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GeekOut 2012 Report – The Start of Something Big

May 18, 2012 Leave a comment

The gameroom stayed busy with most of the Asheville Pathfinder Lodge regulars in attendance. Much thanks to Dell from SCARAB, our illustrious Venture Captain and 5-star GM.

GeekOut 2012 was a blast, both in the tabletop game room and in the exhibition hall. I wish I would have had time to catch a panel, but I was too busy perfecting my goblin voice for Paizo’s We Be Goblins! There were a ton of artists there (many from the very geek-chic Asheville gallery Za-POW), some toy vendors and lots of people in costume. It certainly wasn’t a huge convention, but it was a great start. Not to mention it was completely free! There are a ton of pictures from the event on MultiverseAVL’s facebook page. It was certainly a great day of gaming, and we saw a lot of new faces around the Pathfinder tables.

After speaking with a few friends who also attended, the one thing that was missing from GeekOut that used to be at fanaticon was a strong showing from comic book shops. There were a few comics to be had, but at fanaticon there was booth after booth and box after box. I’m not as big into comics as I used to be, but that drew a lot of people in, and also brought a lot of costumed cosplayers out. There were plenty of people in costume at GeekOut, but not as many comics. All and all it’s a minor complaint in what otherwise was a very fun event!

In other Skyland Games news, we’ve set sail for the archipelago known as the Shackles! Last night we kicked off our second attempt at a pirates campaign, and if last night was any indication, this is going to be a very memorable run. Last night, our characters were press-ganged in to joining the crew of the Wormwood. Our party is made up of a huge Mwangi Barbarian (Mighty Hoku), a Human Cleric of Besmara (Vernon Blueskye), an Elven Ranger (Falconer, with a parrot as his “falcon,” Yandro Bowfisher), a Varisian/Taldan Rogue (Pirate archetype, you gotta have one in a pirate campaign, right? Tiberius the Brown), and a Druid of the Sea (Jhang Kel-Ket, constrictor animal companion). After working a few days on the ship and sneaking around trying to find some allies and some information, there seems to be two groups on the ship making alliances. Methinks a mutiny is afoot! The captain and his officers are cruel bastards, and I have a feeling if the party rose up against them, we wouldn’t be alone.

So far it’s a really cool story, and we aren’t even through the first module yet. In fact, we only made it through 5 days, of what is supposed to be a 45 day journey! That is, if we can prevent mighty Hoku from eating all the ship’s stores before then. If you like Pathfinder and you haven’t tried an adventure path before, I highly recommend it. The amount of detail and effort that went in to Skull and Shackles is pretty amazing. Our intrepid GM, Michael Jones, has already prepared two binders full of stuff, and that was before we even got together for the first session!

On our weeks when we aren’t sailing the seas, we’ll likely be continuing our exploration of the awesomeness that is Dungeon Crawl Classics RPG. Included with my Gold-Foil Special Edition of the Core Rules was a bonus adventure 66.5 Doom of the Savage Kings. It is crazy awesome and makes me want to buy all of the other modules they have slated to come out this year. Well played Goodman Games, well played.

Pirate Pregens for Pathfinder Society!

May 4, 2012 Leave a comment

Skyland Games is proud to present an ongoing weekly series for Pathfinder Society play. As a group, we have been enamored with both Pathfinder Society and the extensive character creation options in Pathfinder.  This is probably why we love games with unique character creation systems such as Traveller, Teenage Mutant Ninja Turtles, and Dungeon Crawl Classics.  Having a well fleshed out character can make the difference between fun and flop at any event, whether it be gaming with your buddies or a table at an organized play event.  Sometimes we just do not have time to create a character with the complexity that we desire or show up at an event unprepared.  This is where our new series comes into play (literally).

Each week we will present a group of five pre-generated Pathfinder Society legal characters bound together in some way, whether it be race, theme, or even a weapon.  While each grouping will be tied together, each group will also be diverse in class, archetype and faction to give each player a challenge to work with while creating a balanced party. We have provided basic equipment such as weapons and armor. Additional items can be purchased and the characters can be personalized as you see fit.

Just in time for Paizo’s new Skull and Shackles campaign path, this week’s group consists of the Pirates of the Toothless Gar.  After a failed mutiny, five pirates were set adrift in a dingy to pay the price for their treachery.  Dubbing their new vessel the Toothless Gar, the pirates found themselves in Absalom and the Pathfinder Society, where gold and glory await them!

Categories: Paizo, Pathfinder, Pirates, RPGs, Tips Tags:

ARRrrrpg – Pirate Campaign 2

April 23, 2012 1 comment

Our 4e pirate campaign fizzled after a few sessions. Mostly because of the announcement of 5e and the group discovering the wonders of Pathfinder Society play. Our precious few hours of gaming a week became dedicated to learning about Pathfinder, and the fun of organized play. And yet, we felt like we had unfinished business in the Pirate department.

Luckily, Paizo has seen fit to release an adventure path with a pirate theme! Everybody wins. So your trusty Skylanders embark on a new pirate voyage to archipelago known as The Shackles! The adventure path is called Skull & Shackles and we’re in the process of rolling up our crew now! We’ve had a great time with society adventures, but long for building a cohesive party around a cohesive storyline. That can be pretty difficult in any kind of living/organized campaign. We’ll let you know about our experiences as the adventure path plays out.

I’m rolling up a Ranger with the Falconer archetype from Ultimate Combat. Being that this is a pirate campaign, my “falcon” will be a mangy grey parrot named Blackbeak. Ahoy, mateys!

Have you ever tried a Pirate Campaign? How’d it go? Let us know in the comments!

Pushing 4e to the limit! No Minions! No Mercy!

January 12, 2012 2 comments

Last night continued our 4e conversion of B4 – Lost City for our pirate campaign. Last night’s session was a lot more tough on the party than the first session. If you play 4e for any length of time, you probably meta-game a bit when it comes to minions. I’m certainly guilty in that regard. If the DM drops 10 or 12 minis on the map, and several of them are the same type of creature, its a good chance you’re going to start popping some one-hit-point wonders.

Want to see a little fear on a 4e player’s face? Drop a bunch of minis on the map, and watch for their reactions when none of them pop.

The party encountered their first faction of the adventure, and interestingly opened up two doors at the same time. In one was 5 members of the gang, the other had 5 members of the same gang and an obvious leader. Since neither the party or the gangs attacked, they parlayed a bit. Needless to say, negotiations failed.

The ensuing battle was pretty tense, but I find that 4e characters are a lot more resilient than the suggested XP budget of the Dungeon Master’s guide. This party is particularly tough, in that they have both an artificer, and a warlord. The party eventually defeated the opposition, but it could have gone against them if the battle hadn’t taken place in such close quarters. Its important to note, they didn’t kill every last one of them, but defeated their leader and more than half the men. The last four standing, surrendered.

To their credit, the party pushed on through several encounters without taking an extended rest. By the end of the night, the defender was out of healing surges and down to 4 hit points. I don’t think I can remember any 4e game in years of playing when the defender actually ran out of surges.

While we all wait to see what comes of 5e, why not push 4e’s limits? You may be pleasantly surprised with the results.

Categories: 4e, Adventure, DnD, Pirates, RPGs, Tips Tags:

4e Party – Old School Mod Style

December 29, 2011 9 comments

Last night the pirates campaign got under way again, with my 4e conversion of B4 – The Lost City. I did my best to keep the spirit of the original, but since our party is made up of pirates at sea, the top of the temple was just above the water, rather than above the dunes. Unlike a lot of the more recent 4e mods in the Scales of War adventure path and certainly the Living Forgotten Realms mods, this was a much more traditional dungeon crawl. Originally published in 1982, the majority of adventures at that time were crawls.

It was refreshing for me, after playing a lot 4e over the past few years, to recapture some of the old school feel. Some might think that it would be difficult to challenge the party given the mechanics of healing surges and the relative power of 2nd level 4e character as compared to the power of a 2nd level 1e character. I countered this in a few ways.

First off, all the monsters they faced had 4e stat blocks. Several of them had already been restated and were waiting for me in the compendium, or monster vault. Others I needed to find a suitable substitute, but even that wasn’t tough. For instance, in one room the party encounters an enormous beehive with foot-long bees. While there aren’t any 4e giant bee stats, there are giant ant stats. Change their climb speed to a fly speed, stat-up an encounter-power sting, and viola: 4e Giant Bee.

The second way I compensated for 4e mechanics was to limit the short rests they could take. The basis for this adventure is that they are almost out of supplies and need to find food and fresh water to replenish the ships stores. I gave them a little food and one waterskin between them, that I told them would be good for two short rests until they could find more food and water. While most of the encounters were just a few creatures, each battle drained there precious resources, and made them actively look for ways to get food and water, which led to some awesome role-play opportunities. (Player: Can we eat bees? Me: You can try.)

A third aspect that was really fun to see again was the party checking pretty much any door they came across for traps. The mod did a great job of setting this up by leaving scattered bodies of previous explorers who had set off traps ahead of the party. Also, the first room they encountered one of the party fell through the floor to a chamber with several fire beetles. While the rest of the party descended to assist their comrade, the wizard sat back and hurled a spell or two whenever it was advantageous, only going in to the room after freezing the last beetle to a wall with a ray of frost.

Playing an old school mod also got the players in an old school frame of mind. Early on, one of the characters gathered up some old, sludgy oil that could be used as smoky flasks of oil. When the party encountered the giant bees, he had the brilliant idea of using the smoke from the burning oil to make the bees docile. When is the last time a 4e character in your game, scrounged up some material and used it to avoid a fight? Brilliant.

The pirates have managed to scrape together a little water, and they took the time to cook and send back some giant lizard they had freshly slain. To keep the crew fed, they’ll have to journey deeper into the underwater structure. The party found a stairway down, but wisely chose to explore the rest of the floor they were on before charging off into the unknown. It was a great session and I’m really looking forward to next week!

Categories: 4e, Adventure, DnD, Lore, Pirates, RPGs, Tips Tags: , ,

Gnollhunt – Expert DM Competition

December 28, 2011 Leave a comment

Skyland Games submitted an entry to the most recent WotC Expert DM Competition with the appropriate theme of ‘Create a Holiday.’ Steve, who you may remember for his 4e Christmas Carol, came up with Gnollhunt. He did an awesome job detailing all the particulars for the holiday and provided some awesome hooks for incorporating it into your next adventure in Faerun, or where ever your party ventures.

Unfortunately the deadline for submissions was Dec. 23rd, but you can check out past competitions and participate in future ones on the WotC Community Expert Dungeon Master Competition Group (XDMC). You’ll find a host of resources for both novice and expert DMs on their community page. Check out the archive for a quick run down of previous competitions.

On another note, the Skyland Games crew is ready to set sail on the 2nd chapter of their pirate adventures. We’ve had to postpone it a number of weeks due to extenuating circumstances, but tonight, we sail! I will be DMing my recent 4e conversion of B4 – The Lost City. Rather than being under the dunes, this forgotten temple is underwater. I tried to maintain as many of the original elements of the old adventure, and for the most part, found it pretty easy. It may not be so easy on the PCs. We’ll see after tonight.

Blog Carnival – Heroes Living and Dead

December 2, 2011 2 comments

Courtesy of Nevermeet Press

The theme for this month’s Blog Carnival is Heroes Living & Dead. For some, it will be an opportunity to tell you all about their favorite characters from campaigns new and old, but I’d like to focus on what gives a hero depth, and makes them worth remembering.

When designing a character (or Hero) focus first on that individuals strengths. Sometimes this is literal strength in the case of a barbarian or fighter, sometimes this is strength of mind (Wizard/Psion), faith (Cleric/Druid/Shaman), or skill (Bard/Rogue/Thief). Generally your character is going to be really good at something. This strong-suit can and should be character-defining, but in order to stand out from the crowd of potential heroes, one must add details to make a character unique.

A good character is going to have a weakness as well. This can be reflected in the numbers on the character sheet (Dump Stat!) but can also be revealed through character background, and role play. A particularly unwise character may charge headlong into battle despite very grim odds. Constitution not your strong suit? Your character may be suffering from a chronic ailment that plagues him, perhaps contracted in a gambit for more power (you guys have heard of Raistlin, right?).

Ok, its too tempting. I’m going to tell you about my character after all. In our pirate campaign, my elven ranger stood his ground, guarding a fallen comrade against a small undead horde while the rest of the party made somewhat of a tactical retreat. We’re first level, so my character went unconscious twice and failed two death saving throws, but survived by the skin of his teeth. In his background his village was ransacked by orcs, and he spent his life training to stand against evil now that he is of age. So when a host of undead pirates land on his beach, he wasn’t going anywhere. The rest of the party did the wise thing in retreating, then had to come swooping in to bail me out of the fire, but it all worked out in the end, and actually added to the story. Since its my turn to DM the pirates for next session, my ranger will be sullenly nursing his wounds now that he knows the breadth of valor of his companions! It should make for some fun interplay between the characters.

So remember, when making a hero its important to think about that individuals flaws or weaknesses as well as what their more heroic qualities. In that way you’ll have a mulch-dimensional protagonist that bards (or at least players) will tell tales of for years to come!

Adapting Old Modules for 4e

December 1, 2011 6 comments

The pirate campaign has been great fun so far. For this campaign we are throwing XP out the window, and round-robin DMing; leveling up any time we switch DMs. Our initial adventure is complete, and we’re setting sail to unknown horizons. DM for next level: This guy.

I love reading through old modules for inspiration, and I love the old school aesthetic. I found one particular module that I think lends itself to adaptation for our pirate campaign: B4 The Lost City. I’m aware that this particular mod has already been updated, but for Paragon Tier, of which our new scurvy dogs are not even close. I don’t want to give too much away, as several of the crew keep tabs on the blog, but I did want to mention that the process has been really fun, and a lot less painful than I anticipated. Most of the monsters already have 4e stats, and the trap damage can be updated by roughly multiplying the potential damage by about 4x. Other than that, its just a matter of drawing the maps. The old maps typically are 1 square = 10 feet, rather than 1:5ft., but that just makes for a more spacious map!

I’ve heard the complaint of so many fights in 4e being a squad of bad dudes in a room 8 squares by 8 squares, but its funny how often I’m encountering that very same setup in the earliest days of D&D. Dust off your old mods, and take a look. You might be surprised!

Don’t be afraid to try a 4e conversion of an old module. Its been a really fun and educational experience for me. Have you had a similar experience, or was a conversion a big pain? Let us know in the comments below!

Using video games as inspiration or research – naval weapons

November 21, 2011 Leave a comment

The guys at Skyland Games do not live in an analog bubble. We play video games, just like a huge percentage of the gaming population. Some people feel like 4e plays like a video game already, and some think that’s awesome. We love games of all types, we just generally choose to blog about RPGs and Board Games. That being said, the two do not have to live completely separate compartments in our brains. Many of you won’t be reading this article for a few weeks, because your every spare minute is dedicated to Skyrim. Having seen the immersive awesomeness therein, I completely understand. See you in a few months. That being said, you can mine Skyrim and other games for character concepts or adventure seeds.

In my particular case, I just started playing Sid Meier’s Pirates! over the weekend. This dovetails nicely with our newly launched pirates campaign, and has provided a wealth of ideas and adventure seeds. The main plot of Sid Meier’s Pirates! is that your family has been unjustly held against their will. As the young scion of your family, you manage to elude capture and must seek out your family and become the most renowned pirate in the Caribbean!  The game itself is set during the golden age of pirates in the 17th century. This is generally much later than most fantasy RPGs are played in terms of available technology, but with a few house rules, just about anything can be used.

There was some debate as to whether our ship in our pirates campaign had cannons and whether gunpowder weapons would be used at all. As it turns out, in the first session our ship went through a portal that tore it in half, ship-wrecking the party and what remains of the crew on an island. Kind of a moot point for now. That being said, who knows where that portal took us, and what technology is available where ever our party ended up? If we do end up using cannons and gunpowder, Pirates! has some interesting special weapons that could be used in ship to ship combat.

First up, Chain-shot. Chain-shot is a naval weapon used to damage particularly masts and sails to slow an enemy ship down. Two smaller than average cannon balls linked with a section of chain are loaded in to a single cannon. When fired the chain spreads out and can do massive damage to rigging, sails, and masts. In the video game, its used to disable ships so that they can be easily boarded. Usually once all the masts have been taken down, the ship surrenders, leaving the precious cargo intact.

courtesy of Florida Center for Instructional Technology

Secondly, Grapeshot. Grapeshot is an anti-personnel load that essentially turns a cannon into a giant shotgun. This weapon is formed with a small canvas bag filled with smaller, maybe musket-sized balls. Grapeshot doesn’t to much to sink a ship, but puts a hurt on the crew, most of whom would be above decks during a battle.

Look for these special weapons to be stat-ed out for 4e once we get our naval battle system up and running.

Categories: 4e, DnD, Pirates, RPGs, Tips Tags: , , , , ,
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