Category Archives: session summaries

Alternity “The Lighthouse” Session Summary 46

Forty-sixth Session – The Externals assault the Aegis system in force, and we have our entire fleet there to prevent them. We tear them a new one. Now we have to figure out what to do with all these weirdo prisoners!

This was an interesting session.  First we spent a good bit of time planning our strategy – we knew the aliens were coming.  Since we’ve teamed up with the Medurr and have access to their drivespace denial weapon, we came up with a plan to trigger it in microbursts designed to spread incoming ships out in a big ol’ line trailing out of the system.  We’d then put our forces in one big ball and roll them on up!

Before they come, we go and get the other forces in the system on our team – some Thuldans and some VoidCorpers. The Thuldans say yes, the VoidCorpers say no.

We were interrupted by a systemwide hack. I thought we had thwarted that back in the day but apparently not.  This took a LOT of rolls to resolve.  Taveer went out into cyberspace to thwart it. The enemy AI pretty much chased Taveer off and back to the station and started attacking us!  Once we got VERA and Captain Takashi into the fight, we finally managed to cut it off.

Then we found out it was a VoidCorp AI behind it all. They had some flimsy excuse but the Admiral pretty much told them they were going to join our fleet or we were going to seize their assets in the system.They gave in.

In an attempt to turn this whole thing around, we took the AI, VORL, and put it on a barge with some External wireless codes to mess with the incoming fleet.

But before the battle – a promotion!  I had actually written that “Letter to the Admiralty” and sent it to our GM Paul  a while back so that when we were in Bluefall and could get some admirals together that we could have a board of review to promote the faithful Martin St. John to Captain.  He was surprised! And in fact, once he was promoted, we talked about a command for him – it hadn’t originally been my plan, but Takashi as an Admiral has been kinda kicked upstairs to do full fleet command tactics a lot of the time, so he offered command of the Lighthouse to St. John, who accepted. Woot!  We put as much pomp and circumstance into it as the GM had patience for (not all that much). Hell, I’d be happy to do a whole session around just the promotion, but then I’m a roleplaying freak.

Then we fought the Externals and pretty much owned them.  Only two problems – one, the second fortress ship got away despite all our efforts to catch up to them (we’re not really sure how that worked, it was GM fiat) and also the rules tended to punish us for being big.  We were using a simple abstract system that uses Space Tactics rolls; that’s where Takashi is a Viking. Well, first round he rolls Amazing and the first bit of the enemy fleet rolls like Ordinary, they lose 15% of their force and we lose 5% of ours – but we are so much bigger we lose about as many ships as they do!  We were like “WTF!” Usually “stacking” all your forces is an advantage but in this ruleset it’s not, so next time we’ll go with small task forces that should get the same effect with fewer losses.

Suddenly we went from most of the Externals being rare “never seen by humans” stuff to “We have a prison hulk full of thaal, what the heck do we do with them?” We spent a lot of time trying to turn the various client races with mixed results. Not everyone is on board with the crazy Scientology religious heart of this war, but many of them are stupes who like their congenital slavery so it’s a hard nut to crack.

The bareem were like this.  We got some sifarv turncoats to command them all to help us, but Chris had the most inspired idea; we’re putting them through Concord Marine training not only to battle harden them but also to try to inculcate them with our values. Once they accept leadership other than the sifarv, and kill sifarv on orders, then they’ll become more liberated dudes, at least that’s the idea.

The A team is going to take half the fleet to Tendril to lift its siege and the B team is going to go RIF the Algemron system, which is probably controlled by teln mind-worms.

Interestingly, I think we kinda all unanimously and implicitly backed off going from one big serious space battle thing to another – after another half hour of roleplaying suddenly the next steps became smaller and closer to home!

We were looking for the N’sss (stealth space jellyfish) we are sure are in the system, and detected the VoidCorpers beaming clandestine messages into the gas giant (where N’sss like to hang out). Admiral Takashi lost his shit. Forget about interstellar diplomacy and weak excuses, this is an act of war and/or treason and he immediately ordered a Marine strike force to load up and assault VoidCorp’s Cloud City. After the AI thing, and finding out that they are trying to stop Old Space from coming to the Verge’s rescue, it was the last straw. They are clearly traitors against humanity and he’s not going to tolerate it another second. Long term consequences can worry about themselves.

Plus, there was a throwaway rumor about problems on the set of actor Jack Everstar’s new movie and suddenly, for no real reason, all the B team (while playing naked beach volleyball on Bluefall, our usual vacation time diversion) decided we all want to meet Everstar and have cooked up a Burn Notice/Leverage style plot to all get onto his movie crew.  Woot!

Reavers on the Seas of Fate – Season Two, Tenth Session

Tenth Session (7 page pdf) – “Sign of the Void” – A shadow demon tries to claim the PCs’ allegiance and takes rejection poorly. But their rune-markings unlock odd new weapons that prove most efficacious against the phantoms he unleashes from beyond the dark gate. Will they work as well against Clegg Zincher and cannon shot? They find out!

This session was basically two big battles; the first was a continuation of the major sea-cave setpiece from last session. Chmetugo the shadow demon showed up and laid a rap on them about how they are marked with the sign of the void and are fated to serve him and to transform the world into some weird monster realm. Naturally they turned him down. So he raised all the pirates as undead and sicced them on the party as basically unlimited numbers of tentacle-dogs came through the dark gate into our world.

I came up with a cool environmental thing; the shadow demon used his cold powers to make the surface of the water start freezing, moving outward another 10′ radius every round. This allowed the tentacle-dogs to attack (albeit precariously), provided danger for the PCs in the water, and generally made things interesting. They enjoyed breaking the ice, sliding around on the ice, and generally indulging in shenanigans. They finally decided that the only way to take care of the whole thing is to blow it up, which is fair enough.

Also, they investigated their weird runes they got from the activation of the Cyphergate. Glyphs from Tammerhawk’s glyph-plaque that exploded are embedded in their bodies and tattoolike runes appear over their location. They know that the glyphs burn when the tentacle-dogs are close, but now once they touched the gate they seem to be more active somehow. They resonate with the matching larger glyphs that once sealed this gate. During the fight they got a hold of the glyphs and they turn into weapons made of orichalcum that allow the PCs to hurt the shadow creatures. And when they saw Zincher with a similar weapon, they realized that he too was there in the Riddleport Light that day. They didn’t have a lot of spare time, but they started counting glyph plaques and trying to put two and two together. And the metaplot rolls on.

And more Clegg Zincher. That’s always fun. They kinda want to kill him and kinda not.  But he’s threatening Tommy’s girlfriend! But he’s a made man! But we don’t like him, he worked against us and Saul! But he does a lot of damage with that pickaxe! But he told the demon he refused to be its butt-boy! But… I see Zincher as an interesting Mafia type guy. He tells demons and Commies and other undesirables to go hose, and is out there personally helping people in the neighborhood when disasters come. But he’s a ruthless businessman who is not hesitant about having people killed.  But he operates under a certain code of honor. And he loves birds.

So pretty much, two three hour long fights! I don’t usually do that, I go in for more RP and stuff, but I wanted to really amp up this start of a new leg of the campaign. The first season was mostly urban and not so much pirate; this leg will be real pirate in spades!

Alternity “The Lighthouse” Session Summary 45

Forty-fifth Session – The A Team and a fire team of Recon Marines take the Lighthouse back from MINA and a bunch of aliens.  Who’s the leader of the club that’s made for you and me? M-I-C-K-E-Y M-O-U-S-E. Enter a world of shit in this episode of our Alternity Star*Drive campaign, The Lighthouse!

The Lighthouse’s bridge is taken by a bunch of aliens and MINA, the station AI, is compromised (more than usual, of course). A bunch of old plot threads come together pleasingly in the solution.

First of all, we have the hacker Brent Terchyev, the son of the Jamaican Syndicate leader on Lucullus, who we saved from kidnappers and have had on board the station since our last visit.  Now we’re back to free the system from the aliens, and this apparently kicks him out of his normal diet of videogames and Grid porn into action.

Secondly, we have our means of access – the concealed airlock in the back of a massage parlor that our criminal characters have used from time to time. Lambert Fulson was reluctant to narc it out to the station personnel, but with the fate of the station on the line he gave it up.

Third, we have the Concord Marines. We’ve been making good use of these guys, and this time we promote them from faceless NPCs to real personalities. Besides Concord Marine Captain David Chase, who is a named NPC in the Lighthouse supplement, we had along an elite Recon/Marauder unit consisting of:

  • Sgt “Animal Mother”, violent and jaded even for the Marines, largely derived from the character of the same name in Full Metal Jacket
  • Cpl “Klinger”, whose armor is skillfully painted to be wearing a negligee and garter belt, somewhat based on Klinger from M.A.S.H. and Fruity Rudy from Generation: Kill
  • LCpl Wierzbowski (no cute nickname yet), the unit’s grenadier, named after a quickly deceased character from Aliens
  • Pfc “Ludafisk”, a Nordic whiteboy that talks like a gangster rapper, inspired by Evan “Q-Tip” Stafford from Generation: Kill
  • Pfc “Motorhead”, with mottos like “Eat the Rich”  and “Born to Lose” spraypainted across his combat armor, just inspired by a love for Lemmy

They are stock second level NPCs, altered only from the default Concord Marines listed in the Lighthouse supplement in that they have recon powerered armor and a couple more skill points due to our more generous chargen rules – just about everyone who played Alternity used “Optional Rule Set 2” published as part of the Alternity errata that upped skill points by a small but noteworthy margin.

As you may be able to tell, we’ve been watching a lot of stuff like Full Metal Jacket, Generation: Kill, etc. lately.

Back in the day, I had done some work with an ex-Marine on a Concord Marine supplement detailing some Marine TOEs, training, and the like – I’m going to dust that off and publish it here for  your enjoyment! And we’ll be using it ourselves, Paul generously told us we can level this squad to third and customize them up a bit for future supporting cast roles!

Anyway, it took us a while to insert, make our way down the two kilometer elevator shaft, disable our crazed station AI, and then assault the bridge. The Marines burst in and put down the thaal high priest like he was Osama Bin Laden in Abbottabad. It was beautiful – the bridge was full of External bigwigs – the thaal high priest, a bunch of other thaal psychics, superior sifarv bird-men, a gardhyi (or “space vampire” as Takashi calls them), bareem ape-thugs, karaden roach scientists… And our squad of Marines ripped them a new asshole in extremely short order. (Well, it took hours of game time, but short order in game).  The KZ 130 13mm charge machinegun is quite a weapon in the hands of some motivated men. We put the video out on the Grid to demonstrate the lack of invincibility of our heretofore-untouchable enemies.

As Takashi, I alternated between using my Command skill to give our friendies bonuses and the Infantry Tactics skill to mess with our enemies. And I also shot down two bad guys with my little laser pistol – Takashi has way more luck then he has any right to with that thing. For whatever reason, he is really not good at combat by the numbers, but when he finally whips out the pistol and shoots it’s always followed by some alien boss falling with a hole seared in his forehead.

Next time, the fleet goes to Bluefall to defend against the approaching External fleet!

Alternity “The Lighthouse” Session Summary 44

Forty-fourth Session – Back on Lucullus, the Lighthouse comes to the relief of the kroath-beset locals.  That’ll teach them to be such criminal douches next time we need their help. We engage in some large scale land combat and send in the A Team and some Recon Marines to nip the alien leadership in the bud. It all goes well, except those darn psychic aliens teleport up and take over the Lighthouse’s bridge while we’re giving them their whupping! Experience the twists and turns of the latest installment in our Alternity Star*Drive campaign, The Lighthouse!

We spent a ridiculously long time getting the various Lucullan factions on board with the Verge Alliance last time we visited, only for them to totally roll over like bitches for the Externals. All the alien fleet left but has ovipositor-ramming facilities in full swing turning Lucullans into kroath soldiers. Sigh. We put together a joint Verge Alliance and Medurr fleet, using the Medurr riftship to gate in draco-centaur needle ships. Concord Marines, Lucullan Picts that have been on board the Lighthouse, and Medurr all take part in the assault.

I as Admiral Takashi put together the tactical plan. We had our forces feint at the alien domes to lure out their armor as we sent in an infil team (including our command staff, of course) to take out their orbital-capable guns and decapitate their leadership. Then once those guns are silenced, our aerospace superiority would enable us to pound their armor and carry through the assault. I made some great tactics rolls and the larger army action went very, very well for us.

On the micro level, we rolled hard on the aliens and had a lot of success, including killing some of the birdlike sifarv whom we hadn’t encountered in person yet, until one of them downs Haggernak and negotiates for his release.  Admiral Takashi is a naval man of his word type, so he accepts the sifarv’s parole and chats cordially with him, only to discover the other alien leaders had teleported off to take over our space station!  Grr. We’ve tried to set up psychic teleportation detectors with little success and prevention with zero success. Fricking aliens.

I am always a bit worried about going into a lot of battles with Takashi since he is by no means a combat monster. He has inordinately good luck with shots from his laser pistol when it counts, but he is not well armored or really all that skilled. He excels in using his Command skills to inspire other combatants and give them bonuses, however.

This episode also features the continual combat effectiveness of the Concord Marines. We have been continually impressed with these guys; in fact, I’ll do some posts on them in particular as we’ve been inspired to detail them more as they continue to come through for us. Our PCs are not butch enough to go in on assaults without backup, and so we bring them along a lot. For second level NPCs they have performed remarkably!

Alternity “The Lighthouse” Session Summary 43

Forty-third Session – We infiltrate an External fortress ship to prevent them from getting away with their superweapon. We use our own superweapons to defeat them – the Red Queen, alien aphrodisiac crystals, a nuke, and a Thuldan Warlion! They never stood a chance. All this and more in this session of our Alternity Star*Drive campaign, The Lighthouse!

Last time, we’d basically gone down to Mantebron and found out that the aliens had stolen an Ancient superweapon and generally were all over things there. We were leaving with our tails between our legs after some light recon, but Markus the warlion convinced the rest of the group that with a clever plan, we could (albeit at the risk of our own lives) sabotage their effort.

Mainly, this involved clandestinely inserting into their fortress ship the Phlegethon, nuking the thaal cathedral where all their psychics are, and setting off the alien weapon so it shoots the other fortress ship, the Styx. The main goal being destruction of the weapon, but also sowing whatever chaos and destruction we can.

Many of the group had misgivings about the survivability of this plan. But Markus figures it’s war – gotta go big or go home.

And the plan worked!  This is one of those sessions where we spend as much time carefully laboring over every little detail as much as in execution – which ends up paying benefits in survivability. The main nail-biter was the precognition ability of the enemy psychics, which end up alerting them to potential attacks. We bypassed that by installing a nuke in their cathedral, given that they probably couldn’t escape the radius in time even with teleportation. Luckily this worked, and then when we fired off the superweapon we put a big albeit nonfatal hole in both fortress ships.

Markus got to march around the ship in power armor firing drum after drum of grenades from his Zeke-5 grenade launcher, which always gives him a warm feeling. Wily opponents try to move into melee range to escape the hail of grenades, whence they discover what real pain is like.

Enjoy the writeup!  More to come… We’re moving into the final stages of the war, looks like.

Reavers on the Seas of Fate – Season Two, Ninth Session

Ninth Session (10 page pdf) – “Architects of Ruin” – An assault on some hidden caves goes drastically wrong and half the party is captured by various miscreants. Pirates! Ghosts! Guns! Orca! Explosions! Gates to other worlds! Thrill to the hard-hitting action in the latest installment of Reavers on the Seas of Fate.

Well, this session didn’t quite go how I thought it would. The PCs found the hidden caves of dungeoney fun, but as most of them looked at going in through a secret door, Sindawe dives in through a sea cave and finds a whole crew of pirates at work. And then he decides to take them all on  himself! I was a bit surprised at that. He made a good run at it really, even when surrounding him and getting sneak attacks it took natural 20’s for the mook pirates hto hit his super boosted monk AC. And even the pirate captain, Screev Ten-tooth, was having a bit of a hard time shooting him with his nifty double barreled pistol. But then the captain pulled out his alchemical flare shots, which blinded Sindawe, and that left him open to some intense whupass.  I tried to encourage him to dive back in and swim for it (being in the water gets you some intense cover bonuses, he benefited from them coming in) but he just fought it out till he went down, I’m not sure why. He killed half the pirate gang, which came in handy later though, that’s for sure.

You can download Screev Ten-tooth from the Reavers NPC page. He’s an expert2/gunslinger4/rogue2.

While this was going on, the PCs tried to come in the other way – it’s possible they could have rolled the whole dungeon up in the middle – but the siren ghost fended them off, taking prisoners (Hatshepsut and Akron Erix), routing Clegg Zincher’s goons, and charming Serpent and Tommy.  So off they go, to find the giant dread wraith lover boy of the siren ghost – they were lovers back in the day, but a hateful priest and some villagers killed the siren and then the dude hung himself. I figured they were going to have to kill him, but they actually managed to talk the wraith down and get him to follow them to the siren’s lair. I made that really hard to do, and halfway he started going after Wogan because he confused him with the priest that killed the siren, but each time they talked him down – high skills and assists getting those 30+ DCs required. Thus they overcame the whole siren ghost/dread wraith thing pretty handily! She gave them a parting blessing, even.

Then they found the Dark Gate, the one opened by the blast from the Cyphergate, bringing the real world and the shadow world (aka spirit world, demon dimension, monster realm) together with their world. They realized the bits of Tammerhawk’s glyph that exploded when they disrupted the ritual in the Riddleport Light (aka Shadow in the Sky/Madness in Freeport) embedded in them are attuned to the gate somehow.

They did a hurry-up attack on the pirates – they had to break through a barricade in the face of a swivel gun, luckily Wogan knows just when to pop an obscuring mist to provide cover. They hacked through the pirate crew. The captain used a flare shot to shoot a gunpowder bomb with a short length of quickfuse on it. That took us into slo-mo really quickly – Serpent went for the keg, and other people dove for cover. I said the fuse would take d6 segments (ticks in the initiative count) to burn down, so there was a lot of risk involved. Serpent managed to grab it and chunk it out into the sea cave before it went off with a massive shuddering crash. Then the pirate captain held his gun in Sindawe and ordered them to surrender their arms.

I am not a kind and forgiving GM. When someone has a person in that position, they get a free coup de grace whenever anyone tries anything – I am NOT a believer in “the bad guy has a knife to her throat!” “We take our full round of attacks, he’s dead, yay!” That’s BS.  But luckily, Wogan had a spare Infamy Point to spend. He whipped his pistol out and shot that gun right out of the captain’s hand! He out-gunned a gunslinger. Good one. Then the orca watching over Sindawe came out of the water and chomped him.

(This generated some argument from Chris, Sindawe’s player… He swam into the sea cave during the day, when the water is illuminated from the sunlight outside and was seen easily; the orca came in at night when it couldn’t be seen… This chafed him for some reason.)

The session ended up with all of them in the water again – this time to escape the tender ministrations of the tentacle-dogs that came out of the Dark Gate after them. And then a shadow demon came boiling out!

Earlier in the session, Paul (Serpent), who had run Second Darkness for another group, had said “thanks for taking out that shadow demon, that thing was a bitch!” I was like “Uh, sure, no problem <snicker>.”

Maybe we should just start every session with the PCs all in water. Make a theme out of it. Maybe in the HBO series that will inevitably be made. “Reavers, this fall from HBO!”

My favorite exchange from this session:

The pirate captain calls, “Arr! Surrender and ye can be part of my crew!”
“What are the terms of this deal?” Sindawe calls while continuing to swim for the tunnel.
“Arr. You can be me cabin boy and I promise to not be too rough on ya.”

Reavers on the Seas of Fate – Season Two, Eighth Session

Eighth Session (8 page pdf) – “The Devil’s Elbow” – The PCs make some unlikely allies as they brave a remote island seemingly inhabited by beings from beyond time and space. All this and more, in the latest installment of Reavers on the Seas of Fate.

The PCs shack up with Clegg Zincher in an unlikely alliance.  Tommy really, really wants to kill Zincher, to the point where his player’s emailing me lengthy assassination plots to ask what I think about them. But apparently he and his men are the only other people on this Godforsaken island.I had fun with the players’ interaction with  him.  He doesn’t hate them like they hate him, he’s on top and they work for some guy he has had to put in his place a couple times.  Just business from his point of view.  And whenever the players got too sassy I had him just let out a big wiseguy “Ayyyyyyyyyyyyy!”

Plus, Tommy was suffering from void death from the bite of the tentacle-dogs. He was remarkably submissive about being strapped to a cot in the infirmary tent with two other infected as a precautionary measure.  Sindawe kindly decided to go in there and sit up with him.

My chase rules come in handy in all kinds of circumstances – the PCs got attacked by tentacle dogs in the woods and hightailed it to the beach. They did well and got to the sand just as the dogs attacked.  I then made Arbitrary Surf Checks – the waves came in and out, moving the water line up and back 1d6 squares each round. That made it lively.

The rest was just island exploration. Slow paced, but I like mixing up big action pieces with lulls that build tension. Next time, a big finish!

Alternity “The Lighthouse” Session Summary 42

Forty-second Session – Tendril falls to the Externals. We send the Red Queen to Mantebron to figure out what the Externals want with the Glassmaker artifacts there – apparently they’ve extracted an alien superweapon. We risk our lives to go down to the ruins ourselves, and find out nothing that wasn’t already obvious. Then we weigh the odds – two alien fortress ships against one party of PCs.  The B Team decides “We can take ’em!” All this and more in this fortnight’s session of our Alternity Star*Drive campaign, The Lighthouse!

I missed the first part of the session, resulting in the rest of the party getting chewed up by alien dogs. When a glass spider asks which one of them it should implant with horrid alien devices, Peppin and Taveer both fall all over themselves volunteering. On the basis that Peppin “sounds like you already have at least two people in there already,” Taveer is chosen and as usual plays it up to the hilt. Finally I arrive and the grenades start flying, and we finish out crawling the Glassmaker ruin, for all the good it did us.  We got a lengthy description of how unstoppable the obviously unstoppable weapon the Externals got is, which we knew already, and that they are gathering Ancient artifacts for some fell purpose, which we knew already, and that they want to make the Deepfallen on Bluefall disintegrate everyone on the planet, which we knew already.

Finally we head out, and Markus talked everyone else into taking a run at the fortress ship.  If it gets out of here with that weapon then there’s no way we can ever take it in a space combat. The ship is still partially splayed open to install it so I figure if we can get on there and sabotage it, fire it off before it’s well seated and have it rip the ship apart, or set off a nuke by it, or shoot it into the other fortress ship, or something, then we can remove the threat. And the B Team is the group of people to do it!

Alternity “The Lighthouse” Session Summary 41

Forty-first Session – The Lighthouse is going to Cambria to meet the Medurr, but is knocked out of drivespace early and has to head off an alien setup. Then we throw our Picts into battle against the kroath! Under 50% losses is a victory in our book. The Medurr sign on to the Verge Alliance, and we plot strategy. All this and more in this fortnight’s session of our Alternity Star*Drive campaign, The Lighthouse!

Bruce (Taveer, Lambert Fulson) has taken to attending the game via Skype, because he’s too much of a wuss to drive from Dallas to Austin every weekend. Since we upgraded to a HD camera it works pretty well, and when he starts gibbering we can mute him, which makes the game go smoother than previously even.

We discover the Medurr have a drivespace denial weapon, which we thought was impossible, in addition to the riftships we had thought were impossible. The N’sss conduct a transparent “We’re attacking the Medurr and we must be treacherous humans” ploy, which we foil by blowing up one of their ghost ships.  Then they dump a bunch of kroath on the Medurr, and the big tough Klingon centaurs start whining like bitches. So we finally pop the tab on all those insane Pict warriors we brought on board in Lucullus and start the kill.

We finished that up pretty quickly, and then burned two hours debating where to send our various battle groups to in order to defend the Verge from the “alien fleets so massive you can’t beat a single one of them,” to hear the GM tell it.  Sigh.

Alternity “The Lighthouse” Session Summary 40

Fortieth Session -The B Team takes the Red Queen to Ptolemy and has to whip the crazy cyber-lovin’ women manning her into shape. Once we get there, the pirates are shacked up with the aliens, so we set an inescapable trap for them. And we buy Taveer a lap dance. All this and more in this fortnight’s session of our Alternity Star*Drive campaign, The Lighthouse!

The Red Queen is as crazy as ever – the ship from the Last Warhulk, but run by a crazy “Alice” AI who thinks everything is in fantasyland.  Her new “handmaidens” are a bunch of Nariac cultists with so much cyber that they go nuts from cykosis at the drop of a hat. They are pacifists, but conveniently have all sorts of hideous weapons implanted for when they go bugfuck crazy. Which they do.

Then we infiltrate the pirate flagship. My favorite part was when we burst onto the bridge, where the pirate captain and his External handlers were chilling.

Markus shouts out, “Alien collaborator says what?” and flings a pulse grenade into the midst of them.

Exciting!

We laid a good trap for the pirates. We figured that if we just jumped a battle group in, the pirates would jump right out.  But then their stardrives need to recharge. So we figured out their rally point, staged a diversionary attack so they’d flee, and had our battle group waiting for them at their rally point. Whap!

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

Seventh Session (14 page pdf) – “Children of the Void” – Rescued from an island in the Varisian Gulf by a friendly ship, the PCs make it to the Devil’s Elbow and find the place under siege. They try to rescue the Cyphermage contingent on the island and end up needing rescuing themselves. All this and more, in the latest installment of Reavers on the Seas of Fate.

This session was fun; it started with all the PCs clinging to rocks to avoid the embrace of a heaving sea, and it ends with the PCs clinging to a different set of rocks to avoid the embrace of a heaving sea.

The first part of the session was slow but fun.  The Reavers were marooned on an island after their swan boat got ripped apart by angry orca. Sindawe “made it up” to Mama Watanna, but that didn’t get them any closer to shore.  They made the most of their time being stranded, however – lots of inter-character role-playing. Tommy’s player Kevin was gone this session (with some complicated excuse involving the former guitar player for Dokken) and I subbed in for him, mainly in the vein of making off-color suggestions whenever the topic of Serpent’s mother came up. Serpent (Paul) was trying to send animal messengers to people he thought might help them, but Sindawe (Chris) hijacked some of them to send anonymous threatening letters to Bojask at the Gold Goblin, which set the tone for subsequent hilarity.

There was also more serious scenes, the most serious of which was Sindawe talking with Hatshepsut. It turns out she had full memory of what happened beneath the waves, when Mama Watanna possessed her body (“rode her,” in voodoo terms) and made love to Sindawe. I had a hard time with some of this – I had meant to ask a woman beforehand (one who would humor such a demented question) as to what a coherent reaction might be in this situation – this guy I just made love to for the first time apparently had some previous thing with a goddess who then possessed me and had sex with him with my body but as her… It’s more complicated than that even but this is a blog post. Anyway, Sindawe RPed it well and did awesome on a couple Sense Motive and Diplomacy checks, so things didn’t go real bad (with Hatshepsut, getting on her bad side often results in a trip to the ER). Talk about complexity. I had to resort to more explanation out of character than I like, but I had trouble forming that all in character. In the end, Hatshepsut was a little impressed by Sindawe’s courage (or foolhardiness) in defying a goddess to be with her. Though she’s not 100% sold on it.

Beforehand,  I had put together a solid timeline of what all was transpiring back in Riddleport and on Devil’s Elbow, so given their timeline of sending calls for help it took five days to get rescue (even though they were only a half day from Riddleport).  In this case, it was Captain Creesy, whose crew was in ill humor after having a fire set aboardship by saboteurs in port.

I use some random weather tables for the sea voyages, and my rolls indicated first a windstorm, which required all the PCs to really exert their sea legs (and Wogan to use a wind fan) and then the next roll upped the level to hurricane strength! Apparently the first winter storm from the northeast was a bitch and a half. Luckily they all have very high Profession: Sailor skills and came through without significant damage (and even stayed on course).

Then it was time for the island itself, with weird zombies that have a big ass tongue-tentacle. The PCs were very lucky in that Sindawe critted with his very first shot and realized that they had to attack the tongues – you could attack the zombie all you wanted and it would keep coming. So they got through that easy enough and went to help the Cyphermages in the Witchlight.

Then Serpent got an unfortunate surprise. Fenella Bromathan, who he’s been suspecting is his mother or sister or something, had been wounded by the monsters on the island and was on her way to turning into a zombie herself. This led to a great session of roleplaying. She is all educated and Cyphermagey, but now with death looming she fell back on the ways of her people, the Ulfen.

“I need your help. I know none of the mages will have the courage to do what needs to be done. They are too civilized; they won’t be able to accept our ways. I am a wizard, but first, I am Ulfen.”
Serpent nods. “I can arrange for a pyre, I think.”
She says, “It will be good to die under the open sky.”

Over the strenuous objections of the remaining Cyphermages, they took Fenella up to the roof, built a pyre, and saw her off Ulfen style. Beforehand, she passed on a locket to Serpent that might have a clue to his origins!

They interacted with the surviving Cyphermages. I got their names and descriptions from daemonslye’s SD Pathfinder Beta conversion PDFs – Fustinius the Balding, Eli the 12-year-old prodigy, Jean-Jacques, and Georges St. Maarten. They explained that the monsters were resistant to magic and killed half their number before they locked themselves in the Witchlight.

Then the monsters attacked. They look a lot like Sammael from the Hellboy movie. I have changed them a lot from their Second Darkness writeup to fit my campaign arc; their high DR was part of that and made them a mighty tough fight. In the midst of it, the tower the PCs are in topples and rolls down a cliff! In the Children of the Void adventure there’s a great mini-game where the PCs are in the tumbling tower, monsters are still attacking, and it gets really crazy. Everyone but two of the Cyphermages survived, though – Georges was killed by Saluthra when he panicked and tried to unbar the door, and Jean-Jacques died in the tower tumble. In the end, they were all clutching the rocky beach at the base of the cliff; luckily salt water affects the monsters like acid and they are momentarily safe from attack.

I really enjoyed this session, it ranged from hardcore roleplay to fun roleplay to action setpiece. Woot!

Reavers on the Seas of Fate – Season Two, Sixth Session

Sixth Session (10 page pdf) – “Race for the Devil” – Elias Tammerhawk’s ship has been sighted at the Devil’s Elbow, and a pirate crew has retrieved some interesting artifacts from the site. Everyone wants to get there, but Riddleport’s mighty short on boats. The PCs decide to gamble on a one way ticket – but a one way ticket to where?

This time, we get started on the second chapter in the Second Darkness adventure path, Children of the Void, or at least my heavily modded version of it. Beware spoilers.

Like many sessions kicking off a new plot arc, this one was mostly wandering around in town – information gathering, buying and selling, talking to NPCs. Serpent went and talked to Fenella Bromathan, new Speaker of the Order of Cyphers. He noticed her a while back, and her super pale skin and dark hair is the same kind of odd coloration that he has – and he doesn’t know his mother, who he suspects was a witch or fey from Irrisen. He can’t find a good way of coming out and asking her about it, though.

Then the race was on to Devil’s Elbow. The PCs were bound and determined to get out there ASAP, and after the dwarves left heading that direction and Morgan Baumann (who Freeport fans will recognize) turned them down, they decided “what the hell” – they used Wogan’s swan boat feather token to head out there even though they would have no way back, reasoning that they’d be able to beg, borrow, or steal a ship once they reached the island.

And that plan would have worked, except that Mama Watanna was angry. The water goddess had made love to Sindawe and blessed him, contingent on him being faithful to her – but then last time, he and Hatshepsut made love. She often sends an orca to watch over Sindawe on his travels – and lo and behold, once they’re two-thirds of the way to the island, I roll a random encounter of 5 orcas. That’s fate right there, so I knew those orca were Mama Watanna payback. They attacked the ship and managed to breach its hull – the party probably could have killed them all, but Sindawe allowed himself to be carried off by one of the killer whales. Hatshepsut refused to let him go gently into that good night, and clung to the back of the beast as they dove into the ocean depths.  I figured that was good enough to summon the goddess herself. He had to spend an Infamy Point to convince Mama Watanna that he wasn’t really cheating on her because Hatshepsut is, like, basically one of her priestesses. In earlier sessions, before I knew whether Sindawe and Hatshepsut would fall for each other, I had considered whether Mama would possess her to be with Sindawe because she is about the closest thing Avistan has to a proper mambo, so this wasn’t totally off base.

In the end, most of the party was left clinging to a rock in the middle of the sea, thinking that the two monks might be lost, while Sindawe was really having more goddess/Hatshepsut sex deep underwater.