Under Parrot Island and beyond


Savage Tide Adventure Path


I have some observations and comments. Please correct me if I did this wrong...

My players (5 of them) made it to area P3. They decided to wade out into the tunnels trying to find a way out. I had them roll balance or strength checks to keep from falling in. The Knight failed his roll, and failed his Reflex save and landed squarely on the urchins. However he did make his Fortitude saves. The players decided they were going to walk real slow and carefully. So I decided if they only moved 10 feet a round they didn't need to make checks. (Should they have?) Then they got to the deep pool near area P4. Three characters failed their swim checks and for three rounds could not get their heads above water.

I won't bore anyone with the details, but after many many many swim checks the characters made it to area P4. The players looked a bit annoyed. Once in area P4, I noticed their is a secret door to area P5 - however there is no Search DC for that door printed in the magazine. I checked three times. So I allowed them to find the secret room.

After they gathered the treasure (they left the copper and silver behind because it would weight too much) they started to look for a way out. The Swashbuckler took a rope tied it to the door, took his sunrod and dove into the pool - it didn't take him long to find a tunnel. He explored the tunnel to make sure it led out and then came back to the characters to explain what they needed to do. More Swim Checks. I cringed inside - as I awaited their swim checks. It took about 6 swim checks for each character - to make it to the top. (Should I have done less or more?) I forgot to mention - their is a druid in the party, she had an Orangutan for an animal companion. I had her roll a single Handle Animal check to get it to follow her (I wondered though would an animal follow a character under water?) It failed quite a few swim checks and panicked. However - in order to keep the game moving forward I allowed it to eventually get out and reach the open waters to the harbor above.

They rested for a day, then decided to check out the Taxidermist . Here is how that went down - the Wizard found a place to sit in the courtyard and pretended to read a book, the Druid paced back and forth in front of the Taxidermist and kept talking about how she'd like to burn the place down (under her breath), the Hexblade went behind the taxidermist and walked around until she found a back door, the Knight and Swashbuckler went inside and looked around the first room and then started to explore the hallway when they were discovered and forced back into the lobby. Eventually things got ugly. Nemien went invisible, then made it seem as if the creatures were coming to life (the players fell for that and actually started to attack them). When they realized the animals weren't alive, Nemien made it seem as if he was escaping out the front door. They fell for that, and the druid and Swashbuckler ran out the door but couldn't find him. The Swashbuckler ran down an alley hoping to find him but what he found was two Lotus Dragon Thieves climbing up the walls. One on each side. (I allowed him to catch them in preparation for the ambush) A third thief confronted him demanding to know what he was doing, but he ran away from the thief.

In short - their information gathering suddenly was getting out of control. The thieves began to open fire (in broad daylight - perhaps they wouldn't have done this). They of course were missing. After a few tense moments one thief was hit squarely in the head with a stone (from a sling) and fell off the roof. The second thief on the roof ran off, the third ran and jumped into the well.

My players being smart - thought that the well was a trap and instead of chasing him, left and went to hide out at a tavern to discuss things. After several hours go by they decide to talk to Lady Vanderboren. She isn't able to provide much info about the Lotus Dragons, but she is concerned that her brother may be working with them. She ask that they bring him back (alive if they can, but if not, to be merciful when killing him). So they set off that evening... and head back to the Sunrise district. They are convinced that the well is a way out and a way in to the thieves guild. They set up post all around and wait. No one ever leaves the well, and no one ever enters it. However by luck (I was feeling nice) I allowed a thief to leave one of the abandoned buildings near the well. They captured him, interrogated him, and then let him go. (Such nice people - always letting the bad guys get away - they will learn).

With the new found knowledge of one of the secret entrances they all headed down into the depths of the guildhall. Since they waited for so many hours to infiltrate it, I assumed that the guild had relaxed its guard (not to much) but enough that it wasn't on high alert... (perhaps a medium alert) :)

Would the guild be on alert still (roughly 8 hours later) after the encounter with the characters earlier that morning?


You said they let the thief go. Wouldn't he immediately go and alert the guild to be on watch at the entrance whose location he gave away?


MarkB wrote:
You said they let the thief go. Wouldn't he immediately go and alert the guild to be on watch at the entrance whose location he gave away?

Normally he would have, but they watched him as he walked off. However now that they have descended into the guildhall he will run off to warn the guild. I imagine the players will have an easy first few minutes until the gears start grinding.

These players also let Vark and most of his crew get away.

I kinda can't wait until the players see the familiar faces of those they let run away. Hopefully they will learn... if not I guess I get to re-use NPC's :)

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