Posts tagged PDQ
The session started where we left off on session one. Markato (played by Matt) was heading into the hold of a boat called the Dancer’s Dream to investigate, while Mal (played by Rob) was on the ship Merchant’s Game, looking for clues while sabotaging the ship.
Markato finds the hold loaded down with armor, weapons, gunpowder, and all sorts of armament, as if the ship is prepared for some type of battle. He also finds two people in the brig, which is by the magazine of the ship, Trynn and Gamba (played by John and Brennen). When questioned as to why they were in the brig, Trynn and Gamba told Markato that they had been drunk and boarded the wrong ship by accident. Markato let himself into the brig and using his Rogue and Pirate fortes, he was able to get the shackles off the two, now sobered, prisoners.
Back on the Merchant’s game, Mal goes up to the top of the deck and lectures the crew about a saboteur that is in their ranks. He explains that he wants the saboteur found before he is able to sabotage anything and that everything looks in tip top shape. He then, makes a hasty departure and rushes back to Markato.
Markato has been talking to Trynn and Gamba and convinces them to join h im in a join venture. As they are talking, they hear a shout go up, “All hands on deck, Captain on board!” The crew all runs up to the deck while Markato quietly shuts the brig door with the three of them in there. He confesses to the two that he is not exactly who he claimed to be a moment ago and that the situation could get a bit “hairy” and tells them that a quick exit may be necessary. Gamba freaks out a little at this, but tells Trynn to just stick to whatever plan Markato has and not to improvise.
(Side note – here we got a bit confused about whether the front and back of the ship were called aft or bow and which side was starboard and port. John came to the rescue by posting a picture into onenote that answered the question. The information age is good! We all had a laugh at the title of the picture though. I included it here so you can see for yourselves.)
There was a small ventilation shaft running from the brig to the top of ship that allowed them to hear what was going on. The captain told the crew that Barstrom (who Markato is disguised as) ran into trouble and that they were going to have to move up the time tables of the trip. The crew is silent for a moment, then one finally speaks up and says, “but captain, Barstrom is on board right now, he’s down inspecting the holds…” The captain roars that this is impossible and tells the crew to find him immediately!
Markato hatches a plan and asks Gamba if he can make a fire. At this point, we had a little fun because Gamba said that he can make a fire out of anything, just give him two random objects to rub together and presto, fire! It was a great little add-in and they found two sticks that he could make a fire with. Markatos plan is to blow up the magazine! Once Gamba starts the a couple of fires, he gets a flash (Gift of the Merhorse Forte) of two people opening the door and entering the hold. He grabs his two scimitars and waits next to the door. Very shortly, two guys check the door and yell “FIRE!” then jump into the hold. Unfortunately for them, Gamba was waiting…
Gamba uses a full attack and uses his Savage Warrior forte with his duel scimitar technique to reroll a die, getting him 16. His defense is just his +4.
The two minions roll and 12, netting them 4 damage ranks. Their offense is just +2. So Gamba narrates that he steps up with this scimitars crossed, and uncrosses them, taking off both their heads. He comments, “Now you will remember the name Gamba.”
The fires are smoking now and the other crew is alerted to the fire. So Markato grabs some buckets and the three run up the stairs. Markato sheds all of the disguise that he can, and tells other they pass to go and grab more buckets so they can get the fire out. Up top, the captain is telling everyone that the fire is the first priority!
Trynn makes herself look more presentable as they are getting to the top of the ship, and tells a sailor “I’m a lady, shouldn’t they get off first? Help me!” The sailor points her to the gangplank, but Gamba sweeps her up over his shoulder and carries her off, all the while Trynn is kicking him in protest. Gamba is also carrying an extra sack that bulges with what looks like two bowling balls. Mal makes it to the ship just as they were getting off.
(Gamba described himself as a bald Echo character from Lost at this point, and I awarded both Gamba and Markato with a style die for the plan and the fire)
They all head to Denny’s Pub to decided what to do. Mal gives them all the information on the other ship, and they try to figure out what the plain is the people are trying to pull. In the end, they all decide they will follow the Merchant’s Game, wait until they have harvested the Airwhale Ambregris, then try to take over their vessel.
They decide to load up on chain and grapeshot, just incase, but they do not want to destroy the vessel. The Merchant’s game is a between the size of a sky junk and a sky galleon, with lots of cargo room and a slow top speed. It does have 12 cannons though. Theoretically, they can mane the boat with three people, but they are drinking when making this plan…
On the way to the ship, Markato stops by a ladies shop and buys a fancy ladies gown for Trynn, has it boxed up and stowed away so the rest of the crew does not know. Their ship is two docks over from the Dancer’s Dream so they can crawl up to the crows nest and check on it.
Mid-afternoon the next day, they see that there a ship-wrights making repairs and they are trying to figure out who the heck the bodies belong to. They estimate it will take a day to make repairs to the Dream.
Matt here uses a style dice to introduce an element: While Gamba is spying, he knows Trynn was married to one of the other noble houses and he has a secret dark side as an imperial spider. And that man comes onto the boat being fixed, because it is Trynn’s husband. He dumped Trynn and that is why she drinks so much now. He is somewhat disfigured because of what Gamba did to him. Brennen spent a style dice to add the disfigured. John spends one to say she is still married and part of the reason she fled the house. She ran away because she was being constrained into the role of wife. Gamba was his slave and Gamba is fierce loyal to Trynn so he kicked her husband’s butt. Gamba watched Trynn grow up. Her husband found out she was going to run away and he branded her like he branded his slaves.
Gamba gets a vision with the gift of the Merhorse. A face he doesn’t recognize, but someone important heading to the Bloody Maiden with someone that he does from the Merchant’s Game crew member. When he explains the vision, it is someone Markato and Mal had worked with before on the Bloody Maiden. The guy has a peg leg, the navigator from a previous run.
Also, there is talk out along the docks that people are on the lookout for a Gamba, Trynn, and Markato. They have a good description of Gamba and Trynn, but not Markato due to his disguise. There is a price for all information about them.
Soon, two people start to approach the ship. They see it is Peg Leg Willie, and they remember that he is a guy that would sell his mother for 2 pieces of silver. “Me and my friend here are looking for work.” They have a little history with the guy. They ask for permission to come aboard, but Markato denies it at first.
At this point, the game came to a close because I lost internet connection, and when I got back, one of the other players had lost connection to. So stay tuned to find out how this adventure concludes with the final session!
Hello all, we played another game this week of S7S and two more people able to join in on this session. I wanted to briefly post the characters though before posting about the session.
Characters in S7S are incredibly easy to create, yet the hold an amazing amount of complexity. The doors are wide open to you when you can choose or make up anything to be a Forte. Because of this, and the fact that our other two players did not know what they wanted to be, we went ahead and held a character creation session the night before so I could answer all their questions and be able to jump right into the game on Thursday night.
Here are all four player characters that played this week:
“Trynn” (Lady Tareynn of House Xevian)
Foible: Style Over Simplicity
Motivation: Explore the World (+2)
Nationality: Barathi (+2)
Past: Fled a noble upbringing (+2)
Swashbuckling Forte: Trained by an Imperial Spider (+4)
Forte: Acrobatic (+2)
- Chained to Imperial Spider
- Condition = close combat
“Just a Pretty Face”
- Foe (vs. Men)
- Chained to Rogue
- Condition: acting non-threatening
- Chained to Imperial Spider
- Chained to Imperial Spider
Foible: I am loyal to and protective of Trynn, regardless of the consequences
Motivation: Revenge myself upon the man who sold me into slavery (+2)
Nationality: Sha Ka Ruq (+2)
Past: I am a former Slave to a Barathi House (+2)
Swashbuckling Forte: Savage Warrior (+4)
Forte: Gift: Merhorse(+2)
Forte: Hunter (+2)
Savage Warrior Technique: Intimidation
Savage Warrior Technique: Dual Scimitars
Savage Warrior Technique: Huge Muscles
Hunter Technique: Tracking
Foible: Unquenchable Thirst for Knowledge
Motivation: Restore Honor to your family name (+2)
Nationality: Barathi (+2)
Past: Scholar (+2)
Swashbuckling Forte: Pirate (+2)
Forte: Alchemy (+2)
Forte: Past [Ex-Physician to a Noble House] (+2)
Forte: Rogue (+2)
Pirate Technique: Playful Swordplay
Pirate Technique: My Astute Observation Skills Will Scare You
Pirate Technique: Never Met a Female That Didn’t Like Him
Rogue Technique: Master of Disguise
“Malstrom the Malevolent”
Foible: Weakness toward the opposite sex
Motivation: Great wealth for great freedom (+2)
Nationality: Ilwuz (+2)
Past: Profession: Merchant (+2)
Swashbuckling Forte: Pirate (+4)
Forte: Skyship Captain (+2)
Forte: Firearms (+2)
Pirate Technique: Warrops (Drunken, Insane Attempt)
Pirate Technique: Evading
Merchant Technique: Read My Opponent
Let me know what you guys think!
This week I actually had a chance to run a game again for the first time in a while, and we actually got to play a game system that I have been dying to play again for two years, PDQ. Actually, we played using PDQ#, which I think is a little better than the just PDQ. By the way, the rules themselves are a free download here: PDQ# Rules.
First, I’d like to say that the game rules and setting are really well written and allowed me as a GM to play fast and loose. I can say that I actually did not prepare at all for this game other than reading through the rules and skimming the setting briefly. There is only one other game that I have been brave enough to do that for, another awesome game called Inspectres! However, after reading through the rules, the GM section, and the example play part, I not only felt like I didn’t have to, but that I might actually take away from the game if I did. The example play part of the book is pure gold by the way, and I am very thankful the author included it. Not overly detailing the game let me go where the characters wanted to go, not take them where I wanted the story to go.
We started off the night by letting the guys create their characters. It was great because this only took about an hour, and the only reason it took that long is because the players had trouble deciding what exactly they wanted to be and they were unfamiliar with the setting. They both ended up making Pirate characters, but while one was a skyship captain, the other was a Master of Disguise rogue. Since they were both pirates, I gave them a ship that is not theirs, but on lone from a mysterious benefactor and declared that they are ship-mates that have served on the same crew for a while now, giving them a bond.
The characters began the adventure on the sky island nation of Barithi, in a local pub. Picking something from the Motiviation of one of the characters, I tell them about a conversation they overhear from a seemingly drunk man. He is talking about an ship that will be making a very lucarative run by harvesting mystical materials from a beached airwhale. The characters head over and immediately begin loosening the mans tongue with drink. At this point, I had some idea of what could be going on, but the players came up with some ideas all their own.
One of the characters (snikle) decided to see if he could read the man using Past: Ex-Physician to a Noble and Nationality: Barathi and discovered that the man was higher up that he was playing at and was not being a truthful. Then, he used a style die to create a ring that contained some truth serem that he slipped into the mans glass. (He got a style die for this)
They then really question the man, and start to take him home. Once they finished, they knocked him out and took his clothes so that the Master of Disguise could see what was really happening on the ship. I had an idea of where to take the story at this point, the man was of a different house than he was claiming and just wanted the ship of the competition to be ambushed. However, the players had some ideas of their own and when they started talking about them, I decided to go with them because it seemed like more fun and like it was what they wanted to do. Another benefit of not having everything already laid out.
At this point, the characters head to the ship Dancer’s Dream and, disguised as the man, board it and decide to make an inspection. Once on board, snikle rolls well and the sailors take him to be the man he is disguised as. They find that the ship is headed to Colrona island and through some good leading dialogue, find out that there is a second ship actually headed to the airwhale and that this one is just a decoy. He then sends one the the sailors to the second ship with the other player’s (Rob) character, saying “the master demands it to be inspected.”
Rob’s character managers to get the the sailor talking along with way with some nice rools and find out the second vessel is called Merchant’s Game and that the airwhale is on a small un-colonized island. Merchant’s Game is a large slower vessel meant for carrying lots of cargo, but it is also well armed to defend itself. Asking Rob what his character wants to do when they get to the ship turns out awesome. Rob decides to make a roll and spend a style die to bend things to his favor and sabatoges the ship by tossing all the wicks to the cannons overboard. If it hadn’t have been the end of the session, he would have recieved a style die for it.
That was were we ended for the night, and it was a load of fun. The game mechanics are great that allowed for a lot of character narriation, I was simply a guide and it a great experience. PDQ was always one of my favorites and I have a feeling that S7S will my favorite game for quite some time.
To find out more about the the game setting and mechanics go here: Swashbucklers of the 7 Skies.
I will post more adventures as they happen.
I finally got a chance to run a PDQ game last night and we decided to play S7S. I GMed and we had two players. It was a great session and the PDQ system definitely seems like it will be my favorite from here on out. Snikle was one of the players and actually did a stellar write-up last night that I will just direct everyone to. You can find it here.
I planned to do my own writ-up, but since he did such a good job, I might just post my notes on GMing it instead.
I highly recommend this game, go download the free rules and a short free setting guide here.