Tag Archives: story hour

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

Twenty-eighth Session (8 page pdf) – “Chain Gang” – They thwart an ambush by little blue freaks, aka derro! Down in a crystal mine, the pirates uncover their bizarre experiments.

derro

Little Blue Freaks, aka Derro

First we have some good role-playing (sadly unrecorded in the summary itself) where the PCs swap stories of their past while they wait out a storm in a shack.  Then, they are too wily to get ambushed by some little guys and set up a counter-ambush instead…

Mitabu shoots one in the back (24pts) with a masterwork pistol. Then the ambushers leap up revealing blue skin, bulging white eyes, four fingered hands, and Don King hair… Derroes!!!

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

Twenty-seventh Session (10 page pdf) – “Jailhouse Rock” – Their investigation of the abandoned prison site uncovers some oddities, like the forgetfulness the sole survivor shows. They head out to investigate the mine sites, but run afoul of the local wildlife.

The PCs spend most of the time investigating the abandoned penal colony. They even call on Melella the druid to talk to the local chickens, with Far Side-esque results.

Melella says, “Captain, I arguably have information for you. I’ve been talking to the chickens. They keep saying that the day of deliverance has come. The blue men came and took away the oppressors. Power to the chickens.”

Sindawe nods, “OK. That might help. Return to the ship and tell them I want the docks, the path to the fort, and any other likely areas well-lit for tonight. Double guards. Blast first, ask questions later.”

Tommy asks, “Do you want us to blast that stone building that’s locked up tight?”

Sindawe replies, “In the morning. Maybe. We’re going to keep looking around.”

“Permission to eat the chickens, sir?”

Sindawe squints suspiciously at the rebel fowl. “Granted!”

They then start investigating the nearby mining sites, and encounter an aurumvorax.  This is very nearly fatal for Sindawe. “I’ll take care of this critter OH GOD!!!!”  Anyone who knows the aurumvorax from previous editions will be unsurprised by this; for a gold-covered eight-legged wolverine thing it’s super killy. It turns into one of those gruesome “keep pumping healing into the guy who’s being rent apart again and again” fights.

Aurumvorax-BrynnMetheney

Aurumvorax, or Golden Gorger

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

PZO9536_500Twenty-sixth Session (11 page pdf) – “Deepmar Prison Blues” – The Wandering Dagger was destroyed and the Teeth of Araska badly damaged. They decide to put in at a nearby prison colony to refit (and maybe recruit) – but the place is strangely abandoned! They start repairs and investigate.

We start off by introducing our new characters.  Mitabu “Keelbreaker” hates the Chelish and likes to sabotage ships (he’s a trapmaster rogue).  Zoamai hates elves and is super introverted but likes to set fires (she’s a sorceress). The crew agrees these are Fun People who should be signed on immediately.

The Teeth of Araska beaches to make repairs; I run a minor devilfish attack just to get the new players (Ed and Ashley, IRL) into the vibe with the rest of the group.

And then I start to run the Pathfinder module No Response From Deepmar, set on a Chelish penal colony. I had several things prepped; likely ports included Deepmar, Staufendorf Island (from earlier adventures), and others, but they liked the sound of this one.  When they get there, the penal colony is strangely abandoned… Which leads to immediate burglary attempts; the vault is protected by a permanent stinking cloud trap but they break out the diving helmet they’ve been holding on to for such an occasion.  Then a tripped out four armed giant ape attacks…

 

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

Twenty-fifth Session (13 page pdf) – “A Stacked Deck” – the Teeth of Araska and the Wandering Dagger grapple with the Chelaxian frigate Dominator and its Hellknight contingent for their very lives. And two more suspicious characters escape from the enemy’s brig during the fray, a Mwangi man and a half-elven woman.

The Dominator is a canonical Chelish pirate hunting ship, and the Hellknight they escaped from in Magnimar is on board, Paralictor Devreth Rotani. Captain Clap of the Dagger hates this guy. No discussion, he throws himself into the frigate’s broadside to try to attack them.  The Dagger gets blasted, marines board the Araska, Samaritha’s spells get dispelled… Pirates are riddled with wooden shivers, blood runs in the scuppers!

Meanwhile, we have two new PCs joining the game! They’re both in the Dominator’s brig, but use this opportunity to escape. (This is also an important part of balancing this fight, putting some distractions on board, so that the Dagger and Araska don’t both just get sunk out of hand. That kinda works.)

One of the enemy signifers casts Vision of Hell on their ship, our session scribe Chris renders the results in particularly inspired fashion thus:

The Dominator has one more trick. It shimmers as a desert mirage, then solidifies into a different vessel. The ship looks like a hellscape. Hatchways are now pleading mouths, wet with hunger and full of teeth. The ship’s rigging is a combination of wanton tentacles and leaking intestines. Each sail is made up of six hundred and sixty-six skinned faces of the damned that howl in agony. More skinned faces make up the Chelaxian flag, the skin pigmentation matched perfectly to that flag. Those faces moan Queen Abrogail II’s favorite waltz. The hull is formed of writhing torsos that provide a handsome and unexpected buoyancy, but uncertain footing. Everything is heavy with the stink of brimstone. The shrill noises of Fox News waft up from below decks.

Meanwhile, Mitabu and Zoamai make their way out of their cells and out of the ship… But the Wandering Dagger is pounded so badly by cannon fire and fire spells that it begins to sink, and after a hard fight the Paralictor kills Captain Clap – Sindawe and Serpent come to the rescue, but too late. Serpent and Sindawe wreak havoc on the enemy ship while the Araska tries to win free, and meet our two new PCs in a rush of Chelaxian murder. That being sufficient resume to become a pirate, they wordlessly fight free together and make the deck of the Araska… Will they escape?  Read on!

 

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

adaro_by_corbella-d4o1a3q

Man-shark (adaro)

Twenty-fourth Session (6 page pdf) – “It Was Nice While It Lasted” – The pirates ply the sea lanes, until a derelict ship is revealed to be a Chelish trap!

We have more wavecrawling action – the Wandering Dagger takes a ship out of sight of the Teeth of Araska, which means they don’t have to share!  And then man-sharks attack the ship.  I’m ambivalent about these nuisance sea humanoid attacks; trying to attack up onto an elevated, bobbing ship seems… Unlikely. These guys just wanted to drag off someone to eat at least.  The PCs fight them off and get a couple spears with paralyzing toxin on them.  “Can we keep some?” they ask?  “Sure,” I say, with a devious grin.

After the first crewman is paralyzed “accidentally” by a man-shark harpoon, Captain Sindawe has the lot thrown overboard.

A pirate ship is much like a frat house with even more violence.

And then… a Chelish trap!  The PCs are lured onto a derelict ship with a bound hellcat on board, which is bad, but even worse is that while they’re still over there a fully armed Chelish warship appears from behind a veil with a full Hellknight on board and demands the two pirate ships surrender!

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

Twenty-third Session (8 page pdf) – “On The Road Again” – The Teeth of Araska and Wandering Dagger take to the sea lanes to raid Chelaxian shipping! They take a prize, but are harried by fish-men.

sahaugin_by_vegasmike

Fish-man (sahuagin)

The guys like the wavecrawling aspect of the campaign – taking a break from “plot” and just going out and pirating. And sometimes the tables are turned, like when they get attacked by some fish-men at night… The NPC pirates on guard (which I let the players run) are more than up to the challenge of running them off, however.

Samaritha gets tired of the pirates calling them fish men and says, “They are called sahuagin!”
This news upsets Pirro. “What? Why can’t we call them fish men?”
Samaritha explains, “There are over a dozen fish man races.” She goes into great detail about the differences between them.
Pirro replies, “What? What is the government doing about all these aquatic monsters!?!”

I try to bring my knowledge of realistic naval stuff to the table for the rest of the session – two allied ships hunting for merchants, there’s a lot of details about keeping each other in sight, who sees what other ships, primary claim to the booty coming from whoever boarded first, etc. They take the Dowager Queen and get some booty and a defecting Chelish marine, Luca Caletti, who is soon referred to as “Spaghetti” by the not-so-fond-of-Chelaxians crew.

 

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


Twenty-second Session
 (11 page pdf) – “A Narrow Escape” – The pirates finally get back to Nisroch and their ship; the Araska and the Dagger had a successful voyage. They are gathering up their crew when White Estrid’s fleet of longships hits. A bloodbath ensues, shattering the usual silence of Nisroch.

white estrid

White Estrid

The PCs return to Nisroch, having escaped death at the hands of plague, froghemoths, and the local law enforcement.  (I actually did a lot of work to figure out how likely it was the local constabulary would track the two murdered shadowcallers back to them. See the Paizo forum post.)

I did my usual thing – whenever the PCs leave their ship for a while and let the NPCs roam loose, I roll d20 for each NPC and they have a time according to that roll. Sometimes it’s a 1 and they die, sometimes it’s a 2 and they have something else bad happen.  Sometimes it’s a 20 and they really score.

So they get back, catch up, talk to Captain Clap, go to the Witch Markets… Seems like a calm “between adventures” session.  I was proud of my pacing on this one.  Thartane’s homunculus shows up to say “thanks for the froghemoth” and give them a manifest of shipping activity as requested.  Sindawe scans down it… “26 Ulfen longships?!?  Shit!!! Is that cannon fire from the harbor? RUN YOU DOGS!”

Sure enough, White Estrid’s fleet is pulling into Nisroch for the second time!  The only female Linnorm King made her bones sacking Nisroch and shooting the Arch of Aroden once before – and she’s pushing her luck by doing it again. They’ve known she was coming but kept pushing their luck time-wise. The PCs are way across town and run their asses off to get to their ships and get them underway as the Ulfen attack.

They get the Teeth of Araska underway but a bunch of the creepy mute monk Nidalese enforcers get on board. Then a longship rams them and Vikings board!  Meanwhile a linnorm flies in and a Nidalese tower disintegrates to let loose an ancient shadow dragon. Shit gets real, go read the deets.

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

froghemoth

Froghemoth

Twenty-first Session (9 page pdf) – “Lions and Tigers and Froghemoths, Oh My!” – The group tracks down their promised froghemoth and set up a blind to lie in wait for it. Of course, it’s already lying in wait for them.

It’s finally time to pay the piper – the monster they promised to Thartane the Necromancer for his aid in their safe passage through Nidal. I loved how they ended up suggesting it in the first place. Now, a very very concerned party tries to figure out how they’re going to get one.

The session gets off to a very “City Slickers” start while they stay at a ranch, then hire a trapper to guide them to the froghemoth grounds. As usual they spend most of their time not trusting a random hireling instead of the much, much more suspicious characters they tend to meet.  “He is taking money for services!  Keep an eye on him!”

They get out there and lay in wait… But though they are stealthy, the froghemoth is wily. The plan goes out the door fast; Samaritha pours electricity into the creature to stop it from getting its like 6 attack full attack every round. It’s super tough, but Serpent rolls a super lucky crit (we use the Paizo crit deck) and does INT damage to it – which is of course a froghemoth’s Achilles heel.

Everyone freezes briefly at this stroke of good luck, then leaps into action… there is no telling how quickly the aberration might recover. Wogan urinates on the monster. Sindawe and Serpent pull out the teleport spikes and start hammering them into the monster’s flesh. Samaritha corrects them, “No, the spikes go into the earth around it.” “I knew that!” insists her husband as he pulls them free of the beast. The spikes work – the creature and a perfect circle of scooped out of earth disappear.

But read on, because the doppleganger reveals itself!

Reavers on the Seas of Fate – Season Four, Twentieth Session

Twentieth Session (9 page pdf) – “Interview With A Vampire” – While heading to the Atteran Ranches to hunt them a froghemoth, the group comes across a lone figure at night. Unsurprisingly, hijinks ensue.

So this was just a random encounter of one vampire to break up the travelogue.  But it quickly turned into an entire session given the roleplay, then the combat, then the tracking the mist, then the lair invasion. The Atteran Ranches are the least shitty part of Nidal, but there’s still random vampires and such.

Bonus content for your game: Leia Showanna, vampire sorcerer 8.

Reavers on the Seas of Fate – Season Four, Nineteenth Session

Elenuta the Fetchling

Elenuta the Fetchling

Nineteenth Session (10 page pdf) – “No Substance But Horror” – The party finally finds the bosses of shadow Boroi Manor – and are promptly defeated and enslaved. But maximum kill always finds a way!

So they bust in to kill Nicasor and company but they get a little caught up in murdering the mostly harmless fetchlings lounging around.  This gives the bad guys a couple rounds to get ready, which means Nicasor’s up and ready and his summoner friend Elenuta is invisible and already has her eidolon ready and a summon in progress.

It goes bad for the PCs.  Sindawe natural-1’s a save and goes down suffocated by the shadowy snake eidolon. He has to spend an Infamy Point to come back into the fight (“I was feigning death, like a 1st edition monk!”). But the snake gets Serpent as well and Nicasor cuts Sindawe down again, and Sindawe has no choice but to surrender or die.

But Nicasor doesn’t want these pirates dead – he wants the Heart dead so he can get out of this damn dimension. He lets them  heal and herds them down to fight the Heart for him.  It’s a tenebrous tendriculos! I didn’t beef that up from the actual module because I figured they’d be beat to hell by then.

They kill the Heart, and then they turn on Nicasor and Elenuta and get the better of them this time. They break the mirror and are out.  When it comes time to demand their shadows back they notice Serpent already has one… And it’s Chmetugo the shadow demon!  He’s free and back on the Prime Material.  He skedaddles to leave the pirates to decide if they should kill everyone in the county or not. After a moment of it hanging in the balance, they decide not.

And then they tend their wounds and plan their trip to froghemoth country! And they decide to take Rucia the waitress with them, lest she be discovered and tortured to death for being chosen by Desna.

Now here’s a bonus for you – all the bad guys for the whole thing, as I statted them up in Hero Lab, in PDF!  Nicasor, Elenuta, the Heart, etc.

Reavers on the Seas of Fate – Season Four, Eighteenth Session

Nicasor the Shae

Nicasor the Shae

Eighteenth Session (12 page pdf) – “Shadowland” – The shadowy version of Boroi Manor is full of horrors. But they find Wogan’s sister and nephew!

They actually negotiate with Nicasor the shae, the boss in here. They’re not real happy with Baron Stepan so they are not sure who to throw in with (or just kill everyone, but they figure they’ll defer that decision a little while).

Then it’s more haunted house. Furniture comes to life and attacks, shadows come out of pictures, the usual.

My favorite part is how they go to a room full of keys, with one magical key that looks like a tuning fork. They get it and escape as the rest of the keys turn into a swarm and attack; they get out and slam the door and it only turns their summoned cat into gelatin. And then what do they do?  “I wonder what this key does…” They hit the key and of course it’s a chime of opening and the door holding back the key swarm swings open. Oh, I laughed and laughed. You can’t plan stuff like that if you try.

Serpent starts showing disregard for loot, which starts a very long-running gag within the group where they suspect him of being a doppleganger. He’s usually a very “and don’t forget to take their boots” kind of guy.

They find Anya and Marek and try to go get out, assuming Stepan was lying about them having to destroy the Heart to escape.  Sadly, he wasn’t. But they still think he’s lying. Nobles, can’t trust ’em.

Since they can’t get out… Next step, go kill Nicasor and Elenuta!  Not strictly required, but they were about ready to kill someone…

Reavers on the Seas of Fate – Season Four, Seventeenth Session

kyton

Kyton

Seventeenth Session (8 page pdf) – “Beyond The Midnight Mirror” – The pirates venture into the Shadow Realm beyond the Midnight Mirror to rescue Wogan’s kin.

This is a good old shadow dimension dungeon crawl, where the shadow version of the manor house becomes more twisted from reality the farther they proceed. This fits into the general category of “haunted house crawl” that I’ve always found to be a player favorite.

They find Baron Stephan’s brothers, now turned into various kytons (which they refer to as Cenobites and variations such as sex-o-bites and hanging-o-bites).  I needed to both amp up and horror up the adventure as written, as it was for fourth level characters and was PG-rated. Both unacceptable!!!

Anyway, some horror, some fights, and then they find the fetchlings that have been trapped in stasis here for like a thousand years, who are all full of Underworld vampire type lassitude. And that’s where we leave off…