Tag Archives: bloodcove

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, Twenty-eighth Session

Twenty-eighth Session (10 page pdf) – “The Battle of Nightfall Station” – It’s death or glory as the Ekujae elves assault the station in force. Can the PCs stem the tide of these “savages?” Or will they fall to overwhelming numbers? Find out as we conclude River Into Darkness!

Well, it turns out one of the Hated British was actually a necromancer, making fast zombies out of elves and dead colonials alike. The Ekujae have very severe taboos around their dead so that explains their “wipe out whitey” program. There’s no opportunity to negotiate a peace, however, as wave after wave of elves throw themselves at Nightfall Station.

But finally they are rescued by a real high level party – the Hands of Slaughter from the Rival Guide, a real bad set of dudes (like, a gorilla antipaladin named “Eater of Elves” bad) that are the Aspis Consortium’s local enforcers. The party gets paid, levels up (they’ll level up again in… seven years I guess, spoiler alert), and heads off to Nantambu, putting the impending genocide out of their minds. “We’re pirates, man, this isn’t our problem.”

It’s always tricky emulating a problematic type of story, but I think everyone came away with the clear message “these were the bad guys and we were helping them.”

And with that, we have finished River of Darkness!

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

Twenty-seventh Session (9 page pdf) – “The Siege of Nightfall Station” – The PCs guard the station as the native elves harass them – but is treachery from within the bigger threat?

Nightfall Station is an interesting mix – it’s the beleaguered Europeans being attacked by violent natives, but it’s pretty obvious these Europeans aren’t the good guys (the heads on pikes and torture is a hint) – but are they ever? The elves start to hit the station and the PCs charge out to kill every time it happens. Luckily the elves like traps and ambushes.

Serpent leads the way in the dark right into a punji stick pit that swallows up him and Wogan. Sindawe narrowly avoids falling in as well, then relights his ioun stones. Wogan and Serpent extricate themselves, then Wogan heals them.
Serpent says, “I think there’s poop on these spikes.”
Wogan replies, “I hope it’s elf poop. That stuff has healing properties.”

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

Twenty-sixth Session (6 page pdf) – “Nightfall Station” – Mansquitos and sleeping sickness and elf ambushes dog the pirates until they finally reach their destination, Nightfall Station.  It’s a shithole.

A fight with a giant mosquito (which they name a “mansquito” since it is the size of a man) gets more complicated when they douse their captured shambling mound with water causing it to revive. And then they get ambushed by elves.

The Ekujae (jungle) elves have some cool tricks, like:

Thistle Arrows
These arrows are a specialty of the Ekujae shamans, who craft the arrowheads out of the thistles of a toxic plant that most creatures find highly caustic.
They deal normal damage but have a 25% chance of becoming embedded in the wound and causing an additional 1 point of damage each round from their irritating sap. Creatures immune to critical hits or sneak attacks are immune to this extra damage. A creature can remove an embedded thistle arrow as a move action without provoking attacks of opportunity, but doing so deals an additional 1d3 points of damage as the thorny barbs are pulled free. A DC 12 Heal check (made as a standard action) can pull free a thistle arrow’s head without dealing any additional damage.

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

Twenty-fifth Session (12 page pdf) – “Brimstone Falls” – After leaving the somewhat-relieved Whitebridge Station and its casual racism, the PCs search for fuel for the River Queen, leading them into both toil and trouble in the depths of the jungle.

Anyway, the party has to go get some tumors off a shambling mound to power their magical riverboat. And in a cool twist, the adventure has some lizardfolk “come to pay homage to the loa spirits” that have statues along the path and they are “none too please to find strangers (especially “softskins”) at this sacred place, and don’t hesitate to attack.”

But the party, having a wendo goddess sponsor themselves, left an offering at each loa statue on the way up, and when they also parley with Serpent’s “serpent shaman” parseltongue trick, that’s enough to chill them out. I really, really like rewarding interacting with the fictional world and not just moving from “combat” to “combat”, that is so lame.

And (almost) just like that, they have a captive shambling mound!

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

Twenty-fourth Session (7 page pdf) – “River Into Darkness” – the PCs steam up the Vanji River on a magic-powered keelboat and deal with the snake-and-disease-intensive bowels of the jungles of the Mwangi Expanse. And the station house they come to seems strangely depopulated…

A lively kech attack from the trees overhead keeps the mood sinister – and finally, they reach Whitebridge Station which has fallen to some catastrophe – and finally, contact with the elves! Turns out they don’t have tails after all, that was just a racist rumor.

I feel like racism is an important theme in a story like this. Paizo has gone way the other way, trying to make everything sparklingly sensitive, which is great if all stories you want to tell are G-rated, but in my opinion if you are doing a story where, basically, fantasy Europeans are on the loose, it’s a cop-out to NOT have to deal with their racist depredations. Of course in this story, the PCs have been hired by the racist depredators, so we’ll see how it turns out…

Reavers on the Seas of Fate, Season Five, Twenty-third Session

Twenty-third Session (12 page pdf) – “Bloodcove” – After some hijinks in the city of Bloodcove, the PCs take a job going upriver into the darkest Mwangi to protect the East Indian Trading Company – I mean Aspis Consortium – against cannibal natives – I mean cannibal elf natives. They even have tails, we hear.

As usual I like saving myself the heavy lifting by using some of the thousands of dollars of gaming gear I’ve bought, so I sourced Bloodcove from both Heart of the Jungle and River of Darkness, the latter of which is their next adventure! After screwing around (literally and figuratively) in town, they head upriver on a riverboat for a Heart of Darkness type encounter with the Ekujae elves, since they may as well make some money while their ship is in drydock, and they want to go find a friend of Mitabu’s who knows about some ancient flying city that sounds lucrative.

This is their first true venturing into the African-type jungle of the Mwangi Expanse, so I did a bunch of both factual research and movie-type-inspiration research to try to make it super different and memorable. Sleeping sickness, here they come!