Tag Archives: RPG

Life In The Big City – Chase Rules

My Reavers on the Seas of Fate campaign is well underway and the PCs are all over the mean streets of Riddleport.  There’s some common scenarios that come up in urban adventures that I wanted to streamline; here’s my current efforts for your edification and comment!  They’re Pathfinder based but very easily adapted to anything d20-ish.  First, we have chase rules!

Chase Rules

Exciting chase scenes, the staple of action movies everywhere, are very hard by default in D&D because though every other part of the rules has variance built in – from stats to skills to damage – movement has always been completely static.  “30 feet a round whether you need it or not!”

I got Adamant Entertainment’s Tome of Secrets for Pathfinder when it came out, and it has chase rules, but those rules are like a lot of chase rules I’ve seen in RPGs over time – way too complicated.  They’re 40 damn pages of specific maneuvers and all.  The entire Combat chapter in the Pathfinder RPG is only 25 pages.  I wanted something that could be run without everyone having to do homework; in my opinion if a new bolt-on special case ruleset is more than about 2 pages then “you’re doing it wrong.”

So here’s what I came up with.  It was hard to balance it out but after a couple playtest chases in the real campaign I think they are pretty light and easy to use, fair, and keep the PCs engaged.

The Movement Check

A character’s Move check is +2 per 5′ of base speed.  For an unencumbered human that moves 30′, that’s +12.  In a self-powered race like a footrace, you can add your STR bonus to this in a given round but then have to make a DC 15 Fort save to not become fatigued from the exertion.   Use this same formula for other movement types (riding, swimming) because it takes differing speeds into account well.  (as a bonus, this means you can have a chase where various participants are using different modes of movement).

The Chase Track

Rather than keeping up with specific distances, a chase has distance represented by an arbitrary condition track.  It’s defined relative to whoever’s in the lead, and has six levels –

  1. Close Contact – within melee range of leader.  Subject to all obstacles the leader has to deal with.
  2. Point Blank – close range (all those “within 30 feet” powers proc here).  Take leader’s obstacles or take an alternate path at DC 20.
  3. Short – Take leader’s obstacles or an alternate path at DC 15.  -2 on ranged attacks.
  4. Medium – From this far back, it’s usually easy to avoid obstacles.  -4 on ranged attacks.
  5. Long – -6 on ranged attacks.
  6. Lost – you done lost ’em.   If you have allies still in the chase and you can still run (not fatigued or just giving up) you can run after them sufficiently to at least arrive on the scene once it’s all over, but you can’t get back into the actual chase.

For each 5 points by which you beat the leader’s movement check,  you close by one category on the track; similarly you slip back by one for each 5 points by which you miss their check.

Chase participants start at a chase level that makes sense – if they are right there with the leader and take off after them when they take off, they can start at point blank.  If they’re a round of movement away, or pause to shoot or take another action before they get going, start them at medium range.

Obstacles

In a chase, there’s a bunch of different kinds of obstacles and complications that can come up.  Here’s a sample but not comprehensive list.  In general the checks to pass these obstacles are DC 15.  If you fail the check, you drop back one level on the chase track; if you miss by 5 you take 1d6 nonlethal damage from a collision or similar mishap.  This is an urban specific list.  In a crowded urban environment, each round has a 1 in 3 chance of bringing a mandatory obstacle, or the leader can deliberately head towards obstacles as desired.  Roll 1d8 for what type, or choose one:

  1. Simple (Acrobatics, attack an object) – barrels, gate, street vendor’s blanket, etc.
  2. Barrier (Acrobatics) – fruit cart, unexpected turn
  3. Wall (Climb) – traditional “end of alley” wall, fence
  4. Gap (Acrobatics/Jump) – ditch, open manhole, pit
  5. Traffic (Acrobatics/Overrun) – pedestrians, mule team, orc pirates
  6. Squeeze (Escape Artist) – crawlspace, hole in wall
  7. Water (Swim) – river, wharf, pool, fountain
  8. Terrain (Acrobatics) – gravel, mud bank, slick cobblestones

Chase participants farther back on the chase track can choose whether or not to hit the same obstacle.  Chasers in close contact have to negotiate the same obstacles as the leader.  Chasers in point blank can take the obstacle or make an alternate check at DC 20 to avoid it – for example, “I can’t swim, I’m going to run around the reflecting pool instead.”  Chasers at short range can take the obstacle or an alternate check at DC 15.  Chasers farther back can generally avoid routine obstacles, but the DM can require them if it’s logically necessary (the leader swam across the river, for example).

You’d choose different obstacles and skills for other kinds of chase – a horseback chase would use Ride instead of Acrobatics, and a chase in the country would have trees and hedges instead of crates and alleys.

Actions

Anyone in close contact with the leader can conduct melee attacks on them.  Whoever wins initiative gets to determine if attacks or Movement checks happen first.

A character can take a missile attack but automatically drops back one level on the chase track when they do.

If the chase goes a number of rounds equal to anyone’s CON score they have to make DC 20 Fort saves each round or become fatigued, and effectively drop out.

Chase Playtest

Our PCs ranged from halflings and humans in encumbering armor (Move +8) to barbarians and monks (Move +16).

In their first chase, they went after the Splithog Pauper, a skilled rogue.  He had a normal Move (+12) but high Acrobatics, Climb, and Escape Artist checks.

The chase was pretty long.  Everyone managed to stay in the chase; as the slower guys dropped back they benefitted from not having to negotiate as many obstacles.  The Pauper wasn’t rolling well on his movement checks and deliberately hit a lot of obstacles to try to shake the faster guys – the barbarian stayed with him, but he managed to push the rest of them back with this tactic. The cleric was the only one with a ranged attack; he shot an icicle at him a couple times but to limited effect.

There was a cool obstacle moment that everyone thought was very “parkour,” where the Pauper ran and dash vaulted through a fruit stand; one PC followed through the gap with his own leap but the next didn’t quite make it and busted, spraying fruit everywhere.  The barbarian caught up with him legitimately and was stabbing him with his boarding pike (after a pretty bad string of misses he finally was connecting); the cleric used an Infamy Point to find a shortcut to head him off and gave him a good clotheslining; at that point we dropped out of chase mode and the two PCs cut him down before he could maneuver away from them.

The next chase was interestingly different.  This was the party trying to follow a guy through the tenements, but he spotted them and ran.  He was just a level 1 expert, nothing special, but he rolled really well and lost most of the party except for the tracker (the rest of the party was staying an increment behind the tracker to avoid detection).  But the fleeing guy totally sucked at obstacles, and after a couple slowed him, the tracker got into close contact and dragged him to the ground for a good cuffing and stuffing.

In the end these rules rewarded faster Speeds and higher relevant skills without being overwhelming – in an earlier draft I was using the Acrobatics skill as the Movement check but it made that skill too much of a “whoever has it wins and whoever doesn’t loses” power.   The quarries had a good chance to get away in both situations but after a good hard run they got them.  The chases were long enough they were interesting but went quickly enough and were dynamic enough that they held interest.

These rules work well for a “one on many” chase; it’s not clear how they’d work for a complex many-on-many chase (e.g. horde of zombies vs. party of PCs).

Outlaw Press, aka Jim Shipman, Is A Big Crook

Outlaw Press is a small press outfit that publishes for Tunnels & Trolls, run by one Jim Shipman.  Late last month, a South American guy noticed that a cover for one of their products was miscredited and posted on RPG.net about it.  Innocent mistake?  Overreaction?  Well, as time wore on, actual RPG artists took note and started noticing work of theirs appearing as covers on Outlaw Press products. A huge list of artists.

In the last month, a staggering 70+ works of art have been identified as having been stolen by Outlaw Press and used in their publications, as well as a large laundry list of other kinds of IP theft.  There’s a convenient PDF someone put together showing the various copyrighted works and the products ripping them off. Much of the art isn’t even just copyrighted by a random artist, but was work for hire and actually owned by Games Workshop, Dreamworks, and Blizzard.  All their products have been yanked from RPGNow for these shenanigans, and is getting yanked from Amazon and other locations as the wronged parties hunt down everywhere these tainted products are being sold.  Apparently and incredibly, Shipman has responded to all this with vague evasions and defiant “I do what I want” declarations, continuing to sell these products despite being notified of the art theft.  In fact, Ken St. Andre and Flying Buffalo pulled his Tunnels & Trolls license over it, but that’s not stopping Jim!  “I have warehoused products to sell!” he declares.

He is still selling his wares clandestinely on eBay and other places under shifting seller names, including jimship1, Hobbit_King@yahoo.com, and actionseller99.

Do not buy anything from Jim Shipman or Outlaw Press, now or in the future!  And feel free and take whatever kind of righteous retribution you see fit upon him, his products, his Web site, and his business.  He’s flaunting the law and ripping off legitimate artists and creators trying to make their way generating content for their favorite games.

Reavers on the Seas of Fate – Sixth Session Summary

The characters become more proactive in their criminal enterprises in the sixth installment of Reavers on the Seas of Fate, “Three Days to Kill.”  It’s based on a 3e Atlas Games adventure also called “Three Days to Kill.”

Sixth Session (14 page pdf) – One of the crime lord Clegg Zincher’s capps, Braddikar Faje, is headed out of town on the road to Roderic’s Cove to conduct some kind of sale at a villa in the hills.  Jacking up Zincher’s day is more than enough motivation for Saul to send his favorite scum off to break up the deal.

But first, Tommy heads to the local whorehouse/temple of Calistria to see his favorite gal, Lavender Lil.  He finds her hiding behind a tapestry; Captain Scarbelly and his orc pirate crew are visiting, and, as she says, “I like it a little rough, but not orc rough.” So Tommy tells her he and his comrades are headed out into the woods to try to find the secret Calistrian lesbian orgy they hear tell of, as a cover story for their real job.

It’s probably about this time I should share the rumors the PCs got from hitting the streets of Riddleport.  It may explain otherwise bizarre behavior on the part of the guys.  (The weird terminology is mostly Riddleport slang…  As you can tell they are meant to be exactly as a random Riddleporter would relate them.)

Bonfires are sometimes seen in the mountains to the northeast.  I hear a bunch of priestesses of Calistria gather there every new moon for secret all-lesbo orgiastic rituals, and they murder any man who glimpses them.  It still sounds pretty tempting to try.  Woooo!  Man, I wonder if that Pamodae sideshow goes there… Mmmmm…..

When the missionary who founded St. Casperian’s Mission died, he left behind a treasure cache of the money he defrauded from credulous citizens.  Although the building is dilapidated and overrun with grog-blossoms, there is a secret room beneath the ground where the priest hid his ill-gotten gains.  They say it’s guarded by a magical protector that has disappeared everyone that’s tried to claim it.

There are orcs wandering the streets of Riddleport!  Captain Scarbelly’s pirate ship, the Bloody Vengeance, is in town and the whole crew is orc.  People say he’s killed twenty-nine men in hand to hand combat.  He’s probably hooked up with Boss Croat, that snout-lover.  I could totally take an orc.  It’s about speed, not strength!

Gebediah Crix, keeper of the Riddleport Light, got killed by one of those devils he summons.  His parts were strewn all over the lighthouse.  The gendarmes have posted guards outside the place.  I wonder if the devil’s still around?  Hey, I recently came across some Vudran charms, guaranteed to keep evil spirits away.  Wanna buy one?

There’s some kind of gang of whiskers that operates in the Rotgut District.  I have a cousin who got robbed by a bunch of rats in an alley that suddenly turned into people.  And the gendarmes don’t do jack crap about it, say they’re low on funding.  The rats must be connected and that’s why they’re getting a pass.

Some guy, an out of town wizard, wanted to become a fancyboy, but when they wouldn’t let him in, he insulted Elias Tammerhawk, the Speaker of the Order of Cyphers.  They had a duel in Zincher’s arena.   Tammerhawk totally wasted that guy’s dumb ass in short order and magiced up a swarm of rats to eat the body.  He said that was what he got for running his rathole.  Haw haw haw!

There’s been some turf changes on the streets lately.  I hear Avery Slyeg is totally Croamarcky’s bitch now and they’re consolidating and looking to squeeze competitors out of the gambling biz.

The completely false St. Casperian rumor is what caused them to go all SWAT team on the mission last session.  Although their minds are going overtime, and they mentioned that “planting a rumor like that would be a good way to get someone to go in and kill off a rival gang…”

Anyway, they head out to the Trail’s End villa and get a lot more than they bargained for – besides Faje and his men, there’s Asmodean cultists, Marcello Marcellano (the Chelish son of Ox’s former owner from “Water Stop”), and a bunch of raiding Shoanti braves.  They actually carve through the guards OK, but when the Asmodeans start summoning freaky demons from the mirror Faje is selling them, they decide to bail (over Serpent’s objections, who really really wants to kill Faje and everyone else, despite Saul instructing them not to kill him.)

The PCs for some reason thought they had done poorly, I guess because of the default D&D expectation that the only success is found in killing everything in sight and looting it.  But Saul praised them – they killed everyone but Faje and one of his goons, who had to ride into town two to one horse.  The Asmodeans got the mirror without paying for it.  So Clegg is out like 8 guys, a bunch of horses, and the mirror with nothing to show for it, and Faje did NOT get killed and bring the wrath of Zincher and potentially other crime lords down on the Gold Goblin.  The PCs kinda wanted to murder the Asmodeans, Marcellano, and the Shoanti (which Saul couldn’t care less about) and Faje (which would have pissed him off mightily).

But before they got back…  They happened upon the secret Calistrian lesbian orgy ritual.  Or, at least, Tommy snuck up onto something that might have been it and promptly got chased off by a manticore!

I was prepared to run an actual chase scene here, with the mounted PCs fleeing from the manticore, using chase rules from Adamant Entertainment’s Tome of Secrets for Pathfinder.  It was not to be, however, as the usual D&D group problem emerged of one guy refusing to run and that making the rest of the party stand with him.  We then had a weird start-and-stop chase as Sindawe stopped to fight.  But when the manticore dropped his horse in one shot, he thought better of that and hid in the underbrush.  But of course Wogan and Serpent had stopped to help him…  They got away by popping obscuring mist and letting the manticore eat all their horses.  Ah well, all’s well that ends well.

Once they got back, they went with the guy that they let live from the Splithog Pauper’s gang, Madrat, to hit one of Avery Slyeg’s couriers.  Of course, Madrat was a mole working for Slyeg.  So we left off with the PCs facing down a dozen crossbowmen and a crime lord in a warehouse.  Will they sleep with the fishes?  Find out next time, in Reavers on the Seas of Fate: Death in Freeport Riddleport!

Tenth Alternity “The Lighthouse” Session Summary Posted

Tenth Session (10 page pdf) – In the latest installment of The Lighthouse, we participate in a beta test of a new missile system and generally sneak around the Thuldan scientific research space station and cause problems.  A new character, Professor Pepin of the Borealins, is inflicted upon us.  He has an outrageous French accent.  And we find pod people who look like Warhammer 40k escapees!

This session was fun even through we didn’t really get much done.  The missile test goes semi-horribly wrong and we do some sleuthing to find out why.  We find clues, although not actually culprits or reasons.  Martin St. John and Taveer have a near death experience piloting a fighter near a space-singularity to try to fix it with SCIENCE!.

My favorite part of the whole thing is the commendations Captain Takashi gave the two afterwards.

The group returns to the Lighthouse, where Captain Takashi awards Martin St. John the Distinguished Service Cross for his heroic actions. Taveer isn’t a member of the Concord Military, so he can’t be awarded a medal, but he isn’t forgotten. Captain Takashi sends a recommendation through channels to the Administrator hierarchy about his valiant acts. They award him with a “STAR Award” and a $50 gift certificate to the restaurant of his choice. He discovers this when a Concord HR administrator shows up at his cube and drops off the certificate and a nice plaque made out to “Thomas”.

That was all my invention.  You can tell I’ve worked for corporations for too long.

New Paizo Class Playtests Continue

Today, the playtests for the new Paizo Advanced Player’s Guide classes continue with the Summoner and the Witch.  (Previously, it was the Cavalier and Oracle.)  Go get ’em, it’s a free download from all from the Paizo store.

I was really looking forward to the Summoner, since I put a lot of work into playing a good summoner in 3.5e, the Internet-famous Valgrim the Malconvoker!

Hey, the summoner is really cool.  It’s a CHA-based caster, has a custom spell list derived from both mage conjurations and also druid-type buffs (magic fang, etc.).  However… 11 pages, Jesus Christ!  This is one complicated class.  It gets a pet called an “eidolon,” which finally explains what the hell that weird LucasArts game I had back in the day was about.  Maybe.

You get to totally determine the form of your eidolon, which is neat.  It uses rules completely different from the current animal companion rules, which is a little sad – with the Cavalier and Summoner they have decided “bah” to standardization on existing rules.  But it’s pretty cool, they go up in level and toughness with you; they’re pretty buff – d10 HD and a strange nonstandard but semi-full BAB progression.  And they have an “evolution pool” you can use to mutate them – there’s a long list of 1-4 point evolutions, from claws to SR.

And besides this, and normal spells – the summoner gets Summon Monster (whatever the highest level you can cast) 3+CHA times a day!  OK, I love me a summoner, but DAMN.  Once you put even a little optimization into this, it gets really good.

It’s certainly a very interesting class.  I have to say, in general I don’t like splatbook and splatbook classes.  You either get flavorless junk or bizarre crap.  But these, even the weirder ones like the Oracle and Summoner, have a way high cool factor.

Now let’s look at the witch…  Many people have many different takes on what a “witch” should be.

Surprisingly, they’re an INT-based caster.  That’s nice, it’s good to see the flood of CHA-based casters stemmed, though I would have guessed they’d go with WIS instead for the “witchy wise woman” feel.  The class is full of the good old witch tropes – pact with otherworldly power, hexes, a cauldron, a coven…

In a very cool twist, the witch’s familiar is the one teaching them magic, so they function kinda like their spell book – they can only prepare spells their familiar knows!

The familiar list is 80% the same as the sorc/wizard one, but has weird changes for no real reason I can determine.  No weasel, but you can have a pig.  Whatever.  And the benefits by level are slightly different.  Grrr.  But then the coolness is that different familiars get different spells they can teach.  The toad gets jump, for example.  The witch spell list is a good combination of mostly enchantment, healing, and divinations.

There’s a bunch of cool but weird touches – a witch can be in a coven with hags, and a familiar can learn spells from another witch’s familiar.  The hexes are OK but not all that much to write home about.  In the end, a really good witch class, and a lot more balanced than some of these new ones.

I just wish they went a little more standard on these various critters, it’s going to be a nightmare to DM and to prepare NPCs when one familiar or animal companion is like another but different – adding new powers for a given class is fine, but like the Summoner’s companion has the same HD but different and nonstandard BAB progression than a druid one.

Mongoose Publishing Doing Grand

Mongoose Publishing has posted their 2009 “State of the Mongoose Address” and it’s great to see a RPG company doing so well!

In general, they say “you have to work hard but you can still do well in RPGs.”  They’ve grown to 14 full timers and have a huge roster of games going on.

Highlights:

  1. A bunch of new Traveller settings and supplements.  The coolest one is Reavers – Piracy in the Sea of Stars, which in title sounds a lot like my “Reavers on the Seas of Fate” pirate campaign I’m running.  Synchronicity!  And there’s Codename Veil, which sounds a lot like Delta Green.  Plus, a new 2000AD license in the vein of Judge Dredd and Strontium Dog called “ABC Warriors,” where you play warbots!
  2. A new Runequest 2, redesigned and taken back to its roots – but without a SRD.  With a  huge campaign, Glorantha book, and more.  And variant settings, including Deus Vult, where you are a Catholic demon fighter in the 12th century, and the Eternal Champion stuff.  And they’re moving Wraith Recon over to it, they say they have no plans to do any more D&D 4e stuff.
  3. The Conan license is in limbo but they’re dropping prices on the old stuff!
  4. They are trying to expand Paranoia as a line, I get the impression they feel like they’ve tapped out the life of a Troubleshooter and have tried some “out of the mold” splatbooks and are seeing how those go to determine direction.
  5. And more Earthdawn!  And Dragon Warriors!  And Cthonian Stars, a Cthulhu setting for Traveller!  And a bunch more other stuff!

Man, hats off to these guys, they are shipping some product.  And for those who remember the “old Mongoose” and the bad editorial, they’ve tried very hard to hire up and improve quality in editorial, and claim that in 2009 “in the past few months, the number of editorial issues in the many, many books we have released can be counted on one hand.”

I’m not sure why they are stepping away from openness with RQ2 though, it seems to have paid off for them enough with Traveller.  One demerit for that.  But otherwise, they are expanding heavily despite the global economy, doing so many things that the “common wisdom” says are bad – licensed games, having a bunch of different game lines…

I have some Mongoose games (Conan, Paranoia, Traveller) but don’t play any faithfully.  The lure of large game lines and rich ecosystems, especially like the Traveller one, may just bring me over however.

Reavers on the Seas of Fate – Fifth Session Summary

The characters decide to take the fight to the mean streets of Riddleport in the fifth installment of Reavers on the Seas of Fate, “St. Casperian’s Salvation.”

Fifth Session (11 page pdf) – Michael Vick, eat your heart out.  The PCs start off by arranging one of the Gold Goblin’s underground animal fights.  The NPC ranger, Bojask, got a diseased bear off the back of a ship somewhere, and their boss Saul wanted a championship match with the current champ, Pigsaw the boar.  Here’s the naked bear:

I based this on reality – I read a recent news article about how all the spectacled bears at this German zoo all lost their fur all over except for on their faces.  Zoo staff is baffled.

Anyway, player reaction: OH MY GOD LOOK AT THAT THING.  They then spent an inordinate amount of their funds buying some drugs to knock it out so they could paint it green.  It seemed like the thing to do at the time.  They started channeling Don King and dubbed the fight “Pigsaw vs. Bearclaw.”

The PCs wandered through Riddleport separately to go spread the word and got the worst end of the deal.  It’s a rough town, and when Ox went into the gambling district run by the head crimelord and started putting up flyers, three goons quickly showed up, beat his ass senseless, and robbed him.  Others fared slightly better.

I was planning to run the 3e Atlas Games adventure “Three Days to Kill.”  I handed out some rumors, though, gleaned while beating the streets doing fight promotion, and they were fascinated by a (totally false) rumor about a haunted treasure hoard in the cellar of St. Casperian’s Mission, a local derelict flophouse where, it turns out, their old buddy Vincenz is hiding out.  I had planned to run “St. Casperian’s Salvation,” a set piece adventure set there, later, but the PCs were all over that mission like white on rice as soon as they heard a rumor of cash.  Ever prepared, I switched and ran that instead.  Basically there’s a local small street gang using the second floor as a hideout.  This was somewhat of a surprise, and it was a brutal tight quarters battle.  The gang leader, the “Splithog Pauper,” got away with the gang’s loot.

Eventually they had the fight and the bear won.  In attendance was Captain Scarbelly, the orc pirate, a clear warning to those in the know that the Freeport trilogy is almost upon us.

Next time – Three Days to Kill!  I hope.

Ninth Alternity “The Lighthouse” Session Summary Posted

Ninth Session (12 page pdf)  – Intrigue and staff meetings reign in our Alternity-based campaign aboard the Lighthouse space station as all the characters madly follow their own personal paths to power.  Little space monkeys infest the station, the station AI gets a little bent, and sneaky teleporting space Nazis visit the captain.  Some of the characters get ready to mess with some Thuldans, while Ten-Zil Kem pretty much concentrates on the chick from Bluefall.

This campaign was enjoyable, pretty much a freeform roleplaying riff by all the characters – we each played both of our characters this time.  There were some plot hooks – Thuldan arms, space monkeys, the station AI fritzing – but really we just kicked stuff back and forth, introducing new complications as much as we could.  I find this session summary hilarious, it captures the command staff banter, the places Ten-Zil found to bang Angela, the many annoyances our too-proactive station AI inflicts upon us, poor St. Cloud’s assignment as Animal Control Officer…

Personally I was happy; Markus walked away with a briefcase with 100k Concord dollars as commission from the illegal cyber deal, and Captain Takashi got to have his staff meeting.  Everyone gets what they want.

I’m sure next time it’ll be a killfest again but this was a great change of pace.

Ballad of the Monster Manual

This is totally sweet.  Check this Monster Manual music video from Dan Meth on Vimeo.

(via Topless Robot)

D&D Players: Online Predators or Online Prey?

The Thurston County Sheriff Department warns in this helpful posting [edit: they seem to have taken it down, but here’s the Google cached version] that those who indulge in “fantasy adventure games such as Dungeons & Dragons” are showing a warning sign of “possible computer crime problems.”  Along with an unusual vocabulary consisting of “computer terms, satanic phrases, sexual references…”  Or you have files ending in “GIF, JPG, BMP…” on your computer.  All this means you are likely to be victimized by online criminals.

What the hell?

Come on guys, the D&D players were the feared ones, the ones who were going to be the demented criminals, back in the ’70s and ’80s.  Who is wussing it up so much that we’re victims now?!?  That’s what we get for letting up on the Satanic killings.

To be fair this seems to be a pretty old posting.  So we still have time to reclaim the 2000’s as the bad guys and not as easy marks for Internet predators.  Roll a d20 and get out there and burn something down!  Quick!

(Courtesy Fark)

Pathfinder Adventures – The Future Is Bad Ass

They’ve announced some of the upcoming adventures and APs and there’s some crazy sweetness coming down the pike. (Note: “pike” is the correct use of that phrase, you illiterate monkeys.)

Paizo announced an adventure path for next year that makes me salivate – “The Serpent’s Skull“, set in Sargava and the Mwangi Expanse (Golarion’s Africa), dealing with the Pirate Lords of the Shackles, the Red Mantis assassins, the Aspis Consortium merchant guild, serpentfolk…  I was planning for the later part of the homebrew campaign I’m running now, Reavers on the Seas of Fate, to end up exactly there doing exactly that!   I’m sad that I’ll have to make up mine before they come out with theirs.  This AP will be hell on wheels, and I’m really excited about it.  It’s paired with a Companion about Sargava...  I hope the fabled Silverback King makes an appearance somewhere in all this!

The AP prior to that one should be fun too.  Once the current one, Council of Thieves, ends, the next one is called Kingmaker and is supposed to be more sandboxey, with the PCs looking to gain a kingdom of their own among the warlords and miscreants of the River Kingdoms.

Those who don’t like whole Adventure Paths aren’t left out.  Monte Cook is writing an adventure called Curse of the Riven Sky…  There’s one called From Shore To Sea that deals with the Azlant (Atlanteans) and their deep one heritage, and it’s being designed as an Open Design project and you can buy patronage and have input into it!  Or, even sooner, the Lovecraftian Carrion Hill.

Until those hit, the 3.x adventure landscape is still rich.  Goodman Games is rereleasing a bunch of 3/5e PDFs, including their Wicked Fantasy Factory line which I really liked.  And Sinister Adventures’ hotly anticipated mega-adventure The Razor Coast should be coming out before the end of the year.  3.x publishing is seeing a resurgence as companies realize that a) publishing for 4e, with the closed DDI and all, sucks and b) it’s not some small fringe that is going Pathfinder and/or sticking with 3.5e, but a pretty sizable market.

Reavers on the Seas of Fate – Fourth Session Summary

Our would-be pirates are at large on the streets of Riddleport in this, the fourth session of Reavers on the Seas of Fate – “Cheat the Devil and Take His Gold.”  [Warning: Spoilers for Second Darkness]

Fourth Session (11 page pdf) – First, I hand out fake pirate gold coins I bought at a party shop to represent each character’s Infamy Points!  I explain how they work (very powerful but rare hero points) and the group seems to like the idea.

Then, the PCs wander around Riddleport and I take the opportunity to introduce various local NPCs.  Snake meets Samaritha Beldusk outside the Cypher Lodge and they hit it off.  Tommy and Ox go to the temple of Calistria (aka whorehouse); Tommy gets real friendly with the tiefling prostitute Lavender Lil, and Ox gets requested by Selene.  Faithful readers will remember Selene was the captain’s woman aboard their last ill-fated voyage; she was a hooker before meeting the Captain and so it’s back to the life of a working girl.  Sindawe goes to find an altar to his god Shimye-Magalla; he finds something that looks kinda similar (the Mwangi worship a janiform incarnation of the god of wind and wave Gozreh and goddess of dream Desna) and has a bad string of luck – a stirge discovers him, and when he tosses himself into Riddleport Harbor to get it off, a swamp barracuda takes notice.  It chased him to shore and then chased him onto shore; there was an entertaining chase scene with both of them only moving like 10 feet a round (uphill in mud for Sindawe, and swamp barracuda aren’t all that fast out of water).

I open up “Shadow in the Sky,” the first installment of the Second Darkness Adventure Path, for the next part.  Tommy knows a local guy named Saul Vancaskerkin who owns a gambling hall; they go to his big devil-themed gambling festival “Cheat the Devil and Take His Gold” and end  up thwarting an armed robbery by two colorful miscreants and their gang of thugs.  I took Thuvalia’s opening line from the restaurant robbery in Pulp Fiction; our session scribe didn’t get it quite right in the summary but close enough.   I decided it would be fun to kinda base the two principals on Pumpkin and Honey Bunny from that fine film.  A more notable omission is that Sindawe used one of his Infamy Points to run across the heads and shoulders of a bunch of patrons to jump-kick Thuvalia and take her out before she escaped. Also, Wogan got to use his gun (and my firearm rules) for the first time – and the damage dice exploded; he shot Angvar right through the heart.  They end up being recruited by Saul to help run the Gold Goblin and, perhaps, some “side jobs” as well.

A lot of the session was spent getting introduced to Riddleport, the staff of the Goblin, et cetera, so not much action, but everyone had a good time role-playing!