The Alexandrian

Posts tagged ‘rpg scenarios’

Go to Part 1

Keep on the ShadowfellWe’re going to continue our remix of Keep on the Shadowfell by looking at the kobold lair. This is the area made up of encounters A2 and A3 in the original module.

KOBOLDS – BACKGROUND

The kobold tribe is known as the Clan of the Withered Arm. Once in every generation a child of the clan is born with a withered arm, marking them as the future leader of the clan. The clan’s history in the area around Winterhaven actually dates back more than 25 years to a time period when they were driven from their ancestral lands by Necross the Black Mage. The villagers in Winterhaven, however, were largely unaware of their presence: They survived by hunting wild game and generally shunned contact with the civilized races (who they had learned to fear).

Kalarel’s arrival in the area changed all that. He sent one of his goblin lackeys — brutish oaf named Irontooth — with a band of thugs to take control of the kobolds. They took the kobolds by surprise, overpowered their leader (a kobold named Issitik), and chopped off his arm. Irontooth now wears the withered arm on a chain about his neck.

THE KOBOLD LAIR – OUTSIDE

The Kobold Lair

Encounter A2: The Kobold Lair – Outside is going to remain largely unchanged. In fact, the only major thing we’re going to do here is add a little extra flavor to the sacred circle:

Sacred Circle: A circle of worn stone monoliths stands on the ground in this location. When a creature steps within the circle, blue runes glow softly on the surface of the stones and the creature gains a +1 bonus to attack rolls. A Nature check (DC 10) recognizes the circle as a druidic friendship circle. A DC 20 check allows a character to decipher enough of the runes to identify the circle as having once belonged to the Vassals of the Verdant Lord.

TRACKS: A successful Perception check (DC 10) allows a character to notice the large number of kobold tracks in the soft mud along the river bank leading to and from the waterfall. A DC 22 check reveals a few goblin tracks mixed in with the kobold tracks.

WATERFALL: In addition to acting as difficult terrain, the roaring noise of the waterfall imposes a -5 penalty to Perception checks on characters within 4 squares. It imposes a -20 penalty to Perception checks made to hear anything happening on the other side of the waterfall.

THE KOBOLD LAIR – PROBLEM AREAS

This inside of the kobold lair, however, needs a lot more work. Notable problems include:

(1) The encounter descriptions claim that the only entrance into the lair is through the waterfall. The actual battlemap, however, depicts two other entrances.

(2) The edges of the map are left completely open. In fact, you can come in through one entrance, turn immediately to the left, move one square, and… disappear off the edge of the map. Not only does this imply that there’s more to the lair than what’s described in the module, it also makes this encounter almost impossible to run: Players are going to immediately be asking what they’re not seeing off the edges of the map. Can they maneuver back there? Is there anything valuable? Are there more creatures? And so forth.

Gold!(3) The map also shows a huge pile of treasure that fills 400 square feet.

However, the module claims — and I wish I was kidding about this — that abolutely none of the gold you see there is valuable. The only valuable stuff is in the chest: 420 gp and a suit of magical armor.

There is absolutely nothing wrong with the amount of treasure listed in the module. (Although why Irontooth isn’t wearing the magical armor instead of sticking it in the chest is a bit of an open question.) But you just cannot show your players a picture of 400 square feet of gold and then say, “Ha ha! Just kidding!”

(4) The kobolds are supposed to attack in two waves spaced 3 rounds apart. But a single move action from any of the entrances into the lair will put a PC in a location where they can see the kobolds in the second wave. What are these kobolds doing? Are they just standing there? Are they putting on their armor (giving the PCs a potential advantage if they engage early)? The players are going to want to know.

For the most part we’re not going to change the fundamental dynamic of this encounter, but we are going to clean it up.

First, when running the outside portion of the encounter leave the battlemap folded in half (so that the inside portion of the lair cannot be seen by the players). Ignore the two additional entrances to the kobold lair and describe that entire side of the area as being a mossy cliff face.

Second, the beautiful color illustration of the waterfall in the module doesn’t match the battlemap. (Yet another example of the sloppy production quality of this product.) However, if you can make a high-quality copy of this illustration and then trim the left half of the image you should end up with a pretty good handout.

Third, we’re going to scrap the entire interior map of the kobold lair and replace it with a new one that actually makes sense; supports the attack waves designed into the encounter; and also includes more flavor.

THE KOBOLD LAIR – INSIDE THE LAIR

Kobold Laid - Map

TACTICS – SURPRISED: If the kobolds are surprised in their lair, the kobolds attack in two waves as described in the module. The initial locations of the first wave are indicated on the map in green and the initial locations of the second wave are indicated in red.

The dragonshields and Irontooth are sleeping when the PCs arrive. It takes them 1 round to wake up; 1 round to realize what’s happening; and then 1 round to grab their weapons. (If the PCs reach them before the second wave is triggered, they probably won’t be armed.)

The wyrmpriest’s delay is merely due to hesitation. If the PCs burst in on him, he is fully prepared to defend himself.

TACTICS – FOREWARNED: If any of the kobolds outside the lair manage to flee into the lair, this encounter becomes much more difficult. The minions and skirmishers will have all gathered in area 1. The wyrmpriest will have moved to the archway leading from area 1 to area 2, positioning himself so that he can use both his energy orb and incite faith abilities to aid the other kobods. Irontooth, flanked by the dragonshields, will be sitting in the throne in area 2 wearing the withered arm about his neck. (“You fools. Orcus will not tolerate your meddling. Kill them all.”) The dragonshields and Irontooth will hold back, but if it looks like the PCs are getting the upper hand (or if the PCs try to attack Irontooth) they’ll move to engage.

AREA 1 – THE UNNATURAL CAVE: The pool behind the waterfall is relatively calm and shallow, allowing characters to pass through it normally (although the squares of the waterfall itself are difficult terrain, see Outside the Lair). The kobolds will immediately move to attack intruders (see Tactics, above).

The rough, moisture-slicked walls of the cavern behind the waterfall give way to walls of ancient, worked stone. Here and there can be seen what appear to have once been bas relief statues — but years of moisture have worn them away to unrecognizable lumps. Through the archway to the east can be seen another large chamber, in the center of which stands a great throne of stone. Set into the back of the throne is a giant fire glowgem, casting an eery red light thorughout the chambers.

A few of the more favored kobolds roost in the antechambers here. (The rest of the kobolds make their nests in treetops throughout the area.)

AREA 2 – THE THRONE ROOM: The fire glowgem on the back of the throne casts a bright light to a distance of 20 squares. It can be pried loose and is worth 500 gp. A Nature check (DC 18) reveals that such thrones are often used as part of druidic initiation rituals.

AREA 3 – DRAGONSHIELD LAIR: The two dragonshields here betrayed Issitik when Irontooth and the goblins came. As a result, they were given a place of honor.

Two thick mats of straw are laid out on the floor in this otherwise nondescript room of plain stone.

AREA 4 – IRONTOOTH’S LAIR: This was once a library maintained by the Vassals of the Verdant Lord. The books here were protected by powerful magicks before the kobolds arrived and broke the seals.

A great, mounded nest of shredded paper has been built up in one corner of the room. It looks surprisingly comfortable. A variety of braziers, each burning a different scented incense, are lit here and there and around the room. The walls are lined with empty stone shelves. A large iron chest has been shoved into a corner.

The nest here is made from the shredded remains of the books. The chest can be opened with the key Irontooth keeps in his pouch or a Thievery check (DC 20). It contains 420 gp and a suit of +1 dwarven chain mail (see module).

AREA 5 – THE WYRMPRIEST’S CHAMBER: This chamber was once a shrine dedicated to the goddess Tiamat (who is held sacred by the Clan of the Withered Arm). Once Irontooth took control of the clan, he forced a conversion of the shrine to the worship of Orcus.

Golden Orcus SkullThe walls of this crooked chamber appear to have once been covered in colorful mosaics, but these have recently been defaced beyond recognition. In one corner of the room there is a shallow depression in the floor before a plain altar of stone. Atop the altar a golden skull with ram’s horns sits in honor.

The far side of the chamber gives way once more to the natural walls of the cavern, in a series of tiered steps leading down into the darkness.

The golden skull is worth 150 gp.

A character making a successful Perception check (DC 15) will notice the following symbol carved into the wall behind the altar:

Holy Symbol of Tiamat

A Religion check (DC 15) will recognize this as a holy symbol of Tiamat. Characters taking a closer look at the symbol can make an additional Perception check (DC 15) to realize that the hole in the center of the symbol is actually a depressed button. Pushing the button causes a section of the wall to slide back, revealing a stone idol:

Tiamat Idol

AREA 6 – THE DESECRATED TOMB: The stairs leading down to area 6 are uneven and slick with condensation. Characters must make a Balance check (DC 10) while moving down the stairs.

The stairs bottom out into a large, square chamber. In each corner a thick ionic column stands between roof and ceiling. The walls here are covered in small niches. In a few of these niches there are ceramic urns, but it appears that most of these urns have been destroyed: The floor is covered in ash and broken shards of pottery.

In the center of the room, the floor sinks into a circular depression. In the center of this depression a 15-foot wide mass of thick roots run between the floor and the ceiling.

This area was once a tomb for the Vassals of the Verdant Lord. When the kobolds moved in, they desecrated the burial chamber. Their thoughtless and spiteful destruction created a vengeful druidic spirit which still lurks here. The kobolds avoid this entire area now.

If a PC moves more than 15 feet into the room, the druidic spirit will manifest itself:

A howling wind suddenly whips through the chamber. Shards of light burst forth from somewhere within the tangled mass of roots in the center of the chamber, and then the roots begin to move of their own accord — drawing apart and forming a cage-like sphere in the center of the room. Looking through the gaps between the roots you can see a translucent spirit in the form of a human figure floating in the center of the sphere.

“LEAVE US TO OUR ETERNAL REST.”

PCs can attempt a skill challenge (4/2, with Diplomacy and Nature as primary skills) to convince the spirit that they are friendly. Knowing of the Vassals of the Verdant Lord counts as an automatic success in this skill challenge. Swearing fealty or otherwise pledging themselves to the druidic cause also counts as an automatic success.

If the PCs fail, the light in the center of the chamber grows and the spirit begins lashing out with lightning bolts (Range 20, 1d6+2 damage). There is no way for the PCs to exorcise this spirit at this time. (Alternatively, if you have the 4th Edition MM, use the stats for a phantom warrior but add the lightning bolt attack. The roots will move to defend the spirit from attacks, granting it — but not its targets — cover.)

If the PCs succeed, the spirit can give them the history of the kobold lair. In addition, the druids have found a greater connection to the spirit of the land through their death. They are aware of Kalarel’s ritual, which they describe as “a gaping wound in the natural world”. They are also aware that there is a powerful artifact at the dragon burial site which and can tell the PCs where to find it. The artifact is “resonating” with Kalarel’s ritual and they know that he seeks it.

TREASURE: The dragonshields and Irontooth each wear necklaces from which dangle dragon figurines carved of obsidian. On the bottom of the figure is etched the outline of a skull with ram’s horns. Anyone who succeeds on a Religion check (DC 15) recognizes the etching as an abstract representation of the demon lord of the undead, Orcus. PCs can sell the necklaces for 40 gp each in Winterhaven. The rest of the kobolds, in addition to their meager equipment, have 7 gp in loose coin on them.

WHERE ARE ALL THE WOMEN?

The Clan of the Withered Arm lives in what is known as a bassabal by the kobolds: The nest-mates of the clan live more than a hundred miles to the south in the clan’s “maternal nests”. Once per year, during the bassasurnal (“the season of egg-laying”), a large portion of the clan will make the journey south to meet with their nest-mates.

The kobold young are raised in the maternal nests until their year of ascension, at which time the clan males will test them through the rites of manhood and then bring them back to the hunter nests.

WHAT HAPPENED TO ISSITIK?

Issitik was taken to Area 2 of the keep and thrown in a cell. He’s being held as a hostage to help keep the kobolds in line.

If Issitik is freed, he will attempt to enlist the aid of the PCs in freeing his people. If he is brought to the kobold lair, all of the kobolds — except for the two dragonshields — will turn against Irontooth. Issitik will thank the PCs and gift them with the fire glowgem from the throne and the +1 dwarven chain mail from the chest. He will also tell them this: “While I lay in pain and captivity, I saw great visions of darkness. The thing beyond the veil brings death with its grip, and Kalarel hopes to open all these lands to its grasp. He must be stopped before his power grows too great.”

If Issitik discovers that his clan has been wiped out (or largely wiped out), he will lay a curse upon the valley and the village of Winterhaven. If he knows the PCs were responsible, he will give them a cold epithet in kobold and say: “May the grasp of the veil-thing find your soul!” Later, if the PCs investigate the kobold lair again, they will find a message written in blood on the wall behind the throne. The runes require an Arcana check (DC 15) to decipher and read:

THIS VALLEY SHALL BE CURSED FOR THE BLOOD IT HAS SPILT

(The consequences of that curse, if any, could, of course, lead to other adventures.)

Either way, Issitik seeks to lead as many of his followers as possible back to the maternal nests. He has become convinced that the lands of this valley have become cursed for his people. However, if the PCs helped the kobolds, two kobold slingers — named Dassesek and Trigassas — volunteer to join the PCs in fighting Kalarel.

Continued…

Kobolds!After studying Keep on the Shadowfell, I came to the conclusion that the only way I could run the module would be if I remixed the module in an effort to overcome some of its shortcomings. I previously demonstrated some detail work on a particularly troublesome encounter, but now I’m going to be taking a look at the big picture: Giving the adventure a stronger backbone and a richer mythology; rearranging the setpieces; fleshing out Winterhaven to give it some unique character and depth; adding extra encounters where possible; and so forth.

SPOILER WARNING!

The following thoughts contain minor spoilers for Keep on the Shadowfell. If you don’t want to be spoiled, don’t read it. And if you’re in my gaming group then you definitely shouldn’t be reading it.

RAW RESOURCES

While working with the kobolds, we basically have the following resources to pillage from Keep on the Shadowfell:

(1) On the Road: Kobold Brigands

(2) A1: Kobold Ambush

(3) A2: Kobold Lair – Outside

(4) A3: Kobold Lair – Inside

Or, to look at that another way, we have the following encounter builds:

(1) Kobold Dragonshields (x2), Kobold Slinger, Kobold Minions (x5)

(2) Kobold Dragonshields (x3), Kobold Skirmisher, Kobold Wyrmpriest

(3) Kobold Dragonshield, Kobold Skirmisher, Kobold Slinger, Kobold Minions (x10)

(4) Irontooth (goblin), Kobold Dragonshields (x2), Kobold Skirmisher (x3), Kobold Wyrmpriest, Kobold Minions (x10) (in two waves)

ON THE ROAD: KOBOLD BRIGANDS

We’re going to leave this encounter largely unchanged. From a conceptual standpoint it serves as a nice introduction to the problems besetting the village of Winterhaven. And from a design standpoint, it’s a relatively simple encounter that serves as a nice way to introduce players and DM alike to the new rules.

However, we do need to make one slight adjustment because of some sloppy design. There are two separate triggers for starting this encounter. The PCs are approaching from the east and trigger #1 is:

The minions make themselves visible, darting from their hiding places, when one or more PCs reach the place in the road between the two easternmost boulder piles.

And trigger #2 is:

Alternatively, if one or more of the PCs decide to move off the road and travel through the grassy terrain, it’s possible that some of the kobolds will be spotted in their hiding places. If a PC moves to a square that provides line of sight to a kobold, that creature lets out a screech that alerts its companions.

Sounds good, but look at the map:

KotS - Kobold Ambush Locations

All of these kobolds are going to be visible to PCs traveling along the road long before they reach the easternmost boulders. There is some forest just off the right of the map shown here that will help to obscure the northern minion, but this doesn’t help the southern minion (who can be spotted from the road 30 feet before the boulders) nor the dragonshields and skirmisher (who appear to have been placed on the wrong side of the boulders they’re supposed to be hiding behind).

Worst. Ambush. Ever.

MOVE THE MONSTERS: Obviously we need to move the monsters.

Minions: Put all the kobold minions and hide them behind the western boulders where they can’t be seen before the ambush is sprung.

Slingers: You can’t see it in the picture here, but on the battlemap there’s a small patch of forest just to the west (on the north side of the road). Put the slinger in this patch of forest (where he benefits from cover, but can shoot at the PCs freely).

Dragonshields: Off the east side of the map there is a forest south of the road. Put both dragonshields inside this forest.

PRE-COMBAT: The module suggests the following set-up:

Have the players place the miniatures of their characters on the road within 2 squares of the eastern edge of the map, then give them two rounds to move their characters westward.

I absolutely hate this. First, they’ve gotten their miniature skirmish game all over my roleplaying game. Second, the setup invites metagaming and ruins any element of surprise. (“Gee, I wonder if we’re going to be ambushed…”) Third, it creates two really boring rounds of “action” in which the players all take turns with no motivation beyond “head west… I guess”.

It’s just a poor gameplay experience.

So here’s what you do:

(1) You lay out the scenario: “You are on the King’s Road traveling west towards Winterhaven. How are you travelling?”

(2) At the very least, you want to establish a marching order (sequence and relative positioning). But, without prompting the players, you also want to find out what active precautions they’re taking.

(3) If nobody states that they’re specifically watching out for an ambush, use their passive Perception checks (10 + Perception modifier) to determine whether or not they spot the kobold dragonshields hiding in the woods (DC 19). (This is a bit of a cheat because, given the pregenerated characters, I know none of them will detect the dragonshields with a passive Perception check.)

(4) If they do state they’re watching out for an ambush, allow them to make an active Perception check (d20 + Perception modifier) to determine whether or not they spot the kobold dragonshields hiding in the woods (DC 19).

(5) If they detect the dragonshields, the encounter starts when they get within 30 feet of where the dragonshields are hiding. Lay out the battlemap, position them according to their marching order, and inform whoever rolled high enough on their Perception checks that they’ve spotted the dragonshields lurking in the woods.

(6) If they don’t detect the dragonshields, the encounter starts when they reach the easternmost boulders. Lay out the battlemap, position them according to their marching order, and describe the kobold minions pouring out of their hiding spots to attack them (see below).

TACTICS: Ideally, the PCs are surprised. The minions will swarm out and engage them. The dragonshields will emerge from the forest onto the road behind them, cutting off their escape. The slinger will being shooting at them from the cover of the forest.

If the PCs detect the dragonshields and attack, the minions will swarm out and come to the dragonshields’ defense. The slinger will also emerge from cover, move close enough to attack, and begin firing.

GOALS: Make the ambush actually work as an ambush. Make the start of combat more dramatic, immediate, and exciting.

GUARDING THE KEEP

I talked about this briefly before, but the first two combat encounters in Keep on the Shadowfell are extremely repetitive: In the first, kobolds ambush the PCs on the road. In the second, kobolds ambush the PCs on the road. (And, even worse, if you follow the internal logic of the module, it’s highly unlikely that the PCs will actually be on the road at the time that you’re supposed to use the second encounter.)

So we’re going to completely scrap A1: Kobold Ambush. Instead, we’re going to remix this encounter — using the same opponents in a slightly different scenario.

SETUP: Instead of an ambush, these kobolds are going to be manning a barricade blocking the road leading to the Keep. (Kalarel has placed them here to ensure that he’s not disturbed at the Keep.)

BARRICADE: The wooden barricade is 15 feet high (requiring characters to make an Athletics check to climb over it). There is a 10-foot wide platform at the top of the barricade and a ladder leading down the other side.

TACTICS: The wyrmpriest stands atop the barricade, using his energy orb to attack those drawing near the barricade. The dragonshields and skirmishers ready actions to attack anyone attempting to climb the barricade.

If the PCs reach the top of the barricade, the wyrmpriest will blast them with his dragon breath and then jump down on the other side of the barricade. From there the wyrmpriest will continue using his energy orb, while the dragonshields and skirmishers engage the PCs atop the barricade.

THE SECOND GUARD

An identical barricade is located on the road north of the Keep, too.

DEVELOPMENT: If the PCs wipe out either barricade, the kobolds at the second barricade are pulled back 1d2 days later and lay an ambush in the ruins of the Keep. (I’ll be discussing the ruined keep in a later entry.)

In practice, this likely means that the PCs will head towards the keep, overcome one of the barricades, and then spend some time exploring the keep. Then they’ll pull back to Winterhaven and, when they return, a kobold ambush will have been laid for them at the keep.

If the PCs completely bypass the barricades on their way to the keep (by circling through the woods), Kalarel might end up pulling back both patrols to lay an ambush in the ruins of the keep. (This depends on how threatened Kalarel feels.)

INTERLUDE: FARMER’S JEOPARDY

This encounter is designed to build on the crisis facing the village of Winterhaven (which I’ll be discussing at greater length: The farmers southwest of Winterhaven have been cut off from the village by the kobolds. A dwarven farmer named Terrik Sabanar, however, has attempted to break the blockade and reach Winterhaven with a wagon full of supplies.

FARMERS: Terrik Sabanar is a good-hearted dwarf. While he plans to sell the food he’s hauling for a fair price (he can’t afford not to), his primary motivation for trying to break the blockade is because he knows the people of Winterhaven must be in fairly dire straits.

Terrik was once a member of the Iridescent Guard, a powerful order of dwarven knights. He became disenchanted with the order, however, when his superior officer seduced his wife. Taking his infant son, Alric, Terrik left the dwarven kingdoms and came to Winterhaven. He has adopted the simple lifestyle of a farmer and left his past behind him.

For this dangerous mission, however, Terrik pried up the floorboards of his cottage and took out the +2 resounding warhammer he had once wielded as a knight. Those making a History check (DC 15) can recognize the hilt-marks on the warhammer as belonging to the Iridescent Guard — a strange sight to see in these lands.

Terrik is accompanied by his son, Alric. Alric knows nothing of his father’s history with the Iridescent Guard. Terrik didn’t want to bring Alric along, but the boy begged him until he finally relented (fearing, in fact, that if he refused Alric would merely follow him and be in even greater danger).

STATS: For Terrik, use the stats for the pregenerated fighter PC. However, Terrik wields the +2 resounding warhammer (dealing base damage of 1d10+5 and +2d6 thunder damage on a critical hit). For Alric use the stats for the pregenerated fighter PC, but treat him as a minion.

(If you’ve got the core rulebooks available, feel free to give them unique and/or more appropriate stats as you feel fit.)

SITUATION: Terrik and Alric are ambushed by kobolds along the road. Their wagon is disabled.

KOBOLDS: Use the kobolds from the On the Road: Kobold Brigands encounter, but add two more slingers.

MAP: We can reuse the map from the same encounter, or draw a new one on an erasable battlemap. Roads are easy.

TRIGGER: This encounter can be triggered in several ways:

(1) The PCs are traveling along the road when they hear shouts and the sounds of combat. When they reach the scene, they see the kobold minions and dragonshields clustered around the wagon. Terrik stands atop the wagon, swinging his warhammer.

(2) The PCs in Winterhaven when Alric rides up to the gate begging for help. (As the ambush broke, Terrik dumped Alric onto one of the horses and sent him riding for safety.) The city guard seems confused… perhaps somebody runs to ask permission from Lord Padraig before leaving their posts. (Padraig will be furious that none of his mean seized the initiative, but meanwhile…)

If the PCs think of it, let them make an Intimidate check (DC 20) to convince two of the guards to go with them to help Terrik. If the guards do accompany them, you’ll need to figure out stats for them. (Easy to do if you’ve got the core rulebooks. Otherwise, just use the same stats as Alric.)

If the PCs return with Alric, they see two dead kobolds lying near the wagon. The minions and dragonshields have pulled back, and the kobold slingers are pelting the wagon with their slingstones. Terrik is hiding in the wagon, trying to stay behing cover. (This trigger can be used particularly effectively if Alric rides up to Winterhaven just as the PCs are leaving or entering the village.)

(3) While traveling along the road away from Winterhaven, the PCs pass Terrik and Alric heading in the opposite direction. If they choose to accompany the dwarves, they’ll be there when the ambush breaks out a few minutes later. If they continue on their way, just a couple minutes later they hear shouts and the sounds of combat coming from behind them. (If they need further prompting, have Alric ride after them.)

REWARD: If the PCs rescue them, Terrik will gift them with this +2 resounding warhammer. The weapon deals 1d10 damage, +2d6 thunder damage on critical hits, and has a daily power that can be used as a free action when a target is hit with the warhammer, rendering the target dazed.

FOLLOW-UP: Once the ambush has been dealt with, it takes Terrik about 5 minutes to fix the wagon wheel. (If it was 3rd Edition, we could let the PCs help. But, hey, there’s no Craft skill in 4th Edition. Who would ever need such a thing? It’s not like we could ever be in a situation where you might want to fix a wagon wheel before more kobolds show up. Feel free to throw an ability check in there to compensate for the dumbed down rules.)

The villagers in Winterhaven are thrilled when the supplies, meager as they are, arrive. Terrik, Alric, and the PCs are greeted as heroes.

Continued…

Rappan Athuk – Maze 6-2D

November 21st, 2005

Go to Part 1

AREA 6-2D – THE RAT WARREN

Maze 6-2D

This entire maze has become infested with rats. Check for a wandering monster every time the PCs pass the entrance to a rat tunnel and once for every five minutes they spend in the maze. The rats here will generally not seek combat unless threatened or cornered, but if the PCs kill any rats, any rats they meet from that point on will be automatically hostile.

1d20                Result
1-4                   3d6 normal rats
5                      2d6 normals rats and 1d6 dire rats
6-20                 No encounter

The small tunnels on the map can be moved into by a Small character hunched over (half speed, -2 penalty to attack rolls and AC). Medium-size characters can crawl into these spaces with a successful Escape Artist check (DC 20, 5 ft. per move action, -4 penalty to attack rolls and AC). Creatures Large or larger cannot navigate the tunnels.

POINT A: This rat tunnel is abnormally large. Small characters can move normally; Medium-size characters can hunch over in them; and Large characters can crawl through it. The tunnel descends underneath area 6-3 before curving back around and up into area 6-3 through one of the rat tunnels shown on the map there.

POINT B: These tunnels lead to a twisting maze of rat warrens. Any character entering the tunnel has a 50% chance of ending up back where they started and a 50% chance of ending up at the other location marked B on the map. Assume a trip through these tunnels takes 3d6 minutes.

POINT C: This abnormally large rat tunnel (see point A, above) twists and turns for perhaps two dozen yards before ending in a small cavern which serves as the den of an ancient, crippled wererat by the name of Damien. His fur has turned entirely gray and his eyes are the milky-white of the blind. He is tended by the rats of this maze, and if the PCs have harmed any of them he will be automatically distrustful and hostile towards them.

Otherwise, if they handle the encounter correctly, the PCs could gain valuable information from this craft old rat (in exchange for precious metals and pretty baubles; or a vow to destroy the Spider Queen, see below).

BACKGROUND:  Damien was outcast from the wererat pack on Level 1 years ago, after angering the Spider Queen on Level 6A. The Spider Queen had him hurled from her lair, shattering his bones on the cold stone of area 6A-1. Damien was carried away to safety by his faithful rats, but he has (naturally) carried a burning resentment towards the Spider Queen and her minions ever since.

INFORMATION: Damien can give the PCs a wide range of information:

* He knows five rumors from the rumor tables for the dungeon.
* He can give the PCs detailed information on the entirety of Level 6A, although any maps he draws for the PCs will be inaccurate in several regards (it’s been years since he was down there). In addition, while he’s aware of the “wizard tombs” on the level, he and the other rats always kept a healthy distance from them.
* He CAN’T tell the PCs how to get to Level 6A. His rats collapsed the rat tunnels leading there when they brought him here.
* He also knows the entirety of Level 6 with the exception of areas 6-7 and 6-8 (neither he nor his rats have ever dared the tombs) and the mazes at 6-2A and 6-2B (although he knows about the mustard jelly and the phantasmal piercers – they’re specifically why he and his rats don’t go into those mazes). He can give the PCs very accurate maps of 6-2C and 6-2D.
* Damien knows that the river flowing through 6-16 and 6-14 passes down through Level 7A to “a place of death” (rats don’t come back). He knows that the sinkhole in 6-15 leads to “the gates of hell” (he’s seen them). And he knows that the cave in 6-10 leads down to “a bunch of caves which are nice, but far too difficult to get to”.

STATS: Use the standard wererat stats from the MM.

TREASURE: Secreted away amongst the general filth of Damien’s den there a number of gems, trinkets, and coins, with a total worth of perhaps 250 gp. Damien guards his “horde” zealously.

EXITS: Several rat tunnels lead away from this den before ending up in Area 6-16. Damien is very concerned at the thought of the goblins in 6-16 exploring these tunnels and finding his den, so large packs of dire rats have been patrolling those tunnels and attack anything coming through them.

POINT D: This abnormally large rat tunnel (see point A, above), continues for about fifteen feet before narrowing down to a normal size. After ten feet it takes a sharp turn to the left and then widens out again, leading to the western-most rat tunnel on the north side of area 6-16.

POINT E: This rat tunnel leads to a twisting maze of rat warrens with no other exit. Anyone going in wanders for 3d6 minutes only to emerge back at this point again.

This series was continued with the Mazes from Level 7A.

Rappan Athuk – Maze 6-2C

November 20th, 2005

Go to Part 1

AREA 6-2C – THE HAUNTED LABYRINTH

Maze 6-2C

This maze is haunted by the ghost of a long-dead wizard. Decades ago, the wizard mounted an assault against the Upper Temple on Level 4. His attempt failed and he was forced to flee down through the Wight Catacombs on Level 5. The Acolytes of Orcus finally caught up with him in this labyrinth and he met his doom at their hands.

Years of undeath have twisted this tortured soul into a mad, malevolent spirit. He attacks anyone who enters the labyrinth, howling imprecations against “the foul worshippers of the demon god”.

The only way to grant the wizard’s spirit its final respite is to first destroy and consecrate the Upper Temple on Level 4. If the wizard’s body is then carried to the Upper Temple , showing him that his life’s final task has been completed, the body will crumble to dust and the wizard’s spirit will pass from this world into the next. (Grant each PC a 1,000 xp story award if this occurs.)

POINT A (THE WIZARD’S CORPSE): The wizard’s corpse – a dry and rotted husk – lies at this point.  A search of the body will reveal a +3 ring of protection, three pearls of power (1st, 2nd, and 3rd level), a pale lavender ioun stone (8 spell levels have been absorbed), a masterwork dagger, and the wizard’s spellbook.

ERIANDOR THE GHOST (5th Level Evoker): CR 7; Medium undead (Incorporeal); HD 5d12+5; 40 hp; Initiative +1; Fly 30 ft. (perfect).; AC 16 (+1 Dex, +5 deflection); Base Attack +2, Grapple +2; Atk +3 touch (1d6 and 1d4 ability, corrupting and draining touch); Space/Reach 5 ft./5 ft.; SA corrupting touch, draining touch, malevolence, manifestation, spells; SQ rejuvenation, turn resistance +4; SV Fort +2, Ref +2, Will +6; Str 10, Dex 13, Con –, Int 19, Wis 14, Cha 20

Skills: Concentration +8, Decipher Script +12, Gather Information +8, Hide +10, Knowledge (arcana) +12, Knowledge (history) +8, Listen +14, Search +12, Spellcraft +12, Spot +14, Survival +6
Feats: Eschew material, greater spell focus (evocation), scribe scroll, silent spell, spell focus (evocation)

Arcane Spells Prepared

0th level – dancing lights (x2), detect magic, flare, ray of frost
1st level – magic missile (x2), true strike (x2)
2nd level – darkness, scorching ray (x2), see invisibility
3rd level – arcane sight, fireball (x2)

ERIANDOR’S SPELLBOOK: Contains all 1st and 2nd level evocation and divination spells from the PHB. It also contains arcane sight, daylight, fireball, fire shield, and ice storm.

Go to Maze 6-2D

Rappan Athuk – Maze 6-2B

November 19th, 2005

Go to Part 1

Hey, the e-mail address through the Contact link works now. Apparently, if you spell Alexandrian without the “r”, the Internet will not magically read your mind and deliver your mail unerringly. Stupid Internet.

…..

Right. Shall we take a look at the second maze, then? I think we shall. (Thanks to Sarah for pointing out this egregious error.)

AREA 6-2B – DEATH FROM ABOVE

Maze 6-2B

PHANTASMAL PIERCERS: This entire labyrinth is infested with phantasmal piercers. These vicious creatures are identical to normal piercers (ToH, pg. 214) except that they can become incorporeal at will. They lurk above the ceiling, where they can’t be detected, and then fall down upon their victims. If they miss, they turn incorporeal again and fall through the floor to avoid exposing their vulnerable underbellies.

In any given hallway (no matter how short), assume there are 1d10 piercers lurking above the ceiling (even if the PCs been down that hall before). Each piercer will attack a random PC. If the PCs stay in one place, they attract 1d10 piercers each minute.

POINT A (DEAD PALADIN): The body of a dead paladin lies here, although little remains beyond a moldering skeleton in rusted plate and a rotting tabard with the holy symbol of Athor. His sword, however, is gleaming and untarnished – a +2 holy longsword.

The paladin’s body is infested by a phycomid (ToH, pg. 214). Anyone drawing near will be sprayed with acid and spores.

POINT B (DEAD GOBLIN): The body of a goblin lies here. He’s been impaled by one of the phantasmal piercers, but apparently he managed to stab it with his dagger even as he was dying. The other piercers have instinctually avoided the dead body of their comrade.

This goblin was part of the goblin party now in area 6-16. When the mustard jelly attacked them in maze 6-2A, he fled north in a panic and somehow found his way through the maze. Unfortunately, he entered this maze and got himself killed.

In addition to his dagger, the goblin is wearing studded leather armor (ruined when the piercer impaled him). He carries a belt pouch with 2 gp, 15 sp, and 28 cp. He wears an eyepatch over his left eye.

POINT C (MIMIC): CR 6; Huge Aberration (Shapechanger); HD 15d8+75; 142 hp; Initiative +1; Spd 10 ft.; AC 16 (-2 size, +8 natural), touch 16, flat-footed 16; Base Attack +10, Grapple +18; Attack +19 melee (2d6+8, slam); Full Atk 2 slams; Space/Reach 10 ft./10 ft.; SA adhesive, crush; SQ darkvision 60 ft., immunity to acid, mimic shape; SV Fort +10, Ref +5, Will +9; Str 27, Dex 10, Con 21, Int 10, Wis 13, Cha 10.

Skills: Climb +21, Disguise +21, Listen +16, Spot +16
Feats: Alertness, Awesome Blow, Improved Bull Rush, Lightning Reflexes, Power Attack, Weapon Focus (slam)
AWESOME BLOW: The mimic’s Awesome Blow feat allows it to subtract 4 from its attack roll. If it hits, its opponent must make a Reflex save (DC = damage dealt) or be knocked back 10 feet, falling prone. Due to the mimic’s adhesive ability, the character will also find themselves automatically grappled and pinned
ADHESIVE: A character hit by the mimic is automatically grappled and cannot escape until the mimic is dead.
CRUSH: A mimic deals 2d6+8 points of damage with a successful grapple check. They deal this damage automatically as a free action to characters who are pinned by their awesome blow.
MIMIC SHAPE: Disguised as a large iron chest. Requires close examination, Spot vs. Disguise check, to penetrate the disguise. (By that point, it’s far too late.)

POINT D (THE SWORD AND SHIELD): Hanging on the wall at the end of this hallway there is a sword of mithril-edged adamantine and a large shield of silver. Anyone casting detect magic or identify will instantly recognize these items as being cursed: A -3 backbiting greatsword and a shield of clumsiness (-4 penalty to Dexterity and a 20% chance of spell failure).

Except they aren’t, as anyone using the items or casting analyze dweomer will quickly realize. The sword is actually a +3 ghost touch greatsword of adamantine (the mithril-edging has no mechanical effect). The shield is actually a +1 reflecting shield.

Go to Maze 6-2C

Archives

Recent Posts


Recent Comments

Copyright © The Alexandrian. All rights reserved.