While I had no memory, I searched both the IC and OOC discussion threads for "kukri" (as that is an unusual word) and the best I could find is Lark proposed to either sell them/turn them to Plunder.
I can't find an actual resolution as to whether that was agreed upon, but my guess is since probably Lark's player marked them green that they should be considered sold/spent.
I also noticed from rereading through some of the Yoha's Graveyard Adventure that the party completely missed, as best I can tell, that this particular collection of treasure was completely skipped past:
Yoha Fight Treasure:
3x potion of inflict moderate wounds
2x tanglefoot bag
3x mwk light crossbow
24 bolts
304 gp
Ruined silk 200 year old Taldan Naval Captain Uniform that might be restored to something decent, if not like brand new, with mending or make whole
Moxix's Arm
MOXIX'S ARM
Aura moderate transmutation CL 7th
Price 9,905 gp; Weight 25 lbs.
This sculpted bronze insectoid limb, broken off a statue of an ancient evil outsider, ends in an inhuman "hand" with the “thumb” outstretched, serving as the weapon’s hilt. Moxix's Arm functions as a +1 cruel greatclub. (Cruel: When the wielder strikes a creature that is frightened, shaken, or panicked with a cruel weapon, that creature becomes sickened for 1 round. When the wielder uses the weapon to knock unconscious or kill a creature, he gains 5 temporary hit points that last for 10 minutes.)
I think I intended the magic greatclub as treasure for Corwin, whose player left the game before we actually got to it. The easy, but not lucrative, solution would be just to say that the party gave the club, if not all of the above, to Corwin as a parting gift. The Taldan Captain outfit could have been make wholed and given to Kelizar along with the gift of the ship that y'all gave him.
I also just want to note in rereading this thread how BIZARRELY this group, in any of its iterations, seemed to go out of its way to ignore or never discuss what to do with treasure it found (or often, key items would be taken but unwanted items didn't get sold). I know obviously the party did get some money and plunder and spent it, but I have a feeling there's likely other items that have gone ignored/unresolved. I would propose that rather than try to figure out what happened to all the old treasure, our quartermaster does an audit and proposes we have 3 (or so) more points of plunder than we thought we did.
Especially as I really don't understand some of Eli's rationale in how he laid out the original loot sheet, I am going to start a new loot sheet, beginning with our adventure here in the Island of Empty Eyes, and we can try to do better going forward.
I also have NO idea how many points of Plunder we have currently (last reckoning I can easily find is 25 points as of September 2021 (over a year ago). I think we spent some of it. 1 point of plunder is worth 1,000 gp (we can always cash exchange between the two). Can we say we have about 17 plunder plus the 3 I mentioned above for 20 points? I am not trying to be greedy, I just know we should have some cash assets and it is going to be a pain to figure out what they all are, especially as some of our previous players who agreed to take up loot tracking after Lark left never did so consistently. As GM I knew I would lose track and counted on players to keep track. Now as a player I may as well make it my problem. ;)
Former GM puppeteering Sandara a moment as SuperTumbler wouldn't know
Sandara shakes her head. "That was the Voyage to Besmara's Throne. It's a dangerous island you traverse to get to the Temple of the Black Lady in the town of Queen Bes. It's by design a difficult journey it's not a place to take a delusional man. Also, while there are people once you get to the town, most pilgrims to the Lady aren't inclined to assist a man too weak to resist the challenges of the sea. I'd think you'd want something more like a temple to Sarenrae or even Pharasma or Irori."
I trust my players to make their declaration in the same posting before seeing the result of their roll (and I can tell that they do so).
But the only game I ran here, I ran with mostly players I either knew personally or had extensive experience PBPing with them and/or otherwise did my best to vet to be sure I trusted them. I have no problem reading a player's post history in other PBPs to assess both cooperative skill and fair playing before accepting their application.
There is no point in playing an RPG at all, IMO, if you do not trust your players and vice versa. If I discovered my players cheating egregiously I would just end the game and be more careful recruiting next time.
I fully acknowledge as a player it is sometimes really, really tempting to post and then edit, especially when it's a big moment and you want a better outcome. (Especially with my die roll luck. ;_;). But it's just a game and in the end it's best to let the dice fall where they may. In extreme circumstances I may ask the GM for pity after the fact and ask them if I might get another use of an ability, if it is limited, if it seems wasted on a roll and the stakes are high, but I'd rarely do that (and accept whatever call the GM makes).
As an aside, I find running (and playing) games using the hero points system (I run PF1E, I have no recollection if that is a thing in 2E) helpful. That way if you have just a really awful roll at the very worst time, you have an acceptable mechanical solution to get a reroll rather than be tempted to cheat.
IIRC Thren and Belina are at the helm, so I moved them to be actually at the helm (the ship's wheel). Thren if you wanted them to be up on the aftcastle by the catapult instead where they were you can move them back but it sounds like you wanted to be by the wheel so I fixed that. I also moved Cog so he wasn't floating in the water/clinging to the roof of the captain's quarters, and Tilly off the rails as well. We have both night shift and day shift crew on the map, I don't know who should be there. As for my positioning, I was hoping to have Sal charge, but I'll settle for him being right next to her.
Sal takes the 18 physical damage and her protective spell eats the electricity
Sal's rough cropped hair shoots upward as the electricity arcs through her, and as she shouts a battle cry and hefts her giant "fishing spear" she looks like a hero out of a Minkai drama. Full attack, reach
Adamantine Ranseur Attack 1, Power Attack, Furious Focus (ignore power attack penalty on first roll, inspire courage, good hope):1d20 + 15 + 3 + 2 ⇒ (14) + 15 + 3 + 2 = 34
My formal explanation in game while you were gone was that you stayed behind on Brightglass Island to do some research, partly to better understand Muffin in his new form (and also because Muffin in his new form was much more confidently flying around and talking to people and being out in the open and this was making Lee very nervous). You had also helped explore the island a bit, perhaps finding some buried treasure or clearing out clusters of dangerous critters. At one point Besmara's Whim (the ship) got left behind at HQ and the party took the Fearsome Tide instead so if Lee wanted to travel to research/fight/do work for hire I think that would be feasible. Ultimately despite all of the above it's up to you and GM SuperTumbler.
BTW Lee has a room in the stronghold next to the scrying pool. It is in-game not finished but I decorated it on the map so it was clear what it was. The original crew--Lee, Lark, and Thren--have their own quarters at least started if not finished. Newer PCs never asked for space, although some should be carved out for Kahuranga if he is staying around as a PC.
KeefX, I don't have PCGen installed due to a similar issue, but IIRC in your character sheet outputs, there should be a setting for "message board." You should be able to copy and paste that into either a post or Lee's Profile.
Yes, we finished part 2 of book 3. Part 3 book 3, the Regatta, is next (obviously followed by books 4 and 5). SuperT if you decide to take this on, I can send you campaign notes, NPC stats, etc. to catch you up.
The original PCs finished the first book pretty much as written (apart from them being from a ship called Aurora's Kiss rather than being press ganged at the Formidably Maid, just because I thought that start was stupid). So Harrigan, etc. are where they need to be for future installments.
I did Plunder and Peril instead of S&S book 2. So they got backing from Varossa Lanteri rather than one of the captains in Book 2, and they have Ghoral Rey/Brightglass Island rather than the Rock as their base of operations. Varossa Lanteri is retired and I wasn't planning on bringing her into play.
This game also had a big interlude between book 2 and book 3 (to bring together a later version of the party, which in turn resulted in a lot of people coming and going), which was where you came in -- the Smoker, the first visit to Hell Harbor with the opera, and the adventure at Devil's Arches was all just bonus/sandbox story. None of that needs to be reviewed for the purposes of Skull and Shackles, it was just a chance to get more crewmates, treasure, and Infamy. I did use the Hell Harbor adventure to prepare for atmosphere for the brief section at Hell Harbor where you chased down the assassin, but nothing else there sets up the future story--just fleshed out the nature of the Shackles and the adventures to be had therein.
I'm down with invitation. Should you decide to carry on, I could ask Lee's player if he wants to rejoin.
I am going to move along, but feel free to add anything else here or in discussion.
Tessa chuckles. "You may speculate on my 'leanings' all you like, though with what lies before us, I'd rather not muddy business with pleasure... at this moment. Another day, perhaps." She raises her glass.
"Today, let us mark that we have uncovered a dark plot--but carry hope--hope backed with facts and prowess--that with the knowledge you have acquired, we have the means to end it. Let us drink to a prosperous future, favorable winds in our sails, and a Shackles that remains ever free!"
Struggled to find appropriate gifts that would also add up to 3-odd points of plunder. If the campaign ends the mechanical uses are less important but I hope they feel appropriate. I know Thren's is a little more tailored to her but the description of the magic item gave me a way of tying in a little campaign history; the intent is not to slight K by comparison however.
"And I prefer your live bodies--" she stops herself, shaking her head--"That did not come out right, I am so sorry. *Ahem* My preference is that you lived to tell the tale than risk a confrontation that may have been unwinnable. While it's wise to consider and learn from the past... if you look back too long, you'll fail to see the prize ahead of you."
She smiles. "In the meantime, please trust I will put my best resources into ensuring as much as possible there are no negative outcomes to her escape. I can't promise no danger--we are denizens of the Shackles after all--danger is part of the point of being here, and I wouldn't have gotten where I am today without diving into a fair bit of it." Her eyes sparkle.
Tessa listens intently, both with interest at the more adventuresome parts, but clearly also paying attention to the details provided. At the last few comments, she frowns.
"It sounds like I owe you an apology for lack of clarity: I needed proof that Cheliax was operating a spy ring in the area. In other words, names and information, not necessarily capture. Yes, I would have been delighted if you had managed to catch any of these individuals... but the penalty for treason in the Shackles is heavy... and the penalty for failure in Cheliax is worse... so all would have gone down fighting like hellions if they could elude capture. I assumed you understood how dangerous Chelish spies could be, so if I gave you the impression I wanted you to capture or kill anyone specifically, I am truly sorry. Please rest assured you will be compensated for your troubles. You have a right to be angry with me if indeed you took away that understanding from me--but I do hope you can lay that aside to continue to work together, especially as it becomes plain Cheliax indeed threatens our nation--and our freedom."
She pauses and points at the muddy sheet of paper Thren presents here. "This, indeed, was exactly the kind of thing I was hoping for. While I'd love something that referenced Cheliax or at least a particular house... ah but of course she likely attacked you so viciously to prevent you from getting such valuable information. Still, the fact this message is in Infernal is near enough proof that Cheliax is operating here, and you've traced a solid line of supply and information through several of our major ports." She pauses. "Endymion must be spitting. He's so obsessed with catching the Chells it was actually easier or them to operate in plain sight and drive off all suspicion as paranoia." She shakes her head. "Anyway, more importantly, we now have a name of a superior, 'Nisroch,' to investigate. I do not coddle people for disappointing me, so please trust me when I say this piece of paper is far more valuable than any body you could have presented me. Since she has escaped, I expect you have forced her to burn all bridges since you can now recognize and name her. There is no point in pursuing her directly... let her suffer alone with no living allies in a hostile archipelago. Besmara will likely deal with her at her pleasure. I might put a donation in at the Calistrian Temple as well." She smiles at the thought.
"Anyway, I think that's enough spy hunting for now--I need time to follow up on what you've found. I strongly suggest, if you haven't, signing up for the Regatta. Winner receives a seat on the Hurricane King's inner Council, and I would feel much better knowing said new Council member was someone who hasn't been bought by the Chells--and no doubt, they will have their favorites in the race. I hope you have not lost your taste for adventure--the fate of the Shackles is still in balance, and I still believe you and your crew are critically needed to ensure our freedom.
"In the meantime, please note that you have my thanks and my favor--until you get on the council yourself, note that if you need a vote for something in your favor, you will have mine, and if there is anything you need, ask, and I will do what I can to make it so."
In addition to her favor, you also get 3 points of Infamy -- 1 for returning to Fairwind with at least some useful information on the Chelish spies; 1 for discovering the Brine Banshee wreck and gaining its secret; and 1 for pleasing the Temple of Calistria and putting Vakarla's Wreckers out of business.
She smiles. "But of course we must also have something more material behind my gratitude." She reaches into a small pack at her back, likely a handy haversack. "These are in the form of mere trinkets as I felt better carrying these than cash under the circumstances, but should you choose to trade them out for liquid assets I will not be offended--you should get full value for them in Bluestone's Market Stall in Harbor Square."
She places a few items in the center of the table--a cracked iridescent spindle ioun stone (bonus to breathing under water), a cracked dusty rose ioun stone (+1 competence bonus to initiative), a cracked vermilion ioun stone (+1 competence to Acrobatics and Swim checks), as well as an item you recognize as a wayfinder, normally found among the ranks of the Pathfinder Society, this no doubt once owned by someone who explored their way into the wrong pirate's hands. She also places down a stubborn nail. (Each of these is worth 500 GP, except the Vermilion stone which is worth 400 gp and the nail which is worth 100; so all combined is 2,000 gp or 2 points of Plunder).
She also places one item in front of each of you. To Kahuranga, she hands a bottle labeled "Misfortune"; "I know this is but a humble item, but I pray this come handy during your seacasting duties." She also hands to Taniwha a small gold pendant that contrasts beautifully with his sea-colored scales, featuring draconic runes for "freedom" and "joy." (A non magical item worth 50 gp).
To Sandara, she lays a cloak that seems to subtly shift in color: a +1 protean cloak. "A crew's most valued treasure is its healer; I hope this offers some protection--or if not, it at least reminds you of the Black Lady's shifting whims."
And to Threnody she pulls out something in a gilded frame, with a slightly broader smile. "With apologies to the others for not offering something as personal, I was lucky to have received this from the lord mayor of Lilywhite across the island as part of his annual tribute--a talented artist's rendering of a celebrated event at this year's most recent Rum Punch festival. I was tempted to keep it and enjoy the artistry, but when I recognized the subject I thought you might enjoy it."
She turns the frame over, and you see an animated portrait depicting reasonably good likenesses of Threnody and Lark among other contestants in the Rum Punch race, with Threnody in her Desnan mask running through the finish line with a grin of triumph across her face--the animation replaying the moment of her breaking the finish line ribbon and her look of glee over and over again. Some of the audience members cheering the racers on resemble Lee and Sandara as well as a few of the other crew of the just newly anointed Besmara's Whim, most notably a gnome in a ridiculous purple hat who is obviously supposed to be Conchobhar riding Owlbear's shoulders. The title of the painting, engraved into the frame, is "The Dreamrunner's Victory, Lilywhite, Motaku Island," with the date of the event.
All of these items, besides Taniwha's, are also 500 gp each
"If nothing else, I hope it reminds you and your crew of how far you've come in less than a year. I know this is where your reputation began to grow, as I tend to hear all the things that happen on this island. Be proud--and do not forget how you have started, and who you relied on--each other--to get you where you are." She stands, lifting her drink to initiate a toast....
But I'll pause for final remarks before we hit closing words...
Thren, you don't need to recap everything, but could you please specify a little more--what are the names of the people you pursued, etc. She's after spy info, not aboleths, so I do need to know what you tell her in that regard. Also do you give her the sheet of paper you recovered from Zarskia's?
"Oh dear," Tessa says in response to Kahuranga, face going between surprise and concern. "Perhaps you'd best start from the beginning." She leans back, drink of water in hand. "What is it you have found?"
"Power isn't always the answer either. Sometimes talk and money can get you where you need to go. Sometimes not. There is no predicting the way through the seas--even the best navigator can draw you into a storm that seems to arrive out of clear skies. Heck, sometimes the only thing that keeps you going is damned stubbornness. I think that's half of why the Shackles has survived as it has." Sandara muses, lighting her pipe as you settle into your suite.
The suite is large, with four bedrooms adjoining a common living area that features a small dining (or meeting) table and stuffed chairs around a brazier. Fresh fruit sits on the table alongside a pitcher of water containing sliced citrus fruit, and another pitcher that contains what smells like spiced wine. A bookshelf contains a collection of histories of the Shackles, of Quent and Motaku Island, and a few works of fiction. Each bedroom contains a full size bed, a chest of drawers, and a writing desk. Beds are made with soft cotton sheets, breathable and cool in the warm weather. The setting is not opulent, but extremely comfortable.
However you choose to spend your afternoon, you are sure you are in the suite for dinner and receive a knock on your door. "Room service," a voice calls--but as you open it, you see not a serving maid with the service cart, but Lady Fairwind herself. She is not dressed as formally as she was when you last met her, but is nonetheless striking as ever with her vibrant red hair braided intricately down her back, over a mid-length black coat lined with red satin and thigh-high black leather boots. Like last time she carries her rapier and a variety of pouches on a belt. She grins at you. "Shall we?"
She pushes the cart, laden with all kinds of covered dishes, toward the table, and begins unloading it as any server might. Sandara leaps to assist. The meal consists of roast chicken seasoned with lemon, rum-glazed yams, a colorful salad of local herbs and produce, among other tasty bites.
"There are less of you than last time," Tessa Fairwind observes as she works. "I hope you have met no major losses?"
Gonna give you to a chance to chat if you need. We are closing in on wrapping up--my next post will be Fairwind's arrival--so I'm trying to be very sure you have any chance you need to RP. If you're good to go say so, but don't feel rushed.
You easily get directions to Lilibeth's, which is one of the largest public houses and hostelries in the city. You enter a large foyer, where there is a separate desk from the bar (a large room off to your left) where those seeking lodging make reservations. Putting in your request for the Anchor Room, you notice the slightest of pauses, but to the casual passerby she is merely looking over the bookings as usual. "Of course, right away. If you would just sign in here..."
She hands over the lodging registration book to you. Presuming you sign it, she rings a bell, and another woman greets you--this one older and more senior looking. She gives a pleasant smile, and while you assess a great deal of intelligence behind the woman's smile, you detect no guile. "I am Lilibeth, and I'm pleased our new Free Captains have chosen our establishment to stay in. Please allow me to escort you to your room."
As she leads you up the stairs. "We offer the finest of accommodations and your suite is one of the finest in the hostel, with bath included." As you get further along, she adds, "Your meals are included, and can be served in your room or downstairs. Of course some do like to attend entertainments elsewhere, I understand. May I inquire, so the chef knows, what your plans are for dinner?" She gives you an expectant look.
As soon as you feel reasonably well you set sail, being reminded by the harbor master before you leave that you only have a little more time to sign up for the Free Captain's Regatta. Taking note, you nonetheless do not tarry to get to Quent to tell Fairwind of your findings.
While the late summer rains keep you wet and busy while sailing, you hit no major snafus or delays and arrive safely in Quent little worse for wear. Yamtisy suggests shore leave for the crew--some may wish simpler comforts that Quent offers in abundance, while others have their eyes on Calistria's temple. Rosie delivers a message to Lady Fairwind's manor, a large stone building up on a hill overlooking Quent's harbor to let you know you are here, and she returns with a reply: as soon as you receive this message, check in to Lilibeth's Tavern and Hostel and ask for the Anchor Suite; and tell Lilibeth you will be having dinner in your suite and then wait there for further word. The cost of room and board will be taken care of.
You return to your ship without much fuss. One nice thing about Port Peril is nobody really blinks at a group of bloodied battered pirates stumbling through the streets late at night, they just are sad they didn't get to join in the brawl. In fact, you're not even the only people levitating wobbling about on the streets.
Sandara Quinn orders all of you straight to the infirmary, as is her right in her position. Doc Imogene sits inside sleeping over a book, and wakes with a start with your arrival, but tutting and tisking gets straight to work in assisting Quinn with further medical assistance. Technically she is aboard as your ship's carpenter, and has no magic, but her studies of numerous subjects includes medicine, and she sets about to helping Quinn analyze poisons and bandaging wounds to ward off infection until Quinn herself can rest and get more healing magic back. Kahuranga is ordered to stay in the sickbay, and Doc Imogene fashions a resting spot for Taniwha in a wooden box as he sleeps off the poison. "Terinav root!" she comments. "Nasty stuff. Who ever you went up again is resourceful about getting some pretty fancy supplies..."
Threnody's ordered up the stairs to her quarters. Appropriate messages are left for individuals to follow up on your remaining tasks while you recover, and whenever you wake up, Beryl has prepared you a hearty, if spicy, breakfast to restore your spirits, including plenty of coffee.
Rosie, as the ship's runner/steward, returns from checking to see if Fairwind is in town. "Knocked on her townhouse door, saying to the bloke who answered we had an invitation for her. They said she was in Quent but could leave the invitation there. I told them we'd take care of delivery another way."
The good news is by the time you reach Quent, you will have had enough time to recover from all injuries and effects of poison. Fortunately no Ability Drain, just damage
What do you wish to do? I understand if you don't feel a need to do practical shopping trips, but consider any loose ends tied, any way you want to prepare yourself to see Fairwind if anything, and any final things you want to say or do with any crewmates. When you're ready to move to Quent, say so. I'm not going to do any travel/sailing checks.
Looong day of editing reports today and tomorrow, so brain is dead. Will post when creative energies are restored.
Yes we are now winding down. This is the time to wrap up loose ends and go meet Fairwind for a final hurrah.
SuperT, you had expressed interest in taking over the campaign. No rush on deciding, but if you do I can hand over my various crew, etc. docs to you. Let me know what you think and if I should check back with you later.
I have been painting up some figurines of your characters and hope to get them to you within the month (but my painting schedule is very erratic so I apologize for any delays). Lathiira, hoping I can deliver yours in person while I'm off for the holidays. Will be in touch.
"As your well being is my key responsibility, I suggest heading to the sickbay on the Tide to take care of Kahuranga and Taniwha, and later this morning we can check to see if the lady is in town. You visited her Port Peril townhouse awhile ago? If she's not there the retainers at the house can probably tell you where she is," Sandara says.
Thren leads the party through the narrow tunnel. After about going 200 feet past the basement--no doubt under numerous other buildings in Port Peril--they see the old smuggler's passage ends at an open, rusty iron gate that likely has not been shut for many years. The open gateway leads into a larger drainage tunnel. To your right is darkness and the stench of the combined effluvia of Port Peril washed down stormwater drains. To your left is the deep blow glow of twilight and a sight of the waters filling the Port Peril bay.
Anticipating ambush, you very slowly emerge, being sure not to draw attention, so it is not till you are fully out and are sure you are save that you fully notice and take in the pre-Dawn view of Port Peril from where you sit at the edge of the mainland side of the city. Across the bay, you see the many night lights aglow on the island section of the city, the Hurricane King's tower rising above all.
No hurling bombs, no explosions, no retribution rises to meet you. Just the sound of ocean waves and snatches of sea chanties sung by seamen who decided to drink into the dawn. Zarskia, despite her formidable skills, has appeared to have chosen the surety of escape with her precious letters over risking trial by combat.
You stand on a very small beach, near a crumbling, half-rotted dock. You can easily fly across the bay or up toward any section of the city you wish to go to from here, or can walk a ways up the beach to a stone staircase used by maintenance workers to periodically clear the drainage tunnels of blockages and the occasional gelatinous cube.
The glass appears to be smeared with a sticky, slightly green substance. If it breaks and you cut yourself on it, it will likely enter your system. If it shatters it will fly everywhere and be even more likely to hit someone and cut them. It is nailed securely shut, and unless you have a hammer or crowbar, there is no way to open it without breaking the glass (and getting too rough with the hammer or crowbar and not taking time could still cause the glass to accidentally break). You can of course take precautions against not being cut or be hit by flying glass, and hope those precautions work.
Presuming Threnody shares this, Sandara says, "Captain, consider a couple other things, before you break that window. I'm not saying don't, but speaking as your ship's only priest, I am not keen on risking anyone else getting poisoned--especially myself--given I will already need time as it is to prepare spells just to help these two. I've been thinking about how other people are going in and out here. The guard left this way, so there must be a way down the steps that avoids this 'cat' and the traps he mentioned--I think the danger likely only spikes if we decide to explore and loot the place. Alternately, we can go back and see where that tunnel leads. Zarskia obviously hasn't come back yet, given we've dismantled the scenery and gone through all her underwear without interference. It looks to me like the thing was an old smuggler's tunnel. Probably why she bought the place. She bricked off all access to it except from her room, and it's a lot easier to go down the chimney than up, so her only use for it could have been for escape. So she's probably taken her safe escape route, and the route might take us to safety at this point as well. That said, if you want to daredevil your way out of here, I am right behind you; I just want to find the fastest way, personally."
There is nothing else in the basement apart from the ink and the scrivener's kit.
Upstairs, Taniwha sniffs out a potion of bear's endurance tucked into Zarskia's bedframe. He can also smell the same acrid substance by the windows that got into the scratch on his wing. It would take some deeper analysis of the windows (another Perception check) to figure out how it is applied.
The only magical auras Threnody notes, apart from the potion Taniwha finds, are the continual flame spells that keep the sconces in her room lit. They come with hoods although the hinges are sticky, suggesting she generally tends to sleep with the lights on. You could take some time to unscrew the sconces from the wall if you're in need of some fancy everburning torches.
Before you head upstairs, you note there are a couple ink vials on the table where Taniwha found the letters, satchel, and bandolier. While the alchemist made off with the goods and nothing useful in terms of evidence remains, the ink vials have an odd look and scent to them and Sandara surmises they might be the invisible ink similar to what was used to write the message found in Farhaven's boat. There's about 4 long letters worth of invisible ink. While not as helpful as wealth, there are also materials here useful for anyone wanting to do a lot of writing, including a nice mahogany case to hold the quills, blotters, etc. in (a masterwork scrivener's kit).
There is also the body of the guard that Threnody killed. He possesses the following that is of note:
+1 cutlass
Mwk composite longbow (+3 str)
Mwk chain shirt (broken)
Mwk buckler
20 arrows
A set of keys
Flying back up to the bedroom, you see the guard who went ahead of you pulled out one of the guards who was not yet completely dead. You hear the occasional thump, which is probably him dragging him down to the first floor. The other two guards dead bodies have similar possessions to their ally, plus each have a potion of cure moderate wounds.
Sandara, already thinking about jewels, spots the jewelry box on the vanity easily enough, which contains some very nice looking jewelry that would look appropriate on a member of the nobility. "Pretty, but it's garnets and citrine cast to look like rubies and topaz," she observes. "Still it's probably worth a couple hundred gold or so."(taking liberties with taking 10 to Appraise; the jewelry is worth 215 gp, though to an untrained eye looks far more valuable) Under the dresser is a collection of wigs, makeup, and putties for altering one's appearance (A disguise kit).
Threnody follows her interests in couture to the wardrobe, which contains a number of suits and dresses in various styles--an explorer's outfit, a few outfits for a wealthy merchant, and a few outfits suitable for the nobility. (Clothing is worth 360 gp) A purse hangs off a hook on the wardrobe door which contains 10 pp, 47 gp, and 29 sp.
Nothing else seems to be found in the room. The bedclothes and furnishings are all very nice, but not terribly easy to take with you unless you happen to have a portable hole.
You take some time to attend to Kahuranga's and Taniwha's wounds. Taniwha's scratched wing stops feeling so numb. Without the panic and pain from the chaos of the fight, you can just make out the sound of the ocean coming from toward the end of the tunnel.
"If she put something on the chimney that hurt Taniwha like that," Sandara says, "She might have done something to the shutters too. But let's see what we've got to deal with. Given she ran in a hurry, I wouldn't mind seeing if she left any jewelry in her armoire." Sandara's eyes flash at the thought of jewels.
"Oh, really? I just thought we'd leave him and the half-charred dragon here, helpless," she replies drily, already rechecking the wound and trying to get a better grasp on the poison. "Wait... this isn't... oh, it's purple worm, geez, what does this woman do in her spare time, milk monsters?"
Please do not mistake Sandara's snark for my own. As Lathiira knows well I can certainly supply my own if I want to. ;) I'm just having fun with a bit of banter.
"Do we want to see where this tunnel leads? I don't want to risk being ambushed by the bomber, but it might be useful info to Fairwind to see where it leads. Or it might not." Sandara shrugs.
I'd say with the use of the Antitoxin she can try one more heal check. If you want to take time she could take 20. Though I think what the heal check does is give him another saving throw, with a +4 bonus, and he still needs two saves to cure. Alternately you can wait till the poison runs its course (which I think is two saves from now) (Sandara need only do a basic diagnostic check to confirm) and then lesser restore him back to moveability.
When the guard unfreezes, with no one making effort to stop him, he runs back down the tunnel. He shouts behind him, perhaps hoping a little information will keep you from changing your mind, "Z put traps everywhere but if you decide to look around, 'ware the cat!" He enters the tunnel and begins climbing.
Sandara shakes her head. "We didn't completely and miserably fail; the stuff we have on Farhaven, Kellet, and the assassin all were clearly in league with her, and we can report that back. And no one in the Shackles uses imps to attack people except for Chells. I doubt many write in Infernal either. And we know locations where they were operating. But let's see what that says, maybe it will help too."
Threnody looks at the now crumpled and muddy paper. It reads in Infernal,
"Silence is now key. Our plans will go into full force once our agent finishes his preparations. Destroy any remaining evidence and discreetly sell your business. Report to Nisroch for your next assignment."
Kahuranga, the antitoxin gives you a +5 to your saving throw. So your roll should be +3+2+5. While you still fail, it may make a difference on your next roll. And yes, you are immobile, not dead. You can still take mental actions, including empathically communicate with Taniwha.
"You know," Sandara says, "Given we all knew we were going to an apothecary shop, it should have occurred to me poison was a likely hazard we'd hit. I'm sorry I didn't prepare anything more helpful." As she goes through her healing kit to find more she says, "Before you get into any good reading, maybe we should do something with the guard before he unfreezes."
The guard will only be paralyzed for 48 seconds total and some of that time has already passed.
Thren, you can see Kahuranga right in front of you. Misty, but you are adjacent to him, so you can see him. And you can see that he is in the process of collapsing. So I suggest some IC interactions at this point.
The poison acts once every round for six rounds. I believe at the time of ending combat you are at three rounds. Threnody would get to you and could just manage to see you at the edge of the fog, just before you would be attempting your next saving throw. We are out of combat and don't need to keep things being timely, so you can feel free to attempt the DC 24 Fortitude save yourself. You will need two saves to be cured, so likely, yes, Threnody will see you float upwards like a ballon in a few seconds as even if you succeed on the next save, you still need one more. But you can speak as a free action before you become a small parade float.
Taniwha's poison goes off once per minute and requires one Fort DC 16 save to cure. It lasts for six minutes.
The paper is dated 3 weeks ago and is written in the sharp, curling runes of Infernal.
The pirate guard finds himself unable to move, and he thinks to himself mournfully...
Now I know I ain't thought through this fight
Trapped and frozen, looking left looking right.
There's the blood-covered duelist back there
And ahead, the witch with the wind-blown hair
Sylph to the left to me, tiefling to the right
Here I am, stuck in the middle with you...
He struggles fruitlessly against the spell. "Prrrl. Prrly! Srnd! Srdnr!" He tries to say.
I'm going to move us out of combat--the only piece still on the board is the guard and he's immobile, so folks can act freely from here.
It's already on the battle map, look underneath the main map. I've moved the cellar down so you see how it connects to the cellar directly, though technically I think there's about 60 feet of tunnel not shown between where everyone else is and you are. Call it one movement of flight to get from the cellar page to the tunnel where everyone else is. It's just one long five foot wide path. From cellar gate to exit, it is 200 feet long.
With gusto, Thren retrieves her now slightly bloody hat and Sandara, presuming trouble is yet to come, casts a protective spell on herself. They are aware of one last pirate guard somewhere up the tunnel.
None of you hear, see, taste, nor smell any sign of Zarskia. She had last pushed past Kahuranga and further toward the end of the tunnel, and given there is not a whisper of her presence nearby, presumably she has continued in that direction. For those of you gifted in spellcraft, you have a guess her greater invisibility will be wearing off if not now, then soon--if you get past or dismiss the fog cloud to be sure. The question is, will you have an opportunity to confirm this?
For Kahuranga's Turn, DC 24 Fortitude Save vs Poison:1d20 + 3 ⇒ (5) + 3 = 8 Str Damage:1d3 ⇒ 3
Meanwhile Kahuranga finds himself growing weaker by the moment, and is struggling to even stand. Limbs growing weak and muscles spasming, he is not going to be able to move at all soon. Whatever was on the alchemist's blade was more dangerous than the cut itself. Taniwha too feels the ache of poison, but fortunately the one affecting him is much slower acting. At least he has this crumpled piece of paper...?
Round Eleven Kahuranga 41/56 hp | AC/T/FF 20/16/16| CMD 20 | F +3 R +7 W +7 Electricity 5| fly, good hope | poisoned, 8 Str damage
Taniwha 1/24 HP | AC/T/FF 18 (19/13/18)| CMD 12(13) | F +5 R +6(7) W +7 | poisoned, Dex Damage 2
Pirate Guard 1 51/57 HP | AC 19 T14 FF15 | CMD 23 | Fort+6 Ref +9 Will +5 |
Threnody 63/72 hp | AC24 T16 FF21 50% miss chance | CMD 20| Fort +5, Ref +10, Will +7 Cold, Fire 5 | fly, displacement, good hope, shield of faith
Sandara Quinn 34/39 hp | AC16 T13 FF15 l CMD 18 | Fort +5 Ref +3 Wis +9 | fly, good hope, haste, resist energy (fire), invisible
Zarskia 81/90 hp | AC 27(26 T15 FF21) | CMD 23 | Fort +10 Ref +15(+14) Will +8 | ???, -4 penalty to Strength
As he comes to and looks around, being close to the ground still, he sees a crumpled piece of paper, muddy from the grime in the damp cave. One of the pages he tried to stuff into the satchel apparently fell out in the scuffle, and Zarskia did not notice in the panic and the fog.
Pirate Guard 1 yawps in surprise and pain as a dinosaur of all things runs out of a fog that should not exist in the tunnel to begin with. He retaliates with some brute force swings of his cutlass.
Round Ten Kahuranga 41/56 hp | AC/T/FF 20/16/16| CMD 20 | F +3 R +7 W +7 Electricity 5| fly, good hope | poisoned, 5 Str damage
Taniwha -10/24 HP | AC/T/FF 18 (19/13/18)| CMD 12(13) | F +5 R +6(7) W +7 | poisoned, Dex Damage 2, dying
Deinonychus 34/34 HP | AC 15
Pirate Guard 1 57/57 HP | AC 19 T14 FF15 | CMD 23 | Fort+6 Ref +9 Will +5 |
Pirate Guard 3 5/57 HP | AC 19 T14 FF15 | CMD 23 | Fort+6 Ref +9 Will +5 |
Threnody 63/72 hp | AC24 T16 FF21 50% miss chance | CMD 20| Fort +5, Ref +10, Will +7 Cold, Fire 5 | fly, displacement, good hope, shield of faith
Sandara Quinn 34/39 hp | AC16 T13 FF15 l CMD 18 | Fort +5 Ref +3 Wis +9 | fly, good hope, haste, invisible
Zarskia 81/90 hp | AC 27(26 T15 FF21) | CMD 23 | Fort +10 Ref +15(+14) Will +8 | ???, -4 penalty to Strength
And her determination wins the day as she pushes past him roughly and presumably further down the tunnel. Overrun works as part of a move action, so you can assume she moves at least some of her allowable distance. You hear nothing else indicating what she does and of course even were she not invisible, the fog cloud obscures the tunnel beyond you while you stand within it.
The dino snaps at her as he smells her trying to leave.
Dino AOO for moving out of a threatened square:1d20 + 5 ⇒ (1) + 5 = 6
He breaks one of his smaller teeth as he chomps down on something supernaturally hard.
This activates your turn, Kahuranga, not on hers, but want to go ahead and remember to do this
Kahuranga Fortitude Save DC 24, Good Hope:1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14 Str Damage:1d3 ⇒ 2
So I've been pondering about how to choose which AOO Zarskia takes without metagaming, since I am aware of both opportunities at once (and, spoiler alert, she does not have Combat Reflexes). But I think she generally sees the summoned creature as pretty much no threat for various reasons, and knows K is a spellcaster, so would keep her attention focused on him. So she would ignore the chance to AOO the dino and wait to see what the spellcaster did.
Also, I completely forgot, her AC actually went up to 27 after she cast her spell (aka used her extract) on her turn (and her reflex save also increased by 1), but it's my bad I did not post that so I'm going to say you still hit and she still is at a Strength penalty (because if my GM was like "Oop I forgot a thing you didn't hit after all," I'd punch them). But I have updated the statblock for next round to bear in mind for future engagements.
Zarskia Attack of Opportunity vs Kahuranga, spell that is probably haste:1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 33 Zarskia Crit Confirm:1d20 + 12 + 1 ⇒ (13) + 12 + 1 = 26 Crit Damage:2d4 - 2 ⇒ (4, 4) - 2 = 6 And you were worried for a minute. :) Kahuranga Fortitude Save DC 24, Good Hope:1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7 Strength Damage:1d3 ⇒ 3
"Get out of my way!!" bellows the invisible, angry alchemist.
=====
Meanwhile upstairs, pirate guard 6 decides to be a hero. Erm, a villain. Erm, well, he decides to stand and fight. He shouts, "I hear the voice of Besmara herself calling upon our doom, but I swear t'ye Black Lady, if I fall in this fight as a true swashbuckler, take me in yer arms as ye once did in yer dreams!"
Being alone without his partner, bleeding and dying on his mistress's bed, he flails at her with less than his usual finesse, perhaps hoping brute force will win the day?
But his dramatic show is for naught, as he slashes at blurry shadows of Threnody that aren't actually her.
Meanwhile Pirate 1 hears his mistress's cry far down the underground tunnel and breaks into a run. He moves the 30 feet across the cellar and then another 90 feet past the cellar gate. As he approaches, he sees the tunnel ahead of him is full of fog.
Pirate 3 continues climbing down the chimney.
Climb, 1/2 speed DC 20:1d20 + 12 ⇒ (16) + 12 = 28
He makes it safely down, and while nobody can see him, for the record he pulls a potion out of his belt pouch.
Round Nine Kahuranga 36/56 hp | AC/T/FF 20/16/16| CMD 20 | F +3 R +7 W +7 Electricity 5| fly, good hope
Taniwha -11/24 HP | AC/T/FF 18 (19/13/18)| CMD 12(13) | F +5 R +6(7) W +7 | Dex Damage 2, dying
Deinonychus 34/34 HP | AC 15
Pirate Guard 1 57/57 HP | AC 19 T14 FF15 | CMD 23 | Fort+6 Ref +9 Will +5 |
Pirate Guard 3 5/57 HP | AC 19 T14 FF15 | CMD 23 | Fort+6 Ref +9 Will +5 |
Pirate Guard 6 47/57 HP | AC 19 T14 FF15 | CMD 23 | Fort+6 Ref +9 Will +5 |
Threnody 48/72 hp | AC24 T16 FF21 50% miss chance | CMD 20| Fort +5, Ref +10, Will +7 Cold, Fire 5 | fly, displacement, good hope, shield of faith
Sandara Quinn 34/39 hp | AC16 T13 FF15 l CMD 18 | Fort +5 Ref +3 Wis +9 | fly, good hope, haste, invisible
Zarskia 81/90 hp | AC 26 T15 FF21 | CMD 23 | Fort +10 Ref +14 Will +8 | ???
Thren I have you at 23 hp but I think I didn't count one of Sandara's heals in there. Is your accounting of 34 inclusive of the 16 points of damage done this round? If so I'll trust your count.
"Besmara cursed our cap'n and sank our ship! No one will have us, so gods damn the Shackles, and we will make our own fortune, and pity the sod who gets in our way!"
Pirate guard 5 jumps onto the bed, to flank Threnody.