Tag Archives: RPG

Jade Regent – The Brinewall Legacy, Session 6

Sixth Session (18 page pdf) – We overcome the dangers of Brinewall Castle with flair and savoir faire!  As is so often the case, love of the booty ends up being the downfall of Kikkonu the tengu. Read on as we uncover the secrets of the Brinewall Legacy.

First, while fighting some more of those dang dire corbies, we make a new “ally,” a harpy. Bruce (Harwynian) has a long standing bird fetish and so he wasted no time befriending her.

We also discovered how weird and dumb all the illumination rules are. We had a lot of darkness on light on sunrod interaction questions.  Paul the GM’s interpretation was light inside the darkness does nothing, but light right outside the darkness gives dim light…

Anyway, the harpy is apparently Kikkonu’s on again, off again girlfriend. We devised a plan – apparently she has falsely tried to make peace with him before five times, but only attacked him three of those.  We interpreted that as “the other two ended up in make-up sex” and a quick guy calculation assured us that a 2/5 chance of booty and 3/5 chance of being attacked means that he for sure would show up for time #6.

Have you heard of the excellent “Combat as Sport vs. Combat as War” essay? Well, we’re firm believers in combat as war. As a result no one was disappointed when our well executed ambush killed us a hellclown in 2 rounds.

That mostly cleared the castle. We then wandered around investigating and running afoul of haunts and random animals. The fact that the ballroom was completed but the defensive works were not earned our scorn.  “What, was this place built by elves or something?”

Bjorn about dies by going and poking every damn critter in the place, mainly as an excuse to exercise his poorly chosen Favored Enemy: Animals.  Of course it turns out nothing is an animal.  That giant killer water bug? Vermin.  Ha ha ha ha urg.

Finally, we get several pages of story development. We discover how Brinewall fell! And find the ghost of my grandpa! And we find out Ameiko is next in line to be Empress! And that we have to go to the Lands of the Linnorm Kings to seek our ancestral katana! And when we pull out, not-fairy Spivey comes with us!  BADGE HOLOCAUST!

Next time, we take a side trek to the Rift of Niltak hoping for gold and glory.

Jade Regent – The Brinewall Legacy, Session 5

Fifth Session (14 page pdf) – We decide to sneak into Brinewall Castle the back way and as a result get the dubious reward of hitting the boss monster first, a hideous tentacle god. There is much probing. Then we rescue a barbarian chick from some holding cells. And there is much probing.

When we got back to the caravan to rest, we got a kick out of trying to explain what was going on to the NPCs.  “The place is full of humanoids that are like Heckle and Jeckle meet Bullhead and they’re lead by a hellclown who loves live theater! But the fairy who’s not a fairy helps us.” I think they assumed we had been spending our time smoking crack in an abandoned ruin.

Them we did something either clever or stupid, we’re still not really sure in retrospect.  We reasoned there certainly had to be some kind of secret tunnel exit and we searched around for it and found one!  But it led us right to the entire castle’s boss monster – some kind of demonic flying decapus that farted on us and just about killed us all in one go.  Being tactics guy, I got us to fall back into a more constrained space where it couldn’t fly, and Harwynian really came through by Webbing it.  The endgame was really intricate – it was still getting spells in on us and we couldn’t really hurt it.  But then it Scorching Rayed at us burning a tunnel through the Web.  V’lk shot it and got a critical; Paizo crit cards (in the form of the iCrit iPad app) said “nerve center!” and it was stunned for the rest of the combat.  And I got to finish it with a Fist of the North Star quote. Then we pulled the hell out of there because we were really messed up.

Once we’re not bleeding so much, we reinsert and free an Ulfen woman from an ogre jailer. I tried to make Viking-nice with her and it seems like it worked, she joined our caravan, and it got us a badge!

Then it was just freeform dungeoneering in the castle.  Some high points:

Gobo finds a secret door that leads out into a maze of tunnels leading deeper down. Hiro says, “Must lead to the Darklands! Hey wait… I hope that “third vault” prophecy doesn’t mean, like, the third vault of Orv because that would be f*cked up.”

“Shut the door!” cries Hiro.
“He chopped it down!” replies Jacob.

Bjorn vomits helpfully on a troglodyte.

Bjorn goes first, singing the battle-song of his people (“I saw the sign, and it opened up my eyes; I saw the sign”).

Stairs continue up. Jacob says, “The hellclown is probably up there!”
Gobo replies, “But it was downstairs last time.”
V’lk signs “two.”
“Oh, you think there‟s two of them?” V’lk nods.
“Makes sense – it takes two tengu to tango!” says Hiro. He holds out his fist to V‟lk. “Blow it up!” V’lk declines grumpily.

We end with a nice cliffhanger – upstairs in a study we find the hellclown’s play, and Jacob just knocks it off the desk and bellows a challenge, much to our horror. Next time, we’ll find out what all responds!

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

Twenty-Fourth Session (17 page pdf) – “From Sea to Shore” – Below the Azlanti island of Nal-Kashel, the crew comes across an ancient evil. Well, three, if you count their girlfriends. They’ve had it with having to fight them time and time again, and they come up with a drastic solution! Nothing will be the same after the season climax of Reavers on the Seas of Fate!

Well kids, the Teeth of Araska is in dire straits. The ship was captured by a Tentacle Monster, the crew enslaved, and the few free members are being mutated into weird fish-monsters by the island’s magic. After tampering with ancient magics, Sindawe, Serpent, Wogan, Jaren the Jinx, Gareb, and Slasher Jim head under the island to confront one of lost Azlant’s masters.

It’s not long before they get attacked by Samaritha and Hatshepsut, apparently under something’s mental control. This really presses the party’s buttons – Sindawe is pretty sure Samaritha is an evil mastermind and Serpent is pretty sure Hatshepsut is just waiting to betray them, so they don’t really treat them with kid gloves.  The feeling is mutual, however, and Hatshepsut totally wipes the floor with them until they slap a Protection from Evil on Samaritha to interrupt her domination!

All this time, Jaren the Jinx’s curse is in effect.  It’s diminished from its earlier more vicious form, but now it just triggers critical fails on a natural 1, using the Paizo critical fumble deck (well, the iPad app equivalent in my case).

They then hustle after Gerlach the fish-man alchemist (well, sorcerer; this is before the alchemist class was created).  That fight actually goes OK – he triggers a critical failure that summon an irate rhinoceros! For some reason the party is not very thankful; Wogan tries to stab a wounded Jaren and then once it’s over Sindawe nearly kills him with a spear. But anyway, the fight moves on to an aboleth’s prison, and it is a terrible shame that everyone makes their save versus its domination. So the boss fight wasn’t really the toughest of the adventure – one or two failed dominations and it could have been super bad.  Ah well, that’s the way the d20 falls.

And then, it’s over except for the looting, the intel gathering, the curing everyone of the taint, the freeing of the villagers and crew, the reclaiming of the ship, the complete looting of the town, and – the wedding!

That’s right!  After hearing about the legend that newlyweds that swim out to Wedding Rock for their wedding night are sure to conceive, Serpent and Samaritha tie the knot. They debate a little bit about whether they really need to swim all the way there from the shore, but in the end decide they’d best not mess with tradition.  Wogan marries them on the beach and they swim across to the island, and mate upon the rock under the stars.

Will the ancient altar allow even a serpentfolk woman and a human man to conceive? When serpentfolk have bore no young since Ydersius fell? Well, you’ll just have to stay tuned.

Meanwhile, voodoo goddess Mama Watanna possesses Hatshepsut; Sindawe jumps her bones before she can even deliver her cryptic goddess-messages.

And after all the festivities and they leave, the ravaging of Blackcove is capped off by the discovery of the murdered body of their temple acolyte.

And that seems like a great place to end our season!  Next season, the crew of the Teeth of Araska will venture out into the Arcadian Ocean to sunken Azlant in search of pirate Morgan Baumann and some pirate booty!

Jade Regent – The Brinewall Legacy, Session 4

Fourth Session (13 page pdf) – We hit Brinewall Castle and it’s full of dire corbies. As if those aren’t bad enough, then there’s mutant ogrekin and a hellclown! The hellclown that killed V’lk’s family! Run away! Run away!

Here’s his rendition of the hellclown (with the start of Brinewall Castle in the background)…

We’re into the eponymous part of The Brinewall Legacy, the first chapter of the Jade Regent Adventure Path.We start out with a reefclaw fight. I’ve mentioned before how stupid the aberration rules are – basically, since they prescribe certain stats due to universal monster rules, every bottom-dwelling mutated thing – reefclaws, otyughs, etc – all technically have quite good INT scores, like chess-playing level INT scores.  But of course they have no civilization and just lurk alone in holes and eat poo. Of course Bjorn especially feels wronged by all this; he took favored enemy: animals as a ranger.  And nothing is an animal. Oh, it might look like an animal – but no, it’s an “aberration” or “vermin” or “magical beast…”

Anyway, then we fought some dire corbies!  They are like Heckle and Jeckle on steroids. You may remember them from the 1e Fiend Folio. As we fought, I could not help but repeat over and over again to myself…

The raven sings
The raven saw
And in the corn
He sayeth, ‘CAH’

If they get you in the clear they pounce and get like five attacks on you. We learned our lesson from that and never let them get a head start to pounce again!

When we went into the castle, there was “grunting and meaty slapping” from a courtyard.  You might imagine what we thought of that.  When it turned out it was some mutated ogrekin wrassling, Hiro wanted to beat them down and take them alive. But when V’lk went running up to them he got one-shot KOed! There was a lot of yelling “You just got knocked the fuck out!” as a result. This excited Jacob who just started swinging his two-handed sword.  Luckily we managed to take them alive anyway.

After a vicious fight with an ogress, we met the boss – technically a yamabushi tengu, but as we don’t know that term we call him a “hellclown.”

He and his corbies chased us all the way out of the castle and we holed up in a building in town, injured and out of spells, but they found us.  I ascribe our survival to me taking a strong hand with tactics – I made Bjorn get in the door with me behind him with my glaive, and used my magical wakizashi to do a shield other on him. Everyone else shot out the windows as we cut them down one by one as they tried to enter; double attacks from us but spread out damage from them. Bruce didn’t really get many of the details in the summary (he Skypes in, so tactical combat is challenging for him). Whoo, it was a real sphincter clenching moment, definitely the fight so far that really could have just killed us all. But we’re not out of the woods yet…

Jade Regent – The Brinewall Legacy, Session 3

Third Session (9 page pdf) – We travel across Varisia and see the sights, until we reach Brinewall.  Ameiko falls mysteriously ill and we go recon the town, which is mostly intact but abandoned. What caused its sudden abandonment? We mean to find out.

We’re still going in The Brinewall Legacy, the first chapter of the Jade Regent Adventure Path. Apparently the first major arc in and around Sandpoint isn’t even half the chapter!

As we open in Sandpoint, V’lk continues to torment the local Sczarni for no real good reason. Then we get on the road in our caravan.  We manage to avoid “caravan combat,” which is for the best, and basically just have a travelogue of Varisia for a while.

I got to roleplay Hiro’s somewhat naive side… He was raised by his strict and somewhat assholey dad and then was shipped off to Chelaxian military academy. “Dad always said that the Varisians are a dog people…”  And he’s learning the samisen from Ameiko.  Note that in our previous Rise of the Runelords campaign, fratricide Tsuto Kaijitsu went to jail and wasn’t killed, hence that reference here.

As a result of our Riddleport-based Reavers on the Seas of Fate campaign I run, neither hell nor high water can convince our band of only second level adventurers to go to Riddleport. I’ve done my job as a GM; the group is sure they will all be robbed and rape-murdered if we go within 60 miles of the place.

The one downside was that the relationship rules started to get stupid. The Jade Regent Player’s Guide has these rules for relationships with the primary NPCs, with the intent that you build up point after point for a long time so that they’ll like you. (Apparently I need to “gain faction” with my own sister?) Anyway, it seems like giving gifts is the surest way to a quick +1 and so you’ll notice a couple gift buying and giving frenzies, ending up with Bjorn finally being rebuffed after buying a puppy for Shalelu.

I don’t mind relationship mechanics but I don’t like when they are too exposed – it makes the relationship between us and the NPCs forced and mechanical. I can spend an evening learning the samisen from my sister, but that doesn’t get a point, just the list of things in the ruleset… With new NPCs we meet, we have to be concerned about are they “special” NPCs we should track faction with to generate relationships or just normal NPCs we make relationships with the old fashioned way. Bah.

We finally get to Brinewall and scout the place out, it looks interesting.  Most entertaining is meeting Spivey, the “lyrakien azata” who lives in the graveyard.  She looks like a little fairy. She’s clearly a fairy.  Why would you have an outsider that just looks exactly like a fairy but it’s not because it’s from some made up outer plane? It’s just like the undead that aren’t undead because they are <some excuse here>. Anyway, she’s nice, even if the fact she’s a not-fairy is retarded.

Next time, we hit Brinewall Castle like a load of bricks!

Jade Regent – The Brinewall Legacy, Session 2

Second Session (13 page pdf) – We unearth a lot of beached ships in the swamp, and then best a samurai skeleton warrior! We put a caravan together to go check out the lost Kaijitsu secrets in Brinewall.

Our adventures continue in The Brinewall Legacy, the first chapter of the Jade Regent Adventure Path. I sure got my money’s worth from my samurai resolve ability that lets me stay up when at negative hit points.

I was pleased with my character development in this one – besides the fact that a lot of the plot points have to do with my family, my attempt to stand alone against the skeleton warrior to get beaten down and bailed out by my comrades is helping get Yoshihiro out of “personal glory” mode into more proper “all for one and one for all” mode.  It’ll be a while  yet, but that’s my intended arc.

V’lk being mute is a continued source of difficulty and amusement. His attempts to explain to us what he’s scouted sometimes go horribly awry. And then he really did just flip out and try to kill the toughs hanging around outside the inn.  He later explained that he wasn’t paying close attention and thought we were still in the wilderness and they were being more directly threatening…

Humorously, only two of us (me and Gobo) got a relationship point with Ameiko for giving her the scroll because no one else made it out of the brothel after their baths for their own demented reasons (Jacob – bisexual threeway; V’lk – handjob and book reading, Harwynian – afraid of getting dirty again).

Then we wrestled with the “caravan rules” as we planned our caravan to head north.  Having a large party (plus a horse) actually turned it into quite a task to balance out space and supplies and all. Here’s the kind of stuff we had to do…

I don’t mind the logistics planning though I’m not terribly fond of additional little minigames like “caravan combat” – and I hear from the Paizo boards that the rules are crappy and unbalanced.  Paul’s doing something else in their place I believe, but it’s not defined yet so that makes us not really able to make tactical choices. So we just tossed something together and we’ll see how it goes!

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

Twenty-Third Session (23 page pdf) – “Monster Island, Part 3″ – The pirate command staff messes with an arcane Azlanti orrery. And then they go into what they are pretty sure is the bowels of some vast beast.  And Jaren the Jinx returns!

Another session of From Shore to Sea; we’re getting our money’s worth out of this one!

Our pirates bumble their way through the arcane workings of the Azlanti island. It’s an interesting challenge – the three of them don’t have a lot of book learnin’ between them, but trial and error wins the day, with a little extra slack.

They can’t read any of the Azlanti writings since they used both scrolls of comprehend languages already. I came up with a good “see the lines of magic” special effect for the Necklace of Alvis, making it more cool than “+5 to spellcraft in the orrery.”

They pretty much just investigated and intuited what to do about the orrery, even without going through all the nonsense the module says.  “Spellcraft check DC 40?” What the fuck?  Forget that. They didn’t even need to go raise dead guys in the graveyard or read the plaques.  They found some shattered crystal, saw the tower zooming by, and figured “Well of course we need a new lens and I’m sure they’re in there…” and bing bang boom they went up, got a lens, put it in, and deactivated the domination amplification rune. They didn’t know they did that, or why they needed to do it, or what it did, but by gum they did it.

Then they met Sarah, Jaren’s wife. GM rule #1, never have some unrelated hapless NPC when they can be somehow related to the PCs instead. She was all sad, but they made her come along anyway, and then once they went up the tower they all were happy they’d done something and went scurrying down – Serpent was the one who noticed Sarah wasn’t with them and turned around to see what was up. She did the classic “tell him I loved him…” I like it when I can give players those real oh-shit moments.

[P.S. Van Helsing is just the most shitful movie ever… It’s playing while I write this… OMG]

A recurring theme was Gareb and Slasher Jim running to be the first to loot fallen enemies. I enjoyed how when Wogan was faced off trident-to-trident with a fish-man they stood by taking bets.  There was quite an argument when Serpent ran in and killed it; everyone in the whole discussion felt aggrieved.

Then Jaren the Jinx resurfaces.  His jinxiness is much less now – it used to turn any crit into a crit failure.  Now it just makes me draw on the fumble deck (well, I use the iPad app) whenever there’s a natural 1. This makes the party not kill him out of hand.  Surprisingly, Wogan is normally the most amiable member of the party, but he was very much in favor of killing Jaren out of hand. He gets under his skin somehow.

When they went down under the ziggurat, they were totally convinced they were headed down the gullet and into the bowels of some huge creature.  Fun stuff.

I like how my “examine the area don’t just roll” plan is making for more interesting things even during combat – in the final fight, Sindawe really did just happen across and then use that aberration bane spear without knowing what it was, and was really impressed when it wasted a cloaker out of hand!

Next time, the finale!

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

Twenty-Second Session (19 page pdf) – “Monster Island, Part 2″ – It goes from bad to worse on the ruined Azlanti islands; the number of living pirates is going down while the mutations and insanities of the survivors increase. And then a huge spiderlike monstrosity appears standing right next to you.

Yet another session of From Shore To Sea. More fun with just the three PCs and two of their pirate buddies (the outgoing yet fragile Gareb and the suspected serial killer Slasher Jim). They did a good job of cutting up, despite getting increasingly mutated by the Warping effect the Azlanti island has. Though in the end, Gareb was a mess psychologically and Slasher Jim was a mess physically.

They get to fight a giant frilled lizard. After, we’ve seen trailers for “Mysterious Island 2” where there is indeed a giant frilled lizard! Alas, a month too late for me to use it as a visual aid.

This session had lots of good classic adventuring.  Dungeon delving, cutting open felled monsters to look in their guts, etc.  With this session I tried something different – I told the players that in order to combat 3e-disease we were going to ramp back on the skill checks and do things more old school – you observe and manipulate your environment, not just “make search checks.” I think that worked well!

The octopus fight was epic. I about had some player revolt due to the annoying rules of fighting underwater/through water… By the rules, attacking that octopus in a floating muddy water ball is like -8 to hit, 50% miss chance. I let Wogan’s purify food and water get rid of all of it.

They were grim when they found their ship and the whole crew slaving away digging some kind of canal for the fish-men. Correctly divining that the big orrery in the observatory on the top of the island was a key point, they went and started to mess around with it, starting a really fun fight with a couple of phase spiders!  Gareb got hit by a stray effect from the thing, blurring him, which made him able to see them. The resultant combat really hinged around blink and blur and a variety of effects that interact with ethereal creatures.

Read on, there’s more coming up!

Pathfinder MMO Sounding Not Too Thrilling

More info is coming out on the new Pathfinder MMO being worked on by Goblinworks, an outfit with Ryan Dancey, Lisa Stevens, and Mark Kalmes.

Sadly, it’s not thrilling me.  I’d like to like it, I like those people and Paizo and Golarion and Pathfinder but it doesn’t seem compelling.  Connect the dots with me.

They are fanatically against making a “themepark” MMO, which sounds to me like a code word for “a MMO we have to make content for.” Eh, OK.

It’s set in Golarion, in the River Kingdoms, which is good.  But they contend that the normal levelling mechanic that Pathfinder (and most MMOs) use is no good and they want to use the EVE Online model.  For those unfamiliar with EVE, you get better at skills in realtime (not game time), meaning that those who got into the game first end up being the best.

This is combined with their plan to not let many people into the game, to dribble it in stages, 4500 players a month. So those first people are guaranteed to always be better, have better skills, etc. than anyone who comes later, no matter how much they play or kill or earn or whatever.

This sucks and it’s why none of my friends played EVE Online for more than a month. In their first blog post they say they want to avoid the spike and crash pattern, but the fix to that is to make sure anyone joining after start gets a progressively worse deal? Sounds to me like the “little bump then whimper” pattern.

So then also, it’s a PVP game, and when someone kills you they can loot your corpse.  They don’t get everything, but what they don’t get is destroyed so you still lose everything except what you had equipped.

So goody, you get to act out a paranoid fantasy, fanatically avoiding other people because it’s likely that they are part of a huge roving Lord Humongous band out to kill you and loot your corpse. That’s some bullshit right there. There’s a bounty system and guards in towns to slightly mitigate this but it’s really pretty awful.

Dancey came onto the Paizo forums to defend this as “not being theme parkey” and “well you just have to be in a party all the time, soloing is for WoW lovers” and some of the fanboys are behind them “catering to the niche” and “not selling out” but… really? Great, I can only do things rolling 12 deep for self defense and then also competing with everyone I’m with for resources.  Forget it, let’s just hunt PCs!

They claim to be against griefing but this basically sounds like a custom recipe for a big non-fun game.

Alternity Campaign Retrospective

Well, we finished out our long term Alternity campaign, The Lighthouse. Set on the eponymous space station in the Star*Drive setting, each player had two characters – one on the Concord command staff and one who was a diplomat, rogue, or wanderer of some sort.  Very Babylon 5.

You can and should go read all our session summaries!

I asked the GM and players about their favorite memories of the 57-session long campaign, and they were many.  Here’s a list!

From Chris (Ten-zil Kem the playboy, Rokk Tressor the undercover spy, Drest Talorgin the Pict warchief):

  • The outrageous swimsuits worn by the players the first time they vacationed on Bluefall.  The funniest was Dr Zelnaga’s “Borat thong one-piece.”
  • Angela Quinn, who went from naked volleyball player to Bluefall intelligence to CIB deep cover agent. I’m just sad she didn’t appear in the finale.
  • The Red Queen, the crazy alien AI who was stalking Ten-zil Kem, in her diminished but crazier “Alice” version.
  • Ten-zil Kem declaring, “Those cute, cuddly bear creatures are going to go mad and rip us to shreds!”  And they did!
  • Ten-zil Kem ordering a whore (dressed as “that hot Mafia security chick”) on Penates and nearly blowing the mission.
  • Lambert Fulson getting ko’ed 3 game sessions in a row.  I was being to think the GM hated him.
  • Captain Takashi’s hatred of the “donut priests” (Hatire mind knights with a donut tattooed on their hands) and their on-board pope.
  • Taveer’s unnaturally close relationship to MINA the AI.
  • The early bruiser duo of Markus and Haggernak.
  • Finding out Lenny the t’sa is also an intergalactic cat burglar.
  • Dr Zelnaga’s ability to set fires with his mind being purchased at the cost of his medical skills, giving him a Dr Zoidberg-like reputation in the medical bay.
  • Finally destroying an enemy fleet.  It was the Klicks above Meribel.
  • The dhros were a plot twist that got a lot of mileage:  loldhros, dropping them off in enemy vessels, dropping them off in the Thuldan research ship, putting cameras on them as way to watch the Lighthouse for weirdness our own security was missing… I’m betting the last one netted us lots of footage of dhros drinking out of toilets and eating garbage and little useful intel.
  • The t’sa grenades activated by licking. Plus Lenny’s wide-eyed belief that that was completely normal… And that the way human grenades activated was completely crazy.
  • ” I’ve seen things you people wouldn’t believe. Attack ships on fire off the shoulder of Orion. I watched C-beams glitter in the dark near the Tannhauser gate. All those moments will be lost in time… like tears in rain… Time to die.”

From Bruce (Taveer the freaky mechalus, Banoor the slightly less freaky mechalus, Lambert Fulson the guido):

  • Captain Takashi’s steadfast refusal to sign off Taveer’s purchase requests.
  • Taveer’s whole relationship with MINA, from the beginning right until the big bang at the end.
  • The great juxtaposition of Ten-zil Kem as ambassador of VoidCorp, but also a dissipated hustler on the make.
  • Poor Martin St. John, the “pilot”, who had so few official responsibilities at the start that Captain Takashi had no concerns of sending him into ventilation ducts to hunt dhros.
  • Gerard Peppin in his role as Cancer Jesus with a Space God in his Head.
  • The ongoing notion that Peppin (for all of his weird appearance and weirder behavior) was constantly followed by a film crew for a program incredibly popular back in Old Space.
  • The Kadarens, spastic science roach men aliens (“Be careful with these guys – they Ice 9’d their homeworld due to a mathematical error…”).
  • The great mystery attached to the nature of the I-krl and the entire Externals threat – it took us an awful lot of time to figure out what they really wanted…
  • Haggernak, playing “Show me far…”
  • The slow development of Lambert Fulson into a slimy Jerseyite who ran a rattletrap flotilla of least-common-denominator cargo ships.
  • Ten-zil Kem’s performance at the VoidCorp presentation, early on – he did a remarkably good job of improvising to a sequence of random images.

Tim (Haggernak the weren security chief, Gerard Peppin the dissipated academic):

  • Everyone wearing “I survived the thunder hole!” t-shirts in reference to the place Rokk Tressor died.
  • The psychic dhros.
  • The tribe of seshayans living in conference room B.
  • Takashi opening his fridge and asking “Zuul?” after alien agent Alex Racine appeared and disappeared in his kitchen.
  • Lenny’s reptilian flirting rituals (“licks his eyeball seductively”).
  • The donut monks.
  • Threatening the kadarens with boredom.
  • Finally seeing the ship that had been lost in drivespace.
  • Figuring out what had happened to the populace of Bluefall.
  • Re-purposing the assassin ship as Peppin’s replacement pleasure yacht.

Me (Captain Takashi, Markus Orozlan the warlion bartender):

  • Takashi’s nighttime hobby of making “loldhros” pictures of the station dhros and posting them anonymously on the Grid.
  • Insisting that the gardh’yi are “space vampires” based on their illustration looking like something from Warhammer 40k.
  • Ten-zil Kem’s great Tony Stark impression. And that his name changed spelling all the time.
  • “Taveer isn’t a member of the Concord Military, so he can’t be awarded a medal, but he isn’t forgotten. Captain Takashi sends a recommendation through channels to the Administrator hierarchy about his valiant acts. They award him with a “STAR Award” and a $50 gift certificate to the restaurant of his choice. He discovers this when a Concord HR administrator shows up at his cube and drops off the certificate and a nice plaque made out to “Thomas”.”
  • Markus being Pict king for a week after killing King Steel.
  • Markus shouting out, “Alien collaborator says what?” and flinging a pulse grenade into the midst of a bridge full of bad guys. Bang!
  • Peppin dressing up like the Miner ’49’er and phasing through the wall into a mining exhibit completely by chance, terrifying the intruder there, who “hadn’t eaten solid food in a long time.” Ha!
  • The little nervous Medurr groundhog slave race with exploding collars.
  • Our squad of Concord Recon Marine helpers, Sgt “Animal Mother”, Cpl “Klinger”, LCpl Wierzbowski, Pfc “Ludafisk”, and Pfc “Motorhead”.  Hoo-ah!
  • Takashi writing out a formal promotion for Martin St. John to be Captain of the Lighthouse.
  • Takashi getting to declare VoidCorp “enemies of humanity.”
  • Drest talking to a Concord Marine, saying “I sense the war is winding down. The I’krl are hunkering down in their stolen systems building their strength back up. The ambassadors are talking. Planetary populations feel safe. But we haven’t killed enough of them to fill our Hell and their Tentacle Heaven. God loves us when we send him fresh souls. We need the political will for the next war.” “Amen.”
  • Finding out the Ancients were a bunch of stoner mollusks.
  • Our main boss foes falling to Markus’ chainsword.
  • Takashi getting to yell “Prepare to fire the primary weapon!” and using the Lighthouse’s doomsday device.
  • Admiral Takashi’s memoirs, “Space Vampires and Donut Priests – Or, How Everything In The Verge Tried To Kill Me

All well done, and thanks to our GM Paul!

Two bonus links:

D&D 5e Coming Along… Nicely?

I think it’s no surprise to anyone that WotC has burned every bit of their credibility with me over 4e. And I am a little dubious about the “multiple coexisting levels of complexity” plan they have espoused for 5e.

But so far what I’m hearing about the specific for 5e are really positive. At DDXP they had some seminars, let’s evaluate what they’re saying!

Class Design

The Good

  • Taking Vancian magic back to casters from everyone – in other words, removing “dailies” and crap from fighters
  • Not using so much “jargon” like the power keywords in favor of natural language (thank you!!!)
  • Quick chargen
  • Power not escalating as quickly, for example the fighter BAB not going up so fast, instead just getting more other options, so iconic monsters like ogres are interesting longer
  • No mandatory magic item economy!!!  YAY!
  • Including all the PHB1 classes from all editions, 1-4
  • Easy 3e style multiclassing, which obviates the need for too many variant classes that should just be multiclassing (like every gish ever).

The Questionable

  • Although they are talking about balancing classes not strictly on DPS, which is great – like if the bard does 70% of the damage of a fighter, they get charm and stuff as compensation – but those sample percentages still seem to say that everyone needs to be a combat guy.  That’s not very 1e.

The Bad

  • Nothing? I have to admit except for me being dubious about the true effectiveness of mixing various complexity levels in one game I don’t see anything here that makes me crap myself in rage, which is more than any 2 pages of the 4e PHB can say.

Skills & Ability Scores

The Good

  • Removing rolls in favor of “yeah, your stat is high enough, you’re good”
  • Use of stat checks for saves
  • 4d6 drop lowest as basic stat gen method
  • skills as smaller tweaks to ability scores
  • interaction first, checks come second
  • No set skill list, something can give you +2 to opening jars
  • non-adventuring skills sound like they work kinda like 2e NWPs, which is good
  • Bringing the Great Wheel cosmology back
  • Maybe stat boosting magic, but with caps
  • Silver standard
  • Wider categories of weapon specialization (e.g. axes, not “battleaxe”)
  • Less scaling while leveling
  • Quick prep
  • More power to the DM
  • grittier low levels (not quite 1e, but not superheroes like 4e)
  • skill challenges should “die in a fire” because they mess up the narrative
  • grid-based combat optional in core books

The Questionable

  • Both race and class give you a stat bump, which is fine in the abstract but I worry about it feeding the bad, below.
  • Themes.  They seem to be focusing a lot on these new themes, which is fine, kinda like 2e kits which I liked – but I worry they’re going to put too much power in them (some 2e kits were quite unbalanced too). But later they talk about them limiting class sprawl which is nice.

The Bad

  • I’m worried about the intense stat dependency.  Stat min-maxing wasn’t so important in 1e but it’s all super important in 3e and that sucks. It makes people cry about rolling stats and makes them too min-maxable as they stack their race/class/point buy/etc on top to give themselves +5 to hit and 20 dps at first level.
  • NPCs not being built like PCs. That’s 4e-ism and it sucks.
  • Still talking about their “virtual table” and hedging about PDFs.  Sigh. They’ll never write good software but they need to wake up and join the 2000’s in terms of digital content.

Summary

So… Awesome? Bringing simulation back to the game? Making sure you can do iconic 1e things? I have to admit, I am not convinced they can wean themselves off rules-heavy and take it to more of a 2e-ish approach. But I like 90% of what they’re saying!  If they can restrain their impulse to write 500 pages of fucking rules, and keep the stat dependency in check so there’s not the big hassle of min-maxing and stat dumping, this has potential. Maybe even potential to be better than Pathfinder – I love Pathfinder, their flavor and art and everything is nice, but  it suffers from its 3.5e legacy of being so rules heavy – people try “cap at level six” variants like E6 to try to avoid the worst of the power inflation and craziness.  Will 5e be the best yet? I still am not to the point where I’d bet money on it, but it seems like WotC has learned the lesson that Microsoft learned with Windows Vista – giving people what you want them to have instead of what they want never works out well for you.

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

Twenty-First Session (18 page pdf) – “Monster Island” – Their ship missing in action, the crew heads to the nearby island of Nal-Kashel, which bears Azlanti ruins of the “demented World of Warcraft” design school. Then the mutation comes.

This was our new year’s day session! Another year, more Reavers. They really didn’t want to go to “Monster Island,” as they have named it, but in the end they decided that their ship and loot and girlfriends and all were worth the danger. (They had to think about it, though!)

Sindawe cuts to the chase and beats, strips, and interrogates a local, finding out that they have the “Innsmouth look” for a reason – that they are all part fish-man. So then it’s off the the island!

And boy it’s demented.  This is still from the From Shore To Sea adventure. The island is surrounded by the Cliffs of Insanity and has an Azlanti city that was all cool but now it’s degenerating and there’s weird magical stuff going on, like ripped-off tops of towers swooshing around in the air and intelligent will-o-the-wisp powered floating streetlights. The PCs even ended up talking to them! Investing in learning Aklo from Samaritha and Hatshepsut has really opened up new worlds for the otherwise non-intellectual group.

I had fun playing the pirates. It’s harder when they are shipboard – there’s a lot of NPCs for me to juggle and there’s usually work to be done. Once pirates get out on trips like this, though, their more chaotic nature comes out. They screw around a lot.  Sometimes it’s funny, sometimes it’s dangerous, but it’s never quiet!

They lost another crewman, though, and they have all started to get mutated by something going on with the island. Alas! Will they figure out the island’s ancient secrets? Tune in next time…