Blood of the Earth (Act II)
Act Two
XP: 12,000 - 15,000 xp As the city is in disarray, the adventures and city-guard try to get a hold of the situation, setting up a command in an old temple of Leticia with the Channels. Here Kozon Earthscar, leader of the Earth priests, has set up defenses against the earthy invaders. As the aftershocks and fighting subside, many questions remain and many people are still in need. After their rest, Kozon receives the PCs and give them a map, and give them a rundown of the situation.
Kozon, stand pouring over the city map, the dark eyelids indicate that the man didn't get much rest either. "Ah there you are, I have a job for you people and I don't like to hear no, the city is under attack by unknown forces and I like to know why." He pauses for a second before he continues his explanation "Strange creatures, cultists roaming the streets, so much damage, and death. I have several teams out there dealing with the stragglers from the initial attack, but I suspect there is more to come."
"That's where you guys come in I have marked several locations on the map where strange creatures are sighted or where people are in need of assistance. The streets might not be safe yet for the citizens to go out but safe enough for a team of adventurers. Investigate the locations and bring back any evidence or knowledge about this attack to me, form there on out will try to piece together what is happening."
Kozon hand over a map city map of Umar with some location marked by an X. "I will give you a quick rundown of the locations you will be visiting:
Stand Strong! And good luck, I'll be here awaiting your report." Kozon waves the group away and starts reading some documents an errand boy hands him "Urgent sir!".
Let the PCs choose what to do and in which order, all the events play out as the PCs reach their destination.
"That's where you guys come in I have marked several locations on the map where strange creatures are sighted or where people are in need of assistance. The streets might not be safe yet for the citizens to go out but safe enough for a team of adventurers. Investigate the locations and bring back any evidence or knowledge about this attack to me, form there on out will try to piece together what is happening."
Kozon hand over a map city map of Umar with some location marked by an X. "I will give you a quick rundown of the locations you will be visiting:
- The Weeping Fissure lies on the edge of the Higlake district and the ruined Vines district, the was a deep Fissure where hundreds of monster were coming from, it has been filled up with water, I like you to check on it the make sure it is still safe.
- The Howling Cavern another underground cave system discovered by refugees, many heard terrible howls coming from the ruined shop above so none of them dared to enter, so that for you to investigate.
- Many pesky rock goblins are still in the Highlake District, capture one so we might get some intel from the buggers. At least it will give some information about where the came from and how they tik.
- A large blue-skinned lady is spotted near a well in the Vines, and ally to the creatures, their leader perhaps or it might be an ally we need, approach with caution and learn what you can.
- A group of Lacedons that were a pest in the harbor has used this opportunity to head into the city and found wandering in the vines district, this is their latest known location, all that I can use right now is an undead plague upon city-wide attack, take them out.
- Lastly I have been receiving some help request form the great tree, it seems that location is also safe, but in need of some extra support. if you find the time give them a hand.
Stand Strong! And good luck, I'll be here awaiting your report." Kozon waves the group away and starts reading some documents an errand boy hands him "Urgent sir!".
The Three Fissures
What is known that three deep fissures have open within the ground, the largest one has appeared under the giant spike of obsidian that pierces through the Grand Guild Hall. Next to that, the fighting may have died down, that doesn't mean the streets are safe. People are also in need of help, supplies, and rescue. Kozon will advise the PCs to stay away from the Grand Guild Hall and the Obisidian Fissure for now, as there are still reports coming in that large monsters appear out of the fissure. Make sure your PCs are level 3 before they head into the Obsidian Fissure in ACT III.E. The Weeping Fissure
The Weeping Fissure is the smallest that has appeared; it was deep and but after the latest aftershock, the fissure with has filled itself with sea-water, and now it is overflowing within broth of seafoam and mud.
The smell of the sea is unmistakable as you come around the corner, and you look upon a small square decorated with autumn garlands, abandoned stalls, and shops.
In the middle of a large road hole has appeared, and from it pours a froth of mud and yellowish-brown foam, wich every often creates a small salt-water geyser shooting into the air.
Mud Hole Battle Map by Martijn Donker
Earth Wysp
CR 2XP 600
hp 25 (Pathfinder RPG Bestiary 5 282)
Small Mud Elemental
CR 1XP 400
hp 13 (Pathfinder RPG Bestiary 2 120)
Treasure: The player will find the following if they search the square 79 gp, an Oil of Magic Stone (50 gp), a Potion of Shield of Faith (50 gp), and a Scroll of Greater Magic Weapon (375 gp) in an ordinate carved watertight stone scroll case worth 10 gp.
F. The Howling Cavern
The Howling Caverns is another fissure that has opened under an Incense Shop in the channels. From the hole in the ruined workshop, howls, moans, and screams can be heard form below. It is up to the PCs to discover what is happening below and clear out any threats. Unless specified the walls are made of rough dark gray basalt rock and the ceiling is 20 ft. high. The rooms and corridors are only lit for the first part of the hallway and the first room but are further entirely dark.Steam Cavern by Martijn Donker
Crates and barrels with wares are stacked high in the cellar and a mix of incense and sewage linger in here. In the east, there is a large hole in the wall leading into a natural cavern.
With a DC 18 perception check, the PCs will notice a hole in the southern wall that leads toward the (2) sewers.
Treasure: If the PCs search the crate the will find miscellaneous trade goods of the shop above, under with are two boxes of incense worth 35 gp each, and a locked (disable device DC 20, break DC 20) black box containing an incense of dulled senses (1,500 gp) as well as a pouch containing 34 gp, 6 sp, 512 cp worth in coins. 2. City Sewers
The stench of raw sewage is overwhelming as you break through the rubble and enter the city sewers. Think sludge moves slowly through the trench in the middle with on each side a slippery walkway. The walls are coved with sticky green muck and giving off a sickly green hue. The sewer ends toward the east and leads off into the darkness in the west.
This play is where a young Otyugh has taken refuges for the fighting further in the city, hiding in the sewage at the end of the sewers here. On the walkway, its spirit, an ectoplasmic humanoid, stands wildly, gesturing with his hand and talking without making a single sound. The spirit and otyugh are in a telepathic discussion on what to do next. Although they are friendly and not out for a fight, they will fight and defend this new lair. If the PCs can make peaceful contact with the otyugh, it will give the PCs some information about the tunnels and many people under the city and in the sewers.
The Humanoid shape as the appearance of a farmer and will greet the PCs with a cheery wave if he sees them. Although the Otyugh likes to remain hidden and likes to speak through the spirit with a telepathic voice, the PCs will see that to words spoken are not match the movement of the mouth of the spirit.
The Farmer
CR –Zeitgeist (Pathfinder RPG Occult Adventures)
N Medium outsider (phantom)
Init +2; Senses darkvision 60 ft.; Perception +0
Defense AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 10 (1d10+4)
Fort +1, Ref +4, Will +4
DR 5/slashing
Offense Speed 30 ft.
Melee 2 slams +2 (1d6+1)
Statistics Str 12, Dex 14, Con 13, Int 7, Wis 10, Cha 13
Base Atk +1; CMB +2; CMD 14
Feats Iron Will, Toughness
Skills Diplomacy +5, Intimidate +5, Sense Motive +4
Languages Common
SQ dutiful strike, ectoplasmic phase lurch
Special Abilities Dutiful Strike (Su) Gain attack and dam bonus vs. last foe who attacks master up to 1 minute.
Ectoplasmic Phase Lurch (Su) Bypass solid obstacles (but not creatures) at half speed, must end turn in clear space.
Belchwisp
CR 3XP 800
Young otyugh spiritualist (zeitgeist binder) 1 (Pathfinder RPG Bestiary 223, 295, Pathfinder RPG Occult Adventures 72)
N Medium aberration
Init +2; Senses darkvision 60 ft., scent; Perception +9
Defense AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 36 (7d8+1)
Fort +3, Ref +4, Will +8
Immune disease
Offense Speed 20 ft.
Melee bite +6 (1d6+2 plus disease), 2 tentacles +2 (1d4+1 plus grab)
Space 5 ft.; Reach 5 ft. (10 ft. with tentacle)
Special Attacks constrict (tentacle, 1d4+1)
Spiritualist (Zeitgeist Binder) Spells Known (CL 1st; concentration +2)
1st (2/day)—cause fear (DC 12), touch of gracelessnessAPG (DC 12)
0 (at will)—daze (DC 11), guidance, message, telekinetic projectileOA
Statistics
Str 14, Dex 14, Con 9, Int 5, Wis 13, Cha 6
Base Atk +4; CMB +6 (+10 grapple CMD 18 (20 vs. trip)
Feats Alertness, Combat Reflexes, Toughness, Weapon Focus (tentacle)
Skills Acrobatics +2 (-2 to jump), Linguistics +1, Perception +9, Sense Motive +3, Stealth +8 (+16 in lair Racial Modifiers +8 Stealth in lair
Languages Common, Undercommon
SQ etheric tether, settlement aspect, shared consciousness, zeitgeist of Society (The Farmer, dedication, society)
Special Abilities Disease (DC 12) (Ex) Filth Fever: Bite—injury; save Fort DC 12; onset 1d3 days; frequency 1/day; effect 1d3 Dex and 1d3 Con; cure 2 consecutive saves. The save DC is Constitution-based.
Etheric Tether (Su) Lose hp to prevent dam to phantom that would banish it to ethereal. Phantom must remain close when manifested or concentration required.
Shared Consciousness (1/day) (Su) Gain skill focuses and +4 vs. mind-affecting when not manifesting a phantom.
Story Award: If the PCs befriended Belchwisp award the PCs the XP as if they defeated him in combat. 3. The Decent
The shadowy corridor is lit with an occasional torch in the wall, descending into the deep earth, the walls are made of basalt stone. From the hallway leading towards de east, chanting can be heard. Beyond this corridor, the passage descends into the darkness, from with an occasional howl can be heard.
This 130 ft. long corridor is empty and is only lit to the intersection leading into Smoking Cave (4), in the end, it will lead into Earth Lizard's Den (7) to the west and Altar of Stone (8) to the east. Any PC who succeeds in a DC 16 perception of survival check will learn that most footprints lead towards the Smoking Cave, but some lead further down.
4. Smoking Cave
Big puffs brown of smoke are coming from two hollow stalagmites, in the center of the chamber amides piles of pebbles, stands a crude altar with restains. Black viscous liquid drips from the light gray stone of the altar. A corridor to the east curves south where an eerily blue glow is coming from, but some kind of passage that has been coved with loose rubble leads to the north.
Within this room cultists have tried to turn people into earth infused creatures with the black viscous liquid, aptly name the blood of the earth, so fat the experiments were unsuccessful on humanoids but did happen to mutated some unsuspecting small lizard, that is now held up in de deep part of the Howling Cavern and grown much larger than expected. The piles of pebbles are what is left of the people that the experimented on.The room continues to the east toward the Crystal Chamber (5) to the south and The Bleeding Stalagtite (6) to the north, the Chamber is sealed off with rock and rubble and would take hours of hard labor to clear out. The priests used scrolls and potions of burrow to get into the room beyond, but have run out while doing their experiments. Creatures: Two Earth cultists are chanting in the hope of blessing the altar with Thorian power and if the PCs are taking a stealthy approach are unaware for the intruders. If attacked, they will fight to the dead.
Earthen Hand Cultist (2)
CR 2XP 600
Dwarf cleric of Earth 3
LE Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +3 (+5 to notice unusual stonework)
Defense AC 18, touch 11, flat-footed 17 (+6 armor, +1 Dex, +1 shield)
hp 23 (3d8+6)
Fort +5, Ref +2, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
Offense Speed 20 ft.
Melee +1 warhammer +3 (1d8+1/×3)
Ranged dart +3 (1d4)
Special Attacks channel negative energy 4/day (DC 12, 2d6), hatred
Domain Spell-Like Abilities (CL 3rd; concentration +6)
6/day—acid dart (1d6+1 acid), touch of evil (1 round)
Cleric Spells Prepared (CL 3rd; concentration +6)
2nd—hold person (DC 15), shatter (DC 15), soften earth and stoneD
1st—cause fear (DC 14), divine favor, murderous commandUM (DC 14), protection from goodD
0 (at will)—bleed (DC 13), guidance, light, resistance
D Domain spell; Domains Earth, Evil
Statistics
Str 10, Dex 13, Con 14, Int 8, Wis 17, Cha 12
Base Atk +2; CMB +2; CMD 13 (17 vs. bull rush, 17 vs. trip)
Feats Alignment Channel, Combat Casting
Skills Acrobatics -5 (-9 to jump), Appraise -1 (+1 to assess nonmagical metals or gemstones), Knowledge (planes) +3, Knowledge (religion) +3, Linguistics +4, Perception +3 (+5 to notice unusual stonework), Sense Motive +7, Spellcraft +3; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Abyssal, Common, Dwarven, Infernal
Combat Gear bloodroot, holy water (2 Other Gear chainmail, light steel shield, +1 warhammer, dart (4), silver holy symbol of Earth
Development: The black viscous liquid the blood of Thorian that the cultists were trying to harvest, and was the source that gave all those creatures their rock appearance and abilities. But not much is left of the liquid that is potent enough to provoke any reaction if touched. It would take two full buckets of this stuff to do anything. Treasure: In the piles of rubble, the PCs will find the belongs of the people the captured and experimented one. There is nothing left that could identify who the people where. But do find a Handy Haversack, and a Belt of Mighty Constitution +2. 5. Crystal Chamber
Junk and several large crystals are clustered in the hallway, illuminating the room with a faint blue glow. Before one of the more giant crystal stands, a large bowl covered with black ichor, from which blue crystals are starting to grow.
The cultists used this corner of the room to dump and leftover black blood and possessions of their human captives from their experiments as once the transformation was done, the viscous liquid has lost its potency. This had a surprising side effect that, over time the blood turning into pulsing blue crystals that are now filling the room. If the crystals are broken off, it loses in illumination and becomes dull gray quartz that has no value.Kozon might be interested in a piece of crystal as well as any sample of black ichor the PCs bring back as part of their ongoing investigation into what is happening in the city, and who is behind it. Treasure: The cultist have hastily looted the people of any valuables, but in the piles of junk the PCs will find 24 gp, 100 sp; 2 x Oil of Bless Weapon (50 gp), Oil of Light (25 gp), Scroll of Protection from Chaos (25 gp) 6. The Bleeding Stalagtite
Noxious blue smoke is billowing forth from a stalagmite in the center of the room as it drips a viscous black liquid. All around the chamber, the walls are dotted with blue crystals that illuminate the room.
This is the room where the cultist we getting the viscous liquid form, but the source is almost dried up, it will take hours to fill only a single bucket. The smoke in the room makes it very unpleasant to be here for extended periods of time. Any PCs with remains in the room for longer than 10 minutes must make a DC 12 fortitude check or will become sickened as she starts to cough violently from the exposure form the smoke. If the character remains there for an additional 10 min after failing the fist check, she must make a second DC 14 fortitude check, to prevent small crystals forming in her lungs. If she fails the fortitude check, she will start to suffocate as stated below slowly, a DC 15 heal check or any magical healing will cure this condition if the PC has left the smoke.
Slow Suffocation: The character takes 1d6 points of nonlethal damage every 15 minutes. Once rendered unconscious through the accumulation of nonlethal damage, the character begins to take lethal damage at the same rate.
7. Earth Lizard's Den
The funk of animal is heavy in the sizeable domed chamber, it's dome rises 30ft. upward, where a small crack in the ceiling lets in a narrow beam of light, to the north, on a raised platform, a large nest of stones, gems, and rubble can be found. Towards the south, a blue smoke rises from the ground, and crystals can be found growing on the walls and floor.
To the south next to some stalagmites fuming blue smoke and some chewed off crystals, all kinds of tiny and diminutive lizards crawl around and lick any of the glowing crystals. In the nest of the Earth Lizard large specimens have gathered and are trying to bask in the little light that comes through the roof.
Creature: One of the first success the cultist had was an accident when the by accident poured some of the black blood on an unsuspected cave lizard. This lizard transformed gaining some rock-like qualities but left the lizard to it on devices in this chamber were it in a matter of hours grew in size. No consisting of a diet of rocks and crystals, the creature made its lair where other lizards flocked to it for protection. And will fiercely protect its lair.
Any PC with handle animal might attempt a DC 18 check to pacify the creature, also trying to distract it with gems and a DC 16 diplomacy or bluff check. And PC is free to attempt to take the Earth Lizard as an animal companion if they can get the creature to act friendly towards the PC (It starts as hostile towards any PC). 4 of the larger lizards will attack as well as soon as the Earth Lizard lunges forward, attack anyone who comes with 10 ft of the nest.
The lizard will chase any out of the chamber but won't follow them into the corridors or any other chamber.
Earth Lizard
CR 2XP 600
Chthonic monitor lizard (Pathfinder Player Companion: Monster Summoner's Handbook 19, Pathfinder RPG Bestiary 194)
N Medium animal (earth)
Init +2; Senses darkvision 60 ft., low-light vision, scent, tremorsense 30 ft.; Perception +8
Defense AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 22 (3d8+9)
Fort +8, Ref +5, Will +2
Resist acid 10
Offense Speed 30 ft., burrow 30 ft., swim 30 ft.
Melee bite +5 (1d8+4 plus 1 acid and grab)
Tactics During Combat: This tries to scare off any intruder by loadly hissing but doesn't attack until any PCs come within 10 ft. of the nest. It will try to use it burrow abillity an try to attack any creature from the rear.
Morale: The Earth Lizard will defent it nest and will fight to the death.
Statistics Str 17, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +5 (+9 grapple CMD 17 (21 vs. trip)
Feats Great Fortitude, Skill Focus (Perception)
Skills Climb +7, Perception +8, Stealth +10 (+14 in undergrowth), Swim +11; Racial Modifiers +4 Stealth, +4 Stealth in undergrowth
SQ poison
Special Abilities Poison (DC 14) (Ex) Bite—injury; save Fort DC 14; onset 1 minute; frequency 1/hour for 6 hours; effect 1d2 Dexterity damage; cure 1 save. The save DC is Constitution-based.
Cave Lizard (4)
CR 1/4XP 100 each
Advanced lizard (Pathfinder RPG Bestiary, 131)
N Small animal
Init +2; Senses low-light vision; Perception +3
Defense AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 5 (1d8+1)
Fort +3, Ref +4, Will +3
Offense Speed 20 ft., climb 20 ft.
Melee bite +3 (1d6+1)
Space 5 ft.; Reach 5 ft.
Statistics Str 12, Dex 15, Con 12, Int 2, Wis 16, Cha 6
Base Atk +0; CMB +0; CMD 12 (16 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +10 (+6 to jump), Climb +10, Stealth +10; Racial Modifiers +8 Acrobatics
8. Resting Area
This almost square room is stuffed with cooking and sleeping equipment and from a dark pit, an immense heat can be felt, over the tripod had been constructed with a kettle hanging form it with boiling water. This room looks to be hastily converted as a living space.
The room is used as sleeping and eating room for the duration the cultists are here and from the stuff, they have unpacked, the cultists expected to be here a while. If the PCs make a DC 20 perception check, they will notice that there is a passage leading towards the east. But they will need magical means to travel through the stone passage like a burrow of stone shape spell.
Creature: With this room, a single cultist is resting and enjoying a cup of tea, with he is boiling above a roaring lava tube that has been cracked open. The lava is 50 ft. deep and anyone who looks in can see a stream of lava below. Unless he is alerted, the cultist doesn't expect to see anyone down here and will grab its weapon and will attack as soon as he sees the PCs. If the PC makes a DC 18 perception check at the beginning of the combat, they will notice that a pile of rubble is moving as well and small earth elemental will appear as soon as the cultist is hit trying to defend it.
Earthen Hand Cultist
CR 2XP 600
Dwarf cleric of Earth 3
LE Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +3 (+5 to notice unusual stonework)
Defense AC 18, touch 11, flat-footed 17 (+6 armor, +1 Dex, +1 shield)
hp 23 (3d8+6)
Fort +5, Ref +2, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
Offense Speed 20 ft.
Melee +1 warhammer +3 (1d8+1/×3)
Ranged dart +3 (1d4)
Special Attacks channel negative energy 4/day (DC 12, 2d6), hatred
Domain Spell-Like Abilities (CL 3rd; concentration +6)
6/day—acid dart (1d6+1 acid), touch of evil (1 round)
Cleric Spells Prepared (CL 3rd; concentration +6)
2nd—hold person (DC 15), shatter (DC 15), soften earth and stoneD
1st—cause fear (DC 14), divine favor, murderous commandUM (DC 14), protection from goodD
0 (at will)—bleed (DC 13), guidance, light, resistance
D Domain spell; Domains Earth, Evil
Tactics
During Combat: In the first round the cultist will cast Divine favor on itself. if hit will try to get the elemental between him and his attacker. If he sees the chance he will cast hold person on any heavily armored PC and will try to use murderous command and cause fear on anyone who will try to attack him in melee. If forced to fight with his Warhammer choosing to attack any lightly armored PCs leaving the stronger opponents to the elemental.Morale: If reduced to 8 hp or less the cultist will try to flee.
Statistics Str 10, Dex 13, Con 14, Int 8, Wis 17, Cha 12
Base Atk +2; CMB +2; CMD 13 (17 vs. bull rush, 17 vs. trip)
Feats Alignment Channel, Combat Casting
Skills Acrobatics -5 (-9 to jump), Appraise -1 (+1 to assess nonmagical metals or gemstones), Knowledge (planes) +3, Knowledge (religion) +3, Linguistics +4, Perception +3 (+5 to notice unusual stonework), Sense Motive +7, Spellcraft +3; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Abyssal, Common, Dwarven, Infernal
Combat Gear bloodroot, holy water (2 Other Gear chainmail, light steel shield, +1 warhammer, dart (4), silver holy symbol of Earth, potion of stone shape
Small Earth Elemental (2)
CR 1XP 400 each
hp 13 (Pathfinder RPG Bestiary 122) Tactics During Combat: The elemtal will attack teh firts creatue to strike the cultist, and will keep hit the PC until it stops moving after wich it will switch to it next target that is attacking the cultist.
Morale: The Elemental will fight to the death.
9. Hidden Shrine
This small chamber holds nothing but a large ironbound chest, which is big enough for a man to fit in and bears a heavy iron lock. The floor has a layer of dust upon it with a single track of footprints lead to and from the chest. From the northern wall and roughly humanoid face is shaped and protruding from the wall looking at the chest.
The chest is used as a small tribute shrine, to return the treasures of the earth back to its rightful owner, Thorrian. The rough humanoid bust sticking out of the wall is a representation of Thorrian and has a trap set up to anyone who tries to open the chest.
Acid Dump Trap
CR 3Type mechanical; Detect Perception DC 20; Disarm Disable Device DC 20
Trigger location; Reset repair; Bypass hidden switch (Perception DC 25 to locate)
Effect Acid drop (never miss, 2d6 acid plus 1d3 bludgeoning)
Treasure: The chest contains a leather pouch with 10x Azurite, each worth 10 gp, two eye-sized Tigereye worth 100 gp apiece. Next to that lies a silver dagger, and a quiver with 12 adamantine arrows. And a dust coved backpack containing a cloak of resistance +1. Story Award: If PCs bring any sample back as a part of their investigation, award them a 600 story XP.
G. Catch the Goblin
Many Rock Goblin have been sighed in the Highlake District and this where they are sent to try to capture one of the little critters alive. Their transformation impaired their ability to speak and lowered their intelligence significantly. If the PCs manage to capture a rock goblin, they find that creatures are almost feral and only know simple words, like, bad, attack, danger, or food. If pressed with either diplomacy or intimidate skill check, they keep repeating the same words; Wound, Hand, Bad, Water in either Terran of Goblin. You can place this encounter anywhere you like during the PCs travels trough the district, this could play out in the streets or inside a building. If the PCs fail to capture one alive, you can rerun the encounter as many times you like, maybe mix things a bit up from the random encounter table. If conscious the goblin will try to escape and will try every 15 min an escape artist attempt opposed the DC the PCs have set and type of restraint they have used. Using a Rope, any character trained in survival can make a check to ty up a goblin, this check will set the DC.Village Roads Battle Map by Martijn Donker
Rock Goblin (3)
CR 1XP 400 each
variant goblin warrior 1 (Pathfinder RPG Bestiary 156)
CN Small outsider (humanoid, earth, goblinoid, native)
Init +7; Senses darkvision 60 ft.; Perception +1
Defense AC 18, touch 14, flat-footed 15 (+3 Dex, +4 natural, +1 size)
hp 13 (1d10+3)
Fort +4, Ref +3, Will +1
DR 2/—
Offense Speed 30 ft., burrow 15 ft.; earth glide
Melee stone sword +2 (1d4/19-20)
Special Attacks breath weapon (15-ft. cone, 1d6 acid, Reflex DC 12 half, usable every minute)
Statistics Str 12, Dex 16, Con 14, Int 3, Wis 12, Cha 8
Base Atk +1; CMB +1; CMD 14
Feats Improved Initiative
Skills Climb +5, Ride +7, Stealth +11; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin, Terran
SQ element-infused abilities (breath weapon, burrow, damage reduction, earth glide)
Stone Goblin (2)
CR 1XP 400 each
variant goblin warrior 1 (Pathfinder RPG Bestiary 156)
CN medium outsider (humanoid, earth, goblinoid, native)
Init +7; Senses darkvision 60 ft.; Perception +1
Defense AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural)
hp 15 (1d10+5)
Fort +6, Ref +2, Will +1
DR 3/—
Offense Speed 30 ft., burrow 15 ft.; earth glide
Melee stone club +4 (1d6+2/20)
Special Attacks breath weapon (15-ft. cone, 1d6 acid, Reflex DC 12 half, usable every minute)
Statistics Str 16, Dex 14, Con 18, Int 3, Wis 12, Cha 8
Base Atk +1; CMB +2; CMD 14
Feats Improved Initiative
Skills Climb +7, Ride +6, Stealth +10; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin, Terran
SQ element-infused abilities (breath weapon, burrow, damage reduction, earth glide)
Story Award: if they PCs can capture a goblin and drag it back toward the headquarters, award them 600 story XP.
H. The Merid of the Well
Within the vines stand a famous will of the Umar, which occasionally grants wishes. The well has been constructed in one of the earlier days of Umar and was part of a large farm form wich now only the well remains. Unknown by many an Arza spellcaster had bound a Merid to the well, in order to grant her wishes. The merid has been here for millennia and bound by 3 rules:- The merid is not allowed to talk while in the well and remain hidden.
- The merid is not allowed to leave the water.
- The merid is must grant any wish within her abilities if a gold coin is tossed into the well.
In de middle of a large square near the great tree of Demari, a large well is submerged in waist-deep seawater. On the edge of the well, sits a being resembles a powerful giant with hairless blue-green skin, deep blue eyes, flamboyant eyebrows, and pearlescent teeth.
Marid
CR 9XP 6,400
hp 114 (Pathfinder RPG Bestiary 142 )
Wish spell has been used 4 months ago.
The marid if she notices the PCs will hesitantly try to get the attention and becoming the come closer. And with a cracked voice will try tho the PCs her plight. If the PCs attack her, she will try to scare them away at first, and the PCs should notice if they fight her they are in way over their head. If the PCs keep harassing her she will use lethal force, as well as dropping her attitude by one step worse She will start off as friendly. if the stay and listen she will share her history and the rules that she is bound by.
In a raspy and soft voice, the marid begins to talk "Thank you for listening to me, I'm Tianore, I have been bound to this well for hundreds of years, unable to speak with anybody, you can feel my relieve that this flood has happened for me. This bay way once my home, unit I fell in love with a jealous woman, she bound me to this well and build a farm around here. Once a year she would make his wish to see me dance and sing the thing that I think bound her to me. But then the war happened and she and her brethren have been wiped out, as the city grew around me I hoped some would find met but that man had hidden me away to well."
"Eventually people discovered that the well, or rather me would grant hem their wishes, so each year I have been grating wishes to anyone who would make the wish at the right time. My wish is to be free again, unbound by this well, I scared wah would happen if the flood disappears, and if I stray too far from the well."
"Could you brave adventurers find the rules he had set so long ago and destroyed them setting me free?"
At this point, Tianore will describe an old chest, within 4 stone tablets, each of them is one of the rules set by the elven woman. She doesn't know what the 4th rule that has been set for her, and that is keeping her near the well.
As Tianore describes the chest, some players who succeed at a DC 10 intelligence check met remember the chest looks a lot like the consolidation price offered in this year lottery. it up to the PCs to recover the chest an trying to open it to destroy its content.
Lady Luana owns several buildings in the city, but a successful DC 14 knowledge(nobility) or knowledge(local) will tell the PCs that are 2 likely places she could me, her Mansion in the Highlake Discrit or her farmhouse on Framer's Hill. Where you would place her is up to the GM's discretion she is never without her trusted servant Berne and they haven't been able to open the chest and still very much alive after the initial attack.
To find the location a DC 16 knowledge(local) or survival check is needed to guide the PCs to the location due to all the rubble and collapsed build they will encounter underway to their destination, causing them to take some detours. And is also the perfect place to run a random encounter or two.
Once Lady Luana is found she will greet the PCs not much better as a servant and act if she was expecting them and let them clearly know that they are late and that she is ready to be brought to a safe location. There they will need their good graces and tact to convince Lady Luana they aren't the company she expected and that the need the chest she won from the lottery. If the PCs mention the Tianore and the wishes she grants it increases the DC to convince her to hand over the check by 2.
"Eventually people discovered that the well, or rather me would grant hem their wishes, so each year I have been grating wishes to anyone who would make the wish at the right time. My wish is to be free again, unbound by this well, I scared wah would happen if the flood disappears, and if I stray too far from the well."
"Could you brave adventurers find the rules he had set so long ago and destroyed them setting me free?"
Lady Luana
CR 2XP 600
Goal The PCs must convince Lady Luana to give/sell them the chest without giving up to much details about it.
Skills Primary Skills diplomacy (easy, DC 13), Knowledge (nobility) (average, DC 16), Knowledge (local) (challenging, DC 20), bluff (challenging, DC 20)
Secondary Skills difficult, DC 23
Frequency 1 round
Time Pressure 3 days
Completion Successes Needed 4
Demerits 2; SQ limited completion (1 primary participants, any number of assistants)
Benefit(s) If the PCs succeed with no demerits, the PCs will receive the chest form Lady Luana, and will complement the PCs on the wits, she hadn't had a discussion this intense in years. If they have 1 she will insist that the player will escort her to the Temple of Leticia as compensation for the chest. With 2 demerits the asks for the escort as well 200 gp to compensate her for her "loses".
Penalty The PCs will need to resort to other measures to obtain the chest or pay her 1,000 gp for the chest as is obviously very valuable to the PCs.
The chest is located in a study with her house and any rogues who make a DC 20 stealth check is able to sneak in an steal the chest, but the room itself is warded to give off an alarm if anyone if any but Lady Luana enters the room.
Alarm Trap
CR 1Type magic; Detect Perception DC 25; Disarm Disable Device DC 25
Trigger touch; Duration 1 round; Reset automatic; Bypass arcane switch (Knowledge (arcana) DC 15 to determine)
Description Tripping this trap is harmless unto itself. However, it makes a loud buzzing sound that can be heard for a considerable distance away alerting guards that someone is breaking into the room. Uttering the verbal component to a alarm spell disables the trap for 1 minute.
Effect Spell effect (alarm)
Responding to the Alarm are two guards within the building in the service of Lady Luana.
Guard (2)
CR 1XP 400
hp 19 (Pathfinder RPG GameMastery Guide 260 )
The chest itself in simple and caked with dirt and grime, and takes some effort to clean, once cleaned it will reveal that the isn't locked by a normal lock and that arcane runes are inscribed onto the metal reinforcement of the chest. If studied with a Knowledge (arcana) or Knowledge (Planes) check DC 16 taking up 1 hour, it will reveal an hidden message described in celestial "Speak True Loves Name". if the pcs speak Tianore name the chest will open revealing 4 stone tablets, containing the 4 rules the genie is bound with. The 3 that the players know by the interaction with Tianore and a 4th one is a blank slate, anything that is craved into it becomes a rule the Merid must follow. Breaking the tables, bash smashing the will reak te rule Tianore is bound by, and releasing a sigh of relieving as the stone is smashed. If the PCs return to the well, Tianore will be there waiting for them, she could leave without saying thanks. Af a token of gratitude she gives her ring of swimming and bracers of archery, lesser. As well as a promise to aid the PCs in their hour of need if the call out her name on the shores of Umar. Story Award: If the PCs manage the free the genie, award them a 1,200 XP.
I. The Drowned District
Knee deep water flows through what once was the Vines district, now al large part of the has broken off from the landmass and plunged into the sea, but remarkable a lot of buildings still intact from. body of people and animals float around giving off a putrid stench, within the distance the sound of bones snapping and tearing flesh can be heard.
A small group of aquatic ghouls has been plaguing the harbor for years. In the calamity, they clawed upon the land driven by the smell of the dead and started feasting on their bodies. It is only a matter of time that they will start to encounter still living survivors and start infecting them.
Flooded Street Battle-map by Martijn Donker
Lacedon (3)
CR 1XP 400 each
hp 13 (Pathfinder RPG Bestiary 146)
J. The Great Tree
The Great Tree that shadows over the Vines district still stand proud on the horizon of Umar, although it leaves seems to lose some its vibrant color. Reaching the Great Tree Square people are building dikes, filling and hauling sandbags in an effort to keep the saltwater from reaching the tree. Many young priests are using purification spells on the water, both the clergy and the adventuring guild that houses in the great tree are doing anything to prevent the tree from dying. Another safe location in the city is the great tree of Demari and is still standing f the vines fell into bay, but the tree is suffering under all of the saltwater that is now is standing in. Any able body is working here. And as soon t PCs enter the square they are approached by [Elder Soriri] a Silvian woman with a maple bark skin and spiky flowery hair."New bloods! So good to see that the oaf from the Channels finally sends us some help. I'm the caretaker of the magnificent tree, but unfortunately, it has fallen ill." Soriri say with a solemn face. "Our efforts are delaying the process but it isn't enough, I forming teams of capable adventures to power up some magical crystals to give the tree a boost of energy, at this point it we give the tree a fighting changes, adapt or die."
I due hope the divine will hear us and that the tree will choose to live, this attack and loosing this thee in Umar will devastate the moral and will fear for the city itself in the aftermath.
Can I count on you the help me out?
I due hope the divine will hear us and that the tree will choose to live, this attack and loosing this thee in Umar will devastate the moral and will fear for the city itself in the aftermath.
Can I count on you the help me out?
The Seed of Change
CR 3XP 800
Goal The PCs must focus the power of the seed into the great tree, so it will adapt to the saltwater.
Skills Primary Skills Knowledge (arcana) (easy, DC 14), Knowledge (nature) (easy, DC 14), Spellcraft (easy, DC 14), Use Magic Device (average, DC 19), survival (average, DC 19)
Frequency 1 round
Time Pressure 1 minute
Completion Successes 3
Backlash Failing a skill check to earn a success by 5 or more causes the seed to lash out with primal power, dealing 1d8+1 points of elemental damage and causes all participants to become stunned for 1 round. A DC 13 Will save negates the stunned condition, but not the damage.
SQ imbued spell (plant growth CL 12th), specific skills
Benefit(s) The PCs activate the seed, it will cause the tree to adapt and turn the vines into a mangrove, and even lifting parts out of the bay.
Penalty Once the PCs begin to reactivate the seed, its power surges in the air around them. If the PCs fail to reactivate the seed after 1 minute, a blast of primal energies wrecks the PCs. Each PC takes 2d8+3 points of damage (DC 13 negates).
After the ritual, Soriri will than the pCs for their effort where the successful or not and say it ultimately up to the tree and the gods. If the PCs succeed she will give the pc a small sachel with a note saying "Grow Strong, may this help on your adventures." In the satchel, they will find a wand of cure moderate wound (12 charges left), +1 chain shirt, masterwork scythe, the satchel will double as a bag of holding (type 1). Story Award: If the PCs complete the ritual award them 1,200 XP.
Plot type
Adventure
Parent Plot
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