[Actual Play] Rifts PA 105 - Hot Springs
Posted: Sun Mar 07, 2021 2:02 am
This is my current campaign. It's hosted on Roll20 and focuses on a small town in Central Arkansas. I didn't use the Tomorrow Legion stuff at all. Please feel free to offer comments, suggestions, and feedback as you wish.
Players
Lia - Eugenia Green
Matt - Zero Day
Shawn - Cowboys
GM Commentary
Tyrell was unavailable due to a Saturday shift at his job. I wrote a quick, single session linear adventure about two hours before the game began that would allow the three available players to utilize their skills and abilities. I intend to run this campaign as a player-directed sandbox, so a point to point story like this isn't supposed to be the norm.
I ran things in a fairly straightforward manner up to the point that the group reached Ft. Eldorado. I couldn't predict exactly how they would attempt to extract Howard Johnson or what NPCs they would need to interact with, but I am fairly comfortable improvising this sort of thing. When circumstances left things in question, I injected chance by rolling a single ten-sided die. Something bad would happen on a one, while something very good would happen on a ten. Two ones came up, no tens. This isn't an official Savage Worlds mechanic, but I think it worked well.
I handled everything in theater of the mind. If I had prepared the adventure a bit earlier, I could have set up maps for the ambush encounter, the street map outside the detention center, and the interior of the detention center. Even without them, it played out smoothly. Roll20's interface allows me to throw up a rule reference handout for everyone conveniently, which I enjoy and think will make using the more specialized subsystems easier.
Overall I think it was a successful session that gave everyone a chance to see how the mechanics of the game work and try out different elements of their character. If there's anything that was not satisfactory for anyone, I hope they will take the opportunity to make some revisions to their character.
Shawn and I did have a small disagreement regarding feedback on whether the plan arrived at by the group was thorough or flawed. I will not be offering such feedback without an appropriate die roll. If you would like that degree of oversight, I recommend investing in the Battle skill.
Session 1 Recap
The party is called to The Caged Bird by Felicia Howard to discuss a job. Howard Johnson, an associate of hers has been detained by the Coalition in Ft. El Dorado. She explains that her organization can't be directly connected to his extraction, but it is necessary that he not be transferred to Chi Town for interrogation. She offers the party 50K credits per person if they bring Howard to her. She also loans them a Mountaineer ATV to get the party down to Ft. El Dorado, with the promise that they can keep the vehicle if they are successful. The party naturally accepts because this is a linear adventure and experienced players can recognize a railroad when they see one. I probably could have skipped the quest giving scene entirely, but I wanted to give the players the chance to negotiate and ask questions.
Zero Day takes the wheel, he is the only character with the Drive skill which may be an oversite that another player may wish to correct. The drive down to Ft. El Dorado is expected to take about six hours in that it's through some rough terrain. This is an error on my part. I should have asked if they wanted to take the trade route to save time, but I was focused on the planned combat encounter. They may have elected to go through the rough terrain anyway to avoid being observed.
The party discovers that their route has been blocked by felled trees. It's a very obvious attempt at an ambush and rather than take the bait, they establish an alternate route that will take them an hour out of their way and reverse course. A pair of brodkil break cover and open fire on the vehicle with laser rifles, which are insufficient to penetrate its MDC armor. Cowboys pops out of the cupola and eliminates both brodkil with a single magically enhanced shot from his sniper rifle. Assuming that there are more brodkil hiding in the woods, the party elects to leave the scene rather than search the bodies. I had expected this to be a longer combat encounter, but I always approve of players avoiding a fight rather than engaging in true murderhoboism.
Arriving at Ft. El Dorado, the party observes the shantytown and bazaar outside the main gate. This is Little Sorcerytown, a place I made up that falls into a legal gray area. Canonically, the use of magic powers is forbidden in Ft. El Dorado, but it seemed reasonable to me that it would be permitted outside the walls of the city and these kinds of shantytowns are described elsewhere, such as the Chi Town 'Burbs. It also gave me an excuse to explain these conditions, as did the interaction with the gate guard.
After passing through the gate, the party does a drive by of the detention building. They observe that Ft. El Dorado is densely packed and bustling with activity. The Ultra Tech Incorporated juicer clinic is located on the same street as the detention facility. The party sees a truckload of volunteers arriving there before proceeding on to a saloon known to Cowboys that has rooms for rent. I failed to actually charge the party for their stay there, but the cost would have been negligible probably less than a thousand credits for the three or four days that they stayed.
After settling in, the group seeks out the means to observe the interior of the detention center. Zero Day finds a junk shop to acquire the parts necessary to set up a makeshift monitor patch to invade the CCTV system. Eugenia and Cowboys visit Little Sorcerytown so she can connect with the local magic-user community in the hope that they have had people inside the detention center already. These interactions gave us the opportunity to try out the Social Conflict rules for haggling over the price of the parts and for Lia to take advantage of her I Know a Guy edge.
The mechanics for I Know a Guy basically grant a character a variable version of Connections related to any aspect of their identity/concept. So in this case Eugenia being a Ley Line Walker allows her to connect to the local magical community just by finding someone in it to talk to. Her innate ability to use detect arcana makes this pretty easy. Wandering the many stalls in the bazaar offering charms and potions, she and Cowboys find one that is selling genuine magic items; among them a small golden amulet engraved with Atlantean script. They converse briefly with the vendor, a d-bee that they later learn calls himself Lucius, wearing the mask and breathing apparatus popular with Ley Line Walkers. Cowboys purchases the amulet, which grants the wearer an additional reserve of five PPE, to smooth over an introduction. Lucius casts a spell and asks them to wait. After twenty minutes, a robed and hooded woman arrives and asks them to come with her.
The woman leads them deeper into the shanty town and brings them inside her hut. There she draws back the hood of her cloak revealing that she is an albino and introduces herself as Shanira. Shanira shows them a hand-drawn diagram of the interior of the detention center and shares that it is possible to bribe one of the guards to get someone out.
Returning to the room, the party shares what they've learned. Zero Day's hacking into the CCTV system shows them the exact layout of the detention center, where the guards are located, and allows them to see that there are three prisoners; Howard Johnson, a dogboy, and a very large reptilian d-bee. Cowboys follows up with the corrupt guard the following day to explore the possibility of buying a solution to the puzzle. The guard discloses that for a substantial bribe he can arrange for the release of either of the other two prisoners, both of whom are sentenced to death. Arranging for the release of Johnson is more complicated though because he is awaiting transfer to Chi Town. He tells Cowboys that it can be done for 300K.
Ruling out that course of action, the party brainstorms possible options for extracting Johnson using their available resources. Plans include teleporting him out of the cell while replacing him with a magical illusion, looping the CCTV feed to reduce guard response, using illusion to impersonate deadboys and take custody of him, acquire city guard uniforms and insert prisoner transfer orders, use illusions to impersonate city guards and take custody of the prisoner with fake interrogation orders. Cowboys takes a day to explore the possibility of acquiring uniforms, but discovers that the body armor worn by guards is too expensive.
With that option removed, the group decides to have Zero Day hack into the computer system and insert orders for Johnson to be turned over to city guards for interrogation. They then use illusions to make their ATV look like a guard transport and to make Cowboys and Zero Day look like guards. With the orders in the system and the illusions being successful, the plan goes off without a hitch. The only tension in the scene comes from the limited amount of time that they can sustain their illusions and whether or not they are observed changing from one appearance to another.
The group is stopped on the way out of the city and questioned regarding their vehicle. Someone did observe it changing, but Cowboys bluffs his way through. The drive back to Hot Springs is uneventful and Felicia delivers the promised payment. In addition to the money, the truck, and an improved relationship with the local black marketeer, everyone was awarded an Advance.
Players
Lia - Eugenia Green
Matt - Zero Day
Shawn - Cowboys
GM Commentary
Tyrell was unavailable due to a Saturday shift at his job. I wrote a quick, single session linear adventure about two hours before the game began that would allow the three available players to utilize their skills and abilities. I intend to run this campaign as a player-directed sandbox, so a point to point story like this isn't supposed to be the norm.
I ran things in a fairly straightforward manner up to the point that the group reached Ft. Eldorado. I couldn't predict exactly how they would attempt to extract Howard Johnson or what NPCs they would need to interact with, but I am fairly comfortable improvising this sort of thing. When circumstances left things in question, I injected chance by rolling a single ten-sided die. Something bad would happen on a one, while something very good would happen on a ten. Two ones came up, no tens. This isn't an official Savage Worlds mechanic, but I think it worked well.
I handled everything in theater of the mind. If I had prepared the adventure a bit earlier, I could have set up maps for the ambush encounter, the street map outside the detention center, and the interior of the detention center. Even without them, it played out smoothly. Roll20's interface allows me to throw up a rule reference handout for everyone conveniently, which I enjoy and think will make using the more specialized subsystems easier.
Overall I think it was a successful session that gave everyone a chance to see how the mechanics of the game work and try out different elements of their character. If there's anything that was not satisfactory for anyone, I hope they will take the opportunity to make some revisions to their character.
Shawn and I did have a small disagreement regarding feedback on whether the plan arrived at by the group was thorough or flawed. I will not be offering such feedback without an appropriate die roll. If you would like that degree of oversight, I recommend investing in the Battle skill.
Session 1 Recap
The party is called to The Caged Bird by Felicia Howard to discuss a job. Howard Johnson, an associate of hers has been detained by the Coalition in Ft. El Dorado. She explains that her organization can't be directly connected to his extraction, but it is necessary that he not be transferred to Chi Town for interrogation. She offers the party 50K credits per person if they bring Howard to her. She also loans them a Mountaineer ATV to get the party down to Ft. El Dorado, with the promise that they can keep the vehicle if they are successful. The party naturally accepts because this is a linear adventure and experienced players can recognize a railroad when they see one. I probably could have skipped the quest giving scene entirely, but I wanted to give the players the chance to negotiate and ask questions.
Zero Day takes the wheel, he is the only character with the Drive skill which may be an oversite that another player may wish to correct. The drive down to Ft. El Dorado is expected to take about six hours in that it's through some rough terrain. This is an error on my part. I should have asked if they wanted to take the trade route to save time, but I was focused on the planned combat encounter. They may have elected to go through the rough terrain anyway to avoid being observed.
The party discovers that their route has been blocked by felled trees. It's a very obvious attempt at an ambush and rather than take the bait, they establish an alternate route that will take them an hour out of their way and reverse course. A pair of brodkil break cover and open fire on the vehicle with laser rifles, which are insufficient to penetrate its MDC armor. Cowboys pops out of the cupola and eliminates both brodkil with a single magically enhanced shot from his sniper rifle. Assuming that there are more brodkil hiding in the woods, the party elects to leave the scene rather than search the bodies. I had expected this to be a longer combat encounter, but I always approve of players avoiding a fight rather than engaging in true murderhoboism.
Arriving at Ft. El Dorado, the party observes the shantytown and bazaar outside the main gate. This is Little Sorcerytown, a place I made up that falls into a legal gray area. Canonically, the use of magic powers is forbidden in Ft. El Dorado, but it seemed reasonable to me that it would be permitted outside the walls of the city and these kinds of shantytowns are described elsewhere, such as the Chi Town 'Burbs. It also gave me an excuse to explain these conditions, as did the interaction with the gate guard.
After passing through the gate, the party does a drive by of the detention building. They observe that Ft. El Dorado is densely packed and bustling with activity. The Ultra Tech Incorporated juicer clinic is located on the same street as the detention facility. The party sees a truckload of volunteers arriving there before proceeding on to a saloon known to Cowboys that has rooms for rent. I failed to actually charge the party for their stay there, but the cost would have been negligible probably less than a thousand credits for the three or four days that they stayed.
After settling in, the group seeks out the means to observe the interior of the detention center. Zero Day finds a junk shop to acquire the parts necessary to set up a makeshift monitor patch to invade the CCTV system. Eugenia and Cowboys visit Little Sorcerytown so she can connect with the local magic-user community in the hope that they have had people inside the detention center already. These interactions gave us the opportunity to try out the Social Conflict rules for haggling over the price of the parts and for Lia to take advantage of her I Know a Guy edge.
The mechanics for I Know a Guy basically grant a character a variable version of Connections related to any aspect of their identity/concept. So in this case Eugenia being a Ley Line Walker allows her to connect to the local magical community just by finding someone in it to talk to. Her innate ability to use detect arcana makes this pretty easy. Wandering the many stalls in the bazaar offering charms and potions, she and Cowboys find one that is selling genuine magic items; among them a small golden amulet engraved with Atlantean script. They converse briefly with the vendor, a d-bee that they later learn calls himself Lucius, wearing the mask and breathing apparatus popular with Ley Line Walkers. Cowboys purchases the amulet, which grants the wearer an additional reserve of five PPE, to smooth over an introduction. Lucius casts a spell and asks them to wait. After twenty minutes, a robed and hooded woman arrives and asks them to come with her.
The woman leads them deeper into the shanty town and brings them inside her hut. There she draws back the hood of her cloak revealing that she is an albino and introduces herself as Shanira. Shanira shows them a hand-drawn diagram of the interior of the detention center and shares that it is possible to bribe one of the guards to get someone out.
Returning to the room, the party shares what they've learned. Zero Day's hacking into the CCTV system shows them the exact layout of the detention center, where the guards are located, and allows them to see that there are three prisoners; Howard Johnson, a dogboy, and a very large reptilian d-bee. Cowboys follows up with the corrupt guard the following day to explore the possibility of buying a solution to the puzzle. The guard discloses that for a substantial bribe he can arrange for the release of either of the other two prisoners, both of whom are sentenced to death. Arranging for the release of Johnson is more complicated though because he is awaiting transfer to Chi Town. He tells Cowboys that it can be done for 300K.
Ruling out that course of action, the party brainstorms possible options for extracting Johnson using their available resources. Plans include teleporting him out of the cell while replacing him with a magical illusion, looping the CCTV feed to reduce guard response, using illusion to impersonate deadboys and take custody of him, acquire city guard uniforms and insert prisoner transfer orders, use illusions to impersonate city guards and take custody of the prisoner with fake interrogation orders. Cowboys takes a day to explore the possibility of acquiring uniforms, but discovers that the body armor worn by guards is too expensive.
With that option removed, the group decides to have Zero Day hack into the computer system and insert orders for Johnson to be turned over to city guards for interrogation. They then use illusions to make their ATV look like a guard transport and to make Cowboys and Zero Day look like guards. With the orders in the system and the illusions being successful, the plan goes off without a hitch. The only tension in the scene comes from the limited amount of time that they can sustain their illusions and whether or not they are observed changing from one appearance to another.
The group is stopped on the way out of the city and questioned regarding their vehicle. Someone did observe it changing, but Cowboys bluffs his way through. The drive back to Hot Springs is uneventful and Felicia delivers the promised payment. In addition to the money, the truck, and an improved relationship with the local black marketeer, everyone was awarded an Advance.