Flynn
First Post
One Shot Session - 04/23/08
Good Morning, All:
Last week, we ended up with three missing players and called the game. This week, however, we only had one missing, and as it was the party's rogue, they elected not to enter into a dungeon delve without the missing party member at their side. Instead, the group decided on a One Shot, leaning towards a Firefly-esque feel. The end result dealt with too many alien animals to really hit that "Space Western" feel, and it was a near-TPK, but we had a lot of fun nonetheless.
The Synopsis:
The good doctor, a pacifistic man by heart, caught wind of that the local Federation had finally located the wreckage of a trader that had crashed on the planet's surface below the space station where the party's ship was currently docked. While the Feds had to fill out all the red tape and send a patrol to investigate, Doc Killraven knew that a timely salvage run could recover some of the cargo for themselves. Rumored to be Advanced Biomedical Research Materials, the party felt that they would make quite the profit if they could get in and get out without being caught. Moving quickly, they took their ship's shuttle craft down to the planet's surface in search of the lost ship.
With Doc Killraven's initial coordinates to localize their search, the pilot Ford Lincoln Mercury flew close to the planet's surface, skimming the thick jungle as the ship's engineer, Brach, located the wreckage in a deep crevice using the ship's sensors. Under the orders of the ship's elderly captain, Hans, Ford put the shuttle down on the narrow canyon's floor after burning away a small clearing in the vine-like vegetation that seemed to cover the ground and walls of this crevice. It was a rough scamper up the vines to one of the tears in the ship's side, although the local vegetation helped.
Just as the last of the crew had made the climb to one of the exposed staterooms, Ford heard a sound on the otherside of the door. Forcing it open, his flashlight revealed a small group of ape-like creatures that became infuriated with the bright beam. Captain Hans stepped out quickly into the hallway, firing a number of bursts into the beasts that charged toward them, before backing down the corridor until his back hit a bulkhead. One of the ape-beasts fell to the rain of bullets, before the lead beast was upon the Captain. Ford held the doorway into the storeroom, using his shotgun to drop another of the proto-simians, and Brach followed up with a quick axe to the face of a third. It took longer to drop the last ape-beast, for it seemed possessed of an uncanny ability to avoid harm, despite the fact that it couldn't land a blow against the elderly man or his crew. Finally, it fell, and Doc Killraven took a few minutes to ascertain that everyone was alright.
Based on Ford's extensive knowledge of starships, the crew quickly found a hatch that led down to the cargo hold. After climbing down, Ford forced the door open and pushed it into the hold, only to reveal that they were not the first to get to the biomedical materials: a large white spider, covered with young, fed on the glowing ooze that poured forth from one of the containers. So large and hideous was the creature that Ford instinctively opened fire, as Brach dropped down the tube to lob a grenade at the beast. The blast took out half the young, enraging the mother spider. Soon Ford was swarmed by the young and the mother alike.
It was a hard battle. Brach retreated back up the tube towards the doctor, as the elderly captain sprang to the aid of his comrade below. The tide of combat turned heavily against the crew members below. Ignoring the spider spawn for the moment, both Ford and Captain Hans focused their firepower on the big spider, as it continued to chew on Ford and fill him with a paralytic poison. Still, it was Hans's shotgun that dealt the final blow that felled the mother, giving Captain Hans the opportunity to start firing on the four remaining spider spawn. The small spiders, despite their general lack of skill, seemed to possess a preternatural combat ability, as they landed blow after blow, wearing away the two primary combatants. Ford fell into a state of shock from which he could not seem to recover, perhaps due to the poison coursing through his system. Shortly after, Captain Hans dropped, bleeding out on the floor of the cargo hold as Brach returned in an effort to take out the rest with another grenade. The doc had pulled Ford back into the tube when Brach fell paralyzed, to be eaten later by the ravenous beasts. In a last ditch effort, Doc Killraven stepped up, took the grenade from Brach's belt and tried to lead the spiders away from his comrades, only to fall to the paralytic poison himself. The only one remaining, Ford staggered forward, as he recovered from his shock, fueled by the last dying breath of the Captain. Ford grabbed the grenade and arming it as he emptied his gun into the spiders. One spider, then another, dropped, but in the end, the last two spiders incapacitated the ship's pilot. The grenade rolled from his hand, and its explosion set off the other explosives that Brach loved to carry. The resulting explosion killed the remaining spiders, and all of the incapacitated crew save Doc Killraven.
It wasn't long before the Feds arrived, discovered the carnage, and rescued the doctor.
And that's where the session ended...
The Commentary:
We started off with a Firefly/Traveller-inspired concept for characters. The players elected to do a salvage run, so while they built their characters, I looked through my Star Wars minis for ideas. I came across the Knobby White Spider mini, and built a scenario up around that. To balance that out, I decided to use some purple ape-like demon D&D minis as the warm-up encounter. For stat purposes, I used the "Albino Ape" and "Spider, Giant Tarantula" stats from the "Savage Beasts" fan-created bestiary, since I had that handy. For the smaller spiders, I simply assumed the typical d6 Extra, keeping the giant tarantula's poison ability.
It was a horrid night for dice. The first three rolls of the evening were all critical failures, some mitigated by Bennies (which should tell you that one of them rolled a critical failure again on the reroll). Yeah, it went a lot like that. In the encounter with the apes, the party had a hard time hitting the last ape, and he couldn't roll above a three to save his life. The party survived that encounter without a scratch.
Although the mother spider was bad, the party took a few rounds to burn through its Bennies and then dropped the thing into incapacitated. That's when my dice went nuts. It seemed that 2 out of every 3 d6 I rolled exploded. I was hitting with raises, which caused the party to have to make Vigor rolls against the poison effects. Then the damage would explode, and I was easily dishing out two or three wounds per hit, before soaks. When the PCs ran out of Bennies, they began to drop.
Strange as it was, the whole near-TPK didn't go as bad as I thought it might. The players took it in good spirits, having fun with it and discussing the merits and flaws of gun combat and low Parry scores with modern characters. When Ford finally overcame his Shaken condition, his heroic actions earned a Bennie by unanimous acclaim. Those last few moments were simply glorious, as my dice had suddenly stopped exploding for a few rounds, and it looked like it might be close. Sadly, after a few exchanges, my dice kicked back in again, and Ford went down. I ruled that the grenade gained an extra d6 (total of 4d6) from the explosives that Brach carried on him, and we rolled for damage for everyone. The only one that made it through was the Doc, which was kinda amusing, since he's the one that got them the lead in the first place.
The players loved the chance to use firearms and autofire, and Ford fell in love with the shotgun. I imagine that future One Shots for the group will probably revisit the modern or futuristic time frames, simply to get more gun-bunny time.
I also noted once again that doorways and similar choke points make it hard for all PCs or all monsters to attack at the same time, something to keep in mind if you want to add a little combat variety to your scenarios.
In addition, as a side note, the use of the Pacifism Hindrance can effectively take a man out of the combat scenarios, so count on your party's effectiveness to be reduced by the loss of the pacifistic person in most combat scenarios.
That being said, I can't wait until we get back to the fantasy campaign next week. I think the next session will be a lot of fun, and will definitely prove rewarding for the adventurers.
Wish Them Luck,
Flynn
Good Morning, All:
Last week, we ended up with three missing players and called the game. This week, however, we only had one missing, and as it was the party's rogue, they elected not to enter into a dungeon delve without the missing party member at their side. Instead, the group decided on a One Shot, leaning towards a Firefly-esque feel. The end result dealt with too many alien animals to really hit that "Space Western" feel, and it was a near-TPK, but we had a lot of fun nonetheless.
The Synopsis:
The good doctor, a pacifistic man by heart, caught wind of that the local Federation had finally located the wreckage of a trader that had crashed on the planet's surface below the space station where the party's ship was currently docked. While the Feds had to fill out all the red tape and send a patrol to investigate, Doc Killraven knew that a timely salvage run could recover some of the cargo for themselves. Rumored to be Advanced Biomedical Research Materials, the party felt that they would make quite the profit if they could get in and get out without being caught. Moving quickly, they took their ship's shuttle craft down to the planet's surface in search of the lost ship.
With Doc Killraven's initial coordinates to localize their search, the pilot Ford Lincoln Mercury flew close to the planet's surface, skimming the thick jungle as the ship's engineer, Brach, located the wreckage in a deep crevice using the ship's sensors. Under the orders of the ship's elderly captain, Hans, Ford put the shuttle down on the narrow canyon's floor after burning away a small clearing in the vine-like vegetation that seemed to cover the ground and walls of this crevice. It was a rough scamper up the vines to one of the tears in the ship's side, although the local vegetation helped.
Just as the last of the crew had made the climb to one of the exposed staterooms, Ford heard a sound on the otherside of the door. Forcing it open, his flashlight revealed a small group of ape-like creatures that became infuriated with the bright beam. Captain Hans stepped out quickly into the hallway, firing a number of bursts into the beasts that charged toward them, before backing down the corridor until his back hit a bulkhead. One of the ape-beasts fell to the rain of bullets, before the lead beast was upon the Captain. Ford held the doorway into the storeroom, using his shotgun to drop another of the proto-simians, and Brach followed up with a quick axe to the face of a third. It took longer to drop the last ape-beast, for it seemed possessed of an uncanny ability to avoid harm, despite the fact that it couldn't land a blow against the elderly man or his crew. Finally, it fell, and Doc Killraven took a few minutes to ascertain that everyone was alright.
Based on Ford's extensive knowledge of starships, the crew quickly found a hatch that led down to the cargo hold. After climbing down, Ford forced the door open and pushed it into the hold, only to reveal that they were not the first to get to the biomedical materials: a large white spider, covered with young, fed on the glowing ooze that poured forth from one of the containers. So large and hideous was the creature that Ford instinctively opened fire, as Brach dropped down the tube to lob a grenade at the beast. The blast took out half the young, enraging the mother spider. Soon Ford was swarmed by the young and the mother alike.
It was a hard battle. Brach retreated back up the tube towards the doctor, as the elderly captain sprang to the aid of his comrade below. The tide of combat turned heavily against the crew members below. Ignoring the spider spawn for the moment, both Ford and Captain Hans focused their firepower on the big spider, as it continued to chew on Ford and fill him with a paralytic poison. Still, it was Hans's shotgun that dealt the final blow that felled the mother, giving Captain Hans the opportunity to start firing on the four remaining spider spawn. The small spiders, despite their general lack of skill, seemed to possess a preternatural combat ability, as they landed blow after blow, wearing away the two primary combatants. Ford fell into a state of shock from which he could not seem to recover, perhaps due to the poison coursing through his system. Shortly after, Captain Hans dropped, bleeding out on the floor of the cargo hold as Brach returned in an effort to take out the rest with another grenade. The doc had pulled Ford back into the tube when Brach fell paralyzed, to be eaten later by the ravenous beasts. In a last ditch effort, Doc Killraven stepped up, took the grenade from Brach's belt and tried to lead the spiders away from his comrades, only to fall to the paralytic poison himself. The only one remaining, Ford staggered forward, as he recovered from his shock, fueled by the last dying breath of the Captain. Ford grabbed the grenade and arming it as he emptied his gun into the spiders. One spider, then another, dropped, but in the end, the last two spiders incapacitated the ship's pilot. The grenade rolled from his hand, and its explosion set off the other explosives that Brach loved to carry. The resulting explosion killed the remaining spiders, and all of the incapacitated crew save Doc Killraven.
It wasn't long before the Feds arrived, discovered the carnage, and rescued the doctor.
And that's where the session ended...
The Commentary:
We started off with a Firefly/Traveller-inspired concept for characters. The players elected to do a salvage run, so while they built their characters, I looked through my Star Wars minis for ideas. I came across the Knobby White Spider mini, and built a scenario up around that. To balance that out, I decided to use some purple ape-like demon D&D minis as the warm-up encounter. For stat purposes, I used the "Albino Ape" and "Spider, Giant Tarantula" stats from the "Savage Beasts" fan-created bestiary, since I had that handy. For the smaller spiders, I simply assumed the typical d6 Extra, keeping the giant tarantula's poison ability.
It was a horrid night for dice. The first three rolls of the evening were all critical failures, some mitigated by Bennies (which should tell you that one of them rolled a critical failure again on the reroll). Yeah, it went a lot like that. In the encounter with the apes, the party had a hard time hitting the last ape, and he couldn't roll above a three to save his life. The party survived that encounter without a scratch.
Although the mother spider was bad, the party took a few rounds to burn through its Bennies and then dropped the thing into incapacitated. That's when my dice went nuts. It seemed that 2 out of every 3 d6 I rolled exploded. I was hitting with raises, which caused the party to have to make Vigor rolls against the poison effects. Then the damage would explode, and I was easily dishing out two or three wounds per hit, before soaks. When the PCs ran out of Bennies, they began to drop.
Strange as it was, the whole near-TPK didn't go as bad as I thought it might. The players took it in good spirits, having fun with it and discussing the merits and flaws of gun combat and low Parry scores with modern characters. When Ford finally overcame his Shaken condition, his heroic actions earned a Bennie by unanimous acclaim. Those last few moments were simply glorious, as my dice had suddenly stopped exploding for a few rounds, and it looked like it might be close. Sadly, after a few exchanges, my dice kicked back in again, and Ford went down. I ruled that the grenade gained an extra d6 (total of 4d6) from the explosives that Brach carried on him, and we rolled for damage for everyone. The only one that made it through was the Doc, which was kinda amusing, since he's the one that got them the lead in the first place.
The players loved the chance to use firearms and autofire, and Ford fell in love with the shotgun. I imagine that future One Shots for the group will probably revisit the modern or futuristic time frames, simply to get more gun-bunny time.

I also noted once again that doorways and similar choke points make it hard for all PCs or all monsters to attack at the same time, something to keep in mind if you want to add a little combat variety to your scenarios.
In addition, as a side note, the use of the Pacifism Hindrance can effectively take a man out of the combat scenarios, so count on your party's effectiveness to be reduced by the loss of the pacifistic person in most combat scenarios.
That being said, I can't wait until we get back to the fantasy campaign next week. I think the next session will be a lot of fun, and will definitely prove rewarding for the adventurers.
Wish Them Luck,
Flynn