Tag Archives: D&D

Meet the Reavers – Sindawe H’Kilata Narra, Mwangi Monk

Chris is known for his ass-kicking characters.  I mentioned the campaign would probably move south along the coast to the pirate kingdoms of the Shackles and venture into the Mwangi Expanse, Golarion’s Africa analogue.  The Mwangi are thus the world’s Africans.  As in the real world, that’s a meaninglessly general and imprecise term that’s only useful to white people an ocean away; Sindawe is specifically a Bonuwat, a seafaring people who live mainly along the coast of the Fever Sea.  He’s a monk, but not a “kung fu” type of monk; he’s using the Sinister Adventures “Way of the Warrior” pdf rules for a more Polynesian/Samoan inspired type of hand to hand combat.

Sindawe

sindaweSindawe H’Kilata Narra has an exotic appearance – green eyes, bald, jet black Fu Manchu-style moustache, Mwangi, scar tattoos (right arm – beating anatomical heart, left arm – a tiger’s paw raking, various tribal markings on chest and face). Wears a vest stylized to look like a tiger’s head and britches adorned with colorful shells, pieces of glass, and coins (yes, there are streaks of rust). He has a quiver of javelins across his back and many knives in his belt and vest. His feet are bare.  His hobbies are scrimshaw and collecting maps.

Due to a blood feud with the Okeke clan, most of the adult males of Sindawe’s family are dead, presumed dead, fled, or in hiding. The women folk have fled or are living with other families.  His father, Mogaba, was an infamous pirate widely feared for his brutality and cunning and supposedly was slain by the crew of a Chelaxian Q-ship. Mogaba left his family when his sons were still young. His sister and brother-in-law stepped in to help raise them. His mother, Manyara, was slain during the blood feud with Okeke family.  His uncle, Samanya, a reasonably honest merchant, was slain by business rivals from the Okeke family. He taught the brothers sailing during an extended multi-year merchant expedition.

Three members of the Okeke clan slew Samanya and Manyara for reasons unclear even today; some have speculated “ruthless commercial rivalry” or revenge for various acts of piracy by Mogaba.  The feud ended immediately after the Okeke extracted promises of peace from Bolade, Sindawe’s aunt.  Bolade, a famous and honored monk, fled to a remote area of Mwangi interior where she maintains an extended family enclave.

Over the next 8 years Sindawe and his brothers, Mosi and Ochiba, learned martial skills from various sources, sometimes far from home. They re-united on the anniversary and hunted down the 3 Okeke directly responsible for murdering Samanya and Manyara. In the process they slew 2 other members of the Okeke family. Then they hunted down 4 more that were likely to carry on the blood feud.  None of these fights were remotely fair.  Mosi was killed during the final fight. Ochiba and Sindawe and most of the remaining family fled to avoid reprisals.

Sindawe owns a treasure map and pages from a journal showing the secret location of an El Dorado island in the far most western oceans. One of Mogaba’s men delivered the map to Sindawe shortly after Mogaba’s death. To Sindawe this island represents wealth enough to restore his family and a connection to his estranged, dead father. However, he doesn’t fully understand the depths of Mogaba’s evil for the island’s full wealth can only be truly realized if its inhabitants are slain or enslaved.

Meet the Reavers – Tommy “Blacktoes” Burrowbank, Halfling Rogue

I’ve known Kevin for years and gamed with him occasionally, but this is his first time joining our gaming group.  Like many older gamers with jobs, families, etc., he sometimes goes for years without really being able to swing regular campaign participation, but then gets fed up with it and makes the time.  Welcome aboard, Kevin!  Here’s his character, the halfling rogue Tommy Blacktoes.

Tommy Blacktoes

tommyThomas Burrowbank (aka Tommy Blacktoes for his penchant for painting his toenails with black polish) was born to a small family indentured as cooking servants to one of the minor noble houses in Cheliax.  Accused of theft, Tommy’s father was executed and he, his mother (Tish Burrowbank) and his twin sister (Sara Burrowbank) were exiled to survive in the streets of unforgiving Cheliax.  At the tender age of 9, Tommy slipped away from his mother and sister and gained passage on a small trading vessel that ultimately put in at Riddleport.

Tommy has spent the last 4 years of his life living by his wits on the streets of the debauched city.  He is driven by his lust for adventure (fueled by the natural curiosity of his race) as well as a passion for things material.  Tommy also has a burning desire to one day return to Cheliax and exact his revenge against the noble house that destroyed his father.  He envisions finding his mother and sister and taking them away from their poverty, but secretly fears how they will view him (if indeed they still live) for his desertion 4 years ago.

In Riddleport Tommy has made a bit of a name for himself as a jack-of-all-trades.  He earns coin as a crewman to various trading ships that put in at Riddleport, and has developed a love for the open sea.  He is also for hire as a spy for rival merchants of the River District looking to gain a competitive edge, an appropriator of goods (typically lifted from their owner), and a person who knows the latest information – for a price.  His activities over the last couple of years and (his ability to seemingly disappear like a ghost) have unknowingly earned the attention of several of the “crime lords” of Riddleport.  Whether this is a good or bad thing remains to be seen…

Tommy is a rogue’s rogue and has few “true” friends, and only one person with whom he has a genuine, yet reluctant trust: Saul Vancaskerkin, the proprietor of the gaming establishment The Golden Goblin.  He is quite charming and attractive, but uses this to strategically position himself for his own advantage and personal gain.  He is however quite bright and smart enough to know whom to cross and whom to not…usually.

Tommy is 3’2” tall and weighs 32 pounds.  He has long, dirty blonde hair that he wears braided and drawn into a ponytail.  He has striking green eyes that flash when laughing or angry.  Tommy is usually seen wearing a dark blue, silken shirt under a black leather vest, black leather, knee-length pants with leather calf-wraps and spats (another curious fashion statement) over the tops of his feet.  Tommy wears a scarf to match the blue silk shirt wrapped about his head.  He is a fan of gaudy jewelry and trinkets, and his pointed ears sport many studs around their outer edges.  His favorite is a plain gold hoop (the only piece of jewelry with any real or sentimental value as it is the mate for the one his sister wears – or wore).  Tommy is very skilled with his sling staff and prefers to use this from a distance when forced into combat. If pressed, he does not hesitate to defend himself with his sword or dagger (which he keeps hidden in his right calf wrap).

Meet the Reavers – Melako “Ox” Chaalu, Garundi Barbarian

I thought I’d introduce you all to the characters of Reavers on the Seas of Fate.  Here’s the first, “Ox.”  Ox is Bruce’s character.  It’s a bit of an in-joke among the group that Bruce likes to build useless characters – very low powered, and ideally crippled and insane.  Everyone was surprised when he came out with a Power Attacking barbarian!  Well, he is a slave, in a nod to Bruce’s masochist sensibilities.  Without further ado, here’s Ox!

Ox

oxMelako “Ox” Chaalu had the misfortune of being born to a desperately poor family of tenant farmers from the Gamadu clan.  The clan’s holdings are deep in the Rahadoum hinterlands, far up a tributary of the Uta River.  After the rains failed again the clan elders decided that ten of the clan’s children must be sold to a traveling merchant so the rest of the clan could survive.  His parents had no money and no standing with the clan, so he was among those selected.  From there he was trafficked through the slave-markets of Manaket into the hands of Captain Marcellano, a Chelaxian merchant captain and master of the Aroden’s Hand.

Captain Marcellano was cruel and relentless in both his business dealings and his attitude towards his crew.  Under his tutelage, Ox developed both the skills of a sailor and a persistent dislike for life as Chelaxian chattel.  But his time with Captain Marcellano had an ending; as the Captain gained wealth and power he retired to his estates in Westcrown and hired others to run his ships.  As part of these changes, Ox was traded to the crew of the Albers.

Ox very much lives up to his name.  He is dark-skinned with the sharp features typical of most Garundi, but he is built like a brick wall.  He keeps his head shaved, though under the harsh sun he may wear a keffiyeh wrap.  He normally wears a pair of canvas pants belted with wide leather and a red sash, though he also has light armor for when the occasion demands.  He will only carry his boarding pike and cutlass when they have been issued to the crew, but always has a utility knife and marlinspike handy.  On shipboard he never wears shoes, as he is often called to climb into the rigging.

Ox has always had an interest in rope-splicing, though his talents are clearly more functional than artistic.  Never one for unnecessary conversation, Ox has recently developed an interest in religion: it is obvious to him that Rahadoum’s decision to turn its back upon the gods has been instrumental in converting a once-bountiful nation into a sand-blasted wasteland.  He has yet to find one that really appeals to him.

New Campaign: Reavers on the Seas of Fate

Our group is starting a new campaign, and this time I’m the gamemaster! It’s called “Reavers on the Seas of Fate,” and is using the Pathfinder RPG rules to tell tales of piracy and horror on the high seas of the world of Golarion.

As usual, we’ll be posting session summaries, character writeups, etc. on the campaign home page.  Since I’m GMing, I’ll also be sharing “behind the scenes” reports on how I design and run the game.  I’ll start by explaining how “Reavers on the Seas of Fate” came to be.

Well, we’ve been enjoying the Paizo Publishing Adventure Paths quite a bit.  We played through Rise of the Runelords and Curse of the Crimson Throne.  Unfortunately, there we got stalled.  We have a large extended group of gamers and there are other campaigns underway with some of the same people, and so Legacy of Fire and Council of Thieves were already being used.  We evaluated Second Darkness but pretty much hated the latter parts of it.  Earlier Dungeon Magazine-era APs like Savage Tide and Age of Worms had been read or played or run by people in the group as well.

So I decided so step in and run one myself, cobbling an AP together from various bits.  An aside on my terminology – a “campaign” is any game with the same characters progressing through multiple adventures, but those don’t have to be linked.  You could run a long campaign with completely unrelated adventures, or composed of mega-adventures (like if you ran through Temple of Elemental Evil, Scourge of the Slavelords, and Queen of the Demonweb Pits).  The meaning behind calling this an Adventure Path is the assumption that there will be an overarching plotline that covers all levels of play.

I knew I wanted to do something pirate-themed.  My first 3e game was a pirate campaign set in Green Ronin’s Freeport and we all loved it; that gaming group, Wulf’s Animals, is still active in Memphis, TN to this day!  I mentioned “Pathfinder Pirates” to the group and got good response.  So I went off and came up with two different coherent  options to run by them.  One was a traditional pirate campaign, somewhat sandboxey, with an equal focus on the life of piracy and more organized adventures.  The second was an Eastern pirate, or “wako,” campaign, where we use Asian races and creatures, with more of a supernatural spirit-hunter aspect to it.

I wrote up two potential premises and sent them to our group mailing list.  If you don’t have a mailing list for your gaming group, you need one.  I like Yahoo! Groups, they’re straightforward to use and besides the mailing list has calendars, polls, a file repository, etc.

Anyway, the two options presented for comment were:

Option 1:  Wako (Asian Pirates)

“A fate like that can kiss my ass.  I believe in one thing.  A better tomorrow.”

Rules:

Humans (Japanese, Chinese, maybe other SE Asian, Indian) and maybe spirit folk and/or hengeyokai (none of the standard races).  Probably not really use variant classes, just make some cosmetic changes and call clerics sohei, wizards wu jen, etc.  Often not using typical Pathfinder/Golarion stuff so would mean more work for DM and the players – Eastern weapons, races, culture, etc.

Setting:

1.  Go to Western lands and do “fish out of water” feel; could use Freeport, Riddleport, and other published stuff

2.  Use Tian Xia in Golarion (basically homebrew, as there’s nothing published for Tian Xia yet)

3.  Use Rokugan; there’s lots published for this, but a lot of it isnt really helpful.  Very into all that L5R clan crap which I don’t like.

Plot:

An ancient puzzlebox created by evil alchemists has opened a gate to the spirit realm, letting in all kinds of bizarre Asian monsters. The box broke into 108 pieces each of which is now embedded in a phantom/demon, and they all need to be reassembled to close the gate…  The evil spirits have taken over and influence the leaders, so the players have become pirates out of necessity, but are righteous rebels working to banish the phantoms and restore the Empire.  (I am even now stealing this plot from an anime called Tokko I’m watching on Chiller.)

In this option I can use some published adventures but not that many.  This would be more rural+ocean+maybe undersea. Dark horror/action.  There would be general reaving and a “dimensional crossrip” thing (like the Worldwound or Shadowlands) letting in loads of bizarre Asian monsters to fight.

I expressed concern about taking on new rules *and* immediately “going Asian” with them, but was willing to if people wanted to.

Option 2: Western Pirates

“At them mateys!  No quarter!”

Rules:

Pathfinder stock, some house rules

Setting:

1.  Pure Freeport.  Freeport is cool and theres no end of Freeport adventures.  (Is anyone too familiar with any of them?)
2.  Pure Golarion.  Use the first two Second Darkness adventures (if Paul doesn’t have them memorized) and then perhaps head to the Shackles and Mwangi Expanse areas.  Is Golarioney and I can strongly leverage written adventures.
3. Combine Golarion’s Port Peril, Riddleport from Second Darkness, and Freeport into one uber pirate city and do both.  Probably the most material rich option!

Plot:

This would work best with the players being more general pirates.  I’d have a lot of adventures but with no real “AP” I could do it sandboxey at the same time; you could expect getting a ship, losing a ship, having to join the crew of a pirate that beats you, getting pirates you beat to join you, empire building…  Depending on what you go and mess with, it could be really easy and you get to slash fools or really hard and you have to flee or get owned (traditional sandbox play, not APL=EL play).  This would be more urban+ocean+hidden treasure dungeons.  Gritty swashbuckling feel.

Decision

Everyone chipped in with their thoughts.  People did not like the “fish out of water” option, wanting to stay in the Orient if they were Asian.  They saw that doing Asian (when many of us didn’t even have the PFRPG book in hand yet) might be too much to bite off at this point, though it was intriguing.  There was strong response to the “Tokko” puzzlebox plot, however.  Players were concerned about running too sandboxey and then just kinda drifting aimlessly around sometimes.

After thinking about it, I decided to go with Western pirates, mixing Golarion and Freeport, but to adapt the Tokko plot somehow as well.  I only had a couple weeks to prep and the Asian thing would need a lot of pre-work on setting and rules.

Next time, developing the campaign!

D&D Soda!?!

Check it out – limited edition D&D “Spellcasting Soda” from Jones Soda.  I know I hate Wizards of the Coast now and I shouldn’t like this, but really it’s pretty cool and entertaining.  I want “Bigby’s Crushing Thirst Destroyer.”   I wonder if they taste good?  My only Jones experience was with a holiday novelty pack and it tasted like burning, but those were admittedly weird flavors.

Indulgences, Waves One and Two Reviews Posted

My reviews of Indulgences, Wave One and Wave Two by Sinister Adventures are up on RPG.net.

These two products are four PDFs each, of adventures and supplemental material for D&D 3.5e or Pathfinder specifically designed to support a Razor Coast campaign – but any kind of sea-based adventurers will love them.  Check ’em out!

Sinister Adventures Adds Savage Worlds Support!

Nick Logue’s RPG imprint, Sinister Adventures, has put out some good lil’ PDF tidbits and is about ready to put out their first large, blood-soaked adventure, Razor Coast.  They have a couple more things in the pipeline.  They had already announced that their products would support both D&D 3.5e and Pathfinder – when  you buy, you get to pick which print copy you want, and you get both PDFs for your trouble.

This was cool enough, but today they announced that their stuff will also support Savage Worlds!  SW is an increasingly popular alternative for groups (including ours) who want a game without the huge rule weight of modern D&D and don’t like retroclones.

I’ve been waiting for Razor Coast eagerly, and being able to run it in either system will be a big draw for me because it means more potential for reuse.  So props to Sinister for this big move!

Cannon for Pathfinder

Field Grade Weapons

Most cannon are cast bronze, smooth bore, muzzleloading weapons, although some are breech-loading and older ones are constructed of iron bars welded and bound together. Because they are expensive and rare, many cannons are ornately carved and decorated, and larger ones often have unique names.

Cannon

Name	       Cost	  Damage   Weight      Range        Mount	Crew	Ready
Bombard	       10,000 gp  12d10    8000 lbs.   400 ft.	    -		6	10/4
Cannon          8,000 gp  10d10    6000 lbs.   300 ft.	    Very Heavy	5	6/3
Demi-cannon     6,000 gp   8d10	   4000 lbs.   250 ft.	    Heavy	4	5/2
Culverin        4,000 gp   6d10	   3000 lbs.   200 ft.	    Medium      3	4/2
Small culverin  2,000 gp   4d10	   2000 lbs.   150 ft.	    Light       2	3/2
Swivel-gun      1,000 gp 2d10/4d6   200 lbs.   100 ft./25 ft.	-	1	2/1

Damage: Assuming solid shot, this is the damage done on a direct hit. Cannon (with the exception of swivel-guns) cannot effectively be aimed at a specific person, but instead are aimed at a specific area with the intent of damaging a structure. Monsters that are size Huge or larger can be individually targeted (assuming they stay still for the several rounds needed to aim and fire the weapon). When a cannon hits its target area, it only does its listed damage to that 10x10x10 part of the structure, not any creature there. (On a natural 20, the cannon hits an unlucky person in that area dead on and does full damage to them as well.) However, cannons often do splash damage. If the cannon is using stone shot and firing into a stone environment (like most towns), this damage comes from stone fragments (slashing), or if the cannon is using any solid shot and firing into a wooden environment (like a ship), the damage comes from wooden shivers (piercing). Anyone in the 10×10 target area must make a DC 15 Reflex save or else take ¼ the direct damage inflicted by the shot from the fragments. For example, if a PC is hiding in a 10×10 wooden shack that is hit by a culverin inflicting 35 points of damage on the structure, he may take 8 points of fragment damage if he fails his save.

Crew: All members of the crew must have at least one rank in Profession: siege engineer.

Ready: Cannons all require the listed number of full round actions to reload and then aim with a normal crew. They must be re-aimed every time they are fired because their recoil moves them significantly out of place. If they are operated with a smaller crew than the listed minimum, the time it takes to reload them is proportionately longer.

Proficiency: All cannon require Profession: Siege Engineer (or Artillerist, or Cannoneer, or whatever you want to call it) to operate.

Inaccurate: All cannon have an inherent -4 to hit penalty due to the difficulty of aiming them precisely. This penalty may be reduced by 1 for every 5 points the gunner has in Profession: siege engineer. A gunner uses their base attack bonus, Int bonus, and other modifiers for range, vision, motion, etc. to determine their total attack bonus.

Misfire: Whenever you roll a natural 1 on an attack roll made with a cannon, the cannon might misfire. The crew chief must immediately roll a Profession: siege engineer check at DC 15 (the rest of the crew may assist). A successful check indicates that the wad simply misfired and the cannon must be reloaded. A failure by up to 5 indicates that the cannon is fouled and requires 2 full rounds to clear before it can be reloaded. A failure by up to 10 means that the cannon gains the broken condition and requires repair before further use. A natural 1 on this check means that the cannon has exploded and does its full normal damage to everyone and everything within 10 ft.

Weapon Descriptions

Bombard: Very large caliber front-loading cannon used in sieges. They fire hundred pound stone balls. Bombards are too large for most ships to carry. A variant of bombard that is used for indirect fire is called the mortars.

Cannon: A heavy bronze cannon firing a 36 to 50 pound shot, also known as a basilisk. These usually can only be placed on the bow mount of very large galleys.

Demi-Cannon: Also known as the cannon-perier, it fires a 24 pound shot. This is the heaviest weapon that can be fired from the side of a ship, and a large ship at that.

Culverin: The culverin is a medium cannon firing an 18 lb shot. These are the most common large weapon mounted broadside on sailing ships.

Small Culverin: Also known as the demi-culverin, this weapon fires a 10 lb shot and is suitable for mounting on many ships, including on the top deck.

Swivel-gun: Swivel-guns, which come in varieties also known as falcons, falconets, or robinets, can take a 1-2 pound solid shot or be filled with a dozen pistol shots. They do 2d10 damage with solid shot, but when loaded with pistol shot do 4d6 damage, less 2 points per range increment, in a 10×10 square. A gunner applies their Dexterity bonus to hit instead of their Int bonus with a swivel-gun.

Ammunition: stone or lead solid shot are the most common ordnance in cannon. There is also chain or bar shot which is effective against rigging (normal solid shot passes through rigging doing only minimum damage). Grapeshot or canister shot can also be used; this does not do structural damage but targets the crew, doing half the listed damage to all crew in a 10x10x10 area.

Analysis

Taking the Stormwrack method of doing ship damage, where e.g. a caravel has 24 hull sections with hardness 5 and 80 hp each, and six must be destroyed to sink the ship – it requires 3-4 good hits with a culverin to destroy one 10x10x10 section. Given that the cannon can only fire slightly better than once a minute, that’s a good balance of enough damage with promoting resolution by boarding and melee. A heavily armed small carrack might sport 2 culverins below and 5 demi-culverins on deck per side, which at that rate could sink a ship of its class but only with some work.

Example of cannon fire: A pirate sloop approaches a merchant caravel and decides to soften them up a bit before closing. They aim their two starboard culverins and fire. The base AC to shoot a caravel is -3 because it’s just a big ass object really (value taken from Stormwrack), or AC3 if you want to shoot at a specific section. In this case the pirates just want to hit wherever on it to demoralize the crew. The ships are 200 yards apart, which is three range increments out for the culverin (-6 range). There is a moderate wind (no penalty) and both the firing platform and the target are moving (-5 for each, says Stormwrack, though that seems high ). Total AC to hit is 13. The master gunner (+5 BAB, +2 Int, 10 ranks in Prof: SE) and a crew of three is manning one gun and a bunch of gunner pirate mooks (+2 BAB, +0 Int, 3 ranks in Prof: SE) are manning the other. So the two shots are +5 vs AC 13 (about a sure thing) and -2 vs AC 13 (hit about half the time).

Firearms for Pathfinder

I’m preparing to run a pirate-themed Pathfinder game set in Golarion, the main Paizo campaign world.  You can’t have a good pirate game without guns and cannon, so I started looking into that.  The Pathfinder Campaign Setting book has rules for firearms but they are quite underwhelming in general.

I went on a mad tear of Internet research and comparison of existing D&D 3e/3.5e gunpowder rules, from the 3.5e DMG, Stormwrack, d20 Past, Seas of Blood by Mongoose, Broadsides! by Living Imagination, Iron Kingdoms by Privateer Press, Skull & Bones by Green Ronin…  What I wanted was something that hit the sweet spot of late middle ages gun tech without getting too “fantasy-ey” (arcane pistol with intelligent demon bullets!) or too late tech wise (flintlocks, percussion cap weapons, ships with 30 cannon per side on them…).  My players expressed the concern that usually when they see gun rules for D&D they either nerf guns so that they really suck and no one would use them, or make them so good that everyone would always use them.  Quite a challenge.  Here’s what I came up with in response for Pathfinder or D&D 3.5e – comments are welcome!

Gunpowder Weapons In Golarion

Handguns

The current state of the art in personal firearms is a smoothbore weapon with a wheellock firing mechanism.  Earlier matchlocks, which required a lit match held in a “matchlock” to fire, and the even earlier hand culverins, which required manual application of a lit match, are still in circulation but no regular forces use them.  Though most firearms come from the mass production gunworks of Alkenstar, there are skilled craftsmen in other locations that can and do build firearms.

The smiths of Alkenstar have just developed snaplocks, but have kept the innovation to themselves so far.  More reliable and inexpensive flintlocks are doubtless not far behind.  A couple artisans have made rifled hunting weapons but these are still unique curiosities.

Name                Cost      D (S)  D (M)     Crit     Range    Weight  Type
One-Handed Ranged Weapons
Pistol              250 gp    1d6     2d4      x3        50 ft.   3 lbs.  P
Blunderbuss pistol  500 gp    1d10    2d6      19-20/x2   5 ft.   5 lbs.  B and P
Two-Handed Ranged Weapons
Musket, short       500 gp    1d10    2d6      x3        100 ft.  8 lbs.  P
Musket, long        750 gp    1d10    2d6      x3        150 ft. 10 lbs.  P
Blunderbuss         500 gp    1d12    3d6      19-20/x2   15 ft.  8 lbs.  B and P
Explosive Weapons
Bomb                150 gp    1d10    2d6      x2          5 ft.   1 lb.   B
Smoke bomb           70 gp        Smoke        x2         10 ft.   1 lb.   -

Proficiency: All wheellock weapons require Exotic Weapon Proficiency (firearms) to use without penalty.

Reload: All wheellock weapons hold one shot and take two full round actions to load.  Reloading takes two hands and provokes attacks of opportunity.

Inaccurate: All non-rifled firearms have an inherent -1 to hit penalty.

Exploding Dice: Whenever you deal damage with a firearm and roll maximum on any damage die, reroll that die and add that roll to the total as well. If you roll maximum on rerolls, continue to reroll, adding to the damage each time.

Misfire: Whenever you roll a natural 1 on an attack roll made with a firearm, your firearm might misfire. Immediately roll 1d20. On a 1, the firearm is broken and the powder explodes out the breech, dealing the weapon’s damage to you; on a 2–7, the firearm is broken; on a 8–18, the firearm misfires and is fouled; and on a 19–20, it simply misfires. A fouled firearm requires 2 full rounds to clear before it can be reloaded.

Melee: Pistols may be used as saps and muskets as clubs in melee combat, but they are reasonably fragile and whenever you roll a natural 1 on the attack roll the weapon is broken.

Pistols have a hardness of 10 and 10 hit points; long weapons have a hardness of 10 and 20 hit points.

Weapon Descriptions

Pistol: a single shot wheellock pistol.

Blunderbuss Pistol: Also known as a dragon, this is a large pistol with a bell-shaped barrel.  A blunderbuss pistol’s damage suffers a -2 penalty per range increment beyond the first.

Musket, short: A wheellock musket with a short barrel suitable for use in close quarters.  Also known as an arquebus.

Musket, long: A wheellock musket with a 4 foot long barrel.  The long musket must be braced on something or else suffer a -2 penalty to hit.  Many such muskets come with a inherent pintle mount so that they can be braced while standing; it requires a move action to set up the pintle.

Blunderbuss: This is a heavy musket with a bell-shaped barrel, also referred to as a musketoon.  A blunderbuss’ damage suffers a -2 penalty per range increment beyond the first.

Bomb: A bomb, also known as a grenade, is thrown as a splash weapon.  It requires one full round action to prepare and light.  Once thrown, it explodes and does damage to everyone in a 5’ radius from the target or target square.  Bombs do 2d6 damage to a directly targeted creature and 2d4 splash damage.

Smoke bomb: A smoke bomb is thrown as a splash weapon, and puts out a 10’ radius cloud of smoke.  It requires one full round action to prepare and light.  The smoke dissipates normally.

[Edit:  Dang it, forgot ammo and costs!]

Ammunition: Round lead bullets are sold in bags of 20, weighing 2 pounds, for 5 gp.  As guns of this era are often not in standard calibers, the shot normally require modification by the gun owner before use.  Many gun owners will simply cast their own shot using Craft (gunsmith).

Gunpowder:  Black powder is sold for 40 gp per pound.  It is usually carried in a gourd, horn, or metal flask to keep it dry.  In volume, it is supplied in 30-pound kegs (40 pounds total weight).  Creating gunpowder from scratch requires a DC 25 Craft (alchemy) check.  A thrown bomb takes about half a pound of powder; you can get 40 muzzleloader shots out of a pound.  For cannon, you need an amount of gunpowder equal to the weight of the ball.

Analysis

I took the exploding-die damage and the misfire (edited) from Pathfinder.  I thought those were good, but their damages, costs, and violation of tech level weren’t (they had percussion cap revolvers, for example).   I broke it up into a couple more weapons.  I’m tempted to go as far as d20 Past did and differentiate between the matchlock and wheellock weapons, but for a first cut thought this would be enough.  I tried to target early 1500s tech in general as consistent with other developments in Pathfinder.

I don’t mind gunpowder in my fantasy, especially if it’s kept to a realistic 1500-and-earlier kind of level.  With the same caveat as my players – it shouldn’t be too nerfed or too good.  I hope I’ve hit that balance here – the reload times make it unlikely you can get too many shots off in one combat, and the inaccuracy and unreliability and cost are down sides – but the lure of that damage potential is a big draw.  They’re too expensive for low level, not competitive at high level, but at mid level you’d be tempted to have a pistol on you that you’d fire in the first round and then drop and go to melee… Which is the desired simulation.

In my game guns will be rare enough that there’s no prestige classes or whatnot for them.  I will include a feat that lets you not provoke attacks of opportunity and a reload feat that lets you spend one full round instead of two, but that’s it.

Next time – cannon!

What’s Good For The Goose

I wanted to talk a little about in-game GM rulings, and making sure you are not unfairly disadvantaging players in the name of realism.

This was inspired by a thread on the Paizo boards about “My GM doesn’t let me move with a loaded crossbow, he says the bolt will fall out.”  But it led me to think about a lot of related rulings and general tendencies I’ve seen among GMs over time.  A desire for “realism” is admirable, but it shouldn’t be restricted to just PCs and thus discriminate against them.

Think about it from your player’s point of view.  If you:

  • make them track encumbrance minutely
  • require them to make a lot of rolls to “wake up” in a campsite combat
  • make them not carry loaded crossbows
  • make them draw their swords in the first round of every combat
  • require lots of skill checks to distinguish their ass from a hole in the ground
  • and other stuff like that

You really need to think about whether you are requiring the same of NPCs and opponents.  Because most of the time, when I as a player wander into the bad guys’ barracks, they are all up and attacking on the first round.  None are ever dozing, busy taking a dump, out of their armor, thirty feet away from their weapon, slowed by their gear, et cetera.   They are all watching the door and immediately recognize that the PCs are no one they know from their whole fortress.  (Unless it’s one of those scripted “they’re all asleep if you make Stealth checks” rooms.)  No humanoid is ever encumbered (nor, seemingly, do they carry about the food and water and supplies that they likely would need to survive if they were a PC).

Which is fine, you can decide if you want a very simulationist detail-heavy kind of game or not.  But what’s not appropriate is to make the PCs deal with the minutiae and not inflict it on the enemy.  If your PCs are having to worry about their potions breaking when they fall ten feet, or about all the arrows falling out of their quiver when they get tripped, you need to be as anal on the bad guys.

You think you don’t do that?  Well, let’s see.  Do you require a Stealth check from everyone in the party (and when rolling 6 d20s, someone’s going to roll low)  whenever they are trying to sneak up on some enemy emplacement, and if so, do you make monsters do the same thing?   There’s a very common fallacy I see all the time here – PCs are sensed, and don’t sense anything, unless they take positive action to make a skill check.  On the other hand, bad guys are never sensed, and sense everything, unless a PC specifically is actively using Spot or Stealth to thwart them.

Do your PCs always have wounds, long term ability damage, and hangovers from drinking or fatigue from not sleeping the previous night?  Well, if the bad guys are a gang of berserkers in a war zone, why are they always totally fresh and unimpaired?

I’m definitely not anti-realism.  I like a gritty “everyman” campaign from time to time.  If you want to go that route, you *can* inflict similar hindrances on your NPCs. Remember that from their point of view, it’s the PCs who are the wandering monsters.

Give your players breaks!  If the alarm hasn’t been raised and they’re sneaking around a castle, why would the off duty guardsman intent on his whittling even bother looking up when someone in armor walks into the barracks?  He has a pretty good chance of just continuing and only realizing something’s wrong when someone runs at him with a sword.  Flat-footed should be a common ailment among bad guys in a location that’s not on alert.  Some percentage of people should be asleep, depending on their sleep cycle… Even if they run watches 24×7, at least a fourth of the people/creatures in the dungeon/castle/ruin are asleep at any given time.

Do quick ad hoc rolls for “combat readiness.”  Roll one bandit as a random encounter?  Roll d20, and “1” means he left his weapon and armor back in his tent and is sprinting to the latrine because he’s vomiting (“sickened”) from too much rum.   Not only is it “cutting PCs a break” (though not really, because you probably inflict all this on them), but it makes your world seem a lot more realistic.

Open Gaming FTW! Pathfinder SRD Already Up

In all the release hullabaloo it’s easy to miss, but Paizo shows how committed they are to open gaming by putting the Pathfinder RPG System Reference Document (or PRD) up the very same day the game released!

Be warned, it’s really slooooooow right now ass hordes of people are paying their $10 to download the whole 500+ page PDF from the Paizo site.  But if you’re just dying to see how Combat Maneuver Bonus is calculated in the final, it’s there in the Combat section!

To prioritize the extra work required to get this out “the day of” the RPG and PDF release (and Gen Con) is an amazing statement about their dedication to open gaming.   Heck, many OGL games leave it to the fans to create the SRD, or do it months-to-years after they release the game.  It’s great to see that Paizo doesn’t hold any archaic notions of how that will “inhibit their sales.”  They are releasing a free SRD, a $10 PDF, and a $50 book on the same day; the first print run of the book is already sold out and a mob of people at Gen Con are surrounding a huge stack of books trying to get theirs.  Congratulations to Paizo for understanding at a deep level that the open model is not “charity” or a detriment to sales, but in fact is a force multiplier that will bring you even more success!

Somebody give me a “Hell yeah!”

Pathfinder Hits The Street!

The final version of the Pathfinder RPG is out!  Some of the people in our gaming group got those via mail order or FLGS today, and the $10 PDF version has been released on the Paizo site.  There’s even errata already (for the print, incorporated into the PDF).

Mine isn’t here yet since I went on the cheap and got it through Amazon for the discount 😛

But everyone says it looks great and is eagerly reading through it.  So far, general consensus is that this is the Dungeons & Dragons we want to play!   Our loosely affiliated and overlapping subgroups are now warring for the rights to run Council of Thieves, the first Pathfinder-rules Adventure Path (also hitting streets right now).

If you didn’t preorder, you may not be getting a copy in the first frenzied rush on the stores.  But don’t be sad, more will come, and the PDF is cheap (though there’s a run on that right now too and the usually-sparky Paizo site is way overloaded; they’ve even turned the forums off).

So you can get the game, start getting an AP (the Council of  Thieves Player’s Guide is a free download, check it out) or just try the Crypt of the Everflame, the first Pathfinder module.   There’s also a free Bonus Bestiary download to get started with some monsters; the monster book comes out soon and there’s a free preview of it!  There’s a free 3.5->Pathfinder conversion guide but I don’t know why you’d need it, we ran a 3.5e AP under Pathfinder Beta just off the cuff.

There’s also third party products coming already; I count five on DTRPG including the Tome of Secrets, an accessory by Adamant Entertainment.  And Clinton Boomer’s patronage project is out soon.  And if that worthless sod Nick Logue ever finishes Razor Coast, he says it’s coming out for 3.5e but followed almost immediately by a Pathfinder version.  Not only can you use your old 3.5e stuff, there’s more a’coming!