Champaign:
The Puffing Mikey.
** mean needs to be more.
“Now and again your finest discoveries are the
ones that makes you the most money.” Mickey
Entrant
Entrance:
The Gate
Roomtwo: Trade distract
Room 3: Dragon’s Lair start
Room 4: Library
Room 5: Temple
Room 6:
Traps
Room 7:
Lower slum
Room 8: Hot
spring
Room 9: Inns
Room 10:
Stables.
Room 11:
Uppertown
Room 12:
Monsters
Loot Table: (Note these are all unknown items)
Books were
the books of chance: Gives been of 1d6 to roll what stat, and 1d4 to increase
that stat.
Flame burst sword Flaming Burst
A flaming burst weapon functions as a flaming weapon that also
explodes with flame upon striking a successful critical
hit. The fire does not harm the wielder. In addition to the extra
fire damage from the flaming ability (see above), a flaming burst weapon deals
an extra 1d10 points of fire damage on a successful critical hit. If the
weapon’s critical multiplier is ×3, add an extra 2d10 points of fire damage
instead, and if the multiplier is ×4, add an extra 3d10 points of fire damage.
Bows, crossbows, and slings so crafted bestow the fire energy upon their
ammunition.
Even if the flaming ability is not active, the weapon still deals
its extra fire damage on a successful critical hit.
All loot
sold that is not magical is worth 4000g.
The dragon
arrow bow: This bow cannot shot normal arrows. If one is applied to this bow
the string will snap. If you place the following arrows, acid, fire, frost, or
an arrow laced with death magic you will gain the breath range damage over the
shots distance of the current color to the dragon. Fire is red. Acid is green.
Frost is blue, and death magic is black. 2d4 (save 13) + arrow damage on
target. Adding a +1 arrow adds 1d4 to this effect.
Powerstone of Biofeedback
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Material
and visual
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Personal
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You
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1
min./level (D)
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You can toughen your body against
wounds, lessening their impact. During the duration of this power, you gain damage reduction 2/–.
Thestart:(Quest/GeasDomainted)
http://www.dandwiki.com/wiki/SRD:Geas/Quest
http://www.dandwiki.com/wiki/SRD:Dominate_Person
(Fortitude saves! 14) you are in a noble town. How you got
there is unexplained- for now,
and last night was so considerably far away. As you scratch your head, rub the
grogginess out of your head, scattered memories go thought your head like a bad
daydream as you look at the area you are in. You now know you are in one
of the oldest town and the finest part of this town that this municipality has
to offers. You know it has been rebuilt since the spell plague. You know you
were sent to _Luskan________. The gray stone houses in this area are about a
mile back where the forest meets the highway, and all of them are in there own
center of a clearing that extend beyond bowshot in every ever direction of each
house. Although this part of the city has no walls, they all have the look of a
fort. The windows on most the houses are facing out were narrow and covered
with iron grating. Strong turrets are surmounted as a battlement that stand at
each corner, and the gate that can be opened into each courtyard of each house
are made of a whole tree trunk and strapped together with iron bands. All of
you are rapidly approach the same apothecary shop, with a letter in one and an unpleasant
looking, mottled cloth bags that perpetually writhes about, as if something was
alive, and contained within them in the other. You
stare at this brooding pile of a building, and there is a kind of a haunty
ugliness about the shop, a grim solidity that seems to defy the shop. That’s
where you need to go. You feel very compel to go there-it hurts to think about
anything else. After a couple of minutes of considering where you are, One
thought does run through your head, you know where you were sent from.
You were in your living arrangements, and were told to come here, the words
“Follow this Quest until you’ve reached Luskan” Other people stand beside you,
and have the same look of dumbfoundedness on their faces.
What
did you do?
1.
You read the note. The front of the letter says in
common, “You are here for a job just like most people here in this town”
Micky Entrant, the name on top and
bottom of the letter, reads as follows, “I am giving you this sack of money.
Look for Krisis’s shop, and knock on the door three times for the 6. I will pay
you two gold pieces for this task. For those who have water or Sodium Hydroxide
do not to mix them up. Do not reverse them. Do not open bag. What you are
getting is on the bottom of this letter. Give the bag to the man in the shop.
Please give all items to me in my tower.” Thanks, Micky Entrant. (Knowledge Alchemy
15). You know they
exploded if you mix water into the Sodium Hydroxide. The item you need as follows (1d4 +1) are
getting these item for a price “I
am giving you this sack of money. Look for Krisis’s shop, and knock on the door
three times for the 6. I will pay you six gold pieces for this task. For those
who have water or Sodium Hydroxide do not to mix them up. Do not reverse them.
Do not open bag. Please all items to my tower.” (Knowledge Alchemy 15). You know they exploded if you mix
water into the Sodium Hydroxide. The
item you need as follows (1d4 +1) are getting these item for a price of 6
gold pieces:
1.
Salt:
2.
Olive Oil:
3.
Sodium Hydroxide:
4.
Empty Barrel:
5.
Water:
6.
2.
The bag, and what did you do.
. (The bag is sealed tight. Ripped or untied makes five swarms
of rats come out) do they drop the bag, hold on to it as the swarm
comes out. I thought about your actions,
and due what they do upon themselves. Kylar
was the only one to open the bag.
3.
You walked to the shop.
The
Bull charged the door, and scared the merchant inside. Only Cecelia, June’la,
and Kylar and A’seer tried to be peaceful.
As you reach the shop’s wooden and old, you see the small shop’s street
is paved with brick. There’s a gate in the way. (Listen check). There’s a storm coming. You here rumbles of thunder. (Everyone looks at each other)
You
were told to knock on the door three times, and entre the shop. (Wait, they all
must do it at the same time if it doesn’t not. The door does not open.)
The door opens up to
a living quarters behind the worship, and the rooms were filled with warmth and
affection, and vibrant colors shin in the room from jars. Brightly colored cushion
were everywhere, and paintings hung on the walls in every room. The man named Krisis Dahn, a man dressed
in a pale green leather shirt, stands by the desk. He trips over a box, and
stands back up saying, “OMG I’m SO
SCARED OF YOU GUYS!”
(Let the shop play out. *Items carry are simple.*)
Everyone
handed him the money, and Bull took off.
What
did you buy?
NOTHING!
But you saw:
Potions
Remedies
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An emerald elixir,
contained in a crystal jar.
This smoky tincture
causes shadows to appear darker when used.
This smoky admixture
smells fiery.
This variegated
liquid smells like urine
It looks like a dragon scales, and
smells of an herbal soap.
It’s a red container that makes any
water hot water.
It looks like a red dragon, and the
tongue sticks out at the end.
Smells like a jungle vine, and it’s a
clear yellow liquid.
.
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Bull bought a
map, and so do Cecelia.
Treona’s Tower
What did you so?
· Bull charged in, and
demanded money. And told Mickey that he better give him one for the dragons
· They slept inside.
· They didn’t touch all
the toys.
· And they all accepted
the quest
· You all fought the
wolves
· And your horses got
eaten.
What
Mickey said to you, “The last sunset of the day, I’m totally missing it. But
it’s cool. I’ve been in here all day, so I’ve learned a lot. Way important
stuff up there. Whatever you’re do this night sets up the stages for the
following days of your lives. So, most people spend their day partying. And
now, now I feel pressure to, you know, do something tonight. Now I feel I have
the right group, finally. My name is Mickey Entrant; Mister Currency in
the Bank. I’ve
been keeping an eye on
people, and trying to find people of talent, y’know, your talents, I’ve heard
news of people’s exploits. You must be risk-takers! The person I sent out for
you must have sent you here. Because
of that, you need to recover something form them. And you also have a few
things for me.”
“I
had a dream! See, I am the maker of soap, and that’s why you grabbed all those
items for me, they make soap. But, I am rich, and that dream like I’ve always
said, “Now and again your finest discoveries are the
ones that makes you the most money.” But
Mickey needs to be on the move. They’ll won’t know what to do! I was like here, and there! I
could be anywhere! What can you stop whatcha can’t see! Oh, and I saw that
party! We should go to that party with those guys.” After Micky’s ADHD goes away.
“Oh right, what I want from you. I have something that needs to be fetch, and
all of you can take part of this adventure. A grouped of people named THE SERVERED EYES
have started some sort of cult, they are trying to make a name for themselves.
They stole my stuff, and dropped me off here. You know that shing dig thing.
They took over the city of Dahn. The citizens were forced to abandon a town in the face of
an overwhelming of a
Kobold invasion, the populace scattered to other settlements or secluded lives.
The Severed Eye have now tried to take the town from the Kobolds that took over Dahn. The Kobolds
live there still,
but they are losing the town to the cult. I got a copy of a map show where the Kobolds
are, and the Severed Eyes. Some of the wicked stuff like some guys like to live
primarily in the northern sections of the town, so it will be easier us to travel through the
southeast. I think there is an old library, like a temple upstairs if you want
to study up there. I know a bunch about other stuff. I collected some
information from the town’s people. I need you to save a carriage that is
filled with items I need.”
1. KOBOLDS THERE IS A LOT OF THEM!
2. At the bottom of the
pecking order, the kobolds of Gorizbadd try to keep a low profile. Otherwise,
they're subject to bullying from the slightly stronger Kobolds.
3. The kobolds that have taken over an old slum
called the lower slums. They have set up web of traps throughout the narrow
alleyways. This keeps the stronger factions from moving in on the kobolds'
homes. Still, kobolds have to leave the safety of those areas to gather food
and supplies. I heard the lower slum Kobold are going to fight the Served Eyes
in the upper part of town. The mansion had a huge stage show below it. Every
weekend they would have a stage show. An handsome man use to run the show.
4. Two kobolds have a secret agenda: Like Super
spies! They're collecting the magical weapons. I don’t know the wizard name,
and tinkering with them. They've managed to get some of the constructs working
again. The best part, and I was like “shut up!” when I first heard they were
stealing our carriage! The kobolds have heard of what the carriage is, I
think, but most don't believe it even still exist. Their leaders do know
the locations of the treasure vault is and can be "persuaded” because
there DUMB! Oh, yea! Mickey put the sprinkles on that insult! They will give up this information.
5. Since they moved in,
the Severed Eye have ruled over the town. The newly renamed city Gorizbadd has
flourished
6. The city has crumbled walls. The Kobolds consider most of the town their
land, except for the parts inhabited by dangerous beasts. They don't venture
into the kobold slum but still claim ownership over it. Most of the Kobolds
live in the remains of upscale dwellings that line the main thoroughfare
through the town. Territorial and cruel,
Kobolds only want to keep the town and hurt anybody who intrudes into the town.
They don't know about the town's magical treasures and don't care. Because
they’re lame!
7. The Kobolds leader
guy I named as: Hutmanthreefour, because he has four eyes, and says “hut” all
the time like an army guy. I’m so good
with names! His guy in armor. He
constantly complains “About his Kobolod troop’s and how incompetence and is
amazed the town didn't fall to intruders before he got there. Blah blah blah.
Man he’s boring! He doesn't respond well to diplomacy ... unless he's close to
defeat in battle. By Dr. Flipstine! Their leader is proud, but not stupid. But
not as smart as me!
8.
KOBOLDS HAVE STRENGTH IN NUMBERS. Most of the four eyes aren't very tough or
brave. The northern areas of the town contain the greatest number of Kobolds.
Traveling into this area carries a greater risk of detection than anywhere
else.
9. When I wander near
one of the southern sections all like, unconcealed, and hidden along the main
road, and they have a large group of lizard guys there appear. They were groups
of drunks looking for a party! Still, it’s not like I can just walk into a
party. OR. Nice, a party that totally accepts human, freaks! Oh yea! Pretty
sure it’s a costume party. One guy had bracelet, and totally doesn’t not like
to party
THE
SEVERED EVES information told!
They got their eyes all sealed on the left or
right, they are freaky! It just like what I read in books! They’re in search
for my treasure. I saw one, and I had to change my pants afterwards!
When they get done bullying someone, they heat up a symbol that looks like a
slit eye and brand it across the poor victim's face, With a slit of eye crossing the eye
socket. It’s like their eyes are on their eyes! I just blew you minds, right?
It’s a brand, okay? They also brand people not to become a four eye guys, they
do it to everyone they catch! They worship a dead god, because they said they
saw something.
INDEPENDENT
CHARACTERS ONLY it reaches over 20!
TYRISTYS, GREEN DRAGON
There might be a dragon.
You fought:
Ravenous Wolves
Seven grey
wolves (350 exp)
CR 3
You fought,
and know about this person.
The Alraune is a plant. They’re sort
of like Dryads: usually green (but sometimes blue, yellow or whatever) in skin
colour, they appear as pretty humanoid girls, with flowers growing in their
hair. That is only from the waist up, however – emerging from a giant flower,
with a long, winding vine for a stem, unconnected to the earth.
Harmony comes out of a giant
flower. She looks yellow, and has huge
leaves as a dress. Flowers grow out of her hair. She introduce herself, and
sits down.
1.
Harmony still desires humanoid flesh, but she
does not require it quite so often, and she is hungry tonight.
2.
For the forest's various residents and for
trusted guests. She act as an entertainer, adding her calming fragrance to her
superior singing ability to bring a sense of peace to those who hear her.
3.
Sometimes she undermines the calming atmosphere
she creates for visitors by making disturbing comments about their
deliciousness.
4.
Scaling the Encounter: Harmony has budded a new
offspring, an alraune with the young creature template. With 9 HP, and looks
like a talking cabbage.
Harmony CR 3 XP 250 Green guardian Alraune NE
Large plant Init +5; Senses low-light vision; Perception +17 Aura calming
fragrance (60 ft., DC 24)
DEFENSE AC
17, touch 10, flat-footed 17 (+1 Dex, +17 natural, –1 size) Hp 60 +9, Will +11
+4 reflex Immune plant traits; SR 24
OFFENSE
Speed 40 ft. Melee 4 vines +2 (1d10+7 plus grab and bleed) Space 10 ft.; Reach
10 ft. Special Attacks bleed (2d6), constrict (1d10), curse of the green, feed
Spell-Like Abilities wall of thorns http://www.dandwiki.com/wiki/SRD:Wall_of_Thorns
TACTICS
During Combat Harmony initially attempts to stay out of combat, using hold
monster and charm monster to accomplish this. However, as combat persists,
Harmony gives into her violent nature and wades into melee. Morale when reduced to 30 Hp, Harmony
Harmony was
set on fire, and Daniels scooped out her
head to make a mug.
They reach a sign saying Gorizbadd.
You see the town, and it is
surrounded by a gate, and wooden poles that were used for totems. There are
lanterns on some posts beside the forest, and they reveal dark points into the
wood. Daniels kicked over the sign.
ENCOUNTER 2: ENTER THE TOWN.
SNEAK INTO GORIZBADD
RIVER KOBOLD SLUM
Special:
The party needs to cross the river. After
the group gets successes, have each character make a
DC 10 Athletics check. If one or more characters fail. The party
gains 1 failure (total, not per failed check).
Otherwise, the
party gains 1 success. Either way, the characters cross the river.
Success/Failure:
Coming through the kobold slum doesn't modify success or failure
results.
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River
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Dragon’s Lair.
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1. JAGGED MOUTH
(CITY GATE)
Party did not go
here.
All these
encounters were meet by you.
2. KOBOLD SLUM
(SLUM
DISTRICT)
Crumbling huts
and tattered tents fill this area. It smells awful, and waste from Kobold’s
litter the street. The streets are narrow and cluttered with refuse, and
Kobolds can set traps easy to keep the Kobold’s out of the kobolds' turf.
Two encounters,
Encounter 4: Kobold Guttersnipes
Encounter 6: Unearthed Pets, can occur in the kobold slum or
nearby.
Bull
snapped the neck infornt of A’seer, and a’seer feels confused.
SETUP
2 kobold
dragonshields (D) Look like they have homemade armor.
3 kobold
guttersnipes (G)
As you travel through a secluded
buildings, and down the southeast hallway, you roll initiative.
Party killed kobolds by the following
· Scared them
· Then one dropped down
· Bull grouted one.
· They dropped their potions.
(Spot checks. 20. Kobolds are hiding. Any Kobold not
seen can make an act in the surprise round.)
FOR ONLY THOSE WHO SEE IT!
As you look up two staircases lead up, one toward the north and the other towards the east. A kobold peeks out
from around a corner at the top
of the north staircase, holding
a sack, and wearing piecemeal armor. Another kobold, with a shield shaped
like green dragon's head, steps out from the shadows, and goes back to guard the other one. (Concealment)
If not:
Surprise round.
2 shield block come out, and
they block the way up the stairs.
36
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+4
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30 ft.
(6 squares)
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+1/–4
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Short
sword +1 melee (1d6) +1
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5 ft./5
ft.
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—
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Darkvision 60 ft., light sensitivity, Ramshackle
Armor. The first time the kobold is hit during an encounter, its homemade
armor falls apart. -4 to ac until end of the encounter.
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Fort
+2, Ref +1, Will –1
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Craft (trapmaking) +2, Hide +6, Listen +2, Move Silently +2, Profession (miner)
+2, Search +2, Spot +2
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Temperate
forests
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Gang
(4–9), band (10–100 plus 100% noncombatants plus 1 3rd-level sergeant per 20
adults and 1 leader of 4th–6th level), warband (10–24 plus 2–4 dire
weasels), tribe (40–400 plus 1 3rd-level sergeant per 20 adults, 1 or
2 lieutenants of 4th or 5th level, 1 leader of 6th–8th level, and 5–8 dire
weasels)
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1/4
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Standard
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+0
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22
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+3
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30 ft.
(6 squares)
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+6. 1d6
damage splash from Burst Glass. They have six each.
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Short
sword +1 melee (1d6) +1
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5 ft./5
ft.
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—
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Darkvision 60 ft., light sensitivity, Ramshackle
Armor. The first time the kobold is hit during an encounter, its homemade
armor falls apart. -4 to ac until end of the encounter.
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Fort
+2, Ref +1, Will –1
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Craft (trapmaking) +2, Hide +6, Listen +2, Move Silently +2, Profession (miner)
+2, Search +2, Spot +2
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Temperate
forests
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Gang
(4–9), band (10–100 plus 100% noncombatants plus 1 3rd-level sergeant per 20
adults and 1 leader of 4th–6th level), warband (10–24 plus 2–4 dire
weasels), tribe (40–400 plus 1 3rd-level sergeant per 20 adults, 1 or
2 lieutenants of 4th or 5th level, 1 leader of 6th–8th level, and 5–8 dire
weasels)
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1/4
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Standard
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+0
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FEATURES OF THE AREA
Illumination:
Bright light.
Secret Passage and Door:
A narrow hallway runs between a trapdoor on the upper level and secret door on
the lower level. The trapdoor doesn't lock. Detecting the secret door requires
a DC 20 Perception check.
TREASURE
Parcel Number:
(Suggested: 15 to find)
The treasure
parcel is hidden among supplies stored in crates and barrels on the upper
level, and has a Goggles of Minute
Seeing: The lenses of this item are made of special
crystal. When placed over the eyes of the wearer, the lenses enable her to see
much better than normal at distances of 1 foot or less, granting her a +5
competence bonus on Search checks to find secret doors, traps, and similar
concealed objects. Both lenses must be worn for the magic to be effective.
1. They have +1
short swords.
2.
Green dragon shield +2 and +5 res. To acid.
When you find the secret door,
you go to this.
2 iron defenders
(I)
1 ankheg (A)
As the
adventurers navigate the area near or in the kobold slum, they run into door
into an old arcane workshop made for Gun Mages. It’s a vent that has been
hidden with some wooden boards. You crawl inside. Spot check and listen checks 10-15 see some
20 and above see everything. A kobold is seen scavenging inside the timeworn
arcane workshops. The iron defenders were "salvaged" by Speelock and
I say when they reach the end the crawl of space: Illumination: Bright light:
Bright light by effects of candles and lanterns Crates and Barrels: There are
piles of old barrels, crates, and lumber that make it difficult terrain.
You see two canine machines made of metal plates and spikes
flank the road ahead of you, savaging the area all around
with their nose and paws. Once in a while they shift through a pile of books,
and lift them over with their paws or noses. It
looks like they're standing guard. A kobold emerges from a nearby
room carrying a pack full of
scraps and an old, battered
wands. It’s a lady Kobold.
When they get to
close, or attack, they all scream, and try to defend themselves.
Monster: |
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Medium
Natural Animated (Construct Homunculs) Xp 150 each.
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3d8,
47, panic at 23 HP
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5
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30
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18
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+ 8 1d8
Bite.
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Reg
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Dark
vision. Immune to disease/poison
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Fort
16, Ref 15, Will 13. Perception +6
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+3
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Monster: |
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Speelock
level 2 Controller. Small Natural Humanoid (Reptile) (Leader) Xp 125
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3d8,
48, panic at 17 HP
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2
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30
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16
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+ 7 vs
ac 1d4 dagger.
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Icy
wand (Cold, implement) Save will. 1d4, and target is slowed until Speelock’s
next turn.
Splash
of Ankeg Oil (poison) Effect: Speelock throws oix oil that brings an ankleg,
and draws it to anyone the oil coats. 15 reflex save.
Animus
Rays. Attack +3. 1d8 radiant damge, and the target is daze until the end of
Speelock’s next turn.
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Reg
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Skills Arcana
+9, Dungeoneering +7, Thievery +7
Str 9 (+0) Dex
13 (+2) Wls 12 (+2)
Con 10 (+1)
Int 16 (+4) Cha 14 (+3)
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Fortitude 2, Reflex 5, Will 4 Perception +2
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+3
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If the
characters capture and question Speelock. She tells them she hasn’t seen the carriage.
She’s heard of the carriage but thinks “They all broke.” In her exploration. She’s
been to the library and shrines, and she might have some dues about those locations.
Towers: Upstairs, and other rooms creature can enter
either two-story tower.
Bright light. Tower. You can see the
tower have two doors, and assume they are locked, and lock picking or a good
kick would be requires. Player must climb the tower to get to the top. DC 15 Climb check.
DC 15 Thievery check to open. (A door
can also be smashed open with a DC 16
Strength check) Upon entering, a creature can to spend a move action to
move from the bottom floor to the top floor or vice-versa. On the top floor, a
creature has line of sight to the outside through arrow slits and has superior
cover against all attacks. From the top floor, a creature can spend a move
action to go through the trapdoor to the roof. (The creature must also use a
minor action to open the hatch). There is a makeshift house on top. With
tattered cloth, and lumber put tighter, more like a shack.
Houses: A
creature can also enter a house. Doors to
houses are unlocked. A creature on the ground floor can attack through windows
and gains cover against incoming attacks.
Walls: Building
walls and demolished walls require a DC 20 Athletics
check to climb.
TREASURE
Parcel Number:
(Suggested: 3) There is a letter telling that the Kobolds of the Severed Eyes
are planning an attack on the Speelock and the lower slum Kobolds from the
South East. The adventurers find a magic item among Speelock's Scavenged
materials to build the metal dogs. If one of your characters uses Wands, you
can place one here and say it was the one Speelock used. Otherwise, Speelock's
wand is just a non-magical
implement. There are 10 heal potions. That are light heal potions. 1d8 heal.
There is also agreement paper that if shown to the South Kobolds you will be
given a truce.
They can go
either N.E, East, or S.E down alleyways. They can go down South as well.
Bruce, Jd book wand, simon book, j’nelle
Christine j’nelle got lots of guns.
SPOT AND LISTEN CHECKS.
5. LOOTING GROUNDS
(TRADE DISTRICT) (Boss Fight)
From the ruins
of smithies and vendors' stalls, the Served Eyess and kobolds have scavenged
every little scrap they could find. There are claw and scale marks on the
ground and buidings. However, a huge man with served eyes is pushing over
carts, and causing a lot of noise. He looks to be a huge ogre with a Great Axe.
Its skin color ranges from dull yellow to dull brown. Its
clothing consists of poorly cured furs and hides, which add to their naturally
repellent odor. He also draws a symbol on the ground, stops, looks at it for a
minute, and shakes his head. He hasn’t notice you yet. DC Knowledge checks show
this ogre is unnaturally huge. Bard checks lead to knowing that this is Kiris Hoyt, the
Butcher. He is known for butchering many towns flock after the spell plague,
and is not that intelligent, but very dangerous. One cut from his Axe can do
massive damage, and also his kick is well known for kicking down whole trees.
However, its eyes have been branded.
· Jon
uses last of Lateran oil to soak the library books
· Trip
wire used by A’seer. Towards the library.
· June’la
using her obisticting mist.
· Daniels
cured monster.
· Bull
missile dropped the monster.
Monster: Kiris Hoyt the Butcher (K) Level 1 Solo Brute |
|
Huge unnatural
humanoid. XP 500
|
|
HP , and panic at 62
|
|
2
|
|
20
|
|
13(11)
|
|
Attack: Melee
1 (one creature); +6 vs. AC
Hit: 1d12 + 4
damage.
|
|
I
|
|
Gratuitous
Violence (weapon).
Attack: Melee
1 (one or two creatures); 14 vs. Fortitude
Hit: 1d12 + 4
damage (crit 1d12 + 16). and the target is dazed until the end of Kris’s next
turn.
|
|
Regular
reach.
|
|
Brutal Kick + At·WlII (1/round)
Attack: Melee
1 (one creature); +6 vs. AC
Hit: 1d6 + 4 damage,
and Krayd pushes the target 10 feet.
|
|
Skills Arcana
+9, Dungeoneering +7, Thievery +7
|
|
Fortitude 14. Reflex 4. Will 1 Perception +0
|
|
Str 18 (+4)
Dex 15 (+2) Wis 10(+0)
Con 15 (+2)
Int 6 (-2) Cha 7 (-2)
|
|
Blind
Fight.
|
|
Equipment
leather armor, greataxe. 4 handaxes
|
|
Alignment
chaotic evil languages Common, Giant
|
|
+3
|
TREASURE
Parcel Number:
(Suggested: 6)
Krayd's treasure
consists of coins! Lots. His horde in his little hut has 1500 gold coins. Along
with a few worthless finger bones and teeth he has nothing much.
Arcana can study,
13, can see the circle to learn its sigil sequence for the purpose of using linking
a search spell. When you copy the spell, and use a spell slot. You see a metal
vehicle, and the encounter ends when you know it is not close.
If you keep him
alive, he tells you about the church, and where it is.
9. KOBOLD MANSION
(KIRIS ESTATE)
Once a fine marble-and-granite mansion
created by propyl the mayor’s bloodline, this building now bears cracks,
gouges, and obscene decorations after years of Kobold occupancy. A giant symbol
of a skull stretches across the front of the building. (Players may know: The weapon
vault of the town can be accessed below the mansion in the cellear) Other information: With good spot checks: This
encounter takes place at the abandoned Kiris mansion. Scouts constantly monitor
the area, so it’s nearly impossible to sneak up on the mansion. That said, if the
adventurers devise a clever plan to sneak in, run with it! The front of the
mansion has three points of entry: the open main entrance plus a couple wide
holes that were punched through the walls during the Kobold invasion.
·
The
group went to back
·
Hut-jut
was strangled
·
The rest
were taking out by June’la, and she snuck a kill on Kylar’s kill.
·
Daniels
got the Rage Drake.
SEARCHING FOR THE CARRIGE.
Treona's ritual reveals it is in fact in the mansion.
Encounter Level 2 (275 XP)
SETUP
Hun-Jat, hobgoblin boss (H) 1
rage drake (0) 3 Kobold warriors (W) 2 Kobold grunts (G)
If hidden he tries to look for
them.
Place the Kobold grunts on the map, but do
not place the other antagonists immediately. Have the players place their
characters' miniatures on the south edge of the map. Read:
A grave
voice booms from within the mansion. “We've
been waiting for you!” A hobgoblin in heavy armor rides forward on the back
of a large red lizard. His eyes branded as a Served Eyes cults “Leave
these kobold weaklings behind. Come test your mettle against a real warrior!”
As Hu-Jat, the rage drake, and the goblin
warriors appear. Place their miniatures on the map and have them roll
initiative. “You
rabble! Watch what are doing here? Forty lashes for each time one of you! "I
will not let these intruders take the mansion! I will pile your dead bodies in
the doorways to keep them out, if I must”
Monster: Hu-Jat, Hobgoblin Boss (H) Level 2 Soldier (Leader) |
|
Medium natural humanoid
XP 125
|
|
HP 37
|
|
Initiative + 3
|
|
30
|
|
AC 18
|
|
Hit: +2 1d8 + 5 damage
Mace +1
Javelin: +2 Ranged
10/20 Hit: 1d6 +5
|
|
Fortitude 15. Reflex
13, Will 14 Perception +2
|
|
Low·light
vision
Goblin Phalanx Leader
Hu-Jat gains a +2 bonus to AC while at least one goblin or hob· goblin ally
is adjacent to him, and each goblin ally adjacent to him gains a +1 bonus to
AC
MINOR
ACTIONS ~ Commander's Call (charm) +
At-Will Effect: Close burst 3 (enemies in burst). Each target is marked until
the end of Hu-Jat's next turn.
|
|
Skills Athletics +9. Intimidate
+9 Str 17 (+4) Dex 11 (+1) Wls13 (+2) Con 13 (+2) Int 12 (+2) Cha 17 (+4)
|
|
Languages Common,
Goblin
|
|
Goblin
Equipment plate armor, heavy shield, mace, 3 javelins
|
|
evil
|
|
+0
|
|
Monster: Rage Drake (D) |
|
Level 5 Brute Large
natural beast (mount, reptile) XP 200
|
|
HP 77
|
|
None
|
|
80
|
|
AC 17
|
|
Unless
attack upon, it will not attack. This is how it was trained.
|
|
Hit: 2d1 0 + 5 damage,
Bite. +10 to hit.
|
|
Effect: The drake charges
and makes the following attack twice against the target of its charge in
place of a melee basic attack. Attack: Melee 1 (one creature); +10 vs. AC. or
+ 12 while the drake is bloodied Hit: 1d6 + 4 damage. or 1d6 + 6
|
|
This
mount will not follow attack order, but will defend itself when attacked.
It’s too lazy to care.
|
|
Fortitude
8, Reflex 5, Will 6 Perception +4
|
|
. Str 19 (+6) Dex 13
(+3) Wls 14 (+4) Con 17 (+5) Int 3 (-2) Cha 12 (+3)
|
|
unaligned
|
|
Forest
|
|
All
Rage Drakes like to be by themselves.
|
|
CR 5
|
|
+0
|
Monster: 3 Goblin Warriors (W) |
|
Small
natural humanoid 34 exp each.
|
|
HP
29
|
|
+5
|
|
30
|
|
AC
17,
|
|
Bows
+1 Hit: ld6 damage
|
|
Fortitude 3, Reflex 5, Will 2
|
|
Skills
Stealth +10, Thievery +10 Str 14 (+2) Dex 17 (+3) Wls 12 (+1) Con 13 (+1) Int
8 (-1) Cha 8 (-1
|
|
+0
|
Monster: 3 Goblin Warriors (Gun Mages shooting from the windows) (W) |
|
Small
natural humanoid 34 exp each.
|
|
HP
29
|
|
+5
|
|
30
|
|
AC
17,
|
|
Spear
+1 Hit: ld8 damage
|
|
Fortitude 13, Reflex 15, Will 12 Speed 6
|
|
Skills
Stealth +10, Thievery +10 Str 14 (+2) Dex 17 (+3) Wls 12 (+1) Con 13 (+1) Int
8 (-1) Cha 8 (-1
|
|
+0
|
TREASURE
Parcel Number: (Suggested: 5) Characters searching the mansion find treasure
left by Kiris Dahn's citizens. Search checks give you this.
Salvage(1-10)
|
|
When you search through the house you see a couple
of paintings. They look weird, and images off someone. When anyone looks at a
painting, or a paint to each other on the walls, the counters, any other place.
You see yourself with your name below. If you do a further search, and secret
door, there is and you see a painting of a Green Lizard, and is looking angry
just above you in the panting. You feel very drawn towards this. If the Treona's ritual reveals it
is in fact in the mansion, and below you, and behind the painting. Taking down
the painting shows a huge hole. The smell of trees, and a dominant roasting
heat is behind the picture.
SPOT AND LISTEN CHECKS
3. KINDLING SUPPLY
(LIBRARY)
After they
arrived, the Kobolds wrecked the once Library as a symbol that they had
overtaken the town. The structure stands. A Kobolds robe wearing monster has
taken up residence in a wing, and can be seen in a window. With DC checks, you can see where he is checking
through. Some spellbooks.
· Party killed these guys
fast.
· And fake the group to come
and attack them.
SETUP
Rort, Kobold Tomeripper (R)
5 Kobold cutters (G)
3 gray oozes
They also see 5 Kobold soldiers superficially on guard duty that are just
lounging around.
Unless the characters made a ton of noise as they come toward the
room the cutters won't be ready for them.
The cutters take
a -5 penalty to their passive Perception (making it 6) to detect the party's
approach. Roll initiative when either
side detects the other.
Monster:
5 Kobold
Cutters (G) Level 1 Minion Skirmisher
|
|
Small natural humanoids (lizard) XP 25 each
|
|
HP 4; a missed attack never damages a minion.
|
|
30
|
|
AC 14
|
|
Attack:;
+2 Short swords. 1d6
|
|
Low
light vision.
|
|
Fortitude 3,
Reflex 4, Will 2 Perception +1
|
|
Skills Stealth
+8, Thievery +8
Str 14 (+2)
Dex 17 (+3) Wis 12 (+1)
Con 13(+1)
Int8(-1) Cha 8 (-1)
|
|
+0
|
The gray oozes do not appear until Rort, the Kobold
tomeripper, takes specific actions ("Development").
When the
characters open or peek through the door, read:
Bookshelves line
the walls of this
room, and the tables are covered with
open books and alchemical
liquids and powders. A few Kobold stand near the entrances,
not paying much attention. Another
in ornate robe browses through tomes
on the shelf across from the
entrance. He rips a page from a
book and chants something
quietly. The page disappears in
a flash of green light.
Monster:
Rort, Kobold
Tomeripper (R) Level 2 Artillery
|
|
Small natural
humanoid XP 125
|
|
27;29
|
|
+3
|
|
30
|
|
AC 14,
|
|
+2
|
|
+2
|
|
Chaotic Tome.
Requirement:
Rort must have a book.
Roll a d6 to
determine which of the following powers Rort uses:
Black Bolt (lightning,
necrotic)
Attack: Ranged
10 (one creature); 10. Reflex
Hit: 1 d8 + 1
lightning and necrotic damage, and the target is dazed (save ends).
Violent Crescendo (thunder)
Attack:
Ranged 10 (one or two creatures); 13 vs.
Fortitude
Hit: 1d10 + 3
thunder damage, and Rort pushes the target 15 Feet.
Explosion of Gore: (acid, fire)
Attack:
Area burst 1 centered on an allied minion (
10 vs. Reflex (automatic
hit against the allied minion).
Hit: 2d8 acid
and fire damage.
|
|
Page of Summoning
Requirement:
Rort must have a book.
Effect:
A gray ooze appears in a square adjacent to
Rort, and roll initiative. The ooze acts normally until destroyed.
Special: Rort can summon no more
than three oozes per encounter.
|
|
Fortitude 5 Reflex 2,
Will 6 Perception
|
|
Str8(+0)
Dex14(+3) WIs11 (+1)
Con 11 (+1)
Int 8 (+0) Cha 17 (+4)
|
|
Skills Arcana
+5, Stealth +8
|
|
Alignment evil
Languages Common, Kobold
|
|
+0
|
Monster:
3 Gray Oozes
Level 2 Skirmisher
|
|
Small natural
beast (blind, ooze) XP 125 each
|
|
13
|
|
+5
|
|
10
|
|
15
|
|
Attack:
Melee (one creature); 15 vs. Fortitude
Hit: 1 d6 acid
damage, and the target takes a -2 penalty to Fortitude (save ends). The
penalty to Fortitude is cumulative with multiple bone melt attacks.
|
|
Immune
blinded, gaze; Resist 5 acid
|
|
Fortitude 13,
Reflex 15, Will 13 Perception +2
|
|
Str 11 (+1)
Dex 15 (+3) Wis11 (+1)
Con 19 (+5)
Int 1 (-4) Cha 1 (-4)
|
|
+0
|
TACTICS
Rort runs from
bookshelf to bookshelf, looking for magic tomes from which he can strip spells
Damage.
TREASURE
Parcel Number:
(Suggested: 4)
Powerstone of Biofeedback
|
|
Material
and visual
|
|
Personal
|
|
You
|
|
1
min./level (D)
|
|
You can toughen your body against
wounds, lessening their impact. During the duration of this power, you gain damage reduction 2/–.
Rort's
belongings lie atop the center table on the lower level. (the book) The adventurers
collect two parcels, one of gold worth 1000g, and one magic item.
Encounter Level
(300 XP).
SEARCH FOR THE carriage.
If the
adventurers use Treona's ritual here, they don't find the carriage. However,
in an abandoned wing, they do find clues that a dragon took the item. A few large,
green scales litter the floor, and the bookcases have been pushed aside like a
large beast moved through. Nearby, a hidden stone wall panel has been tossed to
the ground, revealing an empty alcove. The characters can see gouges from giant
claws all around the corners of the alcove and on the wall panel. If the
characters save Rort, he gives the characters some clues to help them determine
where the carriages whereabouts. She suggested it might be in one of
three places:
• The Kobold
Mansion (formerly the Kiris Estate, area 9),
• The Kindling
Supply (formerly the library, area 3), or
• The Houses of
Revel (formerly Temples, area 4)
Read the
description of each area to determine what happens when the characters try to
perform Treona's ritual there figure out a dragon might be involved, see the
lore in
You can leave, and go
SPOT AND LISTEN CHECKS
4. HOUSES or REVEL
(TEMPLES ARE
ON EACH SIDE! NOTHING INSIDE OF VAULE!)
Though rarely looked used during the Kobold’s
day to day routine, what you understand, they have desecrated temples that makes
up the House. There are no Kobolds around. But, markings, trails of vomit, and
empty mugs, and (Tracking
10) dance steps, and an anvil
with blood red pools are told they have used this for an offer sacrifices to
their god, and just had a party.
HOUSE OF REVEL.
In an abandoned shrine to Astilabor, the goddess dragon of wealth. Relgion 10-20 to find out what the
symbols or what it is. http://www.canonfire.com/wiki/index.php?title=Astilabor
SEARCH FOR THE
CARRIAGE!
1. (Treona's
ritual detects no carriage here if the players have it)
2.
If the characters question Kiris Hoyt, he can eventually help
them figure out the right hiding place. If asked about the carriage, Hoyt
remembers hearing (not so long ago) that the carriage was in the abandoned
church. If the characters mention the scales and claw marks, Hoyt tells them
that he's seen signs of a green dragon. Hoyt overheard the Kobolds saying they
thought the dragon dug something up and left, but he believes it was digging a
lair near the Hot springs.
SETUP
When you step
inside this church, you see that what use to be a bunch of wonderful furniture,
and other such luxury. But, they all looked to be trashed. There’s a huge hole
in the ceiling, and the ground has a huge hole on the bottom. There is a dead
body on the side. It holds one normal short sword, and homemade armor. But, its
eyes have been branded. The carriage used to be here.
SPOT AND LISTEN CHECKS DC 25 to see smoke and hear fire.
SPOT AND LISTEN CHECKS
Pictures to help
As
you climb down the longer stairs (Knowledge checks: to know you are climbing down a huge tree that has been
built into stairs) you see skeletons bodies (Knowledge
checks: they are bodies of elves and sprites).
The stinging odor of chlorine fills your lungs. When you look over the rail,
you see the rock formation on the side of the walls, and you are acceding down
into a deep, large cave. You can reach out, and see there are impression into
the wall. (Intelligence
check: DC 15, you find out they used to be
coins. And you can dig into the wall to get some.) There are shrubs
and trees that look to be half eaten, and you seem to be into a massive cave.
Finally, after hours of climbing, the stairs lead you to a red drape that
covers the massive den. A ghost with
black clothes drifts just ahead of you: http://www.dandwiki.com/wiki/SRD:Major_Image
“Good evening, ladies and gentlemen.
Welcome to this evening’s presentation! Tonight, things are not what they seem,
for tonight, your eyes may not be trusted. Take for instance this quiet cape,
waiting for a visit from adventures to come see a show. Surely there is nothing
to fear from such a sweet, homestead of the stage. But don’t let me pull the
wool over your eyes. See for yourself what lies behind this drape. And now: On
with the show.”
A yellow rope
dripped down from the ceiling, and the ghost vanishes.
Pulling
on the rope, the drapes part, and you stand in front of this.
The room is enormous. Wooden
Panels are layered on floor, and a drape of painted backdrop off the town of Luskan.
The ceiling touches over 200 yards high, and about 500 feet across. The most significant
part of the set on the stage are on the sides of the stage. Two massive, stone
dragons that stand over 60 feet tall. The dragons have toothy, curving jaw lines,
and rows of horns over their eyes. A crest begins just behind the eyes, and
runs the length of their bodies as it rises to their full heights just behind
the skull, and both statues radiate with a glowing emerald shine. But, they
have a long beard, and dragons tend to not have hair, and not as long. The
beard’s length is from there lower faces, and just stops short of their chests.
Their bodies have been aged, and easily you see the damage the years have down
to this statues. They have ruined scales, teeth missing, scabby skin, scars,
and broken horns. The worst thing about it are the cut outs of people on the
stage. Standing about three feet tall, is, you. (Background characters as well)
Scuff is a massive green Dragon. Stats are on the other side. He is on the left
side.
What do you do?
1.
If players approach Scuff,
he starts to move. And go to the dialogue section.
2.
If players are hiding. Scuff
tries to bend those outwards, and tells them answer on what they are thinking.
3.
If anyone tried to leave, a purple orb appears
between Scruff’s mouth shows.
Make a will save. (Suggestion)
4.
If players try to hide and are successful in the room with the Scruff, he tired and finds them out.
Dialogue:
Frightful Presence:
His
beard is keeping away the Fear Aura., and he transformers into a dwarf, with
green braids stacked into his beard, and his skin has a tint of green. He
smokes a huge pipe, and puffs out a black smoke from his nose.
Once
all things are settled, they look behind the curtains, and revels a train. The
train is being held up by wooden wheels to be moved by something. It is up to
the players. There are horses, drake, and even Scruff
himself.
Conversation
This is what he said to you. And what he
says to your through your travel back to town.
Scruff is a very depressed
dragon, but very smart. Play him as such. He is a dragon, and doesn’t like to
be laughed at. His huge beard has prevent him from using his Aura of Terror. He
still formable foe, but his fortune has been stolen. He also likes talking in
nursy rhymes.
Anyone talks
about Gold or complains:
“You think that’s it! You’re the only ones
who matter? I have no gold! You think I can just put off death your death
without my gold? I want my gold! I need my gold! But that gold made me foolish
and thoughtless. I will kill for it! But, if you kill someone, someone else
will kill you, and this is hatred. The thing that binds us together. A circle
where my gold will never be mine! Those who do not understand true pain can
never understand true peace. I want you to feel pain, to think about pain, to
accept pain, to know pain.”
Anyone asks
what does he wants:
“I stand alone. My fate faded. Everything
I believed, is fading. Now, I see why us dragons should not ignore the mortal
kind. We should help them grow, and what doesn’t kill you makes you stronger! But
what I do need? Indeed. I need to build back my treasure, and what lays behind
the curtain. Is what will make my pill of gold appear, but will make your own
fortune.”
Catchphrases:
If anyone is nasty to him:
“Not very friendly today, now are we?”
“Don’t get in my way, you screw ups!”
Cursing:
“Poppycock!”
His introduction:
My name is Scruff. I hate a lot of things,
and I don’t particularly like anything. What I have is not a dream, because in
reality everything was taken from me. I’m going to restore my fortune, and
undoubtedly kill all and sundry if this doesn’t happen.
Anyone asks who stole his fortune:
“Who stole it? It was just a foolish kid
ruled by his greed, but that’s fine. Following his wish, and decorating me with
this beard to make sure his nerves would stay still when he saw my excellence,
and my gold. The whispers of that fools daring adventure is knows, and that
charlatan use my money. I’ll slaughter
his way of life, that toy maker, that stupid self-proclaimed maker of the first
soap bar. But, I understand, I’ll go under him, give him a little taste, and a
little of my hatred. With your help, his wonderful title, Mister Currency in
the Bank, will be mine.
Asks why spare us:
“I spared your life on a whim, nothing more.
But time well if my whim is telling me to finish what I started.”
“I am not the one who mind controller you (If they ask), but
I can see why it was so easy.”
What is behind the curtain? :
“A
little thing called, destiny! Though I don’t want to go near it. I don’t know
if it is a trap. I want you to go see it, and help me get part my fortune back.
I know it is full of pain. Not all scars
show, and not all wounds heal. Sometimes, you never truly see, the pain that
someone feels. Be careful.”
Behind it all:
There
is a cave exit in the back. But in the middle is where the excitement is.
It
is cylinder metal. It has rustic look to it, and has the strangest six wheels
on the side. There two long metal pipes
that push out a black could like that from a corn pipe that you’ve seen old men
and wizard smoke their drugs from. There’s a room in the back with mirror-less
windows, and a huge smell of coal from inside.
·
(Knowledge
check) An incubus Arcana DC 19: When he was an archdevil, Graz'zt invaded the Abyss with his infernal armies, bringing along his palace
servants, retainers, and harem of succubi. By the time the Dark Prince had laid
claim to his first abyssal layer, the plane’s corrupting power had already
begun to influence his followers. The devilish succubi were transformed into
the first incubi, extending change shape to take the forms of beasts as a
reflection of their newly chaotic nature. Serving as scouts and assassins for
the Dark Prince, the incubi soon became Graz’zt’s primary forces in the mortal
realm. In the world, their skills are uniquely shaped to the corruption and
trickery that is the demon lord’s forte. Although an incubus can control a
mortal host at a distance, its power can be partly blocked at a site
consecrated against evil. The demon thus attempts to obtain a creature’s trust
by inhabiting its dreams, convincing it to willingly accept the incubus’s dark
embrace. Daren,
with coal dust covering his body, in his true form he is very muscular and
attractive, with long red hair and intense eyes. His skin is the color of
attraction, but is smooth and silky. Once in a while he flutters his wing to
keep himself cold, and then folds them to drape across its shoulders like a
cloak decorate both the inside and outside of their wings with tattoos, ink,
and maybe self-inflicted scars. Daren stands between what you assume is 6 and
6-1/2 feet tall and a weight of about 200 pounds. Daren likes to talk about woman,
and pain. He should act as such. You can
ask him his name, or Scruff tells you.
1.
One of the side reads “The Puffing Mickey. And
that’s what the campaign is called.”