Tag Archives: RPG

Reavers on the Seas of Fate – Second Session Summary

The second session of our new Pathfinder campaign, Reavers on the Seas of Fate, went off like gangbusters.  Hearken to “The Tale of the Sea Bear.”

Second Session (15 page pdf) – Insanity and chaos reigns as the crew of the Albers investigates the derelict Sea Bear.  Soon, they are turning their suspicions against each other.  And then, things get out of hand.
Later, the survivors struggle against the uncaring sea and the fury of random encounters!

This is the second part of the intro adventure I was running as a heavily modded combo of Maiden Voyage (3e, Atlas Games) and the new Mysteries of the Razor Sea (3.5e, Sinister Adventures).  In this episode, the PCs board a ghost ship that had its mainmast replaced with a native totem pole.  As you might expect, things started getting weird fast.  I was impressed with how much the players went with it – I started passing them notes about “You think person X is acting suspicious” and they just up and started stabbing one another.

Fun scene – Ellis went running down into the hold to stop Ox and Bull, and Ox failed a Perception check so he got “a figure suddenly looms behind you in the hold!”  He stuck his pike right through the poor sea dog’s chest.

The biggest DM dilemma I faced was when the PCs had the good idea of tossing the skeletons overboard.  The skeletons, incidentally, were the new Pathfinder “bloody skeletons” that have fast healing.  I had the totem pole raise them back to full unlife with two rounds of its drumming (it couldn’t attack with animated objects during those rounds).  So Chris, quite innovatively, dumped them overboard when killed.  The big question – can a skeleton swim?  I ruled yes just to keep the heat on, but await the rogues’ gallery’s dissection of the physics involved.

I’m really happy with how the NPCs are working out.  Thalios Dondrell and Vincenz especially are being treated like “real people.”  In find that by portraying NPCs as competent, but not infallible Mary Sues, PCs respect them – it’s just that most NPCs you meet in games are such one-dimensional chumps, they don’t get that.

After the ghost ship, a pretty large percentage of the crew was dead, including the navigator.  I am using a combination of the Stormwrack (WotC) and Broadsides! (Living Imagination) sea/shipfaring rules, so as they wandered the seas they exercised their skills trying to follow the charts and keep safe and on course as storms hit.  They weathered a big one, but got blown somewhat off course and got their rigging fairly jacked up.  They’ve come up on some islands they think delimit the Gulf of Varisia and stopped in a cove to refit, and had a more lighthearted combat with a dozen demented goblins.

I love the Paizo take on goblins; they are well and truly insane.  Dangerous in their way, but spend half their combat actions running around like butt monkeys instead of actually fighting.  One clambered up to the crow’s nest and was doing the Pantsless Goblin Victory Dance over the shrieking Old Pete when Ox finally got to it.

Seems like everyone enjoyed themselves!  Wogan was happy to get a wheellock pistol off the dead captain of the Sea Bear, Serpent was happy that his snake had the biggest kill count in the goblin fight, Ox liked being able to go nuts and kill allies, Sindawe liked the massive combat, and Blacktoes… liked fleeing a lot, I think.

As a final bonus – it turns our our group played Maiden Voyage once before!  I didn’t remember because I was a player then and GMing now, and it was like four years ago.  Here’s the session summary of our Eberron party going through Maiden Voyage! I think you’ll see some similarities and some differences…

Meet the Reavers – Wogan, Chelish Sea-Priest

Wogan, Patrick’s character, is a hearty priest of Gozreh.  Everyone especially loves his illustration and it causes Chris to imitate Yosemite Sam-style pistol firing anytime Wogan makes a pronouncement.

Wogan

woganWogan is a Chelish man of average height and a bit more than average weight.  Intense black eyes and a full beard braided into tendrils tied with small white bows are his main features.  He usually wears a vest and blue and white vertically striped pantaloons.  When expecting trouble he dons his blue-green studded leather armor, a pair of pistols, boots and his trusty trident.

He was born in a small fishing village near the southern end of the Arch of Aroden.  His father died when Wogan was young, lost to the sea.  His mother lived with his elder brother’s family.  He has a younger sister whom he hasn’t seen in years as she was married to a man from the Chelaxian interior.  After his mother died, there was nothing holding Wogan to his small village so he signed up with the first passing ship as a healer and sea-priest.  It’s easy enough for him to find work; every ship wants a Gozran priest if they can get one.

Wogan’s hobbies include fishing, drinking, and placating the fickle god Gozreh.

Meet the Reavers – “Serpent” Ref Jorenson, Ulfen Druid

Paul was our GM for the last couple Adventure Paths, but he gets to play this time!  He decided to go with an Ulfen character, the Viking analogue in the world of Golarion.  This somewhat-crazed druid is definitely pirate material.

Serpent Jorenson

serpent“Serpent” Ref Jorenson is an Ulfen man with pale skin that never tans or burns, pale blue eyes, and dark hair.  He is very tall and long of limb and tends to hunch over, making him seem very spiderlike when he moves.  His combat gear is a scimitar and  hide armor.  He has a very large pet constrictor snake called Saluthra.

His father, a man from the Lands of the Linnorm Kings, seduced his mother,a beautiful traveller, when he was young; a year later a baby was deposited on his doorstep.  Rumors tell that the woman is a witch or fey from Irrisen.

Ref felt a strong pull towards the sea all his life.  The song of Gozreh compels him to wander the land and sea.  He loves to spin tall tales.

Reavers on the Seas of Fate – First Session Summary

We’ve already had our first session of Reavers on the Seas of Fate, entitled “Maiden Voyage.”

First Session (12 page pdf) – The characters, still lowly seamen, meet for the first time upon a poorly-disciplined ship, the Albers, bound to Riddleport from Kintargo.  With women on board and gambling and fighting allowed, it’s only a matter of time till the captain turns up dead, filling the crew with mutual suspicion, and then a mysterious ship comes out of the fog…

For this first adventure, I combined the old Atlas Games 3e scenario Maiden Voyage and the new Sinister Adventures pdf Mysteries of the Razor Sea.  Both are first level ghost ship scenarios; Maiden Voyage focussed more on the ship and crew the players were travelling with.  Mysteries of the Razor Sea was totally about the ghost ship – it had more horror and is tougher.  So I felt they complemented each other well; basically I am using the ghost ship from Razor and everything else from Maiden Voyage, with some changes to lead in to the next part of the adventure, which will be in Riddleport.  Entertainingly, the crewman “Bull” was actually named “Ox” in the adventure.  I considered letting him keep it and having him and the PC “Ox” really hate each other in the same way chicks wearing the same dress to a party would, but even with the minor name change they’re both bald Garundi and I got a lot of the same dynamic.

As a side note, lots of the Atlas Games stuff is on clearance sale at paizo.com and it’s good material.  Besides this adventure, I may use some of their other scenarios like Three Days to Kill, and I’m using Nyambe: African Adventures to flesh out the Mwangi Expanse.  Heck, if I decide to cross the sea to Arcadia I may use Northern Crown: New World Adventures.  Stock up while it’s cheap and still available!

I felt the first session went well – I thought we’d get a lot farther, but the players got into the interaction with each other and the NPCs; we played three hands of the card game Skulls, investigated the death of the captain…  There were only two very minor combats, a boxing match between Bull and then the PCs helping to subdue Bull when he attacked the first mate, convinced he had murdered the captain.  The rest was all roleplaying fun!

And it’ll be a great object lesson for when later in the campaign the characters sign on to a pirate charter and read “no women, no gambling, no fighting…”  They will nod sagely to themselves about the wisdom of all these strictures.

Meet the Reavers – Sindawe H’Kilata Narra, Mwangi Monk

Chris is known for his ass-kicking characters.  I mentioned the campaign would probably move south along the coast to the pirate kingdoms of the Shackles and venture into the Mwangi Expanse, Golarion’s Africa analogue.  The Mwangi are thus the world’s Africans.  As in the real world, that’s a meaninglessly general and imprecise term that’s only useful to white people an ocean away; Sindawe is specifically a Bonuwat, a seafaring people who live mainly along the coast of the Fever Sea.  He’s a monk, but not a “kung fu” type of monk; he’s using the Sinister Adventures “Way of the Warrior” pdf rules for a more Polynesian/Samoan inspired type of hand to hand combat.

Sindawe

sindaweSindawe H’Kilata Narra has an exotic appearance – green eyes, bald, jet black Fu Manchu-style moustache, Mwangi, scar tattoos (right arm – beating anatomical heart, left arm – a tiger’s paw raking, various tribal markings on chest and face). Wears a vest stylized to look like a tiger’s head and britches adorned with colorful shells, pieces of glass, and coins (yes, there are streaks of rust). He has a quiver of javelins across his back and many knives in his belt and vest. His feet are bare.  His hobbies are scrimshaw and collecting maps.

Due to a blood feud with the Okeke clan, most of the adult males of Sindawe’s family are dead, presumed dead, fled, or in hiding. The women folk have fled or are living with other families.  His father, Mogaba, was an infamous pirate widely feared for his brutality and cunning and supposedly was slain by the crew of a Chelaxian Q-ship. Mogaba left his family when his sons were still young. His sister and brother-in-law stepped in to help raise them. His mother, Manyara, was slain during the blood feud with Okeke family.  His uncle, Samanya, a reasonably honest merchant, was slain by business rivals from the Okeke family. He taught the brothers sailing during an extended multi-year merchant expedition.

Three members of the Okeke clan slew Samanya and Manyara for reasons unclear even today; some have speculated “ruthless commercial rivalry” or revenge for various acts of piracy by Mogaba.  The feud ended immediately after the Okeke extracted promises of peace from Bolade, Sindawe’s aunt.  Bolade, a famous and honored monk, fled to a remote area of Mwangi interior where she maintains an extended family enclave.

Over the next 8 years Sindawe and his brothers, Mosi and Ochiba, learned martial skills from various sources, sometimes far from home. They re-united on the anniversary and hunted down the 3 Okeke directly responsible for murdering Samanya and Manyara. In the process they slew 2 other members of the Okeke family. Then they hunted down 4 more that were likely to carry on the blood feud.  None of these fights were remotely fair.  Mosi was killed during the final fight. Ochiba and Sindawe and most of the remaining family fled to avoid reprisals.

Sindawe owns a treasure map and pages from a journal showing the secret location of an El Dorado island in the far most western oceans. One of Mogaba’s men delivered the map to Sindawe shortly after Mogaba’s death. To Sindawe this island represents wealth enough to restore his family and a connection to his estranged, dead father. However, he doesn’t fully understand the depths of Mogaba’s evil for the island’s full wealth can only be truly realized if its inhabitants are slain or enslaved.

Meet the Reavers – Tommy “Blacktoes” Burrowbank, Halfling Rogue

I’ve known Kevin for years and gamed with him occasionally, but this is his first time joining our gaming group.  Like many older gamers with jobs, families, etc., he sometimes goes for years without really being able to swing regular campaign participation, but then gets fed up with it and makes the time.  Welcome aboard, Kevin!  Here’s his character, the halfling rogue Tommy Blacktoes.

Tommy Blacktoes

tommyThomas Burrowbank (aka Tommy Blacktoes for his penchant for painting his toenails with black polish) was born to a small family indentured as cooking servants to one of the minor noble houses in Cheliax.  Accused of theft, Tommy’s father was executed and he, his mother (Tish Burrowbank) and his twin sister (Sara Burrowbank) were exiled to survive in the streets of unforgiving Cheliax.  At the tender age of 9, Tommy slipped away from his mother and sister and gained passage on a small trading vessel that ultimately put in at Riddleport.

Tommy has spent the last 4 years of his life living by his wits on the streets of the debauched city.  He is driven by his lust for adventure (fueled by the natural curiosity of his race) as well as a passion for things material.  Tommy also has a burning desire to one day return to Cheliax and exact his revenge against the noble house that destroyed his father.  He envisions finding his mother and sister and taking them away from their poverty, but secretly fears how they will view him (if indeed they still live) for his desertion 4 years ago.

In Riddleport Tommy has made a bit of a name for himself as a jack-of-all-trades.  He earns coin as a crewman to various trading ships that put in at Riddleport, and has developed a love for the open sea.  He is also for hire as a spy for rival merchants of the River District looking to gain a competitive edge, an appropriator of goods (typically lifted from their owner), and a person who knows the latest information – for a price.  His activities over the last couple of years and (his ability to seemingly disappear like a ghost) have unknowingly earned the attention of several of the “crime lords” of Riddleport.  Whether this is a good or bad thing remains to be seen…

Tommy is a rogue’s rogue and has few “true” friends, and only one person with whom he has a genuine, yet reluctant trust: Saul Vancaskerkin, the proprietor of the gaming establishment The Golden Goblin.  He is quite charming and attractive, but uses this to strategically position himself for his own advantage and personal gain.  He is however quite bright and smart enough to know whom to cross and whom to not…usually.

Tommy is 3’2” tall and weighs 32 pounds.  He has long, dirty blonde hair that he wears braided and drawn into a ponytail.  He has striking green eyes that flash when laughing or angry.  Tommy is usually seen wearing a dark blue, silken shirt under a black leather vest, black leather, knee-length pants with leather calf-wraps and spats (another curious fashion statement) over the tops of his feet.  Tommy wears a scarf to match the blue silk shirt wrapped about his head.  He is a fan of gaudy jewelry and trinkets, and his pointed ears sport many studs around their outer edges.  His favorite is a plain gold hoop (the only piece of jewelry with any real or sentimental value as it is the mate for the one his sister wears – or wore).  Tommy is very skilled with his sling staff and prefers to use this from a distance when forced into combat. If pressed, he does not hesitate to defend himself with his sword or dagger (which he keeps hidden in his right calf wrap).

Meet the Reavers – Melako “Ox” Chaalu, Garundi Barbarian

I thought I’d introduce you all to the characters of Reavers on the Seas of Fate.  Here’s the first, “Ox.”  Ox is Bruce’s character.  It’s a bit of an in-joke among the group that Bruce likes to build useless characters – very low powered, and ideally crippled and insane.  Everyone was surprised when he came out with a Power Attacking barbarian!  Well, he is a slave, in a nod to Bruce’s masochist sensibilities.  Without further ado, here’s Ox!

Ox

oxMelako “Ox” Chaalu had the misfortune of being born to a desperately poor family of tenant farmers from the Gamadu clan.  The clan’s holdings are deep in the Rahadoum hinterlands, far up a tributary of the Uta River.  After the rains failed again the clan elders decided that ten of the clan’s children must be sold to a traveling merchant so the rest of the clan could survive.  His parents had no money and no standing with the clan, so he was among those selected.  From there he was trafficked through the slave-markets of Manaket into the hands of Captain Marcellano, a Chelaxian merchant captain and master of the Aroden’s Hand.

Captain Marcellano was cruel and relentless in both his business dealings and his attitude towards his crew.  Under his tutelage, Ox developed both the skills of a sailor and a persistent dislike for life as Chelaxian chattel.  But his time with Captain Marcellano had an ending; as the Captain gained wealth and power he retired to his estates in Westcrown and hired others to run his ships.  As part of these changes, Ox was traded to the crew of the Albers.

Ox very much lives up to his name.  He is dark-skinned with the sharp features typical of most Garundi, but he is built like a brick wall.  He keeps his head shaved, though under the harsh sun he may wear a keffiyeh wrap.  He normally wears a pair of canvas pants belted with wide leather and a red sash, though he also has light armor for when the occasion demands.  He will only carry his boarding pike and cutlass when they have been issued to the crew, but always has a utility knife and marlinspike handy.  On shipboard he never wears shoes, as he is often called to climb into the rigging.

Ox has always had an interest in rope-splicing, though his talents are clearly more functional than artistic.  Never one for unnecessary conversation, Ox has recently developed an interest in religion: it is obvious to him that Rahadoum’s decision to turn its back upon the gods has been instrumental in converting a once-bountiful nation into a sand-blasted wasteland.  He has yet to find one that really appeals to him.

New Campaign: Reavers on the Seas of Fate

Our group is starting a new campaign, and this time I’m the gamemaster! It’s called “Reavers on the Seas of Fate,” and is using the Pathfinder RPG rules to tell tales of piracy and horror on the high seas of the world of Golarion.

As usual, we’ll be posting session summaries, character writeups, etc. on the campaign home page.  Since I’m GMing, I’ll also be sharing “behind the scenes” reports on how I design and run the game.  I’ll start by explaining how “Reavers on the Seas of Fate” came to be.

Well, we’ve been enjoying the Paizo Publishing Adventure Paths quite a bit.  We played through Rise of the Runelords and Curse of the Crimson Throne.  Unfortunately, there we got stalled.  We have a large extended group of gamers and there are other campaigns underway with some of the same people, and so Legacy of Fire and Council of Thieves were already being used.  We evaluated Second Darkness but pretty much hated the latter parts of it.  Earlier Dungeon Magazine-era APs like Savage Tide and Age of Worms had been read or played or run by people in the group as well.

So I decided so step in and run one myself, cobbling an AP together from various bits.  An aside on my terminology – a “campaign” is any game with the same characters progressing through multiple adventures, but those don’t have to be linked.  You could run a long campaign with completely unrelated adventures, or composed of mega-adventures (like if you ran through Temple of Elemental Evil, Scourge of the Slavelords, and Queen of the Demonweb Pits).  The meaning behind calling this an Adventure Path is the assumption that there will be an overarching plotline that covers all levels of play.

I knew I wanted to do something pirate-themed.  My first 3e game was a pirate campaign set in Green Ronin’s Freeport and we all loved it; that gaming group, Wulf’s Animals, is still active in Memphis, TN to this day!  I mentioned “Pathfinder Pirates” to the group and got good response.  So I went off and came up with two different coherent  options to run by them.  One was a traditional pirate campaign, somewhat sandboxey, with an equal focus on the life of piracy and more organized adventures.  The second was an Eastern pirate, or “wako,” campaign, where we use Asian races and creatures, with more of a supernatural spirit-hunter aspect to it.

I wrote up two potential premises and sent them to our group mailing list.  If you don’t have a mailing list for your gaming group, you need one.  I like Yahoo! Groups, they’re straightforward to use and besides the mailing list has calendars, polls, a file repository, etc.

Anyway, the two options presented for comment were:

Option 1:  Wako (Asian Pirates)

“A fate like that can kiss my ass.  I believe in one thing.  A better tomorrow.”

Rules:

Humans (Japanese, Chinese, maybe other SE Asian, Indian) and maybe spirit folk and/or hengeyokai (none of the standard races).  Probably not really use variant classes, just make some cosmetic changes and call clerics sohei, wizards wu jen, etc.  Often not using typical Pathfinder/Golarion stuff so would mean more work for DM and the players – Eastern weapons, races, culture, etc.

Setting:

1.  Go to Western lands and do “fish out of water” feel; could use Freeport, Riddleport, and other published stuff

2.  Use Tian Xia in Golarion (basically homebrew, as there’s nothing published for Tian Xia yet)

3.  Use Rokugan; there’s lots published for this, but a lot of it isnt really helpful.  Very into all that L5R clan crap which I don’t like.

Plot:

An ancient puzzlebox created by evil alchemists has opened a gate to the spirit realm, letting in all kinds of bizarre Asian monsters. The box broke into 108 pieces each of which is now embedded in a phantom/demon, and they all need to be reassembled to close the gate…  The evil spirits have taken over and influence the leaders, so the players have become pirates out of necessity, but are righteous rebels working to banish the phantoms and restore the Empire.  (I am even now stealing this plot from an anime called Tokko I’m watching on Chiller.)

In this option I can use some published adventures but not that many.  This would be more rural+ocean+maybe undersea. Dark horror/action.  There would be general reaving and a “dimensional crossrip” thing (like the Worldwound or Shadowlands) letting in loads of bizarre Asian monsters to fight.

I expressed concern about taking on new rules *and* immediately “going Asian” with them, but was willing to if people wanted to.

Option 2: Western Pirates

“At them mateys!  No quarter!”

Rules:

Pathfinder stock, some house rules

Setting:

1.  Pure Freeport.  Freeport is cool and theres no end of Freeport adventures.  (Is anyone too familiar with any of them?)
2.  Pure Golarion.  Use the first two Second Darkness adventures (if Paul doesn’t have them memorized) and then perhaps head to the Shackles and Mwangi Expanse areas.  Is Golarioney and I can strongly leverage written adventures.
3. Combine Golarion’s Port Peril, Riddleport from Second Darkness, and Freeport into one uber pirate city and do both.  Probably the most material rich option!

Plot:

This would work best with the players being more general pirates.  I’d have a lot of adventures but with no real “AP” I could do it sandboxey at the same time; you could expect getting a ship, losing a ship, having to join the crew of a pirate that beats you, getting pirates you beat to join you, empire building…  Depending on what you go and mess with, it could be really easy and you get to slash fools or really hard and you have to flee or get owned (traditional sandbox play, not APL=EL play).  This would be more urban+ocean+hidden treasure dungeons.  Gritty swashbuckling feel.

Decision

Everyone chipped in with their thoughts.  People did not like the “fish out of water” option, wanting to stay in the Orient if they were Asian.  They saw that doing Asian (when many of us didn’t even have the PFRPG book in hand yet) might be too much to bite off at this point, though it was intriguing.  There was strong response to the “Tokko” puzzlebox plot, however.  Players were concerned about running too sandboxey and then just kinda drifting aimlessly around sometimes.

After thinking about it, I decided to go with Western pirates, mixing Golarion and Freeport, but to adapt the Tokko plot somehow as well.  I only had a couple weeks to prep and the Asian thing would need a lot of pre-work on setting and rules.

Next time, developing the campaign!

Two New Alternity “The Lighthouse” Session Summaries Posted

In these two sessions, we go through the Alternity hosejob called “The Last Warhulk.”   I think we’re starting to regret not going with more combat-monster characters, or at least as monstery as we could be at such low levels.

Sixth Session – A holographic yet stabby and underage prospective lover appears in Ten-Zil Kem’s room.  When she’s rejected, a huge warship appears and pulps the Lighthouse and her destroyer contingent.  The command staff shuttles over to beg for our lives, and we are tentacle-raped by warbots as the ship departs into drivespace.

I don’t mind losing, but the space combat took such a long time to resolve – and all there was to resolve was us being pounded for two rounds.  Apparently it wasn’t supposed to be a totally one sided shellacking; in games where levels etc. count less it can be hard to estimate a good challenge level.

Seventh Session – We determine the crazy AI in charge of this ship has to go.  Happily, we have popguns and level 2-3 characters to pit against the well armed, armored, and sensored robot legions.  But then we find some plastic explosives and it’s BOOM time!  Oddly, the female alien on the ship’s crew does not find herself irresistibly drawn to Captain Takashi, to everyone’s disappointment.

We manage to pull this off, but the only way to hurt the warbots is by using whole clusters of 6 energy grenades at a time (seriously) liberated from dead robots.  Did I mention I have all of one rank in Pistol and carry a little laser pistol?

This session was more fun than the last one since we had a lot more people to spread around and the crazy AI and the aliens were entertaining to interact with.

This scenario showcases some of the worst spots of Alternity, sadly.  All the technical skills needed to open doors etc. took minutes to use.  So when a robot firefight broke out, you couldn’t have people dramatically closing blast doors or hacking computers to help.  That sucks.  And then the difficulty scaling was an issue.  We all started at level 1 recently and a level 1 Alternity character can’t hit crap.  Which is fine, but everything we fight (pretty much in all the sessions) has Good armor and really heavy arms.  Paul’s used a couple of the printed Alternity adventures so far and they’re all like this, assuming you have heavily armed, armored, and skilled PCs at all times.  So of course we have to resort to bandoliers full of grenades and plastic explosives.  And then it’ll be hard to have a normal fight with normal opponents if we get acclimated to generating huge explosions with impunity.

I’m still enjoying the campaign, but session 6 was very un-fun and the continued trend of needing uber combat is sad – I’ll just have to bring my Warlion on every adventure instead of the Captain.

D&D Soda!?!

Check it out – limited edition D&D “Spellcasting Soda” from Jones Soda.  I know I hate Wizards of the Coast now and I shouldn’t like this, but really it’s pretty cool and entertaining.  I want “Bigby’s Crushing Thirst Destroyer.”   I wonder if they taste good?  My only Jones experience was with a holiday novelty pack and it tasted like burning, but those were admittedly weird flavors.

Indulgences, Waves One and Two Reviews Posted

My reviews of Indulgences, Wave One and Wave Two by Sinister Adventures are up on RPG.net.

These two products are four PDFs each, of adventures and supplemental material for D&D 3.5e or Pathfinder specifically designed to support a Razor Coast campaign – but any kind of sea-based adventurers will love them.  Check ’em out!

Sinister Adventures Adds Savage Worlds Support!

Nick Logue’s RPG imprint, Sinister Adventures, has put out some good lil’ PDF tidbits and is about ready to put out their first large, blood-soaked adventure, Razor Coast.  They have a couple more things in the pipeline.  They had already announced that their products would support both D&D 3.5e and Pathfinder – when  you buy, you get to pick which print copy you want, and you get both PDFs for your trouble.

This was cool enough, but today they announced that their stuff will also support Savage Worlds!  SW is an increasingly popular alternative for groups (including ours) who want a game without the huge rule weight of modern D&D and don’t like retroclones.

I’ve been waiting for Razor Coast eagerly, and being able to run it in either system will be a big draw for me because it means more potential for reuse.  So props to Sinister for this big move!