Friday, March 30, 2012

Encounter 16: The First Sign of the Answer

The True and Rightful King
Encounter 16:  The First Sign of the Answer
Level 3:  Easy (party’s level -1 = 2) 125 xp

Kobold Dragonshield, Level 2 Soldier, xp 125 (1 player)
Kobold Hurler, Level 2 Artillery, xp 125 (2 players)
Speelock, Kobold Scavenger, Level 2 Controller (Leader), xp 125 (3 players)
Kobold Pikeman, Level 2 Brute, xp 125 (4 players)
4 Kobold Cleavers, Level 2 Minions, xp 31 ea. (5 players)
Kobold Pikeman, Level 2 Brute, xp 125 (6 players)

Ankheg, Level 3 Elite Lurker, xp 300

Dragonshield black 1
13, 31, 48 d
Dirty tactics used
Hurler red 2
17, 27, d
Scavenger yellow 3
18, 28, 44 d
Pikeman white 4
8, 14, 29, 36, 52 d
Ankheg orange 2

Setup

You notice tracks in the hard dirt.  They aren’t easy to see, but after you follow them a bit, there is no doubt about it.  A party of 4, maybe 5, perhaps more, passed heading south.  The tracks are strange, unlike any you’ve ever seen before.  The closest you can come to placing them is to liken them to the tracks of small lizards on a dusty windowsill, but these are definitely not small lizards.

You also notice, on a thorny bush near their path, a bit of raw wool.

The trail is cold, but not too cold.  Whatever made these tracks definitely did so after the rain.

After several hours of tracking, you top a low rise and see a band of reptilian creatures in the distance.  Perception DC 5 reveals that they are carrying two sheep carcasses.  You are on camels, and they are on foot, so you close the distance rapidly.

At first, they don’t seem to notice you, but when you are perhaps 200 yards away, one of them turns around, sees you, and alerts the others.  They begin to run, but with you on camels, they don’t have much chance.  When that becomes apparent, they turn and prepare to fight.  They drop the sheep carcasses and draw their weapons.

Tactics and Development

The kobolds are determined, but not prepared to fight to the death.  As soon as half of the group are dead or bloodied, they turn to flee.  However, if caught, they fight determinedly.

Intimidate DC 5:  The kobolds serve a brown dragon.
Intimidate DC 10:  The dragon is female.
Intimidate DC 15:  The dragon’s name is Delith.
Intimidate DC 20:  Delith’s lair is to the south, perhaps two or three hour’s ride.

Features of the Area

Illumination:  Bright daylight.

There are stone spires scattered around the battlefield, and a ravine at one edge of the battlefield.

Treasure

Perception DC 5:  In the kobold’s belt pouches you find a total of 110 gold pieces, as well as a good bit of what looks to be nothing more than trash.  Apparently, the kobolds scavenge and are not too particular about what they scavenge.

Encounter 15: "They" Appear

The True and Rightful King
Encounter 15:  “They” Appear
Level 3:  Hardest (party’s level +4 = 7) 300 xp

Shrieking Cultist of Demogorgon, Level 7 Brute, xp 300
Lesser Mezzodemon, Level 7 Soldier, 300 xp
Bloodseep Demon, Level 7 Skirmisher, xp 300
Quasit, Level 7 Controller, 300 xp
Corrupted Warrior, Level 7 Artillery, 300 xp
Human Lackeys, Level 7 Minion, 75 xp

1 player:  Shrieking Cultist of Demogorgon
2 players:  Shrieking Cultist of Demogorgon and Lesser Mezzodemon
3 players:  Shrieking Cultist of Demogorgon, Lesser Mezzodemon, and Bloodseep Demon
4 players:  Shrieking Cultist of Demogorgon, Lesser Mezzodemon, Bloodseep Demon, and Quasit
5 players:  Shrieking Cultist of Demogorgon, Lesser Mezzodemon, Bloodseep Demon, Quasit, and Corrupted Warrior
6 players:  Shrieking Cultist of Demogorgon, Lesser Mezzodemon, Bloodseep Demon, Quasit, Corrupted Warrior, and 4 Human Lackeys

Shrieking Cultist of Demogorgon (red) 1
15, 26, 42, 49, 62, 72, 83, 91 d
Lesser Mezzodemon (black) 2
23, 34, 49, 29, 48, 43, 35, 66, 72, 82, 98, 114 d
Resist used
Poison breath recharge 5
Bloodseep Demon (yellow) 3
13, 29, 47, 55, 60, 80 d
Resist used
Poison portal strike recharge 4 recharged used
Poison blast used
Quasit (gray) 4
9, 4, 0, 12, 25, 50, 58, 78

Setup

After fighting the goblin patrol, you proceed farther south, looking for any sign of what might be causing the loss of animals in Shadowlea.  The weather improves, the clouds clear, the sun beats down, and soon it is so dry that you can’t tell it ever rained.

You drop down into one of the ravines and you spot what looks like bones off to your right, so you turn that direction.  When you investigate, it appears that the bones are fresh, and are those of a sheep.  They are stripped clean.  Marks lead off farther down the ravine.  They might be tracks, but if they are then perhaps they have been obscured by the rain, because it is hard to tell.

The ravine quickly becomes a small canyon, with steep rocky walls rising up on either side.  You round a sharp bend and you see a man wearing a smooth mask that covers his entire face up to his eyes and a robe with a cowl that covers his head.  All you can see are his eyes, his bare hands, and, strangely for such a harsh environment, his bare feet.  He has a greataxe and three javelins strapped to his back.  His hands are moving in wide wavy motions and just as you see him, a dark shimmery surface appears next to him, like a black mirror in existence.

[If there are 5 players: There is a man standing next to him whose face is weirdly contorted, almost as if it has been burned.  He is wearing chainmail and is carrying a longbow, drawn and loaded.  If there are six players:  There are also four other men, the Human Lackeys.]

The man in the mask and cowl seems to laugh, but the laughter is high and shrieking.  Then he hisses, low, but loud enough for you to hear, “They said you would come.”  There is another shrieking laugh and then he says, “Now I will prove to them that I am worthy of the honor they have given me!”

Tactics and Development

The Shrieking Cultist of Demogorgon has been waiting for the adventurers and he’s heard them coming down the ravine.  He’s the one who placed the bones and the strange tracks, to draw them to his ambush.  The wavy mirror is an opening to the Abyss, from which the Lesser Mezzodemon, the Bloodseep Demon, and the Quasit all appear on their first turn.  After the third one appears, another one can be seen through the opening, trying to get through, as it closes.

They all fight to the death, except the Corrupted Warrior, who flees down the canyon if all the other monsters are killed.  Around the corner are two camels.  He mounts one and tries to get away.

Features of the Area

Illumination:  Bright daylight.

Canyon walls:  Steep and rocky.  If someone tries to climb them, the rocks break loose easily, making them treacherous.  Athletics DC 15 to climb.

Ground:  Smooth and sandy.

Treasure

Perception DC 15:  The Corrupted Warrior is wearing bracers with unusual markings.  A close examination indicates that they are Bracers of Archery.

The 48th day of Corellon's time in the 22nd year of King Ulodannan Wolfswift (Day 42)

The 48th day of Corellon’s time in the 22nd year of King Ulodannan Wolfswift (Day 42):  Breaking camp, they continued down the canyon, and it was not long before they found a place where the canyon walls were not too steep for the camels to scale and they made their way back to the more even, but still desolate, land above the canyon.
They rode on to the south for another couple of hours, then they noticed what appeared to be the tracks of large, bipedal lizards in the hard dirt.  A bit farther they noticed a tuft of raw wool on a thorny bush.  After following the tracks for a bit more, they saw a band of what can only be described as very large lizards in the distance, carrying the carcasses of two sheep.

They gave chase and quickly ran down the lizards, who, when it became apparent they could not get away, turned, dropped the sheep carcasses, and prepared to fight.

The adventurers were better able to attack from a distance, and by the time the space between the two parties was closed, several of the lizards were severely injured.  It did not take much more time, nor much more effort, to dispatch all the lizards to the presence of whatever god they might worship.  However, there was one small difficulty.  One of the lizards, just before he died in the jaws of Endymion’s wolf, managed to splash – or maybe just spill – some liquid from a vial he held in his hand on the wolf.

Almost immediately, a very big creature emerged from a hole almost right next to the wolf and in two snaps of his huge mandibles, banished the wolf from this world.  Not to worry, though, it turns out Endymion is a druid, with a strange spiritual connection to this wolf, so it was not long that the wolf who had been dead reappears, not too much the worse for wear, next to his master.

Endymion was not finished, though.  He used his unusual connection to the natural world to somehow convince this hungry creature to release Galloron, who now found himself pincered in the creatures mandibles, and to retreat.  The rest of the adventurers were willing to allow the creature its graceful exit and it disappeared by burrowing back down into the dusty earth of Dracmead.

A search of the lizard creatures revealed a few gold coins and nothing else of much value.  An examination of the dead sheep revealed that they had been killed by nothing more mysterious than stab wounds, perhaps from one of the lizard creature’s swords or pikes.

The 47th day of Corellon's time in the 22nd year of King Ulodannan Wolfswift (Day 41)

The 47th day of Corellon’s time in the 22nd year of King Ulodannan Wolfswift (Day 41):  Even as the human druid and the dragonborn paladin were disappearing over the edge of the ravine, on the other side there appeared, riding camels, an elf and a half-elf.  Galloron seemed pretty open to their appearance, while Tyrion kept some distance, perhaps not wanting to reveal yet that he was a drow.  They introduced themselves as Milo, the elf, and Endymion, the half-elf, both hailing from the Kingdom of Dorland, many leagues and many ten-days of travel from the desolate ravine in Dracmead.  Nonetheless, they were obviously ambiguous about why they happened to be in that part of the world, saying only that they were traveling about, seeing the world.  Whether this satisfied Galloron or he was merely pretty used to shady companions, he invited them to join him and the drow on their search for whatever was stealing sheep and goats from the area around Shadowlea.
They proceeded south for a while, the weather growing increasingly drier as they traveled, until before long they could not tell that it had ever rained.  It was not long, however, before, in the shallow of a ravine, they found the fresh skeleton of a sheep, and markings which, before the rain, might have been tracks, leading off down the ravine.

They followed them, and before very long, the ravine deepens and the walls steepen until they are in a narrow canyon bordered by almost vertical walls 25 feet high.  They round a bend and see a man dressed in robes, wearing a mask, with the hood of his cape pulled up, obscuring everything but his eyes.  He is looking at them while he waves his hands in the air.  As they watch, a black, shimmery hole in reality opens next to him and demons begin to pour out.

The parties attack each other, and before it closes, three demons have wriggled out of the hole into another plane.  The man was clearly waiting for him, says that “they” said the adventurers would arrive, and that he will now prove himself worthy.  Maybe he did, or maybe he didn’t, but either way, the adventurers killed him in short order.

Not so, however, with the demons, who kept flitting around everywhere, before, behind, beside the adventurers, inflicting horrible black damage with nearly every blow.  More than one of the party fell unconscious, dying, only to be raised again by the magic or the potions of some other member of the party.  There were moments when the adventurers wondered if they would survive the onslaught of these demonic forces, but, in the end, they prevailed, due in no small part to their willingness to use their camels as shields.  In the effort, one of the camels was killed.

No great loss, though, because it was discovered that the strange masked man had tethered his own camel a short distance down the canyon, so it replaced the camel who had given its own life in salvation of the adventurers.

A search of the bodies revealed little, save some strange bracers in the man’s backpack and an unusual gold coin:  one bearing the man’s likeness on both sides – a unique two-headed coin.

The adventurers were feeling the effects of this battle with the demons and their summoner, so they decided to rest, even though it was only about noon.  They camped in a small bend in the canyon, obscured at least from the view of those who might be on the higher ground above, and at least partially hidden if anyone happened down the canyon itself.  Setting watches, they settled down to let their bodies repair and remained until dawn the next morning.

Friday, March 23, 2012

Encounter 14: The Goblin Patrol

The True and Rightful King
Encounter 14:  The Goblin Patrol
Level 3:  Hard (party’s level +2 = 5) 200 xp

Goblin Wolf Rider, Level 5 Skirmisher, xp 200
Hobgoblin Commander, Level 5 Soldier (Leader), xp 200
Shadowgoblin Snarler, Level 5 Artillery, xp 200
Advanced Hobgoblin Warcaster, Level 5 Controller, xp 200

Goblin Wolf Rider yellow
10, 20, 28, 49 d
Hobgoblin Commander red
10, 19, 36, 49, 59, d
Shadowgoblin Snarler white
12, 26, 35, 41, 64 d
Snarling shot – rech 5 &6
Advanced Hobgoblin Warcaster black
14, 20, 37, 51, d
Shock staff rech 456
Force pulse fort rech 6
Force pulse refl rech 6

Setup

You have set out from Shadowlea heading south, into Dracmead, riding your camels.  The land around Shadowlea seemed rough compared to the more northerly parts of Woodlea Forest, but to the south, in Dracmead proper, it very quickly gets much rougher.  The land is dry and rocky, with more and more stone outcroppings reaching up out of the ground as you head south.  There are ravines which cut sharply across your path of travel, but if you turn to avoid them, other ravines cut across that direction, so there is no choice but to ride down into the ravines and up the other side.

What had been a rudimentary road leaving Shadowlea almost immediately becomes a rough trail, and then disappears entirely, leaving nothing but dead reckoning to guide you through the badlands of Dracmead.

As you ride, the sky begins to cloud up, an unusual event for Dracmead.  The wind picks up and it begins to rain.  The thirsty soil drinks in the water, but rapidly becomes a sea of mud in the drenching downpour.  The camels’ feet sink into the muck with each step, slowing them.  On the horizon, slashes of lightning illuminate what has become an almost black sky.

Gradually, even the thickest of cloaks becomes soaking wet and you begin to shiver, even though it is not especially cold.

Endurance DC 15:  failure results in loss of one healing surge of HP.

Tactics and Development

The goblin patrol ambushes the adventurers as they are in the bottom of one of the many ravines.

This is a routine patrol sent out by one of the local goblin tribes which stumbles upon the adventurers by accident.  However, they are highly motivated to repel these invaders into their territory and as long as any hobgoblins remain alive, they fight to the death.  If all the hobgoblins are dead, then any bloodied goblin flees, and once one goblin starts to run, all the goblins run.

Features of the Area

Illumination:  Daylight.

The ground is so muddy that it is all difficult terrain.

Rocky outcroppings at the edges of the ravine provide cover and concealment.

Treasure

Perception DC 15:  In the Hobgoblin Commander’s pouch, way down at the bottom, you find a Power Jewel.  What a barbarian like him might have been doing with such a treasure is not clear.  Perhaps he just picked it up somewhere.

44th through the 46th days of Corellon's time in the 22nd year of King Ulodannan Wolfswift (Days 39-41)

44th through the 46th days of Corellon’s time in the 22nd year of King Ulodannan Wolfswift (Day 39 - 41):  The adventurers revive the guard they didn’t kill and they question him.  He doesn’t know a lot.  He was, after all, just a guard.  He admitted that they were from Redden Barrens and were Baron Songsteel’s men, but that was pretty obvious from their tabards.  All he knew about their orders was that his orders were to follow the group’s leader and do what he was told, but he thought the mission of the group was just to cause trouble in Woodlea Forest.  He didn’t know why.  He commented that Baron Songsteel was a child, merely nine years old, and mean, but he didn’t know who the young Baron relied on for advice.  He was, after all, just a soldier, not one who was taken into the counsels of a Baron.
It was decided that Sjolander would return to Lightoak Bridge and get their servant, Thoeak Silentread, their horses, and their gear.  This he was able to do without disturbing the village.  When he got back to the camp, the adventurers set off, in the dark, to Linden, except for Gladness.  Gladness decided to stay behind and see if he could find any other information or signs in the area that they might have missed.

The adventurers arrived back in Linden, with their prisoner, shortly after noon.  They went straight to Baron Silverkin’s keep and asked an audience with the Baron and his advisers.  They told him what had happened.  He withdrew with his advisors for a few minutes, then returned, asking the adventurers to let him handle the matter of Baron Songsteel and the prisoner and asking them to return to their mission in Shadowlea of finding out what the reports of missing sheep and goats were about.  They agreed and the next morning they started out.  However, on their way through the keep yard, they noticed a block with fresh blood, and assumed that the Baron had executed the prisoner.

They got to Lightoak Bridge near sunset and spent an uneventful night there.  The next morning, they set out for Shadowlea.  The geography quickly changed from the relatively gentle forested plain that constituted the majority of the Barony of Woodlea Forest to rough, rocky, almost treeless land.  The road became much rougher and much hillier.  So, even though it was not that far from Lightoak Bridge to Shadowlea as the crow flies, it took most of the day.  On the way, Thoeak mentioned that his son, Quofore, lived in Shadowlea.  They arrived in Shadowlea in mid-afternoon.

Shadowlea was a collection of mud and wattle huts, not much better than goblin-built.  But, it was fairly large, as villages go, being the home to eight or nine hundred folk.

The villagers had the now predictable reaction to the sight of a drow and a dragonborn – they all discovered that they had something to do inside.  Soon, the adventurers were sitting on their horses in the middle of the main street of Shadowlea, all by themselves.

They did not have long to wait.  Within a few minutes, Maroar Pegason, the Shadowlea Reeve, emerged from one of the buildings.  Introductions occurred and the Baron’s tokens smoothed what might otherwise have been an awkward time with the Reeve.  But, instead of holding them at arms’ length like he would otherwise have done, the Reeve invited them into his home, where they met his wife, Cailynn.

The Reeve told them what he knew about the reports of livestock missing:  that strange creatures came up from the south – from Dracmead, presumably – during the night, and stole off with individuals from the farmers flocks.  The Reeve didn’t believe that they were really creatures from Dracmead, strange or otherwise.  He expressed his opinion that it was probably much ado about nothing and that it was a case of mass hysteria over what was normal loss from predators, such as wolves.  When pressed, he admitted that he thought maybe there was some witchery being practiced, but he didn’t have a clue who might be doing it or how it might be done.

The adventurers went to Quofore’s house – Thoeak’s son.  He was about 20 and was at home alone.  He had heard of the rumors of stock being stolen by strange creatures in the night, but he didn’t know much about it.  He indicated that his wife, Zinnaatra, who owned The Crusader and Cleric inn might know more.  After all, that’s where most of the farmers stayed when they came to town and spent the night.

They went to the inn and met Zinnaatra, an extraordinarily beautiful young elf in her mid teens with the most strikingly beautiful nose any of the adventurers had ever seen.  Later, that was her physical feature that most stuck in their memories.  Zinnaatra didn’t impress the adventurers as being the nicest of folks.  Perhaps she had that attitude that the extraordinarily beautiful sometime get – that they are better than others.  Thoeak had let them know that his son, Quofore, had moved to Shadowlea within the last year to marry the beautiful young Zinnaatra and he, Thoeak, did not approve, nor did he like his daughter-in-law.  It became apparent why he didn’t like her and also apparent that she wasn’t too fond of her father-in-law.

Zinnaatra had heard the stories from the farmers who stayed at the inn.  She didn’t know if they were true or not, but she knew most of the farmers along the border with Dracmead claimed solemnly that they were true.  The adventurers decided to ride out to the east of Shadowlea to find a farm and see what they could see.

As they rode, it grew dark.  After a time, they topped a rise and saw the lights of a farm house in the valley below.  They rode down to find the house buttoned up for the night and a flock of about 25 sheep in the sheep fold behind.  They knocked on the door and the farmer answered, but he wouldn’t open the door to them in the dark.  He did, however, assure them that he had lost several sheep to these strange night raiders in the last few weeks.

The adventurers retreated to the rise where they could watch the farm, and spent the night, but it passed uneventfully.  In the morning, the farmer was willing to come out and talk to them.  He really couldn’t describe the creatures, except to say that they looked like lizards – like smaller versions of the dragonborn Keira.

When the adventurers decided to head straight south into Dracmead from the farm, the farmer warned them that they ought not go into Dracmead on horseback.  There was a wrangler in Shadowlea who kept camels just for travelers who were foolish enough to venture into Dracmead.  He directed them to her.

Back in Shadowlea, the adventurers found Nerisiries Huntinghawk, an elf woman who did, indeed, keep camels.  She was willing to trade the adventurers camels for their horses, even-steven, but she was unwilling to promise to keep the horses for their return.  It was pretty clear that she was not going to bet the grocery money that they would ever return.  But, if they did, and she still had their horses, she would trade them back for the camels, but this time at a profit.

Now riding camels, they ventured out of Shadowlea and headed south into Dracmead.  It wasn’t long before the road became a rough trail and finally disappeared entirely.  They traveled on south by dead reckoning as the land became markedly rougher even than it had been around Shadowlea.  This land would not support even sheep and goats and seemed deserted.

Unusual for Dracmead, a storm blew up and it began to rain heavily.  The ground almost immediately grew muddy and hard to traverse, forcing the camels to slog along at a slow pace.  Ravines zigzagged across the landscape in a way that they could not avoid crossing them, and it was when the party was all in the bottom of a ravine that they were suddenly ambushed by hobgoglins and a goblin on the high ground on the other side of the ravine.  A battle ensued in which Sjolander was pretty seriously injured.  When it was over, all the hobgoblins and the goblin lay dead.

It was decided that Keira would head back to help Sjolander, and Tyrion and Galloron would press on.  At the moment of that decision, the Amulet of Passage lifted itself off Sjolander’s neck and floated over to drop onto Tyrion’s neck.  Perhaps it was an omen, or perhaps the amulet just wanted to stay where the action was.

The drow and the human waved goodbye to the dragonborn and the half-elf as they set out back north, and then turned their faces to the south.

Tuesday, March 20, 2012

Encounter 13: The Iron Circle Encampment

The True and Rightful King
Encounter 13:  The Iron Circle Encampment
Level 3:  Standard (party’s level +0 = 3) 125 xp

4 Iron Circle Sentries, Level 3 Artillery Minions, xp 38 ea. (1 player)
Iron Circle Guard, Level 3 Soldier, xp 150 (2 players)
Iron Circle Dark Adept, Level 3 Controller Leader, xp  ea. (3 players)
Common Gladiator, Level 3 Skirmisher, xp 150 (4 players)
Skulk Murderer, Level 3 Lurker, xp 150 (5 players)
Iron Circle Guard, Level 3 Soldier, xp 150 (6 players)

Setup

Up ahead, you hear the sounds of men’s voices.  They are talking normally in common.  A Perception Check DC 15 picks up that they are discussing the night before, when some of their party were attacked by an unknown group of strange creatures in Lightoak Bridge.

The Stealth DC 16 to get close enough to see them without being noticed.  If they pass, they get a surprise round from 15 squares away.  If they fail, Baron Songsteel’s men see them at 15 squares away and the fight begins.

Through the trees ahead of you you can see a rough camp with a couple of canvas tents set up and a low, smoky fire in the middle.  On the other side of the camp is a picket line with their horses.  There are men milling about the camp, performing various tasks.  You can see that they are all wearing tabards bearing the circle of chain you saw on some of the men last night.  At the edges of the camp there are four guards.

Tactics and Development

The first Iron Circle Guard is their leader.  Again, these men are not motivated to fight to the death.  They have been sent to harass and foment trouble, not to invade.  When the first Iron Circle Guard is bloodied, he orders a retreat.  If he dies, all the rest flee.  First, they try to get to their horses.  It requires a move action to untie a horse.  If it appears they cannot get a horse in time, they run into the forest.

Features of the Area

Illumination:  Daylight.

Treasure

Perception DC 10:  Amongst the baggage left in the camp you find a quiver of 30 Freezing Arrows.  This must have been something they picked up, because all of the dead had crossbows.  Perhaps there is another of the party who uses a bow.

Encounter 12: Finding the Camp

The True and Rightful King
Encounter 12:  Finding the Camp
Level 3:  Easy (party’s level -1 = 1) 125 xp
Skill Challenge

Complexity 1 (4 successes before 3 failures)
Skill check difficulty:  Easy 5, Moderate 10, Hard 15

Primary Skills:  Nature, Perception, History, Insight, Streetwise

If the party attempts to track the criminals in the dark, all DCs except Streetwise are increased by 5.

Streetwise (DC 15):  If used before the adventurers leave to chase the criminals to their camp, provides +2 to Nature, Perception, and Insight checks.  People in the village have seen soldiers wearing the Iron Circle tabard in the woods to the north of Lightoak Bridge.

Nature (DC 5):  You find the criminals’ tracks.

Perception (DC 10):  You notice signs that riders have passed by and you can tell approximately which direction they went.

History (DC 15):  You remember a clearing on a map you once saw, in the forest to the north of Lightoak Bridge, and you suspect that the criminals’ camp may be there.

Insight (DC 15):  Something tells you that the criminals probably came from the north and their camp is probably in that direction.

Secondary Skills:  Endurance

Endurance (DC 5) +2 to the next Primary Skill check by that character.  You manage the ride well, and it makes it easier for you to think and concentrate.

Features of the Area

Your search takes you through forest that is much like the rest of Woodlea Forest:  tall pines intermingled with a few oaks and elms.  The weather is still mild and comfortable, the sky a clear blue.

Success

The party manages to surprise the band of criminals in their camp.

Failure

The party gets surprised by the band of criminals without reaching their camp.

Treasure

Perception DC 5:  As you are riding along, one of you spots a small stone almost buried in the leaves at the base of a tree.  Something about it looks unusual.  When you investigate you find an Earthfall Totem +2.

Encounter 11: The Dying Reeve

The True and Rightful King
Encounter 11:  The Dying Reeve
Level 3:  Easy (party’s level -1 = 2) 125 xp

Human Street Entertainer, Level 1 Skirmisher, xp 100 (1 player)
Human Gang Member, Level 1 Minion, xp 25 (1 player)
4 Iron Circle Rabble, Level 2 Minion, xp 31 ea. (2 players)
Iron Circle Cutthroat, Level 2 Skirmisher, xp 125 (3 players)
Iron Circle Enforcer, Level 2 Elite Brute, xp 250 (4 players) (delete 4 Iron Circle Rabble and Iron Circle Cutthroat)
4 Iron Circle Rabble, Level 2 Minion, xp 31 ea. (5 players)
Iron Circle Cutthroat, Level 2 Skirmisher, xp 125 (6 players)

Setup

You are in Lightoak Bridge, Woodlea Forest.  You hear the sounds of battle outside:  shouting, the ringing of metal on metal, scuffling.  Upon entering the street, you realize that the fighting is occurring to the side of the building.  Upon rounding the corner, you see a group of men assailing the Reeve, a young elf named Zangretor Woodsoul.  You have met him before, and found him to be inexperienced and perhaps a bit unpredictable.  Perhaps that is the reason, but whatever the cause, his attackers have bested him by the time you arrive on the scene.  They strike the killing blow and he falls to the ground at the moment you round the corner.

Tactics and Development

Perception DC 5 reveals that the Iron Circle Rabble, Cutthroats, and Enforcer are wearing red livery with black tabards bearing a gray circle of chain over their armor.  History DC 10 reveals that this livery, tabard, and symbol are the livery, tabard, and symbol of Baron Seaaver Songsteel, the Baron of Redden Barrens.  Nature DC 5 reveals that Redden Barrens is the barony just to the north of Woodlea Forest.  History DC 15 reveals that Baron Seaaver Songsteel is 9 years old and reputed to have an immature and volatile temper.  History DC 20 reveals that Baron Songsteel is the younger brother of Countess Therstine Songsteel Wolfswift of County Ironmoor, married to Count Yenven Wolfswift.  Nature DC 10 reveals that County Ironmoor is the county just to the west of County Whiteborough.  History DC 25 reveals that Count Yenven Wolfswift is the brother of King Ulodannan Wolfswift of Lightholt.  History DC 30 reveals that Count Yenven Wolfswift is also the brother of Princess Quierris Wolfswift Harsif, who is married to Reeve Xanice Harsif of Highbush, appointed by Baron Grayward Silverkin.

If the party has attempted to sneak around the corner, have them make a Stealth Check DC 15.  If they pass, they get a surprise round.  If they fail, the Human Street Entertainer and the Iron Circle Cutthroats get a surprise round – they were waiting for them.  If the check is less than 10, all the enemy get a surprise round.

As soon as the enemy knows of the presence of the adventurers, one of them says to the others, “Stay and take care of them.  We’ll see you back at camp.”  Then the number of enemy leave to take the enemies down to the appropriate number for the party.

The enemy is not motivated to die for this cause.  As soon as the leader is bloodied, he calls for them to retreat.  If the leader is killed, the others run.

Features of the Area

Illumination:  Torches that function as street lamps provide dim light to the back edge of the building.

Treasure

Perception DC 5:  On the bodies you find several wallets containing a total of 380 gold pieces.

Side note

[Note:  During the time that the adventurers are waiting at Linden, after receiving the Amulet of Passage, they are joined by Galloron, a human who says he is in Linden visiting family.  The adventurers accept him and he accompanies them on their trip to Shadowlea.]

43rd day of Corellon's time in the 22nd year of King Ulodannan Wolfswift (Day 38)

43rd day of Corellon’s time in the 22nd year of King Ulodannan Wolfswift (Day 38):  The adventurers head off in the direction of Shadowlea early in the morning.  By evening, they reach the village of Lightoak Bridge, a small place of only three or four hundred inhabitants, named after a light oak bridge that crosses the stream at that point.
In Lightoak Bridge, they show the tokens given to them by the Baron.  Even in Lightoak Bridge stories of “the Baron’s heroes” have been heard, and the party is readily accepted, as strange as they may be.

They stable their horses with Mouldnath Warecambe, the local wrangler, and then make their way to the tavern, a typical place called The Traveling Thief.  There Siress Romsmarden, the female dwarven tavern keeper, makes them welcome with food and drink.  They also meet Reeve Zangretor Woodsoul, a young elf still in his teens, who seems to welcome them as well.  They invite him to join them at their table.

In The Traveling Thief there is an entertainer, working the crowd.  During a break, he joins four other men at a table.  They seem to know each other.

The adventurers ask Reeve Woodsoul whether anything unusual has been going on in Lightoak Bridge.  He tells them that nothing has been amiss, except that the entertainer and the four men at the table with him are all strangers to Lightoak Bridge, that they have been in the village for only a few days, that he has asked them why they are there and gotten evasive answers, and that he has a bad feeling about them.

Tyrion urges the young Reeve to go over to their table and press them for more precise information.  The Reeve accepts the suggestion.  The adventurers can see the Reeve talking with the entertainer, but in the noisy tavern they can’t hear what is being said.  After a few moments, the entertainer nods toward the door and he and one of the other men get up and leave the tavern with the Reeve.

The adventurers follow.  Outside the tavern they see nothing, but they hear the sounds of fighting around the corner of the building.  As they round the corner, they see a group of men, including the entertainer, in the final act of killing the young Reeve.  Some of the men are wearing a tabard bearing a circle of chain.  Some of the party recognize this as the tabard of Baron Seaaver Songsteel, the  Baron of Redden Barrens, the barony just to the north of Woodlea Forest.

The men see the adventurers.  One of them says he is returning to camp, and he wants the others to stay and take care of these newcomers.  Battle is joined, which ends in the adventurers killing all who remain, but the one got away.

They head off in the direction the escapee headed and shortly find horses tethered.  Mounting these horses, they are able to follow the tracks of the villains, even though it is dark, back to their camp.

They come upon the camp, still awake, guards posted, tents pitched, men milling about a central fire.  Their horses are tethered on the opposite side.  The adventurers sneak around to the side with the horses and attack.  After a fierce battle, they manage to kill the entire camp, except for one of the guards, who they have knocked unconscious.

40th through the 42nd day of Corellon's time in the 22nd year of King Ulodannan Wolfswift (Days 35 through 37)

40th through the 42nd day of Corellon’s time in the 22nd year of King Ulodannan Wolfswift (Days 35 through 37):  The party feels a certain bond now with the Silverkin family, and the family certainly feels a bond with them, especially Baron Silverkin and his wife.  They remain in Linden, staying at the keep, now seen as “the Baron’s heroes” by the villagers.
Then the Baron calls them into his presence.  He tells them he has a favor to ask.  There have been reports from Shadowlea, a village on the southern edge of Woodlea Forest, near Dracmead, of stock unexplainedly going missing.  The villagers expect the Baron to “do” something.

The Baron is pretty sure that it is just the normal loss of stock to wild animals and the villagers have just let themselves become convinced that something strange is going on.  He is pretty sure that there is nothing to the reports.  But, he asks the heroes if they would go to Shadowlea to investigate and find out what’s going on.

The adventurers agree.

Encounter 10: The Dead Son

The True and Rightful King
Encounter 10:  The Dead Son
Level 2:  Hardest (party’s level +4 = 6) 250 xp

Gray Company Fallen Hero, Level 6 Brute, xp 250 (1 player)
Adept of Orcus, Level 6 Controller (Leader), xp 250 (2 players)
Gray Company Fallen Hero, Level 6 Brute, xp 250 (3 players)
Gray Company Fallen Hero, Level 6 Brute, xp 250 (4 players)
Barthus, Level 6 Solo Controller, xp 1,250 (5 players) (delete all Gray Company Fallen Heroes and the Adept of Orcus)
Adept of Orcus, Level 6 Controller (Leader), xp 250 (6 players)

Setup

Each of the adventurers has been visited in his or her bed by a ghostly presence.  The presence whispered to each of them, “Come to the great hall during the time of Tiamat.  You must.  It is important.”

And so, they are all gathered in the great hall of Silverkin Keep as the constellation of Tiamat rises in the night sky.  Candles flicker in sconces around the walls of the room, giving light, but doing nothing to reduce the eerie feeling of the room at night.  The rough wooden table is there, surrounded by the chairs used by Baron Silverkin and his court, but all are empty.  There is nothing but silence.

The wait is not long before two apparitions appear, seeming to materialize out of the very stone.  One of them is the ghost who came to each of you in your beds.  He is a young man of ordinary appearance, wearing leather armor and carrying a mace slung at his belt.  On a short chain at this throat is a pale gray pendant, shaped like an arrowhead.

The other apparition is a man with a sharp, weathered face, wearing a helmet with horns curved forward like a ram’s, and carrying a small, simple rod.  At his belt is some sort of symbol.  Religion DC 15 reveals that this is a Symbol of Orcus.  The horned apparition looks at you malevolently.

The young man’s lips move, but there is no sound.  Nonetheless, you can hear him as clearly as if he were speaking out loud.

“I am Lord Fellwood Silverkin, son of Baron Grayward Silverkin and my mother, Xithira.  I have been dead since twenty years past.”  He pauses and a look of profound sorrow passes over his features before he seems to recover himself and begins to speak again.

“I left my father’s keep to go to war, but on the way I was waylaid by a band of villains.”  Behind him, the older man’s eyebrow arches slightly, then he smiles thinly.  “They slew me and my soldiers, but they did not let us die.  They cursed us to a life of undeath.  I must resist you,” he says sadly, his eyes flicking briefly in the direction of the other man.  “I am commanded to do so.  But, I need you to slay me so that I and my men may go to our rest.”

He reaches up and self-consciously touches the pendant at his throat.  “And, yes, this is the amulet, the amulet of my family, which you seek.  Slay me, and return it to my father.  I beg you.”

With that, he unslings his mace and assumes a martial stance, ready for battle.

Tactics and Development

Only the monsters which correspond to the number of players actually participate in the battle.  If it is more than just the original two, then the additional ones appear and act on their initiative on the first round.  If the Adept of Orcus is not part of the action, he merely observes.  Those who are involved fight to the “death.”

When the battle is over, all those except Lord Silverkin “de-materialize,” leaving only his now corporeal body.  The pendant itself, however, is still gray and lifeless looking, until Baron Silverkin combines it with the sword and shield, when it becomes alive and jumps to whoever will ultimately wear it.

Features of the Area

Room:  Stone floor and walls and wooden ceiling (8x8)

Table:  The table requires one square of movement to get up on or get down from.  It requires a move action to turn on its side.  On its side it offers partial concealment to standing creatures and total concealment to prone (or crouching) creatures.

Chairs:  The chairs can be pushed out of the way (moved to a different square) by using one square of movement to do so.  The square they occupy is difficult terrain.

Lighting:  The candles offer dim light evenly throughout the room.

Treasure

Perception DC 10
1 potion of healing
10 gp
The Silverkin family amulet (this will become the Amulet of Passage when combined with the shield and the sword)

If Baron Silverkin obtains the amulet, he holds a ceremony – after the burial of his son – at which he lays the shield, sword, and amulet together.  Upon combining ceremonially, they all regain their new appearance.  The amulet turns a bright blue – becoming the Amulet of Passage – and jumps to Sjolander, lowering itself around his neck.

39th day of Corellon's time in the 22nd year of King Ulodannan Wolfswift (Day 34)

39th day of Corellon’s time in the 22nd year of King Ulodannan Wolfswift (Day 34):  The next day Baron Silverkin holds a ceremony during which he rejoins the shield, the sword, and the amulet.  When placed together, they magically return to their like-new condition.  The amulet takes on a life of its own, floats before each of the party, then lowers itself down onto Sjolander’s neck.
It is the Amulet of Passage, with great magical powers, and it has attached itself to Sjolander and, through him, to the party.

38th day of Corellon's time in the 22nd year of King Ulodannan Wolfswift (Day 33)

38th day of Corellon’s time in the 22nd year of King Ulodannan Wolfswift (Day 33):  Sjolander, feeling refreshed and no longer weak from his ten days of death, returns to the keep and sleeps there.
A spirit visits each of the adventurers in the night, in their rooms, bidding each to rise and come to the great room.  Each does.  When they are all assembled, two apparitions appear.  One is the spirit which has visited each, and the other is an evil-looking spirit wearing a horned helmet.

The spirit who visited them looks like a soldier, and he is wearing Baron Silverkin’s tabard.  He identifies himself as the Baron’s long-dead son, Fellwood Silverkin.  He tells of going off to war with his band of the Baron’s soldiers and being ambushed on the way and all killed.  However, they were cursed to undeath, and have so remained all these years.  He also tells them that the amulet he now wears is the amulet of House Silverkin which they seek.

Now, Fellwood wants the adventurers to kill him and his soldiers and free them once and for all, but he warns them that he is required to resist them.  A glance at the other apparition makes it clear that it is this “guardian” who is enforcing the requirement.  Fellwood takes up a martial stance, ready to fight, and others of his soldiers appear as ghosts.

A battle ensues in the candle-lit great hall and the adventurers ultimately prevail against the apparitions.  Once slain, they all disappear, except Fellwood Silverkin, whose physical body re-materializes, as if just slain.

Baron Silverkin and wife are awakened and come to the great hall to find their dead son.  They are grief-stricken, but soon come to understand that the heroes have done all they could and finally their son is back with them, as well as the family amulet recovered.

36th through the 38th day of Corellon's time in the 22nd year of King Ulodannan Wolfswift (Days 31 through 33)

36th through the 38th day of Corellon’s time in the 22nd year of King Ulodannan Wolfswift (Days 31 through 33):  The party remains at Linden, staying in the Baron’s keep.  Even Gladness is now allowed to sleep in the keep, though no one is completely comfortable with him or what he is.  Sjolander, however, spends the time in the forest with his new dog, growing more and more comfortable with the relationship between the two of them and his new sense of relationship with nature.

Encounter 9A: Regaining Sjolander

The True and Rightful King
Encounter 9A:  Regaining Sjolander
Level 2:  Easy (party’s level -1 = 1) 100 xp
Skill Challenge

Complexity 1 (4 successes before 3 failures)
Skill check difficulty:  Easy 5, Moderate 10, Hard 15

Setup

This time, it is not hard to convince Baron Silverkin that Sjolander should be brought back to life.  Not only has he begun to favor “his” heroes, he is at least glad to have one of them that is not too far out of line from his “normal.”  So, he doesn’t want to lose Sjolander.

However, he hasn’t been a baron most of his life for nothing, and he exacts a promise from the heroes that they will continue to serve him until he deems their debt repaid.  After all, this is now twice that he has born the burden of a particularly expensive ritual.

Again, he has to send for a cleric of sufficient skill to perform the ritual.  That requires five days to get a messenger to the far off city and another five days for the messenger to return.

Unfortunately, when the cleric does finally arrive, with his entourage in tow, it seems there has been something of a misunderstanding.  First, he is in a foul mood because he “compromised” his principles – for money, of course – to raise a drow from the dead the first time.  Now, he discovers that the corpse is that of one known to scoff at the gods.  He is not happy about the idea that he will bring this miscreant back to life.

Tactics and Development

Primary Skills:  Diplomacy, Religion, Stealth, Heal

Religion (DC 5):  You engage the cleric in a discussion of theological principles.  (This can only be used for two successes.)

Diplomacy (DC 10):  The cleric finds your words to be convincing, if not your ideas.  (This skill can only be used for two successes.)

Stealth (DC 15):  You manage to sneak around behind the cleric while the rest are engaged in conversation and no one else is looking and “borrow” his ritual book.

(This can only be used for one success, after which only Heal can be used to complete the skill challenge.)

Failure by 5 or more:  Someone in the cleric’s entourage notices your attempt to steal the ritual book and stops you.  (+2 to every skill check afterward.)

Failure by 10 or more:  Your attempt to steal the ritual book is noticed, the cleric is incensed, and he immediately departs with his entourage.  (Instant loss of the skill challenge.)

Heal (DC 15):  After stealing the ritual book, you assist Frugold Ogrescrush, Baron Silverkin’s Septon, in performing the ritual with which he is completely unfamiliar.  (This can only be used after a successful use of Stealth.)

Secondary Skills:  Insight, Perception, History

Insight (DC 15):  You sense something about the cleric that you think will help you persuade him to perform the ritual.  (+2 to the next Primary Skill check by that character.)

Perception (DC 15):  You notice a book that you recognize peeking out of the cleric’s baggage.  Making a comment about how much you like the book “softens” the cleric up.  (+2 to the next Primary Skill check by any character.)

History (DC 15):  You remember a story about the city from which the cleric has come that only people from that city would be likely to know.  Mentioning this to the cleric “softens” him up.  (+2 to the next Primary Skill check by any character.)

Success

If the adventurers have persuaded the cleric to perform the ritual, he not only performs the ritual, but gives them a copy of the ritual from his own ritual book.

If the adventurers have managed to steal the ritual, they get to perform the ritual, as well as keep the ritual book.  However, all of the rituals except this one are written in some kind of code, and this ritual is the only one they can understand.

Failure

Brekain Shipsail approaches the adventurers and reveals that she managed to get a copy of the ritual when the cleric was here before.  She does not reveal how that was accomplished.  She and Septon Ogrescrush are willing to perform the ritual, but only if the adventurers will give their word to grant her one favor – of her choosing – when she asks it.

Monday, March 19, 2012

35th day of Corellon's time in the 22nd year of King Ulodannan Wolfswift (Day 30)

35th day of Corellon’s time in the 22nd year of King Ulodannan Wolfswift (Day 30):  The cleric from Bushdell arrives, but there has been some misunderstanding.  At least, so he says.  He is upset that he has been asked to travel such a long distance to raise a known scoff-god from the dead.  For, in fact, Sjolander’s lack of faith is common knowledge, and somehow known by the cleric and his party.  He refuses to perform the ritual and seems ready to leave.  Tyrion, Keira, and Gladness do what they can to convince him to perform the ritual, but he seems only slightly less reluctant.
During the “negotiations,” Tyrion manages to “borrow” the cleric’s ritual book, which he saw poking out of the cleric’s satchel, without anyone noticing.  Thus, when the cleric is finally “convinced” to perform the ritual, despite his obvious distaste for the task, he cannot find his ritual book.  He is pretty sure that he didn’t forget it when he left Bushdell, but neither can he point the finger at anyone to accuse them of taking the book.  So, he makes up an excuse for not performing the ritual, pretending to be still unmoved in his resolve, and he leaves with his party.

After he is gone, Tyrion pretends to “discover” the book in the temple.  As it turns out, the book is written entirely in code, except for the Raise Dead ritual.  This is written in common and can, with some effort, be performed by Septon Ogrescrush.  Perhaps in time, the party may be able to decode some or all of the rest of the book, but, for now, they have the ritual they need to bring Sjolander back to life.

Ogrescrush performs the ritual, and Sjolander arises.  Unlike Tyrion, however, who had no recollection of anything happening while he was dead, Sjolander recalls a dog which he encountered in the spirit world.  It turns out there has been a strange-looking dog hanging around the temple ever since Sjolander’s body was deposited there.  The dog has grown bolder, and by the time Sjolander is restored to the living, the dog is willing to come up to him.  Sjolander believes that this living dog is the dog he encountered in the spirit world.

Also, Sjolander himself is changed.  Not in appearance, but in attitude and outlook.  Previously the happy-go-lucky bard, he now has a more serious aspect to his nature.  In fact, it is a new-found relation to nature that seems to be the change.  Alive, but fatigued, he begs the forgiveness of his friends, and goes out into the woods with “his” dog.

After the ritual, several of the villagers, including Septon Ogrescrush, approach Keira.  They tell her that they are all worshipers of Bahamut, and that they have been praying to their god about her.  They believe they have been given a revelation that she is the “chosen” of Bahamut, and they are supposed to serve her in whatever ways they can.  They inform her that if she is in need of anything, they will help her.

24th through the 34th days of Corellon's time in the 22nd year of King Ulodannan Wolfswift (Days 20 through 29)

24th through the 34th day of Corellon’s time in the 22nd year of King Ulodannan Wolfswift (Days 20 through 29): The party rests and waits the coming of the cleric from Bushdell.  During this time, Tyrion lays low, trying not to attract attention.  Keira stays in or close to the temple, praying and meditating, trying still to understand the meaning of her transformation.  Gladness, however, spends time in the village, offering to make himself useful to the villagers in whatever small ways he can.  They gradually begin to accept him, but much as they might a machine or pet.  They use him for mundane tasks – chopping wood, carrying water, moving loads – but they do not fully understand him as a sentient being.

Friday, March 16, 2012

Encounter 9: Grubs

The True and Rightful King
Encounter 9: 
Level 2:  Hard (party’s level +3 = 5) 200 xp

4 Ruin Scarab Grubs, Level 5 Minion Brute, 50 xp ea. (1 player)
Carrion Crawler Scuttler, Level 5 Skirmisher, 200 xp (2 players)
Carrion Crawler Scuttler, Level 5 Skirmisher, 200 xp (3 players)
Carrion Crawler Scuttler, Level 5 Skirmisher, 200 xp (4 players)
Carrion Crawler Scuttler, Level 5 Skirmisher, 200 xp (5 players)
Carrion Crawler Scuttler, Level 5 Skirmisher, 200 xp (6 players)

Setup

Once more, an enemy onslaught defeated, you begin to climb down.

Tactics and Development

As soon as a character reaches level 4, the bugs attack, crawling out of a hole in the trunk, getting a surprise round.

Features of the Area

The tree:  The cypress is over 100 feet tall, but the top branches which will support weight are 100 feet above the ground (Level 10).  Climbing the tree, up or down, requires the following Athletics DCs:

Level 1-2:  5
Level 3-4:  5
Level 5-6:  7
Level 7-8:  9
Level 9-10:  11

Each time a character is hit while standing on a branch, he must make an Acrobatics check or fall:

Level 1-2:  10
Level 3-4:  11
Level 5-6:  12
Level 7-8:  13
Level 9-10:  14

If a character falls, he or she gets to make a saving throw at each level, starting with the one he or she is on.  If they save, it means they are hanging from the branch at the level they saved on.  No matter what, they save 20 feet below where they started, so they never take more than 2d10 damage from the fall.  A hanging character is helpless.  Regaining the branch is the same climb check as climbing a level.

A character who falls all the way to the ground level falls either on the ground or in the water.  The water is deep and they have to swim to shore, but if they fall in the water, they take no damage.

Any character who enters another encounter’s level starts that encounter, but the creatures of the encounter do not pursue if the character moves up from their level.

Treasure

Perception DC 10:  You notice something fairly large and bulky in the hole from which the bugs appeared.  Carefully you reach in and feel around, then withdraw from the hole a set of +1 Gloaming Hide Armor (level 5 magic item).

Followers