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The mist-shrouded Gloomspires have defied local seafarers and treasure hunters for centuries, but Venture-Captain Calisro Benarry has nearly unlocked the secrets of the spire where the dread pirate Sevenfingers hid his treasure. Great prizes beget jealous rivals, though, and the PCs must be prepared to fend off all others who desire Sevenfingers's riches—rivals both past and present.

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"Well, I suppose we are sort of the experts on the Gloomspires now. It's no wonder the Society wants us to go back there."
"First things first. Harrow, we need to discuss the pie situation. I think we have enough between us these days to arrange some sort of pie delivery, or perhaps some sort of magical pie-baking box. What do you say?"

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Harrow embraces his best friend and puts him on top of a crate so he can see him eye to eye.
"We best friends because we both half-lings, but also best friends because Berosius have best ideas ever! Tell Harrow everything about pies deliveries!" he says enthusiastically.

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After hugging Harrow, Berosius says "Hello, Mareq, Lilli. Mareq, how is Husarq?"
"Well," says Berosius to Harrow, "I was thinking. We're not anywhere that regular folk sail. The nearest ports are Port Peril and Ilizmagorti on Mediogalti island. Now, I know a really good little bake shop in Ilizmagorti. The problem is that sailors from both ports are sort of unreliable. So I think we need to look at some magical possibilities."
"I've got two thoughts here. One relies on some sort of time magic, where we put a fresh, hot pie in a box and it stays fresh and hot until we open it up and eat the pie. That seems the easiest. The other is some sort of teleportation effect where our hired baker...that one you love in Kassen, in Nirmathas... puts a pie in one box and it magically appears in a box we have at the other end."
"So, that's the idea. Now we need to find a wizard who can make us one of those. What do you think?"

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"Great... pirates... thieves....robbers...that is what we can expect to come..." the surly Uthred says from the corner in the shadows.

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Harrow listens to Berosius' idea with salivating interest.
"Harrow not sure how it possible, but Harrow love everything best bro just say! Harrow have gold he saving up for magical weapon, but know this much more important. Kind of like magic weapon for stomach...if magic made for anything, feeding Harrow most important thing it can do," the half-orc says.
"Harrow like everything about Berosius!"

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The scenario begins with a briefing from Venture-Captain Calisro Benarry aboard the Grinning Pixie. Last chance to buy stuff...
Mareq is buying stuff...

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The scenario begins with a briefing from Venture-Captain Calisro Benarry aboard the Grinning Pixie.
“Hear that, my friends? The winds here howl like no others on Golarion. It’s a sound that haunts my dreams. We’ve arrived.”
Calisro Benarry, Pathfinder venture-captain and master of the Grinning Pixie, smiles grimly and gestures for everyone present to take a seat at her captain’s table. As the Grinning Pixie lurches back and forth amid the storm-tossed waves, Captain Benarry happily produces a silver chalice, pours herself a drink from a clay jug of Sargavan spiced rum, and passes the jug around the table. Benarry’s smile fades as she looks through a nearby porthole. The skies beyond the aperture are a roiling black and gray, scarred by frequent streaks of lightning that spread across the sky like the web of some massive demonic spider.
Benarry takes a long swallow of rum and clears her throat. “Well, most of you probably know where we are and why we’re here, but for the uninitiated, let me be the first to welcome you to the Gloomspires. We’re in the middle of nowhere—half-way between Tempest Cay and the southern tip of Mediogalti Island. We’re also practically hugging the Eye of Abendego, which is why the weather’s so inviting.”
The captain pauses to drain the rest of her chalice. She then peers inside the empty cup and her face twists into a disappointed frown. A moment later, after a particularly bright ash of lightning illuminates the cabin, she recovers her focus.
“Right, then, the Gloomspires. I’ve spent half my life studying these mystical stone spires and in recent years I’ve sponsored several Pathfinder expeditions to unravel the secrets of the most ill-famed of the lot: the spire containing Old Sevenfingers’s tomb. We’ve been successful—for the most part—though the tomb has claimed more than a few Pathfinders. To date, we’ve explored and mapped the upper two levels of the tomb and we’ve uncovered an impressive array of treasures and secrets. Secrets belonging not only to Old Sevenfingers but also to the enigmatic race that raised the spires when the world was young.”
“So, now we’re back. This time our focus is the third level of the tomb, a place known as Hrethnar’s Throne. Hrethnar Olvaradsson was a pirate from the Land of the Linnorm Kings who made a name for himself three centuries ago raiding ships and settlements along Broken Bay and the Ironbound Islands. He eventually made his way south to the Shackles and fell in with Sempet Sevenfingers. He served as Old Sevenfingers’s first mate and chief advisor for many years until the two had a violent falling-out. Legend has it that Hrethnar grew greedy and hungry for power and tried to lead a mutiny against his master—a mutiny that failed miserably. In retaliation, Sevenfingers had Hrethnar entombed alive on a special dungeon level he mockingly named Hrethnar’s Throne.”
“Our mission is to explore and map the third level of the tomb and pull as many secrets and as much loot from the place as we can. I’m particularly interested to know about Hrethnar’s fate.”
Benarry then settles back into her seat. “Okay, then. That’s the shape of things. Does anyone have any ––.”
A loud crash lls the cabin as the Grinning Pixie’s starboard hull suddenly explodes inward, lling the cabin with wooden shrapnel. A massive ballista bolt lodged in the Grinning Pixie’s hull has split the heavy oak captain’s table in half.
“WE’RE UNDER ATTACK!” cries Benarry as she rushes for the door. “PREPARE TO REPEL BOARDERS!”

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You can see why I was so slow and insistent that you make your purchases before the briefing! :-) Please don't post any in-character actions yet. (Though you may post ooc questions if anything is unclear.) The mission briefing is a big wall-o-text. Please make sure you're good with it. Then I'll roll initiative and explain to you what Captain Benarry and her crew are doing--and what you're expected to do in this encounter.

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Harrow, as usual, had few questions. They simply did not occur to him.
He did remember this place where they had come to investigate some missing Pathfinders. He remembered the shifting distances with uneasiness.
He stares over the waves, and he could suddenly remember how things could be farther away, then closer.
"Look," says. "There little tiny arrow over there, and it getting much bigger. Must be close!" he observes, though abruptly the "little tiny arrow" grows impossibly large, then shatters their table.
"Harrow already not like this place!" he bellows as he pulls himself from the remains of his chair.

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GM Engleaktig wrote:The scenario begins with a briefing from Venture-Captain Calisro Benarry aboard the Grinning Pixie. Last chance to buy stuff...Mareq is buying stuff...
I planned on buying a scroll of Ghostbane Dirge, especially after the last expedition to the Gloomspires. OK?

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Mareq got another Summon Monster level. Instead of the standard fire elemental or celestial bison, SHARKS! I'm gonna summon sharks to eat the damned boarders!

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Harrow: 1d20 + 4 ⇒ (6) + 4 = 10
Lilli: 1d20 + 2 ⇒ (3) + 2 = 5
Mareq: 1d20 + 2 ⇒ (3) + 2 = 5
Uthred: 1d20 + 5 ⇒ (5) + 5 = 10
Whoops! :( Sorry, everybody!
Uthred: 1d20 + 5 ⇒ (5) + 5 = 10
Harrow: 1d20 + 4 ⇒ (6) + 4 = 10
Lilli: 1d20 + 2 ⇒ (3) + 2 = 5
Mareq: 1d20 + 2 ⇒ (3) + 2 = 5
"You lot," Captain Benarry yells (referencing the party), "follow me!" And she rushes topside to see what's what.
Map coming soon. I'm going to do a little randomizing of your positions on the map. You don't know exactly what's up or how many enemies there are or where they are. But, I also don't want to screw you over by putting the squishier PCs on the front line.

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Uthred spent time searching for the spiced rum and acknowledges defeat when he sees the captain had it stowed away ... but he does accept the offer of rum from the captain...and spills most of it on himself as the captain yells out orders to repel boarders...

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The Combat Map has been posted. Still deciding on how I want to place you guys. In the meantime, feel free to peruse the map--you've been on the boat before, after all!
Here are the labeled areas:
A1. Captain Benarry's ship, the Grinning Pixie
A2. Door to Captain’s Cabin (where you had your mission briefing)
A3. Fore Gangplank
A4. Aft Gangplank
A5. Enemy Vessel

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Orange: 1d20 + 3 ⇒ (18) + 3 = 21, attacked
Green: 1d20 + 3 ⇒ (16) + 3 = 19, attacked
Yellow: 1d20 + 3 ⇒ (15) + 3 = 18, attacked
Red: 1d20 + 3 ⇒ (9) + 3 = 12, attacked
Berosius: 1d20 + 3 ⇒ (8) + 3 = 11 GO!
Uthred: 1d20 + 5 ⇒ (5) + 5 = 10 GO!
Harrow: 1d20 + 4 ⇒ (6) + 4 = 10 GO!
Blue: 1d20 + 3 ⇒ (5) + 3 = 8
Black: 1d20 + 4 ⇒ (1) + 4 = 5
Pink: 1d20 + 3 ⇒ (2) + 3 = 5
Lilli: 1d20 + 2 ⇒ (3) + 2 = 5
Mareq: 1d20 + 2 ⇒ (3) + 2 = 5
__________
As the party arrives on the main deck, they see enemy boarders. Half of the attackers swing onto the deck of the ship from grapnels. The other half cross over on gangplanks.
"Protect the ship!" Benarry yells to the party.
"I'm taking the fight to them!" With a battle cry that expresses both anger at the temerity of her attackers and glee at the opportunity to show them the error of their judgement, the massive half-orc crosses over to the enemy ship on the fore gangplank (A3). Half a dozen of her crew follow.
I'm not going to put Benarry, her crew, and their combatants on the map. That would be way too busy! You only have to deal with your part of the combat--defending the Grinning Pixie from the enemy boarding party.
Most of the boarders are human. They seem to be led by a hobgoblin (the black square).
__________
ROUND 1
Orange, green, yellow, and red all attack. First, they fire their heavy crossbows (standard action). Then they drop their crossbows (free action). Then they move towards the party while drawing their scimitars (move action).
Ranged at Harrow: 1d20 + 7 ⇒ (9) + 7 = 16, miss
Ranged at Mareq: 1d20 + 7 ⇒ (2) + 7 = 9, miss
Ranged at Mareq: 1d20 + 7 ⇒ (7) + 7 = 14, miss
Ranged at Uthred: 1d20 + 7 ⇒ (14) + 7 = 21, Damage: 1d10 ⇒ 1
With gleeful abandon, the attackers fire their weapons into the party. Apparently, however, they all went to the eye doctor this morning, and their vision is still messed up from the dilation drops. One lucky shot grazes Uthred for a whopping 1 HP of damage!
__________
Berosius, Uthred, and Harrow are up!
This is still round 1.

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Captain Benarry:
Free Action: "I know this ship, but not this crew. This is the Black Whisper! Captain Faroon! Feristal Faroon! Where are you? Are you still sore about that heist I pulled back in the day? If you are, you'll be sorry that you decided to express yourself this way."
Standard Action: Benarry defeats a Black Whisper sailor.
Move Action: Benarry moves further onto the Black Whisper.
____________
Any remaining crew members from the Grinning Pixie (the ones who are not dead, unconscious or fighting alongside Benarry), rush to the holes in the ship to begin repairs before the damage threatens the integrity of the ship.
The main sail and sterncastle of the Grinning Pixie are already ablaze. (Not your problem. Let the crew handle it for now, and follow the captain's orders to protect the ship from boarders. The description is mostly for dramatic effect and to lend a sense of urgency to your combat.)

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Harrow grins as he dodges an attack. His nodachi is quickly in his hands, and he does not use his 'inside voice' as he bellows the following:
"Fools! You attack ship, but not know Harrow Tatterhood on board! Any who survive will tell grandkids what real fear feel like! Now pee pants and RUUNNNN!!!"
The half-orc adds a bewildering display of martial prowess as he swings his weapon masterfully.
intimidate check to demoralize: 1d20 + 27 ⇒ (16) + 27 = 43
Using Dazzling Display to demoralize all within 30' as full-round action. Also, I am now Frightening, so some of them may be frightened, not just shaken.
You can use this skill to cause an opponent to become shaken for a number of rounds. This shaken condition doesn’t stack with other shaken conditions to make an affected creature frightened. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier.
Success: If you are successful, the target is shaken for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent this way if it is within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.
Fail: The opponent is not shaken.

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Uthred directs all of his attacks at the blue foe to his front...
+1 Adm STS1+TWF FIRST: 1d20 + 9 ⇒ (1) + 9 = 10
STS1 DMG: 1d8 + 4 ⇒ (8) + 4 = 12
+1 CI STS2+TWF FIRST: 1d20 + 9 ⇒ (4) + 9 = 13
STS2 DMG: 1d8 + 4 ⇒ (2) + 4 = 6
+1 Adm STS1+TWF SECOND: 1d20 + 4 ⇒ (3) + 4 = 7
STS1 DMG: 1d8 + 4 ⇒ (5) + 4 = 9
+1 CI STS2+TWF SECOND: 1d20 + 4 ⇒ (19) + 4 = 23
STS2 DMG: 1d8 + 4 ⇒ (6) + 4 = 10
Poss Crit: 1d20 + 4 ⇒ (6) + 4 = 10
STS2 DMG: 1d8 + 4 ⇒ (5) + 4 = 9
"Die you wretched dogs!"

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Mareq immediately summons up sticky puddles of earthen mud from the Plains of Miamsar outside the Great Dismal Delve, home of the shaitan.
Hopefully, this will slow the boarders down, thinks Mareq.
Slow DC 17 or be staggered and takes a -1 penalty on attack rolls, AC, and Reflex saves.

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Husarq swings his efreeti great scimitar at the (green) pirate.
Power Attack: 1d20 + 13 ⇒ (16) + 13 = 29 Slashing dmg: 2d6 + 17 ⇒ (1, 3) + 17 = 21 Fire dmg: 1d6 ⇒ 3 Bleed: 1d6 ⇒ 4

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"Oh, my!" says Berosius. "They're much closer than I thought!"
Skip the fireball. Berosius backs up five feet and casts haste on all his allies.

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Going in initiative order...
__________
Thinking tactically, Berosius buffs his party.
__________
The hobgoblin pirate (the black square) acts:
Free Action:
"Come back here, ye cowards!" he yells.
"I need meat shields." he thinks sadly.
Standard Action:
Sorry, Harrow. You're the one who made all the sailors leave...
Bomb 1 and Shaken: 1d20 + 12 - 2 ⇒ (13) + 12 - 2 = 23, Damage: 4d6 + 2 ⇒ (4, 4, 3, 6) + 2 = 19
Bomb 2 and Shaken: 1d20 + 12 - 2 ⇒ (9) + 12 - 2 = 19, Damage: 4d6 + 2 ⇒ (2, 4, 5, 3) + 2 = 16
Ouch! The intimidating half-orc takes 35 HP of damage!
All PCs adjacent to Harrow: Make a DC16 reflex save. If you save, you take 3 HP of damage. Otherwise, you take 6 HP of damage.
Non-Action:
5-foot-step
__________
Mareq casts slow. All the boarders are slowed. When they turn to flee, they do so in hilarious slo-mo.
Hobgoblin Will Save and Demoralized: 1d20 + 2 - 2 ⇒ (13) + 2 - 2 = 13, The enemy alchemist (the black square) is slowed.
Husarq eviscerates a pirate.
__________
Lilli is up! This is still round 1.

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>> ROUND 2 <<
Orange: 1d20 + 3 ⇒ (18) + 3 = 21, fled
Green: 1d20 + 3 ⇒ (16) + 3 = 19, dead
Yellow: 1d20 + 3 ⇒ (15) + 3 = 18, fled
Red: 1d20 + 3 ⇒ (9) + 3 = 12, fled
Berosius: 1d20 + 3 ⇒ (8) + 3 = 11 GO!
Uthred: 1d20 + 5 ⇒ (5) + 5 = 10 GO!
Harrow: 1d20 + 4 ⇒ (6) + 4 = 10 GO!
Blue: 1d20 + 3 ⇒ (5) + 3 = 8, fled
Black: 1d20 + 4 ⇒ (1) + 4 = 5
Pink: 1d20 + 3 ⇒ (2) + 3 = 5, fled
Lilli: 1d20 + 2 ⇒ (3) + 2 = 5
Mareq: 1d20 + 2 ⇒ (3) + 2 = 5
Most of the boarding party are either dead or swimming with the sharks. Pretty much all that remains is the hobgoblin alchemist. The demoralized, debuffed, lone enemy. Poor sod...
Berosius, Uthred, and Harrow are up!

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Uthred rushes over to the other ship as nimbly as he can...
Acrobatics if necessary: 1d20 + 10 ⇒ (6) + 10 = 16
and strikes out at the raider leader as soon as he gets close...
+1 Adm STS1+TWF FIRST: 1d20 + 9 ⇒ (9) + 9 = 18
STS1 DMG: 1d8 + 4 ⇒ (6) + 4 = 10

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Harrow, despite not feeling the pain of it, can smell burning half-ling flesh and knows he needs healing.
While the others go to handle the bomb-thrower, he draws a wand from his belt and activates it, closing some of his wounds.
"When Harrow done healing, he going to make you wish you follow smart guys off ship!" he bellows.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9

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"Harrow!" says Berosius, only half joking. "Healing your wounds is my job. You do the fighting."
Cure Serious Wounds on Harrow: 3d8 + 6 ⇒ (8, 5, 4) + 6 = 23

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"Oh, yeah! Harrow forget bestest friend with him for a minute! Bestest friend not here last adventure! Harrow remember better next time!" he responds.

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Uthred rushes over to the other ship and takes a slice out of the hobgoblin. It shrieks in pain, rage, and fear.
Harrow and Berosius do a little healing.
__________
Guys, I forgot that the alchemist was hasted last round, so I forgot to do one attack; I did the primary attack and the hasted attack, but not the iterative attack. Mareq's slow spell dispelled his haste, but he still gets a full attack. So, I'm going to roll three attacks this round: one is the third attack that should have been at Harrow, the other two will be in response to Uthred.
__________
Bomb attack on Harrow: 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17, Damage: 4d6 + 2 ⇒ (2, 1, 6, 2) + 2 = 13
Mareq and Harrow, please make one more reflex save.
Non Action: 5-foot-step away from Uthred
Full-Round-Attack:
Bomb attack on Uthred: 1d20 + 12 - 2 ⇒ (17) + 12 - 2 = 27, Damage: 4d6 + 2 ⇒ (1, 6, 2, 6) + 2 = 17
Bomb attack on Uthred: 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7, Miss!
Which Square?: 1d8 ⇒ 1
Uhtred, please make a DC reflex save to half the splash damage (6 or 3)
As the alchemist is caught in his own bomb's blast radius, he seems unfazed.
Free Action:
"Get back, ye lubber! Captain Faroon gave me a job ta do, an' I mean ta do it!!!"
__________
This is still round 2. The remainder of the party is up; go Mareq, Husarq, and Lilli!