Showing posts with label holiday. Show all posts
Showing posts with label holiday. Show all posts

Friday, June 3, 2016

Subsector Precinct Station 18: "The Donut"

Happy National Donut Day! Now that the sugar is flowing through my bloodstream, I wish to present a tribute to both Donut Day and CypherCaster Magazine's new setting "Sector Agents" (in issue 6, just released on DriveThruRPG.com). As an added exercise, see how many donut references you can spot.

Subsector Precinct Station 18: "The Donut"


by Logan Garrett, age 13

Precinct Station 18 is one of many space stations that serve as precinct houses for the Sector Agents. The station, fondly known as the Donut, serves the Sector Agents of the region as a meeting place, armory, living space, repair bay, administrative center, and prisoner incarceration facility.

The station doesn't spin; the need for fighting weightlessness in this old-fashioned manner went away after the development of artificial gravity devices. The Donut is home to about a hundred Sector Agents and staff members, as well as ten police ships (ranging in size from shuttlecraft to light cruisers).

Areas of the Donut:


  1. The Hole. The inner ring of the station contains an interdimensional tuner that can generate a portal to a small pocket universe connected to our own. The Sector Agents use this pocket universe as a prison for its most dangerous inmates. Attempting to pass through the portal when it is active requires a vessel that has its shields tuned to a specific frequency; without this, any trip in or out of the prison universe results in a fatally krispy ship and crew.
  2. Landing Bays. The main method of entry to the station is flying a small ship into one of the landing bays. Each of the two bays features sufficient space to house and support a dozen ships. (The west bay was recently expanded, enabling it to hold a baker’s dozen.)
  3. Docking Ports. Made to accommodate ships that are too large to enter the station via the landing bays, the docking ports are rings on the outer hull that ships can connect to. These ports are useful when the bigger police or naval vessels deliver a large batch of convicts destined for the prison universe.
  4. Defenses. While the Donut is not a military installation, it was designed to both withstand and deliver high-energy punishment. On the protection side, the station features armored hull plating and heavy-cruiser-level energy shields. And in case any criminals are foolish enough to try and take on the Sector Agents on their own turf (whether looking for revenge or trying to break a fellow crook out of jail), the station is equipped with an array of lasers, missiles, and mines. In other words, any vessel smaller than a police cutter that comes too close to the station without permission will quickly find itself filled with holes.
  5. Communications Array. This equipment—critical for dispatching purposes—is mounted on raised metal scaffolds to prevent interference from the station's power systems.

Notable Personnel


Valorpa Glono, tvornica Chief of Police. Chief Glono is a 3rd generation Sector Agent, and speaks often (and proudly) of its parent and grandparent and their lofty positions in the hierarchy of the Sector Agent command. The chief holds its personnel to the highest standard, hoping that by doing the best possible police work Station 18 will finally be recognized this year in the sector-wide Agent Awards. (Level 5; visual perception as level 1; resists might effects, moves in zero-g, moves underwater, and conducts police work as level 7.)

Sam Marlowe, antarean Space Patrol Captain. Though he is not from Earth, and in fact never left his home planet until he joined the Academy, Captain Marlowe grew up on Terran hardboiled crime dramas. He was initially disappointed to discover that the reality of the Sector Agents is much different than he expected, but like most antareans, the Captain resolved to make the best of the situation, and he brought his favorite fictional trappings with him. Fortunately for Captain Marlowe, Chief Glono doesn't even realize that the antarean speaks almost completely in archaic slang; since Glono must use a translator to understand non-tvornica, words like "fried" and "dough" are converted to the same tvornica translations as "killed" and "credits." And as far as Captain Marlowe's trench coat and fedora, the Chief doesn't think they look any more silly than "pants" and "shoes." (Level 5; interrogation as level 6; archaic Earth culture as level 7.)

Than’vo'tok, rekan’choc Detective Lieutenant. Than'vo made a name for himself last year by achieving a record number of busts in his previous position of data-crime investigation. He accepted the promotion to his current position, leading investigations into violent crime, but so far he’s not fitting in to the new job very well. Than'vo sees every problem as an excuse to do some electronic hacking, and this is causing friction with the Chief. (Level 4; engineering and technical tasks as level 5; hacking and programming as level 6, social interactions as level 3; Armor 1.)

Shuff, shardfolk Sergeant. The senior sergeant at the station tries her best to fit into the mold of the grizzled police sergeant, but she frequently slips and reveals her concern for the patrol officers under her charge. Shuff makes sure her people are well-trained, well-fed, and well-armed, and is often hands-on in doing so. Her officers appreciate her skill at police work—her cooking, not so much. (Level 4; social interactions, climbing, police work, and teaching as level 5; cooking as level 2; Armor 3.)

Jack Simpson, human Patrol Officer. Unlike most of his fellow officers, Jack sees the Sector Agent thing as just a job, not a calling. Jack had been happy living on Earth, in Berlin, until his family moved to New Germany with the latest colonization boom. Jack had always been pretty tough, and naturally fell into a job as a security guard in New Bavaria. When he learned he could do similar work on other planets for better pay, Jack signed up with the Sector Agents. No longer identifying as an Earther or a New German, a Berliner or a Bavarian, Jack often feels adrift, like a man without a home. Also, and on a less existential level, Jack is sometimes annoyed by the fact that he's the only one on the station who really knows what a donut is. (Level 2, tough-guy tasks as level 3.)

Avaroo, kiln Dispatcher. Avaroo is good at her job, but she’s become more excitable lately. The reason is simple: coffee. Avaroo’s coworkers introduced her to the beverage, and she was delighted to discover that coffee produces spectacular color changes in kiln, much different than those caused by drinking water. (Level 2, Armor 1, inability to resist cold environmental effects.)

Zemm Orayu, ponchiki Animal Control Officer. Zemm was a zookeeper for the biggest zoo in the Galactic Union before joining the Sector Agents, so he thought the job of Animal Control Officer would be a piece of cake. What he didn’t realize was that in his new job he would encounter animals that Galactic Union biologists had never even seen before. How can you tell if a pet without pain receptors is a victim of animal cruelty? How do you contain a rampaging helium-beast that can turn into a mist? Should a sentient powdered narcotic be considered an animal or a drug? Zemm would like the answers to those questions, too. (Level 3, zoology tasks as level 5.)

Oliekoek, yanathalaspan Technician. The inhabitants of yanathalaspa are not monkeys, and not every one of them is a programming expert. But because a lot of humans think they look like Terran monkeys, and because a lot of yanathalaspans are programming experts, the nickname “code monkeys" has stuck. Oliekoek doesn’t mind it. He’s happy enough that his skills are so in demand on the station that he’s willing to overlook the occasional joke about his lack of height or his affinity for a yanathalaspan fruit that looks almost exactly like the Terran banana. Sure, his coworkers’ eyes glaze over when he tries to explain his work to them, but he knows they value his work. And maybe the Captain complains sometimes about Oliekoek scratching up the consoles—after all, his fingers DO still bear claws—but the technician doesn’t let it bother him. Where else in the galaxy could he work on secretly solving the problem of keeping a dimensional gate from destabilizing and swallowing an entire star system? (Level 3, climbing and computer tasks as level 5.)

Sprinkles, feline Mascot. Sprinkles the cat has lived on the station since it was built around a decade ago. Nobody remembers when he first arrived, or who he arrived with. But surely it doesn’t matter. When Sprinkles knocks over a drink with his tail, or jumps up on a console and lands with one paw on a specific button, it’s obviously an accident, right? Of course it is. Sprinkles just likes to sit around the station and watch the Sector Agents come and go, come and go. (Level ?)

Wednesday, March 18, 2015

Game Log: D&D Dragon Queen Session 5

Happy Pi Day!

We played D&D (5th ed.) for our latest game session, getting farther into Episode 3 of “Hoard of the Dragon Queen.” (See my earlier post if you want to read about our game covering the first part of Episode 3, aka Session 4. I didn’t write about the first three sessions. Hope you’ll forgive me.)

As before, the players were:

  • Dain, male dwarf barbarian, played by Christi.
  • Naeris, male drow paladin, played by Jay.
  • Copello, male human sorcerer, played by Jerrod.

It also turned out to be another special day for our game: it was Pi Day (3.14)! So according to Jay’s wishes, I bought pie. I meant to work pie into the events of the adventure, but it slipped my mind. Now I'm regretting that we missed out on enacting a kobold pie fight.

The PCs continued their exploration into a new room in the caverns they were exploring, which turned out to be the kobold barracks. Naeris led the way, intentionally not looking for traps. (This is because Naeris has, once or twice, taken wounds that would have killed him, yet lived. Naeris’s DM doesn’t believe in killing PCs unless it is dramatically significant, and Naeris has decided the reason he hasn’t died from such wounds is that he is immortal.)

So, Naeris triggered a trap. The ceiling above the following PC, Dain, collapsed, wounding Dain and knocking him down. The noise alerted the 5 kobolds and 5 winged kobolds in the area, all of whom attacked.

Filling in for the kobolds: Zombies!!!

Highlights of this combat included: winged kobolds dropping rocks on the PCs from above; Naeris wondering when the winged kobolds would run out of damned rocks to drop; Copello casting web on the non-flying kobolds; Naeris botching a spear throw and lighting the web on fire; Copello putting all the flying kobolds to sleep; and Dain bisecting a kobold who tried to flee. The party eliminated the kobolds, then rested.

Moving on, the party found a shrine room dedicated to Tiamat. Here they battled Langdedrosa Cyanwrath, the lightning-breathing half-dragon that fought (and technically killed) Naeris in the campaign’s first episode. (No blog post on that one, sorry.) Another enemy was in the room at the start of combat: a barbarian ally of Cyanwrath. Copello’s quick thinking made a major difference in how this scene went down, though: he charmed the barbarian using charm person before combat started, convincing the fellow that Copello and company were his friends. It took another turn or two to convince the barbarian to turn on Cyanwrath, but turn he did. This made the fight much easier for the PCs, and they defeated Cyanwrath. He still made them work for it, though, with his dual attacks and his lightning attack that could hit several opponents. Cyanwrath’s last action was to fatally wound the barbarian. (He was NOT pleased about his barbarian ally betraying him.)

I don't have a half-dragon mini. But I have a lizard man!

Once the fight was over, our heroes found a treasure chest. They triggered the trap protecting it (of course), survived the damage, and collected a supply of valuables, some healing potions, and a wand that is as yet unidentified.

Copello and the barbarian had a touching farewell, during which Copello asked the charmed fellow if there were any secret rooms in this joint. The barbarian said that the room to the east is a dragon hatchery, and that a concealed rope in this room leads up to a secret room. Then he coughed up blood and collapsed.

The party decided to check out the room up the rope first. Naeris led the way. The rope terminated at the underside of a rug, which Naeris threw aside. As he climbed out of the hole into a study of some sort, the room’s sole occupant (named Frulan Mondath, though I don’t think the players ever learned this) spotted him and moved to attack with her halberd.

Dain and Copello joined the fun in time to hear Mondath call for her guards. Copello immediately cast a web spell at the western doorway, immobilizing one of the six approaching guards and preventing any of them from entering.

The prone figs on the right are bodies the PCs stacked to keep enemies out!

Mondath was not at all happy that her reinforcements were cut off, and she expressed her displeasure by slamming Naeris into a wall and freezing Dain in place with a hold person spell. Copello tried to burn her with a fire bolt spell but missed, lighting the room’s large table on fire instead. Noticing that a large map and a collection of important-looking papers were lying on the table, Copello broke off from the fight to put out the fire so he could examine the documents after the fight.

Naeris recovered and put Mondath on the defensive. Copello taunted Dain about not being able to break out of his paralysis—which had the effect of pissing Dain off so much that he overpowered the spell! The finishing blow to Mondath came from the one-two punch of Dain slashing her with his greatsword and knocking Mondath into Copello’s cloud of daggers spell. All the daggers aimed themselves at Mondath and, in one smooth motion, stabbed her to death.

The party searched Mondath’s adjoining bed chamber, finding a purple cultist robe and a few items of more interesting treasure: a potion of fire giant strength, a potion of mind reading, and a dozen +1 arrows.

This is where we called it a night.


Post Mortem

I bought the 5th edition Dungeon Master’s Guide just before this session, so I could use it to reward the players with a few cool magic items. The campaign itself is mostly lacking in useful treasures, and the players had hinted that they were getting tired of only finding gold and baubles. This new DMG is wonderful, and led to the PCs finding the wand, the potion of fire giant strength, potion of mind reading, and the +1 arrows.

FYI, Lex Starwalker has a great overview of the DMG on his podcast Game Master’s Journey, in episodes seven, nine, and eleven.

Another thing I did before this game was visit the office supply store. (I love that place.) I got a whiteboard of my very own (I’d been using Jay’s) and some index cards in a smaller size than I’d seen before. The cards turned out to be great for tracking initiative order and NPC wound levels.


Another bit of prep I did between sessions was to print another copy of the PDF containing the campaign's enemy stats. Then I cut out each stat block, so that during combat I could take out the ones I needed and keep them in easy view, like below. This was MUCH preferable to flipping back and forth in the printout like I'd been doing before.


Finally, during this game I experimented with rewarding player behavior with pushes, as John Wick described in Play Dirty. Whenever a player did something entertaining or smart or in character or otherwise praiseworthy, they would earn either an inspiration die or, if they already had one of those, a push token. I like the inspiration die rule in D&D, but players can't collect more than one of those at a time, and I wanted to be able to reward every single occurrence of great behavior. So in addition to inspiration, a push lets a player add +1 to any die roll. The players didn't take advantage of their pushes much, so I'm considering bumping the die roll bonus up to a +1d4 or +1d6. I'm hesitant to open up unlimited inspiration dice, but that's a possibility too.

Have you experimented with anything like this? Or have an alternate idea for how to reward player cleverness (beyond XP, of course--something immediate)? I'd love to hear about it in the comments.

Tuesday, February 17, 2015

Valentine's D&D


For our Valentine's Day game session, my girlfriend suggested we decorate the place with hearts and pink banners and lovey-dovey streamers and shit, just to see what kind of reaction we'd get out of the players.


The names of all the players. I know, barf, right?

How do you like the finished product? Yeah, pretty nausea-inducing, right? That's what Jay said. Which made my day.

In addition to the decorations, we got candy hearts for me to give out to any player who did anything especially clever or entertaining. Also, we got heart-shaped candy tins for the players, and a special prize for the player who ended up with the most candy hearts at the end of the game.

For this session, we played the first part of Episode 3 of the D&D 5th edition campaign "Hoard of the Dragon Queen." (We took a break from Numenera because we were down two players, and it wouldn't feel the same without Catastrophe and Boomshakalaka.)

While I don’t want to go so far as to log all of our sessions from published D&D adventures, I would like to brag about my players’ clever actions in this session. If you’re a D&D player and you plan to play this adventure, you might want to skip reading the rest of this due to possible spoilers.

The party this time was:
  • Dain, male dwarf barbarian, played by Christi.
  • Naeris, male drow paladin, played by Jay.
  • Copello, male human sorcerer, played by Jerrod.
This episode starts with an NPC hiring the PCs to return to a site full of enemies that they scouted—and had to escape from—last time. The players were unwilling to do so for the simple reward of gold the NPC was offering. I’ve read criticism of this campaign for not offering much in the way of material rewards for the PCs, and I think that’s what the players were starting to feel here. They each had around 300 gold already from previous quests in the campaign, and nowhere to spend it (being based in a small town that had been robbed blind in Episode 1).

I don’t have the new Dungeon Master’s Guide yet, so the only source of treasure at my disposal for 5th edition was a few items in the supplemental downloadable material for the campaign. So I had the NPC offer each of the PCs his choice of a +1 weapon or +1 armor. This did the trick; the players’ eyes lit up and they agreed to the mission.

When the party returned to the camp they were to scout, they found it had been abandoned except for some hunters out front and some other forces in a cavern. Upon learning that the hunters provide food for the enemy, Dain suggested they poison the food and let that do the work of taking out the enemy. So that’s what they did—a little charcoal on the meat, plus some of Copello’s poison spray mixed in, add a dash of Copello disguising himself as one of the hunters, and they put their plan in motion.

This made me nervous, because this episode is set up as a standard dungeon crawl—enter area 1, find (or spring) some traps, fight some monsters, move to area 2, repeat. I didn’t really want the PCs to short circuit all of that and be led right to the heart of the cavern base, and yet I didn’t want to punish their creativity either. So I tried to let things happen naturally and roll with it.

I decided the guards immediately inside the cavern wouldn’t let just anyone in, even the hunters they knew provided their food. So they blocked Copello (in disguise) from passing further into the cavern, but didn’t attack him either. The PCs put their heads together and decided Copello should take the guards a plate of poisoned sandwiches. This worked; the guards ate the food and before long were making sounds of distress.


The PCs dispatched the suffering guards easily. However, before they could finish the last one, he stumbled deeper into the cavern and accidentally tripped the first trap the PCs would have encountered. (I made it fair, giving him the same chance to escape it that they would have had.) This had the further benefit (from the PCs’ perspective) of revealing a patch of camouflaged violet fungi that would have likely sneak-attacked them. The fungi instead attacked the guard, helping the PCs out even more.

I loved that all of those circumstances in the PCs’ favor had trickled down from their outside-the-box plan to poison their enemy.

The party explored a few more rooms, then found one that featured a group of kobolds and a pit containing three guard drakes. (The drakes were isolated for training purposes and couldn’t get up to the PCs unless the kobolds could manage to let them out.) On the party’s first attack, Copello fumbled his spell attack, and I went with the result that Jay suggested.

Earlier, the PCs had noticed that the ceiling of the adjacent room was covered with bats. They were stealthy enough that they didn’t disturb the creatures at the time, but Copello’s badly aimed blast landed right next to the bats and pissed them off royally. The bats turned out to be no threat at all, but among them were hiding a group of stirges, which attacked.

Since the PCs and the kobolds were close together, the stirges went for all of them. Copello was the only PC to get bit, but the kobolds were far less lucky; all but one of them were killed outright by the first attack by the stirges! Naeris noticed that the stirges that had killed the kobolds were still attached to them, slurping up their blood, so he tossed a kobold (plus stirge) down into the drake pit. The party added the other kobolds to the feeding frenzy, too, and by the end of the scene had neatly taken care of the kobolds and stirges and pacified the drakes enough that they calmed down and didn’t pay any more attention to the PCs.

Copello’s critical failure resulted in all but one kobold being slain in the same round!

That’s part of the reason his player earned the Valentine’s prize of the evening.


Notable Quotes:
  • "I'm not gonna go berserker over a fuckin' plant." - Christi politely rejected Jay's suggestion that her barbarian use her rage ability.
  • "I give great diarrhea, but that's about it." - Jerrod modestly ducked Jay's compliment which implied that Copello might distract the guards in a specifically adult manner.
  • "It's a 50 Shades of Grey corner." - Christi thought it odd that the drake-training room contained "long poles with lassos at the end...leashes and collars; sharp prods...human-sized dummies...with ridiculous expressions painted on their faces."