Saturday, November 22, 2014

Boots of Elvenkind

These soft boots enable the wearer to move quietly in virtually any surroundings, granting a +5 competence bonus on Move Silently checks.

Faint transmutation; CL 5th; Craft Wondrous Item, creator must be an elf; Price 2,500 gp; Weight 1 lb.

Scrolls

A scroll is a spell (or collection of spells) that has been stored in written form. A spell on a scroll can be used only once. The writing vanishes from a scroll when the spell is activated. Using a scroll is basically like casting a spell.

Physical Description: A scroll is a heavy sheet of fine vellum or high-quality paper. An area the size of a piece of modern-day notebook paper (about 8 1/2 inches wide and 11 inches long) is sufficient to hold one spell. The sheet is reinforced at the top and bottom with strips of leather slightly longer than the sheet is wide. A scroll holding more than one spell has the same width (about 8 1/2 inches) but is an extra foot or so long for each extra spell. Scrolls that hold three or more spells are usually fitted with reinforcing rods at each end rather than simple strips of leather. A scroll has AC 9, 1 hit point, hardness 0, and a break DC of 8.

To protect from wrinkling or tearing, a scroll is rolled up from both ends to form a double cylinder. (This also helps the user unroll the scroll quickly.) The scroll is placed in a tube of ivory, jade, leather, metal, or wood. Most scroll cases are inscribed with magic symbols, which often identify the owner or the spells stored on the scroll inside. The symbols often hide magic traps.

Activation: To activate a scroll, a spellcaster must read a spell written on it. Doing so involves several steps and conditions.

Decipher the Writing: The writing on a scroll must be deciphered before a character can use it or know exactly what spell it contains. This requires a read magic spell or a successful Spellcraft check (DC 20 + spell level).

Deciphering a scroll to determine its contents does not activate its magic unless it is a specially prepared cursed scroll. A character can decipher the writing on a scroll in advance so that he or she can proceed directly to the next step when the time comes to use the scroll.

Activate the Spell: Activating a scroll requires reading the spell from the scroll. The character must be able to see and read the writing form the scroll.

Activating the scroll spell requires no material components or focus. (The creator of the scroll provided these when scribing the scroll.) Note that some spells are effective only when cast on an item or items. In such a case, the scroll user must provide the item when activating the spell. Activating a scroll spell is subject to disruption just as casting a normally prepared spell would be. Using a scroll is like casting a spell for purposes of arcane spell failure chance (such as from armor).

To have any chance of activating a scroll spell, the scroll user must meet the following requirements.

  • The spell must be of the correct type (arcane or divine). Arcane spellcasters can only use scrolls containing arcane spells, and divine spellcasters can only use scrolls containing divine spells. (The type of scroll a character creates is also determined by his or her class.)
  • The user must have the spell in his or her class list.
  • The user must have the requisite ability score.
If the user meets all the requirements noted above, and her caster level is at least equal to the spell's caster level, she can automatically activate the scroll without a check, If she meets all three requirements but her own caster level is lower than the scroll spell's caster level, then she has to make a caster level check (DC=scroll's caster level+1) to cast the spell successfully. If she fails, she must make a DC 5 Wisdom check to avoid a mishap. A natural roll of 1 always fails, whatever the modifiers.

Determine Effect: A spell successfully activated from a scroll works exactly like a spell prepared and cast the normal way. Assume the scroll spell's caster level is always the minimum level required to cast the spell for the character who scribed the scroll (usually twice the spell's level, minus 1), unless the caster specifically decides otherwise.

The writing for an activated spell disappears from the scroll.

Scroll Mishaps: When a mishap occurs, the spell on the scroll has a reversed or harmful effect.

Morkoth

Few creatures of the deep enjoy reputations for cruelty and hatred as extensive as that of the morkoth. The top half of a morkoth resembles a deep-sea fish with bulging eyes, protruding teeth and a saillike fin along its back. Its lower body resembles that of an octopus in that it has eight tentacles, but the creature also sports limbs like the legs of a crustacean. Occasionally a morkoth has a squid-like beak instead of a mouth, but the typical version just has a maw like that of a fish. A morkoth lives a solitary existence, spending most of its days inside a maze of tunnels constructed of rock or coral at the bottom of the sea. The outer part of a morkoth's lair usually consists of six tunnels, all spiraling outward, crisscrossing and interconnecting with one another all in a bewildering pattern. The creature's actual home is at the center of this maze. A morkoth uses a variety of lures to draw prey into its clutches. It may dangle treasure as a prize, but its hypnosis ability is the most powerful lure at its disposal. Once in a morkoth's clutches, a victim doesn't usually survive for long, since these creatures are interested in capturing only food, not slaves or captives. A morkoth has little interest in treasure except as lure for prospective victims.

A morkoth's bite is its only offensive weapon. Normally it uses its hypnosis ability to lure a passing creature through its maze, then devours its prey alive. The morkoth is a cautious monster, so it chooses its victims carefully. Typically, it tries to lure the last in a group of passing creatures into its tunnel, hoping that the others won't notice that one's absence until it is too late. Any creature passing by the entrance to a morkoth's lair may be hypnotized. A hypnotized creature moves unneringly through the maze at its usual speed. Once in center of the lair, the affected creature floats quietly in a trance, waiting to be devoured at the morkoth's leisure. A hypnotized creature is helpless against the morkoth's attacks but it may break out of the hypnosis while the morkoth attacks it. A morkoth can hypnotize any number of creatures at one time. When it is outside its lair, this ability works just as well. Hypnosis is a mind-affecting compulsion effect.

Dire Barracuda

The dire barracuda is about 10 feet long and weighs 300 pounds. It has bony protrusions along the spine and a mouth full of oversized teeth.

The dire barracuda is much more aggressive than its smaller cousin and sometimes hurls itself out of the water to attack.

THE VOYAGE SOUTH (month 3, day 19-month 4, day 5)

When caught, Rowyn cursed the Tropic Thunder vehemently, blaming them for her ruin and promising them all painful deaths.

Since her guild was dismantled, Rowyn has seethed with a need for revenge. When she learned the Tropic Thunder were preparing for a voyage, she knew she had to be on their ship. Fortunately for the bitter ex-guildmistress, her magic made stowing away a simple task.

Rowyn had been defeated by the Tropic Thunder once before - she had little desire to fight fair. So she came up with elaborate plans to assassinate them without making her presence known.

Her eventual fate is up to the Tropic Thunder. So far, they keep her as a prisoner, planning to deliver her to the authorities at Fort Greenrock.

For the next week or so, the ships became stranded near the coast due to opposing winds. The two ships met a couple of friendly ships making the trip to Sasserine during that time, and witnessed man-sized sharks circling their boats. During that time, Harmony had to join the ship's crew, since Lirith could no longer perform her duties. She and Graim are expecting a baby.

Once the wind was in their favor, the expedition set out again. For several miles, the ships passed several enormous spider webs which clung to the boughs of the great jungle trees. Huge black shapes lay within the webs. The expedition did not tarry exploring these webs.

As their journey continued, the expedition encountered more of the local aquatic fauna, such as a dire barracuda and a morkoth. Dire barracuda are very long, narrow-bodied fish flashing through the water, razor-sharp teeth snapping. Only the morkoth attacked the expedition, luring one of the passengers to its jaws. Thankfully, the Tropic Thunder chased it away before it fed on any more passengers.

Eventually, the expedition reached the area of ancient Tamoachan. Lavinia promised Urol Forol a chance to explore the ruins of the infamous Tamoachan ruins, and asked the Tropic Thunder to accompany him on his short side expedition.

Friday, October 31, 2014

Hungry Flotsam (month 4, days 13-16)

The ooze grabbed Alaric and pulled him overboard, when Harmony chased after them.

During the shipboard combat, one of the passengers used invisibility to take up a position where she could attack Cyq during the battle, using the chaos to escape back into hiding after a single strike.

Once slain the flotsam ooze floated, the driftwood and debris that once coated it slowly drifting away. Questioning the passengers after the combat revealed that all of them had actually witnessed the woman who attacked Cyq waiting patiently in the hold with them.

Eventually, the Tropic Thunder realized they have someone on board who's trying to do them in. After an argument with Lavinia, the passengers and crew of the Sea Wyvern were moved temporarily to the Blue Nixie, while Zan, from the Jade Ravens joined the heroes on the Sea Wyvern. There's only a certain number of places a stowaawy can hide on board, so once the tropic Thunder started searching with Zan's help, they found one soon enough.

It is none other than Rowyn Kellani, once the guildmistress of the largest thieves' guild in Sasserine - at least, until the Tropic Thunder defeated her Lotus Dragons and forced her to abandon her wealth and flee for her life.


Friday, October 17, 2014

Father Feres' Illness (month 4, days 6-13)

When the Tropic Thunder visited Fort Blackwell, Father Feres spent his nights at the shrine of Heironeous.

The last day the expedition spent at the Fort, Father Feres fell desperately ill. His skin flushed, he couldn't keep down food or water, and he grew delirious, moaning and complaining that the world's grown too bright and soft around the edges. A trip to the local shrine of Pelor and its priest located a strange pulsing growth within Father Feres' belly. Harmony attempted to remove and destroy it, but Father Feres did not survive the procedure.

The expedition set out again the following day, and that night the Sea Wyvern was attacked by a gang of foul creatures that appeared more or less humanoid, but had mottled, decaying flesh drawn tight across clearly visible bones. They were mostly hairless and had a carnivore's sharp teeth. Their eyes burned like hot coals in their sunken sockets. The Tropic Thunder, along with the ship's crew, had no trouble disposing of these creatures.

The next few days of travel were quiet, with the passengers of the ships viewing large sharks following them for some time, and other friendly vessels skimming the coast. During this time Harmony tried to learn more of their fellow passengers, hoping to determine who is trying to sabotage the expedition. Her conversations with Amella revealed a woman who makes few attachments and has a poor opinion of gnomes. Harmony's attempts at speaking to Skald left her with the impression that the elf had alternative motives in joining the expedition. While they were conversing, Graim went through his things, but the only thing he found out was that Skald had been in the Styes recently, a foul waterfront far to the northeast.

As the Tropic Thunder neared the mouth of the Havekihu River, the expedition had its first real encounter with poor weather. The ships anchored near the river and took half a day to refill water stores on board from the river's waters (as they will do upon reaching the next three rivers along their route). Near the evening, less than a half hour after the expedition got under way again, a thick fog sprang up. Graim and Urol confirmed that fog banks like this often occur along the coast in this region, but the thickness was nevertheless oppressive. Passengers headed below deck, and the crew grew silent as all ears strained to the starboard side, marking the distant sound of breakers on the shore as the only trustworthy method of ensuring the expedition wouldn't draw draw too close to the shallows while still staying parallel to the coast. The fog grew thicker, and soon even the Blue Nixie, only a few hundred feet ahead, was lost to vision.

At this point, the voice of one of Lavinia's crew called out from the fog to the Sea Wyvern to announce that she ordered the ships to anchor for the night until the fog burns off in the morning. The voice was curiously muted by the fog, but nonetheless easily understood. The Tropic Thunder anchored the Sea Wyvern as well, and prepared themselves for a long night.

Of course, the fog is far from uninhabited. At some point in the night, the entire ship lurched as if striking a reef. In fact, the ship has been attacked by a dangerous aquatic predator called a flotsam ooze. This ooze is an enormous glob of transparent protoplasm that exudes a powerful adhesive that causes driftwood, animal carcasses, ship fragments, rocks, and other objects to cling to its surface.

The ooze itself is fifteen feet in diameter, and the lurching sensation was caused not by the Sea Wyvern hitting bottom, but by the ooze attaching itself to the hull as it prepared to slither up to search for prey.

The flotsam ooze's weight caused the ship to list slightly to the port. Attached to the hull just left of the stairs leading up to the bow, anyone who leans over the rail on the port side can see what appears to be a huge pile of flotsam clinging to the hull. The ooze attacks any target that comes within ten feet of the bottom of the stairs along the port side of the ship.

Redcap's Tooth

When a redcap dies, it leaves behind a single tooth. Anyone wearing this tooth gains a +2 circumstance bonus on Charisma-based checks when dealing with fey, and a +4 circumstance bonus when dealing with other redcaps.

Faint transmutation; CL 6th; cannot be made; Price 1,000 gp.

Flotsam Ooze

A flotsam ooze is a transparent mass of sticky protoplasm that quickly becomes encrusted with bits of floating debris and possible treasure. Over the course of several days, it slowly digests any organic matter stuck to it. A flotsam ooze floats unseen at the center of its mass of debris and strikes with sudden ease.

A flotsam ooze exudes a sticky slime that holds fast any creature or item touching it. It automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the ooze is alive. The ooze makes one additional slam attack each round against each creature stuck to it. A weapon that strikes a flotsam ooze sticks fast. Strength is needed to pry it off. The adhesive can be weakened by soap or lye, but even in such a case the ooze can still perform grapple checks. The substance breaks down half a minute after the ooze dies.

A flotsam ooze is transparent in water, and it gains the benefits of concealment when it is in water. It is amphibious.

Aquatic Ooze

Although the various aquatic oozes normally live in the waters of the ocean, they can also lurk in deep, dark underground areas with stagnant pools of water. They are mindless, generally content to float with the current and eat whatever happens to pass within striking distance.

Aquatic oozes attack any creatures they encounter with little regard to their own safety.

Ooze

An ooze is an amorphous or mutable creature, usually mindless, that lives only to eat. They have no intelligence, and are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). They inhabit underground areas throughout the world, scouring caverns, ruins, and dungeons in search of organic matter - living or dead.

Oozes are blind (but have the blindsight special quality), and are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. An ooze's entire body is a primitive sensory organ that can ascertain prey by scent and vibration.

Oozes are immune to poison, sleep effects, paralysis, polymorph, and stunning. Some oozes have the ability to deal acid damage to objects. They attack any creatures they encounter. They lash out with pseudopods or simply engulf opponents with their bodies, which secrete acids that help them catch or digest their prey. They are not subject to critical hits or flanking. Oozes eat and breathe, but do not sleep.

Friday, October 10, 2014

Fort Blackwell (month 4, days 1-5)

During their stay at Fort Blackwell, Cyq was having food-related troubles. He got food poisoning in one of the Fort's taverns, and the next day his food was also poisoned. Skald brought him food that day, but when the rest of the Tropic Thunder went to confront him he denied that he did so. The Tropic Thunder sent him to Lavinia's ship for a few days until they figure this out. Someone is clearly trying to kill Cyq, but thankfully Father Feres had a potion of lesser restoration with him to give him some respite. The next day, Graim and Alaric wnt to bring Cyq his food, while Harmony guarded Cyq. When Graim came back without Alaric, Harmony became suspicious and asked him about their password. Then "Graim" "hummed" a spell in her ear and she left the room to go look for Alaric. "Graim" then gave Cyq his food and left the room. Soon enough Harmony found the real Graim and Alaric, and realized that she was under an enchantment and that they left Cyq alone with the person who's trying to kill him. Thankfully, Cyq was unharmed and had not touched his food yet. The Tropic Thunder started getting paranoid and enlisted the help of Kaskus and Fhauvial, from the Jade Ravens, to guard who comes and goes from the Sea Wyvern.

The nest day Cyq was healthy enough to travel and the Tropic Thunder went looking for the abandoned sea cave that was rumored to house the redcaps. They found it and defeated them.

Saturday, October 4, 2014

LIFE ON THE OCEAN WAVES (month 3, day 20-month 4, day 1)

Before the Tropic Thunder set out on their voyage, Alaric and Cyq joined the Dawn Council's and the Witchwarden's interrogation of Drevoraz. Drevoraz was very forthcoming with information about the Crimson Fleet and the Admiral, but he refused to answer any questions about his captain, Harliss Javell. Drevoraz had met the Admiral once. He described him as a barrel-chested man with ruddy skin and demonic features. He is vain, handsome, cruel, and confident.

What is known about Captain Javell is that she made her first appearance as a pirate 7 years ago, earning her the nickname "The Kid Pirate". She was then seen piloting the Slippery Eel (a vessel known to belong to the Crimson Fleet for decades, and also the name of the vessel that Captain Javell said she was on while at Kraken's Cove). The Slippery Eeel entered the waters surrounding Fort Fendawor without flying a pirate flag. When it got close enough to one of ships operated by Sasserine militia, it was recognized for what it was and chased. After the Slippery Eel had lured the Sasserine vessel far enough from the Fort so that other vessels could not assist it, the pirate crew boarded the Sasserine ship and sank it. Nothing was heard or seen from the Kid Pirate for the next 3 years, although the Dawn Council and the militia attribute a number of lost ships to her or other members of the Crimson Fleet. 4 years ago though, the Kid Pirate returned with a vengeance. The frequency of her strikes, along with her methods have made her the single most wanted Crimson Fleet pirate in both Sasserine and the Scarlet Brotherhood. The Kid Pirate no longer sinks ships, but instead lets non-combatants (an even combatants sometimes) go with their ships to spread her name and the fear it instills.

Drevoraz does not know the current whereabouts of his captain, or who she was planning to sell that black pearl to. He joined the crew of the Slippery Eel 6 years ago, and he claims that at that point they were independent of the Crimson Fleet. In fact, they looted and sank enough Crimson Fleet vessels that the Admiral himself came after them 4 years ago. Drevoraz does not give details of the battle, but it was brutally short and did not end in their favor. The only reason they are still alive is for Harliss' skill as a captain, and the fact that she had a weakness the Admiral could exploit: she had her younger sister, Alukain, on board.The Admiral took Alukain as a hostage, and since then Harliss has been buying her time with the money they make for the Crimson Fleet. Harliss and Alukain were inseparable, and Harliss will do anything to keep her sister safe.

Once the Tropic Thunder met the crew and passengers, were comfortable with the Sea Wyvern's cargo and armament, and said any goodbyes to friends they may be leaving behind in Sasserine, the journey began. The two ships set out from the harbor at dawn, and within the hour left the familiar skyline of Sasserine behind.

The map of the voyage shows the route Lavinia charted for the two ships.

The voyage ahead will last, at the minimum, three months - the Tropic Thunder will have plenty of down time to relax,

At times during this voyage, the Tropic Thunder's ship may be attacked by enemies. Stormwrack has extensive rules for naval combat, but for those not familiar with this book, the following quick rules should suffice.

A ship effectively has three areas an enemy can target: the rigging, the hull, and the ship itself. A ship has a number of "sections" in its rigging and hull, each with its own hit points. A hit against a ship damages a randomly determined section of the ship. It's possible to target a specific section of the ship, but specific sections have higher AC than the ship as a whole. Destroying a section of the ship's rigging reduces its speed by 10 feet. Destroying a section of the ship's hull reduces its speed by 10 feet and holes the ship. Each time a ship is holed, its captain must make a Profession (sailor) check to avoid sinking (DC 15+4 for each hole after the first). On a successful check, the ship does not sink but the captain must make a new sinking check each hour until the holed section is repaired up to at least 1 hit point or the ship sinks.

A ship takes a couple of hours to sink once this check is failed, unless the ship has lost 25% or more of its hull sections, in which case it only takes a few minutes to sink.

To repair a damaged section requires a Craft (carpentry) check and 1 minute of work. For every point by which this check exceeds DC 19, 1 hit point is restored. A section that has been destroyed completely can be repaired with a DC 20 Craft check and one day of work. Each day of repair work (successful or not) consumes one ton of repair supplies.

The Sea Wyvern is a caravel-class sailing ship. Full statistics for caravels appear on page 99 of Stormwrack, but the following information should be enough for those not familiar with that book.

Seaworthiness: Any Profession (sailor) checks made to avoid foundering, sinking, and other hazards that large, well-built vessels avoid more easily than smaller ones receives a +4 bonus.

Shiphandling: Any Profession (sailor) checks made to avoid collisions, sailing, or other situations that small, swift vessels avoid more easily than large and clumsy ones receive a +2 bonus.

Speed: The Sea Wyvern has a speed of 30 feet in normal wind, allowing it to travel at a rate of 3 miles per hour. In moderate wind, her speed increases to 60 feet, while in strong winds it increases to 90 feet. The Sea Wyvern can change its speed up to 10 feet per round and turn up to 45 degrees after moving at least 60 feet in one direction.

Combat: The Sea Wyvern overall AC is -3. It has 24 hull sections (AC 3, hardness 5, hp 80) and 3 rigging sections (AC 1, hardness 0, hp 80). If six hull sections are destroyed, the ship sinks automatically. If the ship rams a target, it inflicts 4d6 points of damage per 10 feet of speed.

Although there are two ships on the expedition, they stay in sight of one another.

The Blue Nixie's crew and passengers include Lavinia Vanderboren, the Jade Ravens (a second group of adventurers that serve the Vanderborens - the Tropic Thunder interacted with those adventurers in the Vanderboren Manor), and several other colonists.

Lavinia has chosen the best time of year to travel - the weather, for much of the journey, is quite pleasant.

When the expedition set out, Graim and the navigator of the Blue Nixie plotted a course. This determined if they will arrive on target.

Of greater import are the daily piloting checks to stay on the intended course.

So far, and while the Amedio coastline is in sight, Urol Forol on the Sea Wyvern and the Blue Nixie's navigator had to assist Graim once to pilot the expedition.

The Sea Wyvern's crew must consist of at least seven people. One crew member must have ranks in Profession (sailor), and one must have ranks in Knowledge (geography). The selection of who's on the crew was up to the Tropic Thunder; Graim, Amella Venkalie, Skald, Urol Forol, and Lirith Veldirose were excellent choices.  Tavey Nesk is the ship's cabin boy, but he's not technically part of the chip's crew. Crewmembers sleep in the bunks at the ship's stern (each of the bunks is two bunks high). The seventh crew member is the captain, Cyq, who sleeps in the captain's cabin on the main deck at the stern, and is likely the only person on board who gets a room to himself. Tavey often chooses to sleep on deck, even in the crow's nest at times.

Anyone not a member of the crew is a passenger. The forward barracks on the ship's lower deck contain five relatively cramped bunks, three beds high. After the crew of 7, most of the remaining 17 passengers all sleep here. Some of them have to sleep elsewhere (on deck above on nice nights, or even slumped in a chair in the galley). Passengers other than the Tropic Thunder are non-combatants, and whenever the ship is under attack, they quickly flee below decks for safety. Passengers are unarmed, except Avner Meravanchi and Father Feres.

One person consumes a unit of provisions each day. With 24 people and a horse on board, that means that each day that passes, 25 units of food are consumed. The 10 tons of food Lavinia loaded onto the Sea Wyvern at the start of the voyage consists of 2,000 units - enough for an 80-day voyage. This is just barely enough to reach the Isle of Dread; Lavinia intends on restocking food at friendly ports during the voyage.

If food runs low, the Tropic Thunder can put their crew and passengers on rations, in which case a person consumes only half a unit per day (reducing consumption to 12 units per day).

Avner Meravanchi wasted no time establishing himself as a troublemaker. He arrived a half hour late but didn't apologize. With him were his two servants and his magnificent steed Thunderstrike. The horse is, if anything, as spoiled as Avner, and getting it secured in the jury-rigged pen that was set up for it in the Sea Wyvern took another half an hour. During this time, Avner discovered that he was expected to sleep with the other "commoners" in the forward barracks, and demanded his own accommodations.

Amella had little patience for him, and she made it clear that Avner could sleep with the rest of the passengers or he could stay in Sasserine. Father Feres did his best to try to soothe Avner and play the part of a priest, but a few choice words from Avner about Feres' ear hair and baldness sent the priest into a private sulk for a few days. Skald avoided the confrontation by busying himself at the far end of the ship, while Urol took up an almost obnoxious interest at the horse' pedigree. Lirith offered to share her bunk with him. This event was the first of many during which Urol evoked Amella's anger, despite his best efforts to win her friendship.

In the end, it was up to the Tropic Thunder how to handle the situation. Although Avner did not deny Lirith's invitation, and Cyq offered to throw another bunk in the captain's quarters for him, Avner was left bitter and cantankerous.

The expedition encounter baleen whales a couple of times during their voyage, and they even tried their hand at whaling, although without success.

Once the voyage was underway, Lavinia sent a message via a rowboat piloted by her crew - she wanted to invite the Tropic Thunder, their crew, and Avner Meravanchi over to the Blue Nixie for dinner to celebrate the start of the expedition that evening.

As dusk fell, the two ships closed and a line was thrown between the two, a pulley was attached, and a net seat was hoisted, allowing for safe crossing between the two ships. Lavinia looked very fine that evening, dressed in a silk shirt, jewelry, and dress. She lead her guests into the ship's galley; the Blue Nixie is a bit bigger than the Sea Wyvern, and even after only a couple days, the Tropic Thunder felt relieved to get a bit more elbow room. A fine spread was laid out on the table, including grouse, peacock, and elven wine imported from Celene.

Cyq took advantage of the pleasant surroundings of the cabin to make an impression on Lavinia. This moment also began a romance between Graim and Lirith. At the end of the evening a final drink was taken on deck after the evening sun had sank but the air was still pleasantly warm outside. As the sun set, it was finally time to return to the Sea Wyvern.

During the dinner, someone cut nearly all the way through the rope supporting the net chair and pulley between the ships. Graim was the first character to cross back to the Sea Wyvern via the net chair. As he was halfway across, the rope suddenly snapped and dropped him into the water below. The fall dealt no damage to Graim and he immediately began to swim.

Right after this occured, what looked like a cranky miniature fish-person appeared in the evening air. It was covered in scales and viewed the world through black, bulbous eyes.

The fish person was particularly angry, and immediately attacked the closest Tropic Thunder and passengers with its breath weapon. When it got injured it dove into the sea. The fish person regenerated its wounds in the water, and it emerged again to continue harassing the Tropic Thunder. It followed up with a magical arrow of acid before it was killed by the heroes. During combat, Avner disappeared, while Lirith was showing off. After the battle, Harmony found a sizeable glass jar of briny liquid with its lid open on the deck, hidden inside a coil of rope near the mast.

Forts are common sights along the Amedio coast. The majority of these forts are held by the Scarlet Brotherhood (a sprawling organization of sinister monks and assassins), and are used as staging points for expeditions into the jungle interior. The expedition passed one such fort during their journey, which Lavinia avoided and took the ships further out to sea as she passed them by to avoid any possible conflict. Two forts are not held by the Scarlet Brotherhood - Fort Blackwell and Fort Greenrock.

Fort Blackwell is a small settlement of approximately 2,000 located near the northernmost tip of the peninsula known to sailors as "The Hook". One of the few coastal Amedio forts not controlled by the Scarlet Brotherhood (its distance form the Amedio interior makes it not worth the effort for the Brotherhood to control), Fort Blackwell remains an independently governed small town perched on the edge of civilization.

Fort Blackwell is a cozy town with a tiny harbor protected by an immense gate hung between two squat towers. Before any ship is allowed within the harbor, a troop of Blackwell guards must be allowed to search the ship and interview its captain. Fortunately, years of relative peace and being ignored by both the Scarlet Brotherhood and the Crimson Fleet (who maintain larger ports of call in various forts elsewhere along the coast - forts wisely avoided by the expedition) have made them rather lackadaisical in their searches, and since the Tropic Thunder didn't do anything outwardly suspicious, the guards allow their expedition entrance into the harbor after a mere 15-minute inspection.

Although Lavinia intended to stay only one night in Fort Blackwell, she deferred to the Tropic Thunder if they wished to stay longer. She pointed out to the heroes that it will probably be seven weeks before they reach Fort Greenrock, the next friendly location where they'll be able to resupply, so she encouraged them to get all their shopping done here if they can.

Fort Blackwell features numerous small and cozy inns and taverns, all of which serve a delicious local malt blend of whiskey called the Green Man (10 gp per bottle). Food and supplies were readily purchased from one of four large provisioners who keep who keep warehouses on the waterfront. Several small shrines, including ones dedicated to Heironeous, Kord, Pelor, St. Cuthbert, and the gods of the sea (Procan, Osprem, and Xerbo), were found here as well.

Yet there are hidden dangers in Fort Blackwell. Rumors say that the Scarlet Brotherhood has several spies in town to keep an eye on things. Rumors also hold that a hidden sea cave just north of town once used by smugglers has become the lair of a family of sinister fey known as redcaps led by a foul-mouthed father named Kaboutermannekin who sometimes sneak into the fort to cause problems.

The Tropic Thunder asked Lavinia to stay in town longer in order to explore the rumors surrounding the sea cave.

Redcap

Redcaps are the most evil fey you're ever likely to meet. They are mass-murdering psychotic killers who live on other creatures' pain. A redcap stands 3 to 4 feet tall, weighs about 50 pounds, and looks like a tough old man with protruding teeth. On their heads redcaps wear bright red hats - kept fresh and moistly colored by dipping in their victims' blood - and on their feet they wear boots of iron. Redcaps prefer to roost in old abandoned keeps and towers, preferably ones left vacant by some horrific tragedy. These fey absorb some of the essence of every creature they kill. Thanks to this ability, a redcap that manages to live a long life can amass tremendous strength and near invulnerability. When a redcap dies, it vanishes from the world, leaving only a single tooth behind.

Fey

A fey is a creature with supernatural abilities and connections to nature or to some other force or plane. Fey are usually human-shaped.

Baleen Whale

These are plankton-feeding whale between 30 and 60 feet long, such as gray, humpback, and right whales.

These massive creatures are surprisingly gentle. If harassed or provoked, they are as likely to flee as they are to retaliate.

Whales

Some varieties of these seagoing mammals are among the largest animals known. Relatively small whales (such as the orca) can be vicious predators, attacking virtually anything they detect.

Whales can "see" by emitting high frequency sounds, inaudible to most other creatures, that allows them to locate objects and creatures. A silence spell negates this and forces the whale to rely on its vision, which is approximately as good as a human's.

A whale can hold its breath twice as long as a human before it risks drowning.

Celene

Celene is the principal nation of the elves in the Flanaess. Ruled by an elven monarch of Faerie lineage, the Grand Court is imbibed of the Faerie Mysteries, from the frolics to the passions, and all rites are observed with deliberate care. Queen Yolande is foremost in these devotions, and this has given her the reputation, in human lands, of being oblivious to events beyond Celene's borders. This is only partly accurate, since the queen sometimes receives ambassadors from foreign lands and displays a clear understanding of events in the larger Flanaess. However, she has also clearly stated that she wishes no elves to die in humanity's wars.

Sunday, September 7, 2014

Siege Engines

Catapult, Light: A light catapult is an engine capable of throwing rocks or objects with great force. Because the catapult throws its load in a high arc, it can hit squares out of its line of sight. To fire a light catapult, the crew chief makes a special check against DC 15 using only his base attack bonus, Intelligence modifier, range increment penalty, and the appropriate modifiers from the lower section of the following table. If the check succeeds, the catapult stone hits the square the catapult was aimed at, dealing the indicated damage to any object or character in the square. Characters who succeed on a DC 15 Reflex save take half damage. Once a catapult stone hits a square, subsequent shots hit the same square unless the catapult is reaimed or the wind changes direction or speed.

If a catapult stone misses, roll 1d8 to determine where it lands. This determines the misdirection of the throw, with 1 being back toward the catapult and 2 through 8 counting clockwise around the target square. (See the diagram on page 158 of the Player's Handbook.) Then, count 3 squares away from the target square for every range increment of the attack.

Loading a catapult requires a series of full round actions. It takes a DC 10 Strength check to winch the throwing arm down; most catapults have wheels to allow up to two crew members to use the aid another action, assisting the main winch operator. A DC 15 Profession (siege engineer) check loads the catapult ammunition. It takes two full-round actions to reaim a light catapult (multiple crew members can perform these full-round actions in the same round, so it would take a crew of two only 1 round to reaim the catapult).

A light catapult takes up a space 10 feet across.

Ballista: A ballista is essentially a Huge heavy crossbow fixed in place. Its size makes it hard for most creatures to aim it, as described under Weapon Size on page 113 of the Player's Handbook. Thus, a Medium character takes a -4 penalty on attack rolls when using a ballista, and a Small creature takes a -6 penalty. It takes a creature smaller than Large two full-round actions to reload the ballista after firing.

A ballista takes up a space 5 feet across.

Item
Cost
Damage
Critical
Range Increment
Typical Crew
Catapult, light
550 gp
4d6
-
150 ft. (100 ft. minimum)
2
Ballista
500 gp
3d8
19-20
120 ft.
1
CATAPULT ATTACK MODIFIERS
Condition
Modifier
No line of sight to target square
-6
Successive shots (crew can see where most recent misses landed
Cumulative +2 per previous miss (maximum +10)
Successive shots (crew can’t see where most recent misses landed, but observer is providing feedback)
Cumulative +1 per previous miss (maximum +5)

Journey to the Isle of Dread

The Pearl Sea

Much of what is known about the southern seas in recent times comes from the logs of captains unlucky enough to have been blown off course. Few norhterners travel these waters willingly. Yet, this was not always the case. Centuries ago, the rulers of the Kingdom of Keoland, north of Sasserine, were known as the Explorer-Kings. Following their victory over the Necromancers of Toli, they often competed with the Overkings of the Great Kingdom for dominance of the Sea of Yar (now known as the Azure Sea). The Explorer-Kings were notorious for their wanderlust and they sponsored numerous expeditions to the far south. Many of the kings even led the voyages in person. It is from their travels that the people of the Flanaess have developed a general picture of the nature of the region, even if it is sometimes based more on legend than fact.

Olman Empire

Before the Great Migrations that created the nations of the north, the Densac Gulf - bounded by the Amedio Jungle in the west and the continent known as Hepmonaland in the east - was home to a far-flung collection of prosperous city-states known as the Olman Empire. The Olman was a tribal race with reddish-brown skin and straight black hair and eyes. Although considered primitive by the standards of the northern kingdoms, the Olman Empire was one of great complexity, wealth, and artistry. Yet with all of its sophistication the Olman worshiped savage and unyielding gods.

At their civilization's height more than a millennium ago, the Olman spanned the whole South and the vast inland chains in between. Their culture endured for centuries, but the empire eventually collapsed after decades of enervating civil war, religious strife, foreign invasion, and in some cases supernatural tumult. The ruins of their cities, such as Tamoachan on the eastern peninsula of the Amedio Jungle, and other evidence of their culture remain spread across the region. The majority of the Olman reverted to the relatively primitive societies that have survived to today. They are a superstitious and highly insular folk who regard strangers with a combination of wonder, fear, and hostility. For those keen enough to find them, however, there remain pockets of higher civilization that still evoke their one-time greatness.

Suel Invasions

The dominant human population of the Densac Gulf remains the Olman, but between 950 and 1,050 years ago, Suel survivors of the Great War between the Suel and Baklunish Empires invaded the region in large numbers. Many of these bands of desperate refugees crossed the Hellfurnaces and entered the Amedio Jungle. Others traversed the lofty Crystalmists and the Sheldomar Valley to cross the waters as far as the archipelagos of the Pearl Sea. Unlike their brethren, who migrated to the north and built new prosperous civilized nations, these Suel fought and competed with the native Olman peoples for scarce resources and land. Many of the invaders devolved into savagery, and in some cases they merged with Olman natives to produce a hybrid culture known as the Amedi. Others strived to remain racially pure and turned to piracy and slavery, often raiding Olman coastal villages and other Suel settlements.

This remained the status quo until a new phase of Suel invasions began a few decades ago, this time coming from the northeast. The Tilvanot Peninsula north of the Densac Gulf was conquered and settled centuries ago by a quasi-religious order of Suel monks known as the Scarlet Brotherhood. The Brotherhood's dogma was steeped in racism and bent on world domination. The monks remained a secret in their homeland until embarking on a new phase of exploration and conquest. They constructed fleets of ships and began exploring the Densac Gulf in an orderly and ruthless fashion. They were the first Northerners to do so regularly in centuries, inaugurating the Age of Exploration in the Flanaess. The Scarlet Brotherhood now plunders the south for its resources and kidnaps the natives - Olman and Suel alike - with some regularity, taking them north to sell into slavery and work their lands. Today, the Scarlet Brotherhood fleet remains the single most powerful navy in the region and they actively prevent any other powers, including the nobles of Sasserine, from meddling in its domain. The brotherhood's menacing ships, flying the Scarlet Sign, can be spotted in most ports throughout the region.

Vohoun Ocean

Vohoun is the name given to the Pearl Sea by the Suel settlers of the region. It means "frothy" in their ancient tongue. This is probably due to the swirling fogs that seem to characterize these waters. The Vohoun Sea actually touches many shores, including those of the Isle of Dread, thereby linking many lands and cultures. As if enough dangers (such as the Crimson Fleet) don't ply its surface, the Vohoun is also known for the many cultures that exist under its waves, including numerous sea monsters such as kraken and sea serpents. Reports include enclaves of merfolk and sea elves, in addition to sahuagin and ixitxachitl.

The Pirate Isles

While not strictly in the path of the journey south, this large chain of isles east of the Amedio Jungle can’t help but be a threat. The fanatical raiders who call these islands home can be found roving all over the Densac Gulf and Pearl Sea. Their isles encompass a series of rapacious civilizations that the early Explorer-Kings generously dubbed the “Pirate Isles”. Piracy, however, is only the beginning of the vices found here. Degenerate descendants of Suel invaders, Olman natives, and a few more exotic races call these lands home. Rumors abound of debauched ports containing enslaved populations, vile cults, dark magic, and much worse. Fiend worshiping is almost a certainty. Little to nothing is known about their leaders or their ultimate goals (if any), but the dread and dismay they create in the region is palpable. Of all the pirate gangs, none is more feared than the Crimson Fleet, who sail from the hidden port of Scuttlecove.

The Mist Kingdom

This collection of seven islands evokes wonder, even in the locals. Its name derives from the persistent fogs that seem to shroud the isles, making them almost invisible until one is right on top of them. The collection of isles was once home to a handful of small realms established by the Olman more than a millennium ago. Their societies languished and their people vanished, possibly moving to the mainland, following the unravelling of their empire.

Today, the Mist Kingdom is ruled by a powerful clutch of draconic overlords who first came to the isles more than seven centuries ago. At least one dragon claims each of the isles as its home. They only tolerate small tribes of beastmen on their lands, in addition to the typical flora and fauna of the region. Any large invasion or attempt at settlement on their isles is repelled ruthlessly. The Olman of the mainland fear the dragons as aspects of their gods and refuse to disturb them. The origin of the beastmen who live peacefully with the dragons is something of a mystery, and they have been spied worshiping at the temples in the unspoiled Olman ruins. It is assumed that these edifices have probably been plundered of their treasures by the dragons long ago.

The Journey Ahead

Leaving the relative safety of the port of Sasserine in the Azure Sea to mount an expedition to the Isle of Dread at the urging of Lavinia will not be easy. The Isle of Dread is located far to the south in unfriendly equatorial waters where severe tropical storms and numerous unnatural dangers loom. Two vast seas, known as the Densac Gulf and the Pearl Sea, are among the least known waters to the residents of the Flanaess. By reputation, the region is more magical, feral, and unforgiving than the main continent. Friendly ports of call and potential allies are almost non-existent.

Fortunately, you are not going into the daunting journey completely blind. Lavinia has the charts her parents used to navigate to the isle several years ago to establish the colony of Farshore. The arduous journey involves skirting the coast of the vast Amedio Jungle from Sasserine to the ruins of the Olman city of Tamoachan and then following the coast southward until the expedition reaches the fourth of the great rivers before veering south. Along the way, the expedition plans on visiting the friendly village of Renkrue on the easternmost of the isles of Axuxal. Halfway to the Isle of Dread, the mysterious isle of Ruja serves as one last landmark. There the open water of the Pearl Sea (referred to as the Vohoun Ocean by the local pirates) beckons. The course continues due south and for many hundreds of leagues. The Sea Wyvern must then cross a vast stretch of empty sea whose stillness bellies its menace. If you can survive the long journey with the vessel intact, the shores of the Isle of Dread beckon.

Blessed of Osprem [Regional]
You possess amazing swimming skills.
Prerequisites: Endurance, 5 ranks in Swim, sailor of the Vohoun Sea.
Benefit: You can always choose to take 10 on a Swim check, even if distracted or endangered. Additionally, you gain a +2 competence bonus on Swim checks made to resist nonlethal damage and to hold your breath. These bonuses stack with those granted by the Endurance feat.

Last Survivor [Regional]
Faced with death in the wilds of the Amedio Jungle with no one to depend on but yourself, you have honed your survival instincts to a razor’s edge.
Prerequisites: 5 rank in Survival, sole survivor of a deadly encounter in the Amedio Jungle.
Benefit: While in jungle or forest environments you gain a +2 circumstance bonus on Hide, Listen, and Spot checks made against predators and natural hazards.

Stowaway [Regional]
You are an expert at stealth while aboard sailing ships.
Prerequisites: 5 ranks in Hide, 5 ranks in Move Silently, 1 rank in Profession (sailor), native to the Jeklea Bay or Azure Sea regions.
Benefit: You gain a +2 circumstance bonus on Disguise, Hide, and Move Silently checks on large sailing ships.

Vohoun Eye [Regional]
Your exposure to the dark side of magic and the occult has made you sensitive to the telltale signs of spellcasting and wary of their results.
Prerequisites: 5 ranks in Sense Motive, lived among the debased civilizations of the Pirate Isles.
Benefit: When you see someone casting a spell (not a spell-like ability) you may make a Sense Motive check (DC 20 + level of spell) as a free action. If successful, you know what kind of magic is being used and gain a +2 circumstance bonus on your saving throw if it is directed at you or you are in its area of effect.

Ehlonna

Ehlonna of the Forests is the goddess of the woodlands. Ehlonna watches over all good people who live in the forest, love the woodlands, or make their livelihood there. She is pictured sometimes as an elf and sometimes as a human. She is especially close to elves, gnomes, half-elves, and halflings. She is also worshiped by some rangers and some druids. Her favored weapon is the longbow.

Greenvise

Greenvise are ambulatory vegetable horrors that stalk the fringes of some humanoid settlements. These carnivorous plants are not bold - they prefer to ambush lone prey that happens to come too near. Greenvises rest at night and actively hunt during daylight hours, repositioning themselves throughout the day if prey in a particular hunting area proves scarce. A greenvise is a larger, sturdier version of the venus flytrap, with a thick, trunklike stem and four fleshy tendrils that hang down like vines. When the creature opens its mouth, a mottled pink maw lined with toothlike thorns is revealed; when closed, the mouth structure resembles an ordinary leafy bush. A greenvise has small, tendrillike roots that it uses to move.

Plants

This type comprises vegetable creatures. Note that regular plants, such as one finds growing in gardens and fields, are not creatures, but objects, even though they are alive.

Plants have low-light vision. They are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

They are immune to poison, sleep effects, paralysis, polymorph, and stunning. They are not subject to critical hits. Plants breathe and eat, but do not sleep.

Dimetrodon

Not technically a dinosaur, the dimetrodon is much more closely related to mammals than reptiles. The dimetrodon spends much of its time sunning on rocks near sources of water. When it grows hungry, it can move with shocking speed for short periods of time. A dimetrodon's bark is both loud and distinctive, sounding like a truncated cross between an alligator's roar and a lion's growl.

Dimetrodona are usually about 7 feet long, and can weigh up to 450 pounds. Although it often remains motionless for long periods of time, a dimetrodon is highly territorial and reacts to intrusions with sudden and terrifying speed.

A few times per hour, a dimetrodon can increase its land speed for several seconds as a free action. During this time, it can effectively dodge opponents.

Ankylosaurus

Ankylosaurus is a heavily armored, quadrupedal herbivore. It is a versatile plant-eater, equally at home among temperate forests, humid marshes, and dry grasslands. These creatures often travel in herds for added protection from larger predators. They have darkvision.

Saturday, September 6, 2014

Bat

Bats are small, nocturnal, insectivorous flying mammals.

A bat notices and locates creatures using sound. Opponents still have concealment against a creature with blindsense.

Baboon

Baboons are powerful and aggressive primates adapted to life on the ground. They prefer open spaces but climb trees to find safe places to rest overnight. A typical baboon is the size of a big dog. Males can be 2 to 4 feet long and weigh as much as 90 pounds.

Baboons usually attack in groups. They have the scent special quality.

Witchwardens

Symbol: A round disk bearing a circle of runes with eight daggers inside pointing toward the center. Each dagger represents one school of magic, each contributing to the greater cause. Members of the guild typically wear the symbol as a badge on their robes.

Background, Goals, and Dreams: Originally founded 600 years ago as a religious group dedicated to Wee Jas, the goddess of magic, death, and beauty, the guild has become much more secular over the years. Based in the Noble District, the Witchwarden Tower is the primary home of the guild. The 80-foot-tall tower houses numerous libraries, workshops, and meeting halls, all freely available to members, provided that they share their findings and knowledge with the guild. The Witchwardens prefer to keep an air of secrecy about them, requiring all visitors to the Tower to first make an appointment, and restricting their access to the well-appointed meeting rooms on the first floor.

The first goal of the Witchwardens is the pursuit of arcane magic, and members spend a great deal of their time researching new spells and recovering lost lore. The guild is also charged with the defense of the city against any magical threat. The current mistress of the guild, High Warden Lux Seoni, takes these responsibilities very seriously; constantly pushing new members to strike out in new directions with passionate lectures and rallying them to the defense of the city in times of need.

Members: The Witchwardens are open to anyone who can cast arcane magic, including bards, sorcerers, and wizards. While some today still venerate the Witch Goddess, members may be of any faith. Many of the most powerful wizards and sorcerers in the city are members, giving this guild important ties to the powerful and the wealthy.

Type: College

Scale: 7 (city and outliers)

Affiliation Score Criteria: To join the Witchwardens, you must present yourself for review, where you are required to display your arcane talents in front of a panel of guild leaders. Prospective members must also pay a fee of 20 gp for the review. If you do not pursue arcane magic as your primary focus, you won’t derive much benefit from membership.

Titles, Benefits, and Duties: Members of the Witchwardens are required to pay a monthly due of 10 gp to cover simple expenses. Members who attain a new title are promoted at the end of the monthly arcane symposium; where they receive their new dagger (a badge of office).


Executive Powers: Craft, Gift, Research

Salve of Slipperiness

This substance provides a +20 competence bonus on all Escape Artist checks, meaning that it is almost impossible to grapple such a character or to tie or chain him up. In addition, such obstructions as webs (magical or otherwise) do not affect an anointed individual. Magic ropes and the like do not avail against this salve. If it is smeared on a floor or on steps, the area should be treated as a long-lasting grease spell. The salve requires 8 hours to wear off normally, or it can be wiped off with an alcohol solution (even wine).

Salve of slipperiness is needed to coat the inside of a container that is meant to hold sovereign glue.

Faint conjuration; CL 6th; Craft Wondrous Item, grease; Price 1,000 gp.













































Periapt of Wisdom

Although it appears to be a normal pearl on a light chain, a periapt of wisdom actually increases the possessor's Wisdom score in the form of an enhancement bonus of +2, +4, or +6 (depending on the individual item).

Moderate transmutation; CL 8th; Craft Wondrous Item, owl's wisdom; Price 4,000 (+2), 16,000 (+4), 36,000 (+6).

Armor

Magic armor is a common but vital item. In general, it protects the wearer to a greater extent than nonmagical armor. Magic armor bonuses are enhancement bonuses, never rise above +5, and stack with regular armor bonuses (and with shield and magic shield enhancement bonuses). All magic armor is also masterwork armor, reducing armor check penalties by 1.

In addition to an enhancement bonus, armor may have special abilities. Special abilities count as additional bonuses for determining the market value of an item, but do not improve AC. A suit of armor cannot have an effective bonus (enhancement plus special ability bonus equivalent) higher than +10. A suit of armor with a special ability must have at least a +1 enhancement bonus.

Armor is always created so that even if the type of armor comes with boots or gauntlets, these pieces can be switched for other magic boots or gauntlets.

Caster Level for Armor and Shields: The caster level for a magic armor or shield with a special ability is given in the item description. For an item with only an enhancement bonus, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster levels must be met.

Shields: Shield enhancement bonuses stack with armor enhancement bonuses. Shield enhancement bonuses do not act as attack or damage bonuses when the shield is used in a bash. You could, in fact, built a shield that also acted as a magic weapon, but the cost of the enhancement bonus on attack rolls would need to be added into the cost of the shield and its enhancement bonus to AC.

As with armor, special abilities built into the shield add to the market value in addition to the bonus of the shield, although they do not improve AC. A shield cannot have an effective bonus (enhancement plus special ability bonus equivalents) higher than +10. A shield with a special ability must have at least a +1 enhancement bonus.

Shield Hardness and Hit Points: Each +1 of enhancement bonus adds 2 to a shield's hardness and +10 to its hit points.

Activation: Usually a character benefits from magic armor and shields in exactly the same way a character benefits from nonmagical armor and shields - by wearing them. If an armor or a shield has a special ability that the user needs to activate, then the user usually needs to utter the command word (a standard action).

Ring of Protection

This ring offers continuous magical protection in the form of a deflection bonus of +1 to +5 to AC.

Faint abjuration; CL 5th; Forge Ring, shield of faith, caster must be of a level at least three times greater than the bonus of the ring; Price 2,000 gp (ring +1); 8,000 gp (ring +2); 18,000 gp (ring +3); 32,000 gp (ring +4); 50,000 (ring +5).

Ring of Swimming

This gold ring is set with several aquamarine stones. It continually grants the wearer a +5 competence bonus on Swim checks.

Faint transmutation; CL 2nd; Forge Ring, creator must have 5 ranks in the Swim skill; Price 2,500 gp.

A MODEST PROPOSAL (month 1, day 12-month 3, day 19)

After the basement battle Graim went upstairs to check on Tolin and the prisoners. When he told Tolin that Liamae was dead, he insisted on joining the Tropic Thunder to find Kaskus. He took Graim to the hidden armory first, in order to find healing potions.

The walls of this stone-floored room were lined with weapon and armor racks, many of which were empty. Still remaining on the shelves were a silvery bastard sword, a light crossbow, a glowing dagger, a suit of studded leather armor, a light steel shield, and a small wooden coffer. The wooden coffer lay on its side, the lid open and its contents (several vials and a pair of boots) strewn on the floor. Slumped on the ground nearby was what appeared to be a recently slain dwarf.

This hidden armory is where the Vanderborens keep several spare weapons, stored here in case of an emergency. Unfortunately, neither the Jade Ravens nor Lavinia were able to reach this room in time for its contents to make a difference during the bullywug attack.

The dwarf druid Kaskus Kiel managed to hide in this room after the other Jade Ravens were captured. Unfortunately, the wounded druid didn't know about the trap that once warded the coffer of healing potions, and in his frenzied attempt to get to the contents he triggered the trap and was nearly slain. As fortune would have it, the dwarf stabilized naturally. Graim and Tolin healed him, and he frantically recounted the battle for the manor (including a tearful account of the death of his animal companion Brunthus at the hand of that damned half-orc).

The weapons and armor in this room were of masterwork quality. Four of the potions that were once in the coffer were smashed, but four healing potions survived intact.

While waiting for Graim, the rest of the Tropic Thunder finished exploring the last door leading off the basement. This chamber contained several twisting pipes and a large water container.

The mansion's water supply is stored here, and can be pumped up from the container into the kitchen above as needed.

Meanwhile, Lavinia and Zan seeked help for the Tropic Thunder. Without concrete proof that bullywugs had invaded Sasserine, the city watch had little time or resources to aid them in their task. With the Wormfall Festival in full swing, they had their hands full keeping things in relative order as it was. Fortunately for them, they happened upon Alaric, a crusader of Pelor, who was willing to lend a hand.

After the Tropic Thunder had found all surviving members of the Jade Ravens, they had little desire to flush out the rest of the bullywugs, and decided to wait for the city watch. The watch took the prisoners off their hands (although Alaric, a junior member of the Dawn Council, and Cyq, with his new status as an Initiate of the Witchwardens, were allowed access to them), and subsequently cleared the manor of the remaining bullywugs. Bua Gorg was eventually executed, while Drevoraz escaped the noose due to his willingness to provide the Council with information on the Crimson Fleet.

After things returned to normal, the adventurers learned of the assassins who attacked them during the Wormfall festival. Angered at the shame the Tropic Thunder brought upon her daughter Rowyn, and furious at the loss of income generated by the Lotus Dragons Thieves' Guild, aging noblewoman Heldrath Kellani had hired a group of specialized murderers and killers to strike a blow of vengeance against the heroes. They were led by a dangerous woman named Diamondback.

Diamond is a deadly performer, late of the Talventa Academy before she decided there was more money in murder-for-hire.

The captured rogues and Diamondback readily gave up the identity of their employers when interrogated. Legal action against the Kellanis was unfortunately a bureaucratic nightmare, but this assault combined with evidence the Tropic Thunder uncovered in the Lotus Dragons Guildhall two months ago went a long way toward stripping the Kellanis of their noble status.

At the end of these events, the Tropic Thunder are no closer to finding Vanthus, yet they had made an important discovery - although they did not realize it. The black pearl that was the apparent cause of the madness which gripped Kraken's Cove could have been one of the greatest threats Sasseirne had ever faced, were it to activate within its walls.

For now, however, the Tropic Thunder had earned a break. Further impressed with their ability to act under pressure, Lavinia rewarded the heroes not only with monetary wealth (using the monies she had gained from the various guilds and nobles who had finally paid back the debts owed her family she granted each adventurer a reward of 100 pp) but increased their monthly stipend from 100 gp to 200 gp.

The Tropic Thunder enjoyed their time off. They used this time to shop for new gear. Vanthus never returned to Sasserine, and as the months went on, Lavinia's need to see her brother face his crimes went from a burning obsession to a quiet brooding anger.

In Kraken's Cove, the remaining savage creatures quickly died off as their violent nature sent them into constant battles with the dangerous creatures of the region. By the time the Sasserine militia reached the cove, they were gone, and all that remained of their passing was an empty seacave littered with well-gnawed bones. Stories the Tropic Thunder spread quickly become part of the region's rumor-haunting tradition.

By the time the itch for adventure strikes the Tropic Thunder again, Lavinia was ready for them. She had finished reading through the strange notebook recovered form the family vaults a month ago, and reported that they were, in fact, penned by her own mother during a trip to a place called the Isle of Dread. Further, it would seem that one of her parents' last accomplishments before their untimely deaths was to establish a colony on a relatively safe islet near the Isle of Dread. According to the notes, her parents planned on returning to this colony, called Farshore, with supplies and additional colonists, but their deaths put an end to that plan. With the heroes' aid, Lavinia hopes to travel to Farshore, resupply the colonists, and nurture the settlement into a living monument for her parents. The trip, she warned them, will be anything but short and safe, but the prospects for adventure and wealth should overweight any fears the adventurers may have. All she needed was another ship to aid in the voyage. Perhaps one of the pirate vessels that survived the fire in Kraken's Cove might fit the bill?

As mentioned above, after the harrowing events two months ago, the Tropic Thunder had a chance to relax. When they were ready to start adventuring, they received a message form their patron, Lavinia Vanderboren, inviting them to a meeting at her manor house.

The atmosphere of Vanderboren Manor gave the place a busy, vibrant feel. Not only had Lavinia retained several workers to repair the damage done to the manor after the bullywug attack two months ago, but as her fortunes slowly recovered, she had hired a new staff of servants to tend to the manor's needs. Having finished a funeral service for her last major-domo Kora Whistlegap and her beloved Harold (who died two months ago) and washed her hands of capturing her scoundrel brother Vanthus (who had fled to parts unknown), Lavinia was eager to turn to the future. And for Lavinia, that future encompassed a long sea voyage.

When the Tropic Thunder arrived, they found Lavinia in the main dining room, pawing over a number of nautical maps, sea charts, and a large journal Graim recognized as the one they recovered from the family vault three months ago. When the heroes made their presence known, she smiled and invited them to sit at the table.

"Do you recall this journal we recovered from my family vault? It turns out that it was my mother's. My parents, may the gods rest their souls, were brave - foolish and rash some would say, but I have never been one to criticize an adventurous spirit - On the contrary -" she cast a wry smile at them all. "I admire it. In any event, it would seem that about four years ago, my mother and father undertook a risky endeavor. They sailed the Blue Nixie, along with a ship full of colonists, down south across the Vohoun Ocean to a place they refer to as the Isle of Dread."

"You may have heard of this place - if you haven't, it seems apparent from reading my mother's journals that the place is aptly named. A jungle-covered hell infested with immense reptilian monsters, feral savages, and peril at every turn. Yet the southern peninsula remains relatively sheltered from the menaces on the isle mainland, and it was here, among the villages of several friendly locals, that my parents founded the colony of Farshore."

The Isle of Dread represents an untapped trove of resources - exotic lumber, spices, animals, foods, and even minerals like silver and gold. Once Farshore was up and running, the influx of trade would have guaranteed my family a relatively uncontested flow of wealth. Yet before mother and father were able to return to Farshore with supplies and more colonists...my brother made his move and left me in the state you found me a few short months ago."

Lavinia indicated her mother's journal. "Since we recovered this journal, I have not been idle. If Farshore fails, then my parents' last legacy fails. I intend to carry on their work, and have planned for a journey south to the Isle of Dread to resupply and join the colonists at Farshore for the rest of the year. I have the Blue Nixie readying in the harbor to take fresh supplies to the colony, but I find myself a vessel short." Lavinia's face broke into a glowing grin as she continued, "You wouldn't know of anyone with stout hearts who might be interested in helping me mount this expedition, do you? I fear the journey itself might grow dangerous at times, and there's no way of knowing what state or condition Farshore is currently in, but I suspect that danger is a vice you have."

Lavinia plans on taking her family ship, the Blue Nixie, to Farshore, and was already in the process of hiring a crew, outfitting it with supplies for the voyage, and recruiting additional colonists. Yet the amount of supplies she calculated Farshore needs greatly exceeded the amount she can haul with a single ship - she needed another sizeable vessel to accompany the Nixie south. Fortunately, the Tropic Thunder knew of a perfect candidate - the Sea Wyvern. This former pirate ship was moored at Kraken's Cove two months ago, and while the Dawn Council claimed it for Sasserine, they are willing to hand it over to the heroes for the purpose of nurturing the distant colony.

The Tropic Thunder agreed to Lavinia's request, and she saw no reason to wait. She'd like to leave for Farshore as soon as possible. The Blue Nixie can be ready to go in a day - all that needs to be done is for the heroes to make the Sea Wyvern ready as well.

In addition, Alaric was charged with passing Dawn Council correspondence to Fort Greenrock, one of the few friendly ports of call along the Amedio Coast. Him and Cyq were also advised to seek the representatives of the Dawn Council and the Witchwardens, respectively, that had escorted the Vanderborens on their first trip to Farshore.

The Tropic Thunder were ill-prepared to manage the logistics of a long sea journey. It took a week to prepare for the voyage.

They also needed to consult Amella Venkalie or run the risk of forgetting something critical.

Using her mother's journal and extensive charts, Lavinia had already plotted her course out for the expedition. She intends to hug the coast of the Amedio Jungle until she reaches the far side of the peninsula, at which point she plans to sail more or less directly south from there to the Isle of Dread. The voyage itself covers just over 3,000 miles. Including stops to resupply here and there, and assuming fair weather and minimal mishaps along the way, Lavinia estimates that the entire journey should take not much more than three months.

Lavinia needed a second ship to make the voyage; she can't carry all of the colonies and supplies on the Blue Nixie alone. She was looking for another caravel-class ship, but with her expenses tied up elsewhere, she couldn't afford the cost of hiring one (let alone purchasing one for 10,000 gp). The easiest solution to this dilemma was the Sea Wyvern, a perfectly-sized ship that escaped the inferno at Kraken's Cove two months ago. The Sea Wyvern remained moored at the cove, safe and sound, until Sasserine militia went to investigate the cove after the heroes' report of the events there.

The Sea Wyvern requires a crew of at lest seven to sail, and can comfortably accomodate up to 30 people on a long voyage (although there's bunk space for 22, an additional 8 can sleep on mats in the galley or the forward hold, if needed). A total of 25 passengers (including the Tropic Thunder, the crew, and colonists) set out on the voyage.

In order to make the voyage to the Isle of Dread, the Sea Wyvern needs a captain and a navigator. Cyq took the role of captain for the voyage, and Grain the role of navigator. Fortunately, Lavinia had already secured a crew and taken on passengers for the voyage.

The Sea Wyvern's hold, storage lockers, and other areas must carry at least 60 tons of supplies for Farshore, leaving an additional 60 tons of space for supplies. Ten tons of this space were consumed by repair supplies for the ship itself. A further ten tons of food, water, and other miscellaneous supplies for the crew and passengers leaves 40 tons of space for the Tropic Thunder to play with. If they don't have any other particular requests, Lavinia suggested using any remaining space to load up on additional supplies for the colony.

The Sea Wyvern was not outfitted with any siege weapons. The Tropic Thunder wished to add a ballista to the caravel. The Sea Wyvern can accommodate up to two ballistae or one light catapult.

Amella Venkalie serves as first mate, crew member, and advisor for the journey. A slight but powerful woman with fine blonde hair tied neatly back from her forehead, Amella dresses to fight and sail rather than to please the eye. A thin scar graces her right cheek. Amella is rather foul-mouthed, fond of uttering oaths only heard in the worst dockside taverns. Confident, haughty, and astute, she does not suffer fools gladly.

Father Feres is a clergyman of Heironeous that joined the expedition to Farshore.

Avner Meravanchi, the spoiled son of nobility, represents the primary investor for the voyage south. He is charming, helpful, and brave. Despite the slow recovery of her wealth, Lavinia couldn't quite finance her expedition to Farshore on her own. She spoke with the other noble families of Sasserine, but only one felt the profits for aiding her outweighed the dangers - the semi-notorious Meravanchis. Avner carries with him a vastly inflated sense of self-import. Travelling with Avner are two meek servants (Banaby Chisk and Quenge Asper) who defer to his every need but are otherwise unobtrusive.

Skald is a wispy and beautiful elf, with pale skin, pointed ears and almond-shaped but unsettling eyes. Due to his appearance he draws attention wherever he goes, but he has a morose and unfriendly attitude and the tendency to jump at shadows. Skald's gift for navigation and his eagerness to join the expedition (he asked only for room and board for the voyage) were the primary reasons Lavinia invited him along.

Urol Forol is a gnome naturalist who's studied the Isle of Dread extensively, and he also wants to stop at the legendary ruined city of Tamoachan during the voyage. Urol is a bent old gnome who constantly squints when he looks. He carries the odor of the land about with him, an odor that most find not too pleasant. He is talkative and chipper except when the subject of the natural world comes up, whereupon he flies into a frenzy of excited stuttering bliss, expounding upon obscure and often strangely fascinating (to him, at least) bits of lore. Urol has actually been to the Isle of Dread before, although his stay, in his words, was, "Unfortunately short - due to events beyond my control, I might add! We've certainly nothing to fear this time around!" He demanded to be part of Lavinia's expedition when he learned about it, and indeed his knowledge of the Isle could greatly help the colonists of Farshore. Urol has a strange fascination with poisonous creatures.

Lirith Veldirose is a member of the crew. A red-haired tomboy who often wears flamboyant scarves and silks, Lirith has been a sailor for the past year. Lirith intends to work hard while she can, then retire early to some fabulous island. Above all, Lirith loves to show off, and her eyes are drawn to precious things.

Tavey Nesk is a young and excited lad, and he is the Sea Wyvern's cabin boy.