Tag Archives: Pathfinder

Carrion Crown Chapter 1, The Haunting of Harrowstone, Session 1

First Session (14 page pdf) – We come to the town of Ravengro to participate in the funeral of our mutual friend, Professor Lorrimor. But all is not as it seems…

Procession

An all new crop of characters makes its debut as we kick into Carrion Crown! I am the troubled Vudran girl named only “Sredni Vashtar’s Girl,” as she is owned body and soul by her god/familiar, the weasel Sredni Vashtar. Chris is playing Icobus Basilisk, a battle oracle type; Bruce is playing Oswald Bainbridge the crossbowman; Patrick is playing Nigel Snodgrass the dirge bard; Tim is playing Dr. Jegen Vaus the eccentric alchemist; and Matt is playing Vladimir Vampijérovic the hungry ghost monk. Character sheets are all on the campaign page for those that provide them.

This session was largely setup – meet and greet the locals in Ravengro, meeting Kendra Lorrimor, and having Professor Lorrimor’s funeral.  Ravengro is creepy and the locals are unfriendly, down to the dog that lives in the town square. The Professor died investigating Harrowstone Prison, a lovely place – the inmates and guards alike burned to death during an attempted escape from the asylum long ago, and there were four notable serial killers held there at the time; now it’s a haunted ruin. Should be lively! Read on…

Geek Book Review: Liar’s Blade

liarsbladeI just finished reading Liar’s Blade, one of a batch of Pathfinder Tales novels I got recently. This is a line of novels set in Pathfinder’s Golarion game world.

This is a well-crafted novel, not standard tie-in fiction fare by any means. It’s a story of a scoundrel named Rodrick and his magical intelligent sword, Hrym. They get hired by some weirdos to go across the River Kingdoms and Brevoy to get some mystery artifact.

The writing is good, with less of the tortured translation of game rules into prose than is customary (I hate that…). The banter between Rodrick and Hrym (and to a lesser extent with their other traveling companions) is really fun.  The two people who hire them, the dour priest Obed and his freaky companion Zaqen, remind me of the tag-along bad guys from the Curse of the Crimson Throne adventure path, who we affectionately referred to as “The Boner Squad” – Shadow Count Sial was the dour one, and then if you kinda combine the perky Laori Vaus and the chain devil into one person, you get a bit of the same dynamic.

Rodrick as a rogue was a well-realized character.  He wasn’t uber competent or a hopeless schlep, and he was avaricious but not vicious, scheming but occasionally letting his emotions get away with him. And Hrym is pretty funny, he’s a sword made of living ice who can’t really remember all of his millennia of life; he’s fond of sleeping on piles of gold coins and of Rodrick’s “twisty little mind.”  In the afterword Pratt credits Fafhrd and the Grey Mouser as the inspiration for his two characters’ adventures, and the main characters’ bromance in Liar’s Blade definitely puts one in mind of Leiber’s characters.

The travelogue through the River Kingdoms and Brevoy is also nice. The fight scenes aren’t anything to write home about, but since Hrym is super-magical many of the fights end quickly with a blast of ice magic, so we don’t have to dwell on many of them.

I’ve read a half dozen of these novels and this is definitely the best-written. Liar’s Blade is very entertaining, I give it 8 goblins out of 10!

Jade Regent Retrospective, Part 2

Some more thoughts on our Jade Regent campaign, from yours truly! I played Ameiko’s brother, Yoshihiro Kaijitsu. I enjoyed my character, he grew from a reckless Cheliax-trained cavalier into a proper samurai. Curse of the Crimson Throne is still my favorite AP we’ve gone through but this is definitely right there in the running!

Favorite Memories

The crazy tengu oni from Brinewall was entertaining because of his play about his relationship troubles, The Cuckolded Cuckoo.  I took the play, completed it, and then our traveling Varisian caravan performed it every chance we got.  We improvised what the play contained and it was very postmodern. Gobo the blind gnome was the breakout hit playing “A Giant Standing In The Distance.” And then we performed the play in the capital near the climax, allowing V’lk to set up his ninja showdown with the Raven King, the Regent’s tengu ninja! That’s some literary shit right there.

The 3D fight with the white dragon and the fact that the hostile Eskimo shaman looked like Wilford Brimley was the best part of the cold wastes.

All the Japanese spirts were cool.  The kami, the oni, the Japan-horror ghosts on Shrine Island – all super interesting. Tide of Honor was probably the best installment and it was super heavy on all that.

The characters all fit in well somewhere.  Me in Tian Xia, Jacob in the cold wastes, Bjorn in Viking land, and then Gobo, V’lk, and Harwynian were like “see no evil, speak no evil, smell no evil.”  A fun crew. 6 characters is almost too much for an AP but not quite.

The guys worked together tactically well after a while.  I get frustrated in some of these campaigns where some of the PCs just want to “charge in” and act like doofs because it could easily lead to TPK. We had some initial bits of that, which got to a height when Bruce (Harwynian) blinded us all during a fight with 40 yeti because he hadn’t bothered to read his new Firefall spell. After a little “we’re going to cut a bitch if they endanger us again” discussion, I feel like the whole group really started to click tactically – by the time we were taking on the Jade Regent’s palace we were pretty 3l33t.

And there were some very interesting fights.  Fighting the Daimyo at the hot springs lodge while our ronin allies held off his enemies outside… The Viking castle…

And then there were the little flashes, or Zen moments, that are the real memories stay with me.  When we were assaulting the underground hobgoblin keep in the House of Withered Blossoms, Jacob had Walls of Ice in front of us to block arrow slits, the ice putting off clouds of low-lying mist, and Harwynian sent a Firefall up into the murder holes above, causing lances of light to strobe down through the holes into the mist around us – I saw my character vividly, sword in hand, looking over his shoulder at the sublime sight.  Also on the Imperial Shrine Island, when we found musical instruments in a pagoda on the lake, and we stopped to play them as the cherry blossoms fell around us.  Jade Regent was very visually striking and I had a number of these in-character visual “flashes” over the course of the game.

Meh Memories

The caravan rules were a bit of a distracting minigame.  Paul changed them to not be caravan TPK fodder as they are by default, but it was still too different from the normal character rules, and our PCs weren’t effectively present during the minigames.  Bah.

The relationship rules were a bit of a distracting minigame (see a pattern here?). Once they were exposed to us, we were reduced to buying our otherwise personality-free NPC comrades presents all the time to “gain faction” with them. Both these rulesets were poorly thought out and playtested.  If they’d bothered with doing them up right, maybe making them a little more generic, they could have been good, but as they stand, if I ever ran Jade Regent they’d both be cut without comment.

And on the NPCs – we had a lot of PCs.  As a result the GM was kinda forced into keeping the NPCs on the back burner most of the time.  So we didn’t have very realistic relationships with them. We found the new NPCs we met actually doing useful things (Spivey, Kelda Oxgutter, etc.) so we’d see if we could “gain faction” with them, but no, that minigame was only for the designated four core NPCs. And once any of them joined us, again, too many people, so they’d go flat.  Some of that’s on the GM but it’s hard – in Reavers I try to make the whole ship of pirates the PCs are on be “alive” all the time but it takes a hellacious amount of work.

My only other concern was the “rocket tag” nature of higher level combat.  Earlier combats were more fun, then towards the end – I got this magic bow that let me put samurai challenge on my arrows.  That made some combats into anticlimax, like me killing Master Ninja bang bang bang one round kill. That sucked and made the other PCs jealous. But then some enemies at the high levels were also “here’s 150 points of damage enjoy,” so I didn’t feel like I could just self-nerf and put the bow away all the time because it could cause the death of one of my comrades.  The bow was the “straw that broke the camel’s back” but high level even lightly optimized Pathfinder/3.5e play gets kinda unfun, either an ass-whupping or a total roll-over. The final climactic combat was like that – a couple rounds and done without breaking a sweat.

Finis

Thanks to Paul “Two Sheds” our GM, and to the other players who made this a fun ride!

Jade Regent Retrospective, Part 1

And with that we’ve completed another Adventure Path!  Jade Regent was really good and enjoyable overall.  I’ve polled the players for their thoughts and will share them here for your edification!

In this first installment, we see what Chris (V’lk) has to say.

The Fun Parts:

  • Hongal’s captial Ordu-Aganhei – That place was awesome. Sort of like Vegas with a real hint of danger. The descriptions of the people, food, dress, and buildings caught my imagination. Kahn Kiriltai’s contests, feasts, and hospitality were awesome. I wish that country or even just the capital had played a larger part of the adventure path. [ I missed this session and regret it. It was fantasy Korea with a fantasy cross between Genghis Khan and Kim Jong-il. -Ed.]
  • The Spirits – I liked how most of the nature spirits were peaceable, rather than the typical D&D default “…enjoys the taste of human flesh… highly prizes elf flesh.” In fact, once the supernatural element was removed the typical spirit was more like an NPC human villager with useful information. [Or not very useful, like that worthless damn lake spirit on the Imperial Shrine Island… -Ed.]
  • The Human Spirits – This idea was original and fun. They are possession machines driven by appetites, revenge, sadness, or just plain craziness. Some good, some bad, and some “no big deal”. There seemed to be just enough balance between those three elements that some players decided letting one in was worth the risk. And the bizarre behavior of the possessed offered some interesting role-playing and moments of humor. [Everyone looked down on me because I refused to let myself get possessed! -Ed.]
  • The Rift of Niltak – creepy, scary, and weird. Frightening monsters experimenting on humanity. Fungus that attracts ghouls. Crazy bondage soldiers ala The Beast Master. Well done, Paul. I totally wanted to go back after we saved the empire.
  • The Ending – I actually cared if Minkai survived and prospered. I can’t identify the exact elements that made this so. The common backgrounds and occasionally strong ties between the PCs and also with Ameiko helped me believe that V’lk should care. The quests would be another factor – they were not stacked upon each other. And many of the quests had goals that would seem important to an oppressed population or to a revolution in the making.
  • Every PC had a Moment – I think the variation in the adventure series was the main element. GMing, luck, and role-playing were also strong contributors.

It Went Both Directions:

  • I really liked the Asian equipment, weapons, and magic items. They have colorful names (Ghost Mirror Armor), nifty effects (fugitive grenades), and cool imagery (freaking fireworks!). Who wouldn’t want to be a master of the katana or the kusari-gama? Who wouldn’t want to gear up and sneak around ninja style?   But you bastard Asiaphiles couldn’t leave it at that. You just had to make all of it better than their western equivalents, including the classes. The Samurai and Ninja classes have supplanted the Fighter and Rogue. Just marry an Asian and get over it already.

The Irritating Bits:

  • Thank you, Mr Dungeon Designer, for the “Bow of Death”. Have we not passed the days where the high school GM decided to shove Stormbringer, Mjolnir, Excalibur, the Heartbow, or the Red Rider BB Gun (Fallout) into the game? Only one person gets to use it. Next time make it the Head of Vecna so the pcs can at least slaughter each other for the prize. But seriously, if you want powerful weapons in your module at least put enough in the game to cover everyone and mix it up a bit: Twelve Swords of Power or The Swords of Wayland. [I was the one who got that bow and it presented me with a dilemma – I even posted on RPG Stack Exchange about how to deal with suddenly being so uber. -Ed.]
  • Monsters vs “Bow of Death” – Very few monsters tried to set the battle field to avoid the “Bow of Death”.
  • Pandas – I wanted one panda themed monster. Just one.

Jade Regent – The Empty Throne, Session Five

Fifth Session (7 page pdf) – Campaign Finale! We roll hard on the Jade Regent and his overlord/lackeys. It’s over fast – is it a TPK, or do we liberate the country of Minkai?  Read on, Will Robinson!

Empty Throne

Jade Regent – The Empty Throne, Session Four

Fourth Session (12 page pdf) – We go on a hostage rescue raid and kill a good bit of the palace’s defenders in the bargain. And then the propaganda war begins! Plus, we set up V’lk in a deadly one-on-one with the Raven Prince, the Regent’s pet ninja master.

This was a lively time.  First, we went to rescue the captured women of Kasai from the Imperial Palace.  Our usual scry, teleport, kill strategy is tried and true, but we sure get some resistance this time. The three spider woman wardens in there with them are tough, and then a mess of Typhoon Guards join them.

We get in a tight spot when the Typhoons kill one of the women and threaten to kill them all if we don’t surrender.  In an inspired bit of mayhem, V’lk uses a Major Image (illusion) to show Harwynian breathing fire on all the hostages, “killing” them. That got a big “holy shit!” from friends and foes alike.

The second tight spot was when we saw more women across the courtyard in another building and more Typhoon Guards coming.  Harwynian scooted over there and teleported out that contingent while we Wall of Iced inside our room and mopped up. Tactics FTW! I was really pleased with the whole group’s performance.

Speaking of performances, we’re not to the most awesome part yet. We start in with some standard insurgency work and decide to lure out the Jade Regent’s pet ninja, the Raven Prince. V’lk challenges him to a ninja showdown and then we put on a performance of The Cuckolded Cuckoo, the play we took (and Yoshihiro adapted) from the crazy tengu we killed in Brinewall. V’lk was working backstage… But not really V’lk, another Major Image.  His Hide outstripped the Raven Prince’s Perception, and the ninja appeared and stabbed the illusion.  The illusory V’lk pled for his life and dragged himself from the gloating tengu ninja – he went for the death strike just to have the illusion disappear as he got helle-backstabbed by V’lk. And down he goes!  Clean kill Naruto style! Ninja style chest bumps all around, after the curtain fell on our play ended – with the death of the Cuckolded Cuckoo. Literary irony FTW!

A little hooker negotiation, and we’re set up for the finale next time on Jade Regent!

Jade Regent – The Empty Throne, Session Three

Third Session (12 page pdf) – We continue to kill already-dead emperors in the Well of Demons.  They’re livelier than you’d think. There’s devils and demons and daemons and whatever else they could think of.  And then we fight Lo Pan!

First, after a conversation with the totally worthless kami who guards the holy waters (his main superpower appears to be “tastes good in butter”), we go back into the rift and fight stuff.  First up are giant spellcasting boggards!  Or hydrodaemons, as it turns out. With summoned water elementals and spell-likes and them being in the water it takes a really long time. Then, an undead samurai. And a nightwing. And a lich. Finally we get the dead Emperor’s body and finish up this big ol’ vision quest! And level to 13.

Not too much else to tell about this one – we basically grinded the heck out of a bunch of high-CR baddies!

Sredni Vashtar’s Girl

As we’re wrap up our Jade Regent campaign, we’ve decided the next up will be another Pathfinder campaign, Carrion Crown. We’re just addicted to these awesome Paizo Adventure Paths.

Carrion Crown is a gothic horror type AP. I’m always trying to do something different, so on the heels of my samurai from Jade Regent, I’m going to play one of the new APG classes, a witch, and I figure a Vudran girl would be an interesting stretch.

Our GM Paul wants us to provide him with three flashbacks as part of our backgrounds for him to build on as part of the game.  Here’s mine – it’s pretty dark, and I have a fairly complex arc planned for this character.  We’re supposed to be in mist-shrouded Ustalav and know recently deceased Professor Petros Lorrimor, says the Call of Cthulhu-esque setup… So meet my character, Sredni Vashtar’s Girl. You can see her actual character sheets on our Carrion Crown campaign page.

Recollection of Longing in Captivity

Sredni Vashtar's Girl

Sredni Vashtar’s Girl

The one known as Sredni Vashtar’s Girl grew up an orphan in a baladata in Niswan, the capital of Jalmeray.  It was a hard childhood and the precociously smart and religious girl was singled out for special abuse and torment by the matron of the orphanage. The years went by slowly.

The girl’s one diversion was that she could see a strangely intelligent weasel from her window; it lived under a stump in the yard.  As she watched it, she became convinced that the weasel was one of the Thousand Gods of Vudra named Sredni Vashtar and she prayed to it for strength.

One day, tired of the abuse, she prayed fervently to Sredni Vashtar for the death of the matron. The matron was working in the yard, went to clear the stump, and was bitten by the weasel. The wound would not stop bleeding and the woman bled to death in front of the shocked children.

That night Sredni Vashtar came to the girl and said that she was his to do with as he might, and that they were to leave Jalmeray and wander the world. In response to her worship and obedience, he would teach her magical secrets that would make her powerful. Eager to escape, she agreed, and was thereafter known only as Sredni Vashtar’s Girl.

Recollection of Travel and Obedience

As an atanapratta she travelled far within and then from the Impossible Kingdoms. As they went from Jalmeray to the dark markets of Katapesh, she learned from wise men and women how to use mudras and mantras to generate mystical effects, and Sredni Vashtar taught her the arcane arts.

She met a handsome young Vudran man while in Katapesh. But Sredni Vashtar did not approve, and forbade her to see him, nipping her hands viciously when she argued. The girl snuck out at night to see the boy anyway, but when she got to the place she was to meet him, he had been killed horribly by some large bat-like creature she saw flying away.

Sredni Vashtar told the girl that she had been punished for her disobedience and that the Haunter of the Dark had taken the boy. He forced the sobbing girl to dispose of the body as her penitence. Thus did Sredni Vashtar’s girl learn an important lesson in obedience.

Recollection of Suddenly Opened Ways

Sredni Vashtar

Sredni Vashtar

At the indisputable urging of Sredni Vashtar, the girl journeyed into foreign lands far to the north; through Cassomir and up the Sellen River past Kyonin and Razmiran to the River Kingdoms and further north to mist-shrouded Ustalav.

The girl ended up in Karcau with her funds having run out and no idea what to do there, but fate intervened.  Late one evening after the Karcau Opera had let out, a young lady named Kendra Lorrimor was lured into a dark side street by a child asking for help – but this was a trap, leading her into the clutches of some monstrous creature – possibly a vampire, but it was never caught or identified. Sredni Vashtar’s Girl, looking for a place to sleep that night, happened to be in that dark street and surprised the creature and drove it off with magical dancing lights, saving Kendra from its clutches.

As a result Professor Lorrimor, her father, sponsored the odd foreign girl to attend the University of Lepidstadt, where she has been feeding her voracious intellect – while trying to ignore the voracious appetite of Sredni Vashtar to urge her to questionable deeds. She keeps up a correspondence with Kendra, who has been a positive influence on the girl. The girl writes her in an an ancient tongue so that Sredni Vashtar will not know of what they speak.

Sredni Vashtar’s girl has been living the quiet life of a foreign student at the University. The other students believe her to be a sorcerer or wizard and Sredni Vashtar to be her familiar; she allows them that belief at Sredni Vashtar’s urging. He encourages the girl in her learning of all kinds of ancient and occult lore. Now that she has gotten word of Professor Lorrimor’s death, however, she is upset and conflicted. She is saddened at the Professor’s passing and upset at her only friend’s grief; but she can’t help but be worried about her ride to the University disappearing… And into that chaos Sredni Vashtar whispers his strictures.

Jade Regent – The Empty Throne, Session Two

Second Session (16 page pdf) – It’s down into the demon rift under the Shrine Island for us. We don’t mind the normal Type III  and IV demons so much but when I spend half a combat in a demon’s vajayjay – that’s a little extreme.

My character Yoshihiro meets a good angel type ancestor of his – but discovers he has to kill a weird twisted one.  Check out this puppy:

Venedaemon

The Gylou, or Handmaiden Devil – but the name on the image is “Venedaemon.” She pulls you up into her… “Tentacle cage” in her nether regions. Guess where I end up.

We headed down into the Well of Demons and every encounter there was hardcore.  They mixed demons and devils and daemons and undead and whatever they could think of that was high CR. We cut our way through erinyes and a masked devil before we get tentacle girl.  Luckily my buddies killed her fast when she “enveloped” me.

Then we had a funny time with the fish-men.  They were sitting there talking about “killing that Commie.”  It took us a minute of scratching our heads to realize that they meant kami, a Japanese nature spirit. We determined they were “Republicans” and tried to negotiate with them, but with a large group someone or other is going to initiate combat within a round of contact, so we just kill them too.

These combats are a big game of rocket tag.  I can’t take a big boss down in one round but pretty much can in two.  So a lot of the time I run up, hit them once and hurt them, they full attack me for most of my hit points, then I hit them for all their hit points. I really don’t like the damage inflation in Pathfinder and 3.5e in general. These critters had enough weird abilities that it was a little more interesting, but even so, a lot of it is exchange of “here’s 100 points of damage, enjoy!”

De Ludos Maleficus – On Evil Campaigns

As inspired by an RPG Stack Exchange question on how to run evil campaigns.

I’ve run a variety of tones of campaigns over time and some could be considered “evil”; in fact currently I’m running a three-year long Pathfinder campaign where the PCs are pirates, Reavers on the Seas of Fate.  Not all of them are technically evilly aligned, but murder, torture, rape, slavery, etc. have all come up in the game. Here’s how you make it work.

Why Do It?

Why would you run an “evil campaign?” Sounds like hassle!  And dubious morally, I mean, it has “evil” right there in the title.  There’s a couple reasons to run an evil campaign and the measure of success is different per type.

  1. I want to freak out and kill everyone! Not a real mature campaign type, but often behind more immature groups who want to play an “evil campaign.” Tell your players “go play Call of Duty and teabag noobs if that’s what you want.” There is no meaningful success metric here.
  2. I want freedom! Much of the time people want an ‘evil campaign’ it’s because they feel constrained/manipulated by their GM and/or other players based on an overly restrictive interpretation of alignment (or whatever similar concept your game has). They’re tired of “you can’t do that” and “Your character wouldn’t do that!” and want to cut loose. If that’s the case, consider running an evil campaign once, use it to demonstrate that criminals generally enjoy effectively less freedom than good folks per the above reasons, and then take the hint and run ‘good campaigns’ with more meaningful character choices and letting the PCs be proactive and diverse in their belief. Success is measured by whether you all learn how to do that from the game.
  3. I want to explore the darker side of human nature! This is why I run evil games. I actually have stronger beliefs on goodness than most folks in real life. I like confronting people with the consequences and ramifications of their actions in games to make them think. Is trading off part of your soul or good name or humanity worth it for that goal? How about long after you’ve achieved the goal but you’re still marked by the act? Success here is fuzzier, since games that actually uptake more roleplaying have less clearcut “win conditions” in general. But it’s successful if it’s enjoyable and if it causes people to grapple with moral questions.

But What’s It Really About?

“Evil” is not really a campaign concept (well, not one that passes muster past the 9th grade level). You need a campaign concept and one that will generally keep the PCs acting together instead of being at each others’ throats unless you’re looking for a very short, PvP campaign, which is legitimate. In fact, there’s plenty of short form indie games that facilitate that (Fiasco is probably the most notable). If you are more going fora longer campaign, however, it needs to have as much in teh way of concrete goals as any other campaign. Smart PCs know they need other mighty people to achieve their goals, good or evil.

Heck most “normal” campaign setups work as well or better with evil groups – just because you’re evil, you don’t really want where you live and work taken over by zombies or whatever, that interferes with your cashflow. Often times players want to “play evil” because they feel like the GM has been using “goodness” to manipulate them into being passive and they want to be proactive and smart in confronting threats. Squinting too hard at many campaign concepts passed off as “good” reveals them to be a sequence of home invasion, murder, and robbery anyway.

The main trap you’re trying to avoid is the PCs just self destructing by going nuts on each other and everyone in the world in general – at least, if they’d be unhappy with being hunted down and slain a couple sessions in.

Decide on Limits, Within Limits

Some people, when they say “evil campaign,” just mean “I want to kill lippy villagers like they’re orcs,” not that they want to really delve into the darker aspects of human nature. You may want to establish an agreement on tone/content with your players up front – you are not required to run (and the players aren’t required to participate) in anything they feel like is over their boundaries. I’ve been known to have players vote on approximate levels of sex, violence, etc. in a game ahead of time, and where they want it to “fade to black.”

However, a lot of that will be emergent. In my current pirate campaign, no one really thought about torture until they caught an assassin who was trying to kill the crime-boss they were aligned with. The PC halfling rogue decided he’d torture her extensively to find out who sent her. This definitely put off the other PCs – but not enough that they stopped him. Boundary established (well, lack of one).

Not every “evil” person is 100% evil and on board with everything “evil,” though. The ship took two elven women prisoner and one was claimed as a slave by a vicious half-orc pirate. The PC captain didn’t really like that but felt somewhat constrained by the expectations of the crew (mutiny is always a threat if the crew doesn’t think they’re getting their due) so he allowed it. The PCs and that half-orc were having dinner in the captain’s cabin, and the halfing from the anecdote above suddenly stabbed the half-orc to death on the dinner table (he’s an assassin now – successful death attack). He explained to the shocked command staff that he wouldn’t have any slaves on board or associate with slavers. Boundary established.

If you have real characters really roleplaying and thinking through their motivations, you’ll still have limits, whether it’s “no women, no kids” or the Mafioso that are patriotic and still want neighborhoods to be “family places.” Try to depict other “evil” people as complex in that way as well so that they will understand that evil isn’t just a race to maximum depravity. With that halfling, torture of captives is OK but slavery and rape is a killin’ offense. There’s no “Evil Checklist” you have to adhere to and say every crime ever considered is OK – in fact most evil people really are just into one and consider the others to be as bad as other folks do.  Realistic motivations and roleplaying are what will make the campaign something real and not goofy.

However – some people make too much of setting boundaries for their games. If you came up to me and asked me “Do you want to see some chick saw her cheeks off?” I’d say “No! What are you talking about?” But I just went to see the movie Evil Dead, where that exact thing happened as part of the overall horror movie experience. “Boundary pushing” can be good and desirable and allowed based on initial buyin to the general campaign premise. Sure, there’s a very slight majority of people so traumatized by something that if it comes up in game it’s going to truly trip them out, and there you have outs just like any other kind of media – “press stop,” say “I can’t deal with this” – but most gaming groups don’t really need to do more than establish the general MPAA-rating (e.g. “Hey guys I’m active in my church and I don’t really want to go past PG-13 with this game”) and then mess around in that area. Worrying too much about what exact things might disturb your players is overthinking it IMO. If you go see Evil Dead, you’d better expect that if you have a fear of/complex about anything, there’s a nonzero chance it’s going to come up in lurid color. All the buyin we required for the pirates game was “people can be evil if they want, and expect HBO Original Series level depravity, the pirate world is not a gentle one.”

Actions Have Consequences

Review How do I get my PCs to not be a bunch of murderous cretins? – there are a lot of reasons people don’t perform unrestrained evil deeds all the time, from “I don’t want to” to “I will get in trouble for it.” Sometimes my players complain that the pirate-friendly port city they frequent is “too lawful” just because they can’t get away with any heinous crime or breach of the peace they can come up with – but all societies need some kind of stability and will crack down on those affecting that too much. On the other hand, they have become used to not going out into the city alone; traveling in groups is mandatory to not be victimized themselves.

Many evil societies are like this – see how lawful Drow society looks from the outside. Our pirate PCs have to fear their pirates mutinying, the law/navy hunting them down, the bigger pirates in port deciding they’re too big for their britches or have so much loot that they’re a tempting target in turn. Criminals “hide out” for a reason – they are not free to operate within larger society, and therefore end up having less freedom than good people (something good to play up as the GM). The law, higher level “good” adventurers, etc. are always looking to wipe you out with a clear conscience.

A mechanical option here is keeping track of “infamy points” – I have my own homebrew system I use, but there’s a lot of extant reputation-tracking mechanics in the world. People have heard of the big bad people and will react like people do – avoid, confront, narc them out, victimize them, etc. Remember that many victims of crime are doing something bad themselves – criminals, or at least the dishonest, make the best marks for cons and crimes because they have little legal recourse. The pirate PCs can’t go just anywhere as their infamy becomes known; honest ports reject them, and other evil folks are generally not the best allies because they like to turn on you when you blink.

So that’s my take on evil campaigns.  Our current one is turning out very well, with complex characters. Sindawe the captain is reluctant to do much “really bad” stuff himself except the occasional act of violence – but he’s happy to let/order others to do them. Serpent is concerned with getting married and having a kid, and even surreptitiously tried to let some of the elven women escape, but he’s even more murder happy than the more measured and Lawful Sindawe. Wogan tries to not do much evil himself but he doesn’t speak against it either. Tommy tortures and worships lust demons, but will do anything to free some slaves. HBO Original Series achieved!

Jade Regent – The Empty Throne, Session One

First Session (11 page pdf) – We teleport into the capital city, Kasai, to free our thick-necked ally Hatsue and link up with the resistance. We fight the Typhoon Commander, stone tigers, long-necked freaks…  Then it goes all Japanese horror movie on us!

In D&D 3.X fashion, we glom onto the ‘scry and teleport in’ tactic as a winning combo. We port in, waste some guards, grab Hatsue, port out. They didn’t even disguise some oni as her or mentally dominate her or anything, which is pretty softball we thought. I gave her the Thundering Blade of Sugimatu so she could kick some butt, we all kinda like her.

Then we go on a rice-liberation run and fight big stone tigers with dimensional gates in their stomachs, or “tao tieh.”  I (Yoshihiro) have a pet bag of devouring. Like really – it was a cursed item I got a long time ago, I discovered it wasn’t a bag of holding when it tried to eat my arm. Since then I’ve kept it as a weird pet (Yoshihiro’s Japanese, so weird pets are de rigeur). I feed it odd pieces of loot we don’t want and talk to it. The party tolerates that well enough. But I had to sacrifice it in this fight – I was being attacked by two of these things and knew I couldn’t take all their attacks, so fed it to one of them. I reckoned that it would go bang just like when you mix bags of holding and portable holes and stuff, and I was right. But I did give a good long scream of grief and rage when it happened.  “SACKY! NOOOOOOOOOOOOOOOOOOOOO!” And thus did my pet bag of devouring save me from evisceration by a big stone tiger.

Then we head off to the sacred island of the emperors, which is nice and Asian fantasy chic.  We fight a freaky long-necked hag woman thing what like they have over there.

My favorite part was when we found magical instruments on a little stage on a mini-island in a decorative pond.  I proposed we all play the instruments to soothe the spirits.  We played well; it didn’t have any game effect but I could picture us all sitting there, in a pagoda with the leaves falling, playing a tune while the many spirits of the imperial island looked on…

At the end we met the ghost of Emperor Shigure, who was hard to deal with, he kept going all shaky-face-staticy on us like ghosts do in modern Japanese horror movies, which was cool. Now we’re off to recover his body from some demon chasm.

Hero Lab For iPad!

Hero Lab, the bestest character creation software ever (and this is from someone who did some volunteer data file editing for Byakhee, the second bestest) has just released a free iPad character viewer!

It not only views, it lets you do some changes and equip gear, roll attacks/saves/skills, etc. Here’s my samurai character in it!

Hero Lab

Took me a minute to figure out how to do everything, but you can turn on/off abilities and spell enhancements and stuff – never forget the bardsong bonus again!

They’re still working on a full version, which will require a Hero Lab license, but this is a freebie – view other people’s character sheets and feel the magic! Pathfinder only so far, and takes too much memory for iPad 1’s.