Monte Cook Leaves Wizards/D&D 5e Design Team

In surprising news on his Livejournal, Monte Cook has announced he’s leaving the D&D Next design team. He says it’s not a disagreement with his fellow designers, but with the company.

This is bad news, very bad news, for D&D Next.  Monte was providing external credibility, as someone who had worked on Pathfinder and has been outside the WotC/Hasbro echo chamber, to the process. Mike Mearls has been talking all old school but he’s been in charge of 4e for a long time and many of its missteps belong directly at his feet. I was willing to believe the combined team, I’m not so sure I’m willing to believe “Now it’ll be even better!’ backpedaling/spin from the same old characters.

I wonder what ‘corporate disagreement’ is in this case. Did they not want to pay him enough?  Or did he see the business plan and think “this is crap on toast?” The Examiner has some speculation. Mearls’ post does have a little bit of a lightly disguised slap-back in it so I’m not sure the “company not the designers” thing is entirely forthcoming.

I guess we’ll see; Wizards took the opportunity to announce that the 5e playtest will start on May 24. Maybe we’ll see something good… But the person with the most experience working with actual players and getting playtest information on products just left. And I’m worried that they’ll just show off some core mechanic that will seem fine…  When I did my initial 4e PHB readthrough, the core mechanic itself seemed fine, it was what they did on top of it that (IMNSHO) ruined the game.

Well, good luck to Monte, and good luck to the 5e team.  (The latter needs it!)

Jade Regent – Night of Frozen Shadows, Session 1

First Session (16 page pdf) – We journey with our caravan all the way from Roderic’s Cove in Varisia to Kalsgard in the Land of the Linnorm Kings. A fair number of Viking raiders toss themselves onto our swords.

We kicked into the second chapter of the Jade Regent AP today. Our characters are shaping up well if oddly.  V’lk is mute and Gobo is blind, Harwynian is somewhat… flighty. Bjorn and Jacob are alternately charging into combat and absent. But we’re getting into the groove with each other. See our main Jade Regent page for the character sheets level by level.

The road up to the Linnorm Kings went through many lovely locales including mining towns and a village of gnomish mini-Vikings. I stomped around it pretending to be Gojira.

Along the way, I decided Hiro would take up playwriting; he adapted the crazy tengu’s play into a work called “The Cuckolded Cuckoo” that the caravan performed along the way. We also continued to experiment with caravan fighting rules. We fought off trolls and bandits without much trouble.

We got ambushed at night though, and I about died – those Ulfen greataxes put a whupping on you fast, and all our ACs are pretty low.  I managed to escape the press and led the chasing Ulfen into a narrow place between the wagons where Harwynian could Web them. Then it was a lot easier… We even took a bunch of prisoners to sell back for their weregeld.

In the end, we got to Kalsgard, our destination, and start in on the long chain of “Ah yes, I had that sword, but now…”

Jade Regent – The Brinewall Legacy, Session 8

Eighth Session (12 page pdf) – More psychos and worms await as we dungeon-crawl the Rift of Niltak. And Shoanti. And mimics and executioner’s hoods and cursed items!  Wackiness results.

First, here’s our whiteboard pics trying to explain the Rift of Niltak in side and front view.

You’ll have to check out the session summary for the artist’s rendition of a seguathi brain-enslaving worm, however. We come across another one of those things, but now that we know what to expect it didn’t go so badly for us.  We tossed in a Web, summoned an earth elemental, and came in after it had been reduced to worm slurry.

My favorite excerpt, with some interplay between my character Yoshihiro and Tim’s character Bjorn:

After some investigation a weak section of wall is found in the wall to the right of the altar.

Bjorn posits, “Maybe this is where the dwarves dug too deep. Then they covered it up!”

Hiro retorts, “Oh, yeah, they stacked up some bricks and covered it with dirt. Real dwarven craftsmanship there.”

Pushing down the wall reveals a large square room with a stone dais in the midst of a sand floor. Two chests of gold and big frog-god statue adorn the dais and two braziers on the ceiling cast a hellish red glow. A large twisted dwarf in heavy armor kisses his gore-smeared axe and waggles his bloody tongue, pointing one of his exposed finger-bones at us.

“Let’s not try talking,” says Bjorn.

This was an old school mini-dungeon crawl, complete with a mimic, an executioner’s hood, and even a bag of devouring! But possibly the most time was spent with the inexplicable homunculus in a box. I had to totally insist that we return it to the old hermit, too, not that we got much out of it.

Our side trek is over; next time we hit chapter 2 of the AP, the Night of Frozen Shadows!

More Kids in Gaming Thoughts, The Future, and 5e

I ranted a bit about the myopic approach of WotC and the rest of the gaming industry to RPGs in My Little Pony: The RPG. Well, I am part of the large peer group of gamers with ~10 year old kids now (a 9 year old girl in my case).  I was out at the Broken Spoke last night with my friend Kevin, who has been getting his 11 year old boy into gaming, and as we talked I had some realizations that 5e needs some major direction change to not just be for the 40 year old grognards.

Simplicity

His observation is that both 4e and Pathfinder are too damn complicated.  It turns the kids off. Even with their basic boxes, the problem is that you run out of adventures and content very quickly. They are seen as very limited time intros whose goal is to convince you that you certainly want to read a 575 page rulebook now. Not! Basic D&D (BECMI) had loads of support but was 600% simpler than any of these current versions.

Weren’t around then or your fond memories clouding facts? Here’s a basic D&D stat block.

Giant Centipedes (8): AC 9; HD 1/2; hp 4, 4, 3, 3, 2, 2, 1, 1; MV 60′ (20′); #AT 1; D poison; Save NM; ML 7; AL N. (Courtesy B5, The Horror On The Hill)

Here’s an AD&D stat block.

Four normal crocodiles: AC 5; MV 6″//12″; HD 3; hp 13 each; #AT 2; D2-8/1-12 (Courtesy U3, The Final Enemy)

Here’s a Pathfinder stat block. After I remove many of the extraneous parts.

CENTIPEDE, GIANT    CR 1
Male Centipede, Giant
NN Medium Vermin
Init +2; Senses Darkvision (60 feet); Perception +4
DEFENSE
AC 14, touch 12, flat-footed 12   (+2 Dex, +2 natural)
hp 5 (1d8+1)
Fort +3, Ref +2, Will +0
Immune mind-affecting
OFFENSE
Spd 40 ft., Climbing (40 feet)
Melee Bite (Centipede, Giant) +2 (1d6-1/20/x2) and
Unarmed Strike +2 (1d3-1/20/x2)
Special Attacks Poison: Bite – injury (DC 13)
STATISTICS
Str 9,  Dex 15,  Con 12,  Int -,  Wis 10,  Cha 2
Base Atk +0; CMB -1; CMD 11 (can’t be Tripped)
Feats Weapon Finesse
Skills Climb +10, Perception +4, Stealth +10, Swim +2
(Courtesy Hero Lab, because who has the patience for modern stat blocks?)

I like Pathfinder; I play Pathfinder.  How much *more* fun is Pathfinder than Basic and AD&D were?  0%.  How much more complex is it? Uh, about 600%, roughly.

The line they’re laying down for 5e is that it’ll be simple and there can be “rules modules” on top to make it more complex.  Which will be fine, as long as they start at REAL SIMPLE.  As in Mentzer Basic simple. You can always layer stuff on to make it more complicated, but making something simpler is very hard. Many relevant lessons from the software industry come to mind here. Everyone says they want something with every feature – but then when they see something that achieves the core feature that is easy to use, they forget about all that.  It’s why e.g. Dropbox is kicking the ass of all the other more complex file sharing methods out there. Microsoft Office is collapsing under its weight as people realize “I don’t use 99% of the crap in here, but I’m paying for it and having to load it on my hard drive and making my simple doc editing a lot slower because of it…” Take a hint.

Support

So that naturally segues into the next topic, game support. Basic D&D was a whole game line unto itself, not necessarily a limited time “intro”.  Kev’s busily trying to hunt down all the adventures (which lucky for me I still have) – for Basic, the B and X series (and the less well conceived CM and M series), and for Advanced the many wonderful series (A, T, GDQ, I, etc…).  Because really all you need is the basic set and then a bunch of stuff to do.

Paizo has made their millions tuning in to the simple truth of what it is that made 1e and Basic the high point of D&D play.  It’s the adventures, stupid! 2e and 3e and 4e kept doing “Silver anniversary of the return to the return to the Keep on the Borderlands” because all the good adventure content was from the 1e and Basic versions.  That’s what catapulted third party companies like Green Ronin to real companyhood with the OGL in 3e – for them it was their Death in Freeport modules. At Gen Con 2000 I bought the 3e PHB and then every single module (we called them modules back in the day) I could get my hands on.

People like to say “Oh, but that’s why D&D failed; I heard it’s that adventures aren’t lucrative…”  No it’s not.  D&D in the 1980s was bigger than 4e + Pathfinder added together and multiplied by 10. And it’s hard to disprove when you look at Paizo and Green Ronin and all those other 3pps – they all bootstrapped themselves as startups on adventures, to where they can now put out multiple game lines and whatnot as proper companies.

My content observation is that kids love manga nowadays.  My daughter and all her friends are all into Full Metal Alchemist, D.Grey Man, and a bunch of stuff like that. Guardians of Order kinda tried to do this back in the day, but a RPG with the same light mechanics coming out for each one of those would be a big seller (and potentially internationally!).  Japan loved D&D too.

IMO this approach could scale down to even very young kids.  I conceived of a Dora the Explorer game when my daughter was much younger, where you adopt their simple quest structure and your “explorers” have to surmount 3 obstacles, which are minigames or arts and crafts assignments or whatever, to proceed. Probably dice aren’t even required.

Here’s where, though, I’m w0rried about the 5e “ultimate toolkit” approach.  How do you make adventures for that? It was easy enough to juggle Basic and Advanced back in the ’80’s, that was a simple strata that made sense.  Now, you’re writing something for a group that may or may not be using big hunks of the rules?  It worries me that the adventures will be a big ol’ mess of “if/then” wasted page count.

Anyway, in my opinion simplicity and support are the keys to making a good base game that will be adopted by a new generation. And if the game’s adopted by a new generation, then money will be thrown into it and I can feel safe knowing there will also be fringe products catering to an old guy like me – just 10% of a large healthy market instead of 90% of an old dying one.

Morale in D&D

The D&D 5e design team is talking about morale in D&D. I miss morale.  For those not familiar with morale, it was a mechanic that told you when foes were likely to break and run or give up instead of just fighting to the death like killbots. (Yes, I know, hard to believe.) It was in Basic and 2e if I recall correctly, and you’d roll 2d6 against it and apply penalties in various circumstances. For examples from my 2e MM, Kobolds were unsteady (7) and Kuo-toa were Elite (13).

To forestall the inevitable poorly thought through complaints, you can ignore it just like you can any other piece of a stat block or monster writeup as a DM, you don’t have to be beholden to it.  (“It says they appear in mountainous terrain and it’s not mountains!  NOOOOOO!”)  But it helps define more specifically how vicious/cowardly a monster or NPC (or PC ally) is. I have this problem right now in our Reavers campaign – the PCs have a bunch of pirate allies, and I’m continually having to make 6 judgment calls a round as to which keep fighting and which fall back; I’d rather have a mechanic for it.

In fact, I think morale can be improved. Back in my Animals in D&D article I proposed to split morale into two factors – one which determines how likely something is to attack in the first place, an aggression value – and one which determines how likely something is to keep fighting. This is especially great for animals – unlike in computer games, animals usually don’t just attack for grins.  And some will flee if they get hit once, while others won’t.  Heck, it’s good for NPCs too – I remember as a new GM back in AD&D 1e days being confused in T1 the Village of Hommlett as to whether the berserkers in the gatehouse were just going to attack anyone they saw, or what? They’re berserkers, but on the other hand they seem to just be chilling in a building with other kinds of creature around…

Sure, if you plan out every single encounter and what is “supposed” to happen you might not need the aggression. But many of us use random encounters, and also have just stuff out there people can wander across – is that owlbear feeling very irate, or just standoffish today?

So I’m definitely in favor of morale coming back.  Let’s say convert it to a d20 roll as is more traditional now. First value, roll over to attack, second value, roll over to keep attacking. And you get a bunch of more interesting behaviors quickly defined…

  • Morale DC 20/10: isn’t going to attack unprovoked, will bail about half the time if it’s in a fight that’s not going well (most animals might fit in here.)
  • Morale DC 10/0: Somewhat likely to attack you, but once the fight starts there’s no going back! Maybe a good value for those berserkers in T1.
  • Morale DC 20/20: Not gonna fight, always gonna run, like a peasant or small herbivore or my dog.
  • Morale DC 10/0: Going to attack half the time, will never flee or surrender
  • Morale DC 7/15: Likely to attack, but not likely to stick with it (many ambush predator types fit into this category, like my cat)
  • Morale DC 5/5: Aggressive and elite critter
  • Morale DC 0/0: Stone golem, crush them!

Etc.  Thoughts?

RPG Stack Exchange Launches!

After a long 600 days, RPG Stack Exchange (RPG.SE) is out of beta.  It has a spiffy new design and is ready for your RPG questions and answers.

For those of you not familiar with the Stack Exchange concept, the original Stack Overflow was born out of a hatred for how crappy forums are when you have a real question that needs an answer – not people threadcrapping, or telling you your choice of language isn’t right, or people babbling on about irrelevant stuff, or flamewars over “the best,” and you maybe getting a decent answer on page 10.  SO was a huge success, and they’ve expanded (via community voting) to many other kinds of topics.

So if like me you’ve gotten sick of the sheer noise when trying to pose a real question on RPG.net, ENWorld, or the Paizo forums, give RPG.SE a try.  You post a question, which can get commented on or edited by you or high rep users, and then answers get voted up/down as well. No babbling or flamewars, just answers, and you get to choose the most helpful and the community gets to vote up the ones they consider the most helpful. I don’t go to forums any more unless I just want to hobnob – the SE format has made me impatient with trying to conduct real Q&A there.   Check it out.

You can also follow it as @StackRPG on Twitter!

Jade Regent – The Brinewall Legacy, Session 7

Seventh Session (12 page pdf) – Bonus episode! The main plot can wait as we go to try to pry some loot out of the worm and psycho-haunted Rift of Niltak. Complete with dwarven pleasure mouth!

A dirty hermit gave us a map alleging to show the location of treasure in the weird Rift of Niltak. To quote the Pathfinder Wiki:

The Rift of Niltak is a mist-shrouded canyon found in the Red Mountains of north-eastern Varisia. No one knows what the origins of the rift are, but all agree that it is filled with all manner of strange flora and fauna. Gigantic insects can be seen crawling over plants found in no other place, and the echoes of shrieking bat-like creatures reverberate off the walls of the glen. An accurate description of the rift has not come to light, as those who enter either never return, or go insane shortly after emerging from it.

Since we are already insane (and blind, and mute) we figured, “What the hell.”

After a fight with some insane bears, we have a heck of a time with a batch of gimp psychos and a tentacled worm thing that is their slave boss.  It emanates confusion with a high DC will save, and farts out a fog that provides a -10 to Will saves against it, and dominates… We had a lot of Protection from Evils but that only helps against the direct control, not the confusion and all, and there was literally no way any of us could make the save. And of course on top of that it has wands and swords and a really high AC. I charged through the line of mooks to try to keep it busy; it pretty much took me out fast while the rest of the party was worrying about the minions.I guess next time we should use bows from a distance, but its high AC and fog made most of our missile attacks miss (and it has a 3-magic-missile wand…). Oh and it has SR. And DR.  Did I mention that?  Good lord.

Besides the confusion and control stuff, I was happy to get to fight astride my mount. It’s tough to be a mounted character because you can never take your mount anywhere important in these APs – bad guys can never be in a forest, they have to be in an inaccessible dungeon. (And don’t say be a halfling cavalier on a dog, how would I ever respect myself again…) Akumu does a good job of improved-overrunning people and just generally kicking and biting at them.

We made our way into a dwarven tomb or something on the wall of the Rift, and fought more psychos and Cenobites (you know, from Hellraiser). And that’s where we left it.

Jade Regent – The Brinewall Legacy, Session 6

Sixth Session (18 page pdf) – We overcome the dangers of Brinewall Castle with flair and savoir faire!  As is so often the case, love of the booty ends up being the downfall of Kikkonu the tengu. Read on as we uncover the secrets of the Brinewall Legacy.

First, while fighting some more of those dang dire corbies, we make a new “ally,” a harpy. Bruce (Harwynian) has a long standing bird fetish and so he wasted no time befriending her.

We also discovered how weird and dumb all the illumination rules are. We had a lot of darkness on light on sunrod interaction questions.  Paul the GM’s interpretation was light inside the darkness does nothing, but light right outside the darkness gives dim light…

Anyway, the harpy is apparently Kikkonu’s on again, off again girlfriend. We devised a plan – apparently she has falsely tried to make peace with him before five times, but only attacked him three of those.  We interpreted that as “the other two ended up in make-up sex” and a quick guy calculation assured us that a 2/5 chance of booty and 3/5 chance of being attacked means that he for sure would show up for time #6.

Have you heard of the excellent “Combat as Sport vs. Combat as War” essay? Well, we’re firm believers in combat as war. As a result no one was disappointed when our well executed ambush killed us a hellclown in 2 rounds.

That mostly cleared the castle. We then wandered around investigating and running afoul of haunts and random animals. The fact that the ballroom was completed but the defensive works were not earned our scorn.  “What, was this place built by elves or something?”

Bjorn about dies by going and poking every damn critter in the place, mainly as an excuse to exercise his poorly chosen Favored Enemy: Animals.  Of course it turns out nothing is an animal.  That giant killer water bug? Vermin.  Ha ha ha ha urg.

Finally, we get several pages of story development. We discover how Brinewall fell! And find the ghost of my grandpa! And we find out Ameiko is next in line to be Empress! And that we have to go to the Lands of the Linnorm Kings to seek our ancestral katana! And when we pull out, not-fairy Spivey comes with us!  BADGE HOLOCAUST!

Next time, we take a side trek to the Rift of Niltak hoping for gold and glory.

Shame on Wikia

Did you know that there’s an awesome wiki full of all kinds of information about Golarion, the Pathfinder campaign setting? It’s called the Pathfinder Wiki. It’s at pathfinderwiki.com.

But if you search for it, you are instead likely to find pages from pathfinder.wikia.com, the “Golariopedia.”  What’s up with that?  Just two different projects run by different folks?  Nope.

The Pathfinder Wiki crew started off on Wikia, the free wiki hosting service.  Then after a bunch of technology and policy changes they wanted to move off, and did.  So all the people who know what’s up are contributing content on the Pathfinder Wiki.

So they tried to close down their Wikia wiki.  Nope, Wikia won’t allow it. They tried to post on their wiki’s front page saying the project has moved.  Wikia deletes those messages without fail.  Basically so that they get the page views, I guess, Wikia is censoring what is supposed to be an open wiki to keep the content and unaware visitors on their site.

Go look at the recent changes on “Golariopedia” – just spam and crap.Of course, every once in a blue moon their deceive some new person to create an ID and submit some content, since they leverage Wikia’s reach to have better SEO than the real wiki.

So shame on you, Wikia.  If you don’t want projects to leave you, be better.  But holding onto the content and censoring mention of projects leaving you?  That’s evil.  Stop it. It’s deceptive and there’s more than enough of that on the Web without someone who used to be respectable contributing to it.

For the reader – use, and link to, the real Pathfinder Wiki.  Maybe we can reclaim the search engine rank for the real deal.

Jade Regent – The Brinewall Legacy, Session 5

Fifth Session (14 page pdf) – We decide to sneak into Brinewall Castle the back way and as a result get the dubious reward of hitting the boss monster first, a hideous tentacle god. There is much probing. Then we rescue a barbarian chick from some holding cells. And there is much probing.

When we got back to the caravan to rest, we got a kick out of trying to explain what was going on to the NPCs.  “The place is full of humanoids that are like Heckle and Jeckle meet Bullhead and they’re lead by a hellclown who loves live theater! But the fairy who’s not a fairy helps us.” I think they assumed we had been spending our time smoking crack in an abandoned ruin.

Them we did something either clever or stupid, we’re still not really sure in retrospect.  We reasoned there certainly had to be some kind of secret tunnel exit and we searched around for it and found one!  But it led us right to the entire castle’s boss monster – some kind of demonic flying decapus that farted on us and just about killed us all in one go.  Being tactics guy, I got us to fall back into a more constrained space where it couldn’t fly, and Harwynian really came through by Webbing it.  The endgame was really intricate – it was still getting spells in on us and we couldn’t really hurt it.  But then it Scorching Rayed at us burning a tunnel through the Web.  V’lk shot it and got a critical; Paizo crit cards (in the form of the iCrit iPad app) said “nerve center!” and it was stunned for the rest of the combat.  And I got to finish it with a Fist of the North Star quote. Then we pulled the hell out of there because we were really messed up.

Once we’re not bleeding so much, we reinsert and free an Ulfen woman from an ogre jailer. I tried to make Viking-nice with her and it seems like it worked, she joined our caravan, and it got us a badge!

Then it was just freeform dungeoneering in the castle.  Some high points:

Gobo finds a secret door that leads out into a maze of tunnels leading deeper down. Hiro says, “Must lead to the Darklands! Hey wait… I hope that “third vault” prophecy doesn’t mean, like, the third vault of Orv because that would be f*cked up.”

“Shut the door!” cries Hiro.
“He chopped it down!” replies Jacob.

Bjorn vomits helpfully on a troglodyte.

Bjorn goes first, singing the battle-song of his people (“I saw the sign, and it opened up my eyes; I saw the sign”).

Stairs continue up. Jacob says, “The hellclown is probably up there!”
Gobo replies, “But it was downstairs last time.”
V’lk signs “two.”
“Oh, you think there‟s two of them?” V’lk nods.
“Makes sense – it takes two tengu to tango!” says Hiro. He holds out his fist to V‟lk. “Blow it up!” V’lk declines grumpily.

We end with a nice cliffhanger – upstairs in a study we find the hellclown’s play, and Jacob just knocks it off the desk and bellows a challenge, much to our horror. Next time, we’ll find out what all responds!

Reavers on the Seas of Fate – Season Two, Twenty-Fourth Session

Twenty-Fourth Session (17 page pdf) – “From Sea to Shore” – Below the Azlanti island of Nal-Kashel, the crew comes across an ancient evil. Well, three, if you count their girlfriends. They’ve had it with having to fight them time and time again, and they come up with a drastic solution! Nothing will be the same after the season climax of Reavers on the Seas of Fate!

Well kids, the Teeth of Araska is in dire straits. The ship was captured by a Tentacle Monster, the crew enslaved, and the few free members are being mutated into weird fish-monsters by the island’s magic. After tampering with ancient magics, Sindawe, Serpent, Wogan, Jaren the Jinx, Gareb, and Slasher Jim head under the island to confront one of lost Azlant’s masters.

It’s not long before they get attacked by Samaritha and Hatshepsut, apparently under something’s mental control. This really presses the party’s buttons – Sindawe is pretty sure Samaritha is an evil mastermind and Serpent is pretty sure Hatshepsut is just waiting to betray them, so they don’t really treat them with kid gloves.  The feeling is mutual, however, and Hatshepsut totally wipes the floor with them until they slap a Protection from Evil on Samaritha to interrupt her domination!

All this time, Jaren the Jinx’s curse is in effect.  It’s diminished from its earlier more vicious form, but now it just triggers critical fails on a natural 1, using the Paizo critical fumble deck (well, the iPad app equivalent in my case).

They then hustle after Gerlach the fish-man alchemist (well, sorcerer; this is before the alchemist class was created).  That fight actually goes OK – he triggers a critical failure that summon an irate rhinoceros! For some reason the party is not very thankful; Wogan tries to stab a wounded Jaren and then once it’s over Sindawe nearly kills him with a spear. But anyway, the fight moves on to an aboleth’s prison, and it is a terrible shame that everyone makes their save versus its domination. So the boss fight wasn’t really the toughest of the adventure – one or two failed dominations and it could have been super bad.  Ah well, that’s the way the d20 falls.

And then, it’s over except for the looting, the intel gathering, the curing everyone of the taint, the freeing of the villagers and crew, the reclaiming of the ship, the complete looting of the town, and – the wedding!

That’s right!  After hearing about the legend that newlyweds that swim out to Wedding Rock for their wedding night are sure to conceive, Serpent and Samaritha tie the knot. They debate a little bit about whether they really need to swim all the way there from the shore, but in the end decide they’d best not mess with tradition.  Wogan marries them on the beach and they swim across to the island, and mate upon the rock under the stars.

Will the ancient altar allow even a serpentfolk woman and a human man to conceive? When serpentfolk have bore no young since Ydersius fell? Well, you’ll just have to stay tuned.

Meanwhile, voodoo goddess Mama Watanna possesses Hatshepsut; Sindawe jumps her bones before she can even deliver her cryptic goddess-messages.

And after all the festivities and they leave, the ravaging of Blackcove is capped off by the discovery of the murdered body of their temple acolyte.

And that seems like a great place to end our season!  Next season, the crew of the Teeth of Araska will venture out into the Arcadian Ocean to sunken Azlant in search of pirate Morgan Baumann and some pirate booty!

Jade Regent – The Brinewall Legacy, Session 4

Fourth Session (13 page pdf) – We hit Brinewall Castle and it’s full of dire corbies. As if those aren’t bad enough, then there’s mutant ogrekin and a hellclown! The hellclown that killed V’lk’s family! Run away! Run away!

Here’s his rendition of the hellclown (with the start of Brinewall Castle in the background)…

We’re into the eponymous part of The Brinewall Legacy, the first chapter of the Jade Regent Adventure Path.We start out with a reefclaw fight. I’ve mentioned before how stupid the aberration rules are – basically, since they prescribe certain stats due to universal monster rules, every bottom-dwelling mutated thing – reefclaws, otyughs, etc – all technically have quite good INT scores, like chess-playing level INT scores.  But of course they have no civilization and just lurk alone in holes and eat poo. Of course Bjorn especially feels wronged by all this; he took favored enemy: animals as a ranger.  And nothing is an animal. Oh, it might look like an animal – but no, it’s an “aberration” or “vermin” or “magical beast…”

Anyway, then we fought some dire corbies!  They are like Heckle and Jeckle on steroids. You may remember them from the 1e Fiend Folio. As we fought, I could not help but repeat over and over again to myself…

The raven sings
The raven saw
And in the corn
He sayeth, ‘CAH’

If they get you in the clear they pounce and get like five attacks on you. We learned our lesson from that and never let them get a head start to pounce again!

When we went into the castle, there was “grunting and meaty slapping” from a courtyard.  You might imagine what we thought of that.  When it turned out it was some mutated ogrekin wrassling, Hiro wanted to beat them down and take them alive. But when V’lk went running up to them he got one-shot KOed! There was a lot of yelling “You just got knocked the fuck out!” as a result. This excited Jacob who just started swinging his two-handed sword.  Luckily we managed to take them alive anyway.

After a vicious fight with an ogress, we met the boss – technically a yamabushi tengu, but as we don’t know that term we call him a “hellclown.”

He and his corbies chased us all the way out of the castle and we holed up in a building in town, injured and out of spells, but they found us.  I ascribe our survival to me taking a strong hand with tactics – I made Bjorn get in the door with me behind him with my glaive, and used my magical wakizashi to do a shield other on him. Everyone else shot out the windows as we cut them down one by one as they tried to enter; double attacks from us but spread out damage from them. Bruce didn’t really get many of the details in the summary (he Skypes in, so tactical combat is challenging for him). Whoo, it was a real sphincter clenching moment, definitely the fight so far that really could have just killed us all. But we’re not out of the woods yet…