Tag Archives: adventure path

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…

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!

Reavers on the Seas of Fate, Season Five, Forty-first Session

Lavender Lil

Forty-First Session (11 page pdf) – “All Aboard” – The Chainbreaker rescues some crewmen et al. from Bloodcove, leaves others, hits the high seas, and brings on yet more!  Some of them are even invited.

Here’s the Fulvous Cabal in PDF – I use Hero Lab so I basically search around for things kinda like what I want (an urban druid and some random cultists in this case), lightly customize them, and off we go! It makes for some strange things I wouldn’t have picked myself (Lily Pad Stride!) which is cool.

Anyway, they thought they defeated the Fulvous Cabal, sent some of the crew including Wogan back to the ship, and interrogated the leader and then killed him. And then they got to find out he was inhabited by a phantom! This will become a theme later on but was novel at this point. This was more dangerous than anticipated since it was only Sindawe, Serpent, and Klangin remaining, they had sent everyone else away. Luckily it was during the daytime, so they managed to flee.

As they get back to the ship, I had decided on a way to bring the chaos plot to an end too, it had gone past “fun game” scary to “players angry” scary. Mitabu had realized that Zoamai was obsessed and being a danger with the book so he was trying to shuttle it away from her. But she finds out and comes after him. Now it’s up to our wise captain Sindawe to negotiate a resolution! Zoamai grabs the book and he decides she can have it if she is fleeing into Bloodcove – on the grounds that this place is a shithole and it’s their problem. (Just like the rat king they leave behind.)

“Mitabu, are you going or staying?”
“Am I in trouble?”
“Depends. Did you bring that book back from Ulduvai?”
“No. It just appeared one night.”
Sindawe pauses for a long moment. “We are good then… As long as you stick to that story.”
A trio of eight-pointed metal stars scuttle down the gangplank and head out after Zoamai.
Both men grimace at each other.

Tension is lifted, so they make deals with the Aspis Consortium to get some ships they can go plunder, and get underway.

Then we have a fun character moment. Rucia and Klangin both have the hots for Wogan. He’s bound and determined to keep his Gozreh-priesthood celibacy going. Sindawe has him and Lavender Lil go in and check out Rucia, who was stripped naked and had runes put all over her by the Fulvous Cabal. Wogan wants Lil to interrogate her using a zone of truth, which she does, but then also uses to interrogate Wogan about his feelings about Rucia as well. After a bit of this Lil goes “to get her clothes” and just leaves the two of them in the cabin.

Wogan and Rucia stare quietly at each other, then make small talk about his curio collection. Lil doesn’t return, so after a long awkward period Wogan orders Taunya to retrieve Rucia’s clothes. Lil rolls her eyes when she sees Wogan scuttle out onto the deck.

Wogan has his chastity, Serpent has his wife, and Sindawe has a jealous voodoo goddess, but they all like to see their fellows wriggle uncomfortably with temptation. For her part, Lil just can’t get her mind around it, she tries to set him up with Klangin too to no response. As a former hooker and succubus’ thrall she just does not get how he can not be interested in anyone.

Then they manage to take the Boastful Shaman without a fight. They have settled into their revamped ship. This is the end of Season Five – now they need to head south along the Razor Coast to Port Shaw to hunt the source of their phantom problems, the serpent man formerly known as Elias Tammerhawk!

Reavers on the Seas of Fate, Season Five, Fortieth Session

Eight-Pointed Star

Fortieth Session (11 page pdf) – “Reality In Flux” – Things start getting weirder than usual on board the ship; reality seems to be deviating from what the PCs remember. Identity changes.  More babies. More chaos parrots.  More eight-pointed stars scratched into the ship’s wood…  Hey, we burned that weird Mythos tome from Ulduvai didn’t we? The Prophecies of the Blind Star-God?

So yes, unbeknownst to the rest of the crew Mitabu had squirreled away an Azathothian artifact (not entirely his fault, he’s crazy and artifacts take action to not be destroyed) and brought it back. And our other crazy spellcaster, Zoamai, started experimenting with it. (She was a PC for a player that was here a brief time and left; Mitabu was a player for a longer time but eventually left too.)

And things got weird fast. Initially it’s bad dreams and “normal” chaos stuff like the eight pointed chaos star they took from Ulduvai as a memento getting loose and scuttling around the hold, but soon reality is shifting without warning. I’m pretty sure the first reality change was a mistake on my part. I randomly rolled Crazy Jake as being on watch forgetting he was supposed to be a captive in Bloodcove, and when the conflict was noted instead of retconning it I leaned in and said “Yes… that’s what you thought… But everyone else says no, what do you mean, it’s Rucia.” I realized how much more effective an undeclared narrative change is than the usual “spooky trappings.” So as time went on suddenly this Elder God chaos infraction has made it so:

  • It’s not Crazy Jake being held by the Fulvous Cabal, it’s Rucia
  • Samaritha suddenly has twins
  • Mandohu from Ulduvai is a lizard man not a flying ape

This interacted strongly with the PCs’ less than perfect memories (“Wait… did both eggs hatch and I just misunderstood?”) and normal screwing around (Sindawe convincing Klangin that Wogan needed a kiss a day to avoid death) and they were actually getting pretty upset. And the cold locker looking like a hellscape is because that true seeing lens Serpent found was cursed. It all turned into one big shit sandwich from their perspective.

Wogan replies, “Sindawe, slap me.” Sindawe slaps him. The pain makes him unprepared for a kiss from Klangin who explains, “It is for your own good.” The unclear distinction between truly surreal phenomena and the usual shipboard surreal phenomena leaves the command crew puzzled and distrustful.

They have a conversation in earnest about simply destroying their ship and escaping. Sindawe’s player was serious. I realized “shit I need to tone this down and give them a little more sense of control or else we might get seriously derailed.”

Sindawe discusses setting fire to the ship and walking away from it all to Wogan, Serpent, and Mitabu. An extra baby, an unfindable eight-pointed star, the carvings, hellscape cold locker, etc. all point to something worse than “they are still dreaming”. Worst case, the old timey snake man cult is teaming up with the shoggoth… or something like that. It may be time to burn it all down and walk away. No one disagrees, but none are eager for all that implies.

Luckily they get to Bloodcove and go kill cultists and rescue Rucia and that gives me enough time to plan the next part of that arc, since I was improvising a lot of it during the first part of this session.

Reavers on the Seas of Fate, Season Five, Thirty-ninth Session

Rat King

Thirty-Ninth Session (9 page pdf) – “Sky Pirates” – All of the crew doesn’t get away cleanly from Bloodcove, so the newly christened Chainbreaker heads that direction.  Things start getting a little weird with the local rat population, however.

They try to break Sexy Beast Sapier out of prison and then get everyone back to Rickety’s Squibs, but the message of a dawn showtime with one day’s notice fails to make its way to everyone. And Thalios Dondel makes it just in time, escaping the clutches of the Fulvous Cabal, but they still have Crazy Jake.

I can’t remember where I got the Fulvous Cabal from – I was stitching together random bits that mentioned Bloodcove in Heart of the Jungle and other sources and still using some of the 3.5e adventures from Paizo, Green Ronin, etc. I can’t find them in a search and I have a vague idea of using some random cult name generator, probably this one.

Anyway, on their way back to Bloodcove with the newly christened Chainbreaker to recover him and any other remaining crew, during which they have two agenda items that come up – one, a rat king causing trouble on the ship. I was foreshadowing it with a bit of a rat infestation, but they fast-forwarded by using a crystal ball to find their missing seamunculus crewman JJ trapped by some rats. There was a great moment where Wogan put it all together and everyone else had the sudden “well of course” realization that is part of a good reveal.

Wogan guesses, “Oh, he’s on board and our sudden rat infestation is his jailer.” Everyone stares at him a moment and then springs into action.

Then they try out their new hover-platform! It turns out to not be as simple as “stick a hover platform inside your ship, suddenly it flies like a bird” – but they experiment and figure out what kind of rigging and ballast and such would be required to make a flying sailing ship actually navigable.

Reavers on the Seas of Fate, Season Five, Thirty-eighth Session

Rickety Hake

Thirty-Eighth Session (14 page pdf) – “Return to Bloodcove” – The party takes their new friend, loot, psychological disorders, and parasites back to the newly squibbed ship – where their newest crewman awaits them!  More refitting is necessary to build in the Shory hover-platform, so it’s off to Bloodcove for debauchery galore.

They get back to Rickety’s Squibs and good ol’ Rickety has refitted their ship, and now gets to add in a Shory hover-platform!

The big news is that Samaritha, Serpent’s wife, has given birth! “A perfectly normal, live human birth,” all the crew members are happy to repeat verbatim. Really he’s a serpentfolk that hatched from an egg, but Samaritha is happy to mind-control people into believing differently. They name him Jormun, son of Ref (Serpent’s real name is Ref Jorenson).

A technique I like to use with this group of “bad guy” pirates is that when something that would be horror movie fodder if aimed at them – like everyone parroting the same stock phrase about something clearly indicating there’s mental influence at play – when they’re the ones “in on it” and it’s to their benefit, they are really tickled pink. It reinforces that they’re “bad guys” even if they’re not really being that bad, it gives them a sense of power, and it reassures them that all these NPCs (family, friends, crew) they accumulate aren’t just a DM trick to give them vulnerabilities.

This then segues into technique two – adding realism to the game world and having things happen when they are not around. They have lost a couple crew members, including one who just got drunk and drowned in a ditch. When they leave a pirate crew on leave in a settlement for a while, especially one made of some fundamentally different subgroups, shit happens. I always make a random table and then roll for every single crew member. Roughly, 1 means something permanently bad happens, 20 means something really permanently good happens, and proportionately inbetween, and I’ll slap together a mini-chart for each option.

I’ll customize it to the place they left them. Rickety’s Squibs and Bloodcove:

  • 1: Something really bad. Roll 1d4:
    • 1: Death by misadventure
    • 2: Death by murder
      • 1: crew member
      • 2: monster
      • 3-4: random NPC
    • 3: Permanent injury
    • 4: Something else appropriate
  • 2: Something bad. Roll 1d6:
    • 1: Equipment loss
    • 2: Abducted
    • 3: Lost
    • 4: Arrested
    • 5: Wanted by the authorities
    • 6: Made an enemy
  • 3-5: General bad times, -1 morale
  • 6-15: Another day in the life
  • 16-19: General good times, +1 morale
  • 20: Something really good. Roll 1d4: (l run out of good ideas a lot faster than bad ones)
    • 1: Item
    • 2: Money
    • 3: Intel
    • 4: Friend

So they have a couple deaths by misadventure, one abduction, one permanent injury, one equipment loss, an arrest, an enemy, and so on. I’m always surprised how loyal the PCs are to their pirate crew; at some point you’d think they’d just say “fuck that guy let’s leave” but it inevitably turns into a whole game session of them helping clean up after their crew. Which results in high crew numbers and morale, so there’s utility to it as well!

Though sometimes they cut bait on one of these mini-plots, like they almost go infiltrate an Eyes Wide Shut type rich people sex club but they smell a rat and walk away forever.

Random generation is leavened with real ongoing plots like the pregnancy and Flavia’s extracurricular habits. But then some randomness helps add texture to these, too – like Serpent botching four consecutive Charisma rolls with his wife; clearly his going off gallavanting while she’s hatching an egg didn’t go down real well.

This is one of my key DM cycles for a long running campaign. Use randomness to spice things up, it turns into people/plots/things the PCs get interested in, so substitute those into later random rolls when they are appropriate, and also give them all a life of their own that keeps the PCs realistically engaged.

Reavers on the Seas of Fate, Season Five, Thirty-seventh Session

Thirty-Seventh Session (7 page pdf) – “Crucible of Chaos VII” – Well, to leave the city the PCs need their teleport spell in the Rain Tiger – but the Rain Tiger is in the Shoggoth. So, it’s off to the Shoggoth Stone to try to free the city from the clutches of Chaos.  Death or glory time!

All they have to do is destroy the Shoggoth Stone in the crater outside the Temple of Azathoth. And they’ve done enough research they know how to do it. But some dread wight lizardfolk have something to say about it, and it’s a race against the clock as the gargantuan babbling Shoggoth comes to absorb them forever.

Spoiler alert – they win! And loot! And they burn the evil magic they find – like the shoggoth controlling Lost Scrolls of Bylduvan. And they think they burn the Prophecies of the Blind Star-God (a minor artifact that lets you commune with madness, among other things), but Mitabu, being now a little crazy and chaos-touched from the shoggoth, squirrels it away for later instead, and it’ll come back to bite them.

And our Lovecraftian super-adventure is complete – the PCs and a new flying ape ally teleport back to Rickety’s Squibs to get their ship and sail the high seas!

Reavers on the Seas of Fate, Season Five, Thirty-sixth Session

Thirty-Sixth Session (13 page pdf) – “Crucible of Chaos VI” – The party makes a new friend by using a magical bell to summon a flying ape! They all go to try to kill another of the leftover Shory rulers, who dwells at the heart of the chaos… And loves him some amorphous servants.  And not how you’re thinking – I mean he wants to have sex with them.

There’s some parenthetical comments about a lizard man with the party and I’m not sure where he came from. C’est la vie. Anyway, most of this session, after a short babau demon ambush, is them rolling into Yithdul the third undead Shory spellcaster’s place, and no diplomacy this time, they tear it up, but as a “chaos-warped dread wight” with some chaos beasts (which I declared his “consorts”, which really upset the players) and he gives them trouble, also the forsaken palace they go to is “a nightmare of shifting reality”.

For a setpiece battle it was very mobile and entertaining, and their new flying ape buddy got in some good spotlight time; they like him.

Reavers on the Seas of Fate, Season Five, Thirty-fifth Session

Thirty-Fifth Session (10 page pdf) – “Crucible of Chaos V” – The Discordant Tower is investigated, as is a weird tomb and a warehouse. And they find the piece of Shory tech they really want, a hover-platform!

Well we’re sure getting our money out of this adventure, well into the fifth session, and they fight ultra weird stuff in this chaos city. Eyeless creatures whose “bellow sweeps across them like a horde of razor blades!” (A destrachan.) An arsenic mist that tries to “get inside” them! (A belker.) Invisible stalkers! Chokers! But they will not be deterred and get their flying cargo platform.

Reavers on the Seas of Fate, Season Five, Thirty-fourth Session

Thirty-Third Session (missing) – “Crucible of Chaos III”  – The PCs all have a strange dream about wandering the streets of Ulduvai from which they have difficulty waking, mainly notable for Sindawe growing giant and fighting hordes of demon monkeys in a warehouse.  Correctly tracing this to its source, they kill the Shory Banderak.

Thirty-Fourth Session (9 page pdf) – “Crucible of Chaos IV” – The PCs go to the monkey warehouse from Sindawe’s dream, and sure enough there’s demon monkeys – but their monkeyshines attract the Shoggoth!

Well, sometimes a session summary just goes missing. Sorry all! But luckily in the first they dream about fighting demon monkeys and in the second they… Go fight demon monkeys. And Banderak. Banderak is a “nightmare creature” and has basically Freddie Krueger powers:

Night Terrors (Su): Once a nightmare creature enters a target’s mind with its dream or nightmare spell-like ability, it can attempt to control the target’s dream. If the target fails a Will saving throw, it remains asleep and trapped in the dream world with the nightmare creature. Thereafter, the nightmare creature controls all aspects of the dream. Each hour that passes, the target can attempt another saving throw to try to awaken (it automatically awakens after 8 hours or if the nightmare creature releases it). The target takes 1d4 points of Charisma damage each hour it is trapped in the dream; if it takes any Charisma damage, it is fatigued and unable to regain arcane spells for the next 24 hours. The target dies if this Charisma damage equals or exceeds its actual Charisma score.

But when fighting the monkeys in the “real world,” making too much ruckus in this city attracts the Shoggoth. Confusion and Wisdom loss result just from being around it. They escape but Mitabu gets all his Wisdom drained, which when combined with future events (stay tuned!) give him basically permanent schizophrenia. And the Shoggoth eats their magic Rain Tiger gem that has their teleport spell in it, which is their ticket home.

But, they find intel and items that get them closer to their goal – putting some ancient Shory aeromantic tech into their pirate ship so it can fly! Also, they love making up contents of weird books they find.

Kings of the Flying Apes (book) – page 1, “See the Flying Ape Terrorize the Naughty Children”; page 2, “See the Flying Ape Rescue the Treed Cat Familar”; page 3, “See the Flying Ape Eat the Juicy Fruit on the Toppest Branches”

Reavers on the Seas of Fate, Season Five, Thirty-second Session

Thirty-Second Session (9 page pdf) – “Crucible of Chaos II” – The chaos-warped ruins of Ulduvai still contain some of its original inhabitants! The PCs get to play “guess the weird undead type” as they meet them.

And they finally see… the shoggoth. They got warnings about something being in the city so they were a little wary but this really put the fear of God into them.

He sees a black pool of ooze that his terrible to behold. Its sound is also terrible but greatly dampened thanks to the ear plugs. Wogan pulls the others back and motions for “don’t look”. The next morning he bleeds from his mouth, eyes and ears until he heals himself.

They had seen a shoggoth once before, on the high seas back in Season Two, and they escaped it by sailing near another ship to let it eat them instead. And of course, they are all Lovecraft scholars like any true gamers. So this put the idea of “let’s just fight it” completely out of their minds, which is hard to do in D&D (ok, Pathfinder, whatever).

Then they meet 2/3 of the local ancient undead power players, who are much less spooky than the headless parrots, so they find it relaxing to talk and/or fight with them.

Reavers on the Seas of Fate, Season Five, Thirty-first Session

Thirty-first Session (9 page pdf) – “Crucible of Chaos” – The ruins of Ulduvai are full of weird and wondrous sights, smells, and feels… But an unfortunate number of things are missing one or two of those sensory indicators.

The “acid drippers” they fight at the beginning are babau demons – I think describing and not naming things is super effective and keeps the players way more engaged. As a result then end up making up names for a lot of their foes. Some GMs seem to get annoyed by that, I have no idea why, you worried Paizo (or Wizards) won’t get their product placement residuals?

This is a good adventure module; there’s some sites but also a lot of creepy environmental chaos elements, like mutated parrots.

A blue feathered creature lands on Wogan’s backpack – it has no head, four wings, and four claws. It clings to Wogan’s pack despite his frantic cries of, “Get it off!” The pirates trying offering it food and rum but it doesn’t bite. It radiates slight chaos magic. The pirates leave it on Wogan’s pack and continue on.

Some chaos, some monsters… But they have no idea what’s coming.