Raistlin

Aristotle & Achilles's page

3 posts. Organized Play character for Dorian 'Grey'.


Full Name

Aristotle

Race

Aasimar

Classes/Levels

Arcanist

Gender

Male

Size

M

Age

81

Special Abilities

Achilles

Alignment

NG

Languages

Common and Celestial

Strength 8
Dexterity 14
Constitution 12
Intelligence 20
Wisdom 10
Charisma 14

About Aristotle & Achilles

PFS:
# 49842-8

Module:

Act: 1

(READ) It has been raining ceaselessly for a week. The darkened sky overhead appears both angry and frightening. The chilled and wet wind furiously forces the abundant foliage into subservience; and the saturated soil creeps along as a slowly running river of mud, random twigs and fallen leaves.
Resounding echoes of thunder and intermittent flashes of lightning causes our weary travelers to jump with unease. Pressing forward with hope and determination, our Adventurers continue to lay waste to the smothering foliage. Amid the miserable matching of mayhem and madness that has plagued our Adventurers during their march, a small Hamlet on an island lies ahead; hidden and sheltered, surrounded by broad leafed trees. The brackish swamp waters surround the clearly manufactured huts and buildings, a few bridges and a palisade; all made from the indigenous black, dark green bamboo trees that dominate the area.

A sudden brightening of the swampy terrain reveals an overturned cart lying forgotten along the side of the meager trail that the Travelers are trudging along. What looks like the partially submerged remains of a mule can be seen resting not too distant from the abandoned cart. The sobbing sounds of despair can be heard coming from somewhere by the dead mule.
As the Travelers approach the sobbing, the shocking appearance of a human child, trapped under the mule, head barely held above the putrid waters; comes into view. His pale face turned in the direction of the mostly sunken cart; where a pair of Ball Pythons are seen swimming hungrily toward him!

Initiative! (Xp cost: 30; PL-1)

Ball Python - Monsters - Archives of Nethys: Pathfinder 2nd Edition Database (aonprd.com) x2

Encounter: Difficult Terrain (water); Patches by wagon and mule are considered Heavy undergrowth from water depth and small creatures must swim ( greater difficult terrain); Snakes start at Cart (30' from mule); PCs start 20' from cart and 30' from mule; everyone gains Concealed condition due to dim light (intermitted lightning)/rain (precise vision)

Hazard Alert! ( Xp cost: 30 Complex Hazard 3; PL -1) Area by cart
Quicksand - Hazards - Archives of Nethys: Pathfinder 2nd Edition Database (aonprd.com)

Resolution: PCs rescue Michel, but soon get interrupted by approaching natives.
(The rescued boy--Michel--was thrown from the cart when it got stuck in the swamp. He bumped his head, falling unconscious; only to wake alone and trapped under the dead mule. His parents--Gary and Roseann--were trapped under the cart, screaming for help; when Grippli from Ztobbu's faction found them, saved them, and dragged them away in preparation for sacrifice. His sister--Mals-- was thrown further into some bushes. She still lies there; unconscious, but stable.)

(Story Award Moderate 30 XP)

GM: The Pcs will be confronted by a group of Grippli 10 minutes after the fight with the Snakes.
(Note: The Grippli village is 100 yards from initial Cart area; hence the welcoming committee so quickly).
This will be the only opportunity for the PCs to gain Influence over them.

Influence Rules

The approaching group of Gripplis are divided into 2 factions. The grippli Jinxer--Ztobbu--leads the majority; worshipping the Brain Collector (whom they refer to as "The Great Brain"). His faction is made up of the Fishers, the Animal Trainers, and the Hunters. The grippli Greenspeaker--Alguacamo--leads a small contingent that believes that Ztobbu is misleading the tribe by worshipping an evil beast. His faction mostly includes the grippli Mushroom Farmers and the Elders. Alguacamo has only recently voiced formal charges against Ztobbu. He sees the capturing of poor innocents to be sacrifice to his "god" as definitely crossing a line.
All these grippli have mottled brown coloration from their environment.

The Grippli will confront the PCs; demanding to know why they are trespassing on their lands. There are roughly 10 Grippli there.
Both Ztobbu and Alguacamo will present a united front to the strangers; although, PCs may make a DC 19 Sense Motive check to notice that it is strained; like something behind the scene is occurring that the PCs may have walked into.

The Grippli will interrogate the PCs. The Jinxer (Influence DC 29) and the Greenspeaker (Influence DC 17) taking turns. The PCs have 3 Rounds to Influence them. After a few questions, Ztobbu will begin getting angry, threatening the PCs and Alguacamo for jeopardizing the security of the tribe. The Jinxer orders his Faction to arrest the PCs.
4 Grippli Scouts (PL+1; Xp 60) and a Giant Tsetse Fly (PL-2; Xp 20) equals PL+2; Xp 80
If the PCs gained 3 Influence with the Greenspeaker, Alguacamo orders his faction to intercede. Unfortunately, the Greenspeaker only has 1 Grippli Archer here. If any resistance occurs, Ztobbu will retreat away into the swamp; along with his remaining routine (2 Archers and 1 Scout).

Total Xp: 170

GM Note: Unless any PC directly searches for the lost sister, she is meant to remain lost at this time.
The Jinxer (Influence DC 29) is not meant to be positively Influenced; setting his DC at Incredibly Hard.
If PCs do earned Influence; they will be rewarded later in the story.

Pursuing the fleeing Grippli will prove difficult because of their not being hampered by terrain. PCs are not meant to catch them.

Resolution: The PCs are hidden away by the Greenspeaker. He will then bind any wounds, telling them of his peoples plight.

GM Screen: Ztobbu, and his remaining 2 Archers and 1 Scout; (PL +4; 155xp/160xp) flee to a secret cave found an hour East out of the Cart area. This Cave holds the kidnapped Gary and Roseann, who are currently unconscious and bound, along with 4 Grippli Scouts (PL +1; 60xp).
Ztobbu begins making hurried preparations for sacrificing them to The Great Brain. Depending on how long the PCs take to learn the story, decide to investigate the Cave (Alguacamo informs them of his suspicions, concerning the Cave and its purpose) and trek the hour through the swamp to the Cave; Ztobbu (with his routine) will already be at the Great Tree, preparing it for the sacrifice and communing with The Great Brain. He leaves the Parents at the Cave with the 4 grippli scouts to finish preparing and delivery to the Great Tree.

The Greenspeaker brings the PCs into an outlying area of the Village proper. The Grippli shaman will tend to any wounds/conditions that may be affecting the PCs. During this time, Alguacamo (along with 4 other grippli) will tell of his people's plight.
The Jinxer--Ztobbu--has discovered some power hidden deep in the swamp. This entity seems to demand sacrifices that Ztobbu provides by ambushing travelers. This has been going on for a few months; but the Greenspeaker (and the Elders) only discover this evil with the last abduction. They have been investigating these atrocities themselves, but Ztobbu has grown stronger, along with his followers. There has been no recourse, but to attempt subterfuge. They were too late to rescue Michel's parents, but, they do know where they were taken; and will provide the PCs directions to the Cave.
At this time, Michel will regain consciousness. The frightened boy (human age 10) will call out for his parents and his sister--Mals (human age 5). At the mention of sister, the grippli will begin readying for a search party to find Mals before Ztobbu finds this information also. Alguacamo will beg the PCs to go to the Cave to rescue the Parents.

(XP Story Reward 30xp)

Xp total: 200

Act: 2

(This Act will consist of the PCs traversing the Swamp to rescue the Parents at the Cave).

The PCs will head out in the morning after being sheltered and informed by the Greenspeaker Faction. The PCs find themselves heading out deeper into the swamp, heading East from the Grippli village to locate the Cave (1 mile) and rescue the Parents.

(Skill Check: Survival to Sense Direction DC 19 ; or become lost for 1d4 Hours; see Note below)

(READ) The early morning Sun filters through the thick, broad leaves of the indigenous trees littering the swamp. Though allowing a bit of respite from the relentless rains pounding like drums above their heads, the thick foliage above shadows most of the swamp. The ceaseless chorus of croaks, the chilling chittering of crickets, the creepy crawling of creatures coalesces the collective cries of the swamp into a single symphony of terror. The rich smells of moss and algae create a false sense of comfort for the uninitiated; for the sudden popping of pungent gases immediately invades the welcoming noses of the PCs to make sour their faces.
Footslogging through the hungry waters and mud of the terrain, The PCs follow the path told to them by the Greenspeaker. Every shrieking call of some wild beast being answered on every side creates nervousness that grows with each weary, wet step. After an hour; or more (1/2 mile) of travel the PCs attract the attention of a pair of Crocodiles!

(Terrain: Difficult to Greater Difficult Terrain throughout the swamp. Vision: Dim Light)

Initiative! Creature (PL +0; 40xp)

Crocodile - Monsters - Archives of Nethys: Pathfinder 2nd Edition Database (aonprd.com) x2

Resolution: The PCs have new belts and boots; continuing onward!

(Skill Check: Survival to Sense Direction DC 19 ; or become lost for 1d4 Hours)

Steady and staunch, the PCs tighten their newly crafted crocodile belts to continue onward to find the Cave and rescue the Parents.

Note: It takes 2 Hours to get to the Cave from the Grippli Village ( 1 mile). For every 2 Hours the PCs get "lost" beyond those initial 2 Hours; there is a Random Encounter of PL -1; 30xp)
Roll randomly 1d4
1. Assassin Vine - Monsters - Archives of Nethys: Pathfinder 2nd Edition Database (aonprd.com)
2. Snapping Flytrap - Monsters - Archives of Nethys: Pathfinder 2nd Edition Database (aonprd.com)
3. Fen Mosquito Swarm - Monsters - Archives of Nethys: Pathfinder 2nd Edition Database (aonprd.com)
4. Quicksand - Hazards - Archives of Nethys: Pathfinder 2nd Edition Database (aonprd.com)

Note Possible 120 Xp if Traveling lost for 8 hours (plus original 2 hours).

(Travel time: 2 to 10 hours)
Total Xp: 160

Note: The Parents will be there within the first 8 hours; but the Mother will be taken to the Tree by Evening of the 2nd day.

The Cave

(READ) Swatting away the 1000th mosquito, removing yet another sighted sucking leach on an exposed hand, knocking aside one more water dripping hanging branch, or wide leaf; the PCs actually enter a small glade the ground cleared of most thick foliage, save for a raised mound of earth with a small cave opening in welcome only 30' from them. The mound of earth stands roughly 10' high at its apex; roughly 5' wide.

GM Note: (There is a trip wire buried outside the Cave Entrance. If triggered; it will alert the 4 Grippli Scouts (PL+1; 60xp) inside; who will investigate the noise. Once any Scout is below 1/4 Hp, they will give up.)

Hazard Alert! (PL-1; 30xp)

Web Lurker Deadfall - Hazards - Archives of Nethys: Pathfinder 2nd Edition Database (aonprd.com)

Inside the Cave

(READ) The sparse softly glowing fungus along the interior of this wet cave create the illusion of it being a bit bigger than it actually is. The Cave's diameter is roughly 20' with its ceiling starting at 10' in height, but drastically lowering to a mere 3' at its rear. Inside is a few straw pallets laid out at the rear with only one of the prisoners tied and gagged tossed along the eastern wall. A bucket filled with feces sits by him. Along the western wall lies a faded rug with various alchemical supplies spread out.

GM Note: (DC 18 to identify ingredients for Graveroot. There is still enough for 4 doses)
Graveroot

The lone prisoner is Gary. Once he is revived; he will panickily tell the PCs that the Jinxer (along with his routine) took Roseann to something he referred to as The Great Tree to be given to The Great Brain. He will ceaselessly ask about his children until given assurances of their safety.
The surviving Grippli Scouts will give up any information once they are defeated. They will tell the PCs that the Jinxer has been communing with The Great Brain for months now. No one is allowed to meet the Great Brain except for the Jinxer; unless you are a sacrifice. His Faction has been a bit edgy this past month, some even, considering switching sides. They tell the PCs where to find the Great Tree, what to expect from the Jinxer (and his remaining routine), and how to enter the Great Tree to confront the Great Brain to rescue Roseann from a fate worse than death!

(Story Award Xp 30)

Resolution: The remaining Grippli Scouts will promise to take Gary back to the Greenspeaker. They will give the PCs directions to the Great Tree; also, telling them that Zttobu will sacrifice her at dawn. It will take the PCs 1 Hour of overland travel to the Great Tree from the Cave.

Xp: 120

Total Xp: 280

Act 3

Note: If the PCs gained any Influence on Zttobu's Faction earlier; then 1 Grippli Scout will lead them to the Great Tree without chance of getting lost.

(Skill Check: Survival to Sense Direction DC 19 ; or become lost for 1d4 Hours)

Note: It takes 1 Hour to get to the Great Tree from the Cave (1/2 mile). For every 1 Hour the PCs get "lost" beyond that initial 1 Hour; there is a Random Encounter of PL -1; 30xp)
Roll randomly 1d4
1. Assassin Vine - Monsters - Archives of Nethys: Pathfinder 2nd Edition Database (aonprd.com)
2. Snapping Flytrap - Monsters - Archives of Nethys: Pathfinder 2nd Edition Database (aonprd.com)
3. Fen Mosquito Swarm - Monsters - Archives of Nethys: Pathfinder 2nd Edition Database (aonprd.com)
4. Quicksand - Hazards - Archives of Nethys: Pathfinder 2nd Edition Database (aonprd.com)

(Travel Time: 1-5 Hours)

Xp: 120

(Terrain: Difficult to Greater Difficult Terrain throughout the swamp. Vision: Dim Light)

(READ) Each unsteady step stipulates slow progress through this area of the Swamp. Duplicitous lying leaves that tumbled maliciously down from above to cover unscrupulous ground, behooves a criminality of caution. The recent buzzing and bothering of insects precludes any attempts at much talking, singing, or even, an oration of Poe's "The Raven." The Darkness seems to be breathing Its putrid breathe on each of the Traveler's necks. Imagined whisperings of suffocation and of being buried alive invade the sensitive alerted thoughts of each. The unspoken question is seen clearly on wide opened eyes.
Are we there yet?.

The tepid black waters surround the wretched path that the Grippli Scouts bade the Travelers to traverse. Mostly still within the thickness of the trees and tall grass that violate its path to form solid (though wet) territories. Ahead through the thick foliage, one of these small territories sits. Selfishly territorial on said island is a huge tree; standing well out of sight above the canopy of leaves above. Its bough easily 50' in diameter; what appears in this Dim light to be blood runs down its trunk.

Standing just outside an opening in the base of the Tree, the Jinxer--Ztobbu, and his remaining 1 Scout--appear to be readying for something.

GM Note: His remaining 2 Archers are Hidden (Stealth DC 23) 15" from Entrance on either side of the Great Tree.
If the PCs gained any Influence earlier with Ztobbu's Faction; these 2 Archers will retreat on Round 1.

Initiative! ; (PL +4; 155xp/160xp)

Time line: Ztobbu will sacrifice the Mother by 8am of 3rd morning, since the opening scene. The Brain Collector will be at full strength at that time. For every 8 hours the PCs reach the Great Tree prior to Day 3 8am; it will be Enfeebled 1 (max 4).

Xp: 1000/ 760

Into the Great Tree!

(READ) The rotten stench of decay, disease, death permeates throughout the entire interior of the pitch blackness of the Great Tree. The shadowed listless form of a human female lies at the base of an enormous pile of bones.
Standing just above the figure on the pile of bones, skulls, and other remains is The Great Brain! Its form evoking that of a tailless scorpion, but the pulsing brain-filled blisters that glisten along its back make it impossible to mistake for a merely oversized arachnid. Baleful eyes glare from the joints on its legs, and the unsettling, intrusive whisper-thoughts it begins to telepathically broadcast into the minds of those that seek it speak to it feeding hungrily on them can be interpreted as threats or promises alike.

Initiative!

The "front door" is 30' from the Brain Collector, who sits 5' up on the pile of bones; which spreads over 10' square area. It is considered Difficult Terrain; unless have Climb Speed.

The Hazard is positioned at the apex of the front entrance. If the door is closed it activates, spraying anyone in 30' cone inside the interior of the Great Tree! The Interior is roughly 40' area circumference.

Hazard! Stealth DC 24 (expert)
Hazard! (PL+2;80xp)

Hallucination Powder Trap

Brain Collector

(PL+4; Xp 160)

Tactics! The Brain Collector will cast Unseen Servant the 1st Round of Combat; having it go shut the door. Laughter fills the minds of those inside!

Resolution: The Great Brain is destroyed! The Gripplis are released from the influence of Ztobbu! The PCs are Hereos; and rewarded with Level 5 item. The Gripplis party like Ewoks (thought) can only do!

Total Expected Xp: 1000/1000
Estimated in Game Time: 36 Hours from Opening Scene. (Min. 4 hours Max 36; assumes 8 hour day of Exploration Mode)