Savage Worlds Scooby-Doo
Another Vegas Game Day, another afternoon of playing Savage Worlds, but this time it was Scooby-Doo and it was a straight up version of the animated series. Other players showed up over time with a Shaggy and a Velma taking their roles first. I wasn’t feeling too good on my Scooby voice so I was relieved when his role was taken by the other guy at the table and I wound up with Fred, which ended up working out perfectly. Fred had the Disadvantage of being Overconfident and also following red herrings, which felt like a good match for me. Plus I’d be the de facto leader of the team.
The Headless Ghost of Col. Sanders
We were on our way to Shaggy’s family reunion in our Mystery Machine van when a strange figure appeared and I easily avoided hitting him with a good Driving roll. We followed him into a Southern plantation mansion and up the stairs past the painting of Colonel Sanders who was pointing down in the painting. Up in the study though we received the first fright of many: the young man had aged rapidly to an old man in his 80s. He claimed to be the realtor, Mr. Hannigan, and we drove him over to the mansion’s owner’s house. Miss Green had inherited the home, but was now selling it. Just as she was telling us more we heard the squeal of tires; the Mystery Machine had been stolen by Mr. Hanigan! Arriving back at the mansion, we encountered his skeleton in the study! Zoinks!
Frightened Velma lost her glasses in her own vomit, Fred took a paper clue out of Scooby’s mouth and tore it up, and many investigations were made. There was a large meal for Shaggy and Scooby in the old kitchen which had a surprisingly modern fridge, and we eventually met up with the headless ghost of Col. Sanders who tried to scare us off by lobbing his head at us, which saw Shaggy and Velma fleeing, while Scooby and I stood our ground. Velma later Noticed the track wire for the head and the mini projector for the “ghost”.
The adventure culminated with us building a trap to catch the culprit. From some dice rolls we had 15 possible steps in our trap. We were using Mansions of Madness board game tiles for the layout of the game with paper stand-ups of the characters and the van. These helped when we worked out how Scooby and Shaggy would dress up as Union soldiers to lure the ghost while Velma would project a horde of angry escaped slaves to chase the Confederate ghost down the stairs into our elaborate Rube Goldberg trap. The trap started with ketchup and vomit to make the stairs slippery, multiple tripwires, Hanigan’s skull knocking into the “ghost”, a pressure plate releasing a mousetrap that would in turn release a counterweight driving the lawnmower forward to cut a wire, causing the egg beater to move a fan to stoke a candle to inflate a balloon to raise a board to knock over a lamp and eventually ensnare the ghost in a rug. While this was possibly our GM’s favorite point, I wanted to get to the inevitable unmasking. We could use many of our skills and I burned through four Bennies to get re-rolls on my dice. Gunning had thoughtfully gotten us sweet Keebler Scooby Snacks for the Bennies, but my luck was out and I barely contributed anything. Our Scooby-Doo player, Steve, chowed down on his Scooby Snacks as well and also spent the last third or half of the game playing Shaggy too, supplying great voices for them. He role-played both for the lure and the chase was on. When the villain rolled against the trap though, he rolled snake eyes so we easily captured him.
Not surprisingly the villain was Mr. Hannigan who was searching for the buried treasure in the house and had concocted an elaborate scheme to drive away any interlopers. We had also failed to locate the treasure with the clue “Soldiers march in single file” which was referencing one of the columns in front of the house, specifically the one that Col. Sanders’ portrait was pointing to. Within we found stacks of Confederate bills and all had a laugh at Hannigan’s hijinks. True to form, Gunning had even considered including outlying characters Scrappy Doo and Scooby-Dum in the game’s session, but didn’t have the time to include them or guest stars like the Harlem Globe Trotters or the Monkees. He had considered having KISS show up, but wants to save that for a more music-oriented adventure where Scooby and the gang are traveling to a concert.
Pathfinder Society – Silent Tide
Partway through PSS 00-01 I found out that I was going through the original Pathfinder Society adventure that started it all and would be the most familiar adventure to most Pathfinder players. While it makes no efforts to introduce a ton of thematic information as PFS 03-11 In Service to Lore does, Silent Tide proved to be a very strong adventure. It helped that we only had two other PCs, the cleric Logar whom I had adventured with before, the Wizard Maladorian Veld, and the NPC rogue Merisiel. She had joined our party because there were only 3 PCs, but if there had been only 2 PCs we would have been unable to play. I have to hand it to GM, Venture Captain Chris Clay, for the way he managed Merisiel because I can quickly resent an NPC foisted upon the party. Merisiel was helpful without being intrusive. The focus remained on the PCs and while there was no PC to PC role-playing going on, I was able to interact in character more with the NPCs than I have been in past games due to the small party size.
Pulled Along by the Silent Tide
While having only three PCs helped in wading into Silent Tide, the adventure is so solidly written by Michael Kortes that only the most jaded of gamers could dismiss its plot. After some opening narration about sloshing through the rain in one of Absalom’s slums (aptly named the Puddles), we came upon the man we were tasked to find, Yargos Gil, but he was chained to three others and being pushed off a cliff by six or so tattooed would-be toughs. This pissed me off. They fell into the waters below to drown, the last one desperately clinging to the cliff edge, but we had the gang of thugs between us. As we battled the gang, the last captive’s strength ran out and they fell. I was hooked.
After some serious ass-kicking we managed to save the captives from their watery grave and the rest of the adventure unfolded across at least four more encounters. Without spoiling too much, one encounter does involve problem and puzzle solving. It seemed better suited for our Wizard and Cleric (and Rogue) to deal with so I chilled out a bit, but when a riddle was revealed, I was riveted and worked on solving it and then went on to help with another of the tasks too.
The penultimate encounter saw us arriving at a temple or cathedral.
Me: Whose temple is it?
Me: Abadar, who’s Abadar? Wait, that’s my god!
I was incensed. These undead Black Eschelon bastards were defiling the temple of Abadar? Not on Asir Al-Nimr’s watch! If the surviving member of the temple clergy, the defenseless, injured acolyte, would have Sensed Motive on me she would have found that I was eyeing her as a potential target for not defending the temple more fervently and with her life. As great as my zeal was on such hallowed ground, the last third of the encounter devolved into an odd quagmire of ranged combat for which Asir Al-Nimr was not even equipped and fortunately before I had to start climbing the huge organ pipes, our GM announced we had defeated the menace.
Their leader remained as well as our real mission objective, retrieving an important item from him. He was cowering in his kennel with his human guards and a canine companion out front named Marrow Chomper. A mighty slice from my greatsword later and Marrow Chomper was dying on the ground, forget the element of surprise! I cut down his master a few turns later after battering down a door that I kind of initially struggled to open and Silent Tide was over. Boasting isn’t really in Asir Al-Nimr’s character, but I do have to say that I was carving the bad guys to little pieces, pulverizing the undead into dust. It may have helped that they mostly had less than 8 hit points to begin with, but retooling Asir was a big part of it too.
Asir Al-Nimr Born Again
Before the game I asked Chris Clay to look over my character with me because I had amassed 873 gold in my two previous adventures and in Pathfinder Society games you are allowed to reconfigure your character before 2nd level. We ended up dropping Asir’s Shield Focus and instead I took up Power Attack. I switched Weapon Focus from Longsword to the Greatsword and purchased a Master-Worked Greatsword and a Master-Worked Breastplate. My AC dropped one from 19 to 18 and my movement dropped from 6 squares to 4, but now I was hitting with +8 on regular attacks doing 2d6+6 damage with the two-handed Greatsword and Power Attacks at +7 for 2d6+9 damage. As a result, I was putting down enemies left and right throughout Silent Tide (besides rolling fairly well).
A Level 2 Fighter Takes the Field
Having completed three PFS adventures, I leveled up! The Fighter section in the Pathfinder Core Rulebook is literally 2 pages long. Besides getting a bonus to Fear saves, I got a small bump in Fortitude and could select an additional Feat. I snatched up Cleave to be able to possibly hit multiple opponents and gained 6 HP plus my Constitution bonus for a total of 8 more HP. I’m really looking forward to my next Pathfinder Society game.