Fairmeadow Fair, session 3

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Our heroes are out late at night, helping Daniel, an enthusiastic villager, search for a strange beast that appeared during a fight between Lucia, our Paladin, and a ruffian named Opal. Daniel doesn’t know that the beast is right beside him, because Gleador, our Druid, is keeping his shape-shifting a secret.  It’s complicated.  Read the previous session for all the details.

Daniel is wearing a robe and slippers, with a poker in one hand and a torch in the other.  He peers down alleyways, prods piles of trash with his poker, and tells the sleepy villagers that he awakens that there’s a strange beast on the loose!  After about 15 minutes, Lucia and Gleador convince him that the beast is long gone, so they leave him and return to the Glazers’ house, where they are staying for the duration of the festival.  Once they are alone in their room, Lucia holds Gleador’s injured hand aloft, says a prayer, and the pain of his dagger wound is replaced by a feeling of peace.  They rest for the night.

Lucia has enough experience to level up, and she becomes a Cleric of the goddess of the Sapphire Islands.  She can now cast low-level Cleric spells.

The Glazers prepare a lovely holiday breakfast.  All the dishes, glasses, and mugs are beautiful multi-colored glass, because the Glazers are glass-blowers.  They tell their guests about the day’s activities: the market is open, with goods from all over the region; there’s a stage for bards & other performers; in the afternoon, there’s an auction for especially valuable items.  Our heroes accompany the Glazers to the market, where the Glazers have a stand to sell their glassware.  Our heroes act like they are going to wander the market for a bit.  They buy some fair food: fried dough & corn on the cob with mayo.  Lucia starts to feed her share to the stray dogs, but bystanders scold her.

A map of the town of Fairmeadow, including the bathhouse and the Poirot home.

Our heroes duck out to find the pickpocket’s house. (Last night, they had some dogs follow the pickpocket’s scent, and got directions to it.)  They recognize the house by the token over the door, even though the dogs described it in shades of grey and our heroes can see color.  It’s a nice, upper class house: no shop attached, a yard with stalls for horses in the back. Rich people live here. The streets are bustling with fair-goers so they are able to circle the house a few times without drawing attention.  Gleador wants to infiltrate the house and turns into a tropical hornet when he thinks no-one is looking.  A kid notices and tugs on his mom’s sleeve.

Child:  “Mommy, mommy! That man just disappeared!”

The mom looks where the child is pointing and only sees Lucia.

Mom: “That’s not a man. She just wearing armor.”

The mom thinks this might be a teachable moment, so she comes over so the kid can ask about Lucia’s armor.  Lucia would like to be left alone, so in addition to explaining the parts of her armor, she talks about dangerous quests and violent battles.  The mother looks uncomfortable. Maybe the child shouldn’t be hearing this.

Gleador flies into the open kitchen window. A servant comes in through the door to the dining room carrying three plates full of food. He grumbles that the guests left suddenly and no one told him until he had already made extra breakfast. Gleador wants to get into the dining room, but the door is shut. A young man in expensive clothing pops his head in the door to complain about something trivial: his pancake ripped or something.  Gleador buzzes past him to get into the dining room. The young man squeals and flails ineffectually as Gleador passes.  Gleador sees a table set for five. There’s an old woman at the head of the table, the young man yelling for help and looking something to swat him, and the three absent guests. Gleador leaves the dining room by another way and finds a way out of the house. The young man gets braver once the scary insect is gone and starts bragging to his mother about how he drove the awful creature away.

Gleador flies back to Lucia, who is still telling scary stories to the curious child. Gleador flies behind the mother & child to transform back unnoticed, but they turn to leave just as he does so!  Lucia claims that Gleador can turn invisible. The mother hurries her child away from these strange, dangerous adventurers.

Our heroes watch her go and see a pole with a little flag on it coming through the crowd towards them. As it approaches, they see the halfing that is carrying the pole.  He uses the flag so people know that he’s there.  He’s the Sheriff of this town, named Pepe.  He heard that Lucia drove off the strange beast last night.  Because of the attack, Pepe’s instituted a curfew tonight, and he’s collecting able-bodied deputies to search for the creature.  Pepe’s working hard to ensure the safety of everyone at the fair!  Since Lucia has fought the beast already, and her friend can apparently turn invisible, he asks them both to meet him at town hall at sundown and join the deputies.  They agree.

Lucia wants more information about the house. For all she knows, this rich old lady is the ringleader of a band of thieves! She waits for the servant to leave the house, looking for a chance to talk with him. About an hour later, he leaves through the back door with a basket under his arm, heading for the market.  Lucia follows and tries to bump into him. She underestimates her strength and sends the servant stumbling and knocks his basket to the ground. He recovers and notices his coin purse is gone!  Oh, it fell under the basket. Everything is fine.  Gleador approaches, complains about Lucia’s clumsiness, and offers to share some pipe-leaf with the servant.  He happily agrees.

His name is William and he serves Lady Poirot and her son Master Thierry.  Three guests (matching the descriptions of the pickpocket and the two ruffians) came in yesterday on a metal cart pulled by a pony. They kept to themselves.  He brought in their things and served them some food, then they went out.  When he got up today and made breakfast, the guests had already left, and no one told him.  Very frustrating! Our heroes commiserate with William and send him on his way.

Our heroes wonder how to gather more information.  They could have the stray dogs follow the scent on Opal’s cloak, or investigate the strange cart. They return to the Poirot house. There’s a shed divided into three stalls in the back yard. There’s a horse in one stall. The guests’ pony and the cart were probably stored in the other stalls.  Lucia promises to cure the dogs’ fleas if they sniff out Opal’s scent.  The scent leads to the stalls, but the horse won’t let the dogs approach.  Gleador goes to speak to the horse and asks about the pony.  The horse says that the pony and three humanoids got into the cart and the cart left. The pony was inside the cart, not pulling it!  Weirdest thing!  Some of the humanoids may have been dwarves or juvenile humans. The horse has trouble telling the difference.  Gleador thanks the horse for its help and gives it the corn on the cob with mayo they bought earlier.  Cart tracks indicate that the self-propelled cart left town going south.

Lucia lays hands on the dogs to cure their fleas as promised, but transfers the fleas to herself instead! How embarrassing and annoying.  How can she get rid of them? The bath house won’t admit someone with fleas, and the river is miles away.  Samantha the witch knows potions and remedies.  Maybe she can help. They return to The Brace of Pigs where they last saw her.  Lucia has to wait outside while Gleador goes in to inquire.  Samantha’s probably in the market, but so is everyone else. They don’t find her, but they do find a shop selling anti-flea oil.  The shop-keeper wants 3 bundles of Gleador’s pipe-leaf for the flea oil, but Gleador talks him down to two bundles, and they share some now.

They go into the shop-keepers tent. Lucia removes her armor and covers herself in the flea oil. The shop-keeper gives Gleador the pipe and tries to light it for him.  The flint sends sparks toward Lucia, who is covered in flammable oil!  She dodges, but drops the vial of oil, which catches fire . . . on the grass . . . inside the cloth tent . . . in the middle of the crowded market!  Lucia backs away from the flames and tosses a canteen to Gleador.  Gleador tries to remember if it’s OK to pour water on an oil fire.  It seems good to him, but he’s wrong!  He pours the water on the water and it splatters out further, setting one side of the tent on fire and sending flames towards a cabinet full of other potions!  Lucia tosses Gleador a container of milk. Maybe that will work. Gleador realizes that milk is mostly water and will have the same effect, so he doesn’t pour it out.  The shop-keeper drags his cabinet out of the tent and flees, yelling about the fire.  Now that they are alone, Gleador is free to transform into an earth elemental and smother the fire, but he fails and belly-flops onto the fire as a normal, flammable Elf!  He already stopped and dropped, so he rolls to put the fire out. He’s not on fire anymore, and neither is the grass. The tent still burning.  Lucia throws over a rug, which Gleador uses to smother most of the fire.  The remaining fire on the tent is just burning fabric, not oil, so Gleador douses it with the milk.  The market is saved!  Our heroes breathe a sigh of relief before the bucket brigade arrives and soaks them & everything in the tent!

Lucia goes to the bath house to wash off the flea oil. It did work. She’s cured of fleas.  Gleador goes back to the Glazers’ house to rest and level up.

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Fairmeadow Fair, session 2

← Session 1 | Campaign Summary | Session 3 →

My players enjoyed the first session so much they asked me to come back and continue the adventure.  Since Fairmeadow Fair is usually a one-shot, we didn’t talk about character backgrounds, and I didn’t build the world much past the town and the surrounding fields.  We spent the first part of the session brainstorming about those things.

Gleador is from the Sapphire Islands and was exiled for showing Lucia a secret ritual. This means that the Sapphire Islands have an organization of Druids that have secret rituals and can exile people. The Sapphire Islands are in the south and are more tropical than the plains and forests surrounding Fairmeadow.  Lucia & Gleador are heading north through this region to reach the Great Forest, home of the Elves, where Gleador hopes he can somehow redeem himself.  The central plains are a loose group of city-states with nominal allegiance to a central government that isn’t relevant to most people daily lives.  Each city-state sends a representative to high council, which elects a leader.  The current leader of the council is a queen.  We will fill in the details of Gleador’s exile, the ritual, and what he must do to be restored at a later time, as they become relevant.

Lucia attended a Paladin Academy, so there must be a number of Paladins out there, enough to sustain a school. Gleador owes Lucia some sort of debt.

Gleador: Why would I owe you a debt?

Lucia: Because I’m so cool.

When we last left our heroes, they just returned to The Brace Of Pigs tavern with the special festival wine, and everyone in the crowded tavern is celebrating. Every room in The Brace of Pigs was reserved long before the festival, but a couple is willing find other accommodations and let Gleador and Lucia have their room as a gift for saving the day.  Fairmeadow has a tradition of hospitality, where people open their homes to travelers, especially during the fair when the two inns can’t contain all the visitors.  Guests are given a sturdy token, big enough to fit in own hand, with a unique shape, pattern, or image on it.  This token matches a placard set over the door of the house, so they can recognize the place they are staying. Bill Glazer offers his token to our heroes. He’s a glassblower & lives with his parents, Fred & Eliza. Their token is beautiful multi-colored glass in a metal frame.  Our heroes choose to stay with the Glazers and let the other couple keep their room.

The tavern is bustling, because it’s the supper rush the night before the festival begins.  Gleador looks around to see what’s happening.  Ferdinand is excited to be accepted instead of an outcast. He’s had a few drinks and is arm-wrestling all comers. He’s pretty strong in elf form, so he’s winning for now, but he’s not so good at self-control and may “hulk out” if he faces stiff competition. There’s a table in the back where a bard (a regional celebrity) is holding forth, telling stories to the delight of his entourage and fans. Bards are entertaining and also bring stories from far-off places. There’s also a kid wandering from table to table, apparently not with anyone. As he passes our heroes’ table, Gleador notices that his coin purse is missing!

Gleador alerts Lucia to the theft. Lucia keeps her purse inside her armor, so she’s fine. She grabs for the kid but only gets his cloak, which drops to the floor with a heavy jingle of many coin purses. Gleador leaps over the table, tackles the kid, and knocks the barstool out from under a large man at the bar. Lucia takes the cloak to Hobert the barkeep and asks him to return the purses, since he knows everyone. Gleador is trying to keep a hold of the kid and calm the drunk man he knocked over, but it’s not going well.  Lucia comes over and tries to take the kid from Gleador. As they scramble and claw at each other, the kid’s hand lands on the hilt of Lucia’s sword! She can secure the kid or her sword, not both. She has a plan, so she secures her sword and lets the kid escape. He runs out the door past Gleador, who has managed to knock the drunk man over a second time.  Gleador plays the bar-fight trump card and yells, “A round for everyone, barkeep!” The drunk man is won over by Gleador’s generosity.

People come up to order drinks are are surprised to receive their coin purses as well! Lucia retrieves thief’s cloak from Hobert and gives it to Gleador so he can tell the local dogs to track the thief by scent.  The two dogs (Ralphie and Jollifer) agree, but demand Lucia’s drink.  She get a drink just like everyone else, but her vow of temperance means she’s not allowed to drink it. She complies, but doesn’t like the reminder of the fun she’s not allowed to have.

A lackey from the Bard’s table gets a whole tray of drinks for the Bard and his entourage. The Bard orders a fancy, expensive drink, and when it arrives, he salutes Gleador with it (like Leo in Great Gatsby). Gleador comes over and introduces himself. The Bard’s name is Dandelion, and he brags about himself. Gleador motions for Lucia to come over and use her Charisma on him. Lucia’s not sure what he’s implying.  Paladins from Lucia’s academy are not barrred from romance, but she herself is single. Instead of flirting she is a charming conversationalist and impresses Dandelion with her wide travels. Of course he turns the conversation back to himself and his travels.

Samantha (the witch whose herbs were stolen to make Hobert’s wine) sees Lucia chatting with Dandelion and pulls her aside. Samantha warns her to avoid Dandelion, as one of Samantha’s recent customers had some nasty things to say about him.  (Samantha sells potions, herbs, and components useful for magic and alchemy, so Hobert’s theft was especially unnecessary.)  Lucia wants more details, but Samantha hesitates, because her customers trust her to keep their secrets. She draws a magical seal on her palm, thumb & index finger. If Lucia will shake her hand and accept a spell of secrecy, she will tell her what she knows.  Lucia doesn’t know the consequences for breaking this unfamiliar spell, so she declines, saying she’ll respect Samantha’s professional courtesy.

Bill Glazer has definitely had enough, so Gleador and Lucia leave the Brace of Pigs to walk home with him. It’s nighttime now.  The dogs return with a report on the thief’s trail. Gleador steps away so he can talk to the dogs without letting Bill know his secret. The dogs give directions to the house the thief entered, and describe the black, grey, and light grey symbol over the door. Gleador asks them to stake out the house overnight, but the dogs decline. Too much work. Not enough food.

A map of the town of Fairmeadow, showing our heroes’ home for the weekend, and the site of the confrontation.

Lucia and Bill continue to walk along, but two hooded figures emerge from the shadows ahead and block their path. “You’ve cost us a lot of money! We want it back!” says the shorter figure. Lucia says she doesn’t have the money, and that Bill is not involved. The ruffians have a specific grudge against our heroes and aren’t ruthless leave-no-witnesses mercenaries, so they give Bill a shove and tell him to get lost. Lucia draws her sword and shouts “Let me pass” in her most commanding Paladin voice.  One ruffian is shaken by her command and freezes, but the other (a Dwarven woman) leaps at Lucia with a club.  She tries to knock Lucia’s sword aside and tackle her, but Lucia stands firm and the sword blade jams into the gnarled club, locking the weapons together. Lucia tries to disarm the ruffian but ends up flinging both their weapons away. Gleador hears the commotion and turns into a panther. The second ruffian, already shaken, hears a rumbling growl and sees green retinas flash in the darkness. She yells, “I’m sorry, Opal!” and flees. Opal, the Dwarven woman engaged with Lucia, attempts to throw her cloak over Lucia’s face to get an opening for escape.  Lucia catches the whirling cape and moves with it. The combatants switch places and the cloak flutters to the ground beside them. Lucia is now between Opal and her fleeing comrade, but Opal is closer to the weapons on the ground. As the two wonder how to react to this new situation, Gleador pounces from the shadows, knocking Opal flat!

It’s surprisingly difficult to knock a Dwarf over, but panthers are very strong. Gleador is on top of her, big paws on her chest, claws extended just enough to touch her leather tunic.  Opal has never seen a panther before, so she does not recognize the invitation to surrender.  She panics, screams, and draws the dagger at her belt. Gleador moves one paw back to swat the dagger out of her hand before it finds his belly. The dagger goes flying, but both of their arms are now bleeding.  The commotion has rousee people in the surrounding houses. Candles are lit and heads pop out of upper windows.  Lucia retrieves her sword and points it at Gleador, “Back! Back, foul beast!” she says.  Gleador understands her implication and vanishes into the shadows. The general populace doesn’t need to know that the Paladin is friends with monsters.  Two neighbors come out of their homes.  Lucia “helps” Opal up and keeps a tight grip on her arm. One neighbor wants to pursue the beast with his improvised weapon.  Another is ready to care for any injuries.  Lucia tells the neighbors that she should take Opal home and make sure she’s alright.  Opal does not want to be alone in Lucia’s power, but can’t openly resist lest it be revealed that she attacked Lucia.  Gleador returns as an Elf, yelling about a strange beast that ran past him.  His arm is still bleeding where Opal’s dagger caught him, so he keeps that arm under his cloak.  Everyone is talking over each other about what to do and our heroes end up on the wrong side of the consensus. The armed neighbor is hustling Lucia and Gleador off to chase the dangerous beast, while the kindly neighbor is taking Opal inside to tend bandage her claw wound. Insisting would be suspicious, but our heroes are clever and subtle. Gleador says, “Get your cloak, Lucia, and let’s go”  Lucia picks up Opal’s cloak, so they now have her scent. They follow the armed neighbor on his futile search for the strange beast.

We ran out of time and had to stop there. As a GM, I am very proud of my players for creating and managing such complex social situations. The last scene, with everyone hiding their intentions and relationships and choosing words that meant different things to different people, was so tense and so fun! I’d be proud of that if I wrote it in a story, and they improvised it. I am eager to see what they come up with in our next session.

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Fairmeadow Fair, session 1

Campaign Summary | Session 2 →

Fairmeadow Fair is a scenario that I use to introduce people to tabletop role-playing games.  My goal is to provide a wide range of activities so players can engage with the things that interest them: parties, conspiracies, thefts, fights. I don’t want people’s first introduction to role-playing games to be a fight to the death against implacable foes.  I’ve run this scenario for several groups, but this group asked me to return and make the one-shot into a campaign.

Our heroes are Lucia, a risk-averse female human Paladin, and Gleador, an impulsive & creative male elf Druid. They are headed to the town of Fairmeadow for the famous Fairmeadow Fair, which attracts people from all across the region. There will be good food, entertainment, new people, and plenty of excitement. I show them a sketch of the city, with major landmarks like the main roads, fairgrounds, town halls, and both inns.  Gleador wants to check the perimeter, so they go clockwise, right past the Brace of Pigs inn.

A map of the city of Fairmeadow

There’s a commotion at the Brace of Pigs and an Elf wearing a big backpack bursts out of the back door and runs out into the fields, away from town.  Jimmy, son of the innkeeper, gives chase with a broom, yelling, “Stop, thief!”  Our heroes try to stop the Elf with the backpack, but he turns into a bull and plows past them!  Gleador is a thing-talker, so he can shape-shift into things of the earth as well as animals.  He attempts to turn into wheat and entangle the bull, but he fails and ends up buried to the neck in dirt.  Lucia grabs a rope from her adventuring gear & attempts to lasso the bull, but is tangled in the rope and falls over.  Jimmy & his father Hobert catch up & extricate our heroes.

Lucia feels she must redeem herself from this embarrassing failure by capturing the bull.  Hobert explains that the man pushed his way into the inn’s storeroom and stole his special wine. The inn has a tavern in the front, a kitchen & storeroom in the back (that’s where the bull-elf exited) and rooms for rent upstairs.  Each year at the start of the Fairmeadow Fair, the Brace of Pigs Inn serves this special wine, and at the end of the fair, they bottle the next year’s batch.  It’s a point of pride for the inn and a tradition for the fair, so Hobert is very upset!

Gleador excuses himself (he doesn’t want everyone to know he’s a shape-shifting Druid) and turns into a crow.  He mobilizes the crows in town to fly out over the fields and look for the bull elf. They can cover a lot of area, but will take a few hours to search.

Lucia swears herself to a quest: she will recover recover the wine!  Her god grants her immunity to piercing weapons and senses that pierce lies but in return, she must demonstrate temperance. Even if the wine is recovered before the fair is over, she cannot eat any fair food or drink any alcohol (including the wine she’s trying to recover!)  Since the bull-elf knew exactly where to get the wine, Lucia suspects an accomplice, so she starts questioning people in the tavern. It’s crowded, since even people who aren’t staying here have come for lunch.  She overhears a woman excuse herself & leave the tavern & knows that her excuse was a lie: she wanted to avoid Lucia & her questions.  Lucia follows her.

The woman heads to the busy marketplace, but is unable to lose Lucia in the crowd. Lucia asks her if she knows the thief. The woman denies it, but Lucia knows she’s lying, so she grabs the woman. The woman makes a scene, yelling at Lucia & slapping her across the face. Lucia is forced to back off by angry onlookers, but later corners the woman in a more private place.  Gleador has turned into a dog & recruited other stray dogs in town by promising that Lucia will give them all her fair food this weekend. The dogs form a perimeter around the strange woman, but she turns invisible and runs off!

GM: Wait, you still have that boon that pierces illusions, so you can still see her.

Lucia: Yup. I act surprised, then follow her.

The crows report that the bull is in a swamp some miles to the east, and that’s where the strange (and apparently magical) woman is heading. At the edge of the swamp, the stray dogs balk. The swamp seems unnatural and they are scared of it.  Gleador sends them back to town to guard the inn and report any strange scents.  He attaches a note to one of the dogs explaining that he and Lucia are on the trail of the thieves and to please give these dogs some scraps.

This delay has let the woman get far ahead, so Lucia has to follow her tracks through the swamp instead of just watching her walk across the fields. Lucia’s not very good at that & blunders into some quicksand. Gleador turns into a tree with an overhanging branch so Lucia can pull herself out. As they are struggling to get free, the woman appears, having heard the commotion.

Gleador: I continue accessing the situation as a tree.

The woman fires a lightning bolt at Lucia, which misses, but hits Gleador, setting his branches on fire. Lucia grabs a burning branch and wields it against the woman, who meets her with a dagger.

Gleador: I think I attack her at this point.

Gleador turns into quicksand to overwhelm the mysterious spellcaster. The flaming tree bends and pours over her, the flames going out as the branches turn into sand. The sand engulfs her, knocking her over, and reforming into Gleador’s Elf form pinning her in a submission hold.  She knows she’s beaten, so she stops resisting physically, but yells and curses the town and our heroes. “It’s not enough that you pillage my crops and claim them as your own, but now you invade my home and attack me!”  Our heroes thought that she and the bull elf were the ones doing the pillaging, so they ask for clarification.  It turns out that the secret ingredient in Hobert’s special wine is a rare herb that Samantha (that’s the witch’s name) grows here in the swamp.  Hobert has been sneaking in and tearing out the herb, and Samantha stole his wine back as revenge.

Lucia is moved by their plight. Lucia & Gleador bring the wine, Samantha, and Ferdinand (that’s the bull elf) back to the inn. They return the wine to Hobert in the tavern, in front of all his customers, and give Samantha and Ferdinand credit for the wine’s unique taste.  The customers cheer Samantha and Ferdinand because they love the wine. Hobert can’t say anything against Samantha & Ferdinand lest his wrongdoing be revealed. But he’s got his wine back and the yearly tradition can proceed, so he’s happy too.  Everyone’s happy, except Lucia, who was rewarded with a bottle of excellent wine which she isn’t allowed to drink.

Campaign Summary | Session 2 →

Pathfinder Bots: Simulation

@FightBot1 and @FightBot2 are Twitter bots that battle each other with randomly-generated level 1 Pathfinder Fighters.

Pathfinder’s combat rules are very complex, so I knew implementing the whole thing was impractical. I chose to exclude spells and skills, and as many special attacks and activated abilities as possible.  Thus I chose the Fighter class, the simplest class that just uses weapons.

Usually, Pathfinder has a Game Master, who has final say on anything that happened in the simulated world.  Players announce what they intend their characters to do, but the GM can modify, interrupt or ignore those actions when necessary.  When playing over Twitter, there is no GM, just the two players passing messages back and forth.  Thus, any action that interrupts another action, as well as hidden information that can affect the outcome of a player’s action, is no good.  That means anything that provokes attacks of opportunity (casting spells, firing ranged weapons, performing combat maneuvers, managing inventory, drinking potions, or even moving) was excluded.

Position and movement gave me trouble as well.  Pathfinder is based on a grid of 5-foot squares (actually cubes, when the game remembers the third dimension). Level 1 fighters can’t fly, so I could ignore height.  Should I simulate a 2d arena? Should it be a featureless square, or circle, or have terrain? What happens if a fighter runs into a wall? Into a corner?  Maybe a one-dimensional position, just a distance from opponent, would be sufficient to let ranged weapons, reach weapons, and normal weapons seem different.  If the fighters never take actions that provoke attacks of opportunities, they won’t get interrupted.  But knowing when a fighter is threatened requires knowing what the enemy is wielding. So I decided to only use melee weapons, and ignore positioning altogether. If one character has a reach weapon, just pretend that the the fighters are making 5-foot steps each round.

So fighters can only perform melee attacks.  What races are allowed, and what equipment and feats will they use? I used only items from the Core Rulebook, not the innumerable books released since.  The CRB has seven races.  Only feats available at level 1 that affect health, initiative, or melee attacks are relevant.  Fighters are proficient in all armor, shields, and simple & martial weapons, so those are in as well.

In subsequent blog posts, I’ll explain the procedural generation of characters & descriptive text, and how I integrated with Twitter.

Jam, the Whirlwind Spear

While building “#1 Sap Master” I lamented that there were no finesseable reach weapons, but one does exist!  The Elven Branched Spear is not only finesseable, but gets a +2 bonus to attacks of opportunity.  So I built a Monk around it.  I didn’t try for the Flowing Monk this time, just an Unchained Monk, which is basically Monk 2.0.

The reach weapon (acquired through Ancestral Arms) and her high Dexterity gives her lots of AOOs, and Panther Style also gives her a pool of “retaliatory unarmed strikes” that she can use each round by provoking AOOs from her enemies.  Flying Kick lets her move during a Flurry of Blows, so she can take all 3 attacks on her turn, move past enemies and retaliate when they take their AOOs, then take her own AOOs if the enemies she left behind try to close in again.  She doesn’t hit hard, but she hits often, growing more dangerous as she faces more foes.

I named her after Jam from Guilty Gear, who fights with quick strikes, flying kicks, blazing fast dashes, and a distinctive “HOOOO!” battle cry.  She’s basically that, but with a spear.

Jam

Female Half-Elf Unchained Monk 7
N Medium humanoid (human, elf)
Init +7; Senses darkvision 60ft., Perception +8

DEFENSE

AC 25, touch 21, flat-footed 20 (+1 Armor, +5 DEX, +4 WIS, +1 monk +1 deflect +3 natural) +4 vs AOOs
hp 64 (7d10+28)
Fort +9, Ref +12, Will +4 (+2 vs. enchantment, +2 vs charm & compulsion) Immune: disease

OFFENSE

Speed 50 ft.
Melee
flurry of blows unarmed strike +12/+12/+7 1d8+5
+1 elven branched spear +13/+8 1d8 x3 P (brace, reach, +2 attack on AOOs)

Special Attacks Stunning Fist 7/day FORT 17 stunned 1 rnd OR fatigued 1 min

STATISTICS

Str 10, Dex 20, Con 14, Int 9, Wis 20, Cha 7
Base Atk +7; CMB 7; CMD 27
Feats Combat Reflexes, Dodge, Exotic Weapon Proficiency (elven branched spear), Improved Unarmed Strike, Mobility, Panther Style, Panther Claw, Panther Parry, Stunning Fist, Weapon Finesse
Skills Acrobatics +13, knowledge (history) +3, knowledge (religion) +3, Perception +8, Sense Motive +10, Stealth +13
Languages Common, Elven
Special Qualities

  • Ancestral Arms: Exotic Weapon Proficiency (elven branched spear)
  • Blended Views: Darkvision 60 ft.
  • Evasion: no damage on successful Reflex save.
  • Ki pool: 7 points
    • spend 1 point: gain 1 attack at full BAB as part of full attack
    • Sudden Speed. swift action, 1 ki point: increase base land speed by 30 ft. for 1 minute.
    • Barkskin: standard action, 1 ki point: +3 natural armor bonus for 70 min.
  • Ki strike: unarmed attacks overcome DR for magic, cold iron, and silver
  • Style Strike
    • Flying kick: During flurry of blows, move up to 20 ft. (provoking AOOs as normal), ending adjacent to a foe and kicking it.
  • Combat Reflexes: 6 AOOs per round
  • Panther Style: When you provoke an AOO by movement, make a retaliatory unarmed strike against the creature making the AOO (limit 4/round). If you damage the creature, its AOO takes -2 on attack and damage.

Traits: reactionary (+2 initiative), focused disciple (+2 saves vs. charm & compulsion)
Gear: +2 cloak of resistance,+2 Belt of Dexterity, +2 headband of Wisdom, agile amulet of mighty fists, +1 bracers of armor, +1 elven branch spear, +1 ring of protection, handy haversack, monk’s kit, ioun torch.

Three-armed fighter

In my last post, I said that Triali could be just as effective if she were a two-handed fighter, so I built a two-handed fighter who uses her third hand to hold a tower shield.  She’s Triali’s half-orc half-sister.  The Two-Handed Fighter archetype makes two-handed weapons hit even harder.  Her Alchemist levels also grants her mutagen and a few spells like enlarge person that let her hit harder and control more area.

Chely Temminck

Female Half-Orc Two-Handed Fighter 5/ Alchemist 2
N Medium humanoid (human, orc)
Init +4; Senses darkvision 120ft., Perception +?

DEFENSE

AC 28, touch 15, flat-footed 27 (+10 Armor, +1 DEX, +6 shield +1 deflection)
hp 68 (7d10+28)
Fort +14, Ref +10, Will +7

OFFENSE

Speed 20 ft.
Melee
MW adamantine Lucerne Hammer +13/+6, 1d12+14 (x2) B or P
MW halberd +13/+6 1d10+14 (x3) P or s
MW cold iron Orc double axe +11/+4 1d8+13 (x3) S
MW alchemical silver Orc double axe +11/+4 1d8+12 (x3) S
Ranged
MW composite longbow +9 1d8 (x3)
Special Attacks Overhand Chop, Shattering Strike

Alchemist Formulae prepared:
level 1 (DC 12) expeditious retreat, enlarge person, enlarge person

STATISTICS

Str 20, Dex 14, Con 16, Int 12, Wis 10, Cha 7
Base Atk +6; CMB 11; CMD 23 (+6 vs. Bull rush & overrun)
Feats Combat Reflexes, Furious Focus, Iron Will, Mobile Bulwark Style, Mobile Fortress, Power Attack, Shield Focus, Weapon Focus (Lucerne Hammer)
Skills 18 ranks sraft (alchemy) +11 (+5 to create alchemical items), linguistics +2, spellcraft +6
Languages Common, Orc, Elven, Giant
Special qualities

  • Missile Shield: once per round, when a ranged attack would hit you, deflect it harmlessly.
  • Vestigial Arm: a third arm to hold the tower shield
  • Overhand Chop: add 2*STR instead of 1.5*STR when making a single attack
  • Mutagen: 20min duration. +4 to STR or DEX or CON, -2 to INT or WIS or CHA, respectively
  • Shattering Strike: +1 to CMD and CMB on sunder attempts. +1 damage against objects
  • Combat Reflexes: 3 AOOs per round
  • Sacred Tattoo: +1 luck bonus on all saves
  • Fate’s Favored: increase all luck bonuses by 1
  • Reactionary: +2 initiative
  • Weapon Training: +1 attack and damage for two-handed polearms
  • Dragon Sight: darkvision 120 ft.
    Traits: fate’s favored, reactionary
    Gear: +1 full plate, +1 tower shield, +1 ring of protection, +2 cloak of resistance, +2 belt of strength, MW adamantine lucarne hammer, MW halberd, MW cold iron/alchemical silver orc double axe, MW composite longbow, 20x arrows, 20x blunt arrows, cracked pale green prism ioun stone, ioun torch, 50 ft. Rope, fighter’s kit.

Triali the three-armed scarecrow

Triali’s not an effective character.  Her average damage is the same as a fighter with a greatsword and Power Attack + Furious Focus.  That fighter also get heavy armor and seven feats to spare.  Worse, Triali’s damage is unpredictable, as seen in the graph above.  Maybe those huge damage spikes instantly kill a boss, or maybe they overkill some mooks.  That’s what makes her exciting to play, watching the pieces interact and waiting for the explosion!

The center of the build is Butterfly’s Sting, which allows a character to pass a critical hit to an ally.  So one character uses a weapon (or dual-wields two weapons) that has a high crit range to maximize the number of critical hits, and another uses a two-handed weapon with a high critical multiplier, to maximize the damage of those critical hits.

Here’s the twist: a character counts as her own ally, and with a third arm from an Alchemist discovery she can wield both a kukri (which crits often) and a scythe, (which crits really hard).

She’s a Ranger so she can focus on Strength and get Two-Weapon Fighting feats through her combat style without meeting the Dexterity Requirements.  That also means she gets an animal companion.  Since she carries a scythe, I gave her a big raven and a scarecrow aesthetic.  She does the samurai thing of shrugging off one shoulder of her jacket when preparing to fight, not just to give her left arm freedom of movement, but also to reveal her other left arm!

In the future she’ll get Power Attack, to make her hits bigger and less predictable.  She’ll enchant the kukri with keen, so it crits more often, and add thundering and shocking burst to the scythe, so it will literally crit like a thunderbolt.

TRIALI

Female Human Ranger 5/ Alchemist 2
N Medium humanoid (human)
Init +2; Senses Perception +11

DEFENSE
AC 21, touch 13, flat-footed 21 (+7 Armor, +2 DEX, +1 deflect +1 natural)
hp 56 (10 + 6d8+20)
Fort +11, Ref +11, Will +6 ( +2 Will vs. divine spells)

OFFENSE
Speed 30 ft.
Melee +1 kukri +11 1d4+3 (18-20/x2) +1 scythe +11/+6 2d4+8 (x4)
Ranged MW composite longbow +8 1d8 (x3)
Special Attacks favored enemy (humanoid(human) +4, undead +2)
Alchemist Formulae prepared:
1. (DC 12) shield, long arm, enlarge person
Ranger Spells prepared:
1.  (DC 12) longstrider

STATISTICS
Str 20, Dex 14, Con 14, Int 13, Wis 12, Cha 7
Base Atk +6; CMB 11; CMD 23
Feats Butterfly’s Sting, Combat Expertise, endurance, iron will, two-weapon fighting, weapon focus (kukri), weapon focus (scythe)
Skills 45 ranks: Perception +11, Stealth +11,  Swim +9, Climb +9, Knowledge (nature) +11, Knowledge (geography) +11, Handle Animal +8, Perform (pipe) +4
Languages Common
SQ Vestigial Arm, Hunter’s Bond: Raven (Daszo)
Traits: anatomist, disdainful defender
Gear: +1 Mithral Breastplate, Cloak of Resistance +2, Ring of Protection +1, Amulet of Natural Armor +1, Belt of STR +2, +1 kukri, +1 scythe, MW Composite Longbow, 20x arrows, 20x blunt arrows, ranger’s kit

“#1 Sap Master”

This Pathfinder character is based on the Sap Master feat that doubles sneak attack damage when attacking a flat-footed opponent with non-lethal bludgeoning damage. That’s a lot of conditions

  • sneak attack
  • flat footed
  • non-lethal
  • bludgeoning

I need sneak attack and a way to make opponents flat-footed.  Rogues have sneak attack, and there’s a Flowing Monk archetype whose AOOs make opponents flat-footed.  I’ll multi-class.

  • sneak attack ✅
  • flat footed ✅

Unarmed strikes (Monk’s specialty) are bludgeoning and can be non-lethal, so that’s a great fit.

  • non-lethal ✅
  • bludgeoning ✅
  • AOO

Rogues and Monks both have reason to maximize Dexterity, so I planned to get Weapon Finesse so my accuracy is based on Dex, not Str.  But I need AOOs to make my combo work, and reach weapons threaten more areas, so enemies provoke more AOOs.  No reach weapon is finessable (except whips, which require a huge investment to work).

I decided to drop Weapon Finesse and maximize Str over Dex.  I wanted the reach weapon to also deal non-lethal bludgeoning damage (like my close-range unarmed strikes). The Bludgeoner feat allows me to deal non-lethal damage with any bludgeoning weapon, but Monks and Rogues are not proficient with any bludgeoning reach weapons. Half-Elves have an alternate racial trait called Ancestral Arms that awards proficiency with one martial or exotic weapon, so I picked the Lucerne Hammer and was ready to actually build the character!

  • sneak attack ✅
  • flat footed ✅
  • non-lethal ✅
  • bludgeoning ✅
  • AOO ✅
  • Flowing Monk 2 ✅
  • Rogue 5 ✅
  • Half-Elf ✅
  • STR, not DEX ✅

As I started selecting ability scores and looking up class features, I remembered that Rogues are bad.  3/4 BAB, d8 HD, and light armor makes melee combat dangerous, but I planned to be in melee all the time.  There’s an Alchemist archetype called Vivisectionist that gets Sneak Attack just like a Rogue.  If I was going to have the weak BAB, HD, and armor, I might as well get spellcasting to go with it.  So Rogue was out, and Vivisectionist was in.

The Vestigial Arm discovery let me hold a shield and a two-handed weapon at once, boosting my low AC, but I didn’t have shield proficiency.  Building the shield from Darkwood reduced the penalty for wielding the shield to zero, which is just as good as proficiency.  Similarly, a mithral breastplate that I was not proficient in inflicted a penalty of zero.  So my alchemist/monk used a weapon, shield, and armor that alchemists and monks are not proficient in.

Alchemist Mutagen boosted my Str, and the Feral Mutagen discovery gave me three natural attacks.  Those three attacks with regular, lethal sneak attack dealt far more damage than the single non-lethal weapon attack with double sneak attack.  Should I drop Sap Master, the whole reason for this build?

Non-lethal Vivisectionist

  • Vivisectionist Alchemist
  • Feral Mutagen
  • 3 natural attacks with sneak attack
  • non-lethally maul people into submission

But wait! Feral Mutagen does not specify the damage type of the bite and claw attacks, so I must fall back to the defaults.  The bestiary has a table of natural attacks and their damage types.  Both Bite and Claw deal bludgeoning damage (as well as other damage types) which means the Bludgeoner feat affects them and I get double sneak attack damage on all three attacks! Now my character had two modes:

Normal form

  • 2 hands on Lucerne Hammer
  • 1 hand on shield
  • 1 free hand for potions, etc.
  • Get AOOs with Lucerne  Hammer to make opponents flat-footed
  • Continue to hit at reach with Lucerne Hammer, or use unarmed strike up close

Mutagen form

  • 1 hand to hold Lucerne Hammer (can’t use it)
  • 1 hand on shield
  • 2 hands make Claw attacks
  • Bite attack too
  • 3 natural attacks do a lot of damage, even without the Sap Master bonus.
  • At the end of my turn, I put a second hand on the Lucerne Hammer so I can make AOOs with it.

I was almost done with the character when I re-read the Unbalancing Counter text one more time, and realized that the entire build didn’t work. Hitting with an AOO wasn’t enough to make the opponenet flat-footed. The opponent also got to make a save. The save was based on Monk level and would be DC 11 forever, low enough to be irrelevant.  I had no way to make opponents flat-footed.  I’d never get to use Sap Master.

Since I had no use for the Monk levels, and was non-proficient with my weapon, armor, and shield, I switched to Fighter 1/Alchemist 6.  I didn’t need the Half-Elf ability to get proficiency with my weapon, so I switched to human for the extra feat.  Now I could wear heavy armor and a shield and get into flanking to trigger sneak attacks.  I swapped the Lucerne Hammer and Mithral Breastplate for an Earthbreaker and Full Plate.

Invisible Tank

  • use Stealth skill and Invisibility spells to open combat with Sap Master attacks on opponents who haven’t acted yet.
  • another melee character in my party moves around to flank with me, since I’m slow.
  • 3 natural attacks with sneak attack still do a lot of non-lethal damage.

Armor Check Penalties make sneaking in Plate armor difficult, and I’m not sure Pathfinder allows me to sneak up behind someone using the Stealth skill. Charge during the surprise round? Fortunately, I remembered another feat that allows me to make opponents flat-footed.

Catch Off-Guard lets me attack with improvised weapons without penalty, which is fun to roleplay.  It also says that unarmed opponents are flat-footed vs. my attacks with improvised weapons.  Clearly I’ll just have to disarm people.  Improved Disarm and a flail give me bonuses to disarming opponents, and I hold an improvised weapon in the other hand to use once they are disarmed.  The weapon is a trophy, reading “#1 Sap Master”  The chance to disarm is disappointing, especially compared to Crusher’s inescapable grip, but the concept is fun to roleplay, so I’m still happy with it. Sort of.  I want more to-hit and better saves.

Catch Off-Guard Shenanigans

  • Alchemist 6/Fighter 1
  • Flail in one hand to disarm
  • Trophy in other hand to use as improvised weapon
  • Shield in third hand
  • Feral mutagen is still an option

That’s the long, winding road from nimble Monk/Rogue with a reach weapon to heavily-armored mutant who knocks people out with a trophy for knocking people out.

 

Number One
Male Human Fighter 1/ Alchemist (Vivisectionist, Beastmorph) 6
N Medium humanoid(human)
Init +4; Senses Perception +10

DEFENSE
AC 24, touch 11, flat-footed 23 (+10 Armor, +1 DEX, +3 shield)
hp 56 (10 + 6d8+20)
Fort +12, Ref +9, Will +6

OFFENSE
Speed 20 ft.
Melee MW Flail +11 1d8+5 non-lethal
or MW Flail +15 vs CMD disarm
or “#1 Sap Master” trophy +12 vs flat footed AC, 1d6 + 5 non-lethal
Ranged MW composite longbow +8 1d8 (x3) non-lethal
Special Attacks (3d6+3 sneak attack, double if flat-footed)
Alchemist Formulae prepared:
1. (DC 13) enlarge person x2, vanish x2, expeditious retreat
2. DC 14) barkskin, bull’s strength x2, invisibility

STATISTICS
Str 20, Dex 14, Con 14, Int 15, Wis 10, Cha 8
Base Atk +5; CMB 10 (+5 disarm); CMD 21
Feats Bludgeoner, Brew Potion, Combat Reflexes, Improved Initiative, Iron Will, Sap Adept, Sap Master, Throw Anything
Skills perception +10, craft(alchemy) +11, spellcraft +11, acrobatics +3, knowledge nature +11, knowledge arcana +11, climb +2, swim +2 (ACP = -6)
Languages Common, +2 more
SQ Beastmorph Mutagen, Improved Beastmorph Mutagen, Mutagen, poison use, Feral Mutagen, Wings, Vestigial Arm
Traits: Surprise Weapon, Reactive
Gear: +1 Full Plate, +1 Heavy Wooden Shield, Cloak of Resistance +2, , Belt of STR +2, Headband of INT+2, +1 Amulet of Mighty Fists, MW Flail, MW Composite Longbow, 20x arrows, 20x blunt arrows, alchemist’s kit, “#1 Sap Master” trophy

Improved Feral Beastmorph Mutagen: 60min duration. +4 STR, -2 INT, 2 1d6 claws, 1 1d8 bite, 2 of the following abilities (climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.)

What do I do with my hands?
3 arms: shield, flail, “#1 Sap Master” trophy
3 arms with mutagen: 1 for shield, 2 for claws.

Attack with mutagen: bite +13 1d8+7, 2 claws +13 1d6+7 non-lethal

Crusher, the emotionless Barbarian

Pathfinder’s Android race has two features that are very interesting to Barbarians.

  1. Immune to morale bonuses.  The stat buffs from rage are morale bonuses.
  2. Immune to fatigue.  Ending Rage makes Barbarians fatigued, and they can’t enter rage again until the fatigue wears off.

Combining these two makes an interesting Barbarian who does not get stat bonuses, but can use powerful “once per rage” abilities every round, by beginning and ending rage every round.

At first I pursued the robot theme by selecting the Savage Technologist archetype, which has the appealing pistol + sword fighting style. Using a pistol in melee without provoking AOOs sounds great, but reloading still provokes, and reloading requires a free hand, which Crusher doesn’t have because he’s holding a sword.   It was too much trouble.

Strength Surge adds barbarian level to one CMB check, so I looked for a combat maneuver to specialize in.  The Brutal Pugilist archetype and Animal Fury rage power reward grappling, so I built a grappler. I chose level 7 because that’s when Greater Grapple becomes available, which lets me make two grapple checks per round.  Since Androids get a bonus to Dexterity, Crusher uses Dexterity instead of Strength for all his rolls.  (Maybe the three feats aren’t worth the slightly higher numbers, but I’m tired of doing math.)

The average CMD for a CR 7 enemy is 26, so Crusher succeeds on a 2.  Each time he maintains a grapple, he bites, and he can choose to deal damage when he maintains a grapple, so he can bite up to four times in one round. He can also reliably tie up foes with an escape DC in the 40s.

His defenses are fine.  23 AC will stop 60% of attacks.  Alas, the -2 AC penalty from rage is not  a morale penalty, so it still applies.  He’s immune to a number of status effects and has bonuses against others, including mind-effecting, the worst kind of save for a melee monster to fail.

Crusher
Male Android Barbarian (Brutal Pugilist) 7
N Medium humanoid, construct
Init +6; Senses darkvision 60 ft.; Perception +13

DEFENSE
AC 23, touch 14, flat-footed 18 (+7 Armor, +5 DEX, +2 shield, +1 deflect -2 rage)
hp 76 (7d12+28)
Fort +10, Ref +10, Will +5 (+4 vs. Mind-effecting, paralysis, poison, stun)
Defensive Abilities DR 1/–, Immune disease, sleep, fear, emotion, fatigue, exhaustion
OFFENSE
Speed 40 ft.
Melee unarmed strike +14/+9 1d4+6 (19-20/x2), bite +8 1d4+3
Ranged MW composite longbow +14/+9 1d8 (x3)
Special Attacks rage (19 rounds/day), rage powers (animal fury, strength surge +7, brawler)

STATISTICS
Str 10, Dex 22, Con 16, Int 9, Wis 12, Cha 6
Base Atk +7; CMB 13 (+5 grapple); CMD 24 (+3 vs. grapple)
Feats Agile Maneuvers, Improved Grapple, Greater Grapple, Weapon Finesse
Skills 11 skill points Perception +13, Acrobatics +12
Languages Common
SQ fast movement, Pit Fighter (+1 grapple CMB, +1 grapple CMD), Improved Savage Grapple
Gear: +1 Mithral Breastplate, +1 Buckler, Cloak of Resistance +2, Ring of Protection +1, Belt of DEX +2, Agile Amulet of Mighty Fists, MW cold iron Cestus, MW alchemical silver Cestus, MW Composite Longbow, 4x50ft silk rope, 2x potion of Fly, 40x arrows, 20x blunt arrows, barbarian’s kit

  • Immune to fatigue, so cycle Rage every round to use Strength Surge on grapple every round
  • Greater Grapple allows maintaining a grapple as a move action, so 2 grapple checks per round.
  • Animal Fury: free bite attack when maintaining a grapple

Initial grapple: +25 vs CMB (7BAB + 6DEX +7 Strength Surge +2 Imp. Grapple +2 Greater Grapple +1 Pit Fighter)

Animal Fury: bite +13 1d4+6
Maintain grapple: +25 or +23 vs CMB (7BAB + 6DEX +5 Maintain +2 Imp. Grapple +2 Greater Grapple +1 Pit Fighter) +2 Animal Fury?
Pin or damage (1d4+6)

Felipe Pepe’s list of influential CRPGs

Felipe Pepe, CRPG historian, wrote an article listing 35 CRPGs one should play to get a general outline of the history of the genre.  In the article, the list is displayed as an image, which is good for sharing on Twitter and the like.  Here’s a version with links to buy or play them.

Title Year Price Platform
dnd 1975 free web
Rogue 1980 free browser
Wizardry I: Proving Grounds of the Mad Overlord 1981 free browser
Ultima IV: Quest of the Avatar 1985 free Win, Mac
Dragon Quest 1986 $2.99 Smartphone port
Starflight 1986 $5.99 Win, Mac
Dungeon Master 1987 Atari ST
Pool of Radiance 1988
Wasteland 1988 $5.99 Win, Mac, Linux
Quest for Glory: So You Want to Be a Hero? 1989 $9.99 Win
Darklands 1992 $5.99 Win, Mac, Linux
Ultima Underworld: The Stygian Abyss 1992 $5.99 Win, Mac
Ultima VII: The Black Gate 1992 $5.99 Win, Mac
Mordor: The Depths of Dejenol 1995 free Win
The Elder Scrolls II: Daggerfall 1996 free Win
Diablo 1996
Final Fantasy VII 1997 $11.99 Win
Fallout 1997 $9.99 Win
Baldur’s Gate 1998 $19.99 Win, Mac, Linux
Might and Magic VI: The Mandate of Heaven 1998 $9.99 Win
Planescape: Torment 1999 $9.99 Win, Mac, Linux
System Shock 2 1999 $9.99 Win, Mac
Deus Ex 2000 $9.99 Win
Gothic 2000 $9.99 Win
The Elder Scrolls III: Morrowind 2001 $14.99 Win
Neverwinter Nights 2002 $9.99 Win
Star Wars: Knights of the Old Republic 2003 $9.99 Win
Fable 2004 $9.99 Win
Mass Effect 2007 $19.99 Win
Fallout 3 2008 $9.99 Win
Dragon Age: Origins 2009 $19.99 Win
The Elder Scrolls V: Skyrim 2011 $19.99 Win
Dark Souls 2011 $19.99 Win
Divinity: Original Sin 2014 $39.99 Win
The Witcher 3: Wild Hunt 2015 $39.99 Win