bytor
Gurps vs. D&D Debate Champion
Posts: 78
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Post by bytor on Dec 3, 2008 12:32:26 GMT -4
Hey all, I thought I would finally create a thread specifically for the Savage Tide campaign. I'll try to get an updated NPC roster up here soon. In the meantime, I just want to remind all of you that we will (most likely) be finishing 'Here There Be Monsters', part IV of the campaign, tonight, which marks the end of the first third of the adventure path. Woohoo! With any luck we'll finish the entire campaign before I reach 40
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bytor
Gurps vs. D&D Debate Champion
Posts: 78
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Post by bytor on Dec 4, 2008 17:01:04 GMT -4
For those who missed last night's session, the party delved deeper into the Shrine to Demogorgon (after screwing around with the teleportation mirrors in the Shrine of Duplicity room for a while, and massacring a mob of fiendish baboons), finally coming to the unholy heart of the complex. Poor Urol was strung up in his birthday suit over a raging fire in the centre of the huge chamber, just beyond the heat of the flames, while Olangru, the head bar-lgura demon of the shrine boasted to the party using his telepathic powers (invisible to all except Shump, who promptly blasted Olangru with his eldritch blast). Croan uttered a well-placed dismissal spell and sent Olangru back to the Abyss without a fight, but soon after the large stone statue of Demogorgon came to life. Shag was almost killed, again.
The golem was destroyed, the evil presence over this area of the jungle dispersed, and the party finally escaped and made it to Tanaroa, an Olman village at the great wall separating the southern peninsula from the main part of the Isle of Dread. Thamiol regaled the Olman villagers with song and story, and after a couple days of rest you were led by canoe to the colony of Farshore. You noticed plumes of smoke rising from the colony, and coming around the bay caught sight of fires burning; the village under attack by Crimson Fleet pirates!
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guiltynate
The Comic What?
"Just Doing My Thing"
Posts: 3
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Post by guiltynate on Jan 4, 2009 4:55:09 GMT -4
are we starting up again this wednesday?
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bytor
Gurps vs. D&D Debate Champion
Posts: 78
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Post by bytor on Jan 5, 2009 10:18:10 GMT -4
I plan on being there around 6:30.
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guiltynate
The Comic What?
"Just Doing My Thing"
Posts: 3
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Post by guiltynate on Jan 8, 2009 19:29:46 GMT -4
We still need to come up with ideas for the defense of Farshore. I'll state any sort of plans that I can remember being said around the table.
1. Josh's idea to use Wall of Fire and add permanency. I don't know a lot about spellcraft but here's what I've gathered; We need a caster of at least lvl 12 who will use 2000XP in expense. Since we are out of such casters, perhaps a scroll?
2. Since we now have limited flight capabilities and maybe some teleporting ones soon, Sasserine is probably one of our better options. I was reading the Wondrous Item list from the DMG and found very nice items to help. They may not have them in large stock (or at all) but they should give us an edge. A/ Quaal 's Feather Token Anchor: We can moor the pirates with tokens and take them out, 50gp each. B/ Dust of Dryness: I think everyone knows what this does but just in case. This stuff turns 100 gallons of water to nothingness, and a marble is left in its place, which can be broken to unleash the stored water again. This is good for sinking, and flooding ships from above and below.
3. If we can't find these items a trip to Sasserine is never a bad idea. Wind Walk (on the Gwearan's belt) can take someone 780 miles/day, with the math thats about a weeks travel. 3 days to get there, 1 day to shop and rest, 3 to return. We could probably pick up armour, weapons, scrolls, etc.. To effectively get as much a possible per trip, a PC in street clothes with bags of money should not be too encumbered.
4. Trebuchets can be built in advance to help with artillery, right after Shump's Eldritch blasts of course. The ship we crashed in on should get fixed, the Cat-people's weapons will certainly help. Bombs made of alchemist fire can be tied to anchors and made into sea-mines.
5. My last idea involves some espionage. I cant remember where the fleet is coming from, but if we can locate them we could try getting aboard their ships and either poisoning their supplies or blowing them up. I cant recall if we took the Ring of Invisibility but that would help out here.
Peace, "Shag" out.
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bytor
Gurps vs. D&D Debate Champion
Posts: 78
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Post by bytor on Jan 13, 2009 21:04:56 GMT -4
Alright, here is the NPC list I promised, organized by general location (Farshore, Sasserine, Other). I haven't proofed this list all that much, so ignore any typos and bad grammar!
Farshore / Tanaroa
Amella Venkalie Female human Farshore – The Last Coconut Captain of the Ravaged Pride. Slight but powerful woman with fine blonde hair tied neatly back from her forehead, Amella dresses to fight and sail rather than please the eye. A thin scar graces her right cheek. Foul-mouthed and fond of uttering oaths only heard in the worst dockside taverns. Amella has revealed, reluctantly, that her husband was betrayed and murdered by the gnome Shortstone Badgewell. Amella has a dim view of gnomes as a result, and has been especially impatient with Urol Forol.
Avner Meravanchi Male human Farshore – Meravanchi Estate Slanderer, deflowerer of maidens, and narcissist. Avner is the second son of the Meravanchi family in Sasserine. Avner’s father, Zebula Meravanchi, financed a significant portion of the expedition to Farshore and insisted Avner join to represent Meravanchi interests in the settlement. Avner currently resides at his uncle’s estate and claims to be assisting Lord Manthalay with his bid for Farshore mayor.
Dranys Sellis Male dwarf Farshore – Sellis’ Woodworks and Smithing Dranys is the proprietor of Sellis’ Woodworks and Smithing.
Hevrik Aldwattle Male human wizard Farshore – Aldwattle’s Laboratory Professor Aldwattle is an eccentric alchemist and naturalist with a pate of wild grey hair and a permanently fused expression of interest on his face.
Hilde Swenten Female human Farshore – outlying farm Late-30s, weathered but attractive appearance. Hilde is an accomplished farmer from Sasserine. She was trapped in a burning building during the Rat’s End pirate attack and was rescued by Shag the dwarf.
Jeran Emrikad Male human wizard Farshore – Farshore Hall of Records Jeran is an energetic and bright-eyed man in his late forties. He is the caretaker of Farshore’s Hall of Records, a modest library.
J’kal – Chieftain of Tanaroa Female human Tanaroa Wizened old woman, small in stature but mighty in presence. J’kal is the chieftain of Tanaroa, the largest Olman village on the Isle of Dread, and the unofficial leader of all the southern Olman tribes still residing on the Isle. J’kal has agreed to assist Farshore against the coming Crimson Fleet attack with contingents of her finest warriors.
Kaskus Kiel (Jade Ravens) Male dwarf druid Farshore – The Blue Nixie Dark-skinned, sour expression, severe square-cut beard, member of the Jade Ravens. Kaskus has a deep and noisy love of mountains and caverns, and longs to return home some day after he’s repaid his debt of loyalty to Lavinia, whose father rescued Kaskus from slavery to the Scarlet Brotherhood nearly a year ago. Kaskus has fallen in love with the Isle of Dread and its exotic environs, and talks at length with Urol and Telda.
Lavinia Vanderboren Female human aristocrat/swashbuckler Merchant District (79) - Vanderboren Manor Attractive dirty blonde, average height, young. Wears fine, classically-designed clothing while attending guests in her estate – long, flowing dresses with gold brocade – but keeps it practical when about in Sasserine or going about her daily duties. Lavinia speaks with authority and has grown into adulthood quickly in the last weeks. She is gradually pulling the affairs of her parents’ estate together and has finally paid off the last of their many debts. Her behaviour is generally cautious and guarded, but she is unusually frank with Croan, with whom she has developed a budding romance. Lavinia still grieves after the recent deaths of her parents at the hands of her treacherous brother, Vanthus, but has come to terms with the fact that he may never be found. Still, Vanthus is a touchy subject with Lavinia, and she prefers not to speak of him.
Lefty the Pirate Male human Farshore Small stature, wiry, wearing a dirty and bloodstained white shirt with a green vest and red bandanna on his head. Thin beard, loop earrings. Lefty was taken prisoner during the Rat’s End pirate raid on Farshore, and has been helpful so far and warned the settlement about the coming Crimson Fleet attack. He knows few details of the fleet’s plan beyond the fact that it is coming. Lefty is currently held in the brig near the east watchtower and militia barracks.
Liamae Teslikaria (Jade Ravens) Female human sorcerer/favoured soul Farshore – The Blue Nixie Attractive brunette, chin-high, haughty expression with a crescent moon tattoo on left cheek, member of the Jade Ravens. Liamae’s normally cynical and bitter edge has softened somewhat, and she has appeared to have wholeheartedly adopted the faith of Rudd, the goddess of luck. Liamae spends much of her time at Farshore’s chapel looking to Vesserin for spiritual advice.
Lirith Veldirose Female human Died on the Isle of Dread Lirith was a youthful, red-haired tomboy eager for adventure and excitement. She loved to show off and paid the price for her boldness when she faced a stampeding tyrannosaurus rex on the coast of the Isle of Dread. Urol has erected a modest grave-marker for Lirith in Farshore’s cemetery.
Lord Manthalay Meravanchi Male human aristocrat Farshore – Meravanchi Manor A towering and handsome man with a well-groomed beard, clad in a shining suit of chainmail. Manthalay is bold and intolerant. He believes in reaping the resources of the Isle of Dread for the benefit of the good citizens of Farshore and the greater benefit of Sasserine, and is not above supplanting the native Olman in his desire to bolster the colony and solidify its power. Over the past several years he has become the de facto leader of Farshore; Lavinia’s arrival has disrupted his plans and left him in a particularly foul mood. He has put his nephew Avner in charge of gathering votes for the upcoming election and is keeping a close eye on him.
Malfus Fairwind Male human bard Farshore – The Last Coconut Malfus is the proprietor of the Last Coconut, Farshore’s only inn.
Mvembi – Zombie Master Male human Tanaroa Mvembi is the rail-thin, milky-eyed shaman of the Tanaroan Olman. His dislike of outsiders has only increased since the successful appeasement of Zotzilaha and the calming of the volcano Nextepeua (“He Who Rains Ashes”).
Rowyn Kellani Female human rogue/bard Farshore Beautiful, with long red hair tied back in a ponytail and sparkling green eyes. Moves with an unsettling grace. Has a lotus tattoo on her left shoulder, and an intricate dragon tattoo on the other. Confident and opportunistic. Scion of house Kellani, a powerful noble family in Sasserine, and former guildmaster of the Lotus Dragons thieves guild. Currently held prisoner in the brig near the east watchtower and militia barracks in Farshore. Rowyn claims to have renounced her former larcenous ways and has been cooperative, so far.
Ruby the Weaver Female human Farshore Young attractive red-head. Ruby was being chased by a half-orc pirate during the Rat’s End pirate attack. With Shump’s help she managed to fight off the filthy letch. Ruby makes her living as a weaver and lives alone in town. Her husband perished on the journey to Farshore over a year ago.
Skald Male feytouched Farshore – The Last Coconut Quiet, pale, hunch-shouldered and mysterious, Skald joined the expedition to Farshore for reasons known only to himself. Skald maintained a low profile during the expedition, but did not hesitate to lend his bow in a fight. Jumpy and nervous, Skald appears to have a dark past that haunts him still.
Tavey Nesk Male human Farshore – outlying farm Freckle-faced, blond-haired 11-year old boy with aspirations of someday leading a successful adventuring company. Tavey served as cabin-boy aboard the Ravaged Pride and has come to idolize the party, Valorian and Pelth in particular. Tavey was taken under the wing of one of Farshore’s farming families, but grows increasingly bored. When not working the crops he can be found dockside, clambering aboard the Blue Nixie or Hellfire whenever he gets the chance.
Telda Syren Female half-elf Farshore – The Apothecary’s Infirmary Telda is the proprietor of the Apothecary’s Infirmary. She is a skilled herbalist who has spent time studying the island flora and fauna in the hopes of discovering new medicines, foods and herbs. She was a close friend of Larissa Vanderboren (Lavinia’s mother) and has taken news of her death hard. Telda has also been studying the Olman since her arrival and has learned most of their language and pictograms. She is concerned for their plight, considering the inherent dangers of the Isle and the cultural disruption that the presence of the colonists no doubt presents.
Tolin Kientai (Jade Ravens) Male human ranger/fighter Farshore – Militia Barracks Tall, handsome, shoulder-length blond hair, member of the Jade Ravens. Tolin is vain and brash as he is handsome, a rugged man whose rustic good looks have served him well over the years. He clearly rankles against Croan, perhaps out of jealousy towards Croan’s relationship with Lavinia.
Ulvar Kabbanja – Militia Captain Male human fighter Farshore – Militia Barracks Ulvar is Farshore’s militia captain. He is gruff and rude, and although he does his best to recruit new members to the militia, he has met with little success.
Urol Forol Male gnome Farshore – Vanderboren Estate Urol is a bent old gnome with an insatiable curiosity for the natural world, cartography and ancient cultures. Urol was captured by the bar-lgura demon Olangru and narrowly escaped sacrifice to Demogorgon, Prince of Demons. The fire burns less brightly in his eyes since the ordeal.
Zan Oldavin (Jade Ravens) Male half-elf rogue Farshore – The Last Coconut A jaunty, flamboyant man who takes perhaps too keen an interest in his dagger collection. Of the Jade Ravens, Zan is clearly the least happy with Farshore, and often comments on the sheer drudgery of the journey from Sasserine. He spends most of his time at the Last Coconut, drinking away the weeks.
Vesserin Catherly Male half-elf cleric of Elhonna Farshore – Farshore Chapel Short, wiry and eminently pleasant man who has managed to serve as Farshore’s spiritual guide without ostracizing any one particularly faith, a task he is rightfully proud of. Vesserin is the caretaker of the Farshore Chapel, a non-denominational church with numerous small shrines to various deities. The most popular deities worshiped here are Elhonna, Pelor and Farlanghn.
Sasserine
Ender Ellers Male human cleric of Istus Sasserine - Sunrise District (4) - Shrine of Istus Average height, mostly bald with his remaining grey hair tied in a long ponytail. Ender's weathered countenance betrays a storied past; his eyes are a cold blue. Ender is the only cleric in residence at the Shrine of Istus and is partial to the PCs after the minor miracle that occured with the raising of Croan. Most priests of Istus are content to merely observe events as they occur. Ender, however, belongs to a splinter sect of Istus' clergy - one that encourages its members to act and participate in events as they wish, theorizing that the actor would not consider an act that was not fated to occur. An extreme heretical offshoot of this sect preaches that fate is not predetermined but is recorded by Istus at the time of its passing. This sect believes, therefore, that sentient creatures are possessed of freewill to determine their own fates, and pay homage to Istus as the archivist of fate, rather than its predeterminer.
Jilanth Turtoso Male gnome Sasserine – encountered during the Wormfall Parade Round-faced with curly, light-brown hair and a patchy beard. Jilanth is normally one of Sasserine's more docile citizens, but becomes an unholy terror once he gets his third drink in him. At the Wormfall Parade he was seen wearing a ridiculously huge wide-brimmed hat with a large peacock feather, stumbling through the streets with a flagon in one hand. His half-orc friend, Kurgol, does his best to keep Jilanth from starting fistfights with everyone in his path.
Kora Whistlegap Female halfling expert Merchant District (79) - Vanderboren Manor Grey-haired, slight, wizened. Patient, efficient, devoted to Lavinia. Suspicious of Vanthus. Was killed by Drevoraz, Captain Harliss Javell’s first mate.
Kurgol Male half-orc Sasserine – encountered during the Wormfall Parade Stoic, clean-cut (for a half-orc), wearing a well-kept suit of hide armour. Kurgol had a few flagons during the Wormfall Festival, but held his liquor better than his friend Jilanth. Kurgol thankfully intervened when he found Jilanth trying to pick a fight with Thamiol.
Nada Sidonia Female human Shadowshore District (15) - The Velvet Hatch Emaciated, looks as if she never sleeps. Slightly blue-stained lips. Accusatory and generally untrustworthy, for some reason she decided Meryll was someone she could confide in. Nada is the one who leaked information to Meryll about Vanthus and Brissa Santos being seen together in the Shadowshore district during your original search for him.
Nemien Roblach Male human Currently at large Lanky, middle-aged with a gold tooth. Former proprietor of the taxidermy shop in the Merchant District. Looks down on his customers. Blunt, pleasant enough as long as he thinks visitors are going to buy his wares. Otherwise, he is quick to anger. Nemien ran from Sasserine after revealing the location of the Lotus Dragon thieves’ guild to Meryll.
Panchi Male dwarf Shadowshore District (23) - It Still Floats! Thin for a dwarf, missing index finger on right hand. Pessimistic, but flirtatious with attractive women. Owner of the It Still Floats! boat shop in Shadowshore. Panchi hasn’t forgotten the rude interruption Kith visited on his boat shop in the dead of the night, whether he is a ‘hero’ of the city or not.
Zasker Grankus Male human barbarian/fighter Champion's District (K2) - Zelkarune's Hall Muscular, shoulder-length blond hair, always smiling. Jovial and charismatic. Never has a bad word to say about anybody. Known as the "reformed barbarian". Head of the Zelkarune's Horns mercenary company. Admires Kith’s martial spirit.
Others
Captain Harliss Javell Female human Location unknown – first met at Kraken Cove Tall, bold beauty with raven-black hair and deeply tanned skin. Wears tight leather armour studded with fire opals and pearls and wields a curved rapier and dagger. Harliss has a gruff demeanor and speaks with a heavy accent. She has clearly spent much of her life among pirates, and commands respect amongst other seadogs. You encountered Captain Harliss at Kraken Cove, where you assisted her in dispatching a number of her former crew who had “turned savage” after Vanthus Vanderboren smashed a black pearl on the deck of her ship and let loose a mysterious plague in the vicinity. Harliss wished you luck in rescuing the lady Lavinia from her vengeful first mate, Drevoraz, before bidding you farewell.
Conrad Horst Male human Renkrue Balding, middle-aged man. Conrad schemed his way aboard the Ravaged Pride by passing himself off as a priest of Heironeous. He was uncovered as a compulsive liar and confidence man after an incident at Fort Blackwell en-route to Farshore. Conrad decided to stay at the village of Renkrue in the southern Amedio Jungle and start a new life among the Olman.
Ixawheni – Chieftain of Renkrue (“He Who Sleeps With Sound”) Male human Renkrue Chief of the village of Renkrue, an Olman village at the southern extreme of the Amedio Jungle. Chief Ixawheni and the people of Renkrue count you among close friends for defending the village against a pack of rogue lizardfolk afflicted with the savage tide. If the lizardfolk were changed by the pearl broken by Vanthus Vanderboren at Kraken Cove, 700 miles north of Renkrue as the parrot flies, then Vanthus’ folly is far-reaching indeed.
Lithira Female aranea Isle of Dread – northeast Lithira is an aged, canny old aranea who resides with her mundane spider-kin at an Olman ruins near the beached Ravaged Pride. Lithira’s fate is currently unknown, as the demon bar-lgura called Olangru told you he picked up your scent near Lithira’s lair.
Olangru Male bar-lgura Whereabouts unknown, formerly the Shrine of Demogorgon Olangru is a simian demon reminiscent of an orangutan. He led a harem of bar-lgura females at an ancient Shrine to Demogorgon shrouded in oily fog some miles north of Tanaroa. Olangru was responsible for the capture and torture of Urol Forol. He is currently at-large after Croan dismissed him from the face of Oerth in the name of Istus.
Tlanextli Will-o’-Wisp Tlanextli is a will-o’-wisp who resides in Tamoachan in the northern Amedio Jungle. You negotiated with the strange creature for access to an obscure area of the ruined Olman city.
Vanthus Vanderboren Male human Unknown Your prey. Glimpsed one solitary moment time from the bottom of a dank pit on Parrot Island, where Vanthus imprisoned you with a murder of flesh-eating corpses and vomit-inducing urchins from hell. His crimes and heinous deeds grow with each passing week – most recently with the unleashing of a deadly and abyss-tainted plague within shaded and jungle-dark Kraken Cove. You have heard nothing of him for months. With any luck he is already dead.
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Oxybe
Comic Hunter Lackey
Simply rocking out
Posts: 107
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Post by Oxybe on Jan 15, 2009 19:20:36 GMT -4
Nice writeup!
i would put more faith on the catapults then the eldritch blasts to take out ships. at best it would require me to be:
A) underwater where the angry pirates can't really attack me but allied catapults can't see me so i'm a very viable (and squishy) target
B) manage to deal pretty high numbers of damage in one or two attacks consistently. the boat's hull (i'm guessing here) can be between 2-4 inches thick. this would mean somewhere between 20-40 HP with 5 hardness. at my best with my new chausible, i might deal about 24-25 damage on a good solid hit, so 2-3 turn are needed to break through the hull of a boat.
Espionage (strangely enough) is soon going to be Shump's strong point: flying makes little noise & if we level up, i'll be invis 100% of the time. add true darkvision, 30ft magical darkvision & the ability to see invis and & i'm golden. i'm not one to gather information 2nd hand, but gaining it first hand is going to be my specialty.
it might be better for us if i attempt to destroy/stop the boats through sabotage rather then attacking them. the spell states (as per SRD):
"Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area."
i'm not sure how eldritch blasting a boat's hull interacts with that though.
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bytor
Gurps vs. D&D Debate Champion
Posts: 78
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Post by bytor on Jan 17, 2009 1:00:36 GMT -4
Okay, I'm not sure how diligent I will be with recaps like this, but I'm going to give it a try. Here is a recap of last session (which happened to be our 31st since beginning the campaign back in...October/November '07...or so)
First, a note on dates:
Months correspond to the Gregorian calendar as follows: Fireseek (January), Readying (February), Coldeven (March), Planting (April), Flocktime (May), Wealsun (June), Reaping (July), Goldmonth (August), Harvester (September), Patchwall (October), Ready’reat (November), Sunsebb (December). Each month contains four weeks of seven days each (Starday, Sunday, Moonday, Godsday, Waterday, Earthday, Freeday) for a total of 28 days. There are four fest-weeks of seven days each: Needfest (before Fireseek), Growfest (before Planting), Richfest (before Reaping) and Brewfest (before Patchwall). One year equals 364 days. The Savage Tide campaign began six months ago in the month of Coldeven, 596 CY (Common Year).
Savage Tide – Session 31 Recap
19 Harvester, 596 CY
Thamiol, Shump, Valorian, Croan and Shag step out onto the slopes of Nextepeua after replacing the stolen bat-idol and appeasing the Aspect of Zotzilaha. From the foothills of the volcano the location of the tar-pits are vaguely apparent to the east, and with the directions provided by J’kal and the Olman of Tanaroa most of the party decides to head out on foot towards them. Thamiol, however, trades his gargoyle crown with Shag for Gwaeron’s belt and activates the belt’s wind walk ability to head back to Farshore and monitor progress there.
Meanwhile, as Thamiol is wind walking back to Farshore, a new ship sails into the harbour. Captain Calico arrives in Farshore, much to the consternation of Lady Lavinia Vanderboren and Lord Manthalay Meravanchi, who fear yet another pirate attack. Calico insists that he is not associated with the Crimson Fleet and, in fact, bears a grudge against certain members of the notorious organization. Lavinia accompanies him to the Last Coconut to share a round or two, and ease any nagging doubts. At Calico’s query regarding nearby treasure, Lavinia mentions the party, and also suggests that if Calico were willing to assist Farshore in its defense against the Crimson Fleet attack that he would be welcome to a fair share of the treasure.
Thamiol arrives back in Farshore and heads for the Last Coconut. After greeting fellow musician Malfius, the inn’s proprietor, Thamiol takes a seat beside Lavinia and Calico and joins in the conversation. Thamiol introduces himself to Calico and updates Lavinia on the party’s efforts. He learns from Lavinia that Rowyn has somehow been writing secret missives from her cell and has had some success generating sympathy from the local villagers. Lavinia asks Thamiol to ‘manage’ the Rowyn situation, concerned that local sympathy for Rowyn will splinter her support further and risk Manthalay being elected as mayor.
Thamiol and Calico head over to the barracks to speak with Rowyn. Militia Captain Ulvar suggests that he would be just as happy to see Rowyn and Lefty the Pirate out of his barracks and put to work in the fields or used as cannon fodder in the coming attack, as he grows tired of tending on them. Thamiol and Calico have a tête-à-tête with Rowyn and promise to let her continue writing her manifesto as long as she subtly support Lavinia’s bid for mayor. Rowyn agrees with Thamiol’s assessment that Lavinia would likely show her considerably more mercy as mayor than Lord Manthalay, despite her history with Lavinia’s brother, Vanthus. Calico suggests that Rowyn might make a suitable member of his crew, a notion that the headstrong former noblewoman initially balks at yet, for whatever reason, comes to accept as a likely avenue of release from imprisonment. Thamiol and Calico finally leave the barracks and, during the final few hours of daylight, do some campaigning in town on Lavinia’s behalf.
Valorian, Shag, Shump and Croan travel some six or seven miles through heavy, hot, humid jungle, inching their way towards the tar pits that are so important to shoring up Farshore’s defenses against the coming attack. At the end of the night Croan makes a sending to Thamiol to indicate that they will likely reach the tar pits by noon the following day.
20 Harvester, 596 CY
Thamiol does some early-morning campaigning for Lavinia before him and Calico, with the assistance of Vesserin Catherly at Farshore Chapel, wind walk toward the tar pits far to the northwest.
Croan, Shag, Shump and Valorian continue trekking through the Isle of Dread jungle toward the tar pits. They avoid an encounter with a pack of deinonychus soon after heading out and arrive at the tar pits in the early afternoon. Thamiol and Calico arrive soon after. At first the party finds little sign of disturbance at the tar pits and wonder if the Olman tales of Temauhti-tecuani are true, when suddenly a commotion draws their attention. A dozen small, fast creatures similar in appearance to a cross between a raccoon and a m o n k e y– phanatons – come fleeing out of the jungle with a huge, ancient and scarred thunder lizard roaring behind them. The party meets Temauhti-tecuani head-on and manages to bring the old beast down, although not until after Shag, true to form, takes a trip down the creature’s gullet. Following the battle, Thamiol uses tongues to communicate with the shy but inquisitive phanatons. Speaking with the groups’ leader, Ketektek, Thamiol learns that the phanatons used to frequent the tar pits before the arrival of Temauhti-tecuani. Thamiol asks Ketektek about the rakastas, the legendary cat-people of the isle, and Ketektek says he recalls them only vaguely, as he was very young when they disappeared. Ketektek remembers chief Teketek telling stories of the rakasta and the existence of a Temple of the Jaguar, and insists that the party accompany he and the other phanatons back to their village to celebrate Temauhti-tecuani’s defeat and meet their chief.
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Oxybe
Comic Hunter Lackey
Simply rocking out
Posts: 107
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Post by Oxybe on Jan 20, 2009 10:07:15 GMT -4
poor shag at least he's consistent
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Post by majortom on Jan 22, 2009 21:57:35 GMT -4
I want you sketch all of the NPC's. I'll never remember them just from the list. I can't help it. I'm a visual learner.
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Post by majortom on Jan 22, 2009 22:01:58 GMT -4
Just joking about the above. That is complete and clear list.
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bytor
Gurps vs. D&D Debate Champion
Posts: 78
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Post by bytor on Jan 23, 2009 8:51:30 GMT -4
Shall I stat them out for you too Tom? Maybe you'd like me to sculpt a custom mini for each one?
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Post by Garrett on Jan 23, 2009 13:47:34 GMT -4
Shall I stat them out for you too Tom? Maybe you'd like me to sculpt a custom mini for each one? Also,could you sketch a map and mark where each one is?
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Oxybe
Comic Hunter Lackey
Simply rocking out
Posts: 107
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Post by Oxybe on Jan 23, 2009 16:38:40 GMT -4
well, get me some cardboard & a stapler, and i will make you quite the spiffy 2.5D figures.
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bytor
Gurps vs. D&D Debate Champion
Posts: 78
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Post by bytor on Jan 24, 2009 1:02:33 GMT -4
Savage Tide – Session 32 Recap
21 Harvester, 596 CY
The sun rises and the day breaks in waves of sticky heat; the party follows Ketektek and the group of phanaton warriors back to their settlement deep in the jungle. The phanaton village is built high among the jungle canopy, out of reach of many of the largest jungle predators and inaccessible to the party, but the entire settlement comes down to the forest floor to greet the newcomers. Ketektek describes the party’s exploits to the village chief, Teketek, and the phanatons throw an impromptu celebration in the party’s honour replete with music, dancing and food (mostly fruit and insects, but appetizing enough). Teketek relates the story of the cat-people, and explains that although the rakasta were very secretive they always shared a congenial relationship with the phanatons. Teketek explains that the tribe has had no contact with the rakasta for nearly a decade and believes they came to some tragic end. He points out the location of the rakastas’ Temple of the Jaguar on the party’s map.
22 Harvester, 596 CY
The group heads northeast from the phanaton village. Shump scouts above the canopy to keep a bearing on the proper direction.
24 Harvester, 596 CY
After two days of trudging through the heavy undergrowth, the jungle finally parts to reveal a once-impressive pyramid-shaped temple. The architecture is clearly inspired by Olman traditions, but the addition of numerous feline designs and humanoid cat statues leaves no doubt about to its provenance. Signs of an old battle are evident on the smashed and damaged statues, and closer examination reveals the presence of skeletal remains.
Shag strides boldly toward the entrance to the temple, oblivious to the gargantuan, 40-foot long emerald anaconda waiting in the branches and heavy growth covering the pyramid. The snake strikes out at Shag, dealing him a painful bite. The party manages to injure the snake enough that it retreats, but not before Calico nearly meets his death in the creature’s powerful jaws.
Heading into the pyramid, Calico notices something strange about the pillar and jade statue in the centre of the room. He decides to jump into the apparently illusory pillar and falls 50 feet to the brackish, sludgy water below. Halfway down the pit is an archway leading under the temple. The party heads down the gently-winding tunnel, eventually arriving in a torch-lit sanctuary. Shump immediately realizes that they are not alone in the room with his ability to see invisible creatures. Watching the party enter the chamber is a 12 foot, winged snake of rainbow hue. Sensing the (largely) honourable intent of the party members, the couatl chooses to reveal his presence to the rest of the party. Calling himself Tonatiuh, he explains that he resided here as a caretaker and protector of the rakasta tribe. Tonatiuh explains that his children were slaughtered by a group of shape-changing demons he calls skinwalkers. The ambush occurred so suddenly that Tonatiuh was unable to save the rakasta; he has dwelt here in shame and guilt ever since, leaving the temple only rarely to seek sustenance. After the party explains its presence and mission to protect Farshore from the coming Crimson Fleet attack, Tonatiuh, perhaps feeling he might find some small sense of redemption, reveals the cache of masterwork and magic weapons that the rakastas hid in the temple. Calico suggests that Tonatiuh might find his conscience eased by aiding the citizens of Farshore against the attack in a more direct manner, and while Tonatiuh declines accompanying the party at this time, he does pluck three feathers from his tail and bestows them upon Croan. Tonatiuh indicates that, when the words of the proper spell (planar ally) are intoned and one feather is offered, he will appear freely and without need of payment to aid in whatever way he can. The couatl then takes his leave and ascends to some higher plane.
Shag gathers up the huge stockpile of weaponry and wind walks back to Farshore while the rest of the party begins the long trek back to the settlement.
27 Harvester, 596 CY
The party is ambushed by a group of three rhagodessas. Ash is set upon by the largest, but Calico and Croan manage to fight the creatures off. Shump flies away in fear at the first sight of the rhagodessas, recalling his first encounter with a rhagodessa in the hold of the Blue Nixie back in Sasserine.
Brewfest, day 4, 596 CY
The party arrives back in Farshore midway through the annual Brewfest holiday. The folk of Farshore are intent on shoring up the settlement against the Crimson Fleet and spare little time for celebration this year, though the beer flows a little more freely in the evening hours nonetheless.
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