Author Archives: mxyzplk

Alternity “The Lighthouse” Session Summary 26 Posted

Twenty-sixth Session – Our handler wants us to forge a brave new world with a new interstellar government.  Instead, we spend the time screwing around with various personal subplots.

Of those subplots, the mainly interesting one was that the Swede’s crazy mutant terrorist ex-wife shows up with a gang and causes problems  – problems we solve with MURDER!  And then there’s a wedding.

Not much more to say about it.  Some of these sessions where we just do all the subplots while we’re in drivespace are a little trying.  There’s a interstellar alien war on, so when people whine to us about some personal problem it’s a bit hard to take it seriously.

Jim Shipman Gets Told

Jim Shipman, criminal proprietor of Outlaw Press, is the recipient of an “open letter” from Tunnels & Trolls originator Ken St. Andre posted on RPG.net as well as other locations.

James,

I received your package yesterday with some surprise. Received six copies of the revised Gristlegrim Dungeon. This dismays me, as I told you to quit publishing it back in January of this year when I broke with you. If this parcel was an attempt at a reconciliation between us, then I appreciate the effort you took, but I reject it. Our friendship and partnership is broken and done forever. I do not wish to collaborate on Gristlegrim or any other project with you. Not now! Not ever again! You had no right to add your material to my work. You have no right to continue publishing and selling it. Please stop!
James, you no longer have any right to publish or sell my works. We have no written contracts. We have no formal accounting of royalties. Your habit of sending money and or copies of the items is no longer good enough. Any informal agreements we may have made in 2009 and earlier are terminated on my side of the deal. I no longer wish to associate with you, either professionally or informally.
Find some other outlet for your creativity. Leave me, and leave Tunnels and Trolls, alone. I am rejecting any further association with you.
I hope this is clearly understood. Do not publish anything with my name on it as author. Do not presume to collaborate with me on my projects. Do not keep attempting to infiltrate trollhalla.com under false names–you are banned and unwelcome on that site. Do not attempt to rewrite the history of Tunnels and Trolls on Wikipedia or any other online sources. Do not send me money. Do not send me product. I do not want it from you. However, I am under no legal obligation to send back things that arrive unsolicited in the mail. I won’t waste the money or the effort to send them back. I am not interested in theatrical gestures. I simply wish to terminate our association and to move on with other things in life.
I hereby reclaim my rights to anything I ever gave you to publish. In particular, I assert my right to the novel Griffin Feathers which consists entirely of my own work with some input in the short sections of the book from the members of Trollhalla.
I am forwarding the “royalties” that you sent me to Jeff Freels, the artist whose work you have re-used to illustrate this version of Gristlegrim. He deserves compensation for his work.

James, I am not angry at you, and I do not hate you. I simply will not associate with you ever again. For several years we were, I thought, very good friends. Outlaw Press did a lot for Tunnels and Trolls. You know why that time has ended. Let it go. Move on.
James, I will be publishing this letter in open forums on the internet, so that all the world can see how I feel, and how I react to what I can only believe are attempts to manipulate me and to gain control of Tunnels and Trolls. If you have no ulterior intentions, then forgive me for being suspicious, but I no longer feel that I can trust you.
James, you have your own unique style of creativity. Please go and do your own thing, and stop messing with me and with Tunnels and Trolls.

Sincerely,
Ken St. Andre

For those who are inexplicably puzzled by this, Jim Shipman ran a Tunnels & Trolls publishing outfit called Outlaw Press, to which end he stole art, from more than 30 artists, committed eBay fraud, vandalized the Tunnels & Trolls Wikipedia article, and even tried to impersonate Ken St. Andre on this blog!  And everyone knows about it.  But for whatever reason, he just.  Won’t.  Stop.

I mean, if I were going to put in loads of time and effort to rip off some group – I wouldn’t pick Tunnels & Trolls players; an obscure sub-niche of an industry not rolling in dough anyway.  Come on James, if you are serious about a career as a con man, shouldn’t you at least move up to senior citizens’ Social Security checks or something?

I’m A Fourth Level Badass

Slow progression is the order of the day in my Reavers on the Seas of Fate campaign.  The PCs are fourth level, and that’s after 24 long, hardcore sessions.  They may get level 5 soon, but no promises.

But everyone’s sent me their character sheets, and there’s nothing soft about these PCs!  When you really settle in to a level and live in it, you learn how to kick ass without always chasing that new kewl power (tm WotC).

Here’s their character sheets – feel free and use them as a pirate crew to strike fear into your PCs – just make sure they’re about 7th level or else they might get their fool throats cut.

Serpent Jorenson, CN Ulfen Druid 2/Ranger 2 – He specializes in the quarterstaff beat-down.  Especially versus humans.  That’s two attacks at +9/+9 for 2d6+7/2d6+5 when he has shillelagh on! And his pet snake Saluthra is ridiculously effective; the bite + grab + constrict dishes out 20-30 points of damage first round easy.
Girlfriend: Samaritha Beldusk, half-elf Cyphermage

Sindawe Narr, LE Mwangi Monk 4 – Yes, he’s really AC 24. And no, I don’t know why he has half a page of “sex manuevers” on his character sheet. I had no idea about that till right now. No wonder a goddess made love to him.
Girlfriend: Mama Watanna, an old (?) voodoo lady (?)

Wogan, N Chelaxian Cleric 4 – He keeps them all healed. He’s not hell on wheels in combat, but he likes to summon critters and has some guns that he can bust a cap in you with. And I notice he has a Wand of Eagle Slender. Apparently that increases your charisma by making you more svelte and athletic looking.
Girlfriend: His deity Gozreh provides his only sexual release

Tommy Blacktoes, NE Halfling Rogue 4 – Not one of those new style “striker/DPS” thieves, Tommy’s more of a skilled burglar and con man. +17 in some of those thief skills at level 4. I didn’t know that was possible.  Watch your nipples when he’s around.
Girlfriend: Lavender Lil, tiefling hooker

Bonus Poll!

Make A Random Generation Table, Get Fame And A T-Shirt

Cool!  Mega-genre site Topless Robot is having a contest in which you make a helpful RPG random generation table, like unto the old Random Harlot Table from AD&D 1e.  Go, enter, win!  There’s a bunch of entries already but they’re mostly lame.  We need some real RPGers to weigh in!

RPG Stack Exchange!

Woot, it’s live!  The RPG Stack Exchange is now open for business.

If you are a techie you may have used one of the other Stack Exchange sites – Stack Overflow, Server Fault, and Super User.  They have turned that into an open technology and this is the newest launched site.  In seven days of private beta there were 263 users who have asked 234 questions and written 954 answers!

It’s not the usual messageboard.  It’s for expert Q&A format only.  Hobnob on other forum sites, this one you ask questions and people answer.  The community votes up or down the questions and answers based on their usefulness.  The gold rises to the top, and the crap gets ejected.  Come one come all!

Using Random Dungeons

Recently, I came across Dizzy Dragon Games’ online random dungeon generation tool.  I’m not a big old schooler, so at first I considered it a novelty.  But I watched it roll up a cute little map and it got me thinking.

On the one hand, a purely random dungeon is lame.  No rhyme or reason to rooms or monsters.  Piles of treasure sitting out loose.

But on the other hand, it has done a lot of the work for you.  It’s easier to edit than to create from scratch.  And in the real world, not everything always has obvious reasons and is tied up in a nice coherent little package.  (Hell, there’s rooms in our office building at work that we puzzle over “what in the world was this supposed to be for?”)  Also, a lot of modern dungeons are too “full.”  They have something in every damn room.  With this autogeneration, you get a more realistic largely-empty abandoned complex with some knots of critters in it.  Bonus.

I was going to run an adventure (Showdown with the Arm-Ripper) that had a pretty small dungeon – some very cursory work, mainly about one big awesome room and setpiece battle.  I needed more time to work on the next leg of my adventure.  So I thought, let’s see what this random dungeon can do for me!

Here’s the one I generated. The format’s pretty rough, but the map is nice, and there’s loads of dungeon dressing and stuff.  I think he’s doing something clever with the monster generation – it tends to add more of the same monster, so my dungeon had repeats of hell hounds and owlbears and stuff.

I wish I could show you my edited version – but because of the site’s output format, I pretty much had to print it and mark it up with pencil – I would love it if they added a more editable format.  But I can walk you through what I did – and in the end, the PCs enjoyed the dungeon and it seemed organic and not thrown-together.  The session summary detailing the first half of the dungeon crawl is up, the other one will be up within a week or two.

The dungeon I needed was an old overgrown ruined shrine.  This made it easier to have an incoherent dungeon – this place was all jacked up.  Original furnishings, most of the doors, any decorations or murals or whatnot – all gone.  They’ve had plenty of other dungeons where the purpose of every room was writ large, so I figured this would help mix it up.  Also, part of the plot was that the pirate Black Dog had used the place for caching treasure, which explains the unguarded loot bundles (each one got hidden and trapped by me.)  In fact, the dungeon’s randomly generated “Baneful Depths of Demons” name was just a colorful sobriquet he used on his maps to scare off the rubes.

The first thing I did was break it up into zones.  There are natural choke points that largely divide the complex up into coherent areas.

First, the northwest zone.  I moved the minotaurs from room 38 into the all-secret-doors room 7.  They consider the whole NW zone theirs – they don’t like the trolls in room 15 but have trouble killing them, and besides they’re a good buffer against intruders from the entrance.  Sure enough, the party went there first but the fake poison gas in room 5 scared them off.  You will note by careful observation that the entire western edge of the map is only accessible via secret doors (layers of them, in some cases).

Next, the central zone.  From the natural-cave entrance all the way down to room 65, it’s pretty much one big open area.  The “dungeon dressing” of breezes and air movement made sense through this zone.  The rust monsters in rooms 42 and 34 I kept – I made the central area of rooms 33-63 there their nest.  All the doors were rotted out and long gone from age, and I added a doorway between 32 and 62.  The PCs were dicking around in room 37 and that attracted the ones in area 42, an d then later they were trying to ambush some hell hounds and the rest in 34 swarmed them.  (Since the party’s heavy hitters are a monk and a druid, they were not as terrified of the rust monsters as you might think.)  The dopplegangers in area 72 became “Celia” and “Rhody” (named after the rhagodessas and caecelias that were in the dungeon…) , hapless women adventurers.  The illusion of 9 adventurers in area 65 became all the Pathfinder iconics, which was entertaining.

Then I did the southwest zone.  The hellhounds in 59 were actually in the midst of ravaging that area – they don’t lair there, they got sent in to hunt down a pesky paladin.  Several treasure caches got converted into Black Dog-trapped chests.

Next came the southeast zone.  The most important thing was eliminating the door between are 36 and 47, meaning you have to traverse the whole SE section to get up into the northeast, and that only via the secret door in area 73.  There were a number of owlbears here, so I decided the whole area 70/80/73 area is a big owlbear lair.  In fact, that’s what the locals think the cave is, just an owlbear lair, not a big ass dungeon.   The PCs got guided in here by the “girls,” and most of the owlbears had already been slaughtered by the principals of “Arm-Ripper”, except for ones in 70 and 73.  An owlbear fight later and they looked for and found the secret door into area 74.

Finally, the east/northeast zone. From area 74 on most of the doors were still in good repair.  The PCs went right by the NPC adventuring party in room 79 – I decided they were in there on a quest (looking for Gilmy the ettin actually, long story) and had blocked themselves in there to rest and regain spells.  I added some doors to the block of rooms in the middle east section and moved the dire bear to comfier quarters in room 50 –  three of the PCs snuck in and coup de graced it!  That was fair enough, because if it had heard them it would have torn them a new one.  They all rolled really high on their Stealth checks, and then the bear made two natural 20s on its saves vs the coup de graces – but sadly failed its third one.

I turned the doors between areas 43 and 44 into huge barred doors, and those curtain walls were all arrow slitted.  It was a very obvious hard point and the PCs didn’t chance it.  They just went north, and I basically cut out the random dungeon at room 19 and segued it into the druid shrine from Arm-Ripper.

In the end, I just scooted some doors, monsters, and treasure around, and came up with reasons and motives for the critters that were there, and voila – a randomly generated dungeon that suddenly makes some sense!  It’s a big ruined sprawling place, lightly populated with coherent sets of critters that all have some kind of reason to be there.

So thanks to Dizzy Dragon.  I won’t use random dungeons a lot, but with some care and feeding they can be judiciously used even in a campaign that values realism.  If the tool got changed to have better, more easily editable output- just the rooms and stuff would have been nice, but even better the map…  It’d be hell on wheels!

Reavers on the Seas of Fate – Session Summary 23 Posted

Twenty-third Session (10 page pdf) – “The Baneful Depths” – Jaren the Jinx wants his arm back, so the party accompanies him to a dungeon his pirate father sometimes used to stash treasure.  Random encounter chart – 01-25: serpent chickens; 26-50: rape bugs; 51-75: bad dogs; 76-00 women!

We’re closing in on the finale of the first plot arc of the Reavers on the Seas of Fate campaign.  I comboed up three major things for this session.  First, the cultists, including the halfling riding the easy-chair-headed zombie, were from the adventure I used last time, Green Ronin’s “A Dreadful Dawn,” from their Bleeding Edge line of d20 adventures.  Then for the “arm recovery” plot, I was using Goodman Games’ “Throwdown with the Arm-Ripper,” from their Wicked Fantasy Factory line.  Finally, for the meat of the dungeon, I used a randomly generated dungeon, courtesy of Dizzy Dragon Games’ awesome online Adventure Generator.

I really enjoyed using the random dungeon generator.  The process of taking a completely random dungeon and turning it into something that seems ‘real’ is something I’ll post about separately because it’s a big topic, but I was very happy how it did most of the heavy lifting for me, and I just had to edit it and come up with the whys and wherefores.  It turned into a pretty organic interconnected area, and since it was super old and all the doors had fallen down and everything, there was an interesting effect; instead of the “open a door, deal with that threat, open another door, deal with that threat” syndrome, there were a lot of locations with critters that could detect or be detected by the PCs at varying ranges.  The hell hound mass rush, the rust monsters attacking when the PCs were investigating a pit, the rust monsters attacking while the group was ambushing some more hell hounds, and Sindawe running across the women adventurers while chasing a hell hound all contributed to a very free-roaming and dynamic environment.  It was unlike an organized force, though, like attacking a castle where all the guards and stuff communicate and come after you with coherence.  So, for example, the hell hounds ended up attacking some of the rust monsters as well.

The illusion of the adventuring party was entertaining.  I use picture printouts clipped to my DM screen as visual aids for many NPCs and critters.  For this one, I removed all the printouts and indicated the big raft of iconics that adorn the screen itself – Valeros, Seoni, Merisel, et cetera.  it kinda tipped Sindawe off that the whole thing was an illusion, but the players’ initial reaction of “Really?!?” was worth it.

Giving Places Character

I read a really great article called “Schrödinger, Chekhov, Samus” by the Angry DM that is really good and describes his “Slaughterhouse” system for defining zones in dungeons/ruins/whatever.

It reminded me of a brilliant thing that Sword & Sorcery Studios (the White Wolf d20 imprint) did with their Scarred Lands stuff, which was to have ELs for various wilderness areas representing the average EL of the kind of encounter you might have.  Lovely civilized farmlands, you come across a bunch of CR1 kind of folks.  The Dark Woods of Dark Death, on the other hand, are maybe EL7.  It provides a nice mechanical backup to how dangerous that place over there is – you as the GM know what to expect immediately, what kind of encounter charts to use, what kinds of stories to tell – “Twenty lumberjacks from our village went in there and a hydra attacked and half of them were killed and the other half is missing random limbs.”

It’s also an expansion of the 3e concept of city stat blocks (which I don’t really use all that much – it’s good to know the population and $ limit of goods but the rest of it isn’t all that actionable).  Here’s an example if you’re not familiar with it:

Magnimar

Large City conventional (mayor); AL N
GP Limit
40,000 gp; Assets 32,856,000 gp
Demographics
Population 16,428
Type mixed (81% human, 5% halfling, 4% dwarf, 4% elf, 3% gnome, 2%
half-elf, 1% half-orc)
Authority Figures
Haldmeer Grobaras, lord-mayor (N male human aristocrat 9); Verrine
Caiteil
, spokeswoman of the Council of Ushers (NG female elf
aristocrat 5/bard 2); Lord Justice Bayl Argentine, leader of the Justice
Court (LN male human aristocrat 6/fighter 3); Remeria Callinova,
leader of the Varisian Council (CG female human expert 4/rogue 2);
Lady Vammiera Symirkova, mistress of the Gargoyles (NE female
human aristocrat 2/rogue 6/sorcerer 4); Princess Sabriyya Kalmeralm,
de facto ruler of the Bazaar of Sails (CN female human rogue 12)

And they use a much simpler country stat block –

Andoran, Birthplace of Freedom

Alignment: NG
Capital: Almas (76,600)
Notable Settlements: Augustana (54,200), Bellis (4,800), Carpenden (10,600), Falcon’s Hollow (1,400), Oregent (22,700)
Ruler: His Excellency Codwin I of Augustana, Supreme Elect of the Free Peoples of Andoran
Government: Fledgling democracy
Languages: Common
Religion: Abadar, Erastil, Iomedae, Aroden, Shelyn, Cayden Cailean

Bat in the Attic has a cool “Traveller-like” village stat block random generation system.

Angry DM’s scheme is good but is pretty 4e-ey and also is good mainly for very enclosed locations – “that tower,” “that part of the dungeon” – not really useful for a wilderness kind of area.

So what would a more 3e/Pathfinder-type of stat block for a wilderness area look like?  Let’s see.  You want to know the CR.  You want to know what kind of major inhabitants there are, both friendly/intelligent and major critters, while not becoming as complex as a full encounter table…  And keeping the granularity large enough to not be fiddly but small enough to be a discrete adventuring area.

Well, let me take a shot at it.  I did up an area called South Argavist Island where I knew my pirate PCs were going to venture.  It’s forested, has some small friendly settlements, a ruined shrine, and a bad goblin problem. It’s really not worth doing a huge amount of work on – mapping it and placing locations and all that, because the PCs are *probably* just going to shoot through it to the  ruins.  But you want a little meat to expand on if necessary.

South Argavist Island

CR3 Temperate forested island
Zones: Coast, Low Forest, High Forest (on the slopes of the mountain)
Inhabitants: Junk Kicker goblin tribe (moderate population density), local human tribe (light population density; human 50%, half-elf 50%)
Notable Inhabitants: Chief Chop-Man of the Junk Kickers (goblin warrior 4, goblin village), Vixyondriax (Very young green dragon, Low Forest), Bobobobobobobo (ettin, High Forest)
Notable Locations: Greenglade (human thorp in the High Forest), goblin village (Low Forest), ruined shrine (CR 6 dungeon, Low Forest), hidden cove used by pirates (Coast), ancient circle of trees inhabited by dryads (Low Forest)
Random Encounter Tables: Temperate forest CR3 (Low and High Forest), Beach CR2 (Coast)

Hmm, what do you think?  Concise but meaty?  Is it missing anything?

Jim Shipman Of Outlaw Press Still Actively Committing Evil Acts

I tell you what, he’s like a cockroach – you can’t kill him, he just pops back up somewhere else.  Jim Shipman of Outlaw Press is just not giving up on his multipronged attack to steal intellectual property associated with the Tunnels & Trolls game.  For those not keeping track in all these previous articles:

The summary is that first, Shipman stole art from over fifty artists and put it in his publications, often as the cover picture, without permission, recompense, or credit.  It was art theft on a huge scale. Of course, the legal system works great to protect the IP rights of a big company, but for a bunch of solo artists spread across the world, it does both jack and shit.

That would be bad enough, but from there he branched out – ripping people off with eBay fraud as “hobbit_king,” “selling 4u_2,” “jimship1,” “actionseller99” and other aliases, publishing books he doesn’t have the right to (including a 6th edition of Tunnels & Trolls he claims is authorized but the actual owners of T&T say is not), and even trying to impersonate Ken St. Andre on this blog and other locations to slander some of the artists involved in the initial art theft case.

And now where does he show up?  Vandalizing the Tunnels & Trolls Wikipedia article.  Here’s an email from a sharp eyed informant of the Geek’s:

Greetings,

Just thought I’d drop you a line and let you know that the IP address you mentioned back in January as possibly belonging to Jim Shipman has cropped up again on Wikipedia, where an anonymous poster has been repeatedly vandalizing the Tunnels and Trolls article.  (Would it surprise you terribly much to learn that the vandalism has taken the form of ad hominem attacks against Ken St. Andre and inserting multiple references concerning Jim Shipman’s great contributions to the game?)

Your article was referenced on the discussion page, so I thought you might like to know.

Sure enough, the Wikipedia editors were concerned about some edits to the T&T page there.  Someone seemed to be putting “Outlaw Press” in everywhere, breaking links to other legitimate T&T sites, and other such things as described on the Wikipedia discussion page.

Luckily, someone must have done some Googling – because they came across my article about Shipman posing as Ken St. Andre along with the IP address range he was using – 4.59.106.X – and discovered that the odd editor was coming from the same address range!  The obvious conclusion is that Shipman is now into Wikipedia defacement in his bizarrely never-ending quest to rip off everything and everyone even vaguely connected with Tunnels & Trolls.

It makes me happy that the work I’ve done to catalog this wretch’s misdeeds is helping other people identify who’s behind each next scam.

So to sum up your action items:

  • Avoid Outlaw Press like the plague
  • Avoid Jim Shipman like the plague
  • Be careful buying T&T stuff (especially “collector’s items”) on eBay/the Internet, make sure it’s not a scam
  • Keep an eye out for IP address range 4.59.106.0-255 in forums, blogs, and what have you because it’s Shipman acting up
  • Try to change the laws of your city and/or country to actually protect people being victimized in this way without them needing thousands of dollars for lawyers
  • Violate Jim Shipman with a plunger (obvious exception to the second bullet above).

A RPG Stack Exchange?

There’s a proposal up to start a RPG site using Stack Exchange.  Stack Exchange powers the excellent technical advice sites Stack Overflow and Server Fault.

I think this will be a great format.  Frankly I’m sick of all the forums – rpg.net, enworld – with their ubiquitous moderators with an axe to grind and demented clique politics, and full of nimrods making self-congratulatory off topic posts.  With Stack Exchange, everyone gets to vote on questions and answers so the good discussions and ideas float to the top.  And it’s focused on the question/answer format, which is very useful for, you know, questions and answers – in forums those often get mixed in with other stuff.

So go vote for it!

Ten Interesting Facts About The Reavers

Our year-long Pathfinder campaign, Reavers on the Seas of Fate, has seen some extremely good and entertaining character development on the part of the PCs.  Here’s ten facts you may not have gleaned about our “heroes” from the session summaries!  (Check the Characters page for pics, character sheets, and background writeups on the Reavers if you need a refresher).

1.  Sindawe is continually referred to as “Sindawe Woman-killer” by the rest of the group because of his penchant for viciously taking out female opponents.

2.  Everyone’s a little uncomfortable around Tommy since he enthusiastically tortured Jesswin the assassin in “Holiday In The Sun.”  “Watch your nipples, boys!” they say when they see him coming.

3.  Saul Vancaskerkin always slaps Sindawe on the cheek in a “Goodfellas”-esque gesture of fondness.  He hates that.

4.  Serpent has a crazy awesome animal companion, Saluthra the Large constrictor.  But he’s been a good sport about me balancing it by requiring him to take the time to command it – it doesn’t just leap into combat and kill opponents like it’s a mini-PC.  Plus, it has such a low INT, sometimes when it gets something tasty in its coils it just can’t resist eating it rather than participating further in the fight.

5.  They really hate the Splithog Pauper more than anyone (even the villains) and really love Thalios Dondrel more than anyone (even their girlfriends).

6.  Wogan has no skill in Knowledge: Religion, but since he’s the cleric they are continuously looking to him to explain the religious significance of random stuff they come across, with hilarious results.

7.  Pretty much every time they talk to Samaritha now, they just ask her “So when are you going to betray us?  Just get it over with!”  Her semi-boyfriend, Serpent, doesn’t even stick up for her.  It’s sad really.

8.  The rest of the party often does “Wogan impressions” that involve stamping around, kicking up their heels, and firing guns into the air like Yosemite Sam.

9.  Ever since Sindawe slept with cadaverous Amalinda Staufen in “Mansion of Shadows,” whenever they come across skeletons or whatnot Serpent asks him if he’s “feeling horny.”

10.  For some reason, one of the items the PCs always want to loot is inn signs.  They’re heavy and not worth anything, but they just WANT THEM for some undefined reason.

Reavers on the Seas of Fate – Session Summary 22 Posted

Twenty-second Session (11 page pdf) – “A Dreadful Dawn” – After a daring and violent escape from Magnimar and the Hellknights, the party goes to find the cursed son of a dead pirate to get the secret to entering the smuggler’s caves under the Riddleport Light.  When they find him running an inn near Korvosa, however, they have to contend with a squad of cultists conducting a nighttime slaughter off the staff and patrons!  If only they weren’t all so drunk…

The first part of the session was inspired by Chris (Sindawe) telling me how much he enjoyed the pirate movie “Nate and Hayes” and described a running land/sea fight with the heroes running around under bombardment.  So I set out to reproduce that feel with the send-off the Wandering Dagger got in Magnimar from the Hellknights!

I was half afraid that the PCs would go after the Paralictor himself, but they correctly divined that a Hellknight in bizarre armor with an enchanted adamantine halberd is probably more than, say, twice their level.  Plus, that pier was being bombarded with cannon fire, which helped them make their minds up.  They avoided that and headed down the next pier to try to catch up with the Dagger – at first, they planned to commandeer a fishing boat but after a bit they saw there was no way they’d get it out into open water in time so they fought their way onto a parked Magnimarian Navy ship that was firing on the Dagger and then boarded the Dagger from there.  Very awesome!

The funniest part was when Tommy first leapt into the fishing boat and asked me, “Is there anyone in it?”  As a DM, that is a cue to toss a random encounter into the mix, and I rolled a fierce guard dog.  This took Tommy aback, but Serpent jumped aboard and murdered the dog with a single shot.  After that, the cries of “And they EVEN killed the DOG!!!” were incessant.  Everyone got a gold coin (which I use to represent Infamy Points) for that one.

So then they wanted to go back to the Riddleport Light to stop the evil deeds happening there, which I’m mixing together from Madness in Freeport, the third installment in Green Ronin’s Freeport trilogy, and Shadow In The Sky, the first chapter in Paizo’s Second Darkness Adventure Path.  But I wanted them to have to work for it (and I needed more time to work up the grand finale) so Captain Clap sent them on the track of the man who could get them into the smuggler’s caves under the Light – Jaren the Jinx.

There’s all kinds of weird synergies in RPG products that make them entertaining to remix.  In Freeport, the sea caves are Black Dog’s Caves, named after a dead pirate.  In the Pathfinder NPC Guide, there’s a cursed pirate named Jaren the Jinx whose father is a dead pirate named Black Dog.  Cha-ching!  I decided he was trying to retire from pirating and was running an inn.  I wanted to walk a narrow line with him – a bit of a sad sack that does have bad luck and some bad judgment (hence Thalios Dondrel’s explanation of “Because he’s a dumb asshole, that’s why!” to all queries about Jaren) but is also a, say, sixth level pirate who’s the son of a really famous pirate.  I think it came off OK.  Also, I made it where Jaren was missing his arm, not only because it adds to the pathetic aspect but also because I’m using him as a hook to run the Wicked Fantasy Factory adventure “Throwdown with the Arm-Ripper” next time!

The whole serial killer thing in the inn is from the Atlas Games module A Dreadful Dawn (on sale for $2 on paizo.com!).  They were basically there at the behest of a minion of the Shark God – something I’m using to bridge Jaren’s backstory (a pirate called the Shark Lord was Black Dog’s nemesis) and the upcoming Sinister Games release Razor Coast (if it ever actually releases).    It wasn’t intended to be too difficult, which is good because the PCs decided to drink themselves into abject stupors beforehand.

That whole thing was really entertaining.  It wasn’t a surprise – the bartender said “sip it!” and they quickly realized that drinking Grandma’s Secret Recipe required continually escalating Fort saves with decent INT damage and being sickened for each one you miss – but they didn’t care.  Sindawe and Thalios quit and staggered away, INT-drained and vomiting, but Serpent and Wogan were determined to get to the bottom of the jar of moonshine or die trying, and they both drank themselves to 0 INT and fell into comas.  This caused quite a stir at the bar, since basically four guys walked up to the bar, grabbed big jars of turpentine, and just slammed them and were vomiting and/or unconscious in less than a minute.  And then, rather than be concerned about the pretty good likelihood that they’d die of alcohol poisoning, Thalios and Sindawe haul the two upstairs, strip them, put them in bed together, and scrawl things like “I Like Cock” on their faces.  Pirates really are the medieval equivalent of frat boys.  Luckily that was early afternoon, so by 2 AM when the killing started they were up to 2 INT and could stagger around and try to fight people.

In the end, Jaren’s girlfriend, staff, and some of his patrons were killed.  Ah well, all’s well that ends well!  Next time, and old school dungeon crawl extraordinaire!