Tag Archives: pirates

Reavers on the Seas of Fate – Season Two, Twentieth Session

Twentieth Session (18 page pdf) – “From Shore To Sea” – The crew drops into the village of Blackcove to check in on their old buddy Jaren the Jinx. Apparently his jinxiness has gone nuclear as tentacle horror erupts shortly after they arrive.

We had fun with Sindawe’s plan to land an “away team” posing as an adventuring party to scout out good marks. We basically dressed each member like one of the Paizo iconic PCs, which is to say they all look like murder-strippers.

It’s funny that since they are pirates, not adventurers, their opinion of adventurers is mixed contempt and pity.

After a little more random shipboard encounters and weather, they get to Blackcove! Which is basically like Innsmouth. Now we begin the Paizo/Open Design module From Shore To Sea!

After dealing with some locals and a spooky mostly abandoned town, it’s tentacle attack time while holed up in a lighthouse in a storm at night. They were having a hard time of it and Sindawe was getting sick of the locals being in the way, so for a while he started throwing townsfolk to the tentacles hoping that perhaps they had a preset kill limit.

When the storm cleared – the Teeth of Araska was nowhere to be found. What to do? Surely there’s somewhere to go other than the nearby “Monster Island…”

Reavers on the Seas of Fate – Season Two, Nineteenth Session

Nineteenth Session (27 page pdf) – “A Pirate’s Life For Me” – More time at sea; the crew gets into the pirate spirit and wavecrawls the hell out of the region. Vikings! Whales! Dead Vikings! Dead whales! Mass hysteria!

We started with role-play.  Sindawe caught a case of the Lawful Goods during the first part of the session, confusing his comrades.  He gives money to the ex-slave family trying to make it in Riddleport, and then has management interventions with the crew over Slasher Jim killing too much and Tommy sexing too much. Eventually the other PCs were like “this is a pirate ship! Come on now!” I thought it was interesting because Sindawe is clearly wrestling with how to perceive himself as a “good guy” while being a pirate and also with the burden of leadership.

Then we got to sea and I started up the random encounters. Man, if anything my “Today at Sea” encounter list was shorter than last time. But it sure expanded out! This session summary is 27 pages long.

First there was an Ulfen longship and a Mordant Spire elf skimmer fighting. This could have been 5 minutes if the PCs bypassed it, but they first threw in with the Ulfen and fought the elves and then fought the Ulfen. And then took Ulfen prisoners, etc. This was a livelier naval combat than usual; it’s the first time they’ve had significant amounts of magic used against them in an engagement.

We find a great deal of hilarity in the fact that Serpent and Wogan always seem to roll 1’s (or at least very low) on Spellcraft and Knowledge: Religion checks.  They are good sports about coming  up with super ignorant incorrect things they believe as a result. In this case, Serpent saw the elven command crew gathering up as their ship was overrun and teleporting out, but with his 1 he interpreted it as some mass disintegration suicide ritual.

I’m not really sure they intended to fight the Ulfen initially, but basically they had their blood up and decided to kill till there was no opposition. Wogan luckily saved all the crew from dying – I need to come up with a better mechanic hooked to my mass combat system to figure out who snuffs it.  I’ve been letting him make a Heal check with his healing burst to see how many downed crewmen he can save and he’s rolled very, very high each time so they haven’t lost anyone in action yet. They end it all up with a new crewman, an Ulfen barbarian named Olgvik.

Then the PCs were confronted with the sad fact that sailors refuse to eat fish! They got some from the fishing ship last time and a bunch of pickled herring from the Ulfen ship, but as in RL Europe, all red blooded sailors eat fish as only a last resort, and feel themselves ill used if they must.

Then over the course of the week, the ship is attacked by an angry whale, then meets the same whale again but it’s undead. (This is from the random encounters; of course as the GM if one day says angry whale and then two days later there’s an undead whale, if they aren’t linked somehow you suck.) Then a homunculus came by. The PCs were horrified and intrigued when it simply gathered information from them about the whale like a modern telephone survey taker. “On a scale of one to five, how terrifying was the whale both before and after it was dead?” This is a good example of how linking some simple random encounters on the fly, you create what seems to be a hideous master plan going on in the world with absolutely no relation to the PCs. Makes the world seem real.

Finally, they take a prize – a small spice merchant. They take his cargo and money but leave him his ship, wife, and life. (The cook’s resultant experiment with “cinnamon eggs” was disgusting.) They enjoyed finding a book of tiefling pornography entitled “Fiend Folio.”

I’ve done a lot of reading up on historical pirates and it’s odd – same captain and crew, sometimes they’ll let someone go, sometimes they’ll sink a perfectly good ship, sometimes they’ll kill everyone with little provocation, sometimes they’ll do some of both! “Took three ships, sank two, killed some of the crew, let the rest get in the third ship and leave.” Not always explainable rhyme or reason to it (the drinking probably helps) but it’s interesting how our PC pirates are kinda turning out the same way.

Lots of great roleplaying fleshed this session out even more – good PC-to-PC interaction and also with various members of the crew.

Reavers on the Seas of Fate – Season Two, Eighteenth Session

Eighteenth Session (12 page pdf) – “The Fishwife’s Lament” – The motley crew of the Teeth of Araska heads to sea, and immediately decides that they are on a search and destroy mission for every random encounter ever! And then, they meet the dreaded fishwife.

I didn’t really expect this leg of the voyage to take a whole (long) session.  Behold the power of the random generator. I was using Zak from D&D With Porn StarsWavecrawl Kit, specifically as administered by the great “Today at Sea” random generator on Abulafia.

Here’s what turned into six hours of gaming, once roleplay and PC initiative was added in… Randomly generated plus a preening pass from me.

  1. Annoying weather. Make a control roll. Failure results in… Amid the ship’s tossing and confusion on deck, someone slips over the rails. Man overboard! Determine who it is randomly.
  2. Annoying weather. Make a control roll. Failure results in… Some miscellaneous marine leviathan has crashed into the hull in its sleep, starting planks all along one side before plunging down into the depths in its startlement. The ship is leaking badly, gaining on the pumps by 2d6 inches per hour, and will eventually founder unless something is done to alleviate the situation.
  3. Giant seasnake
  4. A small (if appropriate to type of vessel) passing ship is sighted. What is it?
    Fishing boat (probably lots of food on board).
  5. Bad weather–Make 12 control or piloting rolls to avoid damage to the ship. Failure results in…
    Something caught in the rudder–someone needs to climb down there and get it.
  6. Dead calm sea (lose a day of movement)
  7. A medium-sized passing ship is sighted. What is it? A fishwife sailing the seas in a waterlogged cog, seeking a husband. She sends her harpies to go fetch a pretty one.
  8. A quiet day at sea

They tried hard to get their money’s worth from each encounter – like they were determined to take that “small fishing boat” back to its home port and then work it over.  I rolled randomly and the place was just Godawful. I find visiting some places like that make PCs feel validated in their choice of being wandering adventurers, as they pity the poor local bastards in their squalor.

And I got to use pretty much all of our add-on rulesets this session.  First it was sailing in general, and having storms and other problems requiring various ship control rolls to overcome.  Then, when they were becalmed and bored, Captain Sindawe set up a melee between two halves of the crew, which used my quickie mass combat rules. And finally, when the fishwife tried to escape they used my naval combat rules (a mix of my chase rules and cannon rules). But it wasn’t all rules minigames, there were also more developments in the Serpent/Samaritha pregnancy drama.

They got to fight a fishwife – also courtesy Zak. This definitely got their juices going!

Once they got to Sandpoint they wanted to investigate Sandpoint, which was easy enough since I had both the old (Rise of the Runelords) and new (Jade Regent) versions in Paizo AP installments. In fact, it was a little entertaining because our brand new PCs were just leaving Sandpoint in our other Jade Regent campaign, so we put some easter eggs in both ways (the Teeth of Araska sold its old dragon figurehead to the Rusty Dragon, for example).

Easter egg – the orichalcum statue of Shelyn that Wogan buys is directly inspired by the Macguffin in the first season of the anime series Slayers. The fishwife had reminded me of Noonsa, the Flaming Fish-man, from that same series, so I riffed on it.

Also, I roll reactions routinely when meeting NPCs; Lavender Lil and Ameiko Kaijitsu rolled 1’s against each other and everyone enjoyed the not unfamiliar sight of two women deciding to hate each other at first sight for no reason anyone else can fathom.

And then unexpectedly they wanted to go to Magnimar to shop.  Realizing that at this rate such a side trek might take two more weeks, I told them we had to handle it in “montage” fashion. This allowed us to get through it in reasonably short order; they got their must-haves done and I think it went OK.  This group kinda tripped out at a similar narrativist insertion back in my Redeemers campaign but this one went fine.

Next time – more random encounters!!!

 

Reavers on the Seas of Fate – Season Two, Seventeenth Session

Seventeenth Session (15 page pdf) – “Press Gang” – As usual, a little bit of time in port results in the PCs really tearing it up. A whole long session, and no real fights, but it’s not slow, with two beatings, several sexual escapades, organized crime activity, shopping, drinking, jail time…

First of all, sorry for getting behind.  Between the holidays and job hunting, I’ve been strapped.  I’ve got like four sessions of Reavers in the can as well as three of our new Jade Regent campaign.  Here’s getting to it!

Last time, everyone finally leveled to level 6.  I am all about the low level play and slow progression; they got 5th in February I believe. So they all showed up with kewl new powers to use. But as usual, we kicked right back in seconds after the last session ended.

They took the first part of the session recapping and trying to assimilate new knowledge into what the overall deal is with the Cyphergate and orichalcum and serpentmen and portals and phantom creatures. It’s inevitable that PCs get a little confused about what’s up even with reasonably simple plots because of the long time between games and the somewhat distractable nature of any given PC. So if you have orichalcum glyph pieces embedded in people and orichalcum plates taken from a portal seal, people get them confused. So I helped walk them through a solid statement of “what we know so far.”

Next, I had one of their NPCs mess with them. Last time, you will note how Pirro the pirate got the short end of the stick on healing. Well, they came away from the fight with four magical treasures, so he’s due one, right? He wakes up early, takes one of the items (a magical mithral axe), and goes down to the casino to put it on pledge to get some gamblin’ money. Naturally he loses badly (I rolled for it fair and square), and this causes the PCs a little consternation. I liked this scene because it let me reinforce that the PCs’ pirate crew are by no means mindless minions, and in fact the nature of being a pirate means they are unruly and like it that way.

Next, two things happen that deserve blog posts of their own.  The first is the unexpected and sudden “Hey, Serpent needs to get Samaritha pregnant!” plan that emerged to surprisingly unanimous support. See Pregnancy & Pirates for more. The second is the sheer impatience of Serpent wanting to get magic items sold and bought – he literally goes from place to place till 2 AM in the morning desperately trying to swing deals. More on that in Insomniac Monkeys on Crack.

What this demanded of me was a large amount of improv. Urban adventuring is challenging because it’s not like a dungeon or wilderness where there’s a limited amount of stuff that can be going on.  A big lawless city like Riddleport is guaranteed to liven up quick if you go through the wrong door at the wrong time. So they kept wandering around and I kept coming up with stuff that I hoped wouldn’t get me into real trouble.

I generally like to use the dice as a general determinant of “is this going to go real well or real badly.” For some reason the PCs were rolling really poorly this session. So when Sindawe goes to the House of the Silken Veil trying to find a Mwangi (African) hooker that might have fertility drugs or magic (I am not sure it ever occurs to the PCs to look anywhere but in bars or whorehouses for anything in this game), the roll comes up really low, so instead he gets a Garundi woman dressed up like some far northerner’s idea of a Mwangi witch doctor for the fetishist market. Heh. Also they’ve gotten on the bad side of Madame Pamodae; they are remarkably unconcerned about this given that she’s a priestess of a deity of revenge.

Then they recruit new shipmates! First it’s the traditional “set up a table in a bar” method, where they try to figure out what’s wrong with the people applying. As it’s a pirate ship, they find plenty wrong but decide”what the hell” with all of them but the last guy. This was a shout out to a previous player who was always an obstreperous muffinhead, and one day in a SF game came in with a new character that we were interviewing for a position on our tramp freighter.  Since he was a new PC we were just trying to get any kind of excuse to hire him but his response to every single question was vague “I do… things!” crap. We left him on the planet and in fact he got disinvited from the group (last straw syndrome). This explains Sindawe’s overly violent reaction. (Knowing how to push your players’ buttons and not just the characters’ is a good GM technique.) They also invite their girlfriends Samaritha and Hatshepsut and Lavender Lil along! And they shanghai the hated Bojask, a guy who works for Saul and they’ve never gotten along with.

Also, they make a couple runs at trying to extort a local new bar for protection money. They were hilariously shy about it really. I based the friendly but yelling owner/bartender off a male cheerleading coach in a horrible Comedy Central movie that was on while I was prepping that morning.

Part of this game is definitely the crew control.  I rolled for each crewmember’s shore leave. Basically 1 is something SUPER bad and 20 SUPER good; 2 means trouble the PCs can’t fix, 3 means trouble they can fix, and everything in between is general levels of doing well versus doing poorly. There were a lot of 4’s, including Pirro, which basically means “all money gone and got a good beating in the process.” The only bad result was a 3, where Goat got arrested for murder; some guys in a bar hassled him about being a tiefling and they turned up dead later. The PCs went and bailed him out in a remarkably civilized fashion; I liked their sudden realization about “Hey, wasn’t Slasher Jim washing blood off his knife back on the ship?” Turns out Slasher Jim also used to be on Morgan Baumann’s (their new quarry) crew. Big Mike got a 20 so I figured he parlayed into part ownership of the new bar – good for him, and a complication for the PCs’ protection racket!

The one place where the PCs rolled well was around the House of the Silken Veil – Pamodae has it out for them once she found out they killed her pirate ally, and they went back twice; both visits were sexy and hilarious in turn but they didn’t degenerate into murder, and let’s just say that was an unlikely result. It ended with Sindawe bluffing his way past a guard by playing the race card.

And FINALLY they get on their ship and underway!  Whew!  I thought it would never happen.  I think I run pretty fun urban scenes and (properly!) depict cities as full of people and stuff and places and whatnot, so PCs seem to get drawn into doing random things there even when they planned to go do something else.

Reavers on the Seas of Fate – Season Two, Sixteenth Session

Sixteenth Session (14 page pdf) – “The Cypher Lodge” – Looks like the phantoms have taken over the Cypher Lodge, and the PCs have to throw down with Thorgrim and some old friends.

Yep, this was a big finale boss fight. It was built in three parts. (you may want to check out Thorgrim’s character sheet).

First, they (the three PCs and Pirro, an ex-slave and one of their crew) fought a bunch of phantoms and Valgrim down  in the sand-floored fighting ring he has under the Cypher Lodge. He cast a mess of spells that were really sweet – shifting sands, hungry pit, etc. Sindawe surprised me with his ruthless innovation – Salvadora was chained over a rafter, so he leapt up and crushed her hand with a vicious blow – shattering the bones, but also immediately causing her to fall to her semi-freedom! She’s a no-nonsense half-orc so she holds no grudge whatsoever about that.

Second, once Thorgrim figures they’re a legit threat, he goes gaseous form and guards and wards kicks in and also everyone gets teleported around the Cypher Lodge – and phantom impostors get seeded into the mix.This was loosely adapted, believe it or not, from a My Little Pony: Friendship Is Magic episode where Discord causes all the ponies to turn on each other. My daughter said “you should put this into your next game!” I was looking for something interesting and interstitial to happen – in Madness in Riddleport, they had part one of a fight, then an excursion to the shadow realm, and then the second part and this session was deliberately mirroring that one (shadowy mirrored reflections being a major trope in the game). And it creates a more interesting dramatic structure than “long ass fight to the death in a single location.” So I figured, “Sure!”

The funniest part was how Serpent told Pirro “I’m out of healing!” and then proceeded to heal himself. He’s just an NPC, what does he know?

He heals Pirro to consciousness, then announces, “Pirro, I have no more healing for you.” He turns and heals himself with the last charges from the wand. Then he guzzles some healing potions. Then notices his Lesser Restoration potions at the bottom of his pack, and exclaims, “Oh hey!” He drinks those too. A large tear rolls down Pirro’s cheek.

That’s exactly how it happened; everyone was in stitches.  Paul (Serpent) was just like, “What?” Although second funniest moment was Wogan running invisibly from an impostor Samaritha just to run into another Hatshepsut and Samaritha.  Everyone enjoyed the portly cleric trying to sneak around to avoid all the potentially killer women.

Third was the big fight with Thorgrim. Thorgrim is bad ass. He is a Fighter 4/ Wizard 5/Eldritch Knight 5. He has a pair of magical axes that he throws along with a Sliding Axe Throw feat that lets him trip with them – like a machine gun. He was getting six thrown axe attacks a round. Despite there being three PCs, three PC-level NPCs, and one goon NPC, they were all unconscious or prone when Serpent had Samaritha case erase to get the rune off his forehead.

I like when the cinematic thing happens! They could have killed Thorgrim just through damage – in fact, he was down to like 21 hp or something; he might have gotten another attack routine in (certainly killing someone!) but he wasn’t unbeatable through sheer fight.  He had, however, seen what was going on when Chmetugo the shadow demon was taking control of him/seducing him via the extraplanar connection of his glyph fragment, and cast hidden knowledge – a spell that conceals information you know even from  yourself, but you can release it later. In this case he had encased more than a simple piece of information, more of a concept – his Ulfen-ness.  He comes to his senses and cries out, “I am Thorgrim, son of Halgrim, the Bloody, the berserker! We do not bend our knees to spirits! Demon, show yourself!” Thorgrim has a complicated backstory, he was an Ulfen (Viking) warrior back in the day and got turned to stone by a gorgon for 200 years and was rescued by the Cypher Lodge – he swore fealty to protect them and also learned magic there. But, in a bit of a Howardian theme, his primal, savage origin is stronger than his subsequent civilization and enchantment. (He’s actually originally from Green Ronin’s Freeport, and I expanded on him.)  Anyway, I allowed for several end states; they just about did the “fight to the end” one but Serpent put it together and went for the cool story ending instead!

And then they all leveled!  I’m doing XP by fiat in this campaign, and it’s been a long time since 5th (there’s just so much fun to do in the low/mid levels) so they were psyched.  Level 6 is where you become independently dangerous in Pathfinder, so it’s a benchmark level.

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

Fifteenth Session (13 page pdf) – “Shadows Over Riddleport” – The PCs get back to Riddleport at long last with their new ship and spoils, but it’s not all booze and broads – the phantoms from the Devil’s Elbow are here too!

Welcome to Riddleport!

It’s the Teeth of Araska’s first time into port under their new charter, so there was a lot of fiddling around with how to calculate treasure shares and when to pay out what amount and the like. Chris and Paul spent a good part of the first hour of the session cross-checking their cargo lists against each other, valuating the goods, etc.

Prepping a session like this now requires me to bring a metric ass-ton of materials to the game. They can go anywhere in Riddleport, which I have cobbled together from Riddleport and Freeport materials; vex me with questions about past and future adventures that I need to look up, and you never know what high level NPC it’ll enter their mind to try to kill. I had a duffel bag full of books, another full of papers, and a computer will all past session summaries and other notes in it.

Anyway, after briefly contemplating murdering their hostage, they dock and take the traditional pirate crew’s pilgrimage to the temple of Besmara. All pirate crews go there and toss a coin per man into the beast-haunted pool before doing anything else to thank her for a safe return. They run into friends new and old, but it’s not long before the gendarmerie shows up and tells them the Overlord wants to see them. Apparently the All Due Restraint’s absence has been noted and all pirate captains who dock are being hauled in for questioning.

Along the way, another squad of gendarmes turns out to be phantoms in disguise! The characters’ sigils warn them by flashing with pain at their approach.  Once revealed, they float about with shadowy bodies, have broad sword-blades for arms, and impassive white masks for faces. “Very anime,” noted Paul. And they seem to absorb blood at a frightening rate. They kill all but one of the gendarmes before the PCs manage to defeat them with their orichalcum weapons. (Wogan healed the head gendarme, which is the only reason he survived.) Which was a bit of a disappointment, I had hoped they’d kill all the gendarmes – let the PCs try to talk their way out of that! “Oh, it was disappearing monsters that killed all those cops that were taking you in last time they were seen? Sure it was…”

The PCs manage to parlay their questionable decision to retain the corpses of the dwarves from the drifting All Due Restraint into a full pardon for past crimes from the Overlord, once he is convinced they had no hand in it. So despite two cunning plans to entrap them, they come out smelling like roses! Ah well, I’m sure they’ll do something demented in the future where I can get them all on the run and underground.

Speaking of that, then they wander by the Cypher Lodge looking for boots and poontang (no, really, pretty much) and discover the place is mostly abandoned and really creepy and Thorgrim, who was there when they fought atop the Riddleport Light, is in charge now and has portraits of himself hanging everywhere. They poke around until they find some trouble, and we left it at a cliffhanger – hey, why is half-orc God Squad member Salvadora Beckett hanging from shackles in Thorgrim’s battle circle?  Why are our sigils burning?  Why are the shadows moving? “I CAST THINGS” cried all the PCs at once, and I said “And that’s where we’ll pick it up next time…” Always leave them wanting more!

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

Fourteenth Session (11 page pdf) – “Return to Riddleport” – Extracting the Teeth of Araska from its precarious harbor at Shatterhull Island is difficult, and becomes more difficult when some merrow show up to the party.

Shatterhull Island

The first part of the session was the PCs sweeping and clearing the hags’ lair looking for treasure. But quickly they had to turn their attention  to getting  their ship out of its dangerous perch surrounded by rocky spurs.

This wasn’t a trivial maneuver and proved to be the action setpiece of the session.  It actually got a lot worse by dumb luck – I was rolling random encounters by the hour and three sea ogres showed up first thing in the morning, which was when they decided to try to extract the Teeth of Araska. So what I figured would be an important but minor part of the session turned into most of the session!

Maneuvering a large sailing ship is very imprecise work. They wisely decided to try to tow it out with the longboats.  This is safe if arduous in open water, but in the swells that near the island it was extremely dangerous. The first critical step was swinging the ship’s prow around to point away from the island. Sindawe and Serpent each led a longboat and Wogan and Tommy kept order on the ship. Many Profession: Sailor checks were made and they got the ship reoriented OK (though Serpent’s launch was bashed against underwater rocks enough that it was starting to leak). And then the sea ogres attacked.  Dude, the saltwater ones are fricking huge!

This was complicated for me, the beleaguered DM. The PCs had a crew of twenty diverse crewmen (some pirates, some ex-slaves) I was handling, along with the merrow and the forces of nature. There was fighting, sailing, paddling, shooting of cannon, falling overboard… My goal with this game is to make the naval stuff not just “color” but to make the sea, and the ship, important characters of their own and I think it was a success.

Then they loaded on the cargo from the island and headed out. They came across the Riddleport ship that left the Devil’s Elbow before them, the All Due Restraint.  All the gendarmes had been killed and were missing; all the dwarves had been killed and hung by ropes off the ship so that sharks and whatnot would eat their lower halves. This caused a lot of debate amongst the PCs. Bringing in or trying to claim the ship would almost certainly get them hung for piracy against Riddleport. They made the somewhat questionable decision to leave the ship, but take all the dwarves with them, stuffed into barrels in the hold. The crew was so not happy about that. The PCs, ever frugal, seriously asked “Can’t we fit more than one dwarf per barrel?” “Fuck you, man,” was the general tenor of the response to that. Then Wogan spent a lot of time down in the hold muttering to the barrels. This revealed that Morgan Baumann of the Kraken’s Claw took the ship, and further convinced the crew of the monstrousness of their new officers.

And then finally, Riddleport hove into sight! R&R at long last?  Fie on that!

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

Thirteenth Session (16 page pdf) – “Shatterhull Island” – The PCs follow a treasure map to the wreck of the Sandspider. But who will plunder who’s booty? Only time will tell…

Welcome back to Reavers on the Seas of Fate!  Long hiatus due to summer vacation. But we’re back and played an extra long session to get going again.

Our PCs have ownership of a pirate ship and a crew (half pirates and half escaped Chelish slaves) and Sindawe had a treasure map that’s been burning a hole in his pocket.  Serpent really wanted to go back to Riddleport and get the magic boots he’s had being made there for like four months, but he got outvoted due to the lure of TREASURE!

Early on in the session, they joked that maybe someone was sending out loads of maps to the wreck. I have a good poker face, thankfully, because that was the exact setup.  I adapted “Shatterhull Island,” a mini-adventure from the D&D 3.5e Stormwrack supplement.It was a hag coven that sent out magicked maps, and used their coven powers like vision and dream to lure people in.  One hag appeared in Sindawe’s dream as Mama Watanna a couple times.

When they approached the island, the hags used illusion to obscure the sharp rocks to the south of the island.  Only Wogan making a DC30+ skill check let him see there was something wrong with the wave patterns and make a Will save. The ship managed to avoid being shattered on the rocks due to quick action with an anchor feather token, but was in a bad spot.

Cue the hot woman, Amber, running from ogres! The PCs were of course suspicious of this.  But she had a mantis tattoo, and Mama Watanna had a mantis with her in the dream… And Sindawe is never one to resist sexual advances too much, so they banged in the wreck of the Sandspider while the rest of the group cooled their heels. “She’s so strong,” he noted.

Then a hag attacked the ship to lure the PCs off and more ogres “kidnapped” Amber. The hags knew they needed to all be together to use their uber powers. The PCs dutifully went up to the cave lair and fought the cool, weird zombie ogres – the hags believe a creature’s strength is in its hair, so they shave the corpses and make hair ropes to bind driftwood to their limbs and sew their mouths shut.  The PCs kept collecting the gemstones from their eye sockets, never figuring out they were hag’s eyes. It took them a bit to realize there was more than one hag.

There were gold coins (Infamy points) spent… They forcecaged Sindawe but Wogan spent a coin to let him avoid it. Alas. I would have been content to keep them all in a cage with the hags charming them to love them up while they dined on their crew. I’ve been reading a lot of A Song of Ice and Fire so don’t think I wouldn’t do it… But they managed to hack down one hag, and once one goes down and all the Super Coven Powers go away, they are meat for the beast.

Although it’s funny, Ambraga (Amber) was a low level witch, and when Granny went down she got her back up with a Cure Light Wounds – Serpent freaked out and was giving up; he was sure that they were just all immortal or something.  It’s funny the little things that can demoralize even experienced players.

They are about done with the island; they just have treasure and intel to gather up and then figure out some way of getting their ship out of the rocks safely. Then it’s back to Riddleport! And Tommy should be rejoining us next time (the player’s been on hiatus so it’s really just been Wogan, Sindawe, and Serpent with souls for the last bit).

We all had fun; we played extra long, like 8 hours, but we got the whole adventure done in one session – I’ve got a bad habit of letting them really stretch out.

Buccaneers!

Interested in pirate gaming?  Looking forward to Paizo’s new pirate AP, Skull and Shackles? Enjoy following our Reavers on the Seas of Fate campaign?

Well, happy news.  Green Ronin has just released a Web enhancement to their Buccaneers of Freeport book with stats for many pirate captains! It’s available in 3.5e and True20 variants.

Buccaneers of Freeport and Cults of Freeport were odd book choices – they were statless.  This was during the Mass D&D Confusion around the 4e launch.  For Cults, that was kinda OK, but with Buccaneers it really hurt- character backdrops for a bunch of cool pirate captains, but no stats.  Well, they have now published the stats, for free! Oh, and the stats for Cults, earlier on.

Download the stats, then consider getting Buccaneers and Cults as they are fine books (and often quite on sale…).  Get cranked up for the pirate holocaust that will come soon with the S&S AP!  All the Freeport stuff is great to mix with Golarion, in Reavers I used the entire Freeport Trilogy mashed up with Second Darkness to good effect.

Reavers on the Seas of Fate – Season Two, Twelfth Session

Twelfth Session (12 page pdf) – “Water Stop 2” – In our first sequel, the PCs need crew for their new ship, and remember the island of freed slaves from Water Stop (Season One, Third Session). They head there to recruit! Naturally, it’s not that easy.

This session took a whole lot of work on my part. I think it might be interesting to see how another GM does this stuf fin detail, so here’s a bit of a blow by blow about how I prepped and conducted the session.

As prep, I needed to generate eleven fully realized pirate crewmen and a dozen freed slaves for the PCs to interact with. Eek!  I used some of my favorite random generators, but wasn’t thrilled with most of what came out of them, so mainly made it up myself. And it worked!  The PCs were fascinated by the crew: Seven, Stoke, Orgon One-ear, Dum-dum, Tanned Hank, Little Mike, Big Mike, Mano, Gareb, Goat, and Slasher Jim.

I believe strongly in random generation at sea.  Random weather, random encounters… I eyeballed Zak’s Wavecrawl Kit, pulled random weather tables together from Stormwrack and other sources, and random encounter tables from everywhere they are hidden in Pathfinder stuff (Note to Paizo, I’d pay good money for a big book of random encounter tables by Inner Sea area.  I needed Gulf of Varisia area open ocean and beach/coastal encounters.

So they get going, and I roll some weather up, a snowstorm.  Just a minor one, but it gets them back used to making their Profession: Sailor checks. Sindawe was captain and Serpent was master on the helm; the snowstorm was an assisted check with Sindawe leading and Serpent assisting. They didn’t have any trouble.

Day two, the 8% chance of random encounter triggers.  Roll the dice – 00.  When you roll percentiles and get a 00 you always know something’s going to get fucked up.  I scan down the ocean table in the Bestiary and see 00 – Shoggoth.  CR 19.

Well now some GMs would puss out and say that’s too much for a fifth level party to handle. But not me. Shoggoth it is!  Hey, what’s that ahead, a giant field of sargasso seaweed?  Let’s go around. Why is it starting to come towards us?

They started to put on speed.  I used the naval version of my chase rules this time with Serpent the helmsman leading. On the fly I was assessing penalties for the ship’s skeleton crew (-4) and rolling for how hard the wind is blowing (lightly, -3). It works a lot like the foot chase rules, each side rolls Movement checks and moves up or down a range band from each other.

It was pretty cool.  They didn’t know what it was, and it was gaining on them (shoggoths swim at like 50′). Serpent/Paul joked about “it could be a shoggoth! There would be piping and stuff!” As it drew closer they heard the piping. He was deeply unhappy. He had the presence of mind to order Orgon to go get wax to stopper the crews’ ears (earning an additional -4 on Sindawe’s captaining rolls, sadly, but preventing them all from going insane).

They kept not doing real well in terms of making speed and the shoggoth kept rolling 15+. Sindawe was getting desperate and scanned the horizon with a spyglass for something, anything…  I rolled on Zak’s Wavecrawl “Random Event” table, which can be “nothing.” I got a random ship, table says merchants, d4 for size… A big fat Chelish merchantman! Sindawe rolled a 30+ Perception and saw a chance. They headed straight for it. Wogan and a gun crew had loaded a cannon on the off chance it would be useful against the shoggoth, but now they ran to the other side and loaded one with chain shot. The other ship didn’t spot them till they were barreling down on it. The shoggoth closed to close contact with the PCs’ ship and began ripping holes in it. Serpent crossed the T behind the merchantman and they shot a load into its rigging. The Teeth of Araska sailed away as the shoggoth engulfed the huge ship. They were extremely sobered by this encounter, as well they might be!

That could have been pretty bad, but I have confidence in my PCs. They could have gotten away through sheer speed, but that didn’t work, but they came up with a plan B and executed on it with precision. And that’s the kind of response really being in danger of complete extinction drives!

But we were only 1/3 done with the session by this point, that was supposed to just be a warmup random encounter! The PCs got to the island. What the heck had happened to the slaves?

Well, ahead of time I decided I’d roll 1d20 for each slave. 2-5 they died, 6-10 they were sick, 11-15 they were OK, 16-19 they were great and had leveled. 20 was “special good” and 1 was “special bad.” I got only 1 dead, but one special good and one special bad, and the main 3 slaves from their previous appearance were sick.  I brainstormed and decided that some of the rats that escaped the sinking goblin pirate ship the Sable Drake got onto the island and multiplied and have become a main food source – and one spread the lycanthropy that Captain Naki, wererat goblin captain of the ship, had. One of the slaves got bit, and changed.  Which was fine, but when he was too forward with Sevgi the ex-harem slave and she rejected him, he became forceful and the other two lead slaves had to get firm with him. Looking for revenge, he infected all three with filth fever and was waiting for Sevgi to get sick enough that a) she’s be sure to succumb to lycanthropy when he bit her and b) that she’d thank him for saving her and be hers forever! The PCs’ intervention interrupted this little love story, resulting in his attack on Sindawe.

I didn’t have a huge amount of inspiration for the ‘good special’ so I just had the cook have made some mango wine, resulting in quite a party. The PCs did good in only allowing a small number of the pirates on shore; I had been envisioning a big drunken pirate fight, especially as one of the slaves was trading sexual favors for supplies… Alas, it was kept more bottled up than that. The real challenge in this whole session was personnel management – can you get through this not just without killing a large number of the pirates and/or slaves, but can you make them into an effective crew that likes and/or fears you enough to not mutiny?

Speaking of revenge and sex, Captain Treeg’s woman and cleric of Calistria Ishana had been hiding out on the Teeth of Araska since she was taken. Not all that stable in the first place, her faith in the goddess of lust and revenge has driven her to fanatic heights of kill craziness. She was hoping that if she could rid the ship of the new interlopers that she could control the old crew. But Seven has been sucking up to them and clearly was their favorite. So in standard crazy-chick logic, he became target #1. Serpent was skulking out there when she broke invisibility to hold person and then coup de grace Seven. Serpent whaled away on her good and made his saves against her blindness, but she managed to murder Seven before being beaten down. I was hoping she could re-cast invisibility and escape to beset them but Serpent just does too much damage. Serpent was happy to leave Slasher Jim alone with her corpse.

Oh, and they devised a pirate Articles of Agreement (I mostly copied it from a historical one) and all signed on! The healed slaves decided they wanted off the island (except for the wererat – they marooned him, but figured that as a rat he’d get along OK) and most were good with piracy as long as it’s against the Chelish.

Tired yet?  Well, the session is still only 2/3 over. So they set out for Sandpoint to resupply and drop off the one family that didn’t want to take up the pirate life. We’ve had a shoggoth, and had Survivor-on-crack intrigue, and now we have – a winter storm!

My random weather had the temperature drop and drop some more, and a gale force wind whip up. The seas heaved as a freezing wind buffeted them.  The last third of the session was them weathering the storm.

Now, often in an RPG that can be boring. But I’ve been reading a lot of Hornblower and wanted to make the actual sailing part exciting; there’s no reason that man vs. nature, one of the fundamental kinds of literary conflict, should suck in D&D.

So here’s what we did. I rolled randomly and saw the storm was going to last nine hours (I didn’t tell them this). They had to make shiphandling checks to not founder or have other problems. The slaves, I rolled to see if any had shipboard experience, and a couple had – the others had to make Fort saves against seasickness; a couple dropped out immediately and some more succumbed to it over the course of the storm. And it was cold.  The Pathfinder cold rules say you have to save every hour, DC 15 + 1 per previous save, or take 1d6 nonlethal and be fatigued from frostbite.

This led to a really interesting battle against the elements. Each hour, I had Sindawe roll Prof: Sailor, aided by Serpent and Wogan. As long as they had 20 crew the ship was fully manned; each 5 fewer people manning the ship yields a -2 to all rolls. Based on how well they did they were fine, or being blown off course, or a worse threat like foundering or whatnot. Then came the cold saves. Wogan used the power of Gozreh in the form of channeled healing to throw off a lot of the frostbite damage, but more sailors succumbed as the storm wore on. And third, accident checks. Basically on a 1 on 1d20 something bad might happen to you – a wave comes to wash you overboard, you slip on the icy deck, someone drops a tool on your head. For each 5 by which the captain borks his roll there’s a penalty and if you’re fatigued there’s a penalty, so sometimes people were looking at a 1-3 to 1-5 chance of something risky happening over the course of that hour. Goat fell to the deck from the rigging and Bel and Pirro nearly got washed overboard; finally a chunk of ice fell from the rigging and KOed Bel. Wogan kept as many folks going as he could but by the time it was over more than half the slaves and a good quarter of the pirates were incapacitated. It was an epic battle, but just of man and ship versus the weather.

Finally they ended up in Sandpoint, dropped off the family, and bought supplies.  They wanted to buy crates of weapons, but a poor Bluff meant that the local sheriff didn’t like the looks of them and told the locals not to sell them any. We’ll see if they impress any townsfolk onto their crew in vengeance next time before they set off to find the wreck of the Sandspider! (They found that treasure map when they were returning from Viperwall aboard the Blackfin back in Return to Madness, Season One, Episode 25.)

Goodness!  I was tuckered out by the end of all this, but was happy with the results.  All the NPCs were fully realized enough that the PCs interacted with them with interest and realism. And there were a lot of call-backs to previous sessions; the players are remembering a lot of that stuff and their history is really helping to drive them. I consider it a success!

Unfortunately it’ll be a little; due to work and vacation trips Reavers is on hiatus for six weeks.  But we’ll be back with some hard hitting pirate action soon!

Reavers on the Seas of Fate – Season Two, Eleventh Session

Eleventh Session (13 page pdf) – “Teeth of Araska” – A Shackles pirate ship led by the infamous Captain Grudge decides the PCs look like tasty prey. Will they be victims or victors? Thrill to the nautical naughtiness in the latest installment of Reavers on the Seas of Fate!

The ship-on-ship combat was pretty happening.  I used my Quickie Mass Combat Rules to streamline it; it was the PCs and their named NPCs and four units of Riddleport Thugs against Captain Grudge, his named NPCs, and six units of Araska Pirates.

We were also using my cannon rules. I love sweeping the decks of the PC’s ship with grapeshot. It gives me a sense of accomplishment.

In the end, they had a good fight of it but they really smacked around the pirate captain without him doing all too much.  But he was part bard, after all.  You can download Captain Grudge from the Reavers NPC Page!

One of the neatest parts was when Tommy chased the elven sniper/sorcerer Selis down into the depths of the ships alone… He stabbed what he thought was the hiding elf, but it was some mook, and he got locked into a cabin and a spider swarm summoned onto him!  He frantically tried to push through the poison and distraction to pick the lock and get out of there; he succeeded but it was a close thing. A huge mass of spiders coursing out onto the deck had quite the salutary effect on everyone up there.

Once the fighting was over, we had some roleplaying – “get to know the crew,” farewells to some of the NPCs, dealing with Clegg Zincher…  Sadly, Kevin, Tommy’s player, was out, so it didn’t come to blows with Zincher (he really wants him dead.) They took the Dark Pearl back to Riddleport with Sam, Eli, and Hatshepsut while the PCs decided they wanted to take their new ship, the Teeth of Araska, out to recruit crew and maybe find some treasure.

Most of the rest of the session was inspecting the ship, planning, refitting, and generally regrouping, since the last several sessions have been nonstop desperate combat to escape the Devil’s Elbow. And having their own ship is exciting! Are they in over their heads?  Probably!

Reavers on the Seas of Fate – Season Two, Tenth Session

Tenth Session (7 page pdf) – “Sign of the Void” – A shadow demon tries to claim the PCs’ allegiance and takes rejection poorly. But their rune-markings unlock odd new weapons that prove most efficacious against the phantoms he unleashes from beyond the dark gate. Will they work as well against Clegg Zincher and cannon shot? They find out!

This session was basically two big battles; the first was a continuation of the major sea-cave setpiece from last session. Chmetugo the shadow demon showed up and laid a rap on them about how they are marked with the sign of the void and are fated to serve him and to transform the world into some weird monster realm. Naturally they turned him down. So he raised all the pirates as undead and sicced them on the party as basically unlimited numbers of tentacle-dogs came through the dark gate into our world.

I came up with a cool environmental thing; the shadow demon used his cold powers to make the surface of the water start freezing, moving outward another 10′ radius every round. This allowed the tentacle-dogs to attack (albeit precariously), provided danger for the PCs in the water, and generally made things interesting. They enjoyed breaking the ice, sliding around on the ice, and generally indulging in shenanigans. They finally decided that the only way to take care of the whole thing is to blow it up, which is fair enough.

Also, they investigated their weird runes they got from the activation of the Cyphergate. Glyphs from Tammerhawk’s glyph-plaque that exploded are embedded in their bodies and tattoolike runes appear over their location. They know that the glyphs burn when the tentacle-dogs are close, but now once they touched the gate they seem to be more active somehow. They resonate with the matching larger glyphs that once sealed this gate. During the fight they got a hold of the glyphs and they turn into weapons made of orichalcum that allow the PCs to hurt the shadow creatures. And when they saw Zincher with a similar weapon, they realized that he too was there in the Riddleport Light that day. They didn’t have a lot of spare time, but they started counting glyph plaques and trying to put two and two together. And the metaplot rolls on.

And more Clegg Zincher. That’s always fun. They kinda want to kill him and kinda not.  But he’s threatening Tommy’s girlfriend! But he’s a made man! But we don’t like him, he worked against us and Saul! But he does a lot of damage with that pickaxe! But he told the demon he refused to be its butt-boy! But… I see Zincher as an interesting Mafia type guy. He tells demons and Commies and other undesirables to go hose, and is out there personally helping people in the neighborhood when disasters come. But he’s a ruthless businessman who is not hesitant about having people killed.  But he operates under a certain code of honor. And he loves birds.

So pretty much, two three hour long fights! I don’t usually do that, I go in for more RP and stuff, but I wanted to really amp up this start of a new leg of the campaign. The first season was mostly urban and not so much pirate; this leg will be real pirate in spades!