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Organized Play Member. 4 posts (14 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 1 alias.


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HP - Jack:
HP: 3d8 ⇒ (7, 5, 6) = 18

HP - Kelpie:
HP: 2d8 ⇒ (3, 1) = 4

Nothing but the cold wind greets your words, but you have the distinct sense that Queen Bes would give a smile to your words were she here...

You begin to softly sing an old rowing shanty of the black brethren:

Oh we'd be all right... if the wind was in our sails, we'd be all right if the wind was in our sails. We'd be aaaall right if the wind was in our sails, and we'll all hang on to be hung...

And we'll rooooow the old chariot along. We'll roooow the old, chariot along. We'll roooooow the old chariot along, and we'll all hang on to be hung...

Oh we'd be aaaall right... if we make it round the storm.
Oh we'd be aaaall right... if we make it round the storm.
Oh we'd be all right if we make it round the horn. ANd we'll all hang on to be hung.

And we'll roooow the old chariot along. We'll roooooow the old chariot along. We'll rooooow the old chariot along. And we'll roooooooow the old chariot along... and we'll all hang on to be hung...

Jack rolls a skill check: Perception: 1d20 + 12 ⇒ (13) + 12 = 25


A glint of silver catches your eye on the high noon sun, and investigating closer you see it is the silver edge of your holy symbol, attached round a silver necklace. You figured you'd lost it in the confusion, but it must have washed ashore as well.
Though you'll have to wait to call upon the Pirate Queen's favor until tomorrow morning.

Looking round down the beach, it stretches clearly in both directions out of sight, its nearly pristine sands only dotted here and there by driftwood. No other wreckage, no ships, no survivors. Out to sea, there is no sign of any wreckage, though you reckon whatever remains of the ship can't be too far away on the ocean shelf. And behind you is the inland jungle, a tangle of dense undergrowth rising up the side of a large crag of rock.

You walk down the beach a short ways, stopping occasionally to peer for tracks. You don't see sign of any mammal tracks, but you do find the familiar marks of the common sandcrab; with your trusty knife you're able to hunt 3 of them. You peer again at the inland and spy the rim of a second bluff, rising in the distance and also standing at a steep angle, almost like a crown of some sort...

Your reverie is broken as Kelpie huffs behind you and casts a look towards you and the crab corpses you're holding. Overhead, the sun is starting to feel a little oppressive, and the relative comfort of the shade or the sea start to look more and more appealing.


If a shoggoth is too powerful, maybe the medallion is a key crafted by a bygone gnomish tinkerer who hailed from Alkenstar, which grants control over his final masterpiece, a cannon golem.


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I included a sidequest involving Bargetown's seedy underbelly before the final tomb - I was running Mummy's Mask for my fiancee solo at the time, so the encounters were balanced for a single character ~level 3.

Adventure Summary:
Farhaan Jaberah is a Garundi native who wears the scars of his past adventuring life proudly, though he is now the proprietor of the Tooth and Hookah, one of the most popular inns for the adventurers who have flocked to Wati since the Necropolis was opened. Unfortunately, his daughter Alayna, a free-spirited artist, has taken up a vicious pesh addiction and now owes quite a bit of coin to the violent thugs and smugglers of Bargetown, led by the ruthless pirate called Eswab, the Queen of Scows. Unable to pay her debts and too proud to ask her father for a loan, she has been kidnapped from her small apartment in Asp and is soon to be sold into slavery in a distant port, unless the PCs can intervene...

Plot Hook: If the PCs are staying at or have chanced to visit the Tooth and Hookah, Farhaan approaches them - he is concerned that his daughter Alayna has fallen in with a bad crowd, and even more concerned that she has not stopped by the inn in several days. He will offer that she lives with a fellow artist named Shadera in a small apartment in Asp and ask that the PCs check in on her. He would do it himself, but their relationship has been strained lately and he worries that his interference might drive her even further away. He is willingly to offer free room and board and his old masterwork armor as reward; he can't shake his instincts that something more serious is afoot.

Event 1: Apartment in Asp
The small apartment in Asp resides at the end of a narrow alleyway amidst the twisting streets of this residential district, tucked away at the top of a flight of narrow stairs. Unbeknownst to the PCs, Eswab has sent several of her thugs to take by force "what is owed to her" - these goons have recently broken into the apartment, incapacitated Shadera, and are busy ransacking the house when the PCs arrive.
A DC 10 Perception check will reveal that splinters around the doorway indicate forced entry, though the door is now closed. Should they knock, a burly man will gruffly answer the door, telling any visitors that they have the wrong address. His short sword is clearly visible beneath the folds of his cloak, and if PCs persist he will give them a clear, threatening warning. Any further actions besides leaving will provoke him and his companions to violence.

Bargetown Thug(3): NE M Warrior 1
Init +1 hp:6
Spd 30
AC 12 t11 ff11
Attk: Short sword +3 (1d6+1/19-20)
BAB/CMB/CMD: +1/+2/13
Fort +2 Ref +1 Will-1
Str 12 Dex 13 Con 11 Int 12 Wis 8 Cha 9
Feats: Weapon Focus, Sea Legs
Skills: Acrobatics +3 Climb +7 Intimidate +3 Perception +0 Swim +7
Gear: 1d8 gp, Short sword
Morale: The thugs fight until half their number are slain, then flee. If Eswab is present, their fear of their leader drives them to fight to the death. They are more bark than bite, however, and any Intimidate checks when interrogating them receive a +2 bonus.

Inside, Shadera is bound and unconscious (-2 hp, stable) with an ugly-looking head wound. If she is revived, she can tell the PCs of her nd Alayna's descent into addiction. She will tell them that their supplier was a dealer in Bargetown who was rumored to work for the Queen of Scows. She was meeting with a potential client when Alayna was taken 2 nights ago, and she is unsure of where the Queen of Scows has her lair.

Event 2: Bargetown
As described in the Half-dead City, Bargetown is a mishmash of watercraft and barges linked together by makeshift planks and walkways, all floating atop the placid River Sphinx. The PCs must find the location of Eswab's pleasure barge. Nearly all of the locals know of its location at the far northwest corner of Bargetown, but few are willingly to talk for fear of reprisal. A DC 17 Diplomacy check or a bribe of 25 gp and assurances of secrecy are enough to loosen lips. There is a 25% chance that any interactions with the locals are spotted by one of Eswab's patrols (4 thugs + 1 thug captain - same as above but with a masterwork short sword and a chain shirt). Alternatively, the PCs may try to scout the area, in which case a DC 20 Perception check spots a well-appointed barge separated from the rest of Bargetown by a 30ft. long plank bridge under heavy guard (6+1d6 thugs and two captains).

Event 3: Eswab's Pleasure Barge
Should the PCs discover Eswab's hideout, they can either try to diplomatically meet with the Queen of Scows or assault her barge. In the latter case, the entire area is extremely flammable, and any fire spells used have a 90% chance of setting one of the nearby houseboats on fire. The fire quickly spreads, in which case the thugs will detach the bridge and set sail into the River to escape the fiery fate of the rest of Bargetown. Should they try to talk their way in, the guards will insist they relinquish their weapons and will pat them down for any hidden weapons (Sleight of Hand vs. DC 12 to pocket any light weapons). Once inside they will meet with Eswab, who has Alayna chained to her driftwood "throne", next to her favored pet, a prodigiously large crocodile named Maw. She will hear out the PCs but will not tolerate being threatened - if they are willingly to pay to secure Alayna's debt she will relinquish her prize for no less than 300gp.

Eswab: NE Female Bard 4
Init +3 hp: 32
Spd 30
AC 18 t14 ff14
Attk: rapier +7 (1d6+1/18-20), light crossbow +6 (1d8/19-20) rng 80ft.
BAB/CMB/CMD: +3/+4/17
Fort +3 Ref +7 Will +3
Str 12 Dex 17 Con 14 Int 10 Wis 8 Cha 14
Feats: Dodge, Weapon Focus (rapier), Weapon Finesse
Skills: Acrobatics +8 Appraise +4 Bluff +7 Climb +5 Diplomacy +6 Disguise +6 Escape Artist +8 Intimidate +7 Know (Wati) +9 Know(religion) +7 Linguistics +4 Perception +4 Sense Motive +5 Sleight of Hand +8 Stealth +7 Swim +5
SQ: Bardic Performance (6 rounds/day), Countersong, Fascinate, Bardic Knowledge, Inspire Courage, Versatile Performance, Well-Versed
Spells: DC 12+level
0-Daze, Ghost Sound, Light, Detect Magic
1-Grease, Charm Person, Sleep, Memory Lapse
2-Silence, Mirror Image

Gear: potion CLW x2, +1 studded leather armor, mwk rapier, light crossbow;

Bargetown Thugs (8)
Advanced crocodile

A small chest beneath her throne has 285 gp, 306 sp, and 57 cp, as well as her personal stash of high-grade pesh and mummia for special clients. The galley also has a hatch leading to the barge's hold, where her hoard and slaves bound for auction can be found.

Eswab's Hoard: The barge's hold reeks of saltwater and decay. A large wooden chest near the ladder down holds: 1 lb. Grave salt, Mwk Heavy flail, gems worth 30gp, an oil of purify food/drink, potion of guidance, potion of CLW x2, and 3 scrolls (remove fear, detect evil, and entangle, all CL5). In addition, the hold contains 5 pitiful-looking slaves who have been locked down here in animal cages for the last week. In a corner, stacked like cordwood are 15 bodies, bound for gruesome vivisection in Geb once the next smuggling ship arrives.

Hopefully this helps...


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Not to necro an old thread, but my party just ran through this excellent addition to Kingmaker (thanks Erik!)nd I wanted to share my experience and additions, which I thought might be helpful to others.

I gave the PCs a 30 BP stipend to begin with, and a number of factions at the ceremony in Restov to earn additional BP

Factions

Lady Vellara: a beautiful elven noblewoman Kyonin ex-pat who is well-versed in politics and general counselor to my politically un-savvy PCs. She wants to start a vineyard and the opportunity to buy some land on the cheap, and maybe to be a big fish in the PCs little pond.
Offer: 5 BP + free Noble Villa + her political advice
Stated: She wants ownership of one hex (her choice) to develop as she sees fit

Count Addar Arnovski: a broad-shoulder retired general with an impressive beard who owns a substantial portion of Restov's riverfront and warehouses.
Offer: 10 BP
Stated: He wants to create a loch system to bypass the falls and rapids along the Shrike and open it as an alternative to the boggard-infested Sellen (thanks RedRamage!) in exchange for exclusive shipping rights
Hidden: Count Addar is a prominent agitator in Restov, descended from old Rostlandic stock, with ancestors who fought and fried on the Field of Fire. He wants to entice the Surtovans to send forces against the PCs, giving him an opportunity for Rostland to rebel while the army is otherwise engaged. Giving my PCs a heads-up on his motives let Lady Vellara endear herself and gave them a glimpse of the cutthroat maqsquerade of political intrigue.

Count Dhavern Mollarch: a thin man with a snow-white moustache, unfailingly polite, from an offshoot-branch of House Medvyed who owns the Gronzi Lumber Consortium.
Offer: 5 BP
Stated: wants logging rights to the Narlmarches
Hidden: Lady Vellara can tell the PCs that the Consortium has garnished a reputation for efficiency, with little regard for the health of the forests they harvest. They made sure to extract promises of replanting and control over where in the Narlmarches. Should be a good setup for later events.

Thalnoros Vindarn: a finely-dressed, portly man with a prominent gold holy symbol to Abadar, representing the Church of Abadar
Offer,Lesser: 5 BP
Stated: Temple to Abadar built in one years time and non-chaotic kingdom

Offer,Greater: 10 BP
Stated: Make the Church of Abadar the official religion of the kingdom and have Thalnoros or another follower of Abadar as High Priest

Irig Svenson: a middle-aged Ulfen man with a weatherbeaten face, wearing simple gray and brown clothes, patched leather overcoat, and sturdy watertight boots. He is a representative from the River Kingdoms for the Church of Hanspur, the Water Rat
Offer: 5 BP
Stated: Wants freedom of worship for the church, and protections in the kingdom for the Six River Freedoms
Hidden:

Spoiler:
The church has some rather controversial practices, including nearly drowning new converts or lone travellers.

Nhal Banbrook: a stern-faced Pharasman cleric in black robes, a member of the minor Pharasman sect called The Order of Repose
Offer: 5 BP
Stated: He wants the kingdom to outlaw necromancy and make undead creatures kill on sight, as well as allow the Order a free hand in carrying out this mission.

Spoiler:
The PCs may encounter some 'friendly ghosts' in Book 2 , putting their word to the church against what is right.

Nirion Surtova a charming man with slicked-back dark hair and angular features, he is a cousin to King Noleski Surtova and is at the ceremony to make allies among the new colonies.
Offer: 10 BP and free fort garrisoned with Surtova's finest, can offer up to 20 BP
Stated: He wants a formal declaration of friendship and aid between the PC kingdom and House Surtova, the permission to carry out Surtovan business in the kingdom unmolested
Hidden:

Spoiler:
Noleski knows all about the Swordlords gambit for secure southern borders and possible allies in the brewing civil war, and is prepared to turn the situation to his advantage. While he does seek allies, and the PCs may have spotted him making earlier overtures with Baron Drelev earlier in the night, he also wants Surtova to have a contingency should civil war break out and the PCs think about aiding the Swordlords or Restov. Keep your friends close and enemies closer, after all.

Serani Orlovsky: a beautiful blonde-haired, rosy cheeked girl not a day over 20, she is the grand-daughter of Lord Poul Orlovsky.
Offer: 10 BP and half the cost of a guildhall in the capital
Stated: She wants the Orlovsky's to have freedom to conduct business in the kingdom and first dibs on new contracts in the kingdom, and wants the PCs to reject any Surtovan offers
Hidden:

Spoiler:
Like the Surtovas, the Orlovskys want power and influence in the new barony, but more importantly want to deprive the Surtovans of another political ally, and are willing to offer up to the full price of a guildhall to ensure it.

Lady Nina Kitalla: a fragile old woman with dishevelled hair and an elegant but moth-eaten gown, she represents old money in Brevoy and now uses her wealth to pursue her particular brand of philanthropy. Astute PCs might note she has a particular air of the First World about her.
Offer: 5 BP
Stated: Lady Kitalla uses her wealth for various eccentric activities in her somewhat demented old age, including her favorite: fae equality. She wants the PCs to extend all fae basic rights and citizenship, and treat them equal to all others in the laws of the land. She wants assurances that the PCs will not just take her money and then change the laws when convenient, and may seek a position on the council if she thinks she can get it.

Spoiler:
Might make for some interesting dilemmas for the PCs when obviously evil fey are permitted to walk the lands unmolested because they can't prove any wrongdoing. N will be practically gleeful!

Of course, the Swordlords will be displeased with any deals struck with the Surtovans or Orlovsky, seeing as they were the original architects of the expedition (and in my game, Lady Aldori pulled quite a few strings to make sure their charter didn't end up in the hands of some ambitious young nobleman from Brevoy).

Thanks again for these great ideas to add to the flavor of my game. I'm looking forward to trying out Hargulka's Monster Kingdom in Book 2!