Sunday, January 29, 2017

Recap: Silly Romperoo, Season 1 Episode 13

Wow, you did a thing.
The thing was a silly thing.



Provided Portrait.
Nanako was not originally named Nanako, she used to be someone else, and was a well educated in mystic archery noble warrior of a wood elven court. She was the Seventh of Seven elven warriors chosen to defend a poor village against The Evil. The villagers were poor and could pay only in rice, and when Nanako heard about treasure she ran off to check for it and left her flank of the village unguarded. The Elf Lord wasn't so happy, so he took away her name (renaming her Nanako), title, and made her swear to own no more than she could carry. He also took away all the treasure she found to. There, you might not do anything with it, but my horrible backstory


Sue Dallessandro is a mercenary riflemen born of two rarer races, one of blessedly lucky cat-folk and the other a winged elf subrace meant to be gifted with some power over life and death, but this wasn't enough to reach her. Having turned from a life of slaying men on an open battlefield to slaying monsters in a smaller, more crampted one. She has a thing for her money, and loves to throw it around to get the support she needs, as well as to gain more of it.
Provided Portrait


An unusually youthful student of the Kabbalah, a fact hidden by his head of grey hair, Isaac Cordovero was amongst the most gifted students of the lot, displaying an affinity for the Sephirah Chokhmah to the extent of displaying talent even in the most hidden arts. However, his relative inexperience with life - not even forty years of age - had him passed over for the position of Rebbe at the Yeshiva and told to experience life to its fullest in order to gain a complete understanding of the nature of Ein Sof, as required of the greatest thaumatologists.
Brashly confident in his powers, Isaac chose to join an adventuring party, hoping to bring fame and glory to the Yeshiva and, above all, to the thaumatologist's art. He crawls dungeons, the loot secondary to his greater aspirations.
Gar From Heroquest.


A powerful barbarian who wields thrown javelins and a two-handed sword. Since he was a child, Gar had lived in his village nestled deep within the Blackwood. There, he was raised on a steady diet of weapons training, war parties, and hunting festivals. By age 16, his village was raided by a rival tribe and the blame was placed solely on him. Exiled from his home, Gar set out into the world outside of the Blackwood in hopes of finding another place to call home. But, that was over 12 years ago.



Liith, as drawn by
her player.
A tiny fairy that can use incantation magic, similar to Ritual Path Magic, but different.


A human female rogue.


A crusader using the Holy warrior template.


A demolitions expert dwarf with a boomstick.


Therinjor and his brother Daggonoir were brothers from a family of questionable knight heritage. After Many years of training in most martial arts Therinjor inherited the family estate, a single keep of substantial size upon a hill overlooking a grand forest known for it mysterious nature in dealing with magic and more specifically necromacy. Daggonior found the keep and surrounding forest land to be a blight upon the land. He held his religious tomes tightly and eventually gave up on his soldierly duties. Eventually escaping the Keep and their father, with only the scarce story from afar about how his power had grown with his indomitable will toward the power.


A martial artist cat-folk.


The party recovers from the wounds inflicted in the previous session. Weston, Therinjor, and Stripes join up, but they were being tailed by a group of Draugr, dinomen, and a Slorn. While the stronger warriors tie up the Draugr, Isaac mentally stuns the rest. Despite a few serious wounds, the fight turns out successful. In the aftermath, the party decides to see if they can tame the Slorn as a beast of burden. Titania uses an exploit to heal using incantation magic.

After Action Report

  • There were more players than I was prepared to deal with. I have been working on a method of queuing players based on priority. Too many players leaves people feeling like they aren't getting enough playtime and makes it harder to manage the more abstract power sets.
  • I think the game has been slipping further from my original stated plans, so I'm trying to find a way to wrangle it back to what it should be.
  • Therinjor's player who is brand new to GURPS very much enjoyed the melee combat aspect, and is looking to make a healer for the next session to get a taste of casting. That's cool.

1 comment:

  1. Character descriptions are reaching well over half the session report, with most of it repeated information. I'm starting to think you should consider a characters page and only list the participating PCs by name and just a few keywords (in the style of Dungeon Fantastic).


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