First session of a short adventure in my own rpg, Quest for Chevar.
Teddy the Human Bridger, Eskinder the Were-Hyena Maker, and George the Werewolf Benedante, hired by an NPC I’ve used before, a Human Alchemist named Garret Ayala.
The adventure starts in a kitchen in a farmhouse in Tehachapi California, in September of this year. Our three Rangers are getting information from a local, who is Wise but doesn’t get involved in fighting unless he has to. But information, healing, crafting, these he’s happy to do.
Turns out a string of deaths in the Tehachapi mountains might be connected to the supernatural world, and so the Ranger Captain of the region has asked Garret to gather a team and look into it.
A few quick rolls to get their bearings, and they’re off down to Bakersfield to talk to local Elders, Ester and Bernice Valmont.
Lots of investigation and research and making phone calls and calling upon contacts, and they figure out that there is a spell being laid in a ring through the mountains around Kern country, and the mystical pollution of that spell is reaching from the coast to the Mojave, and from the northern end of LA up to Fresno, which is a huge area. Like, immense. The focus of the spell is an old Methodist church in a railway ghost town by Tehachapi, called Tehichipa.
They also gather other useful intel, but that’s the main points. When they leave the house a car matching the description of a car they need to find drives by, full of people they need to talk to or investigate. Seems they were being spied on.
The sessions ended at the very start of the chase.
It was awesome. Idk if it sounds awesome but it was awesome.
Following the above playtest session for my game system Quest for Chevar:
It was a bit rough. Sinusitis had me a bit off at the start, and I dragged out a simple scene where they tailed the station wagon full of cultists all the way back to the Tehachapi area. Really good rolls and ideas meant they didn’t get spotted at all the whole time, and they took out a tire up in the mountains on a two lane road through a ghost town. Perfect place for a fight. If only it hadn’t gotten almost to 9pm by that point…
During the “chase”, they made their initiative checks. In QfC initiative checks are checks made before a conflict or at the start of it, wherein each PC tries to find or create an advantage over the opposition. This can be nearly anything, but requires a skill check. Any success adds 1 initiative die to a pool, as do things like having the high ground, and before Phase 1 of the first round begins, you roll a check using the combined initiative dice of the group.
Eg, each of the 3 PCs succeeded on thier checks, and Teddy got a critical success, which adds an extra die forward that can be used either on initiative or during the conflict. She chooses to use it immediately, so the group rolls 1d12 action die plus 4d6 initiative dice, and get a total in the low 20s, which means a total success. The Rangers have the initiative, and get to choose turn orders and have access to certain tactical options the opposition doesn’t.
The fight starts, with George, Teddy, and the NPC companion Garret taking an Aggressive stance, and Eskinder taking a Ready stance. To interrupt any big magic.
Problems arise from there. It takes Eskinder 2 rounds to clear 12 yards, firstly. Now, he could have done it by sacrificing his action, but he already used 1 of 2 of his Quick Actions (combined bonus and reaction, in 5e D&D terms) to increase his speed.
Then the attacks are traded, and things really show the warts. Basically PCs deal too little damage, and mitigate too little damage with defense checks.
We wrap at the end of round 2, and talk a little about the pain points with the new attack and defense rules we are trying out, with the clarity of building characters that can kick ass (George didn’t feel especially badass even in wolf mode as a shifter), and movement.
Next time we may replay the scene from the ride to Tehachapi with some adjustments.
Overall not a great session, but very informative.
Also I hadn’t had time to print out the enemies, so I was tabbing between the adventure notes, rules, and enemy stats document, which wasn’t ideal.