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PostPosted: Thu Jul 06, 2017 6:44 am 
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Ill-Fated Peasant
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Joined: Sun Nov 16, 2003 3:58 pm
Posts: 8
Location: Lockport, IL
Obviously, this post is full of spoilers for the adventure.

Me and my group played the first half of Assault on the Sky-High Tower last evening.

I used the Purple Sorcerer thingie to make up the PCs and dealt 5 to each player (there were four of us at the table), I made them name all the characters.

They made it through the Tube Thing without too much issue, although one character found the dazer pistol and it blew up in his face, killing him instantly and another died because they didn't sit down. Unfortunately, it was the players "favorite" at the time.

The first PSH to try a recognition roll on Wee-DN made it, and so had had it as an ally. I used a Dalek voice for the robot, so that was fun. They asked if it had any tools that could help them, and so it gave them the torch, grav clamps, and rope. I was nice and had the robot explain how they work. I also had the robot use defoliant in the gutter that the PCs use to access the tower...and ad-libbed a 10% chance of a mutation (which 2 got).

Later, one PC had a catastrophic artifact roll on the moving platform causing the whole thing to explode and fall on the PCs below it. I gave them a DC 15 reflex save to avoid 1d6 of damage. That wiped out half of them, including one player's entire party. He rolled up three more for next week, and I will have them appear from the tube in C-4 having survived thus far on their own tribe's Rite of Passage in the radioactive ruins).

The Roach-people attack went...as you'd expect. The PCs had a fusion torch and I allowed it as a weapon using just a natural roll. I don't own DCC and don't know how a touch attack would work. (As an aside, I have played DCC once about 5-ish years ago and so just made stuff up if I didn't know how it would work. I also have decades of D&D experience, so I can fake it til I make it) Anyhoo, the PCs defeated the roaches, having lost a few more PCs in the process.

Before using one of their two fusion torches on the doors, they decided to rest and heal and eat the food amongst the filth. The stunning conclusion shall be next week.

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PostPosted: Fri Jul 07, 2017 3:25 am 
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Wild-Eyed Zealot
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Joined: Sun Apr 02, 2017 9:50 am
Posts: 94
Location: Southern Indiana
FLGS: Game Knight
Sounds great! Looking forward to the conclusion.

Using another tribe for the refills is a great idea and gives you the option to build out from the starting village to a wider (weirder) world.


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PostPosted: Fri Jul 07, 2017 9:48 am 
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Ill-Fated Peasant
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Joined: Sun Nov 16, 2003 3:58 pm
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Location: Lockport, IL
soulcatcher78 wrote:
Sounds great! Looking forward to the conclusion.

Using another tribe for the refills is a great idea and gives you the option to build out from the starting village to a wider (weirder) world.


We are probably gonna play a campaign of MCC after this adventure. I had the subway car conk out and lose power in the station, so I am thinking the campaign will be a far ranging journey home.

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PostPosted: Mon Aug 14, 2017 4:43 am 
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Gongfarmer

Joined: Mon Aug 14, 2017 4:05 am
Posts: 2
Location: Oslo, Norway
FLGS: Outland
I've also run the first part of Assault, stopping just before the croachlings. We mostly had a lot of fun so far, first time with either MCC or DCC. :)

I was a bit unprepared how difficult and punishing artifact checks would be for 0-level characters though. My players ended up ruining two government badges...

Which leads me to the biggest frustration with the adventure, the "blockers". I.e. skill-checks or similar you have to pass to progress the adventure. Without the government badges, my players really struggled with the grates that required DC 30(!) checks to open. We managed to have some fun with the first one, with the players having to improvise various ways of improving their odds, but the second grate was just annoying. When the players also managed to blow up the control-console for the treadmill, it felt about time to call it a night...

We might have gotten something wrong, but it seems optimistic for the adventure to presume 0-level characters will be able to succeed any artifact check, especially a combat check. Even with a group of above intelligent characters cooperate, the odds at 0-level won't be that great. This is even more frustrating when failing will likely ruin the artifact as well... One of my first house-rules will probably be that only a result of 1 will ruin an artifact.


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PostPosted: Sun Feb 25, 2018 11:55 am 
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Far-Sighted Wanderer
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Joined: Sun Jul 19, 2015 10:04 am
Posts: 28
FLGS: Paradox Comics-N-Cards
Just finished playing Assault on the Sky-High Tower.
Was a fun adventure and a fun way to learn the basics of the game.


When we played the Sub-Shuttle area, the players nearly killed themselves just rolling Artifact checks. The dozer pistol was destroyed and nearly killed a guy, They had to repair the anti-grav luggage, then it was destroyed and nearly killed a guy. They almost destroyed the badge that ran the shuttle, except I ruled that it could only be destroyed on a 1.
So after that they became very squeamish about trying to figure out how artifacts work.



Players were extremely lucky with A.I. checks. They “befriended” both WEE-DN and Po-Z. And with Po-Z’s help they befriended N-Ree. WEE-DN taught them how to use the tools he was carrying. Po-Z taught them how to use all the kitchen gadgets, plus the pneumatic tube and the rejuv chambers, She gave them basic descriptions on how the music player, lab kit, and office workstation works. But they would still have to roll Artifact checks on those items if they wanted to use them. They decided not to. They took the music player and the lab kit with them. And didn’t try using the workstation. N-Ree showed them the basics of operating the bubble car. He opened the garage doors and gave them his sonic spanner after showing them how to use it. They wisely avoided the power plant. Had they not successfully befriended the AI/robots, I doubt any would have survived the adventure.

They didn’t want to use up their fusion torch so the left without facing El-Ron. He’s still there playing his games.

I added a roof to the tower; a transparent, reinforced plastic dome. Covered in vines and dead leaves, it nearly blocks out all sunlight. There are two 6-foot diameter holes in the dome; one above the kitchen and one above the Croach Motel. Vines hang down from these holes into these areas allowing characters to climb onto the domed roof. After surprising them in their den, the players faced off against the croachlings in an epic roof-top battle.

We started with 12 characters. 4 characters were killed climbing the tower and getting past the auto-curb. Bonnie the house plant killed 1 more. And the croachlings killed 3 others.
4 escaped the tower laden with artifacts. Including three talking robot heads that they successfully grappled and a gallon jug of stim-drink.


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