Tag Archives: Pathfinder

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!

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

Twenty-second Session (9 page pdf) – “Crossing the Line” – The ship is threatened, first by mutated wyverns, and then by the equator!!!  And then by squibs!  Will the horror never cease?!?

After finishing a whole major plot arc, it was time for a fun session. They sailed south from the Shackles and across the equator. Crossing the equator, to sailors, is an occassion for all kinds of weird fun and games known as a line-crossing ceremony. Of course my players didn’t know that, nor did most of the players, so I got to surprise them…

Wogan notices that the crew is acting strangely. He asks Dum Dum about it. Dum Dum replies, “Nothing.” But when Wogan presses him further, he says “OK. I’ll show you. It’s in this sack.” The curious Wogan peers into the sack. The sack goes over Wogan’s head and he is beaten unconscious.

That evening Sindawe and Serpent are in the stateroom when there is a knock on the door. Upon opening, they are loudly informed by a Little Lord Fontleroy-clad Thalios Dondriel that “All officers and men of your ship are hereby advised that His Oceanic Majesty King Gozreh and his royal retinue will board your ship on the morning watch at eight bells for the purpose of cleansing your ship of all pollywogs as may be present. Be ye in all respects prepared to receive them with full oceanic honours.” He turns on his heel and stalks off.

Most of the session is then engaged in weird shenanigans and they finally arrive at Rickety’s Squibs where they intend to get the Teeth of Araska renamed to Chainbreaker, upgraded, and her lines changed to no longer be recognizable as her previous self.

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

Sea-sworn

It’s been a long time but we’re still playing this campaign! I’ve been posting sessions on the session summary page but have fallen behind blogging them, I’ll try to get caught up.

Twenty-first Session (12 page pdf) – “Devil’s Arches, Part V” – The PCs finally reach the Terraken (or “Terrorkin,” as they call it). But- betrayal!  They make a daring escape, but then a recurring enemy gives them what for.

They find the undead dragon turtle weapon the Terraken but Sindawe decides it’s going to be too much trouble in the long term and just murders Mase Venjum instead and they bury the ancient weapon. They escape the collapsing island complex and sail out to the Teeth of Araska, where they again run across their pirate foes on the Omen from season 5 session 17. They try to ambush them with a night boarding but it goes poorly; Mitabu manages to break their keel to prevent pursuit and our crew slips away in the night.

And that finishes our run through the Treasure of Chimera Cove!

Infamy Points

One of the key rules we use in the Reavers on the Seas of Fate campaign is Infamy Points, colloquially called “gold coins” because I hand out actual replica pirate coins to represent them.

I asked for feedback on hero point mechanics prior to the campaign starting, and then I had posted them quietly on one of the Reavers pages but never really talked about them. Recently, Paizo has started to unveil their “new take” on Mythic rules in Pathfinder 2e and it seems like a step in the right direction, but still a little fiddlier than it should be.

Infamy Points (2 page pdf) in my piracy-oriented Pathfinder game are gained rarely, by performing significant acts of derring-do that get the populace’s attention. They don’t have to be “evil”, but do have to be “dangerous and badass” (a paladin who killed an apartment building full of criminals is as scary as someone who just mass murdered; no one wants to hang out with Judge Dredd). You get one a level, and one each time you do something super notorious – not every game session, not tied to “completing an adventure”, you have to do something really badass. Maybe that’s once every 4 sessions, maybe less if you don’t have a local populace to impress.

I have a list of things they can be used for but over time it’s basically boiled down to “anything.” Spend a coin, tell me what you want to happen. This is a big level up from the usual “Inspiration” type mechanics you see in D&D and D&D clones. “Oh you can add a couple points to your roll!” “Oh, you can reroll it, but before you know the result!” A bunch of fiddly crap if you ask me – kinda OK if you get a fistful per game session but if you only get it once in a while (like 5e inspiration) – why are you so afraid of making it powerful?

Get out of death? Sure. (Proactively you get off scot free, if you do it reactively after you already took the death blow I give some kind of drawback – like Sindawe lost an eye after being critted through the head with a rapier). Save someone else from death? Sure. (It’s a pirate campaign so this is a great source of people needing peglegs, hooks, and eyepatches.) Just take out some goon? Sure. I don’t let them take out a major villain with it but “they cackle and run off” or something is fine. Change the narrative somehow? Super! Oh the guy that runs this bar is your old buddy? Why not.

This is a place where I feel like D&D/Pathfinder has been too conservative – there are plenty of games out there that let you use actual narrative control but here everyone argues about “oh but if you can decide to roll inspiration afterwards it’s so powerful“…

Because, you see, here’s the secret. It’s not a tool for the players, it’s a tool for the GM. Whoops, you unleashed something too hard on the PCs and their ship is about to get eaten by a shoggoth? Well, they spend an infamy point and look there’s another nearby ship they can speed by and have the shoggoth eat them instead. The PCs are finding a plot thread boring? They short-circuit it. In Reavers, Sindawe had set up in his background a whole thing about his family so later I have his long-lost brother show up to fight him in a shark cult temple – “I kill him. Here’s an Infamy Point.” Uh, OK – I was surprised, I thought that was something he wanted, but this gave him a way to say “nope” that has his character come out well in the fiction, so fine!

Also, getting them is based on interacting with society ™, and it’s always good to promote that. Heck, my PCs use these rare and valuable things on saving their favorite NPCs fairly commonly!

So don’t be afraid of letting your PCs thwart death and accomplish things. A limited powerful narrative currency is IMO much better than fiddly ass shit like action points (add a 1d6 to a roll if you declare it before you roll! You get 1d8 of them a level! Please.)

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

Coral Golem

Twentieth Session (14 page pdf) – “Devil’s Arches, Part IV” – The PCs brave an abandoned secret base full of traps and undead and terrain and other such impediments.

There’s a brutal fight with a coral golem that ends up being an exercise in escape and evasion. Then more elite Chelaxian undead water marines! And a chimera! And traps!

Best quote: Sindawe asks no one in particular, “When will authoritarian regimes realize that aquatic warriors are not the solution to their problems?!?”

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

Treasure of Chimera Cove

Nineteenth Session (8 page pdf) – “Devil’s Arches, Part III” – The shore team heads out into Chimera Cove and a secret Chelish naval base. It’s not as abandoned as you’d hope.

So they finally have reached the Treasure of Chimera Cove and delve into it looking for the undead dragon turtle war machine called the Terraken.

They have some fights – giant poison octopus, elite sea zombies – but the trap with the gas and mimics is the most dangerous. PCs hate mimics! They refused to touch anything on the grounds “it could be a mimic” for the rest of the session.

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

Devil’s Arch

Eighteenth Session (8 page pdf) – “Devil’s Arches, Part II” – A shore team strikes out across Devil’s Arches to find the resting place of a Chelish naval superweapon. Sindawe has his usual amount of luck with the ladies.

So I did some quick research and decided from geography to base the island on the real world Bissagos Islands. I also had a problem in that I didn’t know where they were going to go necessarily. So here’s my session prep; I looked up some perhaps relevant monsters.

Devil’s Arches (Bissagos islands)
Palm products, coconut, timber, slave trade

The people – animal masks (ox, stingray, shark), 
Ox wars http://www.africanamerica.org/topic/bijago-people-guinea-bissau-african-matriarchal-tribe
river banks are coated in mangroves, blue mud/slime, decay – malaria (http://www.d20pfsrd.com/gamemastering/afflictions/diseases/malaria-jungle-fever) is prevalent, dysentery, yellow fever
Gholdako if investigate arch in city of bleeding stones, duppies maybe
native village 
Soucoyants (https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/soucouyant/) near the cove.  They know to lower a holy symbol of Aroden on 5 fathoms of silver line. But of course they want blood.

That’s all I need to prep sessions nowadays. So I describe the island as they head across it, where they meet some natives I base on the Bijago people. Sindawe gets another visit from Mama Watanna, who doesn’t want them to keep the undead dragon turtle they seek as a weapon, but to set Turtle’s spirit free. Conflict!!!

They don’t bother to go to the City of Bleeding Stones, and then they decide to give their native guides to the soucouyant for their blood to find out how to get into the Terraken base. (The soucouyant is reminiscent of the witch that tries to get Conan and then flies off as a fireball in Conan the Barbarian, I wonder if there was a relation there.)

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

Seventeenth Session (12 page pdf) – “Devil’s Arches” – Another naval encounter sets the pirates to flight. They decide to visit Medruzbal on Devil’s Arches, and ply the town for all it’s worth.

The Teeth of Araska, fresh from taking the Solution, is suckered in and ambushed by the Omen, a larger ship with 18 pound guns. They take some shots and decide to break contact, which they manage to do with some quick thinking spell work.

Then they sneak ashore on the island of the Devil’s Arches, where they want to go to Hell Harbor but don’t want to approach it by sea. So they go ashore on Medruzbal and plan to go overland. Luckily my copious collection of Golarion lore gives me some starting points and I improvise from there.

Our session scribe must have been hitting the sauce this time because the jokes roll hard. One of my favorites is “A hungry guard trips the trap while searching for the warthog. He squeals and yells and flops around like a Spanish soccer player.” There’s meme references, like “The torturer is dragged off to the gibbet. ‘You got knocked the fuck out!’ exclaim his soon-to-be-ex-comrades.” There’s inside jokes. Festive!