Showing posts with label Don Trumball. Show all posts
Showing posts with label Don Trumball. Show all posts

Wednesday, February 5, 2025

Shadows of Saltmarsh Amazing Adventures! Rpg Session Report #5 - Confronting Evil

   So tonight's session picks right up from last game session here on the blog.  We began by having our party let the Deep One hybrids let go & had the other half of the adventurers go upstairs in the house to free the captives! 


We got upstairs & almost immediately got into trouble with finding two giant spiders that dropped onto the party. Then it was a tangling fight in the hallway then up the stairs to free another sea elf that was being held. Afterward the party found that the house wasn't as unoccupied as it seemed. They found two secret rooms and the laboratory of the Alchemist. 
They also found the Alchemist's corpse & they examined the room. Things were going good for the party until the corpse moved! The Alchemist isn't dead you see but a lich! 
The party lost two members who were  hit by spells. Then it was gun fire and confusion! The party bolted! They left the haunted mansion so damn fast! 
Yes running is an option folks! They have no idea if thier team mates are alive or dead!
The party regrouped on the beach and needs another plan of attack! They have no idea what type of undead the Alchemist is. So thier going into the house by the use of the smuggler's caves coming up. I've gotten so damn tired of the players who have played this adventure calling it a Scooby Doo romp. Not this time folks. 
The Alchemist is a criminal mastermind and quite dangerous! He's also out for blood after using a speak to the dead spell on the corpses of the party members. 

The smuggler's caverns are now guarded by Deep One hybrid thugs. They've got four warriors covering the cavern & secret enterances. 
Then the party saw the rest of the Deep Ones exitting the sea. Things are getting dicey. They managed to get the two sea elven prisoners out! 
And they found a chest of weird greenish gold artifacts that seem to have been buried by the Deep Ones! We ended here. 

Wednesday, January 22, 2025

Shadows of Saltmarsh Amazing Adventures! Rpg Session Report #4

 Tonight's game sees the player's PC's finding the lizardmen tribesmen in dire straits because of the smugglers. This puts the PC's square in the middle of the Saltmarsh situation. This picks right up from the last week's game session. 

The situation is very dire because of the rise in the number of Deep One warriors who have been harrying the lizardmen's people. They were imported into New York City as workers for the harvesting of some of the underwater crops that are used in high end resturant food. They have also been employed for many of the high risk underwater & ship's repair  around the city's docks. These lizardmen have been managed from Plum Island's government facility. 
Deep One tribesmen and warriors have been raiding not only the docks but some of the local non humans. Waverider in last week's game got some of the lowdown. 
We've started exploring the house from the bottom sea caves up through the house itself. We've been exploring the upper part of the house when last week we heard noise from upstairs on the second floor. 
We the  heard noise from upstairs and ran straight into two pirate captains! They had short swords drawn and there was a fight in the stairs as well as the hallway. 



We retreated as guns came out our archer Red Arrow was able to disarm them. A close look showed that these two were Deep One hybrids! Now we had two captives and proceeded to question them about what they were smuggling. They have captives upstairs and if we didn't let them go they'd be murdered! We ended here! 




Wednesday, January 8, 2025

Shadows of Saltmarsh Amazing Adventures! Rpg Session Report #3

 We pick up with the party fighting smugglers on the beaches of the manor house in U1 The Sinister Secret of Saltmarsh. Instead we were able to scatter the pirates with some carefully placed gas bombs.And we were able to sieze the Sea Wasp. This session picks right up from last week's session. 

We searched the beach and almost got ambushed by a pack of sea orcs, as well as mergnolls. These guys were part of the Deep Ones forces. 

Our own hero Waverider has been helping his own people the mermen around New York harbor. The Deep Ones have been battling them for centuries now. 
There have been incursions from the Deep Ones also on the Sea Elves terrority from Long Island. 
This goes back to the truce of 1952 which has been set up among the power house underwater humanoid tribes in the area. But something has been stirring up trouble among the tribes. The best guess of our two underwater heroes is that it's the Deep Ones. The village of Saltmarsh has been a haven for smugglers & pirates dating back before the 1700's. There have been rumors of undead horrors that date back to pre 1600's and can be traced back to Plum Island. 

The Plum Island facility has had rumors of lizardmen cryptids and strange monsters seen around the area. The mansion front door was locked and trapped. Nightslayer our night thief opened the locks without a problem. The interior of the house looked abandoned. However there were drag marks on the floor up too a book case. 
There were several bullet holes in the interior furnature of the house. The rooms looked lived in. 
We came face to face with two skeletons within the manor. Two of our party adventurers blasted the skeletons low and high with powers without report. This meant that the neighbors didn't see gun reports or gun play. We found sleeping bags and two ships log books. 
This is when we heard noise from upstairs & this is where we ended! 


Sunday, December 29, 2024

Shadows of Saltmarsh Amazing Adventures! Rpg Session Report #2

 Our party was called in because people have been going missing in the Saltmarsh village & neighborhood. All of our investigations centered around the old Alchemist's mansion. This mansion has been abandoned since his operations were busted up ages ago. 

This session report plugs right into our Amazing Adventures meeting right here on the blog.  We rolled in and were told that there had been activity within the mansion. Strange lights and weird creatures have been seen around the mansion. 
Our own Silver Spider has been keeping an eye on the mansion. He's detected cut throats and pirates around the mansion. His own team has been accosted by these ruffians several times. 
Own on Waverider the underwater wonder came face to face with Deep Ones. The waters off of New York City in 1952 was the terrority of the New England mermen. There has been a truce between these two underwater tribal powers. Something has stirred up these two powerhouses in the area.

Saltmarsh back in the 1700's were the abode of pirates and sea terrors. These forces never left according to the locals. And the 'Alchemist' & his brood has controlled the area since the 1700's. 

Now there's talk of strange lizardlike monsters out in the fens and salt swamps around the Saltmarsh neighborhood/village area. We found out that there have been a small series of explosions near the beach. The locals subscribe that it might be explosives left over from the War. 

Some of the locals aren't sure though. There have been lots of ships and other strange sail craft that have been seen around the beaches. 
After investigating the beach area we came across several rowboats and launches from several sail craft. Our party engaged in a small skirmish with a bunch of sea dogs on the beach. No shots were exchanged and fists flew. The sea dogs fled into the rowboats. Next we're going to begin investigating the mansion! 
Amazing Adventures! does a good job of blending the usual Castles & Crusades system to a more modern twist! 

Thursday, December 5, 2024

Shadows of Saltmarsh Amazing Adventures! Rpg Session Report #1- Updated!

 




The Green Man a menace to the PC's coming up.


I've just started an Amazing Adventures rpg  by Jason Vey game last night. The PC's ended up crossing over into an alternative world time line of 2100. This blog post picks right up from November 19th blog post. 
The mono skyscrapers of the preserved New York Sky line greeted them. This was after tracking down the cybernetically enhanced courier of Nazi dimensional traveler  from 1952. The world of these Nazi is world where Operation Spark in 1943 succeeded in killing Hitler(or did it). Germany sued for piece in the world courts but continues hostilities with the Allies They turned over the hierarchy & infrastructure of the German high command responsible for the Final Solution  
Israel was founded much earlier in this world & continues to play a part in Western affairs.



This Nazi Germany has been locked in a Cold War with the Allies since the war's 'end' & continues to operate through powered agents, individuals, & teams. Now they've been raiding alternative dimensions & time lines. They've stumbled upon the world of 2100 where the countryside has mostly been abandoned & come across a Great Race of Yith library beneath the ruins of a castle in up state New York. These ruins have recently been unearthed in the upper part of New York state. Authorities have moved in to secure the site. 


What the characters also learned is the criminal mastermind known as 'the Alchemist' has been running a slave trade & human traffic ring in New York city of this alternative 1952.This bastard controls all of the major smuggling & drug traffic from the Salt Marsh neighborhood down on the water fronts. He has ties to the Nazi smuggling agents into New York. Their latest agent came in on the Sea Witch.



Yes I'm running U1 The Sinister Secret of Saltmash by Don Trumball with a Troll Lords Amazing Adventures pulp/super hero spin. So I'm dumping the whole Scooby Doo aspect of U1 & turning the Alchemist into a lich/pulp villain of incredibly evil aspect.

Monday, November 5, 2018

Shadows of Saltmarsh Amazing Adventures! Rpg Session Report #2

 Down by the docklands of New York of 2100 the PC's have started to ask lots of questions.The PC's have been hearing disturbing rumors of lizard men attacks on the outskirts of the Saltmarsh neighborhood. They also heard about blood sports going on in certain temporary underground ruins. They've decided to check out some of these blood sports but they've almost run afoul of the thieves guild & the Syndicate several times. This is continued from our last game detailed here


What they don't know about is the Deep One/Nazi assassin on their behind. But they've gained in ally in a royal renegade White Council member whose acting as the party's patron. Saltmarsh seems quiet & in fact a bit to quiet as they have no idea that there every move is being watched from the shadows by alien lizard men!?
Sailing Ships are used by the lower classes of the city to smuggle illegal cargoes right under the council's noses & most folks turn a blind eye because of the money lining folks pockets.
Saltmarsh is corrupt as it comes living in the shadow of the mega urban sprawl. The White Council itself has several Alchemist's spies among its ranks with Nazi sympathies.
The Alchemist is a vile monster who controls all of the vice, sin, smuggling, & slaving down on the water front from the Salt Marsh neighborhood. This includes blood sport events into which one of the PC's brother's disappeared into.
But rumors of people disappearing in the middle of the night off of ships have the populous rattled. Alien lizard men, strange sightings at night, shipments of fish disappearing & more all point to more then mere rumors & the noose seems to be tighten around Saltmarsh itself.



Then there's the matter of a Nazi agent that came in on the smuggling ship 'The Sea Witch', the PC's had a socialite spill her guts trying to hustle one of the party. They have lots of rumors, smoke, & mirror in this past weekend's game. Where will it lead?! Quite a few places as the claws of 'The Alchmist' tighten around the throats of our heroes.
So what are the lizardmen of Saltmarsh?  They're a tribe of degenerate alien servants who have escaped to Earth of 2100 smuggled in by the Alchemists several years ago. These lizardmen were originally going to be solid as 'exotic' slaves. But they turned the tables on their captors & escaped en mass. They are degenerate Saurians detailed on page 63 of the Manual of Monsters. They have none of the special abilities of those monsters except for being amphibious
They've adapted to life in New York but have no wish to return to a life of slavery among the stars. But all is not well for the Deep Ones(Fishmen from
the Amazing Adventures Manual of Monsters)  of New York know who & what they are they are. They have no wish to see their plans of domination of the surface world be wrecked by a tribal nation of interlopers.

The water around Saltmarsh have been teeming with Nazi fishmen hybrid scouts testing the neighborhood & the city's defenses. They refuse to engage in any combat with the PC's who ran into them! What's happening & why did one of the party detect a transmission into deep space over the weekend?!  Stay tuned to this blog for further updates!

Wednesday, October 10, 2018

Shadows of Saltmarsh Amazing Adventures! Rpg Session Report #1




The Green Man a menace to the PC's coming up.


I've just started an Amazing Adventures rpg  by Jason Vey game last night. The PC's ended up crossing over into an alternative world time line of 2100. The mono skyscrapers of the preserved New York Sky line greeted them. This was after tracking down the cybernetically enhanced courier of Nazi dimensional traveler  from 1952. The world of these Nazi is world where Operation Spark in 1943 succeeded in killing Hitler(or did it). Germany sued for piece in the world courts but continues hostilities with the Allies They turned over the hierarchy & infrastructure of the German high command responsible for the Final Solution  

Israel was founded much earlier in this world & continues to play a part in Western affairs.


This Nazi Germany has been locked in a Cold War with the Allies since the war's 'end' & continues to operate through powered agents, individuals, & teams. Now they've been raiding alternative dimensions & time lines. They've stumbled upon the world of 2100 where the countryside has mostly been abandoned & come across a Great Race of Yith library beneath the ruins of a castle in up state New York. 


What the characters also learned is the criminal mastermind known as 'the Alchemist' has been running a slave trade & human traffic ring in New York city of this alternative 1952.This bastard controls all of the major smuggling & drug traffic from the Salt Marsh neighborhood down on the water fronts. He has ties to the Nazi smuggling agents into New York. Their latest agent came in on the Sea Witch.



Yes I'm running U1 The Sinister Secret of Saltmash by Don Trumball with a Troll Lords Amazing Adventures pulp/super hero spin. So I'm dumping the whole Scooby Doo aspect of U1 & turning the Alchemist into a lich/pulp villain of incredibly evil aspect.