SyncRPG Blog

posted by Nate on 8/23/16 in Site News

It is with sadness that Overworld Digital Publishing announces we will no longer be updating SyncRPG or publishing new content. This was not an easy decision, but after three years of hard work and many late nights, we were unable to secure a core base of users to effectively monetize our product line. With server and business costs mounting, we have decided to discontinue the project. The SyncRPG website and synchronization feature will remain online and continue to function for a long time yet, but we will not longer be adding new features or fixing bugs.

Thank you to everyone who gave us a shot, played in one of our games, or watched any of our streams. We had a great time and greatly appreciate your interest. It's been fun!

~Joe and Nate

Discuss 'SyncRPG is retiring' on the SyncRPG forums

posted by Joe on 5/24/16 in Tech Tuesday

We’re happy to announce a new version of the SyncRPG VTT available for download, version! The previous versions of the VTT were based on MapTool 1.3, but recently the developers have released version 1.4 and moved the source to GitHub. If you’re curious about what new features have gone into the recent MapTool releases, you can read about them on their blog under “Announcements.”

The SyncRPG VTT is now an official fork of their project, which will make it a breeze to pick up all the new features, enhancements, and bug fixes that go into MapTool. Expect regular updates! I’m also planning to work with the core MapTool devs to implement new features common to our projects, and help address any issues our users find. Please report all bugs and problems on our new GitHub issues page!

If you’re loading a campaign file or map created in the older version of the SyncRPG VTT, you may get a popup regarding the version number. Everything is compatible, so dismiss the window and re-save your file.

Additionally, we’ve released a new version of the Pathfinder Autosheet. The sheet you know and love has been maintained and updated by Reddit user darthmarth28, and we’ve taken the updated sheet and make it compatible with SyncRPG. Many new classes have been added to the sheet, including prestige classes and a bunch of amazing classes from Dreamscarred PressPath of War and Ultimate Psionics.

I’ll be using both going forward in the Riverford Freelancers and upcoming Rescue of Doniert Ironvale sessions! As always, if you’d like to play with us, or would like help getting your own games up and running, swing by our Google+ Community or the SyncRPG forums!

Discuss 'A New VTT Release, and an Updated PFRPG Sheet' on the SyncRPG forums

posted by Joe on 4/19/16 in Tech Tuesday

I've been itching to share what's been going on here, but I didn't want to interrupt the flow of the Captured by Adventure Tips series. I want to make my task list and current goals more public, both to help the community understand where we're going, and partially to hold me accountable!

As of the last post I had just started a playthrough of that adventure, and as of last week we finished! Telothar, Birbin, Vulmar, Jorlaug, and Looge all escaped the Dankwood jungle and defended the frontier town of Gotian from the orc raid they inadvertently brought upon it. We played for three-hours every Saturday, and finished the adventure in just six sessions. You can check out the games broken down to individual encounters on the Captured YouTube Playlist.

I've also continued to run weekly games of the Riverford Freelancers, which are no-commitment one shots open to the public. We've had a good number of new people show up over the past month, including two who were completely new to RPGs and virtual tabletops. As I talked about awhile back, the tools we use to run our games help new players jump right into the action. A party with two greenhorns and one veteran were able to get through four encounters their first night, from not knowing what a d20 was to killing their first troll in three hours. All of the sessions and encounter videos are archived on the Riverford Freelancers YouTube Playlist.

Coming up with interesting quests for the Freelancers to choose from every week has been a good deal of work, but I've enjoyed statting up some of the character ideas I've had floating around in my head as NPCs. I've also introduced new encounter tables and "ongoing events" that persist between sessions, so the choices made by one group of adventurers affect those that play in the following weeks. All in all it's been a rewarding creative effort, and the people playing every week seem to like it! Let me know if you'd like to join!

A WIP screenshot of the "GMless Murderdungeon"

A WIP screenshot of the "GMless Murderdungeon"

I made some progress on the "GMless Murderdungeon" I mentioned in my last post, but it's still not in a solid enough state to share. Currently it takes a CR range and an "enemy theme" like "undead" or "orc", and generates rooms by picking two random tiles from our library and then rolling randomly on a table to decide if it generates:
  • a single CR-appropriate enemy.
  • multiple enemies of a single type.
  • multiple monsters of different type.
  • an event, which cause effects on creatures in adjacent rooms.
  • an environment change, which cause effects on all creatures in the dungeon.
  • nothing.

It works… mostly. The open items for it are tweaking the tile-picker code to initially favor tiles that will open up the map better, passing over the various "dead end" tiles for at least the first few rooms generated, and to create the interfaces so that users can add their own events and environment changes into the system. I'm hoping to have it completed by the next time I do one of these posts.

Finally, I've recently did a fresh import of the latest community bestiary. You may have noticed more of those blank-faced tokens on the site, and that's because the number of monsters and NPCs available more than tripled overnight! We're working with members of the community like MartinHeZ to get everything matched up with art as fast as we can! If you'd like to help, shoot Joe a message or head over to the SyncRPG Google+ community!

Previous "What I'm Working On" Posts:

Discuss 'What I’m Working On: April 2016' on the SyncRPG forums

posted by Joe on 4/12/16 in Tech Tuesday
The Town of Gotian. Map by Robert Brookes.

The Town of Gotian. Map by Robert Brookes.

Continuing the series on tips, tricks, and my personal experiences running Captured by Adventure, this week we go over Part 5: Welcome to Gotian. Exiting the mine, the party finds themselves overlooking the small town of Gotian. Finally back in the civilized world, the next part of the adventure allows for a little rest and relaxation.

Spoiler Warning: The remainder of this post contains spoilers and links to module content. If you want to keep the adventure a surprise for yourself, steer clear!

As the party approaches the town, the fieldhands and ranchers look at them curiously, but few bother to stop what they’re doing to talk with them. When they reach the gate it’s around dusk and they are met by the mayor, a cheery halfling by the name of Gabriel Fields. The mayor is very curious to hear their story, but seeing how filthy and weary they likely appear, he offers to lead them to either of the two inns in town after a short talk.

You are free to roleplay the next day and a half however you like. The major NPCs and locations in town are provided in the “Town of Gotian” node on the module map, and include the mayor, sheriff, innkeepers, priests, and notable craftspeople and merchants. Have the players interact with the hardy Ironist frontier folk, sell off whatever loot they escaped the jungles with, and generally allow them to “settle in” to the town.

You are encouraged to customize the town and its inhabitants to make them more interesting or meaningful to your players! The orcs attack the town in the next section, and the more “connected” to the town your players feel, the more heightened the tension will be when they fight alongside them. If you choose to create your own NPCs, share them on the site and tag them “Gotian” so others can use them in their own games if they like!

On the morning of the second day the party is summoned by the mayor and told that hunters to the north have reported large numbers of orcs moving towards the town. He beseeches the battle-hardened, orc-killing adventurers to help defend the town, and assuming they don’t hightail it out of there, they have six hours to help prepare the town for the raid before the orcs get to the walls of Gotian.

Before the orcs arrive, the PCs can use their skills and abilities to do all sorts of things around town. The Defense Points node in the module map describes the three areas that can suffer losses during the raid (civilian, watch, and structural), and provides a few examples of skills the PCs can use to better prepare those areas for the impending raid. They can help barricading the main gate, reinforcing the walls, strategizing with the sheriff, raising the morale of the militia, or scouting out the enemy as they approach. You should also encourage your players to be creative with their abilities, and figure out a way for their efforts to benefit the town.

There are six hours before the orcs arrive, and each “task” the PCs can do should take about two hours to complete, allowing each PC three chances to help with one or more things around town. I like to present the options provided, and then roll initiative and go through the PCs one by one. If any of the PCs have formed a bond with an NPC in town, I’ll have that NPC reach out to the character and ask for help with something specific, such as helping Father Andonthan set up beds for triaging the injured.

All around them, the entire town is on alert, hectically preparing. The end goal of this section is to have the party flex their muscles and wave their magic fingers around town to make them feel “heroic” compared to the rabble they find themselves in.

Once the preparations have been completed, the raid begins. The mayor suggests the party hang out in the center of town, allowing the watch and militia to hold the walls while the PCs serve as a “strike force” to deal with anything that breaks through. If your players want to be somewhere specific at the start of the battle that’s fine, you can always throw some run of the mill orcs at them wherever they are, but their attentions will quickly be drawn to the multitude of orcs that make it through or over the walls.

The first event is a breach of the wall on the northwest side of town, near the blacksmith and magic shop. Eight normal orcs make it through initially and attempt to get around the buildings, climb ladders, and slaughter rooftop archers shooting over the walls. Have the party arrange themselves however they like around the area in front of the shops and roll initiative for them and all the orcs.

The primary objective for the orcs is to get on the roofs and slaughter the archers, and until the party kills/corners some of them, they focus on killing the ranged attackers. It’s a move action to get up a ladder, and the orcs will slaughter an archer each round unless the PCs stop them. In my experience, the party is quick to move in front of the ladders and deny the orcs the easy pickings.

After the initial wave dies out (or if they’re wildly successful in killing the archers), four orc berserkers move through the hole in the wall. These are 1st level orc barbarians, and they take more abuse and deal more damage than the orcs the party has been fighting all adventure, but they’re not very intelligent and fight with reckless abandon and a lack of overall strategy. Add them to initiative and continue the combat. If you’re feeling generous, you can give them a round or two to heal up before the berserkers close the distance.

CR 4

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When the barbarians charge in, I like to reveal Lieutenant Broken Tusk and have him stand a good distance away from the ongoing fight, describing him as barking orders and clearly denoting him as a leader. He joins the fray after 2 barbarians have died or all the archers have been slain, giving clever parties a chance to injure/disable him before he gets too close.

That is advisable, because Broken Tusk is a fifth level barbarian, and although he’s not the chieftain of the tribe or final enemy, he’s hands-down the hardest-hitting enemy in the entire adventure. Hitting for 2d6+14, he can drop most 3rd level PCs with a single cut of his greatsword. I try to play up exactly how huge he looks when the party first notices him and give them every sort of hint that I can think of to prepare them for the devastation, but he still managed to knock out at least one PC in all but one of our playthroughs.

The invading orcs killed and repulsed, Malak arrives with some volunteers and begins barricading the breached wall, allowing the party to lick their wounds for a few moments. I usually let the party heal a bit here, but if they’re doing exceptionally well feel free to keep the events coming! Hopefully the party has some charges left from Old Garumba’s cure light wounds wand!

The next event is the orc cleric Rudoa and a bunch of other orcs making their way over the southern wall, protected by a darkness spell. As the party moves through town to investigate, they notice that enemies have split into three groups: Rudoa herself heads to the temple, three worgs begin terrorizing civilians, and a bunch of orc grenadiers begin starting fires.

The party is free to handle these in whatever order they like, and how long they take affects their Defense Points in the end. Killing the worgs quickly reduces civilian casualties, focusing on the temple helps with injured watch members, and dealing with the orc firestarters will reduce the damage to structures in town.

The worgs are a fairly straightforward fight: They’re going around the western side of town harassing civilians, calling to them in common in attempts to get them to open the doors to their homes. They’re not especially smart, and will rush any PC who draws near to them, biting at their ankles and trying to knock them down. I like to have one or two of the worgs start inside the buildings, allowing them to surprise the party after they engage the first visible one, and have them all swarm any PC that gets knocked prone from their trip attempts.
CR 3

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In the southwestern side of town, Chef Spicebreath and several grenadiers are setting fire to the town. Well aware they will not be able to hold Gotian, they're looking to raze as much of it as possible, tossing alchemist’s fire on the simple wooden buildings. When the PCs approach the orcs are in the middle of starting another fire, and I like to give the PCs a surprise round to close the distance and start fighting.

The grenadiers are more tactical than the orc warriors and barbarians, and actively attempt to protect each other and flank enemies. Chef Spicebreath is a 5th level sorcerer and will support the grenadiers, but he begins the fight distracted by all the meaty pieces of slain humans laying about. Depending on how things are going for the PCs, I’ll have him spend a few rounds performing grisly acts such as hacking off a child’s arm and throwing it into his sack before he join the combat and unleashing his first scorching ray.

Spicebreath and his grenadiers can be a rough fight, but it tends to end quickly when the party gets within melee range of the orc sorcerer. He doesn’t have a whole lot of tricks, preferring to blast enemies with fire until they strike him down.
CR 3

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Rudoa herself heads to the temple of Teddag, with the goal of slaughtering the town’s primary healers and desecrating the holy site. When the PCs reach the temple, Father Andonthan and the other priests are bleeding to death on the ground, left for dead. If the party took too long dealing with the other encounters before arriving at the temple, it’s possible they bled out, but in all my runs through the adventure going to the temple has been a top priority for the party. Assuming they arrive in time and have the ability to heal him, Father Andonthan grabs his shortbow to join in the fight to retake the temple.

The orc cleric is accompanied by six warriors who mostly act as speed bumps for the PCs, giving her a few rounds to cast spells before being beat on. She opens with darkness, giving her orc allies the benefit of concealment, and does her best to stay away from the party. Her blindness spell can be a debilitating debuff in the middle of the raid, so use it mindfully. When forced into melee she swings with her mace, and when she’s close to death it’s fun to consider channeling negative energy, even if some of her allies still live.

With all of those events dealt with, it’s time for the big show.

A long drawn out creaking sound followed by a loud crash resounds throughout the town. Screams and shouts from that direction tell you that the horde’s center has broken through the gate. The area in front of the entrance is a scene of panic and violence as orcs embroil the defenders of Gotian in the final conflict.
CR 4

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Rushing to the gate, the party sees all hell breaking loose. Orcs spill into the town and are met with guards and militiamen, and arrows continue flying from nearby rooftops. In the midst of this chaos, the leader of the orc tribe walks calmly into the fray, scanning for the party that escaped from his village. When his eyes lock on them he growls loudly, and charges them single-mindedly, eager to slay the adventurers who have cost his tribe so much.

Chief Strong Tusk is a sixth level fighter, and is accompanied by three lower-level bodyguards. He doesn’t hit as hard as Broken Tusk, but he’s better armored and works with his allies more actively. Strong Tusk is a brute but ultimately a coward, retreating if brought to 10 HP or less. I like to roleplay that a bit during combat, describing him as getting more and more worried as the damage begins to stack up. If he gets that low without the party finishing him off, he quaffs a potion of invisibility and retreats. I like to have the party make perception checks to notice drops of blood as he escapes, and give them a final chance to take down the chieftain.

When Strong Tusk is killed or driven away, the morale of the orc raiders is broken. The militia begins beating them back on all fronts, and they begin a full retreat. As described in Concluding the Adventure, that evening is somber as the townsfolk gather their dead, but the next day the two inns host a celebratory feast for the entire town. Gotian is saved, and the PCs are cheered as its saviors.

“Tips” Series for Captured by Adventure

Discuss 'Tips for Running Captured by Adventure: Part 5' on the SyncRPG forums

posted by Joe on 4/5/16 in Tech Tuesday

The initial sections of the mine are enormous, built by giants long ago. Art by Jeff Brown.

Continuing the series on tips, tricks, and my personal experiences running Captured by Adventure, this week we go over Part 4: A Dungeon Adventure. The party has finally left the humid Dankwood jungle behind them and entered an abandoned mine in hopes of finding a way through the Orange Mountains.

Spoiler Warning: The remainder of this post contains spoilers and links to module content. If you want to keep the adventure a surprise for yourself, steer clear!

The initial sections of the mine are gigantic, literally. The six standard (Core) races were first brought to Stormseye and the island of Kithera about 1000  years ago by the god Gilfen, and for countless ages before then, giants ruled the realm. This mine was initially used by those ancient cultures and were eventually found and expanded by the later Ironkin peoples. There’s a lot of history here, as mentioned in the module text and in various Tempest Thursday blog posts. You’re free to use as much or as little as you like in your game, and personally I love giving my players chances to make Knowledge checks for juicy tidbits, even if they’re not directly related to the adventure.

There are no encounters or events in the giant-built areas, but there are a few read-aloud sections to set the scene and get the players thinking about the sort of things they’d expect to find in an abandoned mine. All the upper levels  of the giant mine are well-mined and fairly boring, and after several hours of walking the party finds a modern, human-sized mine they believe leads out of the mountains.

Railroading and Player Agency: As an introductory adventure, the first three parts are very much designed to be ‘on rails’, where the PCs are essentially dragged across the Dankwood from encounter to encounter along a predetermined path. Starting here, they become masters of their own fate, and are free to wander as they will in the mine and beyond.

The actual meat and potatoes of the Ironist mine is a map with a bunch of rooms connected by tunnels. Rails for simple carts go from the long shaft the PCs enter from to several the larger rooms, and various narrow tunnels and secret passageways allow the kobold followers of Wrymscale to move around mine freely.

The first thing the party encounters in the mine isn’t a monster, but a haunt. I absolutely love Paizo’s ghost-traps, and I like to use them in any game where it makes sense to do so. I really like the use of the mechanic here, where the PC who was born furthest from the mine is stricken with visions of civilians being slaughtered. It’s very flavorful, and causes the haunt’s statistical effects to feel truly “rooted” in the hatred of those who haunt this area.

Since it’s a little awkward to ask the PCs where they were born in the middle of a mine, it helps if you have a good handle on the backstories of all your player’s characters. If the players don’t have a specific city or town in mind, vague answers like “the nearest metropolis,” “the city we left from,” or “a foreign nation” work just as well!

There’s a macro available that contains GM-only reminder text for this haunt, as well as all other traps and effects for this map. You can find them in the VTT on the SyncRPG token on the top left of the map.

CR 13

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A little further in the party finds an outcropping with rotten wooden shelves and a good deal of debris strewn about. Should they choose to investigate, have them roll Perception checks. While they’re dreaming about the loot they’re going to find, select all four of your dire rats and roll a secret stealth check. Roll initiative, and allow anyone who beat the worst ratto act on the first turn.

The rats are starving and not very intelligent. Have them bite at the nearest PC until they are smushed or scared off.

At this point, there’s a fork in the road and the party can experience the rest of the encounters in all sorts of different orders. They’re free to roam around in whichever direction they like, and even split up. While allowing them to creep around, note the three wandering patrols of two kobolds. I like to actually drop the patrols on the map in interesting locations, and then have the party stumble into them when they turn a corner. If they dawdle for too long in any one area, it’s easy enough to have the patrol sneak up on them.

CR 5

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The Forge is an open area that may make the players believe they’ll be fighting something big inside, but fortunately for them the inhabitant of this room is much more interested in talking to them. Lord Cinder is a large fire elemental, bound within the central forge by human wizards 70 years ago. He wants nothing more than to be released from his prison, and is genuine and honest in his dealings with the party.

When the party first begins talking with Lord Cinder, I ask the characters that speak up to make Diplomacy checks to see how well he receives them. If they roll poorly I’ll roleplay him as a tad insolent, but always have him bite his tongue in hopes that someone will set him free. I like to roleplay here for a while in my fire elemental voice, letting the PCs ask questions about the mine or the elemental himself. To sweeten the pot, Lord Cinder has a good deal of knowledge about the mine, as well as a magic weapon hidden beneath his forge. If the party is amenable to freeing the him (which in my games has always been an interesting discussion!), all they have to do is destroy a few runes hidden around the room. One of them is trapped, which the PCs can notice with a Perception check, and a macro in the VTT will help roll the damage.

Once free, Lord Cinder makes good on whatever promises he made to the PCs, and immediately leaves for the elemental plane of fire.

Near the entrance to the forge are a number of narrow tunnels that head south. They’re usually large enough for medium creatures to move through normally, but several areas marked with an “n” require them to squeeze through. This is a good place for a kobold patrol, which can draw the party into the tunnels quickly. There are a small number of kobolds at the end of the tunnels, and if alerted they can run in to reinforce.

If the party manages to sneak up on the southern kobolds, they’re still in for a surprise. A simple scythe made of stone is attached to a tripwire, and an adventurer with his eyes on a kobold and not the floor might find themselves on the receiving end. Like the other haunts and traps, a macro on the SyncRPG token will remind you of all the checks and saves, as well as roll the attack and damage for the scythe.

Kobolds are weak creatures that are good at building traps, and I really like to play that up when I run them. I like to have them moving around their traps, let a few get killed by the party easily while others use their slings from a distance, and encourage the party to charge heedlessly past the traps. Don’t forget to give them a Perception check to notice them, even if they’re moving fast!

Further south is an abandoned silver mine that still has veins of ore visible on the walls, the floor  covered in bones, coins, and rotting equipment. Three darkmantles have made this area their home, and the kobolds don’t even try to contest them anymore. The darkmantles start in different corners of the room, and attempt to drop down, hit, and grapple one of the PCs. The Combat Maneuver button is right next to the Melee and Ranged Attack macros in the VTT.

It’s always fun when you land a grapple right off the bat. I like to describe it as a black umbrella dropping down from the ceiling and wrapping itself around the PCs head. The party usually focuses on freeing their trapped friend, allowing the other two to get closer, and eventually swoop in.

CR 3

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Returning to the fork after the dire rats, heading south leads to another group of kobolds doing a poor job of being on guard duty. As with the ones in the narrow passages these kobolds have the benefit of fighting near their traps. They don’t risk setting anything off themselves, and they move around the areas and harass the party with their slings. The first trap is a simple one, collapsing rocks on a tripwire,  but the second is especially vicious: A pit trap filled with a gelatinous cube.

This fight goes much like the narrow tunnels when I run it, and I try to draw the PCs over the traps. I’ve found that after setting off the collapsing rocks, the players tend to assume the worst is over and fall headlong into the gelatinous cube. The paralysis and ongoing acid damage make it very hard for any PC who has fallen in to get out on their own, and their allies will likely have to rescue them while the kobolds continue to harry them with sling bullets.

At the end of the rails the party finds what appears to be the main entrance to the mine collapsed. As they wallow in their luck or move to investigate the area around the collapsed tunnel, a kobold rogue leads a patrol to sneak up on them. Bazka chirps and hisses orders in draconic, and attempts to flank with her allies to make use of her sneak attack.

Hidden in the center of the map is a small cave, accessible only by secret passages. In the appropriate areas, have the party make Perception checks to notice the unusual stonework, or small reptilian footprints that seem to enter the walls. Once revealed, the party encounters the leader of this kobold tribe, the sorcerer Grahl Wyrmscale. Unable to speak common and uninterested in what the party has to say, this can only end in combat.

Grahl is a typical caster, and has six bodyguards intended to keep the PCs out of melee range for as long as possible while he protects himself with protection from arrows. He blasts obvious spellcasters with scorching ray and can turn invisible if need be, but he is overconfident in his abilities and fights to the death.

CR 2

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The final room in the mine belongs to Gwinkle Loudbottom, demolitions master and alchemist extraordinaire! The spirit of a gnome who blew himself up in this workshop still lingers here, trying futilely to finish the weapons he was working on before the mine fell to the orcs. When the party opens the door he’s as cheery as the day he died, inviting them in to browse his (long destroyed) wares.

In another roleplaying scene, the gnome explains that he knows another way out of the mine, and that he will give it to them if they help him complete his experiment and finally lay his soul to rest. He explains that he needs three items that can be found within the mine. The party undoubtedly knows where some of those are by this point, but the requirements guarantee the party sees most of the dungeon.

Once they return with the reagents, Gwinkle grows even more excited and instructs one of the PCs how to combine everything. The experiment finished, Gwinkle shows the party a secret door that they can use to exit the mountains and tells them one last childish riddle before fading away.

After another few read-aloud sections the party is out of the mountains and overlooking the fields surrounding the town of Gotian. A few more hours of walking and they’re at the gates, being greeted by the mayor.

And that’s where we’ll pick up in the next installment of the tip series, Part 5: Welcome to Gotian.

“Tips” Series for Captured by Adventure

Discuss 'Tips for Running Captured by Adventure: Part 4' on the SyncRPG forums

posted by Joe on 3/29/16 in Tech Tuesday

The Dankwood, by Jeff Brown

For Tech Tuesday this week I will again continue the recent “Tips” series for running Captured by Adventure, going over Part 3: Through the Dankwood. As the sun begins to set after the events on the beach, the party dashes back into the Dankwood jungle, heading towards a pass about twenty five miles away, nestled between two distinctive peaks in the Orange Mountains. Along the way they will bump into various beasts and denizens of the humid jungle, both friend and foe.

Spoiler Warning: The remainder of this post contains spoilers and links to module content. If you want to keep the adventure a surprise for yourself, steer clear!

The path of the party from the beach through the Dankwood.

Part 3 is one of the longest sections of the adventure, with ten encounters spread throughout the Dankwood. As always, all of the encounters have maps and NPC tokens ready to go, as well as read-aloud sections to set the scene for each encounter and advance the timeline of the adventure. The first encounter takes place after the sun has set, but it begins to rise again during the third. It will take another full day beyond that to reach the end of the Dankwood jungle, marking two days since they were captured by the Red Tusk orcs.


Toggle Macro Command

Toggle Information

Light and Vision: The next two encounters are configured as “night” in the VTT, and the party will have to decide who has light. Torches were available on Daniel’s boat, and any caster worth their salt would consider slotting light as they marched into the dark. Use the “Toggle Torch” macro to make managing light easy!

For the first encounter, the party hears the flapping of leathery wings and has a chance to notice smaller bats as they approach the hunting grounds of a pair of dire bats. As they enter the small clearing, have them roll Perception checks against the bat’s Stealth. On a success, allow them a surprise round to react to the dog-sized bats before they drop from their perches. The fight is straightforward: The bats aren’t especially nimble and can’t use dive-bomb, fly-by attacks, and mostly hover in the PCs faces while biting at them.

A few hours later, a group of vegepygmies happens upon the party. The small plant creatures attempt to hide in the brush (remember to add +8 to their Stealth rolls!) and surround the party as they move through a clearing. A single vegepygmy will present himself to the party and attempt to communicate, but their limited languages and inability to speak at all quickly devolve into frustrated pantomiming. They try to convey that they are looking for a halfling that has wronged them somehow, but at this point the party knows nothing that can help them. Depending on how well the party communicates with the plant people, this encounter can end peacefully, or with the other vegepygmies jumping out from the undergrowth and attacking the PCs.

As the sun begins to rise, the party finds themselves on a narrow, winding pathway that seems to have had a good deal of foot traffic. This is beneficial in that they make good time through this section of jungle, but as one would expect, well-traveled areas are rife with potential perils. In a particularly narrow section, a hunter has set up a spiked pit trap and done a good job of covering it. Whoever set it is nowhere nearby at the moment, and the pit is more of a nuisance than a life-threatening trap.

If the vegepygmies left peacefully but frustrated with the party in the previous encounter, or if they believe the PCs to be lying about not knowing about the halfling, they may have followed them to this area and decide to take advantage of the party’s situation.

Old Garumba, a friendly treant living in the Dankwood.

Now in the full light of day, the party continues to move towards the mountain pass. The sound of a large, rushing river fills their ears long before they can see it. As they reach the river and begin to ponder how to best move across it, a voice speaks, seemingly from nowhere. “Hello younglings...” Looking around, the party notices Old Garumba, a female treant who leads a simple life tending to the plant life of the Dankwood, and loves to hear stories of the larger world.

This is a roleplaying encounter that gives the party some time to flesh out their characters in an adventure that’s relatively rushed. Old Garumba asks each of the PCs to tell her a story about their lives, where they’re from, or what sort of adventures they’ve been on. Let the players have some fun with it and encourage them to expound on their backstories here. Old Garumba knows a good deal about the Dankwood and the orcs following the PCs, and she’s willing to share her own tales if the party is interesting and polite enough. She rewards them based on how many true stories are told, with some wealth and potentially two magic wands that the party will be excited to receive.

Excited about the chat with the treant and their new magic wands, the party continues on to the mountain pass. The next encounter takes place in another clearing, with a large lizard sunning himself on a rock. The party sees it at the same time that it notices them, and the encounter proceeds normally as the lizard moves to defend its territory. Don’t forget about the lizard’s poison!

A bit later in a particularly marshy part of the jungle, the party spies two green-scaled kobolds darting between trees, apparently traveling in the same direction as them. Those kobolds haven’t noticed the party, but the six shadowing the scouts certainly do. Allow the party to set up and get the drop on the first two kobolds, and then shatter their overconfidence with the second wave. The little lizard people are much easier to deal with than the orcs the party has fought in the past, but in large numbers they can prove deadly. Kobolds are pretty cowardly creatures, so feel free to have injured ones run away!

This encounter with the kobolds is a bit of foreshadowing for Part 4: A Dungeon Adventure. The kobolds are moving to an abandoned mine, where a kobold spellcaster calling himself Wyrmscale has started a new tribe. There will be more on this in the next blog post, but if you’re looking to tie the areas together, you can have the party take one of them alive for questioning.

Moving out of the jungle and into the forested foothills, the party meets Pethogg, a halfling merchant in filthy, tattered clothes. Another roleplaying encounter, the halfling admits to being a bit lost and attempts to hock dubious alchemical wares to the party. If questioned about the vegepygmies, he explains that their chieftain misread the labels on vials he sold to them and drank a vial of alchemist’s fire. He’s been hiding from them ever since. He’s cheery and willing to talk and trade with the party, but he has no interest in traveling in a large, visible group.

Heading further into the mountains, the thick vegetation that has dominated the landscape so far begins to thin out and give way to rocky terrain. With the pass looming large before them, the party notices a little too late that they have walked in on two gorillas beating their chests in displays of dominance. For a moment it looks like they will fight each other, but they quickly turn to deal with the intruders. The four hundred pound apes lurch forward and attack the most intimidating looking PCs.

Finally at the mountain pass, the party is distraught to find it blocked by fallen trees, and covered in large, shadowy figures. Moving closer to investigate they can clearly see that the giants are in fact trolls, and there are far too many for the party to deal with. Before they can get their bearings, a lone troll wanders down the path and spots them, drool dripping from his mouth.

This is one of the most difficult encounters in the adventure, a second level party dealing with a CR 5 troll. The giant’s full attack is enough to savage a low-level PC, and If they don’t have a reliable way of shutting down its regeneration it’s going to be a very rough fight. Be sure to allow the PCs knowledge checks to see what they know about trolls and their weaknesses, and be sure to play up exactly how large and terrifying a troll would be to the characters. If they decide to engage, I tend to be generous, and give the troll a full round of walking over and a single swing before launching into its full attack. If things start to go sideways, remind your players that there’s no shame in running away from a fight!

Ivug Scrogg, a gruff and unlikable druid.

The final encounter in the Dankwood takes place in a small grove on the mountainside, an odd patch of vegetation on the rocky cliffs. It is there that they meet Ivuk Scrogg, a gruff and unlikeable druid. He’s a bit of a “sage on a stage,” insults the party’s lack of reverence for nature, and generally gives them a hard time, clerics especially. While annoying, he doesn’t actually wish them any ill will. After haranguing the cityfolk who “got lost in the jungle” he informs them of another way to cross the Orange Mountains, and offers to let them rest for the night in his grove for the night. He assures the party that they are completely safe, and although they may not believe him, he is being sincere.

Ivuk reappears in the second Tempest adventure module, The Rescue of Doniert Ironvale, so if you’re planning on continuing the adventure do your best to make Ivuk memorable.

You can feel free to add your own encounters to the jungle escape! Social encounters are user-created content that and allows GMs to customize the adventure for their players, and share their creations online, right alongside the primary module content. Social content for Captured by Adventure were discussed in detail in a previous blog post, and there’s a video showing how to do it.

The next morning the PCs wake up refreshed, and should be ready to follow Ivuk’s directions to an abandoned mine, which is the same one the kobolds from earlier were heading to. We’ll pick up there next week, when we go over how to run Part 4: A Dungeon Adventure.

“Tips” Series for Captured by Adventure

Discuss 'Tips for Running Captured by Adventure: Part 3' on the SyncRPG forums

posted by Joe on 3/22/16 in Tech Tuesday

Daniel Strongcurrent is an Ironist Ranger that helps the PC through Part 2.

Spoiler Warning: The remainder of this post contains spoilers and links to module content. If you want to keep the adventure a surprise for yourself, steer clear!

Continuing our “Tips” series from last week’s post about Part 1, this week I will be going over the second part of Captured by Adventure: the Race to the Ranger’s Ship. This section of the adventure begins after the party escapes the orc village and meets with the Ironist ranger Daniel Strongcurrent. Explaining to them that he has a boat moored not too far away, he leads the party through several jungle encounters and across a marshy beach.

Before we go into things encounter by encounter, I’d like to suggest taking some time to let the party get to know Daniel while they move through the jungle. He travels with and defends the party through all of Part 2, and he plays a big role in their escape from the Red Tusk orcs: thestory will be enhanced the more the party likes Daniel.

Remember, to move your players from one map to another and center on your view, hit CTRL+E, CTRL+F. (Command on Mac)

The Race to the Ranger's Ship.

In Flight from the Dark the party mostly has to deal with wild animals native to the Dankwood jungle. First comes a constrictor snake in a shallow bog about two feet deep. Treat the water as rough terrain, and I sometimes like to hassle small characters by making Swim checks. Allow the players to choose a marching order or general strategy for crossing the bog, and send the snake after the last character to cross. Have the party make a Perception check versus the snake’s Stealth, and see if it can get the drop on them. The snake isn’t particularly powerful, but its grapple can be dangerous for a low level character if the party doesn’t react quickly.

The next encounter takes place at a leopard’s den and is optional. If the players leave the area undisturbed, they can avoid the encounter entirely, but if have the gall to enter the den of a jungle cat, there’s some material wealth to be found within. A leopard is powerful foe for a first level party, especially with pounce and rake, so when describing the cave and area around it, try to really play up the claw marks gnawed bones. You can also use Daniel to help impress the danger of poking around the area, and have him keep watch to bear the brunt of the leopard’s initial assault.

There's a macro to reveal the hidden leopard's den! Check for the SyncRPG logo near the top right of the map!

The final interesting location before the beach are ancient, giant-built ruins. They are an interesting bit of history, informing the players that the orcs weren’t the first inhabitants of the jungle, but if the players dawdle for long you can use Daniel to urge them to continue onward to the beach. There are some items to be found amongst the ruins, as well as a simple pit trap. The map file provides a token with macros to reveal the art to players and roll the damage.

The Tempest Iconic characters flee the jungle and make their way to Daniel's boat as the orc search party catches up.

Running onto the beach you almost stumble on the body of an orc lying in the sand with an arrow protruding from his neck. The sand under your feet and the smell of salt in the air, you continue your flight with renewed vigor. Soon you will be at Daniel’s ship and leave this hellish place behind. Before you can catch your breath, four orcs burst from the tree line, quickly closing the distance between you.

The Beach is primarily wet sand and shallow lagoons, which hampers movement to varying degrees. You’re free to ignore the rough terrain in your game if you don’t like it, but I like the pacing of the encounters at that speed, and players in my games have found it fun to try to jump from dune to dune, avoiding the wet sand.

As soon as the party reaches the beach, a scouting party of Red Tusk orcs bursts through the treeline. I allow the players to set up however they like in the northern area of the beach, and give them enough space to ensure a round to react to the orcs before being hit in melee. I enjoy having some orcs throw tridents while others double-move to close the distance with the party. The orcs have to trudge through the marshy beach just like the PCs, and if the party maintains decent mobility the orcs should be easy to handle.

CR 1

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Further south, a pair of lagoons dominate the middle of the map. Here the party will encounter three reefclaws—horrible, dog-sized aberrations resembling a lobster mixed with an eel. Place the reefclaws however you like, in whichever lagoons make the most sense based on how the players are moving. Just as you did with the snake in the jungle, as the players approach the lagoons have the players make a Perception check versus the reefclaw’s Stealth check.

The hideous monsters claw at anyone who draws near the lagoons, trying to grab them and drag them into the water. They are tenacious, and their poison and death frenzy make them powerful foes. When the PCs first encounter one, it can be fun to allow them a knowledge check to see what they know about reefclaws, and then roleplay how dangerous they think they are.

After that, there’s just one more encounter before the party reaches Daniel’s ship! Behind the party, orcs can be seen battling with more reefclaws that have come out of the lagoon. Two giant cavefisher crabs have made their home on the rocks near the southernmost lagoon, and launch their filaments at the party as they run for the boat. If any of the filaments hit, the crabs attempt to pull the PC through the water, up the rocky ledge, and then drop them. The party should have ample time to stop these events from unfolding, either by cutting the filaments or killing the crabs.

When the party reaches the boat, give them some time to go through Daniel’s supply crates and pick out whatever gear they’d like. At this point the PCs should have gear appropriate for their level, and if the characters in your game are still missing any class or character specific items this is a good place to throw them in. As soon as they’re ready, it’s time to begin the read-aloud section about the boat, the imminent orc attack, and Daniel’s heroism.

Part 2 ends with the party running back into the Dankwood jungle, heading towards a mountain pass Daniel pointed out in the setting sun. They gain the experience to reach level 2, and receive a full night’s rest in something akin to an “adrenaline rush,” allowing them to heal a bit and refresh their daily abilities before heading into Part 3: Through the Dankwood.

Discuss 'Tips for Running Captured by Adventure: Part 2' on the SyncRPG forums

posted by Joe on 3/15/16 in Tech Tuesday

I’ve recently just started up a new weekly game of our first adventure module, Captured by Adventure, that includes vulmar1 and some players from Something Awful. The sessions are streamed on the SyncRPG Twitch channel, and the recordings will be archived in the Captured by Adventure playlist on our YouTube channel.

This is my third time running the adventure, and I’ve realized that I’ve never created a basic, “how to run this” sort of tutorial, or provided a short list of tips to help people in running them game themselves. Over the next few weeks I plan to release a post and for each section of the adventure, from Parts 1 to 5.

Spoiler Warning: The remainder of this post contains spoilers and links to module content. If you want to keep the adventure a surprise for yourself, steer clear!

As this is the first video in the series, in addition to going over Part 1, I’ll also touch on some of the other useful nodes in the early module map.

The Introduction node describes the five major sections of the adventure, as well as when the PCs can be expected to level up during it. It also touches a bit on the background of the adventure and the PC’s status as unarmed prisoners, as well as noteshow to handle starting equipment and animal companions.

The Files and Recurring NPCs node contains links to the ready-to-go VTT campaign files, as well as descriptions and widgets for three NPCs that appear several times in the adventure.

Part 1 of the adventure starts with the player characters as prisoners: shipwreck survivors captured by the Red Tusk orcs, dragged back to their village, and locked in bamboo cages. The guards, weary from a long day of celebration, drift off to sleep, and the PCs seize the opportunity to escape. Part 1 ends when the party exits the village through any of the various ways outlined in A. Buridakk - The Red Tusk Village.

The first few encounters have the party fighting run of the mill orc warriors armed with tridents instead of falchions, greataxes, and javelins. The initial fight jump-starts the action! It is with two unconscious guards and the party all but unarmed. Allow the characters to use their class powers, spells, feats, and skill checks in creative ways to escape the cages and line up coup-de-graces on the slumbering guards.

With two suits of armor and a few tridents, the PCs will likely begin sneaking around the camp, searching huts for more gear that might prove useful in their escape. As noted in the module content, there is a macro that appears in the VTT that will roll randomly on the table and let you know what the players find in a given hut. Feel free to customize the huts with items your party might want or need.

After the party has searched a few huts, it’s time to throw a patrol at them. Still easing into things with a presumably under-geared party, the first patrol is distracted, allowing the party a surprise round. Remember that a few arrows from Daniel Strongcurrent can be used to help turn the tide of battle if things go awry during the party’s escape. After resolving the combat, the PCs will return to moving around the camp. The two other patrols can be used whenever it feels right, or if the dawdles too long in any one area. You should also consider creating your own patrol and sharing it on SyncRPG for others to use!

At this point, it’s completely up to the party to decide where to go. There are three primary ways to exit the camp: through the main gate in the south, over a collapsed tree in the north, and through a secret tunnel in the west. The main gate is heavily guarded, with four normal orcs and a powerful fighter. A direct assault is ill advised, so try to play up how strong or well-trained Grimtusk appears in order to encourage the party to come up with creative solutions to engage him or otherwise exit the camp. There are macros available on the SyncRPG token in the VTT for the traps near Thragg’s sleepwalking, and to knock down trees for the players to cross over.

In the next post, I’ll be going over Part 2: Race to the Ranger's Ship!

Discuss 'Tips for Running Captured by Adventure: Part 1' on the SyncRPG forums

posted by Nate on 3/10/16 in Tempest Thursday

The Mirror Realms of the Tempest Campaign is the official campaign setting of SyncRPG. It was designed to be an open-source playground for the users of the site— something that can be both ours and yours. Thanks to the ease with which SyncRPG makes creating and sharing game assets, such as NPCs, settlements, and quests, there are countless ways that you can take the existing Tempest materials, remix and match them with your own creations, and share them with other GMs and users. The following summary describes the four common ways to get started with Tempest material right now:

Art by Jeff Brown

"The Tempest" by Jeff Brown

Captured By Adventure

Captured by Adventure, by Brian Monster, is an introductory adventure for anyone new to the PFRPG, SyncRPG, gamemastering or playing. The digital adventure module provides everything you need to start and play a new Tempest campaign with 1st level characters, right now. It has all the tokens, maps, and assets ready-to-go, and best of all, the adventure is free! Just go to the module map, read through the first encounters, and start today! You can also watch users play through it in Joe's open game!

The Rescue of Doniert Ironvale

The Rescue of Doniert Ironvale, by Robert Brookes, is a digital adventure module for 4th level characters. It continues the campaign that began in Captured by Adventure, but it's entirely independent and can be played as a standalone adventure. This adventure features a number of non-linear sections and emphasizes the diversity of encounter types that become possible when playing via a virtual tabletop (VTT). This is an excellent adventure for intermediate and advanced players, or for anyone familiar with the PFRPG who wants to start playing online today.

Create your own Ironhull Campaign

The default starting region for the Tempest Campaign Setting is the region of Ironhull, an island republic that liberated itself from the claws of an oppressive and tyrannical class of half-elven overlords two centuries ago. Since then, explorers, merchants, and warriors from all over the world have come to the region in search of trade, profit, and adventure. You can create and run your own Ironhull campaign using a variety of materials published right here on the SyncRPG blog. To get started, check out this blog post, which contains the hex-map you'll need to outline the region and your adventures. Just drag that map directly into the VTT and you're ready to run your own hex-based exploration campaign! For inspiration and further content, check out many of the the threads in the Tempest Thursdays blog series. Use our materials to get started quickly but make the region your own!

Create and share your original Tempest creations

If you've finished an adventure that you'd like to share with other GMs, SyncRPG provides a variety of tools to help you make your adventure VTT-ready. Start by uploading your original NPCs and then bundle them all into a collection that can easily be shared with others. Check out our tutorials for more information. If you want to get fancy, you can use the web forums to upload full adventure texts. Best of all, you can embed tokens and maps directly into the posts just by using the shortcode button beneath every token or map. With a little time and effort, you can share entire VTT-ready adventures this way, and immediately get feedback from other users! Feel free to use the Tempest Campaign Setting as a backdrop so you don't have to worry about copyright issues – that's the whole reason why Tempest exists! Share a short adventure or put together a whole campaign. I'm sure you will find interested readers on SyncRPG.

Discuss 'Four Ways to Use Tempest Right Now' on the SyncRPG forums

posted by Joe on 3/8/16 in Tech Tuesday
The Activity Feed for the weekly Captured game.

The Activity Feed for the weekly Captured game.

When working on blog posts this past weekend, I found that my mind was somewhere else. I was taking a break from another project I was working on (more on that later!), and my brain kept jumping back to it. I found it hard to focus on writing a post and ended up just going back to coding. A few hours into it, I wondered why I didn’t just write a post about it, and the other things I’ve been doing for the games I’ve been running recently.

After wrapping up the last playtest of Captured by Adventure, I started looking for more groups of people interested in playing through the adventure. I found several on SomethingAwful and our Google+ Community, and we set up a weekly Saturday Morning game. We’ve played two sessions so far, and the party is deep into the Dankwood jungle. Check out the game’s activity feed or the Captured YouTube Playlist to catch up with what Vulmar, Birbin, Telothar, Looge, and Jorlaug have been up to!

CR 4

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I announced last week that I will be starting up the open-to-everyone Riverford Freelancers sessions starting on March 15th (RSVP on the forums!) and I’ve started preparing new content so I’ll be able to run the game for a few weeks without investing a whole lot of time before each session. Orc raids and general banditry continue to plague the northwestern hinterlands, and reports of undead continue to come in from settlements in the south. I’ve been adding some Vasatri NPCs to help tie the rising dead into our setting and the events of The Rescue of Doniert Ironvale, and have some ideas for new haunts I’d really like to try out.

I was also inspired by Nate’s recent post about rivers, and I’ve started playing around with some of Gabriel Pickard’s ship maps with the goal of creating some ship-to-ship and aquatic encounters along the waterways that make up the Three Rivers Valley. I’ve got a few fun ideas there. I also have some plans to introduce more members of my favorite Tempest faction, the Consular Druids, and in doing so reveal more about them to the public.

Finally, last week I started working on a project I’ve been calling a “GMless Murderdungeon.” Taking a good deal of inspiration from the Dungeons & Dragons board games, I’m working on a webservice that will use map tiles, NPCs, and macros on SyncRPG to dynamically provide rooms, monsters, traps, and events for a party to fight. The idea is to create a “kick down the door” style of adventure with randomly generated maps, enemies, and hazards I could play with my friends that wouldn’t require any preparation, or anyone to act as GM.

I’ve been running a lot of games recently, and I want to spend some time on the other side of the table, trying out character ideas I have, and working with a party against increasingly powerful challenges. A tool like this would let us jump into the VTT and just start playing.

I have a lot of things written down about how I think the tool should work and have started coding it, but it’s not ready to even take a screenshot of yet. There’s still developing to do, and I’d love to hear your ideas! Let me know if you’d like to discuss what options the tool should have or how you think it should work, or if you’d be interested in trying the dungeon out yourself!

Discuss 'What I’m Working On: March 2016' on the SyncRPG forums

posted by Nate on 3/6/16 in Tempest Thursday

This week I answer a question received from a user who wanted more information on the rivers in the Three Rivers Valley. He writes, “How wide and deep are the rivers in the Three Rivers Valley, generally? And what sort of ships are most common on them?”


The Three Rivers

As the name indicates, the Three Rivers Valley is a river valley composed primarily of three rivers: the Silverbank River is the largest and the easternmost of the three; the Gotian River is the longest, meandering like a dedicated snake from the northern highlands all the way into the center of the valley; and the Vastra River in the west and south has the largest surrounding population and activity. The Gotian and Silverbank rivers merge at Riverford to form the Greater Silverbank, which makes its way south to collect the Vastra thereafter it becomes an estuary as the water turns brackish.

The Silverbank River's origin is a pair of large ponds in the Orange Mountains known as the Troll Tears. The river is larger and stronger than the other two, averaging a width of 850 feet. Unlike the other rivers, the Silverbank has few fordable areas and typically requires a ferry to cross. The strength of the current is the primary reason for the location and importance of the town of Riverford.

The Gotian River's origin is a dozen mountain springs and streams. The river meanders frequently and has an average width of 200 feet in the northern region around Gotian, swelling to a width of 600 feet after departing the Black Mountains.

The Vastra River's origin is mysterious and mostly unknown to anyone but the elves of Elfwood. In fact, the origin of the river is relatively populous fey grove hidden in one of the deepest groves of the forest. The river has a steady and predictable course, averaging 600 feet in width for its entire length. The region east of Lestershold has irrigation works and canals for farmers, but the primary industry on the river is logging.

The Greater Silverbank begins in Riverford and continues south until it reaches the sea. For most of its course, the water is brackish making the water way an estuary rather than a simple river. The river has an average width of about 4000 feet.


River Boats

River boats are the livelihood of a great many people in the Three Rivers Valley, and a number of different types of aquatic vehicles are used in the area. On the smaller rivers, most riverfolk use rafts and rowboats for most of their daily affairs. Regional travel and large commercial ventures are typically performed on keelboats.

On the Greater Silverbank River, from Riverford to the sea, commercial keelboats and military longships are a common sight. These larger vessels facilitate the primary conduit linking the Riverford to the capital city of Gilfensfall, where larger sea-worthy military and commercial vessels connect to the rest of the realm of Stormseye and to the world beyond.

Art credits: (top) "View from Mount Holyoke, Northampton, Massachusetts, after a Thunderstorm," commonly known as The Oxbow by Thomas Cole (Public Domain); (bottom) "Fur Traders Descending the Missouri" by George Caleb Bingham (Public Domain).

Discuss 'Rivers and Boats in the Three Rivers Valley' on the SyncRPG forums

posted by Joe on 3/1/16 in Tech Tuesday
The Three Rivers Valley is the setting for the hexploration adventure, The Rescue of Doniert Ironvale. Map by Robert Brookes.

The Three Rivers Valley is the setting for the hexploration adventure. Map by Robert Brookes.

Brave adventurers! The citizens of Riverford need your help once more! Starting Tuesday March 15th, I will be running weekly sessions of The Riverford Freelancers again, from 5-8 PM PST (GMT -8). As before, the sessions will be self-contained, open to all, and played “pickup style” with whatever players and characters happen to show up that week.

This is a unique series of “sandbox one-shots" for fourth level Pathfinder RPG characters. Designed to be played to completion in a single four-hour session with no ongoing commitment, the Riverford Freelancer sessions will feature a number of short quests the PCs can choose from in Riverford, and random encounters that happen as the party explores the Three Rivers Valley trying to complete them. The players show up, read the job board, and set off on adventure.

CR 5

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Although each session stands alone, the ongoing game is continuous, and events in one session will impact subsequent games. Each week the players will have more quests than they can possibly do, and which ones they decide to try to complete will matter. Dispersing a bandit camp will mean less thieves and rogues to deal with, and ignoring the pleas of a town dealing with undead may see the settlement overrun. Characters will be allowed (but never required!) to return, do more quests, gain more loot, and level up.

If you’d like to play, check out the RSVP threads on the forum, or discuss character ideas on our Google+ community!

You can also participate on the creative side of things by running your own games with our ready-to-use VTT files, and by sharing your own quests, monsters, NPCs, or settlements on the website. Create a collection of assets containing a quest tagged “Riverford” and any GM running the Riverford Freelancers will be able to drag them from the website into their own game. Interesting quests will be presented to the players at the start of the session, and yours may be featured on the stream!

And if you’re running your own game, let us know! We’d love to see video or screenshots of your sessions!

Discuss 'The Riverford Freelancers is Starting Up Again!' on the SyncRPG forums

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