Last night, I convened the second session of
Pirates vs. Vampires. We only had three players (myself included) and one of whom was returning to role playing after a very long absence.
Alaric Anchorman was back as first officer and the new player was assuming the role of accountant-turned-navigator, Bertimous "Berry" Crunch (a very appropriate name for a
Risus game).
We spent the first hour or so fighting our play-by-chat platform. Last week, we played over iChat using video. This week, because the new guy had a PC, we attempted something a little different. I had heard good things about
DimDim as potential play-by-chat tool. It's got chat, voice, video, desktop-sharing, and a great white board capability. Unfortunately, we had tremendous problems with audio. At any given time, one of the three of us could not be heard by the others. Eventually, we figured out how to bring in the PC guy through iChat and all was well.
Brief recap:
The crew of
Spear of Saint George, under the command of Captain Christian Kent, is sailing the waters of the Mediterranean to investigate reports of undead raiders. Last session, they found the wreckage of a merchantman with a mysterious skeletal hand clinging to the flotsam. A black-sailed galley was spotted in the distance, but wind was unfavorable for pursuit. Instead, Captain Kent ordered Mr. Anchorman to set sail for the notorious Pirate haven of
Al Amarja to gather some human intelligence.
En route to Al Amarja, the black-sailed galley is spotted again. Thanks to some canny navigation by Mr. Crunch, the
St. George pulls close enough to the galley to make out its skeletal crew. But then a fully-fleshed sorcerer on board summons a storm with a magical bag of wind and the vessel is lost again. But Mr. Crunch pulls more navigational tricks out of his hat, plotting a course to intercept the unholy galley at their expected destination on the south-western coast of Sicily.
When the
St. George arrives at the intercept point, it finds that another black-sailed galley is already dispatching boats of skeletal raiders to attack the local fishing village of San Sebastiano. Captain Kent orders his crew to attack the original galley, no arriving on the scene, to hopefully eliminate a greater threat. Thanks to Mr. Anchorman, that ship is disabled by a combination of cunning maneuvers and well-placed cannon-fire.
Changing focus to the galley at anchor, a human sorcerer aboard once again employs weather magic to hinder our heroes. This time, he uses of
Horn of Fog to envelope the scene. With Mr. Crunch's help, the
St. George is able to get close anyway and Mr. Anchorman lets loose with a salvo of grapeshot and chainshot to clear the deck before initiating a boarding action. Unfortunately, the surviving skeletons prove to be tenacious fighters and the boarding action almost ends in disaster. With Mr. Crunch going down early, it is up to Anchorman and his swashbuckling heroics to finally destroy the last skeletal champion.
We ended the session with Captain Kent coming aboard to assist in the looting and to issue orders regarding the skeletal raiders that are now rampaging through San Sabestiano. The mysterious
Horn of Fog is discovered, as well as another
Bag of Wind and an ornate box with a few magical stones inside. Mr. Crunch studies the galley's charts and thinks he may be able to deduce their port of origin...