Tag Archives: ocean

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

Fifteenth Session (9 page pdf) – “Civil War, Part 2″ – We cover the mass combat that happened in the background last time.  The New World Order is put into place. And Lil is kidnapped by the vampire stripper!

Last time, we worried mainly about the PC on named NPC action.  This time, we resolve the mass combat between the pirate crew and cultists. The players run the crew and the major crew NPCs without having to be distracted about what their characters are up to.

It is hard fought.  Tommy gets a flame-slug inserted down his throat but refuses to give in, and takes a large amount of burning damage before he can expel it. Finally we reach the round in which the priest and Shining Child died and all the cultists (their parasites all have a telepathic link) bail and head back to the village.

But then comes the real wrinkle – Samaritha is panicked after nearly dying and reveals to Wogan that she is pregnant with Serpent’s child! Turns out their honeymoon tryst on Wedding Rock back in Nal-Kashel (Season Two, Session 24) overcame both the fact that Serpent is (mostly) human and Samaritha’s a disguised serpentfolk, and that serpentfolk are sterile in this age! She demands that he keep it secret, though.  Draaaaa-ma!!!

It’s always dramatically appropriate to do major personal unveils at the same time of major climaxes of violence.

And it gets worse – they return to the ship and Saeng Ki has kidnapped Lavender Lil and one of the two elf woman captives (the other was hidden in the hold). She knew they weren’t going to bring her the Flame of Guidance and wanted to give them some motivation. Sindawe wants to just kill her vampire tiger she left behind as a “message” and guide but Tommy won’t have any of it, knowing that Saeng Ki might kill (or worse) Lil if provoked… Sindawe continues down the path of “but vampire strippers are crazier than a bag of rabid goblins we should just leave” but finally relents and starts planning a rescue mission.

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

Fourteenth Session (9 page pdf) – “Civil War” – The crew sponsors a coup of the cultist leadership and organizes a battle with most factions of the island mobilized against each other. Meanwhile they plan to kill the village priest and get the Lens control item.  They can handle two CR 12′s and some trash mobs right?

First – more planning! They negotiate with the Fertile Families and go get the crazy hermit and his killbot (turns out he’s the priest’s disenfranchised brother) into the fray.

They start the battle by luring the death ray away; as it returns Wogan casts a Lunar Veil spell that Saeng Ki gave them in the Rain Tiger, which I let work like a solar eclipse. The mass combat was a big barrel of pain, especially as whenever a cultist was defeated, a firey blob came out of them to join the fight itself. Olibrax the priest was high level, and he brought out his ace in the hole, left here deliberately to guard the Flame control – a Shining Child.

Shining Child

Shining Child

Remember our heroes are still sixth level. But it doesn’t have time for a symbol of insanity and a scintillating pattern would mainly mess up all the various mook troops around, so it scorching rays the heck out of them, nearly killing Samaritha. Every round is a whole load of pain for them. But they pull it out with an alley-oop – Serpent kills the priest and Sindawe passes the Flame control headgear to Xiola, and then Wogan drops the eclipse and Xiola burns the Shining Child to death with the Flame of Guidance! That reminded me of the anime Bastard! where the hero burns fire so hot that it fries an efreet… The Flame actually does half fire and half plasma damage so even flame critters get burned!

Efreet the Fire Elemental from Bastard!

Efreet the Fire Elemental

There’s still a bunch of cultists, but this is enough to call for surrender… Next time!

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

Thirteenth Session (8 page pdf) – “Dreams of Conquest” – The crew and Xiola hatch a plan to get control of the Celestial Lens.  They get the outcast colony on board and create a battle plan that doesn’t involve them all getting wiped out.

The PCs return to the rebel colony and, as usual, anytime all the PCs are gone I do some rolling to see what happened in the meantime – in this case, one death, one marriage, some loot, and a recruit. And a lead on finding the Black Bunyip!

The group does what they do best, which is gathering intel and synthesizing an attack plan out of it. They will wait till a day where the control doodad for the Flame of Guidance, aka the Flying Azlanti Death Ray Lens, is in the less secure hands of the cultist colony instead of the “near infinite CR” third island which is a blasted fiery hellscape. They convince the Fertile Families of the Sun Temple group and the rebel colonists to help to various degrees. All session is spent on the battle planning and prep – but they know the better they plan, the better it will go – next time!

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

Ninth Session (9 page pdf) – “Torches In The Night” – The crew hangs out with a friendly member of the Sun Temple Colony, but their head priest decides to just burn them all out. Then it’s time to mess with Azlanti quicksilver grave/study aids.

Xiola Chelman

Xiola Chelman

Well, the PCs befriend Xiola Chelman, leader of the Fertile Families from the Sun Temple Colony, and she takes them back there. In usual fashion they don’t exactly make a good first impression…

The old man replies, “The believers and those without sin have nothing to fear. If you behave the night I will put in a good word with the priest.”
Sindawe asks him, “Are there any common rules that we should know about? Or things that we shouldn’t do?”
Serpent adds, “Are there any specific places we shouldn’t pee?” Everyone looks at Serpent with concern.
Wogan helpfully interjects, “Perhaps a complete list is unreasonable.”

 

This is one of those weird cases where the party had a good idea – asking about local rules – but then somehow rather than shutting up and listening for an answer they started explaining and elaborating and getting wrapped around their own axle. This led to a semi-in-character, semi-not discussion about the feasibility of asking about “places not to pee.”

Anyway, they get boarded up in a house and burned to death.  Or at least, that’s the plan, but they break out, taking the drunken Xiola and the flame-goo-possessed Lefty. Once the head priest summons a salamander they skedaddle for the forest. When they were trying to wake up the drunken Xiola and she muttered “Lemme along or I’m gonna kill ya,” that’s an Easter egg quote from a well-known tale of mine having to do with strippers and Jamaica.

They find out that Lefty has indeed been a plant for the cultists, but content themselves with winging him when he tries to flee and tying him up. Then they use a weird Azlanti graveyard/computer thing (actually from Shore to Sea but they never interacted with it there so I moved it here) and discovered that there’s an underground temple to the vampire goddess Zura underneath – and it turns out that Sindawe’s treasure map leads to it, as a Mwangi trail marker he finds that his father left indicates!

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!