Sanity Rules for Pathfinder from KQ

Kobold Quarterly has published some bonus material for their eleventh issue that has madness and sanity rules for Pathfinder/3.x!  Check them out.  [Edit: Part 2 is out too.]

I’ve used Sanity in D&D before.  I think these rules are OK, but there are three problems I have with them.

1.  A minor gripe – the Mind stat being the “best of Wis/Int/Cha.”  That’s a holdover from this being a conversion from a 4e article, you never do that “best of” stuff in 3.5.  I always used Wisdom exclusively.

2. They try to hew just a little too close to the Call of Cthulhu Sanity rules.  I like those rules, in fact when I do sanity I do it “largely” that way – 5xWIS.  But then they carry over some things I feel like don’t make sense in the average D&D game.  Penalizing starting WIS because of Knowledge skills is an example of “too much rules” and it’s even going overboard from Cthulhu- in CoC you only get this penalty for Mythos Knowledge, not just any occult knowledge.

3.  And then they put a lot of SAN loss – too much – for only mildly horrific creatures.  1d8 for dragons, outsiders, and undead and 1d12 for aberrations…  Even Mythos creatures generally did less. In CoC, undead are d4 to d8, byakees and Deep Ones are only d6…  It’s the Old Ones etc. themselves that have big SAN losses.  I think this approach makes it too much like “mental hit points” and doesn’t get the feel you get from CoC, where little stuff gets you a little, basically softening you up for the big horrid outer god.  I know it’s hard to do in an article but they need to vary it more, a musteval guardinal is going to hit you for way less SAN than some gnarly daemon thing.  The default SAN losses by creature type are way too high. Jesus, in d20 CoC the Dark Young of Shub-Niggurath are only d10, less than a carrion crawler apparently.

It’s not their fault, it’s just that the types are used too gratuitously in D&D.  There’s these Medium lobster critters in Golarion called reefclaws.  Dangerous, sure.  But they are aberrations instead of being magical beasts or whatnot.  Screws the rangers and now they are supposed to be super sanity blasting?  Maybe  if you don’t have any melted butter…

I do think the atrocity level of SAN loss is appropriate.  I’d like to see the list expanded; in my experience this is the best place from a storytelling point of view to deal with Sanity.  The list seems to “wuss out” and eliminate bad things characters can do.  Witnessing a murder or being tortured gets a SAN loss, but what about murdering or torturing?  One of the main points of using SAN is to show the consequences from being a big ass evil freak.

Six Great Places To Use In Your Game

As usual, courtesy of Cracked Magazine, The 6 Best Towns To Live In (If You Have A Death Wish).  You don’t need magic or “gateways to the elemental plane of fire!” to have a twisted Hellscape.  Dallol, Ethiopia is my favorite.  Acid lakes right below the surface!  148 degree heat! Although the place in Chile where it never rains and the little ground water is poison but the natives are immune is neat too.

These places will definitely have you breaking out the hostile environment modifiers from Sandstorm, Stormwrack, Spires of Xin-Shalast, and the like.

Preparing Image Visual Aids For Your Game

Last time, we talked about using character standees as visual aids in your game.  Well, I found out to my horror that it’s not all that easy to extract and prepare them, which is a pain.  Even images that are supposedly “player handouts” are often mixed in with text, rendered very small, or otherwise not very suitable (and though most of us have color printers now, who the heck has a color printer or even a scanner?).  And naturally, even if you’re rich and have the full Adobe Acrobat, most of the PDFs are password protected so you can’t just edit them and get stuff out (lame!).

Here’s the combination of free software and prep steps I use.  Don’t worry, I’m worthless when it comes to graphics stuff, I can’t make a good looking image to save my life.  But the manipulation you need to do here is extremely basic.

First, extract the images from the PDF.  I use the free program Some PDF Image Extractor.  It extracts everything, which is annoying – mixed in with the real images you’d like are a hundred images that are little bits of page decoration and whatnot.  But, it’s easy enough to delete them all.  Use Thumbnail view in Windows Explorer.

Now in many cases the extracted images will mostly be JPGs but there will be more annoying formats like PPM/PBM that Explorer thumbnail view, Picasa, etc. don’t understand.  Especially for player handouts, it seems.  I use the free program ImageMagick (available on Windows and Linux) to do bulk conversions.  “convert *.ppm pic-%d.jpg” converts all the ppms to sequentially numbered jpgs (I haven’t figured out how to do what should be the base case, which is just bulk convert every name.ppm into the same name.jpg without writing a loop in a script or something).

Oh, you’re not done yet.  A lot of the extracted images have black backgrounds.  Don’t know why.  I use the granddaddy of all free graphics programs, GIMP, to fix that.  It’s like Photoshop but free (available on Windows and Linux).  Anyway, you pull in an image that looks like this:

Void Images-500

And then you use the fuzzy select tool (magic wand) to select all the black and hit delete.  Play with the threshold to get as much of the black without getting any of the main image.  You may have to go select other black subregions (like the ones between clumps of hair in this case).  Clean up stray black pixels with the eraser.  Quickly you get:

Void Images-500Perfect.  I then slap them into Word, add a caption, and print.  I like to put it in landscape and use multiple columns, so I get 2-3 vertical strips when cut.

It’s a bit of work but generally you only have to do it once per adventure, and you get to reuse the NPCs a lot. Heck, once the Bestiary is out I’ll make one for each monster and those will get loads of use.

Sometimes you can do a quicker capture of one or two things simply by alt-print screening the Acrobat window, tossing into Microsoft Paint, and cleaning it up. You can also use the same general approach to make paper minis.

Anyway, power tips from the rogue’s gallery are welcome… This process is a bit involved and I bet there’s ways to do it in a more streamlined way.

I wish companies would provide galleries – a zip of jpegs, or at least an easy to consume PDF appendix.  All the beautiful art is getting seen only by the GM 90% of the time.  And having the image handouts, paper minis, etc. adds so much to the usefulness of the product.  And it’s not like there’s a reason to protect the stuff; you can get it if you want it but of course you’d expect to get in trouble if you reused it illegally in a product or whatever.

Using Images As Visual Aids In Your Game

I buy a lot of PDFs, especially the Paizo Adventure Paths where I get the PDF free with the book for being a subscriber.  I have taken to making a lot of printouts as props for my game.

It’s a shame for the players never to see the beautiful character art for the NPCs.  Or else you have to fold the book over, hand it around, and tell them “Don’t look at the stats on the same page!”  We’ve done that, and it’s time-consuming, sometimes hard to see when the DM just waves the picture around…

Also, I get a lot of “How do you spell that weird character name?!?”  So I’ve cut to the chase, and before a game session I create a bunch of printed strips that I can fasten to the outside of my GM screen with binder clips (bulldog clips to you Brits).  It’s sweet – when the party meets their new buddy Saul from the Second Darkness adventure Shadow in the Sky, and I whip this out and clip it to the screen:

Saul

Then in later scenes, I clip whoever’s present to the screen.  It provides great visual cues of who they are talking to and what their name is, cutting down on the “Tell…  Sully, or Slim or whatever… that we accept!” And too often PCs forget NPCs that are even in their party.  Have you ever had a PC group say, two combats later, “Oh yeah, what about your follower Gerald?  I guess he’s been tending the horses or something.”  Out of sight, out of mind.  Even if you don’t have images, at least print out the names and post them up.  (As an aside, we find ourselves doing this at work for people on conference calls – it makes it easier to remember them and incorporate them into the meeting.)

In many published adventures, there’s images for the vast majority of the important NPCs, and when there’s not, Google Image Search comes to the rescue.  “I need a half-0rc wizard.   Hmmm… <types “half-orc wizard” into Google Image Search>  There we go, the first result!”

Now, there aren’t *that* many easily findable images online.  So this may not work forever, but certainly is enough for important NPCs.  And if you make a habit of ripping them you can have a library of ready-for-home-use images.  You can probably reuse them judiciously in other campaigns.

Extracting and preparing them for use isn’t as easy as it could be.  Next time, tips and tools for preparing these little beauties.

I Like Random Generators

As I prepare to unleash my PCs on a new city tomorrow, I am prepping up a storm.  I hate being caught short without NPC names and descriptions.  Luckily, there’s a lot of nice random generators out there that can provide you with an invaluable list of a dozen or so ready to go people.  Then, you just pull the one out of the top five or so that seems most applicable to the situation, whenever the PCs grab some random bar patron/messenger/guild thief/whatnot aside and you want them to be more than a stock nameless/faceless prop.

I’m using the Seventh Sanctum description generator and a Yet Another Fantasy Name Generator, freely mixing and matching for first and last names.  In short order, I have a list of potential NPCs like:

Angborn D’Evrona

This serious gentleman has large eyes the color of blue tropical waters. His luxurious, straight, brown hair is worn in a style that reminds you of a fluttering flag. He has a slender build. His skin is china-white. He has small hands. His wardrobe is sexy, and is completely gray.

Now, they do start sounding weirdly the same, so you have to finesse them in use, but it’s a great starting point that saves me thirty seconds of trying to remember some guy I ran into at the grocery yesterday to use as a good NPC description starting point (though that’s also a good exercise; over a week note down your first impressions of people you run across for later use…).

As a second pass, I use Chris Pound’s name generator to get some epithets to sprinkle in, and edit the descriptions to include styles it clearly doesn’t have (e.g. people have hair or are bald, but there’s no balding/thinning people, so I edit one of the bald guys to be partway…)  But what if a couple of these guys end up needing stats?  Well, Myth Weavers has a random NPC stat block generator.  I throw in a second level male rogue, and get:

Tahir, male human Rog2:  CR 2; Size M (5 ft., 10 in. tall);
HD 2d6+4; hp 16; Init +2; Spd 30 ft.; AC 12; Attack +2
melee, or +3 ranged; SV Fort +2, Ref +5, Will +2; AL LE; Str
12, Dex 15, Con 14, Int 10, Wis 15, Cha 8.

Languages Spoken:  Common.

Skills and feats:  Appraise +2, Decipher Script +3, Disable
Device +2, Disguise +4, Gather Information +4, Hide +6,
Intimidate +3, Knowledge (Local) +3, Listen +4, Move
Silently +7, Sense Motive +6, Spot +9, Use Magic Device +2;
Alertness, [Evasion], Weapon Finesse.

Possessions:  2,000 gp  in gear.

Primary motivation: Boredom. The character has no other
reason than their life is otherwise uninteresting.

Secondary motivation: A deep hatred of the Evil. The
character's hate runs deep, and dominates their personality.

Recent Past: The character has been visting a friend in
Verbobonc.

Helpful!  Obviously there are little bits to change.  But there are great bits too; sometimes random generation is awesomely wise.  This guy is LE but is motivated by a hatred of evil!  That’s a great character hook, an interesting “I’m not evil, I just use these harsh methods to combat true evil” thing.

I want the perfect Pathfinder random generator.  Pathfinder, and Golarion, are so new there’s not really good generators tuned for their ethnicities and suchlike – specifically Chelaxian names and descriptions, specifically Varisian, et al.  And all these generators do one thing and not the other – some do good names, some do good stats, some do good descriptions, some do good personalities – but none do more than 1-2 of those at a time.

My wish list:

  • Support Golarion (and other) ethnicity naming schemes.
  • Support Golarion (and other) ethnically tuned descriptions.
  • Support Golarion (and other) locations – for example, we know the general racial/ethnic makeup in Taldor, so let me roll a random Taldan!
  • Support Pathfinder (and other) stats
  • Do name (including epithets), stats, description, and personality.
  • Let me fix anything I want and then randomize anything I want.  If I don’t want to pick race, roll it for me.  If I just know I need a redhead, or a female rogue, or someone named “Bart,” pull the rest.
  • Let me do a little multiple choice – often a randomly generated NPC has bits of “bleah” in them.  Gen maybe 5 choices for each field into a popdown, and if I don’t like something I have a quick-pick to modify.

Eighth Alternity “The Lighthouse” Session Summary Posted

Eighth Session (14 page pdf) – We return from a six-week hiatus to our Alternity-based campaign aboard the space station Lighthouse!  First, half the players were gone, then the GM was, but now we’re back on track.

Back on the Lighthouse, a gambling scam leads into a mystery.  The hot naked chick from Session 1 is back, and is accused of murder and sabotage!  Needless to say, we all vie to prove her innocence.  Cops!  Aliens!  Spies!  Massage parlors!  All we’re missing is Lennie Briscoe.  WE MISS YOU JERRY!!!

The gambling tournament was run by the GM completely off the cuff.  It was fun, though a bit anticlimactic when we all washed out.

I want to brag on myself about our escape plan after robbing the gamblers.  I read the Lighthouse supplement way back when.  So were in this massage parlor playing cards, and the pirate captain lady came up and started talking about stealing the money – and I totally had this flash from the past and asked, “Wasn’t there some massage parlor on the Lighthouse that has a hidden airlock in it?  Is this the one?”  Well, it was.  “Hey, baby, how about you get someone from your ship to bring some spacesuits over to this airlock.”  Ding, automatic escape plan!  All the other players looked at me like “Where the hell did you pull that out from?!?”  Setting details FTW!

Then the murder mystery was fun.  Though when Chris (Rokk Tressor) theorized that someone had just incinerated a piece of the alien chick to put her DNA at the scene and was really rendering her, Paul (the GM) replied, “No, but that would be a better plot than this one!”  We’re happy Angela Quinn is back, we really enjoyed that first adventure where we were motorboating around Bluefall with her.

Oh, and we’ve levelled up – check out my warlion at level 5 and the Captain at level 4!

Reavers on the Seas of Fate – Third Session Summary

Our aspiring pirates get their first taste of honest ship-to-ship combat in the third installment of our Pathfinder campaign, Reavers on the Seas of Fate – “Water Stop.”

Third Session (12 page pdf) – The crew of the Albers goes foraging on an island to replenish their stores, and comes across some escaped slaves.  Of course, the Chelaxian naval frigate bearing their former owner arrives shortly thereafter.  Just as they discover a goblin pirate ship!  It’s hot three-way action in a naval boarding action.  And then it’s off to Riddleport!

This was a stretch session.  I had planned for them to get to Riddleport and get into that this session, but the character who has lived in Riddleport and has most of the hooks for them wasn’t going to be there.  So I figured I could expand the travel part enough to fill a session.

Leafing through some random supplements, I found a couple things that struck a chord.  In WotC’s Stormwrack, there is an adventure called “The Sable Drake,” basically an encounter with a goblin pirate ship.  I had thrown some canoes full of goblins at the PCs last time, supposing they came from a village on the nearby island.  By converting those to goblins on two ship’s boats from the Sable Drake, it was a lead-in.  Then in Atlas Games’ En Route II: By Land Or By Sea, there’s an encounter called “Water Stop” detailing some escaped slaves hiding on an island; the PCs meet them and then their old master shows up looking for them.  This was perfect; I wanted to start pulling in elements from PCs’ backgrounds, and most of them have a beef against the Chelaxians.  Ox had been the slave of Captain Marcellano, a Chelish seafarer.  Thus I mixed the two together.

It wasn’t too hard to convince them to go onto the island and poke around; they thought maybe the goblins came from there and they’d get to kick some more ass.  They came across the slaves and managed not to kill them (the way the encounter’s written is that the poorly armed commoner-type slaves surround the PCs and try to get them to surrender to figure out if they’re likely to rat them out; somewhat dangerous in that often PCs take any manner of threat as an invitation to maximum overkill).  The slaves tell them about a “weird black ship” in a hidden cove and then the Chelaxian Navy ship Raptor appears and approaches the Albers to see if they have seen some missing slaves.  Soon, they’re both going after the goblin ship, who the PCs finger as having drug off a bunch of escaped-slave looking people.

Really, the tough part about all this was that in Golarion, goblins are all total meatheads.  It was hard to believe they could pilot a ship, even with a wererat captain and a handful of adepts.  But hey, you work with what you’re given.  I changed them substantially from the “leet ship” in Stormwrack to a barely actionable converted fishing ship.

In the end, everything worked out for the PCs and the slaves.  The PCs hoped that the goblins would whittle down the Chelaxian marines enough that they could take them; they were quickly disabused of that – one of the things I wanted to get across before they took  up their future life of piracy is that the Chelaxian navy is no one to screw with. They were pretty sober as the goblin ship took three massive broadsides and sank to the bottom.

The noble was Marcello Marcellano, the son of the guy who owned Ox.  I expected him to go to greater lengths to try to kill him, but he played it cool.  A shame, I built a pretty good 4th level swashbuckler using the new class from Tome of Secrets (Adamant Entertainment) and the duelist feats etc. from Way of the Duel (Sinister Adventures).

They went back and started diving the goblin ship for loot…  It was funny, they encountered a reefclaw and after beating it all borked their Knowledge: Nature checks so that they were “sure those things live in large colonies!”  (They’re solitary).  They made the checks in the open and came up with the alternate interpretation themselves.

Selene, Vincenz, and Thalios Dondrel son of Mordekai are now at large in Riddleport as well, so I’ll have some good NPCs the PCs are very familiar with to use.  Next session’s based on Pulp Fiction!

Request for Comment: Hero Points

Or whatever you want to call them  – Action Points, Fate Points, Karma Points, Plot Points, et cetera.  For reference here’s a good but somewhat dated summary of a bunch of hero point mechanics by John H. Kim.

Here’s the deal.  I want to use something like this for my new Pathfinder campaign.  We’ve been pretty constantly using the Eberron “Action Point” mechanic (Eberron Campaign Setting, p.45) in all our group’s campaigns since we saw it.  You get 5 + 1/2 character levels of them, and they let you add 1d6 (or best of multiple d6 at high levels) to a roll before you know whether it’s successful or not.  They work pretty well.  But I’ve begun to be dissatisfied with them.

I noticed it some in Rise of the Runelords and even more in Curse of the Crimson Throne that we’d end a level with a lot of action points left over.  There were a couple reasons.

1.  You would hoard them “just in case.”  This was somewhat mitigated by them refreshing every level, but you didn’t know when you were going to level.

2.  They didn’t do all that much – you wouldn’t use them unless you were ultra desperate or thought you were within 3 points of the DC you needed.  As levels get higher and numbers range more widely, a lot of the time you knew there was no point in using the action point on a given miss.

3.  Because of the inconsistency of the core D&D mechanic in terms of what is a d20 roll you are making and what isn’t, you could use them to make a save but not to not get hit in combat, so their utility in saving your bacon was reduced.  Though you can use an action point to stabilize when at negative hit points, again as levels get high it’s rarer a shot lands you in that magic 10 point range; it’s more likely to overkill you by like 30 points when it comes.  D&D 3.5e number scaling past level 10 is a cruel mistress.

4.  The APs tried to give hero points of their own, like Crimson Throne had Harrow Points that gave bonuses to a different stat with each chapter.  This was frustrating in and of itself when the stat was a poor match – as a priest, fighter, and ranger was the party most of the time, I was the only one to use the Wis and Cha boosts.  But it also created a “too many different boost points” problem and they got totally forgotten most of the time.

5.  It was a buzzkill when you used one and still didn’t make the roll.

We’re also playing Alternity, which has Last Resort Points.  These points are better in some ways.  They’re worse in that you get from 0-2 of them and they don’t regenerate with level, you have to buy more with XP, which means they’re too scarce.  They’re much better in that they just flat turn a failure into a success (or boost a success to a higher level of success).

Also, some systems (like PDQ Sharp’s Style Dice) let you use such points to make actual narrative plot changes with points.  “A Chelish warship appears on the horizon!”  “Our old ally Vincenz shows up!”  “The dungeon passage collapses!”

So there’s a couple different axes that a hero point mechanic can work on.

  • How do you get them/how do they regenerate?  (Buy with XP, when you roll a crit, when you roll a fumble, when you do something cool, when you act according to some character trait, when you level, every game session, per adventure)
  • What can they do?  (Reroll, small fixed bonus to roll, small variable bonus to roll, large fixed or variable bonus, automatic success level upgrade, change plot/world, activate powerz, make a save/get missed/soak damage, get init or an extra action)
  • When can you use them?  (Before you roll, after you roll but before you determine the result, after you determine the result)
  • How many does someone get and how often can they use them (anytime, once per scene, once per session, something else)

Here’s what I’m thinking about doing.

First, I want the points to “do more” – ideally fully turn a miss into a hit or whatnot, not add on a small bonus.  Seems to me that the mechanic’s not worth having unless it does this much; otherwise it’s a lot of fiddliness (and worse, a breaking out of immersion) without enough punch to justify it.  So one option is that the points are fairly rare, but can:

  • Turn a miss into a hit
  • Turn a hit into a crit
  • Turn a hit into a miss (usually, if you’re the one getting hit)
  • Turn a crit into a hit (same)
  • Make a save
  • Make a target fail their save (maybe…  but maybe not.  With save-or-dies seems too powerful.  Maybe make a target reroll their save.)
  • Bypass SR
  • Override a bad condition (possessed, feared, paralyzed, etc.) for a round
  • Otherwise “save your damn life” somehow

However, one of our group has an interesting alternate proposal – that the points go up in efficacy as you use them.  First point you use is a +1 (or -1 on an opponent’s roll).  Second point, +2.  And so on.  This is a clever way to both ramp up effectiveness over time (I’m neutral there) and to discourage hoarding (I’m very on board with that).  It does mean that eventually the points become worth +20 or more, at worst that reduces to auto fail/success but in higher level 3.5e play it may still not be enough sometimes. It is a little more fiddly though, they have to be strongly paced at about two per level.

I’d also like them to be usable to make narrative changes, with DM oversight.  Any kind of hero point is already stepping outside the simulation for an explicitly narrative concern, so in for a penny, in for a pound, I figure.

In general you should give them for behavior you want to promote.  I don’t really like giving them for crits or whatnot, that seems too random and also generates undesirable interactions with crit feats.  I’m doing slow advancement in this campaign, so there’ll probably be a couple adventures per level.  I plan to call them “Infamy Points” to match the pirate theme.  Perhaps give one per level and one per adventure, to semi-reflect the character becoming more bad ass and feared and… infamous.  Maybe bonus points whenever anyone does something spectacular that could rightfully be said to raise their infamy level.

I’m also considering having the Infamy Point total be used as a bonus to certain Intimidate/Bluff/Diplomacy rolls as a kind of raw fame and deadliness bonus, though the problem is that if you get 2-3 per level that bonus gets out of control.  Maybe a bonus equal to unused Infamy Points?

What do all of you think?  Do you use any kind of hero point mechanic?  Do you like lots of them with wimpy bonuses, or fewer with more guaranteed results?  Have any clever ideas for me?

Reavers on the Seas of Fate – Second Session Summary

The second session of our new Pathfinder campaign, Reavers on the Seas of Fate, went off like gangbusters.  Hearken to “The Tale of the Sea Bear.”

Second Session (15 page pdf) – Insanity and chaos reigns as the crew of the Albers investigates the derelict Sea Bear.  Soon, they are turning their suspicions against each other.  And then, things get out of hand.
Later, the survivors struggle against the uncaring sea and the fury of random encounters!

This is the second part of the intro adventure I was running as a heavily modded combo of Maiden Voyage (3e, Atlas Games) and the new Mysteries of the Razor Sea (3.5e, Sinister Adventures).  In this episode, the PCs board a ghost ship that had its mainmast replaced with a native totem pole.  As you might expect, things started getting weird fast.  I was impressed with how much the players went with it – I started passing them notes about “You think person X is acting suspicious” and they just up and started stabbing one another.

Fun scene – Ellis went running down into the hold to stop Ox and Bull, and Ox failed a Perception check so he got “a figure suddenly looms behind you in the hold!”  He stuck his pike right through the poor sea dog’s chest.

The biggest DM dilemma I faced was when the PCs had the good idea of tossing the skeletons overboard.  The skeletons, incidentally, were the new Pathfinder “bloody skeletons” that have fast healing.  I had the totem pole raise them back to full unlife with two rounds of its drumming (it couldn’t attack with animated objects during those rounds).  So Chris, quite innovatively, dumped them overboard when killed.  The big question – can a skeleton swim?  I ruled yes just to keep the heat on, but await the rogues’ gallery’s dissection of the physics involved.

I’m really happy with how the NPCs are working out.  Thalios Dondrell and Vincenz especially are being treated like “real people.”  In find that by portraying NPCs as competent, but not infallible Mary Sues, PCs respect them – it’s just that most NPCs you meet in games are such one-dimensional chumps, they don’t get that.

After the ghost ship, a pretty large percentage of the crew was dead, including the navigator.  I am using a combination of the Stormwrack (WotC) and Broadsides! (Living Imagination) sea/shipfaring rules, so as they wandered the seas they exercised their skills trying to follow the charts and keep safe and on course as storms hit.  They weathered a big one, but got blown somewhat off course and got their rigging fairly jacked up.  They’ve come up on some islands they think delimit the Gulf of Varisia and stopped in a cove to refit, and had a more lighthearted combat with a dozen demented goblins.

I love the Paizo take on goblins; they are well and truly insane.  Dangerous in their way, but spend half their combat actions running around like butt monkeys instead of actually fighting.  One clambered up to the crow’s nest and was doing the Pantsless Goblin Victory Dance over the shrieking Old Pete when Ox finally got to it.

Seems like everyone enjoyed themselves!  Wogan was happy to get a wheellock pistol off the dead captain of the Sea Bear, Serpent was happy that his snake had the biggest kill count in the goblin fight, Ox liked being able to go nuts and kill allies, Sindawe liked the massive combat, and Blacktoes… liked fleeing a lot, I think.

As a final bonus – it turns our our group played Maiden Voyage once before!  I didn’t remember because I was a player then and GMing now, and it was like four years ago.  Here’s the session summary of our Eberron party going through Maiden Voyage! I think you’ll see some similarities and some differences…

Fantastic Fest – District 13: Ultimatum

District 13: Ultimatum is the sequel to the French parkour-and-martial-arts movie District B-13 (or “Banlieue 13” in Surrender Monkey), both by Luc Besson.  It pretty much follows the same formula – the French government’s gone all wrong and it takes two scrappy hunks from the wrong side of the tracks to flex some sense into it.

David Bell (Leto) is a miscreant who engages in minor vandalism and major free running, and his buddy Cyril Raffaelli (Damien) is a cop who loves him some martial arts.  As usual, the government/elite cops have a plan to kill all the poor people in District 13 by killing some cops, and putting them in gangland, and provoking a mass riot, and then getting the prime minister to bomb B-13 back into the Stone Age.  Damien and Leto have to evade and/or beat the snot out of 200 riot police and unite the five quite colorful gang leaders of the district to show the video of the shooting to the prime minister and stop the scheme.

The main problem is how unrealistic the plot is.  I mean, since when does having cops killing innocent people, even on video, result in anything other than “the officers were later cleared in the shooting…“?  Must be a European thing.  No, the plot is just an excuse to have cool stunts and fights.  And they’re pretty cool.  This movie focuses more on Damien and his martial arts then Leto and his parkour.  The fight scenes are nice and brutal, and like the previous movie they eschew CGI and wires for good old fashioned muscle-and-sinew work.  I wish there was a little more variety in the fights though, they are almost exclusively against faceless uniformed cops who stream out of everywhere like ants.  A couple mook fights are good in a martial arts movie, but I felt like the boss fights were lacking.  The pace is pretty good and it’s not allowed to lag too much before the next explosive action scene.

Like most Besson franchises, there’s a little bit of diminishing returns at work here; the action isn’t as novel and the fact that the plot is so much the same as the first movie erodes a little of the “dumb, but WOW” calculus of the original.  It is still fun, though, and listening to the French prime minister wax poetic about “liberte, egalite, fraternite” is inspiring.  In the end, I’m glad I saw it, though it’s not revolutionary it’s solid.

Meet the Reavers – Wogan, Chelish Sea-Priest

Wogan, Patrick’s character, is a hearty priest of Gozreh.  Everyone especially loves his illustration and it causes Chris to imitate Yosemite Sam-style pistol firing anytime Wogan makes a pronouncement.

Wogan

woganWogan is a Chelish man of average height and a bit more than average weight.  Intense black eyes and a full beard braided into tendrils tied with small white bows are his main features.  He usually wears a vest and blue and white vertically striped pantaloons.  When expecting trouble he dons his blue-green studded leather armor, a pair of pistols, boots and his trusty trident.

He was born in a small fishing village near the southern end of the Arch of Aroden.  His father died when Wogan was young, lost to the sea.  His mother lived with his elder brother’s family.  He has a younger sister whom he hasn’t seen in years as she was married to a man from the Chelaxian interior.  After his mother died, there was nothing holding Wogan to his small village so he signed up with the first passing ship as a healer and sea-priest.  It’s easy enough for him to find work; every ship wants a Gozran priest if they can get one.

Wogan’s hobbies include fishing, drinking, and placating the fickle god Gozreh.

Meet the Reavers – “Serpent” Ref Jorenson, Ulfen Druid

Paul was our GM for the last couple Adventure Paths, but he gets to play this time!  He decided to go with an Ulfen character, the Viking analogue in the world of Golarion.  This somewhat-crazed druid is definitely pirate material.

Serpent Jorenson

serpent“Serpent” Ref Jorenson is an Ulfen man with pale skin that never tans or burns, pale blue eyes, and dark hair.  He is very tall and long of limb and tends to hunch over, making him seem very spiderlike when he moves.  His combat gear is a scimitar and  hide armor.  He has a very large pet constrictor snake called Saluthra.

His father, a man from the Lands of the Linnorm Kings, seduced his mother,a beautiful traveller, when he was young; a year later a baby was deposited on his doorstep.  Rumors tell that the woman is a witch or fey from Irrisen.

Ref felt a strong pull towards the sea all his life.  The song of Gozreh compels him to wander the land and sea.  He loves to spin tall tales.