Tag Archives: D&D

Reavers on the Seas of Fate – Session Summary 20 Posted

Twentieth Session (10 page pdf) – “The Lower Temple” – As the party continues to wind deeper into the ancient serpentfolk temple beneath Viperwall, there’s investigation, puzzles, and loads of undead threat.  Then the group faces the avatar of the semi-dead god Ydersius.  Death looms near for our favorite Ulfen snake lover…  All in the latest installment of Reavers on the Seas of Fate!

Beware, there are plenty of spoilers for Green Ronin’s Madness in Freeport adventure, from which the serpent temple was taken.  And you may want to brush up on the previous couple summaries; there’s a lot in here that ties in with previous events but it’s not expanded on in the summary all the time.

After many levels of the “Upper Temple,” what was the human area of Viperwall, the Reavers have made it down into the “Lower Temple,” of ancient serpentfolk provenance.  And it’s big.  Last time they hit four of its levels, and each one gets larger as they descend. This time, it’s levels five and six.

I think it was a bit unexpected to the PCs that the shadows (which usually attack them) of the serpent men (which usually attack them) were only sometimes hostile; mostly they were caught in their own mildly crazed, shade-trapped existence and the group talked with some of them, ignored some of them, and fought some of them. It was a lot more interesting than a “kill a billion shadows” dungeon crawl.

Here’s one weakness I have though – I’m terrible at riddles.  I knew the riddle in the scenario sucked, but I couldn’t think a better one up (and had been off the plane from California for only like 8 hours when I had to run the session and hadn’t had prep time to search something out).  And it was made worse by Wogan legitimately guessing “egg!” even before Sseth spouted his riddle (fricking Gollum…).  Ah well, an easy win for Wogan.

The group finally released the high priestess trapped in the mirror.  She’s from thousands of years ago.  In traditional adventurer style they went through fits of just wanting to kill her and take her stuff despite her not being overly hostile (she wasn’t overly friendly either – last time she knew she was high priestess of a huge civilization, and now suddenly she’s among a bunch of scruffy nerf herders in skull makeup looting the place).  They settled for beating her down and taking her stuff.  Things were going OK with only threats of violence until Serpent rolled a 1 on his Diplomacy roll trying to convince her of the situation; that made her decide they were just tomb robbers.  Her high level spells are gone since her god is mostly-dead (they nearly crapped themselves when they realized she tried to cast dictum on them) but her low-level ones and her serpent style kung fu made a decent showing of it.

I am up for suggestions here actually – so far she’s still with them, and I’d like to depict well someone who is from a wildly different, ancient culture.  She only speaks Aklo of course, so communication is only via Samaritha (and Serpent, in this chapter) – I’m trying to come up with less verbal stuff for her to do – I don’t know, weird habits, eating rituals, smacking people for weird stuff – to help depict that she’s very different.

The snake fight is short in the summary but the thing did horrific amounts of damage to people – bite, grab, and constrict and away go the hit points.  Serpent had to spend an Infamy Point to not die (he wanted to get a lot more out of it, but he waited until he had taken enough damage to go past -10, so an emergency save is all it got him). I think Sindawe might have spent one too.  Well, that’s what they’re for.

In the end, they broke the curse, freed the shades of the serpent priests, collapsed the temple, and got the idol!  Wictory!  So now with idol and priestess in tow, and a delay poison wand to get them safely past the poison gas the ruin weeps outside, they’re heading out to return to Riddleport and prevent the arcane nastiness!  But it’s not going to be that simple…

Reavers on the Seas of Fate – Session Summary 19 Posted

Nineteenth Session (10 page pdf) – “Viperwall” – The ancient human ruins of Viperwall give way to even more ancient serpentfolk ruins beneath.  And a shadow-cursed high priest of that race asks Serpent for help!   Traps, shadows, demons, and ancient artifacts abound, but there is nothing more dangerous than another PC.  Check out the hot PvP action in this installment.

This episode is a good example of how to successfully weave together published scenarios into a campaign.  I combined two adventures as part of the dungeon – Beyond the Towers, a Green Ronin adventure, which served as the layout for the swamp and the human temple of Viperwall, and Madness in Freeport, which gave us the subterranean serpent temple.

Where they have elements that support your themes – like the shadows in the serpent temple – you keep it.  Where they have elements that don’t – like the lizardy guys BtT placed in the swamp – you change it (to boggards, the classic Varisian swamp threat, in my case).  The players were surprised to find out that the upper/human temple and the lower/serpent temple were taken from completely different adventures, and that’s the way you want it.

The PCs faced some decent fights this session, but the biggest one was when Wogan got dominated by a statue magic trap thingy and unloaded on the party.  He wasn’t going to kill anyone, but they had to be careful with hurting their priest, and he was blowing valuable spells and channels on them.

Next time, the dungeon crawl reaches its conclusion!  I am not really a huge dungeon fan, truth be told, but they’re good as one element in a complete mix.

Reavers on the Seas of Fate – Double Session Summary (17 and 18) Posted

Seventeenth and Eighteenth Sessions (14 page pdf) – “Fleeing Riddleport” and “Beyond the Towers” – In this special double summary, the PCs flee Riddleport with shadows, gendarmes, and half-orc enforcers on their heels.  Samaritha suddenly comes out with a whole bunch of information about how they need to go to an ancient ruin deep inland in Varisia called Viperwall.  They are suspicious, but go anyway.  The trip is pleasant, and an old voodoo mambo living in the swamp gives them some aid.  Then, it’s into the ancient trap-infested ruins of a lost culture!

Seventeen

Sadly, Session Seventeen’s original writeup was lost in an untoward laptop OS reinstall incident.  We put it back together as best as we could, but of course it is a bit more brief.  The PCs fled Riddleport after discovering all the crime lords voted to have them whacked.  The group disagreed as to how guilty Saul was in all this.  Some felt that he had betrayed them and should die; others felt that he was stuck in a situation where he had no choice and did the best he could.

The trip, though reasonably uneventful, was fun.  There are two things that PCs can’t get enough of – shopping and goblins.  I had the new Adventurer’s Armory book and threw in some random weird stuff for them to find – naturally, they bought about everything.  I think their favorite was Sindawe’s purchase of a set of cold iron brass knuckles crudely engraved with “Elf Puncher” – ELFPU on one hand and NCHER on the other.

I don’t let PCs buy just anything they want; common equipment is readily available but if you’re looking for people to have unusual stuff (especially magic) “on hand” then there’s a lot of random chance involved.  You can commission things, if you plan to be around and not be dead or in jail in a week or so, which is a sadly uncommon state for player characters.

They then had a pretty calm trip upriver. So calm that they were getting a little stir crazy, when a batch of goblins appeared.  They were all stuffed into a washtub they were using as a boat to tow a bloated cow corpse somewhere.  There was a fire going in the tub for unspecified reasons.  This captured the PCs’ imagination like no one’s business, and they ended up betting on who could shoot the most goblins.  There was zero danger in this encounter; goblins are incompetent in general and they only had a couple bows between the lot of them.  Good old redneck style fun.

Everyone really enjoyed the session.  I find that to often be the case – shopping and travel and the other “mundane” parts of life bring out the role-playing and world immersion in folks, and they really get into it.  It never fails to surprise me, but in previous campaigns as well I’ve had PCs have a great time going through bazaars and shops finding random stuff to buy.  It’s a popular recreation in real life too, I reckon.

Eighteen

I had a little fun with this one.  After the previous session, I remembered the other thing besides shopping and goblin abuse that groups always love – and that’s hating gnomes.  Nilbog the trapper is the typical crazy gnome, and I borrowed liberally from various movies to spice it up.

Nilbog’s Trapper Song was taken from the awesome Cannibal: The Musical (Trey Parker’s first feature length film).  Watch it to get the full experience!  (I replaced “Eskimo” with “Wendigo” to make it more Golarion friendly but otherwise it was usable as written!)

And his crazed raccoon and trunk full of rabbits in his boat was taken from another great movie, Thunderbolt and Lightfoot (Clint Eastwood, Jeff Bridges).  Start watching about 4 minutes in:

And to be honest some of this adventure was inspired by the Disney movie “The Princess and the Frog.”  The voodoo mambo who was living in the boat in the tree was inspired by Mama Odie,

and Glapion is inspired by Doctor Faciler (at least in part).

As you can see, the cinematic inspirations you use can be pretty far flung…

More next time!

My RPG DNA, Part 2: The Early Memphis Years

Last time, I talked about my early gaming experiences in junior high/high school in Texas in the ’80s.  Star Frontiers, Red Box D&D, and AD&D, almost always DM, with some diceless, PvP, and single player action mixed in there.  College, nothing except about two nights of a Basic game (oh, and one visit to OwlCon, where I played in an extremely amusing Paranoia game – one of the other players was such a twerp that when the Computer asked us all who the traitor was, the entire rest of the table pointed at him without hesitation).

Part 2: The (Early) Memphis Years

After college, I moved to Memphis, Tennessee for a job with FedEx corporate IT.  At first, I didn’t know anyone at all (let alone gamers) and Memphis wasn’t exactly a happening gaming mecca.  In fact, it took me a little while to get used to Memphis in general – I came from the Houston area where there were all kinds of people, but in Memphis at the time there were pretty much two kinds, black and white, and to my horror there were seriously billboards up saying things like “say no to racial violence.”  I remember wanting a specific classical CD (this was the era of huge music stores, before Amazon, you whippersnappers) so I opened up the Yellow Pages and found the biggest ad for a music store, a Sound Warehouse.  I called them up, and I knew whatever clerk I got wouldn’t be able to tell me if they had what I wanted (Karl Orff’s De Temporum Fine Comedia, for the record; I was in a production of Carmina Burana in college and was looking for more stuff by the guy) so I just asked “Hey, do you have a separate classical music room?”  Many of the big music stores of the time had a separate little classical room where the whatever they were playing in the main store didn’t penetrate.  The clerk on the phone paused a moment, and finally said, “You’re not from here, are you?”  So suffice to say, “geek stuff”, along with most things associated with “book learnin’,” were in short supply.

Anyway, through work I met some geeks, and after about a year someone heard about this new card game, Magic: The Gathering.  We all got into it about Fallen Empires time and started to play and amass cards.  (I just found my big ol’ boxes of cards in my garage, actually, if anyone’s buying!)  Then, a British contractor we were hanging out with (“Mind if I kip on your floor?”  “Uh…  Will that leave a stain?”) decided he wanted to run some Runequest for us.  We all readily assented;  the Indian contractors kept making us play cricket and it was a welcome change. In true UK fashion the games were short and brutal.  But that planted the seed.  A little while later, while we were all playing Magic, I got fed up and said, “We’re spending enough time and money on this we might as well be doing REAL roleplaying and not this card game crap!  Who’s with me?” And they were.

Back Into Gaming

I had made a network of IT friends through work and a network of medical student friends through my roommate, a med student I had known from Rice.  A quick canvas revealed that a lot of these folks had either gamed before or were up for it.  Big Mike, Kevin, and Tim came from one side of the family and Robert, Suzanne, and Little Mike came from the other side.  They were the mainstays, but there were other visitors (Jason, Joy, “sweating out the mushrooms” guy…)  And we were off to the races.  I was still mostly the DM.  We played Second Edition AD&D, and we found it cool.  More coherent than the brilliant but fragmented “Here’s some harlots!” approach of AD&D 1e, and with more meat to it than Basic, we played the heck out of some 2e (although 1e adventures were often drafted into service with little or no conversion, since the 2e adventures kinda sucked).

We all played Second Edition for a while, mostly at my Midtown apartment, and it was good.  But the best was yet to come.  Memphis was getting better – I got more used to it, and it’s definitely a place that is much better if you know the scene, but also it was growing and becoming more diverse and advanced.  And also, I made a great new friend, Hal!  Hal knew Robert and had just moved to town; he needed a roommate and Robert, my previous roommate, married Suzanne, so we moved in together and fell in geek love.  We got into anime, Hong Kong movies, roleplaying, et cetera in spades.  We went to Gen Cons, Tenncons, and MidSouthCons.  Spending so much free time doing that stuff, we really began to branch out, and one of the first things we did was to escape the “D&D Ghetto.”

Out of the D&D Ghetto

Second Edition was getting long in the tooth and the stuff coming out for it was increasingly bizarre.  And it’s not like I hadn’t played other games before, but of course D&D was always the common denominator that you could find people to play.  But with two of us, we went nuts, and luckily there was a whole wave of stuff coming out at the same time.  Fading Suns, Feng Shui, Alternity, Call of Cthulhu (5e), and dozens more.  We hit Half Price Books, game auctions, etc. and my bookcase swelled with different games in every genre.  I was positively indiscriminate.  It was great, being exposed to all kinds of different games, modes of play, etc.  Somehow I didn’t ever get into the other “big” second string games like GURPS, Palladium, or World of Darkness (well, a little; I have a playtester credit in Wraith: The Great War in the strength of playing it at a Tenncon), which was probably best because it meant we moved from game to game a lot.

But the best was yet to come.  So we had a bunch of gamers, a lot of games (and a lot of spare money and free time).  All the raw materials were together, and the spark was lit.  Next time, Night Below, the FORGE, and Living Greyhawk, Freeport, and 3e!

I Hate the RAW

OK, so a lot of things are getting my goat this week.  Anyway, the mentality among some D&D  players about “the rules are God” is starting to drive me crazy.  This thread and this thread on the Paizo forums are great examples as they fret and fret about the RAW (rules as written).  Both are lightning rods for people obsessed with rule minutiae above making any kind of common sense rulings or modifications.  I’ve griped about this recently but here we go again.

In the second thread, it’s even funnier – the person doesn’t want to change a published adventure.  Not one bit.  They’ve read it all, they know there will be problems with it – but the written word is so holy they can’t conceive of even modifying an adventure to fit their PCs.

In the first, it’s a stealth/hide in plain sight/etc thread.  without getting into those specific details, it’s a whole hive of stuff that the rules just don’t define with lawyerlike precision.  Any real DM just makes calls that seem right to them.  That’s right, I said it.  If I think true seeing should cut through a shadowdancer’s supernatural shadow hidey ability – then it’s going to, in my game, no complex rule lawyering required – hell, I don’t even care if you find something in the books, or some thought from an “official game person” on a messageboard that semi-clearly implies that it doesn’t.  Now it does, suck it.  There’s a nearly infinite number of pedants that just can’t stand that the interaction of those things with tremorsense and magic and incorporeality and 200 other things aren’t 100% spelled out and by God a game designer needs to get their ass in that thread right now and spell it out for them.

Is it a lack of “imaginative play” as kids that is making these people require their rules-pablum spoon-fed to them?  A demented worship of the far away game gods and a familiar contempt for their own game master (or in the case of the guy in those two forum threads, he IS the DM, which makes it just so pathetically sad).

This is why D&D is no longer streamlined and brilliant and more like Microlite20 but instead requires 400 pages of law school shit to play, scaring away new players.

If James Jacobs or Mike Mearls or whoever is going to come run your games for you, then you can care what the fucking  game designer thinks.  But I’m the one spending 10 hours a week prepping and then 6 running the game so you can have fun, so what I say goes.  Don’t like it, find another game.  I run some pretty good games and have never had a problem getting players, so I’m not concerned that you fucking off will make me die old and lonely.

You know what?  It’s time to bring back some of the pejorative terms of gaming 20 years ago.

Rules lawyers.  Munchkins.  Power gamers.  Monty Haulers.  You’re on notice.  Somehow your filthy habits have become mainstreamed, over Gary Gygax’s dead body apparently.  But you’re not welcome, around here at least.

My RPG DNA, Part 1: The Texas Years

The Chatty DM has been running a series on his RPG history.  In short:

Which is somewhat similar to my RPG history in some respects, though my history’s different enough it got me to thinking, and thence to share with you!

Part 1: The Texas Years

My first RPG wasn’t D&D.  Shocking, I know.  I was a science fiction fan back in my youth.  I was eleven, and I went into a game store at the mall and purchased a little tactical chit game called Attack Force that caught my eye.  It was put out by a company I’d never heard of named TSR.  I enjoyed it, and went back to the store looking for other stuff by that same company, and came across Star Frontiers.  It was a science fiction game, where you could play humans or insectoid aliens or blobs or glider monkeys and shoot each other with lasers or needler weapons or gyrojet guns…  I had never seen a role-playing game before (well, maybe the D&D playing scene in E.T. the Extra-Terrestrial) and it blew my mind.  I read it, got a couple friends together, and started to play.  The most notable thing about this (besides that I understood that D&D isn’t the only RPG in the world, a revelation that still escapes many gamers) is that I didn’t require an established gaming group to introduce me to gaming.  Many games have punted on being approachable at all on the grounds that “everyone learns gaming from a preexisting group of gamers,” and I’m not at ALL sure that’s true.  Also, playing a non-D&D game first, and a reasonably realistic science fiction game at that, formed a lot of my gaming preconceptions.

I was introduced to D&D by Dragon Magazine, which I bought occasionally off the newsstand when they had one of their “Ares” science fiction columns.  I was mildly griped about having to buy a full magazine that had like one article I could use; I remember reading some of the others and thinking “What the hell is a Hit Dice?”  It took me a while to give it a try – I’ll be honest, I had a bit of a prejudice against the fantasy genre.  Science fiction was for intellectuals, fantasy was escapist trash.  I liked the Hobbit and all, but…  Then I played in a pickup game of D&D run in the cars on the way to Boy Scout camp – no dice, just the DM making calls; everyone had Blackrazor or Whelm or a crossbow (oddly, the crossbow was the most powerful) and most scenes ended up with the characters doing each other in to get all the loot.  (So my first D&D experience was both diceless and PvP, two things that people nowadays don’t believe can happen or is wicked and evil…)  It was vaguely entertaining, and I had all the Star Frontiers stuff they had put out, so I got the D&D Red Box soon after it came out and decided I loved it as well!  So during junior high, I would always DM and I’d have one or two guys over to play either D&D or Star Frontiers.

High School

With high school, I graduated to AD&D; moving to the more complex rules and grittier world of all those lovely 1e adventures just seemed natural.  Got all the books, ran most of the modules.  A lot of the time it would be just one player and some NPCs – I remember my friend Johnny’s character Kuroth the Barbarian (courtesy of Unearthed Arcana) – he went through I1: Dwellers of the Forbidden City and got a magic broadsword sword that could do a heal once a week, giving himself a virtual pool of nearly 200 hit points!  He was a god among men at only like seventh level.  Good times.  Oddly, I had other friends I’d run games for but it seemed natural to run separate solo games most of the time.  I was also a computer gamer (Commodore 64, bitches!) and ran all the way through Pool of Radiance – though for fantasy games, my money’s still on Ultima IV for best ever.  And I read something in the neighborhood of a thousand science fiction and fantasy novels over the course of those years – I was always a terrifyingly fast reader; in the summer I’d go to the library and get 14 books (you could check them out for two weeks, so that was one a day) and grind through them.

College

Then I went to college, and gaming mostly stopped.  Electrical engineering at Rice U. didn’t leave a lot of fiddling around time, and spare time was spent doing all kinds of random college type stuff with friends.  I ran a night or two of Basic for the gang one year for kicks, but that was about it, all my 1e books gathered dust back home in the bookcase.

My gaming days could have been over…  But it was not to be!  Tune in next time for Part 2: The Memphis Years!

Player Empowerment or Player Entitlement?

I’ve been reading a couple things lately that all seem to center around one of the most fundamental changes in gaming, and especially in D&D (which drives most other gaming because of its stature in the industry, like it or not), over its nearly forty year lifespan.  And that is the reduction in the role of the gamemaster, placing more of that in the hands of the rules in an effort to give it to the players instead.

The first thing I read was Ari Marmell’s ENWorld blog post on how he doesn’t house rule anymore, and the forum thread it spawned.  I love the 3e line of D&D stuff and still play Pathfinder, but I’ve mused before on some of the ill effects the D&D Second to Third Edition transition caused.  A lot of the Old School Revival movement is less about those old crufty rules actually being better, but about bringing back “rulings vs. rules,” code for re-empowering the gamemaster at the table.  A lot of that power has been stuck into the rules.  (Side note, the indie game scene has tried to do the same thing by giving explicit narrative control to the players while still maintaining light rules.)

There’s also a Paizo forum thread about point buy for ability scores and ability score inflation.  It seems to be infected with a sense of player entitlement to have high stats, as high as they like, and especially the ability to craft your character down to the finest detail.  That was definitely rubbing me the wrong way in my new Pathfinder campaign – I tried to convince the players to roll for stats, but they were all, “Ewww no we want big point buy!  Randomness means we’re not all not super optimized!”

And then I read the interview Steve Kenson, Mutants & Masterminds designer, did with Comic Hero News.  Most of it’s about about the upcoming M&M 3e and the DC licensed game they’re putting out, but he also talks about a smaller game called Icon he worked on.  He says:

While it’s easy to understand the desire for a good, simple superhero RPG, compared to the significantly more complex games like Champions, GURPS, and Mutants & Masterminds, why did Kenson go for a random character creation system? “ I got inspired to work on it again when I was thinking a lot about the process of random character generation,” Kenson explained. “One of the things that I really liked about some of the old-school superhero RPGs like Villains & Vigilantes and the original Marvel Superheroes game was that random character creation system. While it tended to sometimes be kind of wacky, it would often times be very inspirational. And I liked the idea of a character creation process that was fun in itself… I had been talking with somebody about the Planetary profiles for the old Traveler game and how, like with all random generation systems, you get some weird corner cases and some seeming contradictions and things like that. Like with the Traveler thing, you would end up with a planet that had a really high population and no atmosphere, or something like that. And the way some people chose to view it was ‘Yeah, sometimes those oddities crop up,’ but it was also a really interesting creativity challenge to figure out how does this work? Let’s assume that this is in fact the case. How do we get there? And that was often the case for these superhero characters too. You’d end up with this weird combination of powers, and it’d be like ‘Really? Ok. How can I make this into a coherent character?’ And it was funny, because it really does force people to be creative, and often results in characters that they would never have created on their own if you just sat them down and said ‘Make up a superhero.’ The popular example that cropped up early in the discussion of Icons was Saguaro the Man-Cactus, who was an actual playtest character.”

Kenson went on to describe how the player took the rather random mixture of superstrength and some sort of damage aura, and developed the idea of a spiny humanoid cactus. “And he had a blast,” Kenson concluded.

That resounded with me.  I always liked crafting a character out of the stats I was given rather than vice versa.  Rolling stats right down the line was always fine with me.  I fondly remember a bard character of mine that I used all these cool tables in the 2e Bard’s Handbook to roll up random appearance and personality traits for.  Even though they were ‘random’, I came up with a more fully realized and realistic character than, I daresay, any of the others at the table.

It seems to me that the culture of player entitlement – of course you should be able to play whatever you want, with whatever stats you want, and do whatever you want – is certainly fine from the power fantasy point of view but nowhere near as satisfying from the game challenge, simulation, or horizon broadening aspects that are in my opinion good things I got out of playing early D&D.

Of course as a gamemaster it’s hard to militate for that because it seems like you just “want the power.”  Seems undemocratic, right?  Why isn’t everyone else’s vision as valid?

Well, because democracy in art – “art by committee” has always sucked, as has “art by the numbers.”  If you have a vision, take a turn running a game.  But when I’m GMing, and I say “X happens,” when someone says “Oh but that’s not what the RULES say” it immediately pisses me off.  The rules aren’t crafting this game for you; go play World of Warcraft if that’s what you want.

Trying to turn D&D into a commodity experience instead of allowing GMs (the ones who do 90% of the work, I’ll note) to craft it is one of the surest ways to eventually kill it.  D&D by the rules is “shitty World of Warcraft.”  D&D with a vision can be great.

This standardization is always cited as “the way to get more people into the game.”  And people complain about the bad GM experiences they’ve had over time, where the GM’s vision sucked and therefore their game sucked.  But there’s a reason millions more people played D&D back in the old days as opposed to the number that do today.  I know WotC hopes that standardization and mediocrity will bear the same dividends it has for McDonald’s and WalMart, but I say “screw that.”

Not to put the blame all at WotC’s feet; it’s not like Pathfinder is doing anything about that except “not becoming as bad as 4e,” which is a low bar to aim for.

I really don’t like the crufty old rules, but it’s the conceptual direction that is making the blogs I read more and more OSR-centric.

So what do you think?  Are you all about the new age of player empowerment?  Did your DM touch you in a bad way back in the day?  Or do you want to see less “the rules are right” and more “the game is right?”

State of Our Campaign – Reavers on the Seas of Fate

I am DM in our Reavers on the Seas of Fate campaign.  I’m running it basically like a Adventure Path for Pathfinder, set in Golarion, but am not using an established Paizo AP – instead constructing a campaign by mashing up their Second Darkness AP, Green Ronin’s Freeport Trilogy, Sinister Adventures’ Razor Coast (if it ever comes out), and other stuff into one piratey game of goodness!

Pirate campaigns are great fun.  I ran the Freeport Trilogy back when it first came out when D&D 3e launched, and it started a gaming group that’s still meeting (without me, as I moved from Memphis to Austin) to this day!

I’m having fun with this one.  I’m doing slow advancement; later D&D editions pretty much fall apart at the higher levels and a lot of the fun is when  you’re still low.  So despite playing for 9 months (long sessions every other Sunday), the PCs have just crested 4th level.

So far I’ve used:

Coming up soon are likely:

After that, who knows…  I have my eyes on other Paizo modules and maybe some other Green Ronin Freeport ones as well.  I like using the stats and environments from published stuff to save time, while working up my own plots and personalities to use them.  And I am freely mixing 3e, 3.5e, and Pathfinder adventures together without doing any meaningful conversion – you just use higher EL stuff from the earlier editions – 3.0e EL +2 and 3.5e EL +1 does it.  Plus I carefully craft the major NPCs, which is a lot easier now that I have Hero Labs.

Our fledgling pirate characters are all kinds of fun.  Sindawe, the Mwangi monk, is the clear party leader and is notable for snapping women’s necks.  Tommy Blacktoes, the halfling rogue, is dating the tiefling whore Lavender Lil and is known for his heavy hand with torture.  Wogan, the chaste cleric of Gozreh, loves shooting off his guns like Yosemite Sam. Serpent, the Ulfen druid with a huge pet snake, is semi-daring Samaritha Beldusk the cyperhmage, at least as much as his  psychopathic demeanor allows.  Ox, the ex-slave from Rahadoum, ran off at Selene’s behest to join the Andoren Grey Corsairs and is no longer with the party, though may show back up at any time.

And pirate (and other criminal organization) campaigns are easy.  It allows for group cohesion.  It allows players to feel like it’s OK to self-start and come up with schemes of their own.  And it’s easy to slot in other adventures because the characters are actively traveling and showing up all kinds of exotic places.

We had a rocky part earlier on, but currently everyone says they’re having fun and are happy for the campaign to forge forward into the future.  Arrrrr, mateys!

Reavers on the Seas of Fate – Sixteenth Session Summary

Sixteenth Session (13 page pdf) – “The Sitdown” – A meeting of all Riddleport’s crimelords is held and Saul and the PCs are invited.  Saul is given Avery Slyeg’s empty seat at the table and they engage in negotiations with Riddleport’s other “serious people” and their demented minions.  It seems like things go well, except when they get sent on a simple message-delivery mission afterward, it’s a trap!  Business as usual in this sixteenth game session of Reavers on the Seas of Fate!

This was a role-play heavy session, which I enjoy.  The big crime lord sit-down was inspired by like very Mafia movie ever made.  It was an adaptation of the opening scene of Madness in Freeport, the third module in the Freeport Trilogy – but in that one, the Freeport Captain’s Council holds a ball.  A ball?  Jeez, this is Riddleport.  So instead we have a standard “goons around a table” meeting.  It served a couple purposes.  One was to give the PCs a glimpse into the larger power dynamics of Riddleport and also to meet personally all the movers and shakers now that they’re a respectable level (character level and level of Infamy they’ve gained).  Another is to help set up explanations for what’s about to happen.  In the Second Darkness Adventure Path as written, there’s this whole ‘the drow are behind it’ subplot that I’m not using a bit of, instead going for more of a motivation/plot from Freeport using the location and NPCs of Riddleport – although the perceptive will notice some Freeport originals making their way in (Milos, Anton Mescher, Karl the Kraken…) .

Running it all this way has let me use recurring characters a lot more.  If you just run Freeport as written, there’s a lot of “who the heck is this new guy” syndrome.  But here, when Avery Slyeg (Riddleport’s answer to Councilor Verlaine) is assassinated, it’s two people the PCs are familiar with doing it.  When they go to this crime lord sitdown, some of the people are new to them, but they know a lot of them.  In fact the PCs were gratified to see that Clegg Zincher had to fill his third accompanying-minion slot with some low level goon since they took out his capp Braddikar Faje earlier.  I worked in people they knew from earlier and tried to throw in other NPCs they’ll be dealing with in the future like Captain Grudge.

One of my general rules of GMing is “use the same NPC when you can!”  It’s analagous to the theory of Chekov’s Gun.  That’s the one place where I felt like the original Freeport trilogy kinda fell down – it kept putting in new hapless guys to rescue (Lucius, Egil, Thuron) and so I’ve collapsed all three of them into one character (Samaritha).  Well, I had Vincenz standing on for Lucius but he got offed.

So now the PCs realize they’re Marked for Death ™!  They’re not sure what to do.  “Bust in and kill Saul” is one of the leading options under discussion, but I’m worried that’s because two of the players know “that’s what’s supposed to happen next” in Second Darkness.  Like I said, I’m using NPCs and encounters from SD but have pretty much already totally left its plot behind.  But I guess we’ll find out – tomorrow!

Reavers on the Seas of Fate – Fifteenth Session Summary

Fifteenth Session (10 page pdf), “Terror in Riddleport” – The PCs get led into a deathtrap, the serpent temple is back in business, Avery Slyeg gets assassinated, the PCs get framed for it, the Gold Goblin is attacked, and Sindawe beats up Bojask for kicks!  It’s an action packed session where death lurks around every corner.

My mashing up of the classic Freeport Trilogy and the first chapters of the Second Darkness Adventure Path hits full stride in this session.  I was somewhat surprised, but my old gaming group in Memphis cited the deathtrap in Terror in Freeport (the second Freeport adventure) as one of their most vivid memories.  I had been tempted to ax it, as I’m not a big trap guy, but I ran it pretty much as written instead, and had the assassination they happen upon afterwards be crimelord Avery Slyeg’s.  Jesswin (the assassin who tried to kill Saul, and then got tortured by Tommy) is both the lure to the trap and the hitter, and the Splithog Pauper in there too!

Then, both in Terror and in Shadow in the Sky (the first adventure in Second Darkness), the next part is defending a friendly building against a large scale assault – in this case the Gold Goblin.  A whole load more of previously-encountered NPCs show up for the fight –  Braddikar Faje, Angvar, and Thuvalia.  Probably the most entertaining part of the assault was the hard fight against the raging orc barbarian, who got greased and reduced and otherwise tampered with for a long time before he went down.  Anyway, they give them all a good killing.

Warning – Sensitive Topic!  Don’t proceed if you’re not comfortable with the topic of rape in a RPG.

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Reavers on the Seas of Fate – Fourteenth Session Summary

Fourteenth Session (11 page pdf), “Booty in Riddleport” – Naval combat!  The PCs’ pirate ship takes on a Chelish navy vessel.  They escape, and take a nice plump merchant ship as a prize, and make their way back to Riddleport.  The next couple weeks are a blur of loot, booze, hookers, drugs, and recreational violence.

It wouldn’t be a pirate outing without some naval combat.  The Chelaxian ship from Session Summary 3, the Raptor (Captain Vix Charlo, commanding), appeared as the PCs’ ship, the Wandering Dagger, was leaving the sacked Staufendorf Island.  Wogan immediately had the brilliant idea of loosing their new eversmoking bottle on the stern, which combined with clever maneuvering kept them almost unharmed by the navy ship’s chase gun.  It was back and forth – the Raptor nearly overtook them before they got up to speed, but then they got a lead, but then the Chelish nearly caught up, but in the end they escaped without a full battle.  And that darn Thalios Dondrel made his Will save.

I won’t post my naval rules here yet because I submitted them for the Fire As She Bears competition from Lou Agresta and Sinister Adventures, but they’ll be OGL so you’ll get your paws on them one way or another soon enough.  Hint, I combined my already field-tested OGL cannon rules, chase rules, and mass combat rules (along with a bunch of new stuff) to put it together.

Then they get to be predator, not prey, when they take a merchant ship.  The PCs were initally concerned about the ten gun-ports on the thing, but Captain Clap just roared, “I said, RUN OUT THE GUNS!!!!”  Turns out the gunports were fake and he knew about it.  Being a pirate isn’t all about kicking ass; living long is about being wily is the lesson to take away.

Then back to Riddleport and a taste of the rock star lifestyle that pirates flush with loot enjoy there!  The PCs entertained themselves for the rest of their session, with such stirring quotes as “Hey let’s go double up on a tiefling hooker,” “I can milk anything with nipples,” and “Now we’ll rip off the local drug suppliers and go into the narcotics business!”  I don’t know, I think I might should change their alignments from Lawful Good, what do you think?

By the way, here’s where an iPhone with Google access is bad ass.  The PCs say, “We want to go kidnap some spiders!  What can we get that’ll keep spiders off us?”  Rather than say “No!” or “Uh, anti-spider herbs?” I did a quick search and BAM!  Hedge apples! (aka horse apples, aka osage-oranges.)  I know some people have given up on the roots of D&D as a vector to research weird information, but not me baby!

Reavers on the Seas of Fate – Thirteenth Session Summary

Thirteenth Session (16 page pdf), “Mansion of Shadows, Part III” – The inevitable holocaust of violence descends on Staufen Manor.  At the Asmodean funeral for the eldest son, the PCs decide it’s time to wipe out the whole family – but the priest is ready for them with summoned devils.  Simultaneously, the pirates assault the island!  The fledgling pirates carefully decide who to rape and kill and who to protect from the raping and killing.  Who gets it?  Read and find out!

This was a super-sized session, we went for about 8 hours, which was good because the players just had so much fun intriguing with the Staufens that it took us a while to get to the violence.  Every time I’d try to advance the timeline they’d run off and do something else in some dark corner of the keep.  Fair enough!

Then the fight in the chapel went pretty fast.  The priest was 7th level but Sindawe used an Infamy Point to do him in – he pulled the mirror down on him and spent a point and we decided that it happened just as he was channeling to summon more critters and he went through the gate the other way, ending up in Hell!  And there was much chortling.

They were happy to see most of the Staufens meet their brutal ends.  Then, they kept complaining that I wouldn’t let them loot all the bodies with a bunch of Staufen guards standing around.  “Surely they will leave us alone to molest the body of their dead lord soon!”  Sigh.

We used my new Quickie Mass Combat Rules to handle the pirate attack. It went pretty fast and smooth.  It seems like it lends itself well to handing out index cards with units on them to the players to have them pick  up some of the slack too.  The PCs were thinking fast, I was proud.  Wogan laid a fog cloud on the parapet to disrupt the orc crossbowmen, which was good because they were going to get free attacks on the pirates till that gate got open.  Then once the battle was joined, they even remembered about the other door in the inner wall and used it to flank the guards – that’s the kind of things PCs love to just forget about.  And then Wogan used one of his Infamy Points to bullseye Jack from across the battle.  “Yo ho ho, bitch!”  he shouted as Jack crumpled.  The other players really liked that.

I’m going to have to tighten up on the use of Infamy Points to autokill enemy leaders once I start getting some I want to stay around longer.  These guys are just mooks so if they die, great; if they live I’ll level them and bring them back for later torment.

The looting sequence was fun; the PCs got to run rampant over all the color text they had seen before.  They were sad that a) they weren’t supposed to keep whatever they looted, the pirates do fair shares and b) that the halfling alchemist wasn’t retarded, and when pirates attacked right after weirdo visitors paid her about a thousand gold for every weaponizable product she had, she took the money and ran.  They were bemused but entertained by the huge pumpkin that they took as loot.  My personal theory is that pirate (and orc) looting pretty much operates according to the Redneck Principle, which is that things are taken based on how good it feels to hold them up and scream “WOOOOOOOO!!!!!” at the top of your lungs.  Some of that is gold and jewels – and in this case, some of it is 70 pound pumpkins and inn signs.

Next time, back to Riddleport.  But first… <cue Mars, the Bringer of War>