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.