So, lassoing the peg from underneath and pulling up it seems? Alrighty, you have the leg and avoided a curse. Disturbing the body (instead of just the peg) in any way would have activated the curse. You find the hidden compartment inside the leg easily enough, and out comes the fragment of what looks like some Mwangi expanse antelope antler, twisted and warped as the rocks below. Still, one side is smooth as pearl, and its not a giant leap of the imagination to think it could indeed once have been part of a simple horn-like instrument. Also inside is a tightly wrapped spellbook of some sort.
Totally. Reaching the height of the arch gives a tremendous view of the black waters stretching into infinity. At your feet, wrapped around the rock is a heavy anchor chain supporting lighter chain that ensnares the corpses. Someone may have to climb down this 30 ft to get to the late pirate's body...and peg leg. For some reason the module has the heavy chain as DC 20 and the lighter chain 15...alternatives to climbing could be cutting the chain or pulling up the corpse or something else creative.
Salty finds the initial ascent challenging, perhaps slipping on his own blood or bits of uncooked crab-like meat. Just a reminder DC 15 climb here for the raw rock, you can take 10 now that combat is over. Using one of the supplied climbing kits gives you +2. Also, in theory an advanced climber could stake out a rope path for others, which would let you use rope DC instead of the natural arch
The karkinoi takes a tremendous wound from Peggy popping up out of nowhere, but it is Salty's bite, chomping down by chance on a critical vein, that finally removes the beast's consciousness. The swarm scatters to sea, seemingly realizing it has been orphaned here on the shore. And you are free to continue the climb...too funny, Salty. xD
Wow, sorry for letting this slide for so long guys. I have to admit I found it very hard to summon the energy to do anything over my xmas break (beyond snacking, sleeping, and visiting ofc). Now that my job has started up again things should get back to routine, I hope we are all still good to go here.
The swarm of crab like creatures notices Arven coming down the chum covered arch and coordinates its movement pattern to devour...but really they are just annoying, their pincers barely noticeable. Still, the shear number of them makes for quite the hazard. Arven, DC 15 reflex vs entangled by thousands of micro karkinoi Elo's crocodile ejects from the water like a surface to air missile but it seems to have missed its target. Round 2:::::
The massive karkinoi attempts to stop the death dealing witch from slaying more of its brood. The claw of doom reaches out for Salty... Claw: 1d20 + 13 ⇒ (5) + 13 = 18
...and large spiky extrusions of the karkinoi's exoskeleton embed deeply into Salty's midsection, nearly pinching the life out of him. He seems stuck, struggling to free himself... grappled condition Salty, and at 0 hp I believe...
Those on the craft (Elo, Salty) the waters are furious and controlling the ship is difficult. If you want the small boat to stay where it is, you'll need a DC 15 sailor check (failure shifts the boat randomly 5ft). Also there is a -4 penalty on ranged attacks, along with a 15+spell level concentration check for spellcasting. Despite that... Salty's attack gets absorbed into the mass of bubbling creatures, which suddenly bursts forth a 15 ft geyser as the reaction seems to be accelerated by the salt water catalyst. double damage to swarm for 28 The bomb's blast, and a few dinner plates worth of crab legs, fling violently at the greater Karkinoi's back... Reflex: 1d20 + 6 ⇒ (4) + 6 = 10 ..nearly shearing off one its larger plates whole. Swarm at 11/39 hp, 18/14/16. Karkinoi 70/76, 19/9/19
Retconning majorly, but want to make note of this while its still fresh: Lhin, earlier with Horemheb your tales maybe, just maybe, might have, slightly, put small cracks in the impregnable fortress that is Horemheb's lack of humor. You sense that your performance with oratory is what is doing the trick.
You note that just behind this massive foe is a swarm of tiny baby versions of it as well, each born to sea with unnatural grace. DC 16 nature for info on these fantastic creatures Round 1:::::
Likely a bit tricky to stay on the arch during this, but you could try to outclimb it. Heres a quick link to the climb rules... Getting map together now, then hitting the hay...
As Arven begins the ascent he notices a sticky, pulpy, mess of blood. Fish blood. It's chum! You'd bet your life on it. Indeed your intuition tells you the captain would probably not approve of an expedition into the settlement you are about to steal from, but then you're pirates so who cares about rules/expectations. Lhinneth takes a moment to check the supplies package Iulia prepared. It turns out the b@#*% was smart enough after all to pack enough climbing equipment for everyone. Also I need to adjust the crew status from your awesome rolls before, dont let me forget about that... Just as Serenna nimbly clings to the arch, the form of a great crustacean surprise attacks everyone from beneath the roaring foam. At first youre astonished and might say its the biggest Ocypodinae crab you've ever seen but no...this is something far more monstrous: a hulking mix of ogre and crab that has one huge pincer that snaps menacingly, while its other arm is a twisted, human-like hand... Initiative:::::
Since Elo will be gone for tooth, we can assume you went to town and came back. Surely you could find an animate dead scroll in a town full of priests or most other things there. I'd encourage someone to take the initiative here, as it has seemed to have stalled us (its now been a week since arriving at the arch).
1. Not much more than what has already been said, although the locals seem to believe he was Rahadoumi. You/party might learn more with a gather info (diplomacy) check. 2. Most scholars believe that the Shackles were once united under a Cyclopean empire predating Earthfall. Some of their technology and magics may have remained on this secluded isle for millenea, until the coming of Besmara. It is said that here is where the Seawraith, Besmara's craft capable of multidimensional raiding, was shipwrighted perhaps by these means. 3. Carnivorous winged reptiles and birds that hide in the mists. 4. The Holy Isle is at the center of the Cove of the Queen. It is a nearly 100% submerged structure. 5. By your judgement, climbing up the side seems easiest. There really isn't any other way, unless the arch is hollow or flight/teleportation occurs. Of course, you could also commit a crime against Besmara and be strung up yourself.
That's a correct interpretation, Lhinneth. Still, if any of you worship Besmara this might be your only chance to make the pilgrimage. The Captain and crew had indicated they had never been ashore, but neither were they too excited about the prospect. As the rowboat nears the arch, you can make out a few more details. It seems the 3 bodies are hanging by heavy anchor chain that has been tacked to the rock with large iron spikes. Somewhat lighter chain grasps the bodies and is secured to the previous chain by large rings. Those chains would probably need to be cut to retrieve the body. The sides of the arch seem climbable (DC 15). At the top of the arch it looks like maybe a wooden plank is sticking out. Finally, you notice that indeed the waters are treacherous here. Should you wish to stabilize the boat in any way, it would take a lot of experience with these kinds of swells (DC 15 sailor).
k(local) DC 15: There is but one settlement on the isle of Besmara's Throne, named "Queen Bes". It is said the sheer cliffs and carnivorous reptiles/avians make this a difficult pilgrimage for worshipers. For a pirate crew such as yourselves, perhaps its a laughing matter. You could navigate by water to the northwest of the island, hoping to find the inlet leading to the town. You might also dare the climb up the rocky spires here on the southern tip. Either way, you would eventually reach the Cove of the Queen, and the small town of roughly 1000 inhabitants.
The Captain sets anchor a few hundred feet from the arch, after a few very short preparations you make way in the same small craft as before...a thin slice of moon follows the Sun shortly after beyond the edge of the world. A darkness broken only by starlight pets the sharp edges of waves at night. It's fair to say that in the armory there is anything you might need (tools, rope, weapons, etc), including alchemical substances of reasonable quantity...for speed lets just call it a "supplies bundle". I do however need a destination. To shore? To under the arch? Somewhere else?
Elo, among sailors there are countless tales of great kraken, cephalopods of unusual size, responsible for devouring ships along with an island's worth of coconuts. But you know the sea intersects another dimension where lives the great Blackwarn, a decapod, one of the greatest summon-able planar allies of the Pirate Queen and anyone else of the right faith. These bodies must be some kind of offering to this being.
Serenna, you know that his capture and execution was relatively recent, a matter of weeks. In addition to being known for what's already been mentioned (atheism, killing priests), you recently learned he was part of a trio including the Captain's late husband, who slew the great brine dragon Nicorydine.
The top of the arch is 150 ft up off the ocean swells. The bodies are 30 ft below the top of the arch. Very heavy chains seem to be what holds the corpses in place. And Salty, you identify the rod as an immovable rod: This rod looks like a flat iron bar with a small button on one end. When the button is pushed (a move action), the rod does not move from where it is, even if staying in place defies gravity. Thus, the owner can lift or place the rod wherever he wishes, push the button, and let go. Several immovable rods can even make a ladder when used together (although only two are needed). An immovable rod can support up to 8,000 pounds before falling to the ground. If a creature pushes against an immovable rod, it must succeed at a DC 30 Strength check to move the rod up to 10 feet in a single round.
The journey continues, and while those who fell under the sirens spell are highly ridiculed, you do hear a few pirate compliments under breath such as "At least they didn't gut those boys..." and the like. Mid-morning the next day, you reach Blackwarn's Gallows. Rocky islets and a massive stone arch jut out of the ocean, causing the waters to churn and foam. The arch is taller than a ship’s mast. Thick chains hang from the arch, and corpses dangle several body-lengths from the top. The island coast is only a short row from the arch, but only a few short stretches of beach are accessible along the rocky shoreline. A cave is visible on the shoreline; the ocean water flows freely in and out of it. The Captain gathers you all and begins "Here we are, the western coast of Besmara's Throne: the Blackwarn's Gallows. Besmaran priests don't take kindly to heretics...that one swaying there be the late Cap'n Rahil Harkalm." McDaniel's overhears and gasps "Oi, wasn't he that pirate atheist who went out of his way to destroy every religious artifact and kill every priest he plundered...? What'd they call him...the Prophet Squanderer?" Lanteri smiled "Aye. Now your task is simple. Go up there and pluck his peg leg. His piece of the Three Reasons to Live is inside." McDaniels responds "Great, add looting dead bodies to our rap sheet." Doc Imogene adjusts her glasses and corrects him "No, I think technically the false leg isn't part of his body...." Jagged rocks around the arch block the Magpie's passage to outside a few hundred feet. It seems the idea is you all take a rowboat to shore, and begin the long trek... New map incoming...
Yes on the try again. DC 18 is enough to ID the bottle Bottle of messages: This green glass bottle has a tiny winding key on its elongated stem that, if turned, causes a shadowy cork to slowly become substantial over a 1-round period. Anything the owner of the bottle speaks into the bottle during this time (up to 25 words) gets trapped inside it once the cork fully manifests. As soon as the cork is removed or the bottle is smashed, this message is released exactly as if the owner had spoken the words at that moment. Once the bottle releases its message, it shatters. 300 gp value
Atop the small islet you find a relatively lavish driftwood nest that is trying very hard to be a wooden shack. Inside you find you find a soft well-knit rug, bizarrely intricate furniture, and fine jewelry all around. McDaniels, the Plundermaster, offers his appraisal of roughly 1550 gp for the lot. Additionally there are a few choice items that stand above the horde as a whole: a jeweled ivory comb worth 1150gp, a scrimshaw sea hawk of nearly 200gp, and a magical bottle. Despite all this something seems off...and a little further inspection reveals the entire place is built on fish bones. DC 18 to ID the bottle. Also another reminder the rod from earlier was never IDed...DC 25 on that one.
As Lhinneth nears melee range the sirens neck snaps her eyes around, locking onto this new combatant. The sirens mouth opens wide and a sound like 10,000 falling women screaming past your ear bursts forth with tangible force. For a split second it is terrifying, and with sick horror you see her mouth open even further, the pitch reaching some experimental place that could topple the musical history of mankind. Shout as a spell-like ability. DC 19 fortitude from all the female PCs (croc excluded in 30 ft cone area) If failed save: 5d6 ⇒ (4, 6, 1, 3, 3) = 17 sonic dmg
Making the save negates the deaf and halves the damage A delicate ivory Mwangi carving that had decorated the main mast shatters into dust, the fragments quickly finding their way out on the winds to sea. eh, green is crewmate and red is siren on map, not very clear indeed
Arven descends to the deck like some wild arch-angel torn forth from a planar rift in the Sun's core. The sail's curvature was by chance a perfect slide. DC 15 for others up there to do the same Lhinneth takes a contrary route, shimmying up the main mast like a coconut tree (greatly aided by the rope left from the previous watchman), deftly balancing out on the rigging to attack the confounding flyer. Do a DC 10 acro for attacks or complex actions up there I suppose Elo, sorry, will have a chance to use those others, I promise >:D
Obsessed, yes. The effect will go away at the end of this round (it persists one round after she stops actively singing). The crewman is charmed however. Spoiler: An obsessed victim becomes defensive of the siren and does all he can to prevent harm from coming to her, going so far as attacking his allies in her defense. The victim is not controlled by the siren, but views her as a cherished ally.
Siren is now in flight between ship and spire 30 ft from deck. Those on cliff have reached the top. If you wish to come back down, jumping into the sail and climbing down the mast or the like might be fastest. The siren's song is weakening, and she clearly is not singing anymore (however, magically, you continue to hear it a bit more...) Round 2::::::
Siren stats: 47/52 hp, 18/14/14 acs.
"Please my love..." she implores to the charmed crew member "The archers seek to destroy me...they do not understand us." she sounds as if she were about to cry. "Hey! Knock it off, I'm warning you! She's alright, just a little misunderstood!" he tries to slap the crossbow out of Peggy's hand feebly. And provokes an AoO in doing so, which you dont have to make...
The siren takes the crossbow bolt hard in the chest and topples backwards over the cliff out of sight. For a moment, all is silent until a strange echo of the same song repeats itself once more, an audio poison. But no, in short order the beast comes round the stone again, bearing down on the enraptured crewmembers with more magicks...a sickly sweet aroma rides the sea breeze as the siren waxes arcane spellcraft DC 16 to know she is casting charm person on one of the obsessed crew mates Crewmate save: 1d20 ⇒ 6
Elo, you feel your spell wash over the beast like water poured on stone. It would seem to be immune to such mental attacks. The crocodile pulls one of the sailors off the rocks and flops down on the deck with an unconscious generating *slap*. The smooth sounds of the 4716s are brought to a sharp "Bark!" as a well placed arrow enlodges itself in the beasts facehole. 70 ft from ship deck, 100 from ocean surface. Peggy, prof DC was 15 sorry Initiative:::::
Lhinneth, it is mind-affecting, so you made the save. Salty, despite the fact that you are 100% certain the magical beast looming from high up the rock spire is none other than a siren, bane of all lonesome sailors, you still seem to recognize the value in packing a small climber's kit and leaving the sailing life behind forever. Any who fail the save likewise are "Obsessed" with the siren: An obsessed victim becomes defensive of the siren and does all he can to prevent harm from coming to her, going so far as attacking his allies in her defense. The victim is not controlled by the siren, but views her as a cherished ally. "Eh, Chuck, the hell...its just some bird song's echo, see the cliff face, that odd shape sculpts the sound so. Why do you want to get up there so bad?" "Shut yer hole. Don't talk that way about the song..." Chuck responds, driving his first piton into the rock.
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