Tag Archives: adventure path

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

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?

For this set of sessions I reskinned the Rich Baker adventure “Rana Mor” from Dungeon #86, originally set in an Indian jungle, as the Zuran temple. Zura, the Vampire Queen, was an Azlanti deity of vampires and blood and cannibalism and related themes. I wanted a place that was exotic and undeady, so I used this and just added a layer of blood and stuff over the existing symbology. The PCs were fascinated with the moat of blood; they took samples and wondered if they’d get powers from drinking it (“Yeah, probably just the power of hepatitis,” they decided in the end.)

They explore the place and fight a bunch of lively undead guardians, including cleric types that summon things, and it’s some heavy action for a while there in a running battle through the ruined halls.

Finally they meet the priestess Saeng Ki.

Saeng Ki

Carrion Crown Chapter 5, Ashes at Dawn, Session 3

Third Session (12 page pdf) – Off to the Monastery of Saint Lemiran, where all the witches are strong, all the vampires are good looking, and all the loot drops are above average.

We semi-quietly infiltrate the Monastery of St. Lemiran with our pet charmed vampire, clear some guards, and hit one of the two witches that run the place.  As usual, I drop her with a slumber hex but she gets woken up by others before she can get coup de graced, alas.

hetna

We finish off with a demonic stablehand, and prepare to clear the next level in a fortnight!

 

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

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.

Xiola Chelman

Xiola Chelman

Well, the PCs befriend Xiola Chelman, leader of the Fertile Families from the Sun Temple Colony, and she takes them back there. In usual fashion they don’t exactly make a good first impression…

The old man replies, “The believers and those without sin have nothing to fear. If you behave the night I will put in a good word with the priest.”
Sindawe asks him, “Are there any common rules that we should know about? Or things that we shouldn’t do?”
Serpent adds, “Are there any specific places we shouldn’t pee?” Everyone looks at Serpent with concern.
Wogan helpfully interjects, “Perhaps a complete list is unreasonable.”

 

This is one of those weird cases where the party had a good idea – asking about local rules – but then somehow rather than shutting up and listening for an answer they started explaining and elaborating and getting wrapped around their own axle. This led to a semi-in-character, semi-not discussion about the feasibility of asking about “places not to pee.”

Anyway, they get boarded up in a house and burned to death.  Or at least, that’s the plan, but they break out, taking the drunken Xiola and the flame-goo-possessed Lefty. Once the head priest summons a salamander they skedaddle for the forest. When they were trying to wake up the drunken Xiola and she muttered “Lemme along or I’m gonna kill ya,” that’s an Easter egg quote from a well-known tale of mine having to do with strippers and Jamaica.

They find out that Lefty has indeed been a plant for the cultists, but content themselves with winging him when he tries to flee and tying him up. Then they use a weird Azlanti graveyard/computer thing (actually from Shore to Sea but they never interacted with it there so I moved it here) and discovered that there’s an underground temple to the vampire goddess Zura underneath – and it turns out that Sindawe’s treasure map leads to it, as a Mwangi trail marker he finds that his father left indicates!

Carrion Crown Chapter 5, Ashes at Dawn, Session 2

Second Session (6 page pdf) – We intervene in vampire on vampire violence with some good old fashioned human on vampire violence – in a tailor shop?

Basically this is one big fight.  Xurak charms the main vamp, but we fight the others till we manage to lock them in a bathroom and tear the roof off to poof them. Then there’s some ghouls and demons. I turn a demon into a slug with baleful polymorph, learning my lesson from last time (when I turned a monster into a little crab and it killed Icobus anyway) to give them no possible attack form.

She turns it into a slug with baleful polymorph – an evil, demonic slug with a boatload of hit points. The slug falls to the ground and oozes away, to one day scare the piss out of a local paladin.

Then it’s all over except for the looting and plot points.

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

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…

OK, sorry, I’ve gotten like 2 years behind on blog posts for this campaign – we are still hacking away at it every other week like clockwork though! It’s going for epic length. Let’s see if I can get you all caught up.

When we last left our friendly pirate crew they had ventured out into the Arcadian Ocean to seek treasure in the spires of lost Azlant, as well as bring wanted pirate Morgan Baumann of the Black Bunyip back to Riddleport. They found the long-lost Sun Temple Colony (described in Lost Cities of Golarion, and I’m riffing off it) and have begun to explore and befriend (and/or slay) the natives. They discovered that the main group on the island has some kind of weird sun god and controls a Floating Azlanti Death Lens that does an ant-meets-magnifying-glass routine on anyone trying to come or go from the island. They have a buddy from the other group of ex-colonists, a one-handed lad named Lefty, who is guiding them as they explore the isle further.

First they get cornered by mutated gibbering dudes that set things on fire by touch. They escape them and meet a crazed hermit with a “killbot” who also pounds on them until they manage to engage him in conversation.  He reminds several people in the group of their crazy old Fox News-watching grandparents and so the discussion tends towards the evils of immigrants and the perils of fluoride in the water; they end up trading him stuff for cool bits of lost Azlanti tech.

Then they have a run-in with the Sun Temple Colonists, which is quite violent and during which they find out that they have some kind of fire-blobs in them and are immune to fire. They start to get suspicious of Lefty, which leads to my favorite exchange of the session:

Wogan turns on Lefty, slaps him and says, “Did you signal those guys from the tower? Are you working with the cultists?” Wogan slaps him again for good measure.

Lefty reddens and begins to tear up. He manages, “No…”

Wogan says, “I don’t believe you! What are you up to?” More slapping and yelling follows until Lefty cries out, “I’m changing! I can’t stay with my people much longer; I’ll have to join the cultists.”

Serpent says, “Puberty?”

Wogan asks, “Fish peoplism?”

Lefty replies, “I can’t tell you! My people consider it evil!”

Sindawe says, “Look, you can always join my crew. We don’t care what you’re changing into, because we can always use an extra set of hands.” Then considering the possibilities, he adds, “Are you turning into one of those touch burning mutants? Because that would be a lower rate of pay than ‘cultist’.”

Wogan whispers, “‘Bullet to the head’ sort of wages.” Serpent nods.

Then, based on their experience from Shore to Sea, they decide to talk to the Watchers, aka Azlanti Streetlamps, aka will-o-the-wisps.  That goes a little rocky, but they save a lady named Xiola from the colony!

Carrion Crown Chapter 5, Ashes at Dawn, Session 1

First Session (16 page pdf) – The group bypasses a headless horseman on the way to Caliphas, where vampire murders are investigated.

horseman

My friend Scott from Memphis was in town, and guest starred as Vampire Hunter D.

Xurak charms the horseman as we fight off hellhounds.  Unfortunately, the intelligent nightmare he’s riding will have none of it…

Then we investigate murders.  Vampire murders.  Vampire murders of vampires.  The racist among us simply consider this “a job well done” but the plot has other ideas. We investigate, gather intel, and banter. Eventually a tailor shop is targeted for a home invasion.

Carrion Crown Chapter 4, Wake of the Watcher, Session 5

Fifth Session (13 page pdf) – The black goat of the woods with a thousand young approaches!  Ia!  Ia!

shub-niggurath

Just out of pure coincidence, everyone decided to bring a huge helping of donuts or other baked goods for the group this session, so we went into the finale in a carb-fueled frenzy.

First we fight more mi-go, who have a lovely cold projector gun that I get and eventually learn how to use! They also have a large body-mulching machine, which we forgo learning how to use. Then there’s more tentacle-heads. We wipe them while singing the Billy and the Boingers song “Love Rhino.”

And then it’s go time!  We fight a Dark Young of Shub-Niggurath while the Black Goat of the Woods with a Thousand Young herself starts to enter Golarion!  It’s hard fought, details are in the session summary, but we persevere!

We escape the flooding base, go back to town, install the mayor’s brain as ruler pro tempore, and pull the heck out. We take the one sane person we met with us, Laurel Sills the innkeeper. We took such a liking to her that we agreed to stake her to a bar in Caliphas, the vampire town.  (Get it? Stake?  Ha ha ha haaaa!)

On the way there, we meet a Renfield with a wagon containing a vampiress! Somehow, we manage to parley instead of just go on a murder spree, even though I had to leave early…

Carrion Crown Chapter 4, Wake of the Watcher, Session 4

Fourth Session (13 page pdf) – We fight deep ones, mi-go, gugs, dimensional shamblers, and all the other alien inhabitants of your usual Arkham House short story collection.

Hey, where are the human women at?

Where the human women at?

Besides the fact that Chris and I had just watched Spring Breakers and were besotted with it, such that when we found evidence of ongoing fish-man on human forced breeding programs our main response was to sleazily mutter “Spring… Break…,” this was just hacking our way through the Lovecraft Bestiary 101.  We did appreciate finding all the brain jars and trying to talk to the Mayor’s brain, though.

Carrion Crown Chapter 4, Wake of the Watcher, Session 3

Third Session (14 page pdf) – We decide the local cult needs purifying, sword-style. Then we take a primitive bathysphere down into Deep One territory! Tentacles ensue.

We discuss a bit whether there’s any chance there’s any innocents in the cult-corrupted church or if it’s valid to just roll in and wipe everyone there. I got Chris to agree to provoking them instead of just ambushing them. Turns out they’re all evil.  We smack them easily but then they have a crabby critter with them that’s a lot tougher. It gives us quite a fit until I turn it into a tiny soft-shelled crab with baleful polymorph.  Then, because of the retarded polymorph rules, it continues to beat up on us with an even higher AC. I guess I’ll look elsewhere for my save-or-dies in the future.

After looting and returning the kidnapped baby to her parents, we head down to the lake floor in Horace Croon’s bathysphere. A demonic spellcasting devilfish decides to play “fish in the mason jar and I’m the octopus” with us. Luckily, Xurak turned the dead giant octopus from previous into a zombie, so we repel it with hot cephalopod on cephalopod action  (all the players but one are also repelled by that, except for Patrick who is strangely aroused).

We enter the complex via a gel-filled sphincter-portal that causes us to argue whether “Jim Carrey being birthed from the rhino in Ace Ventura” or “Danny DeVito emerging from the sofa in It’s Always Sunny In Philadelphia” is the most apt analogy to its use, and then fight some dimensional shamblers.  More, next time!

2sbjj

 

 

Carrion Crown Chapter 4, Wake of the Watcher, Session 2

Second Session (13 page pdf) – We fight mutant giants, fish-men, Hounds of Tindalos, and The Colour Out Of Space in a run-down old mansion an in unholy mashup of half of Lovecraft’s short stories.  Next week – the other half!

The fights took a lot of time this session.  The marsh giant was hefty though not much of a danger to us due to positioning.  The Hounds of Tindalos, with their damage-gaze, did a lot of damage to us. And the skum happily charged down a tunnel at us and Xurak and I lightning bolted them out of this universe easily.

The Color out of Space part is creepy, it had husked out a bunch of women and kids and we couldn’t really fight it, it drained stats like there’s no tomorrow.  By messing around we let it go, hopefully to another world or plane of existence. We get a crazy lady to add to the baby in terms of helpless noncombatants we have to worry about.

We finish up by deciding to go kill the heck out of a church full of Dagon cultists!

Carrion Crown Chapter 4, Wake of the Watcher, Session 1

First Session (17 page pdf) – Slugs and babynapping cultists abound in the otherwise-shitty town of Illmarsh. But we obtain the ultimate weapon – a controlled spectre!

We continue to peel back the layers of decrepitude in the town, where it’s pretty clear they’re pimping out babies to Deep Ones. I like Jayleen the local barkeep though, she’s fun. A giant octopus goes after a local, we kill it, as we are wont to do.

voltiaroThen it’s out to Undiomede House, an old ruined mansion, since everything about its appearance in local lore cries out “conveniently close to town dungeon location.” Turns out the trip there is more unhealthy than a Perfect Bacon Bowl, as leeches overtake us – and not just normal leeches, burrow-to-your-brain in three rounds leeches. They are a “hazard” not monsters so of course we butt up against the game rules as we try to get them off us.  I manage it but Nigel, Oswald, and Zurax all get brain parasites for their trouble!

We save a baby from some ridiculously-dressed cultists, which puts an abrupt end to the dungeoning! We head back and try to get someone that won’t eat/trade the kid so we can go back. And we kill another even more ridiculously dressed cultist!  Fade to black.

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

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

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

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

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

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