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Nettuno Once a quaint fishing village, in recent years Nettuno has blossomed into a thriving metropolis of trade.
Population: ~800 inhabitants Authorities: Mayor, Captain Militia: 20 guards
80 Potential Conscripts
1. Town Entrance 2. The Kelp Bed 3. Town Hall 4. Stables
5. Smithy 6. Marketplace 7. Windmill 8. Temple
9. Alchemist 10. Mansion 11. Mayor's Manor 12. Mermaid's Mead
13. Harbor 14. Ocean 15. Saltwatch Keep 16. Ancient Spire
Nettuno by the Sea at a Glance Before anything in Nettuno was the spire. Tall and imposing,
it drew early pilgrims to the coastal cliffs. There, they found ancient ruins, though the spire was all that remained standing. Sealed and inaccessible, it was a mystery none could solve. However, the local sea was full of massive crabs, so some settled. They cleaned up some of the ruins and set up a new temple to the Sea on the ancient site. Nettuno, so named for the one rune left in the ruined temple, became a quaint fishing village.
In recent years, a traveling noble discovered the village and the delicious crabs, as well as the mysterious spire. News spread, and interest int the village kindled. Soon, nobles were building villas and pleasure boats. Scholars study the spire, which villagers regarded as a scared symbol of good luck. A new clerical order moved in, replacing the old temple with a much grander one to Gozreh. This sudden expansion caused much tension between the formerly relaxed and simple villagers. To make matters worse, the crab harvest has suddenly worsened, and the crabs seem to be meaner. There have numerous reports of thefts, and rumors of disappearances. There are giant crabs have been sinking rich people’s ships. The original villagers blame the aristocracy’s influence, the newcomers think they are being sabotaged and the clerics believe this is punishment for former heresy. Demographics Mayor Nickayla Tidewater Government Democracy Alignments Lg, NG, N, LN Languages Common Qualities Tourist Attraction, Fishing Notable Folk Many of the population are humble fisherman or craftsmen, with a large portion of vacationing nobles. A few are potentially of interest, however: Rayna Karsten (Location 1, LN, female human guard 1) One of
the few locals who still remains on the guard, Rayna’s been shunted to gate duty. While bitter, she’s not the sort to complain. Orders are orders.
Hank Arend (Location 2, LG, male human commoner 3) A reserved widower, Hank runs The Kelp Bed with an honest hand. He worries about the town, and is in the beginning stages of a romance with Malina.
Nickalya Tidewater (Location 3 or 11, LN, female human aristocrat 3) The mayor of Netteno for 5 years, Nickalya has seen many changes in her beloved village. She’s interested in the money, but unsure how to keep everyone happy.
Thom Cyrus (Location 4, LG, male human commoner 2) Thom is the good-‐natured stable master. A long-‐term Nettuno local, he’s trouble by what’s happening in his town.
Evert and Pearl Garret (Location 5, LN, craftsmen) Evert and Pearl are the aging owners of the smithy, and one of the few places in town to buy adventuring gear. They accept their changing town with grace, for their primary concern is each other.
Dagan Philander (Location 6, N, male human common 2) Small and wiry, Dagan is a local market stall owner looking to move up in society. He welcomes the nobles and is trying to make a profit.
Beowulf Reginald (Location 7 or 10, N, male human aristocrat 4) The noble who “discovered” Nettuno, Beowulf is maneuvering to become the next mayor. He was one of the first to build a manor, and now owns the windmill and local farms.
Father Cripian Stormsalt (Location 8, LN, male human cleric 3) The arrogant new cleric, he believes that the former sins of the town have angered Gozreh by improper worship.
Crawford Randal (Location 9, CG, human male alchemist) A wiry and electric little man, Crawford is always working on some eccentric potion or brew.
Malina Fisher (Location 12, CN, female selkie commoner 1/rogue 2) Malina is the beautiful and boisterous owner of The Mermaid’s Mead. Lonely as a child, Malina decided to join a human settlement. She has grown quite fond of “her” town and of Hank. She keeps her selkie nature hidden.
Father Sands (Location 14, LN, cleric 5) Father Sands is the aging former priest of Nettuno, from the old temple. After being cast out, he moved to a small cave by the sea. Many still visit the beloved Father to perform sea-‐worship. This infuriates Stormsalt, but Sands takes everything in stride. His level head is a source of great comfort to the anxious villagers.
Gopinthia Savitr (Location 13, CG, sailor) Captian of the Mermaid’s Mistress, Gopinthia is a skilled captain and trader popular in the town. While a foreigner, she fell in love long ago with quaint Nettuno and keeps a regular room at The Kelp Bed. She’s disturbed by the recent changes in the town.
Cassius Aeson (Location 15, LN, fighter 4) The newly appointed Captian of the Guard, Cassisus has overseen the construction of the massive keep. He believes that Nettuno would make an excellent naval outpost but thinks of the town as currently ‘provincial.’
Garnet Belenus (Location 16 or 2, CN, female human loremaster 2/aristocrat 1) A scholar from a distant kingdom Garnet is sure that she will be able to solve the Spire’s mysteries, and she does not appreciate anyone criticizing her encroachment on the sacred site.
D6 Rumor
1. * Father Sands is sacrificing villagers in the night to regain his power.
2. Crawford Randal sells smuggled magical items. 3. Giant crabs have been seen in the bay. 4. Villagers are being attacked by dog-‐sized crabs. 5. Beowulf Reginald is planning to make a run for mayor,
and may do something drastic to win. 6. Malina has a secret.
NI G H T RA I D ( EL 9 ; XP 9 , 6 0 0 ) The PCs are staying in Nettuno. During the night, a crabman raiding party wades silently ashore and launches a sudden, ferocious attack! The vile crabman inflict death and destruction but, curiously, they seem more intent on dragging subdued but still-‐living villagers into the water. The PCs must aid the people of Nettuno, if they are to have any hope of driving off the crabmen. Late during the night, the sudden sounds of screaming and commotion can be heard coming from the direction of the village’s docks. Bells begin ringing throughout the village, signaling a general alarm! Once the PCs are in the vicinity of the commotion, read:
Although a few villagers are hurriedly grabbing weapons and rushing toward the commotion on the docks, many more are running away in terror. In the distance, strange humanoids with crab heads, pincers, and arms and legs which end in splayed feet are swarming the area. Their eye stalks wave frantically as they seize townspeople with their wicked appendages. Some of the vile creatures point chitinous wands at villagers, causing them to collapse, while others quickly scoop up the seemingly lifeless bodies in their scrawny secondary arms.
Clearly, the villagers are unable to fight off this attack and the party must help defend the village. The PCs will not have to fight all the crabmen. Instead, they must defeat those listed here. When they have done so, the remaining crabmen retreat with their captives.
T A C T I C S
The crabmens’ goal is to abduct as many villagers as possible and escape before organized resistance can be mounted. Keshkylkuk uses a bone wand of sleep to incapacitate his victims. Other crabmen then quickly grab the sleeping villagers and place them in large nets located near the edge of the water (each net can hold between three and five adult humans). As soon as their nets are full, the crabmen shove them into the water and dive in after them. Once in the water, the crabmen quickly disappear into the depths, dragging the full nets after them. Once underwater, crabmen wearing shark’s tooth amulets make sure to stay near the nets at all times so the people inside do not drown. The crabmen are not at all pleased to see the well-‐armed defenders and viciously attack to keep the PCs busy while their fellows continue abducting people.
CRABMAN CHAMPION (X1) CR 4
XP 1,200 Fighter 2 N Large monstrous humanoid Init +0; Senses darkvision 60 ft.; Perception +3
DEFENSE
AC 20, touch 9, flat-footed 16 (–1 size, +7 natural) hp 38 (5d10+10) Fort +3, Ref +3, Will +3 Armor wooden
OFFENSE
Speed 30 ft., swim 20 ft. Melee 2 claws +10 (1d6+5 plus grab)| Melee Trident +10 (1d8+5/19-20x2) Melee Underwater Crossbow +5 (1d10/19-20x2) [120ft] Space 10 ft.; Reach 10 ft. Special Attacks constrict (claw) 1d6+3
STATISTICS Str 20, Dex 13, Con 17, Int 12, Wis 12, Cha 10 Base Atk +5; CMB +7 (+11 to grapple); CMD 17 Feats Alertness, Power Attack, Weapon Training (spears), Armor Training, Aquatic Combatant Skills Craft (any one) +6, Perception +8, Sense Motive +2, Survival +6, Swim +21; Racial Modifiers +4 Swim Languages Crabman, Common SQ amphibious
CRABMAN (X6) CR 2
XP 600 N Large monstrous humanoid Init +0; Senses darkvision 60 ft.; Perception +3
DEFENSE
AC 16, touch 9, flat-footed 16 (–1 size, +7 natural) hp 19 (3d10+6) Fort +3, Ref +3, Will +3
OFFENSE
Speed 30 ft., swim 20 ft. Melee 2 claws +5 (1d6+3 plus grab) Space 10 ft.; Reach 10 ft. Special Attacks constrict (claw) 1d6+3
STATISTICS Str 16, Dex 11, Con 15, Int 10, Wis 10, Cha 8 Base Atk +3; CMB +7 (+11 to grapple); CMD 17 Feats Alertness, Power Attack Skills Craft (any one) +6, Perception +8, Sense Motive +2, Survival +6, Swim +21; Racial Modifiers +4 Swim Languages Crabman SQ amphibious
KESHKYLKUK CR 3
XP 900 Sorcerer 3 (arcanna bloodline) N Large monstrous humanoid Init +0; Senses darkvision 60 ft.; Perception +3
DEFENSE
AC 16, touch 9, flat-footed 16 (–1 size, +7 natural) hp 42 (6d10+12) Fort +3, Ref +3, Will +3
OFFENSE
Speed 30 ft., swim 20 ft. Melee 2 claws +5 (1d6+3 plus grab) Space 10 ft.; Reach 10 ft. Special Attacks constrict (claw) 1d6+3
SPELLS
1st (6/day)—animate rope, enlarge person, mage armor, shocking grasp 0—detect magic, mage hand, message, resistance, touch of fatigue (DC 12) Long Limbs (Ex) When making a melee touch attack, the crabman’s reach increases by 5 ft.
COMBAT GEAR wand of sleep (25 chgs.), wand of magic missile (CL 5th; 20 chgs.), scroll of resist energy, scroll of acid arrow
STATISTICS
Str 16, Dex 11, Con 15, Int 10, Wis 10, Cha 8 Base Atk +3; CMB +7 (+11 to grapple); CMD 17 Feats Alertness, Power Attack Skills Craft (any one) +6, Perception +8, Sense Motive +2, Survival +6, Swim +21; Racial Modifiers +4 Swim Languages Crabman SQ amphibious
A R EA F E A TU R E S
Nettuno’s dock area is small and well ordered. A single, long pier extends out into the water. While there are a few fish-processing areas and a beach, it is mostly surrounded by crops (which can be set ablaze).
Illumination: Although the attack takes place at night, star and moonlight provide dim illumination throughout the area. Thus, combatants have concealment (20% miss chance) against attacks unless their attacker can see in the dark.
Water: The sea is calm (DC 10 Swim), but cold. Within 5 ft. of the shore it is about 3 ft. deep, but it quickly drops away to 10 ft. deep. The areas around the dock are 10 ft. deep or deeper. Fighting in water is difficult – refer to Water & Movement (page 32) and Water & Combat (page 33) for useful handouts presenting information on moving and fighting underwater. Wooden Docks: The wooden docks are 10 ft. wide and stand 5 ft. above the water. Characters on the dock gain the benefit of higher ground (+1 on melee attacks) against targets in the water. Characters under the docks gain cover (+4 AC, +2 Reflex) against attacks originating from above.
Small Boats: Many small fishing boats bob at anchor along the docks. Characters in a boat gain the benefit of higher ground (+1 on melee attacks) against targets in the water. However, if a character is fighting in a boat a crabman tries to dump him into the water by tipping over the boat. If the crabman makes a DC 15 Strength check it tips the boat over and the occupant(s) must make a DC 15 Reflex save or fall into the water. AFTERMATH Once the crabmen have been driven off, the PCs may help deal with the chaos and terror that follows the battle. Many of the villagers are inconsolable with grief over the probably fate of those carried away and others are badly wounded. Many villagers want to mount a rescue but cooler heads quickly prevail – the villagers are not powerful or brave enough to succeed in such an endeavor. A P L E A F O R A I D Shortly after the battle, Nettuno’s mayor, Nickalya Tidewater seeks out the party. Nickalya is friendly and out-‐going, but this attack has upset her. She knows the villagers cannot rescue those carried off and asks the PCs for aid. Nickalya is a skilled negotiator and a stern, no-‐nonsense decision maker. She asks the PCs to follow the sahuagin to their aquatic lair and to rescue the captives. She begs the PCs to hurry as no doubt a terrible fate awaits those carried away in the raid. SEARCHING T H E F A L L EN Beyond looting the bodies of the fallen sahuagin, the party may search the site of the battle for clues.
• DC 15 Perception: The PCs recover a strange crab’s claw amulet. The amulet has an odd, jagged triangle symbol carved on one side. Inadvertently dropped by one of the crabmen during the battle, this is a shark tooth’s amulet (page 30).
GA T H E RING INFORMATION As well as searching the docks and other areas that saw battle, the PCs may question surviving villagers, in search of clues. The villagers want to help, but the savagery of the attack has left them exhausted and confused. A Diplomacy check may reveal useful information. A successful check reveals all information gained from a lesser result.
• DC 10: The attack was brutal, sudden and overwhelming. • DC 15: Although they slew many villagers, several of the attackers used magic wands to incapacitate villagers who
were then dragged into the sea by warrior crabmen. • DC 20: The crabmen withdrew, they were not driven off. That’s odd as Father Cripian tells anyone and everyone that
they are merciless, bloodthirsty killers. • DC 25: Malina regards this attack as extremely unusual, saying crabmen are usually quite content to keep to
themselves T H E MERMAID ’ S MI S T R E S S If the PCs have no way to get to the Sunken Pyramid themselves, a small merchant ship, The Mermaid’s Mistress, arrives just after sunrise the next morning. Its captain, Gorpinthia Savitr, is a beautiful woman with short, dark hair and fierce temper. She reveals her ship was attacked by a shipwrecker crab the previous night, and some of the crew were taken by crabmen. Gorpinthia knows the general location of the Sunken Pyramid and offers to take the PCs there if they promise to rescue those of her crew dragged overboard by the evil sea devils.
Crabman
This giant-sized creature is a bipedal humanoid with a crab-like head, large hands that end in powerful pincers, feet that are splayed. It is covered with chitinous plates, reddish-brown in color. Two smaller humanoid arms protrude below its pincers.
CRABMAN CR 2
XP 600 N Large monstrous humanoid Init +0; Senses darkvision 60 ft.; Perception +3
DEFENSE
AC 16, touch 9, flat-footed 16 (–1 size, +7 natural) hp 19 (3d10+6) Fort +3, Ref +3, Will +3
OFFENSE
Speed 30 ft., swim 20 ft. Melee 2 claws +5 (1d6+3 plus grab) Space 10 ft.; Reach 10 ft. Special Attacks constrict (claw) 1d6+3
STATISTICS
Str 16, Dex 11, Con 15, Int 10, Wis 10, Cha 8 Base Atk +3; CMB +7 (+11 to grapple); CMD 17 Feats Alertness, Power Attack Skills Craft (any one) +6, Perception +8, Sense Motive +2, Survival +6, Swim +21; Racial Modifiers +4 Swim Languages Crabman SQ amphibious
DESCRIPTION
Environment Temperate aquatic Organization Gang (2–12) Treasure Standard
Crabmen inhabit coastal waters, hunting fish and gathering food. Crabmen communicate with others of their race through a series of hisses and clicks. A typical crabman stands about 9 feet tall. They speak their own language, and those with an Intelligence of 12 or higher often speak common. Crabman Society Crabmen make their homes in sea caves and coastal cliffs, venturing forth occasionally in search of food. They spend most of their time hunting,
filtering algae for food, or scavenging the shores and beaches. Occasionally, they will gather wet sand from the seashore and filter it through their mouths, sucking out all organic material and plankton. The remainder is a hardened, dry ball of sand approximately 1 inch across; these pellets inadvertently give away the presence of a crabman community. Crabmen live in coastal caves, but some communities will excavate more expansive burrows into the cliff face. Within such a warren, each individual has a lair set off from a centralized meeting area. Each crabman tribe is lead by an elder that can be of either sex. Most crabman tribal elders are at least 3rd-level warriors. Crabmen have no regular breeding or mating cycle, and each female seems to have her own periods of fertility and infertility. A fertile female will produce about 100 eggs within a two-week period. Crabman eggs are released into the ocean, hatching into translucent larvae with soft shells. These larvae vaguely resemble the adults, but may be mistaken for normal crabs given their size. After 6 months, crabman larvae molt and develop the harder shell required for life on land. Before their first molting, crabman larvae are practically defenseless. Crabmen rarely engage in commerce with other humanoid communities around them, including other crabman tribes. Crabman artisans produce only ephemeral goods made of driftwood, shells, and seaweed, and are quite capable of producing what other more aesthetic races would call works of art.