Category Archives: session summaries

Reavers on the Seas of Fate – Session Summary 23 Posted

Twenty-third Session (10 page pdf) – “The Baneful Depths” – Jaren the Jinx wants his arm back, so the party accompanies him to a dungeon his pirate father sometimes used to stash treasure.  Random encounter chart – 01-25: serpent chickens; 26-50: rape bugs; 51-75: bad dogs; 76-00 women!

We’re closing in on the finale of the first plot arc of the Reavers on the Seas of Fate campaign.  I comboed up three major things for this session.  First, the cultists, including the halfling riding the easy-chair-headed zombie, were from the adventure I used last time, Green Ronin’s “A Dreadful Dawn,” from their Bleeding Edge line of d20 adventures.  Then for the “arm recovery” plot, I was using Goodman Games’ “Throwdown with the Arm-Ripper,” from their Wicked Fantasy Factory line.  Finally, for the meat of the dungeon, I used a randomly generated dungeon, courtesy of Dizzy Dragon Games’ awesome online Adventure Generator.

I really enjoyed using the random dungeon generator.  The process of taking a completely random dungeon and turning it into something that seems ‘real’ is something I’ll post about separately because it’s a big topic, but I was very happy how it did most of the heavy lifting for me, and I just had to edit it and come up with the whys and wherefores.  It turned into a pretty organic interconnected area, and since it was super old and all the doors had fallen down and everything, there was an interesting effect; instead of the “open a door, deal with that threat, open another door, deal with that threat” syndrome, there were a lot of locations with critters that could detect or be detected by the PCs at varying ranges.  The hell hound mass rush, the rust monsters attacking when the PCs were investigating a pit, the rust monsters attacking while the group was ambushing some more hell hounds, and Sindawe running across the women adventurers while chasing a hell hound all contributed to a very free-roaming and dynamic environment.  It was unlike an organized force, though, like attacking a castle where all the guards and stuff communicate and come after you with coherence.  So, for example, the hell hounds ended up attacking some of the rust monsters as well.

The illusion of the adventuring party was entertaining.  I use picture printouts clipped to my DM screen as visual aids for many NPCs and critters.  For this one, I removed all the printouts and indicated the big raft of iconics that adorn the screen itself – Valeros, Seoni, Merisel, et cetera.  it kinda tipped Sindawe off that the whole thing was an illusion, but the players’ initial reaction of “Really?!?” was worth it.

Reavers on the Seas of Fate – Session Summary 22 Posted

Twenty-second Session (11 page pdf) – “A Dreadful Dawn” – After a daring and violent escape from Magnimar and the Hellknights, the party goes to find the cursed son of a dead pirate to get the secret to entering the smuggler’s caves under the Riddleport Light.  When they find him running an inn near Korvosa, however, they have to contend with a squad of cultists conducting a nighttime slaughter off the staff and patrons!  If only they weren’t all so drunk…

The first part of the session was inspired by Chris (Sindawe) telling me how much he enjoyed the pirate movie “Nate and Hayes” and described a running land/sea fight with the heroes running around under bombardment.  So I set out to reproduce that feel with the send-off the Wandering Dagger got in Magnimar from the Hellknights!

I was half afraid that the PCs would go after the Paralictor himself, but they correctly divined that a Hellknight in bizarre armor with an enchanted adamantine halberd is probably more than, say, twice their level.  Plus, that pier was being bombarded with cannon fire, which helped them make their minds up.  They avoided that and headed down the next pier to try to catch up with the Dagger – at first, they planned to commandeer a fishing boat but after a bit they saw there was no way they’d get it out into open water in time so they fought their way onto a parked Magnimarian Navy ship that was firing on the Dagger and then boarded the Dagger from there.  Very awesome!

The funniest part was when Tommy first leapt into the fishing boat and asked me, “Is there anyone in it?”  As a DM, that is a cue to toss a random encounter into the mix, and I rolled a fierce guard dog.  This took Tommy aback, but Serpent jumped aboard and murdered the dog with a single shot.  After that, the cries of “And they EVEN killed the DOG!!!” were incessant.  Everyone got a gold coin (which I use to represent Infamy Points) for that one.

So then they wanted to go back to the Riddleport Light to stop the evil deeds happening there, which I’m mixing together from Madness in Freeport, the third installment in Green Ronin’s Freeport trilogy, and Shadow In The Sky, the first chapter in Paizo’s Second Darkness Adventure Path.  But I wanted them to have to work for it (and I needed more time to work up the grand finale) so Captain Clap sent them on the track of the man who could get them into the smuggler’s caves under the Light – Jaren the Jinx.

There’s all kinds of weird synergies in RPG products that make them entertaining to remix.  In Freeport, the sea caves are Black Dog’s Caves, named after a dead pirate.  In the Pathfinder NPC Guide, there’s a cursed pirate named Jaren the Jinx whose father is a dead pirate named Black Dog.  Cha-ching!  I decided he was trying to retire from pirating and was running an inn.  I wanted to walk a narrow line with him – a bit of a sad sack that does have bad luck and some bad judgment (hence Thalios Dondrel’s explanation of “Because he’s a dumb asshole, that’s why!” to all queries about Jaren) but is also a, say, sixth level pirate who’s the son of a really famous pirate.  I think it came off OK.  Also, I made it where Jaren was missing his arm, not only because it adds to the pathetic aspect but also because I’m using him as a hook to run the Wicked Fantasy Factory adventure “Throwdown with the Arm-Ripper” next time!

The whole serial killer thing in the inn is from the Atlas Games module A Dreadful Dawn (on sale for $2 on paizo.com!).  They were basically there at the behest of a minion of the Shark God – something I’m using to bridge Jaren’s backstory (a pirate called the Shark Lord was Black Dog’s nemesis) and the upcoming Sinister Games release Razor Coast (if it ever actually releases).    It wasn’t intended to be too difficult, which is good because the PCs decided to drink themselves into abject stupors beforehand.

That whole thing was really entertaining.  It wasn’t a surprise – the bartender said “sip it!” and they quickly realized that drinking Grandma’s Secret Recipe required continually escalating Fort saves with decent INT damage and being sickened for each one you miss – but they didn’t care.  Sindawe and Thalios quit and staggered away, INT-drained and vomiting, but Serpent and Wogan were determined to get to the bottom of the jar of moonshine or die trying, and they both drank themselves to 0 INT and fell into comas.  This caused quite a stir at the bar, since basically four guys walked up to the bar, grabbed big jars of turpentine, and just slammed them and were vomiting and/or unconscious in less than a minute.  And then, rather than be concerned about the pretty good likelihood that they’d die of alcohol poisoning, Thalios and Sindawe haul the two upstairs, strip them, put them in bed together, and scrawl things like “I Like Cock” on their faces.  Pirates really are the medieval equivalent of frat boys.  Luckily that was early afternoon, so by 2 AM when the killing started they were up to 2 INT and could stagger around and try to fight people.

In the end, Jaren’s girlfriend, staff, and some of his patrons were killed.  Ah well, all’s well that ends well!  Next time, and old school dungeon crawl extraordinaire!

Alternity “The Lighthouse” Session Summary 25 Posted

Twenty-fifth Session – The klick keep on coming with bigger and bigger ships; also kroath in the refugee ships board and smack around power armored marines pretty easily.  The session summary is short because blow by blow descriptions of combat aren’t all that entertaining, and because I wasn’t there to spice up the conversation.

Whew!  Our Lighthouse campaign is up to 25 sessions.  And these are long sessions; 6 hours on average.  On the main campaign page I have all the back session summaries if you’re not caught up; also up to date character sheets from whichever players bother to send them to me.

We’ve gotten the hang of space battles.  So has Paul our GM; he wrote a program to do it all to avoid the “roll 100 times” syndrome of Alternity “Warships” style ship combat.  Anyway, here’s the secret.  Fire all your missiles immediately.  All of them, as many as you can get into the air.  That’s it.  Beam weapons and other stuff are for feebs (well, ours are, the enemies’ are all more powerful).  More wimpier missiles are better than fewer bigger missiles – we had this big deal with getting “zero point” hellacious missiles but they’re worthless, you just wing as many little plasma missiles as you can and get lucky with crits and take out systems.  It’s effective, if not really very entertaining.  I don’t like the Warships rules; we basically end up never using any of our ship skills!  “Oh, you can only use Space Tactics to roll initiative.”  “Can I use Defenses or Sensors to do something useful?”  “Not really.”  I want to like space combat, but Alternity makes it hard to.

Reavers on the Seas of Fate – Session Summary 21 Posted

Twenty-first Session (9 page pdf) – “Voodoo Man” – As the party departs the ruins of Viperwall, the voodoo bokor Glapion catches up with them.  He summons forces from the spirit world to destroy them; in an epic battle they defeat him by main force and a little voodoo of their own.  Then it’s back to Magnimar where they meet up with some old friends!

The fight with Glapion took about three hours.  He kept summoning shadows and shadow creatures, and the players fought and fought.  It was an excellent endurance fight.  I did some voodoo research to prepare for the big event; he invoked various Petro loas during the battle (like Kalfou, Samedi, and various Simbi loa) to trigger appropriate powers.

Here’s Glapion’s character sheet.  I wanted him to be able to summon shadow spirits, as that’s one of the themes of the campaign, so I made him an Oracle of Bones (from the Paizo Advanced Player’s Guide preview)  with levels in the 3.5e prestige class “Master of Shrouds.”

I think he came off very well.  Even though the spark of inspiration, I will admit, was from seeing Disney’s “Princess and the Frog” with my daughter, this is how he appeared (the art is from a comic called Doctor Voodoo).  Reskinning foes is so easy, you can find the core of an idea and then hang whatever visuals you want on it.  I made him very exotic, from his hunga munga to his gunpowder-infused bottle of rum.

Once he reached the end of his powers and the shadow demon came into play, things got hairy.  It magic jarred Tommy and started to telekinetically toss around other PCs. That was entertaining.

Then the rest of the session was travel and roleplay.  They went back to the interracial-friendly town of Nybor and interacted with their semi-insane gnomish swamp guide, then went back to Magnimar where they met their good old buddy, Thalios Dondrel, son of Mordekai!

There was also an important development with Sindawe.  He had an Angel Heart-esque sexual encounter (walls bleeding, snakes writhing, etc.) with a kava store clerk who turned out to be Mama Watanna, the “old voodoo mambo” from the ship in the tree at the beginning of their foray into Viperwall.  This is also courtesy of my research; Mama Watanna is effectively a Golarion-ized aspect of Mami Wata, well-known African water deity.  Mami Wata is known to take lovers, and give them good luck in exchange for their fidelity; that’s basically what happened to Sindawe.

Sindawe is Mwangi (Golarion’s Africa) and venerates Shimye-Magalla, a janiform deity that is also partially goddess of the water, but he hasn’t put 2 and 2 together on that yet.

You know, there’s a lot of people out there apparently, grown adults, that don’t do any kind of adult themes or “icky sex” in their games.  And that’s their huge loss.  The vast majority of real world myth, fiction, etc. strongly incorporates sex/love/romance, human frailties, the horrors that men do, etc. – that’s what gives them their impact.  I mean, if you just want to “play casual” and kick down doors and kill orcs, fine, but I got over that after my first ten years of playing RPGs…

Anyway, the session went really well – hardcore combat, hardcore roleplay.  Can you believe it’s 21 sessions?  We’re nearly at a year.  As I keep telling them, “you’ll be done with the first chapter of Second Darkness any session now…”

Alternity “The Lighthouse” Session Summary 24 Posted

Twenty-fourth Session – Hammer’s Star is eradicated by a massive alien attack!  The Lighthouse heads into action, and jumps to go assist refugees headed to Argos.  We need help ourselves as a klick task force appears, but we wipe them out and then board them to get their monkey!  All this and more in this fortnight’s installment of The Lighthouse.

Please beware the spoilers for the External War – that is, those few of you that still play Alternity out there, and for some reason haven’t read all the material 20 times by now.

Well, this time the crap hit the fan.  A massive klick/etc. fleet came and totally trashed Hammer’s Star and with it most of the Concord fleet in the Verge.  Some civilians got away but that’s about it.  We went to help them get to Argos and had quite a fight of it with a pretty small klick detachment, all things considered.

Administrator Wakefield has started getting lippy with me and taking charge.  But now that it’s wartime Captain Takashi isn’t going to put up with a whole lot of that.

We did a lot of whiteboarding this session of the plots and alien races involved.  We keep doing it, but it doesn’t really lead to any new insights.  “An arbitrarily large number of big and more-advanced-than-us alien races are here to kick our ass in a variety of ways,” basically.

After the space combat, the “B team” on Peppin’s spy ship decided to board the klick ship and look for humans to free (found some!) and intel and prisoners (found some!).  We captured a big ape.  We all shot frantically at him till we realized we had misheard, and the GM had said he was a GRAPE ape. As it was, he tried to grape us in the mouth, but Markus can beat down the biggest and grapiest of foes.

Next time we’re going to try to get the refugees to Argos, though the enemy have better/faster jump capability than us so there’s every reason to believe that place is gonna get wiped off the map in a couple days too.  Wish us luck!

P.S.  Many of our character sheets are posted – feel free and use these ruffians as NPCs in your own games!

Reavers on the Seas of Fate – Session Summary 20 Posted

Twentieth Session (10 page pdf) – “The Lower Temple” – As the party continues to wind deeper into the ancient serpentfolk temple beneath Viperwall, there’s investigation, puzzles, and loads of undead threat.  Then the group faces the avatar of the semi-dead god Ydersius.  Death looms near for our favorite Ulfen snake lover…  All in the latest installment of Reavers on the Seas of Fate!

Beware, there are plenty of spoilers for Green Ronin’s Madness in Freeport adventure, from which the serpent temple was taken.  And you may want to brush up on the previous couple summaries; there’s a lot in here that ties in with previous events but it’s not expanded on in the summary all the time.

After many levels of the “Upper Temple,” what was the human area of Viperwall, the Reavers have made it down into the “Lower Temple,” of ancient serpentfolk provenance.  And it’s big.  Last time they hit four of its levels, and each one gets larger as they descend. This time, it’s levels five and six.

I think it was a bit unexpected to the PCs that the shadows (which usually attack them) of the serpent men (which usually attack them) were only sometimes hostile; mostly they were caught in their own mildly crazed, shade-trapped existence and the group talked with some of them, ignored some of them, and fought some of them. It was a lot more interesting than a “kill a billion shadows” dungeon crawl.

Here’s one weakness I have though – I’m terrible at riddles.  I knew the riddle in the scenario sucked, but I couldn’t think a better one up (and had been off the plane from California for only like 8 hours when I had to run the session and hadn’t had prep time to search something out).  And it was made worse by Wogan legitimately guessing “egg!” even before Sseth spouted his riddle (fricking Gollum…).  Ah well, an easy win for Wogan.

The group finally released the high priestess trapped in the mirror.  She’s from thousands of years ago.  In traditional adventurer style they went through fits of just wanting to kill her and take her stuff despite her not being overly hostile (she wasn’t overly friendly either – last time she knew she was high priestess of a huge civilization, and now suddenly she’s among a bunch of scruffy nerf herders in skull makeup looting the place).  They settled for beating her down and taking her stuff.  Things were going OK with only threats of violence until Serpent rolled a 1 on his Diplomacy roll trying to convince her of the situation; that made her decide they were just tomb robbers.  Her high level spells are gone since her god is mostly-dead (they nearly crapped themselves when they realized she tried to cast dictum on them) but her low-level ones and her serpent style kung fu made a decent showing of it.

I am up for suggestions here actually – so far she’s still with them, and I’d like to depict well someone who is from a wildly different, ancient culture.  She only speaks Aklo of course, so communication is only via Samaritha (and Serpent, in this chapter) – I’m trying to come up with less verbal stuff for her to do – I don’t know, weird habits, eating rituals, smacking people for weird stuff – to help depict that she’s very different.

The snake fight is short in the summary but the thing did horrific amounts of damage to people – bite, grab, and constrict and away go the hit points.  Serpent had to spend an Infamy Point to not die (he wanted to get a lot more out of it, but he waited until he had taken enough damage to go past -10, so an emergency save is all it got him). I think Sindawe might have spent one too.  Well, that’s what they’re for.

In the end, they broke the curse, freed the shades of the serpent priests, collapsed the temple, and got the idol!  Wictory!  So now with idol and priestess in tow, and a delay poison wand to get them safely past the poison gas the ruin weeps outside, they’re heading out to return to Riddleport and prevent the arcane nastiness!  But it’s not going to be that simple…

Reavers on the Seas of Fate – Session Summary 19 Posted

Nineteenth Session (10 page pdf) – “Viperwall” – The ancient human ruins of Viperwall give way to even more ancient serpentfolk ruins beneath.  And a shadow-cursed high priest of that race asks Serpent for help!   Traps, shadows, demons, and ancient artifacts abound, but there is nothing more dangerous than another PC.  Check out the hot PvP action in this installment.

This episode is a good example of how to successfully weave together published scenarios into a campaign.  I combined two adventures as part of the dungeon – Beyond the Towers, a Green Ronin adventure, which served as the layout for the swamp and the human temple of Viperwall, and Madness in Freeport, which gave us the subterranean serpent temple.

Where they have elements that support your themes – like the shadows in the serpent temple – you keep it.  Where they have elements that don’t – like the lizardy guys BtT placed in the swamp – you change it (to boggards, the classic Varisian swamp threat, in my case).  The players were surprised to find out that the upper/human temple and the lower/serpent temple were taken from completely different adventures, and that’s the way you want it.

The PCs faced some decent fights this session, but the biggest one was when Wogan got dominated by a statue magic trap thingy and unloaded on the party.  He wasn’t going to kill anyone, but they had to be careful with hurting their priest, and he was blowing valuable spells and channels on them.

Next time, the dungeon crawl reaches its conclusion!  I am not really a huge dungeon fan, truth be told, but they’re good as one element in a complete mix.

Reavers on the Seas of Fate – Double Session Summary (17 and 18) Posted

Seventeenth and Eighteenth Sessions (14 page pdf) – “Fleeing Riddleport” and “Beyond the Towers” – In this special double summary, the PCs flee Riddleport with shadows, gendarmes, and half-orc enforcers on their heels.  Samaritha suddenly comes out with a whole bunch of information about how they need to go to an ancient ruin deep inland in Varisia called Viperwall.  They are suspicious, but go anyway.  The trip is pleasant, and an old voodoo mambo living in the swamp gives them some aid.  Then, it’s into the ancient trap-infested ruins of a lost culture!

Seventeen

Sadly, Session Seventeen’s original writeup was lost in an untoward laptop OS reinstall incident.  We put it back together as best as we could, but of course it is a bit more brief.  The PCs fled Riddleport after discovering all the crime lords voted to have them whacked.  The group disagreed as to how guilty Saul was in all this.  Some felt that he had betrayed them and should die; others felt that he was stuck in a situation where he had no choice and did the best he could.

The trip, though reasonably uneventful, was fun.  There are two things that PCs can’t get enough of – shopping and goblins.  I had the new Adventurer’s Armory book and threw in some random weird stuff for them to find – naturally, they bought about everything.  I think their favorite was Sindawe’s purchase of a set of cold iron brass knuckles crudely engraved with “Elf Puncher” – ELFPU on one hand and NCHER on the other.

I don’t let PCs buy just anything they want; common equipment is readily available but if you’re looking for people to have unusual stuff (especially magic) “on hand” then there’s a lot of random chance involved.  You can commission things, if you plan to be around and not be dead or in jail in a week or so, which is a sadly uncommon state for player characters.

They then had a pretty calm trip upriver. So calm that they were getting a little stir crazy, when a batch of goblins appeared.  They were all stuffed into a washtub they were using as a boat to tow a bloated cow corpse somewhere.  There was a fire going in the tub for unspecified reasons.  This captured the PCs’ imagination like no one’s business, and they ended up betting on who could shoot the most goblins.  There was zero danger in this encounter; goblins are incompetent in general and they only had a couple bows between the lot of them.  Good old redneck style fun.

Everyone really enjoyed the session.  I find that to often be the case – shopping and travel and the other “mundane” parts of life bring out the role-playing and world immersion in folks, and they really get into it.  It never fails to surprise me, but in previous campaigns as well I’ve had PCs have a great time going through bazaars and shops finding random stuff to buy.  It’s a popular recreation in real life too, I reckon.

Eighteen

I had a little fun with this one.  After the previous session, I remembered the other thing besides shopping and goblin abuse that groups always love – and that’s hating gnomes.  Nilbog the trapper is the typical crazy gnome, and I borrowed liberally from various movies to spice it up.

Nilbog’s Trapper Song was taken from the awesome Cannibal: The Musical (Trey Parker’s first feature length film).  Watch it to get the full experience!  (I replaced “Eskimo” with “Wendigo” to make it more Golarion friendly but otherwise it was usable as written!)

And his crazed raccoon and trunk full of rabbits in his boat was taken from another great movie, Thunderbolt and Lightfoot (Clint Eastwood, Jeff Bridges).  Start watching about 4 minutes in:

And to be honest some of this adventure was inspired by the Disney movie “The Princess and the Frog.”  The voodoo mambo who was living in the boat in the tree was inspired by Mama Odie,

and Glapion is inspired by Doctor Faciler (at least in part).

As you can see, the cinematic inspirations you use can be pretty far flung…

More next time!

Alternity “The Lighthouse” Session Summary 23 Posted

Twenty-third Session – The Symposium on the State of the Verge concludes!  Captain Takashi makes a stirring speech about the External threat that is trilevised across the Verge.  Peppin astral-travels and talks to a Deepfallen and asks them to please not disintegrate everyone on the planet.  And we finally go look up Angela Quinn!

I made it to this session, and thus got the thrill of sitting through many stellar nations’ conference presentations.  Peppin is trying to get someone from every single weirdo alien race we come across to take up residence on the Lighthouse.  I had a good moment as Captain Takashi – I planned out a presentation to make on the External threat, and I rolled a natural 1 (critical success) in addition to my Celebrity perk taking the net result down to sub-zero.  I informed all present about the exact nature and depth of the External threat, and the tri-d crew broadcast it unedited to every corner of the Verge.  Woot!

Then we had some recreation shooting fish from a yacht.  Captain Casoval and I (as Markus) had an innunedo-laced bet going – I lost, but still won, if you get my drift.  Lambert Fulson, entertainingly, was trying to participate but pretty much just fired at random over the rail.

Finally, we looked up Angela Quinn.  She’s a recurring NPC – she was memorable in our very first session of this campaign and has been back since.  Ten-Zel Kim was kinda sweet on her.  I was somewhat enraged to find out that despite being on her planet, no one had looked her up yet.  I hinted a couple times, then had to just flat out say “Are you going to tell me you’re not going to look up Angela while we’re here on Bluefall?”  We were almost discouraged from it – Kim kept calling her up and getting “I’m busy, blow” messages back.  Clearly she was undercover doing something.  Finally we decided “Screw it.  We’re PCs, and poor impulse control is part of the package.”  We went and interrupted her undercover operation and sped it up to the “kill the principal” finale.  I mean, really we should have left her to it, but the GM wasn’t really giving us much to work with – she wasn’t totally convincing in her “leave me alone” so that we’d think “the GM *doesn’t* want us to do this now,” but there was no compelling reason to go in either.  But it was the end of a long session of mostly PowerPoint presentations, so we decided murder was called for.

Alternity “The Lighthouse” Session Summary 22 Posted

Twenty-second Session – The Symposium on the State of the Verge begins on Bluefall!  The PCs go to convention speech after convention speech.  Then, they conduct a complicated sting where they escort space Nazi Alex Racin to infect the native Deepfallen with teln mindworms at the behest of a space vampire.

Sadly, I missed this session.  But it was mostly attending stirring presentations by various stellar nations at a big conference.  The sting was a long complex thing where the space vampire/gardhyi  Krl’Xenoth Nurhan wanted his main human worshipper, ex-Thuldan general Alex Racin, to go down and infect the Bluefall natives, the deepfallen, with the teln mindworms.  Rokk Tressor of the CIB has been cozying up to them, so they asked him to make it happen.  They all went down, but once they were safely 20,000 leagues under the sea and Racin made his play on the deepfallen, Rokk and crew stunned him into insensibility and killed the worms.  More next time!

Alternity “The Lighthouse” Session Summaries 19, 20, and 21 Posted

Whoo!  Our Alternity Star*Drive campaign set on the itinerant space station The Lighthouse has hit its twentieth jumbo-length session.  The latest big ol’ PDF session summaries are:

Nineteenth Session – Lambert Fulson is hospitalized; the Nariacs are up to no good but Markus kills three autoflechette-armed cyborg guards with a knife.  Ten-Zil Kem gets implanted with mind control worms.

Twentieth Session – Lambert Fulson is hospitalized again; the rest of us fight cyborg apes and sponsor a Christmas concert by the station orphans for the people of High Mojave, Mantebron.  And we weed out the mind-worm-bearing people on the station (except for the ones CIB agent Rokk Tressor hides for his own nefarious ends).

Twenty-first Session – Lambert Fulson is hospitalized again (yes again); the weren security chief is tortured by a mafia hit-boy who turns out to be the long lost son of our pet irate auditor, and the hit-boy’s hit-butler just about punches Ten-Zil Kem’s ticket to permanent hypersleep.  Captain Takashi talks everyone into love and fellowship.

I haven’t had much time to post much on the blog lately – basically, besides life being busy, my gaming time is all used up playing in this campaign and running my Pathfinder Pirates campaign!  To which I say “Mmmwah hah, hah hah haaa.”

Now off to update my characters…

[Edit: Apparently I missed posting one between 18 and 19, so instead of two session summaries you’re getting three!  Enjoy.  The first one wasn’t very well fleshed out or formatted though.]

Reavers on the Seas of Fate – Sixteenth Session Summary

Sixteenth Session (13 page pdf) – “The Sitdown” – A meeting of all Riddleport’s crimelords is held and Saul and the PCs are invited.  Saul is given Avery Slyeg’s empty seat at the table and they engage in negotiations with Riddleport’s other “serious people” and their demented minions.  It seems like things go well, except when they get sent on a simple message-delivery mission afterward, it’s a trap!  Business as usual in this sixteenth game session of Reavers on the Seas of Fate!

This was a role-play heavy session, which I enjoy.  The big crime lord sit-down was inspired by like very Mafia movie ever made.  It was an adaptation of the opening scene of Madness in Freeport, the third module in the Freeport Trilogy – but in that one, the Freeport Captain’s Council holds a ball.  A ball?  Jeez, this is Riddleport.  So instead we have a standard “goons around a table” meeting.  It served a couple purposes.  One was to give the PCs a glimpse into the larger power dynamics of Riddleport and also to meet personally all the movers and shakers now that they’re a respectable level (character level and level of Infamy they’ve gained).  Another is to help set up explanations for what’s about to happen.  In the Second Darkness Adventure Path as written, there’s this whole ‘the drow are behind it’ subplot that I’m not using a bit of, instead going for more of a motivation/plot from Freeport using the location and NPCs of Riddleport – although the perceptive will notice some Freeport originals making their way in (Milos, Anton Mescher, Karl the Kraken…) .

Running it all this way has let me use recurring characters a lot more.  If you just run Freeport as written, there’s a lot of “who the heck is this new guy” syndrome.  But here, when Avery Slyeg (Riddleport’s answer to Councilor Verlaine) is assassinated, it’s two people the PCs are familiar with doing it.  When they go to this crime lord sitdown, some of the people are new to them, but they know a lot of them.  In fact the PCs were gratified to see that Clegg Zincher had to fill his third accompanying-minion slot with some low level goon since they took out his capp Braddikar Faje earlier.  I worked in people they knew from earlier and tried to throw in other NPCs they’ll be dealing with in the future like Captain Grudge.

One of my general rules of GMing is “use the same NPC when you can!”  It’s analagous to the theory of Chekov’s Gun.  That’s the one place where I felt like the original Freeport trilogy kinda fell down – it kept putting in new hapless guys to rescue (Lucius, Egil, Thuron) and so I’ve collapsed all three of them into one character (Samaritha).  Well, I had Vincenz standing on for Lucius but he got offed.

So now the PCs realize they’re Marked for Death ™!  They’re not sure what to do.  “Bust in and kill Saul” is one of the leading options under discussion, but I’m worried that’s because two of the players know “that’s what’s supposed to happen next” in Second Darkness.  Like I said, I’m using NPCs and encounters from SD but have pretty much already totally left its plot behind.  But I guess we’ll find out – tomorrow!