Screamsheet: Jailhouse Blues

“Jailhouse Blues” is a Screamsheet that should take no more than one session to complete. It’s a part of The Big Book of Screamsheets project. It’s loosely connected to Tainted Pool, but can be used independently as well.

Player Information

A cohort has managed to land himself in the clink, and you might be the only ones who can get him out before he gets disappeared. You have some unexpected allies, but a tight timeline to get the job done.

Features

  • Non-combat solution (potentially)
  • Chase (potentially)
  • Social interactions
  • Stays in town
  • Multiple solutions

Screamsheet: Tainted Pool

“Tainted Pool” is a one-shot Screamsheet that should take no more than one session to complete. It’s a part of The Big Book of Screamsheets project.

Player Information

Has everyone in Night City lost their minds? Random citizens are pulling off heists, random raves are disrupting mid-day traffic, and rockerboys are getting attacked in broad daylight in the middle of the university campus. The crew should probably figure out what’s gotten into everyone and how they can get paid for dealing with it.

Features

  • Combat
  • Investigation
  • Social interactions
  • Stays in town
  • All roads lead to Rome

Screamsheet: Entrance Exams

“Entrance Exams” is a one-shot Screamsheet that should take no more than one session to complete. It’s a part of The Big Book of Screamsheets project.

Player Information

When your favorite bartender calls in a favor, it’s probably a good idea to do it. Besides, how hard can tracking down a few stupid kids be in Night City? It’s finals season, so it’s not like they could have gone far…

Features

  • Combat
  • Investigation
  • Social interactions
  • Stays in town
  • Linear plot

Note: Due to some of the themes in this screamsheet, the GM should read it fully before running it.

Screamsheet: When the Lights Go Down in the Badlands

“When the Lights…” is a one-shot Screamsheet that should take no more than one session to complete. It’s a part of The Big Book of Screamsheets project.

Player Information

Sometimes, you find the gig. Sometimes, the gig finds you. When rent is due and you’re out of kibble, who can be picky? Besides, it has to be good karma to help out some choom stuck out in the Badlands…

Features

  • Combat
  • Investigation
  • Social interactions
  • Badlands / Vehicles
  • Linear plot

Screamsheet: The “It” Girl

“The ‘It’ Girl” is a one-shot Screamsheet that should take no more than one session to complete. It’s a part of The Big Book of Screamsheets project (the first one!).

Player Information

It’s a quiet evening in NC. Gangs seem to have taken a holiday, no one’s agent is buzzing with potential gigs, and even the screamsheets are full of filler. Great for NC citizens, but bad for business. It’s so bad, the crew has resorted to looking at the lifestyle section to find some way to get work…

Features

  • Combat
  • Investigation
  • Social interactions
  • In-town antics
  • All roads lead to Rome

Falling in love with Starfinder

Yeah, yeah, I know. I’m a few years late to this. Starfinder has been out for a hot minute (and may even be due for a version 2 in the next few years). It’s one of those systems that’s always flittered around the periphery of my awareness. I vaguely knew it as “Pathfinder in Spaaaaaaace,” but never looked any deeper.

I did grab a Humble Bundle or two, because I have a problem, but it was more because it was too good a deal to pass up, and I love Paizo. Recently, though, those PDFs have gone from collecting digital dust to being actively perused, as I consider diving in.

Why now?

A little bit of timing, and a little bit of needing something to spice up my RPG life.

My home game runs Pathfinder 1e. Specifically, we run Adventure Paths because we’re all busy professionals with schedules that can get wild at random times, so having a published adventure gives us something to fall back on. We swap around being GMs, with each of us claiming a different AP well in advance. While I love APs… I’ve come to the end of APs I want to run.

I’ve also played a lot of fantasy in the past two decades, and a moderate amount of modern. I’ve barely touched sci-fi, though, and I feel like it’s time.

Why Starfinder? Why not [insert system here]?

People have been trying to get me to play Star Wars for years, and I always have to turn them down. I know I’ll get flack for this, but I just don’t like Star Wars. The movies are good, I enjoyed reading the Thrawn Triology, but that’s about as much as I want to engage with the universe.

I’d love to play Cyberpunk, but I really really want to play in Spaaaaaaaaaace, not on dystopian Earth. I won’t turn down a campaign (one is even on the horizon), but it’s not what I want to run.

With Starfinder, I’m already somewhat familiar with the system (especially since it’s a blend of Pathfinder 1e and 2e rules) and the world (at least, what’s left of it), but it’s different enough to be interesting. Like, they removed a whole planet and a swath of time! There’s cool new species to play around with! SPACE COMBAT!

Also, it has Adventure Paths. Again, during my hectic times, I really need a plot structure to fall back on so I don’t end up burnt out. They also help get me and players on the same page, since it’s well-known what themes each AP covers. No one’s going to show up to the Firefly-like game expecting Starship Troopers.

How deep am I?

I read through the Beginner Box and ran it over on D20Saves.

Uploaded on my back-up channel

I highly recommend starting with reading the Beginner Box, because it gave me a great base for diving into the core books. True, it’s a streamlined version of the rules, but the overview helped me get situated quickly.

Now, I’m making my way through the CRB, which is shockingly readable for a rulebook. It has a great blend of humor and getting to the point which is making it a joy rather than a chore.

A dog peering over an open copy of the Core Rulebook.
Chloe was less than thrilled with losing access to my lap every morning.

Reading a rulebook from front to back is unusual for me. Normally, I read what I absolutely have to in order to create a character, and then look up things over time. Eventually, the whole book gets read, but it takes some time.

So, what next?

My home game group has agreed to run through Into the Unknown, which looks like a great intro for experienced players. After that, I still have to finish my PF1 AP (we’re on Book 4 of Ruins of Azlant), but after that, I have a decision to make:

  • Against the Aeon Throne has the benefit of already being in Roll20, so this cuts my prep time in half.
  • Fly Free or Die sounds like something my players would love, since we usually end up being a bunch of morally gray weirdos on our own.
  • I already own Dawn of Flame, so I might as well use it…

Honestly, all of the APs sound fun, so it’s likely going to be a tough choice. It’s one I’m looking forward to!

Potions 11: An interlude for Council of Thieves

In-between CoT books, I like to run a lower-decks interlude for my group. I come up with a reason that the regular heroes aren’t available and have the players select four of the Children of Westcrown to fill in. The players are free to modify the NPCs’ sheets, with the only restriction being that they have to keep the base class, though they’re free to switch the archetype.

The first interlude was a fairly straightforward adventure, with the Children rescuing an artifact from some evil fey of the Hagwoods (Paizo’s Tide of Morning). For the second interlude, I decided to switch things up a bit, using a one-shot called Potions 11.

The premise

Originally, the premise was going to come from a rather complex set of events where Fiosa discovers that halflings are being sold watered down potions, leading to several deaths. She goes to Yakopulio for help, and the adventure kicks off from there.

The PCs, however, gave me an even better hook. During book three, after learning that there might be vampires in Westcrown, they asked around town to see if anyone had gone missing. They found out that several halfling families and households had disappeared. This wasn’t uncommon since sometimes a family or group would decide to leave town on their own, but the rate was higher than normal. They asked the lower-level Children of Westcrown to look into it while they focused their energy on Delvehaven.

Thanks, players!

What I changed

Originally, I was going to run the adventure as was, but once the missing halflings subplot was added in, I decided to modify it more to make it fit into the overall plot.

The mission runs parallel to the Delvehaven excursion, mostly to block access to the main PCs. The players, playing low-level CoW NPCs, start with only one lead: Halflings are disappearing, and it may or may not be attached to vampires being in town. Areal suggests a party of Fiosa, Amaya, Yakopulio, and Larko (all people who can seek information in a number of ways), but the players are free to choose who they want. They can also call on any of the other rebels, even opting to swap them out as their goals change. Doing so takes time, though, and the clock is always ticking.

I also connected Rugo to the plot of CoT in a more concrete way, making him not only a tool of House Drovange, but an illegitimate son of the head of the house. He’s been kept around all these years “just in case,” and because he’s proved extremely loyal and useful. He’s a treasure trove of useful information, which will help to kick off the next book (Book Five, since I’m doing them out of sequence).

The (new) overall plot

For this interlude, I set up several scenes:

  • Finding the location of the last disappearance
  • The achemist’s shop
  • A tiefling gang hideout

The missing halflings

After gathering enough information (however the party plans on doing it), they find a house in the Dead Sector where a family of halflings disappeared a few nights ago. Investigating, they find:

  • Signs of recent habitation
  • Several valuables left behind (at least, valuable for a family of poor halflings)
  • A strange canister of professional make
  • Signs of larger humanoids walking away, with no signs of halfling feet
  • No signs of blood or struggle

So, a rather obvious kidnapping of some kind. It’s not subtle, but I also don’t want spend two hours watching the players struggle to piece together what happened.

What did happen: A group of tieflings has been kidnapping houses of halfings using sleep grenades. They put all the halflings to sleep, then take them to a hideout. They send word to Rugo, an alchemist who has been supplying blood for Ilnerick and his crew. Lately, though, the tieflings have been getting cocky and have started demanding more money. At this point in time, they’re still holed up with the halflings, waiting to hear back from Rugo.

At this point, the players can choose to either find the hideout or try to figure out where the canister came from. Either approach works, since both parties are currently in a holding pattern.

The Alchemist

If the players decide to find the alchemist first, they’ll have to figure out who in Westcrown made the canister. In my game, I plan on offering a few options:

  • Rugo’s Potions in the Coin Sector
  • The Bee’s Sting in the Priest Sector
  • The Western Star in the Crown Sector
  • A shop owned by one of the main PCs.

Eventually, they should figure out that Rugo’s is the only realistic option. The Bee’s Sting is run by the Temple of Calistria, who is anti-slavery. The Western Star deals with imports only and has no equipment of its own. The shop workers at the PC’s shop check out (and don’t have the skill to make a grenade, anyway).

This is where I lean on Potions 11 again, though I replace some of the notes with communications with the tiefling thugs, as well as some letters to (as drafts) and from Thessing. By this time, the actor from the second book has been turned into a vampire and is unimpressed with the quality of the provided blood. I also changed out the eleven mysterious potions for vials of sleep toxin.

The best outcome for this encounter is leaving Rugo alive so that he can be questioned by the main PCs. If he is killed, however, then whatever information he has can be gleaned from the papers stored in his secret cellar.

The Tiefling Thugs

If the players choose to take on the thugs first, they can try tracking the footprints through the dead sector. The Survival DC for this is 14 (Firm ground +15, three in the party -1) if the players try to track during the day. Otherwise, it’s 17 (Moonlight +3). Because the DC is above 10, the party has to have someone trained in survival in order to find the hideout first.

The other way to find the thugs is to deal with Rugo’s shop first and either finding a note including the approximate location of the hideout, or getting the information from Rugo himself. He’d had been planning on hiring someone to take them out, so he’d already sorted out where they were staying.

Either way, I populated the hideout with four tieflings: Two level one fighters, one level two rogue, and one level two sorceress. There’s also a family of four halflings chained in the back, being guarded by the second fighter. If they assault the place by day, the sorceress will be up and about but if it’s during the night, she’ll be resting. Since the CoW PCs will be level three, I figured this should be a decent fight for them.

If the players hit up the thugs first, they can learn about Rugo by either interrogating one of them (they’ll flip easy) or talking to the halflings locked up in the back (they would have overheard quite a few conversations).

How’d it go?

Due to how Delvehaven panned out (the players rolled through it in one day), I opted to not do the events in parallel. Instead, the main PCs came up with some things they had to do, leaving them busy and the less experienced CoW NPCs on their own.

They did do one thing: A PC used Ears of the City to find out where the last disappearance was, tightening up the timeline of events. The players also opted to take Larko, Sclavo, Fiosa (as a GMPC), and Rizzardo. Eventually, when they realized they’d need to do some breaking and entering in a magical shop, they dropped Fiosa and grabbed Tarvi and Yakopulio.

The actual session went really well. They were able to follow the trail of clues and hit all of the locations, saving the halflings at both locations, collecting a bunch of loot, and finding out some interesting information, though they haven’t connected it quite yet to the rest of the AP.

It also forced the players to come face to face with the problems of halfings in Westcrown, which the AP doesn’t directly address. It also created a few situations where they have a foe at their mercy and they have to operate in morally grey areas. This lead to some interesting developments with the lower-level CoW, which will be interesting to play out as the AP progresses.

 

Tide of Morning: An interlude for Council of Thieves

One of the things I’ve been wanting to do since I started Council of Thieves is a one-shot with the lower level Children of Westcrown. I wanted something that would fit the plot, but that was still something appropriate for them: Not too central, not too heroic, but still meaningful.

Because I didn’t feel like plunking down cash on a bunch of scenarios, I looked in my library for one that could work. Tide of Morning was about the right level, so I started reworking that.

From Paizo’s site:

Venture-Captain Dennel Hamshanks sends you to convince an Andoren druid named Hemzel to allow the Pathfinder Society to study his recently discovered lorestone, a minor magical item that unlocks some of the mysteries of the ancient Andoren druid circles. When you arrive and find Hemzel murdered and the lorestone missing, you must race against time to recover the lorestone and stop Hemzel’s murderers from using it against the druids of Andoran.

What I changed

The names, premise, and location, of course, had to be changed. Instead of Hamshanks, I had the request come from the visiting Pathfinder, Ailyn.

The new premise:

After returning from the Asmodean Knot, the Children of Westcrown are approached by Ailyn Ghontasavos (a visiting Pathfinder) about a delicate issue regarding a druid and an item of great power.

Years ago, a druid named Hezmel came into possession of a lorestone. Lorestones are vast magical repositories of druidic knowledge embedded in small stones. Studying lorestones provides information on natural phenomena such as weather patterns and seasonal changes, but can also unlock a deeper truth. Those who unlock these truths gain access to the lorestone’s true powers hidden within.

A group of Pathfinders caught wind of the lorestone and overstepped their bounds in trying to acquire it. According to them, they simply had a conversation with Hezmel that went poorly. Whatever actually happened, Hezmel fled to Chelliax, where the Pathfinders would hesitate to follow.

Ailyn has gotten word that Hezmel has settled disturbingly close to Westcrown, and she worries that the powers that be might take an interest in this lorestone. Hezmel has likely assumed that his proximity to the Hagwood will keep the city’s forces at bay, but he is woefully ignorant of what the city will risk for an interesting artifact.

Because the more experienced members of the group are unavailable, she has asked if some of less tried members can attempt to quietly warn Hezmel away. While she wouldn’t turn down a chance to add the lorestone to one of the Pathfinder lodges, all she asks is that the Children of Westcrown convince Hezmel to move his new circle further away from the prying eyes of Westcrown.

I also tweaked the motivations of the main villain, Cyflymder, to work with the AP cannon. Before the Council of Thieves AP begins, the hags of Hagwoods were involved with the Council of Thieves. Two of them were killed in a cover-up, and one fled. While the AP has her going back to the Hagwood, I’m opting to place her elsewhere. Since their murders / disappearance, there have been a number of fights due to the power vacuum, with Cyflymder being the latest pretender.

The ending is also slightly different, with Ailyn giving Vitti a month to study the artifact, allowing him to re-class as a druid. After Book Three is complete, she’ll be taking her leave of Westcrown and (theoretically) taking the lorestone with her.

The mains goal of this session are to get Vitti converted to a druid and to plant the seed that the remaining hag of the Hagwoods may have some information that could benefit the rebels (which will come up in the book, The Mother of Flies).

Getting started

I laid out the premise for this session right after the PCs returned from The Asmodean Knot. Due to their new fame, they’re being watched carefully, so it would be best if they spent a month being as boring as possible (this also allowed the players to use the downtime rules to re-class, start a business, and build a temple). They were asked to pick four of the rebels to go, with Jeniven and Areal suggesting Vitti, Sclavo, and Rizzardo. The PCs chose to send Amaya as a diplomat.

I made sure to suggest Sclavo, since one of the most important puzzles includes using the linguistics skill, and he’s the only rebel who’s trained in that. The puzzle could also be solved with comprehend languages or by someone who can speak Druidic, but that didn’t apply to any of the rebels they were likely to send (one of the PCs already had plans for Tarvi).

I sent the Hero Lab portfolios to the players, telling them that they could change the characters’ archetype, but not their base class. They could also outfit the characters with whatever was in the rebels’ armory, but if they bought something, they’d need to tell me where the cash came from (the rebels, outside of Tarvi and Yakopulio, live pretty much hand-to-mouth).

How’d it go?

It went really well! It offered a nice break from the characters everyone had been playing for so long, and everyone was able to give the character they were controlling their own spin.

One thing I didn’t expect: The characters left through the sewers, and I had zero maps / encounter tables at the ready for that. I ended up hand-waving that portion since the meat of the adventure was to be had outside of the city.

What would I change?

I would absolutely have sewers maps ready! In fact, this is something I’m going to have on hand from now on, just in case. I would also find another way to keep track of time. Most of our sessions take place in areas where time isn’t really an issue, but for this encounter, it could potentially change the final encounter quite a bit.

Overall, I feel like it was a solid scenario that I could see inserting into many a campaign, changing the lorestone as needed.

Running a one-shot at PyCon 2018

Nearly every year, I make the trek out to PyCon US. Most of my time is taken up with running a kids coding class, being an auctioneer, and maybe seeing a talk or two. Some years, I like to bring a special event with me that’s not explicitly about coding or the open source community.

This year, I thought I’d do a one-shot on the first day of sprints. I’d never run a one-shot before (if you discount a few failed starts at campaigns…), but most of my sessions run for a set amount of time and I’m pretty good at ending at a logical point, so I figured I was as ready as I could be to do my first.

So I packed up a kit, made a few tweets, and then met my players at 4.

How’d it go?!

It went amazingly well! In my regular game, we’re in it for the long haul, so the players are more cautious. With the one-shot players, everyone knew that they could just grab a new character if they died, so they were happy to take huge risks (most of which paid off!). It was hectic and crazy and full of players just barrelling through to keep things interesting.

We only got halfway through the dungeon, but I thought that might happen. We found a good stopping point, though, after which I told them about some of the rest rooms and how some of the choices they made would have played out if they’d gone a different direction.

The scenario

Because it was fresh in my mind, I used the end dungeon from Book 2 of The Council of Thieves. You can pretty much use it wholesale without much rewriting. I ended up changing the opening and rewriting the motivations of one NPC (who they never met).

The new opening:

One day, you’re all called to your local Pathfinder lodge. A few days ago, a crowd of new adventurers took on a contract to clear out the long abandoned mansion of a crazed mage, Vheed. The town had been on the verge of taking him out on their own due to rumors of gruesome experiments, but found he was missing. Uncertain as to what to do, they opted to leave the mansion alone, worried burning it down might unleash some magics they were unprepared to deal with.

A band of goblins had taken up residence, so the Lodge was tasked with clearing them out. The adventurers did so easily, but then came upon the entrance to what appears to be a pocket dimension. Stating that they “weren’t being paid nearly enough”, they returned and asked the task be finished by someone else.

I skipped over the trip to the mansion and getting to the dungeon, dropping them in the first room right off the bat.

As for the NPC, the assassin Sian is merely someone who heard of the fleeing adventurers and is determined to find what the dungeon holds before anyone else. Because of this, though, I decided that she could possibly be talked into joining the party, though she would still try to get the drop on them. It would take some fairly high rolls, but I’ve learned to never underestimate the ability of players to sell crazy plans.

Her arrival time means that the first adventurers did not see a body, allowing the players to deduce that they’re not alone in this dungeon.

I also dropped everyone’s level to four since so many people showed up, and spare characters were available if anyone bought it. Also, the sheets I found only had the levels one, four, and seven, and I didn’t want to spend time leveling up on PDFs.

The materials

The kit I ended up taking was an interesting mix of high-tech and no-tech.

Because I’ve taken to printing out my Adventure Paths, I went ahead and took my current game binder. I also took my dice box since I knew most people wouldn’t have their own, and you know there will always be at least one player who refuses to use a dice roller on their phone.

However, I completely forgot to bring character sheets. I had them all collected into a PDF for printing, but in the rush of packing, left it on my personal computer. Fortunately, some kind soul had collected all of the pregens for Pathfinder Society games, so I passed that out to players digitally.

I also used Roll20 since there was no way I was packing maps and markers. Besides, I already had that game set up for my current group, so making a new session was trivial. I made a bunch of throwaway accounts since I wasn’t certain that people would want to create one of their own. Out of a group of ten or so, though, only one got used, so it looks like Roll20 got some new users!

I also set up a ton of tokens ahead of time, which saved time in getting people set up. I used a batch of icons from Icons8 because they’re highly distinct even at low resolutions.

Finally, I brought a portable monitor as a fallback for anyone who couldn’t use their computer. It ended up being pretty useful for showing information to people, though I ended up tweeting out most links that people needed.

What I’d do differently

Well, first off, I’d remember to bring printed character sheets…

I’d also run a shorter scenario. That, or rework the dungeon I used to be shorter. There are a few bits that could be removed without hurting the overall feel, like some acrobatic puzzles and a rather large maze. There’s also a prison area where I feel like everyone would choose to avoid the encounter, it may just be better to leave it out. This would mean moving the glaive to another area of the dungeon, but there’s more than a few places to stash it. Maybe Sian found it, or maybe Jabe could be wielding it.

While my players opted to not get the reward from Livia, I think I’d have to change what she gives them. Instead of six answers (which is of little importance in a one-shot), I’d probably give out some potions of lesser restoration. In The Council of Thieves, the players start out with four, so I feel like that would be a fair swap.

I’d also make a formal sign up page so it would be easier to contact everyone. This one should have been a no-brainer, but I forgot how little time I spend on my laptop at conferences. I would also make the throwaway accounts available to those who signed up so they can claim them right away.

Because I didn’t know how many people would show up, I didn’t gather up tables in advance, which meant we were scrambling a bit to grab enough. Next year, I may just grab a table in a sprint room since most of them emptied out by the time we started. Also, since others may want to join me in running one-shots next year, grabbing a room for the evening may be a good thing to arrange in advance.

By next year I might have a new travel laptop. If that’s the case, I’ll bring Hero Lab with me. While I did okay, there was some fumbling looking things up mid-combat, especially as we ventured into rooms I hadn’t done yet.

We also had some people with no laptops or tablets. I was able to put one of them onto a spare iPad while the other looked on. I’m not sure what I could do about that (they were an attendee’s children didn’t have laptops in the first place), but maybe if I knew ahead of time, I could arrange extra tablets.

Will I do it again?

Absolutely. It was a chaotic, wonderful blast, and a great way to blow off steam after a hectic conference. Even people who hadn’t gamed in decades were able to get up to speed quickly, and everyone who attended (or even watched!) seemed to have a great time.

Next year…

There’s some talk of doing a custom adventure that takes some jabs at Python and its community. Also, some others said they’d like to bring their kits and join in on doing one-shots, which would help if we manage to get a bigger crowd. I have a feeling that’s likely, since even with my lackadaisical organization, we had started with a group of ten.

Though running a table top has little to do with coding, I love events like this that let us just be people around each other, rather than just coders. We all joked, laughed, and egged each other on to do crazier and crazier stunts. It’s a great chance to meet some new people and see people I’ve known for years in a completely different light.