Tag Archives: adventure path

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

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?

The crew wavecrawls their way West across the Arcadian Ocean. As usual I use a mix of random weather generation and the Today at Sea encounter generator.

Crazy ships!  Ghost ships!  Bad storms! They become concerned their ship is haunted! It was really just a couple coincidences but I enjoyed how quickly a couple unexplained minor occurrences turned into a major witch hunt; welcome to shipboard life.

And finally they reach Firewatch Island, home to a lone monastery – and the location of famed Dungeon Magazine adventure Tammeraut’s Fate! Dungeon #106, written by none other than Greg A. Vaughan. Think John Carpenter’s “The Fog” and you’ll be on track. Besides a peryton it seems abandoned, but something bad happened recently… More on that next time!

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

First Session (17 page pdf) – “Reavers of the Coast” – The group decides to embrace their piracy and raid the little Chelish logging town of Hollobrae. But can they live with the results?

Warning, adult content.

In the first session of Season Three the Reavers get on the road – well, the open ocean – and want to raid a town. OK, I think. Every adventure module ever wastes 10 pages of its limited space on “here’s another shitty little starting town” so I pulled some old third party modules I’m unlikely to use as written, pop one open, oh look it’s the logging town of Hollobrae. It’s from an old Fiery Dragon module called “The Silver Summoning.” Little crap town, VIPs in town for an elf-human wedding. I plunk it down in Cheliax and we’re ready to go. Cleverly, they send in a scouting party first, who figures out what’s up and gets Lavender Lil invited to be the entertainment at the bachelor party.

They devise a careful multi-pronged assault plan on the town that starts to go awry immediately. Turns out there’s a sorceress in the inn who Glitterdusts the pirates (after they murder her uncle the bartender), this makes the fight with the locals and bachelors harder than they planned. The inn and people there were largely detailed in the Silver Summoning adventure and so it added a nice layer of realism and complexity to the NPC interaction. There were lots of great little moments, especially because they took the crewmen they know the best with them. Sevgi went upstairs and had a real round by round knock-down-drag-out with a bachelor that reminded us of the knife fight in Saving Private Ryan. Then in an anticlimactic moment, they met Martino Marcellano, a Chelish noble who used to own Bel, Sevgi, and the ex-slave members of the crew! He’s a hotshot duelist but Wogan blinded him and Sindawe beat him unconscious with no opposition. Dang it.

Then Wogan and Sindawe got to the “bachelor party room” – it was funny, they peek through the keyhole, see a sick orgy with Lil, Tommy,  Seyanna the succubus (allegedly back in Riddleport) and some rakes. By the time they gather Serpent and bust in there’s no succubus but everyone is dead except Lil and Tommy. He claims “poison.” Wogan really did investigate the keyhole after to make sure it was “reading right.”

They head out, loot, and as the ship bombards the town they leave, taking the sorceress from the inn and Marcellano. The group that hit the armory decided to go out on their own initiative and kidnapped a bunch of elf women from the bride’s party!

One of the things I like to do in evil campaigns is to test the PCs.  See what their limits are. As they fought off a couple devils from the local church of Asmodeus’ quick response team, Serpent actually tried to free as many of the women as he could in the confusion – three of the five thankfully got away as a result.  (Marcellano escaped on his own recognizance to torment them later.) None of the three pirate command staff were in favor of taking the women really, but Sindawe didn’t want the morale complications from saying no and Wogan’s a pretty “go with the flow” kind of guy. Serpent was willing to help them escape but once they were at sea with the last two he didn’t stick up for them.

Then we have the moral interaction play itself out.  Sindawe didn’t see a way out of letting the agitated crew auction for the elf women (Nariel and Natulcien). Morale and mutiny is a real thing, so he didn’t do the ethical thing but it was probably the practical thing. So Bojask the half-orc rapist gets one, and Tommy and Lil get one (actually they bid for her out of compassion, to keep her relatively safe – don’t tell anyone; a couple of the other pirates did too – Little Mike is a nice guy at heart). Similarly, Samaritha saves Daphne the sorceress’ life by promising to keep her Dominated – she is forced to sign the Articles by Sindawe in exchange for this “favor” though. The rest of the time is trying to ignore the screaming.  (Yes, I laid it on thick to try to generate guilt.)  Captive women on a ship, pirates… You know that this is going to cause a lot of turmoil going forward.  And stay tuned, it does! No bad deed goes unpunished in the long run. It’s hard to blaze a path between “pirate” and “psycho dirtbag” especially when you have a large group that’s a mix of those, and that’s part of what we’re exploring in this campaign.

Reavers on the Seas of Fate – Season Three

The Reavers on the Seas of Fate campaign isn’t dead, far from it! But with my busy life/work/gaming schedule, I run out of time allocated to it when prepping for the game itself, and so haven’t been blogging about it.  But we’ve been playing biweekly in the intervening year and a half since you’ve seen a post on it, taking session summaries and all!

For newcomers, Reavers is a Pathfinder campaign of my own device, mashing up Paizo’s Golarion (especially Riddleport from the Second Darkness adventure path), Green Ronin’s Freeport, and Razor Coast, plus anything else I have lying around, into one mega pirate campaign. The PCs are pirates of great violence and tenacity – a Mwangi martial artist, an Ulfen nature warrior, and a portly gun-toting priest of Gozreh the sea god.

To recap, in Season One (2009-2010), “Shadows in Riddleport,” the PCs started their life as sailors, made friends and enemies in Riddleport, did some pirating stints aboard the Wandering Dagger, and went through the “Death in Freeport” trilogy mixed up with the Second Darkness Adventure Path, resulting in unmaking serpent man Elias Tammerhawk and interrupting a ritual atop the Riddleport Light that resulted in a tsunami hitting the city. They meet such colorful folk as Samaritha the serpent woman, Clegg Zincher the crime lord, Hatshepsut the monk/priestess from a lost age, Thalios Dondrel son of Mordekai the naked pirate, Lavender Lil the tiefling hooker, Jaren the Jinx the cursed ex-pirate and son of the famous Black Dog, Glapion the voodoo man, and Mama Watanna the voodoo water goddess.

In Season Two (2010-2012), “Eros and Thanatos,” they deal with their shadow-tainted fate from the interrupted ritual – first dealing with the aftermath of the tsunami (Carrion Hill), heading to a nearby island that’s somehow involved (Children of the Void), and returning to find the Cypher Lodge taken over by the phantoms. But, they also get their own pirate ship, the Teeth of Araska, and set out to forge their own destiny as true pirates! They end up going to get Jaren the Jinx to help them find a place on a treasure map Sindawe’s father left him, but have a disturbing stint on a ruined Azlanti island near an Innsmouthian town (From Shore to Sea). And at long last, Serpent and Samaritha tie the knot!

Now welcome to Season Three (2012-2013), “Et In Arcadia Ego,” in which our pirates head out to sunken Azlant in search of treasure and find a lot more than they bargained for. Zombies! Lost colonies! Vampire strippers! Children! Elves! Strap in and come along with us for the ride.  In two weeks is the campaign’s four year anniversary!

 

Carrion Crown Chapter 2, Trial of the Beast, Session 6

Sixth Session (11 page pdf) – We get to the heart of Schloss Caromarc and its guardian rips one of our party members into bits! Then we summon the Beast to help us out… GOLEM FIGHT!!!

We spend some time going up one more deathtrap bridge and being ravaged by another trap – holing up and resting – repeat. The worst of that was a leech swarm – immune to weapon damage, can’t do fire damage since they’re in the water, and with no save they do hit point and STR and CON damage. You do get to save against the permanent DEX drain and distraction though.  Even if I had say a 5d6 lightning bolt, it wouldn’t have killed them since the swarm has 39 hp. “They’re only CR4” says the GM…  Fuck you, whoever designed this monster. The castle design starts making even less sense with the four “holding towers” but we’re used to that.

guardian_towerThen we get across and discover a big hideous flesh golem. Vlad runs up to it and it rips him apart into pieces immediately with quad claw + rend. Oswald takes a couple shots at it but it is like AC super high and has DR and it’s clear we’re not going to be able to take it.  Icobus’ Oracle curse (he can’t speak in combat, just make insane Azathoth piping) finally comes into play, because he pops Obscuring Mist and tries to get us to retreat, but Oswald no comprende and advances into the mist instead and gets dropped too (thankfully, just short of permanent fatality). We backed off and greased the bridge and let it fall to its death. May as well use this deathtrap against others too! We saved Oswald but Vlad is just dhampir parts.

The finale was cool and thankfully didn’t require our physical intervention (being down a party member and suffering from a variety of negative levels, stat drain, etc.). With the help of Waxwood the invisible servant we figured out we needed to climb to the top, activate the lightning attractor, power the Beast controller, call the beast, and have him fight the boss golem. Then we sat there controlling him Pacific Rim style.

Here’s where I had my best idea of the adventure.  We had already drooled over the adamantite trapdoor below.  “Hey, he could rip that off and Oswald could give him shield proficiency! And he could smack the bad guy with it to bypass his inevitable DR!” And sure enough, Nigel tried to have the Beast use his double crossbow- can’t hit.  He used his ogre hook – DR 10 reducing it to almost nothing while the Beast got owned by the Promethean.  Then he switched to doing slams with the adamantite trapdoor – and the hit points just melted off. Without that the numbers would not have been in his favor, we might have had to go down there to try to finish him off (yeah right!).

Then Girl broke up the “slave herd thrall” or whatever the Beast-controller device was called, she freed him from the townsfolk at that trial and sees no reason to not free him from his psycho-dad-creator too. The rest of the party was dubious but let her have her way.

Then we rescued the Count, nursed him to health, and figured out what his problem is – predictably, a dead wife (“Did she die in a fall?” thought Girl) that won’t come back to a raise dead (“Yeah, I wouldn’t want to come back either,” mused Nigel.)  Then he gives us a paltry reward of 3000 gp and sics us on the Whispering Way guys who betrayed him after he betrayed them after they blackmailed him.  “Why do we care exactly?” we ask ourselves.

The adventure has gotten on a pretty hard railroad now.  We kinda kept with freeing the Beast from his trial as just a lark and for 200 pp each, but “Go get half your party killed visiting my dad’s castle” and “For no reason I’m sure you want to go fight werewolves and cultists to recover an idol that even the University it was stolen from doesn’t care about” is weak motivation. We’re only following the trail of breadcrumbs “because clearly we’re supposed to, that’s where the next chapter is” and that’s kinda demotivating. The bad guys are Whispering Way cultists, but this is Ustalav – there’s a lot of cultists everywhere. And we’re not inquisitors. We’re probably more like inquisition targets, with an orc, a witch, a dhampir, an Azathoth worshipper, a Zon-Kuthon worshipper, and… Well, a human crossbowman is kinda normal I guess, but it is Oswald.

Matt’s trying to decide if we should raise Vlad or not.   He got kinda disenchanted with the character especially after some conflict over his counter-party actions… He let one of the serial killers go because he’s a fellow Norgorber worshipper, Icobus had found out, and since the killer (besides being dangerous and likely coming after us for revenge at some point) had killed Vaus’ fiancee this was turning into “Hey so what do we do about him?” with Vaus thinking “Maybe I should kill him” and that turned into a metagame discussion of “Hey as a group we haven’t really talked about our agreement on coop vs pvp limits/settings” which turned into aimless interpersonal squabbling in email among various group members. Sigh. So he’s deciding before next session whether to raise Vlad or swap to Urgathoan inquisitor or similar. Otherwise, we all leveled to 6 and I immediately took the Flight hex for Sredni Vashtar’s Girl!!!

Carrion Crown Chapter 2, Trial of the Beast, Session 5

Fifth Session (12 page pdf) – Schloss Caromarc is creepily well-kept but seemingly abandoned, except for traps and occasional golems. It is also riddled with non-OSHA compliant bridges, which conspire towards our downfall…

The castle is cool and creepy, full of abandoned rooms and taxidermy that against all our expectations doesn’t animate and attack us.  Good for that.

However, let me just pause a second to ream on the castle/dungeon/adventure design here.  We keep having to cross bridges that require like multiple DC15 Acrobatics checks to not fall off and die.  Of course, the average fighter in his armor has like a -1 Acrobatics skill.  First of all this is a game rule fail from someone who didn’t bother to read the Acrobatics skill entry – you should only be hitting DC15 if you’re trying to cross a 6 inch wide balance beam, not a three foot wide rope bridge or anything with handholds. Second of all, it’s a worldbuilding fail – this is a castle built by people, for people to live in. Anything requiring a DC5 let alone a DC 15 skill check to “not die” on a routine day doesn’t pass muster. “Well the Count could cast fly” doesn’t excuse it – he can’t fly all day every day, and if you risk death every time you have to take a crap (Sredni Vashtar’s Girl kept looking for a privy to wash up and there aren’t any, I’ll note) or want a snack the numbers will catch up with you. Does he carry his own big crates of stuff around? Do his own drywall? Oh, “his golems carry stuff for him?” His golems are clumsy as hell, has he lost 1M gold pieces worth of them to falls?  (I can imagine a town downriver constantly traumatized by wounded flesh golem attacks from the water… “Why God why?!?”).

Anyway, the vast majority of this session was a fight with a summoned erinyes who totally owned us. Our crossbowman was useless against her, my spells were useless against her, and everyone else was either screwing around (Vlad) or generally clinging to things for dear life (Oswald, Icobus). Everyone nearly died several times. Only her clock eventually running out saved us.  And if we didn’t get across before the bridge burned we’d be literally stuck, none of us can fly yet so it would be ‘adventure over.’ I don’t know if they assume ‘well of course they should be fifth level so they would all have fly now’ but screw them. Pett, you make creepy stuff which is good, but it feels like this adventure made certain assumptions that were not necessarily reasonable. If we didn’t have our rope of climbing we’d just have had to quit and leave the whole castle because it’d just be impossible to traverse.

Faceless_Flesh_GolemThe fight with the weirdo homunculus-led golem was interesting; we figured out just from looking at the thing “don’t even bother hitting it, kill the homunculi” and sure enough. Yay video game design.

This session was a mix of enjoyment and frustration mainly from us banging our head against “you know, going across this next bridge is sure death for half of you…  And no, there’s no way to bypass or improve it.”

Carrion Crown Chapter 2, Trial of the Beast, Session 4

Fourth Session (10 page pdf) – We prove the innocence of the Beast, though one of the two serial killers escapes.  Then it’s out to Castle Caromarc, where the troll gate guards take out a party member!

With Franklin & Bash style flair we get the Beast off his capital sentence. Speak with Dead! Skin suits! Paperwork! Victory! We hustle him out to the edge of town and he goes home to Castle Caromarc and invites us to visit.  Sure, we think…

Then we go out into the swamp and meet a swamp dryad. “She’s all made of plants and stuff but hot.” We had to Google for an example to prove to ourselves that could happen.

Mossy_dryad_girl__by_PlastikStarsWe freed her wolf from a trap, which made us feel like we were level 1 again.

Then we got to a troll and troll-hound occupied gatehouse, and that really made us feel like we were level 1 again.  They totally murdered Icobus as part of a large complex combat. I can’t say our tactics were great but this is a dangerous level; I remember in Rise of the Runelords we lost our fighter to an ogre hook about this time.  But he didn’t stay dead, we’re just high enough to pull off a Reincarnate! He came back as an orc, which is interesting since orcs are persona non grata in Ustalav. Sredni Vashtar’s Girl was horrified that he died but she was really happy to take part in the reincarnation – she had kinda hoped that he’d been more virtuous in his previous incarnation, though, orc isn’t exactly a step up on the wheel of karma.

Carrion Crown Chapter 2, Trial of the Beast, Session 3

We continue with Trial of the Beast, the second chapter of the Carrion Crown Adventure Path. Sorry if the session summary’s a bit briefer than usual; I found out I was doing it late and only had Evernote on the iPad to do it with, impeding my typing speed (swapping attention between gaming and the summary is hard enough when you’re not having to hunt-and-peck).

Third Session (9 page pdf) – We’re making headway on the Beast’s defense, and investigating a ghast-filled ruined lab gives us the clues we need to go confront some serial killers in their super dangerous lair! Now if we just weren’t our own worst enemies…

We scamper out of town quickly to get some investigation done before the mob violence hits. We cleanse a lab of ghasts and are quickly led to an alchemist’s factory in Lepidstadt, Vorkstag & Grimes, which operates with an unknown workforce “Willy Wonka” style.

Just an aside.  This happened with the skinsaw cult lumber mill in Rise of the Runelords too – how the hell do you run a business when everyone is a monstrous freak who attacks everyone else on sight? That’s not a sustainable business model! I mean, they have to sell shit, don’t they? And deliver it? And buy supplies? “Notes with gold attached” only goes so far – there’s literally not a person in this place that can show their face in polite society.  Anyway.

We totally lucked out on this one – the very first room we break into is the mother lode of Buffalo Bill style people skins and Beast costumes!  Vladimir wanted to just ‘go take it all to the cops’ but I pointed out that “here’s some evidence we found somewhere, and removed, trust us” is not usually well regarded in law enforcement circles.

And then we get to fight the alchemists – eek!

grinevorkstag

So that was pretty messed up. “HI I’M THE SKINLESS MAN!” Well, I had a trick for him – Sredni Vashtar’s Girl just learned Vomit Swarm from her little evil hell-weasel and she used it on them – much to the rest of the group’s chagrin. Vladimir couldn’t resist running into the swarm, of course. The skinless man tried to get away and went to climb down a ladder into a three story room full of acid vats – Girl was like “slumber hex!” and he fell three stories. But not into a vat, which was actually OK with me because I wanted him alive for arresting purposes; live freaks are better than corpses for getting the Beast off the hook.

I had Sredni Vashtar get more hands-on this time – he went down to bite the skinless man and delivered a Cure Moderate touch attack to kill an undead in the last fight. It’s hard to bring their abusive-relationship dynamic to life in game as much as I’d like (without going over the top) so I’m experimenting with it.

Then we wandered the freaky factory – we sent Vladimir to go get help from the authorities since he’s the fastest, and then we start searching rooms and we find him in one of the rooms poking around!  I was kinda pissed. Just say “no, I want to be here for the looting,” don’t lie to us… That’s dangerous. You can “be evil” all you want but when your dicking around endangers me, that’s when you get put on the optional-to-save list.

I reckon the end of the trial’s next time, then I suspect we need to go waste Doctor Frankenstein out in the swamps.

Carrion Crown Chapter 2, Trial of the Beast, Session 2

We continue with Trial of the Beast, the second chapter of the Carrion Crown Adventure Path.

trail-of-the-beast-poster_1

Second Session (10 page pdf) – We testify in court on the Beast’s behalf with what we uncovered in the swamps of Morast, but see no clear opportunity to scream out “You can’t handle the truth!!!” without getting cited for contempt. Then we have to go murder child ghosts for a while.

We also got to meet an old wheelchair-bound author lady, which was lovely.  This session was exciting – the three ladies who lived together just about got murdered by Vladimir on the grounds that “three women living together… It’s certainly a coven of hags!” Good to know we’re getting into the Medieval mindset.

Then we dealt with spooky child ghosts (spectres) in the ruined town.  This was a bit of a bummer.  Even when we successfully negotiated with them, like the main girl Elsa, there was no way to free them from their undead state except “initiate combat and kill ’em!”. This really bothered Sredni Vashtar’s Girl; she put herself in quite some danger trying to “put down” Elsa humanely (had her lie down, did a positive-energy touch on her) but in the end, it was just combat. Poor form there on the author’s part I think; an alternate way out except for “roll initiative” was merited.

Then we fought “Brother Swarm,” which was confusing because Vladimir was trying to… Well, not sure. He went in there boisterously, relying on his undead-ish nature to protect him while he swiped bodies, and it mostly did, but then he tried to shoo it away, but we tried to kill it… In the end it just hid incorporeal from us, which sucks but hopefully the government will send someone or put up “stay out” signs or something.

Our testimony, bolstered by Elsa’s “the Beast was my friend!” from a Speak with Dead made an impact, but the impact seems to be incurring a lynch mob. Well, we level to 4, so time for some ant-lynch-mob powers!

Carrion Crown Chapter 2, Trial of the Beast, Session 1

In Trial of the Beast, the second chapter of the Carrion Crown Adventure Path, we try to prove the innocence of the Beast of Lepidstadt! He’s just a big ol’ pussycat…

The_Beast_of_LepidstadtFirst Session (16 page pdf) – We return Professor Lorrimor’s books to various folks in and around the University of Lepidstadt and hear about the recent crimes of the big ol’ Frankenstein’s Monster called the Beast. Seems fishy to us so we go do some private investigating, only to find that some swamp slasher has pulled a Buffalo Bill on Dr. Vaus’ human girlfriend!

I’m not really sure why we’re looking to defend the Beast, it just seemed like a good idea at the time.  We’re monsters too after all. 😛  Or maybe it’s the fact that they were making a wicker man outside the courtroom to eventually burn the Beast, which caused an unlimited number of Nicolas Cage jokes, that got us engaged.

beeeeeeeees

My new blindness spell worked great against a couple wandering monster attacks! Since it’s from Girl’s evil familiar, to the victims it looks like their eyes are being torn out by weasels.

Also, it took a couple tries for the party to realize that “running around like butt monkeys and getting separated” was a good way to get party members murdered.  Tactics – it’s like natural selection for adventurers!

Se we get duly deputized as Erin Brockovich style defense lawyer investigators and it’s off to the swamp!

Carrion Crown Chapter 1, The Haunting of Harrowstone, Session 4

Fourth Session (11 page pdf) – Serial killer ghosts are no match for us – we are much scarier! We finish clearing out the prison and put the restless spirits to rest. Go, go, Ravengro!

splatterman

We face the worst of the serial killer ghosts, the Splatter Man!  I was proud of Sredni Vashtar’s Girl – I figured since he liked writing down the names of his victims I’d write his name in his spellbook! Every time I did it destroyed a spell and hurt him. Then Doctor Vaus took him out. And we made Vesoriyana’s ghost happy…

Vesoriannafull

Apparently warden’s wives who live in prisons dress like total hookers. Who knew.

In the end, we clean Harrowstone Prison and set the spirits to rest.  All of them, that is, but the Warden, whose ghost seems to have been taken by whoever killed the Professor…

Carrion Crown Chapter 1, The Haunting of Harrowstone, Session 3

Third Session (12 page pdf) – We clear the first level of Harrowstone Prison of its ghosts and other assorted horridness. But the spirits are having an effect on our minds…

haunting

We got to face a wide variety of spooky antagonists.  It feels a little different than those original haunts back in Foxglove Manor in Rise of the Runelords, though. They’re more like puzzles. Is this one something we can attack? Or do we have to use positive energy? Or an animated object? Or do we…  A lot of Knowledge checks and then applying various remedies. I wish they hadn’t mechanized haunts quite so much. My favorite one was when Icobus died at the hands of Father Charlatan but came alive again based on his actions in the ‘dream’ – that’s more horror appropriate. I wanted more “Ghost Adventures” and less “puzzle CRPG” out of this, and the mechanization of all the spooks was somewhat harmful to that mood.

Anyway, we delve deeper into the hauntings of Harrowstone in this chapter and put a couple serial killers to rest! “This level is clear!”

Carrion Crown Chapter 1, The Haunting of Harrowstone, Session 2

Second Session (21 page pdf) – Weird occurrences lead us to the ruins of Harrowstone Prison outside of town to investigate the Professor’s death. Turns out it burned down and was inhabited by serial killers. Awesome.

Haunting_Harrowstone_Dave_Rapoza_post

The campaign’s going well so far.  I’m trying to expand on my understanding of Sredni Vashtar’s Girl and to play both her and the weasel without going too over the top. Dr. Vaus had a little “roleplayer regret” along those lines; when he takes his mutagen he put on an iron mask and yelled “Ironface!” Turns out he was getting carried away and really wanted that to be a later development when he takes some greater mutagen that really affects your sanity thing and he tried to pull back some from that after.

I feel bad that I keep skunking Vladimir on Knowledge skill rolls – I think he intended to be good at those, but he’s a monk and I’m a witch and I’m an Int machine…  That plus good rolls kept me going on with super in depth explanations – “Ah yes, the Whispering Way is… <paragraphs>.”

I had to go before they started the dungeon delving this time – more to come though!