My 3rd Freeport campaign: Winds of Freeport

Classic fantasy, swashbuckling pirates, and Lovecraftian horror. Welcome to the City of Adventure! Hamunaptra, Naranjan and other World of Freeport subsettings can be discussed here.

Re: My 3rd Freeport campaign: Winds of Freeport

Postby timemrick » Thu Mar 10, 2016 1:32 am

Our next session is being delayed a bit by scheduling issues and some illnesses among the players, but we hope to run again in a couple weeks.

Meanwhile, my newest blog post, Unearthed Arcana and Freeport, gives some more ideas for running the setting using D&D 5E.
Tim Emrick, Green Ronin Freebooter and Keeper of the Freeport Errata
Winds of Freeport: My Pathfinder Freeport campaign (2014-2016).
Time of the Tarrasque: My homebrew Pathfinder campaign (2017-).
Studded Plate: My blog about RPGs and LEGO.
Thastygliax's Vault: My other gaming pages.
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Re: My 3rd Freeport campaign: Winds of Freeport

Postby timemrick » Thu Mar 31, 2016 3:37 am

The party continued through the girallon caves. The next few chambers connected with other cave entrances that they had seen from outside. They fought another girallon (a normal one, this time), a couple more kech, and a mobat as they passed through these rooms.

They reached the last cave in the complex, where one last kech was attempting to flee on the back of its mobat mount. As it started to fly away, the hadozee Inacio leaped out of the cave and knocked the kech out of its saddle. The kech fell 30 feet or so to the hard floor of the ravine, while Inacio used his wing-flaps to gently glide down beside it. The druid Larkspur wild shaped into pteranodon form to chase after the now unencumbered bat. Both flying beasts bit large chunks of flesh out of the other, but the druid had the advantage in hit points and speed, so soon downed her prey. Meanwhile, Inacio made short work of the battered kech, while the other PCs started to search the caves.

The caves did not yield up any more treasure beyond the kech's longbows and arrows. After the druid returned, she was able to find signs that these caves were (at least occasionally) home to one or two more girallons than they had encountered. This tallied with the fact that they had killed two of the four-armed apes at the stone circle. They concluded that their hunt had inflicted significant losses on the local population, and with the possessed priest dead, the survivors elsewhere on Gorilla Island would pose no organized danger for the foreseeable future. The party returned to the Growler, and rested and healed as the crew took the ship back around to the vanaras' side of the island.

Back at the treetop village, the party reported their mighty deeds to the assembled members of the tribe. The news of the high girallon's death was met with much rejoicing, and a great feast was held in the party's honor. "Grandfather" agreed to send word to the Children of Der-Maga to help the heroes find the merfolk they sought.

Harissa asked about the dragon that lived in or near the volcano, because she felt that removing that threat would be a suitable new goal for her companions. Grandfather could not tell them much more about the dragon than they already knew, but spoke of a vanara called "Featherhead" who might. This hermit and his fiery bird friend lived a bit further up the cone of Mount Girallon than the shrine the party was recently shown.

The next day, two of the village priests, Wokah and Nayla, escorted the party back to Der-Maga's shrine, and performed a ritual involving burning pungent herbs on an altar, playing musical instruments, and chanting in order to attract the attention of the goddess's Children. After several minutes of this, Damarak spotted two flying creatures exit the mouth of the rock formation known as Ape Rock. When he pointed these out to his allies, Issalia identified them as derhii, a species of intelligent, winged gorilla (Bestiary 3), and determined that the booming noises they made as they descended were some sort of signal that strangers had come to the shrine.

Nayla greeted the two derhii (a male and a female) in Auran with great reverence, and explained the reason for the summons. Issalia, as a sylph, easily understood them, and elaborated further. She spoke about Damarak's vision of the mermaid Sushandrali, the party's killing of the girallon leader and finding the evil demon-ape idol, and their interest in learning more about the dragon. The derhii stated that their silverback would need to determine what to do with the idol. He described the dragon as being black like lava, at least as big as a derhii, and not being bothered by the heat of the volcano. His people had seen merfolk off of Dawn Point (the island's eastern peninsula).

The derhii also warned the party to beware the spirits of the lava within the mountain. Their people knew of a safe way into the heart of the volcano through "the face of the goddess" (the caves in Ape Rock), but the tribe's silverback would need to give permission for them to pass that way. With no more questions for the moment, the derhii withdrew a short ways in order to send booming messages to their leader, who soon flew down from one of the eyes of Ape Rock. This powerful derhii wore green-scaled hide armor, and had a well-defined patch of silver fur across his back, head, and arms. Issalia realized that the fierce glare he turned on the party as he landed was some kind of magic ability to detect evil. (This suggested that he had some sort of paladin or inquisitor powers.)

The silverback asked to see the idol, and snarled when he recognized the hated image of the demon lord Gral-Bara. He insisted that the stone statuette must be hurled into the fire of the mountain. He agreed to allow the party to pass through the goddess's face to do so, but informed them that there was no way to access those caves except by flying.

The party wanted to visit the hermit Featherhead before trying to tackle the problem to how to ascend to Ape Rock, so bid the derhii farewell in order to do that. Wokah and Nayla led them to a stone hut with a forge and workshop, and a line of barrels outside. A vanara wearing an elaborate feather headdress, a chain shirt (the first metal armor the parry had seen on the island!), and a pair of swords appeared, and spoke to them in oddly-accented Common. Harissa explained their interest in the dragon, and Featherhead informed them that it was a lava drake: a beast less intelligent than a true dragon, but still dangerous, who spits lava and is immune to the volcano's heat. He also warned them that the volcano spirits were magma elementals of various sizes. He confirmed the party's guess that there was almost certainly a portal to an elemental plane inside the mountain--but that it was deep in the magma itself, and thus impossible for them to use.

Featherhead called for his friend Flametail, who had been inside the crater itself at least once. This ally turned out to be a golden-red, man-sized bird resembling a phoenix, with ghostly flames surrounding its beak and talons. (Issalia recognized that Flametail must be an eidolon, which meant that Featherhead was probably a summoner.) The bird and vanara conferred in some cawing, birdlike language. then Flametail addressed the party in more fluent Common than his master: There is no easy way down to the drake's lair from the crater--the rock falls too steeply within. The drake prefers hunting fresh meat to eating carrion (which dashed the party's hopes that they could somehow dupe it into eating poisoned girallon carcasses). The lava drake normally keeps to the central portion of the island, and avoids Rocky Fist Point due to another dragon lairing there. (Featherhead and Flametail were impressed to hear that the party had already eliminated that drake.)

The party must now make their plans for how to take on the lava drake--including how to reach the derhii caves in Ape Rock. (We hope to take care of that planning over email, so that we can jump right into the action when our next session starts.) Once they've dealt with the dragon, they will go seek out the merfolk so that Damarak can finally meet the mermaid of his dreams.

-----

The fights with the girallons and their leader these past two sessions have put the PCs very close to having enough XP for 9th level. That will be the last time that they will level before we put the campaign on indefinite hiatus in order to run other games. They are very eager to finally get there, and are hoping that I let them do so they will have their new powers before entering the volcano to battle the lava drake, magma elementals, and other dangers found there. I'm leaning towards going ahead and giving them enough XP to level now, but we have a couple weeks before our next session in order to negotiate that.

I have extensive notes about other possible encounters on the island, but after the volcano, I will probably just run one more mission before we wrap up the campaign. The party will go meet the merfolk, who will need the PCs' help in dealing with a threat to their colony. Solving that problem will give Damarak an opportunity to suitably impress the mermaid he longs for, and may let me to give the other undine (the druid Larskpur), some personalized rewards, too. (Larkspur's player wrote some mystery into her bio about who, or what, her long-absent mother actually is. I'm overdue to drop some hints about that.)

Then finally, the players will need to decide whether to play out Inacio's attempt to take his revenge on the halfling pirate Barty the Small. Barty was Inacio's player's PC in my previous Freeport game. He wrote Barty into Inacio's background as a pirate captain who took the ship he served on and marooned him. As a result, the ranger bears a blind hatred of all halflings to this day. If we do play out that battle, it will be a challenging ship-to-ship fight, which could just as easily result in the PCs going down in a blaze of glory as it could with Inacio getting his revenge.
Tim Emrick, Green Ronin Freebooter and Keeper of the Freeport Errata
Winds of Freeport: My Pathfinder Freeport campaign (2014-2016).
Time of the Tarrasque: My homebrew Pathfinder campaign (2017-).
Studded Plate: My blog about RPGs and LEGO.
Thastygliax's Vault: My other gaming pages.
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Re: My 3rd Freeport campaign: Winds of Freeport

Postby timemrick » Thu Mar 31, 2016 4:14 am

OK, I just went ahead and made my decision now: The PCs will be boosted to enough XP for 9th level (or 7th, for Harissa's cohort). I foresee tbe remaining sessions to go approximately as follows:

  • Volcano and lava drake. (1 session?)
  • Meet the merfolk, and deal with some problem they needs help with. See if Damarak gets some tail. (2 sessions?)
  • Inacio tries to take revenge on Barty (1 session, optional)
Tim Emrick, Green Ronin Freebooter and Keeper of the Freeport Errata
Winds of Freeport: My Pathfinder Freeport campaign (2014-2016).
Time of the Tarrasque: My homebrew Pathfinder campaign (2017-).
Studded Plate: My blog about RPGs and LEGO.
Thastygliax's Vault: My other gaming pages.
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Re: My 3rd Freeport campaign: Winds of Freeport

Postby timemrick » Sun May 22, 2016 7:13 am

My new Studded Plate column provides Pathfinder stats for the plague wraith, which first appeared in "Focus on Freeport #8: An Unwelcome Guest."
Tim Emrick, Green Ronin Freebooter and Keeper of the Freeport Errata
Winds of Freeport: My Pathfinder Freeport campaign (2014-2016).
Time of the Tarrasque: My homebrew Pathfinder campaign (2017-).
Studded Plate: My blog about RPGs and LEGO.
Thastygliax's Vault: My other gaming pages.
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Re: My 3rd Freeport campaign: Winds of Freeport

Postby timemrick » Wed Jun 08, 2016 11:55 pm

I forgot to mention this here: If you want to see the stat block for the possessed girallon, and how I modified an Advanced Bestiary template to build it, see last week's Studded Plate.
Tim Emrick, Green Ronin Freebooter and Keeper of the Freeport Errata
Winds of Freeport: My Pathfinder Freeport campaign (2014-2016).
Time of the Tarrasque: My homebrew Pathfinder campaign (2017-).
Studded Plate: My blog about RPGs and LEGO.
Thastygliax's Vault: My other gaming pages.
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Re: My 3rd Freeport campaign: Winds of Freeport

Postby timemrick » Mon Jun 27, 2016 5:17 pm

Time to catch up on the last few sessions! But first, here's a recap of the party, now that they're 9th level:

  • Harissa, female azhari freebooter 9; with her cohort, Virali, female nagaji bard 7 (arcane duelist)
  • Larkspur, female undine druid 9; with Atoll, crocodile animal companion
  • Inacio, male vanara [hadozee] ranger 7 (sea dog, urban ranger)/ monster slayer 2; with Lapras, elasmosaurus animal companion
  • Damarak, male undine cleric 9 (Melkarth, god of strength)
  • Issalia, female sylph witch 9 (trickery); with Titania, owl familiar

The party searched for a good place to lure out and ambush the lava drake. Once they found a likely spot, Issalia created an illusion of a party of wounded vanara limping along the edge of the forest. In order to make the show more lifelike, and to have a couple real combatants close to the drake if and when it fell for the ruse, Virali and Inacio posed as members of the hunting party.

Eventually they caught the drake's attention, and it flew closer and spit lava at the vanaras. Inacio was hit, but thanks to a resist energy spell, took next to no damage.

Harissa tried to leap to grab the low-flying dragon, but was smacked by its tail instead. Larkspur cast animal growth on Atoll, but the crocodile also failed to leap high enough to hit the dragon, as did Inacio. Damarak then cast a wall of stone immediately in front of their foe, which forced the drake to pull up sharp and hover to continue its attacks. The wall allowed Inacio to climb within reach of the lava drake, and Larkspur hurt it severely with a quench spell.

Atoll, who is a surprisingly good climber for a crocodile, and recently took Improved Natural Attack on her tail slap, climbed the wall of stone and smacked the drake hard. Larkspur hit it with a second quench, and Inacio finished it off with a flurry of two-weapon attacks.

Harissa decapitated the drake to make sure it was dead, and stuffed the head into the party's bag of holding to take back as proof of their deed.

The party then returned to the shrine to make contact with the derhii again. Harissa's lantern of signalling promptly got the winged apes' attention, and the crew asked for passage through their caves to the volcano's interior so that they could fulfill their promise to destroy the evil idol of Gral-Bara. Issalia, a slyph, was able to fly up to Ape Rock by herself, and Larkspur wild shaped into a pteranodon to carry Harissa and Virali. That left Damarak and Inacio to be carried up by the derhii. They entered the apes' caves and were shown a place to rest the night before continuing onward.
Tim Emrick, Green Ronin Freebooter and Keeper of the Freeport Errata
Winds of Freeport: My Pathfinder Freeport campaign (2014-2016).
Time of the Tarrasque: My homebrew Pathfinder campaign (2017-).
Studded Plate: My blog about RPGs and LEGO.
Thastygliax's Vault: My other gaming pages.
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Re: My 3rd Freeport campaign: Winds of Freeport

Postby timemrick » Mon Jun 27, 2016 6:26 pm

The next morning, the party headed into the mountain, after a reminder from the derhii to beware the mountain spirits. After a couple hours, they saw red light ahead, and entered a chamber that overlooked a magma chamber. The party saw three magmin near the cliff's edge, but were not spotted in return, allowing them to withdraw to cast resist energy.

Larkspur's quench spell killed two of the magmin outright. Inacio finished off the last one, but his trident was partly melted from the creature's intense heat. Then a gigantic magma elemental climbed up over the cliff's edge and attacked, but was quickly dispatched by the party's weapons and lightning spells.

Issalia, who was carrying the bag of holding, hurled the idol over the cliff and into the magma. Part of the lava seemed to roll over it, which disturbed her.

The party found a ledge that led from the room around the edge of the magma chamber. This took them to the drake's hoard, which was smaller than they had hoped, and consisted largely of piles of gold coins fused together. They headed back to the derhii's cave, and were flown back down to the foot of the mountain.

As promised, the derhii directed them toward a reef a couple miles beyond the island's eastern peninsula. They had seen merfolk in that area from time to time. The party returned to the ship and sailed around to that location.

In the morning, Larkspur investigated the reef from the water, where a merman accosted her. She informed him of her party's efforts to eradicate sea devils, and that two of her companions had had visions leading them to Gorilla Island. The merman, Therandol, came to the ship to hear more details of this from Damarak and Inacio. The cleric's description of the mermaid from his vision matched Therandol's cousin, Sushandrali, who had led their tribe since her mother's death. (That name was familiar to the party, as they had met the dead mother's ghost near Freeport.)

Therandol left to fetch Sushandrali. When he returned with her, seeing the exquisitely beautiful mermaid in the flesh rendered Damarak speechless!

The two merfolk explained that karkinoi (a race of giant crab-men) have been attacking their tribe and abducting their kin over the past couple months. The most recent attack was about a week ago, and Therandol had tracked the karkinoi as far as a river mouth on the nearby peninsula before losing them. Damarak was quick to pledge his help fighting the crab-men, and Larkspur grimly promised to return with their lost kinsfolk, or their remains.

The party sailed back to the island, and Therandol showed where he had last found traces of the karkinoi--a group of small islets where the stream met the sea. The party could see that the stream originated at or near a ruined temple marked in their map, and planned to follow the waterway to its source if they did not encounter the crab-men before then.

[I don't normally provide portraits of NPCs in this game, but I did for Sushandrali and her mother's ghost because I did have a specific actress in mind for both: Lily Cole, in her mermaid costume from The Imaginarium of Doctor Parnassus, and as the siren from her guest role on Doctor Who. The choice met with Damarak's player's approval. ;) ]
Tim Emrick, Green Ronin Freebooter and Keeper of the Freeport Errata
Winds of Freeport: My Pathfinder Freeport campaign (2014-2016).
Time of the Tarrasque: My homebrew Pathfinder campaign (2017-).
Studded Plate: My blog about RPGs and LEGO.
Thastygliax's Vault: My other gaming pages.
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Re: My 3rd Freeport campaign: Winds of Freeport

Postby timemrick » Tue Jun 28, 2016 1:56 am

The party approached the river by longboat, with Larkspur swimming on one side and Inacio riding his elasmosaurus on the other. As they navigated through the cluster of islets at the river mouth, Larkspur noticed they were being followed, but could not get a good look at their shadow.

The party rowed upstream to the source of the small river. They found a ruined temple consisting of a broken square of columns with a smaller ring of columns at the center. They guessed that the inner ring must have once stood within a small spring-fed pool, but now nearly all of the temple foundations were flooded by a large pond. The surviving columns and statuary were carved with much-weathered depictions of sea creatures and various fish-human hybrids. Damarak concluded that this had been a temple of the sea god Nodens, and that its priests probably had contact with worshipers of Eadro, god of the merfolk and locathah.

While the party examined the ruins, Issalia and Damarak spotted a tojanida some distance away--probably their mysterious pursuer. The cleric hailed it, but insulted it by calling it a crab. Issalia and Larkspur continued the conversation more smoothly. The tojanida stated that it was following them because they had passed near its home, so it wanted to know what they were doing. The party learned from it that the karkinoi lived in caves under the island, which could be reached from both the river mouth and the center of the temple.

The party decided to go to the hole in the temple, since they were already here. Damarak and Larkspur provided the party with water breathing, and Issalia left her owl behind to watch the longboat. As they approached the deep water inside the inner ring of columns, one of the statues near them moved. Larkspur wild shaped into a giant squid, and the party closed with the statue. It was a huge, slow-moving construct [a tiberolith, from Bestiary 4], and its first act was to create a shockwave that electrocuted most of the party. Damarak channeled energy to heal the party of those wounds [exactly, in fact--except for himself, who had failed the save and taken full damage]. Virali cast haste on the party, and Harissa landed a couple of early critical hits (but even with her magic adamantine yatagan, it did not take full damage from her blows). Larskpur successfully grappled the construct, pulling it to her, and then in next round managed to pin it. Miraculously, the tiberolith failed to break the pin [it rolled a natural 1!], and its severed impaired state made it an easier target for the other PCs. Larkspur bit the construct once before it finally broke free, but before it could attack again, Inacio landed the killing blow.

The party will now descend into the pit-like cave below the pond, in search of the karkinoi and their captives.

-----

This session was on the short side for various reasons, but we're hoping to wrap up this last quest next time (over the July 4th weekend). The tojanida will tag along, if the party lets it. However, it has an ulterior motive: it's a spy for an aboleth who is behind the karkinoi attacks. The underwater caves contain lairs for the crab-men and aboleth, as well as breeding chambers for the aboleth's larvae. A few of the abducted merfolk still live, as slaves to the Master--and the aboleth has also enslaved some vanara, kech, and other local air-breathers, who have been infected with aboleth slime to survive underwater. Assuming the party defeats the karkinoi and aboleth, they'll have to spend some time healing the freed slaves--and any unlucky members of their own party. The tojanida is designed to be an interesting wild card--it hasn't been infected, and isn't currently under the aboleth's mental control, but it knows what the Master is capable of and fears to cross it. I also gave the tojanida some bard levels, to make it less of a pushover, plus the street performer archetype, which gives it a sanctuary-like ability to avoid direct attacks. Next session promises to be very interesting!
Tim Emrick, Green Ronin Freebooter and Keeper of the Freeport Errata
Winds of Freeport: My Pathfinder Freeport campaign (2014-2016).
Time of the Tarrasque: My homebrew Pathfinder campaign (2017-).
Studded Plate: My blog about RPGs and LEGO.
Thastygliax's Vault: My other gaming pages.
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Re: My 3rd Freeport campaign: Winds of Freeport

Postby timemrick » Tue Jun 28, 2016 2:22 am

I've also been trying to snap a few pictures of each of our big fights with my phone. Here are shots from these last three sessions:

Tim Emrick, Green Ronin Freebooter and Keeper of the Freeport Errata
Winds of Freeport: My Pathfinder Freeport campaign (2014-2016).
Time of the Tarrasque: My homebrew Pathfinder campaign (2017-).
Studded Plate: My blog about RPGs and LEGO.
Thastygliax's Vault: My other gaming pages.
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Re: My 3rd Freeport campaign: Winds of Freeport

Postby timemrick » Wed Jul 06, 2016 8:25 pm

After some quick healing, the party dived down into the deep pool, which turned out to be a deep, twisting tunnel to a larger cave chamber. Here they encountered two karkinoi guarding the entrance. Larkspur, who was still in giant squid form, grappled one of them while Issalia put the other to sleep. The grappled crab-man grabbed her in return, but then the druid pinned it, allowing her allies to quickly dispatch both foes.

In the room beyond, the party could see a couple of pits filled with slightly phosphorent kelp. A few humanoids were moving about the room; some hide behind the kelp while one fled down a passage on the other side. These humanoids--a kech, a vanara, and two locathah--all had mollusc-like things attached to their heads and upper bodies. Inacio recognized these as aboleth larvae, which instantly put the party on high, paranoid alert. [I used the incutilis from Bestiary 4 to represent these larval aboleths. Not terribly powerful, but very creepy!] As the party worked to dispatch the larvae, they found a couple more (without hosts) hiding in the kelp beds.

Before they could finish off the spawn, an adult aboleth entered the chamber. Damarak cast a spell at it, which failed because the aboleth was only an illusion. He informed the others, but the party struggled to make their own disbelief saves. Virali, however, made hers, and cast glitterdust into the next room, behind the aboleth—which revealed a small dogfish hiding there, but nothing else. (The aboleth was using veil to disguise itself as the smaller creature, and project image to view and magically attack the party.) Lapras, Inacio’s elasmosaurus companion, failed its save against the aboleth’s dominate monster power, and bit his master. Issalia saved the party from further mauling by hexing the beast with slumber.

Harissa entered the mucus around the aboleth, which was enough for her to see through the illusion. Before she could reach the sparkly fish, however, the aboleth dominated her, and commanded her to defend it. This caused her to attack Damarak when he started casting another spell. Miraculously, she just barely missed, but he lost his spell (due to failing the caster level check to cast a fire spell underwater). Harissa then moved towards the “dogfish” to protect it but failed her save against the glitterdust and was blinded.

Issalia used her ring of jetting to zip past the aboleth and dogfish, but swam straight into the real aboleth’s mucus cloud. She managed to see through the veil and warn the others where it really was. Harissa heard this, and blindly tried to stab it—not realizing yet that the dogfish and aboleth were the same. She missed, but came too close for the aberration’s comfort, so it commanded her to simply keep still.

By this time, Larkspur had found the other passage into the aboleth’s chamber. She immediately pierced the illusion, and attacked it with her tentacles, landing the party’s first blow on the real thing. She didn’t much like the look of the slime on and around its body, so kept her distance rather than grappling. This left Issalia as the only threat within its reach, so it whipped her with its tentacles. The witch failed her save, and found her skin and flesh turning into slime.

Larkspur cast geyser under the aboleth, which pushed it away from the party for a moment Issalia put Harissa to sleep, then retreated slowly (to avoid more tentacle attacks). Inacio finally made his save to see through the false aboleth, and rushed forward to strike the real one. The aboleth now had many targets to attack, but failed to slime any more PCs. It and Larkspur traded tentacle slaps from a distance, then Damarak used his longspear to deliver the killing blow from safely outside its mucus cloud.

The party then hunted down the last incultilises. Larkspur found some aboleth eggs hidden in the kelp, and carefully smashed them. Another tunnel continued past these rooms, but the party needed to withdraw to heal and regain spells before facing any more battles. Back at their ship, Isslaia had to remain in the water to keep her transformed flesh moist, and was unable to breathe air for a few hours due to the mucus she inhaled, so Larkspur stood guard over for the night until Damarak could cure her the next morning.

-----

Out of a need to keep this big fight moving briskly along, I've put more interaction with the tojanida on hold for now; it's still lurking about top-side. I think I’m going to have it sneak down into the caves while they rest, so that they can encounter it looting the aboleth’s treasure when they go back to explore the rest of the flooded tunnels. Next session will involve far less combat--a handful more karkinoi, and maybe the tojanida (depending on how that reunion plays out). Instead, the focus will be finding and curing the aboleth’s slaves, followed by Damarak trying to romance the mermaid Sushandrali.

And that will conclude “Winds of Freeport,” unless they want to run through Inacio’s attempt to take out his old enemy, Barty the Small. But the group is looking forward to our next game, and our schedule has been very spotty this summer. So hunting Barty will probably have to happen off-screen, or some week when we can’t get the whole group together but Inacio’s player is available.

Lastly, here are a few photos of the aboleth battle:
Tim Emrick, Green Ronin Freebooter and Keeper of the Freeport Errata
Winds of Freeport: My Pathfinder Freeport campaign (2014-2016).
Time of the Tarrasque: My homebrew Pathfinder campaign (2017-).
Studded Plate: My blog about RPGs and LEGO.
Thastygliax's Vault: My other gaming pages.
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Re: My 3rd Freeport campaign: Winds of Freeport

Postby timemrick » Thu Jul 28, 2016 6:54 pm

While we're all waiting impatiently for that last session to come, this week's Studded Plate offers TWO Freeport columns:

Creatures of Freeport: Skulldugger: A Pathfinder conversion for a creature from Green Ronin's The Book of Fiends.
Occult Rituals for Freeport: Using Occult Adventures to update Freeport incantations to Pathfinder.
Tim Emrick, Green Ronin Freebooter and Keeper of the Freeport Errata
Winds of Freeport: My Pathfinder Freeport campaign (2014-2016).
Time of the Tarrasque: My homebrew Pathfinder campaign (2017-).
Studded Plate: My blog about RPGs and LEGO.
Thastygliax's Vault: My other gaming pages.
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Re: My 3rd Freeport campaign: Winds of Freeport

Postby timemrick » Sun Aug 14, 2016 6:28 am

We had our last session tonight. I'll write it up within the next few days. I will probably do a blog (or three) about it in the new future, too, once I've had a bit more time to reflect on it. (I definitely have several columns' worth of material just showcasing the LEGO models I built for it!)
Tim Emrick, Green Ronin Freebooter and Keeper of the Freeport Errata
Winds of Freeport: My Pathfinder Freeport campaign (2014-2016).
Time of the Tarrasque: My homebrew Pathfinder campaign (2017-).
Studded Plate: My blog about RPGs and LEGO.
Thastygliax's Vault: My other gaming pages.
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Re: My 3rd Freeport campaign: Winds of Freeport

Postby timemrick » Mon Aug 15, 2016 4:54 am

Once Damarak healed Issalia the next morning, the party headed back down into the submerged caves. They had retreated before searching the aboleth's chamber thoroughly, so when they returned, they found the tojanida here before them, pilfering things while invisible. Larkspur noticed one of the objects here disappearing, and after a couple tries, Virali caught it in the area of a glitterdust spell. The tojanida was a bard with the street performer archetype, which gave it the "harmless performer" ability, which works like sanctuary. This allowed it to get out of the room while only suffering one attack, then it used an elemental gem to summon a water elemental to cover its flight. The elemental kept Harissa, Damarak, and Virali tied up in melee, but Inacio (riding Lapras), Larkspur (in giant squid form), and Issalia (with her ring of jetting) pursued and caught up with the tojanida. The druid grappled the creature, and the witch dropped a slumber hex on it. That allowed the elasmosaurus to coup de grace it. Meanwhile, the elemental badly mauled Harissa (including one crit), while had to whittle it down very slowly due to its DR. She eventually killed it, and Damarak tended her injuries.

The tojanida's sack of loot included a potion, a wand, a magic kukri, a scroll, inscribed on a seashell, a couple pearls, and a coral statuette of Lotan (a demonic sea god resembling a shark-kraken hybrid). The creature also had a magic buckler strapped to oen of its pincers, and a bandolier holding some potions and a wand. Issalia was able to identify most of these items simply using detect magic, and the party divided them magic between them before exploring further down the tunnel than they had reached the day before.

The long-twisting tunnel led to an area with several side chambers, where two karkinoi stood guard. The crab-men noticed them, but their reactions were slow. The nearest karkinoi was badly wounded before it could act, which persuaded its fellow to flee these strong invaders. The party finished off the first one quickly, and the fastest swimmers--Inancio on Lapras, and Larkspur still in wild shape--pursued the fleeing one. (I did not bother playing out that last fight, as it was clear that the PCs would win handily.)

The side chambers here turned out to be rooms for the aboleth's slaves, which included merfolk, locathah, vanara, and even a couple kech. These prisoners had been infected with the aboleth's slime, and in their weakened condition they were forced into slave labor in the aboleth's breeding pit (the room the party had cleared of incutilis on their first foray here). Damarak spoke to the prisoners, reassuring them that the PCs were here to rescue them, and that he could cure their afflictions. He healed one of the freed captives to demonstrate his sincerity, and they eagerly and gratefully followed him out of the caves. The kech, on the other hand, the party refused to help other than allowing them to leave the caves unmolested; they would have to find their own cure, if able.

The prisoners included three survivors of the missing merfolk hunting party. (The other two were killed in the attack, and eaten by the crab-men.) The party took the freed slaves to the merfolk tribe, and after a night's rest, Damarak removed the effects of the slime. The merfolk were very grateful for the cleric's help, but in his haste to claim the beautiful mermaid Sushandrali's affections, he overstepped the bounds of propriety and found her much more resistant to his overtures than he expected. [He rolled a natural 1 on his Charisma check.] He took the new tack of staying with the merfolk for a while in order to explain how he and his companions had greatly thinned out the sahaugin population near the Serpent's Teeth, and promising to help them rebuild. [He will also retrain one of his feats to Aquatic Ancestry, so that he can become fully amphibious, like Larkspur and the merfolk are.] That path, while much longer, is more certain to make a better impression on the mermaid he's smitten with.

The rest of the party returned the freed vanara to their kinfolk on the island. Inacio, despite his abysmal Charisma, had better luck finding a female vanara willing to overlook his flaws to offer some brief companionship. (He succeeded in large part because he wasn't expecting to find any!)

The party will return to Freeport without Damarak, after making arrangements for him to use a sending spell to let them know when he is ready to rejoin them. We ended things there, until such time as we revisit these characters for a future adventure. Inacio, Harissa, and Larkpsur's players are interested in playing out the hadozee's attempt to get revenge on the halfling pirate Barty the Small, which will likely be a single session involving a full-scale ship-to-ship battle. We can play that out at some point when we can't get the full group together for the new campaign ("Time of the Tarrasque").
Tim Emrick, Green Ronin Freebooter and Keeper of the Freeport Errata
Winds of Freeport: My Pathfinder Freeport campaign (2014-2016).
Time of the Tarrasque: My homebrew Pathfinder campaign (2017-).
Studded Plate: My blog about RPGs and LEGO.
Thastygliax's Vault: My other gaming pages.
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Re: My 3rd Freeport campaign: Winds of Freeport

Postby timemrick » Mon Aug 15, 2016 5:01 am

Tim Emrick, Green Ronin Freebooter and Keeper of the Freeport Errata
Winds of Freeport: My Pathfinder Freeport campaign (2014-2016).
Time of the Tarrasque: My homebrew Pathfinder campaign (2017-).
Studded Plate: My blog about RPGs and LEGO.
Thastygliax's Vault: My other gaming pages.
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Re: My 3rd Freeport campaign: Winds of Freeport

Postby timemrick » Wed Aug 17, 2016 11:51 pm

I've posted a brief errata page for Pathfinder Short Cuts #4: Thanemages of Freeport, which is available today from the Green Ronin Online Store.
Tim Emrick, Green Ronin Freebooter and Keeper of the Freeport Errata
Winds of Freeport: My Pathfinder Freeport campaign (2014-2016).
Time of the Tarrasque: My homebrew Pathfinder campaign (2017-).
Studded Plate: My blog about RPGs and LEGO.
Thastygliax's Vault: My other gaming pages.
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Re: My 3rd Freeport campaign: Winds of Freeport

Postby timemrick » Thu Aug 18, 2016 1:20 am

I have also dug out and migrated my v.3.5 conversion of True20 Freeport: The Lost Island to Tim's Errata Archive. These are notes I compiled before starting up "Winds of Freeport," but I never got around to running the adventure, except for borrowing one or two encounters (such as the cacaelia).
Tim Emrick, Green Ronin Freebooter and Keeper of the Freeport Errata
Winds of Freeport: My Pathfinder Freeport campaign (2014-2016).
Time of the Tarrasque: My homebrew Pathfinder campaign (2017-).
Studded Plate: My blog about RPGs and LEGO.
Thastygliax's Vault: My other gaming pages.
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Re: My 3rd Freeport campaign: Winds of Freeport

Postby timemrick » Thu Aug 18, 2016 9:00 pm

When we converted "Winds of Freeport" to Pathfinder, the first adventure that I ran after that change was "Cut-Throat's Gold," from Tales of Freeport. Now that the campaign is concluded, I have decided to share my conversion notes for that adventure (which was originally v.3.0) at the Tim's Errata Archive wiki.
Tim Emrick, Green Ronin Freebooter and Keeper of the Freeport Errata
Winds of Freeport: My Pathfinder Freeport campaign (2014-2016).
Time of the Tarrasque: My homebrew Pathfinder campaign (2017-).
Studded Plate: My blog about RPGs and LEGO.
Thastygliax's Vault: My other gaming pages.
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Re: My 3rd Freeport campaign: Winds of Freeport

Postby timemrick » Sat Aug 27, 2016 1:31 am

Now that our "Gorilla Island" adventure has come to an end, I'm working on putting some of my notes for that adventure up on the "Winds of Freeport" wiki. I'll share the link when that's ready, but for now I'll just share a new magic item that I created but never unleashed upon the PCs because their encounter with Featherhead (its inventor) was entirely peaceful.

Barrel of Monkeys
Aura faint conjuration; CL 3rd
Slot none; Price 250 gp; Weight 30 lbs.
Description This sealed barrel appears to be empty and unremarkable. However, when the lid is removed or the barrel is broken open, it releases a monkey swarm (Bestiary 2 212) into its space and any available adjacent spaces. As with the summon swarm spell, the swarm is not under the user's control, and it attacks the nearest living creature. (For this reason, a barrel of monkeys is most often used as a trap, placed so that the barrel can be dropped to smash open on or near intruders.) The swarm remains for 3 minutes or until destroyed. The barrel becomes nonmagical and broken after the swarm is released.
Construction
Requirements Craft Wondrous Item, summon swarm; Cost 125 gp.
Tim Emrick, Green Ronin Freebooter and Keeper of the Freeport Errata
Winds of Freeport: My Pathfinder Freeport campaign (2014-2016).
Time of the Tarrasque: My homebrew Pathfinder campaign (2017-).
Studded Plate: My blog about RPGs and LEGO.
Thastygliax's Vault: My other gaming pages.
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Re: My 3rd Freeport campaign: Winds of Freeport

Postby timemrick » Tue Aug 30, 2016 5:57 pm

I've started adding some of my GM notes to the "Winds of Freeport" wiki. So far, I have posted the following:
  • Campaign summary: A very brief summary of the adventures I ran--far, far shorter than what I've shared here at the Piazza. This is mostly a placeholder for linking future GM notes (which might someday include edited versions of those summaries).
  • Mystery of the Merfolk: Notes on encounters that led up to our final long adventure...
  • ...Gorilla Island!: My notes on various encounter areas around the island.
Tim Emrick, Green Ronin Freebooter and Keeper of the Freeport Errata
Winds of Freeport: My Pathfinder Freeport campaign (2014-2016).
Time of the Tarrasque: My homebrew Pathfinder campaign (2017-).
Studded Plate: My blog about RPGs and LEGO.
Thastygliax's Vault: My other gaming pages.
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Re: My 3rd Freeport campaign: Winds of Freeport

Postby timemrick » Wed Aug 31, 2016 9:30 pm

Today's "Studded Plate" blog updates an earlier review of the D&D 5E website's "Unearthed Arcana" features for use with Freeport.
Tim Emrick, Green Ronin Freebooter and Keeper of the Freeport Errata
Winds of Freeport: My Pathfinder Freeport campaign (2014-2016).
Time of the Tarrasque: My homebrew Pathfinder campaign (2017-).
Studded Plate: My blog about RPGs and LEGO.
Thastygliax's Vault: My other gaming pages.
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Re: My 3rd Freeport campaign: Winds of Freeport

Postby timemrick » Thu Sep 01, 2016 10:05 pm

I've started copying my session summaries from this thread to the Session Logs page of the "Winds of Freeport" wiki, so that I could share them (in slightly edited form) with my players and the general public. I finished Sessions 1-18 (out of 44 total) today. See the Sessions List page for links to those summaries.
Tim Emrick, Green Ronin Freebooter and Keeper of the Freeport Errata
Winds of Freeport: My Pathfinder Freeport campaign (2014-2016).
Time of the Tarrasque: My homebrew Pathfinder campaign (2017-).
Studded Plate: My blog about RPGs and LEGO.
Thastygliax's Vault: My other gaming pages.
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Re: My 3rd Freeport campaign: Winds of Freeport

Postby timemrick » Fri Sep 02, 2016 3:39 am

And I found enough time this evening to finish copying the rest of the adventure summaries! Time to go tell my players that they're there...
Tim Emrick, Green Ronin Freebooter and Keeper of the Freeport Errata
Winds of Freeport: My Pathfinder Freeport campaign (2014-2016).
Time of the Tarrasque: My homebrew Pathfinder campaign (2017-).
Studded Plate: My blog about RPGs and LEGO.
Thastygliax's Vault: My other gaming pages.
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Re: My 3rd Freeport campaign: Winds of Freeport

Postby timemrick » Thu Sep 08, 2016 5:05 pm

I have added a page at Tim's Errata Archive for Pathfinder Short Cuts #5: Witch Patrons of Freeport, which is now available at the Green Ronin oniine store.
Tim Emrick, Green Ronin Freebooter and Keeper of the Freeport Errata
Winds of Freeport: My Pathfinder Freeport campaign (2014-2016).
Time of the Tarrasque: My homebrew Pathfinder campaign (2017-).
Studded Plate: My blog about RPGs and LEGO.
Thastygliax's Vault: My other gaming pages.
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Re: My 3rd Freeport campaign: Winds of Freeport

Postby timemrick » Thu Sep 08, 2016 5:15 pm

Today's Studded Plate gives some thoughts on the end of this campaign.
Tim Emrick, Green Ronin Freebooter and Keeper of the Freeport Errata
Winds of Freeport: My Pathfinder Freeport campaign (2014-2016).
Time of the Tarrasque: My homebrew Pathfinder campaign (2017-).
Studded Plate: My blog about RPGs and LEGO.
Thastygliax's Vault: My other gaming pages.
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Re: My 3rd Freeport campaign: Winds of Freeport

Postby timemrick » Mon Oct 17, 2016 7:39 pm

I have created a page at TEA for Pathfinder Short Cuts #6: Cavalier Orders of Freeport, which is available in the Green Ronin Online Store.
Tim Emrick, Green Ronin Freebooter and Keeper of the Freeport Errata
Winds of Freeport: My Pathfinder Freeport campaign (2014-2016).
Time of the Tarrasque: My homebrew Pathfinder campaign (2017-).
Studded Plate: My blog about RPGs and LEGO.
Thastygliax's Vault: My other gaming pages.
User avatar
timemrick
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