Tag Archives: pirates

Reavers on the Seas of Fate, Season Six, Second Session

Second Session (11 page pdf) – “They Dwell Below” – In the seamount, there’s a very strange vessel with some very unfortunate things in it. Like brainsectoids!

Under the seamount the PCs fine what is clearly an alien vessel for an alien that likes harvesting brains. And repurposing brains. And putting brains in vending machines. And in alien zombies. And in human zombies. The ick factor is high and indeed we’re moving into a horror-heavy part of the campaign.

And the PCs are only slightly surprised when Captain Riggs turns on them and pushes Wogan into a pit of black leeches! Much fighting ensues to clear this deck of the spaceship of unfortunate and dangerous threats.

Reavers on the Seas of Fate, Season Six, First Session

First Session (13 page pdf) – “Shipwreck’s Survivor” – Past Senghor, a ship spitted on a seamount bears a survivor, Captain Riggs, and the promise of treasure.

And with the shipwreck of the Flying Fortune we take our first step in the Frog God Games’ Razor Coast content, the adventure The Black Spot from Heart of the Razor. Since it’s not really thematically tied to any of the rest of it (though it is pleasingly weird) I figured I’d use it first as a bit of a throwaway episode.

The PCs are just about as nervous about shipwrecks now as they are of castaways; the balance is however tipped by the potential of loot from the former, so they investigate a ship caught on rocks. The surviving captain is weird, the situation is weird, but they hear there was gold in the cargo. But someone seems to have spirited it away into the suspicious seamount…

Reavers on the Seas of Fate, Season Six – “The Pirate Curse”

Now we start to move into the second half of the campaign. The first act was started in Riddleport with a mashup of the first two Second Darkness Paizo Adventure Path and the Green Ronin Freeport adventures.

That kicked us off and set up the main foes – the serpentfolk only known as Elias Tammerhawk and creatures from the shadow realm.

Now, in the second act, they’ve lived the pirate life – heading out to sunken Azlant, reaving the Chelish coast, and then sailing south and farther south to get to the southern edge of the Golarion map, running through various old Pathfinder adventures on the way (the oldies are the goodies!).

Now in Season Six they approach Port Shaw, the setting for the megamodule Razor Coast (which I helped edit an early draft of! And note the quote from this very geekrelated.com on the back cover.). They don’t get there till Season Seven, where the next proper act begins, but I use this leg of the voyage to set it up. The rest of the campaign will take place there.

We start with related content, in this case from the Heart of the Razor adventure book: The Black Spot and Sinful Whispers, and then Deep Waters from the back of the Razor Coast book itself, by the legendary Frank Mentzer.

The themes that will come back later in the second half of the campaign are:

  • Degenerate ancient elves that were into sex and other questionable practices
  • Voodoo (or “wendo”, in Pathfinder-ese) – Sindawe already has Mama Watanna, his patron loa, but this will become a campaign-wide plot point and not just a personal one in the seasons to come
  • Jacinth Deepwarder!

It’s sixteen game sessions, spanning 10 months of realtime (we play once every other week, but sometimes life gets in the way). Enjoy!

Geek Related Naval Combat Rules

I’ve covered guns and cannon, chases, mass combat – but what would a pirate game be without ship-to-ship combat? Now on the Rules You Can Use page is:

Naval Combat Rules (14 page pdf)

A navy ship and a pirate ship engaging each other on the open seas

For Pathfinder 1e, but easily adaptable to many others I think. It works in concert with the Geek Related cannon and mass combat rules and adds ship design and combat at sea.

I wrote an early version of this for Frog God Games and it got partially incorporated into Razor Coast: Fire As She Bears! But that work turned out pretty long and complicated, though very good, and for our game my players wanted naval combat but weren’t going to put up with 96 pages worth of it. Do get Fire As She Bears, though, it’s quite good, especially if you want to invest more in the naval combat ruleset part of your game. If you like these rules, they are directionally similar; I’ve been evolving mine over the intervening 10 years as we’ve used them to maximize flavor of our base case – small numbers of ships chasing, fleeing, and fighting with small numbers of cannon and the usual Pathfinder magic-and-monsters thrown in.

Pathfinder published some ship combat rules eventually for their Skull & Shackles adventure path but they suffer from the core problem of ships having one pool of 1600-ish hit points, which makes it either pointless to do the ship-to-ship combat and everyone just boards or, once you get high level, you swing the barbarian over there on a rope and sink it in a round. They did this because their adventure path quickly becomes PCs running squadrons of ships, not the feel I was going for.

The solution (from my rules, and in Fire As She Bears) is to break larger craft up into 10x10x10 squares and have each of those have hit points, with the added benefit of you can correlate crewmen (and PCs) to those areas. I used much lower hit points than even Fire As She Bears did – 50 hp per hull section instead of 150. In my campaign this was better suited to fast naval combats. PCs get impatient and always want to fly to the other ship; this made the PCs focus on keeping their ship safe and manning repair crews instead of just saying “it’ll be fine, we can just go melee kill.” But it’s still enough hit points (and enough hull sections) that they don’t just get blasted to flinders in a round. (Unless they go bother a ship of the line.) I also have fewer cannon per ship because they are newer, rarer, and more expensive in Golarion – FasB lets you pack like 4 9-pounders into a single hull section so “28-gun” and “49-gun” ships exist – in my game it’s more like 4 cannon a side is a well armed craft. (And also not hours of dice rolling for a single round of combat).

Anyway, once you have your ship and cannon, you gain the weather gage, maneuver trying to get closer or farther away; conduct maneuvers while trying to line up cannon shot, and so on. These are similar to these other naval rulesets.

Part of the real magic, however, is the range bands and speed checks. This is what makes the battles feel naval and not like sitting slugfests. The Skull and Shackles rules just make this “2 out of 3 sailing checks and you catch ’em”. But I bring in some ideas from my chase rules that make the positioning important, and not just a preface to a static combat. Your ship’s speed turns into a bonus to a Profession: Sailor check and if you can beat the other ship by 5, you can close (or increase) the range by a band.

We’ve been using these rules a lot over years and it’s very dynamic. You pull a little closer – now you’re in Medium range and can bring those 12-pounders (and fireballs) to bear! Oh no, they pulled away to Long range, try to hit their sails with the long nine chase gun! It hits the magic ratio of 2/3 of the combat is naval before finally 1/3 devolves into normal Pathfinder combat, and a full on naval battle beween fully armed ships with similarly-leveled crew is a showcase event that can take most of a game session. And it’s not a completely abstract minigame; you’re throwing your usual spells and shooting your usual bow or musket at the other ships.

Enjoy, and let me know how you find them!

Reavers on the Seas of Fate, Season Five Retrospective – “Sailing to the Edge of the World”

Fever Sea Map

Well THAT was a long season. 40 sessions, which is early 2015 to early 2017. (As of 2024 we’re coming towards campaign end!) Season Four was all the stuff with Staufendorf Island (adding the three aasimar sisters to the crew) and Deepmar Prison (from which they got Klangin). Heck Samaritha laid her egg back in the first part of S4 and we just got around to it hatching in S5!

This season I dubbed “Sailing to the Edge of the World” because in it they go from Riddleport down past Avistan to Garund and then south and further south through the Fever Sea, past Rahadoum, Ilizmagorti, the Eye of Abendego, the Sodden Lands Devil’s Arches, the Shackles, the equator, Bloodcove, and now beyond, preparing to go off the edge of officially published Golarion maps.

I used a few Pathfinder adventure modules as part of this season – Treasure of Chimera Cove, River of Darkness, Crucible of Chaos – and some smaller ones like King Xeros of Old Azlant the Pathfinder Society scenario and Tarin’s Crown from Legendary Games, but most of it was just smaller encounters and a lot of setting lore content from all the Golarion world content I could scrape together (which is a lot, I subscribed to all Paizo’s content during Pathfinder 1e so I have a bookcase full). Plus, since these places have real-world analogues, I did loads of research on the African coast from Morocco on to the Bissagos Islands off Guinea-Bissau to add fun details. Talk about exploring Golarion! Too often the setting is just a place for a little color before going off on a generic dungeon crawl. I don’t like that, I mean, travel is fun in the real world and the “work we do while we’re there” is not the draw, is it? They spent four seasons up around Cheliax and now they get to travel the world.

On the one hand, this entire season could be seen as a “between.” Their origin is up north and they need to get to Port Shaw on the Razor Coast down south for the campaign endgame. But if you’re a pirate, the journey is the real adventure! None of these adventures were “mandatory” for the plot but were things that made sense for our pirates to do to get power/money/booty/allies/etc.! To sum up our S5 arc:

  • Can we get a planar ship? Nope, didn’t work out.
  • Woo, Morocco (Rahadoum) parties!
  • Woo, Mediogalti Island parties! The players tell me Mediogalti Island parties are the best in Golarion. Cities of Golarion has a whole section on Ilizmagorti including specialty alcoholic drinks there. And the PCs had money, didn’t have anyone immediately after them, and the risk of Red Mantis Assassins being irritated at large scale disruption let everyone focus on the partying and not get friskier.
  • Can we get a giant undead dragon turtle murder machine? Uh, maybe we don’t want that after all.
  • Let’s fight off some native elves in the heart of darkness! We hate elves. I mean, I’m sure some of them are fine people!
  • Can we make our ship fly? Yes we can!
  • Woo, Bloodcove parties!

Don’t worry, S6 is shorter, basically the journey to the Razor Coast where I start the foreshadowing harder (we get a little with the phantom inhabited guy at the end of S5). If you are too antsy to wait for these blog posts, the summaries are posted up through S9 on the session summary page.

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, Thirty-seventh Session

Thirty-Seventh Session (7 page pdf) – “Crucible of Chaos VII” – Well, to leave the city the PCs need their teleport spell in the Rain Tiger – but the Rain Tiger is in the Shoggoth. So, it’s off to the Shoggoth Stone to try to free the city from the clutches of Chaos.  Death or glory time!

All they have to do is destroy the Shoggoth Stone in the crater outside the Temple of Azathoth. And they’ve done enough research they know how to do it. But some dread wight lizardfolk have something to say about it, and it’s a race against the clock as the gargantuan babbling Shoggoth comes to absorb them forever.

Spoiler alert – they win! And loot! And they burn the evil magic they find – like the shoggoth controlling Lost Scrolls of Bylduvan. And they think they burn the Prophecies of the Blind Star-God (a minor artifact that lets you commune with madness, among other things), but Mitabu, being now a little crazy and chaos-touched from the shoggoth, squirrels it away for later instead, and it’ll come back to bite them.

And our Lovecraftian super-adventure is complete – the PCs and a new flying ape ally teleport back to Rickety’s Squibs to get their ship and sail the high seas!

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

Thirty-Sixth Session (13 page pdf) – “Crucible of Chaos VI” – The party makes a new friend by using a magical bell to summon a flying ape! They all go to try to kill another of the leftover Shory rulers, who dwells at the heart of the chaos… And loves him some amorphous servants.  And not how you’re thinking – I mean he wants to have sex with them.

There’s some parenthetical comments about a lizard man with the party and I’m not sure where he came from. C’est la vie. Anyway, most of this session, after a short babau demon ambush, is them rolling into Yithdul the third undead Shory spellcaster’s place, and no diplomacy this time, they tear it up, but as a “chaos-warped dread wight” with some chaos beasts (which I declared his “consorts”, which really upset the players) and he gives them trouble, also the forsaken palace they go to is “a nightmare of shifting reality”.

For a setpiece battle it was very mobile and entertaining, and their new flying ape buddy got in some good spotlight time; they like him.

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

Thirty-Fifth Session (10 page pdf) – “Crucible of Chaos V” – The Discordant Tower is investigated, as is a weird tomb and a warehouse. And they find the piece of Shory tech they really want, a hover-platform!

Well we’re sure getting our money out of this adventure, well into the fifth session, and they fight ultra weird stuff in this chaos city. Eyeless creatures whose “bellow sweeps across them like a horde of razor blades!” (A destrachan.) An arsenic mist that tries to “get inside” them! (A belker.) Invisible stalkers! Chokers! But they will not be deterred and get their flying cargo platform.