Tuesday, June 22, 2010

Necessary Evil - Session 7 - Other Peoples' Hostages


We open in Star City. The villains have returned home after a successful extraction of The Monolith from a monastery in Japan. The team decides to follow up on their strange encounter with "The Gray One" by calling the number on the business card he threw at them as he retreated. Nissa calls it and attempts to talk her way past the secretary who answers, but ends up frustrated that her mind control powers don't work over the phone. Eventually though, a meeting is set at The Olive Branch (a high-end Italian restaurant) for 8pm.

There is much maneuvering as 8:00 approaches as Nightblade and Night Terror stake out the establishment - they plan to make an example of this guy for taking a shot at Night Blade. MegaStrike waits nearby as backup for Nissa who will be heading inside to meet their quarry. Neither of them originally wanted to off Gray, but Nissa's frustration over the phone games played earlier has turned into a killing rage and she plans to make a meal of him at the very least.

The Gray One suspects an ambush so he hires an escort and goes in his secret identity of Gary Noe. He looks like just another customer to the casual observer (and he effectively is since all of his powers come from gear which he has decided to leave home for tonight). He has left a message for Nissa at the desk noting that he can't make it but that he has paid for her meal. Then he sits down to observe the crowd.

The message does not help Nissa's attitude and she suspects something is going on. She orders the others to stage a robbery so she can examine everyone more closely, glamouring them if necessary. This is about the same time Gray decides to leave and he manages to slip out with his rent-a-date before MegaStrike can smash in the front door. He does call the police on his way to his car though. The team goes ahead and robs the place anyway, netting about $5,000.

Frustrated over not finding The Gray One the group is somewhat relieved when Dr. Destruction calls them and asks them to rescue some hostages - namely the first family of the United States. They have been in hiding since the invasion but the V'Sori have finally caught them and are holding them in an old state police barracks near Boston. He wants them recovered alive and brought to the warehouse. There are only 3 members left - the president's wife, daughter, and granddaughter and he is leaving extraction and transportation up to the team.

The group rents a van (Nissa glamours the attendant) and heads for Boston. They find the building where the hostages and observe it quietly for an hour. There is a single transport parked outside, one alien "Manta" fighter craft, and half a dozen drones standing guard on the roof and near the vehicles. The only entrance appears to be the front door.

Being a "Plan A" kind of team Night Terror phases out and drifts into the Manta fighter and starts it up. As the guards look up, he begins firing at them with the ship's guns. This is the signal for MegaStrike and he smashes a new door through the back wall of the building which Night Blade and Nissavin use to enter the place. The drones outside the building are quickly dispatched by fighter pilot Night Terror while the fin troopers inside the place are just as quickly dispatched by fang, katana, and radioactive punch. Nissa charms a guard and has him lead the team to the first family, who are in the center of the building.

In the main detention area a battle royale takes place as the V'Sori Warlord who captured the family and his elite fin guards fight to the death to protect their career-making prizes. the mental blasting and stunning powers of the warlord are a new threat for the team and they spend much of the fight being stunned or trying to shake it off. Night Blade blows open the front of the building in an effort to help, stopping some reinforcements, but then decides that's too dangerous to his allies and stays on cover duty outside. The fins are handled one by one until only the warlord is left and he finally falls to a savage thrust from Night Blade.

The cell is broken open and the first family, though a little shaken by what's happened and what's still happening goes along with them. Night Terror lands the fighter and sets the engines on overload, joining the team inside as they race through the building and out the back, jumping into the van and heading home as the building is engulfed in a huge explosion.

It's another job well-done for the Plan A Team.

DM notes:
  • The whole episode with the Gray One was my second attempt to get the new player to join the team. as you might have guessed from the description, he didn't. Again. more on this tomorrow.
  • The main focus of the evening was supposed to be rescuing the first family and that's where we spent the majority of the time. The game ran somewhat later than usual because of the restaurant business but everyone did well and as far as I can tell had a good time with that part. They came up with a decent plan, made it work, and achieved their goal with no casualties on their side.
  • I say everyone but I mean my 4 original players. The new guy didn't have much to do because he walked his character right out of the team in the first part of the evening. Sorry, I can only spend so much game time catering to one player. When you actively avoid joining the rest of the party, and go so far as to jack with them, practically taunting them, before running off, I don't think you have a right to complain when you don't have anything to do the rest of the session.
  • Overall I feel good about the system and the campaign. It plays fast and loose and I am enjoying the DMing part of this quite a bit. I have decided to make a cheat sheet for Savage Worlds to make sure my players have options in front of them as I think they could do more with grappling, tricks, and wild attacks than they have. Plus it's easier to keep track of modifiers when they are on one sheet in front of you rather than scattered throughout the book.
  • Next up will probably be some underwater adventuring... Atlantis Awaits!

No comments: