Reavers on the Seas of Fate – Season Three, Seventh Session

Seventh Session (12 page pdf) – “The Sun Temple Colony” – The crew finds the lost Andoran colony built atop an Azlanti ruin.  They fall in with religious extremists as an Azlanti artifact nearly burns their ship to the waterline! Then they start poking around the island.

lost_citiesI liked doing the Sun Temple Colony after I did From Shore To Sea, because they were used to the WoW-like architecture of the Azlanti, and even knew to talk to the will-o-wisp streetlights in Aklo… But first they get lit up by the main attribute of the Sun Temple Colony, its big ol’ sun-focusing floating lens.

The Sun Temple Colony is from the Lost Cities of Golarion supplement. The intent here is that there’s parts of it about 10 CRs above the party’s level, so they have to keep it a bit on the down-low and play the locals against each other. They meet the “free” colonists and learn about the cult, the God-touched and breeder varieties. And they get a mascot, the impressionable 15-year-old Lefty.

Sindawe gets to exercise his captaining skills, which is generally “issue orders and then beat the nearest crewman unconscious since he’s clearly not moving fast enough.” They do get loot shares; this is probably the best place to give the pirate crewmen treasure because they are a thousand miles from anywhere they can spend it.

Then, it’s off to hexcrawl and explore the island!

 

 

Carrion Crown Chapter 3, Broken Moon, Session 5

auren_vroodFifth Session (18 page pdf) – Done with the local vermin, we move on to assault a keep full of necromancers!  And someone dies.  Many someones. Then it’s off to get some Lovecraft, but instead we get some McLovin!

We planned our assault of the necromancer keep in Feldgrau. We get to the top and the “skeletons” there are uber buff skeletons to our chagrin. We pop a fog cloud to stop the arrows, except for the PCs that like going and standing out of the fog cloud so they’ll get shot.

We expected a bit more of a dungeon, but halfway through the skeleton guards fight Orrin (Auren?) Vrood shows up and lays into us with the Circle of Death. This starts an entire sequence of “but wait…” as we figure out all the complex effects.  He pops a Circle of Death which kills four party members – but I use the group Harrow card to give us SR20, which saves two people, then I use my personal Harrow card to give Oswald a save bonus, which saves him. (Using them is a meta-thing that doesn’t really use an action.)  Zurax Darkfire, we hardly knew ye.

Then we kept forgetting stuff.  He used eyebite on me and I ran, forgetting the SR, and then he used it on Oswald, who almost ran before I blurted out “Wait, SR!” The SR didn’t save him, but since I wasn’t really feared my Fortune hex was still up so that saved him.  I got tired of that and used my new anti-necromancer ray, Lightning Bolt.

We go all the way to Carrion Hill to get Zurax raised, then go all the way back to Feldgrau, where everyone but a local ghost has skedaddled. Boring.  And then we head to the big neon signs saying Thrushmoore.

On the way we had a great encounter – Nigel sneaks off and comes across two nymphs bathing in the lake. He spies on them, making both Fort saves against blindness.  He reveals himself with a “Hey laydees!” and then makes both Fort saves against stun! They say “Ooo you have to catch us!” and he promptly rolls a natural 20 and the fleeing nymph rolls a natural 1. “Whoops, I have fallen over this log and my dress has come off!” He comes out of it with a goofy grin and a nymph-hair token that makes him super hell on wheels as a bard (+4 on Will saves, Craft, Perform, and 7 bonus rounds of bardic performance a day!!!).

Then we come across a marsh giant who demands tribute; Zurax animates a zombie from a Kellid werewolf corpse he’s keeping, Nigel tramps it up, and we send it to its fate.

Finally we end up in Thrushmoore, aka Innsmouth, and get the obligatory Lovecraftian town setup.  It’s just a little too much on the nose, how each adventure is “this thing themed!!!” But, what the heck, we’re level 8 now.

Aside

The Frog God Hero Lab files for Razor Coast etc. broke; they got them working but you have to change update URLs.  The new one is at http://froggodgames.org/sites/default/files/herolab/FGGCPupdates.xml

Carrion Crown Chapter 3, Broken Moon, Session 4

Fourth Session (13 page pdf) – We go to the butthole of Ustalav and farm us some werewolves, plus any local necromancer that gets lippy.

After an unfortunate encounter with a hangman tree (made more dangerous by the fact that three PCs weren’t there/didn’t show up on time, and only bested by one of them showing up mid-fight) we go to the Furrows, also known as the worst place in a bad country.

We dodged a remarkably large local necromancer patrol and rooted around in a ruined building where we found our missing werewolf hunter, Duristan.  “Oh, I’m not werewolfed, and I somehow got a band of mercenaries here!  We’re hunting some other werewolves!” “Yeah, that sounds grrrreat… Take us to your mercenaries.” We hoped we’d convince them we’d “help attack” the Prince’s Wolves and then we could betray them mid-fight.  Duristan, however, showed his usual lack of forethought by just yelling out as soon as we went into where the Jhazeldans were.

And here’s where seventh level pays off!  I crowd-controlled the shit out of that building.  Black Tentacles BAM!  Web BAM!  We knew that was just a delaying tactic and we needed help, so everyone else fought while I flew over to get the Princes’ Wolves to help; they were remarkably whiny about it for having been dispatched here for this express purpose.  I convinced them (In D&D you always have to convince NPCs to do anything, including what they were going to do anyway) and then it took them like three rounds of running in their heavy armor to get there and when they did they were like crappy CR2 werewolves only suitable for mob control. Sigh.  But the rest of the party had staged a calm fighting withdrawal to outside the building and was keeping the werewolves bottled up, so I figured I’d liven up their day with a Stinking Cloud.  You would think werewolves would have OK Fort saves but they were all puking up squirrels. By the time they broke loose and got out of the building the Princes’ Wolves arrived; I hit the BBEG with a 4-level Enervation and everyone else chopped him to bitty-bits. I slumber hexed Duristan so hopefully we can cure him of his lycanthropy.

Then we’re talking with the Princes’ Wolves inside the building when some necromancer goon with two big undead thingys busts in and is all like “Now I’ve got you!” I Lightning Bolted his dumb ass and everyone chopped through the undead.  I blinded him and he ran off crying to momma; a slumber hex later and I dragged him into the building with us.  Send more necromancers!

It wasn’t all me or anything, everyone was on top of their game.  Icobus got a great beheading shot in among others. Nigel started using his whammies on undead, being a dirge bard. Oswald shot a lot of things. We were worried when two players didn’t show but even just three of us could hold the fort for a good number of rounds! Yay, level 7.  (Though, it does explain why it’s the breakpoint for E6; it’s definitely the level you leave normal life behind for the life of a superhero.)

Carrion Crown Chapter 3, Broken Moon, Session 3

Third Session (12 page pdf) – We fight werewolves, werewolf ghosts, beefcake werewolves, and a paunchy librarian. Werewolves are stupid, though wealthy; perhaps we should take up werewolf farming.

The werewolf ghost (vilkacis) fight is bracing; it tries to possess several party members but a Protection from Evil from Xurak and then Misfortune hex from me keeps it from being successful.

Then we catch up with the librarian (Estovian the keeper of the Lodge) and beat the bejeezus out of him. I get to use my new lipstitch spell to sew his lips together, which was disturbing both for him and for the rest of the party. Lucky for him he charms Oswald who prevents his prone form from being Rodney Kinged into the great unknown; lucky for us Oswald is super gullible so we manage the situation anyway (“No really, he’ll be safer chained up down here with all his gear in our gunny sack…”).

We did OK in the big werewolf boss fight.  I got a little pissed that I kept putting bad guys to sleep with my slumber hex and no one would freaking coup de grace them, and then someone would wake them up and they’d be back in the game – and my hex can only affect someone once a day. I’m like “do you like fighting these guys?  How’s that lycanthropy making your tongue taste?” Anyway, finally I blind the werewolf chick and we bring an end to the combat.  We’d neatly bypassed all the rest of the werewolf guards so we just sent her packing. (Get it? Packing? I crack myself up. Actually, I decided that Sredni Vashtar’s Girl likes making bad puns in Common, which entertained Tim because there’s an Indian girl at his work that does the exact same thing.  I’ve known one too, it’s an oddly common little quirk. I like it when I can bring some authentic Indian girl to my character!)

Then we get to commune with Desna! Besides getting healed of all our ills and getting some plot points, this is cool for Girl – she’s still NG and starting to consider being more assertive against her NE god-familiar.

After that it’s just a wrap-up fight with two werewolves.  I like using my Slumber hex like the guys from Dark City – “Sleeeep! <waves hand across their face>.” We even let Estovian go with some threats to watch his step in the future. It’s Ustalav; if you kill every violent dumbass you meet the whole place would be empty.

 

Other Open Gaming Thoughts

Besides the buzz about D&D Next possibly being OGL, there’s other news in game licensing land.

First of all, the GUMSHOE system used by Pelgrane Publishing in many of their games is released under both OGL and Creative Commons! You can download the SRD in Word format there. Very cool.

Second, Numenera has a license and it’s not quite open. One product has been released so far though, Celestial Wisdom. But here’s why this concerns me.

Numenera is an innovative game in a very weird setting. A setting that could benefit a LOT from third party material. It’s going to be intimidating to some people to actually run, because of the weird nature of the setting and adventures.  The more the better, and any bars there limit it somewhat.

In conjunction with that, the Monte Cook brigade are now off on their second Kickstarter for a similary ambitious game called The Strange.  This does not give me a lot of confidence that Numenera is going to see lots of support from Monte Cook Games itself.  Given the worry that they’re just going to be happily Kickstarting one neat new idea after another and then moving to the next without focusing their effort on sustaining each one, does it make sense from any perspective to put limitations on people that do want to?

13th Age has, on the other hand, released under the OGL with their SRD located here on the Pelgrane site. That makes me a little more hopeful about ongoing support.

Carrion Crown Chapter 3, Broken Moon, Session 2

Second Session (10 page pdf) -  The Lodge becomes a killing ground as various things go wrong, and our heroes are generally a step behind everyone else.

Talking to various decadent Ustalavic nobles is about as useful as you’d think. But Girl meets another girl from her orphanage back in Jalmeray, who’s working in an adjoining brothel. Also, Nigel trades his carnal favors to the madam for info on our quest.

Then we get attacked by a truly giant spider. And then someone werewolf-curses out and kills another patron. We get sick of screwing around and break into the local Lodge keeper/librarian’s office to beat the truth out of him but he dimension-door skedaddles. With remaining intel we decide to cut to the chase and go out to the Stairs of the Moon and harvest us some werewolves.