Tag Archives: reavers

Reavers on the Seas of Fate – Season Two, Twenty-Third Session

Twenty-Third Session (23 page pdf) – “Monster Island, Part 3″ – The pirate command staff messes with an arcane Azlanti orrery. And then they go into what they are pretty sure is the bowels of some vast beast.  And Jaren the Jinx returns!

Another session of From Shore to Sea; we’re getting our money’s worth out of this one!

Our pirates bumble their way through the arcane workings of the Azlanti island. It’s an interesting challenge – the three of them don’t have a lot of book learnin’ between them, but trial and error wins the day, with a little extra slack.

They can’t read any of the Azlanti writings since they used both scrolls of comprehend languages already. I came up with a good “see the lines of magic” special effect for the Necklace of Alvis, making it more cool than “+5 to spellcraft in the orrery.”

They pretty much just investigated and intuited what to do about the orrery, even without going through all the nonsense the module says.  “Spellcraft check DC 40?” What the fuck?  Forget that. They didn’t even need to go raise dead guys in the graveyard or read the plaques.  They found some shattered crystal, saw the tower zooming by, and figured “Well of course we need a new lens and I’m sure they’re in there…” and bing bang boom they went up, got a lens, put it in, and deactivated the domination amplification rune. They didn’t know they did that, or why they needed to do it, or what it did, but by gum they did it.

Then they met Sarah, Jaren’s wife. GM rule #1, never have some unrelated hapless NPC when they can be somehow related to the PCs instead. She was all sad, but they made her come along anyway, and then once they went up the tower they all were happy they’d done something and went scurrying down – Serpent was the one who noticed Sarah wasn’t with them and turned around to see what was up. She did the classic “tell him I loved him…” I like it when I can give players those real oh-shit moments.

[P.S. Van Helsing is just the most shitful movie ever… It’s playing while I write this… OMG]

A recurring theme was Gareb and Slasher Jim running to be the first to loot fallen enemies. I enjoyed how when Wogan was faced off trident-to-trident with a fish-man they stood by taking bets.  There was quite an argument when Serpent ran in and killed it; everyone in the whole discussion felt aggrieved.

Then Jaren the Jinx resurfaces.  His jinxiness is much less now – it used to turn any crit into a crit failure.  Now it just makes me draw on the fumble deck (well, I use the iPad app) whenever there’s a natural 1. This makes the party not kill him out of hand.  Surprisingly, Wogan is normally the most amiable member of the party, but he was very much in favor of killing Jaren out of hand. He gets under his skin somehow.

When they went down under the ziggurat, they were totally convinced they were headed down the gullet and into the bowels of some huge creature.  Fun stuff.

I like how my “examine the area don’t just roll” plan is making for more interesting things even during combat – in the final fight, Sindawe really did just happen across and then use that aberration bane spear without knowing what it was, and was really impressed when it wasted a cloaker out of hand!

Next time, the finale!

Reavers on the Seas of Fate – Season Two, Twenty-Second Session

Twenty-Second Session (19 page pdf) – “Monster Island, Part 2″ – It goes from bad to worse on the ruined Azlanti islands; the number of living pirates is going down while the mutations and insanities of the survivors increase. And then a huge spiderlike monstrosity appears standing right next to you.

Yet another session of From Shore To Sea. More fun with just the three PCs and two of their pirate buddies (the outgoing yet fragile Gareb and the suspected serial killer Slasher Jim). They did a good job of cutting up, despite getting increasingly mutated by the Warping effect the Azlanti island has. Though in the end, Gareb was a mess psychologically and Slasher Jim was a mess physically.

They get to fight a giant frilled lizard. After, we’ve seen trailers for “Mysterious Island 2” where there is indeed a giant frilled lizard! Alas, a month too late for me to use it as a visual aid.

This session had lots of good classic adventuring.  Dungeon delving, cutting open felled monsters to look in their guts, etc.  With this session I tried something different – I told the players that in order to combat 3e-disease we were going to ramp back on the skill checks and do things more old school – you observe and manipulate your environment, not just “make search checks.” I think that worked well!

The octopus fight was epic. I about had some player revolt due to the annoying rules of fighting underwater/through water… By the rules, attacking that octopus in a floating muddy water ball is like -8 to hit, 50% miss chance. I let Wogan’s purify food and water get rid of all of it.

They were grim when they found their ship and the whole crew slaving away digging some kind of canal for the fish-men. Correctly divining that the big orrery in the observatory on the top of the island was a key point, they went and started to mess around with it, starting a really fun fight with a couple of phase spiders!  Gareb got hit by a stray effect from the thing, blurring him, which made him able to see them. The resultant combat really hinged around blink and blur and a variety of effects that interact with ethereal creatures.

Read on, there’s more coming up!

Reavers on the Seas of Fate – Season Two, Twenty-First Session

Twenty-First Session (18 page pdf) – “Monster Island” – Their ship missing in action, the crew heads to the nearby island of Nal-Kashel, which bears Azlanti ruins of the “demented World of Warcraft” design school. Then the mutation comes.

This was our new year’s day session! Another year, more Reavers. They really didn’t want to go to “Monster Island,” as they have named it, but in the end they decided that their ship and loot and girlfriends and all were worth the danger. (They had to think about it, though!)

Sindawe cuts to the chase and beats, strips, and interrogates a local, finding out that they have the “Innsmouth look” for a reason – that they are all part fish-man. So then it’s off the the island!

And boy it’s demented.  This is still from the From Shore To Sea adventure. The island is surrounded by the Cliffs of Insanity and has an Azlanti city that was all cool but now it’s degenerating and there’s weird magical stuff going on, like ripped-off tops of towers swooshing around in the air and intelligent will-o-the-wisp powered floating streetlights. The PCs even ended up talking to them! Investing in learning Aklo from Samaritha and Hatshepsut has really opened up new worlds for the otherwise non-intellectual group.

I had fun playing the pirates. It’s harder when they are shipboard – there’s a lot of NPCs for me to juggle and there’s usually work to be done. Once pirates get out on trips like this, though, their more chaotic nature comes out. They screw around a lot.  Sometimes it’s funny, sometimes it’s dangerous, but it’s never quiet!

They lost another crewman, though, and they have all started to get mutated by something going on with the island. Alas! Will they figure out the island’s ancient secrets? Tune in next time…

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!!!

 

Insomniac Monkeys On Crack

Another issue came up in the last session of my Pathfinder campaign – chronic PC impatience.

It happens especially when they go to cities and between adventures. They go into a frenzy of trying to buy and sell and talk to everyone and do everything to the point where I have to start enforcing fatigue rules to get them to stop pounding on people’s doors at 3 AM demanding magic item sales.  Sometimes there is plot related time pressure but often there’s not.

In this campaign, I knew it was happening a lot. Heck, the last huge multisession fight they got into was initiated with Serpent going to visit the Cypher Lodge in the middle of the night and waking people up to demand magic item sales (with no idea that it had been taken over by the forces of evil… He found out quick though). So I tried to give them an out, a friendly (as such things go) local crime figure they’re aligned with (Saul Vancaskerkin from the Second Darkness Adventure Path) offered to take care of buying and selling and whatnot for them.  I reckoned that would get it off our play session plates and let us get to adventure. “Sure!” they said. And then they immediately went out to do it some more! They literally made that deal with Saul at 3 AM, went to bed, woke up, and then demanded of him immediately whether he’d gotten everything on their wishlists yet. When he hadn’t, it was out to kick down doors.

Serpent, and his player really, was getting frustrated. He keeps wanting to sell and or buy his stuff NOW.  Well, I run a fairly realistic game world.  If you want to sell something like that in a four hour span, then like in the real world you’re going to get pawn shop prices. And if you want some specific magic item, you’re not going to be able to find it in that span – especially if you have shitty Diplomacy/Knowledge: Local skills.  I also run fairly low magic so there’s not “magic shops”. I try to reward their persistence with some randomly generated magic stuff that some decent scavenging lets them find some gypsy selling or whatever, but this doesn’t sate their desire for to-spec items. It’s not just buying and selling, it’s anything they end up wanting to do in a city (Get information! Build a criminal empire!), but that’s a handy example I have that shows the syndrome. PC impatience vs. the realistic pace of the world.

Am I being hard-headed? I guess I feel like a lot of this, and I’ve said this out loud to the players, can be elided easily.  Say you are looking for X, let’s all say you loiter around in town for a week, and it’ll probably show up. It doesn’t have to take GAME time, it can be over with in one sentence. But for whatever reason, they don’t want to “let time pass” – every waking hour is spent in high activity mode. And in cases like this, it ends up making things take a lot more game time than a more relaxed approach would.

I understand that’s easy to do in a game – it’s why in many computer games we set our character to “run” by default, why would you want to go somewhere slowly? But it does stretch my (and NPCs’, in my world) patience when the group is a nonstop tornado – trouble in any 24 hour period is practically guaranteed.

It’s not just this group either.  I always laugh when I see con game adventures that are time-based – the PCs arrive at the inn at 5:00, then dinner is at 6:00, the body is discovered at 6:30, and then this big list of things that are supposed to happen after the next 24 hours.  Here’s what really happens: from 6:30 to 7:00 the PCs (insisting on being in combat round time the whole time so that they get the most out of their buff spells) beat, intimidate, interrogate, tie up and/or kill everyone in the whole inn. That’s if they’re good characters and a murder is needed to provoke them of course; otherwise that happens from 5:00 to 5:30 instead.

Of course maybe I’m worrying about it too much – if they didn’t want to waste game screen time on it, they wouldn’t; they’re adults and I’ve explained all the above to them explicitly. And heck, I can’t really claim it’s unrealistic – adventurers in town is just like sailors or cowboys or whatnot; they have a short time to play hard before they head back out on the sea/trail/etc. But it seems to frustrate the players (well, especially the one) because he seems to think it’s unreasonable that he can’t get what he wants quickly.

Comments or ideas? I also posted this as a question on RPG Stack Exchange to see if it garners any good answers.

Pregnancy and Pirates

Last Reavers game session, I suddenly found myself playing a new RPG of pregnancy and pirates, we’ll call it “P&P” for the time being… This is the kind of pickle you find yourself in as a GM when sex is a component of your gameplay.

As background, this Viking barbarian/serpent shaman druid PC named “Serpent” has become involved with a half elf wizard woman named Samaritha (an NPC). Or at first he thought she was a half elf, turns out she’s a serpentfolk in disguise (they can alter their form). As he is all snake themed anyway, this turned out to not be a dealbreaker and so they’re an item.

Anyway, it started innocuously enough – Serpent was just BSing with the other PCs as they were buying supplies about how “Samaritha talks all the time.” Another PC suggested getting her pregnant, and the rest all jumped onto that discussion mainly just to make Serpent uncomfortable (though oddly, they all took the assumption that a pregnant woman would talk less at face value… I’m the only one of the group with a kid so I had to restrain myself from pointing out the flaw in this cunning plan…). They then talked about it again later at a bar, while at the same time asking around trying to gather information on a female pirate they are chasing, which led to the novel rumor that the fled pirate is pregnant with Serpent’s love child and he’s tracking her down to make an honest woman of her. So I thought it was a joke and they were all just busting his balls about it.

But the idea took root with frightening swiftness. Given that he’s a human and she’s a serpentfolk it would seem to be a somewhat intractable problem but the other PCs were seriously going to look into fertility potions/magic and the like to help their buddy out! (This is all before Samaritha is consulted on this plan of course).

And next session, Serpent totally sat Samaritha down and had a “let’s have a baby” conversation with her. She reveals that serpentfolk aren’t able to reproduce any more, that’s a big problem with their race. They had found a serpentfolk egg in stasis back in a previous adventure (taken from the Green Ronin Freeport trilogy by the way) – I had been downplaying that, and she’d stashed it, but now they discussed raising it as a backup plan – but I was surprised how invested everyone was with really making a pregnancy happen. And it got even a little more complicated because all serpentfolk born after a long, long time ago are degenerate barbarian types and they thought about doing some divination to figure out how the baby might turn out, that is if they could even conceive in the first place… The rest of the PCs had long left the joke part of this around and were quite engaged in this whole discussion and wondering how to make it happen.

I’ve never had having a kid come up in a campaign before so I guess I’m looking for advice… Though there’s a lot of different layers here. How could it happen with a serpentfolk and a human, just technically? How’s pregnancy at sea on a pirate ship going to work (and I guess it’s not like a full pregnancy, but semi and then she’ll lay an egg or something)? The odds are all against it but PCs have a way of making “things that haven’t happened in millenia” happen… I do keep a half decent edge to my game world where the difficulty and brutality of medieval life is present… Will I get on a government watch list for Googling “serpentfolk reproduction?” I don’t know, thoughts?

I am gratified, though, by the work I’ve put into the NPCs and the realistic feel of the campaign, and the investment of the PCs in the game world and their own characters, that this would even come up. For them to see Samaritha not just as a faceless NPC or “arm candy” is great, and to be immersed in the world enough to care about things other than “killing things and taking their stuff” – well that’s what roleplaying is supposed to strive for in my opinion.

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!