Fourth Session Notes
Fourth Session
We covered chapters 6 and 7, which seemed to have far more exposition, aka reading passages, to the players than I had realized. I am sure that other people have run these sections more successfully. That said, the section I had been most worried about actually seemed to run rather well.
Last session, the stewart, Adam Henning, was caught as a saboteur and handed over to the authorities in Melbourne. However, there was one piece of sabotage that had not been caught: Henning had carefully poured acid on the undersides of the straps holding two airplane engines in place in one of the cargo holds. These broke loose during a major storm as the ship sailed ever further south.
In the scenario as written, the only way to spot this sabotage is to say that one is specifically examining the undersides of the straps and then to roll a critical success on a Spot Hidden check. This struck me as too extreme. Sure, I wanted to deprive the PCs of a plane and spare engines, but, as others have pointed out, it isn't utterly necessary to do so.
Before folks started rolling dice to find the various bits of sabotage, I decided, based on what the players had said, what was necessary to spot this sabotage. I concluded that any of the following would work:
1. Julian rolling either a crit on whatever skill he used as Engineering or an ordinary success on Spot Hidden. Damon had said that he was checking over the planes and engines very carefully.
2. Pamela rolling a crit on a Spot Hidden for Alicia, whom everyone knew had sharp eyes and was a grad student grabable for all sorts of scut work involving spotting things.
3. Josh rolling a crit on a Spot Hidden for Julia. This was stretching a bit, but she might well have given the engines an extra once over.
Chaz said that this made sense, avoiding both what I considered too extreme in one direction and what he considered too extreme in the other. None of those rolls were made.
So, Erica Hunter woke first, hearing the sound of the loose engines rolling around. A group of people was quickly assembled, consisting of all the PCs not too sea sick (*) and a bunch of NPCs.
(*) Josh notes that the BTMOM rules for nausea don't take into account any way for someone to acclimatize and have to make fewer rolls after a while for seasickness or airsickness. Did I miss something?
I think that Julia and St. John were too sick to leave their cabins, as was Starkweather. Josh and Dave rolled for several of the NPC sailors and expedition members. At least two of these wound up dunked in the water and had to go back. I couldn't find rules for what happened if someone fell in, as far as rescue went (double check notes), but we winged it.
Damon fell in as well, but I decided to invoke PC privilege. I said that he could go back with the others, which was the sensible thing to do, or press on. Of course, he decided to press on.
I knew that Julian would choose that, and I felt that it was important to let Damon be effective. I know that there's a purist school of not fudging dice and playing everything by the book, but I think that folks with this ethic would have a terrible time with BTMOM, as it is written to encourage, if not outright railroad, a course of events most dramatically suitable. In other words, it seemed to me that the campaign has an unspoken rule of privileging what would make a theoretical movie of the adventure better and cooler. And, I don't like making players twiddle their thumbs and feel useless. I made some decisions I'm not sure about later on in the session, but this one felt right.
So, Damon, his crew of strong men, and Erica and Alicia went down into the hold. Rather than holding one engine, tying it in place while dodging the other, then holding the other engine, both engines were held, one by three people and one by four, I believe. I think there's a maximum of four people who can hold down an engine with ropes and such. As soon as the one with four people was tied down, one person went to help hold the other engine, while Damon headed for the doctor, who made sure he stayed in bed for the next several days.
I then ran the Wallaroo segment. This is considered optional, but I wanted to keep it in. The ship encounters a derelict vessel embedded in the ice. There is no mythos element, except perhaps in a question about where some gold found on the ship came from. The people on the ship died because of ill luck and the harsh conditions of the Antarctica region in the winter.
The problem I discovered is that this section is a bit talky. Also, one of the PCs got dunked into the water, and the way the text handled this was, of course, different than my earlier fudging. No real problem, and finding the lifeboats that didn't make it after all later got the reaction "How sad," from Pamela, which is what I'd hoped for.