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![]() Escape from Moonshell Grotto A treacherous excursion escorting a bookish astronomer into the Sodden Lands leads to a magical grotto of wonders. Waiting inside are curious floating orbs, zealous troglodyte cultists, and a trapped dragon turtle longing for freedom. The adventurers will contend with boggards, lizardfolk, and the swamp itself as they search for astronomical artifacts and a way to free the unlikely terrapin devotee of Desna. Escape from Moonshell Grotto is a Pathfinder adventure module for four 5th-level characters. By the end of this swampy adventure, characters should reach 8th level using the medium experience track. ----------------------- Background
Following the Eye of Abendego’s formation, a great tsunami swept across Lirgen, flooding the cavern and washing a juvenile dragon turtle inside. Though young, the dragon turtle’s large shell kept him from escaping through the cavern’s winding, narrow passageways. Lamont Seracourt, the lone surviving astronomer, raised the dragon turtle and taught him to worship Desna. Over time, the orbs sank as their power faded, and the water’s mineral content leached color from the turtle’s shell and scales. Seeing the pallid turtle swimming among the descending planets in the cavern’s eerie twilight, Lamont dubbed the dragon turtle Moonshell. Now, over a century later, the ghostly white turtle has grown to full size. With Lamont Seracourt long dead, this good-hearted dragon turtle seeks to return to the waters of its youth. Adventure Hook
Chapter 1: The Wagon
Boggard Dam:
As the adventurers float around a bend in the river, a pack of boggards attack their raft. The boggards’ shoddily-constructed dam juts across nearly the entire river, threatening to impale the adventurers on its spiked sides. While the party attempts to navigate the raft through the small opening to safety, the boggards use their tongues to try to steer the raft into the spikes and knock adventurers overboard. When the adventurers arrive at the Starsong Orrery, they find the Scalebreaker tribe of lizardfolk living around the oculus. The tribe’s leader, Wild Magri, is currently travelling south with a contingent of warriors to a Terwa Lords’ gathering, and has left Hesseth, his ambitious right hand, in charge. Hesseth regards the adventurer’s arrival as his chance to oust Wild Magri, and will use them to his advantage however possible. Hesseth will permit the party to enter the grotto if they promise to clear the area of troglodytes, allowing the lizardfolk to take control of the turtle. If things turn hostile, the lizardfolk attempt to subdue rather than kill before dumping their victims into the hole, assuming the turtle prefers to eat live meals. Note: If Meika dies before the party reaches Moonshell Grotto, her map and journal entries can guide the party there. Chapter 2: The Stargazer
The Brotherhood converted any smaller chambers into habitable areas, aiming to keep the main chamber as pristine as possible. A small pack of troglodytes, calling themselves The Risen, now reside in these unflooded areas. Before the Scalebreaker tribe arrived, the troglodytes routinely raided the surface for wildlife to sacrifice to the turtle. Now besieged by the lizardfolk, the troglodytes have gone mad worshipping the dragon turtle, painting themselves white in honor of their false deity. Moonshell, however, wants nothing to do with them. Entryway Fight:
The troglodytes exploit their knowledge of the narrow caves and passageways. They have lured a pair of tentamorts to wait in ambush by an entrance to a small cave with a steeply inclined floor. Should intruders panic from the tentamorts and rush out the entrance, they slide down the incline into a waiting nest of spiked poles and eager troglodytes. Meet Moonshell
Shrine to Desna
The Flock:
Laar: A disgraced Scalebreaker with a missing leg, he knows much about Wild Magri, Hesseth, and the Terwa Lords. Grellus Fetch: A former Sodden Scavenger, Fetch (Old NE Human Ranger 5) has been down here for over forty years. Now agoraphobic, he refuses to help the party unless coerced. Scuttle: While this bog strider speaks only Aquan, she can lead the adventurers to smaller hidden passageways and secret areas. Scuttle also knows of a hidden underwater entrance to the troglodyte warrens that can catch them off guard. Astronomy Laboratories
New Monster: Lode Motes:
Lode motes are tiny elemental creatures that distort gravity around them, spawned from concentrated sources of cosmic energy. Like air elementals, lode motes are nearly invisible, but are easy to spot by the debris caught in their orbit. When agitated, the motes coalesce into a frenzied swarm that batters anything caught within. The swarm will pick up any creature perceived as hostile and carry them a great height before dispersing and dropping the creature. Because of their gravitational distortion, they can pick up any creature or object that fits within their swarm. Chapter 3: The Lantern Bearer
Chapter 4: The Rider
Unique Treasure: Lode Medallion:
This small silver disk has a black crystal embedded in its center. When placed on an object and activated, it creates a gravitational distortion that renders the object weightless. Additionally, when worn as an amulet, the medallion can project a zero gravity field in a short radius around the wearer, granting them a fly speed and rendering nearby objects and enemies weightless. Both functions are activated using the medallion’s daily charges. When Moonshell rises out of the grotto, the Scalebreaker tribe scrambles for their weapons, ready for a fight. Regardless of whether the party has allied with Hesseth or not, once they free the dragon turtle, the lizardfolk attempt to capture Moonshell with nets and ropes, attacking the party as they do so. Once clear of the lizardfolk threat, Moonshell offers to swim the party back up the Black Flow in appreciation for freeing him. On the return journey, most swamp denizens steer clear of the dragon turtle, until Wild Magri appears! Showdown with Wild Magri:
Riding a young dire crocodile, Wild Magri (Lizardfolk Champion Monster Codex 145) and his warriors surge up the river in pursuit of the party and Moonshell. The turtle and the crocodile lock in combat as the chieftain and his warriors attempt to board the dragon turtle’s back and kill the adventurers. Once the adventurers dispatch the Scalebreaker chieftain, the remainder of the journey up the Black Flow is peaceful. Laden with astronomical artifacts and sodden treasure, Meika and the adventurers bid farewell to Moonshell as he disappears below the surface of the river. End Notes: Industrious adventurers may discover other ways to free Moonshell, such as diverting a river to flood the grotto completely. These alternatives will be addressed in more detail in the full module. The chapters of this adventure take their names from astrological signs of the Cosmic Caravan. ![]()
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![]() The little oyster that could! Thank you all for advancing me to the next round. I have every intention of addressing all the excellent feedback Lil Scrappy got once I've finished up this blood sacrifice and submitted my encounter. Those screams you are hearing coming from my basement are ones of joy, I promise. Anxious, sacrificial joy. ![]()
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![]() dubiousmx wrote:
That's a really adorable and organic place to come from. I just want to clarify that I'm with Garrick on this one. I was reminded of LoL but that wasn't an automatic downvote in my book. You clearly hadn't carbon-copied the character from the video game, but there was a delightful similarity. ![]()
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![]() Thanks for the feedback, Brian. Since you brought up so many points (and I'm done my map!), I thought I'd respond to them.
Brian J. Fruzen wrote:
I think this one's taken care of.... Brian J. Fruzen wrote:
That would be pretty cool! Others have mentioned adding some kind of astrologically-themed research element to this, but I wanted to keep things lean and mean. Still, if someone was really into stars and galaxies, this is the shield for them! Brian J. Fruzen wrote:
I'm going to politely disagree with you here, but only on my item, specifically. I agree that these phrases are often overused and "bloat" an item description, but in this case I felt it was necessary. From a distance it isn't immediately apparent that the stars are actually sling stones and I wanted a way to capture that. I could have used more innovative wording, but it felt appropriate to use such tried and true (and perhaps boring) phrasing, especially for this competition. Brian J. Fruzen wrote:
I envisioned the stones being fired out of the vortex in the same centripetal way that a sling looses a stone. Since galaxies tend to spin as a flat disk and so do whirling slings, I imagined they would actually fire pretty similarly. As someone else mentioned, this is basically an auto-loading, self-whirling sling, so I didn't feel it was too big of a stretch to have the proficiencies overlap. Brian J. Fruzen wrote:
Yes. I didn't think it was worth the word count to spell this out explicitly because shield bash DOES state you lose your AC when used. It seemed unnecessary to define something that didn't apply, but in hindsight I can see how many people might still wonder about this. I certainly have the word count left to throw it in. Good catch. Brian J. Fruzen wrote:
This was a major design consideration for me. I think I spent more time belaboring this aspect of the shield than any other. When I first put the shield together, I had considered daylight or searing light for the effect, but they increased the price of the shield too much for my liking. For the price it would have sat at, there were much better shields with higher defensive stats and better offensive abilities, so I knocked it down to just light. In the end, I liked that this was an illumination spell with no combat utility. Brian J. Fruzen wrote: That was the idea! I wouldn't expect someone to create a build exclusively around this item, but it seemed like the kind of thing that might be a little too useful to immediately sell for gold. Since it only costs a -1 to attacks to strap this puppy on, I thought some big two-handed weapon fighter might appreciate the AC boost and ranged weapon abilities.[/list] Brian J. Fruzen wrote: I have some questions about proper use of this item Fire away! I'm happy to discuss things in more detail. I think it helps improve everyone's design process when we can talk these things out. ![]()
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![]() I answered my own question so I thought I'd share. I'm using Inkscape, for what it's worth. I figured out how to define the pixel dimensions of my map easily enough (part of the export process) but realized I had to actually define the physical size of the page I was working on. I had mistakenly set it to cm instead of inches, so once I corrected that and blew it up to the right document size, when I exported at those specific pixel dimensions, it came out to exactly 72 ppi :D ![]()
![]() Since we're getting down to the wire here, I want to double check I don't DQ myself because of ppi stuff. The rules call for 1728 px x 2160 px. If I set these dimensions in my map program, that automatically translates to 72 ppi, right? I am getting a DPI count that is higher than that, but there doesn't seem to be a way to adjust it. The internet tells me DPI and PPI are different, so I think I'm doing this correctly. Just want to make sure. ![]()
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![]() Le Petite Mort wrote:
The 5e DMG was all Greatest Hits magic items. As long as you didn't make a Wand of Magic Missiles or a Belt of Giant Strength you should be fine. ![]()
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![]() I really like how this map tells a bit of a story by the names of the encounter areas. Between the Fiendish Conversion Ritual Chamber and that Deathly Hallows summoning circle, it's clear the Drow are up to no good here. The Elven Watch Post really adds to the fact that there's enough of an operation going on here that it needs to be monitored. ![]()
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![]() Mark Seifter wrote: We looked at them starting from the top of the voters' votes, plus a small number of additional items that I thought were worthy contenders (since I had looked at all of the items). Rest assured, by far the best chance to make the Top 32 was by winning as many votes as possible (all 4 of the Top 4 items by votes made Top 32, for example, and 7 more of the Top 20 by votes are either Top 32 or alternates). In fact, this year had the weakest amount of judge golden ticketing of any year. Other than submitting my few items for the other two judges to consider, I refused to give them any more advantage; if Owen and Liz didn't like them, they didn't advance. We required a strict majority for Top 32, with no golden tickets. 4+7 of the Top 20 are Top 32 or alternates, which, put another way, means that 45% of the Top 20 by vote were still shot down by the judges. With this year having less gold-ticketing than in years past, is it then fair to say that even if your item was voted into the Top 20 in years past, you still only had a 50/50 (or less!) shot of making it to the Top 32? ![]()
![]() Feedback appreciated! Staff of the Vineyard: Staff of the Vineyard Aura moderate transmutation; CL 8th Slot none; Price 16,200 gp; Weight 5 lbs. Description
Construction
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![]() Staff of the Vineyard
Description
Construction
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![]() Malag, while I agree that's what the item SHOULD do, as written it does not raise the DC by 1 for most of these Hexes as they are based on Level, not Caster Level. That's the whole crux of the argument. Brf is also incorrect because again the wording is based on Level, not Caster Level. You would not get access to Flight abilities earlier and it wouldn't up their duration. As this item stands now, you are paying 6k more than getting the equivalent Bracers of Armor +4 to alter 4 hexes which most witches never even take (other than a healing-based witch). That doesn't seem like the intended design. ![]()
![]() I've seen this come up several times on the forums but there's never been an official ruling. Corset of Dire Witchcraft
Spoiler:
A corset of dire witchcraft grants a +4 armor bonus to AC. If the wearer is a witch, each day when she communes with her familiar to prepare spells, she may enhance one hex she knows, increasing its caster level by +2 for 24 hours. This enhancement ends if the corset is removed or if she uses it to enhance a different hex. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier. The question that arises is whether or not this was intended to increase the witch's level in this case. As written only four Hexes would actually benefit from the CL increase: Beast of Ill Omen, Healing, Major Healing, and Dire Prophesy. These seem to be too random and too few in number to make this item's ability worthwhile. The AC bonus is certainly appetizing but the item is flavored for witches and yet doesn't seem to actually do them much good. Functionally this only applies a +1 to one hex's DC with doesn't seem particularly earth-shattering to me, especially since there's a trait that let's you up Slumber's DC by one already. Discuss! ![]()
![]() @GM_Solspiral: Thanks for the review! I appreciated the clip, especially since I thought you were going to link to this. I prefer to think of my item as a "can for monsters" instead of a "monster in a can" but now that I have been through the competition once I can see how it lacks that superstar pizzazz. ![]()
![]() Looks like I'm late to the party! Bone Snatcher Bracelet
This elegant silver bracelet features a clasp that resembles a skull and links crafted as skeletal hands. With a touch the wearer of a bone snatcher bracelet can transform an undead creature into a charm as a standard action. Unintellegent undead under the wearer’s control are automatically transformed while intelligent undead receive a Will save to resist being stored. Undead not currently under the wearer’s control can be stored with a melee touch attack that provokes an attack of opportunity. These uncontrolled undead receive an additional Will save every hour to break free. Any undead that breaks free appears immediately in a square adjacent to the wearer. Storing an undead creature in the bracelet drains the wearer of one hit point per HD of undead stored until it is released. The bracelet can store a maximum number of undead equal to twice the wearer’s HD with no single creature having HD that exceed the wearer’s. A charm can be thrown to anywhere within 30 feet of the wearer as a standard action. The charm immediately transforms back into an undead creature and can act in that turn. The DC for the Will save to resist being captured or to break free from the bracelet is equal to 10 + the wearer’s Wisdom, Intelligence, or Charisma modifier (whichever is highest). If the wearer already has an undead stored in the bracelet, the DC to resist being captured is increased by +2 for other undead creatures of that specific type. If the wearer dies or removes the bracelet, all undead are released at a rate of one per round, highest HD to lowest. Construction
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