Well, been a bit since I’ve looked at Pathfinder, so it’s time to return to the read-through.

A retroactive (and oft-repeated) introduction: After an actual-play hiatus where I was mostly writing and playtesting for GURPS. I was invited to play in a Pathfinder game, and after a few sessions, it was time to buy the book and learn the rules! I decided to try and read the Pathfinder rules cover-to-cover and see what inspiration strikes, for good or ill!

This is a compilation of the links to read-throughs of Pathfinder-related material

Pathfinder Core Rulebook

0.  Prelude
1.  Introduction
2.  Races

3a. Classes (Barbarian – Monk)
3b. Classes (Paladin – Wizard)

Please make any comments you have at the individual entries!

So: we continue!

The chapter opens up with a brief discussion of wealth and coinage. Coins are based on a decimal system, from copper to platinum, with 1 platinum piece = 10 gp = 100 sp = 1,000 cp. There are also weights listed (50 to the pound, or about 140 grains or about 9g each). That makes a gold piece roughly the size of an old US Half-Eagle.

It also lists a bunch of other trade goods which are basically as fungible as cash, so that aspiring GMs don’t just have to be “all valuable metal, all the time” if they choose not to be.

Each character class starts out with a variable amount of gold to equip himself when gameplay starts. The monk gets shafted (of course, he doesn’t need much money) at 10-60gp, while the line fighter classes rock out at 50-300gp.

For comparison, a chain shirt and longsword costs 115gp total, toss in a heavy wooden shield for 7gp and it brings a standard sword-and-board guy to 122gp, though even more realistically you’ll go with “chainmail” armor for 150gp if you’re a fighter, making your kit cost 172gp, or about the average provision for fighter-types, and weighs about 54 lbs.

As a comparison, in GURPS Basic Set, mail armor that covers about 50% more than the torso would cost about G$225 (torso and the thighs, interpolated) and 24 lbs, a medium shield (DB +2) is $60 and 15 lbs, and a thrusting broadsword is $600 and 3 lbs. Total of G$885, or just shy of 90% of a character’s starting wealth, and weighs 43 lbs. Using GURPS Low-Tech, a longsword is G$700 and 4 lbs, a heater shield is G$75 and 13 lbs, but mail goes up in cost to G$900 and 22 lbs for the same DR 4 you get in the Basic Set, making the total kit cost G$1675, unaffordable by bog-standard GURPS warriors. Anyway, point is, you can kit yourself out with arms and armor befitting a stereotypical warrior – especially in Dungeon Fantasy/Pathfinder style games.

Note: Mail was very, very labor-intensive to make, and the prices went up accordingly. According to the author of the section on armor, mail was the armor-of-choice for the wealthy up until the protection per pound and dollar went down when plate was introduced and could be made better for less money. The author comes down firmly on the “armor” side of the “armor v. weapons” debates. Not saying he’s absolutely wrong, nor agreeing with that 100%. I did use his work to benchmark my bow article The Deadly Spring. OK, enough in-line footnoting. Moving on.

Selling Stuff

Brief but important: you can sell stuff with no skills or anything for half the listed price. Dungeon Fantasy uses a similar markdown at 40%.


That actually brings us quite naturally to the next big section on weapons. There are classes of weapons that get dealt with in the Class and Feats chapter, and occasionally get added as “you can use these” with Class abilities. There are some oddballs, such as “Double Weapons,” which can be used for two-weapon fighting without actually having two weapons. Reach Weapons are basically pole weapons (and whips) and give you 10′ of reach . . . but lose the ability to attack someone right next to you. Important safety tip.

There are a ton of subtle rules tucked into very brief mentions (like the reach note above). Light weapons are one-handed, can be used more easily in the off-hand, can be used while grappling. A One-Handed weapon can be used in either hand, but you can use it with two hands and get 1.5x the ST bonus you’d usually get(!), or half the bonus in your off-hand. Two-Handed weapons qualify for 1.5x the ST bonus as well, but must be used in two hands.

The Weapon Table

This is the go-to place for the summaries – but you’ll want to read the description and check out the picture, in case what you’re picturing isn’t what is on the table. As an example, they have an actual hammer listed as a Warhammer, when in reality a warhammer is what we would call a pick.

In any case, scanning through the table finds a lot of choices, some with special notes that allow them to do cool stuff. Brace allows doing double damage if you’re charged; Disarm gives you a CMB bonus when used to disarm. Other categories are Double (discussed above), Monk, Nonlethal, Reach, and Trip.

Again, it’s important to read the detail descriptions of each weapon you want to choose, in case there are some rules nuggets tucked in there.

So, let’s see if there are any “I Win!” buttons in each category.

Simple Weapons
Basic stuff that most classes can use.

Light Melee Weapons

These are your basic daggers, knives, and clubs. For 6gp, the 2-lb sickle does good damage and allows a trip maneuver. The basic dagger, for 2gp, has an enhanced critical threat range, but is only 1d4 . . . but it can be thrown if you like. One thing to note: your ST bonus (or DEX, using Weapon Finesse) may wind up being a pretty substantial part of your damage amount – more importantly, it’s the only fixed part, so pay attention to it.

Morningstar. Cheapter and lighter than the heavy mace, does both bash and piercing damage of equal amounts. Shortspears make a nice alternative to a dagger. They’re cheaper and you can throw ’em 20 feet instead of 10.

No candidates for “best ever” here. You have a 1d6 free double-weapon (quarterstaff; anyone can pick up a stick, apparently) that can be used with Monk abilities, and two spears, the long spear is a Reach weapon, but weighs nine freakin’ pounds.

The light and heavy crossbow do 1d8 and 1d10 respectively, but you’ll take time (a move and full-round action, again respectively) to load ’em each turn. Javelins appear to be balanced short spear, but takes penalties if used in melee. Crossbows shoot a long way (80 to 120′), but the world-champ of the thrown melee weapons seems to be . . . the two-handed spear. Granted, you get to do this precisely once per fight.

Martial Weapons
These are the bread-and-butter of fighter types.

Hand-axe is interesting with the x3 critical on a 1d6 weapon, making it superio – on a crit – to a 1d8 weapon with a x2. Low odds, tho. The kukri seems intriguing, with 1d4 and 15% critical threat (18-20) instead of the 1d6 and 10% chance of the shortsword. I’m unimpressed with the starknife.

The one-handers are basically your 1d6- and 1d8-class of weapons. The heavy pick crits for max of 24. . . making it equal to the battleaxe and warhammer only in that case. I’d avoid it. Scimitars (slash) and Rapiers (pierce) trade 1d6 damage for higher crit odds, and that’s basically equivalent to the x3 multiplier with lower odds. The interesting one here is probably the Flail. Disarm and trip, plus only maginally worse damage than the other 1d8s that have improved crits.

We’ve got some d10 and d12 weapons in here, so mwa ha ha to that. The greataxe and greatsword look pretty attractive, with the axe being a lot cheaper. Grab a glaive if you like a reach weapon, the heavy flail if you like the special effects (disarm and trip).

Exotic Weapons

For exotica, dealt with as a whole, the light weapons are unimpressive, though they can have some special stuff (one disarms, the other can trip). I may be wrong, but the bastard sword in one hand does as much oomph as a heavy flail, though it is 35gp. The Dwarven Waraxe is likewise as powerful in one hand as many martial weapons in two. These weapons probably get more interesting as you get higher level and can take appropriate Feats to make yourself a Disarm or Trip master, or can max out double-weapon fighting (two-bladed sword, looking at you).

Armor and Shields
This one seems relatively straight-forward. If you want a certain AC bonus, and you can use the armor (it requires a proficiency), you have few choices. Watch out for the Armor Check penalty, which hurt skill checks (but not combat). If you’re not proficient with that armor or shield, you take the penalty on combat as well.

So, what jumps out?

  • A chain shirt is expensive for that +4 AC bonus, but if you can afford it, it’s better than Hide. 
  • Studded Leather looks like a good choice for those with very high DEX (up to 20).
  • If you can afford the extra 50gp, you want a breastplate for AC6 rather than chainmail.
  • The Heavy armors chop your DEX bonus right out from under you; they’re built for the high STR set.
  • Not sure why you’d get anything other than a light wooden shield at the +1 AC level.
  • Same thing for the heavy wooden shield at +2.
  • Tower shields are very heavy, but for +4 to AC and you can cover behind it, it’s worth considering if you have the proficiency . . . and the STR to use it.

For a flat 300gp to a normal weapon, 600gp to a double weapon, or 150 gp to armor, you get particularly good stuff. It’s worth +1 to attack rolls for weapons, and -1 to the Armor Check penalty for armor. It’s worth doing, especially on the armors that are expensive to begin with.

Special Materials

Some neat stuff here, each with a defined game effect. Some of these options are monumentally expensive.

Adamantine:  Ignores hardness less than 20 (gotta wait for Ch7 for that one), grants damage reduction based on the armor type, and includes the Masterwork property. $3,000 for a weapon, $5,000-$15,000 for armor, depending on it’s type. Yow.

Darkwood: Half the weight, and a great thing to make shields out of. Adds 10gp per pound to the cost of a masterwork version of that item.

Dragonhide: Probably not something to wear around dragons or those related to them. The armor is immune to damage of a type the dragon was immune to – this explicitly doesn’t help the wearer! Druids can wear it, even if it’s “Dragonhide Full Plate,” which has gotta be its rason d’etre. Only costs twice as much to make as regular armor of that type, so there must be a brisk business in dragonslaying.

Cold Iron: Harder to enchant, and weapons cost twice as much to make. Effects demons and fey more than regular weapons.

Mithral: Ah, Tolkien’s gift to Materials Science. Behaves as one category lighter than normal for movement and other limits. Hmm. That means “Mithral Full Plate” counts as medium armor? Sweet. Doesn’t count for proficiency, though. Darn – and the “applies to attack rolls” hits you if you’re not proficient, so watch it. Weighs half as much, and you’re better casting spells in this stuff. Adds a couple thousand gp to the price of most armors. Weapons can be so fashioned, too.

Alchemical Silver: For were-creatures. This is cheap enough to start play with (90gp for a one-handed weapon; 20gp for a light one), and for -1 damage allows smacking down weres.

Goods and Services

Worth scanning the table in full, then checking descriptions. You can buy spellcasting services as well as hooded lanterns. Lots of toolkits, from thieves tools to healers, to Bards’ musical instruments.Clothing. Acid, thunderstone, tanglefoot bag. Lodging and food. And the 30,000gp for a sailing galley I remember from the old AD&D days. Yay, nostalgia!

Tell me what you think.

I do know I like the icon – I blended a picture of 3d6 with T-Bone’s crosshairs image that he used for a post responding to my Shoot/No-shoot commentary. I was going to use the GURPS logo, but I didn’t want to (a) give the impression that I don’t like my favorite system, or (b) infringe in any way on SJG’s trademark. The dice is better.

I don’t love the font. I’m open to other suggestions.

Edit: Trying again. I recreated a MILDOT reticle and superimposed it over the same dice. Playing with the Stencil font. We’ll see.

A few days ago I posted this sketch of the local area that will become the Krail’s Folly stomping grounds.

I think it’s a relatively compelling little map. But powerpoint just sucks as a graphics tool.

Fortunately, I have two other tools at my disposal. ProFantasy’s Campaign Cartographer 3, and Fractal Mapper 8.

Unfortunately, I suck at both of them, and need to crawl up the learning curve for both.

So, I will. But I’m also inviting anyone who likes maps to try their hand at it as well, as a fun challenge. I’ll post all responses, and ones that particular suit my ideas of the setting can expand on what they did, how they did it, and why in a guest-post. Woo hoo, exciting, eh?

Edit: Luka Rejec dropped by on Google+ and dropped off a link to his work. It’s spectacularly good. I was thinking to aspire only to “better than powerpoint,” which is a low bar. But if something that cool shows up, well . . . ain’t gonna complain now, is I?

Here’s a submission by +Jeromy French, who annotates his map as follows:

 My idea of a place called Frostharrow should be a more northern area where it can be legitimately cold. Thinking an area enclosed by mountains with a frozen forest sounded cool. I agreed and copied your marsh idea. When I immediately read the word Granite Halls I thought of an abandoned city carved out of stone. 

This one has the key geographic features all in a line, instead of demarcating a box within which the adventurers will bounce around. It labels the Granite Halls as a key landmark, and he had the same thought I did about the Gray Marshes: big-ass river flowing through it. This probably means from a crop-growing standpoint that if the PCs at least start from the Marshes and north, they’ll have coastline, a breadbasket, and a constant threat from the mountains and hills in the west, assuming that the Granite Halls are still occupied.

That being said, having the Granite Halls be a place instead of a region is really interesting, and bears serious consideration!

Zuke Prime over on Google+ just sent in a new entry, and it’s a doozy. He used Campaign Cartographer 3 in black and white mode. It’s a very, very pretty map.

I’m brand new to CC3 and mapmaking in general, so this is my official “first attempt.” The key to CC3 is working in a logical, layered approach. You always start with the landmass/coastline, then add your significant terrain features, then rivers/lakes. After that you “populate” it with towns and features.The biggest difficulty for me is editing out mistakes and trying to get the right sheet effects to kick in. What I love about CC3 is it allows noobs like me to produce cools maps in minimal time.

However! I’d probably change it a bit in certain ways. I think there’s too much forbidding terrain and not enough inherently desirable about the area that adventurers would want to carve out land there. But maybe not. There are a few places on the map that would make great landholdings, and the scale of the place – that bar is 100 miles – means you can get 10,000 square miles of freehold in three different places that aren’t swamp or mountains. So perhaps this is just fine. As always, I’ll invite him to comment on why he made his map, and in this case, how! That may well be a post of its own, since lessons in CC3 are independently valuable!

Of course, we can’t leave out the actual author of the campaign, +Jason Packer . He has been working on his own map, of course! His campaign will be called The Taming of the Eastlands, and you can follow his progress in campaign design over at RPGSnob. Maybe I’ll sign up to play!

I have recently started carrying around a journal to record my thoughts about blog posts.

It’s very cool looking, and for what you get, very inexpensive.

I recommend it for anyone involved in anything creative. It also has the side-effect of generating a lot of comment (though occasionally people ask me to what Bible Study I’m going) and letting you talk about how geeky you are by explaining your creative outlets in gaming,art, or whatever.

Good times.

Edit: Oh, about that “lots of comment” thing. I happened to take it to a restaurant and bar for a work function. I set it down on the bar as I ordered a glass of (red) wine, and the woman sitting down next to me (not from work) instantly struck up a conversation with me. Now, I’m a married man, so I’ve been out of the game for a while (and my wife could kill me with fist, sword, or gun, so I don’t muck with that), but I swear, no amount of nerdity was going to stop this woman from trying to have my children right there on the bar. I mean, seriously – I know the artsy types get all the attention, but this was just too much. She was stroking the book’s paper like she wanted it to have a wordgasm.

Flattering, though it was definitely the props. I’m just not that interesting.

In a previous post, I linked to +Jason Packer‘s concept for a Dungeon Fantasy sandbox campaign. In it, he posits a royal command, given by someone named King Krail, to reclaim an area bordered by some pretty distinct geography.

In short, he sketches out a sandbox, evocatively enough that it begs many questions, some of which are always relevant to any game, some of which may be a bit too rich for a stereotypical Dungeon Fantasy campaign. That being said, my experience is that while it is possible to run some sort of mindless hack and slash game, DF supports quite a bit more.

In any case, let’s start with the geography:

Describing the Sandbox of Krail’s Folly

I picture a large land area. The geographic features that Jason describes don’t always or necessarily coexist. So I want something that would take quite a while to travel across, perhaps weeks to months. So if I give people a walking pace of 2mph, and assume travel of 8 hours per day, taking two to four weeks to journey across this land gives something like 250-500 miles. That could be something roughly as large as the state of Montana, which might be a bit big. Maybe Maine would be a better example. A very large area (coincidentally, about the same land area as Portugal) that can be geographically distinct and diverse.

That makes it theoretically possible to cross on foot in about two weeks or so if you’re really focused on getting from A to B.
What else can we tell from the writeup? Let’s recap what that is:

“By decree of King Krail II, all lands east of Frostharrow, from the Gray Marshes in the south to the Granite Halls in the north, and as far east as the Broken Coast are to be reclaimed and purged of bandits, brigands and any fell creatures of The Blight. Any person who can carve out a portion of this land for him or herself and hold it against the forces of chaos and predation for a period of one year shall be granted possession of that land, for him or herself and any future heirs, in perpetuity, with appropriate title bestowed by the will of the king, with all rights and responsibilities attached thereto.”

So, to the North we have the Granite Halls. That sounds mountainous and forbidding to me; a natural geographic barrier. If you have Dwarves in your campaign, they’re going to live here, if they are sterotypical miners and dwellers. For some reason, though, they don’t live in this region. Or maybe they do.

To the south we have the Gray Marshes. OK, cool. Lots of standing water, maybe an extensive river delta. This makes some sense to me, since to the east we have the “Broken Coast.” So this monster land area borders a large body of water, probably an ocean or large sea. Maybe something like the Mediterranean. Warm (thus swamp) and fertile, and thus valuable. That it’s not under “civilized” governance means there’s something actively preventing it, likely.

Mwa ha ha.

We also have something called Frostharrow. Well, that sounds cold, and it’s the west, or maybe northwest, presumably. Maybe it’s another mountain range, or a glacier coming off of a range. Yeah, I like that. Maybe a glacier that extends south from the Granite halls. So maybe we have something like this:

Who’s this Krail guy, and why do we care?
OK, so we also have someone named King Krail, who is offering up this territory. What’s his deal? Well, if this land is so valuable, why isn’t Krail going after it himself?
Perhaps he tried and failed. So he’d like to do it himself, in an organized way, but he’s failed. So he’d rather go to volunteers, in the form of PCs, to do what he and his army can’t.
Perhaps he would like to try, but he’s unable. His army is small, untrained, or unwilling. Even more interesting, he would do this in a cold second, but some rival is holding his attention and power elsewhere in his realm. So his most experienced troops, the hardiest fighters, the mages most deeply steeped in arcane lore are all otherwise occupied to the southwest. The PCs are needed because no one else in the King’s direct employ is available – though if the PCs become troublesome, part of the problem (they turn bandit themselves), there is recourse for the King to deal with them.
Another point to consider is why Krail wants this area cleared out. 
  • He is trying to create dutiful nobles because of factional politics
  • His great-great-great-great grandparents were rulers or nobles in the area, and it’s a family legacy thing
  • The monsters and bandits are disrupting his ability to rule his current area
  • There is a legend or reality of great power or riches in the area – but he personally won’t be getting them, it’ll be the PCs. 
  • +Peter V. Dell’Orto makes a great comment below, so I’ll edit: Maybe Krail just wants to conquer this stuff, because he likes to conquer things, and this area is available. Hell, it may be fully inhabited by a functioning civilization, but one that’s just other enough to look like ‘creatures from the blight.’
  • Another variant that comes from the more scheming version of Krail is that he’s giving those most likely to give him trouble an excuse to trouble someone else.
What did this region used to be like?

One thing that makes this all kinds of fun is if this area used to contain some mighty civilization. Rome at its height or something. So there are tons of ruined fortresses, mines, dungeons, and ruined (or partially inhabited) cities. This gives all kinds of excuses for small “dungeons” occupied by all sorts of critters.
What’s this Blight thing?
Ooo. A source of nastiness. Maybe it’s a particular locale, like the Blight in Robert Jordan’s Wheel of Time series. Maybe “the Blight” is delocalized. It’s a connection between this world and some other realm, plane, or dimension from which foul creatures spring. That’s your Wandering Monster right there.
This simple one-paragraph description that +Jason Packer provided leads rapidly to all sorts of plot-rich thoughts. 
Really fun stuff.

Thursday is GURPS-day, and +Jason Packer just threw down the gauntlet. In one paragraph, plus some short supporting details, he sketched out enough of a compelling sandbox game intro to make me want to start running this exact setting in a game of my own.

I love it. I love it so much that I will repost the first paragraph (with Jason’s permission) and make adulatory comments.

“By decree of King Krail II, all lands east of Frostharrow, from the Gray Marshes in the south to the Granite Halls in the north, and as far east as the Broken Coast are to be reclaimed and purged of bandits, brigands and any fell creatures of The Blight. Any person who can carve out a portion of this land for him or herself and hold it against the forces of chaos and predation for a period of one year shall be granted possession of that land, for him or herself and any future heirs, in perpetuity, with appropriate title bestowed by the will of the king, with all rights and responsibilities attached thereto.”

OK, why is this awesome?

  • It immediately sets the boundaries, geographically, of the campaign. The GM has just said “I’m going to give you a map of the area, and if you want to explore beyond it, you’re dumb.” The King has offered estates and title to anyone who can take and hold land in this area, but no other. There’s simply no reason to leave the sandbox. 
  • Part of the genre convention of DF is a very Munchkin-like “kill the bad guys and take their stuff.” This Royal Dispensation tells you that all brigands and foul creatures in this area are “Other” by law, and it’s not just genre convention but your Solemn Duty as a Subject of the Realm to kick ass and take names
  • It sets up that “Fell Creatures of the Blight” are involved. So, look, monsters exist, no surprise.
  • There’s built-in continuity. Once you take land, you have to hold it. 
Seriously: I want to run this.

GM: +Nathan Joy
Players: +Douglas Cole , +Mark Langsdorf , +Kevin Smyth , +Theodore Briggs , +Emily Smirle
Reference for this game 

We start in media res. There’s no Ravenscraeg 3 because I didn’t write up last Thursday’s game. We’d gone upstairs in the tower, and been jumped by a bunch of demon ninja or something. Then a few air elementals showed up, and then Thumvar, the Knight, went up some stairs and found a bloodraven, who threatened him in plain language.

Two air elementals, called Stormy2 and Stormy3 are in the local area. Cadmus had just done Protection from Evil (Enhanced), causing all of the pesky Ninjas – some sort of demonic bird-thing with supernatural durability  – to jump out of far-too-convenient windows. Thumvar, our Knight, had wandered upstairs, and managed to likely walk into the Big Boss encounter with a really big “bloodraven.”

Who immediately cast a spell at him. Unknown effect. Stormy2 throws air back at Brother Michel – a cone attack. Stormy3 fires off a lightning spell at Brody’s flank. It hits for a graze, and the graze, at half damage is still 3d6 (2) burn surge, roll of 16. He’s on the ground, stunned, suffering a major wound.

Yow. Things are not starting off well for Team Ameiko.

Staver does an acrobatic flippy thing over or through Cadmus to get into the room, off the stairs. Lucky him. In the Out-of-Character chat window, we all start fretting about our inability to damage or injury translucent air elementals. Time to seriously think about how we effectively deal with various DF-style threats that don’t respond well to bifurcation via axes.

Thumvar activates the Magic Resistance on his own Named Possession, Svalinn the Axe. Cadmus steps and prays for generic intervention from Pharasma against air elementals. Michel casts a 2d explosive fireball, which will do stuff next turn.

Thumvar gets pecked at by a “black shape,” presumably some sort of construct or spell. Thumvar blocks, which triggers the spell. Some discussion ensues about resisted spells and the general complexity and poor integration of GURPS Magic. There’s an initial roll to cast the spell, and then resisted spells get a second roll. OK, good, important safety tip.

We debate what Thumvar’s about to get nailed with after he fails his roll. The effects bear repeating in full:

You suddenly feel unpleasantly warm. You are Nauseated: you have -2 to all attrib-ute and skill rolls, and -1 to active defenses. As well, roll vs. HT after you eat, are exposed to a foul odor, fail a Fright Check, or are stunned, and every hour in free fall or in any situa-tion where you might suffer motion sickness. A rich meal in the past hour gives -2; anti-nausea remedies give +2. On a failure, you vomit for (25 – HT) seconds – treat as Retching, below. More fun will occur on your turn.

Um. Yow.

Stormy2 drifts closer to Michel and hits him with a horizontal cyclone, which knocks him back a hex. No real impact otherwise, so that’s at least not too bad. Stormy3 chucks an unwelcome lightning bolt at Cadmus, who manages to dodge out of the way.

Brody recovers from his stun, but pretends to still be stunned with an Acting roll. Staver charges up the stairs to shoot arrows at the bloodraven. Thumvar charges up the stairs as well, looking to smite some bloodraven butt.

Cadmus’ turn comes along, and we see what Pharasma has to say in response to his prayer. The entire group feels a tremendous pressure, as with the gaze of, well, a God. Staver, our Infernal, feels like he’s covered in bees. Yucky. Figuring Gods help those who help themselves, he also swings at the elementals torso. And the axe hits the elemental like hitting a tree. The elemental disappears into mist. Yay, Holy Pharasma.

Michel tosses his explosive fireball at the other elemental, and hits it in the face. Vaporized. Fire and Divine Assistance for the win. That’s good: 6d lightning bolts are No Fun.

That leaves the bloodraven and some missing demon ninjas.

…and a bloodthirsty swarm of ravens. Sigh. Why does it always have to be birds. Fortunately, when they swarm around Staver, she’s covered in enough DR to ignore their pecking, at least this turn. Brody chucks a ninja flashbomb, which blinds the swarm, but not the rest of us, and the swarm flaps around confused. Staver leaps backwards, draws a 3d explosive fireball arrow found in a previous adventure, and hits for 10 points, x3 for internal. Kaboom, burning feathers are all that remain.

Staver: “I need more of those.”


Thumvar continues to fight off nausea, and looks around, since our bloodraven quarry seems to have gone missing. Crap. Invisible birds? Teleport? He passes, more or less, and Cadmus starts to head up the stairs. Michel fast-draws a healing potion, and Brody likewise tries (and fails) to Fast-Draw a Healing Stone.

Brody then notices the formerly missing bird-ninja, popping up conveniently (for them) behind various PCs on the lower floor. Staver gets stabbed for 8 imp, while Michel, who is perceptive enough to get a defense, but not agile enough to dodge, gets nailed for 14 injury. Naturally, the weapons are poisoned; Staver gets hit for 4 toxic damage, while Michel, who made his HT roll to resist poison, takes the minimum 1 point of damage. Dwarven constitution for the win.

Guess Cadmus shoulda stayed downstairs. These are demon ninjas, so his Smite (auto-hit 2d burn to all malign supernatural creatures in 4 yard radius) might come in handy.

Thumvar is still rolling HT each turn for nausea from the bloodraven spell, and goes 3-for-3 in making is roll. Cadmus fails to notice anything upstairs, hears the pained screams from downstairs, and books back down. Getting his exorcise. Get it? Exorcise?

Well, Staver’s an infernal, so I can’t Smite near him. So I Heroic Charge, and wind up right behind the guy who just stabbed Brother Michel. I do a Deceptive Attack to the torso, because sneaky ninja, and am glad when he makes a Blindfighting roll and gets to defend anyway. He fails, and I deliver 9 (2) cut to his back; he takes probably 10-12 injury, and falls forward, maybe dead.

Michel does not go unconscious, and drinks his healing potion that was meant for Brody. Heals 12 injury, which is pretty sweet.

Brody too moves away from the ninja and crushes the healing stone to himself, but Brody’s player was pulled away to a tech support call, so we moved on without noting the results publicly.

Staver turns around, draws a demonsbane arrow – his only one, but clearly no time like the present – and shoots the guy with it. 9 imp for the arrow itself, plus 4d more for demonsbane. The demon explodes with a splortch into purple-green ichor. We like results like that.

The last ninja runs out of the window. Again.

Thumvar (again! 4-for-4!) makes his HT roll to resist the effects of the bloodraven’s spell, and jumps back down to the first floor.

We have a break for a moment. Michel figures out that Thumvar’s inflicted with Burning Death, and Cadmus heals Brody from 6/12 to 12/12, taking the injury on himself. Six minutes to recover that. Hope we don’t get attacked in that time.

We then beat feet down to the basement of the tower, hoping to find and slay the bloodraven. Assuming the raven was real. Maybe a construct. Anyway, through a couple of doors, but MapTool is lagging so badly in movement and graphics updates that it’s painful to explore manually.

We decide to head through a passage that branches off north, but is interrupted by running water. There’s a bell and clapper in the wall on the near side of the stream. Cadmus suspects hinkiness, but the successful Holy Warrior roll goes unnoticed, or unimportant, or both. In retrospect, the GM thought my Holy Warrior roll for “detect hinkiness” was jumping the stream. Ah ha.

There’s a five-yard plank that’s nearly a yard wide, and we do something to it, but for the life of me, I can’t parse what it was, or what we did. The lag is bad enough we decide to call it for the night.

Edit: OK, all but Michel jump across the three-yard stream of running water. Michel asks Cadmus to hand him the 3′ wide by 15′ long plank, which thanks to a well-made ST roll (I hate ST rolls) he does. Two trolls come shambling down the hall; Michel plans on negotiating with them. We’ll see how that goes.

Peter posted a note on who’s doing play reports on Dungeon Fantasy games. In the comments section, +Mark Langsdorf notes that my play reports for +Nathan Joy‘s Jade Regent game were sporadic. +Peter V. Dell’Orto noted that he mostly saw me posting on Pathfinder, which I play with +Jeromy French and others.

I thought about that, and came to a conclusion on why:

The Pathfinder game uses Google Hangouts, webcams, and Roll20. This means most of my actions are verbal. “Pel notes that he’s going down the hall.” “I attack the bug-eyed fish monster.” Whatever.

This means that my fingers are mostly not occupied except while I am typing in roll commands into the die roller. I can transcribe, almost blow-for-blow, what’s going on in the background and still uphold my obligations to the group by being an active participant in the fun.

On the GURPS game, we play on MapTool with Skype, all chat, all the time. In order to keep up with what’s going on, I have to keep close tabs on two different chat windows. I therefore have a harder time doing real-time transcription, and thus often don’t get around to going back to it retroactively. Time is precious, etc. Everything I do is text, so when I’m interacting in the OOC window or the game window, I’m not transcribing.

I honestly much prefer the video feed. I find it more social, more fun, and more like the gaming experience I wish to have. I do prefer MapTool to Roll20 for GURPS, by far – actually, I like the MT abilities a lot, and the provided critical hit stuff and the way it does rolls works well for GURPS.

But anyway, that’s the skinny. I’m sure I could scour the game chatlogs and turn it into a play report. No interest in that. I like my free-form commentary. So the Jade Regent reports will continue to be sporadic.


Last time in +Jeromy French ‘s Skull and Shackles campaign was a pretty epic fight with a mummy that had killed a lot of Pathfinders, and that had a amulet that allowed it to convert good energy (which really should kill it) into healing dark energy. Oops. We killed it, but it was a close thing.


Today’s adventure starts with us becoming aware of a huge ship that moored itself at the river mouth that our vessel had sailed up, blocking our exit. It’s a large warship with actual cannon on it.

+Matt Sutton dispatches his flying (swimming?) minion with telepathy-o-vision. It’s a huge ship, with many dozens of people on it. They’ll be getting water in the morning.

Our resident alchemist, +Joshua Taylor notes he has potions of Alter Self, and comes up with a ruse to make people try and leave, so we can slip by. Naturally, there are dinosaurs on the island. Important safety tip. Oh, and the potions only last 10 minutes. Hrm.

Next idea: sail by quietly, but cause as much havoc as possible as we try and slip by. We contemplate cutting the pulley system connecting the wheel to the rudder. Gotta involve fire somehow too, and an actual powder magazine is going to be hard to pass up.

We decide to send Pel (me) aboard with some potions of Alter Self, making me look more like a Chilaxian. I get on board late at night, make a quick trip to the wheel pulley mechanism, then out.

At least, that’s the plan. I am given a few Alter Self potions, a Wand of Nature’s Ally, three vials of Alchemist’s Fire, and a two-part epoxy called alchemical glue. Also a climbing aid. And a vial of brewed rot. Really foul smelling stuff.

I roll a natural 20 on my stealth roll, for a 33, and a 19 with the climbing aid gives me a 36. I spot an easy way into the wheelhouse room.

I climb into the wheelhouse, and do not make the two people sitting there aware of my presence. These pirate hunters are a nuisance, but they’re not so numerous or powerful that it’s worth uniting the shackles to counter them.

I elect to split a Rapid Shot sneak attack on each one, which crits on the first shot, and nearly kills – but not all the way – the second guy.

The officer turns and nails me with an axe for mild damage. I split shots again, and kill the second guy. The officer and I trade a couple shots, and I eventually kill him, but until he lets out a shout.

I saw at the rope until marines open the door, and then I chuck the bottle of nauseating rot at them. Next round I chuck the alchemists fire at the wheelhouse pulleys; the marine swings at me ineffectually.

Now Pel is faced with three angry marines, and the need to hit the rope one more time. I loose two arrows at my assailants, one miss, one hit.

One marine slips on the vomit of the other’s sickness and falls down, the second and third both swing cutlasses at me. One miss, one hit, minimal damage. I draw my rapier and cut through the remaining rope. One nicks me, and I dive through the window. Alas, my plans to fire the powder magazine will never come to fruition. I drink a Potion of the Sea and then climb back onto my own ship as it sails by.

The larger warship fires a few ballista bolts at us, but no real impact. I’m down to less than half of my HP, having been hit for 23 HP in the battle; the other ship rapidly finds they can’t steer.

I give Alejandro ( +kung fu hillbilly)   his wand back; he’d despaired of it’s return when I started fighting five other guys. I get some healing (back up to 26/36).

We replenish our water stores, and sail around for a while. We notice a fishing trawler with loose sails, and a fishing net that’s not fishing. No occupants, and it’s clearly taking on water. Malgrim sends his water serpent, Atori, to check it out, and finds a coral “underwater magical carpet” just hovering there, that scraped out the bottom (Pel guesses). There are some sea creatures (Sahuagin) gnawing on human remains as well.

But hmmm, the coral thing is magical. Naturally we decide to check it out and try and kick some fish ass. There look to be five of these guys.

Malgrim steps on board the fishing trawler, and they jump up through hatches on the deck; naturally Malgrim uses Cleave to hack at both, the first for 3d6+10 damage, nailing him with 20 HP in one blow. Second guy gets the same treatment. A good start.

Atori the water snake bites and misses.

Alejandro’s up, and also pierces his foe decisively. Only minimal damage. Pel’s turn, attacks a different sahuaguin twice for 8 HP.

Our foes attack Alejandro, to no good purpose. Gimble ( +Joshua Taylor) chucks a firebomb at one, forcing Alejandro to dodge, making a DC 15 reflex save, as well as the other two fishmen. Alejandro burns for 6 HP.

Malgrim steps up and rolls another killing blow, but misses the cleave; the snake successfully chomps the remainder, killing the last one.

Gimble uses a magic weapon to push Alejandro into the water with a hydropump to extinguish him. The bard is not amused. He also grabs the magical coral raft while he’s at it.

For loot, the coral raft/carpet/thing there’s some small amount of treasure. Some jewelry and whatnot. A bunch of wet dried fish (huh?). The magic underwater carpet responds to Aquan, so Alejandro can command the thing. Can fit 5 people on it. Woo hoo.

We then, a few days later, come across another pirate vessel grappled to another ship, which is currently on fire. There’s active combat going on here. A confused situation that we can exploit.

Perhaps next time.