Showing posts with label preparation. Show all posts
Showing posts with label preparation. Show all posts

Thursday, December 11, 2008

Back to the Alia Plot!

Our heroes are back on the free-form plot path and this week's game could go in any direction. Here are my thoughts as for how things may progress, and some background that ready to be uncovered. (but may take a few sessions to actually get discovered). So far, the heroes have heard of Solanthus. They've also heard about the adventurers that followed the giants into the mountains but not about the Kryvans or any specifics about what's happening in the West.

Over the next few adventures, some of these plot elements are going to be revealed. Which ones will depend on which paths the adventurers take. Although some events may happen in the world regardless of which direction the adventurers choose.

I shall be putting to together some stock ready to go combat encounters and working on NPC profiles and dialog plans for some of the major figures.

Background (Plot Spoilers)

3 years ago, three comets were seen in the skies, one over the northern tundra, one over the great south forest Shadowwood and one far to the west, far beyond the mountains of Estvald. Each of these comets was a being from another dimension. Three beings of power who battled across the cosmos were caught in a great backlash of power and were hurled through the sky into the ground. Each landed in a crater, greatly weakened in power and looked about them, only to discover that they were in Alia, a place only most difficultly accessed from their home realms.

Solanthus a Captain of Celestia, is an Angel of War. He desires only to defeat his opponents in glorius one on one combat. (Or die trying). Since his arrival he has become the leader of the Hobgoblins of the forest North of Prolia. He has a plan to distract the Kryvan armies with the Hobgoblins so he may face Illranikus alone. He is *not* the hero of the story, and is only concerned about his personal honour. If he dies in combat and the forces of darkness conquer the world... well that won't be his problem.

Illranikus is a Duke of Infernus. He wishes to open a gate so he can conquer the world in the name of Infernus. He wishes to use a ritual, powered by a dedication of deaths killed in a great battle to power the ritual. He is attempting to use the armies of Solanthus and Ferazghul to do so, but has also insinuated himself into the Emporer of Rhode's good graces and may use a Prolian/Empire conflict, if the northern conflict is not successful. He is also known as "Prince Ran, of the Grey Isle." in Rhode. Illranikus wishes to offer the world as a prize to his Infernal Prince.

Ferazghul is a Demon of Tartarus, no title, but very powerful. He wishes to conquer the world or destroy it (depending on his mood). He has taken control of the Kryvan nation through it's priesthood, and is sending it's armies on the march. He is aware that his greatest threat to domination are his two otherworldly rivals, and wishes to begin the destruction with them and their armies. He has taken a liking to the Kryvan's interpretation of the Elmental pantheon and has taken the part of the four elemental avatars in previous battles against the giants.

Recent Events(Winter of OY 603/604)

1. Discovery of the "western threat" that is human empire beyond the mountains, called Kryve.
2. Kryvan follow the elemental pantheon, but have a darker view of the four gods of creation, and combine worship of Wikri, Umos, Enosa and Freda with worship of demons and dark magic.
3. Last year Kryvan agents corrupted one of the Storm Giant royal family, to support the Kryvan in a rebellion in Westvald, and lead an army of Kryvan into the mountains. Last winter the stone giants led an opposing army out of Estvald to support the rightful monarch, quelled the rebellion and shaped western edge of the mountains into a unscalable cliff three hundred feet high.
4. This spring, the giant army has returned to the east, but don't wish to engage the Dwarves for control of the Estvald foothills.
5. Solanthus, who has great power over dreams, was responsible for the portentous dreams that many Arcane and Divine heroes had last year, warning of a shadow in the West. The dreams were aimed mostly at the giants, to encourage them to mobilize in their own defense and to drive the main army north into Solanthus's territory.

A group of adventurers sent to discover what has happened in the west have returned to Prolia.
  • They followed the giant army into the west. They saw the first clashes between the Kryvan and the Giant armies, and eventually became embroiled in the conflict after meeting with a Stone Giant Psionic called Rankrull.
  • The Kryvan are on the warpath. Apparently, there was an abrupt change in focus from an inward looking corrupt society, to a war seeking rampaging army over the course of less than a month. A huge army is marching over the northern tundra towards the hobgoblin lands to the north of Prolia.
  • The group saw ancient Kryvan ruins suggesting that they have been living in that area for a very long time. Possibly longer than written records of Krondhiem.
  • Kryvan heroes favor Paladins and Warlocks, and are a racially diverse culture including a fairly large number of elves and half-elves.
  • The Kryvan versions of the gods include:
    • Enosa, a squid, associated with decay, poison and greed.
    • Freda, a raven, associated with rulership, tyranny and betrayal.
    • Umos, a worm, associated with secrets, insanity and fanaticism
    • Wikri, a burning tree, associated with punishment, slavery and massacre


Adventure Opportunities


Dwarves are looking for:
  • An escort for a diplomatic mission to Estvald. The escort will be likely attacked by Kryvan agents and or demons

Dragons:
  • Wish a package carried to Nolton (the package contains details about Yuri's doom ritual and instructions on how to break the ritual - for an Empire agent in Nolton. Ultimate destination is Prince Ran, of the Grey Isle in the Empire of Rhodes)

Prolia:
  • Hastel, Jarl of Beryl, has been replaced by a Kryvan employed shapechanger. Hastel, wishes to employ the PC's to kill Jenkins (the Republic diplomat/assassin).
  • Jenkins and Hagel(Hastel's brother) are suspecting that something's wrong with Hastel - but they don't know what.
  • King Yutsen of Shinar, is concerned about recent activity in the North. (He hasn't yet heard of the Kryvan in the North - but he will soon.) He's worried that they may join forces with the Hobgoblins in preface to an invasion.

Hobgoblins:
  • The hobgoblins leader, Solanthus wishes help to confront Illranikus, who is treacherous and will not hesitate to use his underlings to interfere in an honorable combat challenge.
Freeform:
  • It might be a good idea to venture into older Krondhiem ruins in search of knowledge pertaining to Kryve.

Wednesday, October 15, 2008

The Halls of Rorni's Creek

This is an adventure for 5 level 10 characters that will be run as a one-shot adventure as a adjunct/break from Thunderspire Labyrinth. My players have just finished the Chamber of Eyes in Thunderspire Labyrinth and have discovered the connection between the Grimmerzhul Dwarves and the Bloodreavers. Since they've expressed an interest at trying out different classes and also trying out play at a higher level, this adventure should both allow my players to play something different, while also fleshing out the ongoing story.

I've taken the 5-room dungeon template and put together the following short adventure. Characters are being created this week and we should be playing it this weekend. Since at least a little bit of time will need to be taken at the beginning to solidify the PC's it will probably take two 3-to-4-hour sessions to complete.

Background

Rorni's Creek was a Dwarven outpost in the northern Krondhiem kingdom that was lost during Krondhiem's battle with the invading Giants. The dwarven thanes of Drunduin have hired a band of explorers to locate the outpost and re-open the gates to the fortress, exploring all within. Part of the party's contract lists some important dwarven relics believed to be in the ruins. Any treasures found that are not on the list may be claimed by the explorers.

Basic Layout of the Outpost

The outpost is built into a south facing granite cliff along a fault line in northern Estvald. There is a large magically sealed entrace door blocking the outpost off from the world. Beyond the entrance, is a large hall 20x100 feet filled with traps and the ghost of one of the dwarven high priests. Beyond the entrance hall with the traps, the main hall continues straight into the mountain. Off the main hall are side passages into the living and working quarters of the dwarves that called the outpost their home. There are 40 dwarven apartments each containing 1-5 sleeping quarters as well as a large common dining hall and kitchen, a well room and a large cavern filled with various workshops and stores of many materials from a large selection of stone blocks to piles of bones and what must have been hides and wood that has long since rotten away. There are also several empty bins. Small scrap of various ores may be found in the bins, but otherwise they are empty. Beyond the living and work areas, the main hall opens into an underground river and an large cavern filled with many varieties of large mushrooms. The straight path of the hall is a bridge over the river and a clear path through the giant fungus. Beyond the agricultural area, the main hall continues past several side passages following veins of metal and mining equipment. At the end of the main hall, behind two more large double doors is a large forge powered by a flow of lava. Beyond the forge is a hidden tunnel leading into a huge, bottomless chasm, with a stairway along the side leading down into the underdark.

Encounters:
  • entrance: orcs/ogre
  • hall: traps/spirit
  • farm: abberations
  • forge: (in operation) undead dwarves
  • cavern: Druegar and devils

Story elements:
  • Entrance: vision
  • Hall: spirit
  • Rooms: journal of master digger Uthuok
  • Forge: speech my the master smith Brill
  • Cavern: Druegar link & Underdark map

Room One: Entrance And Guardian

To the north, is a solid wall of granite with a large obviously dwarven stone pair of doors. The doors glow with silvery magical runes that are still keeping the outpost warded from the outside. A Religion check (dc 20) reveals an underlying theme of the works of Umos, the elemental pantheon's god of earth, death, agriculture and building.

  • The entrance requires "Ritual of Opening" scroll provided by the thanes.
  • Complication: A group of Orcs have been tracking the the party through the mountain trails in Estvald, they catch up to the party soon after they stop to examine the sealed door.

Level 9 Encounter
  • 1 Orc chieftain (level 8 elite brute)
  • 5 Orc warriors (level 9 minion)
  • 1 Dire boar (level 6 brute)
  • 2 Ogre skirmishers (level 8 skirmisher)

Room Two: Puzzle and Roleplaying Challenge

When the PC's enter the mountain fortress, they get a brief vision of a battle with the gates open as they now are.

Vision:
In the entrance hall, dozens of ogres, orcs and hill giants fight a small number of heavily armored dwarven warriors that are attempting to push the invaders back through the gates, while a brown robed dwarf priest completes a ritual. The gates slam shut trapping many of the invaders inside the gates.

Room description:
The entrance hall is 20 feet wide and 100 feet deep, with two large doors at the end of the hall. The hall is decorated with etched carvings, mosaics, and pillars and high vaulted ceilings. All around the entrance are the skeletons of about 20 dwarves that seem to have fallen in battle. There are no giant, or ogre bones in the area. A thick layer of dust covers the floor. A large rectangular block of stone lies 15 feet in front of the doors.

If the PC's study the room for a while or if they set off a trap, then a spirit manifests out of the body of one of the skeletons. It can barely speak (perception 30 test to hear) or be seen (perception 30 test to see), but it understands common. The spirit is that of High Priest Kloin Hammerhand, the dwarf who performed the ritual of closing. He wishes to possess one of the party members, but is very weak. Probably too weak to forcibly posses any party member. (Possess: +2 vs Will posession until save) He is not malign, but wishes to know the fate of Rorni's Creek and to get revenge on those that betrayed him. If someone allows him to posses them he can communicate easily with the party through the person, but otherwise is content to ride the PC. A PC bearing Kloin's spirit gains:
  • Healing Word 1/day (+2d6) minor action
  • Knowledge of the trap pattern in the entrance hall.
  • Knowledge of the layout of the fortress as it was when it was overrun.
  • Knowledge that 4 months after sealing the entrance, there was a group of dwarves that suddenly attacked him and other dwarves while they were asleep and killed 20 of them here. He does not know why.
  • +2 on History checks.
  • Kloin may attempt to affect the PC's actions with a +2 vs Willpower attack until a save is made.
If the dust is brushed away from the floor, a complicated geometric pattern can be seen to cover it. The pattern is in fact a key to the many traps that defend the entrance hall. When traps are sprung a dungeoneering or intelligence check may be made to deduce the pattern. The DC decreases for every trap sprung, according to the following chart. (at least two traps must be sprung or detected to discover the pattern)

Traps Sprung or Detected/Dungeoneering or Intelligence DC to figure out pattern.
  • 2 traps revealed/ DC 35
  • 3 traps revealed/DC 30
  • 4 traps revealed/ DC 25
  • 5+ traps revealed/DC 20
In order to make any of these checks, the PC's must be brushing the dust away from the floor to reveal the geometric pattern. Sweeping away the dust from a trapped square will probably not trigger traps provided care is used and the squares are not stepped on.

The difficulty of detecting a trap is Perception DC 30 and disabling is a DC 30 Thievery check. On each 5 foot square, there's a 50% chance that a trap is present.

The room is filled with traps. There are four types of traps:
  • swinging blade traps +15 vc AC, 2d10
  • falling block traps +13 vs Reflex, 3d8
  • spring loaded ground spike traps, 4 attacks, +13 vs Reflex, d8 each
  • covered pit traps, +13 vs Reflex, 20' pit, fall 2d10, climb DC 20

The swinging blade, covered pit and spike traps reset in 1 minute, although the dust disturbed by the covered pit trap clearly marks it once triggered. The falling block traps don't reset.

Exploration:

Devoid of encounters, the main living quarters of the ruins take about 2 hours to cursorily explore. The main hall continues in a straight line into the mountain with side passages leading to the dwarven living and working quarters. The dust has not been disturbed here for many years.

Room Three: Fungus Farm

Room description:
Dozens of slaves (mostly humans) labour to harvest giant mushrooms in this large cavern. Weird mutant-like creatures oversee the work. A heavy stream of water runs from the west side of the cavern over a metal water wheel into an underground river that exits into a sinkhole in the east wall. While the PC's are taking the scene in, an emaciated elf collapses while hauling a load of fibrous mushroom stalks. A floating tentacled creature (a Grell) quickly descends on it from the ceiling. The hapless elf's screams are abruptly cut off with a bite from a venom dripping beak.

Level 11 Encounter (XP 3,050)
  • 1 Foulspawn seer (level 11 artillery)
  • 2 Foulspawn berserkers (level 9 soldier)
  • 3 Foulspawn grues (level 8 controller)
  • 1 Grell (level 7 elite soldier)

Dungeoneering DC 15:
  • Grells are solitary, malicious hunters that detest sunlight and prefer to lurk underground. They float silently though the air and like to descend from above, snaring their prey in venomous tentacles.

Dungeoneering DC 15:
  • Foulspawn form loose clans that shelter in existing structures or underground regions, modifying their homes into maddening warrens full of strange features. They also cooperate with other aberrant creatures.

Room Four: The Forge

Long before the doors are reached, the sound of hammers on metal resound through the main hall. The large solid doors are cracked open and a red glow comes from beyond.

There are four lava-powered forges are in the room and an open flow on the north west side. Ten ashen faced dwarves work the forges beating metal into weapons and armor.

If a character falls into lava... they die, no save. (See rule 1!). The forges are half closed; being pushed into the forge causes 2d10 fire damage on entering and at the beginning of each round. There are four levers in the room that control the flow of lava. They each may be spotted with a DC 25 perception check. Pulling the levers completely down causes a burst 1 splash around the forge, 2d10 damage.

Confrontation between Kloin and Master Smith Brill.
  • 1 Vampire lord (level 11 elite skirmisher) (Master Smith Brill)
  • 9 Vampire spawn bloodhunters (level 10 minion)

Brill will attempt to prolong the confrontation with Kloin and attampts to delay as long as possible because he knows that Uthuok is just outside the forge dealing with the Druegar.

In one minute or after 2 rounds of combat, Uthuok and his Zombies arrive through the concealed door in the north wall.
  • 1 Skull lord (level 10 artillery) (Master Digger Uthuok)
  • 2 Zombie hulks (level 8 brute)

Religion check:
  • DC 15: Contrary to popular folklore, vampires are not hampered by running water or repelled by garlic, and they don’t need invitations to enter homes. Wooden stakes hurt them, but no more so than any other sharp weapon. A vampire does not cast a shadow or produce a reflection in a mirror.
  • DC 20: A vampire lord can make others of its kind by performing a dark ritual (see the Dark Gift of the Undying sidebar). Performing the ritual leaves the caster weakened, so a vampire lord does not perform the ritual often.

Religion check (skull lord)
  • DC 15: A skull lord is a formidable undead being with three skulls. Each skull has a different power, and a skull lord on the verge of destruction will sacrifice one of its skulls to keep the rest of its form intact. Once two of its skulls are destroyed, the creature loses the power to heal itself in this fashion.

Religion check (zombie)
  • DC 15: Most zombies are created using a foul ritual. Once roused, a zombie obeys its creator and wants nothing more than to kill and consume the living.
  • DC 20: Corpses left in places corrupted by supernatural energy from the Shadowfell sometimes rise as zombies on their own. These zombies have no master and generally attack all living creatures they encounter.

Room Five: The Caravan


Level 11 Encounter
  • Berbelang (MM)
  • 2 Druegar (see Thunderspire Labyrinth)

Religion check (Berbelang)
  • DC 20: Berbalangs consume the flesh of dead humanoids. They do not differentiate between those recently dead and those dead for centuries.
  • DC 25: Berbalangs absorb the memories of the corpses they eat and relive significant portions of those memories while asleep. This absorption of dead memories gives berbalangs the nutrition they require.

The Druegar are readying a small train of large lizards pulling carts (non combat beasts of burden). The carts have several bundles of dried fungus provisions. Two dead human (slaves). The first cart in the train has a "Resounding Hammer +3" and an "Iron Ring of the Dwarf Lords". In the possession of one of the Druegar is a map to the Underdark in the local area and a note from Blackhand Grimmerzhul offering 15 slaves in payment for a magical Hammer and Ring. The map is written with notes in dwarvish and consists of a network of coloured, solid, dashed or dotted lines and circles. Before it may be used to navigate through the Underdark it must be deciphered with a DC 25 Dungeoneering check. Once it has been deciphered, it allows for navigation through the Underdark of all the northern Estvald, and a variable bonus (0 to +5) on Dungeoneering checks related to navigation of the Underdark of Northern Estvald.


Thursday, August 14, 2008

Complications: The Republic and the Iron Crown

What evil republic plot could this be? The fact is, that the Republic is interested in helping Prolia for their own reasons. The ever expanding Empire of Rhodes is the root of the Republic's problems, and while the Republic wishes to turn Prolia into a thorn in the side of the Empire, their ultimate goal is not altruistic.

In particular, the Republic is not entirely unified in it's actions in Prolia.

Lord Ambassador Carl Marshane the Duke of Whitehouse is the official representative of the Republican Crown in Prolia. His mandate is to provide diplomatic, military and strategic assistance to Prolia and to aid in the reconstruction of the nation as an ally of the Republic against Rhodes. It's a tall order, but Whitehouse is following the letter of his instructions and he believes in them. He's a "good guy" even if he is a little bit naive.

Unfortunately for Prolia, not all Republicans wish to see Prolia as a strong nation. These "other interests" fear the possibility of the alliance breaking down and wish to leave Prolia in a relatively disorganized state without strong leadership. In that state, Prolia can more easily be manipulated by the Republic.

Secretary Gerard Jenkins, who is an aide of Whitehouse, a commoner and a secretly is a member of the Republic's "Special Diplomatic Corps". He is in fact a highly skilled assassin and the Republic's representative for some of these "other interests". Jarl Jorgen believes that Jenkins was responsible for the death of the Jarl's son, Giordi. The Whitehouse has no idea of his aide's other activities.

Jenkins may arrange for several attacks on the party if they return to Prolia with the crown. Jenkins does have access to rituals of divination and is certainly interested in any news of the crown's appearance. He will eventually realize that the crown has been discovered and where it may be found. If he does arrange an attack, he will attempt to obscure his involvement in the attacks. Jarl Hastel's brother Hagel, may be easily influenced into attacking the PC's for the crown. Either on his brother's behalf or even to displace his brother and move to take the crown for himself.

Jenkins certainly doesn't want the crown to be found and should the attack by Hagel succeed, Jenkins will likely kill his patsy and make sure the crown does not resurface. Probably he would ensure that it is kept in a safe place until a suitably controllable King of Prolia could be found.

There are several ways these encounters can play out:
  1. The PC's could be defeated in battle
  2. The PC's may succeed in fending off the attacks
  3. The PC's may partially succeed in fending off the attacks but lose the crown
I'd be loathe to put the PC's up against a force that will guarantee their defeat and risk a party wipe. It's hard to lose without dying. So, I shall carefully craft the encounters and hopefully option 2 or 3 will happen. I'm rooting for 3, but we will see how it plays out.

Any of these possibilities may lead to the PC's doing the following
  • losing the crown and questing retrieve it
  • even if they find the crown they may deliver the crown to Yutsen's hands, be convinced to deliver it to a different Jarl, sell it, or even keep it for themselves.
  • investigate the attack of Hagel.
Or maybe they'll do something completely different. Hopefully, in the next few sessions, I'll get some advance warning of how they plan to deal with events as they arrive.

Tuesday, August 12, 2008

Planning for Book 2

The quest to retrieve the Iron Crown of the Prolian Kings is an introductory campaign for the characters, and it's nearing completion.

Events in Prolia and the actions of the party shall determine their future adventures.

Here are some notes about current and upcoming plot hooks:
  • The arrival of the two dragons in Prolia may lead to an adventure. The dragons are interested in Prolian politics and the rise of what may be a strong nation.
  • Nobody knows what's up with the Giants of Estvald.
  • The lost party of adventurers who went into the mountains to investigate the Giants last fall and have not returned, are possibly worth investigation.
  • Solanthus the leader of the Hobgoblins may lead to future adventures.
  • Lastly, the Republic envoy may have an interest in keeping the crown undiscovered!
I have plans for many of these hooks. It's nice to bring them up early so when and if the party ever do track down these hooks to their logical completion, they'll see the long arc of planning that must have gone into the story. This is entirely illusion. I have some vague notions about where some of these plot hooks may lead, but at this point I believe it's unlikely for the PC's to follow up on any of them; they're busy being Prolian heroes of legend, returning lost artifacts and rebuilding their nation. So, for the most part these are not detailed, just vague ideas for what might be cool adventures. I plan to keep throwing adventure hooks at the party, some of which may lead to the same place as the others, and other that may open the possibility of moving to new challenges and possibly changes of scenery.

Now that last hook, the Republic envoy's interest in the Crown will result in some amount of complication on the current story arc but the others are really fairly disconnected, at least at this point. I shall elaborate on the Republic's involvement (meddling) in the quest for the Iron Crown in a future post.

Thursday, August 7, 2008

Krolak-Nol

Part 2 of The Heroes of Prolia, OY 603, May

Background.

The heroes return to Shinar with the book The Last King of Prolia written by Eodwyn the Skald. The book is a journal of the Skald recording his researches into King Arnesson. The following facts may be gained from reading the book:
  • Arnesson had the iron crown and ruled from 452 OY to 469 OY
  • During his time, the major threat to the country was invasions of goblins and hobgoblins from the north
  • The tower lookouts along the norther forest border fell during this time period.
  • The last records of his life detail preparations for leading a force of Prolian Knights against a goblin fortress, called Krolak-Nol which seemed to be the locus of where the hobgoblins were attacking from.

History checks can further enhance the reader's knowledge of the time-frame of the events.
  • DC 10 - The Prolian conflict with the goblins was ended around 470 OY
  • DC 15 - The "goblin fortress" Krolak-Nol was a fortress inhabited by a powerful being named Fendreus who had organized the goblin raids.
  • DC 20 - Fendreus was a the name of a Knight of Rhodewho was banished from the Empire in 402 OY.

Gather Information checks can enhance the PC's knowledge of current happenings in the northern forest.
  • DC 5 - The past year has seen the re-organization of the goblin and hobgoblin tribes.
  • DC 10 - In last summer's raid on Prauld, the hobgoblins of the northern forest have been more disciplined and united than usual.
  • DC 15 - Goblin raids on the northern part of Prolia have been severely reduced.
  • DC 20 - Hobgoblins seen at the raid in Prauld all had a red tabard with a white wing.

And also unrelated Gather Information
  • DC 5 - Last fall a large black dragon and a silver dragon have been seen several times between Beryl and Derros, they have apparently settled there.
  • DC 10 - The expected battles against giants have not happened to the dwarves. The second wave of Dwarven settlers is arriving in Beryl and traveling to Caer Dunwen.
  • DC 15 - Council of Thanes will decide this spring whether to attempt to settle another fortress in the hills or to consolidate their forces around Caer Dunwen or to attempt to find and bring battle to the giants.
  • DC 20 - The party of adventurers that went off into the mountains scouting the giants last fall have not yet returned.

Chapter 1: Travel Through Prolia and the Forest.

There are several possible encounters while traveling. Dole out as interest dictates.

On roads: Human Bandits and Human Rabble

In the wilderness: Kruthik Lair.

In a tavern/inn or possibly on the road. The Minstrel "Jorna Iellos", who has apparently been hired by the Dragons Dreasinoleanus and Oranthidirian to announce their presence and territory. In particular they are not levying taxes on travelers, are not taxing or evicting the few resident farmers in the area, but insist that no new buildings shall be erected, no forest may be cleared other than by residents for hearth fires, nor shall the game be hunted by any but residents for food.

A group of halfling Golanists are making a pilgrimage from Belrane to the Dragon's new fiefdom.

In the forest: A hobgoblin patrol - the patrol is not immediately hostile, will give a chance for the PC's to retreat, but will insist that they do. If the PC's do retreat they will follow them as far as the forest border. If they refuse the hobgoblins will attack, unless decent diplomacy and/or role-play by the PC's dissuade them. Exceptional successes could result on the hobgoblins escorting the PC's to Krolak-Nol.

If asked about their leader, or their tabard, they reverently refer to the great Solanthus their new leader. If asked to describe him they say his glory is to bright to gaze upon. They also say that Solanthus will lead the goblins to victory and greatness, and that he is honorable unlike Fendreus.

Chapter 2: Krolak-Nol.

The fortress of krolak-nol is a very bad place. The hobgoblins of the region have a basic understanding of what happened in the fortress during its time: Hobgoblins consider that time to be a low point of their greatness. Fendreus's twisted the leadership of the hobgoblins to his will and led the entire region to invade Prolia, with great losses. Hobgoblins desire to conquer the south is present, and with a proper leader they would have won but Fendreus's insanity caused him to drive the hobgoblins to fight without proper strategy or tactics, wasting their strength.

A historian among the hobgoblins may further elaborate on some of the details, and the powers of Fendraeus. None are present in the first encounter.

Krolak-Nol is a tower rising out of a deep fault in the earth. The fault is deep and active, with noxious gas rising out of the ground. The fortress is a black iron tower, it's base surround by ash and volcanic rocks and is quite uncomfortable for living creatures. There is a large gothic styled door with a raised pathway at the base of the tower, which leads into a cavern in the side of the fault, there was also a bridge leading from the tower to the edge of the fault at ground level, but that has been destroyed. The tower is 100 feet tall, 40 feet wide, square. The fault is 40 feet deep, and 80 feet wide. There is about 20 feet between the door to the collapsed bridge and the top of the fault.

It is easy to climb down the side of the fault, or it would be were it not for the noxious gas. Anyone entering the fault must make a save each round or be Dazed. If a Dazed character fails the save, the character is stunned. Stunned characters who are climbing, fall.

Except for the pathway from the cavern mouth to the tower, the terrain is rough, and causes d6 fire damage per round.

Encounter 1: The Cavern.

The cavern was once an easier entrance to the tower, but 40 feet in, it has collapsed. The cavern is hand hewn in rough stone, 20 feet high. The ground is littered with skeletons. In addition to the skeletons, covered by a partial rockfall are the remains of a knight clad in black iron scale armor +1. In a belt pouch are 3 poitions of minor healing (10hp for 1 surge).

If a character enters the cave the skeletons aniimate. 3 skeletons and 4 decrepit skeletons.

Encounter 2: First Floor/Chasm Floor

The door to the tower is securely fastened, but is quite rusted, it may be battered, chopped down or blown away with magic. Four rounds of concerted effort will allow a character to pass through the door as rough terrain.

Immediately after the characters destroy the door to the tower, two magma claws, one magma hurler and one imp rise appear and attack. The magma creatures must use a move action in the first round of combat to rise out of the ground, and do not cause surprise.

Fighting these creatures in the chasm is very dangerous due to the Daze/Stun effect of the gasses and the fire damage. The "bridge" across the lava stone is 2 squares wide and 8 squares long.

Two guardian constructs once guarded this room, bits of unmoving golem parts are strewn about the room, littering the floor.

Encounter 3: The second floor (20ft) The Armory.

Armory, several dozen suits or armor are displayed on racks as well as a fine collection of weaponry. The leather and hide armor has long since rotted away, but there are functional, non magical suits of plate, scale and plate armor with only a small amount of corrosion. In the northwest corner, readying an ambush is a rather frightened and angry red dragon juvenile (level adjusted to 3). He considered the tower to be a safe place to live away from Dragon society. He is from a fief miles to the southwest in the mountains of Estvald. He is aware of the Spinagons above, the alchemy lab and the temple.

The dragon speaks Draconic and common and may be calmed down, if not bloodied. Once bloodied the dragon's rage overtakes him and he fights to the death.

Encounter 4: The third floor (40ft) Summoning Circle.

Two Spined Devils (Spinagons) (purple, spined, winged creatures) stand in an active summoning circle (religion and arcana checks allowed). They've been trapped since Fendreus was interrupted while attempting to recruit him for his defense. Two armored bodies lie outside the circle, charred and ruined. The devils will try to trick the party into to letting them out of the circle. They will switch to begging if the party begins to leave. They will agree (and honor) most deals to let them out, including up to one year's service (however it's doubtful how much the PC's will benefit from such service. If released before a bargain is struck, they will attack.

Encounter 5: The fourth floor (60ft) The Study and Alchemy Lab.

The eastern part of this room has a table and a wide book case filled with arcane tomes, most who have been horribly burned to uselessness. The west side has a destroyed alchemy lab. Broken glass-works and potion bottles are everywhere. Scorch marks cover the walls.

Encounter 6: The fifth floor (80ft) Unholy Temple

A large polished obsidian carving of a horned Devil dominates the north side of this room. Two armoured bodies lie in the room as well. One body has been pierced through the chest by a longspear (magic frost +2) and is clutching a large book a purple and black silk cloak still rests about it's shoulders but it is long dead. In the corner of the room, slumped against the wall is an armored skeleton with an iron crown about its neck.

If the book is touched Caramnon servant of Illranikus immediately appears and attacks the party. (Who's Illranikus? Dunno. Maybe he'll be a recurring villain! I like to give named Devils a place in the Infernal heirarchy.)

Caramnon is a unique Infernal, four legs, eyes circling it's many horned head, covered in green and black scaled tentacles tipped with fangs dripping of poison. Caramnon attacks without reason, mercy or fear until dead. I'm planning on creating him by starting out with a solo monster (maybe a green dragon) and replacing each of it's powers for something of similar power level that is poison-y or tentacle-y and then level it adjusting it for the party, I'm thinking maybe threatening reach, and/or a "burst of tentacles" attack, with some ongoing poison damage thrown in. A fully fledged stat block will be forthoming.

And with that I've caught up with my backlog. Future updates won't be quite so frequent. I'm hoping to write at least two per week.

Monday, August 4, 2008

Yuri's Doom and Index Cards

At the end of Chapter 1, the players indicated that Yuri's Doom was where they were going next. That was my indication of what needed further development. So I spend some time getting some things straight. I didn't need to write plot elements for this because I already had most of this planned in my head.

The short version was the following:
  1. Yuri's doom is dangerous enough to prevent the empire from moving through it. I need to convey it's danger by some encounters with some "Swamp Nasties".
  2. Jarlsberg is going to have a bunch of undead. More encounters.
  3. Jarlsberg is where the druid Yuri cast his uber-powerful ritual that created the swamp there needs to be some evidence of it. Possibly I'll have the ritual in some time-stopped frozen tableau - something to look at with a bit of awe.
  4. Jarlsberg needs to have some clues to the location of the Iron Crown to continue the main quest plot line.
Encounter Cards

I'm becoming a fan of the 4th edition Monster manual and the monster adjustment rules in the DM's Guide. After putting together some encounters, I'm seeing that the guidelines for putting together encounters seems to be balanced very well and it's pretty easy.

I've been starting to use a combination of index cards and what I call encounter cards to keep track of combat rounds, and I've got to the point to where I'm getting very comfortable.

I started out doing this by copying out the entire stat block of each PC and monster to an index card, putting those cards in a stack in initiative order and cycling through them. The problem with this is the PC or monster on the top of the stack is doing the attacking, but it's attacking a card deeper in the stack. This leads to constant shuffling through the stack to find out defense values and mark off hit points or status effects.

A better way of doing this is to have a separate place for the things that are needed off turn. These are commonly defenses, perception, hit points and a place to mark down damage and conditions. Additionally some mosters have resistances, immunitires, vulnerabilities, auras and other powers that take place on other's turns. My index cards have space for ten lines of information, and given that I rarely (never) have more than 5 types of monsters in an encounter, I developed a 2 line stat block. On it, I record: NAME, AC, Fort, Reflex, Will, Perception, HP, Bloodied Value, Role, and XP value on the left hand side of the two line block and have a free form area on the left to note other things like hp totals, powers of note, resistances etc.

It looks something like this, with an encounter card having five rows that look like the following:
NAME... | AC FR | Per HP | Notes......................
ROLE XP | RF WL | Int BL |
The Role and XP are additions that should help the re-use of some of the encounter cards, by mixing and matching. So for example, I decided that the undead encounteres in Jarlsberg would be mostly zombies, with an occaisional ghoul thrown in as well as Phantom Warriors for a special encounter. For this I wrote up a card with Zombie Rotter, Zombie, Corruption Corpse, Ghoul (level adjusted to 3) and Phantom Warrior.

I also copied out those five mosters to individual monster cards, with complete details. In particular, the information that needs to stand out on the monster card are abilities and stats that get used on the monsters turn, that is mostly the Speed and the Attack Powers. Monsters can be counted on moving and attacking each round, usually. The intent is to have the whole stat block on the monster card, but the movement and attacks are really the thoings that must be there. The monster manual is still available as a reference for full details if required and if space does not permit them to be recorded on the index card.

I have one encounter card made up as a quick reference for the party, with all their defensive stats. That way I don't have to query them all the time. I have an index card for each party member. The PC index cards are mostly blank. Hopefully the PC's will be able to keep track of their attacks and moves. It's there for mostly for initiative.

At the beginning of combat I'll lay out the party and monster encounter cards then grab the correct set of monster cards for the encounter. Next, I'll have each PC and monster roll for initiative, recording the initiative on the upper left corner. The index cards get sorted, and then the top PC or monster takes it's turn, getting placed at the back when finished.

When a PC or Monster gets attacked, their defenses and relevant abilites are referenced on the encounter card, and any damage or conditions that are inflicted are noted.

Encounters

For the Yuri's Doom part of the adventure I drew up about the following encounter cards.
  1. The undead encounter card I mentioned before, with the Zombie Rotters, Zombies, Corruption Corpses, level adjusted Ghoul, and Phantom Warriors.
  2. One swamp encounter card. I put Stirge, Fire Beetle, Deathjump Spider, Visejaw Crocodile, and Shadowhunter Bat.
  3. One card with the solo "Hopper" encounter from Chris "Goober" Ramsley's Boss Compendium. [I sill can't find a link.]
I also noted a suggested sequence of encounters. I plan on putting together the wilderness encounters as the party travels. For Jarlsberg I plan to have several undead encounters, starting with rotters and regular zombies, with additional encounters introducing the corruption corpses and eventually the ghouls.

Level Adjusting

The DM's guide suggests that PC's should be able to handle creatures from Level-4 to Level+7. That may be the case, but I'm not sure it applies at the very low levels. And the very low levels suffer for a little bit of lack of monsters, since the only variety is to move up in the level range.

I have noticed that in particular when the monster's defenses get a little bit too good, everything sort of falls apart. Encounter powers that don't hit don't swing the battle as much as they should and high defenses combined with a larger pool of hit points can make these encounters a little bit too long.

I'm currently trying to limit the level difference of creatures that the party faces to +2 levels, at least on the upper side. Or at least having a long hard look at the monster's defenses.

Regardless, level adjusting monsters in 4e is very easy, and there's hardly a reason not to. The ghouls I added to Jarlsberg are level adjusted to 3. It doesn't make them trivial, it just balances things out a bit and allows me to bring in a larger variety of creatures that the party can face, without being overwhelmed or being caught in a fight that's lasting a little too long because of the enemy creature's toughness.

Jarlsberg Plot Elements

Jarlsberg will have the following non-combat features:
  1. The tableau I mentioned previously of Yuri and his compatriots casting the ritual that created the swamp. I'm thinking a fountain in the middle of town, with a miagic circle containing five druid-looking individuals frozen in place at the conclusion of the ritual. The fountain's water is motionless, the druids's arms are outstretched and holding magical implements. The only movement from within the circle is a thick mist billowing forth from the fountain adn rolling outwards through the ruins into the mists of the swamp.
  2. There is massive amnount of destruction around the city. All the non-stone buildings are essentially destroyed, with a few stone hearths visible among the lush swamp vegetation.
  3. Only a few buildings still stand. A blacksmith, a stone tower half sunk into the swamp at the outskirts of the town, a temple of umos that looks as solid as the day it was buit and a not so solid but still mostly intact inn.
  4. Around the town are hundreds if not thousands of (restless) zombies. They are mostly inanimate these days but will react to the presence of the PC's and to sounds of battle. The conflict with the undead will start slowly with a few zombie rotters slowly raising themselves out of the muck and pathetically attacking the PC's. This will attract Zombies in greater numbers over the next few minutes, until things start looking desperate.
  5. Holing up in the Temple of Umos will afford the PC's a chance to rest and to meet with the three Phantom Warriors who still defend the temple. These will be helpful, provided things don't go badly. The Phantom's earthly remains are in the center of the Temple and have magical goodies for the Party, which the will gift if things go well, or may be taken if the Phantom Warriors are defeated. The Phantom Warriors can recount how most of the Prolian battle against the Empire went, and if asked about the Iron Crown of the Prolian Kings, they recall that a Skald named Eodwyn was collecting information about King Arnesson and was staying at the inn.
  6. The rest in the temple will be followed by a confrontation my a rather large mass of Zombies that have surrounded the temple (mostly rotters). After this fight, the number of Zombies in the area will have been mostly exhausted.
  7. The Inn has the final major undead encounter. Suggest 1 ghoul, 1 corruption corpse, 2 zombies and 3 zombie rotters.
  8. In a room upstairs "The Last King of Prolia" written by Eodwyn the Skald may be found on a table beside an unoccupied bed.

Tuesday, July 29, 2008

The Adventure Begins!

I have a lot to say about:
  • my philosophy on game mastering
  • the development of Alia
  • the organization that led up to the first gaming session
  • 4th edition D&D
..but I have a bit of a backlog right now and since I've started this late and I want to try to catch up, I shall cover some of those other topics in future posts.

Adventure Background

Our heroes have converged in the town of Shinar in Prolia. Prolia is in the process of transformation from a broken collection of fairly independent towns, back towards being the great nation that it once was.



Over the winter, the six Jarls that lead the Prolian towns have met in Shinar, to discuss the naming of a king from among them. All have legitimate claims to the fallen throne. Also the legendary Iron Crown of Prolia has been lost for a hundred years.

The Jarls have decided to solve both problems by issuing a call to heroes to quest for the Iron Crown. Each Jarl will sponsor (and outfit) aspirants to quest for the crown and if one such hero brings back the crown that Jarl will be named King of Prolia. The word has been sent out and would-be heroes have been gathering in Shinar all spring.


Tidemarch is an Empire town/outpost whose main purpose of existence is to look out for the Empire's interests along the Prolian border. (It's the unnamed black dot south east of Belrane - I'll fix the map someday.) The swamp, "Yuri's Doom" and the Giant-backed gnomish forces of Greenhill are an effective overland barrier between the Empire and Prolia and so far the Republic's control over the northern seas has also restricted Empire activity towards Prolia.

Our Heroes

There's been some turbulence in the composition of the party, but initially the group consisted of:
  • Aeldrick, a Human Tactical Warlord
  • Voden, a Dwarf Infernal Pact Warlock
  • Ghesh, a Dragonborn Paladin
  • Minos, a Minotaur, Fighter
Minos won't start in Shinar. Instead, Krodar's armsman Radgar will be played until Minos shows up. (Yeah Minos, the Minotaur... how does one come up with an original name like that?)

Events in Shinar
  1. A call for heroes to find the Iron Crown of the Prolian Kings. Many young would be heroes are forming bands to search for the crown.
  2. Rumour has it that the Iron Crown was lost in the ruined city of Jarlsberg, which was overtaken by Yuri's Doom in the last Empire attack.
  3. The son of Jarl Yutsen of Shinar, Krodar wishes to form a raiding party against the empire town of Tidemarch.
The game really begins in the tavern (surprise, surprise), where a rather large group of (would be) heroes are socializing, planning, forming parties, and discussing which Jarl they'd rather be backing.

Several NPC's are introduced here including Lindrin, a strange Eladrin from a newly discovered island out in the mists of the eastern ocean and Nafrim, a wood elf cleric/ranger that's has come north in search of aid in the Elves long conflict with the Empire of Rhode. The NPCs introduced in the tavern at this stage are candidates for future story tie ins, but I have no specific plans for them at the present. Although these are fully done PC's with sheets and if the players desire they'll join their party.

Krodar gives a stirring speech to the tavern about recapturing the long lost glory days of Prolia where Prolian raiders were feared all across the known seas. He proposes that since there are so many fine heroes in the town with a hatred of the Empire that they should organize a raid on Tidemarch. He's a charismatic leader, stirs up the passion of the crowd and convinces a large crowd of adventurers to accompany him on his foray. He's already arranged for a ship and supplies. (Hopefully, the PC's will join him.)

Broad Adventure Synopsis

Chapter 1: Raid on Tidemarch. Docked ships set afire. Fighting at the harbourfront during raid for supplies. Party sent to raid the armory. Along the way Minos* breaks out/is broken out of the slave barracks. Joins the raid. At the armory, Sir Rodney shows up. Large numbers of soldiers begin to muster. Party cut off from ship, which leaves before being overrun.

Chapter 2: Flight from Tidemarch. Two ways this could go, combat or narrative (depending on situation, whether Rodney still lives, and party desire).

Chapter 3: Possibilities: Yuri's Doom or Greenhill.

Chapter 1 Details

If anyone expresses concern about being left behind in the raid, Krodar arranges for a pickup location 1 day's ride west along the shore. In two days, the a ship will return to pick up any who are separated from the ship. Otherwise Krodar is too confident in his plans to have a backup plan. But (after this undoubtedly happens) will sail the coast to the west looking for survivors on the shore. Unfortunately the shore will be being heavily patrolled by Rodney's men looking for the escaped PC's.

Treasure parcels

In the "Armory"
  1. (non magical) gold Holy Symbol (Stair) worth 1000gp;
  2. Level 4 Suit of Armor +1 (Black Iron or Darkleaf),
  3. Level 3 Thunder Weapon +1,
  4. Level 2 Implement +1 (Pact Blade, Wand, Staff, Orb or Holy Symbol of something).
Encounter 1: Minionfest at the harbour.

When the ship lands there's an fairly quick response from the burlier citizens of Tidemarch. It's lot's of "Human Rabble".

PC's get to deal with their own section of them. Suggest 1 Human Bandit + 3 Rabble per PC beyond 1. Also PC's may help other knots of fighting if they choose to and/or if their combat is going poorly they may be aided by some of the other heroes.

After defeating the bulk of the rabble, Krodar congratulates the PC's on their bravery and asks them to try to find/destroy/raid the heavily fortified building up the main road that looks like an armory, while the bulk of the crew begin loading essential supplies from the dockside warehouses.

Encounter 2: More rabble on the streets.

A short way up the main street are a group of 3 Human Rabble/per party member beyond 1, One Human Berserker. This time the party is unsupported.

This encounter will be tied in with escape of Minos and retreat of Radgar.

The battle will happen right near the slave-pen where Minos is being held. Minos is a recaptured minotaur slave of the empire. He was making a run for the borders of the Empire when he met with a patrol that recaptured him. He's being kept in a solid-looking cell off the main road in Tidemarch, until he can be sent back to his owner.

During the confusion of the battle taking place outside the door, Minos will get a chance to escape.

After the battle is resolved, Radgar will notice that another fight has started on the docks and will decide to return to help with it.

Encounter 3: Armory Guards.

Two guards are stationed at the armory as well as some Human Rabble.

If the PC's break into the Armory, they find it is in fact a Church of the Order of Man. It does however have a decorative armor stand displaying the magic items (treasure parcels 2,3,4) .

On the altar is the h0ly symbol (treasure parcel 1).

Encounter 4: Rodney rides in.

Sir Rodney mounted on his Warhorse, shows up with 3 guards to try to organize the defense of the town. He participates in one round of combat with his guards and then leaves them to deal with the PC's while he rides off towards the docks.

Sir Rodney is an Elite based off of "Human Guard" with the Warlord monster class template from the DMG.

Event: Warning of Trouble

A Prolian raider runs past, and tells the party that the Empire has mobilized. A large force of soldiers interposes itself between the docks and the PC's. After a few minutes of fighting retreat, the crew and the ship sails off. It's possible for the PC's to sneak or fight their way back to the ship but quite dangerous. It's fairly obvious that the defenders are overwhelmingly strong. Dozens of well equipped (non-minion) soldiers Human Guards have mobilized out of the barracks. If the PC's flee, a bunch (maybe 12) will attempt to follow them out of the city.

Encounter 5: Leaving by the gates.

Two Human Guards are stationed at the gates. No rabble. Two guards should be a fairly easy fight but the dozen reinforcements following behind are an incentive to finish it quickly. The guards don't have to be killed, engaging the guards, opening the gates and moving past is probably the quickest way to deal with them. Make sure the pursuers from event 1 aren't right on the party's heel, or TPK is likely. If they are closely pursued, the gates should probably be unguarded.


Notes

The opposition in these encounters is quite vanilla. Humans, Sir Rodney, Warhorse. This is intentional. This will be the first adventure that I'm running in 4e. I don't want to bite off more than I can deal with in the initial combats, but if I'm feeling up to it, I may mix in some other humans into the encounters. An additional Berserker or Human Mage in some of the plainer encounters could mix things up a bit. I also want to give the players time to get used to how their powers work and see how 4e D&D plays before I start making things more complicated.

There are ZERO 1st level monsters in the first chapter of this 1st level adventure. I'm being careful to stay within the experience guidelines for encounters, but I expect there will be a little bit more missing than I'd like. I may level-adjust all of the humans, except for Sir Rodney and his warhorse down to level 1, to make things easier for everybody. If I do, I will increase the number of enemies in the easier encounters.