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Percival, the average of d10 is 5.5. Rounding up (on the even levels) would make it 6, while rounding down (on the odd levels) would be 5.
Hit dice (average):
Searching the bodies of the fallen sailors turns up nothing, aside from their weapons, but some personal effects and worthless knick-knacks.
Dagger-Heal or Craft (alchemy) check DC:11):
The substance on the blade is Black Adder venom
Dark green bottle- Heal or Craft (alchemy) DC:15):
The liquid in the bottle is Oil of Taggit. It seems there is enough for about 8 doses of the stuff
Snuff Box-Heal or Craft (alchemy) DC:18:
The powder in the snuff box is Dark Reaver powder
Vial #1-Spellcraft DC:16:
Potion of Cure Light Wounds
Vial #2-Spellcraft DC:18:
Potion of Blink
Ring of Swimming
Turning your attention to Plugg you find a cutlass whose blade is spotted here and there with rust, a well made cat-o-nine tails, a light crossbow with 13 bolts, an amulet made of bone, a ring, and oddly a pair of shackles. Searching his coat you find a vial of liquid, and a pair of belt pouch containing 125 sp and 250 gp. Neela surveys the loot and discovers that the cutlass, three of the bolts, the amulet, the ring, the vial, and the shackles all radiate magic.
It's a Tidewater Cutlass.
Crossbow bolts-Spellcraft DC:20:
They are Screaming Bolts.
It's an Amulet of Natural Armor +1
Ring of Protection +1
Potion of Cure Moderate Wounds
They are Shackles of Compliance.
Shackles of Compliance
Aura faint enchantment; CL 3rd
Slot wrists; Price 3,280 gp; Weight 2 lbs.
These battered iron manacles are typically found with a small spiked iron key in one of the locks.
The shackles magically adjust themselves to fit around the wrists of any creature from Small to Large size and automatically lock. A creature wearing shackles of compliance becomes more susceptible to intimidation. Any creature attempting to intimidate or demoralize a target wearing shackles of compliance gains a +4 bonus on Intimidate checks. In addition, the holder of the manacles’ key can cast command (DC 25 Will) on the wearer of the shackles three times per day.
Shackles of compliance have hardness 10 and 10 hit points, and a DC 30 Disable Device check is required to pick the shackles’ lock. A manacled creature can break free with a DC 28 Strength check or DC 35 Escape Artist check. The manacles lock can be opened with a DC 30 Disable Device check.
Rhialla "Buxom" Blackwater wrote:
"Be careful going belowdecks Neela. Hartigan's little plaything and a few others are still down there, not everyone is likely to be friendly. At least not yet."
Did you mean Caulky Taroon, the cabin girl? She didn't come with you. By my recollection (I can remember posting a list of who came aboard the Man's Promise but couldn't find it) everyone who sailed with you is accounted for, except for Fishguts who is probably in the galley.
Rosie continues slicing Scourge with her axe, whittling at his resolve as the direness of his situation slowly sinks in.
Rhialla glides over to Plugg like the Angel of Death and like that grim reaper dispatches the former First Mate to the afterlife.
With Plugg dealt with, Aaron steps up to Scourge with his cutlass drawn but the cornered boatswain continues to defend himself against all comers.
Neela, Rosie and Percival are up at the top of Round #6
Plugg's eyes go wide as Jaina sinks the crab's claw deep into his sternum, only to close as he collapses to the deck unconscious blood pouring from his wound.
Sandara stabs her rapier into Syl's chest delivering the Final Mercy. Wiping the blood from her blade she steps back to watch Randall and Scourge duel.
Crimson, keeping a weary eye on Maheem and the other sailors, scoops up their weapons. Once finished he stands ready to attack in case they change their minds about surrendering.
Bardic performance: 5/9
Scourge continues to harass Randall, swinging his axe at the bard, but worry about Rosie behind him throws the boatswain's timing off causing him to miss.
Flank me? No,no, Flank you.
Owlbear, heeding Jaina's words, tucks his club in his belt and stands there with his arms crossed at a loss for what to do, until he hears the shouts from the sailor he originally knocked into the drink. Picking up a coil of rope he tosses a line over the side to begin hauling him up.
As Rhialla stabs her rapier into the half-orc's heart, Japes lets out a gasp of breath before becoming still.
Top of Round #5:
Neela winds the strands of fate tight around Percival as the fighter moves across the deck. Percival's pike takes Syl unawares as he stabs her in the back. When he removes the pike the completely mad murderess falls to the deck unconscious.
Rosie continues the fight against Scourge. With Scourge distracted by Randall the halfling manages to strike Scourge in the back with her axe.
Stabilization roll (Sailor #4): 1d20 - 4 ⇒ (16) - 4 = 12 Stable
Syl continues to cross swords with Sandara, their duel a series of parries and thrusts. Syl shouts in triumph as her cutlass slashes Sandara, opening a bloody gash across her abdomen.
Maheem, seeing the tide of battle beginning to turn, tosses his weapon to the deck "Bah, this is not worth dying for. I yield" He tells Owlbear holding his empty hands out to his side. A confused Owlbear looks to Jaina and Percival for guidance.
Aaron swings his cutlass at Plugg
Rhialla is up, followed by Neela, Rosie, and Percival at the top of round #5
Bardic Performance: 4/9
Sandara steps to the left, over the unconscious body of Fipps, and stabs at Syl with her rapier.
Crimson, taking advantage of the sailors confusion, swings his cutlass but despite his opponents state he is unable to connect.
Jaina and Randall are up.
Scourge's bad luck streak, aided by Neela's meddling, continues as he is unable to hit Jaina with any of his attacks
Group C is up.
"It's worse than that, she's dead, Jim"
Top of Round #4
Neela takes pity on the floundering bard's predicament, and using her magic, attempts to rewrite his fate.
Acrobatics: 1d20 + 4 ⇒ (2) + 4 = 6
Percival is up, followed by Plugg and Scourge.
Stabilization check (Fipps): 1d20 - 5 ⇒ (16) - 5 = 11 Stable
As Crimson rushes the sailor attacking Owlbear the man turns to face this new threat. Raising his sword he attacks and in Crimson's haste he manages to find an opening slicing the pirate across the chest.
Syl, quiet now that she has been wounded, turns her attention to Rosie instead of Sandara. "You'll die for that, pipsqueak." she tells the halfling.
Maheem continues to attack Owlbear, hoping to drop the big man before he can strike him.
Conchobar continues to sing as he looks across the deck at one of the sailors ganging up on Owlbear. As their eyes meet he reaches out with his magic causing the sailor eyes to widen to the size of dinner plates as he is filled with dread of the foppish Gnome. Frightened, he runs down the stairs to disappear below deck.
Japes AoO: 1d20 + 3 ⇒ (7) + 3 = 10
Scourge continues to harass Randall "Bah, you couldn't hit me even if I was standing still." he taunts.
Aaron continues to press his attacks against Plugg, this time scoring a hit across the man's chest.
Top of Round #3:
Having failed to influence Scourge's fate, Neela decides to take a different tack and concentrates on improving Jaina's odds in her combat with Plugg.
Acrobatics: 1d20 + 4 ⇒ (1) + 4 = 5
Percival is up.
Okay, let's get these out of the way first. Because you're going to need a crew to sail with.
Syl cocks her head in a bird like manner "Oh, sweetie. There'd be nothing left once I finished with him" she tells Sandara before slashing at her with her dagger.
The two Rahadoumi sailors gang up on Owlbear, both thrusting with their swords. However only the one directly across from Maheem manages to actually land a glancing blow.
Rhialla and Aaron are up.
Conchobar looks around the deck, still weighing his options before taking a small five foot step to the right and targeting Arietta with a spell. The young woman covers her mouth as she tries unsuccessfully to stifle a giggle, then another. Soon she collapses to the deck in a fit of hysterical laughter.
Scourge confronted by Randall drops his whip and draws a handaxe from his belt. "Better men than you have tried and I'm still here" he tells Randall as he swings his axe.
Group C is up
"Keep your grubby little hands off me, you son of a b~%%~" Aaron growls as he takes a step back from Plugg. He whisks his sword from it's sheath and steps up to strike at Plugg, but the now Captain anticipates the move and deftly dodges the swing.
Top of Round #2:
Percival is up.
The Rahadoumi sailors seem confused and unsure by the sudden eruption of violence but as Owlbear pushes one of them over the side they seem to decide to take action. The one closest to Owlbear draws his sword and takes a hesitant swing at the towering man.
Fipps drops to his knees, begging for mercy "Please, I ain't got nothing against you. I ain't got nothing against anyone. I was just following orders, please don't kill me."
Rhialla and Aaron are up.
Conchobar watches the fight unfold, seeming to weigh his options, before seeing Rosie enter the fray. His mind made up he begins to sing. His voice, a surprising baritone, carries across the deck lifting the spirits of you and your allies.
Sandara moves across the deck, drawing her rapier as she goes, to join Rosie against Fipps. She drives her weapon deep into the man's belly before removing it with a twist.
Crimson gives Jaina a quick hug around the waist before dashing across the deck to engage Tam Tate, the surly dwarf, before he can strike at the young deckhand Jack Scrimshaw. His attack catches the dwarf unawares allowing Crimson to strike a devastating blow.
Percival decides to forgo using his pike on the crowded deck and decides instead to punch Plugg in his smug face. Unfortunately he telegraphs his punch and Plugg easily sidesteps it before assuming a defensive stance and riposting with his cutlass while attempting to slash Percival with his cat-o'-nine tails.
With Plugg shouting "Get them, you big oaf!' Owlbear seems confused by the order until his eyes meet Jaina's across the deck. Determination on his face he turns to face one of the Rahadoumi sailors standing behind him and rushes him, forcing him over the rail and into the sea below.
Scourge steps from behind Plugg and unfurls his whip. With a snap of his wrist the leather whip arcs out at Percival, missing the big Chelaxian by a wide margin.
Group C is up.
Neela begins the melee by reaching out with her magics to foul Plugg's attacks.
Acrobatics: 1d20 + 4 ⇒ (3) + 4 = 7
I'm going to group everyone by their intitiatives.
When your group is up you can go ahead and post without waiting for your actual initiative number to come up.
Plugg splutters at Percival's rank insubordination before barking out "Stand where you are, Mister. We are not finished here. Not only did you waste precious time, time which could have been spent repairing the ship, by trying to rescue your friends but you bring some other wayward vagabond along with you like this is some charity ship. The lot of you have been causing nothing but trouble with the disciplined running of this ship and of the Wormwood and I'll be having none of that!" With that he reaches out to grab Aaron and physically toss him off the ship, but before he can do that Aaron steps back and draws his cutlass. Plugg sneers "Oh is that how it's going to be? Very well then." he shouts to those around him "Take them!" as he pulls his own cutlass.
Okay, it's on.
Initiative (Scourge): 1d20 + 7 ⇒ (13) + 7 = 20
Initiative (Jaina): 1d20 + 2 ⇒ (11) + 2 = 13
Group A is up
Your travels back to the fort are uneventful as you fill up the barrels with fresh water. Trekking down the escarpment, through the forest, and across the swamp (especially the ruined bridge where you encountered the frogs) carrying the heavy barrels proves more difficult than you thought but you eventually arrive back at the abandoned village just as the tide starts to rise.
After loading the launch you row out to the ship. The backbreaking exertion proves worth it as you arrive at The Man's Promise as the rising water lifts the ship free of the reef it had become lodged upon. You and the crew hold your breath as the ship slowly floats free of the rocks only to release it in a sigh of relief as the repairs seem to hold.
The crew lowers down some rope to secure the water barrels with and hauls them up before sending down ropes for you to climb up with. Once you are aboard you are greeted by your friends who are happy to see you again, amazed that Sandara and Rosie are still alive, and shocked to see Aaron with you. The celebration is short lived however as you spy Scourge and Plugg stalking across the deck, followed by some of the other crew members.
Sandara accepts the hat from Randall and looks wistfully at the weather beaten leather hat, gently caressing the embossed holy symbol of Besmara on the brim before tossing it to Rhialla "From one priestess to another" she tells her "Thanks for coming to get us. I'm not sure any of the others would've bothered." Rhialla catches the hat as Sandara explains that once a day, by mentioning a certain word, the hat will expand into a longboat, complete with two pairs of oars and a sail, with enough room for up to 12 people for 8 hours after which time it reverts back into a hat whether you want it to or not.
Rosie, stammering out her thanks between gasps for air, tell Jaina that she'll be fine "A lot better off than I was, thank you." as she listens to your conversation about what to do next she interjects "I'd be careful were I you. Before we were taken I overheard a couple of Plugg's toadies talking about how they couldn't wait to get rid of you before they reached Rickety's place"
Neela examines the hefty object, turning it around and around before discovering that it is a scroll of some sort, a "skull scroll" if you will with the following spells engraved on it alter self, black tentacles, blur, color spray, daylight, enlarge person, hypnotism, slow, touch of idiocy, and vampiric touch. The Witches eye take on an eerie glow as she casts another spell and begin examining the other items found in the cavern.
Crossbow bolts, light (Spellcraft DC:18):
+1 light crossbow bolts
Bracelets (Spellcraft DC:22):
Bracers of Armor +2
Potion (Spellcraft DC:18):
Potion of Cure Moderate Wounds
Wand (Spellcraft DC:18):
Wand of Summon Nature's Ally II 11 charges
Harpoon (Spellcraft DC:24):
+1 returning harpoon (Pirates of the Inner Sea 18) is made from the jagged, scrimshaw-carved tusk of a narwhal attached to a 50-foot length of woven sinew. Unlike most thrown weapons, a vindictive harpoon functions as well underwater as on land, and its wielder takes no penalties on attack rolls underwater.
Having successfully identified the first three items Neela becomes stymied by the last two, turning the wand and the harpoon over and over before finally giving up on them.
Okay, now that you've rescued your shipmates what do you want to do now?
Percival finds on the Queen's body a potion vial, a wand, and a harpoon seemingly carved from the tusk of a narwhal. also tied around her waist is a lobster pot which, when opened, reveals a set of flensing tools made from various blades. Most notable among these are two finely crafted daggers, a high quality silver dagger, a rusting wrought iron sickle, and a bone blade carved with the scrimshaw of an octopus on the handle.
Knowledge (history) or (local) DC:15:
You identify the tattoo as the symbol of the Majestrix Malus, a
scouting arm of the imperial navy of Cheliax.
Randall discovers that the manacles used to lash the ghouls to the cavern floor are of exceptional quality and workmanship although there is nothing of note or worth on the bodies themselves. Nearby lies 10 silver ingots tied together into two groups of five which were used to weight Sandara and Rosie down and hasten their descent to the bottom.
Littered across the cavern floor are various gold and silver coins along with 5 light crossbow bolts which seem to somehow survived being immersed in the saltwater, a tarnished silver spear whose shaft was not so fortunate, and a pair of iron bracelets which are also mysteriously untouched by rust.
The king is dead! In the Varisian port city of Korvosa, the death of a monarch leads to chaos, and only the PCs can hope to save the city from its own darkest tendencies. As the rule of the young queen grows more and more draconian, it's up to a band of bold adventurers to stop the spread of tyranny before all of Korvosa is crushed beneath her iron fist.
I'm looking for players to play in the Curse of the Crimson Throne Adventure Path by Paizo Publishing which I have converted to the Pathfinder ruleset. I'm currently in the process of converting all the chapters of this AP over to Pathfinder (I've recently finished Book #4 and am starting on Book #5).
Before I decide to run this Adventure Path I would like to see if anyone is interested in playing. I'm looking for at least four (five ideally, six at the maximum) players who can commit to playing on Thursday evenings at 6:30 p.m. at either Games Plus in Mount Prospect or The Gaming Goat in Schaumburg.
A little about me:
Rhialla cuts the rope holding the weight to Rosie's ankles as the halfling begins to claw her way to the surface and blessed air.
Jaina's pugilistic prowess proves to be too much for the Whale as her 1-2 combination KO's the creature, causing it to slowly disappear below the waves.
The Queen lets loose a cry of anguish as her child begins to slip beneath the water's surface. Her face becomes a mask of rage as she turns away from Randall to glare at Jaina. Hefting her harpoon in her hands she prepares to let it fly at the Ifrit, which allows provides Randall the the opening he needs to stab at the grindylow queen. Randall's blade slips between her ribs and punctures her heart, causing the harpoon to fall from the Queen's dead hands before she can throw it at Jaina.
...and I believe we are out of combat.
Surprised by the attack coming from behind the Whale roars in pain and turns to face the new threat. Trying to placate the gnawing hunger in his stomach, the beast attempts to eat Aaron. Fortunately for the Ranger Neela's magics prevent the Whale's jaws from closing on him.
Swim check: 1d20 + 13 ⇒ (14) + 13 = 27
Rhialla and Jaina are up.
Neela finally free of the octopus's embrace pauses for a moment to cast a spell on herself before continuing to keep her magics active.
The Whale, it's empty stomach rumbling, keeps attempting to fill the void with the tasty Jaina but the Brawler's luck continues to hold as the humongous octogoblin's jaws snap shut on nothing but air.
Swim check: 1d20 + 13 ⇒ (12) + 13 = 25
Rhialla and Jaina are up.
The Queen chases after her quarry, Randall, and stabs him again with her harpoon.
The octopus wrapped around Neela suddenly disappears as the magics that summoned it here expire.
I forgot to have the octopus attack last round before disappearing, so that is my bad. Percival is up, followed by Neela and Randall at the top of Round #6.