Tag Archives: reavers

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

Thirteenth Session (7 page pdf) – “Pele’s Throne” – The pirates visit the realm of Great Pele, Mother of Fire, goddess of volcanoes. That goes pretty well, but when they sail off the edge of the world, the Thunder Hydra takes umbrage at their intrusion. That goes less well.

While they have to fight through some fire giants and hell hounds to get into Pele’s place, they are polite and make high Diplomacy checks and trade a crystal ball for Mama Watanna’s mirror, so except for some bonus volcanic eruption it’s all smooth. Pele is of course based on the Hawaiian goddess of volcanoes of the same name.

Next up is the realm of Omoro, “The One Mighty and Strong.” this involves sailing off the edge of the world, which is upsetting to many of the crew – luckily their ship flies with its Shory aeromantic gimcracks! Unluckily this attracts the attention of a “sky kraken”, aka a “Giant air-infused thunder child hydra cloud” which is quite a bag of whupass – CR13 but it’s vs the whole ship so fair enough, I figure. They use their Azlanti “ghost materializer” to make it take more solid form (it is weirdly, technically solid, but this was clever so I had it remove its DR). This was quite a fight and they finally settle down into a swamp on a floating island.

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

Twelfth Session (9 page pdf) – “Wendo World” – After a respite of normalcy, it gets even weirder when Captain Sindawe’s lover/patron Voodoo goddess Mama Watanna sends them on an otherworldly quest.

But first, Sindawe hews to their battle cry of “No Witnesses!” and cannons the cargo ship full of 3 crews of sailors into nothingness. Both the PCs and NPCs are mixed in their reaction to this, but… he’s the captain. Sindawe’s interpretation of Lawful Evil is pretty interesting, both “devil style” deals with catches, ruthlessness, but loyalty to and protection of his crew.

They go and give the Aspis their cut without event at Smugglers Shiv, famous as being the starting point of the Paizo Serpent’s Skull adventure path, also set in the Mwangi Expanse (fantasy Africa) and featuring serpentfolk. I haven’t been able to steal from it for this campaign though since one of the other players is a GM and owns and has run it (and at least one other player played in it, I believe).

Though interestingly enough in that adventure, Souls for Smuggler’s Shiv, there’s a serpentfolk posing as a female Varisian scholar…. Samaritha in the future, if things go poorly? Maybe!

Anyway, Mama Watanna appears again to Sindawe and convinces him to take the ship on a weird mystical quest in the spirit realm for her lost comb, brush, and mirror. This is a somewhat amended version of a Frank Mentzer-penned adventure in the Razor Coast corebook called “Deep Waters”, which kicks off with their ship “sinking” to the bottom of the sea to meet Kendo Kane and thence to sail the spirit seas guided by his gris-gris…

Sindawe of course has his voodoo (wendo, in Pathfinder-ese) goddess already but the rest of the PCs haven’t had to deal with it much. But it’s a big part of the Razor Coast so here I’m unpacking it for the rest of the party. But first I have to merge the “canonical” Pathfinder juju wendo (voodoo loa) and the Razor Coast third party ones, plus make them draw from real world stuff for extra fun. Here’s the combo result for the campaign.

Juju (aka Voudou)

  • Ritualistic Tradition of Spirit Worship
  • Centers of Belief: Mwangi Expanse (Kibwe, Mzali),
  • Sargava (Kalabuto), The Shackles (Mgange Cove)
  • Common Believers: Druids, oracles, rangers, Mwangi humans (Bekyar, Bonuwat, Zenj)
  • Compatible Beliefs: Druidism, totemism, pantheism
  • Incompatible Beliefs: Ecclesiastical religions (particularly Abadar and Iomedae)

The tribal people of the Mwangi Expanse walk a path between the mortal world and the spirit world, or hana juju. Those who follow their ancient traditions believe that countless entities known as wendo move among mortals, shaping fate and guiding destiny. Though not gods, the wendo are capricious and demand worship in exchange for cooperation. Only the wendifa, juju oracles whose craft is passed down through oral tradition from lost civilizations, can divine what the wendo want. Wendifa lead rites and sacrifices to gain insight from the wendo and offer their followers some protection from the unforgiving forces of nature. Wendifa of great power can bend the spirits of both nature and the living to their will, earning them respect from both foes and followers.

To the uninitiated, juju is a complicated system of objects and symbols for protection and power. Some even believe it to be an organized religion with a standard set of beliefs and rituals. Those with greater experience know that juju is a living, breathing faith—an ever-evolving collection of traditions transmitted by word of mouth from one generation to the next. Fetishes, power objects known as “gris-gris”, and ancient sigils are the tools of worship, but they are not the heart of juju, nor are the practices of one tribe common to all.

The heart of juju is communion with the wendo through elaborate rituals designed to summon the spirits, who carry messages and entreaties to hidden spiritual entities of immense power. These rituals involve idols and sacrifice, music and dance, and the crafting of metumbe, detailed pictograms identified with specific wendo. The nature of these rites can range from celebrations and offerings of food to the bloody sacrifice of intelligent beings, depending on a tribe’s moral tendencies. Failing to follow the precise directions of a ritual, improperly fashioning a wendo’s metumbe, or—worst of all—allowing nonbelievers or ben kudu (“lost ones”) to witness a ritual can bring the wendos’ wrath, requiring even greater sacrifice to appease the spirits.

Juju is a highly personal faith, with each practitioner keeping to the rituals and taboos handed down from his family or tribe. Though they prefer to stay close to their wendifa for guidance, juju practitioners who travel the world follow their rituals closely, seeking guidance from the spirits while making sure to guard them from the eyes of ben kudu.

Rather than choosing a specific patron, most wendifa deal with a wide range of wendo according to their needs. While undead-creation exists within the faith, and is often fixated on by outsiders, it isn’t indicative of the religion as a whole, and reflects merely the specific practices of individual tribes.

Known wendo include but are not limited to (Wendo Title Weapon Sacred Animal):

  1. Kindo Kane (Papa Legba to some), “The One Who Stands at the Gate”, Longspear, Panther and dog
  2. Mami Wata (Aizan to some), “The Water Mother”, pouwhenua (staff/spear double weapon), Snake
  3. Great Pele, “Mother of Fire and Wrack”, Battle poi, none
  4. Sister Liiza, “Sweet Sister”, Dagger, Chicken
  5. Lo Lulu (Baron Samedi to some), “Night Lord”, Blowgun, Spider
  6. Adamde Baaka, “The Jungle Spirit”, Shortbow, Monkey
  7. The Serpent King (Damballa to some), “Wise Brother”, Quarterstaff, Snake
  8. Omoro (Oggun to some), “The One Mighty and Strong”, Club and machete, Warthog and Bear
  9. Mfuello, “The Journeyer”, Shortspear, Frog
  10. Old Ba, “Old Man, The Ancient”, Quarterstaff, Goat
  11. Donma Goko, “The Cliffdweller”, Dagger, Swallow-tailed gull

Exact names, genders, and details for the wendo (loa) vary from region to region.

Reavers Campaign Notes

  • Sindawe knows all this, being a Bonuwat Mwangi from the Expanse.
  • Mami Wata, Sindawe’s patron, is real-world inspired, check out https://en.wikipedia.org/wiki/Mami_Wata
  • The local Tulita tribe in Port Shaw on the Razor Coast think Mokoli Ali’i is the prophesied “Son of Pele”.  There are legends that it was Pele who smote the elven city on Hot Springs Island.
  • The party will go into the realms of Omoro, Pele, and Lo Lulu and met Kindo Kane during this spirit-land adventure to get her comb, watch, and mirror for Mami Wata.  
  • The Serpent King is disturbingly similar in depiction to Serpent, which for some reason has not occurred to Sindawe.

Anyway, this is in addition to gods like Shimye-Magalla the janiform combo of Desna and Gozreh and the local Tulita trinity of totem gods, Whale, Dolphin, and Turtle, which you don’t know much about.

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

Eleventh Session (6 page pdf) – “Plundering the High Seas” – Done at long last with elf sex cults and degenerate nobles, our crew gets some intel on a rich prize at sea and heads out for some good old fashioned piracy!

After the heavy stuff in the previous adventure, we have a little palate-cleanser as the PCs get set onto a fat prize by the Aspis Consortium. It’s an interesting 3-on-1 naval fight using our campaign naval combat rules with one cargo ship and two cutters for defense.

There’s some hot action but the Chainbreaker emerges victorious pretty handily; transfers cargo off the Ariavela and even allows the rescued crews of the cutters to head on board it.

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

Tenth Session (9 page pdf) – “Leaving Elf Island” (Warning, adult content) – Having braved the dark island fairly successfully, the pirates return to Eleder and cash in.

Serpent is bad off after drinking the qlippoth’s blood and decides of the three ways to go with it- drugs, sex, and violence – the safest bet is drugs so he hits the maht (aka “Granpappy Blackskull”) hard to at least keep himself super stoned and out of everyone else’s hair.

The others loot the temple/lab (there’s a weird part with a fairly calm crypt thing; I am prepared for the PCs to talk more with it to get some backstory but they don’t, they just rush to attack, get teleported away, rush to the attack again…) and spend several days repairing the ship and trying to heal the various folks caught in the dark dreams and early stages of hawani transformation.

The layover and trip back to Eleder isn’t eventful combat wise but is spent exploring the after-effects of the island’s unfortunate events. Some of the nobles are still sex-crazed, Melella is depressed and they put her on suicide watch, and even the PCs are having PTSD and addiction drug withdrawl problems…

Genevieve Tolcrist approaches Serpent below decks and thanks him for the rescue. He warns her off, but not well as she pushes herself firmly against him. He pushes her violently away, moreso than he intended. She hits the wall heavily, then sinks.

But finally they get everyone back home, cleaned up, back to their parents, and collect their reward.

And that’s the end of “Sinful Whispers” from Heart of the Razor. Very adult, I laid it on thick early on in the season TV series style to make the point “this is what’s gonna happen”. Razor Coast itself does some more drugs but not that much more sex, but the Hot Springs Island OSR type supplements are all about the ancient sex-drug elves and I’m mashing together Razor Coast, Hot Springs Island, and our own custom shadow phantom/Cyphergate/serpentfolk plot into one big campaign ender! So this exposed them to that and to the consequences and the perils of not being able to control yourself.

The rest of Season Six segues into stage-setting for the other big theme underlying the rest of the campaign… More on that soon!

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

Ninth Session (5 page pdf) – “Elf Tentacle Temple” (Warning, very adult content) – The pirates penetrate the temple in the deviant Elvish installation at Dolenta Isle.

Now the psychic tampering goes hard. Wogan and Serpent use protection from evil but Sindawe is left to his monkly super-Will to try to resist the dark dreams. This is my opportunity to show some of what’s to come on Hot Springs Island so they find sculpture of things like “an elf dressed in the style of the Persian King from the movie 300.”

The “Sinful Whisper” adventure doesn’t really have a good reason beyond “liking to kill monsters” to proceed into the temple, so their captured crewmember provides some motivation. Sindawe gets bitten by another hawani and keeps losing bits of Wisdom but is lucky on his saves.

The last feral bites Sindawe on the thigh, then it is cut down. Sindawe steels himself to fight off the violent sexual urges that continually flood his mind.

Then they burst into the sanctum of the temple, which has an imprisoned Shoggti Qlippoth, the source of the disturbance, in a very tentacle-hentai scene. It was imprisoned here by the elves long ago as part of their increasing deviance and extraplanar escapades, and was under control then – now it’s trapped but not under control and loves luring people to join its feral cult. It also has the benefit of looking a lot like a little kraken, and a demon kraken is one of the big bads of the Razor Coast campaign.

It’s a hard fight and Serpent finally kills it with his raging bite attack, which ends up being super bad for his stats and sanity. But in the end the creature is dead and they have rescued Melella and a bunch of Eleder noble spawn.

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

Eighth Session (5 page pdf) – “Elf Island Village Murders” (Warning, adult content) – The pirates slay their way through violent aroused feral natives to try to recover their crewmembers and quarry.

Ko’oku’wa is asked to make a cure for Fazzio, Vel, and Lavender Lil, who slumber without awakening caught in dark dreams. He does so, then a small team goes to the tied up trio and administers the cure. Lavender Lil is first ; she awakens and asked, “What happened?” She is told what happened and she explains, “Something is inviting me to join its sex cult. But I…” Serpent finishes her sentence, “Already serve a dark master.”

They finally go in force to the hawani village and attack the opium-smoke enshrouded orgy; the continued mental battering of the resident god-monster makes it harder than it should be. They steel themselves to fight the pregnant hawani as well, who are just as fierce as the others. They kill many but try to K.O. the ones that are recently marooned nobles… They end the session with Melella, some violent sex neanderthals, and – something else – inside the ancient temple, for next time.

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

Seventh Session (5 page pdf) – “Elf Island Orgy” (Warning, adult content, not kidding) – Apparently something about this island turns people into bestial, violent, sex-crazed versions of themselves. And they start to lose crew members…

Well, the pursuing Sindawe and Serpent manage to make their way through a bunch of jungle traps to the hawani camp and are disturbed by both the nonstop fight club slash orgy they find, augmented by big clouds of maht smoke (think opium). They want to get Melella back, but she’s already been to the temple and they are shocked when she comes out and joins in with the cavemen. They don’t think the two of them are up to the challenge and start heading back to the beach to get more forces when they hear shots…

Wogan and Mandohu were left alone on the beach with three crew members, Lavender Lil, Fazzio, and Vel asleep and caught in the local violence-sex dreams the monster floods the island with. And then draugr emerge from the surf. Luckily Wogan is both a cleric and a little upleveled for the adventure; when Serpent and Sindawe manage to sprint back they’ve already dispatched the undead!

They link up with Jacinth and a launch from the Iron Bastion and look to make their way across the island again – this time they investigate a shipwreck they’d passed, which both reveals the ghost of Jacinth’s ex-boyfriend who died in a trap here (he’s angry at her) and some more hawani which they fight off… But Serpent gets bit and his rage vibes quite well with the dark dreams of the monster. So he’s not entirely fine, which I hint at and he happily picks up and roleplays.

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

Sixth Session (7 page pdf) – “Arrival at Elf Island” (Warning, adult content) – A wereshark attack enlivens the voyage as the Champagne Morning and captured slave ship approach Dolenta Island. And then a hag coven attack.  As they approach the island an irate whale sinks their yacht! And then bestial natives attack!

This is an action packed and chaotic session, where the PCs are trying to juggle two ships, a druggie wereshark stowaway, freed slaves, captive slavers, hostile castaways, angry fauna… It’s quite an effort just to get to Dolentla Island. They finally drag their broken yacht ashore after three combats already in the session.

And then it gets worse. They get attacked by the hawani, which are what people get turned into once they’ve fallen under the thrall of the resident, let’s be honest, tentacle-sex monster the elves imprisoned here. “This gaunt, feral humanoid has blood red eyes, leathery skin and wicked claws. It moves with a simian gait and has a mouth full of oversized, pointed teeth. Despite its monstrous appearance, it is not unimaginable that the creature may have been human at one time.” They are “monstrous creatures devoid of inhibition and possessing only the weakest self-determination. In simplest terms, a hawani is an impulsive being of pure violence and id” and only care about sex and violence, basically. And their bite can put you to sleep and expose you to the monster’s “Dark Dreams.” They try to carry off crew members, and are mostly thwarted except they get away with Melella! (Who also nearly died to the wereshark stowaway, it’s just not her week.)

Part of the group pursues. Part is left on the beach with three dreaming party members. Part is on board the Iron Bastion still. This division of their forces leads to even more severe problems next session.

Here we have a couple of our major end-campaign themes being brought up. The elves that dwelt on Hot Springs Island (where a lot of the end campaign will happen) were decadent druggies. This is one of their outposts. Oh, sure a Studio 54 lifestyle seems all glam but once it’s no longer tended, not so much. While this campaign is no stranger to adult themes, this marks a turning point where “sex and drugs” (and not so much the elves, who are all gone) is actually a significant villain. Though a villain they will work with from time to time…

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.