GM Shifty
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Perils of the Pirate Pact
“I have a mission for you,” says Istivil Bosk, the Venture Captain of Daggermark in the River Kingdoms.
After receiving the assignment from Venture-Captain Adril Hestram in Absalom, traveling for weeks across the Inner Sea and up the lengthy Sellen River, and with barely an hour to adjust to Daggermark’s sights and sounds, the Venture-Captain of Daggermark now paces back and forth across cramped quarters crammed full of maps, books, and adventuring gear.
“Your timing is perfect, friends,” explains Bosk, an elderly man with graying hair and a pinched, weathered face. He waves a parchment in his hand. “I received another letter just yesterday.” He holds up another stack of letters. “It’s from the Black Marquis—I believe his real name is Bazzak—the leader of a band of brigands surreptiously known as the Pirate Pact. In all of these letters, he claims to need our help and offers us The Memoirs of the Silver Brotherhood, a rare text—maybe the rarest—in exchange. The Society tried for years to track it down and now Bazzaks claims to be ready to give it to us. I’m sending you north to Deadbridge near the Echo Wood to meet this Black Marquis and offer him your help with whatever it is he needs. I want this book, and you’ll get it for me.”
And so the mission travels north along the Sellen River, to the aptly named village of Deadbridge, a rundown hamlet partially built on wharves. It is there, in a rundown antique manor house where stands Urdul Bazzak, the Black Marquis. “I rule the Pirate Pact and with it the stretch of the Sellen River between here and Numeria,” proudly states the portly little man. “The waterways are the lifeblood of the River Kingdoms, so you must understand that any menace to the river is a menace to the balance of power.” The Black Marquis stops and quickly looks to his left and right before leaning in and continuing in hushed tones. “Unless someone deals with this threat soon, I could lose everything. Normally I would rely on my most trusted lieutenants, but …” Bazzak sits up, regains some composure, and resumes.
“The book I’m willing to trade for your service—The Memoirs of the Silver Brotherhood—contains information about an Azlanti treasure vault deep within the Echo Wood. That’s where I sent my most trusted lieutenants. Only, on their way they were waylaid by spiders and abominations and only one returned alive. Lady Riverbane sent out another ship upon her return, the Hanspur’s Luck, to search for my men. The Luck hasn’t returned either.”
Bazzak points to the only other person in the room, a raven-haired beauty standing in a corner. “Lady Riverbane is my most trusted second, and she will take one of my best ships and guide you back to the Azlanti vault. Rid the river of these monstrous spiders and their abominations, find the Hanspur’s Luck, and uncover the whereabouts of my
men, and the book is yours. Do it quickly, do it quietly, and do it before the rest of the Pact realize I’ve sent my best men on fools’ errands that may have killed them all.”
Allowing 24 hrs for check in and questions etc
Raoul Kasabian
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"Marquis, is there any indication that these menacing spiders are a purely natural occurrence, or do you suspect an enemy of yours may be behind this?"
The elf, dressed in a simple robe, rubs his hand through his short-cropped hair as he considers the task at hand.
Knowledge (Nature) to determine if spiders are native?: 1d20 + 8 ⇒ (20) + 8 = 28
"Also, about how many men were sent on the Harsper's Luck?"
Malleck
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The feline looking tiefling looks very neutral as he speaks
I do not mind, we will find these people, save them, and bring them back aswell as this thing that is needed. And as to anything that tries to hinder this objective, we shall deal with them swiftly and efficiently
Its done. Updated :)
Barham Topperbush
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He is decked out and ready to rumble.
Barham nods along attentively to the marquis' briefing. At the mention of abominations, his lips twist into a pouty frown.
"And what are the names, the names of these trusted lieutenants?" he adds after the wizard has posed his question. "Or some reliable features that would let us recognize their, um, identity?"
GM Shifty
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"...any indication that these menacing spiders are a purely natural occurrence, or do you suspect an enemy of yours may be behind this?"
"An interesting thought, but the river region is still wild in places and infested with all manner of creatures. Lady Riverbane reported no humans or humanoids leading or driving them, so it stands to reason that the spiders are just a bit of Devils bad luck"
Knowledge check reveals it is quite reasonable for large spiders to be around the region, that much rings most certainly true.
"Also, about how many men were sent on the Harsper's Luck?/And of these ships. How many men? /And what are the names, the names of these trusted lieutenants/Or some reliable features that would let us recognize their identity?""
"Well the first expedition was Zukka Nephmet, an old Osirian, but sharp of mind and with good common sense. Larkus Lockinvar, missing a hand, only a stump remains of it.. left hand that is. One-Eyed Farl, do I need to elaborate here? They had a couple of capable crew with them. The Harspurs sailed with about a half dozen lads. Lady Riverbane will also be able to recognise the men on sight,"
Raoul Kasabian
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The wizard nods at the information given, writing it down in his notebook. As he finishes his notes, he looks to the raven-haired woman. "Lady Riverbane, I am ready to depart, but perhaps my fellow Pathfinders need to procure some provisions? In any event, I imagine we ought to leave soon."
Yep Shifty, my info is the same. Thanks for running this.
GM Shifty
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Lady Riverbane nods in agreement "Get your supplies in whilst you can, the Scrag Fisher is still being provisioned herself. Meet us at the end of the wharf when you are done. I expect we will set sail at dawn."
Following the audience with the Black Marquis, you are free to roam the streets of Deadbridge before heading for the docks; however, there is little you learn from the suspicious townsfolk. They seem only interested in fluency with currency, and then only in trade situations.
You learn that Deadbridge is a run-down old hamlet built nearly 50 years ago that was but an abandoned hovel when Morgan the White settled here and established the protectorate. The pirate capital is made up of broken huts, shacks, and sheds in between which run foul, muddy streets filled with refuse and animal corpses — and sometimes two-legged ones as well. Most of today’s Deadbridge is built atop a wharf that extends far out into the Sellen River atop ancient piles that were once part of a stone bridge some forgotten kingdom built here and then abandoned. The homes, buildings, and warehouses on the wharf are of the finest construction, and this is where the marquis resides when he’s in town. His most loyal men and women are said to jealously guard the wharf, and anyone caught there who doesn’t belong is either cut down by swordplay or tied to barrels and drowned in the river.
After enjoying the 'cordial atmosphere' of Deadbridge you rendezvous with the Black Marquis’s ship: the Scrag Fisher, a 50-foot long, single-masted vessel rigged with a lugsail. When you all arrive, Lady Riverbane and several able-bodied sailors are already on board preparing for departure.
Make any purchases, I will crack us on shortly...
Malleck
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The tiefling keeps mostly to himself. Not speaking to people and merely listens and waits. Almost in a meditating state. His sword with him at all times.
Barham Topperbush
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Eidolon in tow, Barham surveys the few 'blocks' surrounding the wharf, taking care not to step across to the less well-kept parts of the settlement. He stays out not longer than a few minutes, not wishing to hold up the party or miss the boat.
GM Shifty
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The six sailors manning the Scrag Fisher are all rough and insubordinate types by nature, Pirates through and through, but these buccaneers seem to follow Riverbane’s orders without question.
Lady Riverbane welcomes you aboard and gestures to where you will be quartered, "She's not a vessel made for pleasure cruises, shes a rough one to say the least, but you should at least stay mostly dry. The crew is a good lot, Andrezi, Esmerelda, Fox, Thorpe, Tormer, and Viorel. They won't say it, but we are happy to have a group of Pathfinders along with us, the Society's reputation holds weight around these parts, and your skills at dealing with problems is admired"
The boat sets out with the morning tide.
Opportunity for chat, tactics, planning - then onward :)
GM Shifty
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Andar quickly finds these fellows to be more concerned with matters of gold and profit ahead of idealism and liberty; the only freedom they seem concerned about is their own, and avoiding the gallows or the gibbet.
There is at least a meeting of the minds over the choice of maritime vocation, but Andar notes them as just being common Pirates - without the moral compass of the Grey Corsairs. They also seem keen to try get him into a card game. He believes they'd probably cheat like Sczarni at it too.
Raoul Kasabian
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Raoul, not being accustomed to boat travel, ensures to stay topside to take advantage of the fresh air and keeping solid land in sight. After a bit, his stomach starts to settle and he grows more amenable to chatting up his fellow Pathfinders.
"So, I know a few different types of spells - ones that are meant to cause direct harm to enemies, and others that are meant to trip them up and keep control of the situation. How do you see my roll should we encounter any of these spiders or other unfriendly types?"
The wizard shakes his head a bit, "Well, really - I'd rather resolve things as peacefully as possible. But let me know if you feel any of these spells would be more useful."
Raoul shares his spellbook with the others, freely explaining them to his companions if they have any questions.
Malleck
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Malleck is a swordsman, and he demonstrated it without a word. As part of his meditation he practised fighting forms with his odd sized sword. The feline looking tiefling didnt say much else. It se3m3d there was something on his mind that took most of his time.
Raoul Kasabian
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"Well, okay then." The elven wizard closes up his spellbook and stows it carefully.
"So, Andar - it seems with that name there should be no surprise of your allegiance to Andoran. Had your parents planned that out, or is it just a happy accident?"
Malleck
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Malleck simply looks up, a smirk on his face as he himself thinks of something funny. But he remains quiet otherwise
Malleck
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Maybe I do or maybe I dont. You, my companion will never know. My name is Malleck by the way.
| Shifty |
Since it left Deadbridge, the Scrag Fisher has been cutting a straight furrow into the lazy waters of the Sellen River, making good speed thanks to its industrious crew actively manning the ship’ sail and ropes.
Deadbridge is already far behind when an exclamation rises. “Sail Ho!” One of the robust sailors points ahead while turning toward Lady Riverbane standing at the helm. “It’s a cog, Milady. And it flies no colors—should we tender these trespassers?” Looking at the incoming vessel,Lady Riverbane answers in a stern voice: “Nay! Not today, man. We have our mission. We’ll stick to it.” Without another word, the crew gets back to working the hawser and lanyards.
As the two ships draw closer, the other craft’s pitiful state becomes obvious. With planks and riggings missing in places, sailors frantically move about the deck and appear to have difficulty steering their ship. As the two ships avoid collision and pass alongside each other, a shout rises—”Now!”—followed by a volley of grappling hocks from the other vessel. The Scrag Fisher is under attack!
The other ship is the Waverender — the name barely readable on the vessel’s verdigris nameplate
Andar 1d20 + 2 ⇒ (4) + 2 = 6
Barham 1d20 + 3 ⇒ (17) + 3 = 20
Malleck 1d20 + 1 ⇒ (16) + 1 = 17
Raoul 1d20 + 6 ⇒ (10) + 6 = 16
Riff-raff 1d20 ⇒ 9
R1
Barham
Malleck
Raoul
Riff-raff
Andar
Malleck
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Malleck produces his little trick. A wand jumps from his free hand as he casts mage armor from it. And he readies his sword.
Raoul Kasabian
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Raoul decides to try out his archery skills. He draws his bow, knocks an arrow and fires at the pirate directly across from him (J5).
Longbow vs. Flatfoot: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d8 ⇒ 3
Barham Topperbush
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"Pirates!" Barham gasps, forgetting the similar status of the Scrag Fisher's crew. He draws his crossbow from over his shoulder, sets the bow against the deck with a boot, and draws back the string before setting a quarrel along the shaft.
The canine eidolon, meanwhile, circles around the bestial magus, then dashes across the deck and launches himself toward the threatening vessel. Scrumpy lands hopefully with a thud, and sets to tearing at the nearest enemy.
Acrobatics, H10 -> J10: 1d20 + 6 ⇒ (17) + 6 = 23
Bite: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Barham draws and loads his light crossbow. Scrumpy moves SW, S, E, E, jumps E x2, then attacks the enemy in J9.
GM Shifty
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Lady Riverbane immediately orders her crew to
retreat below deck, “leave the fighting to the heroic
Pathfinders, they can handle these villains!" She immediately starts moving up to safety to keep an eye on the battle...
Raouls arrow flies across the gap, neatly sticking the man opposite.
Barham loads up his crossbow, the canine zips around and jumps across the gap, landing on the opposing ships stairwell and biting the surprised pirate.
Fore pirates:
Arrow at Raoul
Attack 1d20 + 1 ⇒ (14) + 1 = 15
Damage 1d6 ⇒ 3
Arrow at Andar
Attack 1d20 + 1 ⇒ (15) + 1 = 16
Damage 1d6 ⇒ 2
Aft pirate
Arrow at Malleck
Attack 1d20 + 1 ⇒ (15) + 1 = 16
Damage 1d6 ⇒ 1
Midships
With the first volley gone off, the pirates amidships get ready to board.
The Pirate in the centre runs out a gangplank and ducks across it 1d20 + 3 ⇒ (7) + 3 = 10, his injured (I) friend crosses behind him 1d20 + 3 ⇒ (3) + 3 = 6 and comes in swinging at Andar 1d20 ⇒ 3 to no effect.
The last bitten pirate tries his luck with the flying hound 1d20 ⇒ 5 also to no avail.
R1
Andar
R2
Barham
Malleck
Raoul
Riff-raff
Andar
Malleck
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The pirate who engages angar is now confronted by Malleck, as he ignores
the trickle of blood on his person
he swings his bastard sword at the pirate, but due to the lurch of the ships he misses. He curses in his native tongue
Attack: 1d20 + 5 ⇒ (2) + 5 = 7
Raoul Kasabian
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With the fight drawing closer, Raoul drops his bow and draws his wand of mage armor. He taps himself with it, imbuing himself with the ability with better withstand attacks.
Barham Topperbush
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I'm having trouble grasping those enemy map icons. They look like jellyfish wearing army helmets.
Barham levels his crossbow at the nearest pirate and releases the loaded bolt.
Barham crossbow attack vs. H7, then reload crossbow
Attack: 1d20 + 4 - 4 ⇒ (1) + 4 - 4 = 1
Damage: 1d6 ⇒ 3
"Oh, figs."
He winces at the projectile goes sailing over his target and the boat behind him, disappearing into the river beyond. He looks reproachfully at the weapon in his hands, but shrugs and locks in another bolt.
One deck over, the halfling's jowly companion rears up and lunges at his foe in a flurry of tooth, claw, and spittle.
Scrumpy full attack vs. J9.
Bite attack: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Claw 1 attack: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Claw 2 attack: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Claw 2 crit confirm: 1d20 + 3 ⇒ (16) + 3 = 19
Crit damage: 1d4 + 2 ⇒ (3) + 2 = 5
If that's enough to take out his target, Scrumpy will then take a 5-foot step to J11.
GM Shifty
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Raoul triggers his wand.
Barham send a bolt acing over the heads of all and sundry.
Scrumpy gets a firm strike into something important, sending the pirate crashing a bloody (and still) heap on the deck.
***
The pirates yell that they have been boarded, Scrumpy's antics have certainly been noted.
Fore pirates:
Arrow at Scrumpy
Attack 1d20 + 1 ⇒ (16) + 1 = 17
Damage 1d6 ⇒ 2
Arrow at Scrumpy
Attack 1d20 + 1 ⇒ (1) + 1 = 2
Damage 1d6 ⇒ 3
Aft pirate:
Arrow at Scrumpy
Attack 1d20 + 1 ⇒ (11) + 1 = 12
Damage 1d6 ⇒ 1
Boarding party
Both the boarded pirates try their luck against Andar...
Attack 1d20 + 3 ⇒ (1) + 3 = 4
Damage 1d6 ⇒ 1
Attack 1d20 + 3 ⇒ (9) + 3 = 12
Damage 1d6 ⇒ 2
...but Besmara has not smiled upon them.
R2
Andar
R3
Barham
Malleck
Raoul
Riff-raff
Andar
Raoul Kasabian
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Raoul stows his wand back and brings his hands forward, he mumbles low, but his voice rises as he intones the arcane command. As he casts his spell, he does his best to do so in such a way that keeps him protected from the adjacent pirate.
Casting Burning Hands defensively.
Concentration Check DC 17: 1d20 + 6 ⇒ (15) + 6 = 21
Woohoo!
Burning Hands: 2d4 ⇒ (2, 1) = 3
The cone should hit the pirates in squares G5 and H6. DC 15 Reflex save for 1/2 damage.
Malleck
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Malleck too takes another slash at the pirate
Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d10 + 3 ⇒ (5) + 3 = 8
Barham Topperbush
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"Aha! Good show, boy!" Barham cheers, as he turns to see his beast eviscerating one of the invaders.
Scrumpy gallops toward the stern-or is it the bow?-and chomps at another pirate.
Scrumpy S, E to K12, bite attack vs. L13.
Bite attack: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Barham rushes toward the site of the boat to get a clear view, and fires a shot at the other pair of buccaneers.
Barham SE, SE to H9, crossbow attack vs. K4.
Crossbow attack: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 ⇒ 4
Crit confirm: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d6 ⇒ 1
GM Shifty
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Scrumpy comes up empty, but Barhams projectile finds a good home with an unfriendly pirate - who seems nonplussed at the gift.
Fore pirates:
Barhams fellow returns a bit of 'revenge fire'
Arrow at Barham.
Attack 1d20 + 1 ⇒ (16) + 1 = 17
Damage 1d6 ⇒ 1
He then slumps to the deck.
His friend takes a crack at Malleck...
Arrow at Malleck
Attack 1d20 + 1 ⇒ (15) + 1 = 16
Damage 1d6 ⇒ 5
Aft pirate:
Scrumpys target of affection, continues to back pedal, and unleashes another arrow at the lurching hound.
Arrow at Scrumpy
Attack 1d20 + 1 ⇒ (20) + 1 = 21
Damage 1d6 ⇒ 2
Convert? 1d20 + 1 ⇒ (8) + 1 = 9 {fail}
(Scrumpy down?)
R3
Andar
R4
Barham
Malleck
Raoul
Riff-raff
Andar
Andar Kolski
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Full Atk
Axe 1d20 + 4 ⇒ (20) + 4 = 24 DMG 1d6 + 5 ⇒ (5) + 5 = 10
Crit Confirm 1d20 + 4 ⇒ (10) + 4 = 14 DMG 2d6 + 10 ⇒ (5, 5) + 10 = 20
Kukri 1d20 + 4 ⇒ (13) + 4 = 17 DMG 1d4 + 2 ⇒ (4) + 2 = 6
Andar wades in against the filthy excuse for fighting men happy to leave them battered and bloody.