Don't Forget Your Boots

Meandering aimlessly around the GURPS landscape

Tag: not Dungeon Fantasy

Thrown Debris and the Wastelander Vine

One of the protagonists in our ongoing After The End game is Vine, a sentient plant scavenger who carries no weapons, preferring to live off the land. When combat occurs, they cast around for random debris to throw. So far, I’ve been more-or-less faking it, calling for a Scrounging roll and going with my gut. It’s time to put down some official numbers.

Read the rest of this entry »
Advertisement

After The End #4: “Candygram”

“He’s a killer – he’ll rip out your heart
On a one way track and you’re not coming back
‘Cause the killer’s on the attack”

– Accept, “Fast As A Shark”

An early start and an uncomfortable lunch. A manifesto, gently delivered. What to do when the crops are coming right at you. Sky-weasels, houses in the air, and wholesale jerky production. The rolling wounded. A desperate standoff, at least on one side. “That was not only a dolphin!”

Read the rest of this entry »

After The End #3: “Sounds Like Bull To Me!”

“On a warm summer’s evening

On a train bound for nowhere…”

– Kenny Rogers, “The Gambler”

Morlock trouble. A home invasion of the home that our protagonists invaded. Travel. Missing the start of the show, but not the end. Scary rumors. Friends in high, and low, places. A windy day spent inventing.

Read the rest of this entry »

City Stats: The Valley

I’ve been fiddling around with GURPS City Stats and GURPS Mass Combat a bit, trying to get some solid stats around the valley where the action has been taking place, and the forces available to the Mayor. If nothing else, I figure I can get an idea of how many people are guarding that big bridge to the north.

Read the rest of this entry »

After The End #2: “The Holy Glow”

“So I’ll close my electronic door
And keep the cold outside
And hug my aluminum pillow
Oh so tight
And pray the radiation doesn’t
Make me sick tonight”

– Warrant, “April 2031”

In which our protagonists go scavenging around town, with mixed results… but the real loot is the friends they make along the way. Encounters with the outside world. Varying attitudes towards radiation. A rainy day spent inventing.

Read the rest of this entry »

Who’s Who in the Wasteland

It’s time to take a closer look at our… well, not so much “heroes”, so let’s say “protagonists”. Let’s get to know our wastelanders.

Read the rest of this entry »

We’re Running An “After The End” Hexcrawl, Y’all!

With the end of the previous long-running (by our standards, at least) campaign, it’s time to look to the next thing. And it looks like the next big thing is… The End.

Read the rest of this entry »

Steampunk Monster Hunters #7: “Oh, The Humanity”

We skipped a month, there, due to various illnesses and troubles, but this time, we had a full house. With Esmerelda, the changeling, captured and taken by the fae last session, we see the return of an old friend…

On the character development front, Mercy has been saving up for Ritual Adept, and Margaret invested a chunk of points in Magery and Path of Crossroads. We’re digging deeper into Ritual Path Magic, after a long time dabbling.

Who’s Who

  • Lucretia Gasser Buttersnaps, Philanthropist Commando, American gunslinger
  • Margaret Anne Chapman, Accidental Hero Sleuth, snoopy apprentice witch
  • Mercy Patton, Philanthropist Sage, nanny to the supernatural
  • Nayler H. Knuer, Philanthropist Techie, lapdog of evil
  • Octavious Buttersnaps, Hired Gun Psi, last seen on a quest to handle a werewolf bite
  • Tommy Nine, Operative Experiment, undercover mechanical man

What Happened

The dispirited survivors of last session’s defeat sailed through the night aboard Nayler’s oversized balloon, as he tended Margaret’s wounds from the fight with the lamia. They returned to London, docking at Mercy’s townhouse, where they met Mercy and Tommy Nine.

Tommy had only just returned the night before from a mission to the Continent, helping track down a faerie smuggling ring operating between the Middle East and Britain. His team had discovered clues pointing towards a connection with Russia, which was being followed up by other members of his organization. Due to his status as no more than a coveted piece of equipment, no one particularly noticed either his absence or his return.

Read the rest of this entry »

GURPS Supers Character: Jade Rocket

That one guy has been pondering on a 600 point supers game. The idea, as I understand it, is that the PCs are the first generation of supers… so, of course, I had to make a legacy character.

After several revisions, here’s my proposed PC, assuming the game happens and scheduling works out and no zombie apocalypse and the creek don’t rise…

Jade Rocket

600 points

ST 12 [20]; DX 14 [80]; IQ 12 [40]; HT 12 [20].
Damage 1d-1/1d+2; BL 29 lb; HP 12 [0]; Will 15 [15]; Per 12 [0]; FP 12 [0].
Basic Speed 6.50 [0]; Basic Move 6 [0]; Dodge 9.

Social Background
TL: 8 [0].
CF: Asian [1]; Western (Native) [0].
Languages: Chinese (Native) [6]; English (Native) [0].

Templates and Meta-Traits
Chin Na (Martial Arts; p. MA154) [0].

Advantages
Appearance (Attractive) [4]; Damage Resistance 1 (Tough Skin) [3]; High Pain Threshold [10]; Luck (Defensive) [12]; Modular Abilities (Cosmic Power; Focus Limited: Highly versatile focus (Superscience Gadgets); Gadget/Breakable: DR 5; Gadget/Breakable: Object is complex machine; Gadget/Breakable: Size -7; Gadget/Unique; Per point of abilities (+2); Physical and Mental; Required Disadvantage (Maintenance, 1 Person, Weekly); Superscience; Trait Limited: One specific trait (Accessory Perks)) [16]; Modular Abilities (External Reconfigurable Mechanisms; Focus Limited: Highly versatile focus (Superscience Gadgets); Gadget/Breakable: Object is complex machine; Gadget/Unique; Physical and Mental; Required Disadvantage (Maintenance, 1 Person, Weekly); Slot 1 (+75); Slot 2 (+25); Superscience; Advantages Only; Variable Gadget (Combination of durability and size modifiers that varies from one device to the next; see SU46)) [375]; Signature Gear 1 (Uniform) [1].
Perks: Style Familiarity (Chin Na); Unusual Training (Pressure Points). [2]

Disadvantages
Charitable (12 or less) [-15]; Code of Honor (Xia) [-10]; Curious (15 or less) [-2]; Discipline of Faith (Ritualism) [-5]; Duty (Ancient Order Of Masters; 9 or less (fairly often); Extremely Hazardous) [-10]; Enemy (Failed former student; Less powerful than the PC; 9 or less) [-5]; Pacifism (Cannot Kill) [-15]; Selfless (9 or less) [-7]; Sense of Duty (Innocents; Entire Race) [-15]; Susceptible to Ingested Poison -1 [-1]; Wealth (Struggling) [-10]; Workaholic [-5].

Quirks
Bulky Frame; Disciplined; Methodical; Responsible; Serious.

Skills
Administration (A) IQ [2]-12; Current Affairs/TL8 (Headline News) (E) IQ [1]-12; Detect Lies (H) Per-1 [2]-11; Diplomacy (H) IQ-1 [2]-11; Driving/TL8 (Automobile) (A) DX-1 [1]-13; Driving/TL8 (Motorcycle) (A) DX-1 [1]-13; Esoteric Medicine (H) Per [4]-12; First Aid/TL8 (Human) (E) IQ [0]-12; Gesture (E) IQ [1]-12; Innate Attack (Beam) (E) DX [1]-14; Interrogation (A) IQ-1 [0]-11; Intimidation (A) Will-1 [1]-14; Judo (H) DX+4 [20]-18; Mechanic/TL12 (Nanomachines) (A) IQ+6 [24]-18; Move! (WC) DX [24]-14; Philosophy (Taoism) (H) IQ-1 [2]-11; Physiology/TL8 (Human) (H) IQ-2 [1]-10; Pressure Points (Human) (H) IQ+2 [12]-14; Savoir-Faire (Dojo) (E) IQ [1]-12.

Techniques: Arm Lock (Judo) (A) [0]-18; Choke Hold (Judo) (H) [0]-16; Finger Lock (Judo) (H) [0]-15; Head Lock (Judo) (H) [0]-15; Leg Grapple (Judo) (H) [0]-18; Pressure-Point Strike (Judo) (H) [0]-16; Trip (Judo) (H) [0]-11.

Signature Gear
Advanced Body Armor (17 lb); Boots, Steel-Toed (4 lb); Cloth Cap (Styling, +2); Face Mask (Hardened Steel; Styling (+2); 2 lb); Heavy Leather Sleeves (Leather of Quality; 2 lb); Leather Gloves (Leather of Quality); Leather Pants (3 lb); Pouch.

Equipment
Cell Phone ($250; 4 oz).

My, that’s quite the wall of text, isn’t it?  Let’s see if we can shine some light into the dark corners. First…

Background and Origin Story

Tom Tan grew up listening to his great-grandmother’s fantastic stories about the old days in China. So, when he was diagnosed with terminal cancer and told he had no options, he left behind his mundane life as an office manager, sold all his worldly goods, and set out for Asia.

There, he followed rumors of miracle cures until he found a certain unnamed group of Taoist priests. They practiced their own version of Chin Na with special emphasis on the use of pressure points, both to heal and to harm. The rumor was that these folks knew how to correct otherwise-incurable diseases. Over the course of a long training montage, Tom was accepted into their ranks and learned some of their lore.

In time, Tom was told the priests’ most guarded secret and the reason for the group’s existence. Hundreds of years ago, a being from far away had sought shelter with the people are the area, grew sick, and died while in their care. People at the time said that the being was a xian, a celestial being, but in modern times, some of the priests had speculated that the being was some kind of advanced extraterrestrial. What wasn’t debatable was that the being had left behind an artifact.

The artifact was the celestial being’s sole tool. It seemed to be all the tool a person would ever need. Over the years, cautious experimentation led to the formulation of a series of rituals that would allow a person to use the device, and a partial understanding of the rules of its operation. It would only abide a single user at a time, bonding to that person until death, appearing as a skin-tight, usually-featureless metal bracelet without apparent hinge or seam. It would follow the commands of the user, if they were given correctly. It could act as any tool and create any machine or device, limited only by the user’s knowledge and skill.

Eventually, a tradition grew up. The current user of the device would act as a sort of wandering hero, a youxia, and uphold the common good. As the users grew too old to wander, they would retire to train their replacements. Candidates for the position would be chosen from the monks, who would have learned the basics of operating the device in their training, disguised as esoteric ritual. The elder user would provide advanced training to a small group of candidates, sometimes for years, before naming a successor. Upon the user’s death, the device would unlock, and be handed over to the named successor, who would take up a life of adventure. The other candidates would live more sedentary lives, studying and becoming wise, to act as a council of elders to guide and direct the user’s activities.

That had been the way of things, up until 1920, when the user of that time was unexpectedly killed, after a time in which many of the order had coincidentally also died. This cost the order much of their gathered knowledge of the practical use of the device. The group went into a rebuilding phase, during which the users devoted themselves to re-learning how the device works.

As it turned out, at the time that Tom joined the order, the device’s user was getting on in years. Another long training montage, this time with more weird technology, and Tom ends up being (ahem) the chosen one. Along the way, the previous user applied one part Esoteric Medicine plus two parts alien medical technology, and pretty much cured Tom’s cancer. (He’s troubled by a sensitive digestion, a small price to pay.)

In light of the sudden appearance of supers (or if that doesn’t work in-story, then just because they’re feeling froggy with their young, naive new minion), the elders decided that they’ve kept a low profile long enough. They ordered Tom to go out and do heroic stuff in the wider world.

And so, the Jade Rocket was born.

What’s really going on

That background is how Tom knows it. This next part is what I’ve been imagining, behind the scenes – the real story behind the partial story that Tom was told. Changing this stuff wouldn’t require Tom to get points for Amnesia.

The theory on which I’ve hung all that is that the “being” was actually an alien, probably extradimensional, definitely TL12^ or more. It was doing the extradimensional TL12^ alien version of camping, hoping from world to world, maybe universe to universe, when it ran into trouble. Extradimensional alien flu or the like. The weird local creatures – humans – took it in when it was in trouble. Sadly, it died anyway.

The device is actually a “sufficiently advanced” multitool. The bracelet part is the control unit for a cloud of nanomachines. They swarm around the control unit at all times. When activated, they can put themselves together to make just about any gadget. When not activated, they scavenge for whatever spare matter and energy they can find, replenishing their numbers and their strength for the next activation. The rituals for activation are hit-or-miss “voodoo programming” – kinda like using a voice recognition system that had spent a century adapting to a parrot who learned the commands in French from a native Japanese speaker working from a phrase book.

As far as learning how to make the thing work: Writing down instructions isn’t all that helpful, since the TL12^ interface is more-or-less telepathic, so there’s a strong “hands on” element to using the device. Furthermore, every user has to perform maintenance on the system. Some of that “maintenance” is actually tinkering with the configuration, sometimes to the point of “editing the registry”… so, if a user from a hundred years ago were to be handed the present-day device, it’s not certain that the old rituals would still work like they used to.

To sum up: it’s a super-hero origin, only works once.

Explanation and highlights

As I was saying at the game t’other day, if I’m going to give a GM ulcers with a character, I’m going to first give a guided tour and point out all the way it could give ulcers, first. That way they’ve got no one to blame but themselves.

The name

Why “Jade Rocket”? Because I’m ripping off Green Lantern, of course. I set out aiming for Hal Jordan, but along the way, I got interested in the idea of a “chosen one” character where there’s no supernatural choice-maker and no mystical criteria. Tom didn’t get the super-powers because he’s fearless, or because he’s strong-willed, or because he’s especially good at the martial arts, or because he follows the code. He got the job because he was at hand and mostly competent to do what needed to be done. The device doesn’t care who uses it.

Attributes

A solid base of 12, with a standout DX 14. I kinda see straight 12’s as the baseline for a comic book superhero.

Tom’s Will is actually higher than his DX. It is my firm belief that, to put on the tights in the first place, a super hero has to be strong-willed. Stubborn. Obsessive. Possibly deranged…

Social Background

I’m trying to steer a course between GURPS-like detail and comic book hand-wave. On the one hand, Tom’s paying points for a Cultural Familiarity, something our local games haven’t really emphasized; on the other hand, that CF is for all of Asia. He’s got a second language, and it’s listed as “Chinese”, which I understand is a gross oversimplification. I reckon I’ll tighten up both, if necessary.

Do I expect either one to show up in-game? No, not really, they’re mostly just background color. If they do, though, I want to be covered.

Advantages

Tom is Attractive because he’s in a comic book. He’s got tough skin and a high pain threshold from being roughed up in training.

The real centerpiece of Tom’s Advantages are his two Modular Abilities. They’re based on the Nanoswarm power from the Improviser template on page 46 of GURPS Supers, plus some bits from the Reverend Pee Kitty’s “Cosmic Power for ‘Super-Gadgeteers’“. One is a 2-point Cosmic Power Modular Ability that can become any two Accessory Perks, while the other is an Externally Reconfigurable Mechanisms Modular Ability with a 75-point slot and a 25-point slot that can both become just about any super-gadget.

Why is one Cosmic and the other Externally Reconfigurable? Because the Externally Reconfigurable Mechanisms requires working from a list of known designs, and rolling to add new designs to that list. I wanted to be able to pull out any Accessory Perk, on the spur of the moment.

Disadvantages

 

Aside from generally heroic stuff… The Discipline of Faith is the set of rituals that he’s been taught, half alien nanotech guesswork and half idiosyncratic Taoism. He’s got a Duty to the masters, who aren’t generally useful enough to be worth a Patron.

One of Tom’s fellow students didn’t appreciate the idea of a life of wisdom, rather than a life of action, and turned against the order in general and Tom specifically. He knows something of Mechanic (Nanomachines) TL12^, so if he could arrange for Tom to die while he’s nearby, he could hijack the nanoswarm.

Tom has Struggling Wealth. He didn’t go back to his office job. Instead, he drifts from place to place, doing odd jobs and the like, as he can pick them up, so as to keep himself free for super-heroics.

Quirks

He’s big-boned. He won’t start a fight. He works slowly and carefully. He takes responsibility for his actions. He’s a bit of a stiff.

Skills

Tom’s primary skill from his old life is Administration. His Esoteric Medicine comes from his knowledge of pressure points, so it’s cinematic acupressure.

Tom doesn’t have any points in any particular Chin Na technique. I lean towards Arm Lock, of course, but we’ll see how things develop.

The stand-out skill on Tom’s list is Move! It fills in for all the fancy footwork that martial artists are known for. It’ll also work for anything acrobatic that he has to do once he starts pulling out jet packs, swim fins, and boots with giants springs. If need be, it’ll allow him to kick someone in the head. I’m expecting Tom’s role on the team to be more support/movement specialist, not so much as a heavy hitter.

Gear

The Jade Rocket costume is made up of several pieces of armor that are bought as Signature Gear. His hood and face mask are distinctively styled; they’re not just armor, they’re his mask. It’s Signature Gear, not because it’s special and unique, but because the order has a bunch of appropriate stuff, gathered over the years. Some of it’s ancient, some of it’s exceptional from a historical perspective… but in game terms, it just means he can always get a new pair of boots to wear while adventuring even though he can’t afford bus fare.

 

Pirates! Session #5: “Operation Greasy Jesus”

Embarrassing side note: The PCs were seeking Jacob, the NPC who had escaped Hell alongside Van der Decken, to use as a guide back into Hell. Due to a memory slip, I spent the entire session calling him “Joshua” rather than “Jacob”. Sigh.

The Crew:

  • “Dirty”, aspiring wizard
  • Gabby, cannon-whisperer
  • “Mad” Mags, destroyer of sheds
  • Mo’, ax man
  • Raphael, peeker at doors
  • “Papa” Sean Geaux, vanishing voodoo priest

What Happened:

As we left off last time, Captain Courvoisier had approved of Gabby’s plan to go ashore and wreak havoc upon Port Coleman. She was given command of the ship’s boat, with a dire warning of the consequences should the boat be lost, along with a crew of “volunteers” – all the PCs.

Port Coleman was a rough village on a rocky area of the Moskito Coast. There was a single crude dock at one end of a strip of beach, with a handful of makeshift barns and sheds spead along the beach. A wooden stairway and capstan-driven lift provided access to the top of the thirty-foot bluff that sat behind the beach. The main part of the village was built atop this bluff. In particular, there was an earthen fort there, with several cannon aimed out to sea.

20170204_184633-copy

Thanks to those cannon, the ship could not approach the harbor. Courvoisier performed some clever navigation and anchored the ship well inside the cannons’ range, but in the shelter of a tall outcropping of rock off the beach. Raphael took a spyglass to examine the fort, noting that it flew the English flag – a disappointment to the several members of the crew who would rather be fighting the Spanish.

The mission started with a flurry of “hurry up and wait”. First, there was a rush of last-minute preparation:  folks loading their weapons, knocking the bottom out of a barrel and putting it in the boat (for reasons unknown, as it remained there for the rest of the session), and so forth.

Papa performed further magical healing on Raphael to un-cripple his sword arm.

Raphael brought out a jug of oil and suggested that everyone cover themselves with it, with an eye towards making them too slippery to grab. There was no rush to take advantage of this plan.

Dirty attempted a ritual which backfired badly, disintegrating his fine clothes and leaving him wearing nothing but a loincloth. “Meant to do that,” he announced, taking the oil jug from Raphael and upending it over his head.

Finally, the group decided that they needed to wait for nightfall, anyway. The rushed preparations were shelved, and the deep plotting and planning began. In the end, they came up with a daring plan, which they dubbed “Operation Greasy Jesus”. (GM Note: I think it’s best appreciated if you pronounce it with a Dixie accent:  “greeeee-zeee”.)

Dirty, still covered in oil and nearly naked, cast a ritual to allow him to walk on water for a few minutes. Papa, being a much quicker worker of magic, cast another ritual in parallel, summoning a school of bio-luminescent jellyfish, and ordered them to follow Dirty, under the surface, to provide dramatic lighting at the proper moment. The rest of the party set off in the boat with muffled oars, stealthily heading towards the dock, while Dirty set off at a trot, angling for a spot further up the beach. When he came close enough, the jellyfish lit up and he started chanting a few ominous-sounding biblical phrases that Mags (being an English-speaker, unlike most of the other PCs) had taught him.

In short, the plan was for Dirty to provide a distraction, so that the others could get ashore unobserved, by pretending to be the bizarre arrival of Jesus to the shores of the New World.

As it happened, the plan was fairly successful. Only a few of the bystanders on the beach were overcome with religious awe, but all eyes were at least drawn by the spectacle. Several people began moving towards Dirty, just to get a better look. Stepping over the waves, Dirty waved for a couple of nearby men to approach, which they did. He raised his hand as if in benediction, stepping out of the water onto the beach. This, of course, triggered his “dapper me!” charm, which instantly stripped all the oil from his body and left him wearing the cleanest, whitest loincloth you would ever care to see. He waved his hand as if blessing one of the approaching men, even as the man’s eyes went wide from seeing the sudden change from “greasy Jesus” to “clean probably-not-Jesus”… and Guillermo, Dirty’s magically-animated “living bullet”, zipped in from where it had been lurking in the darkness, going straight through one of the man’s ears and out the other.

Meanwhile, the others had taken advantage of the distraction to pull the ship’s boat up to the docks. The crew approached the peering bystanders from the rear, some more stealthily than others. Of the small group of four standing near the docks, only one noticed anything amiss, and he was only able to shout “Hey!” and point out Raphael before the PCs cut the entire group down. Notably, Mo’ cut down more than one person with no more than a single swing apiece from his boarding ax.

Papa stepped out of the boat onto the dock, but never made it to the sand of the beach. Instead, he vanished in a cloud of voodoo magic on an unknown, but no doubt important and mystical, mission of his own. (GM Note: Player had to leave. All kinds of mystical.)

During the initial scuffle, another enemy walked out of a nearby barn to see what the commotion was, only to be cut down with a major wound. Mags paused to poke him until he stopped wriggling, and Raphael moved to make sure there were no other reinforcements lurking inside the barn.

Unfortunately, there were three more men in the shed. Brandishing his blood-covered rapier and utilizing his fearsome glare, Raphael cowed them through intimidation. They obeyed his gesture to sit down and stay put. Then, Mags and Mo’ came in, planning to kill everyone inside. Mo’ again demonstrated how he could nearly bisect a man with one swing of his ax. Mags decided to one-up him: she reached out her sword and tipped a nearby candle over. Onto some straw. Right next to a keg of black powder.

The evacuation of the shed was immediate. Everyone besides Mags tried to leave. In the case of the local men, they managed to successfully evade Mags and make it out the door. As for Mags, she lingered in the doorway, stabbing folks in the back as they tried to run away. When the shed exploded a few seconds later, Mo’ took some incidental damage from flying debris, but since Mags had used up so much of her running-away time in Bloodlust, she took the brunt of the explosion. This was enough to throw her across the beach, into the water. Through sheer grit (and good dice rolls), she did not lose consciousness, and was left badly wounded, barely able to hold her head above water.

Meanwhile, further up the beach, Dirty was engaged in his own fight. He was able to use Guillermo and the element of surprise to take down another man, but then found himself pursued by a sailor carrying a flintlock. Dirty retreated back out onto the water, throwing himself flat to take cover behind the waves. After a few seconds of cat-and-mouse, Dirty finally found his shot, and took it, killing the enemy.

At some point during all this excitement, there came the sound of cannon fire from the fort. There was some concern that the fort was firing on the beach, but since nothing on the beach besides the shed exploded, the pirates concluded that this was not the case.

After the adventure with the shed, Raphael was even more determined to not let anyone get behind them and close off their path of retreat. He moved to the next shed up the beach, opened the door, and stuck his head inside.

Unfortunately for him, what he did not know was that there were two men inside that shed. They had heard the events outside, and had decided to mount a last, desperate stand. They were both armed with a pair of flintlocks. The plan was for one of them (later identified as Bob) to throw open the door, at which point the other man would charge out, guns blazing. The plan was for Bob to follow directly after. As it happened, though, Raphael opened the door first.

Even as this triggered the second man’s Wait, Bob got off a shot at Raphael, hitting him in the face. Only a grazing blow, this wasn’t quite enough to put Raphael down for the count, but it did put quite a fright into him and knock him to the ground. The second man rushed outside, meeting Gabby’s ready and waiting blade.

Even as she repeatedly stabbed the man, Gabby explained about how she was here to do a job, and she was going to do that job, by thunder, if she had to chew the eyelids off every man-Jack on the Spanish Main! She pointed her rapier at Bob, announcing that she was here to kill Bloody Bill Coleman, and asking if he would like to give her a hand?

Bob agreed that he had never really liked Bloody Bill all that much, anyway. Furthermore, it had been his life-long dream to one day turn pirate. What a lucky day it was for both of them!

With the immediate fight over, and everybody besides Gabby wounded, some gravely, the pirates took shelter in Bob’s shed. As they took turns bandaging one another, they searched through the shed’s contents. Luckily, they discovered a supply of medicine, which was a big help in getting Mags back on her feet, if only barely. Gabby interrogated Bob. They learned that Bloody Bill was up in the fort, no surprise. More usefully, Bob told them about a palm tree growing nearby that could be used to climb up to the top of the rise with ease.

Once regrouped, the party went to check out this palm tree. After some debate, they came up with a new plan. Gabby went up the tree, scouted out the situation, dropped a rope, and then slipped off to skulk around in the darkness. Everyone else gathered behind a building at the top of the cliff. (Dirty left Guillermo on patrol at the bottom of the tree, to defend their escape route.) There, Mags tied all their hands together, using trick knots that they could untie with a single tug. Carrying only concealed weapons, they had Bob drag them into the light, loudly claiming that he (and his comrades, still on the beach) had captured a bunch of attacking pirates!

20170204_184551-copy

This bluff was sufficient to get them into the fort itself, which was abuzz with activity as they fired the cannons out to sea. There, Bob was directed to a particular shack. He knocked, announcing the “news”. The door opened from inside. Bloody Bill Coleman stuck his head out. All the supposedly-bound pirates, and Bob, threw themselves prone. And…

… we rewind back to when Gabby slipped off into the darkness. With utmost stealth, she made her way to the only unattended cannon in the fort. (GM Note: As I recall, my words were something like “What unattended cannon? <looks> Oh, I guess there is one…”) Using the noise, smoke, and confusion of the cannons as cover, she had turned the cannon around, so that it was aimed directly at Bloody Bill’s front door. Then, when his face came into view and all Gabby’s comrades got out of the way… she fired a round of canister shot at him.

….

Well, it hit him, of course – Gabby’s a gunner prodigy, you know – but it ended up leveling his entire house. There wasn’t much left of Bloody Bill at all.

The pirates jumped to their feet, waving weapons, in the sudden surprised silence, and announced that now they were in charge. What with the sudden, brutal loss of their none-too-popular leader, the locals weren’t inclined to argue much. Gabby announced that from now on, Port Coleman would be known as Fort Gabby. Again, nobody wanted to argue the point.

The pirates signaled the ship. In the immediate looting, while the ship was making its way around to the dock, there were several noteworthy finds. First, a large amount of rum. Second, Dirty found another fancy outfit of clothes and put them on, to everyone’s relief. Finally, Raphael poked his head through yet another door – to the horror of the other players, in light of his earlier door-peeking – and discovered Jacob. (GM: Using the alias of “Joshua”! Yeah, that’s it…)

Jacob was politely, but firmly, taken into custody and handed over to Captain Courvoisier when he came ashore. The captain was observed to go in to speak with Jacob, only to emerge some time later, obviously in a fury. With the quartermaster unavailable, Dirty felt that it was his responsibility to see to his captain’s wishes. He went to speak with the captain, taking a bottle of rum with him.

As they drank and talked, the captain admitted that Jacob wasn’t willing to give up the exact location of the hole in the sea. Dirty asked what that information would be worth, if someone could get it out of Jacob? The captain replied, the person who got that information would be promoted to quartermaster and be put in charge of the next ship they took. That sounded good to Dirty, so he poured a glass of rum and announced that he would use his mystic arts to change it into a potion to compel truth.

One critically failed roll, and the glass of rum exploded into flames! Dirty took the worst of it, since he was holding the glass at the time, and was rendered unconscious. Captain Courvoisier was badly singed, and thrown back so hard that his chair fell over backwards.

Captain Courvoisier threw open his door and kicked Dirty out – literally, kicking him in the ribs hard enough to do even more damage – cursing him and his heathen magic the whole way.

Gabby went to see if she could help improve the captain’s mood, learned about the offer he had made to Dirty, and decided to take it up herself. (Courvoisier specifically warned her to leave Jacob alive.) Grabbing the rum, she went to where Jacob was being held, where she engaged him in drinking and conversation. After a short while, she struck up a bit of a friendship. Eventually, she convinced him that all he had to do was give them the location, and he would be free to go, unharmed. He agreed. Requesting the local charts, he marked the location of the hole in the sea. Furthermore, he wrote down a profane chant that would cause the hole to open into Hell.

This was pleasing to the captain, and so Gabby was named quartermaster. Her first job was to restock the ship for the next leg of the adventure.

After about a week of recuperation, refitting, and restocking, the ship set sail for the hole in the sea. This trip was accomplished with no particular drama.

(GM Note: In hindsight, I really should have sic’ed the kraken on ’em. I think they were expecting it. I remember several remarks along the lines of “the kraken is lurking just off shore” and so forth, earlier in the session. But it was getting late, and I was eager to show ’em pictures of the Great Blue Hole, and I just plain forgot about the kraken. I guess it was out running an errand and they slipped past it. That’s ok, there will come a rematch.)

There was some upset once they realized that the hole in the sea is actually a hole in a reef, making it impossible to place the ship over it without ripping out its hull. They remembered from Van der Decken’s story that his entire ship went through the hole. In time, they remembered that there had been some mention of it happening during a storm. Clearly, they reasoned, the ship must have been carried over the reef on a wave! But how would they do the trick?

Remembering how a previous critical failure at ritual magic had summoned bad weather, Dirty set out to perform a ritual to summon a big wave. He figured, either it would work, and he would have the necessary wave, or it wouldn’t, and they would get a storm, which might do the trick anyway!

Pushing his magic (and his luck with rolling the dice) to its limits, Dirty did the trick! A single rogue wave appeared, washing the ship over the reef with inches to spare, leaving it smack in the middle of the hole.

Next, the profane chant. Being the most literate among the crew, Raphael got the job. With a crack of thunder, the ship dropped through the hole, and into… well, Hell, or so they say. The sky there was roiling red and black. The ship floated on something like an ocean, but they weren’t at all certain that it was a sea of water. More pressing, though, was the sudden, nearby appearance of a huge ship with tattered sails.

Though there wasn’t a breath of wind – “Is there air?” was one muttered comment – the crew saw the other ship’s rags of sails stir. Slowly, creakily, the other ship began to move… towards them. The pirates could see movement on the deck of the other ship, but couldn’t make out any details until one of them went aloft with a spyglass. Then, they saw that the ship was manned by rag-clad skeletons.

Nobody wanted to be out-maneuvered by a bunch of ghosts, so Dirty again set out to make the most that he could of his relatively-weak magic. He performed a ritual to “let our sails use the same wind they’re using”. After several excellent rolls, he succeeded. A slim, tiny breath of wind came up, just enough to set them moving.

As the two ship maneuvered at an aching, snail-like pace, Gabby went below to ready the cannons…

Next time: against the ghost ship!


Cool Point: Gabby, for taking out Bloody Bill in such a decisive manner.

Booby Point: Dirty, for the “truth serum” scene, where he had everything riding on a single roll of the dice, only to roll triple-six and explode. (“Gee, Gabby, I’m sorry your bosun blew up…”)

The moral of the story:  Even low-down dirty pirates need social skills.

Game in the Brain

Meandering aimlessly around the GURPS landscape

Generic Universal Eggplant

Meandering aimlessly around the GURPS landscape

Land of Nod

Roleplaying Game Content for your Edification and Enjoyment

Prismatic Wasteland

Meandering aimlessly around the GURPS landscape

A Collection of Unmitigated Pedantry

A look at history and popular culture

Insidious GURPS Planning

Meandering aimlessly around the GURPS landscape

DF Whiterock

Meandering aimlessly around the GURPS landscape

Tetsujin no Llama

Meandering aimlessly around the GURPS landscape

Olympus RPG Blog

Olympus Role Playing Group Blog

Ra's Head

If the world is empty, so am I

Roleplay Rescue’s Blog

Murmurings from beneath the beard

Ravens N' Pennies

Caw! Caw! Look, it's a blog! About gaming and writing and...and stuff!

Gaming Ballistic

A new trajectory for Roleplaying Games

Peter's ESL

Just another WordPress.com weblog

Set Adrift, On 3d6

A brief look into my life through GURPS.

Northport

adventures in designing a GURPS Dungeon Fantasy setting

False Machine

Meandering aimlessly around the GURPS landscape

Dreams in the Lich House

Meandering aimlessly around the GURPS landscape

Game Geekery

Meandering aimlessly around the GURPS landscape