[D&D] Mass Effect: Chapter 23 – The filler episode

Last session our intrepid heroes finally finished their mission to eliminate General Dawn Hammer. Said mission also came up with a lot of surprises and revelations. Certainly not the last of them but enough to leave us with a lot of information to digest for a while.

But after all that they were overdue for a bit of peace and relaxation which they got in this session.

Just a note before we continue: for some reason OBS gave me an error that evening and I couldn’t record our game. So I had to actually write notes while we were playing.

That means that in my mad haste to write everything down I probably missed or misheard something important. Hopefully my GM and other party members will correct anything I got wrong (assuming they even remember as I am behind on the session write-ups…)

If that turns out to be the case I will edit this post later with the corrections and add them to the start of the next post too.

With that said, let’s get down to the story…

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[D&D] Mass Effect: Chapter 22 – Secret Husk

Last session, our intrepid heroes interrogated one of the pirates they captured, which led to a lot of information for them to digest. Unfortunately at the same time Labor found out that Bygone had been corrupted too much by the Reapers. That forced Labor to temporarily shut down his friend until we could get back to HQ and try to bring Bygone back.

They also setup a trap for their second target, General Dawn Hammer. To lure him into it they posed as Alpha Protocol members who were stranded on a planet with a prothean artifact. Surprisingly enough that worked and they started combat with Dawn Hammer while Donk dealt with the rest of his small army outside.

This session brought even more plot twists and information for the party to deal with!

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[D&D] Mass Effect: Chapter 21 – Renegade Options

This post is horribly, HORRIBLY, late. I procrastinated too long to write it because 1) I hate my voice and on this session I talked a lot. 2) … I forgot what reason number 2 was but I am pretty sure it was a good excuse.

Anyway, last session, our characters went through a bit of a dungeon crawl through a geth/batarian pirate base. Despite all the danger they managed to achieve their goal: retrieve the prothean artifact and even got an unexpected prisoner for interrogation!

Of course, not everything went perfectly because… well, like in real life not everything in game will go perfectly, no matter how much you plan. There were certain events whose repercussions were still unknown to us. On this session we’ll start to see some of that plus a few other things.

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[D&D] Mass Effect: Chapter 20 – Cold Hearted Geth

During last session, Lorik revealed his first encounter with the pirate Zissou’s crew, plans were discussed on how to get to General Dawn Hammer and an agreement was made on one of those.

They also found themselves rescuing a friend of Lorik’s, a quarian engineer called Suzan vas Squidward. Small, but important, sidetrack aside, they finally made it to the pirate’s/heretic geth’s base to execute phase 1 of their plan.

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[D&D] Mass Effect: Chapter 19 – The simplest of plans

Last session we pursued the bounty on turian biotics as far as we could. Since we didn’t have any more leads to pursue we decided to go back the main mission, which meant hunting our second elimination target, General Dawn Hammer.

Because we didn’t have the time to do that back then we returned to it on this session. Or the closest to it as we can given how we tend to over discuss everything. XD

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[D&D] Mass Effect: Chapter 18 – Unfortunate Henchman Names

Last session our party had just decided to pay a visit to one of the drop-off points for the turian biotic implant bounty. It worked pretty well, all things considered, but we still felt there was more about this case that we could dig into. This session was the continuation of that.

This time though… Everything went in ways I honestly didn’t expect to. Still, some more clues were found and some lessons were learned. The painful kind of lessons but they were still lessons nonetheless!

Anyway, let’s get to this, shall we?

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[D&D] Mass Effect: Chapter 17 – Side Questing

One of the great things for adventurers living in a tabletop RPG world is that everything important to them is either conveniently close to each other or on the way they need to go. Need to have that broken family sword reforged by the legendary smith? His house happens to be conveniently on the side road to Mt. Doom which the Arch Lich uses a his base.

Ok, it is not always that convenient. But some times it certainly feels like that. It also makes it really easy to convince the rest of your party to make a quick side trip just to sort that out before you all go saving the world.

In our Mass Effect 5E campaign we are starting to enter this stage, with us tackling one of our character’s personal quest while at the same time advancing the main plot.

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[D&D] Mass Effect: Chapter 16 – We are not pirates

As much as I love complex plots, with twists and turns there are also times where I prefer something simple, straightforward and without any fuss. This was one of those sessions.

On a random note: every time I think there isn’t much to write about these sessions and I will have an easy time I soon realize my mistake. That was the case with the last post where there were a lot more plot development than I remembered.

Then there are cases like this post where I don’t feel like cutting a lot of details because I feel like they give a good idea of what kind of shenanigans our group gets to in this game.

This is why these posts always end up becoming some monstrous walls of text. Oh, well, I still like the idea of a having a recording of our insanity. XD

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[D&D] Mass Effect: Chapter 15 – That isn’t very sportmanship of you

If I have to be honest, and I always am with these write-ups, one of the titles I considered for the previous post was “The Filler Episode”. It is just that session felt like we went on a big tangent from our original goal. But since this is a tabletop RPG I knew that the stuff we found out would end up being important somehow, in some way, at some point. So I decided to not use that title.

And guess what? Everything from that session turned out to be more helpful or important than we thought! This session not only we dealt with the consequences of the previous one but surprisingly enough we got back on track!

P.S.: This post is extremely late due to the blog moving hosts and me being addicted to Monster Hunter again. My deep apologies to my group for that!

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[D&D] Mass Effect: Chapter 14 – Pew Pew in Space 2

Coming into this session I was hoping we were going to get some answers to questions from the previous session. Unfortunately for reasons that I will talk about soon we didn’t get them. Still we were able to advance the main plot a little… only to soon get sidetracked. XD

By the way, for this session I tried to record the game in the hopes of making my write ups more accurate. I tried it a long time ago, during the Knights of Errant series, but for some reason it didn’t work back then and I resorted to making written notes. This time it worked perfectly, allowing me to focus more on the game and less on trying to write as fast as possible.

Despite that I will still put my usual disclaimer here:

English is not my native language. Although I can write and read it without issues, hearing and speaking is a different matter. I’d say I am at best 90% skilled at those. Also I have a terrible memory.

What this means is that there may be mistakes here. In case my group corrects anything I will make a note about it here later and in the next post.

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