Actual Play: GURPS DF Jade Regent – Ravenscraeg 2

Continuation of the GURPS Dungeon Fantasy Campaign following the Pathfinder Jade Regent Adventure Path.

GM: +Nathan Joy
Players: +Mark Langsdorf , +Theodore Briggs , +Kevin Smyth , +Emily Smirle , +Douglas Cole

This will be an abbreviated tale, but let me start with the conclusion: we played for four hours in one giant combat that involved five PCs, and no fewer than fourteen adversaries. We finished the combat in a very satisfactory manner, and play was brisk, rules disputes were minimal, and severe consequences were suffered by the PCs due to battle injuries. 
GURPS is very capable of fast, fun, detailed play. 
We started the game having just finished being attacked by two swarms of ravens after opening the unlocked door to the hall. Thumvar and Cadmus were inside the hall, having entered as part of the combat previously. I honestly don’t recall if Cadmus and Thumvar had both entered and then were attacked (I think so), or one or both of us entered, and then the other rushed in for support. 
Brother Michel, who has a strong Honesty disad, objected to home invasion throughout the session until a key bit of info was revealed. More on that later.

A word here: Honesty is an annoying disadvantage for a group of murder-hobos to have among them, and Cadmus has it too, as a temporary part of a deal with his Goddess that granted him some cool abilities after a crit on a general prayer for Smite. Michel’s player really dug into his disad here – as he should have. What we were doing inside that house was at best questionable. We suspected evil was afoot, but it was all circumstantial. There were some principles/laws/customs that would allow us to act like the vigilantes we were, but they weren’t obvious at the time. I’m not sure to what extent modern western legal theory applies in Golarion, but there’s no question we were pushing our luck, and Michel kept us . . . well, if not honest, at least informed. It was a good bit of roleplaying.

Anyway, the hall was empty – naturally we suspected ninjas. They’re always there when you can’t see ’em, after all. It was on two levels, the lower hall where we’d fought the ravens, and the upper wings, which had benches and tables overlooking the lower hall. I think there may have been some doors up there.
Thumvar flew up to the balcony to check things out. Michel would not enter the building, and was down a few HP and FP for spellcasting. Cadmus went to him and provided healing (he was down 6 HP, I think), which would only take Cadmus 6 minutes to heal thanks to Flesh Wounds. So mostly fully refreshed, we . . .

. . . and then Java wigged out on me totally. Massive errors in MapTool caused by the auto-update to Java7 that are incompatible with MT build 87. I had to log out, shut down, log back on, reinstall Java6 Update 41, find that didn’t work, then get help from our resident IT gurus (actually, that may well be everyone but me in that group), and replace my mt-cfg file pointer with a direct pointer to C:blahblahJava6 instead of the generic pointer. This should also let me run Java6 only for that, and Java7 for everything else. Woot, thanks to Bruno, but when I returned to play . . .

Ninjas! Scads of them!
Oops. That was probably an interface error. No ninjas here. Move along.
Anyway, long story less long: Brody opens a door and maybe walks in.

Then a door opens, and we see a freakin’ were-bear and a few thugs. Nate is borrowing the weres from GURPS Monster Hunters, so they’re kinda badass. 30 HP and some DR.

We prepare for battle – Thumvar fast-draws his axe, Cadmus asks the blessings of Pharasma, anticipating combat, and gets his Righteous Fury on. Michel is bitterly disappointed that we’re all “GRRR!” since we’re home invaders and haven’t the right. Brody hears the commotion and begins to walk out of the room he was exploring. And then Staver draws a couple of arrows and looses them at the Were-bear. As Staver’s player stated: “Staver has the ethics of a cat.”

So battle was on for real. Michel and Staver form up to Cadmus’ left and right, Thumvar gets in the bear+2xThug’s faces at the door from which they’re emerging.

Very soon after this, more ninjas show up, Michel asks if we can all just get along, put our weapons down, and talk. A ninja attacks Michel, who’s on Cadmus’ left side and in his line of sight; he does a Shield Wall block for him. Staver’s foe starts directly behind Cadmus, unseen, and Staver gets badly murderized by one of those pop-up ninjas in their first round of combat. And in the next round, Brody gets badly, badly stabbed. Possibly mortal wound, definitely negative HP . . . 

In retrospect, this was a tough game for Kevin, and he wound up spending a lot of the game working on a replacement character in the background. Brody got it right at the beginning of a four-hour session, or maybe midway through if there were multiple stabbings involved. We were desperately trying to think of ways to mitigate the damage. I don’t think he had any spare CP to use to mitigate wounds. He didn’t have any Destiny points (borrowed from Monster Hunters), nor was he using Thief! wildcard skill to make the wound a Flesh Wound. We’d done the Tactics check at the beginning of the fight, but Brody was not in Thumvar’s line of sight, so couldn’t benefit from a bequeathed re-roll. Ultimately, he had to “just take it.” There might be a lesson here, something +Sean Punch brought up, about keeping the group more together, but maybe not. We weren’t that far apart. Just bad luck.

 At this point, critical information is revealed: Ninja assassins are considered Other. They are “kill on sight” legal, and those associating with them are brought along for the ride. This is a big deal, since it unconstrained the lot of us for full-on combat.
Without going through a blow-by blow, some of my remembered highlights and notes:

  • Righteous Fury is something I’ve mentioned before. It’s a spectacular physical power-up, and Nate has been kind and allows me to roll the three 1d6 rolls and allocate them how I like. I nearly always take the highest roll and give it to DX, the second highest and increase ST, and the lowest goes to HT. This time, I rolled 5, 4, 2, which increased the chracter’s point value by 160! ST 18, DX 18, HT 14. This gave me Axe-24, Shield-22, and with my large shield (Shield Wall negates the -2 for large shields; a wonderful perk) and Combat Reflexes, he has Parry-19 and Block-18. Shrivener, Cadmus’ named possession, does 3d+3 (2) cut damage on a successful hit. That can punch through as much armor on an average roll as a .30-06 . . .
  • His first move was possibly rules-illegal, but we let it slide. He spun and did a rapid strike, hitting first one foe, then stepping and hitting the other. Both were killed or incapacitated. I’m not sure if you can step in the middle of a rapid strike or not; the group decided on yes, but I’ve got a question out to The Powers That Be on this one. Skill levels as high as this enable some truly epic moves. If I would have had Weapon Master, lowering the Rapid Strike penalties to -3 each instead of -6, accounting for four foes per turn would not have been out of the question.

    Edit: Kromm himself commented on this: it’s legal. I paste his comment below in the post in full, since it’s just that useful:

    FYI, the step allowed by the Attack maneuver can come at any time on your turn: before the attack, after the attack, or between attacks if you have more than one. There’s nothing illegal about taking an Attack maneuver, declaring a Rapid Strike, and then attacking at -6, stepping, and attacking at -6. You can’t do this with Dual-Weapon Attack, because that’s simultaneous (and also easier, so suck it up!).

  • Thumvar has DR 14. This is a phenomenal equalizer for many things, and even with Cadmus’ power-up, I’d give mad props to Thumvar in most combat situations. His trademark is a dual-weapon attack with an edged shield and an axe, and he’ll often rack up 15+ points of cutting damage, maybe on each. He eventually wound up dispatching the werebear with two huge blows after Cadmus had crippled its leg (more on that later).
  • I may have said this before, but +Mark Langsdorf is right: if you don’t pay the low fee to silver your weapons in a DF campaign, you’re either inexperienced (me) or dumb (hopefully not me). That being said, though we’d talked about getting Shrivener silvered, we didn’t actually do it. Don’t forget.
  • Cadmus got bull-rushed from behind by the were-bear. He knocked me one hex over, but did not knock me down. Being strong and big helps a lot in this situation – I think the bear rolled 2d+something physical damage, with double-knockback for his slam. I took 4 points of damage even through DR 9, so this was a mightly blow. We started calling the were-bear Ditka or the Refridgerator after that.
  • The fight was basically over when after getting slammed, Cadmus spun and chopped at Ditka’s knee, landing the blow and doing 18(2) raw damage, which was enough to cripple the leg (yay!) but not to take it right off – between the DR and 30HP this guy was a BMF.
  • Towards the end of the fight, I tried once again to do something that was going to be a Moment of Awesome. Committed Attack (Long) to get into a Thug’s hex, use Judo Throw to toss him down, then kill him with an axe blow. Judo Throw defaults from Axe/Mace for me (that’s an allowable Technique Adaptation perk), so I had effectively Judo Throw-24 . . . and the Thug managed to make both defense rolls. Again. I have yet to pull off any nifty grappling stuff in combat, despite several attempts. Sigh.
After that, having dispatched a couple ninja, maybe 3-5 thugs, and the were-bear, everyone else started to head for the door. Thumvar, in his own moment of awesome, actually flies to the door and sizes up what equipment the fleeing foes are carrying, deciding whether or not to kill ’em all or let ’em escape by judging the quality of the plunder.
A fine way to end the night. 

3 thoughts on “Actual Play: GURPS DF Jade Regent – Ravenscraeg 2

  1. FYI, the step allowed by the Attack maneuver can come at any time on your turn: before the attack, after the attack, or between attacks if you have more than one. There's nothing illegal about taking an Attack maneuver, declaring a Rapid Strike, and then attacking at -6, stepping, and attacking at -6. You can't do this with Dual-Weapon Attack, because that's simultaneous (and also easier, so suck it up!).

    1. I've tried to be better at this in this report than in the last ones. It might just be that they didn't show well – I've included some (but not every one) before.

      Thanks for reading, and for the comment! Good to know what makes the blog more usable.

Leave a Reply

Your email address will not be published. Required fields are marked *