Monday, December 11, 2017
Overland Map
I was playing around with the map and put together an image to more easily show the overland movement scale. Each hex in this image is one day's travel under ideal conditions. It represents 40 kilometers (25 miles). Each pixel in the image actually is 250 meters.
Friday, July 21, 2017
Adventure 22 - The Wicked Kings
2nd Month (Harbinger) 22nd - 3rd Month (The Gale) 31st
The PCs arrived in Bright Point by ship after a long journey from Shawsburgh. Though there were some activities at sea which kept things interesting, the PCs were thrilled to reach land again. Melir, in particular, had an interest in Bright Point Bay. From an earlier exploration, Melir learned of one of his former lives, a hunter known as Jaller. Jaller was mentioned in a journal from one of his friends, Manris Rae. The journal hinted of a desire by Jaller to seek out a genii; specifically a marid, though Jaller never let it be known as to why.
The only information Melir had to go off of was this bit of writing in a journal, and a poem that meant something to Jaller.
Melir recited this poem while on the shore of Bright Point Bay, and a massive vortex of water emerged from the sea. It rose up like tower before receding back into the bay, revealing a large, muscular, blue-skinned humanoid creature. This creature revealed itself as Thelsid, the Voice of the Sea.
When he arrived, he recognized Melir, through they never met. Thelsid revealed that he was oathbound to one of the samsaran's former lives; a mage named Varian. Varian had one more wish that was left to be revealed, and Thelsid could now deliver on that wish, and free himeself from that bond. Thelsid said that Varian had wished to learn the location of an item know as the Rod of Ascendant Mysticism. The genii spoke of it location in the Temple of Scars, the lair of those known as the Wicked Kings.
When Melir spoke of this to the group, they were able to learn of the massive earthquake which reshaped Bright Point several hundred years ago; burying large portions of the city. One of the temples of Dhalavei were the lair of three mafia-like bosses of the Bright Point underworld at the time of the earthquake. This temple (more aptly named, "The Temple of Scars") was buried in the earthquake, and was the last known location of this rod.
The group headed into the northern sea wall cavern entrance, seeking to find this temple. They found the caves to be treacherous, both in its geography, and the creatures which now call this place home. The PCs had to face a large jellyfish, a hungry fog, and several phase spiders which were feasting on other adventurers who met a grim end. After defeating the spiders and looking through the remains, Melir and Panan contracted a disease known as corpse scourge. This disease eventually sickened and fatigued them before they could escape the dungeon.
Eventually, the PCs made their way to a large drop to a much lower level of the cavern where they ran across a human woman named Maleen Starwatcher. she was sobbing, and holding in her arms the now lifeless body of her husband, Kimbal. He had met his end at the hands of some deep goblins who set upon the two of them and their other companions from the Rivergard. While describing their encounter, Maleen spoke of the goblins and that they met them near the Temple of Dhalavei.
The PCs took this as confirmation that they were heading in the right direction. They moved forward, intent on avenging the Rivergard and finding the temple as well. They ran across a band of more than a dozen deep goblins, some of them mutated. They had a number of alchemical weapons (including fireworks, burst jars, alchemist's fire, and tanglefoot bags) which they used liberally at the PCs. The goblin leader fired arrows at the humans in the party from a distance.
However, despite their numbers and how well-equipped they were, they we unable to defeat the PC group; though the PCs were certainly injured by the attack. They healed their wounds as best they could, then moved on to the Temple of Scars.
Once they arrived, they found the temple to be haunted, and grotesque. The various smears of blood and limbs of other victims littered the ground and decorated what was left of the temple. This macabre sight did leave some of the group shaken, but they persevered into it to find the Wicked Kings themselves.
Upon entering the main hall, the PCs saw three mirrors suspended on the walls. Each of these mirrors contained a ghostly visage of one of the wicked kings. The first one, Akasan, was a warrior in his former life, and wielded weapons as if he still maintained hold of his physical power. He materialized in front of the PCs and attacked. His touch was painful and caused damage to the fighters who faced him. He was able to defend himself from many of their attacks, but his skills were no match against Ryoma's and Mordin's attacks. When they struck him one last time, his ghost-like body disappeared back into the mirror.
Then the second wicked king, Bala, materialized onto the hall's floor. Bala, unlike Akasan, was a priest in his former life, and still wielded divine magic, even in death. He cast unholy spells against the PCs and wailed a frightful moan, panicking Ryoma and Panan. That left Melir, Cain, and Mordin alone to fight this ghost while it continued to channel negative energy at them. But even with this advantage, Bala was eventually cut down as well.
The last of the wicked kings, a woman named Ilasma now came forth to defeat the PCs. Her very appearance chilled the room, and those who stood too close were damaged by the unnerving cold from her very aura. She brought forth a putrid, thick, green fog which nauseated some who entered the area, then she used her magic to damage those within reach, and drain them of life. Her touch sapped strength and wisdom from her targets. With each strike, she seemed to grow stronger, though this was countered by the PCs.
Panan and Melir were able to use magic from a "safe" distance while Ryoma and Mordin fought through the thick, nauseating smoke to cut down the ghost. Cain was busy doing his best to assist the fighters while healing the constant damage from the last of the wicked kings. Though brought down to their last spell, and barely hanging onto life, the PCs overcame this threat as well. Which one last blow, Ilasma also was forced back into the mirror.
All that was left was the treasure to be gathered, and the Rod of Ascendant Mysticism.
The PCs arrived in Bright Point by ship after a long journey from Shawsburgh. Though there were some activities at sea which kept things interesting, the PCs were thrilled to reach land again. Melir, in particular, had an interest in Bright Point Bay. From an earlier exploration, Melir learned of one of his former lives, a hunter known as Jaller. Jaller was mentioned in a journal from one of his friends, Manris Rae. The journal hinted of a desire by Jaller to seek out a genii; specifically a marid, though Jaller never let it be known as to why.
The only information Melir had to go off of was this bit of writing in a journal, and a poem that meant something to Jaller.
“Deepened and black, not blue as before,
The farther we go, away from the shore,
Consuming the world, nothing left to be,
With only one sound, the voice of the sea.”
Melir recited this poem while on the shore of Bright Point Bay, and a massive vortex of water emerged from the sea. It rose up like tower before receding back into the bay, revealing a large, muscular, blue-skinned humanoid creature. This creature revealed itself as Thelsid, the Voice of the Sea.
When he arrived, he recognized Melir, through they never met. Thelsid revealed that he was oathbound to one of the samsaran's former lives; a mage named Varian. Varian had one more wish that was left to be revealed, and Thelsid could now deliver on that wish, and free himeself from that bond. Thelsid said that Varian had wished to learn the location of an item know as the Rod of Ascendant Mysticism. The genii spoke of it location in the Temple of Scars, the lair of those known as the Wicked Kings.
When Melir spoke of this to the group, they were able to learn of the massive earthquake which reshaped Bright Point several hundred years ago; burying large portions of the city. One of the temples of Dhalavei were the lair of three mafia-like bosses of the Bright Point underworld at the time of the earthquake. This temple (more aptly named, "The Temple of Scars") was buried in the earthquake, and was the last known location of this rod.
The group headed into the northern sea wall cavern entrance, seeking to find this temple. They found the caves to be treacherous, both in its geography, and the creatures which now call this place home. The PCs had to face a large jellyfish, a hungry fog, and several phase spiders which were feasting on other adventurers who met a grim end. After defeating the spiders and looking through the remains, Melir and Panan contracted a disease known as corpse scourge. This disease eventually sickened and fatigued them before they could escape the dungeon.
Eventually, the PCs made their way to a large drop to a much lower level of the cavern where they ran across a human woman named Maleen Starwatcher. she was sobbing, and holding in her arms the now lifeless body of her husband, Kimbal. He had met his end at the hands of some deep goblins who set upon the two of them and their other companions from the Rivergard. While describing their encounter, Maleen spoke of the goblins and that they met them near the Temple of Dhalavei.
The PCs took this as confirmation that they were heading in the right direction. They moved forward, intent on avenging the Rivergard and finding the temple as well. They ran across a band of more than a dozen deep goblins, some of them mutated. They had a number of alchemical weapons (including fireworks, burst jars, alchemist's fire, and tanglefoot bags) which they used liberally at the PCs. The goblin leader fired arrows at the humans in the party from a distance.
However, despite their numbers and how well-equipped they were, they we unable to defeat the PC group; though the PCs were certainly injured by the attack. They healed their wounds as best they could, then moved on to the Temple of Scars.
Once they arrived, they found the temple to be haunted, and grotesque. The various smears of blood and limbs of other victims littered the ground and decorated what was left of the temple. This macabre sight did leave some of the group shaken, but they persevered into it to find the Wicked Kings themselves.
Upon entering the main hall, the PCs saw three mirrors suspended on the walls. Each of these mirrors contained a ghostly visage of one of the wicked kings. The first one, Akasan, was a warrior in his former life, and wielded weapons as if he still maintained hold of his physical power. He materialized in front of the PCs and attacked. His touch was painful and caused damage to the fighters who faced him. He was able to defend himself from many of their attacks, but his skills were no match against Ryoma's and Mordin's attacks. When they struck him one last time, his ghost-like body disappeared back into the mirror.
Then the second wicked king, Bala, materialized onto the hall's floor. Bala, unlike Akasan, was a priest in his former life, and still wielded divine magic, even in death. He cast unholy spells against the PCs and wailed a frightful moan, panicking Ryoma and Panan. That left Melir, Cain, and Mordin alone to fight this ghost while it continued to channel negative energy at them. But even with this advantage, Bala was eventually cut down as well.
The last of the wicked kings, a woman named Ilasma now came forth to defeat the PCs. Her very appearance chilled the room, and those who stood too close were damaged by the unnerving cold from her very aura. She brought forth a putrid, thick, green fog which nauseated some who entered the area, then she used her magic to damage those within reach, and drain them of life. Her touch sapped strength and wisdom from her targets. With each strike, she seemed to grow stronger, though this was countered by the PCs.
Panan and Melir were able to use magic from a "safe" distance while Ryoma and Mordin fought through the thick, nauseating smoke to cut down the ghost. Cain was busy doing his best to assist the fighters while healing the constant damage from the last of the wicked kings. Though brought down to their last spell, and barely hanging onto life, the PCs overcame this threat as well. Which one last blow, Ilasma also was forced back into the mirror.
All that was left was the treasure to be gathered, and the Rod of Ascendant Mysticism.
Labels:
Adventure,
Bright Point,
Campaign,
Dungeon,
Gaming,
Pathfinder,
RPG
Sunday, July 2, 2017
Adventure 21 - Sailing to Bright Point
2nd Month (Harbinger) 12th - 21st
Having finished their time in Shawsburgh, the party now sought to go to Bright Point, where the potential of finding the Marid from Melir's journal was at hand. The party secured passage by using the Hollow Worm, the same vessel they used to sail to Sharkfin island. The captain said that passage was actually free; paid for by a distinguished guest who wanted to pay for all passengers so long as the passengers regaled him with stories and music for the duration of the journey. The ship would leave the following night.
Before the party had a chance to board the ship, they were set upon by a group of mercenaries, hired to take out the group by a third party. There were four of them: a fighter, a ranger, a summoner, and a witch.
The fighter stepped up to challenge them while the witch (who was a frost specialist), began by calling forth a sleet storm to inhibit the actions of the group. The summoner brought in a celestial snake to attack alongside her eidolon, and the ranger used her bow to great effect against the group. Mordin attacked the summoner, singling out her as the greatest threat, while Ryoma went toe-to-toe with their fighter. Melir, in contrast to his normal style, went to the front of the fight to face off against the witch. Panan moved to flank the fighter while Cain provided healing and support to any who needed it.
The summoner's eidolon proved to be ineffective against Mordin's defense, despite her continued efforts to boost its combat ability. The snake was able to do some damage, and even was able to grapple Mordin once. Unfortunately for the summoner, Melir had used a spell to trip her, so she was unable to move away from Mordin's attacks. His attack, even while grappled, was enough to bring her down; removing the eidolon and the snake from the battle.
Ryoma and Panan traded attacks against the fighter who did well to withstand several blows before their flanking maneuvers eventually took their toll. Ryoma finished the duel by piercing straight through the fighter's heart, killing him instantly.
The frost witch continued to used spells which caused some damage to the group, and even hindered their actions, but when others started to fall, his spells weren't enough to stop them. His defenses were breached and he was dropped as well.
The ranger was all that was left, and having seen her comrades fall, she knew it would be best to surrender now in order to save her own life. The group halted their attack, and let her go with her remaining friends (the fighter was the only one to die in the battle). But she was questioned as to why they attacked. She revealed that there was a contract out on the party. The person who issued the contract was Chamba, the gnoll, fighter who faced them once before.
After that battle was over, the party set sail on the Hollow Worm for Bright Point. During the trip, they enjoyed meals with their host, Prince Desius Faustano, the third born son of Tuiso Faustano, the former king of Brendis Ban, and uncle to the current monarch, Omintu Faustano. Prince Desius was very open about his life's achievements. He was ambassador to Aedok, adviser to his nephew, and an adventurer who made quite a name for himself during his long-lived life. Prince Desius, now in his 70's) was returning to his home in Bright Point, "Wild Oaks", an estate he has owned for quite some time.
The party was more than happy to entertain him with stories as well. Each of them told about their adventures and impressed him with their feats. He seemed to be satisfied with their conversations.
While at sea though, the Hollow Worm was attacked by a creature of the deep, a water naga. The PCs rushed to defend the ship, but were limited to attacks from range, as the creature never closed in for an attack. It was happy using ranged attacks from its varied arsenal of magic. It immediately used its powers of persuasion to force Mordin to dive into the water. Mordin was able to eventually make it back to the ship, but it took some time for him to do so, and he was unable to do anything against the naga during that time. Melir and Panan tried using magic to strike from a distance, but the naga used defensive abilities such as shield and mirror image to defend itself from those attacks. Ryoma attacked with his bow, and was able to strike the creature a few times, but ranged attacks were not his specialty. Cain was supporting the group, and was trying to assist Mordin get to safety.
The naga was able to force the samurai overboard as well, but with some spell assistance, he was able to recover faster now that they were aware of the naga's tactics. The naga was able to damage the party, but the continued attacks at range eventually wore it down. The naga was defeated, and the ship was safe again.
The party now arrives in Bright Point Bay, where the adventure picks up for next time.
Having finished their time in Shawsburgh, the party now sought to go to Bright Point, where the potential of finding the Marid from Melir's journal was at hand. The party secured passage by using the Hollow Worm, the same vessel they used to sail to Sharkfin island. The captain said that passage was actually free; paid for by a distinguished guest who wanted to pay for all passengers so long as the passengers regaled him with stories and music for the duration of the journey. The ship would leave the following night.
Before the party had a chance to board the ship, they were set upon by a group of mercenaries, hired to take out the group by a third party. There were four of them: a fighter, a ranger, a summoner, and a witch.
The fighter stepped up to challenge them while the witch (who was a frost specialist), began by calling forth a sleet storm to inhibit the actions of the group. The summoner brought in a celestial snake to attack alongside her eidolon, and the ranger used her bow to great effect against the group. Mordin attacked the summoner, singling out her as the greatest threat, while Ryoma went toe-to-toe with their fighter. Melir, in contrast to his normal style, went to the front of the fight to face off against the witch. Panan moved to flank the fighter while Cain provided healing and support to any who needed it.
The summoner's eidolon proved to be ineffective against Mordin's defense, despite her continued efforts to boost its combat ability. The snake was able to do some damage, and even was able to grapple Mordin once. Unfortunately for the summoner, Melir had used a spell to trip her, so she was unable to move away from Mordin's attacks. His attack, even while grappled, was enough to bring her down; removing the eidolon and the snake from the battle.
Ryoma and Panan traded attacks against the fighter who did well to withstand several blows before their flanking maneuvers eventually took their toll. Ryoma finished the duel by piercing straight through the fighter's heart, killing him instantly.
The frost witch continued to used spells which caused some damage to the group, and even hindered their actions, but when others started to fall, his spells weren't enough to stop them. His defenses were breached and he was dropped as well.
The ranger was all that was left, and having seen her comrades fall, she knew it would be best to surrender now in order to save her own life. The group halted their attack, and let her go with her remaining friends (the fighter was the only one to die in the battle). But she was questioned as to why they attacked. She revealed that there was a contract out on the party. The person who issued the contract was Chamba, the gnoll, fighter who faced them once before.
After that battle was over, the party set sail on the Hollow Worm for Bright Point. During the trip, they enjoyed meals with their host, Prince Desius Faustano, the third born son of Tuiso Faustano, the former king of Brendis Ban, and uncle to the current monarch, Omintu Faustano. Prince Desius was very open about his life's achievements. He was ambassador to Aedok, adviser to his nephew, and an adventurer who made quite a name for himself during his long-lived life. Prince Desius, now in his 70's) was returning to his home in Bright Point, "Wild Oaks", an estate he has owned for quite some time.
The party was more than happy to entertain him with stories as well. Each of them told about their adventures and impressed him with their feats. He seemed to be satisfied with their conversations.
While at sea though, the Hollow Worm was attacked by a creature of the deep, a water naga. The PCs rushed to defend the ship, but were limited to attacks from range, as the creature never closed in for an attack. It was happy using ranged attacks from its varied arsenal of magic. It immediately used its powers of persuasion to force Mordin to dive into the water. Mordin was able to eventually make it back to the ship, but it took some time for him to do so, and he was unable to do anything against the naga during that time. Melir and Panan tried using magic to strike from a distance, but the naga used defensive abilities such as shield and mirror image to defend itself from those attacks. Ryoma attacked with his bow, and was able to strike the creature a few times, but ranged attacks were not his specialty. Cain was supporting the group, and was trying to assist Mordin get to safety.
The naga was able to force the samurai overboard as well, but with some spell assistance, he was able to recover faster now that they were aware of the naga's tactics. The naga was able to damage the party, but the continued attacks at range eventually wore it down. The naga was defeated, and the ship was safe again.
The party now arrives in Bright Point Bay, where the adventure picks up for next time.
Labels:
Adventure,
Bright Point,
Campaign,
Gaming,
Pathfinder,
RPG
Tuesday, June 13, 2017
Adventure 20 - Trade War
2nd Month (Harbinger) 9th - 12th
The party returned from Sharkfin Island after a successful campaign to retrieve the katana for Ryoma. Now, back in Shawsburgh, Panan followed up on a lead provided by the ratfolk information broker, Zazio. Shanibus Porter, a mid-level merchant in the Shawsburgh Free Market was a suspected agent for the League of Merchants. It is expressly forbidden for outside merchant guilds to influence the Shawsburgh Free Market.
Zazio provided several options to reveal Shanibus for the person he is to the free market. First, he pointed out that Shanibus worked primarily from the tavern that he owns (the Jellyfish). This task mostly fell upon Cain because he possessed the necessary stealth and rogue skills needed to sneak in and disable any traps along the way. Under the cover of invisibility, he was able to sneak passed the guard and disable the trap which protected the journal which contained the incriminating evidence.
After that, the party proceeded to the next task: stopping a shipment of goods which was being smuggled in by the docks. Although the PCs were in position and ready for the shipment to arrive, they tipped off the contact on land who was supposed to signal the ship to bring the goods ashore. Having spooked him, they waved ff the delivery that night. The PCs left without further evidence.
So, they followed up on their last lead: another free market merchant named Obji. Obji is one who Zazio tipped as one who might provide assistance with evidence incriminating Shanibus. Panan and Cain attempted to convince him, but were not able to do so without providing some additional motivation for Obji. Obji had a rival who was proud of his recent addition: a large deadfall scorpion which was corralled in a warehouse just outside of town. Obji wanted this symbol removed.
In the dead of night, the party went to the warehouse and attacked the scorpion. When approached, but Ryoma and Mordin were able to strike it before it had grappled both of them, limiting their attacks. Panan moved in to flank it while Cain offered healing to Ryoma who was stuck hardest by the giant vermin. Melir used his fire attacks to weaken it from a distance. Despite the grapple, the fighters were able to drop the beast and claim the reward.
They then went back to Obji who provided even more evidence of Shanibus' crimes. They reported him to the administrator, Karah. With the evidence, Karah ordered Shanibus to be arrested and thrown in jail. The PCs were successful in uncovering the guild's plot.
This results in a +1 reputation with Trakias Wolf and the Shawsburgh Free Market, but a -1 modifier for the League of Merchants. However, the PCs avoided a negative reputation modifier by not confronting the dock shipment. This was being handled by the Tail of the Scorpion rogue's guild, with which the PCs already have a negative relationship.
The party returned from Sharkfin Island after a successful campaign to retrieve the katana for Ryoma. Now, back in Shawsburgh, Panan followed up on a lead provided by the ratfolk information broker, Zazio. Shanibus Porter, a mid-level merchant in the Shawsburgh Free Market was a suspected agent for the League of Merchants. It is expressly forbidden for outside merchant guilds to influence the Shawsburgh Free Market.
Zazio provided several options to reveal Shanibus for the person he is to the free market. First, he pointed out that Shanibus worked primarily from the tavern that he owns (the Jellyfish). This task mostly fell upon Cain because he possessed the necessary stealth and rogue skills needed to sneak in and disable any traps along the way. Under the cover of invisibility, he was able to sneak passed the guard and disable the trap which protected the journal which contained the incriminating evidence.
After that, the party proceeded to the next task: stopping a shipment of goods which was being smuggled in by the docks. Although the PCs were in position and ready for the shipment to arrive, they tipped off the contact on land who was supposed to signal the ship to bring the goods ashore. Having spooked him, they waved ff the delivery that night. The PCs left without further evidence.
So, they followed up on their last lead: another free market merchant named Obji. Obji is one who Zazio tipped as one who might provide assistance with evidence incriminating Shanibus. Panan and Cain attempted to convince him, but were not able to do so without providing some additional motivation for Obji. Obji had a rival who was proud of his recent addition: a large deadfall scorpion which was corralled in a warehouse just outside of town. Obji wanted this symbol removed.
In the dead of night, the party went to the warehouse and attacked the scorpion. When approached, but Ryoma and Mordin were able to strike it before it had grappled both of them, limiting their attacks. Panan moved in to flank it while Cain offered healing to Ryoma who was stuck hardest by the giant vermin. Melir used his fire attacks to weaken it from a distance. Despite the grapple, the fighters were able to drop the beast and claim the reward.
They then went back to Obji who provided even more evidence of Shanibus' crimes. They reported him to the administrator, Karah. With the evidence, Karah ordered Shanibus to be arrested and thrown in jail. The PCs were successful in uncovering the guild's plot.
This results in a +1 reputation with Trakias Wolf and the Shawsburgh Free Market, but a -1 modifier for the League of Merchants. However, the PCs avoided a negative reputation modifier by not confronting the dock shipment. This was being handled by the Tail of the Scorpion rogue's guild, with which the PCs already have a negative relationship.
Labels:
Adventure,
Campaign,
Gaming,
Pathfinder,
RPG,
Shawsburgh
Sunday, June 4, 2017
The Territory of Aedok
A new page has been added to the side menu (left side) with an overview of the territory of Aedok, the current setting for the Northern Odyssey campaign. It features a description of the surrounding land, the major settlements in the area, and a map of the region.
Sunday, May 28, 2017
Adventure 19 - Seeking the Sword
2nd Month (Harbinger) 3rd - 9th
After leaving the Veiled Spire, the PCs heard the sound of a girl's voice in the woods surrounding the tower. Soon after, a girl, aged 13, was seen before them playing in the woods. This was girl was not flesh and bone, but a ghostly visage of her former self. She was picking flowers, and skipping through the trees. At one point, she noticed the group and acknowledged them with a wave and a greeting. The PCs took no hostile action, but followed her for a bit.
She could be heard speaking to others as she played. At one point, she called to Estrianna and Malbarin, indicating that this girl was Indrii, one of the three ghostly sisters from the House of Bloom. After a few minutes of play, she eventually looked back at the PCs and waved goodbye. She disappeared into the woods and was lost. The PCs searched the srea, but were not able to find any further trace of her.
The PCs then returned to Shawsburgh and met Zandi Hollowbrook to return the Renn family medallion. As promised payment, Cain received the Rishni's Amazing Acouterments. The Magnificent Mechanism was provided to him.
After they were done in town, the PCs booked passage on the Howling Worm, a schooner crewed by 14 men who were to take the party to Shark-fin Island in Loop's Cove. They set off down river towards to sea and smooth sailing was had all of the way until they hit the open sea of Loop's Cove.
A massive thunderstorm rolled in, as is common in Scandiaca, but the storm itself was well-managed by the experienced crew. However, what followed was the sickly green mist known as a frenzy fog. This after effect of the thunderstorm (which happens very rarely on land), had an effect on the crew and the party themselves. They lost most control over their reasoning skills and found themselves delirious, cutting on themselves, or worse yet, attacking friends who were standing too close. After a few moments, those that were effected eventually regained control of their mind. Although there were some injuries, with the help of the adventuring party, all members of the crew were alive.
After that, the ship found the island they sought. A tall, narrow outcropping of stone thrust out of the sea at an angle toward the east. A small entrance was seen behind a totem that warned explorers from releasing the beast inside. Melir recognized a small stack of stones which were placed by the totem on purpose and were used as a spell focus for the wall of force which kept the Oni inside.
After removing the stones, the PCs ventured inside to find the ogre-mage. After they entered the cave, the ogre-mage revealed himself by coming out of his invisibility in order to blast the PCs with a cone of cold energy. Melir was taken down by this, though others were able to evade the blast. Ryoma charged at the beast and struck a mighty blow while Mordin and the others moved forward. Panan blinked behind the beast to strike while Cain revived Melir.
After another couple of strikes, the Oni had to regroup. He turned invisible again and flew above the group in order to use healing magic to restore damage. The PCs used this time to heal and take shots at the beast whenever it could be detected. After Melir used magic to spot the beast, he directed the fighters to shoot at it. The Oni then appeared again and attacked, but was outmatched by the group. Ryoma had the killing blow, and the cave was cleared.
They found the Moretsuna Ha, a magical great sword with abilities to enlarge the wielder and do more damage against giants.
After leaving the Veiled Spire, the PCs heard the sound of a girl's voice in the woods surrounding the tower. Soon after, a girl, aged 13, was seen before them playing in the woods. This was girl was not flesh and bone, but a ghostly visage of her former self. She was picking flowers, and skipping through the trees. At one point, she noticed the group and acknowledged them with a wave and a greeting. The PCs took no hostile action, but followed her for a bit.
She could be heard speaking to others as she played. At one point, she called to Estrianna and Malbarin, indicating that this girl was Indrii, one of the three ghostly sisters from the House of Bloom. After a few minutes of play, she eventually looked back at the PCs and waved goodbye. She disappeared into the woods and was lost. The PCs searched the srea, but were not able to find any further trace of her.
The PCs then returned to Shawsburgh and met Zandi Hollowbrook to return the Renn family medallion. As promised payment, Cain received the Rishni's Amazing Acouterments. The Magnificent Mechanism was provided to him.
After they were done in town, the PCs booked passage on the Howling Worm, a schooner crewed by 14 men who were to take the party to Shark-fin Island in Loop's Cove. They set off down river towards to sea and smooth sailing was had all of the way until they hit the open sea of Loop's Cove.
A massive thunderstorm rolled in, as is common in Scandiaca, but the storm itself was well-managed by the experienced crew. However, what followed was the sickly green mist known as a frenzy fog. This after effect of the thunderstorm (which happens very rarely on land), had an effect on the crew and the party themselves. They lost most control over their reasoning skills and found themselves delirious, cutting on themselves, or worse yet, attacking friends who were standing too close. After a few moments, those that were effected eventually regained control of their mind. Although there were some injuries, with the help of the adventuring party, all members of the crew were alive.
After that, the ship found the island they sought. A tall, narrow outcropping of stone thrust out of the sea at an angle toward the east. A small entrance was seen behind a totem that warned explorers from releasing the beast inside. Melir recognized a small stack of stones which were placed by the totem on purpose and were used as a spell focus for the wall of force which kept the Oni inside.
After removing the stones, the PCs ventured inside to find the ogre-mage. After they entered the cave, the ogre-mage revealed himself by coming out of his invisibility in order to blast the PCs with a cone of cold energy. Melir was taken down by this, though others were able to evade the blast. Ryoma charged at the beast and struck a mighty blow while Mordin and the others moved forward. Panan blinked behind the beast to strike while Cain revived Melir.
After another couple of strikes, the Oni had to regroup. He turned invisible again and flew above the group in order to use healing magic to restore damage. The PCs used this time to heal and take shots at the beast whenever it could be detected. After Melir used magic to spot the beast, he directed the fighters to shoot at it. The Oni then appeared again and attacked, but was outmatched by the group. Ryoma had the killing blow, and the cave was cleared.
They found the Moretsuna Ha, a magical great sword with abilities to enlarge the wielder and do more damage against giants.
Saturday, May 20, 2017
Adventure 18 - The Veiled Spire
1st Month (Bright Moon) 37th - 2nd Month (Harbinger) 3rd
Heading north, through the Soulspine, the party made their way toward the tower of the Apocryphal Mage, the Veiled Spire. It was there that Cain's quest to find the halfling explorer, Etimund Renn, would come to an end. Through the forest they traveled, until the spire loomed over the treetops, standing a full 80 feet above the ground. The spire was a single column of gray and blue stone, with wooden beams extending out beyond the edge of the top, suspending lanterns some 20 to 30 feet below.
Upon arriving at the spire, the party saw a gruesome scene. Several bodies, lying lifeless on the ground near the base of the tower, were being eaten by some wild animals. There were four trollhounds feasting on their remains, only stopping once they recognized that more prey had arrived. The party interrupted their dinner, and the beasts attacked. Though dangerous to lesser adventurers, the party were able to take down the trollhounds with minimal damage to their group.
Among those who had died, the body of Etiund Reen was found. Cain was able to retrieve the family medallion from his body, and provide a proper burial for the halfling explorer. From there, they set their sights on the tower itself.
It seemed someone was watching though. Shortly after the battle was over, a small scroll was thrown down to the PCs. It read "The bodies are starting to smell. Please remove them." The PCs moved forward, intent on exploring the spire itself. But they were greeted with animosity from the start. Upon opening and entering the front door, they set off two traps. An arrow of acid stuck Mordin, while a symbol of pain was revealed to all of the party. Fortunately, the symbol had no effect.
Once inside, another note was thrown to the party. This was read, "The door upstairs is locked, try to get the key. Don't squeeze too hard." With that, a small construct made of bone and feathers shaped like a chicken was released in the room; around its neck was a small key. Rather then trying to catch it, Ryoma drew out his bow, fired an arrow, and destroyed the creation. Doing so set off a trap which detonated fire into the room, injuring most of the other PCs. The key was destroyed as well. Panan was able to pick the lock to the door, and they were all able to proceed.
On the second floor, the PCs found another scroll. This one stated simply, "Remember to duck." The ground itself was nothing but hot coals which caused damage to anyone who walked - or crawled -upon it. As the PCs found out, there were several two sided, automatically resetting traps which attacked down to 3 1/2 feet from the ground. Those who were short enough to walk under them only needed to be concerned with the coals.
Some of the PCs braved the threats head on, while others used alternative tactics to minimize damage from heat, and removing traps wherever possible. The layout of the floor was long maze, so many of the PCs suffered numerous injuries from the heat or from the sword traps along the way, but all survived. Onto the third floor they went.
There, they found another scroll stating that "You won't see it coming." The PCs immediately noticed that the floor was dominated by an obscuring mist which was actually a permanent illusion. Above the mist were two large constructs capable of firing large arrows at those below who could not see the attack. After fumbling through the maze of walls, and taking a few shots from the constructs, the PCs were able to find the far wall, and the stairs up to the next level. Cain even floated above the walls (which were only 10 feet tall) which also was above the obscuring mist. Though the constructs did a bit of damage, the PCs survived this level relatively unscathed.
The top floor awaited. Upon arriving, the PCs heard a voice call out, "I am your target". This came from a small, advanced imp who was hiding behind a large, augmented stone golem. The imp used the golem as a buffer, hiding behind it and taking shots at the party from afar. The golem, though slow-moving, was more than capable of handling itself in combat, but it had to rely on the commands from the imp in order to act. Throughout the combat, the imp command the golem to move and strike at specific targets.
After a short period of cat-and-mouse with the imp, it was eventually taken down, and killed. Without the imp to command it, the stone golem stopped its aggression. The Veiled Spire had been conquered. However, the death of the imp would not sit well with the Apocryphal Mage (who was a member of the Cult of the Arcane faction).
Heading north, through the Soulspine, the party made their way toward the tower of the Apocryphal Mage, the Veiled Spire. It was there that Cain's quest to find the halfling explorer, Etimund Renn, would come to an end. Through the forest they traveled, until the spire loomed over the treetops, standing a full 80 feet above the ground. The spire was a single column of gray and blue stone, with wooden beams extending out beyond the edge of the top, suspending lanterns some 20 to 30 feet below.
Upon arriving at the spire, the party saw a gruesome scene. Several bodies, lying lifeless on the ground near the base of the tower, were being eaten by some wild animals. There were four trollhounds feasting on their remains, only stopping once they recognized that more prey had arrived. The party interrupted their dinner, and the beasts attacked. Though dangerous to lesser adventurers, the party were able to take down the trollhounds with minimal damage to their group.
Among those who had died, the body of Etiund Reen was found. Cain was able to retrieve the family medallion from his body, and provide a proper burial for the halfling explorer. From there, they set their sights on the tower itself.
It seemed someone was watching though. Shortly after the battle was over, a small scroll was thrown down to the PCs. It read "The bodies are starting to smell. Please remove them." The PCs moved forward, intent on exploring the spire itself. But they were greeted with animosity from the start. Upon opening and entering the front door, they set off two traps. An arrow of acid stuck Mordin, while a symbol of pain was revealed to all of the party. Fortunately, the symbol had no effect.
Once inside, another note was thrown to the party. This was read, "The door upstairs is locked, try to get the key. Don't squeeze too hard." With that, a small construct made of bone and feathers shaped like a chicken was released in the room; around its neck was a small key. Rather then trying to catch it, Ryoma drew out his bow, fired an arrow, and destroyed the creation. Doing so set off a trap which detonated fire into the room, injuring most of the other PCs. The key was destroyed as well. Panan was able to pick the lock to the door, and they were all able to proceed.
On the second floor, the PCs found another scroll. This one stated simply, "Remember to duck." The ground itself was nothing but hot coals which caused damage to anyone who walked - or crawled -upon it. As the PCs found out, there were several two sided, automatically resetting traps which attacked down to 3 1/2 feet from the ground. Those who were short enough to walk under them only needed to be concerned with the coals.
Some of the PCs braved the threats head on, while others used alternative tactics to minimize damage from heat, and removing traps wherever possible. The layout of the floor was long maze, so many of the PCs suffered numerous injuries from the heat or from the sword traps along the way, but all survived. Onto the third floor they went.
There, they found another scroll stating that "You won't see it coming." The PCs immediately noticed that the floor was dominated by an obscuring mist which was actually a permanent illusion. Above the mist were two large constructs capable of firing large arrows at those below who could not see the attack. After fumbling through the maze of walls, and taking a few shots from the constructs, the PCs were able to find the far wall, and the stairs up to the next level. Cain even floated above the walls (which were only 10 feet tall) which also was above the obscuring mist. Though the constructs did a bit of damage, the PCs survived this level relatively unscathed.
The top floor awaited. Upon arriving, the PCs heard a voice call out, "I am your target". This came from a small, advanced imp who was hiding behind a large, augmented stone golem. The imp used the golem as a buffer, hiding behind it and taking shots at the party from afar. The golem, though slow-moving, was more than capable of handling itself in combat, but it had to rely on the commands from the imp in order to act. Throughout the combat, the imp command the golem to move and strike at specific targets.
After a short period of cat-and-mouse with the imp, it was eventually taken down, and killed. Without the imp to command it, the stone golem stopped its aggression. The Veiled Spire had been conquered. However, the death of the imp would not sit well with the Apocryphal Mage (who was a member of the Cult of the Arcane faction).
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