Tag Archives: RPG

Jade Regent Chapter 1, The Brinewall Legacy, Session 1

Welcome to the first chapter of our Jade Regent campaign, The Brinewall Legacy! Our neophyte adventurers in Sandpoint are drawn into long-hidden secrets by their friends, relatives, and loved ones, all linked to Sandpoint inn-owner Ameiko Kaijitsu.

That’s right, it’s a new adventure path! Paul is GMing, having just finished GMing a couple-year-long Alternity Star*Drive based campaign. We have six players – Tim, Matt, Patrick, Chris, Bruce, and myself. Matt has been in the other games our large loosely affiliated group runs but hasn’t gamed with us on the Sunday games since a Savage Worlds campaign in 2009.

First Session (14 page pdf) – We meet our intrepid crew of adventurers, and are immediately dispatched to the swamp to fight goblins.  Oh, joy. We run right into the Licktoad Goblin village and carnage erupts.

It was a charge starting out in Sandpoint, because that’s where we started our Rise of the Runelords campaign (most of the same players, also run by Paul) so we had a lot of familiarity with the place. And of course they used one of Paizo’s signature monsters, the wildly popular insane goblins.

My idea for my character Hiro’s arc is for him to be a glory-seeking cavalier who over time realizes the true calling of service and becomes a samurai. That was off to a rollicking start as he charged his horse right into the goblin encampment and into a big mud pit that the others had to haul him ingloriously out of. There were plenty of hooks; as Ameiko Kaijitsu’s little brother all the Kaijitsu family historical secrets made motivation a no-brainer.

Also, Hiro was trained as a cavalier in Cheliax.  I liked how the halfling swamp guy got all offended when Hiro called him “peasant” or “farmer”; Hiro thought he was paying the guy a complement – a farmer’s a much higher status job than “dumbass living in a swamp” in Cheliax at least.

And we got two badges, the Halfling Rescuer badge (optional, though we never can pass up a home invasion) and the Goblin Killer badge (fairly required, I think, or else no pointer to the next part…).

Then there was some confusion that we use as an in-joke in many later sessions.  There was a shack in the swamp, with a shed outside it.  We were trying to investigate both as rat-creatures came from each. Paul kept mixing up the two words to the point where we kept thinking we were near the shack but were near the shed, or the squeaking was coming from the shed but we thought it was coming from the shack (which got me enveloped in a rat swarm, so it wasn’t that entertaining initially).  So now whenever a shack or a shed is encountered ever after we say “Wait… Is it a shack, or is it a shed?” Perhaps we should nickname Paul “Two Sheds” as a multi-level homage.

We got a lot done, and a lot of role-playing, it was a very long first session and we were going on all cylinders.

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

Twentieth Session (18 page pdf) – “From Shore To Sea” – The crew drops into the village of Blackcove to check in on their old buddy Jaren the Jinx. Apparently his jinxiness has gone nuclear as tentacle horror erupts shortly after they arrive.

We had fun with Sindawe’s plan to land an “away team” posing as an adventuring party to scout out good marks. We basically dressed each member like one of the Paizo iconic PCs, which is to say they all look like murder-strippers.

It’s funny that since they are pirates, not adventurers, their opinion of adventurers is mixed contempt and pity.

After a little more random shipboard encounters and weather, they get to Blackcove! Which is basically like Innsmouth. Now we begin the Paizo/Open Design module From Shore To Sea!

After dealing with some locals and a spooky mostly abandoned town, it’s tentacle attack time while holed up in a lighthouse in a storm at night. They were having a hard time of it and Sindawe was getting sick of the locals being in the way, so for a while he started throwing townsfolk to the tentacles hoping that perhaps they had a preset kill limit.

When the storm cleared – the Teeth of Araska was nowhere to be found. What to do? Surely there’s somewhere to go other than the nearby “Monster Island…”

Jade Regent Character Creation Rules

Here’s the rules we are using for our Jade Regent campaign from our GM Paul, with some explanations from me.

Allowed Rulebooks

APG is in, the Ultimate books are out (although during the campaign you will have the chance to pick up Japanese-style weapons and maybe even to get trained for levels in ninja or samurai).  [Ed: Paizo has been overwhelming us with new rules over the last  year, and frankly a lot of it isn’t well balanced.  We haven’t been allowing Ultimate Magic or Ultimate Combat in any of our games so far. In my Reavers campaign it’s core only, anything else by specific GM inclusion or asking me.]

Chargen Methods

Stats are 4d6 drop the lowest, arrange as you will. If your stat block sucks you may use the point-buy method, this time around I’m setting point-buy at High Fantasy, 20 points. Standard races are all in, but if you want something other than that let me know and we’ll talk about it. No evil races or monster races will be allowed though.
Evil characters are not a good fit for this particular campaign.

FATE Aspects and FATE Points

Aspects! Please write 3 aspects for your character before you reach the gaming table, we will create 2 more for each character when we get together for the first session. The first three should be as follows:The first aspect should be a description of your character’s archetype, such as “Half-orc sorcerer in tune with nature’s fury”, “Physically perfectionist elven wizard”, or “Charming Sunderer”. Try to make sure your character’s core competency makes it into your first aspect.

The second aspect should describe your character’s trouble, the main weakness or stumbling block that keeps causing trouble for the character. It can be a personality trait that causes trouble for the character, or it can be something bad that just keeps happening to him for some inexplicable reason. Examples: “Why did it have to be fairies?”, “Vengeful over hurt pride”, “Family Man”.

For the third aspect, think about what motivates your character, what shaped him to become who he is, and what pushed him to the life of an adventurer. The best aspects are ones that can be used both for or against your character. ex. “Must protect my friends at all costs”, “People are not always what they seem”, “I Heart Forbidden Lore”, “There must be some way I can find a profit from this…”

Each character will get 3 fate points. When you level up, they will be refreshed. You can get more fate points whenever your character suffers due to one of his aspects (depending on the situation, this could result in failed skill rolls, damage, or just social humiliation). Spending a fate point allows you to either reroll the d20 roll you just made, or add +4 to it, your choice, but you can only spend a fate point when one of your aspects applies to the roll you’re making. For instance, “I Heart Forbidden Lore” could help you if you’re doing research or trying to recall facts about some kind of demonic monster, but it wouldn’t help you on a to-hit roll against a goblin. Regardless of aspects, a fate point can always be spent to stabilize you if you’re dying.

Character Advancement

There will be no XP awarded or spent.  Level advancement will be declared by the GM when it needs to happen. [Ed: XP are frankly one of the most annoying things to deal with – useless bookkeeping that promotes uninteresting behavior. None of our campaigns use them.]

Multiclassed Spellcasters

We will use our usual multiclassing house rule for spellcasters.

Badges

We’re not using experience points, but I wanted a mechanism that allowed me to give rewards for completing side-missions. Thus I created the badges; each one can be earned by completing one of the side-missions in the adventure path.

As soon as I introduced them the players started plotting to find a way to collect them all! Besides the pleasure of collecting, they each also get one fate point when the group gets a badge.

Pathfinder Spellcaster Multiclassing House Rule

Our GM Paul’s multiclassing house rule for spellcasters in Pathfinder, in case you find it of use.

The problem: Multiclassing in D&D works fine for the martial characters and skill-based characters, the abilities of the various classes stack together well to make a stronger character. The rules are very punitive for primary spellcasters. None of the spellcasting classes build on each other and none of them stack well with the abilities of any other class. Various fixes have been attempted for this in the game (prestige classes like Mystic Theurge and Eldritch Knight etc., Practiced Spellcaster feat, variant class features, and so on), but they all seem kind of specific and kludgy to me. Why can’t I just make a fighter/sorcerer and have it be effective? These rules are intended to address that.

The rule: To take advantage of this rule, you must have at least one level in a primary spellcasting class (bard, cleric, druid, sorcerer, wizard). For every two class levels you possess that are not in that class, you advance your spells per day, effective caster level, and spells known as if you had advanced one level in the primary class. You do not gain any other benefits (like channel energy, wild shape, extra feats, class powers, etc). However, you may not take your total caster level higher than double what it would otherwise be.

You may use multiple caster classes to feed into each other (a Cleric5/Sorcerer4 would cast as a 7th level cleric and a 6th level sorcerer, but would only have channel energy and domain powers of a 5th level cleric, and bloodline arcana and bloodline powers of a 4th level sorcerer).

Any prestige class that adds caster levels to a primary spellcasting class (such as Arcane Archer or Dragon Disciple) only adds the caster levels specifically listed, you can’t count it (for the class it adds to) for the purposes of this rule.

This rule replaces hybrid classes like Mystic Theurge and feats like Practiced Spellcaster, so those are no longer available.

Examples:
A Fighter2/Cleric3 would cast spells as a 4th level cleric (but channel energy and have the domain powers of a 3rd level cleric).

A Ranger4/Wizard2 would cast spells as a 4th level wizard (but have school powers of a 2nd level wizard). Ranger is not a primary spellcasting class, so ranger spells would be unaffected.

A Fighter6/Druid1 would cast spells as a 2nd level druid (but have class features as a 1st level druid), because you can only double caster level at most.

A Paladin4/Sorcerer1/DragonDisciple2 (Dragon Disciple adds +1 caster level to Sorcerer) would cast as a 4th level sorcerer (1 for the sorcerer level + 1 for Dragon Disciple + 2 for the 4 paladin levels). Because Dragon Disciple adds to the bloodline abilities, the character would have bloodline powers as a 3rd level sorcerer. The paladin spells would still be cast as a 4th level paladin.

A Rogue3/Sorcerer1/Wizard2/ArcaneTrickster2 (Arcane Trickster adds +2 caster levels to sorcerer) casts as a Sorcerer5 (1 from sorcerer + 2 from Arcane Trickster +2 from the other 5 levels) and as a Wizard4 (2 from wizard + 3 from the other 6 levels, but maxes out at 4 because you can only double the caster level).

Pathfinder Minis: Heroes and Monsters Review

Earlier this week I read this review on ENWorld about the new prepainted plastic Pathfinder minis licensed from Paizo to Wizkids. I was in my FLGS today and they had a batch, so I picked up a large and normal booster to see what I thought.

I was lucky in that my normal booster, which can have either one medium or two small minis contained two goblins, and the large booster, which has one large, contained an ogre. The goblins and ogre are very iconic monsters in Pathfinder and have a different and distinct look to them than in earlier D&D.

The figures came out well – in D&D Miniatures boosters figs were usually pretty bent up, and often they don’t stand straight (either the base being bent or the figure doing the “V8 lean” on the base). These figures have nice hard bases and the goblins’ little weapons were striaght and good-looking.  The ogre’s club was slightly bent (he came out of the plastic shell while still in the box) but one bend and it was true.

The sculpts are good and the paint jobs pretty detailed.  The one weakness is that the big primary color they use on each mini, usually for the skin, needs a little more something – a wash or whatnot, it looks very homogeneous.

Here’s some large scale pics for you to check out.

The ENWorld review complained a lot about the amount of wrapping they come in. I was ready to ding them on it too, but really it’s just a box with a plastic blister in it – not even the little annoying plastic baggies that D&D Miniatures used. I do wish that they had boosters with more minis in them – buying one or, in rarer cases, two to a pack is a little annoying – but here’s my “trash picture” to compare to the ENWorld one.

Basically I put the plastic blister back in the boxes and then put the small box inside the large one and closed it. Voila. Less packaging is always good but I think the guy was being a bit of a drama queen about it – of course if you’re buying cases worth you’re going to have box detritus. If you want them to just put a dozen minis in a ziploc and send them to you I suspect you’ll have a lot of complaints about other stuff in return. But I was happier with the packaging here than with D&D Minis because the unpack process is “open box top, pull out mini, done.”

In fact, I just went and bought a brick from RPG Locker because I enjoyed these guys so much! I’ve never bought minis “in bulk” before…

I Need A Relationship Mapping Tool

I was asking for better ways to track PC/NPC relationships in my game on RPG Stack Exchange and Brian brought up the free game Minimus, which is basically an example of social network mapping for an RPG.  This reminded me of the person-to-person tracking diagrams I’ve seen in books on intelligence work, it’s a common HUMINT technique. But then I started looking for good tools to do it and started coming up short..

There’s super complicated open source BS like graphviz – not something I want to deal with as part of my hobby. “Do it in R,” suggested someone who clearly wanted a punch in the nose. Then I thought maybe I could use a virtual corkboard like corkboard.me or  Spaaze but those don’t even have basic “pins and yarn” kind of ways to represent relations. Then I looked at online graphing tools like yED and diagram.ly, which are fine but I already own Visio. That has a lot of fiddling around with layout for the desired use. I’m hoping for something a little more purpose built (like a HUMINT tool) that could be used with maximal ease by a GM.

Such things are also called sociograms, and are used in social media (all examples I could find sucked) and sometimes to map out character relationships in fiction, which is very much where I’m going with it.

I envision just entering names to create cards/whatnot and then create positive/negative relationships (color?) of various intensity (thickness?) connecting them, with some explanatory labels.  Perhaps being able to assign them to a location (like the village they live in) and assigning other affiliation (guild, organization, etc. where you could perhaps get the aggregate opinion of “those guildmembers to that PC” or “that person to the party in general” ) would be nice.  In a simple UI that is editable while also trying to run a darn game, and lets me quickly look up what this person thinks about the PCs (or if maybe they know someone that knows the PCs…).

I know this has to exist, it’s what intelligence folks do all day… I’m happy to pay a consumer amount of money for something if it hits my needs exactly. Anyone seen anything that would do the trick?

Seems like a simple enough “yarn and cards” solution would be a nice virtual replacement for all those wall-covering “find the serial killer” big boards in crime movies… And on the other hand, to construct lovely virtual stalker shrines to Justin Bieber or whoever… WHY DOES THIS NOT EXIST?!?!?!?

Here’s an example of what one small part of a relationship diagram for our Reavers campaign might look like… The Gendarmes in general are quite suspicious of the group, but they have a better relationship with the God Squad and Salvadora is specifically fond of Sindawe… I did it in yED, and had to spend 75% of the time fooling with layout.

Edit: Based on recommendations in the comments, I tried out The Brain.  Here’s my results:

It’s OK – it does let me do color/width of the lines – but the automatic layout is pretty bad, it’s really hard to even see who all is linked to the ship (the alternate outline view is even worse). Everything I click on, it gives me a weird curvy-lined mess where it’s hard to even see what all is linked to the central thought; the line routing is Godawful. I used to work for the company that makes LabVIEW, which has to do a similar task, and I know it’s quite hard, but… It somewhat hits my requirements, but in the end, I’m not sure it’s compelling and easy enough that I’ll use it for this purpose.

Alternity “The Lighthouse” Session Summary 57 – Campaign Finale!

lighthouseFifty-Seventh Session – It’s time to end this. We get some reinforcements from Old Space, and decide to lure the External fleet to Bluefall and wipe their bitch asses out in one fell swoop. Does it work? Who dies? Want to know? Well, then grab hold of your socks and read on, Joel Robinson! I won’t spoil the ending here, but Admiral Takashi finally gets to utter the signature phrase on his character sheet, “Prepare to fire the primary weapon!

The Lighthouse campaign started May 30, 2009 and is only coming to a close now, October 30, 2011! Just about two and a half years of science fiction goodness. 57 sessions of an entire every-other-Sunday afternoon, all documented for your reading pleasure. Thanks to Paul for his yeoman’s work in running it and to the rest of the crew for making it a fun ride!  And thanks to the Alternity designers, it really is a nice little sci-fi game – could stand a cleaned up version 2 but then again what couldn’t.

Jade Regent

Our group finished off the epic three-year Alternity campaign, The Lighthouse, that Paul was running for us and then discussed what to do next. The result is more Pathfinder – we are taking on the Jade Regent Adventure Path! Paul ran Rise of the Runelords and Curse of the Crimson Throne APs for us and they were excellent so we’re happy to get back into another.

Here’s our Jade Regent page, I’ll post characters and session summaries and whatnot there.

The upshot is that we are novice adventurers in Sandpoint (the same town Rise of the Runelords started in) and, because of our relationships with some important NPCs, end up taking a caravan north, through Ulfen (Viking) lands and across the Crown of the World (North Pole) to end up in Tian Xia (Asia)! Sounds like fun.

More later, I’m off to the game!

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

Nineteenth Session (27 page pdf) – “A Pirate’s Life For Me” – More time at sea; the crew gets into the pirate spirit and wavecrawls the hell out of the region. Vikings! Whales! Dead Vikings! Dead whales! Mass hysteria!

We started with role-play.  Sindawe caught a case of the Lawful Goods during the first part of the session, confusing his comrades.  He gives money to the ex-slave family trying to make it in Riddleport, and then has management interventions with the crew over Slasher Jim killing too much and Tommy sexing too much. Eventually the other PCs were like “this is a pirate ship! Come on now!” I thought it was interesting because Sindawe is clearly wrestling with how to perceive himself as a “good guy” while being a pirate and also with the burden of leadership.

Then we got to sea and I started up the random encounters. Man, if anything my “Today at Sea” encounter list was shorter than last time. But it sure expanded out! This session summary is 27 pages long.

First there was an Ulfen longship and a Mordant Spire elf skimmer fighting. This could have been 5 minutes if the PCs bypassed it, but they first threw in with the Ulfen and fought the elves and then fought the Ulfen. And then took Ulfen prisoners, etc. This was a livelier naval combat than usual; it’s the first time they’ve had significant amounts of magic used against them in an engagement.

We find a great deal of hilarity in the fact that Serpent and Wogan always seem to roll 1’s (or at least very low) on Spellcraft and Knowledge: Religion checks.  They are good sports about coming  up with super ignorant incorrect things they believe as a result. In this case, Serpent saw the elven command crew gathering up as their ship was overrun and teleporting out, but with his 1 he interpreted it as some mass disintegration suicide ritual.

I’m not really sure they intended to fight the Ulfen initially, but basically they had their blood up and decided to kill till there was no opposition. Wogan luckily saved all the crew from dying – I need to come up with a better mechanic hooked to my mass combat system to figure out who snuffs it.  I’ve been letting him make a Heal check with his healing burst to see how many downed crewmen he can save and he’s rolled very, very high each time so they haven’t lost anyone in action yet. They end it all up with a new crewman, an Ulfen barbarian named Olgvik.

Then the PCs were confronted with the sad fact that sailors refuse to eat fish! They got some from the fishing ship last time and a bunch of pickled herring from the Ulfen ship, but as in RL Europe, all red blooded sailors eat fish as only a last resort, and feel themselves ill used if they must.

Then over the course of the week, the ship is attacked by an angry whale, then meets the same whale again but it’s undead. (This is from the random encounters; of course as the GM if one day says angry whale and then two days later there’s an undead whale, if they aren’t linked somehow you suck.) Then a homunculus came by. The PCs were horrified and intrigued when it simply gathered information from them about the whale like a modern telephone survey taker. “On a scale of one to five, how terrifying was the whale both before and after it was dead?” This is a good example of how linking some simple random encounters on the fly, you create what seems to be a hideous master plan going on in the world with absolutely no relation to the PCs. Makes the world seem real.

Finally, they take a prize – a small spice merchant. They take his cargo and money but leave him his ship, wife, and life. (The cook’s resultant experiment with “cinnamon eggs” was disgusting.) They enjoyed finding a book of tiefling pornography entitled “Fiend Folio.”

I’ve done a lot of reading up on historical pirates and it’s odd – same captain and crew, sometimes they’ll let someone go, sometimes they’ll sink a perfectly good ship, sometimes they’ll kill everyone with little provocation, sometimes they’ll do some of both! “Took three ships, sank two, killed some of the crew, let the rest get in the third ship and leave.” Not always explainable rhyme or reason to it (the drinking probably helps) but it’s interesting how our PC pirates are kinda turning out the same way.

Lots of great roleplaying fleshed this session out even more – good PC-to-PC interaction and also with various members of the crew.

Wizards to Reprint 1e AD&D

Interesting!   I logged on to RPG Stack Exchange chat this morning and people were talking about this WotC release indicating that they’ll be reprinting and selling copies of the AD&D 1e books, on sale as of April 17.

That’s cool but surprising. The clarifications coming out of Seattle on the “multiple edition support” of D&D 5e have started to make it clear they won’t really support old versions per se, just let you craft your game to be kinda like them. Is it to judge interest in 1e/old school gaming? That’s hard – I mean, I still have my 1e books, and not to mention all the retroclones are mostly-free.

Now this reminds me of a more inspired idea Zak had which was to reprint all the 1e adventures in big coffee table books, which I would throw money at with no questions. (Adventure content is really more valuable than old rules content – something which WotC needs to wrap its head around; it’s why Paizo is beating them like red-headed stepchildren.)

Also, the money from this sale goes to the Gygax statue? I reckon that’s a good mix of being nice and sucking up to the community… It’s interesting that Hasbro signed off on that. It made me think this was fake until I could find the original on the Wizards site.

Well, let’s see what this means! I am I think understandably skeptical of any step from Wizards that seems beneficial and philanthropic, but I’m happy to be proven wrong.

State of the RPG Union: Green Ronin

Chris Pramas from Green Ronin has posted about their 2012 plans.

He doesn’t really say how they’re doing, but I guess it’s fine as they are forging forward with their licensed properties, doing Set 3 for Dragon Age and a bunch of stuff for A Song Of Ice And Fire, including a revised core rulebook to take advantage of the hype from Book 5 and the HBO series. Then besides two more DC Adventures books, they’ll put out some non-licensed Mutants & Masterminds things. That’s the long and short.

Here’s the real problem with all this…

With all of our licensed material, the thing to remember is that we don’t control the approvals process and this can affect our release dates. We do our best and so do our partners but sometimes patience is required.

My perceptions may be colored because I’m not interested in any of those licenses, but it just seems like being tied down 90% to licensed properties is risky – and somewhat less original, content-wise, than my fond remembrances of Green Ronin from the Freeport/M&M 1e days.

Well, good luck to GR anyway, they seem to be thriving.

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

Eighteenth Session (12 page pdf) – “The Fishwife’s Lament” – The motley crew of the Teeth of Araska heads to sea, and immediately decides that they are on a search and destroy mission for every random encounter ever! And then, they meet the dreaded fishwife.

I didn’t really expect this leg of the voyage to take a whole (long) session.  Behold the power of the random generator. I was using Zak from D&D With Porn StarsWavecrawl Kit, specifically as administered by the great “Today at Sea” random generator on Abulafia.

Here’s what turned into six hours of gaming, once roleplay and PC initiative was added in… Randomly generated plus a preening pass from me.

  1. Annoying weather. Make a control roll. Failure results in… Amid the ship’s tossing and confusion on deck, someone slips over the rails. Man overboard! Determine who it is randomly.
  2. Annoying weather. Make a control roll. Failure results in… Some miscellaneous marine leviathan has crashed into the hull in its sleep, starting planks all along one side before plunging down into the depths in its startlement. The ship is leaking badly, gaining on the pumps by 2d6 inches per hour, and will eventually founder unless something is done to alleviate the situation.
  3. Giant seasnake
  4. A small (if appropriate to type of vessel) passing ship is sighted. What is it?
    Fishing boat (probably lots of food on board).
  5. Bad weather–Make 12 control or piloting rolls to avoid damage to the ship. Failure results in…
    Something caught in the rudder–someone needs to climb down there and get it.
  6. Dead calm sea (lose a day of movement)
  7. A medium-sized passing ship is sighted. What is it? A fishwife sailing the seas in a waterlogged cog, seeking a husband. She sends her harpies to go fetch a pretty one.
  8. A quiet day at sea

They tried hard to get their money’s worth from each encounter – like they were determined to take that “small fishing boat” back to its home port and then work it over.  I rolled randomly and the place was just Godawful. I find visiting some places like that make PCs feel validated in their choice of being wandering adventurers, as they pity the poor local bastards in their squalor.

And I got to use pretty much all of our add-on rulesets this session.  First it was sailing in general, and having storms and other problems requiring various ship control rolls to overcome.  Then, when they were becalmed and bored, Captain Sindawe set up a melee between two halves of the crew, which used my quickie mass combat rules. And finally, when the fishwife tried to escape they used my naval combat rules (a mix of my chase rules and cannon rules). But it wasn’t all rules minigames, there were also more developments in the Serpent/Samaritha pregnancy drama.

They got to fight a fishwife – also courtesy Zak. This definitely got their juices going!

Once they got to Sandpoint they wanted to investigate Sandpoint, which was easy enough since I had both the old (Rise of the Runelords) and new (Jade Regent) versions in Paizo AP installments. In fact, it was a little entertaining because our brand new PCs were just leaving Sandpoint in our other Jade Regent campaign, so we put some easter eggs in both ways (the Teeth of Araska sold its old dragon figurehead to the Rusty Dragon, for example).

Easter egg – the orichalcum statue of Shelyn that Wogan buys is directly inspired by the Macguffin in the first season of the anime series Slayers. The fishwife had reminded me of Noonsa, the Flaming Fish-man, from that same series, so I riffed on it.

Also, I roll reactions routinely when meeting NPCs; Lavender Lil and Ameiko Kaijitsu rolled 1’s against each other and everyone enjoyed the not unfamiliar sight of two women deciding to hate each other at first sight for no reason anyone else can fathom.

And then unexpectedly they wanted to go to Magnimar to shop.  Realizing that at this rate such a side trek might take two more weeks, I told them we had to handle it in “montage” fashion. This allowed us to get through it in reasonably short order; they got their must-haves done and I think it went OK.  This group kinda tripped out at a similar narrativist insertion back in my Redeemers campaign but this one went fine.

Next time – more random encounters!!!