Undead are once-living creatures animated by spiritual or supernatural forces. They have darkvision. They are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). They are immune to poison, sleep effects, paralysis, stunning, disease, and death effects.
They are not subject to critical hits, nonlethal damage, ability drain, or energy drain. They are immune to damage to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. They cannot heal damage on their own if they are mindless, although they can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works even if they are mindless.
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Saturday, May 3, 2014
Rhagodessa
This primeval vermin lacks the venomous stinger or crushing claws of a scorpion, but makes up for it with its jaws - nearly a third of the creature's weight is accounted for in its powerful mandibles. These arachnids are nocturnal hunters that dwell in caverns, moving out into the surrounding countryside to seek food well after the sun has set.
Although they're all but mindless, rhagodessas are also creatures of habit. Once a rhagodessa finds a hunting ground that's fertile, it tends to remain close to its new lair. This trait makes the rhagodessa an excellent guardian; as long as it's kept relatively well-fed, a rhagodessa settles into a small cavern or underground chamber and remains content to stay there, only rarely wandering into trouble into any nearby regions.
Although they're all but mindless, rhagodessas are also creatures of habit. Once a rhagodessa finds a hunting ground that's fertile, it tends to remain close to its new lair. This trait makes the rhagodessa an excellent guardian; as long as it's kept relatively well-fed, a rhagodessa settles into a small cavern or underground chamber and remains content to stay there, only rarely wandering into trouble into any nearby regions.
Lounge (day 25)
The purpose of the next macabre chamber seemed obvious. A stretching rack dominated one corner of the room, and an open iron maiden the opposite corner. A sizzling brazier of coals spattered in another corner, giving the chamber a hellish red cast.
This chamber was obviously a well-kept torture chamber.
When the Tropic Thunder entered, they found what appeared to be a torturer heating several branding irons in the nearby brazier to torment a man dressed in rags tied to the rack. The torturer attacked on sight and fought to the death.
The tormented victim claimed to be a merchant who was kidnapped from his room at the Bent Goblin Inn weeks ago. He begged the Tropic Thunder to escort him to safety.
His name was Kersh, a muscular man with dark stubble on his chin and short, greasy hair. His eyes were pale and watery and his knuckles were badly scarred.
The next chamber sported a large bed covered with furs. An iron cage sat at the foot, and a low table in one corner was heaped with salted fish, bread, and bottles of rum.
The cage at the foot of the bed wasn't quite large enough for a grown human to stand or sit in.
A footlocker under the bed contained gold coins and a set of silver flensing knives with ivory handles.
There were no thieves at all here.
In the next room, four large casks stood against one wall; judging from the scent in the air, they were filled with rum. Harold smashed the casks before the Tropic Thunder left this room.
The Tropic Thunder then returned to the mess hall, where the birds in the cage quickly begun singing when Cyq approached within five feet of their cage, possibly alerting any Lotus Dragons nearby.
A battered wooden table sat in the next room, its surface covered with knives, pots, and other cooking implements. A fireplace kept this room relatively dry, if smoky. A bubbling cauldron simmered over the fire, the unseen contents filling the room with a bitter stink.
When Pillboxer opened the door from the mess hall, it caused the cauldron to catapult out of the fireplace towards the open doorway - and Pillboxer.
The next room was nearly clogged with crates, barrels, and sacks of grain.
There were enough supplies stored here to last the Lotus Dragons for a month.
A layer of sand and countless seashells covered the floor of the next room. A small hammock hanged form hooks driven into the walls to one corner, just above a heap of blankets and cushions.
The Tropic Thunder then returned to the training hall, where Graim picked the lock of the closed door there.
A single chair sat in the corner of the next room. Several target dummies lay heaped on the table to the southeast.
The next empty room was guarded by a rhagodessa. The vicious arachnid wore an iron collar attached to a chain - the far end of the chain was affixed to a winch in a small room to one side. The rhagodessa's chain was slack, allowing it to reach every corner of the room.
A large hexagonal table made of oak took up the majority of the next room, surrounded by six chairs. One wall bore a huge map of Sasserine, on which dozens of tiny flags had been placed. To the opposite wall, a five-foot-tall and ten-feet-wide slate bore a tangled mess of chalk scribblings. A winch handle protruded from a corner.
- In Azure District, a blue flag protruded from the Kellani Estate. The Kellani family is headed by Matroness Heldrath, once an adventurer (some say pirate) who is thought to not have quite abandoned the questionable pastimes of her youth. She is rumored to be quite ill. Her eldest daughter is named Rowyn, and she is the most likely to take control of the estate when her mother passes on. A red flag protruded from the Islaran Estate, which was headed by the late Lord Keltar, who was also the representative of Azure District on the Dawn Council, an aging noble whose children had either gone missing or had no real interest in continuing the family's traditional post as harbormaster.There was also a red flag on the Ropemaker's Guildhall.
- In Champion's District, there was a blue flag on the shrine of Llerg, the god of beasts and strength. There was a gold flag on the Sasserine Arena, run by Zasker Grankus, a likable (if intimidating) one-time barbarian, who also runs the group of hunters and mercenaries called the Zelkarune Horns. A gold flag stands on the Scarlet Embassy, run by an ambassador from the sinister Scarlet Brotherhood, Anteki Arlesian. Anteki maintains a civil and even respectable veneer, but many suspect him of having ulterior motives in Sasserine.
- In Cudgel District, there were blue flags on the Cudgel Lighthouse, the Rasp (a tavern), Enad's Trickery (a curio shop), Eva's Boat Rentals and the various gondola waystations. There were red flags on the Cudgel Garrison and the Marshwarden's Hall (offers guides for local marshes). There was a gold flag on the Church of the Whirling Fury, a small shrine that has been attracting a fair amount of attention lately. The front doors of this mysterious church bear a set of chains fixed with a padlock, and there are no windows in the stone walls. Locals say they've seen people entering and exiting the church using silver keys to unlock the chains, but no one's been brave enough to investigate further. Rumors of demon worship, live sacrifices, and worse circulate about the church, yet the priests of St. Cuthbert remain curiously close-lipped about the matter. They say only that they're keeping their eye on the Church of the Whirling Fury, but that it does not pose a threat to the city.
- In Merchant District, there were blue flags on Costumes and Fantasies (an exotic clothing/costumes shop), the various gondola waystations and the Merchant's Garrison. There are red flags on Orimander's Emporium of the Soul (a magic shop that serves as a bookstore too) and Vilatshel's Favors (a moneylender). The Tropic Thunder were intrigued to see a gold flag protruding from the Vanderboren Estate. Another gold flag emerged from the Smith's Guildhall, run by Velkandar Toregson, eldest son of the Toregson Family. Gold flags emerged from the Weaver's Guildhall, the Cages of Plenty (sells exotic pets) and the Singing Rose (sells perfumes and oils).
- In Noble District, there was a blue flag in the Courtesan's Guildhall. There was a red flag on Meravanchi Manor, headed by Zebula Meravanchi, whose family's interests run to the decadent and extreme ends of entertainment. There were gold flags in the Instrument Maker's Guildhall and the Imp's Folly (a tavern and gaming hall). There was also a gold flag on the Witchwarden Tower, its mysterious (and somewhat frightening) mistress being Lux Seoni.
- In Shadowshore, there was a blue flag on the Shadowshore Garrison. There were red flags on It Still Floats! (deals in cheap boats and ships), the Velvet Hatch (a brothel) and the various Gondola Waystations. There was a gold flag in the Sasserine Distillery (a rum factory).
- In Sunrise, there was a blue flag in the Sunrise Garrison.
- Finally, there was a gold flag on Castle Teraknian.
To the opposite wall, the slate was used to track other projects and take notes. The primary piece of information currently on the slate seemed to track the comings and goings of ships in the harbor, as well as notations on which ones had been (or were scheduled to be) "holed". There was a note in the lower left corner, written with the elven alphabet, but not in a language any of the Tropic Thunder recognized. In the upper right corner, the heroes were amused and concerned to see their names inside a box, alongside a note in big letters that read, "VANTHUS! FIX THIS NOW!"
The next room's guardian was a zombie created from a bugbear.
The opulence of the next chamber's decor was a bit jarring. The smooth plaster walls were painted violet. Delicately crafted silver lanterns flickered softly on the wall, lighting the room. A shelf on one side held several books, statuettes, stuffed animals, a crystal ball with a smoky red light at its core, and two coffers; one of darkwood and one of iron decorated with tiny jade bats. A five-foot-wide landscape of Sasserine hanged on a wall, yet all of the ships in the harbor flew flags depicting a serpentine dragon coiled around a lotus. A pair of overstuffed chairs sat beside a low table heaped with fruit and bottles of wine. A lone wooden cupboard stood against one side. The floor itself was adorned with a thick, deep purple carpet. An open door next to the cupboard led to what appeared to a be a bedroom.
A woman waited here to confront the Tropic Thunder. Since the heroes made it this far, she had a proposal for them. The door to this room was unlocked, and when the Tropic Thunder entered, they found her relaxing in one of the chairs. Standing to the side was a bright-eyed and hungry-looking monster, a dinosaur-like dragon with green scales and a bright yellow crest on its head.
The woman rose as the Tropic Thunder entered, and regarded them with an appraising eye. She addressed them as "Lavinia's flunkies", then boldly offered them a job. They were obviously resourceful folk with strong skills in a fight - would they be interested in working for her instead of Lavinia? When the heroes refused her offer and prepared to attack, she sighed with regret and nodded to her "pet", Gut Tugger, giving him the order to attack.
The woman was beautiful with long red hair tied back to a ponytail. Her eyes sparkled like chips of green jade, and she moved with an unsettling grace. On one shoulder she wore a tattoo of a lotus, while on the other was an intricate dragon tattoo, its tail coiling down around her arm.
Her "pet" was in fact a bitter, surly crested felldrake named Gut Tugger. Most crested felldrakes are good-aligned and serve as guardians for elven cities or armies.
The woman let Gut Tugger engage the Tropic Thunder first, taking the first round to start humming. She then tumbled to flank Gut Tugger's opponent. The two focused their attacks on one enemy at a time. When the woman was not flanking, she feinted to score sneak attacks. When the woman was injured, she retreated and drank a potion that turned her insubstantial, misty and translucent. At that point, Cyq closed the door separating the lounge from the bedroom, isolating her to the bedroom while the heroes dealt with the dragon.
Friday, April 18, 2014
Cellblock (days 23-25)
After their fight, the Tropic Thunder returned to the surface to rest and resupply themselves. Pillboxer and Vicros visited Lavinia to inform her that they had gotten into a war with the Lotus Dragons. Lavinia suggested they take the logical route of reporting to the city watch, but Pillboxer and Vicros were suspicious that the watch was corrupted. Since their suspicions of corruption were not based on the best-researched information, Lavinia would not bring up the concern with the Dawn Council, but she did mention such an option if they found proof.
The first unexplored room the Tropic Thunder entered the next day was a remarkably clean lavatory featuring the latest technology in chamber pots.
A long banquet table filled the the next room, leaving barely any clearance on two of its opposing sides. A large cage filled with listless tropical birds stood in a corner.
The floor of the next room was cluttered with partially eaten bones and clumps of dark fur, giving the air the stink of a filthy wet bog.
When the Tropic Thunder entered the next hall they encountered a patrol of 4 Lotus Dragons.
Five prison cells lined the western wall of this hallway. Each cell featured a nasty-looking heap of straw, a wooden bucket, and little more. Iron bars closed each cell off, with a narrow gate featuring a large lock allowing egress from each.
A half-elven man was languishing in these cells. His name was Quarion, and he was sent by the Amedio circle of druids to investigate a group of animal poachers. His research led to his confrontation with the Lotus Dragons, and his subsequent capture and torture by them. Graim opened the lock on his gate, and he joined the Tropic Thunder in their quest.
The first unexplored room the Tropic Thunder entered the next day was a remarkably clean lavatory featuring the latest technology in chamber pots.
A long banquet table filled the the next room, leaving barely any clearance on two of its opposing sides. A large cage filled with listless tropical birds stood in a corner.
The floor of the next room was cluttered with partially eaten bones and clumps of dark fur, giving the air the stink of a filthy wet bog.
When the Tropic Thunder entered the next hall they encountered a patrol of 4 Lotus Dragons.
Five prison cells lined the western wall of this hallway. Each cell featured a nasty-looking heap of straw, a wooden bucket, and little more. Iron bars closed each cell off, with a narrow gate featuring a large lock allowing egress from each.
A half-elven man was languishing in these cells. His name was Quarion, and he was sent by the Amedio circle of druids to investigate a group of animal poachers. His research led to his confrontation with the Lotus Dragons, and his subsequent capture and torture by them. Graim opened the lock on his gate, and he joined the Tropic Thunder in their quest.
Friday, April 11, 2014
Training Hall (days 21-23)
When the Tropic Thunder entered the next hall they encountered a patrol of 3 Lotus Dragon thieves. After this encounter the heroes decided to recuperate aboveground and return as soon as possible.
Since the Tropic Thunder ignored their note, the Lotus Dragons arranged an ambush to take place at some point when the heroes were on the streets of Sasserine. They paid a street urchin to pick one of the Tropic Thunder's pockets and then race into an alley. Pillboxer apprehended the kid before he had a chance to run, and when the kid confessed his task, they let him go and went to the alley anyway. There, two thieves fired hand crossbows at the lead heroes while a third unsuccessfully attempted to block their retreat by throwing a tanglefoot bag at them. From their vantage point atop the roofs above, the thieves had cover. Pillboxer clambered up the building walls, but there were no convenient windows or doors into the buildings for the rest of the Tropic Thunder to hide. As soon as two of the thieves were slain and Pillboxer was about to reach the rooftops, the remaining thief fled across the roof, taking a winding route that eventually led to Dead Dog Plaza.
Pillboxer tracked the thief to Dead Dog Plaza, where he dropped into a well in the plaza center, dropping down into the water below.
When the Tropic Thunder returned to the guildhall, the thieves were quick to make sure every door was closed tightly again; this limited their own movement, but also slowed the advance of an invading force.
The Tropic Thunder entered a large room with a floor covered with thick padded mats. Throughout the room stood all manner of target dummies made of cloth and armor stuffed with straw, some of which wore bell-studded coats with numerous pockets, and other of which were studded with manacles and chains hung with cheap-looking padlocks. To one side, a wooden stage sat a foot off the floor. A padded throne flanked by potted plants sat on this stage.
When the Tropic Thunder entered this room, the throne was empty.
There was a closed door across the stage.
Six Lotus Dragon thieves waited here. They took the place of six of the target dummies, disguising themselves so that at a glance, the room seemed to be empty.
The thieves weren't noticed, and waited for the Tropic Thunder to scatter throughout the room before taking action and drawing their weapons. They worked together, flanking foes and focusing initial attacks on Graim and Harold in an attempt to even the odds before facing Cyq and Pillboxer.
Since the Tropic Thunder ignored their note, the Lotus Dragons arranged an ambush to take place at some point when the heroes were on the streets of Sasserine. They paid a street urchin to pick one of the Tropic Thunder's pockets and then race into an alley. Pillboxer apprehended the kid before he had a chance to run, and when the kid confessed his task, they let him go and went to the alley anyway. There, two thieves fired hand crossbows at the lead heroes while a third unsuccessfully attempted to block their retreat by throwing a tanglefoot bag at them. From their vantage point atop the roofs above, the thieves had cover. Pillboxer clambered up the building walls, but there were no convenient windows or doors into the buildings for the rest of the Tropic Thunder to hide. As soon as two of the thieves were slain and Pillboxer was about to reach the rooftops, the remaining thief fled across the roof, taking a winding route that eventually led to Dead Dog Plaza.
Pillboxer tracked the thief to Dead Dog Plaza, where he dropped into a well in the plaza center, dropping down into the water below.
When the Tropic Thunder returned to the guildhall, the thieves were quick to make sure every door was closed tightly again; this limited their own movement, but also slowed the advance of an invading force.
The Tropic Thunder entered a large room with a floor covered with thick padded mats. Throughout the room stood all manner of target dummies made of cloth and armor stuffed with straw, some of which wore bell-studded coats with numerous pockets, and other of which were studded with manacles and chains hung with cheap-looking padlocks. To one side, a wooden stage sat a foot off the floor. A padded throne flanked by potted plants sat on this stage.
When the Tropic Thunder entered this room, the throne was empty.
There was a closed door across the stage.
Six Lotus Dragon thieves waited here. They took the place of six of the target dummies, disguising themselves so that at a glance, the room seemed to be empty.
The thieves weren't noticed, and waited for the Tropic Thunder to scatter throughout the room before taking action and drawing their weapons. They worked together, flanking foes and focusing initial attacks on Graim and Harold in an attempt to even the odds before facing Cyq and Pillboxer.
Friday, April 4, 2014
Worg
Worgs are sinister wolves that have attained some intelligence and en evil disposition. They sometimes associate with other evil beings, particularly goblins, whom they serve as mounts and guardians. Worgs usually live and hunt in packs. Their favorite prey is large herbivores. Although they typically stalk and kill young, sick, or weak animals, they don't hesitate to hunt humanoids, particularly when game is scarce. Worgs may stalk humanoid prey for hours or even days before attacking, and choose the most advantageous terrain and time of day to do so (during the predawn hours, for example).
A typical worg has gray or black fur, grows to 5 feet long and stands 3 feet tall at the shoulder. It weighs 300 pounds. It has the scent special ability. More intelligent than their smaller cousins, worgs speak their own language. Some can also speak Common and Goblin.
Mated pairs or packs work together to bring down large game, while lone worgs usually chase down creatures smaller than themselves. Both often use hit-and-run tactics to exhaust their quarry. A pack usually circles a larger opponent: each wolf attacks in turn, biting and retreating, until the creature is exhausted, at which point the pack moves in for the kill. If they get impatient or heavily outnumber the opponent, worgs attempt to pin it. A worg that hits with a bite attack can attempt to trip the opponent without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the worg.
A typical worg has gray or black fur, grows to 5 feet long and stands 3 feet tall at the shoulder. It weighs 300 pounds. It has the scent special ability. More intelligent than their smaller cousins, worgs speak their own language. Some can also speak Common and Goblin.
Mated pairs or packs work together to bring down large game, while lone worgs usually chase down creatures smaller than themselves. Both often use hit-and-run tactics to exhaust their quarry. A pack usually circles a larger opponent: each wolf attacks in turn, biting and retreating, until the creature is exhausted, at which point the pack moves in for the kill. If they get impatient or heavily outnumber the opponent, worgs attempt to pin it. A worg that hits with a bite attack can attempt to trip the opponent without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the worg.
Guardpost (day 21)
The Tropic Thunder captured the taxidermist alive, who quickly turned on the Lotus Dragons and admitted that they have been paying him to act as their eyes and ears. He has been allowing their members to come and go from his guildhall as they need, and showed the heroes the secret door to the hidden hall. He's never been below, but he knows that the "boss lady" has a pet dragon (or something) that he'd dearly love the chance to stuff.The taxidermist made a good living from his craft, but his real source of income was kickbacks from the Lotus Dragons. In a locked chest under his bed, he's stashed his savings - hundreds of gold coins, dozens of platinum coins, and a small pouch of garnets and bloodstones.
The Lotus Dragon Guildhall is located under Dead Dog Alley, a collection of buildings surrounding a triangular plaza. Most of these buildings are boarded up from the outside and apparently abandoned. An entrance leads down from the Taxidermist's Guildhall.
When the Tropic Thunder entered the taxidermy entrance they encountered a patrol of 3 Lotus Dragons thieves.
A wooden ladder leads down from a trap door through the roof of this natural passageway. Moisture drips from the walls to pool on the rough floor, draining in tiny rivulets to the east. A wooden door beckoned to the west.
The trapdoor in the ceiling here leads up to the hidden hall in the Taxidermist's Guildhall.
Inside, the guildhall itself consists of brick-lined tunnels and rooms; both feature numerous wooden ceiling supports. The exception to this rule is the taxidermy entrance; this area is of unworked stone. The entire place is quite damp, with moisture dripping down the walls to drain away through numerous lead pipes set into the floor. Air quality is serviceable but musty. Doors are made of wood reinforced with iron, and tend to stick. Closed doors required force to open.
The north door of the next room was closed and the south door was left open so the two thieves posted here could keep an eye on the door to the south for intruders. When they saw the Tropic Thunder, they raised a cry to alert the rest of the guild and attacked with arrows.
The following room feels a little drier than the others in the complex, and the air smells slightly less musty. The room itself is furnished as a lounge, complete with stuffed couch and low table.
When the Tropic Thunder broke down the door, this room was empty.
The next room contains two fairly comfortable-looking bunks. The sheets on them sport only a few spots of mildew.
A worg had been placed on the following room with orders to prevent any non-guild members from passing through. He howled loudly as he attacked, alerting the rest of the complex immediately.
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