Savage Tide Campaign Chronicle
Hi there, fellow roleplayers!
Today I’m starting a new feature, a Campaign Chronicle. These posts will detail the events that have transpired in actual games we’re running, as they happen. The first in this series is from a game I’m running for some friends. We’re playing Dungeon Magazine’s amazing Savage Tide adventure path. Here’s the events of the first two sessions as told by me and two of the players.
It should be noted that this post contains spoilers for Savage Tide’s first adventure: “There is no Honor”. If you don’t want to know what players may face in that adventure, don’t read on…
Of course, it all started for each of you in that alley in Shadowshore. It was midday and as fate would have it each of you was passing through as you tended to your day’s affairs. As is common in Shadowshore a merchant had set hit wares out to display there on the street, only to pack his illicit goods away and appear in another spot should too much scrutiny appear.
Today, in this alley, in the long shadow of the looming black basalt cathedral of Kord, the merchant was Morga “Blacklash” Harlis, slaver. A few shackled humanoids sat in the dirt of the alley at his feet, miserable and bearing the marks of his namesake. On a crate to Morga’sside stood a small cage, a rarer captive languished. At your approach, the slavemaster prodded the creature within and began barking out it’s virtues: “a tiny minstrel for your lady’s parlor! Sweet melodies to woo your woman! This tiny faery sings so sweet, for only 50 gold,” he shouts moistly.
For Pada Bata, your first glimpse of Blacklash makes your blood run cold. You pull your cowl closer about your scared face, remembering the sting of his whip as he brought you here to Sassarine from the inlands. You move to the other side of the alley and hope to pass by without being recognized as one of his that managed to escape. You can’t help stealing a glimpse at the other unfortunates he is selling today, hoping and also fearing to see a familiar face.
Morga begins extolling the faery’s virtues, and the tiny prodded thing begins to sing, accompanied by it’s tiny violin and a strange cricket-like chirping. The song is a mournful one from the first few notes, and your fear turns to pity. A you catch a glimpse of the poor thing and something startling happens: you rush up and, towering over your former master, confront him, demanding he release all these people.
Blacklash responds with threatening motions with his every-handy whip, words become louder, and violence ensues. A cage is broken. A man is relieved of his whip and left unconscious. None of you is too sure why you helped those slaves escape that day, but afterwards, you barely took time to acknowledge each other before you went your separate ways, hoping to slip away before Blacklash’s associates arrived.
News of the event made the rounds in the taverns for a few days, but then was mostly forgotten. Until each of you received a letter inviting you to the Vanderboren estate.
-Adam
About a week after the fight in the market at Shadowshore, a messenger boy approached Dervish Swinton with a letter. The letter was from Mistress Lavinia Vanderboren of the Vanderboren Estate. Curiosity more than anything set Dervish’s feet towards the estate. An old serving woman greeted him at the front door and ushered him into the waiting area of the mansion interior. Dervish was slightly surprised to see the scarred face of the would-be hero who attacked the slavemaster in Shadowshore. The tiny faery minstrel was there too. And a shady looking fellow with cunning eyes who had also participated in the brawl at the slave market.
Shortly after making everyone’s acquaintance, a group of seasoned adventurers entered the room. One was obviously a warrior of some sort and seemed to be the leader. An attractive woman had the traits of a sorceress or magic-weaver. They introduced themselves as adventurers in the employ of Lavinia Vanderboren and then took leave of the guests. Dervish got the sense that they were on their way to board a vessel, destined for a formidable sea voyage.
The serving woman returned and escorted the guests into a Mistress Vanderboren’s office. Lavinia Vanderboren was a young woman. Her face had lines of worry etched on its attractive features. After making introductions, she revealed that her parents had recently died in a tragic fire aboard a new ship of theirs. The ship had been in the middle of the harbor when the fire had broken out. It burned to the waterline before the remains of the vessel had slipped beneath the waves.
Lavinia was now facing several problems in managing the financial affairs of the family. The Vanderboren’s only remaining seaworthy vessel was now impounded by the harbormaster. One of the harbormaster’s thugs was keeping a close eye on it and would not release the vessel until the fines owed on it were paid. Lavinia had sent the payment but the harbormaster’s people claimed to have not received it. To make matters worse, the rest of the family wealth resided into the Vanderboren section of the city vaults. The only way to access them was to use her parents’ signet rings. The one her mother had possessed was lost. Her father’s ring was kept on the ship that was currently impounded. The harbormaster would not allow Lavinia to board her father’s vessel to retrieve the ring.
The reason for this meeting was now clear. Lavinia needed the group’s help in getting her father’s ring back. She also wanted the group to find and reclaim the money she had sent as payment for the fines on the ship. After some haggling, Dervish negotiated a price that he thought was adequate for the job and agreed to sign on. The others accepted too.
Taking leave of Lavinia, Dervish and the others followed the serving woman to the mansion’s kitchen to plan out their next move.
-Frank
*narration from my character Mo*
I wasn’t sure what to do with the letter. What could a wealthy noble want with a waif like me? Does she have a share in the slave trade? Is this a vengeance-motivated trap? Or could good deeds actually bear rewards? As one not too familiar with good deeds, either receiving or committing them, I had no real basis on which to rely. But I didn’t have much to lose other than my “life”–if that’s what you could call my existence– so I decided to take a chance. You can’t win anything if you don’t roll the dice. I showed up at the estate on scheduled next day, surprised to see familiar faces from the fiasco the day before.
Upon receiving our mission, and also being offered more gold than I’ve seen in my entire life, I decided that perhaps good deeds do pay off. I may consider that when future opportunities arise.
We decided to start first by snooping around the docks. The faerie-bug (whom I later found out was called a “grig”) hid on the rooftops while Dervish and I asked around. Dervish, the more personable one, did most of the talking while I kept my eyes on the ship, which lay only about fifty feet into the harbor. We saw armed guards milling about, but they didn’t seem to have any purpose. Dervish set us up as potential deck hands, and we were told to talk to the harbormaster’s main man, who could be found on the impounded ship. We stuffed the grig into my backpack and caught a gondola to the ship. The plan was to provide a distraction long enough for the grig to slip out and look around.
We came to the side of the ship and hailed the guards. We told them (quite truthfully I might add) that we had been advised that this was the place to come to look for jobs. Noticing the arms and armor of the deck hands, we improvised and posed as potential security. An ugly brute of a man, their leader and the harbormaster’s head of security, invited us aboard, albeit suspiciously, and questioned us further. He must have gone too long without bashing any heads in, because he proposed an interview for the position of guard. A physical interview. Now I’m not small, but I could tell this brute had at least fifty pounds on me. His thick arm reached for his rapier, probably unconsciously, but he then declared a fist fight. The guards gathered around, leering excitedly, eager for a little excitement on the sun-beat decks. Dervish and I looked at each other (and also noticed the grig slip out of the bag that I had conveniently put down outside of the circle of guards), and I stepped forward. I didn’t like this fatty looking down on me, and I wanted to take him down a notch.
I tossed aside my sword (though I still kept my hidden daggers… can never be too safe) and put up my fists. This man could easily overpower me, and he looked like he knew it. He walked towards me confident in his size, strength, and fighting experience. He had every reason to be smiling viciously… but he didn’t know that I grew up in Shadowshore. I learned to fight before I learned to talk. Though I favor blades, I’ve done whatever it takes to survive thus far. Bricks, planks, and fists have had to suffice more often than not. I began my fighting dance, staying on my toes, watching my opponent’s moves. The brute came forward lunging, as expected, and I easily side-stepped. He was quicker than he looked, but still not quick enough. After feeling him out, I warned him that I fight dirty. I had to remember that I wasn’t fighting for my life, that knocking him senseless and slitting his throat would not further our goals (well it might, but I’d also end up on the gallows). The cocky bastard ignored my warning and came at me quick. I feigned an opening, and when he came in as anticipated, I jabbed him in his unprotected side, right in the kidney. Though he’d probably pee blood for a few days, he recovered from the shock and kept his mind about him. After dancing a few more circles though, his pride got the better of him (he must have remembered that his crew was watching) and he came in strong again, attempting to knock me off my feet. I side-stepped again, and this time I clipped him on his throat.
Not being able to breathe has a way of taking the fight out of people, and this time was no exception. He ended the fight, both to my relief and distress. Playing off his defeat in a predictable manner, he said that we had some skill and that if we wanted work we should go to the harbormaster’s estate. Inwardly nervous, I noticed that the grig had still not returned. I coughed loudly to signal her, saying that the fight took more out of me than I thought. Dervish and I stalled for time by asking questions about the ship, about specific work opportunities, etc. It could only last for so long before the brute expected something though, so finally we shrugged resignedly and climbed down the rope ladder to the waiting gondola. Fortunately (I mean purposely… yes, purposely) I forgot my bag on the ship. The not serendipitous and completely pre-meditated act bought enough time for the faerie to return, and as I grabbed my bag and set out down the ladder again, she came running along the side of the boat and slipped into my bag unnoticed. Returning to the dock, we sat in the corner of a less-seedy-than-I’m-used-to tavern and listened to what the faerie learned.
-timbo!
Flush with our success in recovering the Vanderboren signet ring and Lady Lavinia’s platinum, we set out the next day to the city vaults. After recognizing Lavinia as the authorized executor of the Vanderboren estate, we were led to a round chamber underground with 12 passages spoking outwards. Down one of these spokes we came to a sealed door. Lavinia placed the signet ring against it and it opened for her. Inside was a dark room. Several pillars supported the main dome of this room. To each side were smaller open chambers with lower ceilings than the domed area.
The place was definitely trapped. Erring on the side of caution, we wedged one of Mo’s daggers under the open door to prevent it from shutting behind us and trapping us inside. Then we entered the room. In hindsight, the multitudinous snakes carved into the pillars should have been our first clue to the nature of the trap.
I was standing next to one of these pillars, shining my lantern around one of the smaller chambers when a metal snake creature slithered close to my leg and gave it a sharp bite. The pain was bad, but the burning sensation from its venom was worse. I could feel the strength leave my leg. I turned about and struck at it, but my rapier merely glanced off the creature’s metal hide with a loud clang. Mo joined in the attack but his weapon proved equally futile in penetrating the creature’s metallic hide. I retreated to just out of the creature’s striking range as my entire body began to burn and weaken from the spreading venom.
In a bold move, Flit moved right up to the creature’s face and attempted to fascinate it with her otherworldly music. Unfortunately, this serpent was not swayed by the strains of her song and instead bit her savagely. I could see the venom affect Flit as she dropped a couple of feet in altitude. Desperate, I yelled to Lady Lavinia, “See if your ring can stop this creature.” Mo added, “Try to command it!” Lady Lavinia, pointing the signet ring at the creature, firmly commanded the creature to desist.
Success! The creature ceased its attack. Lavinia then ordered the creature to return to its hole and guard against unauthorized entry. The metal snake slithered away.
We then spent several minutes searching this area for chests, lockers, or another door since there was no obvious sign of the family’s money. After some searching, Mo discovered a carving of another serpent with an extended tongue that was a sort of lever. Moving the lever triggered a column of intertwined snake carvings to part and form an arch, revealing a hidden portal to another room.
The next room was octagonal. Each face had a carving of a monster. We quickly realized that starting with the wall immediately to the left of the entrance, and proceeding in a clockwise fashion, each monster had successively one more eye. One eye, two eye, three eye, four, and then some more. In the center of the room was a wide pillar that descended from the ceiling to just a few inches above the floor. The ceiling had a symbol of a black 8-pointed star with one arm a crimson color. Rotating the central pillar moved the red arm of the star around the room. A cryptic note that had been found in the cabin of the Vanderboren ship gave us the clue we needed to solve this particular puzzle.
This chamber was a giant combination lock. We merely had to rotate the pointer to the correct number of eyes according to the note and we would open the safe. We did so and the back wall of the chamber opened to reveal several chests.
Unfortunately most of the chests had already been plundered! Lavinia was shocked. She quickly searched the vault and discovered that only a fraction of her wealth was unplundered. One piece of luck in our favor was that the accounting ledgers were still there. Lavinia collected those and prepared to leave. I searched behind some of the chests and found a partially sodden bag. Several broken vials lay inside it, their liquid contents had drenched the bag and given it a particularly floral scent. One vial remained unmolested.
Upon leaving the family vault, Lavinia questioned one of the employees of the city vault. She discovered to her astonishment that her estranged brother had been in the vaults some weeks ago with a signet ring that could only have belonged to their mother. It appeared that he had emptied the family coffers and then departed.
Once we returned to Lavinia’s manor, she entreated us to find her brother and tell him that she wishes to meet with him. After further questioning, it appeared that her brother was the black sheep of the family. As children, he and Lavinia had been very close. But after a prank they pulled had gotten them in deep trouble, they were separated by their parents. Lavinia was sent to a private school in another city and her brother was sent to a plantation on the outskirts of Sasserine. From there he had grown to be a despondent, angry youth who began running with some bad crowds. Lavinia had seen him last shortly after their parents death. By then she realized that a deep gap separated them from the bond they once had as children.
We searched her brother’s room in the manor and discovered only a mug that came from a favorite tavern near the plantation where her brother spent his early adolescence. We also discovered that he was frequently seen in one of the “red-light” districts of Sasserine. Our search would have to continue there.
-Frank
Posted in Uncategorized and tagged campaign chronicle, Savage Tide by Adam A. Thompson with no comments yet.
Harness of Taming
This harness fits over the back of a large creature, providing the rider a +10 bonus to animal handling and ride checks. Appearing as a simple harness, the true form is revealed upon successful latching of the leather strap into the mithril buckle.
The full form contains a saddle, saddlebags, and a flask full of water.
The Greater Harness of Taming provides a +20 bonus and costs four times as much.
Moderate alteration and enchantment; CL 5th (or 9th for Greater Harness of Taming); create water, control animal, craft wondrous item; Price: 10,000 gold (or 40,000 gold for Greater Harness of Taming).
Posted in Magic Item and tagged saddle, wondrous item by Stephen Hilderbrand with no comments yet.
Pirate Cove
The only entrance to the cove is through a small tunnel in the rocky base of the island of Harpy Point, among the choppy water. This tunnel is only passable or even visible during low tide when the water receeds. A ratty rope has been installed along the top of the tunnel — the most ideal entrance is in a small skiff, where one of the boaters pulls the rope for leverage, propelling the boat into the grotto within. The passage is 300′ long.
2 Grotto
The light that filters into this grotto makes the water a translucent light blue. The space opens into a rounded 100’x100′ room. Along one end is a sturdy wooden dock, back from which stretches a tunnel deeper into the rock.
If the characters study the dock, they realize that the timbers are ancient and the wide trunks that make up the posts must have come from Elsemere Wood. If the characters search the grotto floor at the bottom of the 50′ of water, they discover an old pirate vessel, the Hierotecles. The ship contains around 10,000 gold dubloons as well as the skeletal remains of the pirate crew, complete with rapiers and cutlasses. Three of the pirates have on their remains a cutless cutlass. Everything seems relatively well preserved by the location in the sheltered saltwater grotto.
3 Back of Grotto
Near the back of the grotto, a bunch of split boards have been cast aside and a thousand muddy footprints head into the tunnel.
Any time that the party spends here will shed more light onto the situation. It’s obvious that this is where the begotten of the old ones have ended up, climbing out of the water and heading into the deep passage within.
4 Long Tunnel
Part-way down the tunnel, there is a branch to the left. The main tunnel continues downward, taking on more natural cavernous form.
5 Pirate Cache
This 10’x15′ niche in the rock is packed with corpses, treasures and other goods.
This niche is also where the begotten, digging over the long centuries of their labor, have come to finally die. As such it is littered with horrible corpses of almost-man-things in various stages of decay.
Anyone clambering over or moving aside the dead fish-men’s bodies to examine the treasure runs the risk of catching the shakes (DC 13 Fortitude) or slimy doom (DC 14 Fortitude). The incubation period for each is one day, so characters will not notice if they are infected right away.
Among the goods are crates of shovels, picks, and other implements of destruction, including torches and two rare powder kegs.
6 Deeper tunnel
The tunnel runs deeper here, and the ground grows ever muddier.
As the characters enter, they feel a cold draft. The smell of lemon and brine wafts in from the deeper depths.
7 Steep slope
The tunnel grows very steep here, the walls ever more moist and the ground ever more slick. A low murmuring can be heard down the corridor.
This tunnel continues down to the Lair of the Old Ones. Everyone should roll a significant Balance check (DC 30) to avoid sliding down the shaft into the lair.
Posted in Uncategorized and tagged Horror of the Old Ones, Location by Stephen Hilderbrand with no comments yet.
Harpy Point
8 Feeding Ground
A strewn pile of bones serves as a centerpiece to this enclosure in the rocks. A low stone overhang provides a partial shelter from falling rain.
Among the bones are a collection of small trinkets from nearby towns and a few adventures packs which have been ransacked. The party will have to thoroughly search the bones (DC 20) to find all the items:
- masterwork leather armor that’s survived the thrashing
- ring of resistance +1 on a skeletal finger
- moldy boots of speed at the very bottom of the pile
- 100gp in coins at various strata
9 Lounge
A set of smooth stones encircles an ash-filled firepit. Two trees have struggled to grow up through the cracks in the rocks, their low limbs curled back in toward the trunks. A sliver of smoke wafts up and out to sea against a backdrop of falling rain.
The firepit is still warm, a sign that this location is still used. If the party stays in the area for more than a minute, they will likely hear the high shrill screeches of harpies in the nest.
This concavity in the rock forms a smooth surface, which has been padded with many layers of twigs, hay, bits of hide and great greasy feathers.
The nicer items are here, along with three harpies who have grown fat off the nearby townsfolk, and who have also begun to develop sorcerous powers due to proximity to the old one and also from some small teachings from the gargoyles in the nearby lighthouse. They are haughty and aggressive, leaping to attack unless convinced otherwise.
Creatures: Harpy Sorcerers HP 38, 50, 48
Harpy Sorcerer CR 8
CE Sex Race sorcerer 3
size Medium Monstrous Humanoid
Init: +2 Senses: Darkvision 60 ft.
Listen +7 Spot +3
AC: 21 (+4 shield spell, +4 mage armor, +2 Dex, +1 natural), touch 12, flat-footed 11
HP: 38, 50, 48 (HD 7d8 and 3d4)
Fort +3, Ref +8, Will +9
MV: 20 ft. (4 squares), fly 80 ft. (average)
Attack: +9 masterwork spear (1d8)
Full Attack: +9/+4 masterwork spear (1d8) and +3 claws(2) (1d3)
Atk Options: Flyby attack, 1 wand of acid arrow: ranged touch +10, 2d4 acid + 2d4 acid next round
Space / Reach: 5 ft. / 5 ft.
Base Attack: +8 Grp: +8
Abilities: Str 10, Dex 15, Con 10, Int 7, Wis 12, Cha 18
Feats: Dodge, Flyby Attack, Persuasive, Ability Focus (Captivating Song)
Skills: Bluff +11, Concentration +3, Intimidate +7, Listen +7, Perform (oratory) +5, Spot +3
SA: Captivating Song (DC 19)
SQ: Darkvision 60 ft.
Spells Prepared or Available:
0th (6/day): detect magic, ghost sound, ray of frost, resistance, touch of fatigue
1st (6/day, 4 remain): shield, mage armor, and either shocking grasp, burning hands, or magic missile
Posessions: masterwork spear.
Captivating Song (Su): The most insidious ability of the harpy is its song. When a harpy sings, all creatures (other than harpies) within a 300-foot spread must succeed on a DC 19 Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same harpy’s song for 24 hours. The save DC is Charisma-based.
A captivated victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the harpy stands there and offers no resistance to the monster’s attacks. The effect continues for as long as the harpy sings and for 1 round thereafter. A bard’s countersong ability allows the captivated creature to attempt a new Will save.
Tactics: The harpies are likely aware of the party’s approach and will cast mage armor and shield on themselves as soon as they see that they are armed (already included in above stats). The harpies are hostile, and will attack immediately, using their song one at a time to attempt to lure party members off the high cliffs (DC 19 Will save). Failing that they will attack with their spells and use their spears in flyby attacks. In addition, one of them wields the wand of acid arrow (ranged touch +10, 2d4 acid + 2d4 acid next round) listed in the treasure below.
Vicious, the harpies will fight to the death.
Treasure: a battered sea chest with 7,000 silver coins, six large chests stamped with a tax collector’s seal containing 70,000 copper coins, 3 gems in a leather pouch: a black agate worth 10 gold, a galena worth 25 gold, and an octel worth 98 gold, 4 gems in a soggy, gouged velvet-lined jewel case: a brandeen worth 90 gold, a clear topaz worth 825 gold, a brown diopside worth 9 gold, and a pink tourmaline worth 105 gold, a potion of blur, a wand of acid arrow with 33 charges, a +1 quarterstaff, a +1 large steel shield, a ring of climbing, a hand of the mage, and a potion of expiditious retreat.
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Encounter and tagged Horror of the Old Ones, Location by Stephen Hilderbrand with no comments yet.
Nazur Tscheryn
The renouned mage of Charille created many magic items found in the realm.
Outclassed in his youth by other mages of the day, notably Djander, he spent much of his early adulthood amassing a fortune crafting magic items for the merchant and the upper classes. This enabled him to practice magics with minimal supervision, especially by the authorities of the kingdom. There are those who say he experimented with dark magic, but he actually remained clear of the school of necromancy, which tempted him at every turn in his research.
Over his career, he has gone down in history as the creator of many magic items found within the realm:
Bag of Haggling
Brooch of Tangents
Ring of Melding
Cloak of Midnight
Helm of Hiding
Appraiser’s Gem
Rod to Ruin
Nazur’s Wand and its many variants
many warded coffins
In his golden years, he has created a potpourri mixture of reagents he calls Magedust which has been known to improve the duration of certain schools of magic, among other effects.
Speaking to him of Djander (even to this day) sends him into a rage.
Nazur Tscheryn
Medium-size Male Human
Diviner15
Hit Dice: (15d4)+15
Hit Points: 63
Initiative: +0
Speed: Walk 30 ft.
AC: 10 (flatfooted 10, touch 10)
Attacks: *Dagger +1 +8/+3;*Dagger +1 (Thrown) +8/+3; ;
Damage: *Dagger +1 1d4+1;*Dagger +1 (Thrown) 1d4+1; ;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: +2 bonus to Spellcraft when learning Divination, Summon Familiar
Saves: Fortitude: +6, Reflex: +5, Will: +11
Abilities: STR 11 (+0), DEX 10 (+0), CON 13 (+1), INT 29 (+9), WIS 15 (+2), CHA 8 (-1)
Skills: Appraise 14; Balance 1; Bluff -1; Climb 0; Concentration 19; Craft (Alchemy) 15; Craft (Gemcutting) 14; Craft (Untrained) 9; Decipher Script 14; Diplomacy -1; Disguise -1; Escape Artist 0; Forgery 11; Gather Information 1; Heal 2; Hide 0; Intimidate -1; Jump 0; Knowledge (Arcana) 15; Knowledge (Architecture and Engineering) 12; Knowledge (Dungeoneering) 14; Knowledge (Geography) 17; Knowledge (History) 16; Knowledge (Local) 14; Knowledge (Nature) 12; Knowledge (Nobility and Royalty) 13; Knowledge (The Planes) 16; Listen 2; Move Silently 0; Profession (Bookkeeper) 3; Ride 1; Search 11; Sense Motive 3; Speak Language(Elven, Celestial, Draconic) 3; Spellcraft 29; Spot 3; Survival 2; Swim 0;
Feats: Craft Rod, Craft Wand, Craft Wondrous Item, Empower Spell, Enlarge Spell, Extend Spell, Greater Spell Penetration, Heighten Spell, Maximize Spell, Scribe Scroll, Spell Penetration
Challenge Rating: 15
Alignment: Chaotic Neutral
Possessions: Dagger +1; Headband of Intellect +6; Ring of Mind Shielding; Rod of Negation; Wand of Mirror Image;
Spells:
Spells per Day: (4+1/7+1/6+1/6+1/6+1/6+1/4+1/3+1/2+1/ DC:19+spell level)
Wizard – Known:
Level 0: Acid Splash, Arcane Mark, Bullet, Cipher, Control Shadow, Dancing Lights, Daze, Decode, Detect Magic, Detect Poison, Dim Illumination, Ember, Flare, Ghost Sound, Granitehand, Light, Mage Hand, Mending, Message, Night-Vision, Open/Close, Prestidigitation, Puff of Wind, Ray of Frost, Read Magic, Resistance, Shovel, Signal Fire, Sort, Spark, Spectral Dart, Trip
(more to list later)
Posted in Character by Stephen Hilderbrand with no comments yet.
Wyndm-folk
Many agree that the Wyndm-folk are the native people of the Lands of North Bay (Západní Stará). Their skin ranges from light to dark, depending on where they spend most of their time. In fact, there are those who claim that their skin changes from week to week based on the amount of sunlight and other stimulation they are experiencing. Even their hair is likely to change from week to week, making it difficult to distinguish between them based solely on appearance. Wyndm-folk otherwise appear as humans.
• Medium: As Medium creatures, Wyndm-folk have no special bonuses or penalties due to their size.
• Wyndm-folk base land speed is 30 feet, and they only receive half the penalty for any terrain in the Lands of West Old Bay.
• 1 extra feat at 1st level.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level.
• Automatic Languages: Common and two of the Wyndm languages, one as the first (native) language, and one of another, neighboring Wyndm tongue. Bonus Languages: Any. See the Speak Language skill.
• Favored Class: Any, except barbarian, monk or wizard. When determining whether a multiclass Wyndm-folk takes an experience point penalty, his or her highest-level class does not count. It is rare to see a Wyndm-folk lawful good cleric or paladin.
• Favored alignment: Neutral
• Unique Languages: Forest Wyndm, Marsh Wyndm, Mountain Wyndm. There is no real name for these, as there is no word in any of the Wyndm Tongues for language.
Posted in Uncategorized and tagged race or culture by Stephen Hilderbrand with no comments yet.
Lighthouse Ruins
After launching their vessel with Old Man Thorenson, the players have crossed Onuago Bay and approach Harpy Point. According to the locals, the only accessible landing on all of Harpy Point is at the base of the cliffs below the abandoned lighthouse. This location details that area and the lighthouse above.
The ruins of an old lighthouse adorn the promontory at the top of Harpy Point. Gargoyles have occupied the stony structure, where they rest upon the domed lamp at the top of the structure.
1 Rocky Shore
Waves beat upon the rocks, the sound conjuring up the blacksmith’s hammer against an anvil. The wide island has nary a entry point, even from the air. Sharp rocks line the shore like pikes set against an invading army.
After some time floating in the water and making successful search checks vs. DC 25 (35 or more if night) the party spies a narrow slit in the rocks, just large enough for a skiff to skirt the spikes. A DC 25 profession (sailing) check is required to successfully navigate the passage without damage to the vessel. Should their ship flounder, DC 15 swim checks are required to traverse the channel leading to the tiny shore and steps.
2 Stony Steps
On the other side of the narrow passage, a 10′ shore provides a landing at the bottom of a set of stones set into the cliff.
If the players land and climb the steps, they find that they are slick. Every 60′ along this 240′ natural staircase, players must make a DC 10 climb check or slip.
Most of the way (180′) up the stone steps there is a ledge that overlooks the sea. Screeches echo across the sky, but no visible creatures descend. An old lighthouse looms above, the solemn destination of this rocky climb.
4 Promontory
The steps end here at the tip of a promontory which juts out over the sea. A lighthouse looms at hand here, the far end of this level of the island. A passable trail appears to descend down into the lower interior of the island beyond the lighthouse.
5 Lighthouse Entry
The lighthouse has fallen into disrepair. The door hangs on to its last rotting fibers, revealing a small room behind.
As the players approach, read:
The door falls off its hinges, splintering into multiple half-boards. The cracking wood echoes up and back down the staircase up in to the darkness, followed by a faint screech.
The doorway enters into a cloak room, at the far end of which is set of steps, leading up. The cloak room has been vandalized; anything that may have had value has been gone for some time now.
6 Narrow Spiral Staircase
This narrow staircase is very poorly lit, and the crumbling walls reveal severe rot in the mortar. The place is absent of all smell; not even the salty sea penetrates the porous walls.
The steps can only support a small amount of weight at a time, so they creak and moan as the players ascend. If the party weight exceeds 1,000 pounds, they collapse at a weak point 40′ up the ascent and the party falls, taking 4d6 points of falling damage. A DC 15 search check and a DC 10 knowledge (engineering or architecture) check will allow the players to spot the weak point as they approach it.
7 Lamp
The staircase opens out into a platform overlooking the bay. Stone gargoyles adorn the rooftop, an odd adornment for such a utilitarian structure. The lamp unit itself has long since disappeared, and the glass dome is all broken.
Creatures (EL 11): The gargoyles are (of course!) alive, and move once the players are in range of their surprise attacks. From their vantage atop the lighthouse, they have been aware of the party ever since they set foot on Harpy Point.
If the encounter with the party of initially unfriendly gargoyles goes well (DC 25 Diplomacy check to modify their attitude from unfriendly to friendly) the party can gain a valuable source of information about the lay of Harpy Point and it’s namesakes. They are on more or less friendly terms with the harpies, and if the gargoyles are convinced to be helpful (DC 40 Diplomacy check) they will be given a token that will help them negotiate later encounters with the harpies: the ritual greeting the gargoyles use whenever beginning a conversation with them, “Winged wretches, all on rock, gaze at morsels on the dock, sea foam splash, thunder clash, on the stones their bodies crash.” Opening a conversation with the harpies using this rhyme will give a +4 circumstance bonus on Diplomacy checks.
If the party is hostile or threatening, however, they gargoyles will gladly attempt to rend them limb from limb.
A party of gargoyles has taken up residence in this abandoned lighthouse. They have traveled far together over the years from their people’s home in the wastelands to the east of the Middle Kingdoms. Seasoned adventurers, they have lived here for some months in relative comfort, picking off the citizens of Onuago and the other towns around the bay. They are single-handedly the most responsible force for decimating the population of the nearby settlements. Their names are pronounced with a trilled r, and double consonants are pronounced twice.
Partaxis CR 7
Male gargoyle fighter 3
CE Medium-Size monstrous humanoid (earth)
Init: +3 Senses: darkvision 60 ft. Listen +4, Spot +4
Languages: common
AC: 22 (+5 armor, +4 natural, +3 dex) touch 13, flatfooted 19
HP: 81 (HD 4d8 + 3d10 + 42) DR 10/Magic
Fort: +10 Ref: +8 Will: +6
MV: 40 ft., fly 60 ft (average)
Attack: overclaw gauntlet +13 (1d6+5 / 19-20 x 2)
Full Attack: overclaw gauntlet +14 (1d6+5 / 19-20 x 2) and claw +12 (1d4+4) and bite +10 (1d6+2) and gore +10 (1d6+2)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +7 Grapple: +15
Abilities Str 19 Dex 17 Con 22 Int 7 Wis 12 Cha 4
SQ: freeze
Feats: Multiattack, Improved Critical (overclaw gauntlet), Improved Unarmed Strike, Improved Grapple, Weapon Focus (overclaw gauntlet)
Skills: Hide +7*, Swim +7, Listen +4, Spot +4
possessions: breastplate, +1 overclaw gauntlet.
Rexx-r CR 7
Male Gargoyle sorcerer 3
AL Medium Size monstrous humanoid (earth)
Init: +3 Senses: darkvision 60 ft. Listen +6, Spot +6
Languages: terran, some common
AC: 21 (+4 natural, +4 mage armor, +3 dex) touch 13, flatfooted 18
HP: 54 (HD 4d8+3d4+28) DR 10/Magic
Fort: +7 Ref: +9 Will: +10 – with resistance
MV: 40 ft., fly 60 ft (average)
Attack: claw + 9 (1d4)
Full Attack: 2 claws +9 (1d4+3) and bite +7 (1d6+1) and gore +7 (1d6+1)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +5 Grapple: +8
Abilities Str 16 Dex 17 Con 19 Int 4 Wis 14 Cha 11
SQ: freeze
Feats: Multiattack, Still Spell, Combat Casting
Skills: Concentration +8, Hide +7*, Listen +6, Sense Motive +3, Spot +6
Spells Available:
0th (6 per day): detect magic, daze, ghost sound, ray of frost, resistance
1st (5 per day): mage armor, ray of enfeeblement, shocking grasp
Possessions: spell component pouch on a lanyard.
Tortt CR 7
Female Gargoyle rogue 3
LE Medium Size monstrous humanoid (earth)
Init: +5 Senses: darkvision 60 ft. Listen +4, Spot +8
Languages: common
AC: 21 (+4 natural, +5 dex, +1 dodge, +1 deflection) touch 16, flatfooted 16
HP: 71 (HD 4d8+3d6+35) DR 10/Magic
Fort: +7 Ref: +11 Will: +5, Evasion
MV: 40 ft., fly 60 ft (average)
Attack: short sword + 11 (1d6+4)
Full Attack: short sword + 11 (1d6+4) and claw +10 (1d4+3) and bite +8 (1d6+1) and gore +8 (1d6+1)
Attack Options: Sneak Attack +2d6
Space / Reach: 5 ft. / 5 ft.
Base Attack: +6 Grapple: +9
Abilities Str 17 Dex 19 Con 20 Int 10 Wis 11 Cha 4
SQ: Freeze, Evasion
SA: Trap Sense +1, Trapfinding
Feats: Multiattack, Dodge, Mobility
Skills: Craft (trapmaking) +3, Disable Device +8, Hide +7*, Listen +4, Sense Motive +5, Search +6, Spot +8, Tumble +6
Possessions: +1 Short Sword, Ring of Protection +1.
Kattaxx CR 7
Female Gargoyle cleric 3
NE Medium Size monstrous humanoid (earth)
Init: +1 Senses: darkvision 60 ft. Listen +4, Spot +4
Languages: common, some terran
AC: 19 (+4 natural, +5 armor, +1 dex) touch 11, flatfooted 19
HP: (HD 4d8+?) DR 10/Magic
Fort: +8 Ref: +5 Will: +9
MV: 40 ft., fly 60 ft (average)
Attack: claw + 13 (1d4+6)
Full Attack: claw +13 (1d4+6) and claw +12 (1d4+6) and bite +10 (1d6+3) and gore +10 (1d6+3)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +6 Grapple: +12
Abilities Str 19 (23) Dex 12 Con 19 Int 8 Wis 14 Cha 9
SQ: freeze,
SA: command or rebuke undead, turn air creatures, rebuke or command earth creatures, scent
Feats: Multiattack, Combat Casting, Power Attack
Skills: Concentration +8, Hide +7*, Knowledge (religion) +2, Listen +4, Spot +4
Spells Prepared or Available:
1st: bless (already cast), cure light wounds, magic fang* (already cast)
2nd: cure moderate wounds, bull’s strength (already cast)
Domains: domain (bestial, earth)
Possessions: chain mail, holy symbol of Kerilia, Major Elemental Spirit: a piece of unworked granite on a lead chain.
Tactics: The gargoyles have prepared with some spells as the PCs have approached their roost, already included in their stats above. The gargoyles’ close-quarter tactics include well-coordinated attacks especially between the sorcerer, rogue and fighter. The fighter will often grapple an opponent, who the rogue will quickly slay with a flurry of sneak attacks. Spellcasters who draw attention to themselves will be countered with bull rushes or grapples followed by a drop from the heights onto wave-beaten rocks 400 feet below. They be tight.
If reduced to less than 1/4 HP, the gargoyles will attempt to flee the scene, and will probably move off to less hostile pastures, perhaps in the mountains near castle Steiglitz.
Treasure: The gargoyles have managed to collect a fair amount of wealth from their victims, and have hidden it within rotating mechanism upon which the broken lamp rests. It consists of several leather sacks and a backpack with 53 platinum coins, 200 gold coins, 525 silver coins, a small gold bracelet worth 4 gold, a solid gold sculpture of tritons on hippocampus worth 750 gold, a freshwater pearl worth 10 gold, a black pearl worth 550 gold, a polished obsidian worth 15 gold, and a golden yellow topaz worth 450 gold. Tortt, the rogue, has rigged it with a crude crossbow trap, however, as a precaution against her friends stealing what she considers hers.
Basic Arrow Trap: CR 1; mechanical; proximity trigger; manual reset; Atk +10 ranged (1d6/×3, arrow); Search DC 20; Disable Device DC 20.
Posted in Encounter and tagged Horror of the Old Ones, Location by Stephen Hilderbrand with no comments yet.
The Shan’n’nur Cult
Their name is taken from the Nimberlan Elvish, and is translated as “those who hate magic”.
Founded during the Anmagus Crusades after the fall of Soguer, the Shan’n’nur were originally a group of worshipers of Baccob who had been made to repent the use and worship of magic, and therefore were spared death at the hand of the inquisitors of The Sword of Light. Encouraged to join the crusade, the broken but grateful penitents quickly became one of it’s most zealous elements.
Over the course of the crusade, use of magic by this group eventually became tolerated, receiving the official sanction of the High Pontiff of Heronious. Even so, their devotions were carefully watched over by wardens from the Sword of Light through the long years of the crusade and the eventual siege of the last temple of Baccob.
After the High Pointiff declared the Anmagus Crusade over, the Shan’n’nur Cult became the church’s official enforcers of edicts related to the use of magic through all the lands surrounding the Soral Sea. In those 30 years their wardhouses have become grim edifices in many of the cities through the middle kingdoms. However, in the chaotic warring states of former Soguer their influence is now much less felt and hedge mages and war-sorcerers are beginning to be heard of in those lands.
Over the years they have become extremely secretive in their ritual, and have broken somewhat from the church. Influenced by doctrines of Hextor in the region of former Soguer they are very focused on control of society, and publicly offer worship to Hextor and Heronious. They have also become a hedonistic group, and utilize sensual energies in their duties, their magic and their worship. This trend is the result of the worship of Grazz’at by a small group of the elders in the cult, who have spread that demon lord’s mores, if not his name, to their brethren under the guise of magically useful teachings. Grazz’at himself is savoring the long slow betrayel of the church by the Shan’n’nur, who were themselves founded in betrayel.
Posted in Uncategorized and tagged nation or organization, Shan'n'nur by Adam A. Thompson with no comments yet.
Shan’n’nur buckler / Witchwarden buckler
When the Shan’n’nur assemble to confront a rogue spellcaster, they do so en mass. They are a unnerving sight, dressed provocatively beneath their long robes, wearing ceremonial masks, bucklers on their arms, and wand or sword in their hands. Seeing them, none can doubt that their prey are doomed.
The bucklers confer a +1 shield bonus to AC, just as a normal finely crafted buckler would. They are also generally enchanted to provide a +1 enhancement bonus to AC. In addition, they grant the wielder Spell Resistance 13.
Made of the finest metals and engraved with the arcane symbols of Shan’n’nur warding, these shields do not confer an armor check penalty. Even as light as they are, they sometimes interfere with arcane gestures, and cause a 5% chance of arcane spell failure.
Finally, as with all bucklers, the armor bonus is not applied for these bucklers on the turn that their wearer used their shield arm to attack or cast a spell. The SR is still applied, however.
Strong abjuration; CL 15th; Craft Magic Arms and Armor, spell resistance; Price 9,165 gold; Weight 3 lbs.
Posted in Magic Item and tagged armor, Shan'n'nur by Adam A. Thompson with no comments yet.





