Part Six: Against the Crimson Fleet
So, we get about a page full of bullshit about Vanthus coming back and Cold Captain Wyther that continues in the vein of Saturday Morning Cartoon Villainy, that finally culminates in telling you how the PCs can locate the Crimson Fleet Headquarters.
First off, Crimson Fleet HQ is hidden by a series of permanent illusions that add up to one giant screen spell that makes the cove the HQ is in appear to be an empty saltmarsh. Secondly, it has a permanent Mordenkainen's private sanctum that keeps you from seeing the cove even with true seeing - meaning you have to walk through the area illusioned up to find it, succeeding on a DC 22 Will save.
So, the HQ itself is basically a collection of wooden walkways joining together some strips of land and the moored ships that currently serve as barracks for most of the men. This means we have a series of maps, as this path clearly expects you to fight on and in the ships rather than, say, just setting everything on fucking fire.
Also, if you've noticed that my summary doesn't include a way for the PCs to actually find the fucking place, then you win a gold star for observation - neither does the section titled "Finding the Base". You know, I'm thinking these headers are assigned pretty much at fucking random and have nothing to do with the text under them. You could have called it "Demogorgon's Wake" or "Vanthus Is A Colossal Cockmuncher" and it would have made as much sense.
So anyways, the section I glossed over - the backstory - says that Vanthus came back, took Cold Captain Wyther's ship, and sailed off to the Gaping Maw on it because of the wakeportal on it, and that handing off his ship to Vanthus has caused a lot of the Crimson Fleet captains to mutiny and spread out the resources of the Fleet so that there's no better time to murder them all.
Here's our map for this section:
Alright, so let's go on, I'm not even going to try and figure out a way to make this flow narratively.
D1 is a collection of shit used to bar entry via boat or skiff. When a boat approaches, there's a death slaad that uses animate objects to raise the Huge barricade up to let them pass. The fact that these guys are using DEATH SLAADS as GATE GUARDS and not ARMY MEMBERS is fucking stupid.
D2 is the death slaad's guardpost, bound here by a level 15 Crimson Fleet wizard, who can go free once he kills 101 good-aligned creatures; he's killed 54, the last of which is hanging in the guard post. Mostly he tries to kill anybody that "looks good-aligned" with his SLAs if they approach the gate and aren't members of the Crimson Fleet.
D3 is a Shrine to Demogorgon. Next.
D4 is the altar to Demogorgon. Currently occupied by 5 bar-lgura (Crimson Recruiters).
D5 is a group of Clerical quarters that have two Chaotic Evil candles of invocation. It's like the path is TRYING to make you break it.
D6 is an occupied guard post, with 4 Scuttlecove Thugs.
D7 is full of food, drinking water, repair materials... basically "nothing of real value".
D8 is another guardpost, with another 4 Scuttlecove Thugs.
D9 is a Watchtower and it's occupied by one of the Crimson Fleet Captains, Captain Longshanks Le'shiv, and 4 more Fighter 4/Rogue 4s. Le'shiv? Really? Was Kitteneater McBabykiller taken? Fuck. Anyways, all the Captains are lemorians, and this guy is no exception, as a Lemorian Rogue 8/Fighter 2, SR 20, saves of +8/+11/+3. There is nothing stopping the PCs from using Dominate Monster to make every one of these captains their Pokemon, but why would they want to?
D10 is a guest house that serves as a place for the Seventh Coil allies to be hanging out. As such there are 4 Seventh Coil Assassins and 2 Seventh Coil Slavers, yuan-ti, here.
D11 is a condemned shack, and pretends the PCS care about traps set off by walking. It's occupied by an Advanced elite fiendish eye of the deep that's eaten a lot of Crimson FLeet soldiers but was beaten by Cold Captain Wyther and bargained an alliance. It's named Vzorthys. The Eye of the Deep is a 24 HD Huge aberration with a +31 Listen and Spot, an attack routine of 25/25/25, eye rays of +16 touch - the eye rays have 150ft range, DCs of 27, and are Hold Monster and Cone of Cold, cast at CL 12. As you can guess this isn't exceptionally dangerous, but it has a Fuck You option:
Baleful Flash. It's a 60ft cone of blinding light that blinds for 2d6 rounds and stuns for half the duration. It has a DC 34 Fort save to negate the stunning and reduce the blinding to dazzled.
The setup is such that it's going to nail your PCs all at once with it, and it has a pretty decent chance of blinding/stunning all of them and leading to a TPK. This is like giving Blasphemy to someone who has 6 more HD than the party and is described as opening combat with it.
The binary nature of high level encounters is pretty well talked about elsewhere, so I'll leave it at that.
Shortly after this it details Lemorians. They're basically the Half-Fiend but gain a Poison Sting instead of Bite, DC of 10+1/2 HD+Con mod, 1d6 Wis/1d6 Wis. +4 Str, +4 Dex, +2 Con, +2 Int, +4 Cha and HD-based SLAs of command 3/day at 1HD, suggestion 1/day at 3, fear 1/day at 5, charm monster 3/day at 7, dominate person 1/day at 9, mass suggestion 1/day at 11, unholy aura 3/day and unhallow 1/day at 13, mass charm monster 1/day at 15, summon monster IX (demons only) 1/day at 17, and dominate monster 1/day at 19.
Anyways, that big ship that is decorated with Es and Fs is a structure called The Wreck and it is actually suspended above the base. It's an impossible collection of ships that are suspended in the air via magic. The map for it is as follows:
E1 is the deck and the door below the fo'c'sle is warded by a symbol of insanity as cast by a 15th level wizard, with a DC 25 Will save to resist.
E2 is the ship's fo'c'sle, which houses a retriever.
E3 is a bridge that moves from the ship's fo'c'sle to another ship's deck (G2).
E4 is a prison that houses PCs caught by the Crimson Fleet. It houses a near-death Crimson Fleet Captain that mutinied, who is all too happy to tell PCs that heal him that the Crimson Fleet has just delivered a bunch of black pearls for free, they were stored belowdecks on the G ship, and that Vanthus took Cold Captain Wyther's ship and activated the wakeportal on it to head to the Gaping Maw. He can tell the PCs there's another wakeportal belowdecks on the Two-Faced Wretch.
Captain Ratline Sid has the same stats as Le'shiv, and tries to run away, or if kept around til fighting Cold Captain Wyther tries to stab the PCs to get back into Wyther's good graces.
E5 is the forward hold, and houses nothing of interest.
F1 is the Black Sprite, once the ship of a half-fey Pirate named Avlash Redlegs, but was Cold Captain Wyther's first conquest. It has 2 Scuttlecove Thugs on it at all times. If the Wreck is on alert, then there's 12.
F2 is another rope bridge that leads from The Black Sprite to the Two-Faced Wretch (H1).
F3 is the Galley and has 6 Fighter 4/Rogue 4s.
F4 has 4 more of them in the Barracks.
G1 is The Anger, which serves as living quarters for any Crimson Fleet Captains who don't currently have a ship.
G2 is the Anger's fo'c'sle, which has a ladder leading up to the crow's nest, which has a rope ladder to H1.
G3 is the Ballista deck, which has two ballistae. The one in G3A can fire anywhere from D6 to D10, while G3B can fire from D8 to E3.
G4 is a guard room that has 4 Captains, who share stats with Longshanks Le'shiv.
G5 is Cold Captain Wyther's personal shrine to Demogorgon, and the statue holds a metal orb that, with a proper Disable Device check, can be unfolded to contact Demogorgon as if using commune with other planes, asking 10 yes/no questions. Each one adds a cumulative 10% chance for Demogorgon to notice the statue being used, and if he notices he alerts the Crimson Fleet and tells the PCs "I know you. You seek to oppose me. But you are mortal. I shall be with you soon. You shall know my wrath!" and then the statue explodes for 10d6 Fire and 10d6 Acid, with a DC 20 Reflex for half. It also blows a hole in the hull, forcing a DC 15 Reflex or fall 60ft to the Fortitude's deck (E1).
Using the shrine to learn something about Demogorgon's plans is worth a CR 16 reward.
G6 is the war room, and there is no fighting in it. Instead it has ledgers! 35 different cities have received shadow pearls, but no exact locations. Also possibly the first time the PCs hear the event described as the savage tide, and that it's coming soon, but no exact date. Isn't that always the way? Apocalypse Cults never ever give you a firm date for Judgment Day.
G7 is the chamber of an Orlath demon named Ziovayne who likes to fuck. No. Really. There's a 50% chance that his plaything, Captain Bilgerut Norah, is there with him, and she shares stats with Le'shanks. Once she's below 40hp, Ziovayne joins and assumes his real form to hit people with scimitars.
Orlath are described in the Appendix. Stock, it's a CR 15, 16 HD outsider with the chaotic, evil, extraplanar and shapechanger subtypes. It has 26 AC and 16 Touch, +17/+17/+16 saves, SR 26, and can call a retriever to its location with a minute of concentration. This thing is basically a two-bodied snake-Marilith expy, with the head of a monkey, with each body having 6 arms. Its left head has a continuous True Seeing, and it has a gaze attack that deals 1d4 points of Vile Charisma damage on a failed DC 22 will save. If you get drained to 0 Charisma you rise as a dretch under the thing's control. Also the right head has constant x-ray vision.
So, its full attack routine is 11 +1 scimitars at +22, and 2 bites at +17. The scimitars each deal 1d8+2 with a crit of 15-20, and deal an extra 1 point of vile damage.
SLAs are at will detect thoughts, discern lies, dispel magic, fly, locate object, locate creature, sending, greater teleport and unholy blight, 3/day glibness, move earth, prying eyes and stone shape, and 1/day demand and greater scrying. The art for it is actually sort of neat:
H1 is the deck of the Two-Faced Wretch, and is a cluttered deck that serves as difficult terrain.
H2 is Cold Captain Wyther's ready room.
H3 is Wyther's quarters, and we finally get our first look at the head of the Crimson Fleet himself. Yes, it's laughable.
A male lemorian rogue 2/fighter 4/scarlet corsair 4/dread pirate 6, +3 init, -1 listen, -1 spot, 29 AC, saves of +17/+20/+7, SR 26. He has some nice gear for the PCs if they care; gauntlets of ogre power +6, bracers of health +6 (as amulet of health), amulet of natural armor +3, cloak of protection +4, boots of speed, ring of protection +4. ANd he still doesn't add up to a CR 19 appropriate threat. He apparently comes in if the PCs are "on the ropes" or 1d4 rounds after the PCs engage Ziovayne. He's so very much not a threat; he's another melee beast.
H4 is the treasury. It's guarded by an advanced yagnoloth, which is a 26 HD outsider with a 2d6 round stun breath weapon, a 1d4 energy drain as a full round action vs DC 29 Fort save to remove the negative levels later, and a DC 29 Fort save or be stunned for 1d8 rounds on its claw attack. This thing is more dangerous than Cold Captain Wyther, and I think kind of earns its CR 18 due to being encountered in an enclosed space, being a closet troll, and having some stuns and energy drains. If this thing was involved in the fight with Captain Wyther he might be worth the fight.
Anyways the treasury contains a trapped chest with a puzzle, which has some treasure; 6 black pearls worth 250gp each, a gold crown with emeralds worth 1200gp, a dozen bags containing 500gp each, and a Hope Diamond expy worth 25,000gp (the Athrinod Ruby). Also, the chest contains the spare wakeportal, which turns out to be a magical gemstone that attaches to a ship's prow or figurehead, and allows one to sail a ship from a Prime ocean to the Abyssian Ocean in the Gaping Maw.
There is also 300,000 cp, 110,000sp, 28,000gp, 1,300pp, 10,000gp worth of gems and jewelry, 8,000gp of masterwork weapons and armor, 4,200gp of silks and furs, 5,600gp worth of clothing and tapestries, 6,000gp in alcohol, and 16,000gp in gold and silver bars, adding up to a total of 104,800gp for the non-chest stuff.
I1 is the Baledictum, which is an ex-slave galley, and is full of corpses because the mutiny started here.
I2 is the Crow's Walk of the Baledictum, and is the highest point of the Wreck. It has 3 Sisters of Lamentation.
I3 is a lookout with a ballista that fires from E3 clockwise to D8.
I4 is Vanthus' lair. Somehow Vanthus got away with kicking out a level 15 Wizard to take this room. Bullshit. Anyways Vanthus kept Lavinia here and she scrawled a note in her own blood. A DC 30 Search check finds it. It reads:
"Vanthus lives! Back from death! He's taken control of the fleet and says he wants to make me into one of them, to take me to Demogorgon's realm wher"
You know there's a lot of correct grammar for someone writing in their own blood and in a hurry. I guess nobility shines through?
I5 is The Glad, and has the leader of the Seventh Coil on it. Said leader is named The Seventh, and is a yuan-ti anathema, a 22HD Huge aberration accompanied by 3 Seventh Coil assassins. She has a 1d4 con/1d4 con DC 30 Fort poison on her 6 bite attacks, and has Regeneration that is only penetrated by adamantine weapons and Force effects. She has some interesting SLAs, including a 1/day Blasphemy at CL 22, which hopefully the PCs are beyond instant-death range at this point. She has no way of escaping despite making an attempt at under 50hp.
Once the PCs have killed most of the remaining Captains, Crew and Cold Captain Wyther, the adventure is over. It suggests that finding out which 35 cities the black pearls went to is impossible but that the PCs need to go to the Gaping Maw and end it at the source.
You know. This scenario fucking blows chunks. If it's not for the immature handling of mature subject matter - that was just as fucking laughable in Porphyry House Horror where Scuttlecove comes from - it's for the bullshit expounded again and again with bringing Vanthus back from the dead, with Lavinia being kidnapped, with the only truly strong female character being reduced to a rape victim who becomes useless after her experience in the Birdcage, and the other would-be strong female character being reduced to fucking uselessness by her build and then broken by harpies.
Fuck this scenario. It's the worst fucking thing I have ever fucking read, even worse than the filler of Sea Wyvern's Wake and Here There Be Monsters. The cognitive dissonance involved in all of this is fucking staggering - not only does it expect us to believe that shitheel Vanthus, whose build has NOT improved (spoiler!) but only taken on a couple of templates has been able to muscle out a 15th level Wizard, but that not just one, but FIVE points of independent strength in this adventure path (Harliss, the Jade Ravens) are little more than emotional 'fuck you's if you decide to give a shit about them.
Beyond that, this is seriously still treating the game as it did at level fucking ONE. While Into the Maw is starting to approach level TEN in terms of scenarios, you could seriously run this as a level 1-5 scenario and NOTHING WOULD BE LOST. This is absolutely shitty design.