Tag Archives: adventure path

New Campaign: Mummy Rustlers!

After our Wrath of the Righteous campaign, we needed about nine months of palate-cleansing one-shots. We like Pathfinder still and I’m running Reavers still under PF but it’s a lot of law/math for the fun, so we decided our next campaign would be the Pathfinder Adventure Path Mummy’s Mask – but using the Dungeon World rules!

pzo9079-mummysmask-wallpaper

We’ve played Dungeon World and some other “Powered by the Apocalypse” games like Monster of the Week.  We’re mildly concerned about whether it’s too simple for a long campaign – sometimes the same list of 3 things that goes wrong with every 7-9 roll can become trying on the GM and players’ patience – but the attributes of being fiction-first, player-driven, and rules-light attracts us.  So today, Paul started it!

We’ll have the usual session summaries; the first isn’t ready yet though, but I thought I’d give you all a teaser. I’m playing Khaled the Keleshite burglar – I immediately thought “hey I want to play one of the classes that always sucks playing in Pathfinder,” which put rogue and blaster wizard at the top of my list. But we for sure needed a rogue so I went that way.

Patrick is playing Usif bin Adeen, the Osirian Immolator (fire guy); Tim is playing the ifrit (efreet-heritage race) cleric Denat, and Chris is playing Murdus the Osirian fighter. It’s a lively bunch. Usif is part of some weird fire cult.  Denat is a cleric of Thisamet, and his cries of “Food for the Food God!” cast fear into the hearts of our enemies.  (Well, in theory; most of our enemies have been bugs and stuff so far.)  Murdus is convinced he’s the reincarnation of Hetshepsu, one of the Pharaohs of Ascension.  Khaled is kind of the odd man out – unlike the other three he’s Keleshite (fantasy Arab) instead of Osirian (fantasy Egyptian), not particularly religious or weird, he just wants to make a big score and live the easy life. More of an Aladdin meets Assassins’ Creed kind of guy. But since he’s a professional, and reasonably charming, the other three like him. We named our group the Mummy Rustlers (you need a group name to sign up to loot tombs in Wati).

We are working on looting a tomb, but the inter-party interaction and stuff going on in Wati itself is just as entertaining.  Murdus’ sister is also convinced she’s a reincarnated Pharaoh and is messing with us; Khaled is trying to seduce the purple-hatted Taldan noblewoman who runs one of the other teams…  Join us for our adventures looting the Necropolis of Wati in Mummy Rustlers!

Wrath of the Righteous Chapter Six, City of Locusts – Second Session

sisterperversion

Sister Perversion

Second Session (11 page pdf) – In an Abyssal brothel called the Yearning House, we fight Sister Perversion, her succubi, and simulacra of ourselves they like having sex with. Then we fight her drider boss. Then to the Foundry to find some demon who’s the key to it all, and get to fight a dracolich version of Terendelev. A True Rez and look we have a dragon!

Apparently between this session and the previous one we talked with Nocticula and got sent to a brothel in the Abyss? There’s not a missing summary, must just be an early departure/late arrival missing part of 1 or 2.

Anyway, fighting sexy versions of ourselves is fun (we’re pretty sexy anyway!) And they actually try to mind-control us, which is possibly the most dangerous game, since we are so way overpowered the only thing that can threaten us is ourselves.  But, we win clear with use of what even we have begun to call “mythic bullshit.”

Some of my favorite bits:

The rakshasa suddenly dies, stricken by a previously undiagnosed brain tumor.

The characters also find the kitchen. The cook is a fly-headed coloxus demon, assisted by a variety of quasits. Calanthe dismisses them all before they can even respond to Tsuguri’s cry of, “Health department!”
Whatever useful foodstuffs are present get tossed into the portable hole for use by the forces of the Crusade. Tabregon cannot resist commenting upon the interesting irony of deporting hard-working demons with extreme prejudice. Perhaps this adventure has more social commentary in it than otherwise expected.

We kill a super-drider.  And then we find the bones of the dragon Terendelev and fight it as a dracolich!  But not a dracolich because that’s ™ Wizards of the Coast or something. Anyway, it lasts two rounds. Well, one and a half.

 

Wrath of the Righteous Chapter Six, City of Locusts – First Session

 

aponavicius

Aponavicius

We power through to the last chapter of Wrath of the Righteous Adventure Path, brought to its conclusion as we beard Deskari himself in City of Locusts.

First Session (7 page pdf) – A mess of locust demons attack Drezen, so we go to the Abyss (again) to go kill their general, Aponavicus the marilith. Blade barriers are so much fun. Then we find out Areelu Vorlesh is trying to absorb Drezen into the Rasping Rifts!  Guess who needs to die now?

Some nalfeshnees and apocalypse locusts and iron golems and a dark phoenix and Aponavicius the marilith general!

So we kill them, for hours and hours.

Wrath of the Righteous Chapter Five, Herald of the Ivory Labyrinth – Seventh Session

Baphomet1

Baphomet Hisself

Seventh Session (6 page pdf) – Baphomet himself appears and tries to kill us! Someone gets decapitated… Read on to find out who!

So we know he’s coming and we pull out all the stuff we’ve got – prismatic spheres, globes of invulnerability, heralds of various gods, a Runelord… He brings a fistful of balors and some minotaurs.

We killed him once on Nocticula’s plane (well… we helped) and now if we kill him again on his home plane then he’s dead for good and it’s no more sicko minotaur sex demons ever. A noble goal.

I don’t want to ruin the ending, so go on and read already!

Wrath of the Righteous Chapter Five, Herald of the Ivory Labyrinth – Sixth Session

slimy demodand

Slimy Demodand

Sixth Session (6 page pdf) – We go kill the prison’s torturer, turn a giant mythic linnorm to stone, and then go stick the heart back into the corrupted Herald of Iomedae. Grappling to the rescue!

We fight the dungeon’s torturer and some more demodands.  Calanthe’s mythic flesh to stone claims another victim.

The Torturer’s worthwhile equipment is a +4 wounding adamantine hammer and a Subway card that is one clip away from a free sandwich. They throw away the BlockBuster Xtreme card and a masturbatory device. Shawanda claims the hammer.

tarnlinnorm

Tarn Linnorm

Then we use the ball of twine to find the Tarn Linnorm.  I think Paul ad-libbed the ball of twine (some kind of Baphomet artifact we found)’s ability to do a find the path kind of thing, but I ended up using this thing all. the. time.

Annnd Calanthe turns a giant ass linnorm to stone with another mythic flesh to stone.  “Oh.  That was easy,” we say. Then the mythic minotaur guy the Ivory Hunter shows up. I take him to -235 hit points.

So just to say it out loud- Paul is actually keeping us under-level of what we’re supposed to be, and we are way way too OP for this AP.

Anyway, we find the corrupted Herald of Iomedae, we fight him, I grapple him and stick his heart back in while Trystan hits him with like 3 atonements, and finally we un-flip his evil switch!

Next time – a rumble with Baphomet himself!

Wrath of the Righteous Chapter Five, Herald of the Ivory Labyrinth – Fifth Session

RunelordAlderpashFifth Session (12 page pdf) – A brief vacation back to Drezen and then into the prison again. We beat up the two-headed marilith warden and go and convert a Runelord lich to the cause of good.

There’s a big setpiece fight against the warden, Aleshka, who’s like a double marilith.

Antonius hits Aleshka so hard she loses two hours of her memories, in addition to an incredible ocean of hit points. He also learns that she is (like all demons) immune to electricity and poison. Tabregon explains that this is because demons are traditionally employed in the Facilities departments of semiconductor fabs – they need the electricity immunity because they need to be able to work safely with 13kV transformers, and they develop the poison immunity because semiconductors require the most toxic chemicals at the highest purity possible.

If only this were a joke… Bruce works in semiconductors and is more than pleased to inflict lengthy dissertations on semiconductor minutiae upon us.

I (Antonius) have what I consider to be the best power ever, the mythic champion path ability Imprinting Hand.

By touching a foe, you can gain knowledge about it, including its weaknesses. To use this ability, you must first successfully hit a foe with an unarmed strike, natural weapon, or melee touch attack to make contact, then use this ability is a free action. As long as the target remains within 1 mile of you, you always know the direction and approximate distance to it. If the foe has any weaknesses or vulnerabilities (including a mythic flaw), you immediately know this information.

You can maintain this connection with only one creature at a time; if you use this ability on another creature, your connection with the previous creature is lost.

So not only is this super Irori-ey, but it means we get to find out backstory that is otherwise just wasted space in the AP.  So after we finish running off Aleshka Paul gets to just read her history and background to us!  Makes him feel good, gives us more appreciation for the critters we whack…  My favorite mythic power.  Second across all powers ever only to Gobo the gnome’s moonlight bridge ability from Jade Regent, man that was a good power.

The one thing that frustrated me though was that I kept touching mythic foes hoping that one day one would have a mythic flaw and not be just “do lots of hp of damage to me”… And it never happened.

Then we meet the Runelord Alderpash, and in a very super heroic set of interactions, I get him to accept atonement and convert to the side of good!  Most of the others just wanted to leave him to rot in his prison. I kept at the guy, and made some psycho rolls, and bing!  Good Runelord lich on our team!

Wrath of the Righteous Chapter Five, Herald of the Ivory Labyrinth – Fourth Session

IvoryMinotaur

Ivory Minotaur

Fourth Session (8 page pdf) – It turns into Mazes & Minotaurs as we get closer to Baphomet.  And we find a ball of twine that ends up being the best magic item ever. Plus a heart to unlock the next plot portion. This AP is… very video-gamey.

For some reason Chris starts calling our allied Solar Sargona “Belinda Sargona.” And sometimes “Beverly Sargona.” We get our entertainment where we can.

Most of this session is a giant puzzle room, which we make good headway on solving until Trystan decides “run around like a butt monkey and just trigger it all” is a better plan. Sigh. We could have done that without all the commune spells and planning and stuff. Paraphrased from memory:

“I open the door that obviously summons minotaurs!”
“A minotaur appears and attacks you.”
“I open it again!”
“Another minotaur appears and attacks you.”
“Dude, what the fuck is your problem?”

 

Wrath of the Righteous Chapter Five, Herald of the Ivory Labyrinth – Third Session

waxberry

Waxberry

Third Session (6 page pdf) – We venture into the Ineluctable Prison in the Abyss to fight demodands and oozes. Then we are confronted with three cells, one with a demon, one with a devil, and one with a halfling… What to do?

Well, so funny story… We finished up this AP and then I forgot to post the remaining summaries!  So here you go, some Paizo mythic AP goodness.

Mainly, we fight demodands.  And more demodands.  And we find out there’s a Runelord about, which is bracing.  That’s about it for this one!  Chapter 5 of each AP may as well be called “The Interminable Dungeon.”

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

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!

Habib_Al_Talib

Ahbib Atomy

Crewwoman Zorzi has been bought by a local man obsessed with green eyes. The PCs have diva Octavia Selene, who also has green eyes, and they try to broker a swap but my random roll decides Atomy’s pretty happy with the current deal.  The “two women with green eyes” thing, as you might surmise, was ad-libbed as a Big Trouble in Little China reference (the whole slaver thing was made up on the spot due to bad shore leave rolls). I considered spinning it into a bigger Lo Pan kind of thing but in the last season I had asked how in depth the PCs wanted each leg of the journey to be, and they said “not much Rahadoum.”  They sure got into it once they were there, but I respected their earlier vote and didn’t go too nuts.

They hire a navigator to get them to Ilizmagorti, secret island of the Red Mantis!  Well, not that secret, it’s a big port.  But secret, they destroy all maps!  Somewhat confusing in the lore, so I decide that maps are out but navigators who’ve been there before are in, and a valuable commodity.  Also, high level crewwoman Kitty the Cantankerous came down pregnant from a bad shore leave roll months ago and absents herself on pregnancy leave.

rambam

Rombom the Sage

They go to a sage named Rombom to research the black stone egg they cut out of a xill survivor.  I made that shit up off a random roll in the first place so I had to scramble, off a random Google I decided it’s related to a nalusa falaya, a Choctaw shadow-type spirit. They were into it enough I decided that having it in you (embedded, swallowed) would protect you against inhabitation by the nalusa falaya and related stuff, like say the recurring shadow demon villain who likes to possess the PCs. So Serpent swallows it (using his serpent transformation to make that feasible).

After this the session took a turn for the increasingly more hilarious.

The egg thing “inspires” the PCs to hold a Cool Hand Luke style egg eating contest to gamble with the locals about. I forget the exact mechanic I used, but it was like a Fort save that got incrementally harder with each egg eaten… It couldn’t have been more than +1 because Billy Breadbasket managed to make it to 23 eggs and defeat all comers.

Drunk and full of eggs they wander back to the ship.  Crew craftsman Karomander had gotten a good shore leave roll and so got something… I don’t remember how “clown puppet” made the list but it was probably stolen from something a player said.  So Karomander decides to put his new clown marionette guarding the ship’s gangplank.  To a crew of PCs, ‘creepy clown figure’ is just another day in the life, but typically, they start ultra botching the fight against an inanimate object. Wogan nearly shoots Serpent in a panic when the clown jumps on him.  Good times.  I gave it 50/50 whether Sindawe would murder the man, but he was so impressed with its ability to inspire incontinence in potential boarders he gave his approval to the whole scheme.

argentatebladesAnd then, having a Chelish diva on board leads inevitably to DRAMA!!!  So the Argentate Blades, a bunch of swashbuckling do-gooders from the Rival Guide, come to spring her! Sindawe’s the only one who notices a noise on deck and goes out there…

They exchange blows while Sindawe yells, “Boarders!”
From the map room, Wogan yells back, “Charge them rent!”
Serpent yells, “Hoarders?!? The bane of every tidy ship!”
A caster hidden by the fog shoots a blinding light at Sindawe that dazzles him for a round, then Estella stabs him. Then she steps back into the mist.
Serpent charges out and seeing no one else demands, “Captain! Settle a bet. What did you yell – boarders or hoarders?”
Sindawe grits his teeth.

So the Blades fight with the three PCs, with the swordswoman Estrella giving Sindawe a run for his money, their little halfling mom popping out of the mist to cast spells, and…

A voice rings out, “Haha! You are too late!” A man wearing light armor and hot pants is standing on the rail with Octavia clinging tightly to his torso. The man grabs a rope and swings them to the pier. Wogan shouts, “How did we see that? There’s fog and darkness!” The man yells back from the pier, “I used my cloak to swish the fog away. Drama!”

Wogan keeps trying to find the halfling in the dark and mist and he just keeps rolling so badly, I couldn’t keep from punking him…

Wogan finally hears the stealthy halfling and slaps her with a held cause critical wounds. But it turns out to only be the ship’s clown doll, Mr. Smiles. “Come on!!!” he laments.

So Billy Breadbasket, as careful readers of the summaries may note, has been eyeing Pirro for a while, and Pirro is pretty drunk right now; they didn’t quite make it back to the ship but as the fight moves to the dock…

Serpent runs after them only to slam into the partially naked figures of Billy Breadbasket and Pirro who are emerging from behind the crates to figure out what the heck is going on. All three pirates go down in a heap.

I’m a big fan of “the dice are often more right than I am.”  Sindawe demands to know who was supposed to be on watch when these goons got on board.  I roll randomly on the crew table and it falls on a couple crewmen who died, but no one took them off the Word doc we use as a crew list.  So I decided that in-game, too, no one had noticed that the people who were supposed to be on watch weren’t around any more.  The group found that immediately plausible. “The bane of every pirate – paperwork!!!” They updated their list.

And we end with a civilized sit-down and deal with the Argentate Blades.  It’s really, really hard in D&D to pull off the otherwise common trope of fighting someone and then befriending or at least dealing civilly with them; usually it just puts them on the ETERNAL IMMEDIATE HATE MURDER LIST so I was proud of me and my players that we managed to pull it off.

This whole session was pretty much driven off a couple random rolls and whatever the PCs got it in their minds to do and me brainstorming ways to make their lives interesting while in port.  It was a very successful session, from my side of the table it seemed at least! It’s these kinds of sessions that get us these 13-page summaries, whereas combat heavy ones are just like “and we fought something, done.” There’s a lesson there somewhere.

 

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

azir

Azir, aka Port Godless

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.

This session was about flavor – Rahadoum is like an atheist Morocco (Essaouria, specifically, I decided, especially since it still looks ancient not modern making pictures like the above ready-made visual aids).  So I wanted the PCs to get plenty of the cultural flavor.  First, the Pure Legion searches their ship for any religious contraband and warns them about divine spellcasting in the Kingdom of Man.

Rahadoum_FoodThen, their rescued friend Youssef ben Youssef turns out to be a man of some means. He gives them guidance, hooks them up with people that can craft magic items, helps them sell their booty… All for a very reasonable percentage, at least that’s what they are led to understand.

They have lovely and exotic dinners with Youssef (“a tajine of lamb, plums, and eggs, harissa with olives and lemon pickle, and a pastilla of squabs”), drink mint tea, et cetera. When hitting a new country, I do a lot of prep work – I read everything I can find Golarion lore wise, and then I research relevant real-world cultures where there’s an obvious analogue, and then I make stuff up.  But for some north Africa, there’s not a lot of need to make stuff up, there’s flavor galore. Architecture, culture, food, clothing, etc.

And of course, as with any shore leave, I roll for every member of the crew to see what goes well or awry – there’s a lot of crew, so even with just 1-2 and 19-20 being material, a lot happens.  Nazzio buys into some scam about being a Chelish count and leaves the ship; they get an albino goat as a mascot which they immediately name Nazzio.  And slavers try to abduct a bunch of the crew; half get away but Slasher Jim, Mase Venjum, Pirro, and Zorzi are taken!

Lacking divine magic, they draft children instead, and manage to free everyone but Zorzi. but they find out who she got sold to.  However, slavery’s legal here and there’s a bill of sale and everything, so they just barrrrrrely restrain themselves from home invasion and murder and negotiate for her return. The local urchin Said is a big hit, especially when he sasses the pirates about “of course, all citizens of Azir can read” and philosophizes, showing that even street urchins in Azir consider themselves well lettered.

The negotiation ends up involving their captive Chelish diva, Octavia.  She’s a drama queen who spends half her time getting kidnapped and ransomed so she’s usually a step ahead.  She convinces the soft-hearted Rucia to sneak her off the ship – the plan’s discovered. I was interested in whether Wogan would narc her out to Sindawe and whether Sindawe would beat/murder her like he would any disobedient crewman, but he puts her on laundry duty as punishment and handles it “in house.”

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

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!

Sorry all, the summer got super busy.  But I’m back with more Reavers goodness, and plan to start posting about more than just the summaries too.

Xill

Lobster men, aka xill

This session had its ups and downs.  This is a Pathfinder Society module called “King Xeros of Old Azlant,” and it’s weird, with a planar-travelling Azlanti crystal ship and xill (lobster men) and more.

Sindawe went in alone, and was good-humored about being paralyzed and stuffed into the ship’s workings. Mitabu tried to mess with the controls, which ended up throwing a disintegrate at Hatshepsut, which would have zorched her if not for an Infamy Point spend.

They they fight off the rest of the xill, which turns out to be quite a challenge, but Samaritha frees the night hag whose soul-energy is currently being used to power the ship (it runs on sentient creatures, of course, because the Azlanti are dicks).

They beat the xill and free some Garundi humans, and then Mitabu goes to fiddle with the controls again.  This ended up in an argument after Samaritha mind controlled him to stop him from disintegrating anyone else.  Ed, Mitabu’s player, was upset about being mind controlled by Samaritha and felt it was railroading that they couldn’t get the planar ship for themselves. He had already been unhappy; Mitabu was built to be pretty ineffective in combat, and I tried to put in opportunities for him to shine but they got sabotaged (like when Serpent swiped his scouting mission on Staufendorf Island).  And his girlfriend Ashley had already left the game. End result, he ended up not returning to the game. Unfortunate, and I could have handled the mind-control differently (in fact, we retconned it right after it happened) but on the other hand, I wanted to be able to put in a side adventure like this without having the campaign turn into Planescape, so IMO you gotta work with the narrative sometimes. But, different strokes.

Then we have some “Alien” style aftereffects (the xill are Alien ripoffs) with some of the survivors, but they catch that early. And it’s off to Azir, also known as Port Godless!

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

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!

We start out Season Five, as well as the year 2015, with woman trouble.  The PCs picked up three aasimar sisters, Aelia, Flavia, and Volcatia, who were basically sex-slaves on Staufendorf island, first of the elder Staufen and then of Amalinda Staufen.  But of course, since she was all into the envy, she welded iron masks to their faces so they wouldn’t be purtier than her.  Sindawe tries to talk them into pirating, but they are way more interested in bedwarming – it’s a lot less work. This sounds good to some of the NPC officers, who are jealous of Tommy and Serpent keeping women on board. They talk him into it, and nearly talk him back out of it as the women manipulate the officers while the men try to impress them and pair off.

The Mikes are able to get Gareb and Stoke agree to operation “officer’s woman”.  They don’t tell Mase about the plan, because “Screw that guy.”

Also, on board the Empress’ Hand, they captured an honest-to-Shelyn Chelish diva (opera singer) named Octavia Selene, who is used to being kidnapped and is not impressed with the quality of the quarters on the ship. Samaritha, who is asking questions about how Serpent has been preparing for fatherhood when their egg hatches and getting some pretty pathetic answers, decides to evict him and host the diva in their quarters to engage in what humans call ‘girl talk.’  (Lest you forget, Samaritha is a serpentfolk who is chronically in magical disguise as a half-elf wizardess.)

Also, since Sindawe puts Klangin in charge of the prisoners’ safety, she gets more screen time, which means more talk of mating with Wogan!

Before the PCs all succumb to estrogen poisoning, they come across an island.  A quick shot at the island reveals it to be an illusion covering a weird ship! A strange crystal ship, of Azlanti make. This bears investigation! And with that we start the Pathfinder Society adventure King Xeros of Old Azlant, by Greg Vaughan (and heavily adapted by yours truly).

kingxeros