Welcome to the tales of adventure of the Reavers on the Seas of Fate, the scurviest bunch of bilge rats to ever threaten a coastline! Thanks to our session scribes – first Bruce, then Chris – for putting in most of the work here. I also link my blog posts where I discuss each adventure from the DM’s point of view.
Season One – “Shadows in Riddleport”
First Session (12 page pdf), “Maiden Voyage” – The characters, still lowly seamen, meet for the first time upon a poorly-disciplined ship, the Albers, bound to Riddleport from Kintargo. With women on board and gambling and fighting allowed, it’s only a matter of time till the captain turns up dead, filling the crew with mutual suspicion, and then a mysterious ship comes out of the fog… [blog post]
Second Session (15 page pdf), “Tale of the Sea Bear” – Insanity and chaos reigns as the crew of the Albers investigates the derelict ship Sea Bear. Soon, they are turning their suspicions against each other. And then, things get out of hand. The ghost ship and the PCs compete to rack up the greatest number of friendly kills. Later, the survivors struggle against the uncaring sea and the fury of random encounters! [blog post]
Third Session (12 page pdf), “Water Stop” – The crew of the Albers goes foraging on an island to replenish their stores, and comes across some escaped slaves. Of course, the Chelaxian naval frigate bearing their (and Ox’s) former owner arrives shortly thereafter. Just as they discover a goblin pirate ship! It results in a hot three-way naval boarding action. And then it’s off to Riddleport at last! [blog post]
Fourth Session (11 page pdf), “Cheat the Devil and Take His Gold” – Our now ex-sailors avail themselves at length of the booze, whores, and gambling of Riddleport. They take part in the “Cheat the Devil and Take his Gold” tournament at the Gold Goblin gambling hall, thwart a robbery, and become junior partners in the joint with Tommy’s buddy Saul Vancaskerkin. [blog post]
Fifth Session (11 page pdf), “St. Casperian’s Salvation” – Michael Vick, eat your heart out. The PCs start off by arranging one of the Gold Goblin’s trademark underground animal fights. The NPC ranger, Bojask, got a diseased bear off the back of a ship somewhere, and their boss Saul wanted a championship match with the current champ, Pigsaw the boar. Then they decide a random rumor from some boozer on the street about treasure hidden below a homeless shelter bears investigation. Vincenz is staying at the shelter, which is a pleasant surprise, as is a criminal gang, which is an unpleasant one. No treasure though. [blog post]
Sixth Session (14 page pdf), “Three Days to Kill” – One of Clegg Zincher’s capps, Braddikar Faje, is headed out of town on the road to Roderic’s Cove to conduct some kind of sale at a villa in the hills. Jacking up Zincher’s day is more than enough motivation for Saul to send our favorite scum off to break up the deal. They spend a lot of their subsequent time in the woods fleeing from various mutated wildebeests. [blog post]
Seventh Session (14 page pdf), “Death in Riddleport, Part I” – Crimelord Avery Slyeg makes the PCs an offer they can’t refuse, so they hunt down the Splithog Pauper (the leader of the criminal gang from “St. Casperian’s Salvation”). And they look for their kidnapped friend Vincenz – rubbing elbows with Cyphermages requires them to clean up a bit. The practical and moral dilemmas get harder as they work to rescue their friend. [blog post]
Eighth Session (14 page pdf), “Death in Riddleport, Part II” – The PCs find a hidden temple under an abandoned house and engage in vicious combat with serpent men! “Sorry, Vincenz, but that’s too tough!” they conclude after a couple runs at it. [blog post]
Ninth Session (15 page pdf), “Holiday In The Sun/Flat On Rat Street” – The characters help Saul celebrate Swagfest in the streets of Riddleport, and there’s a startling amount of violence. Then, they go to a local moneylender to find out what happened to the bar’s floor manager… and there’s a startling amount of violence. [blog post]
Tenth Session (11 page pdf), “Death in Riddleport, Part III” – Samaritha’s gone missing, and the PCs track her to – yes, you guessed it – the serpent temple. Along with a new friend, they hit the place hard, and there’s no retreating this time. [blog post]
Eleventh Session (10 page pdf), “Mansion of Shadows, Part I” – After the PCs kill Jasker Gant, one of crime lord Boss Croat’s lieutenants, they decide to go on the lam for a while. They get “loaned out” by Saul to Captain Clap of the pirate ship Wandering Dagger, who has a little job for them. Also, the triumphal return of Thalios Dondrel, son of Mordekai! [blog post]
Twelfth Session (12 page pdf), “Mansion of Shadows, Part II” – The PCs hang out with a Chelish noble family for a while, and witness depths of degeneration that make even hardened criminals from Riddleport uncomfortable. After a long night of sneaking around the mansion and fleeing from horrid things, they lure the eldest son out to the forest and whack him. [blog post]
Thirteenth Session (16 page pdf), “Mansion of Shadows, Part III” – The inevitable holocaust of violence descends on Staufen Manor. At the Asmodean funeral for the eldest son, the PCs decide it’s time to wipe out the whole family – but the priest is ready for them with summoned devils. Simultaneously, the pirates assault the island! The fledgling pirates carefully decide who to rape and kill and who to protect from the raping and killing. Who gets it? Read and find out! [blog post]
Fourteenth Session (11 page pdf), “Booty in Riddleport” – Naval combat! The PCs’ pirate ship is attacked by a Chelish navy vessel. They escape from them, take a nice plump merchant ship as a prize, and make their way back to Riddleport. The next couple weeks are a blur of loot, booze, hookers, drugs, and recreational violence. [blog post]
Fifteenth Session (10 page pdf), “Terror in Riddleport” – The PCs get led into a deathtrap, the serpent temple is back in business, Avery Slyeg gets assassinated, the PCs get framed for it, the Gold Goblin is attacked, and Sindawe beats up Bojask for kicks! It’s an action packed session where death lurks around every corner. [blog post]
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! [blog post]
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. The PCs 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! [blog post]
Nineteenth Session (10 page pdf) – “Viperwall” – The ancient human ruins give way to even more ancient serpentfolk ruins. 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. [blog post]
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… [blog post]
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! [blog post]
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… [blog post]
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! [blog post]
Twenty-fourth Session (9 page pdf) – “Throwdown With the Arm-Ripper” – The party works their way through the ruined complex to an ancient druidic shrine, only to meet two of Jaren’s old friends – a witch and the Arm-Ripper! Is Jaren’s missing arm a coincidence? Hint: no! [blog post]
Twenty-fifth Session (8 page pdf) – “Return to Madness” – First, a bunch of goblins attacks our brave heroes’ genital regions. Then, they sail back to Riddleport, where the re-dedication of the Riddleport Light is set to begin. It’s into Black Dog’s caves and thence to the lighthouse! But as you’d suspect, it’s not going to be that easy. [blog post]
Twenty-sixth Session (8 page pdf) – “Black Dog’s Caves” – The haunting is thick in the sea caves used by infamous pirate Black Dog to hide his treasure. Last time, the group fought Redlegs his first mate (now a dread allip); this time they face the ghost of Black Dog himself! And huge chests of loot hang in the balance! [blog post]
Twenty-seventh Session (11 page pdf) – “Rumble in the Wizard’s Tower” – It’s a mixed field of angels, demons, and ghosts as the PCs sweep and clear the Riddleport Light looking for an evil ritual. I mean, an evil ritual besides the ones they are performing. That’s a big Twinkie. [blog post]
Twenty-eighth Session (13 page pdf) – “Madness in Riddleport” – The PCs confront Elias Tammerhawk and his evil ritual in an epic battle atop the Riddleport Light. But that’s nothing compared to the secrets they uncover after they are sucked into the spirit world! Will Riddleport, and our Reavers, survive? Find out in the grand finale of the first season of Reavers on the Seas of Fate! [blog post]
Season Two – “Eros and Thanatos”
First Session (14 page pdf) – “After the Flood” – Riddleport is rocked by a tsunami and the PCs find love and danger in the aftermath. And then there’s unexplained murders and Salvadora of the God Squad calls in her marker for the PCs to help investigate. It’s Katrina horror time in the kickoff of our second season of Reavers on the Seas of Fate! [blog post]
Second Session (11 page pdf) – “Carrion Hill” – The PCs discover that a cult seeking forbidden knowledge from beyond got more than they bargained for and have unleashed eldritch horror upon Riddleport. It’s a race through the flooded streets of Riddleport to see who can murder everyone involved first! [blog post]
Third Session (9 page pdf) – “The Stink” – As they seek the cultists who summoned the creature, the PCs head into the city’s garbage dump, freshly stirred by the tsunami, and discover some wonderful smells, as well as a friendly neighborhood serial killer! [blog post]
Fourth Session (10 page pdf) – “The Rotgut Ripper” – When strange and virulent diseases affect the PCs, their hunt becomes more deadly as it becomes clear their quarry is hunting them in turn. Will they be added to the Rotgut Ripper’s sick collection of trophies, or is an even worse fate incubating under the Stink? [blog post]
Fifth Session (15 page pdf) – “Sex, Death, Gods, and Demons” – [WARNING: Adult Content] The PCs race to kill the last Keeper before the horror from the Dark Tapestry destroys Riddleport. But that’s not the greatest foe they face, as it turns out sex is the deadliest weapon of all. [blog post]
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? [blog post]
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. [blog post]
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. [blog post]
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 againt Clegg Zincher and cannon shot? They find out! [blog post]
Twelfth Session (12 page pdf) – “Water Stop 2” – In our first sequel, the PCs need crew for their new ship, and remember the island of freed slaves from Water Stop (Season One, Third Session). They head there to recruit! Naturally, it’s not that easy. [blog post]
Fourteenth Session (11 page pdf) – “Return to Riddleport” – Extracting the Teeth of Araska from its precarious harbor at Shatterhull Island is difficult, and becomes more difficult when some merrow show up to the party. [blog post]
Fifteenth Session (13 page pdf) – “Shadows Over Riddleport” – The PCs get back to Riddleport at long last with their new ship and spoils, but it’s not all booze and broads – the phantoms from the Devil’s Elbow are here too! [blog post]
Seventeenth Session (15 page pdf) – “Press Gang” – As usual, a little bit of time in port results in the PCs really tearing it up. A whole long session, and no real fights, but it’s not slow, with two beatings, several sexual escapades, organized crime activity, shopping, drinking, jail time… [blog post]
Eighteenth Session (12 page pdf) – “The Fishwife’s Lament” – The motley crew of the Teeth of Araska heads to sea, and immediately decides that they are on a search and destroy mission for every random encounter ever! And then, they meet the dreaded fishwife. [blog post]
Nineteenth Session (27 page pdf) – “A Pirate’s Life For Me” – More time at sea; the crew gets into the pirate spirit and wavecrawls the hell out of the region. Vikings! Whales! Dead Vikings! Dead whales! Mass hysteria! [blog post]
Twentieth Session (18 page pdf) – “From Shore To Sea” – The crew drops into the village of Blackcove to check in on their old buddy Jaren the Jinx. Apparently his jinxiness has gone nuclear as tentacle horror erupts. [blog post]
Twenty-first Session (18 page pdf) – “Monster Island” – Their ship missing in action, the crew heads to the nearby island of Nal-Kashel, which bears Azlanti ruins of the “demented World of Warcraft” design school. Then the mutation comes. [blog post]
Twenty-second Session (19 page pdf) – “Monster Island, Part 2” – It goes from bad to worse on the ruined Azlanti islands; the number of living pirates is going down while the mutations and insanities of the survivors increase. And then a huge spiderlike monstrosity appears standing right next to you. [blog post]
Twenty-third Session (23 page pdf) – “Monster Island, Part 3” – The pirate command staff messes with an arcane Azlanti orrery. And then they go into what they are pretty sure is the bowels of some vast beast. And Jaren the Jinx returns! [blog post]
Twenty-fourth Session (17 page pdf) – “From Sea to Shore” – Below the Azlanti island of Nal-Kashel, the crew comes across an ancient evil. Well, three, if you count their girlfriends. They’ve had it with having to fight them time and time again, and they come up with a drastic solution! [blog post]
Season Three – “Et In Arcadia Ego”
Second Session (15 page pdf) – “Tammeraut’s Fate” – The Teeth of Araska crosses the Arcadian Ocean headed for Azlant, and finds an abandoned monastery on Firewatch Island, the first major waypoint in the islands. What’s going on? [blog post]
Fourth Session (10 page pdf) – “Zombie Proof” – as if zombie barbarians and zombie Red Mantis assassins aren’t enough, the crew ventures beneath the waves to the wreck of the Tammeraut, following their own fates. [blog post]
Fifth Session (15 page pdf) – “Island Tour” – The Teeth of Araska crawls through the sunken spires of lost Azlant looking for Morgann Baumann and the Black Bunyip. And one crew member falls to MURDER! But a new and unusual member joins the crew. [blog post]
Sixth Session (12 page pdf) – “Quest for Azlant” – The crew sees some hot action against the Mordant Spire Elves as they fight a skimmer to the bitter end. Then they investigate the weird dangers of Azlant, finally arriving at the Sun Temple Colony. [blog post]
Seventh Session (12 page pdf) – “The Sun Temple Colony” – The crew finds the lost Andoran colony built atop an Azlanti ruin. They fall in with religious extremists as an Azlanti artifact nearly burns their ship to the waterline! Then they start poking around the island. [blog post]
Eighth Session (14 page pdf) – “Cultists, Guns, and Money” – The line between friend and foe grows ever more slim and tenuous as the crew trades with a hermit and his killbot, fights some Sun Colonists and saves others, and are maybe betrayed by yet another… [blog post]
Ninth Session (9 page pdf) – “Torches In The Night” – The crew hangs out with a friendly member of the Sun Temple Colony, but their head priest decides to just burn them all out. Then it’s time to mess with Azlanti quicksilver grave/study aids. [blog post]
Tenth Session (12 page pdf) – “Graveyard of the Masters” – Below the Azlanti graveyard lies a hidden temple to Zura. The crew fights their way through undead clerics around the blood moat until they meet – a skull-faced stripper? [blog post]
Eleventh Session (17 page pdf) – “Rana Mor” – Though they pretend to look down on vampire strippers, the crew still does what this one bids them. They penetrate to the heart of the temple and kill the ancient undead high priest. Now they shall claim their just reward. [blog post]
Twelfth Session (11 page pdf) – “Tower of the Vampire Queen” – Collecting their reward from a crazy evil vampire stripper takes a while. Then, they decide it’s time to clean up Lefty’s act at a most inopportune time. [blog post]
Thirteenth Session (8 page pdf) – “Dreams of Conquest” – The crew and Xiola hatch a plan to get control of the Celestial Lens. They get the outcast colony on board and create a battle plan that doesn’t involve them all getting wiped out. [blog post]
Fourteenth Session (9 page pdf) – “Civil War” – The crew sponsors a coup of the cultist leadership and organizes a battle with most factions of the island mobilized against each other. Meanwhile they plan to kill the village priest and get the Lens control item. They can handle two CR 12’s and some trash mobs right? [blog post]
Fifteenth Session (9 page pdf) – “Civil War, Part 2” – We cover the mass combat that happened in the background last time. The New World Order is put into place. And Lil is kidnapped by the vampire stripper! [blog post]
Sixteenth Session (10 page pdf) – “Lair of the Vampire” – It’s back to Rana Mor to retrieve Lavender Lil from the clutches of the vampiress. I leave it up to the players how much sex and violence there will be. Hint: Lots! [blog post]
Seventeenth Session (11 page pdf) – “Kill All Vampires!” – The vampire crypt keeps the pirates occupied for a while, and finally they finish up at the Sun Temple Colony and set out to hunt down Morgan Baumann. [blog post]
Eighteenth Session (9 page pdf) – “Capture of the Black Bunyip” – The crew of the Araska finds out that Morgan Baumann has set an ambush for them. “What’s the plan?” “Let’s get ’em!” It’s touch and go and many a gold Infamy Point coin is spent. Who leaves the crew on this very special episode of Reavers on the Seas of Fate? [blog post]
Nineteenth Session (10 page pdf) – “The Long Voyage Home” – The Teeth of Araska and captured Black Bunyip sail through the hazards of sunken Azlant. And a second chance encounter with the Fishwife ends up with a high body count. [blog post]
Twentieth Session (9 page pdf) – “A Dish Best Served Cold” – Escaped sorceress Daphne brings back some Mordant Spire elves for revenge on the PCs, and by “some” I mean “four ships full.” The Teeth of Araska and Black Bunyip fight for their lives against an ambush on the high seas. [blog post]
Twenty-second Session (8 page pdf) – “Regeneration Run” – The crew puts together an extra gimpy away team to head to the shrine on Argavist Island. But a pair of ambushes reveals a greater threat than the island usually holds! [blog post]
Twenty-third Session (10 page pdf) – “Ill Luck on Argavist Isle” – As the pirates prepare to flee, the Witch of the Darkpines and her werewolf minions show up and present the PCs with their position – between a rock and a hard place. [blog post]
Twenty-fourth Session (13 page pdf) – “The Wicked and the Maimed” – It’s back into the dungeons from Season One, Twenty-Third Session! This time it’s full of wrathspawn pirates. As usual, when they have a small landing party with NPC pirates along, it is hilarious. [blog post]
Twenty-fifth Session (13 page pdf) – “Wrath of the Lost” – It’s deeper in to the shrine to regenerate people’s lost parts. The pit of flesh-eating locusts they bypassed neatly last visit becomes quite the encounter – think Nic Cage from The Wicker Man. “BEEEEEEEEEEEEEEEEEEEESSSSSSSSSSSSS!!!!!!!” [blog post]
Twenty-sixth Session (16 page pdf) – “The Cursed Earth” – The group hacks their way through frisky vegetation and use the druidic shrine to regenerate everyone’s missing parts! And then their relations with the local werewolves break down. But in the end… It’s back to Riddleport! [blog post]
Season Four – “Family Matters”
First Session (22 page pdf) – “There’s No Place Like Home” – the PCs return to Riddleport at long last! Time to dispose of booty, buy goodies, and drink much booze while re-acclimating to life on land. [blog post]
Second Session (18 page pdf) – “A Birth and a Death in Riddleport” – Samaritha finally comes to term serpentfolk style and the crew entertain themselves by fighting in Zincher’s arena, but then they find one of their long-time crewmates murdered! [blog post]
Fourth Session (16 page pdf) – “Family, Worship, and Business” – Sam and Serpent’s egg is coming along nicely while Sindawe and Hatshepsut visit an orc bar and get more than they bargained for. Finally, they protect some Cyphermages while negotiating with orcish pirates. Just another day in the life! [blog post]
Fifth Session (21 page pdf) – “Patching In” – More business on the streets of Riddleport; beating up locals, recruiting new pirates, plotting and scheming… And it is capped off with a pirate party to end all pirate parties! [blog post]
Sixth Session (9 page pdf) – “Dark Wings Over Riddleport” – The celebration grows toward “Project X” levels but is interrupted by a sinister old guy with a “message” from an old enemy. And raven swarms, don’t forget the raven swarms. [blog post]
Eighth Session (13 page pdf) – “Treachery Island” – One of their new recruits suckers the Teeth of Araska into a nasty ambush! After a bumper crop of burials at sea, they go make friends with a Nisrochi necromancer in order to get traveling papers in-country. [blog post]
Ninth Session (13 page pdf) – “Maw of Shadows” – The Araska docks in Nisroch and is treated to the horrors of Nidal first hand, from the sadistic to the sartorial. Luckily, there’s one friendly face there waiting for them! [blog post]
Tenth Session (13 page pdf) – “Fat Ghoul Brings Bad Luck” – The PCs head into mainland Nidal to seek out Wogan’s sister. The trip starts out well but is disrupted by a whole mess of ghouls – and an undead Hellknight! [blog post]
Sixteenth Session (13 page pdf) – “Painted Shadows” – Ansar’s paintings hide a dark secret; Wogan’s sister and nephew are kidnapped by the evil that lies on the other side of the Midnight Mirror. [blog post]
Nineteenth Session (10 page pdf) – “No Substance But Horror” – The party finally finds the bosses of shadow Boroi Manor – and are promptly defeated and enslaved. But maximum kill always finds a way! [blog post]
Twentieth Session (9 page pdf) – “Interview With A Vampire” – While heading to the Atteran Ranches to hunt them a froghemoth, the group comes across a lone figure at night. Unsurprisingly, hijinks ensue. [blog post]
Twenty-first Session (9 page pdf) – “Lions and Tigers and Froghemoths, Oh My!” – The group tracks down their promised froghemoth and set up a blind to lie in wait for it. Of course, it’s already lying in wait for them. [blog post]
Twenty-second Session (11 page pdf) – “A Narrow Escape” – The pirates finally get back to Nisroch and their ship; the Araska and the Dagger had a successful voyage. They are gathering up their crew when White Estrid’s fleet of longships hits. A bloodbath ensues, shattering the usual silence of Nisroch. [blog post]
Twenty-third Session (8 page pdf) – “On The Road Again” – The Teeth of Araska and Wandering Dagger take to the sea lanes to raid Chelaxian shipping! They take a prize, but are harried by fish-men. [blog post]
Twenty-fifth Session (13 page pdf) – “A Stacked Deck” – the Teeth of Araska and the Wandering Dagger grapple with the Chelaxian frigate Dominator and its Hellknight contingent for their very lives. And two more suspicious characters escape from the enemy’s brig during the fray, a Mwangi man and a half-elven woman. [blog post]
Twenty-sixth Session (11 page pdf) – “Deepmar Prison Blues” – The Wandering Dagger was destroyed and the Teeth of Araska badly damaged in the fight with the Dominator. They decide to put in at a nearby prison colony to refit (and maybe recruit) – but the place is strangely abandoned! They start repairs and investigate. [blog post]
Twenty-seventh Session (10 page pdf) – “Jailhouse Rock” – Their investigation of the abandoned prison site uncovers some oddities, like the forgetfulness the sole survivor shows. They head out to investigate the mine sites, but run afoul of the local wildlife. [blog post]
Twenty-ninth Session (9 page pdf) – “Derros and Derangements” – As the pirates continue to explore the derro caves beneath the prison colony, they find a derro alchemist with a cornucopia of bizarre experiments he is only more than happy to unleash upon them. [blog post]
Thirty-first Session (20 page pdf) – “Leaving Deepmar” – The crew tears up the prison colony on their version of shore leave while the party investigates every part of the island that might contain something to impale themselves on. And Wogan may have gotten married. [blog post]
Thirty-second Session (21 page pdf) – “Old Flames, False Promises” – The Teeth of Araska returns for a second raid on Staufendorf Island. But the locals there remember them… Perhaps over-fondly.
Thirty-third Session (12 page pdf) – “Old Flames, False Promises Part II” – The pirate crew fights their way through Staufendorf Manor, finding grotesque secrets along the way.
Thirty-fourth Session (11 page pdf) – “Old Flames, False Promises Part III” – Cut to the Teeth of Araska, where a daemon tries its level best to sink the ship while it’s manned by a skeleton crew. Then, the town is looted! And while making their escape, the pirates see a prize too tempting to pass up…
Thirty-fifth Session (10 page pdf) – “The Empress’ Hand” – A fat Chelish merchant ship beached on a sandbar proves a difficult prize, as there’s limited time to board, best, and loot it before the Chelish Navy shows up!
First Session (13 page pdf) -“King Xeros of Old Azlant” – With a hold full of loot and way too many women on board, the crew of the Teeth of Araska is rescued from their burgeoning soap opera by the appearance of a weird, crystal ship that just cries out to be boarded!
Second Session (6 page pdf) – “King Xeros of Old Azlant, Part II” – Alien lobster men beset the pirates as they tamper with Things Men Were Not Meant To Know aboard the planar ship King Xeros. But, they end up with a new Rahadoumi friend!
Third Session (13 page pdf) – “Ra-ha-DOOM!” – A layover in Azir, also known as Port Godless, gets complicated when some of the crew are sold into slavery. A mix of diplomacy, wealth, and violence is used to solve their problems.
Fourth Session (13 page pdf) – “Ra-ha-DOOM! Part II” – Planning, a hard boiled egg eating contest, and a prisoner escape – Port Godless has everything!
Fifth Session (9 page pdf) – “The Way South” – The crew finishes up their business and intelligence gathering in Azir and set sail to Mediogalti Island. Along the way they pick up a castaway and a strange sea dragon begins picking off crewmen!
Sixth Session (8 page pdf) – “Finding Ilizmagorti” – Betrayal and gnomes go hand in hand as their castaway reveals his dark secret. Then it’s all storms and sea-whores as they sail southward.
Seventh Session (10 page pdf) – “Ilizmagorti” – The home of the Red Mantis assassins! But fear turns quickly to drinking. And safaris! Shimye-Magalla commands her faithful to recover a holy artifact…
Eighth Session (8 page pdf) – “The Sea Queen’s Pearl” – A trek overland to a pirate hideout, and then it’s pirate on pirate murder as they storm a rival captain’s redoubt!
Ninth Session (12 page pdf) – “The Sea Queen’s Pearl, Part II” – While they are making their escape, the crew encounters their own Jurassic Park. Once they return, it’s all shopping and celebration and planning for their voyage south to reclaim a secret Chelaxian superweapon!
Tenth Session (11 page pdf) – “The Eye of the Storm” – The pirates take on a skald and set off through the Eye of Abendego, which tests their mettle as sailors harshly – and Samaritha is lost overboard when a waterspout hits!
Eleventh Session (10 page pdf) – “The Key To War Machine, Part I” – The pirates brave the Sodden Lands to find the control key to the superweapon. A shore party descends into a boggy crypt…
Twelfth Session (8 page pdf) – “The Key To War Machine, Part II” – Cannibals apparently infest the crypt, which in addition to normal crypt dangers keeps the pirates on their toes – and losing some, to the grinding bear traps all over the area.
Thirteenth Session (12 page pdf) – “The Key To War Machine, Part III” – An epic fight with juju zombies and a Wendifa (female witch doctor) has lasting effects as they scour the tomb for the amulet of the Terraken.
Fourteenth Session (9 page pdf) – “Escape the Eye” – The shore team returns to the Araska, counts their loot, and sets their course for the Shackles. But a giant waterspout intervenes.
Fifteenth Session (10 page pdf) – “Twister” – The sea-twister is dispatched in unusual style. Then it’s to Drenchport for drinking and betting on Green Blood on a Black Rock!
Sixteenth Session (10 page pdf) – “Hell’s Harbor” – The Teeth of Araska travels to Devil’s Arches, and fights some other ships in the meantime.
Seventeenth Session (12 page pdf) – “Devil’s Arches” – Another naval encounter sets the pirates to flight. They decide to visit Medruzbal on Devil’s Arches, and ply the town for all it’s worth.
Eighteenth Session (8 page pdf) – “Devil’s Arches, Part II” – A shore team strikes out across Devil’s Arches to find the resting place of a Chelish naval superweapon. Sindawe has his usual amount of luck with the ladies.
Nineteenth Session (8 page pdf) – “Devil’s Arches, Part III” – The shore team heads out into Chimera Cove and a secret Chelish naval base. It’s not as abandoned as you’d hope.
Twentieth Session (14 page pdf) – “Devil’s Arches, Part IV” – The PCs brave an abandoned secret base full of traps and undead and terrain and other such impediments.
Twenty-first Session (12 page pdf) – “Devil’s Arches, Part V” – The PCs finally reach the Terraken (or “Terrorkin,” as they call it). But- betrayal! They make a daring escape, but then a recurring enemy gives them what for.
Twenty-second Session (9 page pdf) – “Crossing the Line” – The ship is threatened, first by mutated wyverns, and then by the equator!!! And then by squibs! Will the horror never cease?!?
Twenty-third Session (12 page pdf) – “Bloodcove” – After some hijinks in the city of Bloodcove, the PCs take a job going upriver into the darkest Mwangi to protect the East Indian Trading Company – I mean Aspis Consortium – against cannibal natives – I mean cannibal elf natives. They even have tails, we hear.
Twenty-fourth Session (7 page pdf) – “River Into Darkness” – the PCs steam up the Vanji River on a magic-powered keelboat and deal with the snake-and-disease-intensive bowels of the jungles of the Mwangi Expanse. And the station house they come to seems strangely depopulated…
Twenty-fifth Session (12 page pdf) – “Brimstone Falls” – After leaving the somewhat-relieved Whitebridge Station, the PCs search for fuel for the River Queen, leading them into both toil and trouble in the depths of the jungle. And casual racism.
Twenty-sixth Session (6 page pdf) – “Nightfall Station” – Mansquitos and sleeping sickness and elf ambushes dog the pirates until they finally reach their destination, Nightfall Station. It’s a shithole.
Twenty-seventh Session (9 page pdf) – “The Siege of Nightfall Station” – The PCs guard the station as the native elves harass them – but is treachery from within the bigger threat?
Twenty-eighth Session (10 page pdf) – “The Battle of Nightfall Station” – It’s death or glory as the Ekujae elves assault the station in force. Can the PCs stem the tide of these savages? Or will they fall to overwhelming numbers? Find out as we conclude River Into Darkness!
Twenty-ninth Session (9 page pdf) – “Nantambu, Ruins, and Riches” – The PCs go to the uncomfortably civilized Mwangi city of Nantambu to find an old “friend” of Mitabu’s that can get them to a fabled lost Shory flying city. Getting there’s easy, you just have to shadow walk… The pirates all groan. “What?” asks Mitabu.