Saturday, December 6, 2025

"If Anyone Says 6-7, They Die" & "Velvet Handjobs" - Virtual Hump-Day Cha'alt Campaign

 

We left off with the PCs wanting to get into the gigantic toad statue.  The 5th session's roster was just The Saint and Dirk, the desert ranger.  

Between the 5th and 6th sessions, we finally got around to codifying exactly what vocation Dirk was.  He's going to playtest a new class, which is like a ranger, sort of, but more like a survivalist.  I envision him to be a little bit like a warrior (ok, he's not much of a warrior, actually) and druid (hardly a druid, either) with a little bit of beastmaster thrown in for good measure (an embarrassing amount, to be completely honest).

BTW, my Kickstarter campaign for Pulp-Drenched Cities of Cha'alt.  Back it if you can, and tell folks on social media that this exists!  


The Survivalist

D6 hit-dice and damage.  Special abilities:  As many times as the character's level, he can go out into the desert or any environment, really, for 1d4 turns (so, 10 - 40 minutes) and forage for what he needs to survive with a 2-in-6 chance of success.  The survivalist may try again after an hour of travel, assuming he’s in a new area (no going around in circles).  Survival, in this case, can include food, water, sex, drugs, magic, high-tech, weapons, shelter, transportation, etc.  Even with a successful roll, that does not mean it's automatic.  The GM can include a guard, encounter, trap, natural hazard, inconvenient location, or whatever in the process of finding, securing, and returning that which he sought.

If the survivalist is being hunted, he can expertly cover his tracks and/or throw those pursuing him off the scent - including those of his traveling companions.  The survivalist merely needs to succeed in an easy skill-check (10+) in which he may, of course, add his level.

Additionally, this class can communicate with animals at 10% per level.  So, at 3rd level, he'd have a 30% chance of being able to converse with a lower creature.


Session Five

Ok, back to the play report!  The duo try to find a way into the toad statue, but aren't having much luck.  They spy a scrawny indigo humanoid sitting beside some bushes.  He informs them, using weird speech patterns, that they need an offering.  The indigo dude hands ST a yellow crystal, and the droid holds it out to the toad.  A door opens in its underbelly and the PCs walk inside.

The PCs also learn that they're in Carcosa and eldritch glyphs are known here as starry-void runes, and infernal glyphs are called horned-blood runes.

Inside, a toad-man threatens the neck of a turquoise humanoid with a dagger.  He asks the PCs if they'd like to do the honors, proving that they're worthy of exploring the temple of His Mucculent Eminence.  ST and Dirk are both keen, and pretty soon the turquoise man's throat is spilling-out with shiny orange blood like tiny jewels.

The toad-man is pleased and offers to guide them for only 5% of the take.  They agree as the ghost of the dead turquoise dude leaves his body and rises up.  Before leaving the temple, he assures the adventurers that 5% is the standard rate.

Continuing on, they come to a bunch of humanoids, most likely cultists (with some toad-man taint) due to their black and crimson robes, hauling around a really big gilded cage.  Inside is a purple humanoid.  The cultists release the purple dude because of some sacrificial offering involving hunting Mr. Purple.

He runs towards the PCs, as the cultists do, as well.  This eventually turns into a battle where the PCs are victorious.  They find some weird money belonging to this place and twin crystals of a blue-green hue.

However, The Saint was wounded in battle and the party needed to find someone who could repair him.  Their toad-man guide knew someone who could help and headed them down another tunnel until they came to a spiral staircase with some weird looking ruffians loitering.  This gang was a cross between A Clockwork Orange droogs and extras from Falco's Rock Me Amadeus music video.

The PCs watched for a bit, and then combat seemed inevitable.  That's where we stopped. 


Session Six

Session 6 was just last Wednesday night, and here's what happened then - we had all three players back - ST-K1, Ka'az, and Dirk.

They take on the ne'er-do-wells, and eventually kill them all.  The party loots a whole bunch of currency they've also never seen before, and keeps going - by this time, ST is on his last robot legs.  He's fading fast.  The Saint powers down in order to delay the inevitable just as they arrive at some kind of high-tech facility.  Beardless pale dwarves with blue aprons get ST onto a medical slab.   

Payment is given and the machines start doing their thing.  Before long, ST has been frozen in carbonite!  And Ka'az is being escorted out the back to an area of the temple that looks completely different.  The blue-velvet swashbuckler is asked if he wants a starry-void rune tattoo or a horned-blood rune tattoo.  He opts for both, and they get to work.

An elf with mauve skin shows up, talks to Dirk, convinces Dirk to give him both the blue-green crystals to pay for all the work being done, and gets the beardless dwarves to fix the droid while in carbonite.  A day and a half later, Ka'az has a weirdly awesome tattoo all over his back and one sleeve up to his shoulder.  The Saint is repaired and transplanted with brand-new parts.  

We ended there, and I have to remind the guys to go up a level.  

Thanks for reading, continue visiting this blog for more very soon!

VS

p.s.  Yes, weekend badges are now available for July 2026's VENGER CON V: The Will To Power.  Want a great new TTRPG community where you can hang out with other gamers, get ideas, advice, and training in order to improve?  Look no further than the fastest-growing group on X - it's the Kult of Kort'thalis


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