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A frown creases Flyn's brow, as he chews through their options. "I don't suppose you've got any proof? Written orders, or the like?"
Looking around at the group his eyes settle on the tall quiet figure in the back...
Okay, here's what I'm thinking. We head back to the ship. Before we get in view, we leave the sailors with Rod (it's about time he pulled his weight.) We go back to the ship, and then those three head over too - then we can gauge Riverbane's reaction, but be close enough to act, should tales of her betrayal be accurate. And it keeps the rescued sailors out of harm's way.
After they get aggressive, we can kill the traitors, and Rod for good measure and head back to the Marquis.

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And just my two coppers, I don't think she wants us coming back at all. i'm fairly certain she was hoping we'd get killed in our investigations, then she could make up whatever story she needed to in order to do whatever it is she's planning to do.
That being the case, I'd be floored if she is going to be excited to even let us back aboard her ship. It'd pretty much take us bluffing our way on board to do that, I'd think. And you don't want Desh making Bluff rolls.

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Well, we could just run back and slaughter the entire crew, but there's one big problem: We only have these sailors' words to go on. Their words and their book, but that's not much on which to hang the lives of the entire crew. That's also assuming the crew is in on it, which I think can be inferred by the fact she didn't leave them here to die.
Sense Motive vs. sailors: 1d20 + 2 ⇒ (16) + 2 = 18

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Okay, on second thought...
The ettercap nest is suspended from the ceiling. You find within various shiny objects the monster collected from various victims: a few gems, pendants, and gold pieces, and a masterwork silver short sword.
Flyndal gathers the gems and coins together to place in Desh's pack. Distributing the gilded sword and pendants, he brandishes a wicked grin. "Decorate yourselves - we're celebrating a massive treasure haul! Riverbane may be an icy bítch, but she likes treasure - so we'll give her treasure. Show off what we've got here, and tell them we've left more behind. I'm guessing they won't try to kill us until they know where we got these shinies." Holding an enormous ruby over one eye, he winks at the others, awaiting their thoughts of his plan.

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Desh scratches behind his ear as he listens to the roughed-out plan. ”She’s been itching to see us as corpses since we set foot on her boat. And I don’t think she means to let us live to see the Marquis again … decked out in gold or no.” He shrugs, ”But I got no better ideas.”
He wraps a largish, garish pendant around his neck and shrugs, indicating his readiness.
Kohinoor, how are you in terms of spells/channels left on the day?
And DM, what time of day is it? And how long of a hike is it back to the ship?

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Kohinoor nods shakily. "The Marquis is a leader of pirates, but he brings some stability to his lands. If he's deposed, a lot of good people could die in the struggle for power. We should do something." With no further ideas, she picks up some of the spoils and throws them over her robes.
4/7 Channels used, I have Magic Weapon left as a first-level spell, and 3/5 Fire Bolts. I'm capable of another fight, should it come to that.

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Cool, then I'm happy to try out Flyndal's "Conquering, rich heroes" plan ... unless other folks have something better to suggest.
Desh will lead the way back, scouting as usual, then will let Flyndal or Kohinoor do the talking if/when we get back to the ship.

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As we near the ship, we can have the rescued sailors stay out of sight, until we call for them.

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As you head out of the cave... It's seems Lady Riverbane was waiting to see if you perished.
"Well," says the jet-haired pirate woman, lips twisted in a grin. "Shiver me timbers! Look who made it out alive. I hoped the crawling horrors would be the end of you, but I suppose vermin don’t eat each other." Riverbane spits on the moss covered ground before continuing. "Why do Pathfinders always have to meddle in what doesn’t concern them?" Pulling out an ancient-looking tome from a pouch, she throws it unceremoniously in the mud. "Fools! All this for a book ..." She errupts in laughter. "Bazzak dies tomorrow and you die today! KILL THEM!"
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Desh: 1d20 + 3 ⇒ (15) + 3 = 18
Flyndal: 1d20 + 3 ⇒ (14) + 3 = 17
Koohinor: 1d20 + 3 ⇒ (7) + 3 = 10
Pirates: 1d20 + 1 ⇒ (19) + 1 = 20
Desh: 1d20 + 3 ⇒ (15) + 3 = 18
Grog: 1d20 ⇒ 18
Flyndal: 1d20 + 3 ⇒ (14) + 3 = 17
Koohinor: 1d20 + 3 ⇒ (7) + 3 = 10
The pirate men are labeled 1 through 4. Lady Riverbane is L.
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Shortbow: 1d20 + 1 ⇒ (12) + 1 = 13, Miss!
Shortbow: 1d20 + 1 ⇒ (6) + 1 = 7, Miss!
Shortbow: 1d20 + 1 ⇒ (1) + 1 = 2, Miss!
Koohinor Reflex: 1d20 + 1 ⇒ (10) + 1 = 11
Koohinor falls prone.
The party is up!

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Desh keeps his footing, ducks an arrow, then reacts instantly. The javelin is out of its sling and out of his hand before the nearest pirate can blink.
Draw and throw a javelin at Pirate 1.
javelin: 1d20 + 3 ⇒ (13) + 3 = 16
damage: 1d6 + 3 ⇒ (5) + 3 = 8

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Kohinoor sees the ground rush up to meet her and twists, landing on her side. Looking quickly at the pirates, she winces as a flight of arrows zip overhead and puts a hand down in the slippery grease. Pushing herself up to her feet, she reaches over to touch Grog's greataxe. "May the goddess of light show your blade the path, and show our foes mercy, for they've earned little today!"

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"Good. It seems we won't have to wait, to settle this!" Leaping over the edge of the greased floor, Flyndal rushes forward, baring his greatsword and bring it to bear on one of Riverbane's men.
Acrobatics | Leap 5' grease: 1d20 + 4 ⇒ (17) + 4 = 21
Move to attack #2
Attack, Raging, Greatsword: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d10 + 6 ⇒ (4) + 6 = 10

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Sweet! Also, this is rage round 1/6

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SWIPE! Pirate 4 is no more.
Pirate 3 drops his bow, draws his scimitar, and attacks: Scimitar: 1d20 + 1 ⇒ (17) + 1 = 18, Damage: 1d6 ⇒ 1
Flyndal takes a whole point of damage. (Ha! His plan is working. Soon that paper cut will become infected. The Flyndal will be really annoyed... Mwahahahaha!)
Lady Riverbane points a wand at Flyndal and says, "Pew! Pew!" (Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5) The barbarian takes an additional 5 HP of damage.
The party is up; finish them!

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Acro, DC10: 1d20 + 7 ⇒ (6) + 7 = 13
Desh pushes off the wall behind him with the butt of his longspear, sending himself skating forward to the front of the greased area ... where he leaps out and rushes past the melee. He ignores the remaining lackey, his eyes focused on his quarry .... Lady Riverbane.
With a wordless roar, his longspear darts out at her, seeking her blood.
Move next to Grog (map updated). This provokes an AoO from Pirate 3 on his way by. Then attack Riverbane.
longspear: 1d20 + 3 ⇒ (8) + 3 = 11
damage: 1d8 + 4 ⇒ (4) + 4 = 8

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Acrobatics: 1d20 + 1 ⇒ (12) + 1 = 13
Kohinoor moves carefully across the grease, finding the least slippery spots to step on, and places a hand on Flyndal's shoulder. "Sarenrae guide your blade."
Move to move, standard to use Touch of Good. Flyndal gets a +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for the next minute.

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Eyes alight with fury, Flyndal mows through the last of Riverbane's men. Stepping over the pirate's corpse, his red vision focuses on the betrayer, their final foe. "You... chose... poorly..."
Power Attack, Raging, Greatsword: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d10 + 9 ⇒ (9) + 9 = 18

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Ha! :-) I'm calling this fight. Lady Riverbane has 1 HP left. Yes, she has the potential to drop one of you, but the others will make her regret her life choices. The other pirate isn't a threat. Any further damage after those last couple of actions would be either overkill or anti-climactic (e.g.: you bring down the BBEG with a 1 HP hit).
COMBAT OVER!
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With Riverbane dead or captured, you are free to return to the Scrag Fisher. Two pirates still on board plead ignorance of their captain’s conspiracy and readily offer to bring you back to Deadbridge.
Following an uneventful return trip, you meet again with the Black Marquis. The man listens to your tale with great interest and thanks you profusely.
Being the greedy pirate he is, Bazzak refuses to reward the Pathfinders beyond letting them keep what they looted. "Such is the way of the River Kingdoms," he declares. "If nothing else, your involvement in this affair helped free the region of a dangerous ettercap menace. Hopefully, that’s worth a quick mention in a Pathfinder Chronicle. No?"
SCENARIO OVER!
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Thank you all for playing. This was an amazing experience. I've never finished a play-by-post scenario in only 10 days before. :-) I hope to game with you guys again sometime in the future.
The scenario has been reported online. Please check your accounts to make sure that you see your credit appropriately.
Your chronicle sheets are also available online here. Please download and print them for your records. Let me know ASAP if there are and errors or corrections needed.
Thanks again!

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If I may play off the new Faction cards...
After the successful delivery of the crew and information, Flyn attempts to lure Bazzak into discussions about the future of his organization.
Diplomacy: Recruitment | DC 16: 1d20 - 1 ⇒ (15) - 1 = 14 Arrrrrgh! SO close!

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No, but that's okay. I wasn't expecting to roll that well, truthfully. There will be more chances in the future, I'm sure. I'm assuming AA doesn't apply to such checks, even from members of the same faction.