Session 12 started with the characters heading off to Coyn with two goals. They intended to meet with Tamaron Pol, the rebel contact for the drug deal and force Lud Chud's deal on him. They also wanted to explore the second ancient pyramid to get another data point for their Dyson sphere search. Coyn is home to a proud warrior race, kind of like space Klingons (errr). They arranged to meet their rebel contact in the alien quarter at a bar.
As they approached the bar they were surprised to catch sight of Braddock drinking with Nills.
Well, the Swords and Wizardry game did not go off as planned tonight because we did not have enough people show up at start time, but it actually turned out for the good because we played Lords of Waterdeep instead. Lords of Waterdeep is a board game based on the classic D&D setting, the Forgotten Realms. Waterdeep is one of the most famous cities in that world, having been passed by Baldur's Gate in the '90s for name recognition.
But don't worry if you aren't into dungeon crawlers, because Lords of Waterdeep is a worker placement euro game in disguise. And don't worry if you don't like euro games, because it is fast paced, with a lot of interaction, and a lot of fun. There is no trading logs and bricks in for castle parts for the king in exchange for victory points here, you are gathering a band of adventurers to take on quests.
In Lords of Waterdeep, you have a limited number of workers to place each round and you have to choose between placing them in buildings that will let you recruit different kinds of adventurers (cleric, rogue, fighter, wizard), build more buildings, get money, get quests, or get intrigue cards to stab other players in the back. Each quest you collect requires you to gather a certain number of each type of adventurer to complete it for victory points. You can build new buildings that have better payout in adventurers per worker placed there.
The game is a lot of fun because you never have enough workers to do all of the things you want to do in one round, and you are constantly making meaningful, tough choices. The game stayed tight all the way through, and even though I pulled out to a decent lead a few times, the other players were able to catch back up. At the end, I finished in second by one point, very exciting.
While the game is not super thematic, it is pretty thematic for a worker placement game, and you do feel like you are gathering adventures and stabbing each other in the back. The theme is not quite as strong as in Yedo or Manhattan Project (other worker placement games), but it is a much easier game to learn.
Overall, a great game that I will certainly be picking up in the future.
Tomorrow I will be running a Swords and Wizardry game at my local gaming store, High Tide Games. This is the same store that I run Edge of Empire in every week (last weeks play report coming soon). hopefully I will be running the game for many of the same people. I billed the game as Basic D&D on the stores calendar, because I assume that the awareness of the Swords and Wizardry name is not very high.
I will be using a heavily house-ruled version of S&W that I like to use at conventions. I draw heavily on Akrasia's Swords & Wizardry house rules, as well as various other house rules that I have picked up over my years of OSR reading, and many that I have developed myself. I am thinking about posting these rules, the problem is, I have no idea where I got half of them anymore, and I am not sure if they are all Open Gaming content. I may post them after further investigation.
The players will playing in my long-running campaign world that contains my Castles and Crusades City State of the Invincible Overlord game, my OSRIC Stonehell game, my Savage Worlds Ruby Isles game, my old high school 2nd Edition game, my summer games during college, and many a convention game. As always, all events will be canon.
This game will be a one-shot that centers on the refugee city outside the walls of Dar Janix. Dar Janix is a great marble city of towering spires, built on a large island in the middle of the ocean. It is home to an order of knights who were forced to flee the mainland after The Overlord began large scale conquest a few centuries ago. As the Overlord sought to expand his grasp across the ocean to the New World tens of thousands of refugees from those unexplored lands made their way to Dar Janix seeking help.
Eventually the knights would no longer let the refugees in the city, but allowed them to live in the old warehouse district on the docks. Over the years that district has grown into a Kowloon-like city several stories high, filled with all styles of architecture and people from all over the world. The players will take the roles of characters looking for their break to move up out of the refugee city. They may just get their chance when news arrives that a Castle Whale has been sighted not far from Dar Janix.
A Castle Whale is a whale hundreds of feet long, that lives for many centuries. When it dies, its body hardens instead of rotting, and it remains afloat. Their corpse can essentially be made into a floating castle. It appears that someone already made this Castle Whale into a lair, and abandoned it. It may be full of treasure... and danger.
The party returned to Elrood after escaping from Derilyn and
met with Paz Nor to pitch him on the spice deal. Paz Nor did not seem pleased
with the deal they had struck with the rebels. To recap, they accepted spice in
return for the weapons they smuggled onto Derylin. The party would get 10% of
sales for transport and Paz Nor would get 10% of the sales for use of his distribution
system. The rest of the money is to be delivered to a rebel agent on Coyn.
Because of the large amount of spice and its high street value, both Paz Nor
and the party stand to gain many, many times the value of the weapons from this
deal. Paz Nor insists that they meet with Lud Chud, head of the crime family,
to explain their actions.
In last week's session of Edge of Empire, the party decided to run some guns to the rebels on Derilyn. The party's loyalties are starting to get muddled. They are made members of Lud Chud's crime family, they joined the local rebel cell, there is at least one member (Kal) studying to become a Jedi, and one member (IG-13) that is a droids' rights advocate. These are just the loyalties that they have made public to each other, there may be other, secret loyalties that have not come out yet.
The party began session 9 huddled in their camouflaged ship,
recovering from their battle with the pyramid droids and the Imperial Special
Forces. The giant beam was still firing through the lens on top of the pyramid,
so they decided to determine where it might be pointing. After some discussion
Tarn, the smuggler, informed them that since the planet was rotating, and all
of the heavenly bodies involved were moving in relation to each other, they
would only be able to determine a series of planes swept through space by the
beam on which the Dyson Sphere could lie. They would need to find the other two
pyramids and see where the beams intersected in order to determine where the
Dyson Sphere was located.
Since the group is pretty stable, I thought I would take the chance to give a quick rundown of the party members:
Neelo: a mechanic
Anoon: a twi'lek politico
Kal: a Mandalorian marauder
Tarn: a human smuggler
IG-13: a droid assassin
Lockett: a human scoundrel
Sal: a hired gun
Caitlin: a slicer
Caitlin and Sal are the most recent additions to the group and I realized that I do not have all of their character details, even though they are late-comers to the group they have been good additions both in person and in game. The game plays very well with eight players, it really helps that everyone is very professional. We have a lot of fun joking around at the table, but all of the players are always ready to go when their turn comes up. I do play a little bit looser with the rules to keep things moving, but the game seems designed with this in mind.