Thursday, 22 January 2015

Dungeon and Dragons: Session one. Took Two days, No deaths.

Champaign:
The Puffing Mikey.
















 encounter.  Map  Story Experienceghostmine
** 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
Roomone: The slums. Two battles if they choose.
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:
Boss room: Dragons Lair.

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
Material and visual
Personal
You
1 min./level (D)
Psion/Wilder 3, Psychic Warrior 1
You can toughen your body against wounds, lessening their impact. During the duration of this power, you gain damage reduction 2/–.
Augment: For every 3 additional power points you spend, your damage reduction increases by 1.













STORY PAGE! Map Start


          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
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.

.


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.

































 







Green = Forest.   North
                                  



                                      River

Slums

 






Dragon’s Lair.

Room 10 stables.
Map.

Room 9 inns.

Room 11. Upper town

Roomeight Hot spring
                       

Room 6 Traps

Room 2 Trade Distract

Entrance (Gate)
 




Room 7 Lower slums

Room 4 The Kindling Supplies. Libary


Temple

 


                                                                                     




 







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.

Kobold Dragonshields Small Humanoid (Reptilian) 125 each
36
+4
30 ft. (6 squares)
18 (+1 size, +1 Dex, +1 natural, +2 leather), touch 12, flat-footed 14 Resist acid 5.
+1/–4
Short sword +1 melee (1d6) +1
5 ft./5 ft.
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.
Fort +2, Ref +1, Will –1
Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8
Craft (trapmaking) +2, Hide +6, Listen +2, Move Silently +2, Profession (miner) +2, Search +2, Spot +2
Temperate forests
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)
1/4
Standard
Usually lawful evil
+0




Three Kobold Guttersnipers Small Humanoid (Reptilian) 125 each
22
+3
30 ft. (6 squares)
16 (+1 size, +1 Dex, +1 natural, +2 leather), touch 12, flat-footed 14 Resist acid 5.
+6. 1d6 damage splash from Burst Glass. They have six each.
Short sword +1 melee (1d6) +1
5 ft./5 ft.
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.
Fort +2, Ref +1, Will –1
Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8
Craft (trapmaking) +2, Hide +6, Listen +2, Move Silently +2, Profession (miner) +2, Search +2, Spot +2
Temperate forests
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)
1/4
Standard
Usually lawful evil
+0


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:
Medium Natural Animated (Construct Homunculs) Xp 150 each.
3d8, 47, panic at 23 HP
5
30
18
+ 8 1d8 Bite.
Reg
Dark vision. Immune to disease/poison
Fort 16, Ref 15, Will 13. Perception +6
+3


Monster:
Speelock level 2 Controller. Small Natural Humanoid (Reptile) (Leader) Xp 125
3d8, 48, panic at 17 HP
2
30
16
+ 7 vs ac 1d4 dagger.
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.
Reg
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) 
Fortitude 2, Reflex 5, Will 4 Perception +2
+3


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.

Alleyways lead East, North, and South.






























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)
  1. Backpack (2 gp, 2 lb)
  2. Bag of Rare Spice (10 gp, 1 lb)
  3. Cold Weather Outfit (8 gp, 7 lb)
  4. Glasscutter (2 gp)
  5. Large Iron Box (2 gp, 100 lb)
  6. 10 x Pouch of Tobacco (5 sp, 1 lb)
  7. Rake (2 gp, 10 lb)
  8. 10 x Small Cask of Wax (2 sp, 5 lb)
  9. 10 x Small Hunting Trap (4 gp, 5 lb)
Salvage(10-15)
  1. Bag of 20 Marbles (2 sp, 1 lb)
  2. Ballista (500 gp)
  3. Barrel of Ale (6 gp, 240 lb)
  4. Bottle of Common Wine (1 sp, 4 lb)
  5. 14 x Box of Charcoal (1 sp, 20 lb)
  6. Handsaw (3 gp, 5 lb)
  7. 12 x Loaf of Bread (2 cp, 1/2 lb)
  8. 4 x Plain Tapestry (50 gp)
  9. 16 x Rack of Firewood (1 sp, 200 lb)
  10. Salted Ham (2 gp, 4 lb)
  11. Sewing Needle (5 sp)
  12. Small Cask of Ale (2 sp, 8 lb)
  13. Small Magnet (10 gp, 1 lb)
  14. Small Wooden Chest (1 gp, 10 lb)
  15. Spade (2 gp, 8 lb)
  16. Wool Cloak (5 sp, 3 lb)
  1. Gems (15-over 20 party grabbed most of these)
  2. Aquamarine (400 gp)
  3. Golden Yellow Topaz (700 gp)
  4. Moss Agate (10 gp)

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)
Psion/Wilder 3, Psychic Warrior 1
You can toughen your body against wounds, lessening their impact. During the duration of this power, you gain damage reduction 2/–.
Augment: For every 3 additional power points you spend, your damage reduction increases by 1.
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!











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.”