King Ezelgar

King Tius's page

RPG Superstar Season 9 Top 4. RPG Superstar 7 Season Marathon Voter, 8 Season Dedicated Voter, 9 Season Dedicated Voter. 44 posts. No reviews. No lists. No wishlists.



RPG Superstar Season 9 Top 4 , Marathon Voter Season 7, Dedicated Voter Season 8, Dedicated Voter Season 9 aka King Tius

8 people marked this as a favorite.

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
During the Lirgen nation’s prime, explorers discovered a large hole in the heart of the country that opened into a vast domed cavern. Regarding the great cavern as a divine gift, the Saoc Brotherhood converted it into a massive orrery, constructing and enchanting large orbs of rare metals to create an immense reproduction of the solar system. When fully charged with cosmic energy, the orbs emit a beautiful celestial melody. Part astronomical research center, part shrine to Desna, the cavern served as a place of knowledge and devotion for generations.

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
A Saoc Brotherhood descendant, Meika Seracourt (LN Human Expert 6), desires equipment and research left behind by her forebears to continue their studies. She hires the party to accompany her to the Starsong Orrery and help her excavate what she needs from the ruins. In addition to standard payment, she offers the party any treasure not directly related to astronomy.

Chapter 1: The Wagon
Starsong Orrery is located roughly twenty miles south of the Black Flow’s westward bend. Departing from Haldun, the fastest route is to navigate the swamps to the Black Flow and drift down the river. The journey, both on foot and by raft, is a perilous and grueling slog. Along the way, the adventurers will encounter numerous swamp denizens and hazards, such as river rapids, will-o’-wisps, and a poorly-constructed boggard dam.

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
When the Saoc Brotherhood first discovered the cave, they chose not to taint the celestial opening with cranes or stairs. Instead, they discovered a circuitous route to the surface with an entrance several hundred yards away from the oculus. The party likely enters the grotto in one of two ways: through the hole or climbing down the orrery’s old entrance.

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
Any commotion in the grotto draws Moonshell’s attention, and he welcomes the party’s company. If the party falls into the water, he will scoop them onto his back and ferry them to the chapel of Desna. Moonshell tells the party that Lamont Seracourt raised him and taught him the ways of Desna. He longs to return to the sea and carry Desna’s song to the creatures of the deep. Having spent over a century in an astrological temple receiving sacrifices from many tribes and creatures, Moonshell has amassed a sizeable horde, now stashed underwater. In exchange for his freedom, Moonshell is willing to relinquish his entire horde to the party. Once Meika connects Moonshell to her grandfather, she insists they find a way to free the turtle. If the party refuses, she offers more money on top of the turtle’s horde.

Shrine to Desna
While Desnan congregants dedicated this entire orrery to her worship, they also built a chapel high enough on the dome’s wall that it survived the flooding. From its grand balcony, worshippers could view the recreated solar system, a perspective the goddess herself might have from the heavens. This is where Lamont Seracourt lived while he tutored Moonshell. The current residents are a hodgepodge of sacrificed victims who survived the fall and did not succumb to their injuries. Moonshell proudly refers to them as his “flock.”

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
This portion of the grotto is half-flooded and much the worse for wear. Many astronomers drowned when the tsunami trapped them here. Their restless spirits have risen as a variety of undead and haunts. This is where Meika wants to look for texts and astronomy equipment. Literature here will reveal how astronomers created the floating orbs (cosmic energy focused through a farwatcher) and some starting notes on lode motes. Meika or a knowledgeable party member can deduce from the information here that the lode motes can be collected and focused into a levitation crystal using a modified farwatcher. Unfortunately, there is no farwatcher here, but there are references to a nearby Saoc Brotherhood observation tower that housed one. It is a few days journey east of the grotto.

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
After fighting back through the troglodytes or flying up through the hole, the party sets off into the swamp again. Now higher level, they face tougher challenges, including a hydra ambush and a roving pack of shambling mounds. They arrive at the fallen observation tower, now in ruins. A medusa and her amphisbaenae have taken up residence here, and the adventurers will need to cajole her to give up her farwatcher. She’s not likely to give up such a costly item for free, however, and will demand an exchange of equal goods or services for the rare and expensive piece of equipment.

Chapter 4: The Rider
Back at the grotto, the group modifies the farwatcher to collect the energy from the lode motes and focus it into a crystal. The motes cluster around the orbs, attracted by the lingering cosmic energy still stored in them. In order to properly collect them, the party will need to bring the unwieldy farwatcher onto one of the floating orbs and activate it, all while attracting the increasingly-agitated lode mote swarms. Funneling the motes into the farwatcher while avoiding being picked up and tossed into the water may prove more challenging than fighting off a whole army of troglodytes. Attaching the charged magic crystal to Moonshell allows the dragon turtle to float up and out of the grotto. If the party frees him with good intentions, Desna blesses the crystal and transforms it into a lode medallion.

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.

RPG Superstar Season 9 Top 8 , Marathon Voter Season 7, Dedicated Voter Season 8, Dedicated Voter Season 9 aka King Tius

Gnome’s Throw Crossing
Flip-Mat: Battlefield
==========
When the first gnomes began to feel the effects of the Bleaching, the little folk's most powerful spellcasters shaped a small demiplane to help gnomes whose lives lacked excitement. This plane, known as the Library of Wonders, invited any gnome that feared the Bleaching to experience all manners of strange stories, curious artifacts, and thrilling musical performances. Several portals to the Library were opened in gnomish communities across Golarion, but the capricious creatures grew bored of their marvelous collection, eventually abandoning it altogether.

The last functioning portal to the Library of Wonders is hidden in plain sight along a seldom-used road between Kyonin and Sevenarches. Originally built as a clockwork arch with retractable gates and vigilant mechanical guards, the portal now hides under an ordinary stone bridge. The portal's creators cleverly diverted a small river to flow into the portal while a similar one flows out from the Library, giving the appearance of one continuous and innocuous stream. Subtle differences in aquatic life and water temperature occasionally tip off the perceptive passerby, especially in winter, when the snow on the downstream banks melts noticeably faster. To combat these inevitable discoveries, the crossing now employs loyal pixie guardians whose illusions and memory adjustments keep the bridge’s true nature hidden. Only the bridge’s name, a playful jest at the stream’s width, hints at its original purpose.

Sprig Sparklegem, a wizened old gnome, is on the verge of succumbing to the Bleaching, causing her granddaughter, Blossom, much anguish. As Sprig’s condition worsened, she began to ramble about a hidden library and the prized book she’d kept there. After months of research, Blossom thinks she has discovered the location of her grandmother’s library, though it is more fantastic than she could ever imagine. With Sprig declining quickly, Blossom hires the PCs to retrieve Sprig’s book and save her from the Bleaching.

You Must Be This Short To Ride (CR 8)
==========

A well-worn stone bridge spans an idyllic stream about thirty feet wide. The water meanders past scattered trees, proving just a little too deep and a little too wide to be forded without a bridge. A pair of thick iron gates prevent entrance under the bridge but allow the stream to pass through.

The bridge’s stonework is weathered and old, giving no indication to its hidden purpose. If passersby purposefully observe the water as it flows under the bridge, they can notice a subtle difference in the upstream and downstream sections by succeeding at a DC 20 Perception check. If there is currently snow on the ground, this DC is lowered to 15. The water of the stream is four feet deep and is considered difficult terrain. From the start of the bridge’s walkway, it is approximately five feet down to the water level and five feet up to the apex of the bridge’s arch. The top of the flip-mat points north.
If viewed from the water level, the bridge’s unusual function is more obvious. The pixie guardians use their permanent image abilities to mask the bridge’s clockwork underside and the portal’s gaping entrance. These illusions can be disbelieved by succeeding at a DC 19 Will save. The iron gates are part of the illusion, as the portal has its own superior defenses. When an adventurer first bypasses the illusion read the following text:

The bridge’s underside is a lattice of cogs and gears, surrounding a shimmering portal that takes up the entirety of the tunnel. Though similar, the water flowing out of the portal is not the same stream that flows in from the other side.

If any creature comes within 10 ft. of the underside of the bridge, two clockwork servants exit their alcoves set in the portal’s housing. The alcoves are set on opposite ends of the bridge’s tunnel, guarding both directions. As soon as one of the alcoves is vacated, the cogs under the bridge begin to spin. A whirling wall of gears engulfs the entrance to the portal, replacing the fading illusion of iron gates. Damaged gears are instantly and magically replaced, making it virtually impossible to break through, though the river continues to flow through gaps in the clockworks. The servants’ departure from their alcoves also unlocks the hidden launcher traps on the bridge.

Creatures: The awakened clockwork servants speak only Gnome and are extremely pleasant and polite, following a very strict set of instructions regarding entrance requirements. First, only gnomes are permitted to enter the Library of Wonders, requiring PCs to use the talents at their disposal to convince the guardians of their gnomish heritage. Secondly, every gnome who enters must prove they can add to the collection. This could be as simple as telling a joke, singing a song, or spinning a fantastic tale. Curious items or creatures are also acceptable Library contributions. Since these tireless guardians have been at their posts for centuries, they have an encyclopedic knowledge of what lies inside the Library. The contribution portion of this interaction is left intentionally vague to allow the GM to adapt to the stories and songs the PCs present. Any relevant Bluff or Diplomacy checks must be made against both the clockwork servants and the invisible pixies who monitor all interactions with the gate guardians closely. The clockworks and pixies start with indifferent dispositions towards the PCs.
If the guardians accept the PCs’ contributions, the clockwork servants will return to their alcoves, unlocking the bridge and allowing the PCs to enter the Library. If the PCs dupe the clockwork servants but not the pixies, the fey will speak up but remain invisible. PCs who imitate gnomes under the influence of the Bleaching will receive a +5 circumstance bonus to all relevant checks during these interactions. If the PCs fail to bluff their way in, the four guardians work together to forcibly attempt to erase the PCs’ memories of the bridge. A clockwork servant’s main chassis will unlock the gate when inserted into its alcove, whether the servant is functioning or not.

Awakened Clockwork Servant (2) CR 2
XP 600 each
hp 31 (Bestiary 3 56)
Racial Modifiers +8 Sense Motive, +8 Perception
Tactics The servants avoid capture at all costs. They utilize their nets to hamper enemies and withdraw whenever possible to avoid attacks of opportunity and benefit from their fast healing. Their goal is to spread out their enemies so the pixies can deal with them one at a time. They also coax PCs over the hidden launcher traps on the bridge. The clockworks zigzag as they move to disguise where the traps are located. They will never venture more than 60 ft. from the bridge and avoid getting close enough to one another to be caught by the same spell.
Morale The clockworks evade and hamper their enemies until they are disabled.

Pixies (2) CR 4
XP 1,200 each
hp 18 (Bestiary 228)
Tactics The pixies maintain their invisibility and target spellcasters or ranged combatants who might threaten them. They will use their sleep special arrows on any enemy that is separated from their allies but will otherwise use charm arrows to persuade enemies to stop fighting.
Morale If either pixie is knocked unconscious, the other stops fighting and rescues its ally before returning to the battle.

Traps: The hidden launcher traps are spread out evenly along the bridge’s length but are located at various widths to create a random pattern.

Hidden Launcher (3) CR 1
Type mechanical; Perception DC 20; Disable Device DC 20
----- Effects -----
Trigger location; Reset manual;
Effect Any weight of 50 lbs. or more on this 5 ft. square triggers the launcher, throwing the target 20 ft. northeast or southwest into the river (2d6 falling damage); DC 20 Reflex avoids. The trap is locked when both clockwork servants are in their alcoves.

Development: Every night at midnight, a pair of clockwork servants come through the portal to repair or replace any damage to the bridge, traps, or other clockwork servants. If adventurers are camped near the bridge at night, they may witness this restoration process and gain some insight into how the servants serve as the keys to the doorway. Once the adventurers enter the Library of Wonders, they find that the creatures and automata inside have taken over, preserving a seemingly endless maze of museums, libraries, animal enclosures, and illusory reenactments.

RPG Superstar Season 9 Top 16 , Marathon Voter Season 7, Dedicated Voter Season 8, Dedicated Voter Season 9 aka King Tius

1 person marked this as a favorite.

Covered in pieces of ship debris, coral, and bits of armor, this large pearly mollusk opens suddenly and brandishes a scimitar with its whip-like tongue.

Scrapshell Oyster CR 6

XP 2,400
N Large magical beast (aquatic)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +7

----- Defense -----
AC 19, touch 11, flat-footed 16 (+2 Dex, +8 natural, –1 size)
hp 68 (8d10+24)
Fort +9, Ref +8, Will +4
DR 5/adamantine

----- Offense -----
Speed 5 ft., swim 30 ft., jet 60 ft.
Melee +1 scimitar +13/+8 (1d6+8/18–20) or tongue +12 (1d8+7)
Space 10 ft.; Reach 10 ft.
Special Attacks opalescent mucus

----- Statistics -----
Str 20, Dex 14, Con 17, Int 7, Wis 14, Cha 9
Base Atk +8; CMB +14 (+16 disarm); CMD 26 (28 vs. disarm, can’t be tripped)
Feats Combat Expertise, Combat Reflexes, Improved Disarm, Quick Draw
Skills Appraise +8, Perception +7, Swim +20; Racial Modifiers +8 Appraise
Languages Aquan (cannot speak)
SQ cunning combatant, undersized weapons, water dependency

----- Ecology -----
Environment any oceans
Organization solitary
Treasure double

----- Special Abilities -----

Cunning Combatant (Ex) The scrapshell oyster is proficient with simple and martial melee weapons and is always considered to be wielding a weapon with two hands. Its intelligence counts as 13 for the purpose of meeting the prerequisites of combat feats.

Opalescent Mucus (Ex) As a swift action, the scrapshell oyster can lick a weapon and apply an opalescent mucus coating. If the weapon deals damage, the mucus coats the target and functions as a tanglefoot bag (DC 17) that works underwater. If not applied within a round, the mucus sloughs off the weapon. The DC is Constitution-based.

Fiercely territorial and covetous of valuable treasures, the scrapshell oyster is commonly found in the waters around the Eye of Abendego and the trade routes of the Inner Sea, as well as other areas that feature sunken ships or underwater ruins. The scrapshell oyster searches the wreckage for powerful weapons as well as curious items and interesting debris which it permanently adheres to its exterior with its opalescent mucus. This hodgepodge of salvaged material, covered in an iridescent sheen, gives the scrapshell oyster its name and distinctive appearance, though it does not gain any benefits from specific items stuck to its shell.

The scrapshell oyster is able to wield manufactured weapons to devastating effect and is proficient with most common weapons due to a life of sparring and exploration. Its tongue, both sinuous and strong, features an eye near its end, allowing the oyster to wield a weapon and perceive its surroundings while keeping its body protected within its shell. Its tongue is also adept at snatching enemy weapons and turning them back on their previous owners or quickly stowing them away.

If the hunting grounds of two scrapshell oysters overlap, they will clash in an intense duel of steel and shell. Though the confrontations are rarely fatal, the victor will claim the loser’s weapon as a trophy. Veteran scrapshell oysters often have several prized weapons hidden inside their shells, and may lurk at water's edge to stalk adventurers in order to add to their hoard. Using its tongue, a scrapshell oyster can drag itself out of the water to chase a foe along the shore until it gives up its weapon, or until the oyster must retreat into the ocean.

Scrapshell oysters can understand and write Aquan from observing other creatures, but cannot speak. Merfolk, gillmen, and other civilized creatures often enlist scrapshell oysters as mobile, self-defending treasure chests by bartering with rare weapons or interesting materials to ornament their shells.

RPG Superstar Season 9 Top 32 , Marathon Voter Season 7, Dedicated Voter Season 8, Dedicated Voter Season 9 aka King Tius

6 people marked this as a favorite.

When this once mighty river all but dried up, the steep banks proved too dangerous for passing caravans. Before departing, the displaced Gozrehite ferrymen built Brokeferry Bridge using boat wreckage. Now, the perilous crossing is watched over by the abandoned chapel as well as a young black dragon’s boggard minions.

RPG Superstar Season 9 Top 4 , Marathon Voter Season 7, Dedicated Voter Season 8, Dedicated Voter Season 9 aka King Tius

6 people marked this as a favorite.

Starsling Buckler
Aura moderate evocation and transmutation; CL 6th
Slot none; Price 16,000 gp; Weight 5 lbs.
Description
This +2 buckler is emblazoned with a swirl of stars and comets orbiting its sun-styled boss.

As a swift action, the starsling buckler can be activated, causing the face to illuminate and whirl to life. The stars, comets, and sun begin to glow as they lift off the shield and spin around in a brilliant cosmic display. Upon closer inspection the stars are revealed to be sling stones that rest in small alcoves on the shield’s face when not activated.

The stars can be fired from the spinning celestial vortex as if thrown using a +2 sling. All feats and proficiencies related to slings apply to the starsling buckler. The shield can hold up to five sling stones before it must be stopped and reloaded as a full-round action. Magical sling stones can be inserted into the star alcoves in place of mundane sling stones but their bonuses do not stack.

While spinning, the shield’s sun radiates the effects of a light spell.

Construction
Requirements Craft Magic Arms and Armor, light, magic stone; Cost 8,000 gp

RPG Superstar Season 9 Top 4

2 people marked this as FAQ candidate.

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!