Tag Archives: Pathfinder

The Two Ultimate Pathfinder Links

As a public service, I thought I’d reiterate the two links you need if you are playing Pathfinder (besides paizo.com and this blog of course!).  Apparently not everyone knows about them, and one has moved!

The Pathfinder SRD, which has all the OGL rules from Paizo (pretty much all of it) and a variety of third parties. If you need to look up a rule, here you go! It’s always kept super up to date, even new beta playtest stuff shows up here ASAP, as well as sometimes links to useful rulings from the Paizo boards, etc.

The Pathfinder Wiki, which has a primer on the entire setting of Golarion.  Beware – it moved without warning and the old site is still up! If you are using a wikia.com address, stop, switch to pathfinderwiki.com. Up until today even I have been misrouting people in my blogroll. I have tried to figure out how to contribute a couple times and have run away, tail between my legs – I couldn’t even figure out how to leave a forum post saying “set up a redirect or something guys” in their system.  But it’s a great place to search for that mostly-forgotten reference or link your players to in order to get them briefed on a country or something.

Oh, heck, here’s a third link.  No, not the Pathfinder Database, for fan created content, which I wish well and all but there’s just not a lot of quality content there so I don’t use it. But this is my #3 go to for Pathfinder…

Hero Lab, the best character builder tool for Pathfinder, many hands down.  I don’t build NPCs above 3rd level without it.  I’ve tried PCGen and RPGXplorer but IMO those weren’t any more helpful than doing it myself.  Now, it’s for pay, and they’ll charge you for each additional bit of rules they add from the various Paizo stuff, but they’re “official” so they do have it all. I wish all the NPCs from the APs were downloadable from somewhere, that would be a huge time saver. One of our players even uses it at the table to roll and apply conditions to his PC.

E6 – Because The First Six Levels Are The Best Anyway

This is old news, but I just came across a D&D 3e variant called E6 which is really clever, and is inspired by the classic Dragon Mag piece “Gandalf Was Only A Fifth Level Magic-User.”  Basically, it recognizes that a lot of the fun in D&D is at low levels and that the larger level spread causes a bunch of problems.  It works kinda like levels did back in 1e, where once you reach top level (6 in this case) you stop getting levels per se, but just more feats – so the power range always stays within a manageable band. The mightiest men are indeed total badasses compared to level one guys but can’t kill a whole country with impunity. I might have been tempted to do it up to level 9 or so instead, but it is a variant that I think would create a very interesting game that really executes on some modes of play much better.  Frankly I don’t like 3.5e/PF gameplay above level 10 myself. And come to think of it, the sixth level PCs in my Reavers campaign have ACs up to like 24 and can dole out 30+ points of damage a around – is there really a compelling reason to go up further from there?

He explains “why E6” better than I could in the post, you can also download the rules in PDF from the ENWorld thread or the E6 wiki.

Reavers on the Seas of Fate – Season Two, Sixth Session

Sixth Session (10 page pdf) – “Race for the Devil” – Elias Tammerhawk’s ship has been sighted at the Devil’s Elbow, and a pirate crew has retrieved some interesting artifacts from the site. Everyone wants to get there, but Riddleport’s mighty short on boats. The PCs decide to gamble on a one way ticket – but a one way ticket to where?

This time, we get started on the second chapter in the Second Darkness adventure path, Children of the Void, or at least my heavily modded version of it. Beware spoilers.

Like many sessions kicking off a new plot arc, this one was mostly wandering around in town – information gathering, buying and selling, talking to NPCs. Serpent went and talked to Fenella Bromathan, new Speaker of the Order of Cyphers. He noticed her a while back, and her super pale skin and dark hair is the same kind of odd coloration that he has – and he doesn’t know his mother, who he suspects was a witch or fey from Irrisen. He can’t find a good way of coming out and asking her about it, though.

Then the race was on to Devil’s Elbow. The PCs were bound and determined to get out there ASAP, and after the dwarves left heading that direction and Morgan Baumann (who Freeport fans will recognize) turned them down, they decided “what the hell” – they used Wogan’s swan boat feather token to head out there even though they would have no way back, reasoning that they’d be able to beg, borrow, or steal a ship once they reached the island.

And that plan would have worked, except that Mama Watanna was angry. The water goddess had made love to Sindawe and blessed him, contingent on him being faithful to her – but then last time, he and Hatshepsut made love. She often sends an orca to watch over Sindawe on his travels – and lo and behold, once they’re two-thirds of the way to the island, I roll a random encounter of 5 orcas. That’s fate right there, so I knew those orca were Mama Watanna payback. They attacked the ship and managed to breach its hull – the party probably could have killed them all, but Sindawe allowed himself to be carried off by one of the killer whales. Hatshepsut refused to let him go gently into that good night, and clung to the back of the beast as they dove into the ocean depths.  I figured that was good enough to summon the goddess herself. He had to spend an Infamy Point to convince Mama Watanna that he wasn’t really cheating on her because Hatshepsut is, like, basically one of her priestesses. In earlier sessions, before I knew whether Sindawe and Hatshepsut would fall for each other, I had considered whether Mama would possess her to be with Sindawe because she is about the closest thing Avistan has to a proper mambo, so this wasn’t totally off base.

In the end, most of the party was left clinging to a rock in the middle of the sea, thinking that the two monks might be lost, while Sindawe was really having more goddess/Hatshepsut sex deep underwater.

Reavers on the Seas of Fate – Season Two, Fifth Session

Fifth Session (15 page pdf) – “Sex, Death, Gods, and Demons”  – [WARNING: NSFW] The PCs race to kill the last Keeper before the horror from the Dark Tapestry destroys Riddleport. But that’s not the greatest foe they face, as it turns out sex is the deadliest weapon of all.

About Adult Content, or, Love Riddleport style

No, seriously, this session is NC-17 rated (that’s X-rated for you old folks), so don’t read further if you’re easily offended.  Also, there are spoilers for Richard Pett’s adventure Carrion Hill. Below, I give you a look into the planning that went into all this. Some people think RPGs should be bowdlerized like comics were under the old Comics Code. Well, I disagree; even most classic literature revolves around “adult” real world concepts about sex, infidelity, temptation, et cetera. I believe RPGs are a serious art form and don’t have to be just escapist power fantasy – if you disagree, you’re welcome to your own game, but to me it’s like Hamlet vs. Donald Duck comics – you can enjoy the latter, but if you claim they’re the acme of literature like the former, then real people will look down on you like the punk you are.

To telegraph the inclusion of sexual content in this session to the group, I added some sexual tension with Iesha at the Gold Goblin (always do a little foreshadowing) and then because of the nature of the Tommy scene especially I just plain told all the players (and our groupie Georgina who was spectating) that this scene would be sexually explicit and they could take a powder if they were uncomfortable, but they were all down. I felt that they all (Tommy mainly in this scene, Sindawe later on, and the others in their turn) did a great job of roleplaying through all these heavy topics.  Good work guys!

About The Graphic Sex Scene with Tommy, Lil, and Seyanna

One of Tommy the halfling’s long term goals is to become a respected and feared pirate/crime lord with a hot human mistress. He’s recently taken a level of assassin and is notable for his enthusiastic torture of the captured assassin Jesswin, and the trapped tiefling prostitute Lavender Lil has been #1 on the future-mistress list. Well, recently I got Paizo’s Lords of Chaos, Book of the Damned Volume 2 and the idea of the demonic boons and whatnot were interesting, so I thought I’d see if Tommy could be tempted.  Turns out he could! You may remember Seyanna the succubus from the Riddleport Light back in Season One – she was a slave of the old sorcerer who used to keep it, Gebediah Crix. Sindawe ended up gifting her to a helpful imp. Fortunately for her, the tsunami hit the city immediately thereafter and in the chaos she managed to get the golden key that controls her away from the imp, tore him into devil bits, and went on her way.  But a good GM never tosses away an NPC! Upon reading Lords of Chaos, I realized there was a perfect fit here. Nocticula (she’s on the cover) is the demon queen of succubi, assassins, whores, and related shenanigans. An aspiring assassin not afraid of getting his hands dirty and who has a soft spot for the demon booty – well that’s something that’s going to show up on her radar. So Seyanna (who can read minds, so knows all about Tommy, and reckons he’s a good Nocticula prospect) headed over to the House of the Silken Veil to get a job. It took some doing to fool the cunning head priestess of Calistria, Shorafa Pamodae, but that’s where succubi are Vikings.  In fact, last time Tommy visited she was in the waiting room for her job interview – I gave him a Perception check to recognize the clothes she was wearing from their encounter in the lighthouse (she had changed form of course, but not clothing) but alas he failed it. So in short order she sexually enslaved Lil and laid out a high quality temptation for Tommy. In the end he accepted her dark gift. This entire scene was the most graphically sexual of the campaign, and it had to be, to reinforce the nature of these demons  – sexual, perverse, violent – and make it clear what he’s getting into. Like any good ensnarement, there was an element of threat and an element of cupidity, it works on marks every day in real life and it worked on Tommy.  It’s not clear what he plans to do now – go along with it?  Turn against Lil? Try to get the succubus somehow? And what are her plans? Help him? Hurt him? Corrupt his precious bodily fluids? We’ll see, this has provided enough plot hooks to sustain a campaign into infinity.

About the Asylum

This was the climax to Carrion Hill – what is essentially a Spawn of Yog-Sothoth from Lovecraft’s “The Dunwich Horror” is loose in Riddleport and they are trying to get rid of it, starting with killing its summoners so it can’t kill them itself and take their power.  The last Keeper runs an asylum, of course. You should have seen the dismayed looks on the faces of the players, they knew it was going to be Real Messed Up ™. Richard Pett did a good job on this adventure adding all kinds of cool setpieces and Lovecraftian horror tropes.

In the end the PCs couldn’t quite kill the Keeper before he ran away and loosed the resident chaos beast – and then as they slew him, the Spawn showed up. I was liberally adding Will saves to prevent Wisdom damage as a stand-in for Sanity mechanics. The best part of this was when everyone managed to get clear (well, Wogan just about didn’t, but Sindawe helped him out) and ran off as the chaos beast and the Spawn met.  Everyone, that is, except the curious Serpent, who stayed behind, peering at the meeting out of curiosity.  Would they fight?  Is one the other’s baby or something? Would they mate? Well, he’ll never know, because he rolled a natural 1 on his Will save and went completely insane – temporarily (mostly), but his mind blanked out and he came shrieking and gibbering out of the asylum behind the others.

I let them get away with just “blowing up the gas lines” in classic Call of Cthulhu fashion instead of fighting the spawn. They were all beat to hell and were clever slash lucky enough to get the spawn and the chaos beast to meet (that was a pretty low percentage play). And then they were like “Oh, the gas lines!  All that leaking dwarven gas line stuff during the flood was foreshadowing!” And I was like “Uhhh… Yes!  Yes it was!”  So they gleefully wandered away from a burning asylum as many insane people burned to death screaming.  Shadow Riddleport will be quite lively if anyone visits again! And the spawn might be dead.  Maybe.  Or maybe it’s a big ass chaos beast.  Or maybe it’s napping. No hints from me!

About the Guns

We changed our gun rules for this game – we had been using these rules I put together, but Paizo has their new gun rules from the upcoming Ultimate Combat out for playtest so we thought we’d use them. We like using period-appropriate guns especially in a pirate game of this sort, so slow to load black powder wheellock pistols and muskets are in the hands of some of the local guards, and our cleric of Gozreh, Wogan, has a soft spot for them. They’re expensive, but he’s managed to get a small collection.

We had mixed results on the rules. These new guns perform a touch attack at short range, which was a nice boost and let him actually hit things. But damage was just too small (1d12 musket/1d8 pistol). Since you have to reload for a long time, you can’t get in a lot of attacks and certainly can’t get the rapid shot/multishot/iterative attack kinds of things every bowman has. So someone with a bow can pop off 2 or more arrows a round for 1d8 + STR damage each even at low level, but with a pistol you can fire once every other round for 1d8, not easily enhanceable. I’m going to boost damage significantly (2d6 for pistols, 3d6 for muskets) – guns are expensive and require a special feat and are slow, so there needs to be compensation.

About Sindawe and Hatshepsut

I hadn’t been planning on doing this in the same session as the succubus thing, but that’s how it ended up happening. Anyway, you may remember that back in Season One, Sindawe ended up making love to an avatar or something of voodoo goddess Mama Watanna, after which she blessed him but warned him he had to be faithful to her and keep it secret. I basically ripped off RL African deity Mami Wata for this bit. To quote the relevant bit from Wikipedia, “Mami Wata’s association with sex and lust is somewhat paradoxically linked to one with fidelity. According to a Nigerian tradition, male followers may encounter the spirit in the guise of a beautiful, sexually promiscuous woman, such as a prostitute. In Nigerian popular stories, Mami Wata may seduce a favoured male devotee and then show herself to him following coitus. She then demands his complete sexual faithfulness and secrecy about the matter. Acceptance means wealth and fortune; rejection spells the ruin of his family, finances, and job.” And that’s what happened. Anyway, Sindawe got a CHA boost out of the gig and has been faithful so far.

Well, he’d developed this friendship with Hatshepsut, monk and priestess of a lost civilization they thawed out back in Viperwall. At first, it was just “let’s not murder her” when Serpent wanted to just murder her… But then he stepped in to help since she doesn’t speak Common and sometimes axe kicks people who violate her weird ancient customs.  And Sindawe wanted to learn Aklo from her to have a secret party language.  As they are both monks they ended up fighting together a lot, and saving each others’ lives from time to time – Sindawe has even spent his precious Infamy Points to help her out.

I wondered how he’d respond to a spark; I just needed the right time.  Hatshepsut got hit by the chaos beast’s attack during the run on the asylum and nearly got mutated. She puts up a stern front but the whole “guess what it’s hundreds of years later and your gods and people are all dead and you’re a hobo now” thing is tough on her, and the chaos thing really shook her. Buty she has her pride. So in Red Sonja fashion, she challenged Sindawe to spar, and when he won, she offered herself to him. And he decided, “OK, let’s do this.”  I knew some random hottie wouldn’t be tempting to him, but a reliable comrade, that’s a different thing.

So what will happen with an irate water goddess?  I guess we’ll see! One PC uses sex to get into bed with a higher power, and one uses it to get out. Interesting times.

Was it sex-drenched?  Yes.  And that’s how you do it!  As a result we have personal investment and drama!  Roleplaying isn’t dead yet. Stay tuned for next time, when we kick the second major campaign plot arc into high gear.

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

Fourth Session (10 page pdf) – “The Rotgut Ripper” – When strange and virulent diseases affect the PCs, their hunt becomes more deadly as it becomes clear their quarry is hunting them in turn. Will they be added to the Rotgut Ripper’s sick collection of trophies, or is an even worse fate incubating under the Stink?

In this episode, we finish out Dungeon #105’s “The Stink,” which I’ve slotted into the plot of Richard Pett’s Pathfinder module Carrion Hill, and then livened up by adding in a crazy bad ass serial killer. Hyram Crooge is mentioned as the guy who runs the junkyard and is secretly both a bugbear and a serial killer in the Riddleport material, but that’s all there is on him. I decided to make him a demented follower of Urgathoa, goddess of disease, who kills women and defaces them to resemble the goddess. He has killed a lot of people – the dead bodies ascribed to him by the locals are actually just the rejects, people he kills and then decides are not worthy (elves and effeminate male prostitutes especially sometimes get killed before he realizes they’re not women – to bugbears, humans all kinda look alike). Eventually some ghouls found him and they started incubating some hellish super-diseases. This plan was somewhat cut short by the tsunami that inundated Riddleport and its dump and generally messed things up. He was participating in the main Carrion Hill plot as a random cultist seeking forbidden knowledge, those guys always smell each other out. Crooge is a creeper, and so in his garbagey lair, he stalked the PCs looking for ways to kill them once they made their presence known.

This was a design challenge for me as a DM.  I don’t like to cheat/fudge especially in situations like this where it’s frustrating for the players anyway, so I didn’t want to just do a bunch of fiatting of how this guy could evade the PCs. Solo rogues are often meat for the beast anyway.

Here’s Hyram Crooge’s character sheet as the Rotgut Ripper. I did two things – one is really maximize stealth, with a +18 Stealth, Camouflage and Fast Stealth rogue abilities.  That worked out pretty well, he’d attack from a distance and as soon as he could move into concealment (which, as they were in caves made of garbage, was practically ubiquitous) he could stealth again.

The other was to try to maximize the Intimidate chain. He had +18 Intimidate, Intimidating Prowess (+STR to Intimidate), Cornugon Smash (free Intimidate on a Power Attack hit), Scent of Fear (special bugbear feat from Classic Monsters Revisited, which was worthless), and Frightening (up the number of rounds of shaken, and escalate to frightened). The plan was to scare people off to avoid being trapped into melee. This worked kinda OK, but not super – he really needed Dazzling Display so he could Intimidate more than one person at a time, but that requires Weapon Focus so however you slice it he comes out one feat short. Of course, Intimidate works a little too easily in Pathfinder so that could have made it too overpowering (and frustrating!).

And in the end, I know that in this adventure the PCs are racing the clock and have to face a bunch of foes without rest, so I didn’t want him to be too high a CR. On his home ground, playing him cleverly, he got a lot more done than he would otherwise against a whole party of fifth level folks. He’d make an awesome foe stalking a smaller number of PCs, so feel free and unleash him on your own groups.

After Crooge, I put in a Daughter of Urgathoa from “Seven Days to the Grave,” part of the Curse of the Crimson Throne AP. She had a big ol’ bucket of hit points and towards the end, she got lucky – down to 2 hp, she lasted 2 additional rounds due to bad dice luck on the PCs’ part.

Next time, we finish up Carrion Hill!  I suspect portions of the next session will be X-rated, so be warned.

New Magic Item: Harness of the Hero’s Helper

I submitted this magic item to the Paizo RPG Superstar competition, but sadly it didn’t make the cut into the top 32 (which are all very cool – if you want 32 more new magic items that have been voted as good by a bunch of game designers, go get ’em!).

Mine was designed to fill a gap – for classes that want to focus on “pets,” there’s not a lot of magic items that enhance that (besides a “wand of magic fang” or whatnot). Thus, the Harness of the Hero’s Helper.  Short form is if you hold their leash/reins/whatnot then you’re treated as a level higher on the Animal Companion Base Statistics table (or similar familiar table, for familiars).  The beauty of this is it can work for paladin/cavalier horses, or druid/ranger animal companions, or sorcerer/wizard/witch familiars.

Harness of the Hero’s Helper
Aura moderate transmutation; CL 9
Slot neck; Price 35,000 gp; Weight 2 lbs.
Description
This leather animal harness resizes to fit any kind of beast in a form appropriate for its type. When the owner keeps the harness lead in at least one hand, which requires them to be mounted on or in an adjacent square to the animal, the animal’s base statistics increase as if the owner were one level higher for purposes of serving as a bonded companion or familiar (including a druid’s or ranger’s animal companion and a paladin’s or cavalier’s mount). Bonuses granted are treated as morale bonuses, and extra hit points disappear when the effect ends and are not lost first like temporary hit points. The effect ends immediately if the owner releases the lead.
Construction
Requirements Craft Wondrous Item, animal growth; Cost 17,500 gp

What do you think?

Full Golarion Map

I was looking around on the Paizo site and apparently there’s a full world map of Golarion in the new Campaign Setting, and they have an image of it posted!  That’ll come in handy for me as the PCs in my Reavers campaign get a ship and head out on the high seas for some piracy.  I love Golarion – I was a long time Greyhawk devotee, favoring it over the Forgotten Realms and other settings (I’d experiment with the others, but always returned to GH) but Golarion has supplanted that for me – it’s a fun, deep, brilliant world that both grounds you but also is easy for a DM to make their own.

Reavers on the Seas of Fate – Season Two, Third Session

Third Session (9 page pdf) – “The Stink” – As they seek the cultists who summoned the creature, the PCs head into the city’s garbage dump, freshly stirred by the tsunami, and discover some wonderful smells, as well as a friendly neighborhood serial killer!

I went onto the Paizo boards asking for good adventures to do a “Katrina horror” kind of scenario with, and both Greg Vaughan and Richard Pett checked in with some recommendations.  As a result, I am combining the Pathfinder module Carrion Hill with the Dungeon Magazine #105 “The Stink.”  That whole run of Dungeon mags was gold.

Kevin, Tommy’s player, was out sick.  Which was fine, because his character was also afflicted with disease, one of the themes of the day.  To tie it all together and fit it into larger campaign events, I retrofitted The Stink substantially.  It was easy to inject by just making Riddleport’s junkyard man slash serial killer, Hyrum Crooge, one of the Keepers from Carrion Hill, and then make him the principal of The Stink. The Stink suffered from not having a strong villain anyway.  I changed the bad guy mobs to ghasts that spread the six new plagues in the adventure – in the original a lot of text was spent on those diseases but chances to contract them were few and far between.  I remedied that by making the ghasts’ bite transmit one at random. (Or, conversely, biting a ghoul, which unfortunately meant that Serpent’s pet snake has like two different diseases now.) Two of the party members being monks means that’s not as bad as it could be.

I like how when the players invest in the game world it pays off.  They found the desecrated statue of Sarenrae and Paul (Serpent) immediately put two and two together – undead, disease, females desecrated from the waist down – and determined that the dark goddess Urgathoa was involved. Then, something started toying with them, attacking from the dark and melting away when they investigated… And left them a present, a female corpse mutilated to resemble the goddess.  For anyone with a good bit of Knowledge: Local, the inevitable conclusion is that the victims of the Rotgut Ripper that have been found – usually effeminate men or elves left disembowled – are actually just this killer’s rejects; the good ones he brings home and treats real nice…

I think it came across well; our gamer groupie Georgina was in attendance and she declared it “creepy.”

Next time, more Stink, and then we recur back up a level to Carrion Hill for the finale!  Then, on with Second Darkness.

Dungeonbattle Brooklyn!

I ran my first game of XCrawl today, and here’s the play report.  Our normal gaming fell through since so many people were out of town, but I had a pick-up crew of three people come over and they were jonesing for some roleplaying, so I thought, “Well, what can I throw together real fast?” I had just bought a bunch of XCrawl supplements in the Paizo Black Friday sale and then coincidentally found the corebook at Half Price Books right after, so it was all in my recent-acquisition pile. I grabbed it and ran the first level adventure, Dungeonbattle: Brooklyn.

XCrawl, for the uninitiated, is standard D&D 3.5e rules set in a variant modern day setting, where magic is real and the Roman Empire never really fell, basically resulting in a “world much like our own, but more entertaining.”  The North American Empire is still top of the world, ruled by Emperor Ronald I – so it’s like if the 1980s and the Romans had a love child.  The hot new televised bloodsport is called XCrawl, a live action dungeon crawl equal parts American Gladiators, The Running Man, and Rollerball.  It mixes dungeon crawling, professional wrestling, and sports franchise management to good effect; besides the actual fighting you have to worry about grandstanding, sponsors, etc.

Our new aspiring team was dubbed the Terrible Triad (“Really?  Which one of you hunts Blaculas?”), consisting of three new first level XCrawlers trying to graduate from the Division IV “boffer leagues” to the big leagues.  The twist is that this year, the DivIV finals are Full Lethal, just like Division III and up! A dungeon design contest was held, and new DJ (Dungeon Judge) Seymour Blood designed the day’s festivities, held in an athletic center in Brooklyn. Our aspiring athletes were (we used Pathfinder for the characters, since 3e/3.5e/PFRPG are pretty much run-off-the-cuff compatible):

  • Kanaan “The Krusher,” a barbarian from Siberia (Kevin)
  • Shamus, elven Irish rogue (Patrick)
  • Bal Shem Tove, cleric of Apollo from Texas (Sam)

Sadly, they didn’t make it too far.  After their pre-game interview, they bested the first major room, a Ninja Warrior style obstacle course with some goblins shooting a tennis ball cannon at them, easily.  But then the second room was a surprise attack on five orcs – the orcs were watching the door, but the players come in through a trap door in the floor and have a chance to ambush them. They all snuck in, and the rogue even found the passage out in one of the four cages in the room (the other three held cheerleader “captives”). But sadly our dungeon crawlers hadn’t quite brought their A game – they futzed about a little about what to do and then just attacked en masse, with surprise but no real clever tactics. Then the rogue and cleric rolled natural 1’s during the surprise round. The barbarian managed to kill one of the orcs but the other four were unscathed and commenced a baseball-bat beatdown on the Triad.  Krusher killed another with his greatsword but he and the rogue were forced to spend a round drinking healing potions and during that the priest went down, and then the orcs just pummeled the other two PCs unconscious.

Post-game analysis: The priest’s player was used to 3.5e and not Pathfinder, so he didn’t channel heals, and the loss of a full round to potion drinking really hurt the Triad’s action economy. Also, it was bad luck with all the natural ones.  I could have removed one or two of the orcs since it was only a three character party, but we’ve all seen three first level PCs trounce five orcs (especially with surprise and free attacks on their side). They didn’t use the room to their advantage  – the priest could have locked himself in one of the cages and spammed heals, or they could have otherwise used the surprise round to try to make it so the orcs couldn’t attack effectively.  And when the priest went down, they didn’t try to get a healing potion in him, and instead just kept swinging.  So the game was called and the paramedics carted the players off to Brooklyn Memorial twenty rounds in.  Alas.

I enjoyed it.  I used a referee’s whistle from my daughter’s soccer team as a prop, whenever a ref told them they were go for a new room I let loose on it.  They didn’t use grandstanding or mugging for the camera (XCrawl rules additions), but to be fair they  didn’t have much chance to.  And their Mojo pool (teamwork bonuses) started out small and didn’t get a chance to build before they got iced.  We didn’t use minis or mats, though in retrospect using a whiteboard with X’s and O’s football style would have been awesome.

It was nice not having to worry in the back of my mind about repercussions of the PCs losing. It’s a competitive sport, and someone’s gotta lose!  They did get some lovely parting gifts.  And the “contrived” nature of the event means that you can put goofy Gygaxian crap into dungeon rooms and not have your sense of realism cringe – Tomb of Horrors would be a great Division 1 Finals event!  In general it seems to me that it would be pretty easy to convert a lot of lame dungeons over to fun XCrawl sessions with minimal reskinning.

And it would be tremendous for convention/Organized Play kinds of things – when I helped run the FORGE we did a lot of “Adventurer Olympics” type of events using straight D&D; when you’re not sure how many players will show up to a large event and want to spur some competitiveness among strangers, it’s a good format.

I’ll probably try to get people to play a bit more XCrawl, and it would be great to see it adapted for Pathfinder!  Or even Fourth Edition…  It’s a gonzo setting so it’s possible that a lot of the things I hate about 4e might be virtues for XCrawl… Maybe.  Hmm, well, with the super long combats maybe not…  Anyway, I really enjoyed XCrawl, give it a shot if you come across it!

Christmas Task: Enter RPG Superstar!

Merry Christmas all, I’m back from vacation and, now that the whiskey’s worn off, am looking for things to do to entertain myself.  If you are in the same position, then one thing you could do is to enter Paizo’s yearly RPG Superstar contest by creating an interesting new wondrous magic item and submitting it!  I already submitted, and the deadline’s Dec 31, so you still have plenty of time.  If you make the cut, there are subsequent rounds of submissions and eventually you get a module published.  (Even late-round losers get solicited by other companies).  So if you’re a budding RPG writer, give it a shot.

Reavers on the Seas of Fate – Season Two, Second Session

Second Session (11 page pdf) – “Carrion Hill” – The PCs discover that a cult seeking forbidden knowledge from beyond got more than they bargained for and have unleashed eldritch horror upon Riddleport.  It’s a race through the flooded streets of Riddleport to see who can murder everyone involved first!

In this episode, I’m using the Richard Pett adventure Carrion Hill, transplanted from its setting in Ustalav to Riddleport. With, of course, my own special touch.

Hatshepsut is getting some more character development, which is good.  It’s a little tough on me when there’s always like two (or more!) NPCs along with the party, but it also adds an additional dynamic I like.

The PCs are good and into the post-disaster devastation of Riddleport, it seems like I’ve successfully activated their imagination as to what a tsunami-ruined city is like.

Some DVD extras for you…

Paul (Serpent) was very unhappy about the high burst DC of doors and stuff. He’s a big strong Viking and yet can’t ever bust open doors.  Sure enough, the burst DC for a “strong wooden” item (like the concealed shutters on the tannery) is 25, which is impossible even for someone with an 18 STR to make. It’s a fair point. It did allow Tommy to make about a dozen jokes at his expense over the course of the session, though.  Oddly, Paul didn’t write any of those down in the session summary!

Wogan earned an Infamy Point for the extreme overkill of using Call Lightning to rid a tavern of a half dozen CR 1/2 giant cockroaches. After frying all the fleeing cockroaches, he and Sindawe wondered if the displaced locals would fall upon them as a tasty new food source. “The tsunami was only 24 hours ago, the populace is not quite to the point of gnawing on electrified giant bugs,” I informed the disappointed pair.

None of the PCs have much in the way of Knowledge skills, which makes for some hilarious discussions about religion, disease, and other subjects.  They toss in what they think and make some Knowledge rolls, which usually go badly, and I give them information (or disinformation, depending on the check results) then we all toss in random other thoughts into the mix.  Here’s an example of when they were all fascinated by Sindawe’s bout of diarrhea…

“Maybe it’s ghoul fever!”
“No, ghoul fever is a myth.”
<One PC rolls a Heal check>
“I think he just can’t hold his liquor.”
“He’s drunk way more than that before, I’ve seen it…”
“Well, this time he was drinking rag squeezin’s at the Dead Duck.”
“Fair point.”
“Maybe it’s cholera. Disaster area and all.”
<Another PC rolls a Heal check>
“I think it’s being caused by miasma.  He needs to get some clean air.”
“So get out of Riddleport, you mean.”
“Do you have a fever? I check him for fever.”
“Is he flushed?”
“Uh, I don’t know, he’s black. How do I tell?”
“Can we stop talking about my poo issues now? I feel fine to go on, really…”

 

Open Gaming Triumphs In The End

Back in 2008, Mike Mearls wrote about whether open gaming had been a success… Right before Wizards pulled the plug on it.  Death to open gaming was their clear intent, especially when they added a clause to the new very non-open GSL forbidding use of the OGL by people looking to use the GSL.

And now, by Wizards’ own  numbers, the people playing D&D has gone from 6 million in 2007 to 1.5 million now.  So is D&D dying?

Grognardia brought to my attention this post by Ryan Dancey (archtiect of the OGL) on the Paizo forums about his view of how the OGL succeeded.

In the end, D&D isn’t dying – it’s free.  Hasbro can jack with it now all they want, but it was freed once and for all by Dancey, and so Paizo and the OSR and everyone else can play D&D and spread it far and wide, regardless of what kid film licensed property some suit wants to push this year.

Let Hasbro make all the soda and tennis shoes they want, and we get to play D&D and safely disregard whatever flavor of the month they are peddling.  Power to the people!