Tag Archives: Pathfinder

Pimp Your Cavalier

LPJ Design is one of the major publishers of third party products for Pathfinder.  New from them is a set of new orders and feats and whatnot for one of the fun new classes in the Pathfinder Advanced Players Guide (and the free online SRD now), the Cavalier.

Goth girl and friend of the blog Erin Palette is the author, and had me look it over while it was in work, and it’s good stuff.  I like her new orders, some of them better than the core ones published with the class initially. You can check out a free sample of two new cavalier orders (one of which isn’t even in the product, so it’s a combo preview and Web enhancement) here.

If you like it, spring the slim $1.25 for the full version of Undefeatable 21, Cavalier!

Paizo Black Friday/Cyber Monday Sale – Hit It Now!

They have a lot of great stuff on sale at paizo.com in their Black Friday sale! Real print products from a wide variety of companies!

For example, the Goodman Games Wicked Fantasy Factory adventures I used in Reavers are $1-$2 each, as are the Green Ronin Bleeding Edge adventures.  And they have big heavily discounted bundles of Adventure Path stuff – get an entire back AP with support books for one low price (or individual ones you’re missing for half off), or a set of themed supplements and adventures! And stuff for all kinds of other game systems, from Warhammer Fantasy 2e to Babylon 5.  There’s old Dragon and Dungeon magazines… Adventures, minis, flip-mats, cute Cthulhus – you can get it all!

RPG Review: Coliseum Morpheuon

My newest review is up on RPG.net! Here it is for your viewing pleasure.

Coliseum Morpheuon is, in its own words, “an Extraplaner [sic] plug-and-play mini-setting and adventure for 16th-20th level characters, wholly compatible with the Pathfinder Roleplaying Game.” It’s a patronage project by Rite Publishing, and the primary designers are Clinton J. Boomer (of D&D PSA and RPG Superstar fame) and Jonathan McAnulty. It’s a 128 page PDF and my review copy came with a number of separate PDFs with terrain and paper minis specifically for the adventure, which was a really nice touch.

Look and Feel

The front and back cover art is very nice, though the back cover text has a startling number of misspellings and grammatical errors. I found that a bit off-putting. Luckily the rest of the book doesn’t have that high a rate of editorial flaws. Inside, the layout is nice if not brilliant (I especially like the border art, but am dubious about the font choices especially within boxed text) and the interior art is good if not super frequent.

Contents

Chapter One is about the Plane of Dreams, where all this takes place, from the Shores of Sleep to the Slumbering Sea. It owes a lot to H.P. Lovecraft’s Dreamlands. It explains it briefly in both fanciful and technical game terms.

Chapter Two explains the art of “Dreamburning,” which is an interesting mechanic. A character’s hopes, aspirations, and dreams are turned into actual game effects in the lands of Dream, and can be used up by the character, or even destroyed or stolen. It’s a good mechanic – you have a limited number, so those who don’t roleplay at all have a resource management mechanic to play with, and also burning or gaining Dreams is reflective of actual changes to the character’s psyche, so if you are into the roleplaying it can be extremely interesting. And especially for a high level game, it adds some additional strangeness and risk that can add a new dimension to the usual grind.

Chapter 3 describes four denizens of the Dream. These range from the “chittering dream eater” to the iconic denizens of Leng.

Chapter 4 gets into the Island of the Coliseum Morpheuon itself, a land of coherent dream afloat in the Slumbering Sea, and its demented and depraved ruler, the Khan of Nightmares. It hosts a large bazaar-city whose most salient feature is the Great Coliseum where the Games go on endlessly, which contains charming locales like the Pagoda of Patricide. As a cosmopolitan city, it serves as the Waterdeep/Sigil/Sharn/Absalom of the setting. It’s pretty cool, but described only very briefly.

Chapter 5 narrows down to focus on 16 major denizens of the Coliseum itself and provides full writeps and stats for each. This is where a lot of meat is generated, and that’s good, because you can always make up more weird dream locations but NPCs for a 16-20th level campaign are hellishly hard and a lot of the work for an GM. This one chapter is as large as all four that came before put together.

Anyway, these NPCs aren’t your usual cast of characters. They are as weird as you’d expect high level denizens of a dream realm to be. The Dragon of the Ghostdance meets Jack of Diamonds, a “Lifespark Psion-Killer” who looks like an anime robot critter out of Neon Genesis Evangelion. There’s Kahnzadeh Sukhbataa, an “Advanced Transforming Shield Guardian Clay Golem Fighter 3,” the Solstice King, and the Pasha of Swirling Ashes. None are stock high level goons, they are all lovingly crafted in their complexity. There’s a lot of high level goodness packed into this chapter, and it’s worth looting for high level extraplanar NPCs or opponents on its own.

In Chapter 6, we move towards the adventure part of the program, with an overview of the Damnation Epoch, a specific tournament with the Cup of Desires as its prize, that is the primary adventure hook. Since they assume you have complex 16th level characters with huge backstories of their own coming into this, the authors take a toolkit approach and let you piece together a plot with chunks they provide instead of laying out a linear adventure path. The PCs, as a team in the tournament, are given a benefactor (one of the heavy hitters from Chapter 5).

Chapter 7, An Invitation to Damnation, is the first part of the adventure proper. It introduces the PCs to the realms of Dream, the Coliseum, and the games. It’s a lot more linear than the rest of the product, but I suppose that’s somewhat inevitable.

Chapter 8, The Tests of the Coliseum Morpheuon, is a set of adventure seeds for PCs once they’re established in the place. Then Chapter 9, The Tests of the Damnation Epoch, is about what actually happens in the arena – a set of 10 specific trials that the tournament consists of. Many teams participate, but few make it out. Chapter 10, Secrets of the Coliseum Morpheuon, is about larger plots to weave into the campaign. You could just run the Tests of the Epoch in Chapter 9 and have a straightforward “kill and kill again” campaign, or sprinkle in the Tests of the Coliseum in Chapter 8 to mix it up more, but it’s the Secrets of the Coliseum that proposes more high level goals the PCs may be trying to accomplish the and milestones towards them.

Then we have three appendices. The first two describe a couple opposing teams in detail, the Dirges and the Gray Feathers, one evil and one good, but both worthy opponents. They are fully statted up and have intriguing backstories. The third has four pregen characters, also complex and weird – no “Hi I’m Bob the 16th level fighter” guys here. If you don’t need pregens, you could use them as another opposing force. My only complaint here is that they don’t cite their references, making it hard to go find more information. Like one PC is a “Wyrd” and another is an “ironborn.” Are those from some other book? (Probably so, the OGL declaration in the back mentions a bunch of other works). But which? Having some codes that show where the various bizarre race, class, feat, and other power options are from would be invaluable.

Conclusion

I found myself wishing Coliseum Morpheuon was about three times longer than it is. It takes on an extremely ambitious scope in 128 pages, and as a result you often get very terse coverage of its contents. The text is very evocative, however, and provides a great framework for you to create a fantasia upon. And the hardest part, the high level opponents, are done up in detail, so the work you have to do is more the fun stuff than the soul crushing detail work of high level builds.

It’s just the bare bones of a setting, but more than enough to get started, and at that level tossing in a weird location and so many interesting and detailed NPCs means the adventures write themselves.

Coliseum Morpheuon is a rarity – a viable campaign for very high level PCs. It’s innovative and very well written. I give it a full 5 for substance. I have to dock it one point for style because of the lack of referencing and awful rear cover typos. I hope they fix those before they go to print; it sets an unfairly bad impression to see that on the outside of a work. But overall, it’s excellent and I would definitely run it for my gaming group.

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

First Session (14 page pdf) – “After the Flood” – Riddleport is rocked by a tsunami and the PCs find love and danger in the aftermath.  And then there’s unexplained murders and Salvadora of the God Squad calls in her marker for the PCs to help investigate.  It’s Katrina horror time in the kickoff of our second season of Reavers on the Seas of Fate!

Well, we finished out the first huge year-long plot arc of Reavers last time, a mashup of the Freeport Trilogy, Second Darkness: Shadow In The Sky, and a raft of good 3e/3.5e adventures.  Everyone agreed to re-up for another run, so Season Two has begun!

When we last left our PCs, a tsunami had hit Riddleport.  In Second Darkness, this is mostly brushed off as color and it’s on with the story.  I wanted to dwell on it more.  Coming from the Gulf Coast originally, natural disasters like Katrina’s flooding of New Orleans and Galveston’s regular destruction by hurricanes are real threats and I wanted to reflect that in game.

I did some description of the aftermath, but the players filled in a lot for me.  They really got into the spirit of it.  There were exchanges like “I bet it smells like that time my apartment’s parking lot flooded and water got into my car and the carpet molded.”  “Ewwww!” It worked out pretty well and added a definite feel to the session.

Then it was time to meet up with all the people they left behind.  They were clearly considering just up and killing Saul for hanging them out to dry, but no one acted on it. The rest of the Gold Goblin crew was in evidence too.  And they went to rescue Lixy from her collapsed apartment, through the sewer grate she nearly threw Wogan’s gun down back in the day.  There was a lot of stuff that recurred from previous sessions. They even got to talk with Clegg Zincher.  Believe it or not, I didn’t realize what I was doing – Clegg owns this big coliseum and it made sense to me that they would put injured and homeless there, and then someone said “Oh, it’s the Superdome!”  I actually wouldn’t have done it if I’d thought of that analogy just because it was a little too-Katrina.

And then it was time for girlfriend visits.  Tommy’s visit to Lavender Lil was as usual intrigue and sex-soaked.  And then Serpent went looking for Samaritha.  That was more unexpected.  He has always been a little ambivalent about her, and was really irate once it turned out she was a serpent person; I personally wasn’t sure if he’d just forget about her, or try to kill her, or what. I thought it was brilliant how he got drunk and decided to go tell her off.  His interaction with the gendarmes guarding the Cypher Lodge was really funny. For some reason he kept rolling natural 1’s this session, but it wasn’t ever really dangerous, just funny.  After the gendarmes turned him away he wanted to sneak in, but rolled a 1, so he did the drunk-guy thing of wandering ten feet off and then trying to just walk by them again.  Then he tried to climb up to her window and fell off the building.He wasn’t playing it for laughs, and that made it even funnier but also more real.

I was pretty proud of the role-playing.  I know the player is somewhat uncomfortable with RPing relationships, and it wasn’t any more easy with the rest of the group kibitzing him (they were all really into this scene).  When he got in her window, he declared, “I unload all over her!” Everyone collapsed in gales of laughter.  “Uh… Physically, verbally, or sexually?” I inquired.  “No, I mean I really let her have it!”  More laughter.  “Again, physically, verbally, or sexually?” Then he tried talking with her.  It was tough, she was sure he would hate her and either Serpent or the player wasn’t letting much tenderness seep through, and so she was hard to convince.  He rolled a couple Diplomacy checks that didn’t go anywhere.  “You’re going to have to use the ‘L’ word!” the rest of the group advised him.  He finally showed a little bit of intimacy and that convinced her; she was really looking hard for anything to prove he did like her, and it took him a while but he came through.

And then it’s off with Salvadora to investigate some weird problem.  And with that we segue into the Richard Pett horror special, Carrion Hill.  Mmmwah hah hah haaaaaa! Pucker factor is high!

 

Reavers on the Seas of Fate Season One Finale – Session Summary 28 Posted

Twenty-Eighth Session (13 page pdf) – “Madness in Riddleport” – The PCs confront Elias Tammerhawk and his evil ritual in an epic battle atop the Riddleport Light.  But that’s nothing compared to the secrets they uncover after they are sucked into the spirit world!  Will Riddleport, and our Reavers, survive?  Find out in the grand finale of the first season of Reavers on the Seas of Fate!

Go read the summary first, there’s surprises a-plenty, and you don’t want to find them out from my behind the scenes commentary here.

No really, read the summary first.

Back?  OK!  I mashed up a bunch of stuff for this finale. The boss fight itself combines the Green Ronin classic Madness in Freeport, where it’s a serpent man posing as the Sea Lord in the lighthouse conducting a Cthulhuoid ritual to drive everyone in Freeport crazy, with the first chapter of Paizo’s Second Darkness Adventure Path, where it’s a drow using the Cyphergate to bring down a meteor and cause an incidental tsunami.  “Which one should I use?” is a question only suckers ask. A hardcore GM says, “Both, bitch, and here’s a third thing too!”

In this case, my third thing was the PCs’ jaunt into the spirit world.  Whatever you want to call it – shadow Riddleport, the ghostlands, the spirit realm – it’s what has been tying together the shadows and voodoo stuff going on in the campaign. And in terms of good places to go into the shadowlands, Riddleport is one of those places with a lot of restless souls per capita.  In fact, the PCs sent a lot of them there.

It was inspired by two things.  In Denizens of Freeport, there is an NPC, a crazy elven vampire named Lord Bonewrack, who reigns over a shadow Freeport.  Tammerhawk just being dead is lame, but being the vampiric overlord of an alternate Riddleport is cool.  And then also the Miyazaki movie Spirited Away inspired some of the visuals and experiences in the city.  (My daughter wanted the tasty food stand from the movie to be in the adventure; she was disappointed that Wogan resisted its lure and thus didn’t get attacked by the “fire-barfing piggies.”  Those who have seen the movie know about the food stand and the pigs, but she added in the “fire-barfing” part to kick it up a notch.  A girl after her father’s heart.)

The shadow Riddleport scene served several important purposes.  Sure, it gave them some valuable intel on Tammerhawk.  But it was also an opportunity to reinforce important story elements, especially past successes and failures and how past choices and experience have shaped the PCs’ lives.

They talked about going into the Gold Goblin’s basement but thought better of it when they remembered that was where the fighting pit was.  Which was good thinking, because just going down there and seeing the ghostly horror resulting from that would have been a 1d4 Wis loss!

Then they got to meet the “real” Elias Tammerhawk. I’m glad they didn’t attack him, that could have been messy. Facing the dead assassin Jesswin (who was technically a “blast shadow,” a new Pathfinder monster) was lively – Tommy had to spend an Infamy Point to not die under her flaming claws.  (A lot of Infamy Points got spent – Wogan used one to knock the serpent head out of the column of light, for example.)

And then bang, right back into the fight!  I liked the “You’re in the middle of a huge combat and…  Now you’re somewhere weird.  NOW YOU’RE BACK GO!” The time dilation of the spirit world meant I didn’t need to worry about their buffs expiring or whatnot.

Here’s a funny game table moment – when Thorgrim shattered the glass of the lighthouse letting the storm in, Wogan did proclaim the power of Gozreh was unleashed.

Paul, thinking this was a result of some actual game mechanic effect, asked Patrick “Oh, cool, what power do you get as a cleric of Gozreh when you’re in a storm?”

Patrick replied, “I get wet.”

The revelation of both the fake Tammerhawk and Samaritha worked out well.  Serpent (well, his player) suspected it, but the rest of the guys didn’t.  They did catch on really quick that she wasn’t in cahoots with Tammerhawk though. She fled in shame, Hatshepsut couldn’t bring herself to attack a serpent person, Zincher bailed out to “go get reinforcements”, and Thorgrim was convinced that the man he thought he was supposed to be protecting was really an impersonating monster freak!  Sindawe and Wogan managed to rejoin it idol and the seven glyphs worth of charge in the Cyphergate shot out in a bolt of energy (in my mind, somewhat resembling the gravity-lens superweapons from the anime Super Atragon, if anyone has seen that) boiling the ocean as it streaked to the south.

It wasn’t mandated that Tammerhawk get away – I actually thought they might pursue him down and do a chase across the Cyphergate, but then it turned out no one had any spider climb or feather fall or anything to do that.  I was a little surprised; Tommy is always buying spider climb potions but I reckon he was out.  And then their gendarme friend Salvadora showed up.

Interestingly enough it was Sindawe who chased down Samaritha to talk to her – sure, he’s twice as fast as Serpent, but it didn’t seem to even occur to Serpent.  We’ll see how it goes with him – she can run off, stay with the party, or do anything in between based on how things develop.

Tammerhawk’s escape was a little bit of a letdown to the PCs, but the expected denouement didn’t happen – instead, a tsunami came!  Paul (Serpent) and Patrick (Wogan) knew what it means when the tide goes out like that, but Serpent made a poor Knowledge:Nature check and figured it was normal. Poor portly Wogan just about didn’t make it to the top of the lighthouse.  I actually thought they’d flee into the city instead, but they reckoned the lighthouse was far up enough on the bluff that it’d make it through.

So in the end of the first “season” of Reavers, they’ve succeeded but at a high cost – both personal (friends lost) and practical (Riddleport is in a very post-Katrina state at the moment).

And that’s the end of my first big plot arc.  Based on what’s happened and what the PCs intend to do next will determine where I go with it.  Piracy on the high seas, with Razor Coast and maybe Sunken Empires?  Off to the Mwangi coast and head into the Serpent’s Skull AP?  Do more around Riddleport and use Freeport and Second Darkness adventures?  We’ll see, but I know what I’m doing next time – our next game day is on Halloween, so be prepared for a Very Special Episode ™ of Reavers on the Seas of Fate!

Reavers on the Seas of Fate – Session Summary 27 Posted

Twenty-seventh Session (11 page pdf) – “Rumble in the Wizard’s Tower” – It’s a mixed field of angels, demons, and ghosts as the PCs sweep and clear the Riddleport Light looking for an evil ritual.  I mean, an evil ritual besides the ones they are performing. That’s a big Twinkie.  Welcome to the one year anniversary of our Pathfinder pirate campaign, Reavers on the Seas of Fate!

As my adaptation of Madness in Freeport progresses, I used the Goodman Games/Wicked Fantasy Factory adventure “Rumble in the Wizard’s Tower” to flesh out the lighthouse.  In MiF it’s just a boring new lighthouse, but the Riddleport Light is old and was the hangout of a demon summoning sorcerer.  Which calls for some “zazz!”

May I note that a lot of the Goodman stuff is on super-sale at Paizo.com, the WFF adventures are currently $2 a pop – go get them!  They’re good stuff.

Anyway, there’s all kinds of weirdness going on.  Time is speeding up and slowing down.  Everyone that has ever died in the zip code seems to be coming back as a ghost.  Every weird little altar seems to have a direct line to Deity Central.  Who ya gonna call?  The Reavers!

First we had a big setpiece fight with a mess of Riddleport gendarmes guarding the inside of the tower, which was fun.  Then they find the Naughty Box.  I don’t even remember which movie I saw this scene in; I remember an iron box in a big room simply surrounded with crosses and stuff.  Here, it was surrounded with all kinds of evil stuff. They freed an angel from it but it was a little crazy.  Wogan did a good job of wrangling it; Tommy and Sindawe are evil after all so it tended to shoot at them when in doubt.  Then when the imp showed up, it made for some good roleplaying. Sindawe made the call to give the succubus to the imp after having her kill the angel.  Wogan wasn’t all that happy with it but everyone defers to Sindawe. Even if he is a little demon-possessed and crazy.

Then they talk down the ghost of Gebediah Crix and meet their two cop friends.  I wanted to throw in a familiar face to reassert that they are in Riddleport and not just some remote dungeon location.  Next time, it’s the big finale!  They’re prepared to bust through the door and take on Elias Tammerhawk.  Will it be that simple?  Hint: no!  Mmmmwah hah ha ha ha haaaaaaaaaaaaa!!!

My Pirate Campaign Turns One Year Old!

It’s the one year anniversary of my Pathfinder campaign, Reavers on the Seas of  Fate.  Let’s take a look back and see how it’s gone!

We have every session written up in multipage glory if you want to read the blow-by-blow.  I hope some of the folks who wrote some of the adventures I used – Second Darkness, the Freeport trilogy, loads of the Bleeding Edge (Green Ronin), Wicked Fantasy Factory (Goodman Games), and Penumbra (Atlas Games) modules – do, and see how they come out in play!

The short form is that our brave would-be pirates have:

  • Lived through an encounter with a ghost ship
  • Avoided being slain by the Chelaxian Navy (several times)
  • Gone to Riddleport and got in with Saul Vancaskerkin, a minor crime lord, and help run the inn and gambling hall the Gold Goblin
  • Run afoul of other factions in Riddleport – pretty much all of them
  • Uncovered a hidden temple of serpent men and eventually rooted it out
  • Nearly gotten assassinated (several times)
  • Gone to join a pirate crew to infiltrate and assault a Chelish manor inhabited by a creepy degenerate family
  • Been framed for the assassination of a crime lord and weather an attack on the Gold Goblin
  • Been blackballed by the crime lords of Riddleport, to some degree at the behest of Elias Tammerhawk, leader of the Cyphermages, and have to go on the lam
  • Gone to the ancient ruins of Viperwall and endure loads of voodoo to get some idol that Serpent’s Cyphermage girlfriend says will prevent some kind of evil ritual involving the Riddleport Light
  • Fought a Hellknight
  • Gone to help Jaren the Jinx, son of the infamous pirate Black Dog, grow his arm back, over the bodies of Shark God cultists and druid witchy women with mutant hulks in tow
  • Fought Black Dog’s ghost, during which Tommy accepted his geas to fight the chosen of the Shark God, and looted his pirate treasure
  • Broken into the Riddleport Light during a storm and massive supernatural outbreak, and fought their way to the top

The characters are fourth level.  That’s about right for a year of play.  I ran a five year campaign once that topped out at around level nine.  If you want to powerlevel, play WoW.  I like a more realistic progression, and to me D&D is the most fun in the levels 1-10 range.  Outside that it breaks down.  And in my experience, it is extremely, extremely seldom anyone goes past about level 14.  I’ve been in a lot of gaming groups over time and NONE of them have.  Class design that focuses on level 12+ and “epic level” stuff is all a waste to me.

Even though the characters are fourth level, and I’m also not hugely generous with the loot, they are master killers.  That’s what really “settling in to your level” gets you.  All the players know how to make the best use of what they have, and also understand that fights aren’t always level appropriate.  Any fight can be a fight for your life, so even at level four these boys are in it to win it.  I have to make bosses 8th level now to stand a chance.  Heck, they took down a level 12 ghost last session. I think the fights against the really powerful serpentfolk early in the campaign, while scary because the party felt so overmatched, really helped orient expectations well and their routine tactics are well done.

The art Paul did for the characters has really helped bring them to life (we use paper standup minis with the art on them, too).  And everyone has really embraced the scheming life of a Riddleportian, and all have their own cool agendas going on.  I’ve tried to help stress the ethnic origin of each of them, too, to keep them nice and distinct – Sindawe being Mwangi (African) and Serpent being Ulfen (Viking) are the easiest, though I need to do more with Serpent’s.  Tommy as a halfling, which are seen as a slave race in Cheliax, has worked out well.  Wogan is Chelaxian but doesn’t really play up that part of his life, he’s more about god and guns, which is also fun.

We’ve had our rough spots.  We lost Ox when Bruce moved out of town, which was sad.  We also had a time where Chris (Sindawe) was very frustrated with the game, but we talked through that.  I try to run a lot more realistic/organic game, and a lot of adventure paths as written kinda have the obvious “clue bar” you press to dispense clues, and so he thought that he/the party was doing something wrong when they were banging on the clue bar (and/or a hapless captive) and the answers weren’t falling out.  But since we’ve aligned expectations he’s been enthusiastic.

And the NPCs have been colorful.  They often have 1-3 NPCs with the party, which is a challenge for me from the time-share point of view but is gratifying in that they see other people in the game world as somewhat “real” and helpful, people you can actually make friendships with or fall in love with, not “dialog tree” soulless automatons out of a computer game.

The Pathfinder rules have served us well.  I could deal with them being a little less complicated – maybe take a half step back towards 2e from 3e – but no bad balance problems.  Note that they don’t have a wizard, except for Serpent’s girlfriend Samaritha.  Serpent is powerful and his snake Saluthra is super powerful, but he’s a good sport about me enforcing the whole animal intelligence thing on Saluthra; it doesn’t just wade into combat and fight like it’s a PC.  When Serpent specifically sics her on someone, she’ll grab them and squeeze them to death; then sometimes it’s hard to coax her off that victim and on to another. Sindawe is impossible to hit with his super-AC, but tends to flurry misses (monk disease).  Tommy doesn’t do much damage at all, unless he is sneak attacking, but that’s fine.  Wogan casts/heals and uses his guns; he needs another feat or so to get good enough at the guns to be hitting reliably though.  He doesn’t channel as much as one would think.  Samaritha sometimes does clever things when that’s needed, otherwise she belongs to the “magic missile it until it stops moving” school of thought, which is quite effective on the balance really.

I have set the expectation that my rulings on specific situations trump “what the rulebook says,” and everyone’s not always enthusiastic about it, but I think it is an important driver to the overall feel of the game.  I value realistic response over rules and organic over predictable.

And it’s so easy to run 3e and 3.5e adventures with little to no conversion.  Rules wonks can be such bitches on forums and whatnot.  Treat 3.5e adventures as 1 CR lower and 3e as 2 CRs lower and you’re done; I’ve done it with like ten modules successfully now.  I sometimes convert big bosses but mainly that’s because I want to use some specific new cool thing from the Pathfinder rules.

I’ve also used the opportunity to make some new rules.  Chases, mass combat, naval combat, gunpowder weapons, Infamy points…  I’ve been happy with them.

You’ll notice there’s a lot of sex and violence in the Reavers’ lives.  We all watch R-rated movies and so our game is R-rated.  I am somewhat concerned by people who are all about Human Centipede but then demand their D&D to be squeaky clean – that seems a bit mental to me.  I’m striving to have Reavers qualify to be the next big HBO series!  I actually take a lot of inspiration from the TV show Sons of Anarchy for the campaign.

Next session, we will complete the first big plot arc, and along with it the first chapter of Second Darkness (Shadow in the Sky) and the Freeport Trilogy.  I have some places I can go from there but I want to cue off the players’ interests.   I can head them into the new Serpent’s Skull adventure path, Razor Coast (if Nick Logue ever gets his crap together and gets it to the printer), more Freeport stuff…

I hope you’ve enjoyed reading along.  Feel free and chip in below with questions, comments, etc.  If you’re one of my players, I hope you’ve been enjoying playing as much as I’ve enjoyed running!  You should also feel free to share your likes and/or dislikes about the campaign below.

Reavers on the Seas of Fate – Session Summary 26 Posted

Twenty-sixth Session (8 page pdf) – “Black Dog’s Caves” – The haunting is thick in the sea caves used by infamous pirate Black Dog to hide his treasure.  Last time, the group fought Redlegs his first mate (now a dread allip); this time they face the ghost of Black Dog himself!  And huge chests of loot hang in the balance!  It’s the anniversary installment of our Pathfinder pirate campaign, Reavers on the Seas of Fate!

You know how in Ghostbusters, Egon describes the increase in ghost activity in Twinkie terms? “Well, let’s say this Twinkie represents the normal amount of psychokinetic energy in the New York area. Based on this morning’s sample, it would be a Twinkie… thirty-five feet long, weighing approximately six hundred pounds.”  Well, it’s becoming clear to our heroes (and I use the term loosely) that they are in Big Twinkie territory.

I didn’t actually expect them to fight the ghost of Black Dog, and when they did, I didn’t really expect them to win, as he was like a twelfth level guy as a ghost… But they did!  Good on them.  They got a huge amount of loot out of it.  On the other hand, I knew exactly who was going to respond to Black Dog’s geas – “WHICH ONE OF YE WANTS TO BE A PIRATE THEY WILL SING SONGS ABOUT AFTER HE’S DEAD?!?” has Tommy Blacktoes written all over it.  They’re all violent psychopaths (well, maybe not Wogan) and Sindawe has emerged as the group’s leader, but Tommy is the one who is balls out on board with being a pirate.

Here’s Black Dog’s ghost courtesy of one of my Google image searches; I think it’s from one of the Monkey Island games or something.

I may have mentioned it before, but it is fascinating to me how Black Dog has emerged in my game.  In the Madness in Freeport adventure, these sea caves are referred to as “Black Dog’s caves” but it doesn’t go into that much.  But then, in the Pathfinder NPC Guide supplement, the pirate “Jaren the Jinx” has a backstory where his father was “the infamous pirate Black Dog.”  That tells me that fate is at work.  As a result, it let me foreshadow Black Dog via Jaren for months now, which gives his appearance more impact, and now his geas makes him an ongoing part of the game.  Woot DMing!

Then, Samaritha kisses Serpent!  And ghost bat swarms nearly kill him!  And tentacle monsters attack!  You know, a day in the life.

Finally they reach the Riddleport Light and head into it, only to be accosted by a five-headed hydra sporting a Tiamat color scheme.  More on the lighthouse next time…  Enjoy the session summary!

 

Reavers on the Seas of Fate – Session Summary 25 Posted

Twenty-fifth Session (8 page pdf) – “Return to Madness” – First, a bunch of goblins attacks our brave heroes’ genital regions.  Then, they sail back to Riddleport, where the re-dedication of the Riddleport Light is set to begin.  It’s into Black Dog’s caves and thence to the lighthouse!  But as you’d suspect, it’s not going to be that easy.  Thrill to this, the twenty-fifth session of our Pathfinder pirate campaign, Reavers on the Seas of Fate!

The “Junk-Kicker” tribe is from the Goodman Games/Wicked Fantasy Factory adventure Throwdown with the Arm-Ripper.  Strangely, in that adventure, they don’t actually kick anyone in the balls.  This is a significant oversight in my opinion, so I rectified it.  And a quick Google search for “goblins with big iron boots” got me this image I used for their chief, Krik Junk-Kick [pdf character sheet]:

His tribe surrounded the PCs like the natives surrounded Indy in Raiders of the Lost Ark; then half of them shrieked fiercely and kicked the other half in the balls as a show of force.  This made a big impression on the PCs.  And their “junk-kicking” attack even has a simple in-game implementation, the new “Dirty Trick” maneuver from the new Advanced Player’s Guide!  Yay Pathfinder!

(Careful readers will note that I foreshadowed this with the story the two doppleganger “girls” told the PCs when they met them in the dungeon, that all the men of their village were too scared to fight the Junk-Kicker goblins so they had to go.)

You’d think 30 goblins would be a challenge, but I know my PCs.  Sure, they’re fourth level, but I had confidence that it would be a pretty easy fight.  The most dangerous part, really, was that one goblin tried to run off with Sindawe’s thrown magic spear during the battle.  Threaten their gear, that’ll get them motivated!  And this encounter threatened their gear in several different ways, if you get my meaning.

After that, they sailed back to Riddleport.  I did up some random encounters on the way there using some of the tables in the also-new GameMastery Guide, including the stranded “Heartbreak” Hinsin, who immediately started to compete with Jaren the Jinx for the favor of Hatshepsut.  She didn’t really groove on either one, but was more favorable towards Jaren.  Although there’s a little episode that didn’t get into the summary; Jaren and Hatshepsut went ashore in Roderick’s Cove and he put some moves on her and she didn’t like it; she went back to the ship upset and Sindawe tried to figure out what was wrong and comfort her, in his own somewhat clumsy way.

Then they get into Black Dog’s Caves!  More about that next time, but they fight a tojanida, which just about takes out Sindawe – Hatshepsut comes to his rescue and lifeguards him to shore – and then a dread allip comes for them.

It ended with them finding the fake treasure room.  The dialogue there isn’t made up; when Sindawe and Tommy scouted ahead and saw all those treasure chests, Sindawe immediately started shouting, “Don’t come in here!  We’re having gay sex!  Really gay sex!  We’ll be out in a while!”  Of course, that caused the rest of them to come running.

Next time – Reavers turns one year old!

Pathfinder and 4e Tied In Sales!

ICv2’s latest sales channel reports indicate something very surprising – that Dungeons & Dragons and Pathfinder are tied for #1 in hobby sales!  They’re followed by Warhammer Fantasy, Dark Heresy/Rogue Trader, and Dresden Files.

That’s pretty amazing, that a small company could rise to rival the historical keeper of D&D in such a short amount of time, and it’s a testament to the super hard work and high quality Paizo puts into their Pathfinder releases, and that they “get” what makes D&D great – it’s the adventures, stupid.

Of course these numbers aren’t based on unobtainable internal numbers and don’t include a variety of channels, it’s hobby stores/distributors only – DDI and Paizo’s subscriptions wouldn’t be included, for example – but it’s extremely notable.

Not only this, but hobby game sales are on the rise even while video game sales slump.

Reavers on the Seas of Fate – Session Summary 24 Posted

Twenty-fourth Session (9 page pdf) – “Throwdown With the Arm-Ripper” – The party works their way through the ruined complex to an ancient druidic shrine, only to meet two of Jaren’s old friends – a witch and the Arm-Ripper!  Is Jaren’s missing arm a coincidence?  Hint: no!

We finished up with my randomly generated dungeon and kicked into Throwdown with the Arm-Ripper.  I have a soft spot for those Wicked Fantasy Factory adventures – they need work, but they shine in the setpieces.

Before that, they ran across a sleeping cave bear.  “We’ll sneak up on it and kill it,” they declared.  I took a look at the dire bear stats and shuddered.  Even with the sleeping perception penalty, there was a real good chance that with three PCs sneaking up, one of them would be heard, and if that thing woke up in close quarters with the three PCs, someone was going to get ripped to bits.  But they all snuck up successfully and all executed coup de graces.  The bear was tough, and it rolled TWO natural 20’s on its Fort saves – but luckily, it failed its third.

The interaction with Gilmy the ettin was entertaining.  They thought he was maybe some druidic guardian, and that his forehead scars were maybe lobotomy scars – they weren’t, they were a plot point, and he had been turned from a human into a mutated ettin by Mythra and the altar (also used the same way to make the Arm-Ripper).

And then it was The Big Fight.  A freaky altar!  An Arm-Ripper!  A witch (druid, really)!  A wolf!  The Arm-Ripper and Mythra weren’t all that hard per se, but the altar goes nuts when there’s violence and strong emotions going on and it kept affecting the environment, raising and/or animating dead foes, etc.

In the end, it resurrected Mythra but everyone else was dead and she didn’t have the starch to keep fighting.  She surrendered and helped them regrow Jaren’s arm and make the dragon helm (it’s probably for the best that they didn’t have to rely on their Knowledge skills).

So, mission successful!  Now it’s back to Riddleport for the grand finale of the first main plot arc.

I’m A Fourth Level Badass

Slow progression is the order of the day in my Reavers on the Seas of Fate campaign.  The PCs are fourth level, and that’s after 24 long, hardcore sessions.  They may get level 5 soon, but no promises.

But everyone’s sent me their character sheets, and there’s nothing soft about these PCs!  When you really settle in to a level and live in it, you learn how to kick ass without always chasing that new kewl power (tm WotC).

Here’s their character sheets – feel free and use them as a pirate crew to strike fear into your PCs – just make sure they’re about 7th level or else they might get their fool throats cut.

Serpent Jorenson, CN Ulfen Druid 2/Ranger 2 – He specializes in the quarterstaff beat-down.  Especially versus humans.  That’s two attacks at +9/+9 for 2d6+7/2d6+5 when he has shillelagh on! And his pet snake Saluthra is ridiculously effective; the bite + grab + constrict dishes out 20-30 points of damage first round easy.
Girlfriend: Samaritha Beldusk, half-elf Cyphermage

Sindawe Narr, LE Mwangi Monk 4 – Yes, he’s really AC 24. And no, I don’t know why he has half a page of “sex manuevers” on his character sheet. I had no idea about that till right now. No wonder a goddess made love to him.
Girlfriend: Mama Watanna, an old (?) voodoo lady (?)

Wogan, N Chelaxian Cleric 4 – He keeps them all healed. He’s not hell on wheels in combat, but he likes to summon critters and has some guns that he can bust a cap in you with. And I notice he has a Wand of Eagle Slender. Apparently that increases your charisma by making you more svelte and athletic looking.
Girlfriend: His deity Gozreh provides his only sexual release

Tommy Blacktoes, NE Halfling Rogue 4 – Not one of those new style “striker/DPS” thieves, Tommy’s more of a skilled burglar and con man. +17 in some of those thief skills at level 4. I didn’t know that was possible.  Watch your nipples when he’s around.
Girlfriend: Lavender Lil, tiefling hooker

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