Reavers on the Seas of Fate, Season Six, Seventh Session

Seventh Session (5 page pdf) – “Elf Island Orgy” (Warning, adult content, not kidding) – Apparently something about this island turns people into bestial, violent, sex-crazed versions of themselves. And they start to lose crew members…

Well, the pursuing Sindawe and Serpent manage to make their way through a bunch of jungle traps to the hawani camp and are disturbed by both the nonstop fight club slash orgy they find, augmented by big clouds of maht smoke (think opium). They want to get Melella back, but she’s already been to the temple and they are shocked when she comes out and joins in with the cavemen. They don’t think the two of them are up to the challenge and start heading back to the beach to get more forces when they hear shots…

Wogan and Mandohu were left alone on the beach with three crew members, Lavender Lil, Fazzio, and Vel asleep and caught in the local violence-sex dreams the monster floods the island with. And then draugr emerge from the surf. Luckily Wogan is both a cleric and a little upleveled for the adventure; when Serpent and Sindawe manage to sprint back they’ve already dispatched the undead!

They link up with Jacinth and a launch from the Iron Bastion and look to make their way across the island again – this time they investigate a shipwreck they’d passed, which both reveals the ghost of Jacinth’s ex-boyfriend who died in a trap here (he’s angry at her) and some more hawani which they fight off… But Serpent gets bit and his rage vibes quite well with the dark dreams of the monster. So he’s not entirely fine, which I hint at and he happily picks up and roleplays.

Reavers on the Seas of Fate, Season Six, Sixth Session

Sixth Session (7 page pdf) – “Arrival at Elf Island” (Warning, adult content) – A wereshark attack enlivens the voyage as the Champagne Morning and captured slave ship approach Dolenta Island. And then a hag coven attack.  As they approach the island an irate whale sinks their yacht! And then bestial natives attack!

This is an action packed and chaotic session, where the PCs are trying to juggle two ships, a druggie wereshark stowaway, freed slaves, captive slavers, hostile castaways, angry fauna… It’s quite an effort just to get to Dolentla Island. They finally drag their broken yacht ashore after three combats already in the session.

And then it gets worse. They get attacked by the hawani, which are what people get turned into once they’ve fallen under the thrall of the resident, let’s be honest, tentacle-sex monster the elves imprisoned here. “This gaunt, feral humanoid has blood red eyes, leathery skin and wicked claws. It moves with a simian gait and has a mouth full of oversized, pointed teeth. Despite its monstrous appearance, it is not unimaginable that the creature may have been human at one time.” They are “monstrous creatures devoid of inhibition and possessing only the weakest self-determination. In simplest terms, a hawani is an impulsive being of pure violence and id” and only care about sex and violence, basically. And their bite can put you to sleep and expose you to the monster’s “Dark Dreams.” They try to carry off crew members, and are mostly thwarted except they get away with Melella! (Who also nearly died to the wereshark stowaway, it’s just not her week.)

Part of the group pursues. Part is left on the beach with three dreaming party members. Part is on board the Iron Bastion still. This division of their forces leads to even more severe problems next session.

Here we have a couple of our major end-campaign themes being brought up. The elves that dwelt on Hot Springs Island (where a lot of the end campaign will happen) were decadent druggies. This is one of their outposts. Oh, sure a Studio 54 lifestyle seems all glam but once it’s no longer tended, not so much. While this campaign is no stranger to adult themes, this marks a turning point where “sex and drugs” (and not so much the elves, who are all gone) is actually a significant villain. Though a villain they will work with from time to time…

Reavers on the Seas of Fate, Season Six, Fifth Session

Fifth Session (6 page pdf) – “Bound for Elf Island” – Aboard a pleasure yacht, the Champagne Morning, they set out for Elf Island with spoiled noble girl Jacinth Deepwarder. On the way they run across a slave ship in the process of a slow-burn rebellion.  They help the rebellion, but they do price out the slaves before coming to that decision.

We continue with the second adventure from the Heart of the Razor supplement for the Razor Coast, “Sinful Whisper.” After obtaining a pleasure yacht for the purpose (Jacinth has a steady hand at blackmail, it turns out), a hand picked set of crewmen and women set off for Dolentla Island (which they militantly refer to as “Elf Island” due to the rumor of ancient elven ruins there), still maintaining their cover story as “treasure hunters from Magnimar” and not pirates. They come across the Iron Bastion, a slave ship that requests their aid because “things are weird.” Turns out things are weird because a native witch doctor slash valet is Wormtonguing the captain into giving the slaves more and more leeway. After contemplating the 2500-5000 gp list price of 50 slaves, they finally decide to help free them anyway. Which goes well, but leaves them with the problem of “what do we do with 50 slaves, a slaver ship, some slavers that are still alive, and our skeleton crew on a yacht that has a mission to do?” Ah, the decisions of a pirate’s life.

The adventure would have Jacinth be a colossal bitch. Greedy! Arrogant! Racist! Irredeemable! I have to tone that down because this is not a party of good PCs, they’ll drown someone if they dislike them too much. So I keep some of that but with a “she doesn’t know any better, she was raised all privileged like in Redneckistan by rich redneck parents, so she’s like one of those chicks on My Super Sweet 16” twist designed to make her somewhat sympathetic, at least enough to keep her alive. The art of her with giant Dallas hair helps, we all live in Texas, we know the type.

Reavers on the Seas of Fate, Season Six, Fourth Session

Fourth Session (13 page pdf) – “Eleder” – The Chainbreaker reaches Eleder, the capital of the colonial country of Sargava, on the jungle coast of the Mwangi Expanse. They find employment by some parents of local rich kids who have gone missing on a pleasure voyage, to be accompanied by the only one who returned, Jacinth Deepwarder.  A milk run, certainly.

Eleder is a classic colonial outpost, with whitey ruling it up, in their minds benevolently, over the black natives. The primary source for it is the old Pathfinder Companion: Sargava, The Lost Colony, augmented by the Mwangi Expanse information in Pathfinder Chronicles: Heart of the Jungle. Now, for Pathfinder 2e there’s a more comprehensive Mwangi Expanse book, but there’s been significant world changes (including a native revolt in Eleder); this is based off the 1e Golarion info.

The players sell what loot they can that isn’t obviously stolen (they got rid of most questionable goods at Rickety’s Squibs and Bloodcove, mostly they have weird alien doodads from The Black Spot) and then immediately go find the Aspis Consortium to join up with them. The A.C. is evil in an “East India Company” kind of way and is happy to sic the PCs on ships belonging to their competitors.

Then they go shopping. These are the kinds of things this group buys.

Purchased from Black Arm, the Besmaran priest:

  • A Sargavan letter of marque to prey on anyone, mostly Chelish and Andorans. (100% legal, 2000 gp)
  • Protection from the Eye of Abendego mount this (an angry red eye painted on a plate of copper) on your mast. The goddess will look kindly upon you and turn the wrath of the eye away. 1900gp.
  • A blindfold looking item that was created by a Besmaran pirate witch. If you get the woman to wear this not even magical divination will reveal the truth about whether you slept with her. It only works once. 1700gp. Natural 20 by the GM, so it will probably work, maybe even against voodoo loa Mama Watanna.
  • An Indulgence For Killing Disloyal Crewmen – these items are in the form of hand-crafted shanks, which are to be left next to the body. 100gp per crewmen. Sindawe buys five.

Here we start the second adventure from the Heart of the Razor supplement for the Razor Coast, “Sinful Whisper.” The PCs are approached indirectly by a local viscount whose daughter just returned from an ill-fated cruise of some local noble kids and the rest of them need rescuing from “some kind of natives.” They meet Jacinth Deepwarder, a stuck up blonde half elf noblewoman. Her story only partially tracks, but there’s money on the line, so time to hit the sea!

Reavers on the Seas of Fate, Season Six, Third Session

Third Session (12 page pdf) – “The Black Spot” – The alien Engineer wants the PCs’ brains to fuel its plans. They resist, quite unreasonably. And on Captain Riggs’ hand – the black spot.

This session is the climax of the Black Spot mini-adventure; the PCs fight the Engineer who is the alien in charge. Fighting and navigating around on the alien ship is always quite a complex trial, as is only right. Aliens! Zombies! Jellyfish! And as one might expect, once you kill the head alien the self destruct countdown starts (all gamers immedately go into a reenactment of the Predator laugh from the first Predator movie whenever this happens).

They kill the alien, get the gold, escape the explosion, and get back to the ship. All is well and time for the denouement – except Serpent has brought Captain Riggs’ arm bearing the Black Spot, well known and universally feared, as a trophy and brandishes it around. The crew goes batshit crazy; the session summary doesn’t get many of the details probably because it really caused a lot of sudden RP that required everyones’ attention; they end up shooting the arm out of a cannon to forestall a possible mutiny but the crew is still all unhappy and in a hullaballoo. Never underestimate the superstitiousness of sailors was the take-away lesson here.

Reavers on the Seas of Fate, Season Six, Second Session

Second Session (11 page pdf) – “They Dwell Below” – In the seamount, there’s a very strange vessel with some very unfortunate things in it. Like brainsectoids!

Under the seamount the PCs fine what is clearly an alien vessel for an alien that likes harvesting brains. And repurposing brains. And putting brains in vending machines. And in alien zombies. And in human zombies. The ick factor is high and indeed we’re moving into a horror-heavy part of the campaign.

And the PCs are only slightly surprised when Captain Riggs turns on them and pushes Wogan into a pit of black leeches! Much fighting ensues to clear this deck of the spaceship of unfortunate and dangerous threats.

Reavers on the Seas of Fate, Season Six, First Session

First Session (13 page pdf) – “Shipwreck’s Survivor” – Past Senghor, a ship spitted on a seamount bears a survivor, Captain Riggs, and the promise of treasure.

And with the shipwreck of the Flying Fortune we take our first step in the Frog God Games’ Razor Coast content, the adventure The Black Spot from Heart of the Razor. Since it’s not really thematically tied to any of the rest of it (though it is pleasingly weird) I figured I’d use it first as a bit of a throwaway episode.

The PCs are just about as nervous about shipwrecks now as they are of castaways; the balance is however tipped by the potential of loot from the former, so they investigate a ship caught on rocks. The surviving captain is weird, the situation is weird, but they hear there was gold in the cargo. But someone seems to have spirited it away into the suspicious seamount…

In The Shadow of Giants

I ran across this blog post describing a campaign concept called “The Book of Giants”, of Nephilim and witch-wives and a world populated with dangerous giants. I like it; I once wrote a Living Greyhawk scenario called “Giants In The Earth” so I am familiar with the source myth.

I had actually been mulling over a new campaign with giants as the primary opponent and predominant/ruling populace. My concept has a little less angel witch sex but I think it still has legs. I like constraining campaigns to focus on a set of concepts – sure, PCs can’t play any crazy option they can think of, but they also have a much better idea of what’s going to come up so they can pick options that would have a guaranteed chance to shine. Let’s see what you think!

Campaign Concept

All civilized lands are ruled by the titans, who style themselves the gods that walk the earth. (They were the children of the gods, and rebelled against them and they are all now destroyed or hidden away or forgotten.) Their empires are inhabited by all sorts of giants as the primary populace. Humans are simply a slave race to the giants and are lesser beings that live in their shadow. They are used for labor, crafts, entertainment, and so on; not taken seriously as a threat. The tech level and society is most analogous to ancient Greece with the titans considering themselves the Olympians.

The first plot arc is to survive servitude and get free. Naturally the giants delegate down tasks like slave wrangling to the smaller giants, but even a hill giant for a group of first level humans is an intractable opponent. They have to build up arms caches, make plans, and take advantage of the giants’ complacency and hubris to make their escape.

Then the second plot arc is to go find places to hide and allies. There’s a couple major factions to join up with that lurk in places inaccessible to the giants. First, escapees living in the thick forests. There’s a cabal of mages here that consider themselves in charge, and of course a bunch of druids and rangers and fae. They focus on rediscovering ancient magic as the way to gain enough power to survive and thrive and try to teach as many people magic as possible. Second, underground caves with dwarves and artificers where there’s a lot of building golems and automatons to be able to fight for you. Most humans haven’t seen a dwarf up till now; they refuse to live as slaves and either fight or just sit down and die so they’re not seen in giant lands.

The third plot arc, of course, is to take the fight to the giants and free humanity – at first guerilla style and then as levels rise and armies assemble, direct action.

There’s no other humanoids – humans *are* the humanoids and giants are the humans, effectively. Every giant animal and insect in the books are the primary threat; they’re everywhere as the ecology is scaled to giant size. While there are umber hulks and some other aberrations underground the focus is really on giant animals/magical beasts, there’s no outsiders or undead (except for some run by a hag coven with three nightspawn that operate in the mountains). This allows PCs to not have to worry about a large number of opponent types to focus on the campaign thematic ones. It won’t get boring, there are 30+ types of true giants in Pathfinder and so, so many animals that are either giant or dire already or can be quickly made so. (This has the bonus of some real live zoology learning for everyone.)

Religion is banned by the giants, but a priestess has rediscovered a lost god of the humans, a couatl type deity, making PC worship effectively monotheistic. There’s no “churches,” it’s more of a hidden and evangelistic enterprise among the humans, focusing a bit on the liberation theology angle.

While you can make heavy armor in the later game, the nature of the world strongly prefers light, mobile, ranged, and hit-and-run type combat against an inevitably larger and stronger foe. While some folks can learn and steal wizard type magic from the giants, sorcerers are more common at lower levels, and then as levels increase people can learn magic from the wizard cabal or the fae.

Now, I’m torn as to whether this is enough – I also have the idea for a larger destabilizing force, an ethereal invasion of xill that is converting some of the landscape to wasteland. This would distract the giants with a larger threat to allow the alliance of human rebel groups to grow. Living plants and certain metals would be proof against ethereal travel so the humans could protect themselves to some degree, though once they venture forth, the terrifying sudden appearance of an ethereal murder machine would become a common threat. This would add a weirder layer to the campaign so it’s not just giants and animals and rebels.

Thoughts welcome – does it sound fun as a player? I know PCs don’t like being captives, but I am hoping that if starting as a slave is clearly part of the premise and getting free is the whole point, it could be a cool vibe people could get into…

The Monsters Know What They’re Doing

I ran across this cool blog that talks about various monsters and their tactics, in context of who and what they are. Monsters aren’t deliberately dumb (though based on their Int they may be more or less sophisticated) and “blindly charge PCs till dead”, while popular among too many DMs, isn’t a really interesting or realistic set of tactics. So check it out and consider how everything from a razorvine to cosmic horrors would react to a threat.

Reavers on the Seas of Fate, Season Six – “The Pirate Curse”

Now we start to move into the second half of the campaign. The first act was started in Riddleport with a mashup of the first two Second Darkness Paizo Adventure Path and the Green Ronin Freeport adventures.

That kicked us off and set up the main foes – the serpentfolk only known as Elias Tammerhawk and creatures from the shadow realm.

Now, in the second act, they’ve lived the pirate life – heading out to sunken Azlant, reaving the Chelish coast, and then sailing south and farther south to get to the southern edge of the Golarion map, running through various old Pathfinder adventures on the way (the oldies are the goodies!).

Now in Season Six they approach Port Shaw, the setting for the megamodule Razor Coast (which I helped edit an early draft of! And note the quote from this very geekrelated.com on the back cover.). They don’t get there till Season Seven, where the next proper act begins, but I use this leg of the voyage to set it up. The rest of the campaign will take place there.

We start with related content, in this case from the Heart of the Razor adventure book: The Black Spot and Sinful Whispers, and then Deep Waters from the back of the Razor Coast book itself, by the legendary Frank Mentzer.

The themes that will come back later in the second half of the campaign are:

  • Degenerate ancient elves that were into sex and other questionable practices
  • Voodoo (or “wendo”, in Pathfinder-ese) – Sindawe already has Mama Watanna, his patron loa, but this will become a campaign-wide plot point and not just a personal one in the seasons to come
  • Jacinth Deepwarder!

It’s sixteen game sessions, spanning 10 months of realtime (we play once every other week, but sometimes life gets in the way). Enjoy!

Geek Related Naval Combat Rules

I’ve covered guns and cannon, chases, mass combat – but what would a pirate game be without ship-to-ship combat? Now on the Rules You Can Use page is:

Naval Combat Rules (14 page pdf)

A navy ship and a pirate ship engaging each other on the open seas

For Pathfinder 1e, but easily adaptable to many others I think. It works in concert with the Geek Related cannon and mass combat rules and adds ship design and combat at sea.

I wrote an early version of this for Frog God Games and it got partially incorporated into Razor Coast: Fire As She Bears! But that work turned out pretty long and complicated, though very good, and for our game my players wanted naval combat but weren’t going to put up with 96 pages worth of it. Do get Fire As She Bears, though, it’s quite good, especially if you want to invest more in the naval combat ruleset part of your game. If you like these rules, they are directionally similar; I’ve been evolving mine over the intervening 10 years as we’ve used them to maximize flavor of our base case – small numbers of ships chasing, fleeing, and fighting with small numbers of cannon and the usual Pathfinder magic-and-monsters thrown in.

Pathfinder published some ship combat rules eventually for their Skull & Shackles adventure path but they suffer from the core problem of ships having one pool of 1600-ish hit points, which makes it either pointless to do the ship-to-ship combat and everyone just boards or, once you get high level, you swing the barbarian over there on a rope and sink it in a round. They did this because their adventure path quickly becomes PCs running squadrons of ships, not the feel I was going for.

The solution (from my rules, and in Fire As She Bears) is to break larger craft up into 10x10x10 squares and have each of those have hit points, with the added benefit of you can correlate crewmen (and PCs) to those areas. I used much lower hit points than even Fire As She Bears did – 50 hp per hull section instead of 150. In my campaign this was better suited to fast naval combats. PCs get impatient and always want to fly to the other ship; this made the PCs focus on keeping their ship safe and manning repair crews instead of just saying “it’ll be fine, we can just go melee kill.” But it’s still enough hit points (and enough hull sections) that they don’t just get blasted to flinders in a round. (Unless they go bother a ship of the line.) I also have fewer cannon per ship because they are newer, rarer, and more expensive in Golarion – FasB lets you pack like 4 9-pounders into a single hull section so “28-gun” and “49-gun” ships exist – in my game it’s more like 4 cannon a side is a well armed craft. (And also not hours of dice rolling for a single round of combat).

Anyway, once you have your ship and cannon, you gain the weather gage, maneuver trying to get closer or farther away; conduct maneuvers while trying to line up cannon shot, and so on. These are similar to these other naval rulesets.

Part of the real magic, however, is the range bands and speed checks. This is what makes the battles feel naval and not like sitting slugfests. The Skull and Shackles rules just make this “2 out of 3 sailing checks and you catch ’em”. But I bring in some ideas from my chase rules that make the positioning important, and not just a preface to a static combat. Your ship’s speed turns into a bonus to a Profession: Sailor check and if you can beat the other ship by 5, you can close (or increase) the range by a band.

We’ve been using these rules a lot over years and it’s very dynamic. You pull a little closer – now you’re in Medium range and can bring those 12-pounders (and fireballs) to bear! Oh no, they pulled away to Long range, try to hit their sails with the long nine chase gun! It hits the magic ratio of 2/3 of the combat is naval before finally 1/3 devolves into normal Pathfinder combat, and a full on naval battle beween fully armed ships with similarly-leveled crew is a showcase event that can take most of a game session. And it’s not a completely abstract minigame; you’re throwing your usual spells and shooting your usual bow or musket at the other ships.

Enjoy, and let me know how you find them!

Rule Zero In Pathfinder 2e

One of the most popular evergreen posts here on Geek Related is Rule Zero Over The Years, which compares the positioning of the GM’s authority relevant to the game rules and to the players in the different editions of D&D including Pathfinder. Well, I just updated it to include Pathfinder 2e, so check it out!

The TL;DR (and it is indeed too long) is that Pathfinder 2e steps a little back from the Pathfinder 1e/D&D 5e flavor of kinder, gentler GM authority, where it’s “for everyone’s fun” not “to put those little peckerheads in their place” as Gygax would say in AD&D, but the GM can make rulings and house rules and cheat/fudge die rolls and use tricks. It still adheres to the 3e concept of “Rule Zero: The GM is the final rules authority”, and doesn’t fully go the D&D 4e/3.5e direction of “you will adhere to the rules young man, if you know what’s good for you,” but… it does a little bit. In PF1e they explicitly discussed GM fudging and illusion of choice and similar – all that is gone in 2e, the GM is in charge but much more by-the-book.

I find this interesting but not surprising, PF2e did ‘get a little 4e in it’ in my opinion, and it is such a huge beast of a ruleset they can’t help but say “maybe you should steer away from modding this.”

Anyway, more detailed analysis and textual support from the books added to the original post!