Tag Archives: pirates

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

Thirty-Third Session (missing) – “Crucible of Chaos III”  – The PCs all have a strange dream about wandering the streets of Ulduvai from which they have difficulty waking, mainly notable for Sindawe growing giant and fighting hordes of demon monkeys in a warehouse.  Correctly tracing this to its source, they kill the Shory Banderak.

Thirty-Fourth Session (9 page pdf) – “Crucible of Chaos IV” – The PCs go to the monkey warehouse from Sindawe’s dream, and sure enough there’s demon monkeys – but their monkeyshines attract the Shoggoth!

Well, sometimes a session summary just goes missing. Sorry all! But luckily in the first they dream about fighting demon monkeys and in the second they… Go fight demon monkeys. And Banderak. Banderak is a “nightmare creature” and has basically Freddie Krueger powers:

Night Terrors (Su): Once a nightmare creature enters a target’s mind with its dream or nightmare spell-like ability, it can attempt to control the target’s dream. If the target fails a Will saving throw, it remains asleep and trapped in the dream world with the nightmare creature. Thereafter, the nightmare creature controls all aspects of the dream. Each hour that passes, the target can attempt another saving throw to try to awaken (it automatically awakens after 8 hours or if the nightmare creature releases it). The target takes 1d4 points of Charisma damage each hour it is trapped in the dream; if it takes any Charisma damage, it is fatigued and unable to regain arcane spells for the next 24 hours. The target dies if this Charisma damage equals or exceeds its actual Charisma score.

But when fighting the monkeys in the “real world,” making too much ruckus in this city attracts the Shoggoth. Confusion and Wisdom loss result just from being around it. They escape but Mitabu gets all his Wisdom drained, which when combined with future events (stay tuned!) give him basically permanent schizophrenia. And the Shoggoth eats their magic Rain Tiger gem that has their teleport spell in it, which is their ticket home.

But, they find intel and items that get them closer to their goal – putting some ancient Shory aeromantic tech into their pirate ship so it can fly! Also, they love making up contents of weird books they find.

Kings of the Flying Apes (book) – page 1, “See the Flying Ape Terrorize the Naughty Children”; page 2, “See the Flying Ape Rescue the Treed Cat Familar”; page 3, “See the Flying Ape Eat the Juicy Fruit on the Toppest Branches”

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

Thirty-Second Session (9 page pdf) – “Crucible of Chaos II” – The chaos-warped ruins of Ulduvai still contain some of its original inhabitants! The PCs get to play “guess the weird undead type” as they meet them.

And they finally see… the shoggoth. They got warnings about something being in the city so they were a little wary but this really put the fear of God into them.

He sees a black pool of ooze that his terrible to behold. Its sound is also terrible but greatly dampened thanks to the ear plugs. Wogan pulls the others back and motions for “don’t look”. The next morning he bleeds from his mouth, eyes and ears until he heals himself.

They had seen a shoggoth once before, on the high seas back in Season Two, and they escaped it by sailing near another ship to let it eat them instead. And of course, they are all Lovecraft scholars like any true gamers. So this put the idea of “let’s just fight it” completely out of their minds, which is hard to do in D&D (ok, Pathfinder, whatever).

Then they meet 2/3 of the local ancient undead power players, who are much less spooky than the headless parrots, so they find it relaxing to talk and/or fight with them.

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

Thirty-first Session (9 page pdf) – “Crucible of Chaos” – The ruins of Ulduvai are full of weird and wondrous sights, smells, and feels… But an unfortunate number of things are missing one or two of those sensory indicators.

The “acid drippers” they fight at the beginning are babau demons – I think describing and not naming things is super effective and keeps the players way more engaged. As a result then end up making up names for a lot of their foes. Some GMs seem to get annoyed by that, I have no idea why, you worried Paizo (or Wizards) won’t get their product placement residuals?

This is a good adventure module; there’s some sites but also a lot of creepy environmental chaos elements, like mutated parrots.

A blue feathered creature lands on Wogan’s backpack – it has no head, four wings, and four claws. It clings to Wogan’s pack despite his frantic cries of, “Get it off!” The pirates trying offering it food and rum but it doesn’t bite. It radiates slight chaos magic. The pirates leave it on Wogan’s pack and continue on.

Some chaos, some monsters… But they have no idea what’s coming.

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

Thirtieth Session (11 page pdf) – “The Savage Land” – In a lost valley atop the frigid mountains, the PCs make enemies, then friends, then enemies of some intelligent monkeys and enemies, then friends of some lizardfolk.

We get deeper into the Crucible of Chaos, basically encountering most of what’s in the valley before they get to the real fun of the ruined (and Azathoth-blasted) flying city of the Shory.

They were really in a chatty mood this session, so everything from monkeys to lizard men called for attempts at dialogue – and, atypically, dialogue even after an initial combat (some days that makes PCs decide that GENOCIDE IS THE ONLY SOLUTION). It was also funny in that the lizardfolk don’t understand Common and also don’t understand a comprehend languages spell, so they try to make themselves understood by speaking slowly and pantomiming to the party, who understands them thanks to the spell, but then feel free to chat amongst themselves assuming they can’t be overheard. “Should we have them trampled to death yet?” “No no, not yet…”

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

Twenty-ninth Session (10 page pdf) – “Nantambu, Ruins, and Riches” – The PCs go to the uncomfortably civilized Mwangi city of Nantambu to find an old “friend” of Mitabu’s that can get them to a fabled lost Shory flying city.  Getting there’s easy, you just have to shadow walk… The pirates all groan.  “What?” asks Mitabu.

It’s off to Nantambu, the Song-Wind City, the peak of civilization and magical learning in this part of the Mwangi Expanse. It was founded by Old-Mage Jatembe and his Ten Magic Warriors, mythical figures among the Mwangi people. It’s Good, it’s democratic… And as a result our pirates are a bit ill at ease, especially after their recent bout of native-slaughter, though between natives Mitabu and Sindawe they are able to navigate the place just fine.

Now we’re setting up the adventure Crucible of Chaos, about a lost Shory flying city full of unfathomable riches and horrific dangers. When they meet the guy who had been there and he had mouths for eyes, that is an image from an old, old computer ad (a video card I think?) that creeped me out back in the 1990s. This really made the PCs wary, and then when they had to travel through the Shadow Plane to get there, they knew it was going to be a problem since phantoms and shadow demons from that plane are their archenemies. Only smart use of an Infamy Point (a gold coin that lets you fundamentally change the narrative) lets them escape 26 points of Strength damage at the hands of shadows (at the cost of only a negative level)… Eek!

But they make it to the Valley of the Gwangi and the crashed lost city of Ulduvai, or at least it’s within sight – let’s see if they can make it there!

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

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

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

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

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

And with that, we have finished River of Darkness!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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.