Tag Archives: Pathfinder

Reavers on the Seas of Fate – Fifteenth Session Summary

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

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

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

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

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Reavers on the Seas of Fate – Fourteenth Session Summary

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

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

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

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

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

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

Reavers on the Seas of Fate – Thirteenth Session Summary

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

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

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

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

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

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

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

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

Quickie Mass Combat Rules

I came up with some streamlined mass combat rules to handle a battle in my Reavers campaign with 30+ participants on each side.  It worked pretty well, so I thought I’d share it.  I didn’t want a huge system, but I wanted something that would work smoothly, that would incorporate the PCs organically without turning into some weird “minigame” or requiring them to be commanders.

Quick Mass Combat Rules

Army Builder ™

Break each side up into units of n creatures, where n=5, 10, or whatever makes sense for the scale of the conflict.  Units should be mostly homogeneous.

Unit Initiative = Median initiative of the creatures in the unit.

Unit HD = Total HD of the creatures in the unit.

Unit hp = Total hp of the creatures – break them up into n boxes of equal hp, one box per creature.

Unit AC = AC of each creature.

Unit Move = Slowest move of the individual creatures.  Loosely track units on the battlefield so it’s clear who they’re in contact with.

Unit Attack = Normal attack bonus of the creatures + ½ times the number of creatures in the unit.  (10 creatures = +5 attack bonus.)

Unit Damage= normal damage + the number of creatures in the unit.  (10 creatures = +10 damage.)

Saves = save of each creature.

Targeted spells can only take out the appropriate number of individuals.

Area effect spells, apply as unit damage.  Might not be “fair” to the fireballers, but whatever.

Named NPCs and PCs can engage specific targets in the unit, and get engaged by them separately from the unit attacks.

Combat!

Units roll once to attack other units using their unit attack versus the other unit’s AC.  If they hit, they roll damage, duh.  As a unit takes damage, you cross off boxes for each creature-sized increment of damage they take.  You can “half cross” off a box for leftover damage that’s about half a creature’s  hit points.  As armies take damage and boxes get crossed off, their attack and damage bonuses based on the number of creatures in the unit go down commensurately.

After that, it’s rulings not rules baby!

Playtest Example

A pirate attack on a Chelish manor house!  There are 30 attacking pirates, and they have a wagon-mounted swivel gun.  Each pirate is a War2 with Toughness – they have 20 hp each, but only attack at +3, do 1d6+1 damage each and have an AC of 13.  The PCs are their “men on the inside”.

The keep is defended by 30 human guards (War1) with only 5 hp, but AC 17 and damage of 1d8+1 (longsword +3).  It is also defended by 10 orc soldiers (was 15 before the PCs got their hands on them) that are War1s but have an effective hp of 22 because of their orcish ferocity, AC 15, and attack with a greatsword at +5 for 2d6+4 points of damage.

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Reavers on the Seas of Fate – Twelfth Session Summary

Twelfth Session (12 page pdf), “Mansion of Shadows, Part II” – The PCs hang out with a Chelish noble family for a while, and witness depths of degeneration that make even hardened criminals from Riddleport uncomfortable.  After a long night of sneaking around the mansion and fleeing from horrid things, they lure the eldest son out to the forest and whack him.

[Note: spoilers for Mansion of Shadows, a Green Ronin d20 adventure]

Our Pathfinder campaign, Reavers on the Seas of Fate, continues in good spirits as our fledgling pirates continue their infiltration of the Staufen family manor.  I haven’t had to change the adventure a whole lot from the Green Ronin original; “demented devil worshipping noble family” drops right into Golarion’s Cheliax without a second thought.  In fact, the players are already speculating on both the Asmodeus worship and “seven sins” ancient Thassilonian elements, both of which came along in the original!

The players definitely found the mansion super creepy.  The best parts were:

  • The hugely fat naked freak eating nonstop in the kitchen.  My impression of it picking up its battleaxe and giving them the hairy eyeball even as it continued to munch on a leg of mutton, and that later when it was sleeping it was sleep-gnawing on the same mutton, made quite an impression. But they were most disturbed when they found out it was female (Leanor Staufen).
  • Serpent being too nosy and ending up running around Three Stooges style fleeing from one devil after another in the mansion at night, even tossing himself down a staircase to escape more quickly.  “Woowoowoowoowoo!”
  • Sindawe seducing Amalinda Staufen in the catacombs under the temple to Asmodeus, and after she put out the candle, he started to realize that her cadaverous body was horribly similar to a lot of the preserved corpses in the room.  He got so nervous that he lit a sunrod and passed it off as “Oh, I just wanted to be able to look at you.”

Rules note, Serpent had to spend an Infamy Point to stop Jack from getting away.  The PCs didn’t really coordinate ahead of time and so when Serpent decided to attack Erich it caused enough confusion that Jack rode off on his horse, which would have been pretty much a scenario-derailer – if they couldn’t find a way back into the mansion then the pirate attack would pretty much be a non-starter.  But Serpent coughed up an Infamy Point so I rolled a random encounter and said “His horse got disabled by a… dire badger… so you’re able to catch up to him.”  So in the end it worked out fine.

Next time in Mansion of Shadows, Part III – both a mass combat and a naval battle!  I’m working on rules for both to make them fun and not onerous.

New d20 Modern Patronage Project

Last month I wrote about the state of modern d20 gaming and mentioned there might be a project in the works to update it for Pathfinder.  Well, the project is up and taking donations!  It’s being done as a patronage project by Super Genius Games, which consists of Owen K.C. Stephens, Stan!, and R. Hyrum Savage.  They’re calling it “P20 Modern.”

Follow along and see how it goes!  I liked d20 Modern OK and think it could be done a lot better, and it’s a great time to take it on.

Pathfinder iPhone Apps?

I was just listening to a big ol long video of Erik Mona speaking on “Pen & Paper Gaming in the 21st Century” that Louis Porter Jr, had posted on his blog, and he mentions that Paizo has three iPhone apps in the works.  Watch starting around 26 minutes in.

Specifically he describes the “Live Character Sheet” for Pathfinder – add all your stats and stuff there.  One person casts Bless – you can see the other iPhones on the local network and select what characters get Blessed – and then it takes care of counting down rounds for you.”  Nice! Suck it, Digital Initiative.

He talks about other technology stuff like Surface and ARGs, PDF publishing, POD, etc.  Check it out!

Reavers on the Seas of Fate – Eleventh Session Summary

Eleventh Session (10 page pdf), “Mansion of Shadows, Part I” – After the PCs kill Jasker Gant, one of crime lord Boss Croat’s lieutenants, they decide to go on the lam for a while.  They get “loaned out” by Saul to Captain Clap of the pirate ship Wandering Dagger, who has a little job for them.  Also, the triumphal return of Thalios Dondrel, son of Mordekai!  [Reavers on the Seas of Fate Home]

Thanks to Paul (Serpent Johansson) who has taken on session scribe duties.  You’ll notice I included some pics in this session summary – for the sessions, I Google for random images and pull images from the adventure PDFs as props.  The players said that for their use at least, it would be a lot more helpful to have the NPC pics in the session summaries for their reference.  I hope no one objects to me using them in this way; if you have a beef just let me know.

Mansion of Shadows is a Green Ronin “Bleeding Edge” adventure from back in the day.  I liked the line, they were all pretty good.

Using this adventure illustrates two important principles useful for everyone running a pirate campaign (the best kind of campaign).

1.  It’s easy to take any adventure location and make it an island.  When 3e was new, my gaming group and I (rotating DMs) ran a pirate campaign.  I bought all the initial wave of third party d20 adventures and handed them out.  Since most of them try to be “generic” by placing themselves in some semi isolated location that doesn’t have too much relation to the surrounding world,  you can usually wave your magic wand and call it an island with zero additional work.   One of them I remember had a map that was a huge field of mountains, with one road leading in, and the town/adventure location right there in the middle of it!  Might as well have been an island in the first place.  This one is no exception – the town of Staufendorf is largely encircled by rivers.  A wave of my lasso tool in GIMP and oh look it’s an island.

2.  It’s easy to take any adventure and make it suitable for evil (or neutral-piratey) characters.  A lot of adventures – and Paizo and Green Ronin’s are frequently examples – have several factions of bad guys for you to play off each other.  Paladin-heavy parties have angst about that but piratey parties sure don’t.  Frankly most adventures have a fairly simplistic view of good – “go kill the bad guys and take their stuff!”  Well, that’s as rousing a battle cry for bad PCs – good sticks together, but evil is happy to cannibalize itself.

Behind the Scenes

The party totally did not want to go help the slaves, but Ox (now in NPC form since Bruce moved) wasn’t to be persuaded to leave them behind.  So it was the worst of all worlds, in that only Ox and Sindawe were there for the fight!  No worries, however – Jasker Gant rolled totally crappy and Ox got a megacrit on him and then on one of the goons in short order.  The party’s general conclusion was “Oh sure, now he becomes effective!”

I knew they wouldn’t be able to resist killing another crime lord’s capp (“made man”/lieutenant) for long.  They barely refrained from killing Braddikar Faje earlier, and this time they didn’t even worry about it.  (Tommy’s player Kevin was playing Ox for the encounter).

Anyway, they went and wangled themselves a gig with a pirate ship to go raid a Chelaxian manor house.  After the pirates put them on board a pleasure yacht, I rolled two random encounters.  The first, a wyvern, was pretty tough.  The second was a dire shark!!!  I’m not a big believer in “level appropriate” when it comes to wilderness encounters.  But I had mercy – they killed the wyvern and had it on a tow rope, so when the shark showed up it just ate the wyvern.  Seeing a 60 foot shark go by caused a real brown pants moment.

Then they wandered around Staufendorf a while.  Everyone they talked to, they tried to get at “why are there crucified commoners about?” but everyone would just say in a loud voice, pretty much verbatim, “Staufendorf is a lovely place to live, full of honest and hard-working folk.  It’s a great place to raise a family!”  It got the point across, heh heh heh.

So now they’re infiltrating the nobles’ mansion, trying to figure out how to weaken it enough that 30 pirates can take the place.  They’re kinda worried about it since it’s very well defended.  I’m not sure how they’re going to do it, but I’m sure they’ll figure it out.

Black Powder Weaponry Rules, Razor Coast, and More

Check out these awesome black gunpowder weapons rules for Pathfinder published as a free preview for LPJ Design’s upcoming “Pirates of the Bronze Sky.”

Do they look familiar?  They should, since they’re the firearms rules I put up here some months ago!  Woot!   Thanks to Louis Porter for putting me in print!  I can’t wait for the full product to come out, it’s looking to be loads of fun.

Meanwhile, I’m working as a proofer on Sinister Adventures‘ much-delayed Nick Logue mega-adventure Razor Coast.  Nick finally realized he was never going to get it all done himself so has handed it over to Lou Agresta to take it from manuscript to product.  He has quickly mobilized forces and put a process in place that I’m convinced will finally get this puppy out in a decent timeframe.  See the Sinister forums for updates.

What can I say, I’m a sucker for pirate adventures.  Heck, now that Green Ronin is going to be doing a Pathfinder version of their Freeport book, it’s a new Golden Age of D&D piracy!  I’m already running my own Pathfinder version of the Freeport Trilogy.

So right now, I’m a busy boy – please forgive the lighter than usual blog-posting regimen!

Reavers on the Seas of Fate – Tenth Session Summary

Tenth Session (11 page pdf), “Death in Riddleport, Part III” – Samaritha’s gone missing, and the PCs track her to – yes, you guessed it – the serpent temple.  Along with a new friend, they hit the place hard, and there’s no retreating this time.

Sadly, Bruce (Ox), our usual session scribe, moved to Dallas and no one else brought a laptop, so this isn’t one of our traditional session summaries.  I took some notes while running the session and have written it up in a more short story kind of format.  I think it turned out pretty well, and hope you all enjoy it.

As a bonus, I’ve started a “Monsters and NPCs” page where you can check out the full character sheets for Salvadora Beckett and Milos the cultist.  Salvadora was an example of a new class, the Inquisitor, that Paizo is having an open playtest for as part of their upcoming Advanced Player’s Guide.   There’s also updated character sheets for many of the PCs on the Characters page.

The session went really well.  We finally finished Death in Freeport!  Now that they’re third level, the serpentfolk weren’t an insurmountable obstacle, though even when the PCs prepared with antitoxins they definitely took some damage at their hands.

There were a bunch of really great moments this session.  My favorites:

  • When Lixy asked Wogan, the chaste cleric of Gozreh, “exactly” what his religion prohibits as she cozied up to him.  I could virtually see the word balloon with “Gulp!” in it appear over Patrick’s head.
  • When Wogan went to pull his pistol in the ensuing combat and it wasn’t there.  That’s one of those moments GMs live for.  “What do you mean it’s not…  Oh…  Crap.” <sound of weapon cocking behind him>  I wanted to giggle and hop up and down clapping my hands like a little girl.  Then her tossing it towards the latrine as a diversion rather than trying to shoot him – what can I say, I was very proud of myself.  The possibility of getting shot didn’t scare the player, but the thought of his 500 gp masterwork pistol getting flushed- that got to him.  That whole scene was totally movie-worthy.
  • When Milos created his fast zombies!  I was reading the new Bestiary and it not only detailed some variant zombies but was specific about how to create them – in this case, remove paralysis as part of the animate dead makes “28 Days Later” style fast zombies.  Wogan was actually using Spellcraft to figure out what was being cast and the remove paralysis really confused him, he figured he had some big paralyzed monster he was letting loose or something.
  • When Sindawe broke through all the undead blockers and dealt out double crits to Milos.  We are using the Paizo “Critical Hit Cards” and they said he busted his kneecap and then spun him around, rendering him flat-footed.  It let Tommy get in a sneak attack sling stone shot that put him down (while standing upside down on the ceiling, thanks to spider climb) – a three hit boss kill!
  • When Sindawe hugged Salvadora unexpectedly after they cleared the serpent temple.  The rest of the players really did give him the hairy eyeball, and he really did say “What?!?  She saved my life like twice!”

There were fun little bits besides that, like trying to convince the apothecary they really needed something to counteract snake poison and not VD, and carrying out that big teak desk past the crowd of gendarmes.  I think the party started to really fire on all cylinders this session, and everyone got a chance to really pitch in.

Pathfinder Advanced Player’s Guide In Final Playtest

Paizo, in their traditionally open and fan-friendly way, have been offering the six new PC classes from the upcoming Advanced Player’s Guide for public playtest!  They have taken the feedback into account and have released a final playtest version, freely downloadable from paizo.com.  Comments are still open till Feb 15, when they’ll bake ’em and print ’em!

Boy, there’s a lot of great Pathfinder news this week.

Freeport for Pathfinder!

I have a soft spot for Green Ronin’s Freeport, a crime-ridden city of dirty pirates and Cthulhoid cultists.   My very first D&D 3e campaign was the original Freeport trilogy and those are some fond memories.   I’m actually using the Freeport stuff, hybridized with Golarions’ Riddleport, in my current Pathfinder campaign, Reavers on the Seas of Fate.

Well, word on the street (or at least on the Green Ronin forums) is that they’re working on a Pathfinder version of the Freeport setting!  I’m looking forward to that.  If you’ve never played in Freeport before, pick it up when it’s out and discover the joys of rapine and plunder!