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.