Pathfinder Module LB2: Treasure of Chimera Cove (OGL)

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Pathfinder Module LB2: Treasure of Chimera Cove (OGL)
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A Last Baron wilderness adventure for 7th-level characters.

An ancient map points to a legendary treasure hidden in the mythical Chimera Cove, a long-forgotten pirate port. A host of deadly traps and lingering guardians awaits the plunderers, but an even greater evil has its sight set upon powerful relic. The path to riches is fraught with peril, but the reward far outweighs the risk.

ISBN-13: 978-1-60125-119-0

Pathfinder Modules are 32-page, high-quality, full-color, OGL-compatible adventures for use with the world's most popular fantasy RPG. This Pathfinder Module includes four pre-made characters so players can jump right into the action, and full-color maps to enhance play.

Written by Anson Caralya

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LB2: Treasure of Chimera Cove

4/5

I am the DM that ran Chimera Cove for Kirth and Company. The tie-in from Tower of the Last Baron was very easy to use and set the piece fairly well. I found for my particular group using the Beta rules that I had to upgrade the monsters a bit, but otherwise the module ran fairly easy. There is a longer review under Pathfinder Modules on the Messageboards. Overall I liked the module and it required very little preparation. I do agree with Kirth, don't try this without a Cleric and an optimized party. Also don't separate at any time or you will DIE horribly. Huzzah for Mr. Caralya. Well done.


Never Made it to the End!

4/5

Far from being a typical pirate's treaure adventure, this one has a very unique "treasure" and a bevy of interesting challenges along the way. I'm unable to give a full review, as most of our characters died less than halfway through: make no mistake, this one will kill parties that are not optimized for deadly combat, or who are foolish enough to split their forces at any time. Despite the gory finale, we all enjoyed it thoroughly.

Don't let the "LB" designation fool you; this adventure can easily be run on its own, in almost any campaign world.




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Dark Archive

Im really looking forward to reading this adventure. It kind of reminds me of the novel "Riptide" by Douglas Preston & Lincoln Child.


What makes an adventure a "Last Baron" adventure?

I do kinda wish the Pathfinder modules were more divorced from Golarion. I don't mean ripping out every reference, but definitely making them more stand-alone and "setting neutral."

-The Gneech


John Robey wrote:

What makes an adventure a "Last Baron" adventure?

I do kinda wish the Pathfinder modules were more divorced from Golarion. I don't mean ripping out every reference, but definitely making them more stand-alone and "setting neutral."

-The Gneech

I suspect its so it can serve as a sequel to that scenario if you wish, out of curiosity how setting neutral do you want it to be?

As I'm reading through that Last Baron scenario at the moment this sounds like a good addition.


Well, it's a tough question to answer precisely because it's one of those "know it when I see it" kind of things. But a good example might be the "Dungeon Crawl Classics" line (at least the 3E incarnation, I haven't seen any of the 4E stuff) ... except for a handful of modules specifically tied together (e.g., "Blackguard's Revenge" + "Iron Crypt of the Heretics"), most of the adventures don't go into much detail about the surroundings except as necessary for the adventure at hand. However, there is a "DCC world," which was written up and published as a hardcover IIRC, which -can- tie all or most of the modules together if the GM desires it.

For whatever reason, the setting of Golarion just doesn't interest me much, and so for example all the space used in Gallery of Evil to talk about the city of Absalom is wasted on me -- if and when I use the module, I'm just going to port it into my own setting.

-The Gneech

Paizo Employee Director of Brand Strategy

John Robey wrote:
For whatever reason, the setting of Golarion just doesn't interest me much, and so for example all the space used in Gallery of Evil to talk about the city of Absalom is wasted on me -- if and when I use the module, I'm just going to port it into my own setting.

I think your best bet, then, is to stick to the Dungeon, Event, Journey and Wilderness lines, which is most of them. While there is world flavor in each of these, I think that the actual setting can be ported to whatever setting or homebrew world you'd like. Carnival of Tears can take place in any small town where they might have fey nearby and a traveling carnival comes through town. River into Darkness can be on any jungle river. Demon Within could be anywhere that knights fight demons and hold back the forces of the Abyss. The equivalent of Dragonfall could exist in any world. Even the Urban adventures can be placed in other cities. There's nothing so specific about the Ivy Disrict in Absalom that couldn't exist in other large metropolises. But any time you are taking something from one world to another, you'll need some creativity in making it fit seamlessly.

Contributor

I think you'll find that LB2 ports easily to other worlds; the central conflict in the backstory is based on events 50 years in the past and could be shifted to any two competing maritime powers in your campaign history. All of the action takes place in a (very) small coastal settlement (one small enough to be placed on a map just about anywhere) and a concealed dungeon of sorts, so nothing really geographical or nation-state specific there either.


yoda8myhead wrote:
There's nothing so specific about the Ivy Disrict in Absalom that couldn't exist in other large metropolises. But any time you are taking something from one world to another, you'll need some creativity in making it fit seamlessly.

Certainly; my point is just that the more specific the details get, the more work it becomes to make it fit. Since (for me at least) the point of premade modules is to reduce my GM workload, the more setting-specific a module is, the less useful it is for me.

-The Gneech

Grand Lodge

Spoiler:

Is there a picture of the Terraken anywhere?? I feel like it's the last big boss and everything is building up to this "treasure," but nowhere in the module is there even a glimpse of what this thing looks like. Sure, there's a description of it, but I kind of was hoping for a nice graphic to use in my game... anyone recommend a good picture? Otherwise, I'll have to do a Google image search for "dragon turtle" and use whatever comes up...

Contributor

Hsuperman -

Spoiler:

Yeah, James Sutter can confirm that my first question upon seeing the final copy of LB2 was "No Terraken pic?" Unfortunately it didn't make it.

So, here's the basic 3E dragon turtle:

http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG88a.jpg

Scan it grey and take the shine off its shell and you wouldn't be far off.

Here's a miniature that would make a good alternative (and it's already grey and undeadish)

http://www.nobleknight.com/imagepage.asp?image=RPR14493.jpg&name=Dragon %20Turtle

And for something a bit different, here's video of a swimming snapping turtle. Potentially raw material, maybe.

http://www.youtube.com/watch?v=pZILVpqw7y8

Good luck running LB2 -- I want to hear how it works for your group!

Scarab Sages

Pathfinder Maps Subscriber
John Robey wrote:


Certainly; my point is just that the more specific the details get, the more work it becomes to make it fit. Since (for me at least) the point of premade modules is to reduce my GM workload, the more setting-specific a module is, the less useful it is for me.

-The Gneech

I say that if you want to reduce your GM workload just use Golarion as your world. I have always been a Forgotten Realms guy until Pathfinder came out and decided as I started the new campaign I would to with the new world.

I do not do a homebrew world for exactly the reason you state - reducing my GM workload. Join us brother and we will transform the worlds...


Savage_ScreenMonkey wrote:
Im really looking forward to reading this adventure. It kind of reminds me of the novel "Riptide" by Douglas Preston & Lincoln Child.

a great book


I am taking our Sunday group through LB1: Tower of the Last Baron now. The group cosists of Kirth Gersen playing a Ftr 2/Monk 4, HoustonDerek playing a Rog 1/Ftr 5, Sean playing a Wiz 6, and China playing a Rog 6. At present they have confronted the Priestess in the Pact Hall and left her stabilized and tied to her bed, They just took on Capt Blacklock and 9 Keep Guards at The Conqueror's Blade and defeated them. They have met the Andoran sympathizers at the Bucket and Bellow's and The Black Candle. As we ended the session they were planning to deal with Bumbo the Baron's nephew. Stay tuned for more updates.

The feedback I have received from a couple of them is that they are very impressed with the quality of the prewritten modules that Paizo is putting out. There is not much DM work involved. Just updating the stats to Beta standards and that is not very hard to do. The hardest thing for me is keeping ahead of them.

Just my 2 cp.


As one of the players, I can attest that "Last Baron" is one of the best prewritten 3e modules I've played in, and that Silverhair is doing a hell of a job with it. If "Chimera's Cove" is even half as good, I'll be one very happy player.


silverhair2008 wrote:

I am taking our Sunday group through LB1: Tower of the Last Baron now. The group cosists of Kirth Gersen playing a Ftr 2/Monk 4, HoustonDerek playing a Rog 1/Ftr 5, Sean playing a Wiz 6, and China playing a Rog 6. At present they have confronted the Priestess in the Pact Hall and left her stabilized and tied to her bed, They just took on Capt Blacklock and 9 Keep Guards at The Conqueror's Blade and defeated them. They have met the Andoran sympathizers at the Bucket and Bellow's and The Black Candle. As we ended the session they were planning to deal with Bumbo the Baron's nephew. Stay tuned for more updates.

The feedback I have received from a couple of them is that they are very impressed with the quality of the prewritten modules that Paizo is putting out. There is not much DM work involved. Just updating the stats to Beta standards and that is not very hard to do. The hardest thing for me is keeping ahead of them.

Just my 2 cp.

Tower looks pretty good. Overall you like it?


Yes, I like it and the players like it. I have a group that has been trying to instigate fights with the Keep Guards but the Guards are too worried about the Andoran Army outside to want to fight among themselves. So basically I have a couple of PC's that are just walking up and slapping guards to get a fight going.

That isn't how the scenario was written as I gather. There is a certain amount of investigation and stealthiness required to complete the module. But overall I am enjoying running it and the players' are enjoying it. Isn't that our primary reason for doing this, to have fun?


We finished Tower of the Last Baron tonight. We begin the Treasure of Chimera Cove the next session with the same party. More fun to come.

Contributor

silverhair2008 wrote:
We finished Tower of the Last Baron tonight. We begin the Treasure of Chimera Cove the next session with the same party. More fun to come.

Eager to hear how LB2 works for you. Post here if you have any questions.

Liberty's Edge

Yeah, Last Baron rocked the house. My only caveat would be that the DM may want to punch up a couple of the hostile NPCs if he or she are using Beta rules, as

Spoiler:
the golem
was really the only encounter where I felt the outcome was in question

As far as its applicability to other game worlds and homebrews, it is a fairly easy drop into any region with a hostile border, the Golarion fluff doesn't get in the way much.


Anson Caralya wrote:

“Eager to hear how LB2 works for you. Post here if you have any questions.”

I have a question about the Hand of the Deep, where roughly does it have its lair. As the description says it crawls out of its lair into the water after the water level drops. It also says that if it suffers any significant damage it leaves the cove. It was my understanding that the seawalls blocked any type of exit out of the cove. Am I wrong?

It will probably be moot by the time you answer this but I thought I would ask anyway. We play tomorrow and I doubt you will see this until Monday or so.

Just my 2 cp.

Contributor

silverhair2008 wrote:


I have a question about the Hand of the Deep, where roughly does it have its lair. As the description says it crawls out of its lair into the water after the water level drops.

Spoiler:

See the map on the module's inside front cover, near the top center. I'd place its nest about 10 feet below low-tide level, on the south side of the smaller of the two island-rocks.

silverhair2008 wrote:


It also says that if it suffers any significant damage it leaves the cove. It was my understanding that the seawalls blocked any type of exit out of the cove. Am I wrong?

Spoiler:

Yup, if the sea walls are up, it can't flee the cove. In that case I'd just have it use its jet ability to immediately shoot over to the other side of the cove and hide in a deep, dark spot.

silverhair2008 wrote:

It will probably be moot by the time you answer this but I thought I would ask anyway. We play tomorrow and I doubt you will see this until Monday or so.

You underestimate my ego-surfing compulsion in checking this thread.

I'm eager to hear how it goes for your group!


Thank you for the quick response. It will make my job tomorrow a lot easier. I'll post what happens tomorrow evening. Thanks again.


This is the posting of the first session of Treasure of Chimera Cove. We had a short session so we didn’t get much accomplished but am looking forward to next Sunday.

Spoiler:
The party met Targas on the road to Chimera Cove and agreed to free the villagers. They walked into town and the Hobgoblin guards opened the boathouse doors to ask what they wanted. The Monk/Fighter tumbled into the boathouse followed by the Rogue, the Wizard fired a Lightning Bolt to hit two of the Hobgoblins who were lined up and the Fighter/Rogue attacked the first one at the door. The wizard cast black tentacles and captured the two he had hit with the Lightning Bolt. Eventually all hobgoblins were killed, the villagers freed, Targas reinstated, and two villagers guiding the ship for the party. The Hands of the Deep attacked and took one of the villagers, three tentacles got sundered, and a water elemental got summoned and followed the Hand of the deep off to keep attacking. The party entered the High Port and saw Poltur on the dock. Poltur ridiculed them and went to board the ship. The Fighter/Rogue followed lost his initiative roll and his Flaming Mace in the water. The wizard used his wand of Hold Person. Poltur failed, the Monk/Fighter cou0 de Graced him and the water began flooding in. The Monk/Fighter took a potion of invisibility and ran ahead of the party after Pelastour told them about the Terraken being able to leave once the area was completely flooded. We stopped with the Monk/Fighter crawling through the blockage trying to get to the Oubliette and find the control mechanism.

We will pick up there next week. More to follow.


BTW I believe the map of Chimera Cove got printed upside down. Was it created before the overall map of Golarion? Because if you look at the coastlines of Andoran and Cheliax they run exactly opposite to how Chimera Cove is drawn.

An example is the Cheliaxian coast runs from Southeast to Northwest with the land to the west, while the Andoran coast runs from the Southeast to the Northwest with the land to the east. The appearance of the coast of Chimera Cove gives the impression of the mainland mass to the west. That is what leads me to believe it is printed upside down.

Just my 2 cp.


Hi I'm new on here :) I am in a group with HoustonDerek, Kirth, Silverhair, and Cale. As Silverhair wrote, we are currently in Chimera Cove. We have three games going right now total, and so far this is my favorite! I am playing a human rogue (coincidentally my favorite character so far too!).


Chinadoll wrote:
Hi I'm new on here :) I am in a group with HoustonDerek, Kirth, Silverhair, and Cale.

Hi, China! Nice to see you here!

P.S., I've got your scarf; Suz can drop it off with you on the weekend, maybe.


As I have said before, a very lovely new voice is heard from. Welcome to the boards.


Chinadoll wrote:
Hi I'm new on here :) I am in a group with HoustonDerek, Kirth, Silverhair, and Cale. As Silverhair wrote, we are currently in Chimera Cove. We have three games going right now total, and so far this is my favorite! I am playing a human rogue (coincidentally my favorite character so far too!).

Hi there! Welcome to the boards! *hands out complimentary cookies*


Lilith wrote:
Chinadoll wrote:
Hi I'm new on here :) I am in a group with HoustonDerek, Kirth, Silverhair, and Cale. As Silverhair wrote, we are currently in Chimera Cove. We have three games going right now total, and so far this is my favorite! I am playing a human rogue (coincidentally my favorite character so far too!).
Hi there! Welcome to the boards! *hands out complimentary cookies*

Hi Lilith! Thank you :)

Shadow Lodge

Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Welcome to the boards, Chinadoll :)

Contributor

silverhair2008 wrote:

BTW I believe the map of Chimera Cove got printed upside down. Was it created before the overall map of Golarion? Because if you look at the coastlines of Andoran and Cheliax they run exactly opposite to how Chimera Cove is drawn.

An example is the Cheliaxian coast runs from Southeast to Northwest with the land to the west, while the Andoran coast runs from the Southeast to the Northwest with the land to the east. The appearance of the coast of Chimera Cove gives the impression of the mainland mass to the west. That is what leads me to believe it is printed upside down.

Just my 2 cp.

Considering the scale of the Golarian map (1" = over 100 miles) and the scale of the Chimera Cove map (1" = 200 feet), it's entirely possible that the CC map depicts a small portion of the eastern side of one of the peninsulas between Cheliax and Andoran. For example, on the southern tip of the peninsula where Ostenso is, or the peninsula due south of the Whisperwood. There are many places between Westcrown and Almas where the land would line up this way, and given the scale of the maps, the three islands offshore of CC wouldn't even be visible on the Golarion map.


Sean K Reynolds wrote:
Considering the scale of the Golarian map (1" = over 100 miles) and the scale of the Chimera Cove map (1" = 200 feet), it's entirely possible that the CC map depicts a small portion of the eastern side of one of the peninsulas between Cheliax and Andoran. For example, on the southern tip of the peninsula where Ostenso is, or the peninsula due south of the Whisperwood. There are many places between Westcrown and Almas where the land would line up this way, and given the scale of the maps, the three islands offshore of CC wouldn't even be visible on the Golarion map.

However, that is not the case. Because on page 245 of the Campaign Setting it shows LB2 as midway down the western coast of Andoran. I was just making a comment with a question attached. I am familiar with maps of different scales being ex-military. However, it seemed to me that there might have been a disconnect between the module and the Gazeteer and the Campaign Setting.

Just my 2 cp.

Contributor

All right, look at the marked location of LB2 as indicated on PFCS pg. 245. Now look at that location on the Golarion poster map. You'll see southwest of the letter "A" in "Andoran" a little peninsula jutting into the Inner Sea. Even if that tiny peninsula is 1/32nd of an inch, at the scale on the poster map it's at least 3 miles long. Considering that the CC map only measures about 1/3 of a mile, you can fit the adventure at "the southern tip of a rocky and storm-swept cape projecting into the Inner Sea."


I was making a general comment. I refuse to argue with you about this. If you say it can be where you say then it is so.


Silverhair, lemme look at the map again Sunday (I don't own a copy, and really didn't study it all that carefully). I can say with some degree of certainty that Mr Reynolds knows far more about the game and the various published settings (Greyhawk and Golarion in particular) than all of us put together EVER will. If he's pointing out a suitable location, I suggest that his advice be taken VERY seriously (in the words of Bill and Ted, "Listen to this dude; he KNOWS what he's talking about!").

Sean, thanks for the reply, and sorry for the mixup.


Kirth, it doesn't matter. Mr. Reynolds has already made his point and I have accepted it. There will be no more discussion of it from this point on.


Just in case I need to clarify my earlier statement. I meant that I would not discuss the map issue anymore. I have no authority to open or close a thread. I am a subscriber not a contributor nor am I affiliated with Paizo in any capacity.

Just my 2 cp.


Lazaro wrote:
Welcome to the boards, Chinadoll :)

Hello Lazaro! Thank you for the warm welcoming :)


Silverhair, I JUST found out what a Turducken is!

Spoiler:
So I wonder if the Terraken is a turtle stuffed inside a dragon, or vice versa?
Hmmm..... I will ponder this one a while.

Contributor

Silverhair, I really enjoyed reading your summary of the adventure to date. Sounds like things flowed smoothly (and quickly!) for your group.

Chinadoll wrote:
Silverhair, I JUST found out what a Turducken is! So I wonder if the Terraken is a turtle stuffed inside a dragon, or vice versa? Hmmm..... I will ponder this one a while.

My etymology was "terrapin" with "kraken", but yours works too (and leaves me wondering if I had John Madden's Thanksgiving post-game show on in the background when I came up with that, as he's always distributing legs off a 6-legged turducken as awards).


Anson Caralya wrote:

Silverhair, I really enjoyed reading your summary of the adventure to date. Sounds like things flowed smoothly (and quickly!) for your group.

Chinadoll wrote:
Silverhair, I JUST found out what a Turducken is! So I wonder if the Terraken is a turtle stuffed inside a dragon, or vice versa? Hmmm..... I will ponder this one a while.
My etymology was "terrapin" with "kraken", but yours works too (and leaves me wondering if I had John Madden's Thanksgiving post-game show on in the background when I came up with that, as he's always distributing legs off a 6-legged turducken as awards).

Thank God for Google!

Spoiler:
I had to Google Kraken too! LOL
By the way, I think it's a wonderful creature and I would love to have one to add to my zoo! Nice to meet you Anson :)

Mr. Caralya,

I have a few questions. I will put them under the spoiler tag just so my players don’t have the opportunity to catch them. So here goes:

Spoiler:
We start what I think will be the last session of Treasure of Chimers Cove on Sunday. As I covered before they have killed Poltur. As I understand it that begins the flooding of the Oubliette. Now let me see if I can out this in some kind of order.

1. The Monk/Fighter took a potion of invisibility and is going ahead to try to find the control item we left him crawling through the debris field. Will the Terraken be able to sense him when he gets to the oubliette?

2. When Poltur died, the water elemental was released. Does the elemental stay in the caverns or does it fight through the Sea-Sworn Marines to get out of the caverns? Does the two-headed snake go with the elemental?

3. When Poltur dies, the Captain undoubtedly felt and heard the rumble of the flooding of the Oubliette. Could she be heading toward the Oubliette to try to regain the amulet of control? Also, what is the possible reaction of the Chimera?

4. About the Terraken, A living Dragon Turtle is a CR 9 at 12 HD with a base attack of +12. The undead Dragon Turtle is also a CR 9 worth 24 HD and a base attack of +12. That seems a little unlikely to me. I know in the backstory you mentioned that the Chelaxian Merchants created the Terraken. Is it possible that they enhanced its HD from 12 to 24 before they created the undead version. If so, it is possible that the CR of it should 15 instead of 9. Or alternatively if it was created as an undead before the increase of its HD it would be a CR 12 instead of a CR 9. The reason I am asking all of this is that I am going to have to upgrade the monsters. I am finding that under the 3.5 rules the PC’s created by Pathfinder rules are effectively 2 to 3 levels above what their numbers say. So matching the numbers/CR’s of monsters to PC levels results in easy encounters.

I would greatly appreciate it if you see this before Sunday the 4th giving me what help you can. Thanks for a great module. It has been fun so far. I am getting complements on this one just like on Tower of the Last Baron.

Contributor

Spoiler:
4. Just assuming you'd use the zombie template, you double the creature's base HD. Thus, a 12 HD dragon turtle becomes a 24 HD dragon turtle zombie. According to the zombie CR table, a 20 HD zombie is CR 6. The table doesn't go above 20 HD because the basic zombie template doesn't work on creatures above 10 HD, but just assuming we were using the template, we could extrapolate the CR for a 24 HD zombie, and CR doesn't seem so odd.
As for the attack bonus, dragons have BAB equal to their HD, so 12 HD = +12 BAB. Undead have BAB equal to 1/2 their HD, so 24 HD = +12 BAB.

Contributor

More spoilers for Silverhair:

Spoiler:

silverhair2008 wrote:

We start what I think will be the last session of Treasure of Chimers Cove on Sunday. As I covered before they have killed Poltur. As I understand it that begins the flooding of the Oubliette. Now let me see if I can out this in some kind of order.

1. The Monk/Fighter took a potion of invisibility and is going ahead to try to find the control item we left him crawling through the debris field. Will the Terraken be able to sense him when he gets to the oubliette?

I'd say no, until the monk/fighter is in the water, at which point invisibility becomes much less meaningful (see Aquatic Terrain section and Invisibility sub-section). Then he might be in a fair amount of trouble.

I intended the debris field to be pretty much impassable (unless this PC is a xorn), but if you don't want to run encounters 5-11 without the rematch with Poltur, this is an efficient way to skip them.

silverhair2008 wrote:
2. When Poltur died, the water elemental was released. Does the elemental stay in the caverns or does it fight through the Sea-Sworn Marines to get out of the caverns? Does the two-headed snake go with the elemental?

Because Shirqual (the water elemental) has control over the scrying pool, and is fairly cunning for an elemental, we can assume it knows just about everything worth knowing in Chimera Cove (except for the treasure concealed right under its nose). I'd say it would take the direct route to area 5, avoiding the marines, mephits, and the rest, then up to High Port, and out through the cove, with its pet snake, of course. No fighting necessary. If it runs into any PC opposition on the way out, it would probably attempt to pull some local monsters in to the fray, for example retreating onto the Silver Reign to involve Zasril and the mimics. Speaking of which, if your PCs are in High Port and Poltur is dead, Zasril will do whatever possible to lure the PCs onto the Silver Reign, as its opportunities for release are rapidly dwindling.

silverhair2008 wrote:
3. When Poltur dies, the Captain undoubtedly felt and heard the rumble of the flooding of the Oubliette. Could she be heading toward the Oubliette to try to regain the amulet of control? Also, what is the possible reaction of the Chimera?

I'd say she'd be aware of it and very concerned, but her mobility (and that of all other sea-sworn) is extremely limited in this setting -- note the very few wet areas on the map of The Dragon and the devastating effect of the curse of the sea-sworn. Although the sea-sworn have moved around a bit in the caverns, this has taken years, even decades, to accomplish (they're undead, so no big deal to them; this history isn't in the text because it's pretty deep back-story).

I intended the sea-sworn to be one of those troll-like annoying regenerating creatures whose Achilles' heel the PCs have to figure out, while their immobility gives the PCs a chance to disengage and think about it if necessary and not become re-engaged every 5 rounds after the things have regenerated their way back to full health. I'd say the captain only comes into play once the oubliette has completely flooded and waters are starting to flood the chambers of The Dragon, at which point she'd head straight for the Terraken and the amulet, with the marines from area 7 following a few rounds later, and the chimera last of all. Be careful not to overdo it, though, as sea-sworn in water are extremely tough.

SKR has covered point #4.

Can't wait to hear how tomorrow's session goes for your group!


Anson, Thanks for the response. You have given me some very interesting ideas. I am sorry that my running of your adventure has not turned out the way you had it laid out. It seems that by having two Grognards (old school 1e players) in my group that settings go right out the window. It is fun though. I’ll post what happens later tomorrow evening. Stay tuned for more updates.
Just my 2 cp.

Contributor

silverhair2008 wrote:
I am sorry that my running of your adventure has not turned out the way you had it laid out.

Hey, don't worry about me! A plan never survives contact with the enemy! Seriously though, we tried to account for the chance of something like this with the one sidebar. But as an author I want to devote most of my word-count to what I think will be the most likely course of events. It just happens that in this case, there's a pretty significant possible divergence fairly early. It's much less important to me that your party sticks to that most-likely path than that they enjoy the adventure.


So far I've heard that they are enjoying the adventure. You did include enough material to cover what did happen in my case and I am glad you did. It makes my job that much easier. Thank you for an enjoyable turn as DM.


Well here we are at the finale of Treasure of Chimera Cove. I am putting this under the spoiler tag so others don’t have to view the results unless they want to. So here goes nothing.

Spoiler:
Last week we left our intrepid adventurers as they had defeated Poltur and the Monk 4/Fighter 3 had run off to try to recover the control amulet for the Terraken. The rest of the party, a Rogue 2/Fighter 5, a Wizard 7, and a Rogue 7, had dragged Poltur’s body off of the gangplank onto the dock so they could loot his body. They decided to investigate the ship The Silver Reign. While they were on deck they began hearing a thumping noise that seemed to be coming from the lower hold. They climbed down the ladder to see if they could find the source of the noise. It turned out to be a Bard 7 (new player) that was tied to the stanchion behind the mast. The party gathered around the bound Gnome Bard. That is when the Mimic’s attacked. In the first round of attack’s the Ftr5/Rog2 was slammed and automatically grappled, as was the Wizard 7. The Rogue 7 made her saves, but the Hellcat chose her to attack. Having a light weapon in hand the Ftr5/Rog2 managed to kill his Mimic as did the Wizard 7 kill his Mimic with a wand that he had in hand. The Hellcat managed to assist the Mimics in killing the Ftr 5/Rog 2 and the Rogue 7. The Wizard 7 managed to cast Dispel Magic and send the Hellcat back to the other plane, then he killed the last Mimic. He released the Gnome Bard and they got the bodies up to the deck and then onto the dock. The Wizard went to get the villager from the ship they originally arrived on to help get the bodies of the other party members onto the villagers ship.

After stowing the bodies the Wizard and Bard decided to try to find the Monk4/Ftr 3. As they descended toward the staircase they encountered a lone Hobgoblin. The Wizard cast Fireball and the explosion was heard by the Monk4/Ftr 3 who then ran back toward High Port. The two remaining members retreated into the barracks after casting Invisibility on themselves. They heard footsteps of three individuals, but when they reentered the walkway they only saw one Hobgoblin running back down the walkway to intercept the Monk who had just arrived back in the area. The Bard cast Glitterdust and revealed the other two Hobgoblins who had taken their potions of invisibility. The Bard had been revealed when he cast Glitterdust because he had cast invisibility on himself, but the Wizard had cast Greater Invisibility on himself. They managed to finish off the Hobgoblins and were deciding to try to get to the blockage again when they heard the sound on moving water and the Water Elemental and the snake appeared. The Wizard cast Dimension Door, grabbed the Bard, and left the Monk to try to delay the monsters. The Monk had told him to do that.

Essentially this mission was a bust, and it wound up being a TPK (almost). The players were not disgusted with the module, just with the way they played it. It showed true that when you split the party, the party dies. I have much praise for Mr. Caralya from the players for writing a wonderful module. It was said that they would have liked to have finished it out, it was just their own mistakes that kept them from doing that.

Just my 2 cp.

Liberty's Edge

Spoiler:
!@($*&#&@ mimics...


Spoiler:
*@($#$#*&$ HELLCATS!


I died yesterday and I am sad that I didn't get to fight the Turducken LOL :( HoustonDerek died trying to save me though :) So romantic!

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