Tag Archives: azlant

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!

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!

 

 

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

Sixth Session (12 page pdf) – “Quest for Azlant” – The crew sees some hot action against the Mordant Spire Elves as they fight a skimmer to the bitter end. Then they investigate the weird dangers of Azlant, finally arriving at the Sun Temple Colony.

mordantspireThe fight against the Mordant Spire Elf skimmer is very different from their previous naval combats.  The elf ships are small and nimble, with small but very expert crews. Sindawe was shocked when they handily outsailed him and then the magic started – elementals, an unseen servant dropping the ToA’s anchor, fireballs, glitterdusts, fly, invisibility, and much much more!

And they maroon the female elf captain, eschewing torture, rape, etc., possibly as a result of last session’s heart-to-heart on the subject of pirate ethics. They do enjoy taking all the elves’ masks however! The Mordant Spire elves consider the Azlanti islands a “no go” area so patrol it and drive off outsiders. Didn’t work in this case, but it was a solid combat!

Then the crystal pillar they come across and decide not to enter is directly from a legend about real-life St. Brendan the Navigator I read in some book of exploration stories.

And finally they reach the place they end up staying a while – the Sun Temple Colony!

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

Fifth Session (15 page pdf) – “Island Tour” – The Teeth of Araska crawls through the sunken spires of lost Azlant looking for Morgann Baumann and the Black Bunyip.  And one crew member falls to MURDER! But a new and unusual  member joins the crew.

The Teeth of Araska ventures into the shattered remnants of lost Azlant in the middle of the Arcadian Ocean. Much of the action is ship-navigation, storms, and minor random encounters. Except for Tommy murdering Bojask over dinner.

Tommy’s player had to leave the game but we keep in touch.  Last time we talked he told me “Tommy’s totally against slavery, and he’s not going to put up with Bojask and his elven rape slave.” So at officer’s mess one night, he death attacks Bojask right in front of the other PCs, which they find appropriately shocking. Then there’s a lot of discussion and hashing over ethics and morals and feelings and practicalities…  This provides them an opportunity to actually discuss and introspect about the crew’s slaving and raping and whatnot, up till now it’s been happening as snap decisions without real party discussion.

And then, they find J.J. the seamunculus! He turns into a hilarious long-term NPC, an “anatomically correct” aquatic homunculus that a flamboyantly-dressed wizard made… He makes the PCs a mix of entertained and uncomfortable, just how it should be.

I like sessions like this where there’s some stuff going on but it serves mainly as a backdrop for PC/PC and PC/NPC interactions. The PCs are very invested in their ship and crew and are happy to go into great detail with them. Heck, it’s these roleplay sessions that turn into 15 page summaries like this one, as opposed to the combat ones where it’s 8 pages of “someone hit somebody.” Enjoy!

Best line:

Jaren the Jinx shouts out, “Buoy Ho!” The crew becomes so embroiled in making ribald jokes at this they nearly miss what he’s pointing at.

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

Fourth Session (10 page pdf) – “Zombie Proof” – as if zombie barbarians and zombie Red Mantis assassins aren’t enough, the crew ventures beneath the waves to the wreck of the Tammeraut, following their own fates.

In this session, we resume in mid-fight as the zombies threaten to overwhelm the hermitage on Firewatch Island. When they all have to fall back and barricade themselves into the scriptorium to avoid the undead hordes comes my favorite dialogue of the session:

Daphne says, “It’s days like this I’m glad I was kidnapped by pirates.”

I turned the spellcasting into a mini-game to race against time, and when Wogan and Janore finally got the spell cast they doubled down on the existing storm to waterspouts that cleansed the island of zombies!

The generic ghost that’s the end of Tammeraut’s Fate is instead part of the legacy of the shadow phantom-haunted members of the small band that got Cypher-glyphs exploded into them at the climax of Season One, Madness in Riddleport. The ongoing theme of the corruption of that kind of magic continues!  And then, they depart with a spell that can find them the Black Bunyip and Morgan Baumann!

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

Third Session (17 page pdf) – “Reindeer Games” – Survivors are found in the monastery! And then, it’s John Carpenter’s “The Fog” time as waterlogged zombies besiege the place.

We continue with the classic Tammeraut’s Fate from Dungeon Magazine. The first part is all investigation and talking to Janore, the remaining hermit worth talking to.  It gets more lively with the (advanced) peryton attack that almost kills Sindawe. The party was grumped that it snuck up on them “in the sky” but the belfry has only pretty narrow windows and a roof and all, it’s not high visibility unless you walk around sticking your head out to look up and down.

My favorite part was when they had the ship send a longboat – the pirates didn’t know anything was up, so when Sindawe told them “send spears, there may be an undead attack tonight” they thought he was being coy, and returned dressed as zombies. “The disappointed pirates return to their ship, pausing to moan for brains from time to time.”

Then they encounter two hags… I wasn’t even thinking, in the adventure it’s just like Sea Hag (2).  But of course the PCs immediately came to the conclusion that Janore must be the third hag in the coven. (Heck in our current Carrion Crown campaign, the party’s ready to lynch three sisters who live together on the grounds that they’re surely witches or hags.)

This was nice and sandboxy – “Here’s a location, harden it against an undead attack!” They came up with every plan they could, then when night falls they fight a very large supply of draugr (drowned Vikings) while Wogan and Janore use a scroll to whip the storm into a hurricane. The dramatic finale, next time!

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!