
Elo. |

1d20 + 2 ⇒ (5) + 2 = 7
Elo claps her hands over her ears as blood begins to pour from them.
Shaking off the deafness, she pulls out a wand and sets to healing.
Wand of Infernal Healing to pass around, lads. 2 charges on me, anyone else want some?

Lhinneth Silvertide |

Lhinneth's boots touch the deck only a couple of heartbeats after the siren's corpse, gracefully landing among the sailors despite her splitting headache. She sees Arven's lips moving as the big man's stare once again seems to be fixed on her, though the only thing she hears is a dull, roaring sound which seems to be reverberating from inside her own cranial cavity. She figures it's probably something lecherous.
Looks like I'm once again her favourite. Lucky me.
"HEY! CAN YOU SPARE SOME OF THAT MOJO FOR ME? I SWEAR IT'S LIKE HAVING THE SEAWRAITH SAILING IN MY HEAD RIGHT NOW" she screams to Elo in what she thinks it's a soft, pleading tone.
Once she's healed, Lhinneth will also help inspect the siren's nest...
Swim: 1d20 + 9 ⇒ (19) + 9 = 28
Climb (accelerated): 1d20 + 9 - 5 ⇒ (9) + 9 - 5 = 13
Climb (accelerated): 1d20 + 9 - 5 ⇒ (14) + 9 - 5 = 18
Climb (accelerated): 1d20 + 9 - 5 ⇒ (6) + 9 - 5 = 10
Climb (accelerated): 1d20 + 9 - 5 ⇒ (15) + 9 - 5 = 19
Climb (accelerated): 1d20 + 9 - 5 ⇒ (12) + 9 - 5 = 16
Climb (accelerated): 1d20 + 9 - 5 ⇒ (19) + 9 - 5 = 23
Should be 90 ft. over the course of 3 rounds...

GM Infinity +1 |
Atop the small islet you find a relatively lavish driftwood nest that is trying very hard to be a wooden shack. Inside you find you find a soft well-knit rug, bizarrely intricate furniture, and fine jewelry all around. McDaniels, the Plundermaster, offers his appraisal of roughly 1550 gp for the lot. Additionally there are a few choice items that stand above the horde as a whole: a jeweled ivory comb worth 1150gp, a scrimshaw sea hawk of nearly 200gp, and a magical bottle. Despite all this something seems off...and a little further inspection reveals the entire place is built on fish bones.
DC 18 to ID the bottle. Also another reminder the rod from earlier was never IDed...DC 25 on that one.

GM Infinity +1 |
Yes on the try again. DC 18 is enough to ID the bottle
Bottle of messages: This green glass bottle has a tiny winding key on its elongated stem that, if turned, causes a shadowy cork to slowly become substantial over a 1-round period. Anything the owner of the bottle speaks into the bottle during this time (up to 25 words) gets trapped inside it once the cork fully manifests. As soon as the cork is removed or the bottle is smashed, this message is released exactly as if the owner had spoken the words at that moment. Once the bottle releases its message, it shatters.
300 gp value

Elo. |

"Curious; why employ such magics when a simple piece of parchment would suffice... clearly the creators were not privy to word-meaning."
Neat. So, on with the voyage?

Arven "The Shark's Friend" |

Arven looks astonished at Lhinneths' outburst, not sure who it was really directed to, but definitely happy to share his 'Mojo' with the woman fighter. He smiles and putting his finger across his lips, he motions to Lhinneth to come to him. He whispers in her ear, "You don't have to be so loud, let's share some Mojo together." as he attempts to kiss her cheek, his mouth being so close to speak the words.
....
Arven helps get the treasure down from the hut ...
... happy to go on with the voyage.

GM Infinity +1 |
The journey continues, and while those who fell under the sirens spell are highly ridiculed, you do hear a few pirate compliments under breath such as "At least they didn't gut those boys..." and the like.
Mid-morning the next day, you reach Blackwarn's Gallows. Rocky islets and a massive stone arch jut out of the ocean, causing the waters to churn and foam. The arch is taller than a ship’s mast. Thick chains hang from the arch, and corpses dangle several body-lengths from the top. The island coast is only a short row from the arch, but only a few short stretches of beach are accessible along the rocky shoreline. A cave is visible on the shoreline; the ocean water flows freely in and out of it.
The Captain gathers you all and begins "Here we are, the western coast of Besmara's Throne: the Blackwarn's Gallows. Besmaran priests don't take kindly to heretics...that one swaying there be the late Cap'n Rahil Harkalm."
McDaniel's overhears and gasps "Oi, wasn't he that pirate atheist who went out of his way to destroy every religious artifact and kill every priest he plundered...? What'd they call him...the Prophet Squanderer?"
Lanteri smiled "Aye. Now your task is simple. Go up there and pluck his peg leg. His piece of the Three Reasons to Live is inside."
McDaniels responds "Great, add looting dead bodies to our rap sheet."
Doc Imogene adjusts her glasses and corrects him "No, I think technically the false leg isn't part of his body...."
Jagged rocks around the arch block the Magpie's passage to outside a few hundred feet. It seems the idea is you all take a rowboat to shore, and begin the long trek...
New map incoming...

GM Infinity +1 |
The top of the arch is 150 ft up off the ocean swells. The bodies are 30 ft below the top of the arch. Very heavy chains seem to be what holds the corpses in place.
And Salty, you identify the rod as an immovable rod: This rod looks like a flat iron bar with a small button on one end. When the button is pushed (a move action), the rod does not move from where it is, even if staying in place defies gravity. Thus, the owner can lift or place the rod wherever he wishes, push the button, and let go. Several immovable rods can even make a ladder when used together (although only two are needed). An immovable rod can support up to 8,000 pounds before falling to the ground. If a creature pushes against an immovable rod, it must succeed at a DC 30 Strength check to move the rod up to 10 feet in a single round.

Serenna, "Peggy" Crusilva |

Fort: 1d20 + 2 ⇒ (18) + 2 = 20
At the siren's scream Peggy manages to duck behind the ship's mast, nevertheless, the sound of the creatures's scream sends piercing pain through her ears, although she resists its worst effects.
Sorry for the delay again!.. I've had some major family health issues to deal with but should be a bit better at posting regularly from now.
... Later, as they stare up at the hanging corpses, Serenna gives a whistle. "Well this sure looks like fun."
Does Serenna know anything more about Cap'n Rahil Harkalm? Know (local): 1d20 + 7 ⇒ (7) + 7 = 14

GM Infinity +1 |
Serenna, you know that his capture and execution was relatively recent, a matter of weeks. In addition to being known for what's already been mentioned (atheism, killing priests), you recently learned he was part of a trio including the Captain's late husband, who slew the great brine dragon Nicorydine.

Elo. |

Ooh, I'm liking this mission. I assume the locals aren't keen on us disturbing the good Captain's rest?
How's this for a plan. In the evening, we sail or swim close to the arch, then have a bowman shoot off the captain's leg, either at the peg-leg or at the thigh. Then we just catch the falling treasure.

Lhinneth Silvertide |

Loot list updated!
Having moved closer to Arven at the man's request, Lhinneth's tinnitus eventually disappears just in time for her to hear the underdressed fighter's crude proposal. Instinctively pulling away from the rhum (and who knows what else)-laced breath, she raises one eyebrow and wrinkles the corner of her mouth in a smirk as she points at the grotesquely bent corpse nearby. "But Arven dearest, I would never dare to stand between you and your favourite..."
*************************************************************************
Diplomacy Minigame
That evening, Lhinneth can be found recounting her aerial exploits to a bunch of captivated sailors, exaggerating and aggrandizing the tale of their fight as every good pirate should. As First Mate Horemheb passes by, she drags him in in her re-enactment, putting up a mock fight for the crew's viewing pleasure while lavishing false praise on her opponent's technique, and even allowing him to score some hits from time to time – for if there was a lesson she had learnt in the House of Stolen Kisses, is that men love some good ego bolstering from time to time.
Good thing we were here. Those fools would have all been dragged to Besmara's locket otherwise – and where was Captain Lanteri during the fight anyway?
Bluff?: 1d20 + 14 ⇒ (8) + 14 = 22
Perform (oratory): 1d20 + 8 ⇒ (18) + 8 = 26
*************************************************************************
With the Magpie Princess dropping anchor by Blackwarn's Gallows, Lhinneth looks uncharacteristically taciturn and even paler than usual; indeed, as the story and purpose of the place is revealed, she looks at the arch with fear in her eyes and is caught instinctively performing a Besmaran apotropaic gesture.
"Whatever we do, we better do it quickly, and preferably when no-one's watching – though Her eyes are not so easily fooled. Just... take the leg and go, and hope the Pirate Queen agrees with the good Doctor on that particular issue."
No ranks in knowledge skills whatsoever alas... Lhinneth isn't the most scholarly of types. Animate Dead is quite a smart move, though I believe it's a touch-range spell? (Also Lhinneth as a Besmaran would argue against desecrating something she views as her Goddess' propriety, but that's only for RP purposes, so feel free to disregard her.) The bowman thing seems more promising, perhaps with a rope tied to the arrow so that we can "fish" for the leg? (I suspect though the AC for a called shot on a rocking boat would be quite high at that distance.) If everything fails, there's always the hard way: climbing all the way up the arch and down the chains – our newfound Immovable Rod should come in very handy in that regard.

GM Infinity +1 |
Elo, among sailors there are countless tales of great kraken, cephalopods of unusual size, responsible for devouring ships along with an island's worth of coconuts. But you know the sea intersects another dimension where lives the great Blackwarn, a decapod, one of the greatest summon-able planar allies of the Pirate Queen and anyone else of the right faith. These bodies must be some kind of offering to this being.

GM Infinity +1 |
The Captain sets anchor a few hundred feet from the arch, after a few very short preparations you make way in the same small craft as before...a thin slice of moon follows the Sun shortly after beyond the edge of the world. A darkness broken only by starlight pets the sharp edges of waves at night.
It's fair to say that in the armory there is anything you might need (tools, rope, weapons, etc), including alchemical substances of reasonable quantity...for speed lets just call it a "supplies bundle".
I do however need a destination. To shore? To under the arch? Somewhere else?

GM Infinity +1 |
k(local) DC 15: There is but one settlement on the isle of Besmara's Throne, named "Queen Bes". It is said the sheer cliffs and carnivorous reptiles/avians make this a difficult pilgrimage for worshipers. For a pirate crew such as yourselves, perhaps its a laughing matter.
You could navigate by water to the northwest of the island, hoping to find the inlet leading to the town. You might also dare the climb up the rocky spires here on the southern tip. Either way, you would eventually reach the Cove of the Queen, and the small town of roughly 1000 inhabitants.

Lhinneth Silvertide |

I'd guess we might be getting the same answer as if we were knocking on a door to ask the residents what their feelings are about their house being burgled later... If I understand this correctly, this is basically the place where the enemies of the Besmaran faith are being executed and offered as a tribute.

GM Infinity +1 |
That's a correct interpretation, Lhinneth. Still, if any of you worship Besmara this might be your only chance to make the pilgrimage. The Captain and crew had indicated they had never been ashore, but neither were they too excited about the prospect.
As the rowboat nears the arch, you can make out a few more details. It seems the 3 bodies are hanging by heavy anchor chain that has been tacked to the rock with large iron spikes. Somewhat lighter chain grasps the bodies and is secured to the previous chain by large rings. Those chains would probably need to be cut to retrieve the body.
The sides of the arch seem climbable (DC 15). At the top of the arch it looks like maybe a wooden plank is sticking out. Finally, you notice that indeed the waters are treacherous here. Should you wish to stabilize the boat in any way, it would take a lot of experience with these kinds of swells (DC 15 sailor).

Elo. |

Huh, only DC 15 for a height that high? This'll be dead easy.
Elo proceeds ashore, and sets about finding out about the town.
Find out the local story of Harkalm
Take 10 on K Local, 19
Find out the history of this town
Take 10 on K History, 22
Find out the local hazards of the town; sharks, etc
Take 10 on K Nature, 22
Find out any interesting/relevant geographical landmarks
Take 10 on K Geography, 19
Find out if there's some path to the arch we missed
Take 10 on K Dungeoneering, 19

GM Infinity +1 |
1. Not much more than what has already been said, although the locals seem to believe he was Rahadoumi. You/party might learn more with a gather info (diplomacy) check.
2. Most scholars believe that the Shackles were once united under a Cyclopean empire predating Earthfall. Some of their technology and magics may have remained on this secluded isle for millenea, until the coming of Besmara. It is said that here is where the Seawraith, Besmara's craft capable of multidimensional raiding, was shipwrighted perhaps by these means.
3. Carnivorous winged reptiles and birds that hide in the mists.
4. The Holy Isle is at the center of the Cove of the Queen. It is a nearly 100% submerged structure.
5. By your judgement, climbing up the side seems easiest. There really isn't any other way, unless the arch is hollow or flight/teleportation occurs. Of course, you could also commit a crime against Besmara and be strung up yourself.

GM Infinity +1 |
Since Elo will be gone for tooth, we can assume you went to town and came back. Surely you could find an animate dead scroll in a town full of priests or most other things there. I'd encourage someone to take the initiative here, as it has seemed to have stalled us (its now been a week since arriving at the arch).

Arven "The Shark's Friend" |

Arven, is happy to give tribute to Besmara, one of the many gods that protect him, when they find their way to town.
Always happy to oblige the girls, Arven offers to climb the arch, though he asks if anyone has some useful magics that might help him, either to climb more safely or to fall more gently. If he falls he asks that Lhinneth catch him and save him from great injury. Although he will also cosy up to Elo, putting his arm round her waist and asking that she help him, if he is injured in the attempt.
Looking through the supplies, he finds a couple of useful things, a climbers kit and extra rope. Using these he attempts the ascent. He ties the rope to himself and as he ascends the rope is attached to the pitons on the rock face/arch.
Climb +8, Kit +2 and take a 10, gives a 20 on the climb.

Lhinneth Silvertide |

Lhinneth would also like to make a pilgrimage to the Cove of the Queen, but wouldn't that take too much time? Would Captain Lanteri even be amenable to it? Also, if there's a second kit, Lhinneth would gladly take it and take 10 on an accelerated climb check for a 21.
"Last one to the top is on deck scrubbing duty until we reach the treasure! says Lhinneth as she nimbly jumps over the boat's railway and quickly finds a foothold in the rock face. "sorry Arven, try not to fall, alright?"

Serenna, "Peggy" Crusilva |

Serenna would head into the cove with Lhinneth (just to keep her company) if that's on the cards. If there's yet another climber's kit she'll be racing Lhinneth to the top (accelerated climb check of 20
Timing her leap to coincide with the peak of a wave, Serennna nimbly leaps towards the rock face moments behind her companion.
"Sounds good to me,.. we'll see who's quicker!"

GM Infinity +1 |
As Arven begins the ascent he notices a sticky, pulpy, mess of blood. Fish blood. It's chum! You'd bet your life on it.
Indeed your intuition tells you the captain would probably not approve of an expedition into the settlement you are about to steal from, but then you're pirates so who cares about rules/expectations.
Lhinneth takes a moment to check the supplies package Iulia prepared. It turns out the b*~+@ was smart enough after all to pack enough climbing equipment for everyone.
Also I need to adjust the crew status from your awesome rolls before, dont let me forget about that...
Just as Serenna nimbly clings to the arch, the form of a great crustacean surprise attacks everyone from beneath the roaring foam. At first youre astonished and might say its the biggest Ocypodinae crab you've ever seen but no...this is something far more monstrous: a hulking mix of ogre and crab that has one huge pincer that snaps menacingly, while its other arm is a twisted, human-like hand...
Initiative:::::
Monsters: 1d20 + 0 ⇒ (16) + 0 = 16
Lhinneth: 1d20 + 6 ⇒ (20) + 6 = 26
Salty: 1d20 + 1 ⇒ (20) + 1 = 21
Peggy: 1d20 + 4 ⇒ (19) + 4 = 23
Arven: 1d20 + 3 ⇒ (17) + 3 = 20
Elo: 1d20 + 1 ⇒ (16) + 1 = 17

GM Infinity +1 |
You note that just behind this massive foe is a swarm of tiny baby versions of it as well, each born to sea with unnatural grace.
DC 16 nature for info on these fantastic creatures
Round 1:::::
Lhi/Sal/Peg/Arv <---
Monsters
Elo/Croc
Likely a bit tricky to stay on the arch during this, but you could try to outclimb it. Heres a quick link to the climb rules...
Getting map together now, then hitting the hay...

GM Infinity +1 |
Retconning majorly, but want to make note of this while its still fresh: Lhin, earlier with Horemheb your tales maybe, just maybe, might have, slightly, put small cracks in the impregnable fortress that is Horemheb's lack of humor. You sense that your performance with oratory is what is doing the trick.

"Salty" Valaravans |

Haven't leveled up yet, my bad...
Knowledge (Nature): 1d20 + 10 ⇒ (16) + 10 = 26
Weaknesses, best cooking suggestions, special attacks, if possible.
Salty screams at the others.
"Deal with the big one while I prepare the small ones for dinner!"
He takes a 5' step back and then throws a bomb at the crab swarm.
Touch Attack: 1d20 + 5 ⇒ (18) + 5 = 23
damage: 3d6 + 3 + 1d6 ⇒ (4, 1, 2) + 3 + (4) = 14 (last 1d6 fire damage)
6 splash damage at 5' DC 15 for half to the big one

GM Infinity +1 |
Those on the craft (Elo, Salty) the waters are furious and controlling the ship is difficult. If you want the small boat to stay where it is, you'll need a DC 15 sailor check (failure shifts the boat randomly 5ft). Also there is a -4 penalty on ranged attacks, along with a 15+spell level concentration check for spellcasting. Despite that...
Salty's attack gets absorbed into the mass of bubbling creatures, which suddenly bursts forth a 15 ft geyser as the reaction seems to be accelerated by the salt water catalyst. double damage to swarm for 28
The bomb's blast, and a few dinner plates worth of crab legs, fling violently at the greater Karkinoi's back...
Reflex: 1d20 + 6 ⇒ (4) + 6 = 10
..nearly shearing off one its larger plates whole.
Swarm at 11/39 hp, 18/14/16. Karkinoi 70/76, 19/9/19

Serenna, "Peggy" Crusilva |

Height: 5 + 1d6 ⇒ 5 + (6) = 11
Serenna gasps as the creature erupts from the water, almost losing her grip on the slippery rocks before she finds purchase with her peg. Frantically she scrambles nimbly upward, away from the thing's snapping pincers.
Accelerated Climb: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30
New height = 11+15 = 26ft.

Arven "The Shark's Friend" |

Arven sees the small boat in danger from the large ogre crab, he climbs down onto the boat to help Elo and Salty, their danger all too apparent. "Elo, Salty, behind me whilst this creature threatens us all." He says as he readies his shield in place, and taking up a defensive position. "But use your bombs and whatever you have against its children and this vicious sea creature."
Move Action: Climb accelerated 1d20 + 10 - 5 ⇒ (17) + 10 - 5 = 22 ooh never done that accelerated climb before
New height 18 - 20 = 0ft

Elo. |

I think we're waiting on you, GM; if you don't mind, I'll make my actions now, just slip me in after in initiative.
Stepping back, Elo calls out a blessing.
Bless on everyone; +1 on attack rolls.
Her crocodile swims under the boat and bites at the great clawed creature.
1d20 + 10 ⇒ (3) + 10 = 13 1d8 + 13 ⇒ (4) + 13 = 17 Grapple 1d20 + 14 ⇒ (3) + 14 = 17 if hits, 1d8 + 13 ⇒ (6) + 13 = 19 damage

GM Infinity +1 |
The massive karkinoi attempts to stop the death dealing witch from slaying more of its brood. The claw of doom reaches out for Salty...
Claw: 1d20 + 13 ⇒ (5) + 13 = 18
Damage: 1d10 + 9 ⇒ (10) + 9 = 19
and Grab: 1d20 + 19 ⇒ (9) + 19 = 28
Constrict: 1d10 + 6 ⇒ (9) + 6 = 15
...and large spiky extrusions of the karkinoi's exoskeleton embed deeply into Salty's midsection, nearly pinching the life out of him. He seems stuck, struggling to free himself...
grappled condition Salty, and at 0 hp I believe...

GM Infinity +1 |
The swarm of crab like creatures notices Arven coming down the chum covered arch and coordinates its movement pattern to devour...but really they are just annoying, their pincers barely noticeable. Still, the shear number of them makes for quite the hazard.
Arven, DC 15 reflex vs entangled by thousands of micro karkinoi
Elo's crocodile ejects from the water like a surface to air missile but it seems to have missed its target.
Round 2:::::
Lhi/Sal/Peg/Arv <---
Monsters
Elo/Croc

Lhinneth Silvertide |

Seeing Salty about to became even uglier than he already is, and not looking forward to spending the rest of the voyage in such a company, Lhinneth plummets to his help.
__________________________________________________________________
Free Action: release hold - or just using my action from last round (sorry, terribly busy period right now, and will be until Christmas!)
Move Action: Feint
Bluff (vs. 10+BAB+WIS or 10+Sense Motive): 1d20 + 14 ⇒ (15) + 14 = 29
Standard Action: attack karkinos
Fighting Fan (Piranha Strike, blessed): 1d20 + 9 - 2 + 1 ⇒ (17) + 9 - 2 + 1 = 25 damage (Piranha Strike): 1d4 + 5 + 4 ⇒ (2) + 5 + 4 = 11 + if Feint successful: 3d6 ⇒ (4, 3, 4) = 11

Arven "The Shark's Friend" |

"Salty" Arven shouts as he sees his strange friend in the clutches of the crab. He immediately goes into a rage and strikes with all his strength against the creature, moving out of the way of the creepy little crabs.
Reflex 1d20 + 5 ⇒ (13) + 5 = 18
Cutlass rage, power attack 1d20 + 9 + 2 - 2 ⇒ (15) + 9 + 2 - 2 = 24 Damage 1d6 + 4 + 2 + 4 ⇒ (4) + 4 + 2 + 4 = 14
1 of 14 rounds
65HPs
AC 16