Story Bane 4
Traits: Human Merchant
To Defeat: Combat 17 THEN Combat 17 OR Charisma Diplomacy 9
Before acting, a local character summons and encounters a barrier.
Rivani Summons a random barrier
Death's Breath Door:
If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Cast Divine Insight to help Rivani
Kyra can Discard her plate Armour so no problem if Rivani fails.
Hayato has a breast Plate and will lose at most 2 cards, which mean he will still hold 1 blessing no matter what the result.
Reveal Wounding Spear Axe and Bless via Gorum's Iron Combat 17:2d8 + 4 + 2d8 ⇒ (2, 7) + 4 + (3, 6) = 22
Finding themselves under attack the Mzali raise their short bows and rain a deadly barrage of arrows onto the party, before slowly retreating to keep a distance between them and Father Kerndrew. Davor manages to duck behind a nearby tree but all the other arrows find their mark. Kerndrew and Neethan find the magic imbuing the arrow poinbts leaving especially painful wounds.
@Davor: You only know of two people sneaking through the bush trying to ambush Shalissa and Neethan. I believe by now everybody knows these two are there. I also belive these two know that they have been spotted.
@Neethan: These are definitely dressed like a Mzali, so you assume they are part of a larger warband.
I think we better move onto combat mode.
Neethan and Davor stand waiting in the jungle, hoping their pursuers take the invitation to approach. Unfortunately the jungle stays silent and even davor begins to wonder whether he imagined the signs of pursuit.
Davor turns towards Shalissa and Nethan when he spots two of indigenous warriors approaching Shalissa and Neethan from behind, their shortbows at the ready.
Map update coming in the next 30 minutes
EDIT: Sorry the Internet connection is too slow today. we must stick to the map I had prepared beforehand. Please treat everything on upper and left sectors as jungle for now, the river is currently out of the maps scope.
Thanks for all the kind words, they have been very welcome. I think trying to bring this to a reasonable finish at saventh yi at a manageable pace is the decent thing to do and let's see how I feel by that time.
PS but for the next 3 days I am on a railway fair so I am not sure when I will have time to post.
No I was just having a long think about the last few months.
With workload having picked up significantly in the last year and also social live becoming more active again, the amount of time I have been able to give this has been on a steady decline. And I haven't even been required to work in the office yet, so once that starts there will be another hour of the day gone.
All this meqns that in the last few months the days where this has been a chore have far outweighted the days where this has been fun, and I think I need to admit this too myself. There is no way I am going to keep this up for another four and a half modules.
Currently I am thinking about just finishing on the Dicovery of the city, but I can't think of a suitable finale to finish things up, and I am noit even sure if you would prefer that or rather start looking for somebody else to take over the campaign.
I am sorry for letting you down like this, but I believe its the honest thing to do.
After a full day of travel you are approaching the junction of the two rivers and start looking for a place to spend the night, when Davor notices sign of pursuit. A few leaves moving on a bush on the other side of a clearing. A flock of monkey screeching at something you can't see. You are sure there is soomeone following you.
@ Neethan: They are a society of assasins who rule some of the islands near the shackles. They are liekly in this game to discover powerful magical artefacts and use tham in there Power struggles with the shackkle pirates.
Crossing the river at the village is easy so you got to decide:
On the north side progress will be slower, but safer.
On the south side it will be faster but you are much more likely to meet Mzali raiding parties.
This Dimorphodon has no buusiness flying here on its own, somebody must have brought it here. And you know only one person crazy enough to bring a dimorphodon to the jungle.
On the south side a hunting path leads along the river towards the Junction of the Korir and the Pasuango rivers. From here it follows the Pasuonogo for another 2 days before reachign Mzali. You would leave it at the junction and make your way into the roadless Jungle.
You can of course also travel on the north bank, but it will be slower.
The risk of meeting a warband is lower in the north but it is far from zero.
From the village a small trading path leads you along the southern bank of the Korir river.
Perception DC20 and Know Nature DC18:
As you cross the river to get the southern bank you notice a large bird flying over the lake and suddenly plummeting down into the water.
Somehow this view leaves you with a very uneasy feeling, until you remeber where you have seen this before.
Suddenly the sight of Dimorphodons diving down on you from the sky back at the Shiv stands before your eye again.
After examining it some more time you are sure that this is a dimorphodon hunting fish in the lake. But you are also sure, that these flying beast require cliff faces to nest none of which can be found in this region.
Both checks need to be successful, but it can be by different people.if you do not make the check you just start journeying forward along the river.
After the succesful plunder of the Sargavian vessel you retreat back onto the small island and spend the night there, staying as far away from the water as possible.
In the morning Kyra rows you back towards the village were the local fisherman are at first very sceptical when yopu tell him ypu have lslain the beast that has been terrorizing the island, bvut after Kyra Shalissa describes it in detail they are happy to hear that the fishing grounds arounfd the island are now save.
back here Cook and Mate have been preparing everything for the expedition. Mate has found you 2 sturdy mules to carry most of the tents and rations and Cooky bought enough Dried fruits and meat to last you for a week. (I hope you have a few goldpieces to spare as a group.)
at around 10 am you finally have everything packed up and start you treck along the Korir river towards the screaming jungle looming in the distance.
Everybody can of course prepare their spells and heal.
The original wording of the Adventure Path is: "adamantine machete (treat as a short sword)".
So just because a later Paizo publication added a different description of a machete doesn't mean, that this is supposed to be an unsable weapon. Anybody who can use a shortsword and is willing to can use this weapoen.
Also the Potions are:
potion of cat’s grace,
two potions of lesser restoration.
By now its very dark but Davors Darksight allows him to see enough in the dark water.
All broken planks and pieces of cargo have made it very hard to get down there without cutting oneself and block the way forward.
Davor please make a Swim Check DC 20. You take 1 Point of damage for each pioint you fail by and if you fail by 5 you additionally fail to make significant progress towards the chest and need to start a second dive.
As long as you don't fail by 5 you will reach the chest and be able to fix the rope around the chest. The chest itself is an iron reinforced military trunk so it will probabaly still hold when pulled up.
Getting the chest up
The person pulling up the chest needs to make a Strength check DC 12 of course assisted by whoever wants to help and gaining the bonus of the multitool. (The pulley needs to be fixed somehwere on Ship itself but it will work)
Davor please make another swim check This time DC 15 to guide the chest through the wreck on a save route.
Bracing himself for the dammge shooting up his leg, Davor strikes with his rapier at the retreating snakehead. But the beast is too slow this time and the blade pierces his left eye and from there its brain.
TRashing one last time and showering Kerndrew and Davor with water once more the beast falls down and is lying dead at your feet.
Shalissa raises her arms and call out "Sky Father lend me your might and strike down this foe." calling lightning forth between her hands and sending it straight into the beast. The beast tries to get out of the wayx, but the ice around its side holds it back and the bold hits it squarely in its side.
Roaring in pain and unable to escape the Snakewhale slashes out at Davor once more. Surprised by the ferocity of the attack davor is late in getting out of the way and the sharp teeth tear straight into his leg.
The Beast is bleeding from its various magic induced wounds and is clearly in pain.
Battle Status - Characters in bold may act
Shalissa - Blessed Crocodile - Blessed Kerndrew(25/39) - Blessed Davor(16/32) - Blessed
Snakewhale(70) - Heavily Wounded
Neethan - Blessed
Neethan once more raises his hands and a snowflakes rush forward over the lake engulfing the Animal and leaving frost burn all over its side.
All around it the surface of the lake freezes, locking the animal in place.
When Davor steps up into the foray the snake head uses its superior reach to lash out at the Halforc but being aware of the risk he dodges the hit and stabs st it, but is also defelcted by the creatures this hide.
But Father Kerndrew uses the distraction to swing at its vulnnerable neck and scores at least a glancing hit.
Battle Status - Characters in bold may act
Shalissa - Blessed Crocodile - Blessed
Kerndrew(25/39) - Blessed
Davor - Blessed
Neethan - Blessed
Snakewhale Refl ST DC 18:1d20 + 9 ⇒ (6) + 9 = 15Full damage taken 1d3 ⇒ 2 Snakewhale vs Kerndrew bite:1d20 + 11 ⇒ (14) + 11 = 25 Dam:2d6 + 10 ⇒ (1, 3) + 10 = 14
Kerndrew carefully manages to stay in shallow water and take a big swing at the monster but the weapon just glances off the thick hide of the monster just natural Armor, no DR.
The Fireball is perfectly placed and catches the monster right in its blast. When you see the massive explosion you hope that it might be driven off, but soon its snakehead once more strikes out a Father Kerndrew.
This time the snout is taking a heavy bite shield arm, shredding the armor and leaving the Paladin bloodied.
Battle Status - Characters in bold may act
Shalissa Kerndrew(25/39) Davor
Davor scrambles over the rotten hull of the former sargavian vessel. the wooden floor is slippery and very fragile and mutiple times you almost break through to the storage holds below.
after a few minutes he reaches the captains cabin but upon entering it, he finds most of its contents has been rootting away too and only two of its walls still standing. The map desk is still mounted to the remains of the starboard side of the cabin.next to it you find a large hole with splintered edges leading into the cargo hold.
Perc DC15 Davor:
Something heavy fell through the floor here. While peering downwards inoto the darkness of the waters you believe you can spot a large container like a chest or trunk down there.
IN te meantime the others peer into the dim light of the rapidly approaching night (BTW: no magic auras.) looking for signs of approaching danger when you se e a large wave approching your position from the south. Shortly before it reaches the sandbank you can spot a body of a small whale rise out of the water.
Everybody makes a reflex DC 15 or is swept of his feet by the wave.
Battle Status - Characters in bold may act
Shalissa Kerndrew Davor
Posted a map
I assume the pirate companions are a few hundred feet away at the island you found and try to build a campsite.
Kyra has beached the boat on the other side of the sandbar and is waiting for you to finish your exploration. Results of the checks coming later on the day.
Sorry for the delay, had bad luck with the wifi on my train journey so couldn't really post updates.
Neethan has no specific idea Knowledge what that beast might be.
With Kyra and Shep manning the ours you make a swift journey out onto the lake, looking for the landmarks. Unfortunately finding them proves a bit harder than you thought. But after spending a few hours checking various options you come top the conclusion that it can only point to that small island. Apparently the water levels have fallen since the map was made.
By now its getting a bit late but you decide to give it a quick look at least.started not before 3 pm and have been searching a while already.and its a hige lake.
While Kyra put herself into the oars once more, you keep watch for any hidden magical beast. After 10 minutes you approach a small bank of fog, when the shape of a almost completely sunken vessel slowly appears. Only a few masts and part of the hindcastle are still sticking out of the water, the rest is submerged below the waves.
In half and hour the sun will set completely and here in the tropics things will get dark really soon.
"They are afraid of Amoak. but doi not worry, she is only a story, nobody has seen her in centuries."
After asking for details you learn that a large beast has been living in this lake since times long past. From time to time a fisherman reprots being capsized by a giant snake or whale. Down in the south of the lake Amoak can apparently be seen leaving the lake and feed on grass in foggy nights.
you have been maling good progress so far although the whole business in Kalabuto has cost you at least a day.
Comparing the map to Father kerndrews map and Neethan ocal knowledge you are certain the vessel is at the northern end of the lake (Near where you are.) The map also give reference points on the shore which should allow you to find the spot where you need to dive.
Having agreed to at least try to find the spot you start asking around for a boat.
At first people are flocking you offering there service but once tehy realize that you plan to dive in the lake, interest cools cosinderably and you are forced to pay almost 5 sp to find somebody who is willing to take you.
Luckily the trader who brought you here is still busy loading his fresh supplies and willing to take you with him once more.
Know Nature 15 or Know Local 15 allows you to find a woman selling an evil smelling paste to be used to repell the worst attackers.
You pass another 2 nights on the small cramped boat, but its still easier that the treck through the jungle lying in front of you.
On the next day around noon you finally arrive at the Lake of the Vanishing Armies a huge freshwater lake ant the junction of the River of Lost Tears and the Korir River.
Here at the Sargavan border with the Mwangi Expanse, dozens of tribal settlements line the muddy banks of both the river and the lake. Locals earn meager livings catching mud crabs and turtles, making mud bricks, and growing rice, hippo grass, and other native grains.
The soft, shallow banks make it difficult to land your larger craft, but as soon as you approach a dozen smaller vessels pole raft out to
meet you in the shallow water, hoping to barter their foodstuffs for worked metal, crafted technologies, and other such materials.
You secure passge to the village on one of them for a few glass pearls and bid goodbye to the trader who brought you this far.
I need a decision. From er on out it is tracking on foot along the upper Korir into the Jungle once more.
But here on the northern lake you hold a treasure map of a sunken Vessel which you might want to spend a day exploring.
you have already followed all the tracks there are. They led you to this place where the tomb robbers have boarded a boat, which happened a few days ago. The best way to find this guys is continuing along your journey and be on the lookout for new information.
"This is just a myth. Something to frighten the kids with. I am sure it has nothing to do with this matter."
The leader remains unconvinced but when Neethan tells you what he knows about Jigeke, the natives fill in some of the details. Nice rolls Neethan.
Jigeke is a Necromancer who is supposed to roam in the screaming jungle and the surrounding lands. Exciled from his home village for practicing the dark arts, he than lotted the tomb of a great Zenji Warrior named Amghawe stealing his war mask of terror. He also enslaved the creature guarding the tomb, a fabled creature once slain by Amghawe.
Since then he is rumoured to terrorize the jungle with his zombie and seeking lost artefacts to increase his power.
No magic items left, the tomb has been plundered expertly.
The leader of the natives comes out of the tomb together with you and describes to the others what you found ion there native language. Then he turns towards you. "Like you we came to investigate. A friend of mine was coming here to pray yesterday and he found the tomb like that."
With the help of the natives you are able to find the path were the robbers left. You follow it as it avoids the nearby tradepost and approaches the river after a good 15 minutes. Unfortunately here they seem to have caught a boat and left downriver (same direction you are planing to go.)
"I believe it was at least 4 days ago that these man came here. I don't think it will be possible to follow them from here. "
Perception or Sense Motive 15:
In the back, some natives are discussing heatedly among themselves.It seems to you, that some of them are very upsetwhile others are trying to calm them down. You here the word Jigeke mentioned multiple times.
From the story you heard you calculate that the body has the lying here for a long time, certainly long enough that only bones and a few clothes would be left.
But that doens not explain, why some of the bones are lying on the floor next to the table or why the fingers of her hand are broken. Searching the traces carefully you come to the cobclusion thatLikeng probably held her weapon or shield before her rest was disturbed so rudely.
The jars on the walls are also mostly broen and empty.
@Davor: Two "people", one of the giant came here. The giant probabky broke open the tomb, and then the other one robbed it. and they left again.
Inside the tomb you you find a single room, dominated by a large table in the center where the ihabitant is supposed to lie. In this humid climate only bones and threads of fabric remain after this long a time. on the lefta nd right of the table a few chests and jar line the wall.
The Natives are very confused when Father Kerndrew produces Iomedeas holy symbol, but after some explanations about the relationship between Aroden and Iomedea the relax slightly. Likeng was a paladin of Aroden and in Sargava
"You tell me Iomedea is friend of Likeng, but I have only your word. You can come with us, but don't try to go behind our backs."
The walk in a circle around you their spears still raised eyeing warily for any misstep on your side.
The war leader leads you down the path until it opens up in a small clearing with a small stone pyramid standing in the middle. Your eyes are immediately drawn to the carnage done at the far right coner. Here the large stones of the pyramid are opened up and strewn throughout the clearing.
Neethan recognizes the man as people from the local tribe of the Zikebo, who settle the lands around Kalabuto since centuries. Davor and Shalissa are also sure, that these are not Mzali the warriors known for wanting to raze Kalabuto.
The leader of the Zenji steps forward and tries to send you away. "Leave the guardian in peace! There is nothing left to steal here for you. "
In the next morning you find yourself on the docks of the city again where you board as small river boat which will speed up your journey to the trading post of Darius Point. You enjoy the relaxed travel before the hardship of another jungle trail waiting for you.
By the time you arrive the worst of the oppressive noon heat is over but a constant tropical rain is falling. The ship hand is pointing you toward a small path leading into the jungle and so you start yourself on the short treck.
Half a an hour later you can spot a stone pyramid throught he leaves, when a angry group of natives step into your way with raised spears.