Showing posts with label rpg. Show all posts
Showing posts with label rpg. Show all posts

Thursday, April 21, 2022

Raccoon Sky Pirates Adventure

 Raccoon Sky Pirates Adventure

4/20/2022



An intrepid band of raccoons, all with different motivations, yet a common goal, gathered together at their home, the city dump, to discuss how to achieve their aims beyond the confines of their home.


The Heist of Raccoons included:

Brisket Jack [Scott] who referred to himself intermittently in the third person.  Gray and grizzled his mask was slowly blending into his other fur.  Brisket had only four fingers on one hand, having lost one fighting a pit bull [allegedly] who had cornered some foraging kits.  Per Brisket, “Brisket chased that junk yard dog completely out of the junk yard.  Now he’s just a dog.”  Brisket seeks glory and adventure, an example for other raccoons to follow.


Vibrissa the inventor [Aeryn, they/them], who had only two legs, their back legs replaced with uneven wheels, one rubbered, one only a rim, from a lawnmower and kid’s tricycle, and a small cart, the result of a wheeled invention not going right when coupled with a jet pack and molotov cocktails.  Vibrissa once aided Kit in overcoming dump night terrors where Kit would awake to be terrified of the looming shadow of the mounds of the dump, by variously blowing up mounds in the dump.


Kit [Hank, they/them], the littlest raccoon, although more appropriately the shortest raccoon, almost a ball in stature.  “I’m shortest on two legs, but not the littlest.”  Kit as a growing raccoon, is excited to find and wash some new food, even to the point of eating it right on the spot.  Kit is more relaxed around Vibrissa as they have learned to associate inventive explosions with food.


Rabies Eddie [Kyle, me/mine] the untamable beast.  Eddie is grizzled and has seen to much and been in too many places, and often lives inside mes own head, staring off into the distance.  Maria Triple XL takes care of him but has to be careful, as there was an incident where Maria got between Eddie and some possums and bit Maria.  As Eddie says, “Things got kind of hairy.”  There’s a bit of ill will between them over the bites, despite the protective nature of their relationship.


Maria Triple XL [Chris, Bad Ass Motherfucker], the colossus, strong, deft, and brave.  And a bit stout and square.  A protective relationship with Rabies Eddie that resulting in the “biting incident”, many of which are still healing, although no rabies resulted.  Maria loves food.  Loves to swim and has a secret the BAM shares with Brisket about a lost treasure outside the dump as they were litter mates.


The Heist begins to design a ship that can carry them all to adventure and treasure.  Several ideas are bandied about including using Legos [how many, each raccoon’s weight in legos?], a bathtub, a cracked hot tub, trash cans, dirty dump water, helium, and milk crates  Initial experiments involve trying to loft Kit skyward using a milk crate, a rope, a bag, and helium. The helium works much better than expected nearly dragging the whole party off the ground.  Vibrissa eventually reads the canisters and realizes they’re not full of helium, but are full of Fizzy Lifting Gas.  Several panels of scrap wood, half a dozen beat up trash cans, two rear propellers, two side propellers, an engine/motor, and a couple of super soakers are all lashed together under a large balloon, with a beach ball used to control the amount of gas.


Brisket Jack’s artistic drawing of the TinCANic [figure 1] , the sturdiest of Raccoon Flying vessels ever constructed, naming heavily indebted to Torch Key the Raccoon who was absent this adventure.  Maria Triple XL dumps the dump water Brisket collected for the BAM, declaring at the end of the adventure, a giant expanse of warm clean water awaits. Vibrissa adds some railings for safety purposes.  


With the release of fizzy lifting glass, the Heist is away, floating roughly above fence height, then higher until they can survey what lies before them.  Maria can smell a mix of chocolate and the same scent in fizzy lifting gas to the northeast where trucks carry something from the chemical plant to a factory.





The initial journey is particularly smooth as a lightly moonlit night begins to fall and Maria guides the TinCANic onto the factory roof, landing deftly on an A/C unit to protect the props while repairing a malfunctioning rotor, following the mantra gained through a lifetime of experience, “If it doesn’t fit, force it.”  It is noted by Eddie that Maria is deft at releasing gas.


The factory reeks of chocolate and the Heist heads down the side of the building and enters a hallway via the loading docks.  Maria XL almost gets stuck between a truck and the door, but Kit assists and the Heist is in, examining a hallway full of doors.  The first room seems to be nothing more than random supplies: 150’ of bungee cord, a fire extinguisher, a ten gallon bucket of soap, some lawn chairs, and more.  A second room is nothing but Halloween decorations and hard candy.  Maria XL feels a BAM can blend in more appropriately with glasses and a fake mustache from the Halloween supplies.


Photo courtesy of Vibrissa:



Following the signs, the Heist gets to the chocolate floor entrance and forms a raccoon pyramid, with Kit on top pushing up the door handle with a broom from the supply room.  Inside the room is glorious with the smell of chocolate and a giant bucket that seems to be full of 1000 gallons of liquid deliciousness.  Both Maria Triple XL and Kit head to the top of the bucket, climbing scaffolding and walkways.  Brisket heads up after them with a bit of a completely unnecessary acrobatic flourish.


The level of the chocolate is a bit too far for a raccoon to reach and Kit suggests a raccoon chain.  Maria agrees and dunks Kit, but proceeds to fall in, both of them floating in the giant bucket of chocolate.  Kit calls for help, but Maria is content to float and bask in chocolate.  Brisket heads to find the broom and 150’ bungee cord to pull them out.


All of the ruckus attracts the attention of a human factory worker and a dog in a little office overlooking the floor.  The dog comes bounding down to attack and Brisket gets in its face, asking, “Do you remember me?” while waving four fingers at it.  The dog recognizes Brisket and whimpers and barks, but backs off.  Meanwhile the human is pulling an alarm, screaming “There are raccoons in the chocolate” and coming down the stairs to intercede.  Rabies Eddie starts chasing the human up the stairs and the human hides in his office, obviously concerned about Eddie’s potential for actual rabies.


Meanwhile, Vibrissa whacks a big red hanging button with the broom, triggering a chocolate dump and gently spilling 1000 gallons of chocolate, and chocolate covered Kit and Maria XL onto the factory floor.


A not quite exact reenactment of 1000 gallons of chocolate spilling on the factory floor.  Note that the factory was a bit more gentle in its dump.


Maria heads up the stairs to fetch Eddie, who’s in his zone, while small orange humanoids coming rushing into the factory floor from the other direction, slipping in all the spilled chocolate.  The party decides it’s time to make a hasty retreat and heads back down the hallway to the docks, leaving behind chocolate footprints and long chocolate smears, like someone dragged a dirty diaper down the hall.


In the docks, most of the humans are lining up and heading out the doors while the alarm sounds and Vibrissa takes a moment to chew through a break line in case anyone tries to follow.


The Heist rushes back to the roof and the TinCANic, but several humans see them, and a man in a large tophat and suit rushes out to shake his fist at them before disappearing back inside.  The Heist feels safer aloft, but realizes the man in the top hat is chasing them in a semi.  Hopefully the semi with the bad brakes.  But then they realize the brakes do not matter as the little orange workers scurry around the truck into the back and the whole thing begins to lift of the ground heading toward them in a straight line.  The truck is attacked with the super soakers, but the attempt is foiled by the simple invention of windshield wipers.


The stress of the escape is having an impact on the TinCANic, and in the chaos, Brisket messes up the steering, interfering with the ability to simply turn and get away from the man and the floating semi.  But with some inventive spiraling, the Heist manages to angle themselves away at a ninety degree angle while the truck goes floating in a straight line, the factory owner shaking his fist at them, and the rear of the truck full of a few little orange men and a bladder that is probably full of fizzy lifting gas.


With the broken helm, the Heist continues on, attempting to get to the “thousand raccoon tall” buildings nearby as light slowly starts to appear on the horizon and humans begin to mill about.  But before the sun can rise, a small blinking light appears in the distance, seemingly drawn by temporary noise from the motor that Kit manages to quiet, but not soon enough.  As the TinCANic moves up and down to evade it, it matches their fences height precisely.


[General flying pattern of the TinCANic post helm issues]



As it gets closer, it becomes obvious the light, which starts to flash red and blue, is a police drone. Brisket yells to get to the super soakers, and a well aimed squirt causes the drone to start to spark and wobble toward the ground.  But alas, more police drones are on the way and the Heist feels it’s time to head to ground, in more ways than one.


Maria tries to take the TinCANic in for her signature landing, but slams it into the ground hard, breaking apart moldy wood, and throwing rivets and connecting bits left and right [and up and down].  Vibrissa cuts the engine and despite the desire to investigate the tall buildings, the Heist heads for possum woods, home of Squinty Pete the possum, to lay low for the day while the humans are at their busiest and the drones continue their search.



So while the houses were never reached and Maria failed to find a giant pool or tub full of warm, soothing water, a giant pool of chocolate was a delicious, temporary substitute, Brisket Jack got to relive his days a a tamer of junk yard dogs, Vibrissa was able to test many new inventions or at least reuse of existing inventions and learned where to find lots of dizzying lifting gas, Rabies Eddie got to take on overwhelming odds against both a dog and human, a reason to go beserk on someone other than Maria XL, and Kit, though not able to find some new food to wash and eat on the spot, did allow the Heist to explore areas of the chocolate factory and was washed in edible chocolate.



Wednesday, January 08, 2014

In which I misuse my blessing from the gods

My Secret Santa (my sister) got me a copy of Pathfinder the RPG card game for Christmas.  I'm not 100% sure why it was on my wish list.  I hadn't researched it well.  I assume I intended to check it out as it was in the top ten over at Boardgamegeek.  We gave it a spin at Dunn Brothers as a family, and Eryn and I have been playing some follow up games following the string of adventures in the basic set.  We even watched a few YouTube videos with a variety of somewhat annoying spazzes to get an idea if our first attempt was directionally correct (take that...management speak).

We've learned a few things...



1.) It's intended as a bit of a money suck with the expansions.  There are five of them and a character expansion pack.  Admittedly, it's not much different from buying scenarios for AD&D, but it is a bit more difficult to create your own cards to represent items/etc (we haven't done that), particularly as how it works doesn't exactly follow my AD&D way of thinking and how you acquire weapons of increasing power.  Fortunately, the base set gives you three scenarios plus the first expansion pack, so there's plenty of play and replay.
2.) It's more structured than a regular RPG.  There isn't quite the same free form element.  I guess that's obvious.  After all, you're playing a card game.  You sort of have to make up the story in your own head.  Like when the dwarf can inspect the top card of his location deck at the end of his turn, I say, "I hear something growling ahead of me," or, "I see a bottle glinting ahead," so the other person (Eryn) knows I'm using the equivalent of night vision.  Similarly, when the head villain we were trying to catch got away from us on the very last card we turned, we talked about how clever he'd been to hide and then slip away.
3.) It's harder to role than an RPG for the most part.  Your attributes use different dice and quite often there's not an outside chance you'll roll a natural 20 and call it a surprising success.  Instead, you're faced with trying to roll a 9 on a d4 and deciding whether to supplement or just let the loot get away.
4.) Cards doubling as hitpoints is ROUGH.  You're losing your stuff, your hitpoints, and your flexibility all at the same time.  That requires some serious balancing and forethought about what to do.  When it gets tight, the ability to inspect the top of the deck is incredibly useful.
5.) You have to READ all the cards.  The adventure has extra rules.  The locations have several extra rules (for actions in the location, for closing the location, for the closed location - you close locations so the primary bad person/monster can't escape if they're defeated.  Escaping means they run off to another deck under a location card and get mixed in.  If there are multiple locations still open, you mix a few cards in so you don't know where they're hiding.  So closing locations is crucial to forcing them into dead ends).  Your character has extra rules.  For helping yourself, for helping allies in your location, for helping allies in other locations.  The monster has rules.  The items have rules.  And it all meshes together.  Go too fast and you miss something important.
6.) Blessings of the Gods are not as powerful as they seem.  Eryn and I were playing our last two games by assuming that the Blessing of the Gods, when it said it was an exact match for the card on the blessings deck (which counts down 30 turns you have to defeat the bad guy or try again if you don't die), and the card on the blessings deck wasn't a Blessing of the Gods, but one of the other cards that said you may recharge instead of discard (the card goes to the bottom of your deck instead of into your discard, so you don't lose the equivalent of a hitpoint), the Blessing of the Gods does not copy the recharge.  Only the powers.  That's per Mike, the designer of the game, out on Boardgamegeek, so I'm going to assume he's right.  And the fact that I went to look it up because it seemed too powerful - that's another tell.  So we don't get as many re-explore attempts and we don't get to recycle those hit points with nearly the frequency we were recycling them.  That's a huge deal for Eryn's mage, because it has so few hitpoints.  Next game she'll have to manage what she disposes much more carefullly, and we'll have to save those healing potions when we find them (I've directed her to a few after looking at the top card at the end of my turn, but there's not a guarantee one will be in a location).  It also means we should be looking at the non-Blessing-of-the-Gods blessings as they have a chance to recharge if there's a match, while there isn't that options with BoftG.

You can imagine Eryn and I spazzing out if that helps the visual.  We're having fun and Eryn is keen to play some of the other sets if we finish this one.  Personally, I'm looking forward to dying and trying a new character at some point, although I'll do my best not to perish on purpose.  I like the ranged abilities of my dwarf and I have an urge to try out his new heavy crossbow Eryn acquired for him at the general store.

Friday, December 06, 2013

Birthmark Generator

I think you're just a bit too much into detail if you feel the need to spend $1.00 on a birthmark generator for your role-playing campaign.  And adding it to your wishlist so someone else can buy it for you?  I'd rather my friend spent some time creating their own list and saved us both a dollar.

If you really need one, head over to Wikipedia and use their list.  Don't use Google.  Most of the images returned are fairly serious birthmarks.  Not your run of the mill kind. You can add some basic percentages around the categories, and then just use a 1d12 if the birthmark is one that can vary (the Mongolian Spot has a particular location, but 1d12 almost captures the % for a mole accurately): head/left arm/right arm/face/neck/chest/back/left leg/right leg/butt/left foot/right foot.

If you use a 1d10 and divide by 2, you can even tie the birthmark to mythology or a character's history using the folklore area.  Rolled a six, so that port-wine stain on the...1 on a d4...left side of your face that's the size of a...6 on a 1d10...spring break tramp stamp...that looks like a......peace pipe...is from when your mother saw a beholder while you in the womb!  You're lucky she didn't look in the wrong eye, but she's pretty sure it was actually blind as well as missing a few stalks. Lucky...but that crippled beholder is still looking for the one that got away and that birthmark ties you to it in some way.

I hope I've saved you a dollar.