Tag Archives: RPGs

Reavers on the Seas of Fate, Season Six – “The Pirate Curse”

Now we start to move into the second half of the campaign. The first act was started in Riddleport with a mashup of the first two Second Darkness Paizo Adventure Path and the Green Ronin Freeport adventures.

That kicked us off and set up the main foes – the serpentfolk only known as Elias Tammerhawk and creatures from the shadow realm.

Now, in the second act, they’ve lived the pirate life – heading out to sunken Azlant, reaving the Chelish coast, and then sailing south and farther south to get to the southern edge of the Golarion map, running through various old Pathfinder adventures on the way (the oldies are the goodies!).

Now in Season Six they approach Port Shaw, the setting for the megamodule Razor Coast (which I helped edit an early draft of! And note the quote from this very geekrelated.com on the back cover.). They don’t get there till Season Seven, where the next proper act begins, but I use this leg of the voyage to set it up. The rest of the campaign will take place there.

We start with related content, in this case from the Heart of the Razor adventure book: The Black Spot and Sinful Whispers, and then Deep Waters from the back of the Razor Coast book itself, by the legendary Frank Mentzer.

The themes that will come back later in the second half of the campaign are:

  • Degenerate ancient elves that were into sex and other questionable practices
  • Voodoo (or “wendo”, in Pathfinder-ese) – Sindawe already has Mama Watanna, his patron loa, but this will become a campaign-wide plot point and not just a personal one in the seasons to come
  • Jacinth Deepwarder!

It’s sixteen game sessions, spanning 10 months of realtime (we play once every other week, but sometimes life gets in the way). Enjoy!

Geek Related Naval Combat Rules

I’ve covered guns and cannon, chases, mass combat – but what would a pirate game be without ship-to-ship combat? Now on the Rules You Can Use page is:

Naval Combat Rules (14 page pdf)

A navy ship and a pirate ship engaging each other on the open seas

For Pathfinder 1e, but easily adaptable to many others I think. It works in concert with the Geek Related cannon and mass combat rules and adds ship design and combat at sea.

I wrote an early version of this for Frog God Games and it got partially incorporated into Razor Coast: Fire As She Bears! But that work turned out pretty long and complicated, though very good, and for our game my players wanted naval combat but weren’t going to put up with 96 pages worth of it. Do get Fire As She Bears, though, it’s quite good, especially if you want to invest more in the naval combat ruleset part of your game. If you like these rules, they are directionally similar; I’ve been evolving mine over the intervening 10 years as we’ve used them to maximize flavor of our base case – small numbers of ships chasing, fleeing, and fighting with small numbers of cannon and the usual Pathfinder magic-and-monsters thrown in.

Pathfinder published some ship combat rules eventually for their Skull & Shackles adventure path but they suffer from the core problem of ships having one pool of 1600-ish hit points, which makes it either pointless to do the ship-to-ship combat and everyone just boards or, once you get high level, you swing the barbarian over there on a rope and sink it in a round. They did this because their adventure path quickly becomes PCs running squadrons of ships, not the feel I was going for.

The solution (from my rules, and in Fire As She Bears) is to break larger craft up into 10x10x10 squares and have each of those have hit points, with the added benefit of you can correlate crewmen (and PCs) to those areas. I used much lower hit points than even Fire As She Bears did – 50 hp per hull section instead of 150. In my campaign this was better suited to fast naval combats. PCs get impatient and always want to fly to the other ship; this made the PCs focus on keeping their ship safe and manning repair crews instead of just saying “it’ll be fine, we can just go melee kill.” But it’s still enough hit points (and enough hull sections) that they don’t just get blasted to flinders in a round. (Unless they go bother a ship of the line.) I also have fewer cannon per ship because they are newer, rarer, and more expensive in Golarion – FasB lets you pack like 4 9-pounders into a single hull section so “28-gun” and “49-gun” ships exist – in my game it’s more like 4 cannon a side is a well armed craft. (And also not hours of dice rolling for a single round of combat).

Anyway, once you have your ship and cannon, you gain the weather gage, maneuver trying to get closer or farther away; conduct maneuvers while trying to line up cannon shot, and so on. These are similar to these other naval rulesets.

Part of the real magic, however, is the range bands and speed checks. This is what makes the battles feel naval and not like sitting slugfests. The Skull and Shackles rules just make this “2 out of 3 sailing checks and you catch ’em”. But I bring in some ideas from my chase rules that make the positioning important, and not just a preface to a static combat. Your ship’s speed turns into a bonus to a Profession: Sailor check and if you can beat the other ship by 5, you can close (or increase) the range by a band.

We’ve been using these rules a lot over years and it’s very dynamic. You pull a little closer – now you’re in Medium range and can bring those 12-pounders (and fireballs) to bear! Oh no, they pulled away to Long range, try to hit their sails with the long nine chase gun! It hits the magic ratio of 2/3 of the combat is naval before finally 1/3 devolves into normal Pathfinder combat, and a full on naval battle beween fully armed ships with similarly-leveled crew is a showcase event that can take most of a game session. And it’s not a completely abstract minigame; you’re throwing your usual spells and shooting your usual bow or musket at the other ships.

Enjoy, and let me know how you find them!

Rule Zero In Pathfinder 2e

One of the most popular evergreen posts here on Geek Related is Rule Zero Over The Years, which compares the positioning of the GM’s authority relevant to the game rules and to the players in the different editions of D&D including Pathfinder. Well, I just updated it to include Pathfinder 2e, so check it out!

The TL;DR (and it is indeed too long) is that Pathfinder 2e steps a little back from the Pathfinder 1e/D&D 5e flavor of kinder, gentler GM authority, where it’s “for everyone’s fun” not “to put those little peckerheads in their place” as Gygax would say in AD&D, but the GM can make rulings and house rules and cheat/fudge die rolls and use tricks. It still adheres to the 3e concept of “Rule Zero: The GM is the final rules authority”, and doesn’t fully go the D&D 4e/3.5e direction of “you will adhere to the rules young man, if you know what’s good for you,” but… it does a little bit. In PF1e they explicitly discussed GM fudging and illusion of choice and similar – all that is gone in 2e, the GM is in charge but much more by-the-book.

I find this interesting but not surprising, PF2e did ‘get a little 4e in it’ in my opinion, and it is such a huge beast of a ruleset they can’t help but say “maybe you should steer away from modding this.”

Anyway, more detailed analysis and textual support from the books added to the original post!

RPG Review: Pathfinder Lost Omens Travel Guide

Pathfinder Lost Omens Travel Guide

I love the world of Golarion, Paizo’s default game world for the Pathfinder RPG. I was a subscriber to basically everything that came out for Pathfinder first edition and have been running a Pathfinder campaign for some 15 years now (and played in many of their Adventure Paths myself). PF2e wasn’t different enough to convince me I should spend thousands more dollars on the same content again, but the Lost Omens line is about Golarion world content, and I buy those from time to time.

And since my current game is about pirates traveling from place to place, the idea of the Pathfinder Lost Omens Travel Guide, which “presents the highlights of the Inner Sea region to help any and all curous travelers plan where to go and what to see,” was super intriguing. I got it recently and read it cover to cover! I assumed what I’d get would be like a travel guide – here’s what to expect of the sights and sounds, but also practical details, of going to various places in Golarion.

Bottom line up front – it’s OK. There is some great content and some complete misses. And that’s a challenge – as a hardback with 124 pages of actual content for $40, I’m paying a buck for every three pages so each three pages should be worth a buck to me in content. Some groups of pages met that burden and some did not. It’s very uneven. There were some chunks of great Golarion content and then there are chunks of content that I can only call “generic medieval fantasy for dummies.” Let’s get into it.

I got in a bad mood early reading this book but it picks up later. We start with a two-page “introduction” spread containing zero content written by, not a Pathfinder whose name we know from somewhere, but some rando fake fantasy editor.

Time & The Calendar

The book starts with a six page section on “Time & The Calendar”. It names the days and months – something we already know from the world guide – and adds a little bit of helpful flavor, like which day is usually a market day. It confusingly adds “common names” for the months. “Abadius, alternately called Prima.” Alternately by… Who? Why? Where? We’ve been using the primary names for decades in Pathfinder world now, so this a weird add that doesn’t expand our direct usability of the world. Do they use these different names in… Garund? Are they formal “Latin Church” type names the educated would use vs. peasant terms? Who knows. Then a quick justification for the laziness of using the same calendar across the world (There was a war! People agreed!) and then, super frustratingly, some alternate calendars like the Tian Xia Imperial calendar that date from a different year. OK that’s cool. What year? Who cares, apparently.

This is a gripe I’m going to come back to. World content that is actually *useful to players, in play* has some very specific requirements. If we’re going to say “Ah the guy from Tian Xia says back in IC 123”, we should be able to say “oh and that’s equivalent to AR 2500.” But this book just doesn’t bother with that. GURPS was the game that really got this right. I didn’t play a lot of GURPS but I own 20-30 of their sourcebooks because they mastered the art of taking fictional content and boiling it down to what you needed in play. GURPS Conan tells you how much a broadsword costs in Scythia and what differences you, a person wandering in the world, are going to see and encounter. I would get GURPS supplements when planning to run a game in that setting in another game system because their value was distilling the fiction down to usable, tangible specifics relevant to PCs exploring a world.

Then we have a quick historical timeline – again, from other sources, without any kind of effort to make it “what today’s peasant understands” or the like, and then time constructs broken down by race. (We’re supposed to call “races” “ancestries” now but bah to that.) More than 50% of the pages have big graphical sidebars that are not super useful.

Everyday Life

Next, a sizable 12-page section on “Everyday Life.” Here’s where we get into some trouble. Much of this is “Life in a Medieval Village Lite” generalities about what some abstract generic Golarion medieval European does in their life, but less focused on historical realism and more what a fantasy anime village does. “Get up early to tend the livestock!” “People on the water fish!” “Nomads travel!” is the level of detail here. No Golarion insight, like “here’s what a peasant in Andoren’s day is like vs a Bonuwat fisherman vs a Varisian nomad” – nope. Next is a long section on languages, which has the helpful point “Common/Taldane and Tien are trade languages commonly spoken, but not well, because people tend to speak their actual local language.” I said that in one sentence but they took half a page. Then a bit on ancient languages, which I’m not sure how it’s relevant to the alleged travel guide format. Next we have some more generic fantasy content – a full page spread on a “rural home” and an “urban home.” You know, a generic one that is certainly identical across an entire world. These helpfully explain what a “Yard” and a “Bedroom” are. Next, a couple pages on what “Rural Life” is like (is that not “Everyday Life” in Golarion?). This has some dross like “did you know there’s not as many restaurants out in the sticks” but some actual value, just padded. “Out in the sticks people tend to trade in barter instead of paying each other coins, but they’ll take yours” is another sentence you can replace a half page with, and “people tend to not be monotheistic, but revere the various gods in charge of whatever they’re doing at the time; farming, hunting, dying, sailing, etc.” same thing. Like, great clarification, just padded to all hell. And then we have an actual useful little bit saying what a house costs.

Then we have a two page spread on “Rural fashion” indicating that our generic rural peasant might wear a “Hat” and a “Work Apron” and if they fish, perhaps “Fishing Galoshes.” This is where I started to get angry and fear that I’d dumped $40 on one of those shitty big-board books you find in the discount section of bookstores that are like “a castle, for kids!” kind of things.

We run through the same lengthy content for Urban Life, which has more restaurants and more monotheism, and a fashion spread, which indicates more of a love for parasols and pouches than the dirt people. But make sure and ethically source your hat feathers because “the collection of feathers can do a lot of damage to bird populations, and activist groups have begun to protest them.” No I am not kidding. I mean, I guess since slavery and racism and all the other evils have been solved we may as well. (In the interest of PC-ness, everyone including the most evil of evil realms all outlawed slavery in the last couple years between Pathfinder 1e and 2e.)

Festivals & Holidays

I assume it’s because of assigning out sections to different authors and not a lot of time spent editing, but we had some festivals in the calendar section and now we have another semi-redundant 8 page festival section. This one’s OK – it notes a bunch of holidays and festivals with actual locations/deities/context on them, which is great, but with no information on any of them that would be useful to someone traveling there.

There’s no excuse for that. I went to Japan last summer and the travel guide packed in 5x as much information (these 8 hardback pages equal 16 real travel guide pages, which manage to give you a little about what a given festival may actually entail and look like and be about). They do add a little flavor in the 6 pages they use to show some dress for a couple of the festivals, but the density and focus is a problem. In a full page spread on the Cayden Cailean festival of Merrymead, we have a random super dark piece of art that indicates a reveler may well have a “handkerchief.”

But how would you do this better, you ask? OK so near me in Galveston, TX, they have a Christmastime “Dickens on the Strand” festival:

Dickens on The Strand is Galveston’s annual winter holiday street festival bursting with live entertainment on multiple streets, including strolling carolers, roving musicians, bagpipers, jugglers, and a crowd of entertainers and costumed revelers, all dressed in period formal Victorian garb like formal dresses and stovepipe hats and eating cold-weather treats like roasted chestnuts and drinking mulled wine.

Bam. Concise but focuses on what you’ll actually do, what it’ll feel and look like (cold! festive! music in the air! fake old-timey formality!). And you could fit 5 of those (easily) per page so you get more coverage – the problem with a book like this is if your campaign is set in place X and focuses on deities Y and so on, the chance that one of the 4 padded out holidays they cover is going to be relevant is low. Do 30 in that format, and you’re good to go. Or dig more into each one, but dang the content per dollar is low in this section. I get art is expensive, but blowing up a drawing of a copper piece to take a full 1/8 page spread just makes me spend more of my money on it too.

Trade

And that segues us into the Trade section. The church of Abadar works to validate contracts and balance interest rates across the Inner Sea. Some of this is great, some of it gets into weird “fantasy modern”. (They have things to detect if goods have been teleported somewhere to try to profit! No one would want to buy teleported goods! I’m glad we have a super high magic solution to all those level 10 wizards trying to profit off teleporting lingonberries to the Mwangi Expanse!).

They have a full page spread with 4 coins – which is nice, it’s nice to have an example, oh look here’s what an Absalom platinum piece looks like and is called. But again, it’d be better with then a list of 10 other things they’re called in other places and maybe a “and they are all little bars instead of coins in Druma” or something.

A two page spread, one page of which is a map, has trade routes of the Inner Sea. Now we have the first truly useful worldbuilding. (I knew most of this from extensive research I did planning my pirate game, but it wasn’t all in one place previously.) So trade tends to flow in these routes, which has transport implications, pirate implications, and so on. The main drawback here is they don’t really get into what kinds of things are traded. “Goods! You know… Goods from Casmaron!” Cool story bro.

It’s followed by a 2 page spread on trade goods but again we’re back to generic anime fantasy content not Golarion content. Did you know people might trade in metals, fish, wine, leather, cloth? Who exactly? Eh, who cares. This is 2 full pages of “No shit Sherlock” with extensive spending of the art budget on 20 illustrations of “A pile of bricks. A pile of lumber. An ingot of gold.” I pray they reused these off some item deck somewhere or something.

Cuisine

There’s some gems in here but a lot of it is that generic fantasy-ish content again. “People like to eat pork! And stew!” There’s blah fantasy bits (behir caviar is tasty) but also some actual Golarion content in places, but I think it sometimes is harmed by a common problem. Technically Golarion is the entire world, then Avistan and Garund the two most prominent continents in products, and then “the Inner Sea” is technically the Mediterranean that’s between the two. So “One unique aspect of Inner Sea cooking is the prevalence of olive oil.” Fair enough. But because all the world products are called “Inner Sea,” and cover places obviously not in the Inner Sea (Fantasy Norway! Fantasy Kenya!), it’s not clear where they’re saying that’s narrowly vs tightly scoped and it harms diversity. “The northern shore of the Inner Sea uses olive oil in its cooking, while the southern shore predominantly uses palm oils” would add some diversity and some clarity as to range in the same space.

Same deal with spices, you get an actual useful bit about pepper from Varisia’s Mushfens being popular, but then just a laundry list of other spices that I guess are everywhere because we have Fantasy Kroger’s. “Basil, dill, rosemary, coriander,…” makes it sound like everyone in the world of Golarion has easy access to the store brand of all 20 common spices.

A bit on drinks, a 2 page graphical layout of “A Noble’s Feast” (no location) is again discount bookstore fare. Just even make it an example Taldan noble’s feast or something; the world of Golarion basically has “all real world areas and cultures” represented.

Drinks of Ilizmagorti

Then we have 2 recipes which are just excuses to stick recipes in a book because people like that nowadays and 4 cocktail recipes. They have a lot of ice in Northern Garund (think Morocco) do they? I wish they didn’t do the full recipes but just gave some rundowns.

Some of the most useful content I’ve pulled from other sources is like in Cities of Golarion that covered Ilizmagorti, it said it’s a bit of a foodie town and pub crawls are big and here’s a list of representative cocktails. My PCs still say Ilizmagorti was “the best place to party” in my long term pirate campaign mainly because I used this. Notice the conciseness and richness of detail. This entire sidebar takes the space they used for one cocktail recipe in the Travel Guide. “That drink that was just the squeezin’s!” still gets mentioned time to time years later.

Fashion

I mean… So maybe I misunderstand the point of this book. Maybe it’s for 12 year olds who have never done any basic learning about the world or history, and it’s very helpful for them to understand “Silk is an animal fiber like wool.” But it’s billed as a Golarion travel guide God damn it!!! “You can have a beautician do your nails.” The first page is annoying but the second is actually good, it’s fashion trends from Queen Anastasia of Irrisen and Queen Edasseril of Kyonin – sure, Queen fashion trends will travel, that makes sense, it gives me some actual details to put into a real game. “As you look around the high end salon, you see many of the women have real or tailored flowers and leaves adorning the ends of their sleeves and the lower parts of their skirts.” They ask, and “Oh, it’s all the fashion because the Queen of Kyonin a couple countries over is wearing that.” Bam, world immersion.

They keep it up for a while – garb of a student in the Magaambya (fantasy Africa) vs Ustalav (fantasy Transylvania), some New Thassilon driven fashion, some modern anarchist fashion. But we edge back into generic with Accessories. “Handbags! Aprons!” Some are ok though and add world flavor- “Shoanti Tattoos! Varisian Scarves!” The latter help me, the former – I guess it reminds me some people carry purses?

Art & Architecture

I’m going to spare you belaboring the details of this chapter, it’s a mix of generic claptrap with occassional useful examples of some real artists in Golarion, including at least one, Ailson Kindler, that is actually from Golarion lore and not just net new made up, which is great.

Some architectural styles are covered which is good – and finally a bit that is what you would expect in an actual fricking travel guide, famous structures! Go to Riddleport and see the Cyphergate! Go to Osirion and see the pyramids! Each with an illustration.

Pastimes

This is where the generic claptrap to useful world content ratio starts to get a little better. On the one hand, “people collect flowers and shit to entertain themselves.” On the other, we have log rolling popular on the Sellen, people around Lake Encarthan love whittling little big-eyed stylized animals… That I can use to make PCs feel more like they’re in a distinct location.

And then they have extensive rules for “Golem”, which is basically normal poker except there’s a “best hand” made from the discards that can win, and “Basilisk,” a popular sport (though again, popular *where*??? Across Fantasy Tunisia to Fantasy Colombia to Fantasy France? Come on man.).

It ends with a sample Basilisk team, the Riddleport Rollers. OK great! My campaign started in Riddleport! Here’s the goaltender, Mujaika the Wall, who looks like a Mualijae elven woman. Perfect! Ok that’s real PC-interactable world content. Meet them on a ship going to <nearby place>. Party with them. Get pulled into a skirmish game on a beach somewhere, learn the game. That’s a whole game session driven off world content. More please.

Crime & Law

Generic. “Wherever you are… Robbery gets you 20 lashes and 1 to 5 years hard labor.” It makes the content wasted. Call it an example legal code from the Isle of Kortos, have a half page of “well in place X they have wandering judges, in place Y they don’t punish violence much because they victim blame, in place Z conviction is based on a vote from all the citizens that can be bothered to show up in the town square…” and you’re making world content.

Then a two page spread of wanted posters. I “wanted” to like them but they immediately showed the confusion between the “generic objective set of laws” and the practice, since some of the wanted are for doing good acts somewhere that didn’t appreciate them. And no location on most of them.

Now two pages on “headquarters”, with an example furniture shop hiding a thieves’ guild and an Irrisen cop precinct. You really have to squint to see this as Travel Guide material, though I guess you could say the chance a traveller in Irrisen will end up in a lot of cop precinct houses is fair.

What People Know

This is one of the things I have specific expectations around. Too often fantasy worlds are portrayed as people know everything in the setting book. What happened 5000 years ago? Of course a random bog farmer knows about it. Luckily I found this section strong. People have different creation myths, their knowledge of history is generally that “well Aroden started the age of man like, a long time ago, and he died recently and things suck.” What’s the Shining Crusade? “I don’t know but I heard of it.” Realistic, I like it. Introduces the concept of “microregions” where knowledge tends to locally pool – three countries fighting each other have a general shared knowledge, but one country over they may not know much about them. In the Mwangi Expanse, most people know about the Magaambya and welcome traveling scholars from there, and know to be wary of Nagisa and Usaro. This is good info to help show things from ‘the locals’ perspective’ without the locals knowing everything because, you know, they’re primitive savages mostly.

Magic

While this should have more local flavor incorporated besides the obvious “Rahadoum doesn’t allow divine magic,” it’s a good look into what the common man understands. They know magic exists though may not have experienced it; wizards are probably upper class; priests are a little more special because, you know, gods… It also says that many people have some kind of inherent magical knack that they have never trained to the level of “spells” but maybe some of the random superstitious crap they do actually has some effect (folk magic). Good.

Then we have a REAL weird section. I don’t know why it’s in this book and it seems like a pretty major thing to introduce. It turns out whenever you cast a spell you have a bunch of CGI runes that appear around the caster with some specific meanings to them and their colors and fonts and stuff. I mean, this is how it kinda worked in the Pathfinder comics, but this is a strange place to make a canon introduction of what spellcasting looks like in Pathfinder. It definitely means casting every single spell is super obvious, which is a problem for the more stealth casters and enchantments, illusions, and so forth, but eh. Anyway, I don’t know why it’s in this book.

Same deal with a two page spread on spellcaster lairs. This is a travel book man.

Folklore & Mythology

This is cool. Creation myths and differences from place to place. Some example fables and fairy tales. Some ghost stories, some legendary figures. A little more formal than a travel guide would bear but still, good Golarion world content. A bunch of local superstitions, this is totally what I wanted out of this book. In place X a given color or animal or number is lucky/unlucky for a random reason so the locals do something colorful time to time.

Then a full two page tale of a Garundi hero. Nice, though pushing the page count to usability in game ratio.

Religion

More good stuff. Common religious practices, specific things to note per region, religious events & observances, religious iconography. “Gozreh’s worshippers among the Ulfen see the deity’s duality as fire and ice, rather than the wind and the waves… [they] carry iron ice picks…” This is “good” worldbuilding.

Then we have a section with some pantheons. This is “bad” worldbuilding and let me explain why. The concept of a pantheon is great. Normal people don’t pick one god in this kind of polytheistic world, they generally have a set that makes sense in their area and life. Out in farm country in Andoren that’s more like the US Midwest, most folks worship the “Hearth and Harvest” pantheon of X, Y, and Z. That’s cool. These specific ones, however, fall into the min-maxers’ trap of putting together anything from any source with no in-game reason. These pantheons are not local but are often “across the Inner Sea,” and have deities from all kinds of places – Mazludeh, the ruling angel of Holomog, which basically no one has been to and whose worshipers are just described as “Holomog” – suddenly part of a pantheon for people 1000 miles away to use because their “domain” fits into an arbitrary list. Asian gods? European gods? African gods? Native American gods? Nonhuman gods? Sure, mix ’em all together with no justification.

I will never use any of these. And it’s a missed opportunity. Make them hyperlocal and have deities that make fricking sense in them. It’s OK if one is foreign if there’s a reason! I could buy an Asian (Tien) god in a Viking (Ulfen) pantheon because the trade route to fantasy Asia goes through fantasy Norway and there was a whole Adventure Path about it, so maybe one imported deity filled a spot that was kinda missing with the locals so it’s all Thor Loki Odin and samurai lady, fine. But you can’t just say “I’ll pull all the gods from all the regions that have academics in their list of domains and call that a pantheon.”

Nature & Animals

A section on what wildlife, not just monsters, you’ll find as you travel around, like the bowing deer of Nara!

No, I’m kidding, it’s 2 pages of basic PETA propaganda about coexisting with bears and not polluting and stuff. What the absolute fuck. I mean, I agree with it, I was a Boy Scout, but “stuff I personally agree with” is NOT GOOD GAME CONTENT, something that both Paizo and WotC have completely forgotten.

But then we get a page spread of 10 illustrated flora and 10 illustrated fauna, with actual Golarion locations they live in. This is good.

And then two pages of random new herbalist concoctions. Which would be fine in some random Complete Guide to Herbalists but this is a TRAVEL GUIDE. Not “a herbal concoction you can only find in Hermea,” it’s just generic rules content.

And then 2 pages of pets you can buy, including some actual unique and location-dependent ones. Arcadian opossums tolerate being dressed up in little outfits well so they’re popular pets among the white trash of ancient America. OK that’s great!

Finally a 2 page spread of monster locations with a map – reefclaws are abundant south of the Eye and manticores are endemic to the Mindspin Mountains. This is good content but there should be 10x the amount of it, cut some of the flavor text and you could have instad of 6 small blobs on a big world map, more coverage to where whereever your campaign is set, there’s a place renowned for a given kind of monster nearby.

Like, I can’t get over that for every 2 pages of useful content I’m paying for 2 additional pages of dross, and at this hardback cost that’s a buck per three pages.

Weather & Climate

Some good information on the climate in many microregions, with a big but very hard to read map of climactic areas (the legend is miniature and relies on some pretty complicated patterns not just colors). Now if this had a random weather table per region, it would be good game content. As it is, it just tells me that in Fantasy North Africa it’s desert like I would expect from having been through the 7th grade. I don’t hate it but I don’t love it.

Then we have a 2-page spread on natural disasters (normal style) and a 4-page spread on weird supernatural specific weather events that if you, like, vibe with you can get some kind of effect. If you stay outside for a day in the Blood Rains of Ustalav you can make a DC 24 check to maybe get a benefit for a week, or if you f that roll up maybe you get tuberculosis. That’s fun specific world content and Travel Guide worthy. “Travel to Droskar’s Crag, and if you’re lucky enough that it’s spewing ash at the time, rumor is you’ll be protected from the cold when you go back home!”

The Stars

This section talks about the moon, the stars, the constellations (Fantasy Zodiac), moon phases… It’s ok almanac content but does “Moon Phases” need to be an entire 2 page spread? This is one of those “completionist” things that can exhaust PCs. If one or two moons a year are important that’s great, if every single full moon of the year has a special name and meaning and stuff, it becomes hard to care and it’s hard to believe most of the populace does either. At most you’re in an inn in a small town and someone’s grandma is nattering on about how this is the “sweet moon” because it’s around when the berries ripen. Thanks, boomer.

Then we have some astrological backgrounds rules because of course you have to have character options even in a travel book because it’s Pathfinder.

Then they have a 4-page glossary and index, which is actually great because they just toss off random names from all across Golarion and I read the book in one hand while I looked up random deities and stuff with an iPad in the other. (I wish I had known the glossary was there before I got to it, lol, though really hitting PathfinderWiki is better.)

Conclusion

I know I griped a lot. I expected a Travel Guide that does what it says on the back cover, and I think that’s a fair fricking expectation. Fodor’s Guide/Lonely Planet Guide to Golarion would be a great book. If they hired someone from Lonely Planet and had them read 100 lbs. of Golarion lore and said “make a travel guide and make up stuff that’s not in the infodump” I’d pay $100 for it and buy copies for my players. This isn’t that book. But it does have some good Golarion content. There’s animals and stories and art and fashion movements to mine to include in actual Pathfinder games set in the world to add versimilitude.

The “bad” content – most of it isn’t bad per se, just in the wrong book or full of padding. Some is weirdly basic (Did you know in really cold climates people wear winter coats? Here’s a picture of a random winter coat that looks suspiciously like the one Bespoke Post tried to sell me today) and some is weirdly in depth wonkiness (The third full moon of the year is…). The only part I said “no this is wrong and bad for Golarion” is the random-deity pantheons.

If it was a $30 softback I would say it’s a clear buy. As a $40 hardback of 124 pages of which maybe 60 will ever see use… That’s tough. If you’re fairly well off, I guess. I don’t regret buying it but I have plenty of disposable income. If I bought this at age 23 during my first job out of school I’d try to return it.

Geek Related Gunpowder Weapons of Golarion

A while back, I took an initial stab at some firearm rules for Pathfinder 1e. But over the 15 years of the Reavers campaign I’ve been continuing to use and refine them. So now on the Rules You Can Use page is:

Geek Related Gunpowder Weapons of Golarion (7 page pdf)

Now, since I created mine back in 2009, Paizo came out with official firearm rules and then also cannon rules. But I still use mine. Why?

Early Personal Firearms

Well, the problem is that to make it easy to balance, Paizo made guns a lot like bows, especially damage wise. Bang, 1d8 damage! People want “consistent damage output” so they made them easy to reload quickly and/or have multiple barrels so you can get your multiple shots in a round. The main thing they added to power them up was to make them hit touch AC within the first range increment. But that’s a problem IMO – so magic plate armor, dragons, etc. are trivial to hit. Sure, “eventually firearms made armor obsolete” but an early flintlock bullet will deflect off a breastplate just fine.

I wanted to approach the topic with two equally important goals.

One, historical realism – at least a nod to it. One of the things I have loved about D&D in the 40 years I’ve played it is the exposure to history, technology, real stuff. This means slower reloads, misfires, high crits (the Paizo rules do have misfires and high crits, credit where credit is due), and so on. And related to this, fantasy trope fidelity – firing a pistol while laying about with a sword is a staple of some historical but certainly much fantasy fiction, and if a gun is just a bow then you will only have specialists. And while I do want early firearms in my game, I don’t want someone spewing out 4 shots a round, that’s for a modern game. I don’t really like the feel of a “gunslinger,” maybe a “musketeer” at maximum in a late middle ages/early Renaissance type setting.

Two, make them feel different than other weapon types. If having a gun is just a bow with a special effect, I’ll play Apocalypse World, thanks. If they’re not different texturally, why add them? Just for the fictional impact I guess, but – bah. To me the impact firearms should have is that you can’t fire historical firearms quickly – but if they hit you they will fuck you up. PCs above level 1 treat “a guy with a bow” with impunity unless he is also leveled. “Oh no, I might take about 4.5 points of damage!”

This is easily done – just use a slower reload and put more punch into each hit. Instead of “reload a pistol as a standard action, or move action with a feat, or just all the time if you’re a gunslinger, and then shoot for 1d8 damage” I went with “reloading a pistol takes 2 full rounds, or 1 with a feat, and then shoot for 2d6 damage.”

Suddenly there’s a lot more reason for a melee person to carry a pistol to shoot as they close, or pull and shoot at someone strategic in battle that they can’t get to. And a reason for a gun-wielder to carry a brace of pistols (like, you know, real people did). With these rules combats feel more like fictional early firearm battles (The Patriot… Van Helsing/Solomon Kane era stuff…). It also makes a massed squad of musketeers, for example, something to give PCs pause.

Early Cannon

Same with cannon. Slow but super dangerous – though mostly to ships and buildings and not people, unless loaded with grapeshot.

I get some people “don’t want gunpowder in their D&D.” I don’t get that, I just want “historically appropriate for the late medieval era” in my D&D. And Europe had cannon as early as the 1300s (and earlier, in other places), and by the usual late-1400s kind of representative “hybrid medieval/Renaissance” D&D era that most general published settings, including Golarion, trade in, they were definitely in use on the battlefield and on ships. But they are slow and ridiculously expensive.

The Pathfinder cannon rules are actually reasonably similar to what I had come up with, with slow reload and crewing requirements. But they were both way too inexpensive (especially for a world that tries to say “oh they’re only really available in Alkenstar and you know maybe a little in other places”) and don’t pack enough of a punch. “Oh no, I got shot by a cannon and took 6d6 damage.” That’s 21 points of damage, also known as “a melee attack routine from a low level PC” or “the shitty low level fireballs that are why people say playing an evocation mage is a trap.” And their ranges are crazy short (100 ft. range increment).

What I wanted from cannon was to be long range and devastating, but rare due to expense and slow to fire and mostly for structures but still a threat to individuals. So my basic 12-pounder cannon does 7d10 damage every 4 rounds vs 6d6 every 4 rounds for the Paizo version. (Again, they balance it with the touch attack mechanic). It’s actually less expensive than its Paizo equivalent – my 12-pounder is 4000 gp and 120 gp of black powder to fire vs Paizo’s is 6000 gp and 100 gp of black powder to fire, maybe I should adjust that. (A wand of fireballs is 11,250 gp, for comparison.)

And my range increment is 500 feet. I know, all Pathfinder/D&D weapons have pathetic range compared to real life. But the role of cannon should be a super-ranged threat. Can you even get into fireball range before taking a volley? How many shots can your ship take as you close to board? It provides a different strategic element, not just a new skin on an existing strategic element.

Magic and Alchemical Firearms

Now, the other thing I do is to make enhancements to firearms very rare. They are brand new. You can find ancient enchanted swords from wizards over the last millenia but firearms and cannons are from the now, and tech and magic are somewhat opposed (both because wizards like niche protection but also somewhat fundamentally, in my view, built over decades of D&D lore that support that view). I think the “Paizo answer” to firearms and cannon is that you just boost the otherwise sad damage with magic, or with explosive shot and stuff that are, frankly, later tech level.

Conclusion

Now, the Paizo rules aren’t bad – they do most of what I want out of firearm and cannon rules, actually. I just think that it is way more interesting for the role of early firearms to be a slow loading big punch and the role of cannon to be a slow loading big punch at very long ranges. So, feel free and use these if you agree!

Let me know how you use guns and cannon – and especially what the feel of the rules you use adds to your game.

Geek Related Mass Combat Rules

I’ve just done a pretty big update to the Rules You Can Use page with a variety of revised rules for Pathfinder 1e (but easily adaptable to other adjacent D&D-ish rulesets). In this case, check out:

Geek Related Mass Combat Rules (6 page pdf)

I originally published them as a janky blog post but since we’ve been using them for years now (like… 15!) I put together a more polished version.

Mass combat? Oh, boo! you say? Well, I get it. Most mass combat rules are not great. Usually they’re not synergestic with the PCs and their abilities. The official Pathfinder Mass Combat ruleset originates with Kingmaker, and while it’s fine, it’s a minigame abstracted almost completely away from adventuring. The same goes for more thoughtful approaches like this one on Erin Palette’s blog and the one it links to by Sarah Wilson. Which is fine for its use case, but in my experience the problem that comes up much more frequently is small unit combat, when the PCs have gathered groups of people that are just big enough to be unwieldy but not large enough that “just have the PCs make some kind of Command” checks is remotely appropriate.

This came up very early in our Reavers pirate campaign. The PCs started to gather a crew on their pirate ship. A crew composed of clumps of similar folks – a couple fistfuls of War3s from when they took out an opposing ship in one adventure, a bunch of Fighter 2/Thief 1’s from another… And they are not faceless hordes; the PCs know each one’s name. But now how to run a combat with 4 PCs and 30+ pirates against some other ship or force that has some named commanders but also “30 sailors (see NPC Codex)” or similar? You either spend an hour between PC actions rolling infinite dice or “just abstract it out.” And just abstracting it out doesn’t respect PC investments in their own abilities or their NPCs’. If they buy all their pirates a masterwork weapon – should that not affect outcomes in a way they would expect? Should you “just have the PCs fight the bosses and let the mooks slug it out?” Well, one of the joys of being a PC is not always fighting “level appropriate” foes (You are level 60! Now the map is full of demon boars! That’s World of Warcraft shit.) – it’s fun to mow down mooks.

Another challenge is that the level system is a little wonky in that it makes, say, 20 L3 pirates basically no threat in any way to a L7 character. It turns into rolling 20d20 (or 8d20 if it’s melee and they can surround the PC) and hoping for 20s, and then doing a little damage. Therefore you want to be able to put those mooks into wads, to use a concept and terminology from the Feng Shui RPG, and make them some kind of a credible threat when massed. In my rules, when you make a unit, it gets +1/2 to attack and +1 to damage for every unit member, so for example 10 pirates that would normally have “cutlass +3, 1d6+3 damage” as a unit have one attack that is “cutlass +8, 1d6+13 damage.” Not overwhelming, but suddenly not nothing for a PC a couple levels above them.

Paizo did come out with troop rules (a solid 8 years after mine, ahem) that somewhat addresses this – turns a group of NPCs into something like a swarm – but has the fatal flaw of being only for crowds of faceless unknowns, not a group of people you know, and depend on special abilities that have nothing to do with actual individual level class special abilities, feats, etc.

Hence these mass combat rules. You can form like groups of NPCs into units, they get boosted attack/damage as a unit, have a combined pool of hit points broken into single-individual chunks, but otherwise use their normal Pathfinder 1e rules. If the members of the unit have Point Blank Shot and masterwork crossbows, then guess what, the unit has Point Blank Shot and has masterwork crossbows, easy peasy. And they attack and are attacked by PCs, NPCs, monsters, and other units normally using all the customary Pathfinder rules. As they take damage, a member of the unit goes down for each chunk of hit point damage they take. For example, 10 pirates with 22 hp each – the unit has 220 hp but someone falls for each 22 it is damaged. A PC that does 40-ish points of damage with a full attack routine can chew through a couple members of an opposing unit a round.

And as members of the troop start to fall, you can easily figure out who it is with a quick e.g. d10 roll. “Oh no, Billy Breadbasket went down! He’s our cook!”

The result – exciting, personal larger group combats that don’t bog down and the PCs feel an integral part of. Tactical enough that you get the feel of battlefield command without dragging you into an external minigame.

A core design tenet that people don’t seem to understand is that minigames that are sufficiently divorced from the PCs and their primary governing ruleset harm character immersion. I was forced to make these rules because I have never come across anything that maintains the identity of participants and supports the core ruleset that they normally operate under.

So give them a try, I hope you like them! I’d love to hear feedback – these do rely on frequent rulings to operate in the thick sludge of PF rules, and I generally trust DMs to set things up well so I don’t have guidance on e.g. “only make units of a size equal to the PCs’ level plus something” or the like. And I could see some of the more detailed factors in some of the other mass combat rulesets being usefully ported over (Morale, most specifically, I haven’t found a morale system I’m totally happy with yet.)

Reavers on the Seas of Fate, Season Five Retrospective – “Sailing to the Edge of the World”

Fever Sea Map

Well THAT was a long season. 40 sessions, which is early 2015 to early 2017. (As of 2024 we’re coming towards campaign end!) Season Four was all the stuff with Staufendorf Island (adding the three aasimar sisters to the crew) and Deepmar Prison (from which they got Klangin). Heck Samaritha laid her egg back in the first part of S4 and we just got around to it hatching in S5!

This season I dubbed “Sailing to the Edge of the World” because in it they go from Riddleport down past Avistan to Garund and then south and further south through the Fever Sea, past Rahadoum, Ilizmagorti, the Eye of Abendego, the Sodden Lands Devil’s Arches, the Shackles, the equator, Bloodcove, and now beyond, preparing to go off the edge of officially published Golarion maps.

I used a few Pathfinder adventure modules as part of this season – Treasure of Chimera Cove, River of Darkness, Crucible of Chaos – and some smaller ones like King Xeros of Old Azlant the Pathfinder Society scenario and Tarin’s Crown from Legendary Games, but most of it was just smaller encounters and a lot of setting lore content from all the Golarion world content I could scrape together (which is a lot, I subscribed to all Paizo’s content during Pathfinder 1e so I have a bookcase full). Plus, since these places have real-world analogues, I did loads of research on the African coast from Morocco on to the Bissagos Islands off Guinea-Bissau to add fun details. Talk about exploring Golarion! Too often the setting is just a place for a little color before going off on a generic dungeon crawl. I don’t like that, I mean, travel is fun in the real world and the “work we do while we’re there” is not the draw, is it? They spent four seasons up around Cheliax and now they get to travel the world.

On the one hand, this entire season could be seen as a “between.” Their origin is up north and they need to get to Port Shaw on the Razor Coast down south for the campaign endgame. But if you’re a pirate, the journey is the real adventure! None of these adventures were “mandatory” for the plot but were things that made sense for our pirates to do to get power/money/booty/allies/etc.! To sum up our S5 arc:

  • Can we get a planar ship? Nope, didn’t work out.
  • Woo, Morocco (Rahadoum) parties!
  • Woo, Mediogalti Island parties! The players tell me Mediogalti Island parties are the best in Golarion. Cities of Golarion has a whole section on Ilizmagorti including specialty alcoholic drinks there. And the PCs had money, didn’t have anyone immediately after them, and the risk of Red Mantis Assassins being irritated at large scale disruption let everyone focus on the partying and not get friskier.
  • Can we get a giant undead dragon turtle murder machine? Uh, maybe we don’t want that after all.
  • Let’s fight off some native elves in the heart of darkness! We hate elves. I mean, I’m sure some of them are fine people!
  • Can we make our ship fly? Yes we can!
  • Woo, Bloodcove parties!

Don’t worry, S6 is shorter, basically the journey to the Razor Coast where I start the foreshadowing harder (we get a little with the phantom inhabited guy at the end of S5). If you are too antsy to wait for these blog posts, the summaries are posted up through S9 on the session summary page.

Reavers on the Seas of Fate, Season Five, Forty-first Session

Lavender Lil

Forty-First Session (11 page pdf) – “All Aboard” – The Chainbreaker rescues some crewmen et al. from Bloodcove, leaves others, hits the high seas, and brings on yet more!  Some of them are even invited.

Here’s the Fulvous Cabal in PDF – I use Hero Lab so I basically search around for things kinda like what I want (an urban druid and some random cultists in this case), lightly customize them, and off we go! It makes for some strange things I wouldn’t have picked myself (Lily Pad Stride!) which is cool.

Anyway, they thought they defeated the Fulvous Cabal, sent some of the crew including Wogan back to the ship, and interrogated the leader and then killed him. And then they got to find out he was inhabited by a phantom! This will become a theme later on but was novel at this point. This was more dangerous than anticipated since it was only Sindawe, Serpent, and Klangin remaining, they had sent everyone else away. Luckily it was during the daytime, so they managed to flee.

As they get back to the ship, I had decided on a way to bring the chaos plot to an end too, it had gone past “fun game” scary to “players angry” scary. Mitabu had realized that Zoamai was obsessed and being a danger with the book so he was trying to shuttle it away from her. But she finds out and comes after him. Now it’s up to our wise captain Sindawe to negotiate a resolution! Zoamai grabs the book and he decides she can have it if she is fleeing into Bloodcove – on the grounds that this place is a shithole and it’s their problem. (Just like the rat king they leave behind.)

“Mitabu, are you going or staying?”
“Am I in trouble?”
“Depends. Did you bring that book back from Ulduvai?”
“No. It just appeared one night.”
Sindawe pauses for a long moment. “We are good then… As long as you stick to that story.”
A trio of eight-pointed metal stars scuttle down the gangplank and head out after Zoamai.
Both men grimace at each other.

Tension is lifted, so they make deals with the Aspis Consortium to get some ships they can go plunder, and get underway.

Then we have a fun character moment. Rucia and Klangin both have the hots for Wogan. He’s bound and determined to keep his Gozreh-priesthood celibacy going. Sindawe has him and Lavender Lil go in and check out Rucia, who was stripped naked and had runes put all over her by the Fulvous Cabal. Wogan wants Lil to interrogate her using a zone of truth, which she does, but then also uses to interrogate Wogan about his feelings about Rucia as well. After a bit of this Lil goes “to get her clothes” and just leaves the two of them in the cabin.

Wogan and Rucia stare quietly at each other, then make small talk about his curio collection. Lil doesn’t return, so after a long awkward period Wogan orders Taunya to retrieve Rucia’s clothes. Lil rolls her eyes when she sees Wogan scuttle out onto the deck.

Wogan has his chastity, Serpent has his wife, and Sindawe has a jealous voodoo goddess, but they all like to see their fellows wriggle uncomfortably with temptation. For her part, Lil just can’t get her mind around it, she tries to set him up with Klangin too to no response. As a former hooker and succubus’ thrall she just does not get how he can not be interested in anyone.

Then they manage to take the Boastful Shaman without a fight. They have settled into their revamped ship. This is the end of Season Five – now they need to head south along the Razor Coast to Port Shaw to hunt the source of their phantom problems, the serpent man formerly known as Elias Tammerhawk!

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

Eight-Pointed Star

Fortieth Session (11 page pdf) – “Reality In Flux” – Things start getting weirder than usual on board the ship; reality seems to be deviating from what the PCs remember. Identity changes.  More babies. More chaos parrots.  More eight-pointed stars scratched into the ship’s wood…  Hey, we burned that weird Mythos tome from Ulduvai didn’t we? The Prophecies of the Blind Star-God?

So yes, unbeknownst to the rest of the crew Mitabu had squirreled away an Azathothian artifact (not entirely his fault, he’s crazy and artifacts take action to not be destroyed) and brought it back. And our other crazy spellcaster, Zoamai, started experimenting with it. (She was a PC for a player that was here a brief time and left; Mitabu was a player for a longer time but eventually left too.)

And things got weird fast. Initially it’s bad dreams and “normal” chaos stuff like the eight pointed chaos star they took from Ulduvai as a memento getting loose and scuttling around the hold, but soon reality is shifting without warning. I’m pretty sure the first reality change was a mistake on my part. I randomly rolled Crazy Jake as being on watch forgetting he was supposed to be a captive in Bloodcove, and when the conflict was noted instead of retconning it I leaned in and said “Yes… that’s what you thought… But everyone else says no, what do you mean, it’s Rucia.” I realized how much more effective an undeclared narrative change is than the usual “spooky trappings.” So as time went on suddenly this Elder God chaos infraction has made it so:

  • It’s not Crazy Jake being held by the Fulvous Cabal, it’s Rucia
  • Samaritha suddenly has twins
  • Mandohu from Ulduvai is a lizard man not a flying ape

This interacted strongly with the PCs’ less than perfect memories (“Wait… did both eggs hatch and I just misunderstood?”) and normal screwing around (Sindawe convincing Klangin that Wogan needed a kiss a day to avoid death) and they were actually getting pretty upset. And the cold locker looking like a hellscape is because that true seeing lens Serpent found was cursed. It all turned into one big shit sandwich from their perspective.

Wogan replies, “Sindawe, slap me.” Sindawe slaps him. The pain makes him unprepared for a kiss from Klangin who explains, “It is for your own good.” The unclear distinction between truly surreal phenomena and the usual shipboard surreal phenomena leaves the command crew puzzled and distrustful.

They have a conversation in earnest about simply destroying their ship and escaping. Sindawe’s player was serious. I realized “shit I need to tone this down and give them a little more sense of control or else we might get seriously derailed.”

Sindawe discusses setting fire to the ship and walking away from it all to Wogan, Serpent, and Mitabu. An extra baby, an unfindable eight-pointed star, the carvings, hellscape cold locker, etc. all point to something worse than “they are still dreaming”. Worst case, the old timey snake man cult is teaming up with the shoggoth… or something like that. It may be time to burn it all down and walk away. No one disagrees, but none are eager for all that implies.

Luckily they get to Bloodcove and go kill cultists and rescue Rucia and that gives me enough time to plan the next part of that arc, since I was improvising a lot of it during the first part of this session.

Reavers on the Seas of Fate, Season Five, Thirty-ninth Session

Rat King

Thirty-Ninth Session (9 page pdf) – “Sky Pirates” – All of the crew doesn’t get away cleanly from Bloodcove, so the newly christened Chainbreaker heads that direction.  Things start getting a little weird with the local rat population, however.

They try to break Sexy Beast Sapier out of prison and then get everyone back to Rickety’s Squibs, but the message of a dawn showtime with one day’s notice fails to make its way to everyone. And Thalios Dondel makes it just in time, escaping the clutches of the Fulvous Cabal, but they still have Crazy Jake.

I can’t remember where I got the Fulvous Cabal from – I was stitching together random bits that mentioned Bloodcove in Heart of the Jungle and other sources and still using some of the 3.5e adventures from Paizo, Green Ronin, etc. I can’t find them in a search and I have a vague idea of using some random cult name generator, probably this one.

Anyway, on their way back to Bloodcove with the newly christened Chainbreaker to recover him and any other remaining crew, during which they have two agenda items that come up – one, a rat king causing trouble on the ship. I was foreshadowing it with a bit of a rat infestation, but they fast-forwarded by using a crystal ball to find their missing seamunculus crewman JJ trapped by some rats. There was a great moment where Wogan put it all together and everyone else had the sudden “well of course” realization that is part of a good reveal.

Wogan guesses, “Oh, he’s on board and our sudden rat infestation is his jailer.” Everyone stares at him a moment and then springs into action.

Then they try out their new hover-platform! It turns out to not be as simple as “stick a hover platform inside your ship, suddenly it flies like a bird” – but they experiment and figure out what kind of rigging and ballast and such would be required to make a flying sailing ship actually navigable.

Reavers on the Seas of Fate, Season Five, Thirty-eighth Session

Rickety Hake

Thirty-Eighth Session (14 page pdf) – “Return to Bloodcove” – The party takes their new friend, loot, psychological disorders, and parasites back to the newly squibbed ship – where their newest crewman awaits them!  More refitting is necessary to build in the Shory hover-platform, so it’s off to Bloodcove for debauchery galore.

They get back to Rickety’s Squibs and good ol’ Rickety has refitted their ship, and now gets to add in a Shory hover-platform!

The big news is that Samaritha, Serpent’s wife, has given birth! “A perfectly normal, live human birth,” all the crew members are happy to repeat verbatim. Really he’s a serpentfolk that hatched from an egg, but Samaritha is happy to mind-control people into believing differently. They name him Jormun, son of Ref (Serpent’s real name is Ref Jorenson).

A technique I like to use with this group of “bad guy” pirates is that when something that would be horror movie fodder if aimed at them – like everyone parroting the same stock phrase about something clearly indicating there’s mental influence at play – when they’re the ones “in on it” and it’s to their benefit, they are really tickled pink. It reinforces that they’re “bad guys” even if they’re not really being that bad, it gives them a sense of power, and it reassures them that all these NPCs (family, friends, crew) they accumulate aren’t just a DM trick to give them vulnerabilities.

This then segues into technique two – adding realism to the game world and having things happen when they are not around. They have lost a couple crew members, including one who just got drunk and drowned in a ditch. When they leave a pirate crew on leave in a settlement for a while, especially one made of some fundamentally different subgroups, shit happens. I always make a random table and then roll for every single crew member. Roughly, 1 means something permanently bad happens, 20 means something really permanently good happens, and proportionately inbetween, and I’ll slap together a mini-chart for each option.

I’ll customize it to the place they left them. Rickety’s Squibs and Bloodcove:

  • 1: Something really bad. Roll 1d4:
    • 1: Death by misadventure
    • 2: Death by murder
      • 1: crew member
      • 2: monster
      • 3-4: random NPC
    • 3: Permanent injury
    • 4: Something else appropriate
  • 2: Something bad. Roll 1d6:
    • 1: Equipment loss
    • 2: Abducted
    • 3: Lost
    • 4: Arrested
    • 5: Wanted by the authorities
    • 6: Made an enemy
  • 3-5: General bad times, -1 morale
  • 6-15: Another day in the life
  • 16-19: General good times, +1 morale
  • 20: Something really good. Roll 1d4: (l run out of good ideas a lot faster than bad ones)
    • 1: Item
    • 2: Money
    • 3: Intel
    • 4: Friend

So they have a couple deaths by misadventure, one abduction, one permanent injury, one equipment loss, an arrest, an enemy, and so on. I’m always surprised how loyal the PCs are to their pirate crew; at some point you’d think they’d just say “fuck that guy let’s leave” but it inevitably turns into a whole game session of them helping clean up after their crew. Which results in high crew numbers and morale, so there’s utility to it as well!

Though sometimes they cut bait on one of these mini-plots, like they almost go infiltrate an Eyes Wide Shut type rich people sex club but they smell a rat and walk away forever.

Random generation is leavened with real ongoing plots like the pregnancy and Flavia’s extracurricular habits. But then some randomness helps add texture to these, too – like Serpent botching four consecutive Charisma rolls with his wife; clearly his going off gallavanting while she’s hatching an egg didn’t go down real well.

This is one of my key DM cycles for a long running campaign. Use randomness to spice things up, it turns into people/plots/things the PCs get interested in, so substitute those into later random rolls when they are appropriate, and also give them all a life of their own that keeps the PCs realistically engaged.

Reavers on the Seas of Fate, Season Five, Thirty-seventh Session

Thirty-Seventh Session (7 page pdf) – “Crucible of Chaos VII” – Well, to leave the city the PCs need their teleport spell in the Rain Tiger – but the Rain Tiger is in the Shoggoth. So, it’s off to the Shoggoth Stone to try to free the city from the clutches of Chaos.  Death or glory time!

All they have to do is destroy the Shoggoth Stone in the crater outside the Temple of Azathoth. And they’ve done enough research they know how to do it. But some dread wight lizardfolk have something to say about it, and it’s a race against the clock as the gargantuan babbling Shoggoth comes to absorb them forever.

Spoiler alert – they win! And loot! And they burn the evil magic they find – like the shoggoth controlling Lost Scrolls of Bylduvan. And they think they burn the Prophecies of the Blind Star-God (a minor artifact that lets you commune with madness, among other things), but Mitabu, being now a little crazy and chaos-touched from the shoggoth, squirrels it away for later instead, and it’ll come back to bite them.

And our Lovecraftian super-adventure is complete – the PCs and a new flying ape ally teleport back to Rickety’s Squibs to get their ship and sail the high seas!