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Switch to Forum Live View [4e] Expert Dungeon Master Competition 14: Populate This Map!
3 years ago  ::  Dec 04, 2009 - 3:49PM #81
wrecan
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Dec 4, 2009 -- 3:28PM, PBN wrote:

quick question - do DCs for various checks need numeric values, or can they be left as Easy, Medium, Hard?



The rules for this contest don't say.  I'd say that comes down to a choice between Usability and Clarity.  So it's up to you.

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3 years ago  ::  Dec 04, 2009 - 3:51PM #82
wrecan
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Oh, and the list is updated!
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3 years ago  ::  Dec 04, 2009 - 4:12PM #83
PBN
Date Joined: Jun 10, 2009
Posts: 6,721

Dec 4, 2009 -- 3:49PM, wrecan wrote:

Dec 4, 2009 -- 3:28PM, PBN wrote:

quick question - do DCs for various checks need numeric values, or can they be left as Easy, Medium, Hard?



The rules for this contest don't say.  I'd say that comes down to a choice between Usability and Clarity.  So it's up to you.



Not a problem - it was simple enough to do a search and put the numbers from pg 42 next to them.  Thanks anyway - now to finish the rod, and I might actually get this done

Through the ages, many would wonder "Does art imitate life or does life imitate art?"
I wonder "Does the art of discourse on the internet imitate the art of discourse in life or does the art of discourse in life imitate the art of discourse on the internet?"
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3 years ago  ::  Dec 04, 2009 - 5:21PM #84
PBN
Date Joined: Jun 10, 2009
Posts: 6,721
Alright - pardon the formatting - but this should do it.
It contains the following 3 optional elements: Artifact, Helpful, and Radiant
edited to add: forgot to mention - this uses map #1

The Betrayer's Secret
A side quest/adventure for 4-5 characters of L17-L18


Background:
About 40 years ago, the town of Oldfield was beset by the living dead.  Vampires, wights and others had besieged the town, and its fate seemed dire.  They were given until the next full moon (less than a month away) to open the gates and surrender.  In desperation, the local magistrate hired a group of adventurers to find a solution.  After much research they realized that in order to stem the armies of undead they would need a special weapon.  A sword whose history was steeped in the very creation of the multiverse itself, known by the name of "Nightbringer". 

The adventurers, Adiah - a Deva Avenger of Pelor, Carric - a Half-elvan Warlock of unknown faith, and the human brothers Benn - a Cleric of the Raven Queen, and Jeri - a figher who paid no homage to the gods, began a quest to retrieve the sword from its last known resting place - amidst the followers of the Demon Queen Llolth. They were victorious, and with prize in hand, returned and cleared the town of the threat. 

That is where the story begins.  With the threat of the town ended, the question of what to do with the sword loomed over the group. After some soul searching on all their parts, it was decided that the sword needed to be kept safe, lest it be recovered by the Lord of Zombies.  They began working on the vault that would eventually hold it.  As progress began on the vault, strange events began to occur, and one by one all the heroes disappeared, until only one remained, Carric. 

What the others did not realize is that Carric's power stemmed from Alloces, "the Butcher of Nessus."  Although the others had aided in the construction of the vault through their own sweat, such as Jeri, or through the power of their gods, given in faith, Alloces demanded a price to be paid.


Adventure Synopsis:
In this adventure, the party discovers that one of the old party, Jeri, has returned as a newly risen servant of the Lord of Zombies, and has come to claim his master's sword.  Should they manage to fight their way through the undead that have swamred over the area, they will need to work their way into the vault, and through the hazards that have been lain. The party will need to battle through the undead, find their way into the vault, and overcome the various obstacles.


Adventure Hooks:
As a roadside inn, the adventure can be placed anywhere along the party's path.  However, the following hooks may be used in addition:
Betraying the Betrayer: If there is an infernal warlock in the party - the devil that has spawned his pact has learned of the servant of Alloces, and has bidden his servant to retrieve it - slaying Carric, as a slight to Alloces.
Recover the Sword: The party's home base has recently come under siege from powerful undead and need to recover the sword for their own use.


NOTE: the party should arrive at the scene at nighttime.


Encounter 1: (9600 xp)
Area 3: As you approach the inn, you see a number of undead, The leader, wearing full plate armor, ornately designed, directs a number of wraiths to each of the 2 buildings opposite the courtyard, another in robes seems to be finishing up some ritual about the door to the building to your left, and next to the leader you spy two disfigured vampires.  As you approach, one of the vampires spies you and draws the leader's attention to you. "Begone from here, or meet your end", he states, drawing his sword.


DM Notes: If the Lich is NOT attacked in round 1, he will proceed into the building, to be encountered in Area 1.  Before combat, after rolling initiative announce to the players "You hear screaming coming from the building to your right (the tavern)
The Death Knight is the remains of the Fighter Jeri of the original party. 
On a hard DC (25) History check, if asked, passive if not, allow a player to recognize the armor worn to be that mentioned in tales of the heros.
Also, depending on how long the battle outside lasts, shrieks should issue from the tavern on rounds 3, 5 and 7.  Those shrieks represent the patrons of the tavern.


1 - Death Knight L17 Elite Soldier (Dungeon Delve, compendium)
2 - Disfigured Vampires L21 Brute (Dungeon #170, compendium)


Tactics: The Death Knight is the leader of the crew, and as such will be first to act, if the vampires' initiative beats his, they should delay.  The knight will lead with his Warrior's challenge. The nearest targets marked will then be set upon by the varmpires.


Encounter 2: (9600 xp)
Area 4: As you enter the inn, the reason for the shrieks becomes apparent, as you see the corpses of the owner, and the patrons littering the floor.
NOTE: the owner, Carric lies dead behind the bar, a sword wraith in his place, for each additional 2 rounds (1 shriek) before the seventh, a patron has been saved, but the party will find him/her about to be attacked by a sword wraith.  The human patrons are considered minions and will die (and rise as another sword wraith) on a hit.  An attack against a wraith about to slay a human will redirect the wraith's attention sparing it (it will flee the area, and not return) If the party has taken 7 rounds or longer to conclude the battle outside, all 6 wraiths will be present.  In any event (whether saved or slain), each will yield the equivalent XP.


3-6 Sword Wraiths (see above) L17 Lurker (MM, compendium)


Tactics: The sword wraiths are under orders to destory all, and will attempt to destroy the party, 1 by 1 to add to their numbers.


Note: there is a secret door (with an arcane lock Hard DC (25)) behind one of the casks behind the bar (Perception Check DC:20 to spot). (visible on the map)


Encounter 3 (7200 xp)
Area 1: Upon entering the house, you note the place is in shambles.  Whatever it was these creatures have been looking for, has apparently not been found, yet.  All the books have been removed from their cases and tossed onto the floor.  As you enter, the robed figure appeared to be reexamining the bed, before turning to address you.


1 - Mauthereign Human Lich L18 Elite Controller (Open Grave, Compendium)
2 - Sword Wraiths L17 Lurker (MM, Compendium)


Tactics: Mauthereign will attempt to use his wither power on any that comes within melee range, (and spellmaster as needed to recharge it), then letting the wraiths devour it while he shifts away.  If he is not adjacent target, he will use his Lash to attempt to disable casters.
As he is indestructible he will fight to the death.  Upon his death, the residue that remains is equivalent to residuum worth 35 gp.


A thorough search of the rooms will reveal (on a HARD DC (25) perception check) a book hidden WITHIN the mattress an old diary belonging to Carric.  If the bed is explicitly searched use an easy DC (13). 

Carric's Diary
This diary is old and worn, though most of the pages have worn and faded, some of later entries remain.  Also, folded between two of the pages is a note written on a very stiff parchement, the writing seems to have been burned into the page.


Entry 1
=======
We did it! We managed to escaped the enclave with the sword.  I've spoken with the others and they are alright with the plan.  I've picked out the perfect location, just a bit off the main road from Oldfield, toward the base of the mountainside. We should be able to build the vault into the mountain, and secure it.  Alloces has said that this is the final task.  Once it is secure I will finally be rid of that pact made so long ago.


Entry 2
=======
We started digging out the vault today.  It will take some time, even with the magic that Adiah and Benn lent to the task.  The first night Alloces servant had visited me.  He left directions for the construction of the vault and the enclosed note.  I know the butcher's tricks, though.  My only hope is that I can read through his words in time.  We had a deal!  When the sword is secure our pact is ended.  The wording concerns me though.  It is a series of nine quatrains, typical - one for each level of hell, I assume, and spells out how he wants the vault constructed.


Entry 3
=======
It seems now I understand.  Jeri is gone.  We left him working on the pit around the platform while we attended to the chamber.  When we broke for dinner, the pit (completed apparently) was filled with a vile acid, and Jeri was gone. I suggested to Benn that we should stop - but he claimed he could not, that he had a duty to perform.  He prayed to his queen that his brother's soul would be received.  He seems different, however.  I've seen much death in my day - and the look does not seem to be one of grief.  It's almost defiant.


Entry 4
=======
What games do these immortals play with us!!!  Benn is gone now.  The gate has been formed, and it seals the sword, but when the final prayer was said he.. he was destroyed - a murder of crows came and swamred around his body.  He didn't even have time to panic.  By the time Adiah and I could gather our wits the deed was done, and not even bone remained of our friend.


Entry 5
=======
At least something went right with this infernal project.  I spent some time with Adiah to make sure he really wanted to go through with the next portion, the prayer to Pelor, as every step of this task has been fraught with hazard.  In typical stoic fashion, he said he would, and for ONCE nothing ill occurred. The pool is set, and I've tested it myself - I figured with the door not yet in place, no ill would befall me.  It was a wonderous effect, though scary.  I became light itself, and passed easily beyond the gate.


Entry 6
=======
I have finished my portion, and again, luckily there has been no more ill.  I've set the vault door in place.  Only a thief with strong magics will be able to pass beyond it.  Adiah and I are going to celebrate tonight, the mission accomplished.  I will have to tell him of the deal I made, he deserves to know, after what we've been through.


Entry 7
=======
NEVER trust the hellspawn!!!  There was no celebration - nor will there be again.  The deed is done, the pact is ended.  We had just begun when Alloces himself appeared.  My powers are gone, as is Adiah.  I feel so... feeble.  He took Adiah, to recreate one the "originals" as he put it.  Apparently he is to be the guardian, and his name the password.  He left me my rod, as he said that would be needed, though I've secreted it away.  It is of no use to me.  Nothing is. 


and then a last entry, made some time later it seems...


Entry 8
=======
Out with the old, in with the new.  I started construction on a roadside inn.  It should cover the vault well enough, and begin my new life.  A life not of a hero, but an ordinary man.


The note:
Upon the mote that was planted at the core
a single drop had spilled, no more
from it was forged a mighty blade
As evil as he from whose blood it was made


A long time gone 'twixt then and now
you've found that sword among the drow
to grant that ultimate request
you must pass one final test


a special vault to hold the sword
you must build for your reward
To insure the sword is found no more
this work must claim the finding four.


The warrior, he must lend his might
To forge a platform, tall and right.
By digging round, a gaping hollow
To claim all trespassers that may follow


Beyond it, you must must forge a door
created with your eldritch lore
with sigils filled with pain and death
To steal from the thief his final breath


beyond that a chamber of death and life
to hide this blade of woe and strife
At the furthest point an onyx stone
upon which the sword shall lie alone


Its power unholy, its edge so keen
the one who would wield it defied the Queen
So look to her to build a gate
to capture those who'd have her wait


To pass beyond will require a key
So in the chamber, the angel must call forth a sea
one not of water, but of Pelor's light
To destroy all creatures of the night


When all is done, a guardian I shall award
To guard the door to the Vault of the Sword
Should you need to enter, use the rod of bone
and, by his name and that symbol, make yourself known


Area 2:  This rather fancy emroidered rug depicts 4 figures, 2 humans bearing a slight resemblance..one in plate armor (describe the armor of the death knight), the other in a suit of chainmail with a black raven emblazoned across the chest.  In addition, you see a Deva dressed in robes, with a upraised sword in one hand, and a symbol of Pelor in the other.  Completing the quartet is a half-elf, donning leather armor, holding a wicked looking rod seeming to be more a bone.


Beneath the rug (Perception Easy DC (13)) is a hidden trove containing Carric's Rod, and a ritual book containing the rituals "Arcane Lock" and "Knock"

Carric's Rod (Rod of The Butcher)
This wicked looking rod seems a mishmash of living parts, the bulk is a bone of some giant creature, wrapped in thongs of the skin of some reptilian creature, and topped with the skull of a small bird, with dark red stones in the eye sockets.
A gift from Alloces, this rod grants special abilities to those warlocks who follow the infernal path.
Lvl 18 - 85,000gp
Item Slot: off-hand
Enhancement: +4 attack rolls and damage rolls
Critical: +4d6 damage

Property: When you trigger your infernal pact boon, you can add the enhancement bonus of the rod to the number of hitpoints gained. 
Against creatures with the "construct" keyword you deal +4d10 damage instead of +4d6

Power (Daily): "Eyes of the Maker"
Standard Action: spend a healing surge to activate.  The eyes of the skull light up and shine upon your target (automatic hit).  Any vulnerabilities of the target become known.  Until the end of the encounter, as a free action, any attack utilizing this rod can be set to be one of the vulnerabilities seen.


Encounter 4 (9900 xp)
Area 5: As you pass through the secret door, you come across a platform surround by what appears to be a viscous black liquid. On the other side of the platform (in front of area 6) is what appears to be golem, the primary component of which was a Deva.  The robes upon the golem are reminiscent of the Deva depicted in the tapestry.

1 - Seraphic Golem L22 Elite Brute (Dragon Magazine #373, Compendium) (edited: misspelled as ceraphic)
1 - Acid Pit (L17 Trap)
trigger: a creature enters or begins it's turn in the acid pit.
attack: +21 v Fortitude
Hit: 2d10+5 acid damage + 10 ongoing (acid)
Miss: 5 ongoing (acid)
special: climbing out of the acid pit requires a DC: 13 athletics check


NOTE: This golem is what remains after Carric turned Adiah over to his dark master.  The golem has been given instructions to fight any that approach without him (Carric).  If the party has read (and understood) Carric's diary (Area 1), they may be able to get past this challenge without bloodshed. To clear the way, Adiah must be addressed by name (in some fashion) and shown the Rod of Carric. If any attack is made against the golem, or if the party tries to pass without the above requirment, he will attack.


Tactics: the golem will begin by stating that "NONE shall have the sword!" and immediately use its radiant rampage attack against all creatures on the platform.
After that it will continually attempt to push targets into the acid that surrounds the platform using the wing slap of its seraphic assault.  NOTE: The golem will NOT persue the party should they flee back into the tavern, off the platform.


Encounter 5 (2800 xp)
Area 6
A solid door with a myriad of locks, all surrounded by arcane symbols bars your path

1 - pain vault (L20 warder) (as per DMG2, pg 72)


This is the entrance into the main vault.


Encounter 6 (4800 xp)
Area 7
Passing beyond the door you see a ghostly form.  It regards you for a moment saying nothing.  A close examination reveals the faint outline of may have been chainmail when it was flesh and bone.  You can make out the symbol of a raven embazoned on the chestpiece

1 - Sage Ghost L19 Elite Controller (P3 Assault on Nightwyrm fortress, Compendium)


NOTES: Here awaits the ghost of Benn, the favored soul of the Raven Queen.  It was he that had done so much to protect the sword.  Upon the betrayal of his brother, the Raven Queen had informed him of the deed.  Despite it, he remained, thinking the work to be more important than his familial tie.  In defiance of his goddess, he remains to protect it.


Tactics: Benn can be reasoned with to gain more information about the nature of the challenges ahead.  However, if he is attacked he will fight to his utmost to destroy the intruders.  Each round he will use his Departed knowledge skill and create images in the mist.  Each succeeding set of images should represent a quatrain of the note above.  After the last quatrain is displayed (round 9 - if he hasn't dropped) he will flee through the portal in the east.


Area 8  This pool radiates divine light.  Passive Arcana/Religion - automatic success on Easy DC (13), thw water itself IS radiance.  There seems to be a tension in the air between the pool and the black portal (area 9) to the east.  A sense of ebb and flow.  Even the rubble along the ground stand in testimony, for as it is strewn further east it seems more decayed, yet around the pool it is naught but a crips why ash.


Radiant Pool. (L20 Warder - 2800 xp)

NOTES: To gain the benefit of the pool a character must immerse him/herself in the waters. This pool was established to be both a ward and a key.  As it provides the only key to pass beyond the portal (area 9), it insures that creatures vulnerable to radiant damage (undead) cannot so pass.


The effects of being in the pool are as follows:
for any creature starting their turn within the water make the following attack:

+30 v Fort  effects depend upon the creature

for any creature with the radiant keyword
-- no effect

for any creature with the undead keyword
-- 4d12 + 12 radiant damage, target is restrained until end of next turn

for any creature having a power with the necrotic keyword
-- 3d10 + 10 radiant damage, target is immobilized until end of next turn

for all others
-- 2d8 + 8 radiant damage, target is dazed* until end of next turn
-- Effect: any hitpoints lost to this attack are gained as ADDITIONAL temporary hit points (will stack)
 * special, this form of attack will NOT reduce a creature below 1 hp.  If a creature is reduced to 1 hp, the dazed condition will end and (s)he gains the following:
-- radiant keyword added to character (until next extended rest)
-- gains resist: insubstantial
-- appearance changes to an outline of their former self, in radiant light.
 
Area 9:  You see a black portal taking up the entire space before you


Portal to Shadowfell

NOTES: This area demarks a portal, examination of the portal reveals that it leads into the shadowfell.  (the palace of the Raven Queen, no less).  This portal was established as a trap by Benn to capture any of the abominations that may have escaped his goddess' law, or those that would seek to use such a weapon to master such creatures. The portal is in CONSTANT effect.  Only creatures possessing the radiant keyword can pass through the space without being effected by the portal (see Radiant Pool, above)


Area 10: Here, on a small pedestal of black onyx, lies the object of your quest - the fabled sword "NightBringer"

"Nightbringer" (P2 Demon Queen Enclave, Compendium)
 

Through the ages, many would wonder "Does art imitate life or does life imitate art?"
I wonder "Does the art of discourse on the internet imitate the art of discourse in life or does the art of discourse in life imitate the art of discourse on the internet?"
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3 years ago  ::  Dec 04, 2009 - 5:54PM #85
Fuka
Date Joined: Feb 28, 2008
Posts: 229
The Blessed Tomb of the Bard-King

Using the first map

An adventure for a group of characters level 6-10

Selvi the Bard-King ruled the Lands of Providence and Grace for a bit longer than two decades, dying abruptly at age 42. The author of scores of tavern tunes played for a century following his death, he was certain to be lifted to the rank of Exarch upon his death, but dark forces had other plans: The Lands of Providence and Grace were overrun by a horde of humanoids and demons under the command of one of the Bard-King's own lieutenants, Colonel Mott. Mott refused to allow Oghma to control the spirit of the Bard-King and made taking the grave of the King his ultimate goal. Colonel Mott descrated the tomb and shrine, stealing the Bard-King's remains and dragging them behind a barrier inpenetrable to spirits. He began a ritual to subjugate the soul of the Bard-King in earnest. Selvi's soul was torn from his remains but the ritual did not go as planned...

Unfortunately for the Colonel, his minions were less than loyal. The lure of golden water closet fixtures was not enough to buy their continued obeisance - they turned on the Colonel and butchered him mercilessly. His ghost haunts the tomb of the Bard-King but is kept from communicating with him by the barrier of his own making. Now the ghost of the Colonel needs someone to remove the barrier and allow him to subjugate the spirit again.

Hooks - Primal classes - signs and portents have spoken of a minor imbalance in the cosmos - a missing exarch of the Oghma - Seeking him out would gain the favor of the god of knowledge and further a current quest
Martial classes - Prey patterns in the area point to a nesting pair of hippogryphs and the possibility of eggs of the same.
Arcane classes - Star Warlocks will discern a missing constellation along the axis of enlightenment - a hole where an exarch of music would be. Wizards and other less-connected arcane classes will recall the tragic tale of King Selvi, the Bard-King, buried and his kingdom lost. His Queen, Priscilla, penned a number of histories of the Lands of Providence and Grace following her exile, one of which mentioned an arcane Lute of some power.
Divine classes - (good, lawful good and unaligned) - rumors persist of a missing exarch of Oghma, a tavern-bard of great power. The Scrolls of Memphis delineate his ascension but there has been no contact with him in the century since. Favor with Oghma and one's own beloved diety could be had by finding the missing exarch. (evil and chaotic evil) - Dreams of glory have plagued you for weeks - your unwitting companions are stumbling towards a remarkable opportunity for you - the ability to destroy an Exarch of Light. Snuffing out this candle would ensure your rise in the cult.


1 - Final Resting Place of Selvi, Bard-King of the Lands of Providence and Grace. The tomb is wrecked, the sarcophagus shattered and the body long stolen. Fragments in the tomb are too regular to be broken rock - there are dozens of tiny runic blocks amongst the debris.

Arcana or History DC10 - The blocks are ancient Tenezsian glyph-stones, approximately 3cm by 3cm - Each stands for a letter. Sorting through them will assemble a lexicon of roughly 90 terms.
Arcana or History DC20 - The blocks are part of an ancient printing machine, the technology long lost. An artificer might pay a good deal for the full set (300gp)

The blocks are used in area 3 below to open the base of the statue.

2 - Shrine to Oghma. The Shrine is home to two sets of undead - the remnants of the original priests during the day and horrifying wraiths of the humanoid invaders during the night.

Daytime - The priests speak no modern tongues, but will pantomime to stay away at dusk.
Nighttime - 3 Wraiths
Wraith  Level  8 Lurker
Large natural magical beast (reptile) XP 800
Initiative +13  Senses Perception +5 Darkvision
HP 52; Bloodied 26
Regeneration 5 (If the wraith takes radiant damage, regernation is negated until the end of the wraith's next turn)
AC 22; Fortitude 16, Reflex 19, Will17
Immune disease, poison, Resist insubstantial, 10 necrotic; Vulnerable 5 radiant (see also regeneration above)
Speed 6, Fly 6 (hover), phasing
Basic Melee  Shadow Touch (standard, at-will) Necrotic
  +11 v Reflex, 1d8+5 necrotic damage, and the target is weakened (save ends)
Combat Advantage - Necrotic
The Wraith deals an additional 1d6 necrotic damage against any target it has combat advantage against.
Shadow Glide (move, encounter)
  The Wraith shifts 6 squares
Spawn Wraith
  Any humanoid killed by a wraith rises as a free-willed wraith at the start of its creator's next turn. appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the raise dead ritual) does not destroy the spawned wraith.
Alignment Chaotic Evil Languages Common
Skills  Stealth +14
Str 6 (+2)
Dex 20 (+9) Wis 12 (+5)
Con 15 (+6) Int 8 (+3) Cha 17 (+7)

3 - Crumbled statue of Selvi - The base of the statue has indentations for the blocks from the crypt. Placing the blocks for 'heartbreak' and 'inn' on opposite sides (in their slots) will unlock the top of the base. Within is the Bard-King's Lute. A Streetwise roll will allow the characters to recall a popular tavern song about an Inn for the Scorned.

Streetwise DC10 - Selvi's most enduring song was about an Inn for the Scorned or Heartbroken.
Streetwise DC15 - There are stones for both Heartbreak and one that might be an Inn.

Inside of the statue's base is the Lute of the Bard King at its 'resting state,' and a pair of Azure Calfskin Clogs.

Lute of the Bard King
Unpowered it is a Wondrous Item
Power - Functions as a Holy Symbol (implement) of Oghma or any other appropriate diety
Power - Functions as an implement for Bard powers
Power - (Daily) Prevents natural beasts from attacking anyone within 2 squares of the bearer until the end of the bearer's next turn. This ability may be sustained as a minor action up to twice a day. Any attack or power made by anyone or thing negates this ability.
Powered it is an Artifact, retaining all abilities as if Unpowered
Property: You gain a +2 power bonus to all bardic powers
Property: You gain resist 5 psychic
Property: You gain a +5 enhancement bonus to Knowledge skill checks
Power (encounter): Can't Help Falling In Love - Charisma+2 v Will. Ranged 5. Target is Dominated (save ends). Target will not take offensive actions against allies, but will use its action to defend and aid the cater.
Power (daily - interrupt): Suspicious Minds - One ally automatically makes one save v Will or one attack v Will automatically misses one ally (triggered when that attack hits)


4 - Ruins of Pilgrims Guesthouse - A pair of large Griffons have taken up permanent residence (nested) in the attic, the downstairs is for eggs and their young. They have fortified the outside against the 'burrowers' living in areas 5 and 6 and only leave to hunt (the burrowers). The Griffons will defend their young if approached and if an egg is touched at all, they will attack with a vicious fury until bloodied, then attempt to take any mobile young and flee. Any character with the ability to communicate with animals may be able to gain information about the caves from them.

Griffon Large  natural beast (mount) Level 7 Brute XP 300
Initiative
+7        Senses Perception +10
HP 119; Bloodied 59
AC 21; Fortitude 21, Reflex 17, Will 16
Immune fear (while bloodied only)
Speed 6, fly 10, overland flight 15
S2.gifClaws (standard, at-will)
+10 vs AC; 2d6+7 damage.
Z2a.gifRabid Charger (while mounted by a friendly rider of 7th level or higher, at-will)
When it charges, the griffon makes two claws attacks in addition to its rider’s charge attack..
Blood Frenzy

While bloodied, a griffon can take an extra move action each turn. It also gains a +2 bonus to attack rolls and takes a -2 penalty to all defenses.
Thunder Charge (standard; only while flying; at-will)
When the griffon charges, it gains a +4 bonus to its attack roll instead of the normal +1 bonus.
Alignment Unaligned        Languages -
Str 21 (+9)       Dex 17 (+7)       Wis 12 (+5)
Con 18 (+8)       Int 3 (0)       Cha 7 (+2)


There are 7 young (1hp each) griffons and 11 eggs in the nest. It looks like the young live on nearby deer and even nearer-by goblin.


5 - The Antechamber - Burrower front area - defense against the predators in area 4. Carved into the cliff side near the ruined guest house, the area is infested with a particularly angry band of goblins. The goblins have lived here for nearly forty years, raiding the nests of the griffons in areas 4 and 7 or stealing past and hunting more traditional game. The goblins will fight to the death, as there is nowhere for them to run, really.

For this area, put a mix of goblins that are most appropriate to your party, (I am loathe to include a ton of stat-blocks for grunt monsters, just throw a buncha goblins at them until they've gotten their bloodbath's worth) (Goblins start on p135 of the Monster Manual)


6 - Warrens - This area reeks of goblin refuse and is generally filthy. The cave networks extend out from the hub in all directions but the goblins will let parties that are nonaggressive pass through.

7 - Dedicated Bridge - This bridge was erected magically over a wide crack in the mountain, Colonel Mott's wizards creating it to reach the font beyond. There is a larger nest of Griffons above, and unless the characters bear the Lute or an Egg, they will be buzzed. The Griffons will make an attack at 1d4 characters selected randomly each round they are on the bridge but will not land and will not pursue.

Griffons, Page 147 Monster Manual. There are a total of 7 Griffons in the aerie above, but no more than 4 will attack in a given round.

8 - Font of the Formula - A font of a foul black liquid bubbles here, the evil magics once practiced here have seeped into its source. Any character that drinks from the black liquid will immediately become violently ill, gain Vulnerable Radiant 5 and take 1d6 Necrotic damage. A spectral man (Colonel Mott) will approach the party beseeching their aid. Colonel Mott's spirit will ask the characters to help him break down the Cloud. He cannot approach it. He is friendly until the cloud is down - when the characters return to area 8 with the bard - king's spirit, he will attack.

He will promise the characters to tell them the secrets of the Lute, a heap of treasure and the favor of his god if the characters aid him. He will claim that Oghma is his god, this is a lie. He doesn't know the mist doesn't work on the living and will wait here for the characters to either die or come back with the Bard-King's Spirit in tow.

If asked why he didn't ask the goblins, he will pretend to not know of any goblins. In truth, the goblins are scared of this room and have terrible lingering myths about the evil human who led them here and trapped them. Even the most rebellious young goblins won't approach him.

Colonel Mott Parker Medium natural humanoid (undead) Level 11 Solo Soldier XP 300


Initiative +11        Senses Perception +15, darkvision
HP 440; Bloodied 220
AC 27; Fortitude 24, Reflex 22, Will 23
Immune disease, poison; Resist 15 necrotic; Vulnerable 10 Radiant
Saving Throws +3
Speed 6
Action Points 1
S2.gifLongsword (standard, at-will)
+10 vs AC; 2d8+5 damage.
Z2a.gifA Little Less Conversation (standard, at-will)
The Colonel Makes two Longsword attacks.
Betrayer's Strike (standard, recharge 5,6)
The Colonel makes a Longsword attack against a foe, that foe immediately shifts two squares and makes a basic attack against an ally.
Blackest Betrayal (standard, recharge 5,6)
The Colonel channels the Font's power
Ranged 5, Burst 1, +9 vs Reflex 2d10+5 Necrotic Damage
It's Now or Never (standard, encounter, only usable when bloodied)
One target (The Spirit of the Bard-King) is immobilized until the end of the combat.
Alignment Evil        Languages Common, Abyssal, Goblin
Str 24 (+12)       Dex 18 (+9)       Wis 20 (+10)
Con 14 (+7)       Int 21 (+10)       Cha 22 (+11)
Equipped with Longsword, Plate Armor +2


9 - Cloud of Blackest Despair. The Cloud is a barely visible mist to the living, but to the dead, it is a wall of blackness that sucks all hope from what is left of their consciousness. The cloud can be stopped by any number of methods: blocking the holes that the mist seeps up from in the floor (there are nine holes that can be blocked by mundane means), a skill check of Arcane or Religion DC15 by a character with any ritual spells will allow them to kit-bash a ritual that takes 50gp worth of residuum and requires 10 minutes to stop the production of the mist for an hour, or three strategically placed fires will burn off the mist as it is emitted.

10 - Trapped Spirit of the Bard-King. The Bard King's remains are here, still in the armor he was buried in. His spirit sits on a nearby rock in white finery, crooning a song about jealous lovers. He will approach the characters in a friendly fashion, and will only fight if repeatedly attacked. He will tell a tale of his betrayal and death at the hands of his most trusted Lieutenant, Colonel Mott and how after he died, Colonel Mott returned to defile his remains again. He'd be 'much obliged' if the characters would bring his body back to its resting place.

The characters must escort the Spirit of The Bard-King by carrying his body back to area 1.

The Spirit of The Bard-King Medium  natural humanoid (undead) Level 10 Elite Controller XP 1,000
Initiative +9       Senses Perception +15, darkvision
HP
204; Bloodied 102
AC
24; Fortitude 21, Reflex 22, Will 23
Immune disease, poison; Resist 10 radiant; Vulnerable 10 necrotic
Speed 6
Action Points 1
S2.gifBurning Love (standard, at-will) Radiant - Fire
+10 vs AC; 2d6+7 radiant and fire damage. Reach 3
Z2a.gifReturn to Sender (standard, at-will) Radiant
+9 v Reflex; 1d6+6 radiant damage, the target is pushed 2 squares and is slowed (save ends).
Are You Lonesome, Tonight? (standard, encounter)
Close Burst 10. All allies in burst may spend a healing surge immediately.
S2.gifKarate Chop (standard, at-will)
+10 vs Fortitude; 1d10+1 damage and target is immobilized until the end of the Bard-King's next turn.
Alignment Good       Languages Common, ancient Tenezsian
Str
18 (+9)       Dex 18 (+9)       Wis 20 (+10)
Con
14 (+7)       Int 21 (+10)       Cha 22(+11)

When the body (and spirit) return to area 8, Colonel Mott's spirit will attack the Bard-King.

Colonel Mott will concentrate on the Bard-King, trying to destroy him. Keep track of damage done by the characters. Once the characters have done bloodied damage to the Colonel, he will immobilize the Bard-King and go after the characters.

Once the Colonel is defeated, the Bard-King will fully empower the Lute and thank the characters, asking that they remove the Colonel's remains (including his belongings, aka loot).

Finally, he lets the characters know that he has always liked them and he always will.

Disclaimer - I'm not used to populating maps in a 'dungeon' style of play - much more accustomed to the 'story in the city' style.

Optional Elements included:
Artifact - the Lute
Helpful - The Daytime ghosts and at the beginning, Colonel Mott
Internal Strife - The Goblins and Griffons
Music - Ok, not really but C'mon...
Non-Consecutive - Colonel Mott turns against the party after they come back
Radiant - The Bard-King does radiant damage (just not to the characters)
Retreat - the Griffons in area 4 will use their Bloodied Frenzy ability to flee, not fight
Schedule - The shrine ghosts
Skills - A history arcana and streetwise check might help with finding the Lute, which makes area 7 much easier.
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3 years ago  ::  Dec 04, 2009 - 6:01PM #86
Whitman
  • Heroic Dungeon Master
Date Joined: Sep 17, 2007
Posts: 119
The usual glut of last minute entries ensues... 4.55 am (GMT) beckons!
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3 years ago  ::  Dec 04, 2009 - 6:07PM #87
Krika
Date Joined: Nov 8, 2009
Posts: 761
Added a missing custom monster... gah, probably would have killed me there...
Take a look at my Handbook: The Pet Store: A Familiar Keeper's Handbook

Nacht: "Vecna can do ANYTHING given preptime. He's like an undead lich god Batman."

Pokemon Nuzlocke Version Show


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3 years ago  ::  Dec 04, 2009 - 6:12PM #88
Veok
Date Joined: Jan 2, 2008
Posts: 2,481

Dec 4, 2009 -- 6:07PM, Krika wrote:

Added a missing custom monster... gah, probably would have killed me there...




Remember, judges are permitted to judge the entries at any time after it's posted. You have no idea whether one of us has already downloaded / judged your post.

If you look past the plot and the voice acting, Metroid: Other M was an okay game. Not a great game, but an adequate one.

Not using the Metroid item collect jingle though? That, was a mistake.
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3 years ago  ::  Dec 04, 2009 - 7:37PM #89
dulsi
  • Heroic Dungeon Master
Date Joined: Aug 27, 2006
Posts: 1,506

Getting to Azahorcut



(This uses Tile Map 1 Section 5, 6, 7, and 8.  The encounters are designed for a party of 5 level 12 characters.)

Background



The party is on a quest for something in the sunken city of Azahorcut.  It could be an object or information to lead to some of item.  Azahorcut is an old dwarven city built below ground.  A disaster of some kind caused a lake to empty and flood the city.  Some say it was a mining accident.  Others claim a earthquake proceeded the flooding.  The characters have discovered a route to the submerged city.  The encounters below take place on route.  The characters should know the water breathing ritual or have some other plan for exploring the city.

Area 5: Inoperative Construct



A warforged lies on the ground here.  He appears to have been attempting to leave when he collapsed.  His metal plates are battered.  The visible wooden infrastructure appears to have taken a beating.

If the players move him, they notice that his eyes are incredibly dim but not dark.  He is still alive.  If revived he will be grateful.  He will be hesitant of revealing much initially until he determines if the party are spies.  When he lost consciousness, the war was still going on.  After discovering the war is over he will reveal more as it no longer matters.

Torcma is a artificer.  During the war, he was working on the Seabat, a secret submersible.  This cavern was their test site as the underwater tunnels were big enough to explore.  They knew nothing of the sunken dwarven city.  Initially everything worked well.  Exiting the craft to inspect the ruins directly cost them.  The vessel has an enchantment allowing the passengers to see into the dark waters.  Once outside the ship, they were forced to lite sunrods.  The light attracted the attention of the ruins new inhabitants.  The fish men were ferocious but the true terror was the three glowing red eyes lined vertically piercing out of the edge of the light.  Tentacles whipped out and grabbed one of Torcma's companions.  Sensing they could not win this battle Smittal ordered Torcma to escape with the ship.

Torcma is willing to bring the party to the city in the Seabat.

Area 6-7: Nothing but Parts



These areas have a few parts from the Seabat but are otherwise deserted.

Area 8: Repairing the Seabat (Level 12, 1400xp)



"My magnificent craft!  What have the beasts done to you?" cries Torcma.  Pieces of the Seabat are strewn about the room.  The bulk of the craft lies to your left.  It is about 10 feet long and 20 feet wide.  It is shaped like a sting rag without a tail.  A series of pulleys and gears allow the wings of the move up and down.  The center has a large dome with two floors.  The dome is mostly transparent allowing an unobstructed view outside the ship.  Torcma picks up some pieces of a belt.  "The wing belts are destroyed.  We might need to go back for a replacement."

If the PCs have not brought Torcma, increase the complexity of the skill challenge to 3 and Arcana checks become hard DCs.

Complexity: 2

Primary Skills: Arcana, Perception, Dungeoneering, Thievery
Arcana (moderate DCs): You help Torcma strengthen the fading enchantments on the seabat.
Perception (moderate DCs): You locate pieces of the busted craft.
Dungeoneering (hard DCs): You manage to find pieces scattered about.
Thievery (hard DCs): You manage to help repair some of the clockwork and mechanical mechanisms.
Special: A rope can be juryrigged to replace the wing belts.  This gives an automatic 3 successes.

Success: The seabat is repaired before the Kuo-Toa show up.

Failure: Run Area 8: Company.  Afterward they may attempt to finish fixing the ship.  If they fail again, Torcma discovers a flaw in the central dome and determines that the ship cannot be repaired.

Seabat
Gargantuan vehicle
HP 100 Space 4 squares by 2 squares Cost 13,000gp
AC 6; Fortitude 14, Reflex 6
Speed swim 15
Pilot
The pilot must stand at the controls at the front of the topmost deck
Load
Seven Medium creatures
Out of Control
With the pilot controlling the ship, it will sink 5 squares each round.
Decks
The Seabat has two decks.  The top deck is only four squares in the ship's center.
Wings
The lower deck squares that are not below the top deck move to propel the ship.  Each creature on a wing decreases the ships speed by 4.  At a swim of 0, the ship is out of control.
Air Enclosure
The top deck and the area below it is sealed to prevent water from entering.  A portal can be opened to allow entry/exit without water filling the cabin.
Darkvision
The glass of the air enclosure is enchanted with darkvision.  In darkness, the pilot and passengers can see normally


Area 8: Company (Level 13, 4100xp)



Setup: A Kuo-toa patrol has noticed the light of the party.  They leap out of the pool and attack the group.

This encounter includes the following creatures.
3 Kuo-toa Marauder (level 12 skirmisher) [MM1 pg 172]
2 Kuo-toa Harpooner (level 14 soldier) [MM1 pg 172]

Optional Elements
2. Helpful: At least one NPC described in the adventure wants to help the PCs accomplish a goal.
4. Keyword: All the creatures in each encounter share a keyword, but no two encounters use the same shared keyword.
9. Rope: 50 ft. of rope can drastically change or obviate one encounter.
D&D Published World foums at The Piazza (Dark Sun, Mystara, Spelljammer, Planescape, and more)
Core Coliseum Characters: (Not Converted to Wiki yet) [3E] Morro Earthshaker - ECL 5, Orgauth - ECL 4; [4E] Epsilon-6 (Unfinished) L1
D&D Material including my Master/Expert DM Competition entries
Identical Games
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3 years ago  ::  Dec 04, 2009 - 7:57PM #90
DarkSpartan
Date Joined: Oct 26, 2009
Posts: 1,638
The End is near!

-Sarena

Players don't get to ad-lib t3h r00lz, and demand the DM stick to RAW. RAW says it's the other way around.


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