Tag Archives: reavers

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Twenty-second Session (9 page pdf) – “Crossing the Line” – The ship is threatened, first by mutated wyverns, and then by the equator!!!  And then by squibs!  Will the horror never cease?!?

After finishing a whole major plot arc, it was time for a fun session. They sailed south from the Shackles and across the equator. Crossing the equator, to sailors, is an occassion for all kinds of weird fun and games known as a line-crossing ceremony. Of course my players didn’t know that, nor did most of the players, so I got to surprise them…

Wogan notices that the crew is acting strangely. He asks Dum Dum about it. Dum Dum replies, “Nothing.” But when Wogan presses him further, he says “OK. I’ll show you. It’s in this sack.” The curious Wogan peers into the sack. The sack goes over Wogan’s head and he is beaten unconscious.

That evening Sindawe and Serpent are in the stateroom when there is a knock on the door. Upon opening, they are loudly informed by a Little Lord Fontleroy-clad Thalios Dondriel that “All officers and men of your ship are hereby advised that His Oceanic Majesty King Gozreh and his royal retinue will board your ship on the morning watch at eight bells for the purpose of cleansing your ship of all pollywogs as may be present. Be ye in all respects prepared to receive them with full oceanic honours.” He turns on his heel and stalks off.

Most of the session is then engaged in weird shenanigans and they finally arrive at Rickety’s Squibs where they intend to get the Teeth of Araska renamed to Chainbreaker, upgraded, and her lines changed to no longer be recognizable as her previous self.

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

Sea-sworn

It’s been a long time but we’re still playing this campaign! I’ve been posting sessions on the session summary page but have fallen behind blogging them, I’ll try to get caught up.

Twenty-first Session (12 page pdf) – “Devil’s Arches, Part V” – The PCs finally reach the Terraken (or “Terrorkin,” as they call it). But- betrayal!  They make a daring escape, but then a recurring enemy gives them what for.

They find the undead dragon turtle weapon the Terraken but Sindawe decides it’s going to be too much trouble in the long term and just murders Mase Venjum instead and they bury the ancient weapon. They escape the collapsing island complex and sail out to the Teeth of Araska, where they again run across their pirate foes on the Omen from season 5 session 17. They try to ambush them with a night boarding but it goes poorly; Mitabu manages to break their keel to prevent pursuit and our crew slips away in the night.

And that finishes our run through the Treasure of Chimera Cove!

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

Coral Golem

Twentieth Session (14 page pdf) – “Devil’s Arches, Part IV” – The PCs brave an abandoned secret base full of traps and undead and terrain and other such impediments.

There’s a brutal fight with a coral golem that ends up being an exercise in escape and evasion. Then more elite Chelaxian undead water marines! And a chimera! And traps!

Best quote: Sindawe asks no one in particular, “When will authoritarian regimes realize that aquatic warriors are not the solution to their problems?!?”

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

Treasure of Chimera Cove

Nineteenth Session (8 page pdf) – “Devil’s Arches, Part III” – The shore team heads out into Chimera Cove and a secret Chelish naval base. It’s not as abandoned as you’d hope.

So they finally have reached the Treasure of Chimera Cove and delve into it looking for the undead dragon turtle war machine called the Terraken.

They have some fights – giant poison octopus, elite sea zombies – but the trap with the gas and mimics is the most dangerous. PCs hate mimics! They refused to touch anything on the grounds “it could be a mimic” for the rest of the session.

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

Devil’s Arch

Eighteenth Session (8 page pdf) – “Devil’s Arches, Part II” – A shore team strikes out across Devil’s Arches to find the resting place of a Chelish naval superweapon. Sindawe has his usual amount of luck with the ladies.

So I did some quick research and decided from geography to base the island on the real world Bissagos Islands. I also had a problem in that I didn’t know where they were going to go necessarily. So here’s my session prep; I looked up some perhaps relevant monsters.

Devil’s Arches (Bissagos islands)
Palm products, coconut, timber, slave trade

The people – animal masks (ox, stingray, shark), 
Ox wars http://www.africanamerica.org/topic/bijago-people-guinea-bissau-african-matriarchal-tribe
river banks are coated in mangroves, blue mud/slime, decay – malaria (http://www.d20pfsrd.com/gamemastering/afflictions/diseases/malaria-jungle-fever) is prevalent, dysentery, yellow fever
Gholdako if investigate arch in city of bleeding stones, duppies maybe
native village 
Soucoyants (https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/soucouyant/) near the cove.  They know to lower a holy symbol of Aroden on 5 fathoms of silver line. But of course they want blood.

That’s all I need to prep sessions nowadays. So I describe the island as they head across it, where they meet some natives I base on the Bijago people. Sindawe gets another visit from Mama Watanna, who doesn’t want them to keep the undead dragon turtle they seek as a weapon, but to set Turtle’s spirit free. Conflict!!!

They don’t bother to go to the City of Bleeding Stones, and then they decide to give their native guides to the soucouyant for their blood to find out how to get into the Terraken base. (The soucouyant is reminiscent of the witch that tries to get Conan and then flies off as a fireball in Conan the Barbarian, I wonder if there was a relation there.)

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

Seventeenth Session (12 page pdf) – “Devil’s Arches” – Another naval encounter sets the pirates to flight. They decide to visit Medruzbal on Devil’s Arches, and ply the town for all it’s worth.

The Teeth of Araska, fresh from taking the Solution, is suckered in and ambushed by the Omen, a larger ship with 18 pound guns. They take some shots and decide to break contact, which they manage to do with some quick thinking spell work.

Then they sneak ashore on the island of the Devil’s Arches, where they want to go to Hell Harbor but don’t want to approach it by sea. So they go ashore on Medruzbal and plan to go overland. Luckily my copious collection of Golarion lore gives me some starting points and I improvise from there.

Our session scribe must have been hitting the sauce this time because the jokes roll hard. One of my favorites is “A hungry guard trips the trap while searching for the warthog. He squeals and yells and flops around like a Spanish soccer player.” There’s meme references, like “The torturer is dragged off to the gibbet. ‘You got knocked the fuck out!’ exclaim his soon-to-be-ex-comrades.” There’s inside jokes. Festive!

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

http://loztvampir3.deviantart.com/art/Pirates-503786848 | D&d dungeons and  dragons, Fantasy creatures, Fantasy characters
Kuutamo the Kenku

Sixteenth Session (10 page pdf) – “Hell’s Harbor” – The Teeth of Araska travels to Devil’s Arches, and fights some other ships in the meantime.

The Araska gets a new crewman in the form of a stowaway kenku. (The summary claims it’s a tengu but, you know, random Japanese critter names.) Now that they’re in the Shackles I have plenty of material from the Skull & Shackles Adventure Path, but at least one of the players has been in that one so I have to stay away from its major features.

They they come across a Port Peril “naval” schooner, the Solution, and capture it after a short but fierce engagement. The running joke of “Serpent is a doppleganger” is turned around by Serpent who uses his hat of disguise to take on the form of Sindawe and claim that Sindawe is a doppleganger, which gets him stabbed by his own crew till it all gets worked out. Serpent is hoping his PC immunity will protect him. Will it? We’ll see next time!

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

Tetrolimulus

Fifteenth Session (10 page pdf) – “Twister” – The sea-twister is dispatched in unusual style.  Then it’s to Drenchport for drinking and betting on Green Blood on a Black Rock!

I’m firmly of the opinion that “how are the PCs going to get out of this one?!?” isn’t my problem as the GM. The Teeth of Araska, courtesy of a critical 00 on a weather roll, runs afoul of a waterspout and isn’t fast enough to escape. So one of the PCs spends one of their scarce Infamy Points and they’re saved – one of the pirate lords of the Shackles is a high level druid, the Master of Gales, so he happens by and just magics it out of existence as it is a minor inconvenience to him.

They end up in Drenchport and make a cursory effort at following up on plot leads but the drinking distracts them and they get super interested in the Green Blood on a Black Rock monster pit fight tournament. I should have known this already, but anytime there’s an opportunity for wagering the PCs demand to know all the participants and the odds and it becomes an entire session. And lo thus I pulled out a crapload of pirate captains (Shackles pirate lords, captains from Freeport supplements, whatever) and random high level monsters (off a high level encounter table) they could conceivably capture and fight and they spend the time running through the whole bracket and trying to influence the odds. I actually run some of the fights with the PCs’ participation for some combat fun. The eventual winner is a tetrolimulus, courtesy of its DC 22 paralysis poison, sponsored by werewolf pirate captain Avimar Sorrinash.

And then they sail towards our next adventure, Treasure of Chimera Cove.

Still Here, Still Gaming…

I know I have trouble posting much any more, but I am putting session summaries up still on the Reavers page.  The campaign’s still going (in fact, I see that we just passed 10 years!).

We’ve been playing other stuff in the off weeks as well – currently, a Blades In The Dark campaign – I’m putting some summaries up (they’re hand written by a player), the campaign page is here.

We briefly played Coriolis but the GM had trouble keeping it going. It’s supposed to be Arabian Nights in space but it kinda felt like all our other space games in the end.