Tag Archives: reavers

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.

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.