2008 Game Archive

The following games took place or are planned in 2008:

The Red Star: The 5th Hook Files

Game System
HeroQuest by way of Mythic Russia
Pitch
Game Master
Edmund
Players
4
Characters
Lt. Kommissar Nikolai Lebedev (Michael N.)
His outcast sister Kommissar Zek Sorceress-Medikaster Yeva Lebedeva (Laura)
Kommissar Sorceress-Infokaster Valentina Savitskaya (Sophie)
Bodyguard and hailer, veteran of the Great Patriotic War, Starshina Todleben (Jayson R.)
Date
April 21, 2008
Technical Notes
Recaps
See the actual play thread on RPG.net.

Edmund had prepared by putting up propaganda posters around the gaming room and creating a soundtrack from Soviet-era patriotic music downloaded from the Web. Well, and reading tons of Russian mythology, re-reading The Red Star series, and writing a plot. :-)

It was a simple but fun scenario, a good introduction or season premiere. We used only basic rules, keeping the more complex stuff for a second episode. The great thing was that we had four well-crafted characters without excessive overlap, with good complementary abilities, and with deliberately designed intra-party tension. Everyone got to shine at something: Michael got to be the smooth and scheming Party careerist leading our group, Laura had the most capable character and was central to unravelling the plot, I got to put two and two together at the right time to figure out the mystery, and Jayson… Jayson was Awesome on the Hoof. Two great tastes that go together: grenades and telekinesis. ^_^ Let's just say he gave us a grandiose finale.

Player Thoughts
Michael N.: Thank you, everyone. I won't say names because I'll mix them all up horribly. Besides, you all deserve a thank you for various reasons! And what's a good RPG without deliberately designed intraparty tension? You just need to keep the tension meter low enough to keep us from being at eachother's throats! Anyhow. You're all awesome!
Additional GM Thoughts

Trail of Cthulhu

Game System
Trail of Cthulhu
Pitch
Game Master
Manu
Players
6 (Megan, Taylor, Cindy, Mark, John R., Peter)
Characters
Date
April 21, 2008
Technical Notes
Recaps
Player Thoughts
Additional GM Thoughts

TORG

Game System
TORG
Pitch
(On-going series from last year)
Game Master
Peter
Players
4 (Laura, Cindy, Jason, Taylor)
Characters
Date
April 14, 2008
Technical Notes
Recaps
Player Thoughts
Jason: Thank you all for having me! I had a blast in TORG and fully intend to show up next monday night for whatever's going on. (Takes a sip from your 2 liter)
Additional GM Thoughts

Collaborative Cthulhu

Game System
Trail of Cthulhu
Pitch
I've been thinking for awhile about running a Cthulhu game along a lazy GM/shared power model similar to what we did with collaborative zombies, where instead of the GM having all the clues and doling them out to players who get good dice rolls, the players themselves decide what the clues are, and so the group builds a suspenseful story together that way.
Game Master
Manu
Players
4
Characters
Ace Harrington, reporter (Mark)
Stacey Yamamoto, parapsychologist (Sophie)
Johnny Tran, private investigator (Megan)
Dr. Luke Treadstone, physician (Frank)
Date
April 14, 2008
Technical Notes

(1) Investigative points can be spent to create a clue or event that is beneficial to the PCs. 2 points: Slight benefit, e.g., a clue that yields some useful info but doesn't itself solve a big mystery, or finding a weapon or tool useful against mundane opponents; 4 points: Substantial benefit, e.g., a clue useful enough to solve a minor mystery, or finding a weapon or tool that can have some effect against Things from Beyond; 32 points (or 8 X the # of players, or something such): solve the major mystery, or discover or create a weapon or tool to banish/defeat the major Mythos related baddie in the adventure (these points don't have to be spent all in one scene).

(2) Investigative points can be earned by narrating the discovery of a clue or an event that causes trouble for or increases the danger to the PCs. 1 or 2 points: Slight trouble, e.g., the librarian won't let you into the archive of rare books, the antique store owner is belligerent, the police want to talk to you, you find information that a friend is secretly a cultist, the scroll you find needs lengthy expert translation, reading the tome requires a sanity check, you notice a group of men following you, etc. 3 or 4 points: Substantial trouble, e.g., some cultists attack you or try to kidnap you, the police arrest you, the Deep Ones find out where you live, etc. 7 or 8 points: you attract the attention of some Thing very bad, like a Hound of Tindalos or the like.

(3) Madness points: these points can be used as Health points to take damage, and as general ability pool points. You earn Madness points by your PC doing the kind of thing you the player know anyone in a horror movie or the like shouldn't do, like enter the haunted house and split up, or go alone into the hole in the ground that seems to have been tunnelled upwards from below, etc. You can earn 1 to 10 points depending on how "horror movie dumb" the action is.

Recaps

Jack Pagan and Pagan Productions present: "Paranormal Northwest"! Our cast of dedicated researchers: Stacey Yamamoto, parapsychologist and renowned author of "Mysterious Northwest" and "Trail of the Sasquatch"; Johnny Tran, experienced licensed private investigator; eminent physician Dr. Luke Treadstone; and of course our star reporter, Ace Harrington!

We started with a quick brainstorming session to decide what era (modern or 1930s) and what team motif we wanted. Several good ideas were proposed, but the Mythbusters-style team of TV investigators exploring X-Files material grabbed our interest. We also brainstormed locations: Winchester House, Indian burial grounds, etc., but the Stonehenge Memorial was our eventual destination.

SCENE 1:
For its pilot episode, the newly-formed TV crew — a reporter, a team of researchers, a cameraman, and a sound engineer — is sent to investigate a recent disappearance at the Stonehenge replica along the Columbia River. First, early tourists reported hearing "the stones sing" at sunrise since the equinox three weeks ago (clue contributed by Sophie); then a week or so ago, a hiker reported his partner missing after camping near the site. Jack Pagan, owner of Pagan Productions, gives the crew brief details; the hiker, college student John Walker, has apparently made a report to the police. Johnny Tran calls Walker's listed number and gets the answering machine; he leaves a message suggesting that a television studio might be interested in buying the rights to the story.

SCENE 2:
Dr. Luke Treadstone finds some medical history on the man who had the Henge built, Thomas McDorn; his wife was reportedly dying of leukemia but miraculously cured within the year after construction of the Henge. (Clue created by Frank. In real life, it was entrepreneur and devout Quaker Samuel Hill who had it built as a tribute to the soldiers of Klickitat County, Washington, who lost their lives in World War I.)

SCENE 3:
Johnny Tran gets a call back from John Walker, who was interested by the word "purchase." Tran convinces Walker to tell his story for the show, but Walker insists on getting protection from the people he says have been following him since his partner's disappearance.

SCENE 4:
The crew gets in their van (which humorous co-workers have repainted as "the Mystery Machine") and go pick up John Walker at his mother's house. He's very tense; he tells them how his girlfriend Karen woke up in the middle of the night while they were (illegally) camping near the Henge, and said she had heard some chanting. She went out (he thought she was going to the bathroom) and never came back. At dawn, he woke up and realized she was missing; looking for her, he though the stones turned almost transparent. Must have been a trick of the light…

SCENE 5:
Johnny Tran, who is driving, notices that the Mystery Machine is being followed by a black car with tinted window and a Colorado license plate. Soon, the car tries to run them off the freeway. Tran has a bit of trouble shaking the pursuers off but eventually loses them in the University District, while the crew is filming the events. Ace Harrington calls 911 and is told to wait for the police, so the crew deploy the mast and upload their footage to the studio while they wait; Stacey also pulls a search on the license plate number. It's registered to a serviceman assigned to the Rocky Mountains Arsenal! (Clue contributed by Mark.) The police arrives, and the officer listens to the story — and takes the tape, but not before everything has been uploaded.

SCENE 6:
The crew returns to Pagan Productions studios, and overhear voices coming from Jack Pagan's office. Stacey Yamamoto eavesdrops on a conversation between Jack Pagan and two men, who appear to be investors interested in his new show. John Walker follows her — and pales when he hears the voices; he says those men have been following him. (Clue contributed by Sophie.) Stacey discreetly snaps a picture of the men. Stacey pulls Walker back and signals to the crew to regroup in the warehouse rather than the production room.

SCENE 7:
When the rest of the crew examines the photo, Dr. Treadstone says that one of the men in it is a dead ringer for old Thomas McDorn who had the Henge built over 90 years ago. (Clue contributed by Frank.) He peeks into the parking lot and spots a white two-door Ford with Colorado license plates; he makes his way to the car and tapes his cell phone, in transmit mode, to the gas tank.

At first, they get a GPS location to follow a lot of road noise, while the TV crew follows out of sight. A while later, the suspicious car stops at a gas station and Treadstone and Harrington, who are monitoring the phone transmission, overhear a conversation. The men are debating whether to "go ahead with the ritual without the boy, just the girl" because there is "very little time".

SCENE 8:
The GPS indicates that the white car stopped at the old McDorn mansion. Johnny Tran sneaks onto the property — and finds Karen's student ID onto a side trail. (Clue contributed by Megan.) He returns to get the rest of the crew.

SCENE 9:
Meanwhile, Dr. Treadstone's cell phone battery is fading, and his phone starts beeping. The bad guys hear the sound and search for its source until they discover the phone and address Harrington, who is still monitoring. One of the men leaves a threatening message for Dr. Treadstone.

SCENE 10:
Johnny Tran shows everyone else the trail and they find a spot where the ground has been disturbed. (Clue contributed by Frank.) They dig up a recently buried chest and Tran takes it. A few moments later, the trail leads to a copse of trees and a strange tormented tree in the shape of a woman screaming in terror. Walker yelps when he recognizes Karen! The sound attracts attention, they hear people coming. Everyone gets a bad feeling and dives for cover, except for a stunned Dr. Treadstone who noisily runs away, and Ace Harrington sticking out from behind a tree.

SCENE 11:
Cultists arrive running, heads covered with hoods. They run after Dr. Treadstone, who's trying to reach the Columbia River. He fires a warning shot, trying to scare them off.

SCENE 12:
More cultists find Ace Harrington and demand that he gives them back the chest, but he doesn't have it. Playing on his status as a journalist, he intimidates them into letting him go unharmed.

SCENE 13:
The cultists threaten Dr. Treadstone with their daggers, but a random black bear walks in and scares them off. (Created by Frank, though I don't remember using what mechanic.)

SCENE 14:
From where most of the crew is hiding, Johnny Tran breaks the chest open — cameras rolling! — and finds a wicked-looking dagger, a lock of hair, and a handkerchief soaked in blood. Stacey Yamamoto examines the materials, realizes that the ritual these would be used in is meant to bring "something" through at the time when the walls between worlds are thinnest (when the "stars are right"). Tran and and Yamamoto decide to switch the lock and the blood, break the dagger, and toss the chest to make it look like it was dropped by someone fleeing. They agree to meet back at the Henge then run off while the cultists recover the chest. (Meg and Sophie get points for splitting up in good horror tradition.)

SCENE 15:
Ace Harrington goes back to the van parked not far from the site, gets a camera and a tripod, and returns to wait at the Henge. He captures footage of the cult leader cutting open the arm of a cultist to spill blood. Outraged, he interrupts the ceremony — making sure to film himself looking brave.

SCENE 16:
Meanwhile, Johnny Tran gets to van, grabs a tire iron and a flashlight, and returns to meet with Stacey at the Henge. They decide they need to break Karen free from the tree enchantment before it's too late.

SCENE 17:
Dr. Treadstone fumbles through the woods; wounded by the cultists, he shoots one. Not too far, another cultist is charging at Ace Harrington, who hits him with a grazing shot. They wrestle for the weapon.

SCENE 18:
Stacey Yamamoto and Johnny Tran sneak to the copse of trees, but Johnny is spotted and starts shooting at the cultists to cover Stacey. While the various scuffles unfold, Stacey breaks the rite holding Karen prisoner of the tree. At the same time, the cult leader's hood falls away, revealing the face of the McDorn lookalike. The TV crew, John Walker and Karen run away, chased by cultists, and reach the van to make their escape.

EPILOGUE:
They escape and put the show together, but the studio's funding for the series is pulled and Jack Pagan can't get it picked up by a network. It becomes an underground "cult" classic on YouTube.

(After the game, we discussed the possibility of running the next episode in a 1930s setting, returning to earlier events at the Henge.)

Player Thoughts
Additional GM Thoughts

Thanks again to everyone who played in Monday’s improvisational Trail of Cthulhu, I certainly had a great time. I wanted to take the opportunity to go over what was good and what could be improved.

The main thing that could have been better was my time management: because we ran out of time, I had to wrap the game up via GM fiat at the most exciting point, not exactly what I wanted to have happen in an improvisational/collaborative game. Chargen took more time than I thought, nearly one hour. I figure this can be corrected by using pregens or having the characters made online. Other thoughts/suggestions?

As far as improvising went, I thought the setup was great: I loved the idea of making the party a documentary film crew! I also had no complaints about the clues people introduced, they were interesting and fun. For the most part the improvising went beautifully, IMHO. After all, who could object to having a black bear eat a couple of cultists? J Any other observations about the improvising of clues?

I do have a question about the ToC contest rule, and am considering house ruling that one. We used that during the car chase, and the way the rule worked it seemed to suddenly kill the action/drama just at its most exciting. What did you folks think about that?

My biggest challenge as a GM was in trying to tie everything together for the climax. I did want to have at least one of the party be eaten by some kind of otherworldly horror, but all I really got to do was turn an NPC into a tree; no tentacled monstrosity got any screen time at all! And even the cameraman lived. Pathetic for a Cthulhu GM, no?

What if at the start of the game the group decides on two or three possible main baddies? That way everyone knows roughly the general direction we’re headed in, and I think as GM it would make it easier to set up the climax. Any thoughts/observations about that?

Thanks again to everyone for a great game night!

Monsters and Other Childish Things

Game System
Monsters and Other Childish Things
Pitch
Game Master
Taylor
Players
Peter, Cindy, Manu, John R., Michael N., Megan
Characters
Date
April 7, 2008
Technical Notes
Recaps
Player Thoughts
Additional GM Thoughts

One if by Land, Two if by Sidhe

Game System
Seven Leagues
Pitch

New York, 1775. The Fable exiles from the Homelands have been their home in the New World colonies for over a century now; but with the Age of Enlightenment and the rebellious spirit sweeping the British colonies, their existence is transformed in frightening ways. The rebels — the Sons of Liberty, as they call themselves — are fomenting trouble, and in response British soldiers are deployed everywhere. The Fables fear being discovered — and now four-and-twenty blackbirds have come to town…

This is game uses the system Seven Leagues and the setting from the Vertigo comic book Fables. Pick an existing Fable or create one of your own, and help Fabletown deal with troubles both internal — from those pesky blackbirds — and external — from that pesky revolution about to happen!

Game Master
Sophie Lagacé
Players
4
Characters
Molly Whuppie, defeater of giants (Laura)
Morko Bussemand, the Bogeyman (Mark)
Herr Reiter, the Headless Horseman (Edmund)
Briona MacLeod, druid priestess (Michael N.) — March 24
The Monkey King (Eric) — April 7
Date
March 24 and April 7, 2008
Technical Notes
Recaps
March 24

Temporarily leaving aside the events of the 1775 rebellion in the Colonies, several of the Fables went investigating in coastal Massachusetts when Morko Bussemand, alias the Bogeyman, detected great unnatural wickedness there.

Along with Morko went Herr Reiter the Headless Horseman, Molly Whuppie the tricker of giants, and a Fable new to the area, Briona MacLeod the druid priestess. They rode madly through the night, leaving stories throughout New England of the Devil's cart racing through towns to carry off the souls of the wicked, pulled by a horse snorting flames.

They found a sullen little fishing town along the coast, called Innsmouth. Herr Reiter and Briona investigated the unusually prim and trim little Anglican church and spoke to Father Aynsworth, recently arrived to the town and not yet entirely acclimatized. They hear of the insular and unwelcoming ways of the locals, who kept things perhaps too much "in the family."

Meanwhile, Morko and Mollie went to speak to the unfriendly innkeeper, and after frightening him badly, learned of "the Brothers", whom the innkeeper clearly didn't want to anger.

April 7

In this episode, Morko Bussemand the Bogeyman, Herr Reiter the Headless Horseman, and Molly Whuppie the Tricker of Giants ran into the Monkey King (alias Rock Hammer, alias Jethro Tull) as they all poked around the dark goings-on in the little coastal Massachusetts town of Innsmouth. After questioning some rather unpersonable locals, they poked around the filthy inn call the Pig and Whistle and found traces of old blood leading to a passage connecting the cellar to subterranean caves.

The rough passages in the limestone had been widened by man, and led far under the town — and under the nearby sea bed. The blood tracks led down a corridor far and deep, which emerged from a nearby rocky island where a lighthouse stood. The sun was setting and the lighthouse beacon shone. The dull and inarticulate lighthouse keeper told the Fables he was calling the Brothers — and Mother and Father. Soon, slippery fish-men oozed from the sea onto the little island, and fought the Fables. The keening bellow of the last dying fish creature attracted two immense fish-men, tall as houses! Meanwhile, a torch-and-pitchforks mob was rowing out from the town. In a spectacular battle, the Fables slew the giant monsters and sent them tumbling into the lighthouse and the boats.

Player Thoughts
Additional GM Thoughts

This is a continuation of the mini-series started last year. Some of the best moments involved:

  • The Monkey King doing wire-fu, impaling Father Dagon onto the lighthouse and setting him on fire, and jumping from boat to boat.
  • Molly riding her own sword, shoving her bottomless bag of gold down the throat of Mother Hydra, and mailing the monster's hands together.
  • The Headless Horseman shoving himself down the throat of a fish-man and beheading him, riding up the back of Mother Hydra, and eventually having the monster fall onto the fishing fleet.
  • The Bogeyman convincing the fish-men their human mothers never loved them, spooking Father Dagon by appearing as a small furry mammal climbing his foot, and making his final exit by scaring fishermen off their own boat ("Boo!")

Hopping Mad!

Game System
Bunnies & Burrows 1st ed.
Pitch
Episode 1
The warren is threatened! Several rabbits have mysteriously gone insane! Predators, sensing illness in the warren, have begun to close in, and it takes all of the experienced warren guard to hold them off. A group of young rabbits must travel outside of familiar territory to gather the herbs that are needed to cure this terrible affliction before the entire population succumbs!
Episode 2
Time to keep hoppin' to an old skool beat. Having discovered the cure to the disease that threatens the warren, our lapine protagonists must brave a new danger on their return, for man has arrived in the area, and the plans of the two legs might spell doom for the heroes, and the warren itself!
Game Master
Edmund M.
Players
Laura, Peter, Sophie, John R., Cindy (1st game), Michael N. (2nd game)
Characters
Fennel, a runner/storyteller (Laura)
Salvia, a scout/herbalist (John R.)
Tulip, a runner/storyteller (Sophie)
Kudzu, a fighter/empath (Peter)
Poppy, a seer (Cindy)
George, a maverick (Michael N.)
Pine, a maverick/empath (Peter)
Date
March 10 and 17, 2008
Technical Notes
Old school! Roll 3d6 eight times, in order!
Recaps
See actual play thread on RPG.net.
Player Thoughts

Here's a file of the warren and surrounding area.

Warren.jpg

TMNT Down Under PDQ

Game System
PDQ
Pitch
The spirit of Steve Irwin needs your help!
Game Master
Laura Mortensen
Players
5
Characters
The Bat (Eric)
Lockheed the robin (Mark)
Bob the steel-jawed beaver (Edmund)
Daphne the geek platypus (Sophie)
Tommy the drop(ped) bear (John R.)
Date
March 3, 2008
Technical Notes
Recaps
Player Thoughts
Anemone: :

The most memorable moment of the evening was probably John's drop bear suggesting to hide in a "Brooklyn bag" in order to surprise the bandits — and all of us readily agreeing so we could have him bagged. And not letting him out until he tore out on his own…

Additional GM Thoughts

Savage Lorax: Bartholomew Cubbins, Where Are You?

Game System
Savage Worlds
Pitch

In the Kingdom of Didd
'Bout a quarter past three
The King up on his throne
Proclaimed a Decree

A magnanimous promulgation!
An edict regal and fair
Today would be the day
To announce the Kingdom's heir!

The ol' king had no children
Nor had he any wife
So today he'd adopt a son
To forestall successionist strife!

And the lucky lad to be chosen?
A Sneech? A Thing? A Who?
Why none other than our very own Cubbins
The boy named Bartholomew!

But there's a problem down in Didd
The noblemen are at the door
Bartholomew's gone missing
And now it smells like war!

If we can find that Cubbins boy
We might prevent this blunder
For a kindgom with no Royal Prince
Will soon be torn asunder!

Game Master
Mark
Players
6
Characters
Cara Pace, Yertle (Laura)
Frolicia Fay O'Friskie, brown Bar-ba-loot (Sophie)
Marvin MacMalapert, star-bellied Sneetch (Edmund)
Cindy Lou Who (Cindy)
Sonce-ler Once-ler (John R.)
Pequod Picaroon, Humming Fish (Peter) — March 31
Date
February 25 and March 31, 2008
Technical Notes
Recaps
Player Thoughts

Yo Ho Ho and a Bottle of Milk!

Game System
Swashbucklers of the 7 Skies (PDQ, beta)
Pitch
Your band of cutthroat pirates are the scourge of the seven skies. But someone has stolen your precious booty, and replaced it with - a baby? Now everyone in Freeport seems to want you dead, and nobody on the crew will admit to knowing how to change a diaper!
Game Master
Edmund Metheny
Players
Characters
Date
February 11, 2008
Technical Notes
Playtest for Peter's ConQuest NW game.
Recaps
Player Thoughts

Swashbucklers of the 7 Skies

Game System
Swashbucklers of the 7 Skies (PDQ, beta)
Pitch
Set sail into the Seven Skies in this pre-release playtest of Atomic Sock Monkey's newest product!
Game Master
Edmund Metheny
Players
Characters
Date
February 4, 2008
Technical Notes
Playtest for Peter's ConQuest NW game.
Recaps
Player Thoughts
Additional GM Thoughts

Freeport CSI

Game System
Castle Falkenstein
Pitch
Game Master
Laura
Players
Characters
Date
January 28, 2008
Technical Notes
Playtest for Laura's ConQuest NW game
Recaps
Player Thoughts
Additional GM Thoughts

Freeport Squad

Game System
homebrew (Based on Jason Morningstar's Dungeon Squad)
Pitch
Game Master
John Powell
Players
5
Characters
Jack Tarheel, professional pirate (John Reiher)
Tumor, wizard (Peter)
Boon Sai-Hong, martial artist (Edmund)
Popo, talking monkey (Sophie)
Captain Blood, half-orc pirate captain (Laura)
Date
January 21, 2008
Technical Notes
Playtest for John's ConQuest NW game
Recaps

Trading in the Ivory Kingdoms, Captain Blood accepted a task from one of her business contacts: find his nephew, who had absconded with a magic crystal ball, and bring both back as intact as possible. The crew tracked the nephew, who had taken passage aboard the Greasy Sow bound for Freeport. As they crossed over to the pirate islands, they ran into a storm and were were ambushed by the pirate Blackheart and his undead crew, but Captain Blood blew him out of the water.

They made it to Freeport but the sale of the cargo just covered the expenses for repairs. Asking around about their quarry, they learned that he had made landfall a couple of weeks ago. Coincidentally, a lot of strange happenings, disappearances, and reports of monsters were streaming out of Drac's End for the last two weeks. They also met with a fellow who worked for the Shipping News, the Freeport newspaper, investigating the same events. They agreed to help each other.

Investigating the events in Drac's End, they heard screams that night and found themselves fighting with an enormous tentacled sky-creature. They then examined the small, abandoned cemetery (the only one in Freeport!) around which the events seem to center. As they were examining a crypt which seemed to have been recently used by vagrants, they were attacked by ghouls! They were able to defeat the creatures after a fierce fight.

In the morning, they went looking for the journalist, but he was missing. They asked until they located the vagrant who had been living in the crypt; he told them he had spied the strange goings-on — including the foreigner they were looking for, who had skewered the reporter! He led them to the tower where the foreigner was holed up.

When they reached the place, they saw a purple giant spider breaking through the stone wall! A crazed Boon attacked the spider while Popo ran up to the top floor window and saw their quarry, unable to wake from a nightmare and connected by a tendril of purple energy to the glowing crystal ball. Tumor sent a blast of lightning to break the window open and let Popo in while the crew battled the giant spider. Popo grabbed the crystal ball and tried to wake the man, but could not.

The crew managed to destroy the spider and Boon ran up to the top floor. Wasting no time, he broke the crystal ball, and the unconscious man was sucked into the dark cloud of magical energy, which then collapsed to nothing. Popo and Tumor collected the crystal ball pieces.

Player Thoughts
Shosuro Kando I laughed until my sides hurt - you can't do much better than that!
Additional GM Thoughts
To strengthen the game I'm going to mess with the spell list again, and also add in a reroll mechanic called 'Fortune Chips' which can be spent on re-rolls and using spells more often.
To strengthen the scenario I plan on making sure the con group takes a healer, and instead of running into ghouls in the graveyard, I'll re-introduce Blackheart, who of course is there to 'raise' a new crew…

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