Reavers on the Seas of Fate – Season Four, Twenty-sixth Session

PZO9536_500Twenty-sixth Session (11 page pdf) – “Deepmar Prison Blues” – The Wandering Dagger was destroyed and the Teeth of Araska badly damaged. They decide to put in at a nearby prison colony to refit (and maybe recruit) – but the place is strangely abandoned! They start repairs and investigate.

We start off by introducing our new characters.  Mitabu “Keelbreaker” hates the Chelish and likes to sabotage ships (he’s a trapmaster rogue).  Zoamai hates elves and is super introverted but likes to set fires (she’s a sorceress). The crew agrees these are Fun People who should be signed on immediately.

The Teeth of Araska beaches to make repairs; I run a minor devilfish attack just to get the new players (Ed and Ashley, IRL) into the vibe with the rest of the group.

And then I start to run the Pathfinder module No Response From Deepmar, set on a Chelish penal colony. I had several things prepped; likely ports included Deepmar, Staufendorf Island (from earlier adventures), and others, but they liked the sound of this one.  When they get there, the penal colony is strangely abandoned… Which leads to immediate burglary attempts; the vault is protected by a permanent stinking cloud trap but they break out the diving helmet they’ve been holding on to for such an occasion.  Then a tripped out four armed giant ape attacks…

 

Reavers on the Seas of Fate – Season Four, Twenty-fifth Session

Twenty-fifth Session (13 page pdf) – “A Stacked Deck” – the Teeth of Araska and the Wandering Dagger grapple with the Chelaxian frigate Dominator and its Hellknight contingent for their very lives. And two more suspicious characters escape from the enemy’s brig during the fray, a Mwangi man and a half-elven woman.

The Dominator is a canonical Chelish pirate hunting ship, and the Hellknight they escaped from in Magnimar is on board, Paralictor Devreth Rotani. Captain Clap of the Dagger hates this guy. No discussion, he throws himself into the frigate’s broadside to try to attack them.  The Dagger gets blasted, marines board the Araska, Samaritha’s spells get dispelled… Pirates are riddled with wooden shivers, blood runs in the scuppers!

Meanwhile, we have two new PCs joining the game! They’re both in the Dominator’s brig, but use this opportunity to escape. (This is also an important part of balancing this fight, putting some distractions on board, so that the Dagger and Araska don’t both just get sunk out of hand. That kinda works.)

One of the enemy signifers casts Vision of Hell on their ship, our session scribe Chris renders the results in particularly inspired fashion thus:

The Dominator has one more trick. It shimmers as a desert mirage, then solidifies into a different vessel. The ship looks like a hellscape. Hatchways are now pleading mouths, wet with hunger and full of teeth. The ship’s rigging is a combination of wanton tentacles and leaking intestines. Each sail is made up of six hundred and sixty-six skinned faces of the damned that howl in agony. More skinned faces make up the Chelaxian flag, the skin pigmentation matched perfectly to that flag. Those faces moan Queen Abrogail II’s favorite waltz. The hull is formed of writhing torsos that provide a handsome and unexpected buoyancy, but uncertain footing. Everything is heavy with the stink of brimstone. The shrill noises of Fox News waft up from below decks.

Meanwhile, Mitabu and Zoamai make their way out of their cells and out of the ship… But the Wandering Dagger is pounded so badly by cannon fire and fire spells that it begins to sink, and after a hard fight the Paralictor kills Captain Clap – Sindawe and Serpent come to the rescue, but too late. Serpent and Sindawe wreak havoc on the enemy ship while the Araska tries to win free, and meet our two new PCs in a rush of Chelaxian murder. That being sufficient resume to become a pirate, they wordlessly fight free together and make the deck of the Araska… Will they escape?  Read on!

 

Reavers on the Seas of Fate – Season Four, Twenty-fourth Session

adaro_by_corbella-d4o1a3q

Man-shark (adaro)

Twenty-fourth Session (6 page pdf) – “It Was Nice While It Lasted” – The pirates ply the sea lanes, until a derelict ship is revealed to be a Chelish trap!

We have more wavecrawling action – the Wandering Dagger takes a ship out of sight of the Teeth of Araska, which means they don’t have to share!  And then man-sharks attack the ship.  I’m ambivalent about these nuisance sea humanoid attacks; trying to attack up onto an elevated, bobbing ship seems… Unlikely. These guys just wanted to drag off someone to eat at least.  The PCs fight them off and get a couple spears with paralyzing toxin on them.  “Can we keep some?” they ask?  “Sure,” I say, with a devious grin.

After the first crewman is paralyzed “accidentally” by a man-shark harpoon, Captain Sindawe has the lot thrown overboard.

A pirate ship is much like a frat house with even more violence.

And then… a Chelish trap!  The PCs are lured onto a derelict ship with a bound hellcat on board, which is bad, but even worse is that while they’re still over there a fully armed Chelish warship appears from behind a veil with a full Hellknight on board and demands the two pirate ships surrender!

Reavers on the Seas of Fate – Season Four, Twenty-third Session

Twenty-third Session (8 page pdf) – “On The Road Again” – The Teeth of Araska and Wandering Dagger take to the sea lanes to raid Chelaxian shipping! They take a prize, but are harried by fish-men.

sahaugin_by_vegasmike

Fish-man (sahuagin)

The guys like the wavecrawling aspect of the campaign – taking a break from “plot” and just going out and pirating. And sometimes the tables are turned, like when they get attacked by some fish-men at night… The NPC pirates on guard (which I let the players run) are more than up to the challenge of running them off, however.

Samaritha gets tired of the pirates calling them fish men and says, “They are called sahuagin!”
This news upsets Pirro. “What? Why can’t we call them fish men?”
Samaritha explains, “There are over a dozen fish man races.” She goes into great detail about the differences between them.
Pirro replies, “What? What is the government doing about all these aquatic monsters!?!”

I try to bring my knowledge of realistic naval stuff to the table for the rest of the session – two allied ships hunting for merchants, there’s a lot of details about keeping each other in sight, who sees what other ships, primary claim to the booty coming from whoever boarded first, etc. They take the Dowager Queen and get some booty and a defecting Chelish marine, Luca Caletti, who is soon referred to as “Spaghetti” by the not-so-fond-of-Chelaxians crew.

 

Red Markets Kickstarter

Another Kickstarter I can’t live without – Caleb Stokes of Role Playing Public Radio has been working on Red Markets, an economic survival zombie horror game, for a while…  Check it out here!

I like the premise, once you get other people and settlements in your “survival horror” then it becomes less pure struggle and more economic/class struggle… I’ve been playing a lot of Fallout 4 and it’d be nice to do similar stuff with more realism wrapped around it.

It’s already funded, and it’s all about stretch goals from here on out. The previous two I backed were successful; Savage Rifts made $438k and Unknown Armies made $266k.

Savage Worlds Rifts and Unknown Armies 3rd

Finally the gonzo world of Rifts is not tied to the criminally stupid Palladium system. Savage Rifts is coming and you can get in on the Kickstarter now!

Also, the third edition of the great RPG Unknown Armies is in the offing, also on Kickstarter.

Reavers on the Seas of Fate – Season Four, Twenty-second Session


Twenty-second Session
 (11 page pdf) – “A Narrow Escape” – The pirates finally get back to Nisroch and their ship; the Araska and the Dagger had a successful voyage. They are gathering up their crew when White Estrid’s fleet of longships hits. A bloodbath ensues, shattering the usual silence of Nisroch.

white estrid

White Estrid

The PCs return to Nisroch, having escaped death at the hands of plague, froghemoths, and the local law enforcement.  (I actually did a lot of work to figure out how likely it was the local constabulary would track the two murdered shadowcallers back to them. See the Paizo forum post.)

I did my usual thing – whenever the PCs leave their ship for a while and let the NPCs roam loose, I roll d20 for each NPC and they have a time according to that roll. Sometimes it’s a 1 and they die, sometimes it’s a 2 and they have something else bad happen.  Sometimes it’s a 20 and they really score.

So they get back, catch up, talk to Captain Clap, go to the Witch Markets… Seems like a calm “between adventures” session.  I was proud of my pacing on this one.  Thartane’s homunculus shows up to say “thanks for the froghemoth” and give them a manifest of shipping activity as requested.  Sindawe scans down it… “26 Ulfen longships?!?  Shit!!! Is that cannon fire from the harbor? RUN YOU DOGS!”

Sure enough, White Estrid’s fleet is pulling into Nisroch for the second time!  The only female Linnorm King made her bones sacking Nisroch and shooting the Arch of Aroden once before – and she’s pushing her luck by doing it again. They’ve known she was coming but kept pushing their luck time-wise. The PCs are way across town and run their asses off to get to their ships and get them underway as the Ulfen attack.

They get the Teeth of Araska underway but a bunch of the creepy mute monk Nidalese enforcers get on board. Then a longship rams them and Vikings board!  Meanwhile a linnorm flies in and a Nidalese tower disintegrates to let loose an ancient shadow dragon. Shit gets real, go read the deets.

Reavers on the Seas of Fate – Season Four, Twenty-first Session

froghemoth

Froghemoth

Twenty-first Session (9 page pdf) – “Lions and Tigers and Froghemoths, Oh My!” – The group tracks down their promised froghemoth and set up a blind to lie in wait for it. Of course, it’s already lying in wait for them.

It’s finally time to pay the piper – the monster they promised to Thartane the Necromancer for his aid in their safe passage through Nidal. I loved how they ended up suggesting it in the first place. Now, a very very concerned party tries to figure out how they’re going to get one.

The session gets off to a very “City Slickers” start while they stay at a ranch, then hire a trapper to guide them to the froghemoth grounds. As usual they spend most of their time not trusting a random hireling instead of the much, much more suspicious characters they tend to meet.  “He is taking money for services!  Keep an eye on him!”

They get out there and lay in wait… But though they are stealthy, the froghemoth is wily. The plan goes out the door fast; Samaritha pours electricity into the creature to stop it from getting its like 6 attack full attack every round. It’s super tough, but Serpent rolls a super lucky crit (we use the Paizo crit deck) and does INT damage to it – which is of course a froghemoth’s Achilles heel.

Everyone freezes briefly at this stroke of good luck, then leaps into action… there is no telling how quickly the aberration might recover. Wogan urinates on the monster. Sindawe and Serpent pull out the teleport spikes and start hammering them into the monster’s flesh. Samaritha corrects them, “No, the spikes go into the earth around it.” “I knew that!” insists her husband as he pulls them free of the beast. The spikes work – the creature and a perfect circle of scooped out of earth disappear.

But read on, because the doppleganger reveals itself!

Reavers on the Seas of Fate – Season Four, Twentieth Session

Twentieth Session (9 page pdf) – “Interview With A Vampire” – While heading to the Atteran Ranches to hunt them a froghemoth, the group comes across a lone figure at night. Unsurprisingly, hijinks ensue.

So this was just a random encounter of one vampire to break up the travelogue.  But it quickly turned into an entire session given the roleplay, then the combat, then the tracking the mist, then the lair invasion. The Atteran Ranches are the least shitty part of Nidal, but there’s still random vampires and such.

Bonus content for your game: Leia Showanna, vampire sorcerer 8.

One Shots!

Well, I’m still running regular sessions of Reavers on the Seas of Fate – and session summaries are posted regularly. After we finished Wrath of the Righteous however, we decided to do a series of one shots instead of another campaign on the alternating weeks.

So far we’ve had:

Paul ran a Trail of Cthulhu scenario, Sisters of Sorrow, we were all German WWI U-boat crew. We liked the GUMSHOE rules fine, though less fine when combat started. The jury’s out whether plain BRP CoC is just as good. In general this felt like any Cthulhu scenario, which is good for those of us that like Cthulhu!

I ran a high concept game – XCrawl (dungeon crawling as modern spectator sport) using the Dungeon World rules. All the characters were tributes to recently deceased celebrities, so we had The Goblin King (David Bowie), Severus Snape (Alan Rickman), Rochefort (Christopher Lee), Mirror Spock (Leonard Nimoy), Rowdy Roddy Piper (himself), and LEMMY!!! (Lemmy Kilmister).  It was fun, though of course very “dungeony,” we discussed that a campaign of XCrawl would need to have a lot of “between the crawls” segments  to be engaging. The Dungeon World rules were good (game fiction focus, GM doesn’t roll) but we felt them kinda sparse for long term play, and the 2d6 vs flat # mechanic seems like it’ll tip to “succeed all the time” once a couple levels are gained.  We enjoyed it for a one shot however, and I feel that like Feng Shui, this is a game you play to improve how you run/play other games.

Bruce ran “The Silver Mountain Shrugs,” a Runequest 6 adventure set in the Taskan Empire.  This was also fun, though the pregen PCs weren’t totally balanced.  The core RQ rules are BRP based so were mostly easy, even the spells, but then there were these “combat effects” that were a bit overcomplicated and also made magic seem flat in comparison. There’s “an app for that” apparently but I think the group overall isn’t totally sold on the ruleset. The Taskan Empire setting is fine, if turgid and overcomplicated in the usual way for RQ settings (we all just thanked the Lord it wasn’t Glorantha, mainly because Bruce’s completely incomprehensible Glorantha anecdotes cause several of us to start twitching).

Next week Tim is running Numenera, the game ‘we all want to like but have no idea how to run it because the setting’s so weird.’  Reminds me of Skyrealms of Jorune, anyone remember that?  Well crafted but somewhat inaccessible.

And more will come, including Gaean Reach and Eclipse Phase!  We’re not doing session summaries of all these, though we’ll try to do some.

D&D 5e Now Under Open Gaming License

Well will wonders never cease!  After revolutionizing the hobby by releasing D&D 3e under the Open Gaming License, Wizards performed the double (self) threat of publishing a new version people didn’t like (4e)  and refusing to open license it. 5e came out a good bit ago and no word on license had been forthcoming, which led me to believe the “suits that don’t get it” were still calling the shots and it’d stay closed.  Of course, at the same time people were getting more comfortable with the real limits of copyright law and what the old OGL let you do so were happily publishing adventures and such for 5e. But now, out of silence, looks like someone (Mike Mearls?) has pulled off a miracle – and the OGL is back for 5e.

You can download a combo OGL and SRD (weird) from the Wizards site in PDF.  The format sucks, but you can also browse in in HTML at 5esrd.com.

Warning to the OGL noobs: this doesn’t mean everything in the books is open for you to reuse, just the stuff that is designated in the SRD. But it is 398 pages worth of stuff, and that’s a lot! (See my old post Open Gaming for Dummies if you want more of an intro.)  A number of major items are left out, however, so make sure and check – like they generally just open one archetype for each class.

So that’s cool news – but they have something else too. The “Dungeon Masters Guild” is more like the old d20 SRD but with a bit of the Traveller “Foreven Free Sector” license to it. It lets you:

  • Write stuff for D&D (5e only)
  • Write stuff in the Forgotten Realms (and maybe more to come)
  • Sell it via their OneBookShelf powered ecomm site at www.dmsguild.com (and split the $ with them 50/50)
  • More details here

A smart business move from Wizards?  Hell is surely freezing over.  By letting people publish, and then saying “hey… Want to use our sales/marketing channel with reviews and stuff, for a 50/50 share?” they are going to make a large amount of free money especially from hobbyists. And they aren’t doing the tech themselves, which has been the Achilles heel in every damn thing they’ve tried to do over the last say 30 years (their track record with tech is something like 0 for 12).

What do I want to see come out of this?

  • More adventures
  • More content
  • Ideally open up other IP too, for Greyhawk, Planescape, etc. (seems like mostly free money for them)
  • Them to make money so the concept of open licensing and sharing stops becoming “scary newfangled talk grognards don’t get” and becomes de rigeur

I love Paizo too.  What should they do in response to keep Pathfinder competitive?

  • Publish all the cool Pathfinder classes for 5e, so I can be an occultist or witch or whatever without dealing with the rules weight of Pathfinder – my play group is starting to wander because holy crap level 16+ Pathfinder is a lot of work for 15 total minutes of real fun per game session.
  • Maybe publish Pathfinder 2e (Pathfinder Basic?) using the 5e rules (same deal)!  I’d buy it.
  • Paizo to do something exactly like the DMs Guild so people can publish Golarion setting stuff (or even just adventures set in Golarion) – again, free money and spreading the brand.

I mean, Wizards didn’t just do something good here, they are blazing new ground (well, the Traveller Foreven Free Sector license did a little of the “OK you can use our precious precious game world, but not tied to the sales and marketing channel)!  I sweat them hard when they do boneheaded things, which over the last decade has been a lot, but I give credit where credit is due, and this is awesome!

Fantastic Fest 2015 – The Frustrating

Part 3 of my Fantastic Fest movie reviews. Spoilers abound, so be warned. Sadly there’s a lot of movies in this category this year. Most of them had promise and aren’t all bad, but took a wrong turn – one of several common wrong turns, interestingly enough, so rather than just skip over them I’m going to call them out in an attempt to correct some of the common cinematic sins I’m seeing.

I get it, struggling filmmakers.  You managed to get some footage out of a couple thousand dollars and you’re putting it together into a film. You can’t bring yourself to cut out that 20 minutes of pointless noodling in your third act because that footage was so hard won. But you need to. In edit, build your movie together out of what you have and then stop when it’s complete, don’t just have more for more’s sake. I wanted to fall asleep in the third act of a full 1/3 of the movies at the fest this year and that’s just plain ridiculous.

Few films at Fantastic Fest are ever just plain bad (well, except for those intended to be that way). Except for “Balada Triste,” which I hold a grudge against to this day. All of these had something good going for them, but managed to squander it somehow.

Artsiness Does Not Prevent Your Movie From Getting Boring

RUINED-HEART-1500x816Ruined Heart – a Filipino movie about a street level gangster and his girlfriend. It was ambitious – virtually no dialogue, very impressionistic. But I’m afraid its reach exceeded its grasp;  it was interesting but then as it drug on the approach started to come apart at its seams and become tiresome. It went from “impressionist” to “what’s going on now?” to “I don’t really care any more” as act 1 moved into 2 into 3.

La-GranjaLa Granja – A similar issue was to be had with La Granja, a movie about the slums of Puerto Rico and the crazy degenerate stuff its inhabitants are subjected to. It was fine and interesting, but used the technique that this Fantastic Fest taught me to dread, the “we’ll show you the movie as one series of events from 3-5 different persepectives!” technique. Apparently everyone decided this was the artsy thing to do this year, but in this case the additional tellings didn’t really add much new in terms of texture or information to the story, so once you were past a couple of them it became boring to see the same stuff retreaded. It could have had a couple perspectives removed without hurting (and therefore subsequently improving) the film. Also, the nurse’s baby-stealing seemed like it was outside of the core arc of the movie.

darlingDarling – A movie about a chick who moves in to be caretaker of a big ol’ New York mansion/apartment and then some combination of it’s haunted or she’s crazy or whatever. In black and white for artsiness.  But just not that much happened over the course of this movie. It is a short in feature length clothing. I don’t mind some moodiness but the ratio of moodiness to anything freaking happening was very poor.

Laura Ashley Carter doesn’t do a bad job, but the combination of writing and direction is not sufficient to the intended result of being a study of a descent into madness, and the hints at supernatural agency are hamhanded. Another third act sleeper (to be fair, we spend a lot of time watching her sleep, so it may be intending to make you drowsy for some reason).

Pacing, Please Learn It And Use It

baskinBaskin – a Turkish movie about a minivan full of roving Turkish cops that get called to a spooky-type village and a spooky-type house with mutated cultists in it. It starts out very interesting, with some weird experiences and dream(?) or flashback (?) sequences, to the point that I was trying to figure out if this was all really happening or if the young cop was just in Purgatory or what. And then they all just get caught, strapped to pillars, and tortured to death by mutants for the entire third act.

I was very disappointed in this – I mean, if you want to do torture porn, fine, but the pacing of a heretofore decent movie was just completely blown out by this.  Simple fix – capture one, torture him to death, have the others still running around, grab another one of them… But slamming to a stop and just doing 45 minutes of grotesque sitting in place is tiring to the point of being nap-inducing. I would love to see the first 2/3 of this movie with a completely, totally rewritten end 1/3 on it.

LUDO-620x400Ludo – an Indian (Bengali) movie about four roving Indian teens looking for a safe place to drink and screw, who after zooming around the city on their two mopeds and being turned away from every fleabag motel in town (apparently they’re serious about their morality laws there) hide out in a shopping mall till after hours. I liked all four characters and the actors, even though the montage of trying to find hotels could have had 10 minutes cut out of it. Then they meet two spooky old people also in the  mall after hours and then they all get Parcheesied to death.

OK so I get the Parcheesi thing, it can come across as a little silly here where Parcheesi is more of a kid’s game, but over there it’s the “game of kings” so one can mentally substitute playing chess or something. But again, in this movie the pace comes to a dead stop, since the game board just hypnotizes everyone into sitting around it like zombies playing till they get eaten.

They try to compensate for this, I guess, by having a long long long long long flashback to when the two old folks originally found the magic Parcheesi set back in long ago India (like, rocks and clubs level long ago). Yes, the two characters who we don’t give a shit about, unlike the four characters we’ve spent the last hour growing to know and care about. Like, it goes beyond flashback to full fledged subplot about them and some witch and other stuff it was hard to follow and/or care about.

Just like Baskin, I’d like someone to take the first 1/2 of this movie and then write an ending that a) involves the original damn characters and b) maintains some kind of momentum.

Sometimes Retro Is Just Bad

dangerousmenDangerous Men – A single guy, John S. Rad, made this movie over like 26 years. He’s director, writer, songwriter, and about everything else. It’s hilariously retro, with a bunch of “interesting” (read: psychotic) plot and casting and set and music and everything else choices. It starts out being about a chick whose boyfriend gets murdered by bikers and she gets carried off and then she kills them and goes on a serial killer spree focused on male predators. Then a cop shows up and goes on a completely unrelated biker-shooting romp (apparently the actress got fired 2/3 of the way through) and then he gets beaten into a coma and then a third character, the police chief (I guess?) tracks down the ’80’s wrestler looking bad guy Black Pepper (NB: not black) and arrests him.

So the cluelessness and bad ’80’s stuff is entertaining for about a half hour. But then it turns the corner to just “hey this is pretty bad.” Especially when the plot completely changed. I get it, Kung Fury etc. and retro making-fun are all big right now, but this is an incarnation of it only someone in full hipster mode can stand behind. Not every single-person retro junk movie is “so bad it’s good” – sometimes it is just bad. The audacity of its badness is good for a while but then it wears off.

Goddamn Germans

germanangstGerman Angst – Three nearly unrelated German shorts. Short 1 – a girl has her dad (?) strapped to a bed and castrates and kills and mutilates him.  She owns guinea pigs. Then she leaves. Maybe it didn’t happen. The end.

Short 2 – Some deaf-mute hiker lovebirds get death-stomped by a mostly German gang. But they have a necklace that might do soul-swapping in bodies, as a tale the man signs to the woman indicates, he got it from his… mom? Grandma? Who used it to get away from the Nazis in wartime Poland. (Or did she…) This is kinda interesting as a setup but it gets super annoying with just the yelling and carrying on and stuff for so long. Whoever the blond screamy gang chick is I wanted her to die of leukemia, I got so sick of hearing it. Then this winds up with the head skinhead giving a lengthy looking-at-the-camera apologia for their behavior, blaming their Polack-killing on the “granite weight of guilt” of still being identified with Nazis. This is done in such a way that it’s pretty transparently A Message To You From The Filmmakers. My response to that is “Fuck you.” You get to not get Nazi stigma once everyone who got stuck in one of those camps has passed away, and everyone that had to fight in that war has passed away.  Act right for one human lifetime (and you’re doing great so far) and then we’ll all stop using the N-word.  I think that’s fair payment in kind for millions of lives.  Till then STFU and take it. (N.B. I am of German descent myself so see no reason to beat around the bush here.)

Short 3 was better but I was still pissed off from shorts 1 and 2. A guy joins some kind of sex club but then it starts to become clear they are probably mating with some weird mandrake-based plant creature, but woot the orgasms are great, so it’s quite the dilemma of what to do. Would make a good “Twilight Zone” episode for a HBO-type Twilight Zone kind of program.

Except for a very very slight effort at relating the three stories in any way, they really are completely separate and very inconsistent in tone and nature. This is less a movie and more of a sampler pitch. And, the granite weight of guilt, my balls.