Savage Tide 2011

Session #14

Experience

  • 400xp :: rock slide trap
  • 800xp :: centipede swarm
  • 1600xp :: dwarf and his magma hurlers
  • 1070xp :: puzzle (ladle thrown into the pit)
  • 1200xp :: skeletal champion boss level
  • 5600xp :: story award for discovery and correct understanding of 3 1/2 of 6 key story components (9600 possible xp)

Treasure

Lavinia’s reward for copper recovered from Lord Manthalay’s property is factored into the cumulative gp figure below.

  • 6981gp ea.
  • 300gp potions of cure moderate wounds (2),
  • 250gp elixir of hiding (2),
  • 250gp elixir of swimming,
  • 750gp Kaava musk (Sargavan “goop,” see Pathfinder Chronicles Campaign Setting 130);
  • +1 studded leather,
  • 8400gp robe of protection from fire (resist fire 5 + endure heat)
  • 2400gp gloves of resist fire (negate fire damage when touching)
  • 2400gp goggles of resist blindness (+5 save vs. effect that causes blindness)
  • rod of command undead (evil, sold)
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Session Summary
Timeline and Experience Roundup

Experience Roundup

If you have been playing since ____ session (fill in the blank), you should have this (see table below) experience.

  • #13 = 25,400 xp-going into Temute’s interior in search of evidence
  • #12 = 25,400 xp-arriving back in Farshore to discover it under zombie attack
  • #11 = 32,390 xp-making your way back from rakasta weapon horde
  • #10 = 38,414 xp-phanaton village, emererald anaconda, rakasta horde
  • #09 = 47,214 xp-fire bat god lair, tar pits (t-rex)

Adventure Timeline

Pharast
28 Southern Arcadian Ocean, you’re on a boat; Session 1
29 A beach on the Island of Dread. Shipwrecked with a long walk ahead of you.; Session 2
Gorzan
1 Terror Bird Jungle. Heading into pass under mountain; Session 3
3 South side of mountain pass, you start journey along the cliffs; Session 4
10 Southern end of cliffs, you get trapped in Fogmire; Session 5
12 Fogmire, you find the cave to the shrine; Session 5
13 Fogmire, you are victorious at the shrine; Session 6
17 The Great Wall, you meet the Olmans Session 7
18 Arrive in Farshore, defeats pirates Session 8
21 Fight fire bats at Olman village Session 8
23 Go into the fangs and parley with god Zotzahila Session 9
25 Go back to Olman village
28 Glorious defeat of Temauhti-tecuani at tar pits
Desnus (DEZ-nuhs)
3 Get elected “chief for the day” at Phanaton village Session 10
4 Discover weapons cache at the Temple of the Jaguar Session 10
7 Ambushed in jungle just north of tar pits Session 11
10 Protect Farshore from Zombie attack Session 12
11 Find slaver camp on hill in Temute Session 13
>15 Election of Farshore Lord-Mayor
Sarenith (sa-REHN-ihth)
>15 Crimson Fleet arrives +/- 7 days

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Session #13

Synopsis

The party realizes that while they might know that Farshore’s chaplain is in fact a zombie-commanding, evil-worshiping bad guy, convincing the rest of the colony is another matter. To complicate things, the that absence of a lord-mayor means that the council must preside over any trial, and council members must be removed by unanimous consent first. Off to get some evidence to bolster their claims, the party makes a nearly impossible feat of tracking though the colony and into the forest via the east gate. In the jungle the party encountered the subject of their tracking quarry in a spy-vs-spy fashion. It turns out to be some dinosaur animal companions and a drow who died too easily to be questioned. From there they deduced the area that the drow was patrolling to protect, the top of a nearby hill, one of the highest points on the island. There the party discovered a mining camp with troglodyte slaves and dwarven slave drivers. The camp residents didn’t offer much resistance. After looking around for clues the party descended into the mine to look for answers. The party found a dark naga extorting the miners for access to the copper ore, but no further clues were present.

Developments

  1. According to Lavinia, who has been digging thought the surviving colony records, the village had trouble with troglodytes raiders, an expedition dispatched to deal with them. The mission was reported to be a success but there were casualties, including lord Manthalay’s steward.
  2. This island is taboo for the Olman, who regard it as cursed. The nature of the curse is not widely k own, but the zombie master in Farshore right now has revealed that it was rumored to be related to losing control of their undead guardians.
  3. In a chest inside the mining camp office there was a ledger, indecipherable by the party, but marked with the sigil of house Meravanchi.
  4. In the desk inside the office is another ledger, this one seemingly accounting loads of ore and ingots of refined copper.
  5. No copper ingots were anywhere to be found in the mining camp.

Experience

  • 800 drow ranger
  • 400 slaver camp
  • 1200 dark naga
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Session #12
The party lands in Zombieland.

Synopsis

The first time the party sailed into Verik’s cove Farshore was on fire. This time the place was deadly silent and still. As the sloop closed on the dock a pair of Farshore’s residents could be seen rushing toward the end of the pier closely chased by a trio of zombies. Just as the couple reached the end of the dock the zombies caught the man and simultaneously he pushed his companion off into the water and safety. He was pulled to the deck and got his brains et before the party could intervene. Having been informed of the location of Farshore’s residents the party bravely rushed in toward the chapel where they hoped to help keep the people safe from the zombie raiders. After a speed-bump of an encounter with zombies who hemmed them in, the party reached the chapel and were admitted. Inside, tensions were high as the colonists regarded the olman visitor, an emissary from the village of Tanora who had answered the party’s request for military support against the pending pirate fleet attack. The zombie master recounted what he knew of the events leading up to this perilous state, acknowledging that he’d animated the zombies, as is the olman custom, but that he’d lost control of them somehow. It was only once the zombie master’s acolyte was pressed that the first inkling of suspicion was cast on the colony’s chaplain. Seeing where all the questions would inevitably lead, the priest fled the hall and took a stand outside the sight of all the innocent villagers. Despite his insistence that the party had it all wrong and that his intentions were noble and loyal to the colony, the party embraces alternative diplomacy until he surrendered to their custody.

Developments

  1. The acolyte said he saw someone in a dark cloak enter the warehouse, but honestly could not identify the intruder.
  2. Both priests registered as “evil” under detection, but just because they’re evil doesn’t mean their actions are bad [for the colony].
  3. The priest never admitted to anything, nor was seen to do anything untoward by anyone except the party members. He was never definitively pegged by an eye witness as the culprit, not is the means of the olman zombies’ corruption known.
  4. There is no way the priest, as strong as he is, could command so many zombies.
  5. His agenda seems related to a general animosity toward the olman, and a rejection of their beliefs and customs. But that’s just what he said while channeling negative energy at you and zombies who seemed to be on his site were trying to eat your brains.
  • 400 attack at the docks
  • 535 attacking town
  • 1600 role play in chapel
  • 1070 showdown with priest

Treasure

  • 4,038 gp ea ( out of 5,000 gp I ball parked at last session)
  • sale of emerald anaconda skin
  • reward for rakasta weapons
  • value of priest’s magical equipment
  • add 134 gp ea. for knowledge nature check on prep of anaconda skin
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Session #11
The party makes a perilous journey back from the Rakasta weapon's cache.

Synopsis

Unable to carry the entire cache of weapons located at the Temple of the Jaguar, the party chooses some of the finest samples to take back with them to Farshore, where they plan to dispatch a recovery team for the rest of the horde. Along the way, however, they are beleaguered by perils of jungle travel without a proper guide, and finally, ambushed by men pretending to be olman rangers, as best as could be guessed. This ambush had no hope, you think, of preventing your return. At best they could have been trying to delay you. Evidence suggests the men were from Farshore, but nobody recognized any of them in particular.

Developments

  1. Someone is trying to keep you away from Farshore.

Experience

  • 800 pit trap
  • 50 vine
  • 535 spider
  • 400 dinos
  • 1600 “Olman” ambush
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Session #10

Having just felled the most terrible T-Rex on the island, the party is set to party with the Phanatons and consider their next move.

Experience

  • 1308 emerald anaconda
  • 800 pit trap
  • 2108 Tonatiuh
  • 1808 (I have no idea)
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Session #9
Your Bat Fire God is Like Grumpy Santa

Synopsis

Across the bay the party landed on the black sandy shore below the Fangs and followed their Olman guide to the entrance of the Shrine of Zotzilaha. There they ventured forth and suffering the terrible heat of the volcano’s tunnels came to the blazing chamber of sacrifice. Having returned the idol to its rightful place, Zotzihala was pleased and bestowed gifts of thanks to the party. Their mission complete, the party returned to Tanaroa to speak with J’kal. From there the party turned around and headed straight back to the same beach and from there went to the tar pits where the confronted one of the island’s most infamous inhabitants.

Experience

  • 1,200 stampede of dinosaurs
  • 4,800 return of bat idol/parley with Zotzilaha
  • 400 dive bombing dinosaurs
  • 2,400 Temauhti-tecuani

Loot

  • 1363 gp ea. worth of treasure
  • +1 cold iron kukri 3,200 gp (available)
  • raw materials for several suits of mwk, +1 hide armor
  • teeth and talons suitable for magic weapon, mwk exotic weapons and trophies
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Session #8

The party fights some pirates that have come to raid Farshore and learn that they’re merely the advance staff for an invasion fleet coming in about two months. To get start prep for the attack from the Crimson fleet the party goes to get aid from the Olman, come in at the time the natives are having a seance with their fire-bat-god, who is pissed that his favorite bat idol has gone missing. The party fights fire bat elemental things.

Cast

  • Dee
  • Kraftur
  • Vespasion
  • Kyzara

XP

  • 150 xp rescue from house on fire
  • 150 xp aid dying alchemist
  • 150 xp orc chasing redhead
  • 150 xp hostages in the chapel
  • 1070 the pirate captain and his gang
  • 1200 interrogation of Lefty
  • 1200 fire bats
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Session #7

The go back to fight the statue of Demogorgon, the fog lifts, they head south to the big wall and are ambushed at night by some raptors on the way, arrive and parley with the tribe standing guard at the gates, and trade a powerful magic item for passage to Farshore. Just as they row into the cove they notice that Farshore is on fire.

Cast

  • Dee
  • Vespasion
  • Kraftur
  • Kyzara

XP

  • 2900 xp Demogorgon statue
  • 1070 xp raptor ambush
  • 1200 xp negotiation at the gates

Treasure

  • 7275 gp Demogorgon shrine
  • Vespa: ring of protection +2, cloak of resistance +1
  • Kyzara: ring of the ram
  • Kraftur: ring of protection +2

Horde: ring of protection +2, bracers of armor +2, boots of levetation, cloak of resistance +1, ring of the ram “Ook”

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Session #6

The party fights a Naga that tricked them into thinking it was undead, then had to go back and fight the room fulla monkeys, then on to the shrine to Demagorgon in a room with an express elevator to the Abyss, but they run away with Urol when the Demagorgon status comes to live to kick their asses.

Cast

  • Kraftur
  • Dee
  • Vespasion

XP

  • 1200 xp Naga
  • 400 xp Valve Trap
  • 1200 xp Baboon Mob
  • 400 xp Fireball Trap
  • 1600 xp Olangru

Treasure

  • 3563 gp Naga horde
  • 2613 gp Mob horde

Shopping

  • Kraftur: 3000 gp for potions
  • Dee: 1500 gp for potions
  • Vespasion: 3000 gp for potions
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