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See Slide #2 for the mission briefing. Archel finishes fueling the transport before slipping a basket of fresh fruit into the storage bin next to the scientific and surveillance equipment. She flashes a wicked toothy smile. With quick two raps on the roof, the vehicle begins to smoothly accelerate away from the small rescue facility. The impressively arranged corridors that connect the vault entrances of Salvation’s End fly past, soundless and still. The green glow from vault‘s primary entry terminals shines as the transport hums along. After a few hours, the transport stops at an open maintenance hatch about 10 feet across, a flashing Starfinder beacon wedged into some pipes nearby. Odolf waits only long enough for disembarking and retrieving equipment before quickly turning and zipping back down the corridor. You quickly notice that Archel has packed thre mk 3 serums of healing into the picnic basket. You may also attempt checks to Gather Information (likely Diplomacy) to have learned about Salvation's End prior to embarking. Reduce the DCs below by 5 for each different Salvation’s End adventure you have played: #1–00 Claim to Salvation; #1–09 Live Exploration Extreme!; #1–20 Duskmire Accord 9; and #2–04 Future’s Fall.
DC 15:
Salvation’s End is an artificial moon the Starfinder Society acquired the exclusive rights to explore. Former First Seeker Luwazi Elsebo initially hired mercenaries to explore the moon after the Scoured Stars incident. DC 20:
The Starfinder Society helped finance its expeditions to Salvation’s End through an arrangement with Eoxian media mogul, Zo!. During a broadcast event, the Starfinders discovered the moon contains an enormous number of vaults with simulations of other times and places and unwitting inhabitants. DC 25:
A mysterious guiding intelligence controls and maintains the experimental vaults on Salvation’s End. So far direct contact has not been possible for the Society. DC 30: During a recent expedition to a simulation of a possible Pact World future, the Society encountered a hostile invasion force attacking the vault that claimed allegiance to an unknown and aggressive entity called the Vault Lord. The presence of the Vault Lord’s forces provoked a dramatic response from the guiding intelligence to purge that vault. The Vault Lord’s symbol is a jagged seven-toothed cog.
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Notes: This scenario has the Envoy's Alliance tag. Being in Razmiran, it also qualifies for the River Kingdom's Politician boon, if you have it. Given that the mission involves construction, it might be wise to pick up a Hireling trained in Crafting if your PC lacks such training.
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Once enlisted, introduce your character here, then go to the Slides, fill in your Perception modifier, place your token in your preferred marching order, and read the missives from Venture-Captain Holgarin Smine and Envoy's Alliance Faction Leader Fola Barun. Smine's missive comes with a satchel containing 150 gp to help pay for renovations. Missives are reprinted below for those who prefer to read type font. Don't forget to update your PC info in the Discussion tab as well; the missives function as your briefing, so you should have everything you need to choose Network Items and Slot Boons. Holgarin Smine's Missive:
Greetings, Pathfinders!
I was recently contacted by a high-ranking priest of the so-called god Razmir with an intriguing but troublesome offer: he claims to have his government’s permission to help us set up the first Pathfinder Lodge in the nation of Razmiran. As Pathfinders have been banned from Razmiran for over 50 years, the possibility of once again having access to that land is one we can’t ignore—but I don’t trust the theocratic Razmiri government. All they care about is praising the name of their fake god and keeping the common people poor and ignorant while they live high on the hog. Though I can’t imagine that they see the Society as anything but a nuisance, the agreement they offer seems reasonable. Despite my misgivings, I’ve been ordered to investigate the proposed location. I’ve chartered you passage on a ship headed to Razmir to meet with this high-ranking priest in the village of Prophet’s Rest, a hamlet on the Glass River just west of Xer. The priest’s name is Narsen, and he’s expecting you. Help secure the location for the Lodge, make any necessary repairs, and hire some locals to help you hold it for the next month or so while I organize a more permanent staff. I am sending you with a significant sum of cash to pay local workers, buy any construction materials, and grease a few palms if need be. I’m also including a few dozen bulbs of a magical plant called a Whisper Lily. These were given to me years ago by a Chelaxian associate, and once planted, the flowers have the ability to transmit sound to their sister plants here in Tymon. Plant them in secret around the new Lodge, and we’ll be able to keep better tabs on what’s going on with the locals once you leave. Good luck! Holgarin Smine Fola Barun's Missive:
My dear allies,
With the death of so many at the Siege of Gallowspire, the Envoy’s Alliance must redouble its efforts to recruit new members for the Society. Razmiran is a completely untapped source of new recruits, and although I know that Smine wishes you to find some who will serve the new Razmiri Lodge as guards and servants, you should also be on the lookout for anyone who might have the potential to one day become a full Pathfinder. Sadly, Razmiran is a land where few can be counted on not to report our secrets to the government, so I send you on a delicate mission: seek out the locals and gain their trust. Once you think you have it, try to ascertain whether or not they can keep a secret from their government. If they are trustworthy, give them one of the special tokens I have included with this missive, and tell them to return it to the Pathfinders of the Lodge once it is fully established. It will serve as a marker to those who come after you of the Razmiri’s trustworthiness. These markers are imprinted with the holy symbol of Razmir and should not arouse suspicion. With your help, we will return the Society to its former glory. With greatest respect, Fola Barun Your adventure begins aboard the Queen of Elysium, a river sloop that is headed for the hamlet of Prophet’s Rest in southern Razmiran. Your fellow passengers include a sullen and unfriendly group of Razmiri spice merchants returning home from abroad, and a family of five refugees from Lastwall fleeing the destruction of their nation by the Whispering Tyrant.
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A set of affixed plastic furniture stands across from the door to a room in the navigation chambers onboard the Master of Stars. A red light shines over the automated door, along with a strand of scrolling red digital text: Please wait here for briefing. Enter when the light turns green. Dot in/introduce yourselves here.
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A set of white furniture stands around the door to a briefing room in the middle levels of the Lorespire Complex. A red light shines over the automated door, along with a strand of scrolling red digital text: Please wait here for briefing. Enter when the light turns green. Dot in/introduce yourselves here.
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A set of white furniture stands around the door to a briefing room in an unfamiliar spaceport. The room is chilly, enough so that breathing organisms can see their breath fog in the air. A red light shines over the automated door, along with a strand of scrolling red digital text: Please wait here for briefing. Enter when the light turns green. Dot in/introduce yourselves here.
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A set of white furniture stands around the door to a briefing room in the middle levels of the Lorespire Complex. A red light shines over the automated door, along with a strand of scrolling red digital text: Please wait here for briefing. Enter when the light turns green. Dot in/introduce yourselves here.
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Darkblight Fallow
In her endeavors to groom the fungi, Bidryllisus has begun capturing creatures and turning them into living fertilizer for her garden (as well as ripe fonts of terror to sate her own hunger). Her most recent victims are three Nirmathi spelunkers—Kedvan, Baltus, and Corolai—who she caught exploring an overgrown entrance into Nar-Voth near the Fangwood’s heart. The three humans, now implanted in the fungal stalks to be painfully digested, desperately await aid. The PCs arrive here at the request of the explorers’ families, who worry for their missing loved ones. The PCs’ investigation leads them to Darkblight Fallow. Blighted Soil (CR 9)
All inclines other than the one leading to the chamber’s northwest exit slope steeply, and all vertical surfaces require DC 15 Climb checks to scale. The floor is soft and moist, negating the first 1d6 points of falling damage but not affecting movement. Bidryllisus’s phosphorescent fungi shed dim light throughout the Fallow. Some of the room’s fungi create stores of acid within their stalks, used to digest any hapless insects that crawl into their tubers. Creatures can shoot spouts of acid from these caustic tubers as a standard action. To do so, the creature must occupy the tuber’s square (which provides cover against ranged attacks and area-effect spells) and make a ranged touch attack (with a –4 non-proficiency penalty) to aim the tuber and forcibly expel the acid. These attacks deal 4d6 points of acid damage, and can target any creature in the Fallow to which the tuber has a line of effect. Small creatures receive a –2 size penalty on the ranged touch attack, since their size makes it difficult to manipulate the Medium-sized tuber. The tubers need time to replenish their acid reserves, requiring 1 round to replenish one damage die (4d6 over 4 rounds maximum). A DC 20 Knowledge (dungeoneering) or Knowledge (nature) check reveals the fungi’s ability. Creatures can grab, hold onto, and hang from the dangling strands with a DC 10 Acrobatics check and at least one free hand. As a full-round action requiring two hands, a creature may swing between strands or jump from a strand to another surface with an Acrobatics check (DC equals a long jump of the same distance, made with a running start due to the creature swinging to build momentum). The swinging creature may move one additional square for every 5 it surpasses the Acrobatics DC, brachiating between strands. Creatures: Bidryllisus resides on the platform in the middle level’s southwest corner, feasting on fear-saturated mushrooms blooming from Corolai’s forehead. Upon realizing the PCs’ intrusion, she sprays acid from the nearby tuber, then climbs along the cavern walls to other tubers to continue her ranged assault. Bidryllisus takes no non-proficiency penalties for using the tubers, and mainly targets druids and healers. She capitalizes on cover whenever possible, and uses her fungous snares to ground flying targets and impede climbing ones. Bidryllisus avoids melee, using her spell-like abilities and dread burst to escape hand-to-hand combat. Bidryllisus’s efforts to further expand Cyth-V’sug’s influence caught the demon lord’s attention, and he conjured three fiendish fungus leshys to help the fey tend to her crop. One leshy begins combat in each level, as indicated on the map. The leshys try to limit the PCs’ mobility and ranged efficacy, obstructing pathways to Bidryllisus and bombarding intruders with puffballs and tuber acid. The leshys take no non-proficiency penalties for using the tubers, although they suffer the –2 size penalty for being Small. The leshys target ranged combatants and spellcasters. Two violet fungi also inhabit the bottom level. The fungi maintain their positions and attack any non-leshys that come within their reach (possibly including Bidryllisus, although she knows to avoid them). The fungi pursue targets no further than ten feet from their starting positions. Embedded in the fungal stalks are what remains of Bidryllisus’s captives, now immobile masses of flesh completely overgrown with luminescent mushrooms and tubers, their limbs all but entirely eaten away. Once the doomed explorers realize that salvation may be nigh, they shriek for help. An adjacent PC can calm one of the humans with a DC 18 Diplomacy or Intimidate check as a standard action. Helping Kevdan (bottom level, southern stalk) affords the PC a trained Knowledge (nature) check with a +10 bonus to learn about the Fallow’s denizens, as Kedvan rattles off all he’s learned about his abductors. Assisting Baltus (bottom level, northern stalk) persuades him to tell the PC how to fire the caustic tubers, eliminating that PC’s non-proficiency penalty. Corolai (middle level) has no information to give the players, but once calmed she tells the PC that her corroded arm still grips a masterwork cold iron shortspear, which may help in defeating the fey once it’s extracted with a DC 12 Strength check. The fungi will finish killing the captives 20 rounds after the start of initiative (DC 15 Heal or Perception checks reveal this). Bidryllisus, Dread Glutton CR 5
Fiendish Fungus Leshys (3) CR 2
Violet Fungi (2) CR 3
Kedvan, Baltus, and Corolai, Crippled Superstitious Mercenaries CR —
Trap: The fungus caps in the middle level have sensitive membranes, which Bidryllisus has conditioned to open upon contact for feeding. The northern and southern stalks contain trapped explorers, but the eastern cap is armed to swallow anything that tries to cross it. Hungry Fungus Pit Trap CR 5
Development: If the PCs fail to defeat the Fallow’s defenders before the humans die, Cyth-V’sug bestows his blessing upon Bidryllisus, granting her the blighted fey template (Inner Sea Bestiary 6). If the PCs successfully dispatch Bidryllisus and her minions, they must quickly decide what to do with Kedvan, Baltus, and Corolai. Setting fire to the fungi would eradicate the Darkblight that has infested the Fallow, but the humans would surely perish if they remained trapped. The PCs can extract the explorers with DC 20 Strength or Knowledge (nature) checks as a full-round action (failure inflicts 1d6 points of damage on the trapped explorer), but only potent magic can restore their health and mobility. Furthermore, the Darkblight has since spread from the Fallow to several nearby sections of Nar-Voth, causing an emergence of other fungal growths and numerous blighted subterranean fey. Being the only ones privy to this outbreak, the PCs bear the responsibility of exterminating the blight before it contaminates even more of the Darklands.
This granite-skinned humanoid stands as tall as a dwarf, with a ball of colorless fire hovering where its head should be. Shadows in the flames emulate two leering eyes and a crooked scowl. Deeplit CR 5
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----- Offense -----
----- Statistics -----
----- Ecology -----
----- Special Abilities -----
Deeplits spawn from the corpses of those who become lost in the Darklands due to cave-ins or navigational errors, desperate to find the light at the end of the tunnel. Many deeplits were dwarves who fell during the Quest for Sky, but several failed miners and explorers have joined the deeplits’ ranks. They dig tirelessly through the reaches of Nar-Voth, yearning to see sunlight one last time before their final rest. Their mission’s futility stokes the deeplits’ hatred, both of the subterranean creatures that call their underground purgatory “home” and of surface-dwelling travelers who have beheld the sky that deeplits covet so. Only promises of salvation can capture a deeplit’s attention. Deeplits paradoxically seek the light that other undead despise, soaking in any fragments of light they can find. Their long exposure to the lightless realm renders deeplits vulnerable to colored lights and patterns, which the undead find euphoric and inspiring.
Windstrider Mail
Three times per day, the wearer can transform into a surge of living wind, moving up to 60 feet in a straight line as a standard action. This line need not be horizontal; the effect can be used to traverse hazards or reach elevated platforms. All creatures in the line between the wearer’s starting point and destination are blasted by the squall. The wearer attempts an overrun combat maneuver against every creature in the area, with a +10 circumstance bonus to CMB. Failed overrun attempts do not stop the wearer’s move, and the wearer’s maneuvers and movement do not provoke any attacks of opportunity. Flying creatures in the area must make a DC 15 Fly check or fall 20 feet, taking appropriate damage and falling prone if they reach a solid surface. Creatures more than one size category larger than the wearer are not affected by the windstrider mail's effect, but they do not inhibit the wearer’s move. If the wearer’s path is blocked by an object, such as a door, he makes a Strength check to move or burst through the object with a +5 circumstance bonus.
Astugr Lighthouse
Astugr Lighthouse is a weather-worn granite tower that looms over the town’s surrounding walls from a bluff of hazardous rocks adjacent to Skjoldmur’s bay. It is lit with a blazing eye of fire that illuminates the coastline, for the people of Skjoldmur favor a traditional fiery beacon over a magical one, believing that fire repels Orthost’s restless dead. The lighthouse is owned, operated, and inhabited by an equally impressive family: Hargulf Astugr, his wife Isold, and their 5-year old daughter Talbot. The Astugr family has manned the lighthouse from generation to generation since its construction centuries ago—some even say that the original family matriarch, Forelda Astugr, remains in the lighthouse and protects its namesake family to this day—and they have never once failed to maintain its beacon. This illustrious history of sound service has earned the Astugrs great respect and recognition from the people of Skjoldmur. Unfortunately for the Astugrs, their lighthouse’s radiant beacon caught the eye of a dark soul: a member of the Gorum priesthood named Skimir White-Eye. Originally a hostage taken from a raid as a child and conscripted into serving the clergy, Skimir’s cowardice caused him to buckle under the brutal treatment and ridicule of Gorum’s faithful. Although he wears the armor and mouths the prayers to the Lord in Iron, Skimir’s soul truly belongs to Charon, the Horseman of Death and the rightful lord of Orthost in Skimir’s twisted mind. Eager to curry the Horseman’s favor and to take revenge, Skimir devised a plan to punish the Gorum priesthood (and with it the people of Skjoldmur), with Astugr Lighthouse as the centerpiece for his treachery. Skimir bided his time, studying the lighthouse, researching its guardian, and learning about the daemonic servants of Charon. Then one dark afternoon, when most of Skjoldmur’s clerics and warriors were summoned to Orthost for the burial of a famous raider’s young son, who suddenly perished after eating a horsemeat sausage laced with one of Skimir’s deadliest poisons, Skimir made his move. The Lighthouse Weeps (CR 5)
Just as the insignia on the last funereal longboat’s sail faded from view, Skimir put his plan into motion, activating a scroll of control weather stolen from the temple archives to conjure a vicious snowstorm and drive most of Skjoldmur’s citizens inside. As the storm brewed, Skimir cast two lesser planar ally spells to call a pair of lacridaemons, promising the fiends that if they snuffed out the lighthouse’s beacon then they could bind and hang the two Astugr parents out in the snow to die of exposure. The proposed sacrifice delighted the lacridaemons, so Skimir warded himself and each daemon with resist cold spells to protect them from the touch of the family’s guardian, wary of the dangers posed by the Astugrs’ house spirit. Skimir led the daemons (concealed by their own invisibility spell-like abilities) to the lighthouse, and while the fiends quietly slaughtered the lighthouse guards, Skimir paralyzed the Astugrs with Extended hold person spells and ripped Talbot screaming from her bed, with their guardian spirit all but powerless to stop them. Skimir gagged Talbot and carried her back to a hidden lair in town, eager to inflict upon her the same torments that he himself suffered throughout his own stolen childhood, leaving the lacridaemons to claim their sacrifices and douse the beacon (in that order, by the selfish fiends’ insistence). The daemons lashed Hargulf and Isold together in only their nightclothes and strung them over the edge of the lighthouse facing the sea, where only the uncaring ocean could see them. Now the daemons wait, watching contently as the freezing winds strip the life from the lighthouse keepers (a sacrifice made all the sweeter by the desperate screams of their helpless guardian spirit), before they extinguish the beacon and return to Abaddon. The Lighthouse: The stairs lining the lighthouse interior are steep, acting as difficult terrain that makes running and charging impossible and adds 4 to the DC of Acrobatics checks. The roof is brightly illuminated and warmed by the beacon, which provides total concealment to creatures standing on opposite sides of it and inflicts 1d6 fire damage to anything that touches it. Creatures can stand adjacent to the flames without getting burned, but they take fire damage if moved (such as by bull rush) into one of the burning squares. Each square of the beacon burns self-sufficiently, but can be smothered with a full-round action. The wind and snow impose a -4 penalty on Perception checks and ranged attacks on the roof of the lighthouse, and automatically extinguish unprotected flames (except for the beacon, which is massive and well-fueled enough to burn despite the inclement weather). The roof is surrounded by an iron railing, providing a +4 bonus to CMD to avoid being pushed or thrown off of it. Hargulf also keeps an alchemical silver handaxe hidden under his mattress on the second floor. Creatures: Forelda, a disir who manifests as a lithe woman with radiant white hair, has been desperately trying to rescue her family, but the daemons’ bolstered cold resistance and her insubstantial nature have rendered her efforts futile. Unwilling to abandon Hargulf and Isold, Forelda has been sending out frantic cries for aid via telepathy to any sentient creature that passes within 100 feet of the lighthouse, but the eldritch storm, the daemons’ unnerving aura of sobs, and the absence of most Skjoldmur authorities for the funeral have kept the wary Ulfen away. If the PCs respond to Forelda’s plea, the disir assists them however she can, mainly by setting up flanks, attacking summoned reinforcements, using her aura of fate to assist her allies and impede the daemons, and trying to afflict each lacridaemon with cursed fate. Forelda knows the location of Hargulf’s axe (above) and readily discloses this information if asked. Meanwhile the lacridaemons are anxiously waiting for their sacrifices to succumb to the brutal weather so they can douse the beacon and return to Abaddon. If they detect activity in the lighthouse’s lower levels, they do their best to hide themselves (having already used their invisibility spell-like abilities) and bombard the intruders with their own telepathic “pleas,” trying to discredit the disir and confuse the interlopers. Once the intruders reach the top of the lighthouse, the lacridaemons attempt to summon more of their own and focus their attacks against those trying to assist their dangling sacrifices. Each daemon fights to the death so long as its companion lives, but if one is defeated then the other attempts to smother the lighthouse beacon before teleporting away. The Astugrs hang 20 feet from the lighthouse roof, far from the warmth of the beacon, and if left unattended they will die of exposure in 5 minutes. Forelda Astugr, Disir CR 4
Lacridaemons (2) CR 3
Development: If the lacridaemons are defeated, the Astugrs can be stabilized with a DC 20 Heal check; casting any cure spell or endure elements adds a +4 circumstance bonus to this check. At this point, Forelda beseeches her new comrades to find Talbot (unfortunately Forelda does not know who Skimir is or where he might have taken the child). Should the PCs prove reluctant to rescue Talbot, or act dangerously toward the Astugrs, Forelda becomes panicked and may lash out against her former allies. Failure to intervene results in Hargulf and Isold freezing to death, the lacridaemons extinguishing the beacon just as the funeral retinue departs from Orthost, and Forelda being driven violently mad with fear and remorse. The driving snow and winds make reigniting a functional beacon extremely difficult (a DC 28 Survival check), especially considering the bereaved disir’s aggression.
This short, vaguely humanoid creature seems to be carved out of wood, with angular limbs, knotholes for facial features, and a tussle of curly “hair” reminiscent of lathe shavings. It leaves a trail of white sawdust wherever it moves. Timberjiff CR 2
----- Defense -----
----- Offense -----
----- Statistics -----
----- Ecology -----
----- Special Abilities -----
Timberjiffs are city-dwelling fey that are born when magic-infused trees are harvested and processed into building or crafting materials. Like many fey, timberjiffs are mischievous by nature, and they enjoy tormenting those who use the lumber that brought about their creation as a means of “avenging” the felled trees. Timberjiffs pay little mind to their victims’ relationships to the wood; they are equally likely to open leaks in the roof of a home built with fey timber, where the residents are oblivious to the origins of their home’s construction, as they are to steal and warp the tools of the lumberjack who cut down the magical tree in the first place. Their synthetic origins make timberjiffs craftier than most fey, however, and they have great respect for art, fine architecture, and magic items that are made from wood. Timberjiffs are particularly prominent in cities throughout the Lands of the Linnorm Kings, springing from lumber harvested in Grungir Forest and living in alleys and basements near the wood that birthed them. Most Ulfen see them as a nuisance, but skilled whittlers and woodcarvers sometimes trade their wares to the fey in exchange for information or favors.
Bonedancer Bodhrán
My players have asked about a naval adventure and I've decided to oblige. Most of them have read Stormwrack inside out and backwards, so rather than set them against the usual aquatic terrors like dragon turtles, krakens and sea serpents, I want to throw something at them to catch 'em off-guard. The idea I settled on was using a run-of-the-mill white dragon, but rather than flying out to attack the PCs' ship, it swims up from under the waves, preferring to fight from the water. Conceptually it made sense to me: whites have a pretty nice swim speed, their Swim modifier is head and shoulders above their Fly modifier, their high Con means they can hold their breath for upwards of 4 minutes (2 if regularly attacking), and the water protects them from fire-based attacks. Combine these with a well-placed anchor feather token and liberal use of the dragon's fog cloud spell-like ability to shroud the ship, and I think my PCs will have their hands full. Plus, if the PCs prove too powerful in melee, the dragon could always go back underwater and attack the ship directly, making Strength checks or full attacks to punch holes in their ride. All this being said, my question is this: what would the rules be if the dragon tried to just capsize the whole ship. I know some monsters have the Capsize ability, but white dragons do not, so can they just not do it? I mean, elderly whites are just as large and strong as dragon turtles and actually have a better swim speed, so conceptually I'd think they could do it. I just don't know what the rules mechanic would be. I did look at the brine dragon in the Bestiary 2 as an alternative, since they have the Capsize ability, but the white would fit my setting better. Any advice? |