Tag Archives: RPGs

Still Here, Still Gaming…

I know I have trouble posting much any more, but I am putting session summaries up still on the Reavers page.  The campaign’s still going (in fact, I see that we just passed 10 years!).

We’ve been playing other stuff in the off weeks as well – currently, a Blades In The Dark campaign – I’m putting some summaries up (they’re hand written by a player), the campaign page is here.

We briefly played Coriolis but the GM had trouble keeping it going. It’s supposed to be Arabian Nights in space but it kinda felt like all our other space games in the end.

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.

Reavers on the Seas of Fate, Season Five, Fourteenth Session

waterspoutFourteenth Session (9 page pdf) – “Escape the Eye” – The shore team returns to the Araska, counts their loot, and sets their course for the Shackles. But a giant waterspout intervenes.

It’s just some giant lizard fighting and then they get back to the Araska with their prize.  But navigating the Eye of Abendego is no picnic, another waterspout bangs up the Araska.  I keep rolling hot on the random weather table.

Then they pass the Bloody Vengeance on its way to the Green Blood on Black Rock local monster fighting festivities! They seem interested so I’ll have more on that next time.

But then, another random weather roll…  How many 00’s can one set of dice hold?  It’s the largest waterspout possible, F5 style. Eek!

Reavers on the Seas of Fate, Season Five, Thirteenth Session

wendifa

The Wendifa

Thirteenth Session (12 page pdf) – “The Key To War Machine, Part III” – An epic fight with juju zombies and a Wendifa (female witch doctor) has lasting effects as they scour the tomb for the amulet of the Terraken.

Bonus: Jitikai the Wendifa’s Character Sheet (pdf)

More dungeoneering, and then a fight with a Juju oracle! Voodoo all over the place; juju zombies, she zombifies and mind-controls party members.  Fun!  They even leave her alive… Kinda.

 

Reavers on the Seas of Fate, Season Five, Twelfth Session

Twelfth Session (8 page pdf) – “The Key To cannibalWar Machine, Part II” – Cannibals apparently infest the crypt, which in addition to normal crypt dangers keeps the pirates on their toes – and losing some, to the grinding bear traps all over the area.

It’s all sodden dungeon crawling with cannibals this session!  Still using “Tomb of the Necrophage” from Tombs of Golarion.

Easter egg – the cannibal’s chant of “Upote, maepote, maepu, maedepote” is from one of my favorite Karl Orff pieces, “De temporum fine comoedia“.

 

 

New Masks Campaign – Freak Watch

Welcome to the Freak Watch!  On the new campaign page we’ve got three summaries up already.

Freak Watch is a campaign using Magpie Games’ Masks, a game Powered by the Apocalypse and emulating teen superheroes in the vein of Young Justice or Teen Titans. Paul is our ever-suffering GM.

The campaign is set in Hub City, IL, the DC Universe city home of The Question (now retired to a job as a conservative radio talk-show host). It’s the most corrupt city in the US.

Our heroes, the self-styled Freak Watch, consist of:

  • La Catrina, Maria Lorena Ramirez (The Delinquent), played by Ernest
  • The Infamous Wasp, Purcell Stone (The Protégé), played by Chris
  • Kid Kafka, Frank LaLone (The Transformed), played by Patrick
  • Teenage Vengeance Shadowblade, Grace Lennox (The Doomed), played by Tim

Chris is our faithful session summarian, and Ernest the editor and blogger that posts these for your amusement.

We finished out Mummy Rustlers and we like us the Powered By The Apocalypse.  So we noodled around next steps and Paul backed the Masks kickstarter so we are doing it.  Our campaigns often turn kinda dark so this should help us keep it PG-13.

I haven’t had a chance to play a Mexican character yet, and we love our calaveras down here in Austin, so I am playing La Catrina, a Santa Muerte-type delinquent chick. She’s got illusion and teleportation powers.

la-catrina

La Catrina

Up next, session posts!

Reavers on the Seas of Fate, Season Five, Eleventh Session

Waterspout

Eleventh Session (10 page pdf) – “The Key To War Machine, Part I” – The pirates brave the Sodden Lands to find the control key to the superweapon. A shore party descends into a boggy crypt…

First, the ship has to deal with the issue of Serpent’s wife Samaritha being lost overboard in the Eye of Abendego. With clever use of spells and some sharp sailing they find her and are effecting a rescue, when my next random Eye of Abendego weather conditions roll comes up double zero.

The entire crew is lining the port rail, intent on watching the rescue. From the other railing, Wekk the Cloven screams, “Great Gozreh’s cock!” As everyone whirls, they see him pointing at a waterspout forming to the north. (A waterspout is a tornado over water, for you landlubbers.)

The next bit is the PCs desperately trying to keep their ship together as the waterspout hits – my ship rules turn this into a pretty epic and interesting “combat.” Serpent keeps leaping overboard to save people, which in hurricane-racked seas would be suicide if he wasn’t all optimized with a Swim speed and everything.

Finally they get to the Sodden Lands and go ashore. They’re searching a ruined Chelaxian plantation for the control doohickey for the war machine Mase Venjum promised them. This bit is taken from Tomb of the Necrophage from Tombs of Golarion. In the first part they mainly just fight angry juju zombies; apparently someone’s gotten here before them.

Reavers on the Seas of Fate, Season Five, Tenth Session

The Kraken’s Spite

Tenth Session (11 page pdf) – “The Eye of the Storm” – The pirates take on a skald and set off through the Eye of Abendego, which tests their mettle as sailors harshly – and Samaritha is lost overboard when a waterspout hits!

So first they come across a weird sight – an Ulfen longship!  This far south? They decide to parley instead of fight (probably a good idea, as the ship is the Kraken’s Spite from Ships of the Inner Sea, and the crew is pretty stout). They just want to get rid of a skald that needs to go further south.  Why?  Well apparently Ulfen Linnorm King White Estrid sacked Nisroch and sent skalds in all four compass directions to spread the word of her feat!  And those of you who’ve been with us a while remember that the PCs were there when her fleet attacked…

Maar Eiderson

I hadn’t yet determined what happened in the Estrid vs Nisroch battle, and decided to leave it up to the dice, and dependent on the fight between White Estrid’s ice linnorm thrall Boiltongue and the ancient umbral dragon the Nidalese had put in place after her first raid for such an eventuality.  So between sessions I rolled out a fight between the two and – OK I’m such a nerd – composed a skald poem to relate it to the PCs.  The fight took a long time. Here it is, The Battle of the Two Dragons in its entirety, related by the skald Maar Eiderson.

As the fleets of the Northmen reaved into Nisroch harbor
Estrid’s Pet wreaked destruction on the darkling city
When an ebon tower rove asunder and a great shadow wyrm arose
The two huge beasts circled each other and darkened the ground
Boiltongue spoke first and his maw sprayed ice across the blackness
The other replied in a cacophony of shadow that drained the icy one’s might
But then the ice hardened and it fell like a mountain to earth
The crash was felt throughout the bay
As darkling buildings were crushed to gravel
But Boiltongue raged aloft, blinded by the shades
As the dark one tried to free itself from the frost
The linnorm’s vision cleared, and he followed the shade to ground
And snapped at its flitting flanks, as it shook free of the encircling ice
The dark dragon’s eyes blazed as it uttered a dark word of destruction
That caused the bravest men’s hearts to quake
But Boiltongue the linnorm is beyond such magics
And continued to press his attack unslaked
The shadow wyrm pulled together the shadows to encircle him
But Boiltongue struck unerringly through the darkness
The shade spoke again and shadows spilled out, covering the wyrm of ice
Whose claws and fangs lashed out but could not find purchase
The shade took to the air with frightening speed
Its wings blew building walls down, like a storm from the north
As men and darklings fought and died around
But Boiltongue followed it into the twilight sky
The shadow wyrm called upon its dark magic and became faster still
Like a shadow flits across a wall, it darted by Boiltongue and each
time opened a rent
In the great linnorm’s side. But the linnorm’s wounds knit
Almost as speedily as they opened; and he bode his time
And iced its wings again as it approached
The shade fell into the bay, and the wave it made as it smote the water
Raised up boats a dozen feet; the ice wyrm followed right after
But the shade broke free of the ice and turned his full fury onto Boiltongue
Ripping into the linnorm with fangs and claws and pinions again and again
Till Boiltongue’s blood stained the dark waters oil-black
The linnorm coiled around the dragon and dragged it down into the icy waters
It burst free and shot out of the waters into the darkened sky
And circled enraged looking for its opponent
But Boiltongue lurked below, the icy waters knitting his wounds
The shadow wyrm descended on a longship, and shadows vomited from its maw
Draining the life from a dozen Ulfen warriors
Boiltongue surfaced by Estrid’s flagship and the king saw he was weakened
By the shadow wyrm’s foul darkness
She ordered her war-priest to restore his strength and enchant his fangs
That they might find purchase on his ghostly foe
And the Lord in Iron’s blessing was given unto the linnorm
The umbral dragon’s fiery eyes espied this and he spoke his word of
destruction against the priest
Whose ears bled, and quaked in agony
Boiltongue surged from the waters to answer this offense
And the dark one eagerly met him
Determined to rip him asunder once and for all
Boiltongue’s fangs sank into the shade in turn
And their serpentine bodies coiled about each other in a death-knot
The shadowy one broke free of Boiltongue’s embrace and shot away
Boiltongue coiled up into the sky proudly awaiting its charge
It paused, muttering draconic magic, and then advanced
But turned aside, hurtling down towards Estrid’s ship
The linnorm ignored this, and charged and struck at air
Whence the real dragon commanded its shadowy double
Taken aback, it again breathed out its shadows on the linnorm
But prepared for its tricks, Boiltongue was barely affected
And his mighty jaws crunched down on the shade’s neck
It roared as the linnorm’s feared venom, the black blood of the earth
Flowed into its veins. In a frenzy it tore into Boiltongue
As Boiltongue replied fang for fang
But the shadow dragon’s pinion struck to the heart of the great linnorm
And this time it was Boiltongue that fell from the heavens
Into the icy heart of the bay; the dragon roared in triumph and followed
Him down to finish off his victim; but in the chaos of the spray
He missed the linnorm’s throat with his claws
And Boiltongue, his wounds healing, lashed from the waves
And raked his foe with poisoned fang; the umbral one raged
And slashed and battered his wounded foe into icy hunks of flesh
Then tried to rise, but the venom in its blood found
Its dark heart, and it fell again into the waters
And sank into the depths alongside the linnorm.
Men on both sides shrank from the fray
To see such destruction wrought by the massive titans
Upon each others’ colossal frames
Ice and shadow unleashing their might
To finally take each other in their death-spasms
But the linnorm is no mere beast
He is a part of the arctic primeval
Even as the battle between Ulfen and darklings swelled
His corpse began to come together
And knit itself back into its ancient shape
Ice gripped the hearts of the Nidalese scum
As Boiltongue rose again from the waves
The umbral scourge defeated
He devoured its dark heart And his roar was like the north wind
And the howl of the wendigo in winter
The defenders quailed and fled from the fight
And thus did the men of Halgrim, led by White Estrid the Linnorm King
Sack Nisroch again.

White Estrid and Boiltongue

Both of them had DR and SR and high saves so the fight went many rounds. The umbral dragon had the linnorm generally outclassed, but its regeneration (and a little help from the Ulfen) kept it in the fight long enough to finally get its poison to proc, and once that happens it’s a short trip.

Well roused by the recitation, the Teeth of Araska sails into the permanent hurricane the Eye of Abendego… The storms batter the ship, and they manage to keep control but Samaritha is washed overboard!  Fly doesn’t do the trick when the ship’s flying before a gale wind…

All Those Lovely NPCs

In a recent comment on a Reavers session summary, flyboy1986 asked:

I’ve marvelled at how each of the crew seem to have a distinct personality (besides being murder-hobos). How do you keep track of everything??

Great question.  Thanks for noticing and I’m glad it comes through!  One of the things that I believe is the most important in an immersive RPG campaign is putting effort into well realized NPCs and bringing them to life.  I would venture to say it’s near impossible to put too much work into that aspect of a campaign.  In our Reavers game, besides the usual crop of villains and lovers and whatnot, they have a crew of over 60 people on their pirate ship.

Some people would have you “abstract that out.” Those people suck. Think about well done movies/TV shows.  They have even minor characters be memorable – even people you don’t hear their names.  To take a naval example, movies like Pirates of the Caribbean or Master and Commander, you feel like you recognize and know a little bit about random ship crew – there’s the ones that get more play than others (the two guys who were soldiers and became pirates in Pirates, the old Hold Fast guy in Master) but the more you see some random swab and remember them and think “oh yeah that’s the flute playing guy” the more realistic a world you get.  And realism of your game world is the table stakes for player investment in the world and NPCs.

Now, I don’t rely on tooling for much of it – here’s the actual documented list of crew on the Teeth of Araska:

Crew

PCs and Command Crew

  1. Captain Sindawe H’kilata Narr, the fist-punchin’ Mwangi monk (Chris).
  2. Quartermaster Ref “Serpent” Jorensen, the staff-bashin’ Ulfen druid/ranger and his snake Saluthra (Paul).
  3. Master Gunner Wogan, the pistol-packin’ celibate cleric of Gozreh (Patrick).
  4. Bosun Tommy Blacktoes, the staff-slingin’ sneaky halfling rogue (was Kevin, now an NPC).
  5. Ship’s Wizard Samaritha, the wand-blastin’ serpentfolk wizard in the guise of a pretty half-elf; Serpent’s wife.
  6. Ship’s Surgeon Hatshepsut, monk and high priestess of a lost civilization and her cobra Naja.
  7. Lavender Lil, a buxom tiefling ex-prostitute, and Tommy’s girlfriend.

Araska Pirates (all have gunnery, a silver plated weapon, and a clw potion)

  1. Gunner’s Mate Stoke, Ftr3, gunner’s mate, married to Tegan, breastplate +1, potion alter self, heavy mace +1
  2. Carpenter Tanned Hank – Ftr3, really, really tanned. Swim skill. Ship’s masterwork spear, breastplate +1
  3. Second Mate Tasty Mike, Ftr3, former Chelish navy, studded leather +1, +1 heavy mace
  4. First Mate Big Mike, Ftr3, from Sargava, part owner of the Vile Fish, studded leather +1, +1 shortsword.
  5. Third Mate Klangin – Ex-Chelish prisoner, half-orc rog4/barb4, some magic
  6. Coxswain Gareb – Ftr3, Andoren, swim skill, ship’s long bow, ring of swimming, cloak of resistance +1, horn of fog
  7. Orgon – Ftr3, short, bald , battleaxe +1
  8. Slasher Jim – Ftr3, knife expert. Azlanti amulet of natural armor +1, trident +1
  9. Dum-dum – Ftr3, simpleton + masterwork wooden shield, shock net

Freedmen (Ex-Chelish slaves) – leather and long spear if not otherwise noted, one silver plated weapon

  1. Bel, ex-eunuch slave – War3, masterwork chain, silver heavy mace
  2. Pirro, porter – Com3, charged spear, mwk heavy shield, potion darkvision
  3. Ori, cook – Com3, ring of protection +1
  4. Sevgi, ex-harem slave – War3, studded leather, cloak resistance +1, +1 longsword, belt incredible dex +2
  5. Kahina, ex-household slave – Rog2, amulet natural armor +1
  6. Karomander, fine craftsman – Exp3

Bunyip Crew (gunners have 1 less rank in Stealth; all have 1d6 SA, 2d6 if flanking with each other)

  1. Billy Breadbasket – Rog1/War2, cook, gay
  2. Feissian Hareskinner – Rog1/War2
  3. Dario – Rog1/War2
  4. Samuel – Rog1/War2, hand axe +1
  5. Taunya – Rog1/War2, master gunner
  6. Clubbreaker Cordell – Rog1/War2
  7. “Sexy Beast” Sapier – Rog1/War2, master gunner, belt giant strength +2
  8. Tiberiu – Rog1/War2, belt giant strength +2
  9. Hovax Littlehands – Rog1/War2
  10. Prand – Rog1/War2

Wandering Dagger Crew (War2 Str +1 Dex +1 Con +1 Prof (sail) +5, Toughness, Power Attack/various AC 14 HP 20 BAB +3  Melee +4 Dmg 1d8+1) mwk flail + mwk wood shield

  1. Thalios Dondrel, son of Mordekai (was first mate)
  2. Blacktop Bill (was quartermaster)
  3. Crazy Jake (was master gunner)
  4. Courtland Breeden
  5. Eamon
  6. Stormy Sherman (allegedly her real name)
  7. Wekk the Cloven – Shoanti

Recruits

  1. Mitabu, the keel-breakin’ Mwangi rogue
  2. Zoamai, the elf-hatin’ half-Mwangi, half-elf sorceress, headband of mental prowess
  3. Olgvik – Bar2/Rog1, Ulfen low-level barbarian with a greataxe, captured at sea, potion expeditious retreat
  4. JJ – seamunculus of a wizard refugee from the Sun Temple Colony
  5. Claxton, Exp3 from the Sun Temple Colony
  6. Nemo – Shipmate
  7. Melella – half-elf druid 1 from Magnimar, druid’s vestment, treant seeds
  8. Rucia – fledgling Desnan ex-waitress from Nidal, cleric 1
  9. Arsonee – a heavily scarred Nidalese fisherwoman
  10. Luca Caletti – Ex-Chelish marine with a black powder sniping rifle
  11. Brancis – Ex-Chelish prisoner
  12. Phamas Harcey – Ex-Chelish prisoner, high profession(sailor)
  13. Aelia – aasimar bedwarmer for Big Mike
  14. Flavia – aasimar bedwarmer for Gareb
  15. Volcatia – aasimar bedwarmer for Little Mike
  16. Said – Rahadoumi cabin boy
  17. Narbus “Lefty” Smeet – Exp2/War1, lad from the Sun Temple Colony
  18. Kutaamo – tengu Rog3
  19. Mandohu – lizardfolk warrior, hat of disguise, ring of feather falling
  20. Chidike – Mwangi ex-slave off the Boastful Shaman
  21. Kunto – Mwangi ex-slave off the Boastful Shaman

Passengers

  1. Marr Eiderson – Ulfen skald (bard).

That’s it. 61 people (including the PCs).  A hefty challenge – but heck, I need to push my own abilities while GMing to get better!

Thalios Dondrel

Thalios Dondrel, Son of Mordekai

Of course all 61 of them didn’t just airdrop in one day. This campaign’s 6 years in. So what I do is, when they’re introduced, try to make sure and include something interesting about each one.  The first crewman they ever met was Thalios Dondrel, son of Mordekai, and besides his name he was butt naked on a ghost ship when they met him, and he speaks in a super-piratey accent all the time. When they met him again much later, they remembered him.

The ex-Chelaxian slaves they rescued, settled on an island, and later went back to recruit as pirates – there was an illustration in the module of Bel, Pirro, and Sevgi. Bel was bald and heavy so I decided he was a eunuch, and he and Sevgi had this weird relationship that then made him really want to go to Druid Witch Regeneration Island to get his gear regrown.  Having actual goals other than “serve the PCs” adds realism and thus

Kahina, Bel, and Pirro

Sevgi, Bel, and Pirro

remembrance. Pirro was human but the PCs kept thinking he was half elf from his picture. Some people say “always go with what the PCs say!” but you have to mix it up – often it’s great to grab onto something the PCs say and add it to the NPC, but in this case I contravened that by saying “nope, human!” so they decided he was pretty metrosexual.

Mix it up.  There’s a handful of crew I use voices for (I don’t use voices for everyone, but JJ the perverted seamunculus gets a Gilbert Gottfried voice), a handful I use body language for (Lavender Lil most notably), others with specific habits (like Slasher Jim the serial killer or Stoke who is kinda deaf and talks loud). Some I’ve got a good picture for that I use, too – just Google it up, or rip pics from gaming PDFs (or even take cell phone pics from print ones). There’s Big Mike and Little Mike, whose names and dynamic I stole from two old gaming buddies I had in Memphis.  A NPC from Nidal has different flavor from a NPC from the Sun Temple Colony in sunken Azlant, or an ex-Chelish military recruit, or an escaped slave. Remember that different players remember things differently – they may be a more visual person or may like Cheliax a lot or whatever, so they’ll glom onto some things another player doesn’t.

And then there’s just incidents of luck.  I roll randomly when they’re in port to see what good and bad things happen, and once one guy gets robbed by a bunch of hookers that becomes part of his character. There’ll be a fight at sea on the ship and I’ll roll some dice and determine that Tanned Hank rushes a monster while others are hanging back, and suddenly the PCs are like “that guy’s crazy, which normally would be good but he’s our only carpenter so we really need to manage protecting him better…”

Then once there’s anything memorable about a character – you double down on it.  Whenever that NPC is involved in something – maybe it has to do with that.  Oh that pirate’s a junkie, so if some random encounter happens to her it is while she’s trying to buy drugs.  A little reinforcement goes a long way. Wogan accidentally said something to Klangin the orc when they found her, so now she’s continually pursuing him romantically (as is the meek Desnan, Rucia), so the chaste cleric is in a weird love triangle.  It makes the NPCs vivid to him and the rest of the PCs (since egging them on has a lot of entertainment value).  I try to never say “a crewman says X.”  It’s always someone specific. I roll 1d61 (computers, it’s easy) and when it tells me Dum-Dum is the crewman on watch, and then I roll a Perception check to notice another ship and he botches it, the PCs are like “Well… He isn’t the brightest, I mean, it’s right there in his name, you can’t really blame him that much.” In the real world, people start interpreting input to reinforce preexisting assumptions they have about people.  This is problematic in the real world but it’s your friend as a GM.

You’ll notice I don’t have much of that written down in the crew list.  It’s in session summaries, but in general when done right people just remember. If it has to be written down, it’s already unsuccessful.

Sometimes I wish I had a more rich relationship mapping tool, and have considered a bit more of a morale/mutiny kind of system – but more tracking or mechanics isn’t strictly needed.  I’ll have one of the PCs make a Diplomacy check if I think the crew’s opinion is at stake over something to see how they take it.

And besides that – just give NPCs some initiative.  I mean, I’ve played in so many games where all the NPCs just sit there like it’s World of fucking Warcraft waiting for PCs to ‘activate’ them.  My PCs know if they leave their pirates around for too long unsupervised they’re going to definitely try to steal, snort, screw, or deface something.  They’re pirates!!!  And they get ideas of their own. Like when they were on Firewatch Island and went on shore considering looting the local monastery.  The PCs found out about zombie attacks and called a boat over from the ship, with a monk in attendance.  They told the crewmen “tonight, there may be a zombie attack…” in kind of a weird leading way.  So the pirates decided that was their captain trying to subtly communicate to them, and rowed back that evening dressed and made up like zombies to “attack the monastery.”  The PCs weren’t sure whether to crack up, be upset, or be impressed with their plan.  NPCs run off, they get married, they drown in a ditch when drunk. They’ve got their own agendas and ideas, they’re racist against elves or are kinda OCD about stuff or are always talking about the inn they’ll buy when they retire rich.  Just take some random thing that comes to mind from a real person or a book/TV/movie character or whatnot from the last week and stick it onto an NPC and watch it grow.

And it pays off.  A number of times they’ve had some random crew member – and not one of the main ones – get into a fix to where I kinda assume they’ll just sail on and let them rot in jail or be kidnapped by a rich pervert or whatever.  But they absolutely don’t, and go out of their way and to great expense and/or danger to rescue them, even if it’s objectively deserved and/or their fault. They’ve invested thousands of gold in magic items into their crew. They trust some, distrust others, enjoy the company of some, not so much of others…  All of the ingredients required to be realistic and memorable.

 

Reavers on the Seas of Fate, Season Five, Ninth Session

Ninth Session (12 page pdf) – “The Sea Queen’s Pearl, Part II” – While they are making their escape, the crew encounters their own Jurassic Park. Once they return, it’s all shopping and celebration and planning for their voyage south to reclaim a secret Chelaxian superweapon!

I like the sessions where they have their pirate crew around; I really try to set a certain tone with their pirates, best described as “murder frat” – equal parts casual brutality and juvenile fucking around. It’s that contrast that makes similar fiction compelling, from the Sons of Anarchy biker gangs to the Goodfellas mobsters. The PCs seem to have an unlimited appetite to getting drawn into whatever problems or shenanigans their crew is into.

Little Mike gets a new nickname, “Tasty Mike,” this session, for how the monsters all seem to want to take a bite out of him.  He takes this on enthusiastically because being “Little Mike” to Big Mike really irritates him.  (This is actually taken from my Memphis gaming group, where we had two Mikes and dubbed one Little Mike and one Big Mike and Little Mike just couldn’t ever get over it.)

After more shenanigans and equipping, it’s off to get the Chelish superweapon, the Terraken, to become terrors of the shipping lanes!

Reavers on the Seas of Fate, Season Five, Eighth Session

tarins-crown-coverEighth Session (8 page pdf) – “The Sea Queen’s Pearl” – A trek overland to a pirate hideout, and then it’s pirate on pirate murder as they storm a rival captain’s redoubt!

Pretty much the entire session is a lightning raid on the pirate keep, which is from the Legendary Games adventure Islands of Plunder: Tarin’s Crown, only very slightly modified from its original form. It’s hard hitting action all the way through!