Friday, July 25, 2014

How's the Weather Up There?

Although stilts are designed for performances, for an agile user they can grant unique advantages in combat. Stilts are generally ten feet tall, placing a character on stilts out of reach of melee attacks from most Medium creatures. With a DC 10 Balance check, a character can move at his normal speed while wearing stilts; failure by 5 or more indicates a fall for 1d6 damage. A character on stilts can move through crowds with ease, and generally gains a +1 bonus on attack rolls with melee weapons against Large or smaller creatures due to the advantage of higher ground (although the stiltwalker generally needs reach weapons to target Medium creatures).

A foe can attempt to target a stilt as if it were a weapon. A stilt has hardness 5 and 10 hit points, and each time it is struck, the stiltwalker must make a DC 12 Balance check to avoid a fall. If a stilt is destroyed, the stiltwalker automatically falls. While on stilts, you suffer a -4 penalty to resist bull rush, overrun, and trip attempts, but you may substitute your Balance check in place of the normal check to resist the attack if you wish.

THE WORMFALL FESTIVAL (month 1, day 12)

The Tropic Thunder left the cove and sailed back to Sasserine in the fishing boat that took them out to the cove. In order to reach Vanderboren Manor, the heroes had to navigate a city thick with parades and festivity.

One year ago, a horrific brush with apocalypse in the far-off city of Alhaster sent deadly ripples across the entire face of the world. Even in Sasserine, the Wormgod's brief emergence into the world had an effect, as monstrous minions boiled out of the Spire of Long Shadows in preparation of the dawn of this new age. Only the intervention of a band of powerful heroes from the neighboring city of Cauldron saved Sasserine from a terrible fate. Now, one year later, Sasserine honors the heroes of that dark day with a wild parade and festival to remember the fallen and rejoice the victory of good versus evil.

Wormfall, as the holiday has been dubbed by city officials, is to be an annual event, a gigantic affair involving groups of trained acrobats, marching bands, garish costumes in homage to the heroes of Alhaster and Cauldron (and corresponding effigies of their undead and wormy enemies), and floats constructed in the image of enormous green worms and shrouded skulls. Kites of green worms born on sticks and strings dance in the air above the rooftops. Green lanterns burn above the streets, casting a sickly pale glow upon the cobblestones below, each with a removable shade and a layer of bright gold paper below to bathe the city in the warm sunlight of victory at the exact moment the worms fell and the heroes of Alhaster struck down their foul god.

When the Tropic Thunder arrived in Sasserine they found the city in the throes of Wormfall and had to navigate the teeming crowds of celebrating citizens in order to reach Lavinia's estate. No matter what route they took they found the going slow and frustrating. And of course, the crowd contained a few surprises for them along the way.

Harmony split from the rest of the group to take the little girl they saved to the Merchant Garrison. While the rest of the Tropic Thunder were moving through the crowd, a gnome targeted them for a "bump" so that he could accuse them of being "a bunch of rude, oversized louts". After slamming onto Harold on purpose, the gnome huffed and puffed and rolled up his sleeves while a half-orc desperately tried to intervene.

Harold apologized for the "insult", holding off a fight long enough for the half-orc to arrive and talk some sense into the drunk gnome.

During the height of the celebration, a float-wagon heading downhill bearing a huge humanoid form shrouded in wriggling paper-mache worms and bearing two burning lanterns for eyes rolled out of control towards an open-air tavern filled with revelers. Quarion heard the shouts of alarm and gave the Tropic Thunder some time to act. The heroes themselves were directly in the path of the runaway cart. Harold and Quarion tried to destroy one of its wheels. Quarion cast entangle to slow down the cart's progress as well. Graim warned the revelers in the tavern and all of them escaped out of the float's path.

Eventually the wagon slammed in the tavern with a tremendous explosion, sending furniture and dishware hurling in all directions. Worse, the Wormgod's eye lanterns shattered, spewing flaming oil in all directions and lighting the paper float on fire. Once the fire started, it spread quickly. The fire was contained by a bucket brigade before it spread to neighboring buildings and Harold organized a bucket brigade faster, which saved the tavern itself.

Led by a dangerous woman, a group of rogues posed as a band of street performers mounted on stilts and patroled the streets surrounding Vanderboren Manor, waiting for word of the Tropic Thunder's approach.

The woman, decked out in a form-fitting and sensual-if-macabre black bodysuit decorated with a white skeleton, was accompanied by an entourage of six acrobatic rogues who paraded about the streets on ten-foot-high stilts. The woman preceded the stiltwalkers, dancing and performing an impressive array of acrobatic flips and leaps, while the stiltwalkers themselves wowed audiences by juggling daggers and flasks of oil with burning rags stuffed into them. As they approached the Tropic Thunder, Harold and Harmony (who was waiting for them outside Vanderboren Manor) noticed that the acrobatic troupe seems to be up to no good just before they mounted their assault.

The woman and her killers were well-acquainted with the Tropic Thunder's appearances (with the notable exception being Harmony) and the killers stroke at some point before they reached Lavinia's mansion. The woman approached Graim and attacked from behind. At this attack, the stiltwalkers each threw a flask of alchemist's fire at the heroes, hoping the resulting explosions of fire damage them and cause a swath of chaos in the streets.

The attack worked like a charm. For some time, panicked crowds filled the square. The stiltwalkers could move through the crowds with ease, but everyone else had difficulty moving through the crowd. The woman tried to stay within five feet of her chosen target at all times, tumbling away to find a different target when reinforcements arrived.

One of the rogues was badly wounded and fled into the crowd, but the rest were killed or subdued.

It took the city watch a few minutes to respond to the attack. The Tropic Thunder remained at the scene of the fight and the large number of witnesses were more than enough to convince the watch that the heroes were only defending themselves. Due to Harold's diplomatic skills, the guards let the Tropic Thunder go after only a few minutes of questioning.

Sunday, July 13, 2014

Eel

Most eels are small and innocuous, but the larger eels - wolf eels or moray eels - can reach lengths of over 8 feet and weights of up to 100 pounds; such eels can cause serious injury with their powerful bites.

Eels are generally shy and only attack if disturbed or surprised. They can strike with startling speed. They have the scent special quality.

If an eel hits with its bite attack, it uses its powerful jaws to latch onto the opponent's body and automatically deals bite damage each round it remains attached. An attached eel is flat-footed. An attached eel can be struck with a weapon or grappled itself. To remove an attached eel through grappling, the opponent must achieve a pin against the creature.

Darkwood

This rare magic wood is as hard as normal wood but very light. Any wooden or mostly wooden item (such as a bow, an arrow, or a spear) made from darkwood is considered a masterwork item and weighs only half as much as a normal wooden item of that type. Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made of darkwood or do not gain any special benefit from being made of darkwood. The armor check penalty of a darkwood shield is lessened by 2 compared to an ordinary shield of its type. To determine the price of a darkwood item, use the original weight but add 10 gp per pound to the price of a masterwork version of that item.

Darkwood has 10 hit points per inch of thickness and hardness 5.

Rings

Rings bestow magical powers upon their wearers. Only a rare few have charges. Anyone can use a ring.

A character can only effectively wear two magic rings. A third magic ring doesn't work if a character is already wearing two magic rings.

Physical Description: Rings have no appreciable weight. Although exceptions exist that are crafted from glass or bone, the vast majority of rings are forged from metal - usually precious metals such as gold, silver, and platinum. A ring has AC 13, 2 hit points, hardness 10, and a Break DC of 25.

Activation: Usually, a ring's ability is activated by a command word (a standard action that does not provoke attacks of opportunity) or it works continually. Some rings have exceptional activation methods, according to their descriptions.

Ring Descriptions: Rings are some of the most coveted and generally useful magic items.

Griffon

Griffons are powerful, majestic creatures with the characteristics of both lions and eagles. They hunt all manner of prey but favor the flesh of horses above all else. From nose to tail, an adult griffon can measure as much as 8 feet. Neither males nor females are endowed with a mane. A pair of broad, golden wings sprout from the creature's back and measure 25 feet or more. A griffon weighs about 500 pounds.

Griffons make their homes in high places, swooping down with a shrill, eaglelike cry to attack their prey. Although both aggressive and territorial, they are also intelligent enough to avoid obviously powerful enemies. They almost always attack horses, however, and any who attempt to protect horses from a hungry griffon often end up on the menu themselves.

Saturday, July 12, 2014

Weapons

As magic items go, magic weapons are a staple of all campaigns. Magic weapons have enhancement bonuses ranging from +1 to +5. They apply those bonuses to both attacks and damage rolls when used in combat. All magic weapons are also masterwork weapons, but their masterwork bonus on attack rolls does not stack with their enhancement bonus on attack rolls.

Weapons come in two basic categories: melee and ranged. Some of the weapons listed as melee weapons (for example, daggers) can also be used as ranged weapons. In this case, their enhancement bonus applies to either type of attack.

In addition to an enhancement bonus, weapons may have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +10. A weapon with a special ability must have at least a +1 enhancement bonus.

Caster Level for Weapons: The caster level of a weapon with a special ability is given in the item description. For an item with only an enhancement bonus and no other abilities, 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 level requirements must be met.

Additional Damage Dice: Some magic weapons deal additional dice of damage. Unlike other modifiers to damage, additional dice of damage are not multiplied when the attacker scores a critical hit.

Ranged Weapons and Ammunition: The enhancement bonus from a ranged weapon does not stack with the enhancement bonus from ammunition. Only the higher of the two enhancement bonuses applies.

Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment (such as a masterwork crossbow under the effect of an align weapon spell) gains the alignment of that projectile weapon (in addition to any alignment it may already have).

Magic Ammunition and Breakage: When a magic arrow, crossbow bolt, or sling bullet misses its target, there is a 50% chance it breaks or otherwise is rendered useless. A magic arrow, bolt, or bullet that hits is destroyed.

Light Generation: Fully 30% of magic weapons shed light equivalent to a light spell (bright light in a 20-foot radius, shadowy light in a 40-foot radius). These glowing weapons are quite obviously magical. Such a weapon can't be concealed when drawn, not can its light be shut off. Some specific weapons always or never glow, as defined in their descriptions.

Hardness and Hit Points: An attacker cannot damage a magic weapon that has an enhancement bonus unless his own weapon has at least as high an enhancement bonus as the weapon or shield struck. Each +1 of enhancement bonus also adds 1 to the weapon's or shield's hardness and hit points.

Activation: Usually a character benefits from a magic weapon in the same way a character benefits from a mundane weapon - by attacking with it. If the weapon has a special ability that the user needs to activate, then the user usually needs to utter a command word (a standard action).

Magic Weapons and Critical Hits: Some weapon qualities and some specific weapons have an extra effect on a critical hit. This special effect functions against creatures not subject to critical hits, such as constructs. When fighting against such creatures, roll for critical hits as you would for humanoids or other creatures subject to critical hits. On a successful critical roll, apply the special effect, but do not multiply the weapon's regular damage.

Krenshar

The krenshar is a strange, catlike carnivore with extremely flexible skin on its head. They have the scent special quality. A typical krenshar measures 4 or 5 feet in length with a long, narrow head. It weighs about 175 pounds. Males and females hunt together, preferring herd animals for food but attacking humanoids when game becomes scarce. Krenshars are very social among their own kind, and occasional attempts to domesticate cubs have produced fierce and loyal companions. They otherwise behave much like mundane great cats. A lair contains cubs numbering half the adult total.

Krenshars use solitary scouts to drive prey into the clutches of the pride. The scout appears from hiding, uses its scare ability, then chases the fleeing target to join the attack.

Slippers of Spider Climbing

When worn, a pair of these slippers enable movement on vertical surfaces or even upside down along ceilings, leaving the wearer's hands free. Her speed is 20 feet. Severely slippery surfaces - icy, oiled, or greased surfaces - make these slippers useless. The slippers can be used for 10 minutes per day, split up as the wearer chooses.

Faint transmutation; CL 4th; Craft Wondrous Item, spider climb; Price 4,800 gp; Weight 1/2 lb.

Wondrous Items

This is a catch-all category for anything that doesn't fall into other magic item groups. Anyone can use a wondrous item (unless specified otherwise in the description).

Physical Description: Varies.

Activation: Usually use activated or command word, but details vary from item to item.

Wondrous Item Description: Wondrous items can be configured to do just about anything from create a breeze to improve ability scores.

Speaking with Captain Javell (month 1, days 11-12)

After the Tropic Thunder recuperated from their inuries, they continued the exploration of the caves.

The bodies of three strange creatures lay in a mangled heap in the center of the next cave, their bodies torn apart and gnawed down to the bone. It was difficult to tell what manner of wolflike or hyenalike creatures they once were. Spiked collars lay empty beside the decapitated bodies, chains running from each to iron hooks in the walls.

Two savage krenshars waited here still. They wore spiked collars attached to long chains that allowed them full reach of anywhere in this cave, but prohibited them from pursuing foes beyond the cavern. The savage krenshars had larger jaws than their untainted kin, and large patches of their mangy fur had fallen away to reveal leprous skin covered with writhing tendrils.

Across from this cave was where the Tropic Thunder encounter Harmony Starstream, one of Halja's companions, along with the little girl they were looking to save. Harmony escaped her pirate captors moments before madness hit the cove, and she and the remaining pirates had an uneasy truce protecting each other from man-eating monstrosities. Not too long ago, the surviving pirates were jumped by a horde of savage creatures, and Harmony and the little girl escaped in the chaos. After the heroes took the girl to the Sea Wyvern and asked her to hide for safety, Harmony took the heroes where she and the pirates held their last stand.

This cavern had been outfitted with the finest in stolen furniture. Thick rugs covered the floor, and fine silk tapestries and masterful seascape paintings hanged from the walls, giving the place an almost regal feel. A four-poster bed took up much of a large nook to the south, and nearby stood an oak desk with a matching armoire. Alas, much of this furniture was ruined, spattered and stained with gore and deeply scarred by swordplay. A skeletal body dressed in the ruins of a once-fine suit of studded leather lay in a red heap at the foot of the bed. Ten more bodies lay about the room, horribly deformed men and women who seem to have perished on a rapier's point.

Kigante Valeros called this dry warm patch of cave home. The cavern walls were lined with extraordinary paintings (more than a few of which were gifts from Brissa).

Kigante himself lay against the foot of his bed, his corpse half-devoured by savage pirates. Kigante did not die without a fight, as the bodies of ten savage pirates in the room testified.

Kigante's weapon of choice, a magic rapier with a bronze hilt in the shape of a griffon, lay under his bed where it was kicked by a savage pirate eager to get to the dying man's flesh. Graim discovered it when he checked under the bed.

A closer examination of Kigante revealed a bit more treasure - a magic ring (a gold band set with several aquamarine gemstones) still sat snug on a bony finger, and his darkwood buckler remained strapped to an arm. A vial of vermillion ink sat on top of the desk, one of the few objects in the room to escape damage during the battle that ended Kigante's life.

As the Tropic Thunder approached the next cavern, the sound of combat, the unmistakable slobbering cries of rage and hunger from several savage pirates, and a woman's voice shouting profane threats and curses became audible.

The floor of this cavern sloped downward to the southeast, finally ending in a large tide pool. The waters seem to be surging from a submerged passageway leading to the southwest. A hammock strung between two stalagmites swayed gently to the south, next to an overturned table and a broken chair.

This tranquil getaway was the site of a heated battle between Harliss Javell and a horde of savage pirates.

Harliss Javell had been backed into the southern corner of the cave, where she used the overturned table as cover to fend off a half dozen savage pirates. Over two dozen more lay dead on the ground, yet for all her skills in swordplay, Harliss was growing weary. She'd been bitten several times by the savage pirates, and was suffering from savage fever already. When she spied the Tropic Thunder, she cried out, "Oi! Get in the fight or stay outta me way, buckos. These things are lookin'to die, and I plan on obliging."

Harliss was a bold beauty with raven-black hair that flowed like the deepest shade of midnight against her deeply tanned skin. She wore tight leather armor studded with fire opals and pearls and wielded a curved rapier and dagger in a blinding display of swordplay. As she fought, she taunted her foes with phrases like "Ye picked the wrong lass to make a meal out of today", or "Hungry? Have a taste o'me cold steel, ya stinking carcass!". As she recognized one of the savage pirates, she even said something like "Jebidiah? Is that you lad? You've looked better boy. Here, let me send you on your way". The savage pirates themselves din't notice the Tropic Thunder until they were attacked, at which point three of them broke off the fight against Harliss to attack them.

Although wounded and sick, Harliss Javell had no problem dealing with the remaining savage pirates. Nonetheless, she used her combat skill for defense to reduce the chance her opponents would land a solid, damaging blow on her. Javell had an imposing presence and puissance at swordplay. Javell was poetry in motion as she avoided the maws of the cannibals, dancing among them, her blades flashing impossibly fast. When the last cannibal pirate fell, Javell sheathed her blades and regarded the Tropic Thunder with a cold, appraising eye as she caught her breath and tried to determine who they were and what they were about. Harold attempted to fight her and found himself dying before he knew what happened, so the rest of the heroes thought twice about crossing steel with her.

After the battle, Harliss called out to the Tropic Thunder. "What manner of driftwood do we have here? Speak up! Your names, lubbers! If only so's I can cut'em inta' yer chests and save the undertaker some asking' round".

Harliss appreciated the Tropic Thunder for standing up to her gruff attitude with threats of their own. Harliss turned her hard gaze on the heroes and demanded to know their business in this "little place o' hell".

Harliss grew frustrated when she realized that the Tropic Thunder knew less about what happened at Kraken's Cove than she. This, combined with her clouded mind from the savage fever she'd contracted, made her a bit more talkative about Crimson Fleet matters than she probably should be. As soon as she heard Vanthus Vanderboren's name, she flew into a poetic litany of profanity that lasted several seconds and was as magnificent as it was scandalous to hear. When she recovered herself, she explained as she righted the toppled table and sat down upon it to rest.

"All this ye see here", the flamboyant woman said as she waved her hand at the slaughtered deformities, "and what nightmares ye must have fought through t'get t'me; t'was all Vanthus Vanderboren's doing! That vomitous pig came t'me with his hussy'n asked t'see our wares; made like he were a black marketer lookin' fer some fur or scale t'move. Told him we had a ship coming in what were full of exotica for him ta'shop, so he stayed on a few nights. Seemed a fine enough chap, but then not a week ago, he dumped a hold full of whale oil into the cove and lit it up. I was on th'Slippery Eel at the time, and that's when I caught the two of them on board, fixin t'rob me! Can ye imagine that? A pair of base curs tryin't'rob Captain Harliss Javell? Anyway, I stuck the fool in the arm with me blade, he yelped, and then as he ducked aside he dropped what he were tryin' t'rob. Were a black pearl. One th'size o'a man's fist, mind you! Was going to make some fair coin off that bauble, but as it fell, the thing cracked like an egg. Some o'Vanthus' blood from my blade spattered the pearl, and it boiled and flashed with light. This foul, choking green gas started spewin' from it, burning through the wood like it were acid. I grabbed th'thing, ran up topside, then threw it inta' the water, but as it struck, the thing exploded!

"After that...things got a bit weird, mind ye. A green mist filled my vision, and I felt strange. Like someone else were in my head. Someone...someone hungry! And the rage! Rage like I never felt 'afore! And then, just like that, it were gone. Vanthus were on deck too by then, but he and I were the only humans left. That pearl, it did something to me crew. Ta' Vanthus' little girly too! Turned them bad, like something ye might find in the net and throw back on account the sun got no purpose lookin' upon it. These things!" She kicked one of the deformed pirates in distaste. "Whatever were in that damnable pearl turned six score men into...into man-eating freaks!"

"Vanthus, he seen what his friend and the rest turned into. He dove into th'water t'get away. I did the same, only I swam for shore. Found me first mate Drevoraz there. He'd resisted the change too, as had some others here and there, yet they were nothing but the banquet for those things. We fought our way into th'caves and managed to hole up here with Captain Kigante, the man who keeps these caves for us. Only, Kigante's freak food now; he got jumped by a mob of them not twenty minutes ago. Tore him apart like they was sharks!

"And one more thing. I think they got the sick in their maws. The places they done bit me still burn, and it's hard to think straight...But hey! You fought yer way in here! That means there ain't much left of them out there, yeah?"

When the Tropic Thunder asked her about Vanthus, she cursed and flew into a tirade.

"I'll learn that cur what it is t'foul my business! I know who he is! Th'Vanderboren name's no secret to me. I know he's got family'n holdings in Sasserine! I sent me right hand Drevoraz't'deal with yer friend, I did. Drevoraz is on his merry way to Sasserine as we speak. He'll do for Vanthus' sister, his mum and pop, and any other family or friends that bastard has in that dunghill city. Cross the Crimson Fleet and we take everything in your life from ye. Best not forget that, boyo!"

Harliss believed the Tropic Thunder's story, and even apologized for any trouble that her first mate might be bringing to the Vanderborens. She encouraged the heroes to make haste back to Sasserine and the Vanderboren Manor if they wanted to warn Lavinia about the coming assault, but doubted they'd get there in time. She offered to write a brief note to Drevoraz, ordering him to hold off on the attack, but Graim secretly manifested a power against her before she had a chance to do that. The power did not affect her, but she made it clear to the heroes that leaving the cove would be beneficial to their health.

Friday, July 4, 2014

Shark

These carnivorous fish are aggressive and liable to make attacks against anything that approaches them.

Smaller sharks are from 5 to 8 feet long and not usually dangerous to creatures other than their prey. Large sharks can reach around 15 feet in length and are a serious threat. Huge sharks are true monsters, like great whites, that can exceed 20 feet in length.

Sharks circle and observe potential prey, then dart in and bite with their powerful jaws. A shark can locate creatures underwater using blidsense. This ability works only when the shark is underwater. A shark can notice creatures by scent and detect blood in the water at great range.

Savage Maze (month 1, day 10)

Shortly after the Tropic Thunder finished off the last savage pirate in the mess hall, a strange creature ambushed them. This creature was a phanaton, a kind of creature depicted in the journal that the heroes helped Lavinia recover when they entered her family's crypt. The phanatons are a small race of arboreal creatures with large eyes and prehensile tails that resemble a cross between a monkey and a raccoon. Between their arms and legs are thin membranes the creatures use to glide through the air.

The phanaton had been transformed into a long-limbed, deformed creature with writhing, boneless fingers. The savage phanaton lurked in a hallway, waiting for something exciting to happen in the mess hall before scurrying forth to join the fight.

His once-fine gray-brown fur was matted with blood and bits of gory tissue. Sizzling drool dribbled from his fanged, misshapen mouth. He slavered as he grunted and hooted before finally managing to snarl out in Common, "Come to me, meatbags. Just give me a mouthful of your tasty pink flesh!"

The phanaton heard the sounds of battle in the mess hall and pulled out his masterwork kukri. Of all the savage pirates, this creature retained the most intelligence. He climbed up to the dark recesses of the ceiling and glided down to ambush the Tropic Thunder. He fought until slain.

As the Tropic Thunder approached the next chamber, the sound of shouts, wet cries of anguish, and the clang of metal on metal grew louder.

Dozens of ten-foot-wide iron cages were sitting on the floor of this large cavern. Some were empty, while others contained the partially eaten remains of dead men and women. Yet most horrible were those cages that contained thrashing, wailing figures. Each of these seems more deformed than the last, twisting legs, writhing arms, vestigial heads, and jaws agape with too many teeth were all on display as the mad prisoners howled and slobbered and threw themselves against the walls of their cages in a cacophonous attempt to break free.

The Crimson Fleet pirates used these cages to house prisoners, sorting them into groups before shipping them off to Scarlet Brotherhood ports for sale as slaves. When the effect Halja described washed over the caves, those prisoners who didn't succumb to the tide were quickly murdered and eaten by those who did.

There were 11 savage slaves locked in these cages. They thrashed and writhed, but for all their noise they weren't quite strong enough to break free from their cages. Anyone who comes within five feet of a cage is in reach, though, and the savage occupant may be able to make a bite attack against such foes.

The next sandy-floored cavern seems to be some sort of trophy hall. The centerpiece of the display was an enormous reptilian skull, nearly six feet in length, mounted on a wooden display. Other trophies lined the walls - nameplates from ships, battered sea chests, mounted heads of sea monsters, and weathered figureheads, each doubtless carrying a sordid story of theft and betrayal.

Most of these trophies were relatively valueless, but there were a few exceptions.

Other than the reptilian skull, monstrous trophies included several shark jaws; a humanoid head with scaly skin, sharp fangs filling its mouth, fins on its head and great, staring eyes that were deep black; jars containing enormous fragments of tentacles; and a set of teeth the size of daggers. Among the nameplates of ships were names like St. Asmond's Hope or Wavereaper. A part of this collections was a barnacle-encrusted mast of wood badly eroded by a great deal of time spent below the waves. The only legible letters read "T...M...AUT". Nearby hung a heavily rusted ship's bell bearing the name Sea Ghost.

The only trophy of any real value was a leather-bound collection of nautical charts well over three hundred years old. These charts are remarkably accurate, even most so than most modern ones, and grant a +4 circumstance bonus on Profession (sailor) checks made to plot a course on the ocean.

Three locked chests (which Graim opened) in the corner of the room contained gold, silver, and copper pieces, three garnets, an emerald brooch, and 5 pearls.

The next small area was filled with piles of blankets, clothing, cases of crossbow bolts, and a collection of swords, pole arms, axes, and other weaponry.

There were crossbow bolts, 3 short swords, 5 rapiers, 2 long swords, 2 scimitars, a glaive, 2 guisarmes, a halberd, 2 light crossbows, a heavy crossbow, 2 battle axes, 9 throwing axes, and a greataxe to be had here.

The Tropic Thunder entered a small labyrinth next. The warren of tunnels made an excellent defense against enemies who were unfamiliar with their layout.

Three savage pirates lurked in these caves. Once one of them noticed the Tropic Thunder in the area, it shrieked and howled in delight as it shambled forth to attack. Its two mates arrived soon thereafter to join the battle. Although their knowledge of the maze's layout could have given them a significant tactical advantage, their madness prevented such coordinated attacks. Despite this, they managed to kill Pillboxer before they in turn were killed by the heroes.