenade (1 each) YGG, Dam 8, Crit 4, Rng Short, Blast 6

The PCs can then explore the shuttle – they find it is an Imperial brig and there are signs of around 15 crewmembers and 6 prisoners. A thorough search reveals that many of the systems are damaged, but the shuttle could be repaired if supplies could be scavenged. A Survival check also reveals tracks leading further North towards the hills, and that there are caves there they should be able to shelter in. Their snowspeeder, similarly, is damaged from the blast and will need repairs – and, unsurprisingly, their comms are dead.

If questioned, Palass will reveal (after a Coercion or similar test opposed by his Willpower of 3) that they were overtaken by Krag and that they are a brig – in the blast Krag escaped, but they heard signs of a firefight yesterday – they thought they were going to be rescued, but it never happened. He will reveal that all of the armaments in the shuttle were taken by Krag’s band, so they are possibly heavily armed.

If they inspect their own snowspeeder they find the computer systems fried and almost beyond repair without additional supplies; an opposed Mechanic or Computer check (opposed by Zuck’s skill of RRP) will show them that it has been sabotaged sometime in the last 24 hours.

Scene Three – Biting Snow

The PCs must make their way to find shelter and track the escapees through the snow. They walk past Tauntaun fields on their way to the hills, and everyone must make a Medium Survival check, with one black dice – anyone failing to get Successes suffers 3 Strain from the exertion and cold.

Trigger a montage with each player in turn describing their exploration towards the caves – they could hear Wampa cries, or their comms suddenly flare into life, or anything else the PCs come up with. They should emerge at the cave systems – they can see bootprints leading into the caves, and there are fresh bloodstains visible on the way in. They can follow the tracks deeper into the cave.

Any Imperials with them will refuse to go any further and must be calmed by appropriate social skills.

They will get occasional communications from Zuck and his team as they explore to the north – he can confirm that there are caves and shelter to the north, but as the snowstorm comes in he loses contact and hangs back higher up.

Scene Four – Cave-In

As they explore the caves, there are a number of challenges:

The PCs come to a cliff with the remains of climbing tack attached to it – they must carefully proceed down, requiring a Medium Athletics check from the lead climber and Easy ones from the rest of the party; failure results in a fall, requiring an Average Athletics or Coordination check to reduce the 6 damage and 6 strain suffered.

At the foot of the cliff, there is a narrow, icy bridge across a ravine. Signs indicate the escapees came this way – but the way is significantly slippery. There are pitons and rods of steel placed across the walkway, and Mechanics can be used to repair it sufficiently to make it safe again.

Their path then winds down into deeper caves, and they begin to hear a roiling above them – they are about to be in the middle of a cave-in. They can choose which skills in turn to roll to try and get out – they need 5 successes in total between them to escape unharmed, and could use Survival, Athletics, Coordination, or even a relevant Knowledge skill to get out of the way.

After the escape and flee the cave-in, they find themselves in a huge cavern, with a group of humanoids tied up above them. As they can attempt to free them (Stealth check to get one free before a Wampa notices them), they hear a the call of two Wampa – a mating pair – leap from the ceiling to engage them – and they must fight.

Wampa x2: Init GGG, Soak 6, WT: 20      20
Attack: Claws YYYGG Dam 8, Crit 3, Pierce 3, Vicious 2
Stunning Blow – may inflict damage as Strain instead – they start doing this until wounded when they will change to lethal combat.

When the wampa are driven off (if one is defeated the other may stop to cradle its mate while the PCs can escape) – they can flee to the caves above and emerge into the Tauntaun fields; where the snowstorm has cleared. They can then rescue Arseli and Krag, who are pleased to be rescued and Krag tells them his pirates now have the wherewithal to escape the planet. Suddenly, he turns on Arseli, holding a blaster against her, and mounts a Tauntaun and tries to flee.

Scene Five – Tauntaun Pursuit

The party emerges in a narrow canyon full of grazing Tauntaun – difficult, if not impossible, to be seen from the air.

At this point is also where Zuck’s patrol begins to track the PCs – they have 3 rounds while the his speeder lands and attempts to rescue Krag. Zuck needs Krag to be in the clear, at which point his speeder will land and ‘rescue’ Krag, either taking him with them or killing the PCs.

Krag’s six pirates will stay and fight the rest of the PCs while Krag makes his getaway – each round he moves one range band away, starting at Short.

To give chase, a PC must first calm and mount a Tauntaun – an Average Survival check – and he can then give chase.

Krag: Init YYG, Def 1, Soak 5, WT 20,                      ST 12
Attack: Hvy blaster rifle   YYYG  Dam 10, Crit 3, Auto-Fire
Vibro-ax YYYY Dam 9, Crit 2, Pierce 2, Sunder, Vicious

Pirates x6 (in pairs: Init Y, Soak 4, WT 10     10      10       )
Attack: Hvy blaster pistol YGG Dam 7, Crit 3, Stun setting

Goran Zuck Init GY, Def 0, Soak 1, WT 12
Attack: Hvy blaster rifle YY Dam 10 Crit 3, Auto-Fire
Adversary 1 (add 1 to difficulty when attacking)

Rebels x4 (in pairs: Init Y, Soak 4, Wt 10      10        )
Attack: Hvy blaster pistol YGG Dam 7, Crit 3, Stun setting

Zuck’s rebels can of course be reasoned with by a successful social skill against their Willpowers of 2 – they are: Jerej Crane, a human male; Zin Taske, a Bothan female; Penta Kyal, a human male, and Adi Roeder, a Mon Calamari male.

Once they have captured Krag, they have to decide what to do with him. He almost certainly knows there is a rebel base on Hoth now, and will attempt to escape and sell this information to the Hutt as soon as he can. Encourage the players to make the judgement themselves rather than just taking him back to Echo Base – and allow for the possibility of a really good social check resulting in him joining the rebellion.

The speeder can be repaired with a Hard Mechanics check to return to Echo Base and debriefing.

Review: Guildmaster’s Guide to Ravnica (D&D5)

Let me begin with a disclaimer. I do not play, follow, or even really understand Magic: The Gathering. I understand that Ravnica is a setting in Magic, where some of their cards are set (?),  and that Wizards of the Coast own both properties, so it makes logical sense to bring a D&D supplement covering it as a game world. I had written this off as a game supplement I did not have to get into – that it would be much more useful to players in the intersect of the Venn diagram of RPG/Card gamers. And I’m not a massive fan of high-magic kitchen-sink setttings, so Ravnica probably wasn’t for me. (M:TG has got to be high-magic, yeah? It’s in the name).

GGRThen I browsed the book, and saw it had steampunk mad scientist goblins and anthro elephant men and centaurs and mushroom druids, and shrugged my shoulders and bought it. I’m glad I did. It’s a funky and original setting that shakes up some D&D expectations, and it’s also ideal for one-shot play.

The Fluff

Ravnica is a world-sized city; an entirely urban game world. What areas of ‘wilderness’ there are are rubble pits, ruined parts of the city, or ancient catacombs. It’s steampunky; there’s underground trains, bio-engineered human hybrids, and a scientific approach to magic from many of the guilds that bicker and fuel much of the conflict in the setting. There are ten guilds, each ostensibly running a part of the city’s functions, but also at each other’s throats. A tenuous Guildpact keeps them from open warfare, but it is currently manifested as an actual person, who keeps wandering off onto other plains, so it’s policed unreliably.

The guilds themselves are at the centre of play in Ravnica, and they range from the fairly vanilla (the Azorius Senate are the city watch, the Boros Legion are the army/mercenaries) to the interesting (the Cult of Radkos, led by an actual demon, provide performance and entertainment like bloodthirsty court jesters), to the brilliantly gonzo (the Simic Combine use bioengineering to augment evolution, the Orzhov Syndicate are a combination church/bank/thieves-guild led by a cabal of ghosts).

There’s a chapter covering in just the right amount of detail (for me at least) the Tenth District of the city, with lots of stuff for players to do and trouble for them to get into, and each guild gets a set of random mission tables, an iconic location mapped out, and a bunch of monsters and NPCs. The NPCs are great – the Izzet League, mad scientists and experimenters, have several NPCs who are basically flamethrower-wielding guards. D&D5 could use more NPC stat blocks, and this chapter is full of interesting ones, and they are easily adaptable to other settings.

The Crunch

You get six new races – Centaurs, Goblins, Loxodon (elephant-men), Minotaurs, Simic Hybrids (bioengineered humanoids), and Vedalkin (blue-skinned semi-aquatic humans). There’s an extra Cleric Domain (“Order,” yawn) and the Circle of Spores for druids, as well as detailed guidance for which classes and races would fit for each guild. Each guild also comes with a default Background option that links the PC into the Guild they serve.

There’s lots and lots of random tables. D&D5 has really embraced these and I think it’s a good thing. Where previous D&D settings sometimes left me feeling stifled at the weight of background needed to navigate it consistently (Forgotten Realms in particular), distilling implied setting into random tables is a much clearer way to set your imagination running. If you’re not convinced, you can listen the The Smart Party here use the DMG to create a random adventure, and see what I mean.

The One Shot

While there’s some discussion of how PCs from different guilds could work together, I can see lots of great one-shot play emerging with the PCs working for just one guild. The structure of the guild interactions, and the resources provided for each of them, mean it’s easy to think up some exciting scenarios – pick a Guild for the PCs, pick the Guild they are up against and a villain’s nefarious plan, and then throw in another Guild with perpendicular interests to get in the way and complicate matters.

There’s enough variety within each guild to make a sufficiently distinct group of PCs, and the mission-based structure works really well for a tight opening to your one-shot and an obvious climax. Conversely, the urban environment and the option to move around the city quickly make it easy to have multiple resolution options in the middle of your one-shot (the swell, which I talk about here). It even comes with a sample adventure, which is good (but not Great – I’d have preferred a more exciting enemy than a Goblin gang-lord, and you could fairly easily set most of the adventure in Waterdeep or Sharn), but it gives a good framework as an introduction to the setting. Of course, it’s written more as an intro to the setting than a one-shot, and so provides leads at the end for the PCs to follow up, but having an adventure as a matter of course in a setting book is a good thing generally.

In general, I’m really pleased with Ravnica as an addition to the D&D stable, and I think it’ll make for some excellent one-shot play. Now, how’s about Spelljammer and Dark Sun?

“Which PC do you most want to die?” – Setup Questions in One-Shots (and Grogmeet 2018)

I’ve just returned from Grogmeet 2018, a one-day convention organised by Dirk the Dice at the Grognard Files – it’s almost a spin-off con from his podcast; I doubt there was anyone in attendance who didn’t regularly follow the ‘cast. It was unusual, and refreshing like a warm pint of bitter, and threw up some interesting game points that I’ve tried to cobble together into a post.

An Odd Bunch – and no, I mean the games

hitthenorth

Great to be back in Manchester, too

As befits an event steeped in nostalgia for the games of yesteryear, there was a wide selection of games that I don’t think you’d see at any other convention; from Tunnels and Trolls, to Flashing Blades, to new releases of old favourites like Runequest Glorantha and Warhammer FRP 4th edition, to the extreme niche (Price of Freedom? You might remember it from old copies of White Dwarf – it’s the game with a massive picture of Lenin on the front of it).

I would be very surprised if a more diverse (and frankly bonkers) selection of games is on offer at any other convention. And all were run with enthusiasm, and received with enthusiasm. I go to a lot of cons, and I’m don’t think I’ve seen a convention with so much enthusiasm for the hobby. It practically oozed out of everyone, particularly after a few beers. I played in an excellent game of Warhammer Fantasy Roleplay (4th edition) from Gaz from the Smart Party in the morning, and in the afternoon I ran Twilight 2000.

Indie-ing Twilight 2000

Before I go on, let me preface that I won’t be running T2000 again, and I can’t recommend that you do. I don’t want to spend too long going through my issues with the game, but have a few bulletpoints that I just need to get off my chest:

  • extremely low skill levels (at least if you generate PCs who aren’t in their 50s – good old GDW lifepath systems, eh?) As a d10 roll-under system, apart from combat skills it’s reasonable to have a character sheet that looks much like a Gumshoe game – lots of skills of 1 and 2. So lots of failure
  • difficulty is represented by doubling or halving your skill value. This is… swingy. So most shots in Combat are Easy (doubling) but that gets knocked down to Average because even if you spend an action Aiming, it only applies to the first bullet fired. Difficult actions are virtually impossible; Easy actions are often trivially easy.
  • a boringly overpowered initiative system. Initiative is a static value. If you have Initiative 3, you act in Phase 3, Phase 2, and Phase 1 (phases count down – because that’s obvious, right?). If you have Initiative 5, you get 5 actions, starting in Phase 5. If you have initiative 1, you not only act last, but only get one action.
  • automatic fire is independent of skill and requires a bucketload of d6s, with each 6 counting as a hit. I’m all for rolling a handful of dice, but once you hit double figures it starts to get less fun. There is a rule to avoid rolling too many which restricts the number you might have to roll for emptying the magazine to a maximum of 50d6; because otherwise our machinegunner could have had to roll 250d6 at the table.
  • there’s no Search skill. Like, seriously. I guess I could have used Observation, but as that’s the only perception skill, I felt like I was calling for rolls on that quite often too.

In short, you could sketch a system blindfold on the back of a fag packet right now that would still be smoother and more consistent than T2000. It was even worse in play than I was expecting – so in order to mitigate that I tried to make plenty of the session not be about the rules. To do this I used two sets of questions – and I’m going to share the technique here as a system-neutral tip for any game (even if you have a game system that actually works!)

Setting Questions

twilight 2000 pic

Pregens – with requisite gun porn and service history

After my pregens were handed out (and a brief summary given of the implied setting – post-apocalypse nuclear fallout, game set in South American jungles, isolated settlements beset by nomadic raiders) – I went with this set of questions, asked to the whole table but with the expectation that they were to be quickly decided rather than discussed and mused on. There were a couple of quick vetoes used (“No, that sounds rubbish”) – and I tried to join in about as much as the other players with new ideas, while also guiding and pulling together their discussions

  • What is your home community like? What is its name? Who’s in charge?
  • What does your community have in abundance? What does it lack?
  • There are rebels who live wild and want to steal from your community. What are they after?
  • There’s another community – you used to get along but not any more. Who are they? Why did you fall out?

I had a few other questions, about where they got their ammo, and who else they knew, but these provided enough of a setting – an old cocaine farm, rich in resources and defences but short of food and leadership, led by Vega (I think) – who’s first establishing Q&A of “What’s he like?” “He’s an arsehole,” set the tone for the whole community.

I then introduced another key NPC for the adventure, Old Isaac, a trader who has gone missing, and they decided on some facts about him – then they made three NPCs that they cared about – this was the patrol that went to investigate before them.

I was hoping that by asking the players to design the NPCs (even though I had stats for them and a rough idea what would happen to them) they would actually care about them. In the final scene (spoilers!) they had to battle against the three of them mind-controlled, and while it wasn’t a moment of world-shaking pathos and tragedy, it did lead to some interesting roleplaying, even if they only managed to save one of them.

PC-PC Questions

Neither of these ideas is original, of course, and this one in particular was taken mostly from Dungeon World Bonds. Basically, as you want the PCs to function as a team, by getting them to say how they feel about each other, the PCs get rounded and well-defined not just by their own player but the others around them. And it was dead simple.

Every PC had these questions on their character sheet – they just went through them after everyone had given a brief character description.

  • Who do you trust most on the team? Who’s always got your back?
  • Who do you always keep an eye on? Why?
  • Who’s pulled your shit out of the fire more than once?
  • Who is out of their depth and needs protecting for their own good?

Some of the players were pleasantly surprised when this threw up some asymmetrical relationships (one player trusting another who didn’t trust them back); I’ve seen that happen every time I’ve used this technique, and it’s golden.

Did it work?

I think it did. I won’t be running T2000 again – the disconnect between system and play was too much – but it felt like everyone had fun – including me. The two question techniques above can be used for any game, and I’m sure will have similar effects. It’s mostly about shared ownership of setting – which leads to investment in the adventure, which might make the players actually care a bit more about their characters. I’d be interested if anyone has had any success running T2000 in, like, the past 10 years or so, and how they found the system. I can’t quite bring myself to write up my prep notes or pregens into a publishable form, but I’ll try and get round to it if people are interested in it.

It was also a first for me in ages at running a mostly-investigative game. I’m not sure I’m very good at them yet, but it gave me enough food for thought that I might trot out some more at cons or Go Play Leeds in the future, and I’m sure they’ll make it onto the blog.

Gringle’s Pawnshop – a 13th Age Glorantha One-Shot adventure

Like all of our community, I was very saddened to hear of Greg Stafford’s sad passing. As just the week before I’d been running a ‘tribute one-shot’ to one of his classic adventures, it felt only right tidy it up a bit to share it here. Greg was the creator of Glorantha, which I’ve talked about here, and also (by all accounts – I never got to meet him myself) a thoroughly nice bloke – so many of the tributes to him have talked as much about how friendly and welcoming he was as well as his innovations in game design and worldbuilding.

Last weekend, at Furnace convention in Sheffield, UK, I ran three games of 13th Age Glorantha. I had planned to run two, but a few GMs had to pull out so I offered up another game in one of the slots. The first was Beard of Lhankor Mhy, for 2nd level PCs and published in Hearts in Glorantha 7 from D101 Games (along with the pregens). The second was a 3rd level one-shot, Into The Wasps’ Nest, where the PCs had to petition both the trolls of Troll Wood and the Wasp Riders of Wasp Nest to aid the Sartarite tribes.

This was the third – an update of the classic Apple Lane scenario by Greg Stafford for 1st level 13G characters. I set it a month after the original adventure, when the PCs have to clear up after the last adventurers, and tried to make it a lighthearted pastiche of the elements of the first adventure. I trust Greg would see the funny side – I mean, he did invent Ducks, after all, so he can’t blame me for putting one in a tuxedo, surely? The adventure is also here as a .pdf if you want to print it out.

Gringle’s Pawnshop

A 13th Age in Glorantha Adventure for 1st-level PCs

Introduction

As your band of heroes wanders out in search of adventure, you seek out the Runelord Gringle, proprietor of his Pawnshop in Apple Lane. But upon arrival at the hamlet, you find it overrun by trollkin, with Gringle and his faithful Duckservant Quackjohn trapped in the Pawnshop. After rescuing them, they tell you of their problem – Apple Lane has fallen into ruin since the temple of Uleria was ransacked by a tribe of baboons. The priestesses have been kidnapped and taken into the hills – the players must rescue them!

Dramatis Personae

Gringle is a white-bearded man obsessed with his stock and the hoarding of magic items. A Runelord of Issaries, he enjoys nothing more than the hustle and bustle of trade, but this has all but dried up since the baboons ransacked the town. His collectors nature has, in fact, proven to be his undoing. A tribe of baboons returned last month to claim their stolen necklace of Toothsharp from the shop, easily dispatching the rookie adventurers Gringle had employed to guard it. So easy was the recovery that they also saw fit to set fire to the Tin Inn and kidnap the three priestesses of Uleria while they were at it, leading to his present predicament. Gringle is a pleasant fellow who speaks kindly to adventurers – but he dislikes getting his hands dirty, hence his propensity for hiring adventurers to do his dirty work.

Quackjohn is Gringle’s longsuffering duckservant. He speaks rarely, and when it is it is often to remind Gringle in weary tones of something obvious he has forgotten. He is usually clad in a worn and battered tuxedo. He has pulled Gringle’s neck out of more than a few scrapes, and grows weary of his time serving his eccentric master.

The three kidnapped priestesses are the true power keeping Apple Lane going. They have manged to ensure that the regular visitors to the pawnshop spent their money freely with the local businesses, and kept the bickering farmhands in line. It is no surprise that without them Apple Lane has fallen to ruin.

  • Avareen Bosom is a hard-nosed and fearsome woman, and the true leader of the town – a stern yet kindly woman in late middle age.
  • Pretty Aileena is indeed pretty, but also the shrewdest of the three. Gringle in particular has learned several times not to trifle with her quick wit.
  • Bingoood is the youngest, barely out of her teens but already possessed of powerful magic and a temper to match

Khochaz the baboon cannot believe his luck. A minor tribal leader, he has managed to not only reclaim his prized Toothsharp necklace but also capture three human females who he hopes he can ransom to the strange shopkeeper from the village. He’s good at leadership and keeping his crew in line, but less good on details like keeping close eyes on the hostages or making sure his baboons guard the camp properly.

Biglaugh Bigclub is the mercenary Khochaz employed to help him loot the pawnshop. He has stayed with the Baboons (along with Pinfeather, a duck thief) in order to try and double-cross them, and steal both the humans and the Toothclaw pendant. Both him and Pinfeather are neither bright nor brave, however, and are prevaricating over the best moment to escape with the prize – maybe when some heroes attack the Baboon camp?

Scene One – Apple Lane

As the heroes approach Apple Lane, they find it very different to what they expected. The Tin Inn lies in ruins, and the Temple of Uleria has been trashed. Print out and place one of the many available maps of Apple Lane into the middle of the table (there’s a good one in the RQG GM’s pack) and draw the destruction on with a sharpie. As they explore the town, they hear skittering and screeching – before a group of Trollkin ambush them!

There is one Dark Troll Warrior, Shuffle, and 9 Starving Trollkin Wretches. If the Dark Troll is killed, make a Save for the remaining Wretches – they will attempt to flee. If you have fewer or more than 5 players, add or subtract 3 trollkin per player. Their statistics are in 13G p295.

Scene Two – Meeting Gringle

As the scene clears and the trolls and/or trollkin flee, a white-bearded man emerges from his ruined Pawnshop, followed by an elderly duck in a tuxedo. He introduces himself as Gringle, and states that he was just about to deal with the trolls himself using his “powerful Issaries rune magic.” Quackjohn rolls his eyes and coughs politely.

He explains the situation – Apple Lane is in a sorry state, and he is forced to admit it is since the priestesses were captured. He had acquired a necklace of Toothsharp through perfectly legal means, but the tribe of baboons who claimed it decided to raid his shop. Thinking it prudent to employ some protection, he employed a group of adventurers, who failed so poorly at defending his shop that the baboons (and their allies, who were led by a centaur) then set about looting the town and carried off the priestesses.

If questioned about where he was with his powerful magic while this was going on, he was involved in an important Issaries ritual in the basement of his shop, which also required Quackjohn’s attendance. When he emerged in the morning he was dismayed to find that the adventurers had fled, leaving him with a disunited village, many of whom started to flee to neighbouring towns since their protectors had so abandoned them. The troll raids started shortly afterwards.

He implores them to rescue the priestesses – he knows that the baboons tribe will be in the hills to the southeast, towards Highwyrm.

Scene Three – The Journey

As the heroes set off on their journey, and they have the directions from the adventurers who sold Gringle the Toothsharp necklace. Play this scene as a 13th Age montage – each player in turn narrates an event on the journey. Begin by narrating their first obstacle as they set off – the bridge across the river to the foothills has been cut by the trollkin as they ransacked the village, and they now stand at one bank of a mighty rushing river. Pass to a player who narrates how the party manage to overcome the obstacle – add a twist yourself if you wish to, to remind them that they are entering the wilderness and that chaos is afoot – and they then narrate the next obstacle. Proceed until every player has taken a turn – further examples of this are in the 13th Age GM Screen pack.

In your twists as GM, play up how dangerous the terrain is and add in any additional monsters just to add to the peril – they are venturing into dangerous mountains. The hills should gradually turn into mountains as they approach, until they come across the Baboon’s camp, nestled in a rocky valley and well defended.

Scene Four – Baboon Camp

The Baboons have taken up their camp in an old abandoned Dragonewt temple. The Baboon camp is as well-defended as it can be by a tribe of semi-sapient monkeys. Bigclub has attempted to organise some sort of watch system, but he knows he might need to sneak out one night so hasn’t bothered too much when the Baboons keep wandering off and losing interest.

As the players approach, they can see the chaotic attempts at guarding, and there are many opportunities to formulate a plan; judicious use of runes may work here. The baboons guard in pairs before they inevitably begin to wind one another up and fall about fighting or arguing, before Khoshaz jumps on them with his big stick to whip them into line.

If you like, sketch a map of the area and allow the players to think about their approach; any reasonable plan should be able to give them the advantage of surprise, or of not having to fight all the Baboons at once, particularly if the players make judicious use of runes.

If they vacillate, have matters come to a head for them. As they watch, a patrol of Baboons spots them, and a round later, they see Bigclub and Pinfeather attempting to carry the priestesses off.

There are a total of 10 Baboon Troopers from 13G p244, plus the NPCs detailed below.

This is a double-strength fight, so could be dangerous for the PCs if they don’t have their wits about them. There are a few ways to manage this

  • If the players are finding it too easy, more Baboons rush to their fellow’s aid – add an extra three Baboon Tribesmen
  • If they look to be finding it hard, allow Avareen breaks out of his bonds and runs across to them. A glow of love suffuses the battlefield, and all involved can heal using a recovery; this may also cause Bigclub and/or Pinfeather to be occupied for the next round chasing after her and re-capturing her

 

Khochaz, Baboon Leader

2nd level leader

Initiative: +8

Long spear: +8 vs AC – 5 damage

Natural 16+: Other baboons gain a +2 damage bonus against the target until the end of the battle

R: Sling +8 vs AC (one nearby or far away enemy) – 5 damage

Surviving: When an attack hits Khochaz and he’s staggered, roll a normal save. If it succeeds, it hits the other baboon instead.

AC 18                     PD 17                     MD 14                   HP 40

Bigclub, Centaur Raider

3rd level troop

Initiative: +9

Charging Lance: +9 vs AC – 12 damage, and the target pops free from the centaur

Hit ‘em hard: The crit range expands by 2 (18-20) and instead deals 16 damage on a hit if Bigclub first moves before attacking a new enemy

Natural 18+: The target is also dazed (-4 to attack) until the start of its next turn

Big Club: +8 vs AC – 10 damage

Natural even hit: Bigclub can Kick as a free action

Kick: +7 vs PD (1d2 enemies engaged with Bigclub) – target takes 4 damage and      pops free from Bigclub

Harnessed speed: +4 AC bonus vs opportunity attacks

AC 19                     PD 16                     MD 13                   HP 48

Pinfeather, duck thief

3rd level archer

Initiative: +9

Daggers: +9 vs AC (two attacks) – 6 damage

R: Shortbow +11 vs AC – 8 damage

Natural even hit or miss: Pinfeather can make a second shortbow attack as a free action

Quick shot: When Pinfeather is unengaged and an enemy moves to engage it, roll a normal save. If successful, Pinfeather can make a Shortbow attack as a free action just before he is engaged

AC 15                     PD 14                     MD 11                   HP 46

 

 

Scene Five – Victorious Return

The heores can now escort the three priestesses back to Apple Lane. Once their equipment is recovered, they cast a ritual that returns them to their temple; and as they harness the power of the Toothclaw necklace to do so, it crumbles into dust while the walls of the temple are rebuilt.

The find Gringle in good spirit as they return – he had found a few charms in his store, and has set about rebuilding the Tin Inn – riding into town is Bulster Brewer, the landlord, who says that now the baboons have been defeated he plans to reopen. He reckons there are still a few barrels in the cellar that should be good, and opens them while the players, Gringle, Quackjohn, Avareen, Aileena, and Bingoood drink to celebrate Apple Lane’s return to prosperity!