Tag Archives: RPG

Spire – Session 9 – Operation Dreamweaver

surgeryIn The Meantime

One session’s notes are lost here as our drow revolutionaries got involved in some weird stuff. My notes include the phrase “Operation Home Alone 2: Lost In Derelictus,” something about a playhouse and a ghost, a bomb, and a group called Assassin Squad Green. I vaguely remember it being fun but that was some time ago.

Time To Die

Mr Winter, now a Ministry resource/employee, is under threat of assassination from the Morticians Guild. So, the coterie thinks thru some options to get that resolved, coming up with putting Mr Winter through Undead surgery… because by law executions and death sentences in Spire have no weight if the individual is already dead… and by definition Undying surgery is considered “death”.

Mr Winter is escorted to Heaven (a level of the Spire) by Lyddia Jath via the Vermissian Tunnels. They encounter weirdness along the way, including a drow violinist who claims that his constant violin playing is keeping Spire from collapsing.

The rest of the coterie (Slav, Abu, and Tariq) travel to Heaven separately where they arrange the Undead Surgery thru the licensed practice of the Morticians. Abu gets a lead on Doctor Ickabod Salard who lives in a war zone between fighting factions of Bee Druids, Blood Witches and Cats.

Doctor Salard turns out to be an elder drow whose enthusiasm verges on senility. He agrees to perform the surgery immediately, well, as soon as his assistant Monique says he’s done with the current patient.

The surgery is a success, though some of his organs have been replaced by Rust Spiders. We’ll leave that for the repo men to worry about.

Drow Fact Of The Day: The Ministry is a forbidden paramilitary religious sect devoted to overthrowing the aelfir.  All the PCs are members. Power to the people!

Blind Elf Orgies

The next subject is a Blind Oracle that is calling shots via visions for the Solar Guard’s Paladins, causing very accurate crackdowns on the Ministry.

Najlkae Gleefully Greets the Murmuration ritually blinded herself at 15 years old (she’s now 100 years old) during her stint with a cult of the old gods. Nothing came of that, she later joined the Solar Church who was able to deliver on the “powers”.  Her visions now come true.  And she went thru Undying Surgery.

Her patron is Marian Hears-The-Secret-Of-The-Sting, a well to do aelfir. Suspecting a Svengali situation, we investigate Marian via the Vermissian.

Four questions:

  • Where is she? She’s lives in the Solar District’s Solar Basilica in an estate that has Solar Clerics, magical defenses, mundane defenses, and servants.
  • Who has the greatest influence over her? She greatly admires one of the Councilman,  Minnie the Seedling.  His approval influences her decisions.  She also has a bevy of masked retainers that manager her day to day life, because she’s blind; they are dedicated to her.  Mr Collins, Mrs Dirty Shire, and Mr Arconstrik.
  • Whose in charge of her bacchanals? The church is divided into four groups.  The Father Summer and Sister Spring are the most powerful and popular.  Sister Spring is responsible for the celebrations; one priestess sponsored by Najlkae takes care of Najlkae’s bacchanals.  Mary Hears the Secrets of the Sting.
  • Who is Marian’s lover or husband? Sexless marriage to an Undying of a High Elf Lord.  She does maintain a sex life with a cadre of gnoll refugees living/imprisoned on her estate. This causes Tariq to only refer to her as “that gnoll-banger” going forward, causing friction with Abu who’s like “What’s so wrong with that?  Not that I did…. Quit looking at me!”

Tariq runs an investigation using his power to determine that Najlkae is allied to the resistance unwittingly. She unwittingly spends a lot of money that flows to the Ministry coffers.  And the dragnets that having been taking out Ministry people is also taking out anti-Ministry persons.

The coterie decides to start with the bacchanals. Slav is able to pass herself off a member of the Solar Church and get invited to the upcoming bacchanals. She and Tariq attend as a couple.

They find that bacchanal is “gnoll technology” fueled by “elf sex magic”. Basically, gnoll demon magic is collecting the elf sex magic. Everyone gets super drugged up. Slav and Tariq try to extra-drug-up Marian during the orgy.

Slav requests a “goblet of her blood” which Tariq delivers via “sex game”. From this she determines why Secrets of the Sting is interested in gnoll culture. My notes don’t record what that is, but I assume it’s more than just the sex (one would hope).

Spire – Session 8 – Operation Goodfellas

Pilgrims-Walk2Our revolutionaries decide to meddle in organized crime again since it’s gone pretty well so far.

The Wicked Mr. Alas has some key lieutenants:

  • Itz’bin, who’s in hiding now after a previous session
  • Gentle-On-Blinded-Orbs, a zen archer
  • Mr Jenarm, an assassin
  • Battle Socks (?)
  • The Peculiar Ms. Aldersham

Red Row crime leaders:

  • Allied with Mr Alas
    • Mommas Thinrees – back door surgery
  • Allied with Light-On-Splintered-Glass
    • Mother Moon – Gnoll female, fight pits, sports beating, an army of pit fighters, and a gang of gnoll males.
    • The Three Sisters – Three sisters who run drug trade. The oldest one marries for society and money; she has many children but no living husbands.  The youngest cooks the drugs, the middle one does the books.
    • Mr. Winter – extortion, weapons, kidnapping, smuggling.

Flip The Criminals!

We like Alas and have made Thinrees into an asset so it’s time to jack with Light’s crews.  We look more into Winter. His operation is a large foundry in the lower level ventilation shaft. It is fully operational with hordes of upper level craftsmen, drow, elf, and human, chained to their work stations. An overseer with a cat of nine-tails keeps them working.

Mr Winter is wearing a mask that is of Mother Winter, which Fortunate steals.

The group discusses what to do with the mask and hits upon a scheme where the mask is given to a Mother Moon pit fighter. Abu seduces and pays a friendly female gnoll to place it on her next opponents face, assuming he losses, then tea bagging him.  This fails.

Fortunate spies on Mr Winter long enough to see how he pays off Light-Splintered-Glass’ lieutenants. This leads to a bomb being placed on the dire raven flying the pay roll to Mr Winter’s boss.  This causing d8 reputation stress, which causes huge fall out with Light-Splintered-Glass and Mr Winter’s reputation within his own organization.

Kreth and Fortunate meet with Mr Winter and offer a helping hand. Kreth wears the Mask of the Lover to make this seem more like good fortune than black mail.  Mr Winter signs on with them for protection from Light-Splintered-Glass and a replacement of Light-Splintered-Glass’ up spire services.

Drow Fact of the Day: The Spire, the drow city, is a bizarre place, which grows weirder in the below-ground levels, but the whole thing is shot through with madness-inducing extradimentional passages known as the Vermissian.

Flip The Aliens!

We also look into some independent operators,

  • Brother Hellion – religious leader; he and his followers worship the gun.
  • Kowz – big strong elf who lives in the ruins atop a Vermission station
  • Stone-String-Grass-Green – operates Hemlock Fruit Market. Mr Alas wants Hemlock Fruit Market.
  • The Gentlemen – run L’enfor Noir Club. It’s a super high end brothel, gambling hall, drug den, and everything else. Corpses never come out of this place. They have weird technology, maybe they are clockwork? We decide that sounds like the most fun so we go after them in an operation we dubbed “Operation Mouse Garden Bouquet.”

Lyddia uses Glass Library to research their technology. It seems to be tied up in “He Who Waits Beyond the Coldest Flame” and the binding thereof.  The Gentlemen come from elsewhere, clock work constructs, who were created by the Khaat (a seven eyed race that drift and flow through our reality).  They have strange gifts.  The Khaat are refugees hiding from He Who Waits Beyond the Coldest Flame.  Khaat technology of reality bending clockworks is based on keeping that entity away.  The club is behind a ward.  The Gentlemen are their mouth piece to the Drow and others.  The Khaat are hedonists thus the club.  The corpses feed the ward and go back through.

One khaat, Snarf, is a friend of the revolution. The khaat feed corpses to HWHBtCF to keep that one sleepy. They magically find and kill people that HWHBtCF has contacted Great Old One style. The khaat need a laundry list of things from the Spire. All of it is weird.

The midwife locates Il’zer Shigo, a drow haunted by the supernatural after having glimpsed HWHBtCF, a likely Khaat target.  He shuffles around the slums in a bathrobe. A memory blank clears his supernatural problem.  They drag his unconscious form to a nearby rent-a-hovel, where Snarf appears to them.  The Khaat is like a weird ass cat. He’s impressed that we removed the He Who Waits taint without killing the guy. They successfully broker a treaty of mutual benefit between Wicked Mr Alas and Snarf.

Spire – Session 7 – Operation Con Air

FalloutAfter general ally building last session, our revolutionaries refocus on the Hive and their plans around the prison.

A special note – Tim our GM apparently kept a Web site up with session summaries as well!  I just found out.  Go see Rut & Wallow & Revolution for the view from the other side of the screen!

Orange Is The New Brother, Where Art Thou

They start a chain gang program to send sections of prisoner to various work details including “living experiments” at Dept of Galvanics. Short term plan is to establish it as “a new program that works”.

Slav arranges for a bond, Ezmer, to set up a college program to house living experiments on college property. Therratrix forges the Warden Winter-Before Dawn’s signature for a chain gang program.

The long term plan is to ship a bunch of violent criminals to an enemy’s doorstep.

Tariq uses this as opportunity to hand revolutionary pamphlets to the prisoners and a few guards. Fortunate Tamar learns that the work gangs return from the college with many stolen items, which he purchases on the cheap and re-sells thru his pawn shop bond.

The short term plan is ran successfully for many weeks. The long term plan leads to an orgy of violence and such…

Prisoners vs Students – Fight!

At the coterie’s behest, an army of prisoner demonologists and rioters are to be let loose on the University campus with galvanics weaponry and arsonist materials.

Lyddia uses Anastomis to make the Galvanics Dept believe they can sell their experimental weapons now to the High Elf government for treasury notes that are payable later. She gets a retroengineered galvanics arquebus that removes water from a one block area (extreme range, dangerous, unreliable, 1d8 stress). Spireblack Grenades that unsettle ghosts (d6 stress, spread d6, dangerous, ranged, one-shot).

Slav’s bond, Ezmer, arranges a major party in the quad.  Abu assassinates key professors working at the college including head of campus security. Fortunate Tamar is to use his bond/girlfriend to steal the college’s armory. Tariq arranges for a riotous group of Bohemians to show up and murder those folks who experimented on their crystal using brethren Terratix arranges for the various college factions, particularly the fraternities and sororities to hate each other enough to commit murder, arson, and such.

Everyone uses their abilities to dial the chaos and violence up to 11 during the whole ordeal. Slav preaches it is “the end of times”, Therratix “Predator style” murders Guards responding the rioting, Abu drags in more ghosts, Lyddia uses her galvanics weapons, Lyddian cuts deals with various factions that want to buy cheap (arsoned) property to make the riot last longer, Fortunate vigilantes his way thru rioters, and Fortunate also steals student records.

General Snow On A Stone shows up with the military to clean up the mess that is the Unversity. His high elf warrior poets clean house while shouting poetry. They kill people until the riot, arson, murder, looting, etc… ends.

The coterie escapes while extracting witnesses (through various means) to the carnage and brutality of the high elf military.

The fallout:

  • The college is no longer an entity.
  • Professors Thule and Mandalite are dead.
  • Professor Boost is living high, temporarily, at a casino on his military funding and attempting to cheat at dice using galvanics tech. Tariq tries to recruit the man and fails, so Abu and his hyena murder him.
  • Reporter Stella Blue and her paper are fed lie after lie, fact after fact to frame Dean Bothwell and Warden Wind-Before-Dawn for the whole thing. Dean Bothwell is kidnapped and dies at the hands of high elf torturers.

A Change In Leadership

The coterie pushes buttons to get their ally Quartermaster Langly in charge of the Hive… but she’s drow and its a hard push to get her into such a position of power in the elf-run city – at most, they would tolerate one of their human minions in the role. Finally, Langly becomes Warden.

Lyddia becomes the Quartermaster and gains a city wide bond.

Therratix puts Lyddia into a cocoon of spider silk to remove her fallout. It takes a week and gives her a point of Blood resistance.

The game ends with everyone getting a high advance. Lyddia takes Glass Library.

Spire – Session 6 – Operation Braspberry

Black-Magic

Slav, Blood Witch

At the start of this session, Slav gets a new lair!  It is extra creepy, fitting her increasing Blood Witch powers.

(Special note – this is blog post number 1000 on Geek Related since we got started in January of 2008!  That’s terrifying. Thanks for reading!)

The coterie descends to the Red Row to investigate the Undying Gang. Abu and Lyddia had out fliers about the revolution while asking about the Undying Gang.

The coterie, largely thanks to Abu’s ghost whispering finds out more about the Undying Gang – a gang of eight drow with undying surgeries started a protection rack in Red Row. They expanded to the Hemlock Fruit Market.  All are drow wearing robes to hide their surgical scars, the armor they wear, and wicked knives at their backs and hips.  The surgeries make them taller and more muscular than the typical drow.  All wear porcelain masks and  spice bags, the former to hide scars and the later to hide their own rotting flesh.  They work for and are known as Mommas Thinrees’ Boys.  Mommas is an older up spire drow who was disgraced and fell to Red Row.  She started as a fence, but recently acquired the Undying Gang, which makes sense as she is rumored to be an ex-member of the Mortician’s Guild.  She works for the Syndicate Sinister and more directly the gangster/councilman Light-Through-Splintered-Glass, who in turn keeps Mommas in line by keeping the hearts of the Undying Gang in his mansion.  Their constant threat keeps her pliable to his will.

The team recons Light-Through-Splintered-Glass’ mansion. They get a lot of intel mostly thanks to Abu sneaking into Mommas private office where he talks to the ghost of her predecessor and the man she murdered to take over the criminal empire. Also that the still-beating Undying hearts (and many more – decoys?) are kept in a big room full of songbirds that all sing so loud it’s a sonic attack when anyone goes in there.

Drow Fact Of The Day: All drow (and aelfir) go about wearing masks in public all the time. The masks are distinctive to a person.

Operation Braspberry

The coterie decides to steal the Undying’s hearts from Light-Through-Splintered-Glass’ mansion so they’ll have control over them, by sneaking in as servants and replacing them with other hearts, augmented by a raven-flock attack as a distraction. The plan, point by point:

  • We obtain ear plugs to avoid the song birds attack.  Easy enough, it’s just paper and wax.
  • Abu the Carrion Priest steals drow hearts. No rolls needed since he handles a lot of dead folks daily.
  • Abu and Lyddia steal undying gutterkin hearts from Mommas’ business. Accomplished with some Shadow stress.
  • Lyddia stuffs undying gutterkin hearts into stolen drow hearts. Accomplished critical success; they will pass as the beating undying hearts of drow.
  • Tariq buys stolen servant masks off the black market. Accomplished with Silver stress.
  • Lyddia uses Anastomosis to release knowledge that Tariq’s stolen masks are servants (who still have their masks) that work for Light-Through-Splintered-Glass.
  • The Mask Krieth infiltrates the mansion using her skill set. Slav and Lyddia infiltrate using stolen masks and Anastomosis.  Free success; they belong… they are let inside and assigned work.
  • Abu summons a flock of crows and throws it against the mansions’s windows and open doors to counteract the song bird singing and sow confusion. It works; the house servants close doors, guards shoot the crows, the screaming goats scream more than usual, and Light-Through-Splintered-Glass’s social work drow children scream too.
  • The inside team is lead by Krieth the Mask who sneaks them into the Heart Vault and avoids the psychological damage of the song birds. Slav tastes the hearts and identifies the eight hearts belonging to the Undying gang.  They switch out the hearts and leave via the Vermissian Tunnels.  This works!

The inside and outside teams meet at the rendezvous point, then returns to the Rut and Wallow bar.

The coterie talks about how to spend this new advantage with Mommas and her Undying Gang. They come up with:

  • Tell Mommas she works for us because we have her Undying’s hearts.
  • Give Mommas two Undying hearts as proof.
  • They talk to their Ministry contact, Tio Silencio, who accepts the four hearts and agrees to monitor and order Mommas. The coterie keeps two for future favors.

The coterie goes to Mommas Place in the Red Row. She explains that she isn’t on board with the Revolution, but despite that she is on board with opening orphanages, food banks, etc… and has done so many times in the past.  She stabs the first heart on the table, calling the group’s bluff – but instead killing an Undying behind her… she is shocked that the coterie is telling the truth and is all ears at this point.  She listens to the deal and asks for a meeting the next day.

The coterie agrees and plans for the worst for that meeting. Tariq decides he likes her style and complements her large white Type 4 hairdo. They have a friendly “all power to the people” exchange.

The next morning: Abu and Kreith sneak in the back door.  The rest enter the front with a full compliment of weapons.  The Ministry goon squad accompanies them inside.  The drug den/bar is largely empty at this early hour.  They sit down at a large table with Mommas. Lyddia shares out spider tacos to everyone from a cheese cloth bag.  Mommas demands support and protection and a degree of autonomy.  Tariq agrees and a deal is struck.

Abu talks to an angry ghost in the back of the establishment about promises he plans to keep.  Everyone hears the sounds of gutterkin taking a beating in the store room because Mommas has noticed their Undying hearts have gone missing.

Spire – Session 5 – Operation Nutty Professor

Vermissian2

Lyddia Vath, Vermissian Sage

Some of the revolutionaries have gathered a fair amount of stress on their various attributes.  Stress relief is discussed but enough of the coterie is worried about Lower Perch that they opt to continue operations against to Professor Vex.

Professor Vex is revealed to be a member of the Cult of Spire Ascendent, who wants to electrocute sections of the Spire to revitalize and awaken it as a living entity, which means there is someone or someones that would continue her work.

Kill the Professor!

We embark upon a plan to remove Professor Vex from the equation.

Abu Al-Nisr and Fortunate Al-Nisr stake out Professor Vex’s factory building – they wait and watch, then recognize a trio of student workers leave including Ezmer a young, drow female that Vex dotes on because she’s brilliant. Abu picks an Ivory Row property for his ambush. It is choked with topiary.

Ezmer runs away when the first of her companions, a male human, is strung up in the topiary. Abu drops a kind looking spider gargoyle into their path forcing them deeper into the topiary where Ezmer is captured.

Ezmer is interrogated by the brothers – she reveals that Professor Vex’s doesn’t know who the coterie members are. Her drow students get exempted from the durance.

Department of Applied Galvanics Intel:

  • Dean is senile and hanging on by luck and seniority
  • Five professors, all humans, are attempting to replace the dean:
    • Bosst – Galvanic Defenses
    • Mandalite – Civilian Galvanic Applications (central lighting). Practical uses for every day life rather than weapons.
    • Loque – History of Lightning – collecting texts of lightning gods to found her own religion. Example:  Ben of Franklin and his Kite of Galvanic Attraction..  Example 2 (not galvanics):  Cult of Garrick, a human industrialist who replaced his body parts with mechanical parts.
    • Thule – Galvanics “therapy”
    • Vex – Weather Galvanics

Lyddia applies investigation and academia to divert some of Professor Vex’s student factory workers into abandoning Vex’s team for Professor Thule.

Slav and Kreth and Therratix work together to assassinate Professor Vex in her campus office. They successfully divert an electrical experiment on display output into her desk and chair.  While in the office they investigate a device that is copying texts to find that the device is interpreting and copying any text given to it; it is currently working thru a stack of texts by her rivals for Dean of Applied Galvanics.

The assassination fails to kill her but it does damage her reputation and destroy her copying machine. The world will have to wait another millenium for the fax machine.

The Al-Nisr Brothers interrogate Ezmer and decide she is perfect to black mail into being an asset. They are informed by Slav’s pet spider about that section of the coterie’s operations.

Slav, Kreth, and Therratix follow a “bad luck” spell’s back trail out of Professor Vex’s office to a gambling section of the Silver Quarter, in particular a casino named the Mermaid.

Ezmer is stashed in a broom closet in the Rut & Wallow Bar. Quent the owner notes which broom closet and puts up a sign that announces, “Beware of Hyena!  Don’t open!”

No Really, Kill the Professor!

The second assassination of Professor Vex proceeds apace.

The brothers arrange a ransom note to Professor Vex for Ezmer. “Come to Lower Perch’s Honeymoon Suite at Thumb’s.  Come alone.  Bring a bag of silver and your research notes.”

Professor Vex arrives with her three spider pack enforcers, two teams of student workers, and her trio of student security. Kreth, Lyddia, and Therratix are in the suite with Ezmer. The rest of the coterie wait outside and nearby to cut the cords that suspend the suite.

A duo of student workers enter the suite to scope it out before the professor enters. They exit once Therratix ensures them that Ezmer is safe and on the premises.

The killing begins: Abu’s crossbow bolt hits Vex in the heart; her corpse tumbles from the cat walk.  The campus security team fires a rescue line at Vex that ropes her corpse and slams it with horrible noise against the spire.  A student fires a Galvanic arquebus that misfires and blows up in his hands.  A blackspire bomb is thrown and misses, plunging into the structures that hang far below.

Lyddia bravely rescues the injured Slav by plunging them both into the Vermissian Tunnels via the Back Door. Slav keeps her eyes squeezed shut. Abu and Fortunate fight a pair of cultists armed with spider back packs. One is spared the horror of impact when she falls off a catwalk and is killed by the lit black spire bomb stuck to her hand.  Fortunate takes wounds clambering up onto a catwalk with more victims… cultists.  Abu plunges his saber into a cultist then pushes his corpse off the blade and into the void.

Therratix’s claws professionally cut a cultist’s head off at the shoulders. She throws the severed head at other combatants. Kreth calmly leaves the battle by donning another mask and walking away. Success!

Slav and Kreth work on Ezmer hoping to convert her to the cause leveraging her involvement to Destroy Perch as blackmail.

Therratix researches the coterie’s notes on the Cult of Intelligence and Department of Applied Galvanics, which are both active in the Hive Prison and both tied back into the Gwynn-Enfer university.

The Discussion: Who do we want to tackle next in our quest to liberate the Hive Prison?

  • Investigate the Cult of Intelligence – Kreth uncovers Councilman Drynn, the only human member, is also the Primary Communications Node of the Cult of Intelligence.
  • Prof Bosst – Galvanic Defenses
  • Prof Thule – Galvanics “therapy”
  • Prof Loque – History of Lightning – collecting texts of lightning gods to found her own religion. Example:  Ben of Franklin and his Kite of Galvanic Attraction..  Example 2 (not galvanics):  Cult of Garrick, a human industrialist who replaced his body parts with mechanical parts.
  • Prof Mandalite – Civilian Galvanic Applications (central lighting). Practical uses for every day life rather than weapons.
  • Prof Xavier – No crystal implant. Working on crystal thinking machine.

We decide to make Professor Mandalite the new dean (or at least the current dean’s executor) of Galvanics. Make it so he needs the support of the other three professors and vice versa.

We convince Thule and/or Galvanics that Cult of Intelligence members are a good experimentation stock. Lyddia uncovers that the humans mined into Protocoticoss colonies to gain hi-tech crystals which they built a steam punk empire off of.  Humans can only really use the instantaneous communications of said crystals by implanting said crystals in human, elf or drow brains.  An experiment line would involve running varying currents through those crystals to attempt instantaneous communications…  Cultists have clicks that are at odds with each other.  The crystals act as a vast library rather than mind control.

Therratix shares this information slyly with Professor Thule. Kreth and others convince Thule that experimenting on crystal heads is ethical.

Spire – Session 4 – Operation Dropout

Bound2

“Fortunate” Tamar Al-Nisr, Bound

Our brave revolutionaries go about their day jobs, because sex-murdering elven oppressors doesn’t pay the bills.

  • Abu Al-Nisr – Carrion Priest – corpse transportation and Ghost Whisper for the Guard
  • Therratix – Midwife – midwifery and secretary to Warden Wind-Before-Dawn
  • Slav Icktus – waitress at Rut & Wallow
  • “Fortunate” Tamar Al-Nisr – always has cigarettes and beer thanks to the spirits
  • Lyddia Jath – City Guard paperwork and building her own crime gang of City Guard members.

News

  • Undying Gang – A gang of twelve people with undying surgeries that turned them into super-zombies started a protection racket in Red Row. They have expanded to the Hemlock Fruit Market.
  • Prison – Paperwork shows twelve escapees. That seems coincidental?
  • Lower Perch – Was struck by lightning twelve times at 3 second intervals. Burning sections were cut loose to save other sections.  This is also where most of the PC’s live. The recurrence of the number 12 puts our conspiracy theorists into overdrive.
  • Pilgrims Row suffered a Demonic Incursion from a Vermissian station. That’s bad.

My Science Project

“Fortunate” investigates the lightning strikes on Lower Perch. He finds a series of 6′ iron spikes with melted tips of brass and glass.  The spikes are now very brittle due to the super heating via lightning.  Fortunate recovers several feet from one – it is hollow except for a length of copper wire. Lyddia Jath investigates the recovered spike – parts of the spike are weapons technology out of Gyweninfor, a research university in the Spire.

Fortunate cuts off several more spike tips and sells them to an Ivory Row junk dealer hoping that these items get found by the Gyweninfor weapons researchers. He stakes out the shop. Lyddia investigates the janitor staff at Gyweninfor – Drow janitor Jenny Gierson guilty of petty theft, arson and stabbery. Been around some weapons research.  She recognizes the spike diagrams as belonging to Professor Vex; she is upset that her grant has been rejected and is looking to revitalize her research.

Fortunate and Slav follow Professor Vex but are spotted by a trio of campus security. Hidari Nivrasod is a drow member of that trio. Hidari is next encountered hanging wanted posters for a 500 Stan reward for Fortunate’s (his other mask) capture. He is advertised as the Terrible Anti Intellectual Acrobat aka The Acrobat.

Abu and Slav are able to follow Professor Vex and her trio of large, bulky guards who are heavy with back packs, buckles, and gas masks. They go to Little White Cross, a human district in an ex-Drow mansion area.  Human and drow students at her house are assembling even more spikes in a fit of industry.  The operation looks larger than the last one.  A dozen students and half-a-dozen.  An old woman brings the staff snacks.

The team hatches a plan to steal the lightning spikes.

  • Patsy – the Cult of Garrick who are a presence on campus and in the Works (giant factory in center of the Spire). Some of the teams don their distinctive spider backpack rigs.
  • Slav sends her spider inside to spy; it is chased off by a massive hound. The spider does come back with:  “The next test will be in The Perch.  It will be larger. And its important to remove The Perch from the Spire.  Within the week.”
  • The brothers Abu and Fortunate press for an immediate attack. They win the vote.  The four infiltrate the building with only Fortunate failing; he is chased and captured by the trio of campus security guards for yesterday.  The plan continues to slide south when the opening quiet attacks from a mezzanine drop several attackers into the lower floor.  Lyddia strolls into the manufacturing area and back out with a single iron spike over her shoulder.  She continues walking away from Professor Vex’s house.  Abu uses “murder of crows” to cover the escape of the others.  Slav escapes via levitate and scary “blood witchery”.
  • Ickbad Walzon, another Bound, is Fortunate’s most hated enemy because he dubbed Fortunate Tamar “Unfortunate Tamar” after he lost bar game after bar game to Ickbad.
  • Johnny Mar (large human), Hidari (girl friday), and Smurgen are the guards who capture Fortunate. Fortunate escapes the next evening via lockpicking.  Hidari notes his escape as he walks through the front office but offers no resistance.  Fortunate is now wanted for: Acrobatics, Mysterious Escapes, Arson, Stabbery, and Being Anti-Intellectual.

While this netted us one spike, we didn’t really put a dent in their operation and apparently they plan to destroy an entire district of the Spire!  And it’s the one where we keep all our stuff!

In the wake of this, Abu seeks to stalk and murder a Garrick Cult member which goes very poorly. A trio of the spider backpack cultists trail him back to the Rut & Wallow Tavern, where the rest of his coterie, some corrupt City Guard, various employees, and other patrons are present. The coterie leverages their various abilities to enhance their attacks. The cultists die quickly.  The coterie recovers spider backpacks that act as weapons, climb equipment, and armor.  Plus some gas masks.  The backpacks only function for Garrick Cultists.  The gas masks work for anyone.  One backpack goes to the tavern as a lantern holder.  The other two go into a Vermissian hole for later use.  Abu and Lyddia claim the gas masks.

Higher Education

The coterie decides to stake out the Lower Perch to find Professor Vex’s second Lightning Call operation. They find it around the Great Pipe where two Lightning Callers are already placed and 12 more chalk marked locations are found. They tip their hand while staking out the spike sites. They do recover four spikes.

A recon of Professor Vex’s mansion shows everyone is still there, students are armed, noise makers are placed at all entrances, blood witch wards have been placed, and everyone is on high alert.

Spire – Session 3 – Operation Elf Sex Murder

Firebrand-lo

Tariq Al-Nisr, Firebrand

We begin with a lively round of paperwork as our drow resistance cell continues their plotting!

  • Abu Al-Nisr meets with the Warden and is granted rights to handle the Hive corpse cart. Many of the dead are imprisoned demonlogists who were in the employ of Mr Alas and Light-On-Splintered-Glass.
  • Research produces a list of rich person names that Mr Alas has had cursed so he can buy their real estate up cheap.

Drow Fact Of The Day: High elves, or Aelfir, are cold resistant so love keeping everything super cold, wearing few clothes, and so on, forcing drow who serve them to put up with the cold.

Then, we commence an operation replace the Warden’s secretary, Pinioned-Limbs-In-Shadow. The general plan is to waste her when she goes to her high end elf brothel and frame the “crystal heads,” aka the Cult of the Intelligence. The trick is that any high elf isn’t just a “secretary,” they are pretty much all powerful killbots trained in martial and/or magical arts.

  • Crystals are supplied by Fortunate Tamar.
  • A Bohemian plus a Computation student are the patsies. They are identified by the Blood Witch, then drugged and kidnapped by Tariq and Fortunate.
  • Ghost Whisperer – Abu Al-Nisr helps the City Guard solve crimes to ingratiate the team.
  • Midwife Terratix uses her guile to become noticed as an obvious replacement for the warden’s secretary.
  • The Midwife gains access to the brothel as a medical source.
  • Access to the Brothel – Fortunate smuggles the bodies in. Tariq replaces the pretty boy on duty for that night.

The plan works, and the elf takes Tariq into a chamber where he gets in a tub of ice water.  Tariq shivers in the cold water tub with the secretary straddling him. He stabs her with a drugged dagger that was hidden below the tub. The Midwife dons spider carapace and blades, then busts into the room.  The secretary fights back well, having trained all her life for this moment. The Hyena Priest comes in and fires a crossbow bolt into her neck, killing her.

The patsies are brought in by Fortunate, executed, and dressed to be the murderers who tried to crystal shard the warden’s secretary, and the team escapes.

Spire – Session 2 – Operation Highwayman

midwife

Theratrix, Midwife

We go deal with the casino people who hold Quartermaster Bob’s gambling debts, and trade them the drugs we stole from the Roaring Boys for the note to them. Then we go steal a payroll and figure out the combat system.

Complete First Battle!

  • Tariq steals Roaring Boys gangster wear and weapons, four sets.
  • Team plants evidence of Quartermaster Bob’s gambling debts in Roaring Boys territory.
  • Team attempts to steal payroll destined for Factory level guard station as it is passing thru Roaring Boys HQ on the Farming level.
  • Lyddia uses their access to Guard HQ to access the payroll route, then alter the paperwork to have it pass thru Roaring Boys territory.
  • Payroll: 4 guards with clubs & good armor, one halberd, one gun. 4 durts with ill fitting armor & carrying the payroll.
  • More equipment is purchased, including some weapons.
  • Plan: ropes in the water to prevent the boats from moving. One team fires guns and spells from shore, while Grella runs along the rope to attack those in the boat.
  • Plan as executed: Tariq shoots the guard leader with a pistol.  Lyddia follows suit.  Guard leader drops.  Tamar drops from a bridge via rope onto the barge, cutting the halberd bearing guard.  Slav the Blood Witch sprays the barge around Tamar with eyeball blood. Several durts pull up a ladder, drop it onto the bridge.  Tariq shoots a porter.  The guard picks up the captain’s pistol and dies from a shrike pistol shot from Lyddia.  One porter swims for it; Tamar spots his leech covered back but opts to cut another guard down.  The last guard dies from multiple attacks from the rest of the team.
  • Tamar threatens a surrendering porter with, “Don’t tell them the Roaring Boys did this!” One of the surviving porters takes note of Tamar’s distinct eyebrows above the Roaring Boys distinct face hiding kerchief.
  • They escape with the payroll, the guard’s pistol, and their lives. Four porters are left alive; those on the boat are told to loot the guard bodies for the silver they lifted from the payroll. The porters accept the bribe.
  • The team takes their payroll to a secret place for counting. Tariq takes a single coin from it, which Lyddia notes in a diary.

Success! We are glad we put a lot of work into our tactical plan because the combat system isn’t real forgiving, and we’re not real combat monsters.

Drow Fact of the Day: All drow are forced by the Aelfir to serve a “durance”, or mandatory service, when they become adults.

Brain Crystals and Crime Lords

After the heist, Tariq arrives at the Hive to find the staff very agitated. The lightning professors are in denial and/or accusing each other about the crystals growing out of back of prisoner’s heads. They are putting crystals into prisoners heads, one of those people died.  The guards are busy interrogating the durt porters from the stolen payroll run; this involves torture and screaming.  Tariq arrives at Lt Langley’s office to announce he overheard that the Roaring Boys pulled the payroll heist and Quartermaster Bob had something to do with it.

But “brain crystals” sounds like something we should look into, as we want to co-opt the prison, not have some weird alien hivemind or something do it for us. So we gather intel…

  • The University’s Applied Galvanics Department is researching at the prison for purposes of warfare for execution/brainwashing and/or fighting. The “Cult of Intelligence” found a Crystal Mind buried nearby. They broke off chunks and placed them into their brains to form a group mind. They are experimenting at the prison for reasons unknown.  They get the name of Tristan Avanod, an ex-student, who claimed to be in the Cult of Intelligence.
  • Slav figures out there are two criminal groups involved with the Crystal Mind shards. Group 1 is led by Lord Veq Light-Through-Splintered-Glass, a councilman and high elf.  Group 2 is let by “The Wicked Mr Alas,” a drow and head of a landlord family seeking further power via criminal enterprises.
  • Bohemians are indulging in crystal addiction on Ivory Row.

The team speculates quite a bit on what all of this means. They decide to approach Wicked Mr Alas. This ends up not being all that simple and requires another round of intel gathering. We determine he operates in “Ivory Row” so find out about it first.

  • Ivory Row is owned by three factions:
    • a high elf heiress Cruel Lady Thorns on Silk (also patron of a Bloodwitch)
    • a drow noble woman who conspired with the high elves (who became a Bloodwitch during high society party)
    • a human cleric Archbishop Wynn who worships the high elf gods. He refuses life extending surgeries.  Rumor has it he is buying up land to build monuments to the high elf gods.
  • Other Ivory Row powers:
    • The Sunlight Collective – not an organized group of bohemians who like partying and cults and such things.
    • The Hidden – drow squatters hiding in the abandoned mansions of long gone rich. They hid quietly and steal quietly from the rich houses nearby.

The group travels up Spire via Perch to Ivory Row to gather more info on the Wicked Mr Alas.

  • Tamar spies on the bohemians to find Mr Itz’Bin, a Hidden drow, who owes allegiance to Wicked Mr Alas. Mr Itz’Bin is a lieutenant, dresses as a hidden with items of wealth displayed openly, plus an illegal rapier and parrying blade.
  • Slav uses religious circles to find that Wicked Mr Alas is interested in the gods and acquiring relics of said gods. He has found that all gods have failed him so he defiles the relics.  He is dealing with the various occult groups as “fire power”.
  • Tariq goes thru high society and finds how to contact Wicked Mr Alas… you start with one of his lieutenants unless you are very powerful and thus can jump to the head of the line. Taking something from him or some
  • Lyddia uses academia to talk to the bohemians. He sells them narcotics. He drives cultists bohemians out of his territory to the point of murder via Gentle-On-Blinded Orbs an enormous elf (augmented by muscle surgery, is blind, and sees via hearing).
  • The point thus far: Wicked Mr Alas would like the bloodwitch and the vermissian sage, but not Abu and Tamar.  He has lots of criminal connections and wants to be The Godfather of the spire.

So this means that the factions vying for power in the Hive (Prison) are:

  • The Guards
  • Crime Lord Wicked Mr Alas – wants to save or comfort his own troops who are imprisoned, gain intelligence from his enemies.
  • Councilman Light-Through-Splintered-Glass – same as Mr Alas.
  • Cult of the Intelligence – followers are being arrested
  • Dept of Applied Galvanics – want to experiment with crystals largely via shock therapy to those implanted with them
  • Us, your friendly neighborhood revolutionaries

A vague plan emerges.

  • Meet Mr Itz-Bin and make nice with Wicked Mr Alas.
  • Destroy councilman
  • Destroy Cult of the Intelligence
  • Make nice with Applied Galvanics

We exercise this plan… Next time!

Spire – Session 1 – Operation Get Inside

Carrion-Priest

Abu Al-Nisr, Carrion Priest

Well hello all!  I know it’s been a sparse year of blogging, but work, life, and actual gaming have had to come first.  I’m paring down on other commitments so hope to add some fun content here.

Let’s start with some session summaries from our Spire campaign I described back in October.   Go read that again to remind yourself of the characters and setup.

First, as a group we decided what we wanted our revolutionary goal to be to stomp out the hated aelfir (or “honkeys” as they are also known). This involves hours of us figuring out the complex society and geography of the Spire.

War Goal:  Liberate the Hive, the prison, for the Ministry.  Here’s our basic intel on the place.

  • Entire cell blocks are basically suspended by chains and dumped to everyone’s death in case of trouble
  • Prisoners of the Hive include:
    • gnolls they want to keep
    • experiments and pets – the Menagerie
    • political prisoners
    • warriors
  • Run by the Guard
    • ill trained and equipped
    • working poor, living in Middle City
    • local folk trying to earn a living and maybe make the city a better place to live
  • Warden Wind-Before-Dawn, high elf, torture tourist
  • Captain Blessed, human mercenary, guard captain to Hive
  • Commissioner Armon LeVop, drow, administers the Guard stations around Middle City.
  • Baub the Quartermaster, human.
  • Lieutenant Ziminar Langley, drow.
  • Drow guards are mostly durance, rest are career
  • Corruption is rampant due to unpaid durance workers.
  • Visited by high elves who participate in torture tourism

Drow Fact of the Day – the six virtues of the drow people are:

  • Tenacity
  • Community
  • Grace
  • Vigilance
  • Sagacity
  • Theory

Our first milestone we decide on along this path is to identify four guardsmen to identify as friends and get promoted within the prison so we have powerful allies.

We also decide to hijack the guard payroll to destabilize the situation. It is held at the Quince Tear Guard station.

Operational plan:

  • pick a patsy in the Guard to be fingered as the insider
  • pick a patsy in the crime circles to be fingered as the robbers
  • pick a replacement for the Guard patsy
  • steal the money
  • launder the money

We gather intel. The Quartermaster and employees at Quince Tear Guard Station are:

  • Baub the quartermaster is a drow collaborator. He is also corrupt – he steals from the widows and orphans fund to pay kickbacks. He owes money/markers to a casino on next city level up. We decide he’s the patsy.
  • Lt. Langley is a Drow nationalist we tag to replace Quartermaster Baub, who will run the widows and orphans fund for primarily for drow benefit. Three husbands.  Upper class drow. Went to university.  Guard durance.

Therratix the midwife, acting as a medic at the prison, gains Langley’s blood after she is shivved by a prisoner. Slav the blood witch reads the blood and learns Langley is having an affair with a human.  She loves her career over her human lover, a professor at University, named Professor “Lightning” Thule.  Given time and effort the team is able to convince Langley that her lover is a liability, so she ends it and owes the team an obligation.

The cell steals drugs from the Roaring Boys, so they have an excuse to be patsies for the payroll robbery.  Drugs stolen from Roaring Boys (including Corpse Fruit, which create hallucinations of the dead, and God Smoke – a euphoric and pain dulling drug) are traded to the casino in exchange to the title for Baub’s debts to said casino.

The cell collects evidence of Quartermaster Baub’s huge gambling debts and theft from the W&O fund. Again, this is to make him a patsy for the payroll robbery, as the inside man for the Roaring Boys.

We end the session prepared to rob a Guard payroll!

Pathfinder 2e Playtest Retrospective

Well, we played through the Pathfinder 2e “Doomsday Dawn” adventure through 7th level (the first three scenarios, The Lost Star, In Pale Mountain’s Shadow, and Affair at Sombrefell Hall).

It was… fine.  It’s not super different from Pathfinder from a 10,000 foot view. The main changes were:

  • the “three actions a round” thing – you get three actions, which can be any mix of attacks at iterative -5s, or moves, or spells, or whatnot. made rounds take longer, but probably at higher levels cuts down on time since you can’t do 20 attacks.
  • how crits work – if you beat what you need by 10+. More crits but more math.
  • how magic weapons work, with plusses adding whole dice of damage.
  • Spell Points for everyone to power whatever innate abilities, but not spells, which kept confusing us.  Why not Power Points?
  • Random slight spell changes
  • A weird baseball diamond icon used to indicate how many actions something takes instead of just using a damn number
  • encumbrance simplified into “Bulk”
  • magic item slots simplified (?) with “Resonance”

It didn’t seem better or worse really, just different. You may recognize some of these specific rules from 5e, 4e, and other RPGs, none of it was real innovative.

Unfortunately, that is a bit of a deal-killer for us.  We have loads of PF 1e stuff, more than we can ever play.  We play other games too.  There’s no killer feature in PF 2e that makes us say “I really want to play this!” It’s unexciting.  And from running through the adventure, it’s not just on paper – in play it’s the same thing, like Pathfinder 1 but just with some warts removed and some new ones added. Huzzah?

I was leaning on Hero Lab hard for the deep NPC work in Pathfinder.  They’re (Wolf Lair) apparently not carrying on with existing Hero Lab, they’re abandoning it in favor of a new subscription-based online service (Hero Lab Online) that I’d get to pay for new and differently, despite investing probably near $1000 into HL over time. Again, starting over for “different but not better really.”

I mean, I don’t *dis*like the game – but it’s telling me “abandon all previous thousands of dollars of product, for something that’s… like it but slightly different.” And I’m not clear what I’d get out of that.

I love Golarion and their Adventure Paths (I got into it from being a Dragon and Dungeon subscriber and converted over).  They know how to write adventure and setting for sure.  In Pathfinder 1e the mechanics weren’t too revolutionary, but as they went on they had a knack for picking good and iconic classes instead of the weird junk WotC had been doing even in 3e/3.5e.  “Witch, Alchemist, Cavalier”, makes sense!  “Acolyte of the Skin! Candle Caster!” No. The archetype system allowed a lot of class customization and that was cool. Fun game, played it a lot, though I must admit over time the extreme amount of rules content caused us to play other, lighter games about 50/50 (they call it Mathfinder for a reason).  But heck, I’m still running a 5 year old Pathfinder campaign, it’s a good game. They’ve had good instincts and business practices. I wish Paizo well.

To really make PF2 a success like PF1 they’re going to have to come up with something besides “inertia of PF 1e players” to drive adoption. The kids nowadays are moving to D&D 5e. If I’m going to coast, I want to coast on the existing game.  For a new Pathfinder to get me to keep subscribing (to the tune of a lot of $$ per month), I need *something* new and exciting.  It could be more rules light, but doesn’t have to be, it could be anything really innovative. But it’s pretty clear they didn’t have a huge innovation in mind that drove them to make 2e – they just figured it was time and started cobbling something together. Is the setting new?  No, same setting I have 100 supplements for, they’ll just re-release the exact same content with some new stats so I won’t really get anything new.  Do the new rules unlock any new actual kinds of classes or characters?  No, so all the new supplements will just be “and now here’s the witch with some different rules.” What am I supposed to be looking forward to?  There’s not really messaging on that.  Check out their Web page – it’s just like “playtest this now.” It’s not even trying to hype me on something.

When D&D went from 1e to 2e to 3e, each time was a really big change and improvement. Hit tables to THAC0 to DCs level improvement. I just don’t see anything like that in Pathfinder 2e.  If it was released 10 years ago as “our new D&D killer” instead of 1e, I would have loved it and played it and it’d be in the exact same spot as 1e is now, like I say, there’s nothing wrong with it.  But after 10 years, a new edition should be something to really move the needle on your gaming, and after giving it a fair shot at play – it’s just not.  At least not in the current playtest form.  But I don’t have a lot of hope it will change dramatically from the playtest – I mean, I’m sure they’ll fix some of the issues, but you don’t fix “it’s not really that innovative” in a playtest.

I fear the net here is “I and the gamers I know here will keep playing PF 1e, just a bit less each year; we’ll wish Paizo well but not buy much.” Starfinder didn’t grab me (science fantasy isn’t my thing), and PF 2e isn’t grabbing me.  Maybe they’ll put out another RPG that’ll draw me in eventually, but thus far looks like I’ll need to pack up my love for Paizo products, put it in a box, and bring it out and remember it from time to time.

Pathfinder 2e Playtest First Impressions

I was in my FLGS (Friendly Local Gaming Store) the other day and saw the printed copy of the Pathfinder 2e playtest.  Paul had been talking about running a one-shot for us so I decided to go ahead and pick it up.

I’m a long time Pathfinder player (as long as you can get, I migrated from Dragon/Dungeon to Paizo APs in 3.5 to Pathfinder Beta to Pathfinder as it happened).  I’ve been a superscriber for all that time so I have every Player’s Companion and rulebook and everything.

As a result I wasn’t chomping at the bit to look at 2e – I have more Pathfinder stuff than I can probably use in my lifetime, and my gaming group is mainly playing other games nowadays, but this prompted me to pick it up and read through it.

Overall it’s good. It’s different than Pathfinder/3.5e.  I’m not sure how many of the changes are really better or worse instead of just being different, however.  More on that after the details.

The book is beautiful, it’s full color and pro layout and no typos; better than most non-playtest RPGs (and definitely levelled up over the initial printed Pathfinder Beta I still have a copy of).

Overview

Intro

It starts with the usual RPG intro, which is fine.  They go a little overboard on the nearly page worth of SJW-speak in the beginning.  I want gaming to be inclusive and fun for all too, but they drone on about “safe space” and how GMs should be “pay[ing] careful attention to players’ body language” to police anyone being “uncomfortable.” Yes, job #1 of a GM is to carefully monitor everyone’s emotional state and make sure everything’s light and non-challenging in 2018 I guess. But, whatever, the book’s 432 pages long already why not pad it out.

Basic Concepts

The basic concepts are the usual, and you’ll generally get AC, HP, and so on. You get 3 actions (and a reaction) per round from general inflation, I wish it was more like 1e/2e – do one thing and the action will get back to you quickly, instead of doing 4 things and then waiting an hour for your next turn. Though there’s one real problem I had  – the new icons to indicate action types.  It smacks of trying to IP-protect your trade dress for the sake of it, and they are not more concise than just using a letter or whatever.  For 2 actions I need two little baseball diamonds instead of a 2?  Making a character sheet or spell cards gets to be a non-plaintext exercise now?  Boo.

Anyway, then important concept, Proficiency Modifier!  Like D&D, you have a proficiency modifier that applies to everything (weapons, skills, etc.) that is based on your level. It can be slightly less than your level or slightly more than your level if you are untrained or master or legendary.

In the book, untrained is level-2 and legendary is level+3.  That is terrible and let me explain why.  It means there’s only a 5 point spread, on a d20 roll, between the most hapless and the most skilled of a given level.  This means that when faced with the nearly ubiquitous adventure option of “do some skill challenge, or fight them,” it’s a sucker bet to try to beat them at the skill challenge because a 5 point spread on d20 is very, very failable, where if you differ enough levels you’re basically guaranteed to beat them in the fight because of how many things stack onto making you better and it’s effectively a complex skill check of many many rolls and not just one.

But all is not lost!  Paizo listens to their playtesters, and in the current rule update, they change this so unskilled is level -4.  It still means “trained” and “legendary” is only a 3 point spread though, which isn’t great, but it’s nice to see it iterating in the right direction.  It does mean “mommy taught me the guitar” can beat Robert Johnson 34% of the time in a straight roll-off, which kinda sucks. At least untrained at -4 only beats him… 20% of the time?  That’s not excellent.

Character Creation

Then you get a summary of character creation. It’s straightforward, though they hide how you determine hit points in the middle of a long “Apply Your Class” section and I went past it and it took me a while to find it – I’d think that would at least merit some bold or a header or a sidebar or something; it’s more complicated than previous because you have an ancestry set of hit points and then a class set of hit points you add together.  (And it’s here instead of in the definition of Hit Points with a header in the previous section why?) There’s a lot of formulas like that that are only explained in this section (AC calculation too) that really should be set out to look like

AC = 10 + Dex modifier (up to armor cap) + armor proficiency modifier + armor item bonus to AC + other bonuses/penalties

instead of just being text inline which is what they are.  You’re Mathfinder, own it.

Alignment is skimmed over pretty much in passing.

Ability Scores

Next we do ability score generation.  It’s the usual 6 D&D stats, but the generation is a little tricky. You start with 10 and then do a bunch of iterations of adding ancestry ability boosts (boost = +2), two background ability boosts, four free ones, a class one…  But you can’t double up in a given iteration, but you can stack them across iterations. OK, fair enough, though I suspect we’ll always be seeing the same Backgrounds for the same classes since it’s the only way to min-max your stats to 18. Or you can roll if you’re a real man.

Ancestries and Backgrounds

Next we do the races, except it’s racist to call them races so they’re Ancestries I guess?  You get the venerable Dwarf/Elf/Gnome/Halfling/Human and can do half-orcs and half-elves as variant humans. All pretty cool, and instead of a standard set of abilities there’s “ancestry feats” you can choose from both at start and then you get more every 4 levels. Not sure how you explain “suddenly I can do that thing that I learned growing up I guess” story wise, but eh, everyone likes more powers.

Only humans have ethnicities, which is weird because in Golarion there’s elf ethnicities and stuff.

And the big bad in this chapter is goblins as a playable race.

Look man, I’ve played all the goblin modules too and I love them.  The goblins are some of Pathfinder’s most recognizable IP. But in Golarion, goblins are crazed spazzes that are in no way compatible with other people.  And people already use gnomes and sometimes halflings if they want to play a little spaz.  By them being a core race instead of just in some later race guide, that means 1/6 of characters, especially in Pathfinder Society play, get to be disruptive illiterate arsonists.  Great. Needs to be pulled and put into some later more optional thing, even if it’s the first AP, with some warning text.

Backgrounds

Then we have two pages of Backgrounds, which give ability boosts and skills usually. Acolyte, Criminal, Warrior, and so on.  (I wonder which map to which classes?) There’s not that many but I assume they’ll get the shit splatbooked out of them eventually.

Languages

The next chapter is Languages, which generally works like you’d expect except for a weirdly complicated full half page on sign language (every language you choose normal or signed and if signed you get the Read Lips feat for free and blah blah see page 301)…  It also weirdly assumes that every language/race has sign language and that they’re tied to languages?  So gnoll sign language is different from celestial sign language?  Plus IRL sign language wasn’t developed until post-Renaissance so it’s all just kind of weird and overwrought. Like, the sign language section is larger than the entire alignment section.

Classes

Classes.  The first class is Alchemist because they’re alphabetical and it really threw me, I started reading it and my reaction was “what the hell is this?!?”  I had to start looking up bunches of other game concepts (“Resonance?”) and it was super confusing. I punted and went forward to Fighter to figure out the game.  Turns out they published a massive revision to the Alchemist in the errata because I guess that was a common reaction.

Anyway, the classes go to a pick-and-choose set of feats, you know, like every video game skill tree. I approve.  So many archetypes in 1e were just to basically move around things you didn’t really want for things you did, so going to “pick a class feat” is more elegant.

But I speak too soon.  While most items are turned into class feats, there is still a level advancement table with some things built in (Barbarian gets rage and totem at level 1, “juggernaut” at level 7, and so on). It’s not clear why these aren’t just class feats with that level as their level restriction, so you could take some other thing at 7 and then juggernaut at 8 if that floated your boat.

It’s the normal core classes plus alchemist, a solid list with no surprises.  Without actually playtesting them it’s hard to tell, but they seem to generally do what they did in previous editions.

Skills

They combined skills into a semi short list of 17 skills. They are still complicated because they basically pasted the rules for each more granular skill under them, so in Acrobatics you get a long ass thing about Balance, Escape, and the 5 other uses each of which has its own ruleset.

You don’t have skill points any more, it’s just those untrained/trained/expert/master/legendary levels. Everyone gets skill advances that boost your skill ranks pretty frequently.  Even the wizard, which starts with 2 + INT skills, gets one skill every 2 levels so can have 11/17 of the skills (barring mastery, but each level of mastery only gets you +1, so they’re a poor investment).

Each skill, like many of the feats in the class section, have these little “Traits” associated with them.  Some are defined here, like Secret.  Some are off in Appendix 1 in the back; I’m not sure how you’re supposed to know that.

The organization of this book starts to fall down about this point.  There’s a lot of inconsistency.  Take classes and their class feats.  OK, those are described under the class entries, not lumped into the general feats chapter.  But then “powers”, like the monk’s ki strike, aren’t in the class section, they are lumped into the Spells section!

I know in a complex game you can’t always have it where you read the definition of something before you have rules using that something, but at least have a consistent design philosophy of where you’re going to squirrel things away.  Do class things go under the class or sorted into other categories? Do traits and such get defined in the relevant section or in the back?  On p.144 it explains what a Secret skill check is.  Secret is in the traits section in the back but there it just says see p.293. Where it has the exact same text as on p.144 duplicated.  What?!?

Anyway, organizational gripes aside – they’re skills.  They let you do the normal panoply of stuff you want to do in D&D/Pathfinder.

Feats

Feats feats feats!  Only 13 pages of them. They are almost all skill feats and then some general feats, there’s no like metamagic or combat feats, which are just in the classes I reckon.

Equipment

They go to the silver standard, which I like. Gold is just for magic items and super expensive stuff, normal folks use silver for conventional expenses.

Armor is mostly like armor used to be, although with AC and touch AC (TAC) stats.  Shields are weirder and more complicated, you have to use an action to get their AC bonus.

Weapons, predictably, are like they used to be except we love traits now so every single weapon has 1-6 traits on it. Axes sweep, mauls shove, bows are deadly and propulsive… Entertainingly they define all the traits but not any of the weapons, I guess if you don’t know what a main-gauche or guisarme is, your hapless noob ass can google it? Maybe that’ll be added in the final book.

Gear is gear, but encumbrance has changed to a more abstract Bulk system instead of weight, with all the complicated junk about well this is negligible and this is Light so 10 of those become 1 Bulk and so on. Not that anyone uses encumbrance anyway.

There’s item qualities, like “masterwork” was but they can go up to +3 if you spend about x10 more money for each increment.

Spells

We’ll pick this up next time in a Part 2!  I’ll discuss spells and then the actual gameplay rules, which are hidden behind everything else. And then GMing and treasure if I reach it.

New Campaign – Spire

spire-cover-blue

Spire

Our newest campaign is based on the Spire RPG.  This is a cool high-concept game – we are all drow living in the Spire, which is a China Mieville-esque super weird giant tower where each level is a whole neighborhood.

But the elves have conquered it and keep us down as an oppressed underclass (along with their human lackeys).  Therefore, we foment rebellion! It’s like Vornheim meets Bas-Lag meets Menzoberranzan meets the Black Panthers and the IRA. Good stuff!

I recently read Melvin Van Peebles’ book Panther and racial politics are a big deal nowadays, so it’s interesting to explore it as a batch of privileged white guys.

Here’s our characters:

  • Firebrand-lo

    Firebrand

    Abu Al-Nisr (Paul), a carrion priest and clutch mate to Tamar and Tariq. He has a hyena to help devour the dead, as is only proper.

  • Tariq Al-Nisr (Me), a firebrand and clutch mate to Abu and Tamar.  He brought Slav into the revolution the old fashioned way, sexing her into radicalization.
  • “Fortunate” Tamar Al-Nisr (Bruce), a Bound and clutch mate to Abu and Tariq.  He rescued Lyddia Jath when she fell from the Perch.
  • Lyddia Jath (Chris), a Vermissian sage. She knows Abu’s secret, which is that he was captured by the gnolls and joined them in fighting the drow army.
  • Theratrix (Matt), a midwife. She saved Abu’s life during the war, not realizing he was fighting alongside the gnolls.
  • Slav (Patrick), a blood witch. She has tasted Lyddia’s blood and believes she’s fated to kill Tariq.
  • Krieth (Kat), a human emissary. Appeared briefly and was gone just as fast.  For the best, humans aren’t trustworthy.

The game system is pretty Apocalypse-y.  Our initial direction for liberating the Spire is to compromise the Hive, the big ass prison blocks, and use that to recruit people to overthrow the hated high elves!  Word of our adventures will come…

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The Spire (Aboveground)