I have a fresh dose of rage inspired by trying to get involved with
playing again, even if it has to be PbP, and running headlong into an MC that has no idea what the hell he wants yet wants to throw the blame for that onto his would-be players. So I'm going to do the mature thing - take it out on people who deserve it, like the writers of Savage Tide.
Part Three: Red Foam Whaling
So this is probably where the PCs go first, after receiving Harliss Javell's
dream message. We get nearly half a page of backstory that the PCs don't interact with, then a quick blurb about the Protectorate using this place as a safehouse being killed, Harliss being abducted, and someone who knows the PCs are coming using the place.
Red Foam Whaling is an encounter location that is pretty small, compared to the dungeons we've had so far.
The entire place serves as an ambush for the PCs, so the numbers are really just to differentiate the areas that the PCs fight in. A1 is the front door, and both sets of doors are stuck, requiring a DC 20 Strength check to get through.
A2 is a meeting room with a round table and four chairs.
A3 is the lair of the head honcho of the ambush, known as The Leech.
A4 is a storage room full of costumes, bullhorns, wire, and other supplies used to maintain the illusion that Red Foam Whaling is haunted, which a PC can find out with a DC 25 Bluff check.
A5 and A6 are barracks, each with six hammocks.
A7 is detailed in The Ambush (coming up).
A8 is an unstable room, and if more than one Medium creature enters, the floor collapses.
The Ambush itself is pretty pathetic; it consists of three yuan-ti assassins who are watching in the form of tiny vipers from the roof of the buildings - one above A6, one above A1 and one above A3. If the PCs are noticed approaching, then the one above A3 alerts The Leech, and they move into position while the Leech summons up a succubus named Alersia, who assumes Harliss' form and pretends to be unconscious.
The Leech himself is a yuan-ti abomination Blackguard 3/thrall of Demogorgon 6 with an attack routine of +26/+21/+16/+11 with a masterwork scimitar at 1d8+8 and a bite at +20 at 2d6+4 plus a DC 20 poison. He's got a potion of fly, so he's only slightly useless, and is apparently CR 16.
He's accompanied by 3 yuan-ti assassins (yuan-ti halfblood rogue 2/assassin 7s, CR 11) and a stock Succubus.
The succubus lays in wait for the PCs and when they approach her to investigate "Harliss", she leaps up, grapples the nearest PC, and uses her energy drain kiss on him. The assassins attempt death attacks on any PCs near them. The Leech is busy casting corrupt weapon and eagle's splendor, none of which are silent so the ambush probably fails as an ambush on general principle as he starts casting them while the succubus "fools" the PCs (the Leech is just west of A8, under the stairs, while "Harliss" is in A7).
Anyways, the fight's not very interesting and the setup is unlikely to work because of the Leech non-silent casting eagle's splendor and corrupt weapon. The only interesting thing is the Leech has the Dual Actions (Su) which lets him take two full rounds worth of actions in one round, but he doesn't have anything interesting to use them on.
Under 40hp he tries to retreat under deeper darkness and turning into a tiny viper to run to A3, his lair.
This setup is just asinine. Do I really need to point out why? Any moderately-intelligent party is going to not be fooled by the succubus pretending to be Harliss because they'll have some means of True Seeing. The Death Attacks at DC22 are binary - either the PCs can die to them or they can't, and 3 of the assassins are not a challenge if they can't. So you either lose 1-3 PCs immediately or they wasted their time studying for death attacks and
last breath/
revivify still exist.
So anyways, the PCs can find Harliss' earrings and necklace in the Leech's lair, along with a folded note that is an introduction to Tyralandi from someone named Zimon Alenveer (the cursive is a bit fucked it's either Zimon, Simon, or Timon).
Additionally, Zan (the Jade Raven half-elf rogue) is in the Butchery at A7, and the ambush happens there instead if the Jade Ravens are still a thing.
Part Four: The Birdcage
No, not that, that was actually amusing.
So the Birdcage, also known as The Crooked Spire, which I may start referring to if I can't avoid making jokes about Nathan Lane in drag, is a stone townhouse topped with a spire built of cheap timber that is leaning to one side.
The inside is decorated with garish paint and "alarmingly instructional erotic imagery". Technically, this is a brothel that competes with Porphyry House, and is run by a group of harpies known as the Sisters of Lamentation. Well, they say it's a brothel; in reality the Sisters of Lamentation run a torture-for-profit business here. Yes, for the low price of 100gp per day you too can have them torture secrets out of someone.
Do you see what I mean about Paizo's handling of "evil"? So far we've got a brothel run by a succubus (Oooh, evil!) and a torture house run by harpies. Next they'll be saying drag is evil!
So anyways, Harliss is here being tortured, and the harpies have already extracted the fact that she's a member of the Protectorate and has contacted "allies" (the PCs) to aid her against the Crimson Fleet. Additionally, Liamae, the now useless Sorcerer 4/Favored Soul 4/Mystic Theurge 1, is here in captivity so the harpies can get information out of her regarding Lavinia and Vanthus, and is under a lesser geas to never escape, so her spirit is broken.
...You know, I really, really fucking want to kick the ass of Richard Pett. So far, we've had one woman kidnapped by her almost-incestuous, reanimated brother, one strong pirate woman beaten and kidnapped and tortured, and one friendly NPC female beaten, tortured, and turned into what might be a slave.
Our three "strong" females in this adventure path have been abused completely off-screen. Just... fuck.
Anyways, here's the Birdcage:
B1 is the "recieving"[sic] room,and is open all hours of the day and night with a locked southern door, staffed by a charmed NE warrior 1 who doesn't stop people from bashing down the southern door.
B2 has an encounter in it, 1d3 Sisters of Lamentation. So, let's talk about them for a moment. The Sisters of Lamentation are harpies that shave and tattoo their bodies, and don't seem to like clothing at all. Here's a picture of one:
The Sisters are all Harpy Bard 7/Dirgesinger 5s with daggers of venom, bardic music/dirgesong 12/day consisting of countersong, fascinate, inspire competence, inspire courage +1, song of awakening, song of bolstering, song of grief, song of horror, song of sorrow, suggestion and captivating song, with spells of lesser gease, major image, detect thoughts, enthrall, invisibility, suggestion, charm person, cure light wounds, grease, silent image, dancing lights, ghost sound, mending, message, prestidigitation and resistance, with DCs at 19 and going down.
These make CR 13 encounters somehow. They have a fly speed but are in an enclosed area. They actually have Concentration but it's at +12. There's a total of 3 here regardless of how many are actually in B2 when the fighting starts, and the other two get drawn in.
There's some weird-ass naming in here, like Pett was a big fan of Planescape: Torment but didn't quite get the naming schema. Case in point, B3 and B4 are known as The Kept Beyond Gratitude, which is where they let their slaves sleep and keep their contracts out in the open, the searching of which lets them find an agreement with the Seventh Coil for interrogation of a "feisty and foul-mouthed wench".
B5 are the waiting parlors where guests get to wait to be visited by the Sisters of Lamentation.
B6 are all interrogation rooms. Most of them look like your classic torture chamber but two look like noble bedrooms, "where the horrific harpies use other, more sinister methods to torture prisoners".
...You know. I could go on a tangent of pop-culture psychology and accuse Richard Pett of being a woman-hating cis-lord, but I won't, mainly because this isn't Tumblr and I'm not a brainless moron.
B7 is "The Cage of Ecstatic and Infinitely Joyful Lamentation" and is a giant birdcage, with a smaller birdcage near the top. The big cage has Harliss in it, while the small cage has an Advanced Evolved Slaymate. Slaymates are fun little creatures that help you build a necromancer's army, but this one is just waiting for the PCs to enter the cage so it can drop on them like a drop-bear. It's a CR 8 encounter that ... well, it's a fucking slaymate, it's not meant to be a guardian.
So anyways, the PCs get to rescue Harliss at this point, who wants nothing more than to get out of the Birdcage and won't talk til there's some distance. My PCs went a step further and burned the damn place to the ground, which Harliss appreciated. Harliss will never speak of the torment the harpies put her through, she's scarred for life.
So Harliss' information basically boils down to: there's a Seventh Coil safehouse at the Minting House that the yuan-ti operate out of. The Crimson Fleet and Seventh Coil have an alliance. And that ends Harliss' relevance to the adventure, and suggests you use Harliss as a DMPC. A foul-mouthed, pirate wench as a DMPC.
Part Five: The Minting House
So this exists primarily so the PCs learn where the Crimson FLeet hideout is. It has one encounter, 5 Seventh Coil Slavers, at CR 11, yet has its own map for some fucked reason. I'd say this is about as pointless as the Birdcage getting its own map... and I'd probably be right.
Here's the map for completeness' sake:
The Seventh Coil Slavers are pureblood sorcerer 10s with dominate person, charm monster, enervation, fly, haste, lightning bolt, bull's strength, false life (already cast), mirror image, scorching ray, animate rope, charm person, identify, mage armor (already cast), shield, acid splash, arcane mark, detect magic, mage hand, mending, prestidigitation, ray of frost, read magic and resistance as spells known, DCs starting at 21 and going down. They're accompanied by 8 Rogue 4/Fighter 4s and are basically uninteresting. Seriously, Part Five takes up all of half a page, not counting the map. On beating down the yuan-ti and their friends, they get to progress to Part Six, which I'll cover in its own post.
...Fuck this scenario. It's full of bad encounters, bad advice, bad treatment of sex and bad treatment of women. The writing here is pretty fucking terrible, and I don't mean its composition, I mean its content.
Allow me to emphasize that we've gone from three females who could handle themselves (Harliss, Lavinia, Liamae) to three females who need rescuing in the course of the first four pages, a brothel run by a fiend, a brothel full of harpies, non-vanilla sexual practices being "alarming", and seduction as a means of information gathering being "sinister". I direct you to Richard Pett's
wiki page to compare how people view him as to what his writing actually fucking contains. And I assume the Nicolas Logue jibe is true because Logue can actually fucking write decent characters while this asshole renders them down to damsels in distress. FUCK THIS GUY.