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.

“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.

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.

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.

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.

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).

Monday, May 1, 2017

Adventure 17 - Finding the Way

9th Month (Ancestors) 38th - 1st Month (Bright Moon) 37th

After reaching the city of Shawsburgh, the PCs were ready for some rest. They had gained enough experience to go up to 6th level, so they spent time in the city perfecting their art. They spent an additional several weeks performing various other tasks as well.

They obtained a few leads for future endeavors. They learned of a trade conflict between the League of Merchants and the Trakias Wolf Trade Emporium. The local Free Market does not allow outside trade guilds to trade within the city, and an informant in town, a ratfolk named Zazio, let the PCs know that the League of Merchants are infiltrating the Free Market in an attempt to sway their influence.

The PCs also heard that a witches coven was "cleared out" of Breezeway. They had beneficial relations with the Silver Tree Witchdom in that village in the past.

Cain followed up on his quest to find Etimund Renn, an explorer who has gone missing recently while searching for the Veiled Spire (belonging to someone referred to as the "Apocryphal age'). Zandi Hollowbrook, professor at the Shawsburgh Archives, provided directions and more information in an effort to find Etimund Renn. He also told the halfling that the Soulspine was rumored to be haunted as of late.

The PCs headed out toward the Veiled Spire. Along the way, they ran across two Redcaps while travelling through the Soulspine. Although attacking with surprise, the Redcaps were not much of a challenge for the PCs. Despite a few good strikes with their scythes, both were defeated. The PCs continued north towards their destination.

They were less fortunate when crossing a series of streams, however. They were set upon by a Nymph who had hidden herself in the stream. She summoned an Owlbear before the PCs spotted her, providing her a distraction and a chance to prepare herself for battle. As Mordin, Ryoma, and Panan moved forward to attack the owlbear, the Nymph revealed herself and blinded most of the party. Cain, Melir, and Ryoma were unable to see. After the owlbear was destroyed, Panan moved towards the new threat, but became blinded as well. Mordin was the only one to avoid that fate.

With only Mordin able to see, he did his best to direct attacks and instruct his companions of danger. The Nymph threw up and entanglement, meant to trap those who were already blinded. She also continually called down bolts of lightning trying to attack the only one who could see her. Although blind, Ryoma moved in to attack as well as best he could, followed by Panan as well. Melir and Cain did what they could, but were the most hindered by the effect.

Eventually, the Nymph took too much damage from the group, and was forced to hastily retreat through a dimension door. The PCs went back to Shawsburgh, led by Mordin, the only PC who was not permanently blinded. The PCs will now restore their sight, and set out to find the Veiled Spire again.

Wednesday, April 19, 2017

Plant Folk

Plant folk, otherwise known as “Clophids”, are a collection of races of sentient plant life in Scandiaca. They did not exist prior to the Feral Age, and therefore they are a relatively new species which have only existed for a little more than a millennium. As such, they have not gained acceptance into urban society of men, and they barely have a culture to call their own.

Physical Description
Plant folk are generally human-like in size a shape. Their bodies are a mixture of hardened plant matter (analogous to tree bark) and softer, vine-like joints. They do tend to have vine strands, flowering buds, or branches growing from different locations around their bodies as well. Many plant folk also have leaves attached. These leaves, vines, and flowers can be removed without endangering the plant folk’s health, but they do feel pain if this happens.
Plant Folk is more of a generic grouping of sentient plant life; although they all have similar traits, they can vary quite wildly in size and characteristics. They tend to take on the physical appearance of the local flora, and are affected by the seasons and the weather as well.

Society
Plant folk do not have any organized society. Clophids tend to be individualistic and are self-reliant. Although they do work together based on mutual needs or similar goals, they are not drawn to others of their kind in any real way. However, they do tend to prefer wilderness settings to dwell. However, they do not necessarily dislike urban settings; but they grow eager to return to their natural setting frequently.
It is not yet know what causes a plant to take on intelligence and become sentient. It is believed that sentience happens after the plant reaches a certain stage in its growth. As this seems to be the case, plant folk do not have parents, or siblings, or children as animal species do.

Racial Qualities

Type Quality

Plant (10 RP)
This type encompasses humanoid-shaped vegetable creatures. Note that regular plants, such as those found in ordinary gardens and fields, lack Wisdom and Charisma scores and are not creatures, but objects, even though they are alive.
A plant race has the following features:
Plants have the low-light vision racial trait.
Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Plants are immune to paralysis, poison, polymorph, sleep effects, and stunning.
Plants breathe and eat, but do not sleep, unless they want to gain some beneficial effect from this activity. This means that a plant creature can sleep in order to regain spells, but sleep is not required to survive or stay in good health.

Size Quality

Medium (0 RP)
Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.

Base Speed Quality

Normal Speed (0 RP)
The race has a base speed of 30 feet.

Ability Score Modifier Quality

Standard (0 RP)
Modifiers: Members of this race gain a +2 bonus to constitution, a +2 bonus to wisdom, and a –2 penalty to dexterity.

Language Quality

Standard (0 RP)
Members of this race start with Common plus their racial language (in this case, Sylvan). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages.


Racial Traits

Defense Racial Traits

Hydrated Vitality (3 RP)
Prerequisites: Outsider (native) with ties to the Plane of Water, fey type, or plant type.
Benefit: Members of this race gain fast healing 2 anytime they submerge completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function.

Natural Armor (2 RP)
Prerequisites: None.
Benefit: Members of this race gain a +1 natural armor bonus to their Armor Class.

Other Racial Traits

Treespeech (2 RP)
Prerequisites: Plant type.
Benefit: Members of this race have the ability to converse with plants as if subject to a continual speak with plants spell.

Alternative Racial Traits

Camouflage
While in a wilderness setting (with enough flora to blend in), the plant folk gains a +2 bonus to Stealth skill checks. This trait replaces the Natural Armor trait.

Improved Control
A clophid can sometimes have greater than normal control over the vines and additional limbs it has. This allows them to act as if they had additional appendages. Although these “additional appendages” can not be used to cast spells, carry weapons, use a shield, or use/carry any item, it does give the plant folk an additional +1 bonus to their CMB whenever they attempt a grapple or trip combat maneuver. This replaces the Hydrated Vitality trait.


Sunday, April 16, 2017

Adventure 16 - Stealing Lives

9th Month (Ancestors) 34th Day - 37th Day

On their way towards Shawsburgh, the party came across a man who was exhausted, malnourished, and beaten. He was barely capable of clawing his way onto the road ahead of him. This man, named Alfus, had just escaped from a slaver's caravan and was still being chased by a couple of guards. The PCs hid Alfus in the forest and awaited the guards.

When confronted, two of the guards (warriors), attempted to defeat the PCs in combat. The third one (a rogue), elected to run away immediately. This was not because he was afraid to fight, it was because he wanted to warn the slavers back at their camp. Mordin and Ryoma stayed behind to take on the guards while Pannan, Cain, and Melir chased after the rogue.

The two fighters in the party were able to take down the guards in short order before giving chase themselves. The rogue didn't make it far before Pannan caught him, and they entered melee. As the others caught up, the rogue went down.

The PCs decided to scout out the slaver's camp to see if they could rescue the others held in slavery. They found the camp occupied by more than a dozen guards and the merchant who oversaw the operation. Instead of sneaking in further, the PCs elected that a straight-forward attack was the best option.

The PCs didn't have numbers on their side, but their skills were greater than that of their enemy. Although the rogues in camp were able to inflict some damage, the PCs were able to overcome this. The fighters were both enlarged and moved in while Melir stayed invisible to assist the fighters. Cain was invisible and healing Pannan who found himself surrounded by guards, rogues, and attack dogs.

The merchant posed the most serious threat, being an accomplished alchemist. However, even he wasn't able to bring down either of the fighters. When he saw the battle going poorly, he called for the remaining guards (some of whom did not enter the combat) to eliminate the slaves. Although the PCs were able to save some of them, the guards were able to kill three.

The rest of the guards were either defeated or driven off, and some of the slaves were freed. The PCs continued their journey to Shawsburgh.

Upon hearing of the PCs' bravery, they gained reputation with the Hall of Winter. However, they lost reputation with Tail of the Scorpion, who were behind the slave trade. The PCs missed a chance to gain reputation with the Revolution, but the first slave killed was the only member of that faction.

Saturday, April 1, 2017

Adventure 15 - Sealing the Tomb

9th Month (Ancestors) 8th Day - 33rd Day

Having removed all curses and diseases from their party members, the PCs were determined to go back and remove the undead scourge forever. They used their contacts to hire a priest of an appropriate level to travel with them so that they could purge the mummy lord from this world forever.

Before they left, Cain had a visit from a halfling named Hasha Renn, the daughter of Etimund Renn, an archaeologist. It turns out that Etimund was searching for ancient Ridi ruins near Shawsburgh when he presumably lost his life. Hasha wants Cain to travel to Shawsburgh and search for Etimund's contact there, a man named Zandi Hollowbrook. Hasha is looking for personal effects from her father which have sentimental value. In exchange, she wanted to give Cain an item called Rishni's Astounding Apparatus.

The PCs traveled towards the tomb of Brajiva Avan once more. When they arrived, they met a League of Merchants representative named Vesuvious, and some of his hired help. Among those he hired was a member of the Dark Horse mercenary group; a gnoll named Chamba.

Vesuvious was after Brajiva's Ring, Amulet, and Headband (the ring and amulet were already in the PC's possession). He offered money for the return of all three items, but the PCs refused. He upped his offer and tried to haggle with the PCs, to no avail. At that, he gave up his bartering tactic in the hopes that his Dark Horse mercenaries would do the dirty work instead. He released Chamba from his service with the implication that he would pay handsomely to anyone who returns the item.

The PCs entered the tomb, and found Brajiva Avan's undead body again. Another battle happened, with the mummy lord spraying a sandstorm towards the PCs while trying to avoid attacks. Mordin was paralyzed at first, leaving only Ryoma in front to take the damage. Cain removed Mordin's paralysis and the other fighter joined the attack. Between them, and the magic thrown by Melir, they took down the mummy again. Then, they had the hired priest come in and remove this cursed creature forever.

The PCs searched the grounds again and found the headband that Vesuvious was after, completing the set. They set towards Shawsburgh now. However, on their first night, they were attacked by three members of the Dark Horse guild, including the gnoll, Chamba.

He was accompanied by a wizard and a priest, but Chamba was the real threat. The PCs fought off the other two, chasing one away before dropping both of them. Chamba was fighting the others. Although wounded, none of the PCs fell, and Chamba was taken down as well.

Now, the PCs will continue their journey towards Shawsburgh.

Tuesday, March 28, 2017

Adventure 14 - The Tomb of Brajiva Avan

7th Month (Harvest) 7th Day - 9th Month (Ancestors) 8th Day

After traveling north to the town of Nix, the PCs enjoyed a well-earned break. During this time, they trained their skills and gained new abilities. In addition, they took advantage of the time they stayed in town to gather new supplies, and craft new items. They decided against traveling the open roads during the month of Storms.

After their rest, they journeyed to the Tomb of Brajiva Avan. They had to search the mountainside a bit before finding a way in. Thuri monk tombs were made to not be re-entered after it was sealed, but this one (over 5,000 years old) was opened accidentally after a mudslide opened a small entrance to the tomb.

Upon entering the tomb, they immediately came across the temple guardians, a pair of necrophidius constructs. These constructs proved to be a minor hindrance to the party, and they destoyed them without much difficulty. From the main entry hall, they went right, towards Spiritbinder Temple.

They passed through a gallery before coming to the waterway crossing. Two boats connected by a pulley system allowed two PCs to cross the waterway at the same time. This method required that they go two-by-two until all had crossed. Along the way, the bumped into the heads of several drowned monks. Beyond the waterway the PCs needed to get past an ochre jelly which had moved into the alcove. It split several times while the party attacked it, but ultimately, it succumbed to the damage they wrought.

When they arrived at Spiritbinder temple, they came across a rather difficult trap. As they walked over the ground, they were attacked by vines. They did minimal damage, but they grappled the PCs. When grappling, the vines emitted a cloud of spores which would infect the PCs with a disease. Unfortunately, Melir found out their special defenses. While he was able to teleport most of the way over the vines, he was still caught. The cloud of spores came after him, but Ryoma was close enough to attack the spores. When he did, the spores exploded. Melir was killed in the blast.

The PCs were able to retrieve the Receptacle of Absolution, and they brought Melir's body back to town for care. After calling in a favor with the Silvertree Witchdom, the magic user was raised and restored to health.

The PCs returned to the tomb to face an undead spider in the Soulbinder temple before getting to the room where the receptacle of virtue was held. When they retrieved it, the former priests arose to defend the magical liquid. The PCs were able to destroy them and return to the main temple chamber to unseal the inner tomb.

After each taking a drink from the receptacle of virtue, Ryoma was blessed with a metamorphosis into an archon. Then, they faced the former Thiru monk, Brajiva Avan himself; animated as a mummy lord.

The battle was intense. After blasting the group with a sandstorm, he retreated back to defend himself against the fighters. Though he caused a lot of damage, both fighters connected with devastating hits which severely crippled the beast. He was brought down, but not before bestowing a curse onto Mordin.

The PCs then looted the tomb, and retrieved items of great value.


Tuesday, March 7, 2017

Languages of Scandiaca

There are numerous languages spoken throughout Scandiaca. The most common human languages are listed below.

Scai
This is considered the "common" language around the continent. In fact, Scai is usually referred to simply as the common tongue. Despite its description as a human language, Scai is spoken by most humanoid species in urban areas.

Eruben
The official language of the Eruben empire, Eruben was widely spoken by many nations during the Halcyon age. Since the Eruben culture touched all corners of the map, its language became the most common tongue of the time. Although no longer an official language, it is the most common of the "dead" languages in Scandiaca.

Prostini
The language of the Prostern people was far reaching before the Eruben language took over the continent. Prostini was spoken by most of the peoples in the southeastern portion of the continent, including the southern and eastern island nations. It is still in use today by many isolated tribes in the south east.

Jagan
The people from central Scandiaca spoke Jagan. It was spoken as far north as Kingsburgh, and all the way south to Elarios as well. It is still a traditional language for many of the people who migrated away from Three Rivers.

Montri
This harsh sounding language originated from the western islands and the extreme southwest corner of Scandiaca. Many of the hills people still use it as their primary language, but there are no large population centers that use it as their everyday language.

Oddra
Perhaps the most complex language that achieved popularity in Scandiaca, Oddra was spoken by numerous northern tribes. It has many dialects, although all of them are generally similar to the base language.

Ridi
The collection of tribes in the northern lands near Aedok and Norvino spoke a common language. It is one of the oldest languages which have not changed since its origins. The Ridi language is still used as an unofficial tongue for the "native" population in the area.

Side Note - Other languages available in game are shown here.

Thursday, March 2, 2017

Adventure 13 - Hiding the Monster

6th Month (Dark Sky) 40th - 7th Month (Harvest) 7th

The PCs heard rumors that the Shalkoy Lodge had burnt to the ground a few days before they arrived. They decided to investigate the building to see what happened. To their surprise, when they arrived, instead of a burned down building, they saw a perfectly intact, unharmed building. When they asked one of the local villagers about the building, the villager described a burned down building where charred timbers and a foul stench permeated the air. It appears as though the building was being hidden by magic, for some reason.

They entered the building through what appeared to be the only entrance. They saw a hallway extending around the outside perimeter of the building, and heard a faint sound of water dripping in the distance. They moved on only to find a door, which lead to another hallway, which also circumvented the outside boundary of the house; this one had what appeared to be a pit trap in the hall. The PCs were able to get around it with little difficulty before coming across another door, and another hallway going around the outside of the house. This one covered in slime, and warm to the touch.

It was at this time that one of the PCs, Cain, was able to discern this building for what it was, an illusion meant to confound those who entered. He saw a doorway which lead further into the building and through the illusion. One by one, the other PCs were able to determine the illusion and found their way into the middle of the building.

When exploring, they found two dead bodies inside; both of them belonging to a faction known as the Overmind (a reclusive, secretive, and isolationist group which they have not encountered yet). Also inside, upstairs, they found a member of the Silver Tree Witchdom, maintaining an illusion. She informed the PCs to not disturb her while she concentrated. However, when the PCs went into the basement, this witch went downstairs as well to prevent them from bothering the other witch who was concentrating on controlling the Flesh Golem which the Overmind had left behind.

She informed the PCs that they discovered that the OVermind was in this village only recently. The Witchdom had moved against them, as they were wary of this faction in town. They took control of the building, eliminated the others, and captured the golem. They were now waiting on more powerful members of the faction to destroy the abomination. However, they feared that the Overmind would get there before their reinforcements arrived.

They offered the PCs achoice: destroy the beast now, or defend the building when the Overmind returned. The PCs elected to defend against the Overmind. They prepared defenses as best they could in the short time they had. Then, the Overmind arrived.

They included a priest, a warrior, a tengu rogue, and a hydro-kineticist. When the battle began, the PCs were immediately hindered by the priest who was able to cast hold person onto Mordin. This allowed the invisible tengu rogue to sneak by and threaten Melir, who is normally protected from the melee of an encounter. The warrior moved in and started trading blows with Pannan and Ryoma while the priest was healing her. Melir caused some damage by casting area effect spells, while both Ryoma and Pannan ganged-up on the warrior. Unfortunately, the kineticist was pummeling Ryoma from a distance with his cold-based energy attacks, and Cain moved up to heal him.

It was a tough few rounds, but the tide turned when Mordin came out of his hold effect. The rogue went down, and then the warrior. When the kineticist dropped, the priest ran for the door, but not before Melir set him on fire. He succumbed to the flames as he ran down the hall.

The Silver Tree Witchdom was able to bring in enough people to deal with the golem after the fight.

Monday, February 20, 2017

Adventure 12 - Whitebane Woods

6th Month (Dark Sky), 37th - 40th

On their way to search the burned portion of Whitebane Woods, the adventurers were immediately ambushed by two small, Korreds. This encounter proved to be frustrating, but not dangerous. The Korreds were able to hinder their foes for a time, but the PCs were eventually able to get passed their defenses and take them down.

After that encounter, the PCs found the small hamlet of Silvrus at the edge of where the forest fire had raged. This small village of 26 people had averted disaster by working tirelessly before the fire arrived. Although they saved the village as a whole, and none lost their lives in the process, several buildings and some of their crops did get destroyed. At this point, they were rebuilding, and recovering from the blaze.

Among those helping them was Antigonon, the plant-folk druid that the PCs had previously met near the overgrown village of 3rd Moon. The PCs decided to assist in some of the work effort to rebuild parts of the village.

It appears that some of these villagers witnessed first-hand the person they believe started the fire. The description is as follows...

He was a tall man. Definitely human, and one that had seen many years given his white hair and beard and wrinkled hands. The entire right-hand side of his face and body, at least, what was visible from under his white and silver robes, was covered in tattoos; all of it strange symbols and magical runes. He spoke in a strange language; one which I was not familiar. But when he spoke, it was not to me, or anyone else. He spoke to himself, or to something else perhaps that wasn’t to be seen with eyes alone. He paid no mind to anyone around him. He simply went about his business as if no one else was there. From the words he spoke, at least, from those I could understand, I believe he referred to himself as Kyon. It is difficult to know if this was his name, or if it was some title he was proclaiming.

While near the edge of town, the PCs, and two villagers, heard the enthralling song of a Siren. It compelled both villagers, and all but one (thankfully) of the party. When confronted with the Siren, Panan was visibly not enthralled, so the Siren attacked him.

Because of the conflict, some of the other PCs broke free of the compulsion. However, this caused a strange encounter where the PCs were fighting other PCs and the villagers themselves. Eventually, the compulsion failed for everyone, and the siren met her own doom.

The PCs continued on to the village of Breezeway, where they heard a rumor about a recent fire which destroyed a building. The Shalkoy Lodge was a building owned and used by a reclusive group of travelers. The PCs went to investigate.

Sunday, January 29, 2017

Adventure 11 - An Offer of Service

6th Month (Dark Sky) 30th - 36th

The party were entertained by commander Ardus Thax of the Greywatch in High Point Redoubt. He proposed a contract where the party would be hired into the Greywatch as lieutenants given the PCs' obvious skill and accomplishments. The contract was for half of all days in a normal month to be under the command of the Greywatch. The party did not have to answer right away, but they did take the contract and will decide on it later.

They decided to head west, towards Whitebane woods on their way to the tomb of Brajiva Avan. While in the forest, they happened upon a trap laid by some Ettercaps. The two fighters, Mordin and Ryoma fell down a 30 foot pit. While in the pit, another trap door slammed shut, sealing them off from the other party members. While they were down there, two venomous spiders attacked them while the ettercaps attacked the remaining party members above. After dealing with the spiders and the ettercaps, the PCs crawled out of the pit and continued on.

However, a few days later, they were approached by three other travelers who claimed to be protecting the borders of the Ignem Vipera Empire (which stands for the flaming snake empire in the Eruben tongue). The PCs realized that this was a scam, but at first tried to simply bypass these ruffians. However, they kept at the party, driving up the cost of the toll for passing through their fictitious empire. Eventually, this resulted in combat.

The primary adversary, Gesna, was an accomplished rogue and attacked. They also had a gnome sorcerer and a human barbarian. The sorcerer went invisible and used his powers to enlarge the barbarian. Unfortunately, the PCs were able to take down the barbarian before he was able to do any real damage, and Gesna was in over her head. When the rogue went down, the gnome decided it would be better to cut losses and run away rather than possibly be killed. He turned invisible and ran away.

Saturday, January 7, 2017

Adventure 10 - When Green Becomes Brown

2017-01-05

6th month (Dark Sky) 26th - 29th

While in Kavis, the PCs are preparing for their journey south to the Hilden farm and ultimately, to their appointment with the Greywatch at High Point Redoubt. They do see a funeral procession before they head out of town. It is a funeral for two brothers, Bala and Akrujant, who were searching the tomb of Brajiva Avan, a Thiru priest (located in the hills between Nix and Shawsburg).

After leaving, the PCs found the area described by the Hilden family. When they arrive, they find two farms separated by a small forest which has now been burnt to the ground. They investigate the first farm, only to find that an assassin vine has moved in. The party did not notice it when they entered, and it immediately attacked, and grappled Mordin. It also attempted to entangle the others that were in the room, Melir and Ryoma, but both were able to avoid the magical effect.

The vine was able to damage the fighter repeatedly while being crushed, but with the combined efforts of the other party members, they were able to slay the plant and free their fighter.

The party started to search the grounds to find out what happened when the farm owner, Tanzo Corsa, returned to check on his farm. He made the determination that the PCs were robbing him and they failed to allay his suspicions. Reluctantly, he drew his dagger and attacked. It didn't take long for the group to knock him out, but they had ruined any meaningful conversation avenue. Luckily, the bard, Cain, was never seen and he revived the farmer after the others had left. He was able to earn the trust of the farmer.

Tanzo told a tale of the crops in both farms (his own and that which belonged to the Hilden family) which abruptly withered and died, far faster and more complete than what a normal blight could do. He also saw a cloaked and hooded figure whom he described as human who came in and proceeded to burn down the small copse of trees between the two farms. Corsa was unable to determine whether the man was trying to kill something within the forest, or if his sole intent was to raze the woods for its own sake.

The PCs searched the woods and found numerous examples of leshies and a blood bush which all were dead. However, all of the exhibited some small trait or quirk which was inconsistent with normal beings of their kind. However, they also became terribly remorseful and began to have suicidal thoughts. They had determined that there was a sinister magical effect in these woods which was causing an unnatural sadness and depression. The party finished searching the woods, but were unable to stop the magical effect.

The PCs moved onto the Hilden farm and found two mandragoras in the home. As they found out with the leshies and blood bush, these mandragoras were not normal. These had a thicker, slimy exterior similar to a viscous oil coating their bodies. It did not seem to provide any benefit or deteriment, and the mandragoras were dispatched after a short fight.

The PCs were able to determine that the withering effect which happened to this farm was not still affecting it. Whatever it was, the duration expired, or it was some instant effect. Regardless, the land could be used again after the withered material was removed. They also determined that this was a magical, necromantic effect which was not at all like a normal blight. Something triggered this effect (whether accidental or on purpose was still to be determined). The only lead they have is the description of a cloaked, hooded human who was capable of burning down the entire copse of trees.

The PCs continued onto High Point Redoubt. When they arrived, they found the fortress was closed, and there were several other small groups camped around the exterior grounds. Presumably, they were tere for a similar purpose. This was confirmed by speaking to Sybell Kyne (half-elf cleric of Calistria), leader of a group that calls themselves Liberty's Hammer.

While discussing the situation with Sybell, they heard a small detachment of the Shade Army led by Captain Robert Blackwell who kept repeating the same message ("Taking up arms against the crown is sedition; an act punishable by death. A private lord with an army of sufficient size would pose a recognizable threat to the monarchy. All members of any Aedok lord’s armies are ultimately under the provision of the King’s men."). The Shade Army seemed to be warning the groups outside that this was a potentially dangerous venture. Because of this, a small group from Greywatch rode out to confront the Shade Army. Greywatch lieutenant commander Ardus Thax.

The PCs witness a verbal confrontation between the Greywatch and the Shade Army. However, after speaking up themselves, they seemed to end what was becoming a threatening and potentially hostile encounter. Now, the PCs are ready to meet with the Greywatch to discuss the situation and find out what employment opportunity awaits.