Monday, February 27, 2023
Pathfinder: "Goblin Gamer Pouch" [RPG]
Sunday, February 26, 2023
Curse of the Crimson Throne Recap # 40 [RPG]
[Toilday, 16 Sarenith 4708 A.R.]
Near their campsite a few miles outside of Harse, The Reckoner proceeds to butcher the downed hippogriff for meat. When he finishes, he learns from Yraelzin that Goldcape has flown back to Korvosa to obtain a magical scroll to bring the creature back to life. After Anorak sets up some caltrops to deter attack, the three rest for the night.
Meanwhile, Goldcape manages to cover a handful of miles before Rocky (already tired from a full’s day flight) shows signs of exhaustion and they’re forced to camp. Several hours later, the pair are fortunate to be awakened by a snapping branch as a lumbering ogre tries to sneak up on them! The burly man-eater hurls a javelin before charging in swinging a massive tree branch, but Rocky springs up to defend Goldcape! The ogre swings its makeshift club so hard that the weapon splinters when it hits the ground instead of flesh, and seconds later, Rocky’s talons and Goldcape’s rapier fell the brute. The two put some miles between themselves and the unconscious ogre before setting up camp again.
[Wealday, 17 Sarenith 4708 A.R.]
The next day, over breakfast, Anorak, Yraelzin, and Ralph spot another pair of hippogriffs flying overhead. This time, however, there’s no pursuit. The trio head through the outlying ranches and farms around Harse and into the village itself—a collection of just a few dozen buildings located on a strip of land where the Sarwin River empties into the Falcon River. But these visitors aren’t interested in a ferry crossing. Instead, Ralph is delighted to have the opportunity to sell the armor, swords, and helmets of the Red Mantis assassins who attacked him at the Stalwart Shield—indeed, the Harse merchant somehow thinks they’re the distinctive outfits of Andoren slave-liberators! Anorak spends a couple of hours asking around about local rumors, and hears that the roads in this area of Varisia have been plagued by highwaymen, goblins, and other bandits since Korvosan forces have largely stopped patrolling. The dwarf also hears that a Varisian caravan passed through not too long ago.
When the others return to the camp, the reunion between Goldcape and Ralph is not a warm one, as they sharply disagree about whether the hippogriff should have been killed. In any event, Goldcape walks with Yraelzin out to where the carcass of the creature lies. Yraelzin nearly botches his reading of the scroll, but just manages to complete the procedure and, like a miracle, the hippogriff is suddenly alive and well again! It licks Goldcape’s palm and then flies off into the darkening skies.
[Oathday, 18 Sarenith 4708 A.R.]
In the morning, the Harrowed Heroes decide to start for Janderhoff. They’ve only covered about half of the distance before they see a collection of wagons with brightly-colored canvas tops arranged to form an “H” resting some distance from the road. Flying closer, they see dozens of children rush out to wave at them, while their parents (dressed in the distinctive Varisian style of loose, colourful clothing with a penchant for head- and neck-scarves) wait patiently nearby. Somehow, it seems like the group have been expected! The mystery is resolved when The Harrower emerges from one of the wagons, bearing a welcoming smile. She gently chides the group for taking longer to arrive then her cards foretold. But instead of leading the group to a lengthy private Harrowing, she instead ascends to a makeshift stage and tells a story to everyone present. During the story, the children crowd around the front to hear every word, but even their parents are rapt with attention.
Thousands of years passed, and those of the servant-caste who survived returned to the old ways and began to wander. Those of the warrior-caste formed tribes and pursued honor and strength. More foreigners came, less advanced and powerful than the empire-builders, but still filled with violence and greed. They built cities on the coasts, and set about trying to tame the wilderness. But not many moons past, The Harrower says, one of the wizard-kings awakened! Rebuilding his domain’s capital in the mountains far to the north, he has set about gathering armies of giants and sending them on a march to conquest. Once, it seemed like a band of heroes might defeat him—but they failed. Once, it seemed like the united peoples of Varisia might withstand his might—but now the Mad Queen of Korvosa has withdrawn from the alliance. Only if she is deposed, and all stand together, will the wizard-king of the north be contained.
The conclusion of The Harrower’s tale is a somber one, but, with a broad smile and a look at the newcomers, she reminds the audience that there is still hope. The audience looks relieved and members disperse to begin preparations for an evening feast. Meanwhile, she invites the Harrowed Heroes into her tall wagon, the cozy interior of which has been outfitted with a small table, chairs, and a deck of cards. As he takes a seat, Anorak asks if the Queen of Korvosa is linked to the wizard-kings of old. The Harrower says the question is an insightful one, but the answers falls outside of her ken. She does suspect that those assembled will encounter the remnants of their empire, Thassilon, during the journey that lays ahead.
In lieu of a full Harrow reading, she instead asks each member of the group to draw a single card. Goldcape draws The Bear, which The Harrower explains represents strength—not only physical strength, but the strength of one’s principles, and the need to remain firm when others try to devalue them. She says she foresees a battle against a beast so large that it blocks out the sun; and that Goldcape should allow it to swallow her whole. Anorak draws The Cyclone, a card The Harrower says represents the enormous power the dwarf has recently gathered. She warns him, however, that such power can be enormously destructive to both himself and those he calls friends. She foresees a battle against a foe that cannot be defeated. The Reckoner draws The Paladin, a card that represents resoluteness and a refusal to back down. She says this determination will see him through many struggles, but he must be careful to not let determination stray into a foolish stubbornness. She also foresees he will meet another, equally strong and determined, who may not be an ally--but need not be an enemy. Yraelzin’s draw is the most curious of all: The Forge, misaligned. The Harrower ruminates on the card before pronouncing that it normally represents the strength of unity—something the Harrowed Heroes desperately need—but that, misaligned for Yraelzin, it means he needs to become more independent against the demands and dictates of others. She predicts he will have a pivotal role to play in a battle against another order in which individuality is ruthlessly suppressed. When the readings are finished, she encourages the group to enjoy the festivities outside before continuing on. She says her farewells, mysteriously noting that her next reading for the group will be her last.
Outside the wagon, the Varisians are doing what they do best: enjoying the simple things of life, like music, dance, storytelling, friendship, and food. The Reckoner’s scary visage is lightened by flower garlands being thrown over his neck, while Goldcape is a natural dancer but continues the potentially dangerous habit of drinking to excess. Yraelzin’s disposition is hard to know given his expressionless mask, but he seems more subdued than normal—perhaps pondering The Harrower’s words? Anorak finds himself challenged to a friendly knife-throwing contest, but uses magic to win easily. The Reckoner, as The Harrower read in the cards, remains steadfast in his mission and uses the party as an opportunity to ask members of the caravan about the road ahead. He learns that Thousand Bones belongs to the Skoan-Quah (the Clan of the Skull), the Shoanti tribe entrusted with protecting the burial grounds and spiritual journeys of the fallen. But Thousand Bones is not the leader of the tribe—instead, a woman named Ash Dancer is the most revered shaman, while the tribe’s chief is named One-Life. He learns that the Skoan-Quah’s ancestral home is the Kallow Mounds, about fifty miles east of Kaer Maga, a collection of cairns dating back to time immemorial. A question about Kaer Maga leads to shudders, and warnings to stay away from the City of Strangers—for there, trolls read auguries in their own entrails, the dead walk without reproach, and people rarely see the sky.
[Fireday, 19 Sarenith 4708 A.R.]
The next day, the group reach Janderhoff. Strong winds from the Mindspin Mountains buffet Rocky as he glides down toward the city-fortress nestled in foothills at the base of the forbidding range. Protected by a massive iron curtain wall and steeples of beaten copper, Janderhoff is a primarily subterranean city. The Harrowed Heroes have no trouble gaining access, and soon find themselves in the city’s myriad markets, forges, and manufactories—Janderhoff bristles with trade! Dodging ore carts coming into the city and finished goods coming out is just one of the challenges of navigating the low-ceilings and labyrinthine tunnels.
The Reckoner is pleased to discover some magical items he couldn’t find in the diminished markets of Korvosa, and Goldcape takes the opportunity to sell a mithral rapier while Anorak makes some more small coin gambling. But as they’re enjoying what Janderhoff has to offer, they’re spotted by a middle-aged female dwarf working a forge clad in full armor despite the enormous heat. She quenches an axe blade in a trough of water and sets it aside to cool before coming over to them. She seems friendly enough—almost mothering--as she makes conversation with them and then, suddenly, invites them to her dwelling to share a home-cooked meal! Although initially suspicious of the stranger’s sudden hospitality, she seems earnest enough and they agree. Once back in her snug home enjoying spiced mushroom stew, the dwarf, who gives her name as Kaptra Dorethain, admits her invitation wasn’t made purely out of generosity. She could tell they’re more than mere travellers or merchants by their mannerisms (and the amount of weaponry they carry!). She explains that she would like to hire the group to find her husband, Jorst, who vanished while prospecting in the Mindspin Mountains almost a decade ago. She offers a thousand gold pieces up front and another ten thousand if they bring him home or find proof of his death. She acknowledges, however, that she’s hired adventuring bands in the past, and none have been successful.
The Reckoner politely excuses himself from the table and steps outside to talk with the others. He and Anorak are intrigued by the offer, with the latter adding that ten years isn’t the same to a dwarf as it is to a human—Jorst may very well still be alive. Goldcape, however, says the group needs to focus on the urgent mission they’ve undertaken: to find a means to defeat Queen Ileosa and help the people of Korvosa. The Reckoner’s enchanted armor, Plate, also speaks up in favour of staying on course and avoiding distractions. The Reckoner, however, says the reward could help fund better equipment and the lessons learned in surviving the Mindspin Mountains could make the group stronger for what comes ahead. The group is unable to reach a consensus, and return to finish their meal with Kaptra, promising they’ll get back to her on it later.
That night, The Reckoner and Anorak find rooms in a cramped inn and hear that Kaptra is well-respected in the community. Goldcape and Yraelzin take rooms in another inn. With an intriguing offer to ponder, but more dissension within, everyone settles in for a night’s rest.
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GM Commentary
This was primarily a travel session, but a lot happened in terms of exposition and role-playing.
The ogre that fought Goldcape and Rocky was a random encounter, and its club breaking was due to a critical fumble card. They do help make things interesting! Similarly, the Harse merchant believing he was buying the gear of Eagle Knights (when it was really Red Mantis gear) was because he rolled a nat 1 on either an Appraise or a Sense Motive check. The Reckoner's player was very pleased he could unload the stuff that no one in Korvosa wanted to buy. I know some players find it frustrating to deal with complications like that, but I really think it helps establish the setting's verisimilitude.
Everyone online always rants about "never split the party", but I'm personally perfectly happy when it happens. Indeed, sometimes it helps the group accomplish much more than they could together. I just try to make sure I switch back and forth between players quickly.
The Harrower's appearance in this session was a big one, and the whole sequence with the caravan was homebrewed. I always tried to come up with a different and surprising way for her to appear. In this session, she relates the history of pre-Thassilon Varisia, the coming of the Runelords, Earthfall, the events of Rise of the Runelords, and the stakes for the whole region if Ileosa is not deposed. I was pretty proud of myself for writing all of that exposition in a pretty concise fashion. Hopefully it helped to tie some things together for the players. I did the Harrow readings differently in this session. I experimented with lots of different ways to do them, from a full "by the book" reading to a single card reading to something in between. Here, I was able to use the cards to foreshadow Cindermaw and Krojun, among other things. I added the bit about her next reading being her last to add to the drama and the sense that things were starting to come to a head--I never want the players to think that the world stays in stasis while they're out adventuring.
My depiction of the Varisians drew a lot of inspiration from the Tuatha'an of the Wheel of Time.
I had done some prep just in case the group visited Janderhoff, since doing so isn't covered in the AP itself. I was pretty happy with my portrayal of the city. The bit with Kaptra Dorethain comes from Dwarves of Golarion, as she's an NPC who lives in Janderhoff and hires adventuring groups to search for her missing husband. It may sound funny, but doing the research and finding bits of fitting lore to incorporate are one of my favourite things--it makes having so many resources feel worthwhile, and that I'm putting all the pieces together. Kaptra's offer was a complete side-quest (though I didn't tell them that), and I would have had to homebrew it if they went for it. I like dangling side quests occasionally to test the PCs' resolve to stay focused on their main mission, while also giving them the opportunity to earn extra XP and treasure (since, inevitably, they won't hit every single encounter in the AP itself).
Friday, February 24, 2023
Starfinder Bounty # 2: "Test Flight" [RPG]
Test Flight is the second instalment
of the Starfinder “Bounty” series of short adventures meant to be playable in
just an hour to an hour-and-and-half. I
got to play it via play-by-post with my favourite new PC, a journalist
character. It will appeal to fans of
starship drama (though not necessarily starship combat) and has a fun NPC. It’s definitely suitable to finish in a short
time window. The sort-of “for all ages”
story, such as there is, doesn’t really fit my tastes, but it’s fine.
SPOILERS!
In Test
Flight, a shirren starship manufacturer named United Interfaith Engineering
(nicely incorporated from the Starship Operations Manual) has developed
a new Grimshaw design meant to be robust but affordable for adventurers
and explorers. The PCs are hired by one
of the company’s project managers to conduct a test flight from Absalom Station
to a small moon orbiting Liavara. The
project manager, a shirren named J’scib, has awesome artwork (love the suitcoat
and bowtie!) and the description of his office is great fun. I’d happily see more of him. There’s also a fun little bit when J’scib is
leading the PCs to the hangar where he asks one PC for the names of their
parents or first pet, and if they answer, he mocks them for lacking the common
sense not to give away valuable clues to hackers. I appreciate the humour early in the
adventure.
The Grimshaw basically
looks like a house fly, and is unlike any Starfinder ship I’ve ever seen
before. Once in space, the PCs’ main
goal is to test out its various systems.
This is done by each PC making two skill checks, but they get to choose
whether to make easy (low DC) checks or hard (high DC) checks. The harder the checks, the more “Data Points”
they’ll accumulate, but each PC only gets to make two checks in total. I liked the risk-reward mechanic here. The checks themselves are pretty pedestrian,
but a good GM might be able to add some flavour to make things more interesting.
The encounter in
the Bounty is with a pair of adolescent voraijas (essentially, space whales). The adventure gives PCs the option to engage
in starship combat with them, or to use skill checks to lure them back to their
home. Regardless of what happens, a
Xenowarden ship shows up after 4 rounds to solve the problem, which is one of
those “no matter what, everything’s going to be fine and you can’t really fail”
plot elements I always hate in RPGs. Decisions
without consequences are poor story design.
Once the PCs
arrive at Liavra, they’re paid off and receive an extra reward if they’ve
accumulated enough Data Points (with, oddly enough, big bonuses to Data Points
if they peacefully drove off the Liavra and deductions if they killed them). And that’s that!
In my very first
review of a Starfinder adventure almost six years ago now, I complained about its
“Space Disney” feel. I’ve reconciled
myself to the fact that that’s mostly what Starfinder is, and this Bounty
definitely fits into that mould.
Pathfinder Campaign Setting: "Darklands Revisited" [RPG]
The strong cover art is reproduced as the inside back cover sans text. The inside front cover has a quick one-sentence summary of each of the ten monsters. There’s also a two-page-long introduction that does pretty much the same thing but while talking more about their mythic or literary inspirations, though it also includes a paragraph on each of the three distinct layers of the Darklands (I’d suggest getting Into the Darklands for substantive overviews of them). I’d label the interior art fairly weak.
Okay, on to the monsters!
· * The drow entry is
solid. It’s hard to see much if any
difference between drow on Golarion and drow in the Forgotten Realms. I liked the suggestions for the role they
could play in different campaigns, and there’s a sidebar (and alternate racial
trait) on half-drow. The custom NPC is a
mysterious drow slave-trader named The Surface Caller. A multiclass sorcerer/swashbuckler, she could
be a good hook if the PCs are trying to rescue a slave (or get captured and
sold themselves).
·
* * I really learned a
lot from the entry on duergar. The entry
emphasises their slaving culture, and makes a persuasive connection between
their racial abilities and ancestral devotion to Droskar. The Pathfinder novel Forge of Ashes is
good on this topic as well, and features some of the locations discussed in
this entry, like The Long Walk. The
custom NPC is a duergar warpriest named Almara Kazaar; she’s fine but doesn’t
really stand out as particularly interesting.
*
· * Despite their
amazingly scary appearance, gugs are a monster type I’ve hardly ever used and
never really thought of as more than mindless killers. The entry is really interesting, though
little of it could really be discoverable or impactful on PCs encountering
them. The custom NPC is Uchurah, a gug
cult leader with a couple of barbarian levels.
He’d be good as a boss figure if the GM wanted to introduce gugs.
· * Intellect
devourers fill some of the void left by the inability of Paizo to use
illithids. They’re creepy as heck, as
they crawl through your mouth while you’re asleep and eat your brain! The entry showcases an interesting
extraterrestial origin for them and the original premise that they take over
humanoid bodies so that they can experience emotions that are otherwise foreign
to them. A pirate captain for a custom intellect
devourer NPC is a crazy idea, but it works—and that’s one pirate ship I
wouldn’t want to encounter on the high seas.
· * For morlocks, I
think it’d be really interesting to play up the theme of them being the
devolved remnants of destroyed civilizations.
There’s some real pathos there.
They also don’t need to necessarily be hostile, though if the GM is
looking for real hordes of enemies, morlocks can come out in the hundreds and
hundreds. The custom NPC is Eudranis, a
cleric of Lamashtu, and he’d work well as a boss figure.
· * I have to confess
I’ve never heard of munavris before.
They’re unique as a generally good-aligned Darklands race. An island-dwelling culture in the Sightless
Sea, munavris could be a welcome refuge for PCs lost deep underground. They’re really interesting, and I’d certainly
like to learn more about them. The
custom NPC is a psychic swashbuckler named Captain Ignisco.
· * Neothelids make
for good villainous masterminds in a campaign, deviously moving pawns around in
tangled plots that the PCs have to unravel.
Gigantic worms, they spawn other creatures called seugathi that travel
to the surface on bizarre, sometimes inexplicable missions—which can be great
adventure hooks to lure PCs into the Darklands to discover what’s going on. The custom NPC is Thath-Malal, a young
neothelid under Tian Xia.
· * Troglodytes stink! The entry has good detail on them, and it’s
interesting that they can be bargained with for safe passage or even hired as
bodyguards in the Darklands. Although
found in all three layers of the Darklands, they apparently only have one real
city (far below the Mierani forest). The
custom NPC operates on the surface, however, and has 7 levels of the hunter
class.
· * I personally think
urdefhans are by far the creepiest monster in the book. Bred from the depravity of daemonic minds,
they seek out other species to end their lives in as painful a manner as
possible. The custom NPC leads a rare
cult that raids surface cities.
· * Vegepygmies (plants with humanoid-like shells) are kind of goofy in my opinion, but they do constitute useful low-danger threats for PCs venturing into the uppermost layer of the Darklands. I think the real danger is russet mold, and the entry has a nice sidebar on its variations. I appreciated the little reference to The Tangle in Xin-Shalast—that was something I could have integrated into a certain AP. The custom NPC is actually a new monster variant called a “Thorny”—a type of vegepygmy hound.
And that’s the book. Overall, it’s certainly fit for purpose for readers interested in learning more about the dangers of the deep dark.
Sunday, February 12, 2023
Curse of the Crimson Throne Recap # 39 [RPG]
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GM's Commentary
This was a travel session that started well and ended badly.
The wrong turn wasn't really a big deal, but I do enforce the "Getting Lost" rules from the Core Rulebook because they provide some additional value to the Survival skill (and occasionally, how long it takes to get someplace matters).
The wagon with the ghouls was actually just a random encounter, though the players at the time were worried it was remains of the Soldado family (who had fled Trail's End for Magnimar). That'd be pretty dark even for me!
The hippogriffs were also a random encounter. I rolled on the table, it told me hippogriffs, and I couldn't think of any particular encounter set-up for them, so I had just had a few of them flying high up in the sky in a randomly-rolled direction. I assumed the players would just shrug and keep going on their way, but in gaming, you just never know what can happen! The Reckoner's player suspected them of delivering messages on behalf of the Queen, and attacked and killed one! This led to a heated real-life argument between The Reckoner's player and Goldcape's player that forced me to call the session to an early end. Unfortunately, it would be a harbinger of inter-group difficulties that would recur frequently throughout Chapter Four.
Sunday, February 5, 2023
Curse of the Crimson Throne Recap # 38 [RPG]
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GM Commentary
From one perspective this is a classic "shopping session", as the PCs get everything ready for their departure to the Cinderlands. As the GM, I could secretly enjoy the fact that they all assumed it would be a quick "go there, talk to this guy, come back" errand--they had no idea they'd spend weeks (both in game and in real life) journeying through the Cinderlands on a quest that would take the entirety of Chapter Four to complete.
The stuff with Nipper was a bit of improv fun. I think I rolled on a random table somewhere to figure out the horse's quirks (a biter) and then took it from there.
This session sees the first use of carry companion scrolls by Goldcape, which proved very useful when having a roc around would be too ostentatious or would cause a spell like teleportation to exceed the number of creatures in the party.
We also get the first appearance of Plate, a suit of intelligent armor. In future campaigns, I don't think I'd allow PCs to craft or purchase intelligent items--they're surprisingly cheap, distort the action economy of the game, and force me to role-play yet another NPC. I do like Plate's personality (at least when I remember to portray it, which unfortunately isn't as often as I should!).
It was very sweet of The Reckoner to use his skills to investigate the death of Goldcape's boyfriend (the backstory event that tied into Goldcape's campaign trait). I don't know what prompted The Reckoner to do it, but it provided some nice closure even if I had to think fast to flesh out some of the details.
Wednesday, February 1, 2023
Pathfinder: "Plot Twist Cards: Flashbacks" [RPG]
The way the Flashbacks deck varies from standard Plot Twist Cards deck is that the player making the suggestion (or using the bonus) has to justify what they want to happen in terms of the character's past--such as the squire having barely escaped that same forest after a terrifying ordeal with a werewolf. That justification then becomes a permanent part of the character's backstory, and something the player and GM can use to develop the character further and give them even more personality. Importantly, the effects of the cards are always up to the GM's discretion, and they can alter player suggestions to better fit the adventure.
I really like the idea of the cards. However, I used the deck in a couple of chapters of Curse of the Crimson Throne and had disappointing results--I don't think the players really understood the concept, and they tended to forget they had the cards altogether. Still, I might try again in a future campaign after giving a better explanation of why they could be fun and better flesh out PCs and NPCs alike.








