Tag Archives: story hour

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 Six, Fifth Session

Fifth Session (6 page pdf) – “Bound for Elf Island” – Aboard a pleasure yacht, the Champagne Morning, they set out for Elf Island with spoiled noble girl Jacinth Deepwarder. On the way they run across a slave ship in the process of a slow-burn rebellion.  They help the rebellion, but they do price out the slaves before coming to that decision.

We continue with the second adventure from the Heart of the Razor supplement for the Razor Coast, “Sinful Whisper.” After obtaining a pleasure yacht for the purpose (Jacinth has a steady hand at blackmail, it turns out), a hand picked set of crewmen and women set off for Dolentla Island (which they militantly refer to as “Elf Island” due to the rumor of ancient elven ruins there), still maintaining their cover story as “treasure hunters from Magnimar” and not pirates. They come across the Iron Bastion, a slave ship that requests their aid because “things are weird.” Turns out things are weird because a native witch doctor slash valet is Wormtonguing the captain into giving the slaves more and more leeway. After contemplating the 2500-5000 gp list price of 50 slaves, they finally decide to help free them anyway. Which goes well, but leaves them with the problem of “what do we do with 50 slaves, a slaver ship, some slavers that are still alive, and our skeleton crew on a yacht that has a mission to do?” Ah, the decisions of a pirate’s life.

The adventure would have Jacinth be a colossal bitch. Greedy! Arrogant! Racist! Irredeemable! I have to tone that down because this is not a party of good PCs, they’ll drown someone if they dislike them too much. So I keep some of that but with a “she doesn’t know any better, she was raised all privileged like in Redneckistan by rich redneck parents, so she’s like one of those chicks on My Super Sweet 16” twist designed to make her somewhat sympathetic, at least enough to keep her alive. The art of her with giant Dallas hair helps, we all live in Texas, we know the type.

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

Fourth Session (13 page pdf) – “Eleder” – The Chainbreaker reaches Eleder, the capital of the colonial country of Sargava, on the jungle coast of the Mwangi Expanse. They find employment by some parents of local rich kids who have gone missing on a pleasure voyage, to be accompanied by the only one who returned, Jacinth Deepwarder.  A milk run, certainly.

Eleder is a classic colonial outpost, with whitey ruling it up, in their minds benevolently, over the black natives. The primary source for it is the old Pathfinder Companion: Sargava, The Lost Colony, augmented by the Mwangi Expanse information in Pathfinder Chronicles: Heart of the Jungle. Now, for Pathfinder 2e there’s a more comprehensive Mwangi Expanse book, but there’s been significant world changes (including a native revolt in Eleder); this is based off the 1e Golarion info.

The players sell what loot they can that isn’t obviously stolen (they got rid of most questionable goods at Rickety’s Squibs and Bloodcove, mostly they have weird alien doodads from The Black Spot) and then immediately go find the Aspis Consortium to join up with them. The A.C. is evil in an “East India Company” kind of way and is happy to sic the PCs on ships belonging to their competitors.

Then they go shopping. These are the kinds of things this group buys.

Purchased from Black Arm, the Besmaran priest:

  • A Sargavan letter of marque to prey on anyone, mostly Chelish and Andorans. (100% legal, 2000 gp)
  • Protection from the Eye of Abendego mount this (an angry red eye painted on a plate of copper) on your mast. The goddess will look kindly upon you and turn the wrath of the eye away. 1900gp.
  • A blindfold looking item that was created by a Besmaran pirate witch. If you get the woman to wear this not even magical divination will reveal the truth about whether you slept with her. It only works once. 1700gp. Natural 20 by the GM, so it will probably work, maybe even against voodoo loa Mama Watanna.
  • An Indulgence For Killing Disloyal Crewmen – these items are in the form of hand-crafted shanks, which are to be left next to the body. 100gp per crewmen. Sindawe buys five.

Here we start the second adventure from the Heart of the Razor supplement for the Razor Coast, “Sinful Whisper.” The PCs are approached indirectly by a local viscount whose daughter just returned from an ill-fated cruise of some local noble kids and the rest of them need rescuing from “some kind of natives.” They meet Jacinth Deepwarder, a stuck up blonde half elf noblewoman. Her story only partially tracks, but there’s money on the line, so time to hit the sea!

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

Third Session (12 page pdf) – “The Black Spot” – The alien Engineer wants the PCs’ brains to fuel its plans. They resist, quite unreasonably. And on Captain Riggs’ hand – the black spot.

This session is the climax of the Black Spot mini-adventure; the PCs fight the Engineer who is the alien in charge. Fighting and navigating around on the alien ship is always quite a complex trial, as is only right. Aliens! Zombies! Jellyfish! And as one might expect, once you kill the head alien the self destruct countdown starts (all gamers immedately go into a reenactment of the Predator laugh from the first Predator movie whenever this happens).

They kill the alien, get the gold, escape the explosion, and get back to the ship. All is well and time for the denouement – except Serpent has brought Captain Riggs’ arm bearing the Black Spot, well known and universally feared, as a trophy and brandishes it around. The crew goes batshit crazy; the session summary doesn’t get many of the details probably because it really caused a lot of sudden RP that required everyones’ attention; they end up shooting the arm out of a cannon to forestall a possible mutiny but the crew is still all unhappy and in a hullaballoo. Never underestimate the superstitiousness of sailors was the take-away lesson here.

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

Second Session (11 page pdf) – “They Dwell Below” – In the seamount, there’s a very strange vessel with some very unfortunate things in it. Like brainsectoids!

Under the seamount the PCs fine what is clearly an alien vessel for an alien that likes harvesting brains. And repurposing brains. And putting brains in vending machines. And in alien zombies. And in human zombies. The ick factor is high and indeed we’re moving into a horror-heavy part of the campaign.

And the PCs are only slightly surprised when Captain Riggs turns on them and pushes Wogan into a pit of black leeches! Much fighting ensues to clear this deck of the spaceship of unfortunate and dangerous threats.

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

First Session (13 page pdf) – “Shipwreck’s Survivor” – Past Senghor, a ship spitted on a seamount bears a survivor, Captain Riggs, and the promise of treasure.

And with the shipwreck of the Flying Fortune we take our first step in the Frog God Games’ Razor Coast content, the adventure The Black Spot from Heart of the Razor. Since it’s not really thematically tied to any of the rest of it (though it is pleasingly weird) I figured I’d use it first as a bit of a throwaway episode.

The PCs are just about as nervous about shipwrecks now as they are of castaways; the balance is however tipped by the potential of loot from the former, so they investigate a ship caught on rocks. The surviving captain is weird, the situation is weird, but they hear there was gold in the cargo. But someone seems to have spirited it away into the suspicious seamount…

Reavers on the Seas of Fate, Season Six – “The Pirate Curse”

Now we start to move into the second half of the campaign. The first act was started in Riddleport with a mashup of the first two Second Darkness Paizo Adventure Path and the Green Ronin Freeport adventures.

That kicked us off and set up the main foes – the serpentfolk only known as Elias Tammerhawk and creatures from the shadow realm.

Now, in the second act, they’ve lived the pirate life – heading out to sunken Azlant, reaving the Chelish coast, and then sailing south and farther south to get to the southern edge of the Golarion map, running through various old Pathfinder adventures on the way (the oldies are the goodies!).

Now in Season Six they approach Port Shaw, the setting for the megamodule Razor Coast (which I helped edit an early draft of! And note the quote from this very geekrelated.com on the back cover.). They don’t get there till Season Seven, where the next proper act begins, but I use this leg of the voyage to set it up. The rest of the campaign will take place there.

We start with related content, in this case from the Heart of the Razor adventure book: The Black Spot and Sinful Whispers, and then Deep Waters from the back of the Razor Coast book itself, by the legendary Frank Mentzer.

The themes that will come back later in the second half of the campaign are:

  • Degenerate ancient elves that were into sex and other questionable practices
  • Voodoo (or “wendo”, in Pathfinder-ese) – Sindawe already has Mama Watanna, his patron loa, but this will become a campaign-wide plot point and not just a personal one in the seasons to come
  • Jacinth Deepwarder!

It’s sixteen game sessions, spanning 10 months of realtime (we play once every other week, but sometimes life gets in the way). Enjoy!

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.

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.